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{

"$id": "1",
"strings": [
{
"Key": "ee15f0be-712b-40ba-8d1b-6575ece633e6",
"Value": "Damage bonus"
},
{
"Key": "1a7cf3bf-cb34-488b-9469-7f92176211e5",
"Value": "Attract critters from the whole area."
},
{
"Key": "246accef-137b-4e59-bcc9-af8c83561dcc",
"Value": "Feed Critters"
},
{
"Key": "1c31251c-667b-450a-9d2a-8d726e66e263",
"Value": "Throw acid flask"
},
{
"Key": "5ba3327a-b60c-4c36-9bcf-8324c050482f",
"Value": "Throw acid flask"
},
{
"Key": "f0e56983-7bef-4f82-b95a-1c2e871f1319",
"Value": "DC 16 Will save or become paralyzed with fear for 6 rounds or
shaken for the same duration if the target succeeds at the saving throw. Targets
can attempt new saving throw against frightened condition every round."
},
{
"Key": "5a18c27d-3cad-41df-ae8f-9de67810e15c",
"Value": "Trollhound Howl"
},
{
"Key": "e1ebc49a-b32a-4073-b951-4545cf018a2d",
"Value": ""
},
{
"Key": "de6ecaac-7170-43ff-8020-c755523b80f2",
"Value": "Blind"
},
{
"Key": "2b402204-15bc-442d-94ff-3027f7374d73",
"Value": "Regeneration"
},
{
"Key": "dd36212b-4d91-4e7e-bdc6-a77ff98bc8b7",
"Value": "Charmed"
},
{
"Key": "c65ae1c3-f3a2-47f4-a55b-f7c34b3c1336",
"Value": "A confused creature is mentally befuddled and cannot act normally."
},
{
"Key": "61e7ffa1-00a0-4f01-9271-0135ec5184f4",
"Value": "Confused"
},
{
"Key": "5f3f7c46-0d4e-4e40-bdc9-0259208a48e4",
"Value": "The creature is unable to act normally. A dazed creature can take
no actions, but has no penalty to AC."
},
{
"Key": "d2e596f4-77eb-4081-9417-e1ea02e828e8",
"Value": "Daze"
},
{
"Key": "726826fe-5132-4c5c-b683-baad3d1e7a1f",
"Value": "Dying Dwarf's Curse"
},
{
"Key": "d29a803d-09fe-4b8b-9168-5008ec2b689f",
"Value": "An exhausted character moves at half speed, cannot charge, and
takes a �6 penalty to Strength and Dexterity. After a complete rest, exhausted
characters are no longer exhausted."
},
{
"Key": "aab10bf2-1f86-4847-8836-ac2eff8b1a77",
"Value": "Exhausted"
},
{
"Key": "21db7fdf-f558-45f4-84eb-3d60501db007",
"Value": "Acid Flask"
},
{
"Key": "6157eb84-d476-4a5f-baae-26ff5139616c",
"Value": "Branded Troll Dead"
},
{
"Key": "e2168234-1871-4c40-8b33-ab707e520118",
"Value": "Protection"
},
{
"Key": "0e9cc278-ad25-48cb-b095-16ab9567b514",
"Value": "Second Troll"
},
{
"Key": "6000efc6-fae2-492d-8d29-fe6b1bb381c3",
"Value": "The creature stands quietly. Any damage to the target automatically
breaks the effect."
},
{
"Key": "dfd6c412-4eb1-4688-8f3f-0025a300ea5e",
"Value": "Fascinate"
},
{
"Key": "927e6c04-5d70-4b4d-8023-d52eed5b3d77",
"Value": "A fatigued character cannot charge and takes a �2 penalty to
Strength and Dexterity. Doing anything that would normally cause fatigue causes the
fatigued character to become exhausted. After a complete rest, fatigued characters
are no longer fatigued."
},
{
"Key": "aa09a926-e019-4268-b596-0106d9f7e244",
"Value": "Fatigue"
},
{
"Key": "d882fb83-d529-4a36-893b-d8a84829b675",
"Value": "A frightened creature takes a �2 penalty on all attack rolls,
saving throws, skill checks, and ability checks. A frightened creature may start to
flee from its enemies."
},
{
"Key": "5e8a1fa0-b285-4d34-8ca3-09357e3cab35",
"Value": "Frightened"
},
{
"Key": "31b0eaee-7891-4cda-b65b-f8ac83668634",
"Value": "A hasted creature gains a +1 bonus on attack rolls and a +1 dodge
bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity
bonus to Armor Class (if any) also makes you lose dodge bonuses."
},
{
"Key": "57e76110-79f1-4b22-bbf6-de9561d025db",
"Value": "Haste"
},
{
"Key": "e3b1f1ca-01bd-4eb3-9558-36b97b08288a",
"Value": "Nauseated"
},
{
"Key": "83bff626-f70b-45d2-b39d-f5464a537db4",
"Value": "Creatures with the nauseated condition experience stomach distress.
Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do
anything else requiring attention. The only action such a character can take is a
single move action per turn."
},
{
"Key": "5bfa9670-5762-4cd9-a39d-acf51940350f",
"Value": "Wounded"
},
{
"Key": "fea26125-7a2b-4cf0-a24d-3dc35a67e045",
"Value": ""
},
{
"Key": "ba113bf7-2cf3-40c1-ac1e-6ad05fb60135",
"Value": "Protection"
},
{
"Key": "32191d4b-5621-43c7-8c27-2f8d2bb18020",
"Value": "A paralyzed character is frozen in place and unable to move or act.
A paralyzed character has effective Dexterity and Strength scores of 0 and is
helpless."
},
{
"Key": "ec16740c-356a-4459-a59e-f72c0cc72b20",
"Value": "Paralyzed"
},
{
"Key": "c939b84a-648f-4b45-a5b5-196b581debdf",
"Value": "Pharasma's blessing helps you in battle and infusing your attacks
with divine energy. All weapon attacks deal an additional 1d6 divine damage."
},
{
"Key": "8485bcdf-a2e6-4e78-8d5a-5fb17cb53a79",
"Value": "Pharasma's Favor"
},
{
"Key": "2e312213-ccc0-43e7-92f1-a4dee65d4eea",
"Value": "The character is lying on the ground. A prone attacker cannot
attack. A prone defender gains a +4 bonus to Armor Class against ranged attacks,
but takes a �4 penalty to AC against melee attacks."
},
{
"Key": "ebb2c9f6-451b-42df-b923-e723fce0fc03",
"Value": "Prone"
},
{
"Key": "18c17832-510e-4c67-a8ef-f92fdb936991",
"Value": "Delay"
},
{
"Key": "67d042e0-0470-4cc6-ae05-e88ac947f7b5",
"Value": "A shaken character takes a �2 penalty on attack rolls, saving
throws, skill checks, and ability checks. Shaken is a less severe state of fear
than frightened or panicked."
},
{
"Key": "0a64264f-3220-4b23-88a6-7133801fed36",
"Value": "A shaken character takes a �2 penalty on attack rolls, saving
throws, skill checks, and ability checks. Shaken is a less severe state of fear
than frightened."
},
{
"Key": "eb25e5f2-2e4d-41a7-b994-38aa2a900371",
"Value": "Shaken"
},
{
"Key": "01d4f6ed-f96d-49cb-9180-af613f474c96",
"Value": "The character takes a �2 penalty on all attack rolls, weapon damage
rolls, saving throws, skill checks, and ability checks."
},
{
"Key": "1e380374-75dc-4508-ac97-8fb88546807f",
"Value": "Sickened"
},
{
"Key": "f88d419b-7d1c-401d-be8f-8f04c685ab7a",
"Value": "Sleep"
},
{
"Key": "ad583cbd-daf5-4c51-93c2-b57ccf4dbe02",
"Value": "Slowed"
},
{
"Key": "830678b1-ccd4-418d-a351-f17a26399303",
"Value": "A staggered creature may take a single move action or standard
action each round (but not both, nor can he take full-round actions). A staggered
creature can still take free, swift, and immediate actions."
},
{
"Key": "822a4086-6fc4-4019-ae48-ee937e6ea0ce",
"Value": "Staggered"
},
{
"Key": "4fa60c0b-cc16-4bb4-ab46-62a0df0d01e0",
"Value": "A stunned creature can't take actions, takes a �2 penalty to AC,
and loses its Dexterity bonus to AC (if any).\nAttackers receive a +4 bonus on
attack rolls to perform combat maneuvers against a stunned opponent."
},
{
"Key": "d0c01e0d-d13b-47f1-9da3-d1f8dba88f3c",
"Value": "Stunned"
},
{
"Key": "acf60657-4cc4-4b22-a7f4-3d7bb9f0644f",
"Value": "Summon"
},
{
"Key": "31c614ce-92f3-4440-8940-8279f26fdde8",
"Value": "Summon"
},
{
"Key": "7a0246ab-a425-40f7-918e-46ceaea03d5b",
"Value": "Summon"
},
{
"Key": "00b23e04-0c37-435c-b3fd-8aea38c17818",
"Value": "Summon"
},
{
"Key": "8cffe98f-1648-426e-a3a5-9881bc26a51e",
"Value": "Summon"
},
{
"Key": "fc48a950-a279-42c6-a8fc-1714f60c4674",
"Value": "Summon"
},
{
"Key": "d7a43139-631c-473a-9e96-ea91a0ec5e56",
"Value": "Swamp gas damage"
},
{
"Key": "fc710749-a35e-4c5b-9c66-481d547e986e",
"Value": "Injury; Save: Fortitude\nFrequency: 1/hour for 8 hours\nEffect: 1d3
Wisdom damage\nCure: 2 save"
},
{
"Key": "79746971-101e-4b8b-a07c-52f9e954b9d2",
"Value": "Swampseer Poison"
},
{
"Key": "77caa94a-a71c-43f9-a3b5-88c3a13b241b",
"Value": "For each negative level a creature has, it takes a cumulative �1
penalty on all ability checks, attack rolls, combat maneuver checks, Combat
Maneuver Defense, saving throws, and skill checks. In addition, the creature
reduces its current and total hit points by 5 for each negative level it
possesses."
},
{
"Key": "a5176165-ec68-4ac5-a1ec-c4ea72500b83",
"Value": "Temporary negative Level"
},
{
"Key": "3cf9caff-1b20-4f2c-962f-bbba3ae31039",
"Value": "Protection From Fire"
},
{
"Key": "e9bead99-8a7c-4877-ad1d-457d50bfd50d",
"Value": "Regeneration"
},
{
"Key": "784fdd44-6b25-410e-aa00-0d7c99216f0b",
"Value": "Regeneration"
},
{
"Key": "ae0af742-7aeb-4fc6-8f1e-8f50c9fec118",
"Value": "Amiri Fighting Hodag"
},
{
"Key": "180624b3-86c0-40d5-9b82-11622af82f67",
"Value": "Grim Ranger Injury"
},
{
"Key": "b0422bfd-0484-409d-804d-43fe32e77eac",
"Value": "Bartholomew is Dying"
},
{
"Key": "7c5a294e-f929-404a-957a-8f72982d9253",
"Value": "Bartholomew is Dying"
},
{
"Key": "33e45c4d-8deb-45b9-a649-ae4ee66cd2e0",
"Value": "The alchemist's reputation is not softened by his exuberance (some
would say dangerous recklessness) in perfecting his magical extracts and potion-
like creations, infusing these substances with magic siphoned from his aura and
using his own body as experimental stock. Nor is it mollified by the alchemist's
almost gleeful passion for building explosive bombs and discovering strange new
poisons and methods for their use. These traits, while making him a liability and
risk for most civilized organizations and institutions of higher learning, seem to
fit quite well with most adventuring groups."
},
{
"Key": "941d1b74-2894-4818-8920-b2ed463e9265",
"Value": "Alchemist"
},
{
"Key": "3969749c-e59d-42ff-b5cb-78d9bb78f6c6",
"Value": "Alchemists are proficient with all simple weapons and bombs. They
are also proficient with light armor, but not with shields."
},
{
"Key": "9d12a885-75c6-4634-b91c-523cc1ed095d",
"Value": "Alchemist Proficiencies"
},
{
"Key": "a8cd4f8e-719d-4e4a-ad19-e9e5f1e800ed",
"Value": "Alchemist"
},
{
"Key": "e3e641f4-32fd-42ba-9c24-1bfdabfb191c",
"Value": "At 14th level, the effects of a mutagen last for 1 hour per level."
},
{
"Key": "59bdc792-b8af-4016-8055-2b8529edf28e",
"Value": "Persistent Mutagen"
},
{
"Key": "ae56edf1-865f-42de-bfc2-989c7cd26e87",
"Value": "At 10th level, an alchemist becomes completely immune to poison."
},
{
"Key": "9c3dee9d-5577-43fa-8e96-ef1657d0d338",
"Value": "Poison Immunity"
},
{
"Key": "6315ebab-be54-4b81-b769-b3edf94d31db",
"Value": "At 2nd level, an alchemist gains a +2 bonus on all saving throws
against poison. This bonus increases to +4 at 5th level, and then again to +6 at
8th level. At 10th level, an alchemist becomes completely immune to poison."
},
{
"Key": "b55517e8-f224-484b-a3ec-1bb8610e4803",
"Value": "Poison Resistance"
},
{
"Key": "cdd34265-aa12-4e0c-90a2-9eaee77c801d",
"Value": "An alchemist who studies anatomy and uses this knowledge to heal is
a chirurgeon."
},
{
"Key": "091ef6ec-c901-4079-ba16-af056499f9d1",
"Value": "Chirurgeon"
},
{
"Key": "cb43c776-8f96-449e-8182-914cb635c3a1",
"Value": "At 2nd level, a chirurgeon's extracts of remove disease, remove
blindness, neutralize poison, and cure spells automatically act as infusions and
can be used not only on himself but on other people as well."
},
{
"Key": "ab05b886-9194-495a-9797-bd72d1b80f26",
"Value": "Infused Curative"
},
{
"Key": "a685e995-5b10-4bd1-b25a-d01db7490b41",
"Value": "At 10th level, a chirurgeon adds breath of life to his formula book
as a 4th-level extract. His infused curative ability applies to this extract."
},
{
"Key": "756390e0-a712-4956-8f69-763cc7293d6b",
"Value": "Power Over Death"
},
{
"Key": "e8bc682c-d547-4954-bae2-b55021ac26b3",
"Value": "At 2nd level, a grenadier can infuse a weapon or piece of
ammunition with a single harmful alchemical liquid or powder, in this case an acid
flask. This action consumes the alchemical item, but transfers its effect to the
weapon in question. The alchemical item takes full effect on the next creature
struck by the weapon, but does not splash, spread, affect additional targets, or
benefit from any other effects that specifically affect splash weapons. Any extra
damage added is not doubled on a critical hit. The alchemical treatment causes no
harm to the weapon treated, and wears off 1 minute after being applied if no blow
is struck. Infusing a new alchemical item also removes the effect of any alchemical
liquid or powder previously applied with this ability. At 6th level, a grenadier
can use her alchemical weapon ability as a swift action. At 15th level, this
ability becomes a free action."
},
{
"Key": "132bebab-0575-4d6a-81c3-3c8a2686566e",
"Value": "Alchemical Weapon � Acid Flask"
},
{
"Key": "718b5560-5c5e-4cc4-9708-416cd70d17bf",
"Value": "At 2nd level, a grenadier can infuse a weapon or piece of
ammunition with a single harmful alchemical liquid or powder, such as an acid flask
or alchemist's fire. This action consumes the alchemical item, but transfers its
effect to the weapon in question. The alchemical item takes full effect on the next
creature struck by the weapon, but does not splash, spread, affect additional
targets, or benefit from any other effects that specifically affect splash weapons.
Any extra damage added is not doubled on a critical hit. The alchemical treatment
causes no harm to the weapon treated, and wears off 1 minute after being applied if
no blow is struck. Infusing a new alchemical item also removes the effect of any
alchemical liquid or powder previously applied with this ability. At 6th level, a
grenadier can use her alchemical weapon ability as a swift action. At 15th level,
this ability becomes a free action."
},
{
"Key": "8c3de933-6185-4121-892f-2a766fed39ae",
"Value": "Alchemical Weapon"
},
{
"Key": "4ad006b6-8e00-4f41-b09a-4f6f3d43144c",
"Value": "At 2nd level, a grenadier can infuse a weapon or piece of
ammunition with a single harmful alchemical liquid or powder, in this case
alchemist's fire. This action consumes the alchemical item, but transfers its
effect to the weapon in question. The alchemical item takes full effect on the next
creature struck by the weapon, but does not splash, spread, affect additional
targets, or benefit from any other effects that specifically affect splash weapons.
Any extra damage added is not doubled on a critical hit. The alchemical treatment
causes no harm to the weapon treated, and wears off 1 minute after being applied if
no blow is struck. Infusing a new alchemical item also removes the effect of any
alchemical liquid or powder previously applied with this ability. At 6th level, a
grenadier can use her alchemical weapon ability as a swift action. At 15th level,
this ability becomes a free action."
},
{
"Key": "982a04b2-c8d7-41e0-a54a-c9dfdcee21bb",
"Value": "Alchemical Weapon � Alchemist's Fire"
},
{
"Key": "87febf53-5044-465a-9abc-148844f80e5f",
"Value": "Grenadiers train to exercise their talents in the thick of battle,
even when not under the influence of their mutagens. They learn methods of
combining weapon attacks with their alchemical magic, and sacrifice skill with
poisons in order to become more adept at using alchemical bombs or using alchemical
items in conjunction with their martial skills. As an unusual side effect of their
skill at handling bombs and alchemical items with increased speed, grenadiers
master the ability to drink potions, elixirs, and mutagens quickly and safely,
without exposing themselves to peril while doing so."
},
{
"Key": "23375456-ba3a-444c-8a87-f6db16538469",
"Value": "Grenadier"
},
{
"Key": "8343b94e-fbbf-44af-a79b-ba5680f826f9",
"Value": "At 6th level, a grenadier can detonate a bomb so that it splashes
in a 30-foot cone rather than affecting a radius. The cone starts at the alchemist
and extends away from her in the direction she chooses. Each creature within the
cone takes damage as if it had suffered a direct hit from the alchemist's bomb, but
succeeding at a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's
Intelligence modifier) halves the damage."
},
{
"Key": "69f5aae8-b23b-4d12-889b-8634418ca5bf",
"Value": "Directed Blast"
},
{
"Key": "a50099a8-c011-4b5c-8895-d952637dfd77",
"Value": "At 10th level, a grenadier's bombs become particularly overwhelming
when they explode. Whenever a grenadier scores a successful critical hit with a
bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A
successful Fortitude save (DC equals the bomb's Reflex save DC to avoid splash
damage) reduces the duration to 1 round."
},
{
"Key": "f94a06d9-a993-4b78-87c8-241020e7508f",
"Value": "Staggering Blast"
},
{
"Key": "fbc16c9f-f3dd-4cb8-82af-bb471738ae70",
"Value": "A vivisectionist studies bodies to better understand their
function. Unlike a chirurgeon, a vivisectionist's goals are not related to healing,
but rather to experimentation and knowledge that most people would consider evil."
},
{
"Key": "e2d0072f-d575-4f26-be3b-38932783c137",
"Value": "Vivisectionist"
},
{
"Key": "7d020707-d508-4714-8469-60babf9aee38",
"Value": "At 2nd level, and then again every 2 levels thereafter (up to 18th
level), a vivestctionist makes an incredible medical discovery. The DC of any
saving throw called for by a discovery is equal to 10 + 1/2 the vivisectionist's
level + the vivisectionist's Intelligence modifier."
},
{
"Key": "b74f6e3b-6989-44a4-8ba2-494f07004db3",
"Value": "Medical Discovery"
},
{
"Key": "b057d230-ac08-4c76-9101-d3d3a5a7fd06",
"Value": "In addition to magical extracts, alchemists are adept at swiftly
mixing various volatile chemicals and infusing them with their magical reserves to
create powerful bombs that they can hurl at their enemies. An alchemist can use a
number of bombs each day equal to his class level + his Intelligence
modifier.\nThrown bombs have a range of 30 feet and use the Throw Splash Weapon
special attack. Bombs are considered weapons and can be selected using feats such
as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts
1d6 points of fire damage + additional damage equal to the alchemist's Intelligence
modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-
numbered alchemist level. Splash damage from an alchemist bomb is always equal to
the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on
a direct hit, its splash damage would be 6 points of fire damage). Those caught in
the splash damage can attempt a Reflex save for half damage. The DC of this save is
equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier."
},
{
"Key": "7bb521a3-ace0-4aac-b18f-fa9e3bf68be2",
"Value": "Bomb"
},
{
"Key": "8b480d1f-67db-420b-a475-3fad17522d4b",
"Value": "Bombs"
},
{
"Key": "f9f9657b-4cb9-4054-b666-aef0315349d1",
"Value": "On a direct hit, an alchemist's bomb inflicts 1d6 points of fire
damage + additional damage equal to the alchemist's Intelligence modifier. The
damage of an alchemist's bomb increases by 1d6 points at every odd-numbered
alchemist level[LONGSTART] (this bonus damage is not multiplied on a critical hit
or by using feats such as Vital Strike)[LONGEND]. Splash damage from an alchemist
bomb is always equal to the bomb's minimum damage[LONGSTART] (so if the bomb would
deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6
points of fire damage)[LONGEND]. Those caught in the splash damage can attempt a
Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the
alchemist's level + the alchemist's Intelligence modifier."
},
{
"Key": "ac57f7f1-e18c-44ea-8b76-2952bc52c948",
"Value": "Alchemist Bomb"
},
{
"Key": "ad74828b-5fcc-4ab6-84d3-e8c4b85e605a",
"Value": "At 2nd level, and then again every 2 levels thereafter (up to 18th
level), an alchemist makes an incredible alchemical discovery. Unless otherwise
noted, an alchemist cannot select an individual discovery more than once. Some
discoveries can only be made if the alchemist has met certain prerequisites first,
such as uncovering other discoveries. Only one such discovery can be applied to an
individual bomb. The DC of any saving throw called for by a discovery is equal to
10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier."
},
{
"Key": "7501d5c3-ac37-45e8-9e91-7ea3c78cd393",
"Value": "Discovery"
},
{
"Key": "12c32241-2c70-41de-bf70-be26ffb3a6f6",
"Value": "The infusion discovery allows an alchemist to use his extracts not
only on himself but on other people as well. With this discovery, all alchemist
extracts will behave exactly like spells of the same names when considering targets
and range."
},
{
"Key": "5f081f0f-3017-4f19-8e9f-26522596b16a",
"Value": "Infusion"
},
{
"Key": "b187fe2d-d8fe-47fa-addf-218042740629",
"Value": "The alchemist has mastered preserving flesh and applied this
knowledge to his own body, turning himself into an undead-like creature. The
alchemist's type does not change, but he becomes immune to cold, paralysis, and
sleep."
},
{
"Key": "7d7bf96a-de8c-4f09-afc3-50729f3f06ea",
"Value": "Mummification"
},
{
"Key": "a198b480-16a9-4a51-9ba9-415ac370871a",
"Value": "When the alchemist throws a bomb, it doesn't affect allies."
},
{
"Key": "372c8300-7f52-470c-bc77-2a5260a48d0f",
"Value": "Precise bomb"
},
{
"Key": "a2a23ced-1fdd-4be2-8364-7972ee2ebdb7",
"Value": "The alchemist learns how to preserve and protect his vital organs,
reducing the chance of a mortal wound. When a critical hit or sneak attack is
scored on the alchemist, there is a 25% chance that the critical hit or sneak
attack is negated and damage is instead rolled normally.\nThis does not stack with
similar abilities that negate critical hits and sneak attacks (such as
fortification armor). An alchemist can take this discovery up to three times; the
effects stack, increasing this chance to 50% and then 75%."
},
{
"Key": "c84ae869-7bd5-41b2-b518-5047a8a84dfe",
"Value": "Preserve Organs"
},
{
"Key": "84851a5d-86ec-4ed8-8ee1-64e7c6ad75fa",
"Value": "When the alchemist creates a bomb, he can choose to have it inflict
acid damage. Creatures that take a direct hit from an acid bomb take an additional
1d6 points of acid damage 1 round later."
},
{
"Key": "6dd2dfc1-eca7-4ab3-9cb1-f15389c78dfe",
"Value": "Acid Bomb"
},
{
"Key": "68c5f956-20ab-44c0-bc50-0372ec71a564",
"Value": "On a direct hit, an alchemist's acid bomb inflicts 3d6+5 points of
acid damage. Splash damage from an alchemist bomb is always 8 damage. The DC of
this save is equal to 17.\nCreatures that take a direct hit from an acid bomb take
an additional 1d6 points of acid damage 1 round later."
},
{
"Key": "e14025eb-4a18-47ee-8ec8-2ff9c6635859",
"Value": "When the alchemist creates a bomb, he can choose for it to detonate
very brightly. Creatures that take a direct hit from a blinding bomb are blinded
for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area
that fail their saves against the bomb are dazzled for 1 minute."
},
{
"Key": "093893c3-94c6-4891-9cc4-22b578d56ce1",
"Value": "Blinding Bombs"
},
{
"Key": "1c303a0a-9b9a-4a05-8b4d-f659fce378e6",
"Value": "On a direct hit, an alchemist's blinding bomb inflicts 1d6 points
of fire damage + additional damage equal to the alchemist's Intelligence modifier.
The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered
alchemist level[LONGSTART] (this bonus damage is not multiplied on a critical hit
or by using feats such as Vital Strike)[LONGEND]. Splash damage from an alchemist
bomb is always equal to the bomb's minimum damage[LONGSTART] (so if the bomb would
deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6
points of fire damage). Those caught in the splash damage can attempt a Reflex save
for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level +
the alchemist's Intelligence modifier[LONGEND].\nCreatures that take a direct hit
from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude
save. Creatures in the splash area that fail their saves against the bomb are
dazzled for 1 minute."
},
{
"Key": "afa8f7ef-6c48-434b-ad27-aa1d4b057b63",
"Value": "Blinding Bomb"
},
{
"Key": "3dd79c63-4d2b-48fa-9daf-158d76f5d404",
"Value": "Instead of drawing the components of, creating, and throwing a
bomb, the alchemist can draw the components, drink them, mix them within his body,
and then expel them as a breath weapon as a standard action. This breath weapon is
a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes
damage as if it had suffered a direct hit from the alchemist's bomb, but succeeding
at a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligent
modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and
expelling breath weapon bombs does not provoke attacks of opportunity."
},
{
"Key": "dcb8e527-5018-4aab-8549-18358559eea0",
"Value": "Breath Weapon Bomb"
},
{
"Key": "4df0cbe9-5e9b-4fd2-ae25-680b3d2c148b",
"Value": "Instead of drawing the components of, creating, and throwing a
bomb, the alchemist can draw the components, drink them, mix them within his body,
and then expel them as a breath weapon as a standard action. This breath weapon is
a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes
damage as if it had suffered a direct hit from the alchemist's bomb, but succeeding
at a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligent
modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and
expelling breath weapon bombs does not provoke attacks of opportunity."
},
{
"Key": "0588ef49-54ac-4c71-8598-c46c97b63516",
"Value": "Breath Weapon Bomb"
},
{
"Key": "e12271a8-76ea-48f2-9efa-809d0791bcac",
"Value": "Reflex halves"
},
{
"Key": "b2a8a830-c9a6-4262-9ab5-828cbcc57fdb",
"Value": "Choking Bomb"
},
{
"Key": "292bfdc3-1066-492d-ab98-350c219010db",
"Value": "Instead of dealing damage, this bomb exposes creatures around it to
choking gas. Creatures that take a direct hit or are in the splash area must
succeed at a Fortitude save or become nauseated for 1 round per 1d6 damage the
alchemist bomb would usually inflict. Creatures nauseated by this bomb can attempt
another save each round."
},
{
"Key": "2e9e3138-cac4-4e21-b792-590a9590e808",
"Value": "Choking Bomb"
},
{
"Key": "4c71cae7-1b41-4e80-b6d0-769f5fa7d3c5",
"Value": "Choking Bomb"
},
{
"Key": "6d4d83ed-589a-426c-8fcc-7d3fa7fe1573",
"Value": "1 round for each 1d6 bomb damage, can save each round"
},
{
"Key": "fc517f26-ea40-4a83-9580-8534a9daea43",
"Value": "Instead of dealing damage, this bomb exposes creatures around it to
choking gas. Creatures that take a direct hit or are in the splash area must
succeed at a Fortitude save or become nauseated[LONGSTART] for 1 round per 1d6
damage the alchemist bomb would usually inflict. Creatures nauseated by this bomb
can attempt another save each round[LONGEND]."
},
{
"Key": "c00e16a3-4758-45ae-96d0-45a43a78085b",
"Value": "Cognatogen � Charisma"
},
{
"Key": "c57c939e-9374-49d5-846b-a5f707f3ce88",
"Value": "Cognatogen � Charisma"
},
{
"Key": "49d388dc-0491-4722-b1f4-bb502ed8098e",
"Value": "A cognatogen that gives the alchemist a +4 alchemical bonus to
Charisma and a +2 natural armor bonus. The alchemist takes a �2 penalty to
Constitution as long as the cognatogen persists, and takes 2 points of ability
damage to Constitution when the cognatogen ends."
},
{
"Key": "605708c7-3bda-4af7-9b8d-a72c74735bd8",
"Value": "The alchemist gains the ability to create a cognatogen, a mutagen-
like mixture that heightens one mental ability score at the expense of a physical
ability score. If the cognatogen enhances his Intelligence, it applies a penalty to
his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If
it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this
ability works just like the mutagen ability (including the natural armor bonus).
Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen.
All limitations of mutagens apply to cognatogens as if they were the same substance
� an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen
that is not in an alchemist's possession becomes inert, drinking a cognatogen makes
a non-alchemist sick, and so on. When the effect of the cognatogen ends, the
alchemist takes 2 points of ability damage to the ability score penalized by the
cognatogen. The infuse mutagen discovery and the persistent mutagen class ability
apply to cognatogens."
},
{
"Key": "1c0429a1-d7f1-4e1a-8621-90cb6a4acfb7",
"Value": "Cognatogen"
},
{
"Key": "746d5cc7-c389-4fbb-ba2d-eb73b9a7e336",
"Value": "Cognatogen � Intelligence"
},
{
"Key": "34f2d1e2-52cf-41ab-b075-f1a3709bdb7e",
"Value": "Cognatogen � Intelligence"
},
{
"Key": "263842a8-8d89-4199-be53-d4beaa41a797",
"Value": "A cognatogen that gives the alchemist a +4 alchemical bonus to
Intelligence and a +2 natural armor bonus. The alchemist takes a �2 penalty to
Strength as long as the cognatogen persists, and takes 2 points of ability damage
to Strength when the cognatogen ends."
},
{
"Key": "80a41758-880f-4390-8378-6fd6633548f4",
"Value": "Cognatogen � Wisdom"
},
{
"Key": "1ea84866-1e6c-4c86-a909-efb5cb17c655",
"Value": "Cognatogen � Wisdom"
},
{
"Key": "478ade58-bca8-425c-9ba1-0c482ed71b3f",
"Value": "A cognatogen that gives the alchemist a +4 alchemical bonus to
Wisdom and a +2 natural armor bonus. The alchemist takes a �2 penalty to Dexterity
as long as the cognatogen persists, and takes 2 points of ability damage to
Dexterity when the cognatogen ends."
},
{
"Key": "dfd7af6e-cc0d-4393-8e80-364832e563c7",
"Value": "When an alchemist creates a bomb, he can choose to have it deliver
one of the four powerful curses. A creature that takes a direct hit from a cursed
bomb must succeed at a Will save or be affected by one of the following
curses:\nCurse of Feeble Body � the subject suffers a -6 penalty to Constitution
score.\nCurse of Weakness � the subject suffers a -6 penalty to Strength and
Dexterity scores.\nCurse of Idiocy � the subject suffers a -6 penalty to
Intelligence, Wisdom, and Charisma scores.\nCurse of Deterioration � the subject
suffers a -4 penalty on attack rolls, saves, ability checks, and skill checks."
},
{
"Key": "3c538474-1403-499e-a74c-c40120b92ea5",
"Value": "Cursed Bomb"
},
{
"Key": "ec9f5337-d58a-467b-afd5-d7579bd71430",
"Value": "When an alchemist creates a bomb, he can choose to have it deliver
a debilitating curse. A creature that takes a direct hit from a cursed bomb must
succeed at a Will save or be affected by Curse of Deterioration."
},
{
"Key": "bea71e4d-c3a4-440b-a019-03da855344ff",
"Value": "Cursed Bombs � Curse of Deterioration"
},
{
"Key": "3266f659-488d-4b9d-aacf-bbd8d64ec689",
"Value": "On a direct hit, an alchemist's cursed bomb inflicts 1d6 points of
fire damage + additional damage equal to the alchemist's Intelligence modifier. The
damage of an alchemist's bomb increases by 1d6 points at every odd-numbered
alchemist level[LONGSTART] (this bonus damage is not multiplied on a critical hit
or by using feats such as Vital Strike)[LONGEND]. Splash damage from an alchemist
bomb is always equal to the bomb's minimum damage[LONGSTART] (so if the bomb would
deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6
points of fire damage). Those caught in the splash damage can attempt a Reflex save
for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level +
the alchemist's Intelligence modifier[LONGEND].\nA creature that takes a direct hit
from a cursed bomb must succeed at a Will save or be affected by Curse of
Deterioration.\nCurse of Deterioration � the subject suffers a -4 penalty on attack
rolls, saves, ability checks, and skill checks."
},
{
"Key": "b20a286a-62c3-4061-bdb1-5808393551b0",
"Value": "Cursed Bomb � Curse of Deterioration"
},
{
"Key": "22666a0c-dc4b-4b47-8b14-977009bad4a4",
"Value": "When an alchemist creates a bomb, he can choose to have it deliver
a debilitating curse. A creature that takes a direct hit from a cursed bomb must
succeed at a Will save or be affected by Curse of Feeble Body."
},
{
"Key": "3b0c541f-1ee7-4fb3-9b02-ef3bda7aeb1a",
"Value": "Cursed Bombs � Curse of Feeble Body"
},
{
"Key": "54f3c13e-b33c-4b44-80a3-f146994bf988",
"Value": "On a direct hit, an alchemist's cursed bomb inflicts 1d6 points of
fire damage + additional damage equal to the alchemist's Intelligence modifier. The
damage of an alchemist's bomb increases by 1d6 points at every odd-numbered
alchemist level[LONGSTART] (this bonus damage is not multiplied on a critical hit
or by using feats such as Vital Strike)[LONGEND]. Splash damage from an alchemist
bomb is always equal to the bomb's minimum damage[LONGSTART] (so if the bomb would
deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6
points of fire damage). Those caught in the splash damage can attempt a Reflex save
for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level +
the alchemist's Intelligence modifier[LONGEND].\nA creature that takes a direct hit
from a cursed bomb must succeed at a Will save or be affected by Curse of Feeble
Body.\nCurse of Feeble Body � the subject suffers a -6 penalty to Constitution
score."
},
{
"Key": "54644f1f-eff3-43ab-af28-0b7cd6e249d3",
"Value": "Cursed Bomb � Curse of Feeble Body"
},
{
"Key": "3a53bd4b-8c47-47ec-a0af-833e206860b3",
"Value": "When an alchemist creates a bomb, he can choose to have it deliver
a debilitating curse. A creature that takes a direct hit from a cursed bomb must
succeed at a Will save or be affected by Curse of Idiocy."
},
{
"Key": "8ca71cec-f208-46b9-9500-570dc1f0f3a0",
"Value": "Cursed Bombs � Curse of Idiocy"
},
{
"Key": "16e26e88-9c37-45f7-9912-f9058859b857",
"Value": "On a direct hit, an alchemist's cursed bomb inflicts 1d6 points of
fire damage + additional damage equal to the alchemist's Intelligence modifier. The
damage of an alchemist's bomb increases by 1d6 points at every odd-numbered
alchemist level[LONGSTART] (this bonus damage is not multiplied on a critical hit
or by using feats such as Vital Strike)[LONGEND]. Splash damage from an alchemist
bomb is always equal to the bomb's minimum damage[LONGSTART] (so if the bomb would
deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6
points of fire damage). Those caught in the splash damage can attempt a Reflex save
for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level +
the alchemist's Intelligence modifier[LONGEND].\nA creature that takes a direct hit
from a cursed bomb must succeed at a Will save or be affected by Curse of
Idiocy.\nCurse of Idiocy � the subject suffers a -6 penalty to Intelligence,
Wisdom, and Charisma scores."
},
{
"Key": "5ab3cb5c-fffe-476b-8677-029197e2bed8",
"Value": "Cursed Bomb � Curse of Idiocy"
},
{
"Key": "36ae1489-6630-450f-ac5a-8c0233fe6765",
"Value": "When an alchemist creates a bomb, he can choose to have it deliver
a debilitating curse. A creature that takes a direct hit from a cursed bomb must
succeed at a Will save or be affected by Curse of Weakness."
},
{
"Key": "91f2e2b9-6335-4c67-9189-c02c15804a30",
"Value": "Cursed Bombs � Curse of Weakness"
},
{
"Key": "e5461dda-4f0b-4a53-8b1e-4ecb5c8dbadc",
"Value": "On a direct hit, an alchemist's cursed bomb inflicts 1d6 points of
fire damage + additional damage equal to the alchemist's Intelligence modifier. The
damage of an alchemist's bomb increases by 1d6 points at every odd-numbered
alchemist level[LONGSTART] (this bonus damage is not multiplied on a critical hit
or by using feats such as Vital Strike)[LONGEND]. Splash damage from an alchemist
bomb is always equal to the bomb's minimum damage[LONGSTART] (so if the bomb would
deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6
points of fire damage). Those caught in the splash damage can attempt a Reflex save
for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level +
the alchemist's Intelligence modifier[LONGEND].\nA creature that takes a direct hit
from a cursed bomb must succeed at a Will save or be affected by Curse of
Weakness.\nCurse of Weakness � the subject suffers a -6 penalty to Strength and
Dexterity scores."
},
{
"Key": "05b39c04-c896-4344-90cc-c725f8598c90",
"Value": "Cursed Bomb � Curse of Weakness"
},
{
"Key": "ff55afca-d7a0-4035-9ee6-8ca569dcdc27",
"Value": "When the alchemist creates a bomb, he can choose to have it dispel
magic effects instead of deal damage. Creatures that take a direct hit from a
dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's
level as the caster level. This cannot be used to target a specific spell effect."
},
{
"Key": "e43cee30-8200-4043-9312-421abca4e0af",
"Value": "Dispelling Bombs"
},
{
"Key": "e266501d-9dd7-41ab-b47c-cc4f5b0b7277",
"Value": "Creatures that take a direct hit from a dispelling bomb are subject
to a targeted dispel magic spell, using the alchemist's level as the caster level.
This cannot be used to target a specific spell effect."
},
{
"Key": "159473ad-9c07-4a99-9de9-63f321349b4d",
"Value": "Dispelling Bomb"
},
{
"Key": "5d61a296-83f3-40dc-b91c-c170a433a317",
"Value": "Burning"
},
{
"Key": "5a80f6aa-fa8e-44cf-bb62-f4871ccd40a6",
"Value": "The alchemist's bombs now have a splash radius of 10 feet rather
than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire,
taking 1d6 points of fire damage each round until the fire is extinguished."
},
{
"Key": "838ef192-9102-4611-b216-5f952b9b840a",
"Value": "Explosive Bombs"
},
{
"Key": "0b3d860c-a581-4839-b66d-9d0377a89f80",
"Value": "On a direct hit, an alchemist's explosive bomb inflicts 1d6 points
of fire damage + additional damage equal to the alchemist's Intelligence modifier.
The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered
alchemist level[LONGSTART] (this bonus damage is not multiplied on a critical hit
or by using feats such as Vital Strike)[LONGEND]. Splash damage from an alchemist
bomb is always equal to the bomb's minimum damage[LONGSTART] (so if the bomb would
deal 2d6+4 points of force damage on a direct hit, its splash damage would be 6
points of force damage). Those caught in the splash damage can attempt a Reflex
save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's
level + the alchemist's Intelligence modifier[LONGEND].\nCreatures that take a
direct hit from an explosive bomb catch fire, taking 1d6 fire damage each turn. At
the end of each turn they attempt a Reflex saving throw to extinguish the flames."
},
{
"Key": "d7bced8d-8e6a-4a87-a5af-1acd2917430d",
"Value": "Explosive Bomb"
},
{
"Key": "a61b974a-0664-418f-a814-adf8a69cfddd",
"Value": "An alchemist with this discovery can quickly create enough bombs to
throw more than one in a single round. The alchemist can prepare and throw
additional bombs as a full-round action if his base attack bonus is high enough to
grant him additional attacks. This functions just like a full-attack with a ranged
weapon."
},
{
"Key": "49c33851-bd58-4556-bf51-7aec530509d8",
"Value": "Fast Bombs"
},
{
"Key": "8c5c4e36-c49a-4f7b-b323-28e05f208c3c",
"Value": "Feral Mutagen"
},
{
"Key": "5a37bbdd-720f-4874-ba24-144e1cea4b5a",
"Value": "Whenever the alchemist imbibes a mutagen, he gains two claw attacks
and a bite attack. These are primary attacks and are made using the alchemist's
full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the
alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the
alchemist is Small). While the mutagen is in effect, the alchemist gains a +2
competence bonus on Intimidate skill checks."
},
{
"Key": "1ea658e2-1376-4c9e-a637-c2cc83e228b2",
"Value": "Feral Mutagen"
},
{
"Key": "7c64b176-dcdd-4f6f-b96c-396f5393a32d",
"Value": "When the alchemist creates a bomb, he can choose to have it inflict
force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force
damage for every odd-numbered level, instead of 1d6. Creatures that take a direct
hit from a force bomb are knocked prone unless they succeed at a Reflex save."
},
{
"Key": "ba375093-02ef-4367-870f-54f02aaad4e3",
"Value": "Force Bombs"
},
{
"Key": "1c785039-aa29-4e55-a3b4-b3b558575468",
"Value": "On a direct hit, an alchemist's force bomb inflicts 1d4 points of
force damage + additional damage equal to the alchemist's Intelligence modifier.
The damage of an alchemist's force bomb increases by 1d4 points at every odd-
numbered alchemist level[LONGSTART] (this bonus damage is not multiplied on a
critical hit or by using feats such as Vital Strike)[LONGEND]. Splash damage from
an alchemist bomb is always equal to the bomb's minimum damage[LONGSTART] (so if
the bomb would deal 2d4+4 points of force damage on a direct hit, its splash damage
would be 6 points of force damage). Those caught in the splash damage can attempt a
Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the
alchemist's level + the alchemist's Intelligence modifier[LONGEND].\nCreatures that
take a direct hit from a force bomb are knocked prone unless they succeed at a
Reflex save."
},
{
"Key": "46955b32-ac10-4f02-9fe7-bd13443276c8",
"Value": "Force Bomb"
},
{
"Key": "a2e6715b-d7a9-44bc-81e8-4094bd306ee4",
"Value": "Grand Cognatogen � Charisma and Intelligence"
},
{
"Key": "37f9b90c-c607-4172-a77d-357687b7b36e",
"Value": "Grand Cognatogen � Charisma and Intelligence"
},
{
"Key": "c9d5f6e8-0fad-4df1-8c23-273c05c5232c",
"Value": "A grand cognatogen that gives the alchemist a +8 alchemical bonus
to Charisma, a +6 alchemical bonus to Intelligence, a +4 alchemical bonus to
Wisdom, and a +6 natural armor bonus. The alchemist takes a �2 penalty to Strength,
Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points
of ability damage to Strength, Dexterity, and Constitution when the cognatogen
ends."
},
{
"Key": "a0c8197a-58d6-401d-8f14-7e077f2c1dd5",
"Value": "Grand Cognatogen � Charisma and Wisdom"
},
{
"Key": "a30a802b-29c5-43f0-82a6-cfb7cc3405e0",
"Value": "Grand Cognatogen � Charisma and Wisdom"
},
{
"Key": "6bc6fb38-b654-4e2c-bb4c-1b1262a844e0",
"Value": "A grand cognatogen that gives the alchemist a +8 alchemical bonus
to Charisma, a +6 alchemical bonus to Wisdom, a +4 alchemical bonus to
Intelligence, and a +6 natural armor bonus. The alchemist takes a �2 penalty to
Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes
2 points of ability damage to Strength, Dexterity, and Constitution when the
cognatogen ends."
},
{
"Key": "c0abc639-974b-45ca-971b-a466e86dd1fd",
"Value": "The alchemist's cognatogen now grants a +6 natural armor bonus, a
+8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or
Charisma), a +6 alchemical bonus to a second mental ability score, and a +4
alchemical bonus to a third mental ability score. The alchemist takes a �2 penalty
to his Strength, Dexterity, and Constitution as long as the cognatogen persists,
and takes 2 points of ability damage to each physical ability score when the
cognatogen ends."
},
{
"Key": "5687a9ee-94f7-4ed2-b6c3-0a7d180150b4",
"Value": "Grand Cognatogen"
},
{
"Key": "a7c64f4b-9c1d-4d20-b4a9-937694c75c13",
"Value": "Grand Cognatogen � Intelligence and Charisma"
},
{
"Key": "b64f2414-3928-4a9d-9dc8-b03b5583518d",
"Value": "Grand Cognatogen � Intelligence and Charisma"
},
{
"Key": "43e895d6-5d17-4a8c-bfad-2a08f9ca3c42",
"Value": "A grand cognatogen that gives the alchemist a +8 alchemical bonus
to Intelligence, a +6 alchemical bonus to Charisma, a +4 alchemical bonus to
Wisdom, and a +6 natural armor bonus. The alchemist takes a �2 penalty to Strength,
Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points
of ability damage to Strength, Dexterity, and Constitution when the cognatogen
ends."
},
{
"Key": "7e2ec7ff-44a4-483d-9993-af5a1f73c067",
"Value": "Grand Cognatogen � Intelligence and Wisdom"
},
{
"Key": "b92c5f0c-663d-4126-8cd0-d8a6ef7005fd",
"Value": "Grand Cognatogen � Intelligence and Wisdom"
},
{
"Key": "00b019b2-9a9e-4917-8e65-c08a3fabce96",
"Value": "A grand cognatogen that gives the alchemist a +8 alchemical bonus
to Intelligence, a +6 alchemical bonus to Wisdom, a +4 alchemical bonus to
Charisma, and a +6 natural armor bonus. The alchemist takes a �2 penalty to
Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes
2 points of ability damage to Strength, Dexterity, and Constitution when the
cognatogen ends."
},
{
"Key": "a3f7164a-e991-4819-8603-52684b11532e",
"Value": "Grand Cognatogen � Wisdom and Charisma"
},
{
"Key": "bfae6ba7-c583-41f6-9d81-fe629275410a",
"Value": "Grand Cognatogen � Wisdom and Charisma"
},
{
"Key": "9727d1bd-995e-4ca7-b405-855b7db469a9",
"Value": "A grand cognatogen that gives the alchemist a +8 alchemical bonus
to Wisdom, a +6 alchemical bonus to Charisma, a +4 alchemical bonus to
Intelligence, and a +6 natural armor bonus. The alchemist takes a �2 penalty to
Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes
2 points of ability damage to Strength, Dexterity, and Constitution when the
cognatogen ends."
},
{
"Key": "25e2ca2b-b4bb-476b-a6f6-e0c8bb0c2b6d",
"Value": "Grand Cognatogen � Wisdom and Intelligence"
},
{
"Key": "6a575f01-7d19-4c71-810c-8fc2363d7ed5",
"Value": "Grand Cognatogen � Wisdom and Intelligence"
},
{
"Key": "1a34c2a3-d6e2-4886-ac74-34b54b18bfb5",
"Value": "A grand cognatogen that gives the alchemist a +8 alchemical bonus
to Wisdom, a +6 alchemical bonus to Intelligence, a +4 alchemical bonus to
Charisma, and a +6 natural armor bonus. The alchemist takes a �2 penalty to
Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes
2 points of ability damage to Strength, Dexterity, and Constitution when the
cognatogen ends."
},
{
"Key": "697c90b1-cdc5-4b7e-88e4-0d4085c0773a",
"Value": "The alchemist's constant exposure to strange chemicals has expanded
his mind. His Intelligence score permanently increases by 2 points."
},
{
"Key": "4cc373f6-11e2-4e35-8442-7b12ec03491c",
"Value": "Awakened Intellect"
},
{
"Key": "fdd74b50-595f-4a9b-ab89-542d4b71e957",
"Value": "The alchemist's flesh responds to damage with shocking speed � he
gains fast healing 5."
},
{
"Key": "105af86f-a84b-46d0-9488-402ae852d8d5",
"Value": "Fast Healing"
},
{
"Key": "0ae41413-078f-4c1b-abef-ace26568fb6a",
"Value": "At 20th level, the alchemist makes a grand discovery. For many
alchemists, the promise of one of these grand discoveries is the primary goal of
their experiments and hard work."
},
{
"Key": "e5f88021-44a7-4930-a704-60c597b3e4e6",
"Value": "Grand Discovery"
},
{
"Key": "9e4b9014-572b-46a2-94bf-299a8b0aa187",
"Value": "The alchemist's mutagen now grants a +8 natural armor bonus and a
+8 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a
�2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen
persists."
},
{
"Key": "b020c1da-d99d-4727-8666-f60b9e2fe2ab",
"Value": "True Mutagen"
},
{
"Key": "7421e906-6850-460d-8ebf-80431906ffe2",
"Value": "Grand Mutagen � Constitution and Dexterity"
},
{
"Key": "cba09e3c-382f-417d-8870-af59a9ba1286",
"Value": "Grand Mutagen � Constitution and Dexterity"
},
{
"Key": "cddf7943-7d2c-48bf-915d-adf06ceb8a8c",
"Value": "A grand mutagen that gives the alchemist a +8 alchemical bonus to
Constitution, a +6 alchemical bonus to Dexterity, a +4 alchemical bonus to
Strength, and a +6 natural armor bonus. The alchemist takes a �2 penalty to
Intelligence, Wisdom, and Charisma as long as the mutagen persists."
},
{
"Key": "fc24b9f8-88a7-4403-b651-4e1c6f096053",
"Value": "Grand Mutagen � Constitution and Strength"
},
{
"Key": "386678b1-4a49-4bc2-9396-be0bb7ace511",
"Value": "Grand Mutagen � Constitution and Strength"
},
{
"Key": "52298fdb-b72c-4f45-9749-af87847ec887",
"Value": "A grand mutagen that gives the alchemist a +8 alchemical bonus to
Constitution, a +6 alchemical bonus to Strength, a +4 alchemical bonus to
Dexterity, and a +6 natural armor bonus. The alchemist takes a �2 penalty to
Intelligence, Wisdom, and Charisma as long as the mutagen persists."
},
{
"Key": "80e27b02-de37-4970-89a9-d7eaeda89059",
"Value": "Grand Mutagen � Dexterity and Constitution"
},
{
"Key": "067551eb-6a43-426f-a50a-d137f565a727",
"Value": "Grand Mutagen � Dexterity and Constitution"
},
{
"Key": "0477a41c-58fc-4c47-9e99-ce3956e9a2c6",
"Value": "A grand mutagen that gives the alchemist a +8 alchemical bonus to
Dexterity, a +6 alchemical bonus to Constitution, a +4 alchemical bonus to
Strength, and a +6 natural armor bonus. The alchemist takes a �2 penalty to
Intelligence, Wisdom, and Charisma as long as the mutagen persists."
},
{
"Key": "ac1135b9-2bfe-44e3-a16a-9e4b85443970",
"Value": "Grand Mutagen � Dexterity and Strength"
},
{
"Key": "3b89d8b5-34a7-475e-8d02-edecb3bb55ec",
"Value": "Grand Mutagen � Dexterity and Strength"
},
{
"Key": "373a28c9-9ad8-4cad-a1e5-7155546a647e",
"Value": "A grand mutagen that gives the alchemist a +8 alchemical bonus to
Dexterity, a +6 alchemical bonus to Strength, a +4 alchemical bonus to
Constitution, and a +6 natural armor bonus. The alchemist takes a �2 penalty to
Intelligence, Wisdom, and Charisma as long as the mutagen persists."
},
{
"Key": "68e3b8a2-13cf-4075-8569-992fc610a698",
"Value": "The alchemist's mutagen now grants a +6 natural armor bonus, a +8
alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6
alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a
third physical ability score. The alchemist takes a �2 penalty to Intelligence,
Wisdom, and Charisma as long as the mutagen persists."
},
{
"Key": "446c5125-809e-4652-8084-7f44d4b5ab9f",
"Value": "Grand Mutagen"
},
{
"Key": "37c40ca1-6ccc-4006-b002-333bb1a9dda3",
"Value": "Grand Mutagen � Strength and Constitution"
},
{
"Key": "65241775-f6f3-498d-9577-97180dcfc75b",
"Value": "Grand Mutagen � Strength and Constitution"
},
{
"Key": "1072c83d-e0b0-4f31-ad61-6f21f5678a0e",
"Value": "A grand mutagen that gives the alchemist a +8 alchemical bonus to
Strength, a +6 alchemical bonus to Constitution, a +4 alchemical bonus to
Dexterity, and a +6 natural armor bonus. The alchemist takes a �2 penalty to
Intelligence, Wisdom, and Charisma as long as the mutagen persists."
},
{
"Key": "7f907a1e-5030-4348-93cb-8f09f6e88ce5",
"Value": "Grand Mutagen � Strength and Dexterity"
},
{
"Key": "a5ab7686-5c0c-4789-9429-2d55d2b9a698",
"Value": "Grand Mutagen � Strength and Dexterity"
},
{
"Key": "73db3a70-b9ce-49ec-be70-e8e63f6546cd",
"Value": "A grand mutagen that gives the alchemist a +8 alchemical bonus to
Strength, a +6 alchemical bonus to Dexterity, a +4 alchemical bonus to
Constitution, and a +4 natural armor bonus. The alchemist takes a �2 penalty to
Intelligence, Wisdom, and Charisma as long as the mutagen persists."
},
{
"Key": "e6aa1b6f-5c21-484b-adb4-1e1e18c350bf",
"Value": "Greater Cognatogen � Charisma and Intelligence"
},
{
"Key": "f753d367-352c-47e9-a64c-49c7a89655cf",
"Value": "Greater Cognatogen � Charisma and Intelligence"
},
{
"Key": "7ac520a9-8f72-402a-a658-5603b8c6b997",
"Value": "A greater cognatogen that gives the alchemist a +6 alchemical bonus
to Charisma, a +4 alchemical bonus to Intelligence , and a +4 natural armor bonus.
The alchemist takes a �2 penalty to Constitution and Strength as long as the
cognatogen persists, and takes 2 points of ability damage to Constitution and
Strength when the cognatogen ends."
},
{
"Key": "b3ff2e0c-cf9a-4877-b138-e200a47af740",
"Value": "Greater Cognatogen � Charisma and Wisdom"
},
{
"Key": "f5cf804a-2159-4658-8490-8247752bb5da",
"Value": "Greater Cognatogen � Charisma and Wisdom"
},
{
"Key": "50c2ef6d-815e-47c7-ace2-2ae13301cd77",
"Value": "A greater cognatogen that gives the alchemist a +6 alchemical bonus
to Charisma, a +4 alchemical bonus to Wisdom, and a +4 natural armor bonus. The
alchemist takes a �2 penalty to Constitution and Dexterity as long as the
cognatogen persists, and takes 2 points of ability damage to Constitution and
Dexterity when the cognatogen ends."
},
{
"Key": "15eecb6f-73b7-46e7-a423-c6a4ba8b7cab",
"Value": "The alchemist's cognatogen now grants a +4 natural armor bonus, a
+6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or
Charisma), and a +4 alchemical bonus to a second mental ability score. The
alchemist takes a �2 penalty on both associated physical ability scores as long as
the cognatogen persists, and takes 2 points of ability damage to both associated
physical ability scores when the cognatogen ends."
},
{
"Key": "50b3c30c-8834-450e-be00-aeef5e12dade",
"Value": "Greater Cognatogen"
},
{
"Key": "11eef8cd-5412-4e5c-b85a-114fa9f5cf92",
"Value": "Greater Cognatogen � Intelligence and Charisma"
},
{
"Key": "c7d65551-b01b-48e7-a749-4e892fb2e260",
"Value": "Greater Cognatogen � Intelligence and Charisma"
},
{
"Key": "4ae02fdd-8c13-4a5f-af11-96082b7bde08",
"Value": "A greater cognatogen that gives the alchemist a +6 alchemical bonus
to Intelligence, a +4 alchemical bonus to Charisma, and a +4 natural armor bonus.
The alchemist takes a �2 penalty to Constitution and Strength as long as the
cognatogen persists, and takes 2 points of ability damage to Constitution and
Strength when the cognatogen ends."
},
{
"Key": "a25f5c00-bc5b-4da5-9b5c-4b0d73e00eec",
"Value": "Greater Cognatogen � Intelligence and Wisdom"
},
{
"Key": "27cf76c2-2590-48c2-b517-fcf8aab6d86e",
"Value": "Greater Cognatogen � Intelligence and Wisdom"
},
{
"Key": "6a59dd7f-b21b-45a8-8e94-6c82f31ac051",
"Value": "A greater cognatogen that gives the alchemist a +6 alchemical bonus
to Intelligence, a +4 alchemical bonus to Wisdom, and a +4 natural armor bonus. The
alchemist takes a �2 penalty to Strength and Dexterity as long as the cognatogen
persists, and takes 2 points of ability damage to Strength and Dexterity when the
cognatogen ends."
},
{
"Key": "2698463b-9205-436d-b144-ddb06f5fa8d9",
"Value": "Greater Cognatogen � Wisdom and Charisma"
},
{
"Key": "6450b77b-bf8d-44a5-abe1-73f17164f3c6",
"Value": "Greater Cognatogen � Wisdom and Charisma"
},
{
"Key": "6446a840-83f2-4e50-a3e7-145fff143525",
"Value": "A greater cognatogen that gives the alchemist a +6 alchemical bonus
to Wisdom, a +4 alchemical bonus to Charisma, and a +4 natural armor bonus. The
alchemist takes a �2 penalty to Constitution and Dexterity as long as the
cognatogen persists, and takes 2 points of ability damage to Constitution and
Dexterity when the cognatogen ends."
},
{
"Key": "b0bba726-5ed5-4305-a165-d6b42af39e60",
"Value": "Greater Cognatogen � Wisdom and Intelligence"
},
{
"Key": "77c8aaa1-7290-43ef-a253-4d6c95598f60",
"Value": "Greater Cognatogen � Wisdom and Intelligence"
},
{
"Key": "0abfd3fd-1257-4024-b70d-b816a795b530",
"Value": "A greater cognatogen that gives the alchemist a +6 alchemical bonus
to Wisdom, a +4 alchemical bonus to Intelligence, and a +4 natural armor bonus. The
alchemist takes a �2 penalty to Strength and Dexterity as long as the cognatogen
persists, and takes 2 points of ability damage to Strength and Dexterity when the
cognatogen ends."
},
{
"Key": "680164ae-1368-4364-8820-7d44c4debf93",
"Value": "Greater Mutagen � Constitution and Dexterity"
},
{
"Key": "215f7d31-1f2d-4dd5-ac58-870f482a2647",
"Value": "Greater Mutagen � Constitution and Dexterity"
},
{
"Key": "ea27846b-ba7e-47be-980f-429a52ac3a19",
"Value": "A greater mutagen that gives the alchemist a +6 alchemical bonus to
Constitution, a +4 alchemical bonus to Dexterity, and a +4 natural armor bonus. The
alchemist takes a �2 penalty to Charisma and Wisdom as long as the mutagen
persists."
},
{
"Key": "cb63914f-e16f-4931-981e-1b678fbf70f4",
"Value": "Greater Mutagen � Constitution and Strength"
},
{
"Key": "9c133640-3f42-472c-9621-08ef0f90af12",
"Value": "Greater Mutagen � Constitution and Strength"
},
{
"Key": "4041cbfd-8d03-4061-887f-8b8ddfda5bc7",
"Value": "A greater mutagen that gives the alchemist a +6 alchemical bonus to
Constitution, a +4 alchemical bonus to Strength, and a +4 natural armor bonus. The
alchemist takes a �2 penalty to Charisma and Intelligence as long as the mutagen
persists."
},
{
"Key": "b3758cb1-6c0d-4793-af65-d2e102692ba1",
"Value": "Greater Mutagen � Dexterity and Constitution"
},
{
"Key": "f5f104ce-6710-4b70-8581-143c3a92e086",
"Value": "Greater Mutagen � Dexterity and Constitution"
},
{
"Key": "7e287592-ba5d-4be6-8af4-df1c76cc99cc",
"Value": "Greater Mutagen that gives the alchemist a +6 alchemical bonus to
Dexterity, a +4 alchemical bonus to Constitution, and a +4 natural armor bonus. The
alchemist takes a �2 penalty to Charisma and Wisdom as long as the mutagen
persists."
},
{
"Key": "23624301-2f4f-4368-af47-3df328573b94",
"Value": "Greater Mutagen � Dexterity and Strength"
},
{
"Key": "8582477d-68e6-418a-b9c2-4849a07ca4a9",
"Value": "Greater Mutagen � Dexterity and Strength"
},
{
"Key": "df1d574c-014b-485b-b928-e1b8e69bf1e6",
"Value": "A greater mutagen that gives the alchemist a +6 alchemical bonus to
Dexterity, a +4 alchemical bonus to Strength, and a +4 natural armor bonus. The
alchemist takes a �2 penalty to Intelligence and Wisdom as long as the mutagen
persists."
},
{
"Key": "7765f26a-a41e-40a6-be74-d156eb466570",
"Value": "The alchemist's mutagen now grants a +4 natural armor bonus, a +6
alchemical bonus to one physical ability score (Strength, Dexterity, or
Constitution), and a +4 alchemical bonus to a second physical ability score. The
alchemist takes a �2 penalty on both associated mental ability scores as long as
the mutagen persists."
},
{
"Key": "fb2d22f7-83d2-421e-be00-b62cab65c9f8",
"Value": "Greater Mutagen"
},
{
"Key": "9fe35876-3812-4d28-a223-7a3213e89e1a",
"Value": "Greater Mutagen � Strength and Constitution"
},
{
"Key": "0a209088-3330-4ab6-9702-e16b3419d6f4",
"Value": "Greater Mutagen � Strength and Constitution"
},
{
"Key": "eeeb45ad-7d87-4a17-875b-34b069ab8f35",
"Value": "A greater mutagen that gives the alchemist a +6 alchemical bonus to
Strength, a +4 alchemical bonus to Constitution, and a +4 natural armor bonus. The
alchemist takes a �2 penalty to Intelligence and Charisma as long as the mutagen
persists."
},
{
"Key": "e7deb8dd-11cf-453b-819d-aace6cd33ea9",
"Value": "Greater Mutagen � Strength and Dexterity"
},
{
"Key": "67dcfa04-5696-48e0-a4e3-28ad6f486bf6",
"Value": "Greater Mutagen � Strength and Dexterity"
},
{
"Key": "397a572a-ebcd-4b18-932c-c3c858fc3d82",
"Value": "A greater mutagen that gives the alchemist a +6 alchemical bonus to
Strength, a +4 alchemical bonus to Dexterity, and a +4 natural armor bonus. The
alchemist takes a �2 penalty to Intelligence and Wisdom as long as the mutagen
persists."
},
{
"Key": "9b0420fa-8be8-4f64-a118-a3ad0ef6ec85",
"Value": "When the alchemist creates a bomb, he can choose to have it deal
good divine damage. Evil creatures that take a direct hit from a holy bomb must
succeed at a Fortitude save or be staggered on their next turn. Against neutral
creatures, holy bombs deal half damage, and such targets are not affected by their
staggering effect. Holy bombs have no effect on good-aligned creatures."
},
{
"Key": "d18babf5-6ae5-4fbd-805d-d27b0d99ae6f",
"Value": "Holy Bombs"
},
{
"Key": "5e44c775-fc57-45c2-9195-f79ee996b2fa",
"Value": "On a direct hit, an alchemist's holy bomb inflicts 1d6 points of
good divine damage + additional damage equal to the alchemist's Intelligence
modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-
numbered alchemist level[LONGSTART] (this bonus damage is not multiplied on a
critical hit or by using feats such as Vital Strike)[LONGEND]. Splash damage from
an alchemist bomb is always equal to the bomb's minimum damage[LONGSTART] (so if
the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage
would be 6 points of fire damage). Those caught in the splash damage can attempt a
Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the
alchemist's level + the alchemist's Intelligence modifier[LONGEND].\nEvil creatures
that take a direct hit from a holy bomb must succeed at a Fortitude save or be
staggered on their next turn. Against neutral creatures, holy bombs deal half
damage, and such targets are not affected by their staggering effect. Holy bombs
have no effect on good-aligned creatures."
},
{
"Key": "2338b3ed-95af-4c47-961d-de969186ef80",
"Value": "Holy Bomb"
},
{
"Key": "f8846862-be4a-49db-8b47-0c9d2ceb5d95",
"Value": "The alchemist gains the ability to heal from wounds rapidly. As a
free action once per round, he can heal 5 hit points as if he had the fast healing
ability. He can heal 5 hit points per day in this manner for every 2 alchemist
levels he possesses."
},
{
"Key": "30a15b45-1133-40d1-81aa-e99ad600b5e4",
"Value": "Spontaneous Healing"
},
{
"Key": "93627872-d8f4-4aad-8067-c339125951cf",
"Value": "Spontaneous Healing"
},
{
"Key": "00d20a7f-2893-4459-9e66-a6ee0765ab6c",
"Value": "The alchemist gains the ability to heal from wounds rapidly. As a
free action once per round, he can heal 5 hit points as if he had the fast healing
ability. He can heal 5 hit points per day in this manner for every 2 alchemist
levels he possesses."
},
{
"Key": "20f1f176-cb91-4650-9a03-a4220c7eba41",
"Value": "Spontaneous Healing"
},
{
"Key": "06877007-8f0d-4f0d-ae75-f662b480270a",
"Value": "A creature that takes a direct hit from a tanglefoot bomb must save
against the bomb's DC or be entangled and glued to the floor as if it had failed
its save against a tanglefoot bag. Creatures in the splash area that fail their
saves are entangled but not glued to the floor; those who make this save are not
entangled at all."
},
{
"Key": "ad86900f-9daf-41d7-9a72-5d4838d7d704",
"Value": "Tanglefoot Bombs"
},
{
"Key": "f216385c-62e2-48ff-8053-e5f2a08176b2",
"Value": "On a direct hit, an alchemist's tanglefoot bomb inflicts 1d6 points
of fire damage + additional damage equal to the alchemist's Intelligence modifier.
The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered
alchemist level[LONGSTART] (this bonus damage is not multiplied on a critical hit
or by using feats such as Vital Strike)[LONGEND]. Splash damage from an alchemist
bomb is always equal to the bomb's minimum damage[LONGSTART] (so if the bomb would
deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6
points of fire damage). Those caught in the splash damage can attempt a Reflex save
for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level +
the alchemist's Intelligence modifier[LONGEND].\nA creature that takes a direct hit
from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to
the floor as if it had failed its save against a tanglefoot bag. Creatures in the
splash area that fail their saves are entangled but not glued to the floor; those
who make this save are not entangled at all."
},
{
"Key": "e0435f9f-22dc-4436-a5fa-7fc2d0492eef",
"Value": "Tanglefoot Bomb"
},
{
"Key": "368f92b9-b9f2-4453-81f0-b03508f195e1",
"Value": "Mutagen � Constitution"
},
{
"Key": "90f9ee35-9ff3-4bfc-b39f-9b1f777c18d4",
"Value": "Mutagen � Constitution"
},
{
"Key": "577abad3-a110-4ea4-a97e-2d929226b17a",
"Value": "A mutagen that gives the alchemist a +4 alchemical bonus to
Constitution and a +2 natural armor bonus. The alchemist takes a �2 penalty to
Charisma as long as the mutagen persists."
},
{
"Key": "ece2f829-9e8e-4bcf-97d1-eddfe91815d1",
"Value": "Mutagen � Dexterity"
},
{
"Key": "da7c6b62-b6fb-4807-ba99-5369f24cdb30",
"Value": "Mutagen � Dexterity"
},
{
"Key": "f182a722-4070-4aca-a8cf-2b9e678836ac",
"Value": "A mutagen that gives the alchemist a +4 alchemical bonus to
Dexterity and a +2 natural armor bonus. The alchemist takes a �2 penalty to Wisdom
as long as the mutagen persists."
},
{
"Key": "9af39fb6-c529-4323-91b0-434d142f6aa2",
"Value": "Mutagen"
},
{
"Key": "f5580f6c-d911-4749-9dbb-cc88084ae1b2",
"Value": "At 1st level, an alchemist discovers how to create a mutagen that
he can imbibe in order to heighten his physical prowess at the cost of his
personality.\nIt's a standard action to drink a mutagen. Upon being imbibed, the
mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2
natural armor bonus and a +4 alchemical bonus to the selected ability score for 10
minutes per alchemist level. In addition, while the mutagen is in effect, the
alchemist takes a �2 penalty to one of his mental ability scores. If the mutagen
enhances his Strength, it applies a penalty to his Intelligence. If it enhances his
Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it
applies a penalty to his Charisma."
},
{
"Key": "0af1d93a-cbbf-4496-a0d0-35f69c7ab491",
"Value": "Mutagen"
},
{
"Key": "a3499b3b-6f0e-43a7-990c-d5dca4d4f7bd",
"Value": "Mutagen � Strength"
},
{
"Key": "876e944a-c500-4475-b2b4-c99611076bfc",
"Value": "Mutagen � Strength"
},
{
"Key": "0bb5c17a-ff16-4466-8145-60a636dd8428",
"Value": "A mutagen that gives the alchemist a +4 alchemical bonus to
Strength and a +2 natural armor bonus. The alchemist takes a �2 penalty to
Intelligence as long as the mutagen persists."
},
{
"Key": "ba771723-04f8-4170-8bb7-d2d0e340f165",
"Value": "Arcane archers deal death from afar, winnowing down opponents while
their allies rush into hand-to-hand combat. With their capacity to unleash hails of
arrows on the enemy, they represent the pinnacle of ranged combat."
},
{
"Key": "2132290d-146c-49ec-8cfe-8a757fb105d1",
"Value": "Arcane Archer"
},
{
"Key": "51ebbb15-338d-4638-90cf-bf136523e95c",
"Value": "With their mastery of magic, arcane tricksters can make for even
more subtle or confounding opponents than standard rogues. Ranged legerdemain
enhances their skill as thieves, and their ability to make sneak attacks without
flanking or as part of a spell can make arcane tricksters formidable damage-
dealers."
},
{
"Key": "f9618d1d-c7ae-42fd-a8f7-7ba03ef74535",
"Value": "Arcane Trickster"
},
{
"Key": "c1cfc3ec-4949-4637-b423-4a4cf8bf6f2e",
"Value": "At 10th level, an arcane trickster can add her sneak attack damage
to any spell that deals damage, if the targets are flat-footed. This additional
damage only applies to spells that deal hit point damage, and the additional damage
is of the same type as the spell. If the spell allows a saving throw to negate or
halve the damage, it also negates or halves the sneak attack damage."
},
{
"Key": "2838c352-84d3-42f1-b417-d02ce6ff676e",
"Value": "Surprise Spells"
},
{
"Key": "be59161d-6110-4abe-8a39-3c3c06d158c3",
"Value": "Starting at 5th level, an arcane trickster can cast her spells
without their somatic or verbal components, as if using the Still Spell and Silent
Spell feats. Spells cast using this ability do not increase in spell level or
casting time. She can use this ability 3 times per day at 5th level and one
additional time per every two levels thereafter, to a maximum of 5 times per day at
9th level. The arcane trickster decides to use this ability at the time of
casting."
},
{
"Key": "7ea7c328-e425-47a0-963d-fcc15198e346",
"Value": "Tricky Spells"
},
{
"Key": "7f12d68e-775e-4a7b-a4ef-ad4d2db48bf1",
"Value": "Bard"
},
{
"Key": "917dad5a-1a04-4829-acc4-b9b0663338ec",
"Value": "Eldritch Scion"
},
{
"Key": "9ebfaa16-eab5-42e3-9369-c58ad3f759e9",
"Value": "Eldritch Scoundrel"
},
{
"Key": "993530ea-06bd-4c1c-8a01-1b310838c03e",
"Value": "Empyreal Sorcerer"
},
{
"Key": "93754af7-769e-4141-ad01-d2f29d9a3941",
"Value": "Magus"
},
{
"Key": "cc94455e-6a4a-4bd4-8b24-af8a6d3c4541",
"Value": "Sage Sorcerer"
},
{
"Key": "0af14550-5372-4541-a66d-c16b8f4579f3",
"Value": "Sorcerer"
},
{
"Key": "bf9c1e4a-5753-4705-9617-1a54ac291dfc",
"Value": "At 1st level, an arcane trickster selects an arcane spellcasting
class she belonged to before adding the prestige class. When a new arcane trickster
level is gained, the character gains new spells per day and new spells known as if
she had also gained a level in that spellcasting class."
},
{
"Key": "2851f2b7-53e9-475d-bc0f-59a6e7725ed0",
"Value": "Arcane Spellcasting"
},
{
"Key": "eb6882f8-c49c-4b0c-86e8-dd96b54cf5fc",
"Value": "Sword Saint"
},
{
"Key": "9c7064b2-4c5b-42d6-af72-a753258df26e",
"Value": "Thassilonian Specialist � Envy"
},
{
"Key": "0290b468-830b-464d-ac8c-731e2b0c8952",
"Value": "Thassilonian Specialist � Sloth"
},
{
"Key": "20e9e3e8-46fc-43bc-806d-3c5ce46d43d3",
"Value": "Thassilonian Specialist � Lust"
},
{
"Key": "db179d4b-0f4f-4f27-a774-b06dbae0cec4",
"Value": "Thassilonian Specialist � Wrath"
},
{
"Key": "45ae2523-af4c-4d42-9f1b-6ab13cb76a13",
"Value": "Thassilonian Specialist � Pride"
},
{
"Key": "ebb383a0-3f43-48b8-9b60-f9bd345194be",
"Value": "Thassilonian Specialist � Gluttony"
},
{
"Key": "58641bb4-e50e-4350-9d34-d42b0ba5d593",
"Value": "Thassilonian Specialist � Greed"
},
{
"Key": "516b9cf2-7dd6-4915-b253-c4fea912f80e",
"Value": "Wizard"
},
{
"Key": "744ca160-ed9b-49f8-b63d-2c78ee29fc86",
"Value": "Impromptu Sneak Attack"
},
{
"Key": "fe501c24-e394-4315-98ed-e1b523c7c23e",
"Value": "Beginning at 3rd level, an arcane trickster can enter a special
stance that allows him to improvise a way to sneak attack targets regardless of
their awareness. An arcane trickster can maintain this stance for one round per
day. For every two levels beyond 3rd, an arcane trickster can maintain this stance
for one additional round, up to a maximum of 4 rounds at 9th level. The target of
impromptu sneak attacks loses any Dexterity bonus to AC, but only against those
attacks. This power can be used against any target, but creatures that are not
subject to critical hits take no extra damage (though they still lose any Dexterity
bonus to AC against the attack)."
},
{
"Key": "14894d66-d51c-4499-af0c-6db037a5b2a6",
"Value": "Beginning at 3rd level, an arcane trickster can enter a special
stance that allows him to improvise a way to sneak attack targets regardless of
their awareness. An arcane trickster can maintain this stance for one round per
day. For every two levels beyond 3rd, an arcane trickster can maintain this stance
for one additional round, up to a maximum of 4 rounds at 9th level. The target of
impromptu sneak attacks loses any Dexterity bonus to AC, but only against those
attacks. The power can be used against any target, but creatures that are not
subject to critical hits take no extra damage (though they still lose any Dexterity
bonus to AC against the attack)."
},
{
"Key": "5f2ba000-ad0d-4ee1-b744-1c931c1f0f1b",
"Value": "Impromptu Sneak Attack"
},
{
"Key": "02257eca-ea89-47a2-9b5a-9461cea4010b",
"Value": "Beginning at 3rd level, an arcane trickster can enter a special
stance that allows him to improvise a way to sneak attack targets regardless of
their awareness. An arcane trickster can maintain this stance for one round per
day. For every two levels beyond 3rd, an arcane trickster can maintain this stance
for one additional round, up to a maximum of 4 rounds at 9th level. The target of
impromptu sneak attacks loses any Dexterity bonus to AC, but only against those
attacks. The power can be used against any target, but creatures that are not
subject to critical hits take no extra damage (though they still lose any Dexterity
bonus to AC against the attack)."
},
{
"Key": "6317c7ec-5fcf-4c18-9e28-7ce3d5bd6701",
"Value": "Impromptu Sneak Attack"
},
{
"Key": "f36653f9-1217-44b0-abe7-916e687f60ac",
"Value": "Beginning at 3rd level, an arcane trickster can enter a special
stance that allows him to improvise a way to sneak attack targets regardless of
their awareness. An arcane trickster can maintain this stance for one round per
day. For every two levels beyond 3rd, an arcane trickster can maintain this stance
for one additional round, up to a maximum of 4 rounds at 9th level. The target of
impromptu sneak attacks loses any Dexterity bonus to AC, but only against those
attacks. The power can be used against any target, but creatures that are not
subject to critical hits take no extra damage (though they still lose any Dexterity
bonus to AC against the attack)."
},
{
"Key": "3a0f8ecb-d176-41f5-ae13-521ee0b36fa3",
"Value": "Impromptu Sneak Attack"
},
{
"Key": "cff8619b-9cf2-4b2f-a970-d607e088f56e",
"Value": "At 9th level, an arcane trickster can become invisible, as if under
the effects of greater invisibility, as a free action. She can remain invisible for
a number of rounds per day equal to her arcane trickster level. Her caster level
for this effect is equal to her caster level. These rounds need not be
consecutive."
},
{
"Key": "29984167-28a1-481e-8110-615ff72c108e",
"Value": "Invisible Thief"
},
{
"Key": "2372ceab-5f2c-4477-83fe-199891f262b1",
"Value": "At 9th level, an arcane trickster can become invisible, as if under
the effects of greater invisibility, as a free action. She can remain invisible for
a number of rounds per day equal to her arcane trickster level. Her caster level
for this effect is equal to her caster level. These rounds need not be
consecutive."
},
{
"Key": "d04355d1-a9ae-47f9-abe4-9078c2b6533e",
"Value": "Invisible Thief"
},
{
"Key": "3e53551e-c6cd-480b-a6ac-df61812b718e",
"Value": "An arcane trickster can use Trickery at a range of 30 feet. Working
at a distance increases the normal skill check DC by 5."
},
{
"Key": "b0e4f7f3-9c52-4576-a0b7-1abea9be2bb4",
"Value": "Ranged Legerdemain"
},
{
"Key": "266accd8-3849-496b-a3a8-20db714d6722",
"Value": "An arcane trickster can use Trickery at a range of 30 feet. Working
at a distance increases the normal skill check DC by 5."
},
{
"Key": "653fdd0c-3d38-44cd-9fae-a470a976adeb",
"Value": "Ranged Legerdemain"
},
{
"Key": "41087693-dbb0-40f0-83a8-e845ae83604f",
"Value": "An arcane trickster can use Trickery at a range of 30 feet. Working
at a distance increases the normal skill check DC by 5."
},
{
"Key": "af98c74f-7b35-4504-8a83-fc859e055e13",
"Value": "Ranged Legerdemain"
},
{
"Key": "4e8a70f6-1c6f-4a0a-aed6-bd128a7d2572",
"Value": "An arcane trickster can use Trickery at a range of 30 feet. Working
at a distance increases the normal skill check DC by 5."
},
{
"Key": "efd7066a-ad38-49cc-a27b-c9fd14727f0b",
"Value": "Ranged Legerdemain"
},
{
"Key": "47ea0d0c-d3d3-4aaf-a8fb-faa1ed331e58",
"Value": "If an assassin makes a sneak attack against a target that is not
currently engaged in combat with a melee weapon, the sneak attack has the
additional chance of instantly killing the target. If the victim of such a death
attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's
Int modifier) against the death effect, she dies. If the victim's saving throw
succeeds, the attack is just a normal sneak attack."
},
{
"Key": "0ff02ec5-9e13-4c34-ab6f-b1c112f58122",
"Value": "Death Attack"
},
{
"Key": "398d085c-d71f-4368-a22d-edf20732562e",
"Value": "A barbarian is proficient with all simple and martial weapons,
light armor, medium armor, and shields (except tower shields)."
},
{
"Key": "a385a4f8-7609-4eaf-b1c2-af199607b723",
"Value": "Barbarian Proficiencies"
},
{
"Key": "5b0bc6e0-f5cd-4e60-97e2-7236092e2531",
"Value": "Barbarians excel in combat, possessing the martial prowess and
fortitude to take on foes seemingly far superior to themselves. With rage granting
them boldness and daring beyond that of most other warriors, barbarians charge
furiously into battle and ruin all who would stand in their way."
},
{
"Key": "e539d88c-f490-4a98-8592-906ffdfd95d3",
"Value": "Barbarian"
},
{
"Key": "05b49ace-4174-4401-9594-a1a3b2836aa6",
"Value": "Fatigue"
},
{
"Key": "3c99a4f3-da63-4ff8-b2ab-e281e205de36",
"Value": "At 7th level, a barbarian gains damage reduction. Subtract 1 from
the damage the barbarian takes each time she is dealt damage from a weapon or a
natural attack. At 10th level, and every three barbarian levels thereafter (13th,
16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can
reduce damage to 0 but not below 0."
},
{
"Key": "659110c8-ffa2-4684-8e70-700ac52ae920",
"Value": "Damage Reduction"
},
{
"Key": "2c812a4f-d6b3-4034-b54c-cdd69b6dd5c1",
"Value": "Danger Sense"
},
{
"Key": "44e65c8b-4c95-4b36-b3d2-631991bf351e",
"Value": "At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid
traps and a +1 dodge bonus to AC against attacks by traps. These bonuses increase
by 1 every 3 levels thereafter (to a maximum of +6 at 18th level)."
},
{
"Key": "e567a881-c486-4d35-9740-6ec2ce5d3816",
"Value": "Fast Movement"
},
{
"Key": "49d758ad-3b8f-42cc-8ed1-9aae8a6060aa",
"Value": "A barbarian's land speed is faster than the norm for her race by
+10 feet. This benefit applies only when she is wearing no armor, light armor, or
medium armor, and not carrying a heavy load. Apply this bonus before modifying the
barbarian's speed because of any load carried or armor worn. This bonus stacks with
any other bonuses to the barbarian's land speed."
},
{
"Key": "a5bc9182-27f6-46c2-8a1f-4457b765a593",
"Value": "At 11th level, a barbarian's bonus on melee attack rolls, melee
damage rolls, thrown weapon damage rolls, and Will saves while raging increases to
+3. In addition, the amount of temporary hit points gained when entering a rage
increases to 3 per Hit Die."
},
{
"Key": "43f1cb33-4aaa-4458-9433-b99431abf68a",
"Value": "Greater Rage"
},
{
"Key": "56d061b7-5aa0-46f7-b43a-239d899fb2d9",
"Value": "While in rage, a barbarian of 14th level or higher gains a +4 bonus
on Will saves to resist enchantment spells. This bonus stacks with all other
modifiers, including the morale bonus on Will saves she also receives during her
rage."
},
{
"Key": "d71e5b6d-0742-4ba7-97b3-53d46de3f2b4",
"Value": "Indomitable Will"
},
{
"Key": "6ba78564-894e-48e7-92b4-93ce3941a788",
"Value": "At 20th level, a barbarian's bonus on melee attack rolls, melee
damage rolls, thrown weapon damage rolls, and Will saves while raging increases to
+4. In addition, the amount of temporary hit points gained when entering a rage
increases to 4 per Hit Die."
},
{
"Key": "f08fb596-03b2-47f4-8673-80a14d380e20",
"Value": "Mighty Rage"
},
{
"Key": "8cce2ac0-01a6-4e7a-bd89-4aa21dbbcfd6",
"Value": "Starting at 17th level, a barbarian no longer becomes fatigued at
the end of her rage."
},
{
"Key": "b6044acd-553c-4aec-9481-ffd166d4aac3",
"Value": "Tireless Rage"
},
{
"Key": "d001a9ff-d09d-4d52-a7db-b9a1a7edd4c1",
"Value": "Some barbarians disdain the hides and leather used as armor by most
of their kin. Instead they master the heaviest of armors, even those created by
more civilized people, to gain greater protection and stability in battle."
},
{
"Key": "37ff2806-347f-4dfd-8082-2f1e62ab37b2",
"Value": "Armored Hulk"
},
{
"Key": "036c73a6-0071-4bdc-8747-6accf89ac92a",
"Value": "At 2nd level, an armored hulk moves 5 feet faster than normal in
medium and heavy armor."
},
{
"Key": "c0d2c706-2d5e-4df0-9bc8-fa2b81110f4a",
"Value": "Armored Swiftness"
},
{
"Key": "0dbeff09-ad8a-4231-9655-6bc6169bfdc6",
"Value": "At 2nd level, an armored hulk moves faster in medium and heavy
armor. When wearing medium or heavy armor, an armored hulk can move 10 feet faster
than normal, to a maximum of her speed."
},
{
"Key": "5919a300-46c2-41f1-9ccd-4edd299804b5",
"Value": "Improved Armored Swiftness"
},
{
"Key": "7fc793c7-7cd8-4c9c-b471-fa3378124c13",
"Value": "An armored hulk gains a +1 bonus on combat maneuver checks and to
CMD, and on Reflex saves against trample attacks. She also gains a +1 bonus to her
AC against charge attacks and on attack and damage rolls against charging
creatures."
},
{
"Key": "f01e8e67-de9e-4dd0-bf5b-b56334dbce82",
"Value": "Indomitable Stance"
},
{
"Key": "85f562b7-030b-4d19-a043-3dc54049acdb",
"Value": "At 3rd level, an armored hulk is able to use her armor to help
avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that
applies only on critical hit confirmation rolls. This bonus increases by +1 every 3
levels beyond 3rd (maximum +6 at 18th level)."
},
{
"Key": "be44f899-7ad3-4292-bb3a-9686612380e4",
"Value": "Resilience of Steel"
},
{
"Key": "ca982e97-1476-4b79-b420-770b961edd47",
"Value": "Some barbarians learn to take whatever comes their way, shrugging
off mortal wounds with ease. These barbarians invite their enemies to attack them,
and use pain to fuel their rage."
},
{
"Key": "88fcbdde-1df5-4bbe-bec0-429affcb0565",
"Value": "Invulnerable Rager"
},
{
"Key": "27cc8165-bb66-45ee-91c1-4bb9202ce0b0",
"Value": "At 2nd level, the invulnerable rager gains DR/� equal to half her
barbarian level. Damage reduction can reduce damage to 0 but not below 0."
},
{
"Key": "5d2a37e9-9046-454a-bfa3-b6a38912b522",
"Value": "Damage Reduction"
},
{
"Key": "40d62869-cbe5-4e60-a54f-dc267eacf4d9",
"Value": "At 3rd level, the invulnerable rager gains 1 point of fire
resistance and 1 point of cold resistance. At 6th level and every 3 levels
thereafter, these resistances increase by 1 point (up to 6 points at 18th level)."
},
{
"Key": "7ca405ce-633b-4974-93ae-c668fbca63e2",
"Value": "Extreme Endurance"
},
{
"Key": "956bf521-3bf0-4758-b937-b15e1627e17e",
"Value": "Though named for the wild savages who fight alongside rabid dogs,
mad dogs employ all manner of beasts as their battle brethren."
},
{
"Key": "fc831b8b-c5af-4928-ab2e-3b052d931398",
"Value": "Mad Dog"
},
{
"Key": "31acdae6-3e98-425f-9f28-9ea94b8e3bff",
"Value": "At 1st level, a mad dog gains the service of an animal companion,
using the barbarian's level as her effective druid level."
},
{
"Key": "54fb5d27-2c49-462a-b183-c9df32445929",
"Value": "At 1st level, a mad dog gains the service of an animal companion,
using the barbarian's level as her effective druid level."
},
{
"Key": "97bfbba6-5e98-49a1-af2e-17aef9579505",
"Value": "War Beast"
},
{
"Key": "dda28a5a-8bbf-4288-9bab-c15068165954",
"Value": "War Beast"
},
{
"Key": "46dbc9b0-53cc-491a-a369-882bc921954c",
"Value": "At 10th level, a mad dog gains damage reduction. At 13th level and
every 3 barbarian levels thereafter, this damage reduction rises by 1, to a maximum
of DR 4/� at 19th level. A mad dog's war beast gains the same damage reduction as
the mad dog."
},
{
"Key": "c97aa073-c526-4dd6-87fe-1e9e0a6edc9c",
"Value": "Damage Reduction"
},
{
"Key": "0633a613-4e97-4c89-9c2e-090df0096d36",
"Value": "At 5th level, a mad dog's war beast gains Improved Trip as a bonus
feat.\nImproved Trip: You can attempt to trip your opponent in place of a melee
attack. You can only trip an opponent who is no more than one size category larger
than you.\nIf your attack exceeds the target's CMD, the target is knocked prone. If
the target has more than two legs, add +2 to the DC of the combat maneuver attack
roll for each additional leg it has. Some creatures � such as oozes, creatures
without legs, and flying creatures � cannot be tripped.\nIn addition, you receive a
+2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat
Maneuver Defense whenever an opponent tries to trip you."
},
{
"Key": "5ce7e6db-5c94-4d03-b312-6384946a6389",
"Value": "Ferocious Fetch"
},
{
"Key": "a298d44c-82f6-4b5b-81f6-c2785d2b0f6d",
"Value": "At 2nd level, a mad dog and her war beast gain a +4 bonus on attack
rolls while flanking the same opponent (instead of the normal +2 bonus)."
},
{
"Key": "5c43b16f-f405-4f89-b081-569c711b15a6",
"Value": "Pack Tactics"
},
{
"Key": "9f66cb22-f3f6-4520-9520-3d18a6256304",
"Value": "At 14th level, whenever her war beast succeeds at a bull rush,
overrun, or trip combat maneuver against an opponent threatened by the mad dog, a
mad dog can take an attack of opportunity against that opponent."
},
{
"Key": "d62222f7-af8d-4578-8cef-8ab27847c228",
"Value": "Throat Cutter"
},
{
"Key": "8dd52af9-4a17-4086-bc80-b5846681a50d",
"Value": "Fatigue"
},
{
"Key": "2a3e5875-66cd-4ff3-90fe-b64e17be2feb",
"Value": "Rage"
},
{
"Key": "d4e1d5db-6878-45b9-a842-65c4409dfcdf",
"Value": "A barbarian can call upon inner reserves of strength and ferocity,
granting her additional combat prowess. At 1st level, a barbarian can rage for a
number of rounds per day equal to 4 + her Constitution modifier. For each level
after 1st she possesses, the barbarian can rage for 2 additional rounds per day.
Temporary increases to Constitution, such as that gained from bear's endurance, do
not increase the total number of rounds that a barbarian can rage per day. A
barbarian can enter a rage as a free action. The total number of rounds of rage per
day is renewed after resting for 8 hours, although these hours need not be
consecutive.\nWhile in a rage, a barbarian gains a +2 bonus on melee attack rolls,
melee damage rolls, thrown weapon damage rolls, and Will saving throws. In
addition, she takes a �2 penalty to Armor Class. She also gains 2 temporary hit
points per Hit Die. These temporary hit points are lost first when a character
takes damage, disappear when the rage ends, and are not replenished if the
barbarian enters a rage again within 1 minute of her previous rage. While in a
rage, a barbarian cannot cast spells.\nA barbarian can end her rage as a free
action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a
new rage while fatigued or exhausted, but can otherwise enter a rage multiple times
per day. If a barbarian falls unconscious, her rage immediately ends."
},
{
"Key": "6ec561bd-f295-4df3-8ce6-c1fbcb479be7",
"Value": "While in rage, a barbarian gains a +2 bonus on melee attack rolls,
melee damage rolls, thrown weapon damage rolls, and Will saving throws. In
addition, she takes a �2 penalty to Armor Class. She also gains 2 temporary hit
points per Hit Die."
},
{
"Key": "c4e96695-f875-499b-a8b9-d98863b524a3",
"Value": "Rage"
},
{
"Key": "62325a00-6d73-4fe1-99f2-4aedcabe4503",
"Value": "Rage"
},
{
"Key": "a90910fc-9106-48e4-8dba-05956d6e82d7",
"Value": "While raging, the barbarian gains a bite attack. If used as part of
a full attack, the bite attack is made at the barbarian's full base attack bonus
�5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is
Medium; 1d3 points of damage if Small) plus half the barbarian's Strength
modifier."
},
{
"Key": "eff28a46-88e3-4ab6-9da6-7170de663eca",
"Value": "Animal Fury"
},
{
"Key": "fe491e53-7924-48fa-b05e-31865ebd908d",
"Value": "While raging, the barbarian gains a +1 natural armor bonus. This
bonus increases by +1 for every four levels the barbarian has attained. Note: Totem
rage powers grant powers related to a theme. A barbarian cannot select from more
than one group of totem rage powers; for example, a barbarian who selects a beast
totem rage power cannot later choose to gain any of the dragon totem rage powers
(any rage power with \"dragon totem\" in its title)."
},
{
"Key": "09903f6a-a277-4642-8616-040f37c54dd6",
"Value": "Beast Totem"
},
{
"Key": "dac75309-7bcc-473e-903a-8da350c0d200",
"Value": "While raging, the barbarian gains the pounce special ability,
allowing her to make a full attack at the end of a charge. In addition, the damage
from her claws increases to 1d8 (1d6 if Small) and the claws deal �3 damage on a
critical hit. Note: Totem rage powers grant powers related to a theme. A barbarian
cannot select from more than one group of totem rage powers; for example, a
barbarian who selects a beast totem rage power cannot later choose to gain any of
the dragon totem rage powers (any rage power with \"dragon totem\" in its title)."
},
{
"Key": "c18806b1-4a6c-4aad-8aba-02f0e66e1af0",
"Value": "Beast Totem, Greater"
},
{
"Key": "37ff35a5-69b6-4869-a26a-b0d68cedd08b",
"Value": "While raging, the barbarian gains two claw attacks. These attacks
are considered primary attacks and are made at the barbarian's full base attack
bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the
barbarian's Strength modifier. Note: Totem rage powers grant powers related to a
theme. A barbarian cannot select from more than one group of totem rage powers; for
example, a barbarian who selects a beast totem rage power cannot later choose to
gain any of the dragon totem rage powers (any rage power with \"dragon totem\" in
its title)."
},
{
"Key": "0fcfc2c9-ef83-4f74-a5f3-bc27a26c03c1",
"Value": "Beast Totem, Lesser"
},
{
"Key": "888053ce-c565-42a4-8045-b0031ca2170c",
"Value": "The barbarian unlocks a new ability to use while raging. She gains
one additional rage power. She must meet all of the prerequisites for this rage
power. This feat can be taken multiple times."
},
{
"Key": "973a2f4a-aa7f-4796-baca-dc3491abacea",
"Value": "Extra Rage Power"
},
{
"Key": "8d80118c-bcb9-46b6-bd15-c1699296e549",
"Value": "The barbarian is immune to the shaken and frightened conditions. A
barbarian must be at least 12th level to select this rage power."
},
{
"Key": "7f2fc8b0-52ab-4b2c-85db-151c6f777f29",
"Value": "Fearless Rage"
},
{
"Key": "95255510-472f-4123-b3b1-8575848f9799",
"Value": "Increased Damage Reduction"
},
{
"Key": "e46db326-68f6-4dbc-88de-42778ff1de32",
"Value": "The barbarian's damage reduction increases by 2/�. A barbarian can
select this rage power up to three times. Its effects stack. A barbarian must be at
least 8th level to select this rage power."
},
{
"Key": "b78effd9-fe2e-4809-93be-e36c80e445ad",
"Value": "Internal Fortitude"
},
{
"Key": "1c7f5127-dad9-4d3c-ab00-3591cd7525c4",
"Value": "The barbarian is immune to the sickened and nauseated conditions. A
barbarian must be at least 8th level to select this rage power."
},
{
"Key": "8ce88466-54a1-4efd-a16a-e36dd7836021",
"Value": "As a barbarian gains levels, she learns to use her rage in new
ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage
power for every two levels of barbarian attained after 2nd level. A barbarian gains
the benefits of rage powers only while raging, and some of these powers require the
barbarian to take an action first. Unless otherwise noted, a barbarian cannot
select an individual power more than once."
},
{
"Key": "7ba31d0c-565d-4e21-8d5b-a14ac515017d",
"Value": "Rage Power"
},
{
"Key": "a0a29474-356e-4330-8e2c-889c49cb2a56",
"Value": "The barbarian can continually replenish her health. At the start of
her turn, she regains 1 temporary hit point for every 4 levels she has (up to 5 hit
points per round), but this cannot give her more than her maximum temporary hit
points from rage. This is a stance rage power. A barbarian must have the renewed
vigor rage power and be at least 4th level to select this rage power."
},
{
"Key": "7d740b68-e5ee-4af0-859b-9e670153e464",
"Value": "Regenerative Stance"
},
{
"Key": "19cbdb0c-5fd9-4f56-bcef-d5ca86db0f86",
"Value": "As a standard action, the barbarian heals 1d8 points of damage +
her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the
amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability
can be used only once per day. The barbarian must be at least 4th level to select
this rage power."
},
{
"Key": "8c40c276-aac0-4890-affb-ca8d2ded2476",
"Value": "Renewed Vigor"
},
{
"Key": "31d19169-08db-41c6-b442-b884acc1984f",
"Value": "The barbarian gains a 10-foot enhancement bonus to her base speed.
A barbarian can select this rage power up to three times; its effects stack."
},
{
"Key": "4ceb5712-bb9e-49ce-8244-aefd9c00ddbd",
"Value": "Swift Foot"
},
{
"Key": "e25c368c-1372-4fbd-bc59-18beeabc4dec",
"Value": "The barbarian can take on a more defensive posture. This grants her
a +1 dodge bonus to her Armor Class for the duration of her current rage. This
bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage
power. A barbarian can't have more than one stance rage power active at a time. If
she activates a stance rage power while another one is active, the current stance
immediately ends."
},
{
"Key": "11d5e7df-3136-4ccd-80fa-2a805d3ce572",
"Value": "Guarded Stance"
},
{
"Key": "fc0c5eb6-8a6b-4956-88b8-4aa31a7d7847",
"Value": "The barbarian can take on a more defensive posture. This grants her
a +1 dodge bonus to her Armor Class for the duration of her current rage. This
bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage
power. A barbarian can't have more than one stance rage power active at a time. If
she activates a stance rage power while another one is active, the current stance
immediately ends."
},
{
"Key": "42d8d2ba-cd2a-4078-8c82-0c6766ae26b6",
"Value": "Guarded Stance"
},
{
"Key": "cc74ef23-65a8-4e09-bcc3-2859e8a97d15",
"Value": "The barbarian can take on a more defensive posture. This grants her
a +1 dodge bonus to her Armor Class for the duration of her current rage. This
bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage
power. A barbarian can't have more than one stance rage power active at a time. If
she activates a stance rage power while another one is active, the current stance
immediately ends."
},
{
"Key": "cdd42c09-c570-4a5e-9981-1e47c2d41d8d",
"Value": "Guarded Stance"
},
{
"Key": "9d776cb9-0fb2-40dd-928c-e0296518a6e0",
"Value": "The barbarian can take on a more defensive posture. This grants her
a +1 dodge bonus to her Armor Class for the duration of her current rage. This
bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage
power. A barbarian can't have more than one stance rage power active at a time. If
she activates a stance rage power while another one is active, the current stance
immediately ends."
},
{
"Key": "00b8516a-bb88-418b-8446-e597976f8f22",
"Value": "Guarded Stance"
},
{
"Key": "31fe1e94-48da-4992-81eb-13683aeb2360",
"Value": "While in the guarded stance, the barbarian gains an additional +4
dodge bonus to AC against attack rolls made to confirm critical hits. A barbarian
must have the guarded stance rage power and be at least 8th level to select this
rage power."
},
{
"Key": "a0b8eeee-b9b6-4ceb-90d4-c948e71dc690",
"Value": "Protect Vitals"
},
{
"Key": "9163e156-d7d5-4265-a894-5fb8ec766b89",
"Value": "While in the guarded stance, the barbarian can apply her dodge
bonus to AC as a bonus on Reflex saving throws. A barbarian must have the guarded
stance rage power and be at least 6th level to select this rage power."
},
{
"Key": "3404e53a-9145-4e1b-bfa1-bc3f5ee5ec66",
"Value": "Reflexive Dodge"
},
{
"Key": "21f2e9f5-aa42-43b2-a338-4e8ab17cb008",
"Value": "If the barbarian scores a critical threat while in the lethal
stance, she applies double the lethal stance's bonus when rolling to confirm the
critical. A barbarian must have the lethal stance rage power and be at least 4th
level to select this rage power."
},
{
"Key": "6731d565-8829-4c4a-a9a8-4e5bf8aa2ab3",
"Value": "Deadly Accuracy"
},
{
"Key": "67d77539-f40a-4f55-8704-8c882bc55664",
"Value": "While in the lethal stance, the barbarian's critical multiplier for
damage increases by 1 (a �2 multiplier becomes �3, a �3 multiplier becomes �4, and
a �4 multiplier becomes �5). A barbarian must have the lethal stance and deadly
accuracy rage powers and be at least 16th level to select this rage power."
},
{
"Key": "16162488-d56f-48e4-a727-e67567dc90f8",
"Value": "Lethal Accuracy"
},
{
"Key": "bc006973-1ef8-40b1-bd6b-f8f2646589a7",
"Value": "The barbarian can focus her strikes. She gains a +1 competence
bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by
1 for every 4 levels the barbarian has. This is a stance rage power. A barbarian
can't have more than one stance rage power active at a time. If she activates a
stance rage power while another one is active, the current stance immediately
ends."
},
{
"Key": "6cbfa9c0-8451-41da-9baa-dda78381db54",
"Value": "Lethal Stance"
},
{
"Key": "3866fbbb-3018-4146-9b16-2af011347af5",
"Value": "The barbarian can focus her strikes. She gains a +1 competence
bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by
1 for every 4 levels the barbarian has. This is a stance rage power. A barbarian
can't have more than one stance rage power active at a time. If she activates a
stance rage power while another one is active, the current stance immediately
ends."
},
{
"Key": "19e36454-c773-436c-a9a6-4eebe86c736f",
"Value": "Lethal Stance"
},
{
"Key": "cfec9800-7290-4a4f-b8df-3c9614f5bd71",
"Value": "The barbarian can focus her strikes. She gains a +1 competence
bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by
1 for every 4 levels the barbarian has. This is a stance rage power. A barbarian
can't have more than one stance rage power active at a time. If she activates a
stance rage power while another one is active, the current stance immediately
ends."
},
{
"Key": "b0784a4b-fef2-4040-b782-306b9aeaefaa",
"Value": "Lethal Stance"
},
{
"Key": "e33f75e2-2864-4f6e-bc57-0896627375aa",
"Value": "The barbarian can focus her strikes. She gains a +1 competence
bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by
1 for every 4 levels the barbarian has. This is a stance rage power. A barbarian
can't have more than one stance rage power active at a time. If she activates a
stance rage power while another one is active, the current stance immediately
ends."
},
{
"Key": "ba47a98d-0b4a-4242-bf1e-b85471703110",
"Value": "Lethal Stance"
},
{
"Key": "360b7a06-cf8b-4bde-89d8-3873777cfbd7",
"Value": "Inspire Ferocity"
},
{
"Key": "581a79d5-cc2c-4c4e-9de8-266f23f1dcfa",
"Value": "Inspire Ferocity"
},
{
"Key": "004a8a08-5886-4e0f-bcb4-150b32470f63",
"Value": "While in the reckless stance, the barbarian imparts the stance's
bonus and penalty to all willing allies within 30 feet of her. A barbarian must
have the reckless stance rage power to select this rage power."
},
{
"Key": "600bb02b-473d-42b6-a348-601a6999c800",
"Value": "Inspire Ferocity"
},
{
"Key": "c25a8eb2-4e9c-4f64-88ad-495673588a35",
"Value": "Inspire Ferocity"
},
{
"Key": "eb4a72ff-a2a0-4eda-b499-65e15b6cbbdd",
"Value": "While in the reckless stance, the barbarian imparts the stance's
bonus and penalty to all willing allies within 30 feet of her. A barbarian must
have the reckless stance rage power to select this rage power."
},
{
"Key": "c15c72e2-1607-425f-bd23-f3b702d5a9b8",
"Value": "Inspire Ferocity"
},
{
"Key": "cfbd1d89-db28-469c-969b-dc5af4550b54",
"Value": "The barbarian can attack with abandon at the expense of her
defense. She gains a +1 bonus on attack rolls, but takes a �1 penalty to AC. This
bonus and penalty increase by 1 at 4th level and every 4 levels thereafter.\nThis
is a stance rage power. A barbarian can't have more than one stance rage power
active at a time. If she activates a stance rage power while another one is active,
the current stance immediately ends."
},
{
"Key": "d9710b1e-45f4-4986-a0b5-e39c0254bc5e",
"Value": "Reckless Stance"
},
{
"Key": "6e87d18d-cf2c-42aa-a05d-92947b7d5cb2",
"Value": "The barbarian can attack with abandon at the expense of her
defense. She gains a +1 bonus on attack rolls, but takes a �1 penalty to AC. This
bonus and penalty increase by 1 at 4th level and every 4 levels thereafter.\nThis
is a stance rage power. A barbarian can't have more than one stance rage power
active at a time. If she activates a stance rage power while another one is active,
the current stance immediately ends."
},
{
"Key": "12f0d0ca-a9df-48fe-b3fe-2391658c41a4",
"Value": "Reckless Stance"
},
{
"Key": "457c0616-678d-4a70-9602-ebd51a9bea73",
"Value": "The barbarian can attack with abandon at the expense of her
defense. She gains a +1 bonus on attack rolls, but takes a �1 penalty to AC. This
bonus and penalty increase by 1 at 4th level and every 4 levels thereafter.\nThis
is a stance rage power. A barbarian can't have more than one stance rage power
active at a time. If she activates a stance rage power while another one is active,
the current stance immediately ends."
},
{
"Key": "d1849ede-9df5-4538-a6e2-43151172834f",
"Value": "Reckless Stance"
},
{
"Key": "5bf3ccaf-236f-4fca-a8d3-bcd10d2cf0eb",
"Value": "The barbarian can attack with abandon at the expense of her
defense. She gains a +1 bonus on attack rolls, but takes a �1 penalty to AC. This
bonus and penalty increase by 1 at 4th level and every 4 levels thereafter.\nThis
is a stance rage power. A barbarian can't have more than one stance rage power
active at a time. If she activates a stance rage power while another one is active,
the current stance immediately ends."
},
{
"Key": "81726826-8427-4001-aea6-5d0eb8c8b07d",
"Value": "Reckless Stance"
},
{
"Key": "19a69b00-5eec-4a18-a22f-22e7525e4d2a",
"Value": "Bards can cast a number of cantrips, or 0-level spells. These
spells are cast like any other spell, but they are not expended when cast and may
be used again."
},
{
"Key": "87c64b03-dc84-4190-97fe-eeb4e51a7952",
"Value": "Cantrips"
},
{
"Key": "b9ed6ad7-9326-4299-871b-deef985c7fee",
"Value": "Bards capably confuse and confound their foes while inspiring their
allies to ever-greater daring. While accomplished with both weapons and magic, the
true strength of bards lies outside melee, where they can support their companions
and undermine their foes without fear of interruptions to their performances."
},
{
"Key": "5a7836bf-4976-4ac2-b367-23efb107d45f",
"Value": "Bard"
},
{
"Key": "4fa2e4ce-5a0c-4f58-b0ce-81ff5db5226d",
"Value": "A bard adds half his class level (minimum 1) to all Knowledge and
Lore skill checks and may make all Knowledge and Lore skill checks untrained."
},
{
"Key": "442f6759-4f76-4898-93d2-a84df990cd9c",
"Value": "Bardic Knowledge"
},
{
"Key": "8eb2f37f-cc44-4e4f-9567-05d0e06cf2f7",
"Value": "The bard gains a +1 bonus on all skill checks."
},
{
"Key": "00687eaa-a888-417d-a125-67272ffaf75a",
"Value": "Jack of All Trades"
},
{
"Key": "36bf358f-1a85-4b7d-9d44-330cdbd683fe",
"Value": "At 5th level, the bard becomes a master of lore and can take 10 on
any Knowledge or Lore skill check that he has ranks in. A bard can choose not to
take 10 and can instead roll normally."
},
{
"Key": "2916be64-f17c-4cd0-aef4-4765a2a6e5ed",
"Value": "Lore Master"
},
{
"Key": "5cc20cdc-8ec9-4aaa-aa92-51e89755b337",
"Value": "At 7th level, a bard can start a bardic performance as a move
action instead of a standard action."
},
{
"Key": "8a8b713b-7c61-424b-ad19-aa8e45bf55c7",
"Value": "Bardic Performance (Move Action)"
},
{
"Key": "886a7d80-869d-4c48-951f-807c1e8804aa",
"Value": "A bard is proficient with all simple weapons, plus the longsword,
rapier, short sword and shortbow. Bards are also proficient with light armor and
shields (except tower shields). A bard can cast bard spells while wearing light
armor and using a shield without incurring the normal arcane spell failure chance.
Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a
chance of arcane spell failure. A multiclass bard still incurs the normal arcane
spell failure chance for arcane spells received from other classes."
},
{
"Key": "696ceed9-5239-4999-8663-27e920f43a65",
"Value": "Bard Proficiencies"
},
{
"Key": "cb0cae0e-db93-4b55-b308-a0e94dee16ba",
"Value": "Bard"
},
{
"Key": "ddd6d353-db12-4059-a6a3-5c8bd5e971a5",
"Value": "At 13th level, a bard can start a bardic performance as a swift
action."
},
{
"Key": "a04806c6-8729-4cba-9299-bb951a21e2db",
"Value": "Bardic Performance (Swift Action)"
},
{
"Key": "3a37016d-af61-45fd-b036-e8ecc3d70c6f",
"Value": "As a bard gains experience, she learns a number of talents that aid
her and confound her foes. At 2nd level, a bard gains a rogue talent, as the rogue
class feature of the same name. At 6th level and every 4 levels thereafter, the
bard gains an additional rogue talent. A bard cannot select a rogue talent that
modifies the sneak attack ability."
},
{
"Key": "a48828b1-4464-47c0-b45c-32ad55bcb95d",
"Value": "Bard Talent"
},
{
"Key": "df5061a1-b411-40bb-bb7e-1f20b5e12b8d",
"Value": "At 2nd level, the bard becomes resistant to the bardic performance
of others, and to sonic effects in general. The bard gains a +4 bonus on saving
throws made against bardic performance, sonic, and language-dependent effects."
},
{
"Key": "a1f87bac-b2b3-42ba-a487-978e20ed12f6",
"Value": "Well-Versed"
},
{
"Key": "5b83bd6c-d954-4a23-ba8a-9cc86387f1ba",
"Value": "At 3rd level, an archaeologist gains a +1 bonus on Reflex saves to
avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition,
she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These
bonuses increase by 1 every 3 bard levels thereafter (to a maximum of +6 at 18th
level)."
},
{
"Key": "8fee420a-74c1-44c3-bbd6-d3f5e13d2143",
"Value": "Danger Sense"
},
{
"Key": "e79c8ac3-6db8-47cf-9e86-12d40ed8a4a3",
"Value": "No stodgy researcher, this archaeologist meets his research head-on
in the field. Archaeologists sacrifice the bard's inspirational performance for a
smattering of rogue talents."
},
{
"Key": "dd1e2b6f-572b-4865-94c8-2483dd134892",
"Value": "Archaeologist"
},
{
"Key": "a2603608-78be-487d-b11b-de5fbc372e20",
"Value": "At 2nd level, an archaeologist gains a bonus equal to half his
class level on Trickery and Perception checks."
},
{
"Key": "d44190d7-2bb0-4626-b14b-c43ab8966f8c",
"Value": "Clever Explorer"
},
{
"Key": "d91580ad-ecfa-4735-b816-692ea3920c35",
"Value": "At 6th level, an archaeologist can always take 10 on Trickery
checks. A bard can choose not to take 10 and can instead roll normally."
},
{
"Key": "f85e32b9-71bc-43a3-a83a-593f40f99c49",
"Value": "Confident Explorer"
},
{
"Key": "85cb501a-d616-47f3-b83c-a86f81872469",
"Value": "Fortune favors the archaeologist. As a swift action, an
archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack
rolls, saving throws, skill checks, and weapon damage rolls. He can use this
ability for a number of rounds per day equal to 4 + his Charisma modifier. At each
level after 1st, an archaelogist can use archaeologist's luck for 2 additional
rounds per day. Maintaining this bonus is a free action, but it ends immediately if
the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise
prevented from taking a free action to maintain it each round. Archaeologist's luck
is treated as bardic performance for the purposes of feats, abilities, effects, and
the like that affect bardic performance. Like bardic performance, it cannot be
maintained at the same time as other performance abilities. This bonus increases to
+2 at 5th level, +3 at 11th level, and +4 at 17th level."
},
{
"Key": "df05e7e5-ea2e-410f-86e8-b1452ddc00de",
"Value": "Archaeologist's Luck"
},
{
"Key": "ac8b5c4b-23f4-4105-abf6-54e4b0e3ae2b",
"Value": "A flame dancer studies the movements of fire, adding its grace to
his repertoire. He seeks truth in fire's burning essence, and uses his performance
to unleash the power of fire against those who dare oppose him."
},
{
"Key": "17cd495d-2094-40a8-a172-59e832eb901e",
"Value": "Flame Dancer"
},
{
"Key": "9e2e6f70-c5a1-432f-b7d9-033e2ea23bfb",
"Value": "At 8th level, a fire dancer adds burning hands, burning arc, and
fireball to his list of bard spells known (as 1st-, 2nd-, and 3rd-level spells,
respectively)."
},
{
"Key": "3cab3d16-bc24-46f2-9586-438e071efd6c",
"Value": "Fan the Flames"
},
{
"Key": "67a97c6d-bae5-4024-84bb-c4c7fbcfa96b",
"Value": "At 3rd level, a fire dancer's performance can bend flames away from
others. Any ally within 30 feet of the bard who can hear or see the bardic
performance gains resist fire 10 as long as the performance is maintained. At 6th
level, this resistance increases to 20. At 11th level, this resistance increases to
30."
},
{
"Key": "82363997-4407-4b46-9d71-7a04b07e551d",
"Value": "Fire Dance"
},
{
"Key": "1e0afa31-17b5-4417-b0ff-8560ea330d6e",
"Value": "Among mystical leaders are those who speak for the spirits of the
land, who bear the knowledge of the ancients, and whose voices ring like thunder,
calling the sky's wrath down upon their enemies."
},
{
"Key": "d439ac86-88f1-4155-ba1d-f3df349a0837",
"Value": "Thundercaller"
},
{
"Key": "8c314bbb-e416-4fb3-b865-243689b006e9",
"Value": "A thundercaller gains a bonus equal to 1/2 her level on Lore
(Nature) checks."
},
{
"Key": "d709d966-d6f0-445c-9659-382fa20e4e48",
"Value": "Bound to the Land"
},
{
"Key": "9b4d9c59-3e26-4b30-ba4a-bfc047d825da",
"Value": "At 3rd level, the thundercaller can use her performance to unleash
a deafening peal of thunder, blasting an area in a 10-foot range with a tremendous
cacophony. Every creature in the area takes 1d8 points of sonic damage and must
succeed at a Fortitude save to avoid being stunned for 1 round. Creatures that
cannot hear are not stunned but are still damaged. At 7th level, the sonic damage
that is dealt by this blast of sound increases to 3d8. This damage further
increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level."
},
{
"Key": "e32b6abd-ab86-4dfa-8f5f-8e74bdb59a68",
"Value": "Thunder Call"
},
{
"Key": "09f97ea5-212b-400a-9764-36d7c4ce814e",
"Value": "Reflex negates stun"
},
{
"Key": "fdcee8cf-2c8d-49a7-b10e-3ef0cbd9bf6e",
"Value": "At 6th level, the thundercaller can induce a furious rage in all
creatures within 30 feet. This effect functions as the rage spell and lasts as long
as the target can hear the thundercaller's performance. Unwilling creatures can be
affected if they fail a Will save (DC 10 + 1/2 the thundercaller's level + the
thundercaller's Charisma modifier).\nSuccess renders the target immune to this
power for 24 hours. The thundercaller cannot target herself with this
ability.\nEach affected creature gains a +2 morale bonus to Strength and
Constitution, a +1 morale bonus on Will saves, a �2 penalty to AC, and cannot cast
spells."
},
{
"Key": "24da9966-11a5-4605-aa82-98ffec792bd0",
"Value": "Incite Rage � All"
},
{
"Key": "39abe5a5-2ea3-4dc5-b474-eac9497d73f4",
"Value": "At 6th level, the thundercaller can induce a furious rage in all
allies within 30 feet. This effect functions as the rage spell and lasts as long as
the target can hear the thundercaller's performance. Unwilling creatures can be
affected if they fail a Will save (DC 10 + 1/2 the thundercaller's level + the
thundercaller's Charisma modifier).\nSuccess renders the target immune to this
power for 24 hours. The thundercaller cannot target herself with this
ability.\nEach affected creature gains a +2 morale bonus to Strength and
Constitution, a +1 morale bonus on Will saves, a �2 penalty to AC, and cannot cast
spells."
},
{
"Key": "b112b81d-9e60-4de4-8fff-799b3ece6de5",
"Value": "Incite Rage � Allies"
},
{
"Key": "97ef1f19-df04-4dc7-a5ed-cf572afaa0c7",
"Value": "At 6th level, the thundercaller can induce a furious rage in all
enemies within 30 feet. This effect functions as the rage spell and lasts as long
as the target can hear the thundercaller's performance. Unwilling creatures can be
affected if they fail a Will save (DC 10 + 1/2 the thundercaller's level + the
thundercaller's Charisma modifier).\nSuccess renders the target immune to this
power for 24 hours. The thundercaller cannot target herself with this
ability.\nEach affected creature gains a +2 morale bonus to Strength and
Constitution, a +1 morale bonus on Will saves, a �2 penalty to AC, and cannot cast
spells."
},
{
"Key": "6eff26d8-a40b-43a7-89cb-7b884443f81d",
"Value": "Incite Rage � Enemies"
},
{
"Key": "12b1bc26-073d-48e9-a647-d85bc16ce553",
"Value": "At 14th level, whenever a thundercaller uses her Storm Call
ability, the amount of damage dealt by bolts of lightning increases to 5d6 (or 5d10
when outdoors in stormy weather)."
},
{
"Key": "f341092c-2e33-40b5-9cf7-74cd380aadb1",
"Value": "Storm Call, Greater"
},
{
"Key": "6c0a1363-eb08-4d7a-b541-3bdd5023c803",
"Value": "At 8th level, the thundercaller can use her performance to summon
bolts of lightning that deal 3d6 points of electricity damage. The lightning storm
lasts for as long as she continues her performance, calling down one bolt of
lightning per round on a random enemy within 50 feet of the thundercaller.\nIf in a
stormy area (including a whirlwind formed by an air elemental of at least Large
size), each bolt deals 3d10 points of electricity damage instead of 3d6."
},
{
"Key": "ad2f9e2a-5668-4d9b-9811-f96118d2b8fc",
"Value": "Storm Call"
},
{
"Key": "1a566c32-707a-45b1-ae24-9f9199d048fb",
"Value": "Bardic Performance"
},
{
"Key": "bf51ad61-ccab-4f37-a225-86fc27c6dd7b",
"Value": "A bard of 20th level can use his performance to cause one enemy to
die from joy or sorrow. To be affected, the target must be able to see and hear the
bard perform for 1 full round and be within 30 feet. The target receives a Will
save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect.
If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and
the bard cannot use deadly performance on that creature again for 24 hours. If a
creature's saving throw fails, it dies."
},
{
"Key": "0c88955c-8f21-4b38-bb0a-13a76c522f08",
"Value": "Deadly Performance"
},
{
"Key": "85259150-f18e-471e-9b2b-21e0f89757da",
"Value": "A bard of 8th level or higher can use his performance to foster a
sense of growing dread in his enemies, causing them to take become shaken. To be
affected, an enemy must be within 30 feet and able to see and hear the bard's
performance. The effect persists for as long as the enemy is within 30 feet and the
bard continues the performance."
},
{
"Key": "8ddb67d5-7b31-474c-90ab-5add698884ab",
"Value": "Dirge of Doom"
},
{
"Key": "9de4eee0-8f9a-4571-bf6b-785248cb2e20",
"Value": "At 6th level, a bard can use his performance to cause one or more
creatures to become fascinated with him. Each creature to be fascinated must be
within 30 feet.\nEach creature within range receives a Will save (DC 10 + 1/2 the
bard's level + the bard's Cha modifier) to negate the effect. If a creature's
saving throw succeeds, the bard cannot attempt to fascinate that creature again for
24 hours. If its saving throw fails, the creature stands quietly and observes the
performance for as long as the bard continues to maintain it. Any damage to the
target automatically breaks the effect."
},
{
"Key": "5aec144a-c679-411c-8d0b-4757bb9ec9c5",
"Value": "Fascinate"
},
{
"Key": "5ab608ae-5b03-42be-a0bf-26a1466a56d9",
"Value": "A bard of 14th level or higher can use his performance to cause
fear in his enemies. To be affected, an enemy must be able to hear the bard perform
and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2
the bard's level + the bard's Charisma modifier) to negate the effect. If the save
succeeds, the creature is immune to this ability for 24 hours. If the save fails,
the target becomes frightened and flees for as long as the target can hear the
bard's performance."
},
{
"Key": "64e6b110-e59b-4cad-b512-7796f003b891",
"Value": "Frightening Tune"
},
{
"Key": "538ecf3e-224a-4390-8cac-12f0e51f2b18",
"Value": "A bard of 3rd level or higher can use his performance to help
allies succeed at a task. They must be within 30 feet and able to see and hear the
bard. They get a +2 competence bonus on all skill checks as long as they continue
to hear the bard's performance. This bonus increases by +1 for every four levels
the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at
19th)."
},
{
"Key": "09438d4a-6bbf-4519-8dec-2141a025a9be",
"Value": "Inspire Competence"
},
{
"Key": "38de5631-6889-463e-8b0a-6aa7fa5ba836",
"Value": "A 1st-level bard can use his performance to inspire courage in his
allies (including himself), bolstering them against fear and improving their combat
abilities. To be affected, an ally must be able to perceive the bard's performance.
An affected ally receives a +1 morale bonus on saving throws against charm and fear
effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level,
and every six bard levels thereafter, this bonus increases by +1, to a maximum of
+4 at 17th level."
},
{
"Key": "a3babeef-ea7a-4b87-9a6c-2e7cc89e82b6",
"Value": "Inspire Courage"
},
{
"Key": "6595a6dc-0f2b-40af-a3ea-cc08296f1987",
"Value": "A bard of 9th level or higher can use his performance to inspire
greatness in all allies within 30 feet, granting extra fighting capability. A
creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate
number of temporary hit points (apply the target's Constitution modifier, if any,
to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1
competence bonus on Fortitude saves."
},
{
"Key": "547e3527-ac9a-4c6e-a520-5b14c73a2f77",
"Value": "Inspire Greatness"
},
{
"Key": "3af0616e-5ced-4f0d-bd52-d5d7e3484931",
"Value": "A bard of 15th level or higher can inspire tremendous heroism in
all allies within 30 feet. Inspired creatures gain a +4 morale bonus on saving
throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are
able to witness the performance."
},
{
"Key": "2473c865-344a-4c97-882e-02ea906abcfe",
"Value": "Inspire Heroics"
},
{
"Key": "aad59597-c63c-4413-bb72-e6e774d5a288",
"Value": "A bard of 12th level or higher can use his performance to create an
effect equivalent to a mass cure serious wounds, using the bard's level as the
caster level. In addition, this performance removes the fatigued, sickened, and
shaken condition from all those affected. Using this ability requires 4 rounds of
continuous performance."
},
{
"Key": "4e1a2807-a27e-4765-bc7f-3029e111dc97",
"Value": "Soothing Performance"
},
{
"Key": "8c61c4ee-5821-4db7-b918-cf5676f36f65",
"Value": "Feat"
},
{
"Key": "ebe86fd4-504b-4f96-95b4-27db86631996",
"Value": "A feat is an ability a character has mastered. Feats often allow
characters to circumvent rules or restrictions.\nCharacters gain one feat at the
1st level and every two levels thereafter. Humans receive a bonus feat at 1st
level."
},
{
"Key": "0787cfe8-d75c-49a6-82f1-d4b78e1a5bf3",
"Value": "A deity, also known as a god or goddess, is a being or force of
incredible power capable of granting its power to mortal beings through divine
magic. A deity is strongly associated with a specific alignment, several domains,
and a plane."
},
{
"Key": "21983cff-1088-4018-b5cd-3b426bb60ebc",
"Value": "Deity Selection"
},
{
"Key": "4d4861f1-31d6-40bb-b2f4-ae7e21a4a851",
"Value": "Detects magical auras of active spells or artifacts (or of those
that were active recently). Can identify the school of magic to which the spell
belongs. Used in dialogues."
},
{
"Key": "c611bae8-2a01-4681-a03c-94782983dc57",
"Value": "Detect Magic"
},
{
"Key": "575e29ee-098a-4709-a308-88906f5b6c6f",
"Value": "Your character gains additional hit points every level he gains in
his favored class."
},
{
"Key": "d7a10833-1d57-4004-9fe0-12cbc51a12a7",
"Value": "Favored Class Bonus (Hit Points)"
},
{
"Key": "d368e005-3033-4dd3-a933-862404f7cb4b",
"Value": "This unit is a full caster."
},
{
"Key": "68d65f99-c270-4781-8582-1cb5e6cc337f",
"Value": "Full Caster"
},
{
"Key": "e9ec8e23-2961-4087-9be4-3621d6a4c8ba",
"Value": "Fighting Defensively"
},
{
"Key": "5f2e1423-75c7-4834-8e53-5e59513a4d93",
"Value": "You can choose to take a �4 penalty on melee attack rolls and
combat maneuver checks to gain a +2 dodge bonus to your Armor Class. If you have 3
or more ranks in Mobility, you gain a +3 dodge bonus to AC when fighting
defensively instead."
},
{
"Key": "d970a50c-4940-4597-8db3-98aab04c704d",
"Value": "Fighting Defensively"
},
{
"Key": "2ec74556-1282-4e9d-aa92-fb92f243b570",
"Value": "You can choose to take a �4 penalty on melee attack rolls and
combat maneuver checks to gain a +2 dodge bonus to your Armor Class. If you have 3
or more ranks in Mobility, you gain a +3 dodge bonus to AC when fighting
defensively instead."
},
{
"Key": "64678087-1f02-4469-9c85-065036089c71",
"Value": "Fighting Defensively"
},
{
"Key": "d0b98a16-85fd-44f2-bfe1-73cafafd6802",
"Value": "You can use your Lore (Religion) skill to treat an affliction � a
poison or a disease. The DC of this check is equal to the affliction's saving throw
DC. You can use this skill only once per day for each creature, removing one
affliction if the skill check is successful."
},
{
"Key": "f3aa6151-3088-454e-8061-81ca216d9c52",
"Value": "Heal (Lore: Religion)"
},
{
"Key": "142c288f-b457-4d3b-bbfc-92e38b4a0e1f",
"Value": "To treat an affliction means to tend to a single diseased or
poisoned character. Make a Lore (Religion) check. If your check exceeds the DC of
the affliction, the affliction is removed. You can treat each character only once
per day."
},
{
"Key": "eb3ea8cd-8723-43fe-9d9d-1a436cc4eb8d",
"Value": "To treat an affliction means to tend to a single diseased or
poisoned character. Make a Lore (Religion) check. If your check exceeds the DC of
the affliction, the affliction is removed. You can treat each character only once
per day."
},
{
"Key": "e99f255a-9668-4ed3-9fdb-06b5adf00d79",
"Value": "Treat Affliction"
},
{
"Key": "e5fa8bbf-5481-4908-88e1-a1969d184cd2",
"Value": "You can move through a threatened square without provoking an
attack of opportunity from an enemy by using Acrobatics. When moving in this way,
you move at half speed."
},
{
"Key": "5f471b36-9b79-488c-b36e-7e31ab56347c",
"Value": "Acrobatics (Mobility)"
},
{
"Key": "e5d46340-ec25-492d-b1c9-7953ed20a70b",
"Value": "1 round + 1 round for every 5 by which you beat the DC"
},
{
"Key": "23a1f126-616e-4acc-8cf9-b3f1ca1e49d5",
"Value": "You can use your Persuasion � Intimidate skill to cause an opponent
to become shaken for a number of rounds. This shaken condition doesn't stack with
other shaken conditions to make an affected creature frightened. The DC of this
check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you
are successful, the target is shaken for one round. This duration increases by 1
round for every 5 by which you beat the DC. You can only threaten an opponent this
way if it is within 30 feet and can clearly see and hear you. Using demoralize on
the same creature only extends the duration; it does not create a stronger fear
condition."
},
{
"Key": "15f03041-4b80-4d2b-b60e-9af0940d4986",
"Value": "Demoralize (Persuasion)"
},
{
"Key": "540441ce-4b7c-4a57-bbfc-6740c425f7fe",
"Value": "Abadar"
},
{
"Key": "5287e003-6066-483c-84e8-6829476c8622",
"Value": "Abadar, the god of cities, law, merchants, and wealth, also
called \"The God of Walls and Ditches\" in the eastern Dragon Empires, is known to
be a patient deity. Maintaining a strong neutral stance in his actions, he sets
forth to expand civilization and order among the peoples of Golarion.\nDomains:
Earth, Law, Nobility, Protection, Travel.\nFavored Weapon: Light Crossbow"
},
{
"Key": "0a51ec8d-c348-4624-a44c-dab47a61118a",
"Value": "Asmodeus"
},
{
"Key": "19d82e7e-3fa1-4910-8135-91eabafbc3e7",
"Value": "Asmodeus, also known as \"King of Hell\", \"Master of Witches\" and
\"Prince of Law\", is the most powerful of the nine archdevils that inhabit Hell,
and the only one of Hell's rulers to claim full divinity. It was he who is credited
with the penning the contract of creation, within which his followers believe is
hidden the means for their patron's eventual rise to supremacy.\nDomains: Evil,
Fire, Law, Magic, Trickery.\nFavored Weapon: Mace"
},
{
"Key": "67c06bbe-2ef6-45b3-9eee-a279ddbbe3e6",
"Value": "On Golarion, \"atheism\" usually denotes the belief that those
beings commonly called \"gods\" are not worthy of the authority and reverence
bestowed upon them by others. Atheists rarely doubt the existence of deities, and
generally acknowledge that deities are very powerful beings, but deem them no more
than that. Instead of gods, they tend to revere ideals such as goodness or freedom,
philosophies such as the Prophecies of Kalistrade or diabolism, or nothing in
particular. Some scholars argue that the term \"atheist\" is incorrectly applied to
these people, preferring terms such as \"dystheists\" or \"misotheists.\" Other
call themselves \"agnostics,\" insisting that no mortal can say what is divine and
what isn't, as the workings of the divine are fundamentally unknowable by mortals.
However, such distinctions are lost on a generally religious society, and most
accept the more common term.\nAtheism is looked down upon in many parts of
Golarion, but is enforced on a state level in the nations of Rahadoum in Garund,
Touvette in the River Kingdoms, and Bachuan in Tian Xia.\nDespite their lack of
faith, atheists' souls are still judged by Pharasma. Their posthumous fate varies:
some are sent to planes best matching their individual alignments and philosophies,
while others become bodiless spirits in the Astral Plane, are reincarnated, or find
their fate in the Graveyard of Souls."
},
{
"Key": "34e13c25-cb69-41f0-98bb-6168de1a5ac6",
"Value": "Atheism"
},
{
"Key": "53ce2509-e89d-4ae8-bbbc-18afd4d5e6f2",
"Value": "Calistria"
},
{
"Key": "eb986391-7614-4d01-b6d5-90673a2036e5",
"Value": "Calistria, also known as \"The Savored Sting\" and \"The
Unquenchable Fire,\" is the goddess of lust and revenge who takes on many faces and
guises. She is held in especially high regard by elves, who often identify with her
mercurial moods and changeable nature. A fondness for wasps has earned this
vengeful deity the title of \"the Savored Sting\"; such creatures live on after
harming their enemies, a trait Calistria's followers hope to emulate when pursuing
their goals.\nDomains: Chaos, Charm, Knowledge, Luck, Trickery.\nFavored Weapon:
Rapier"
},
{
"Key": "a1cb1555-a066-43ce-8595-efc1b04deffa",
"Value": "Cayden Cailean"
},
{
"Key": "14c6dd91-b9f0-4442-bdfa-90c30ab4b414",
"Value": "Cayden Cailean, the god of alcohol, bravery, and freedom, is one of
the Ascended: those mortals who achieved godhood by passing the Test of the
Starstone. Because legend tells that he passed the test while intoxicated, he is
also known as \"The Lucky Drunk,\" \"The Drunken Hero,\" or \"The Accidental
God.\"\nDomains: Chaos, Charm, Good, Strength, Travel.\nFavored Weapon: Rapier"
},
{
"Key": "84c75a4a-bf5a-4dde-a3e7-8b80ed7f1719",
"Value": "Desna"
},
{
"Key": "98703458-5a7b-4fa1-ad1e-1f48bf473a47",
"Value": "Desna, also known as \"The Great Dreamer,\" \"Lady Luck,\"
and \"Mother Moon,\" the goddess of dreams, luck, stars, and travelers, is among
the most ancient of deities. While her peers burdened themselves with the task of
creating Golarion, she spent her time building the heavens. She knew that there
would be plenty of time for her and her followers to explore the many wonders of
the world later. She's changed little since those earlier days, and she and her
followers delight in exploring the world.\nDomains: Chaos, Good, Liberation, Luck,
Travel.\nFavored Weapon: Starknife"
},
{
"Key": "149cedbb-f258-4ec9-bcf6-9bea022b11e4",
"Value": "Erastil"
},
{
"Key": "51ebcdec-273b-4d7a-9223-56c2e33b9032",
"Value": "Erastil, also known as \"Old Deadeye\" and \"The Stag God,\" is one
of the oldest human gods still worshiped in the Inner Sea region, and is concerned
with family, farming, hunting, and trade. During the Age of Creation, Erastil was
among the gods who battled Rovagug when he sought to destroy Golarion. They were
eventually able to contain him in the Dead Vault at the planet's core. His religion
dates back to before the Age of Darkness, when small farming communities and
hunter-gatherers prayed to him for bountiful harvests and successful hunts. Legends
claim that it was Old Deadeye himself who crafted the first bow and gifted it to
humans to overcome the challenges of the world. Even as the accomplishments of
civilization mount, Erastil continues to embrace and represent the simpler
pleasures life has to offer.\nDomains: Animal, Community, Good, Law,
Plant.\nFavored Weapon: Longbow"
},
{
"Key": "984f2807-fac0-4f1f-8660-1f6075ef7766",
"Value": "Gorum"
},
{
"Key": "a9d0d809-dcae-4f18-bef3-74e9af327977",
"Value": "Gorum, also known as \"Our Lord in Iron,\" is a god of battle above
all other pursuits; it is said that he would rust away into nothingness if there
was ever a time with no more conflicts to be fought. His faithful believe he is
present in every iron weapon of war that is forged.\nDomains: Chaos, Destruction,
Glory, Strength, War.\nFavored Weapon: Greatsword"
},
{
"Key": "1cd68f98-14d7-4676-8088-384c7dd14e15",
"Value": "Gozreh"
},
{
"Key": "2408a6b7-9e1c-4489-b7a4-9f1121e15e7a",
"Value": "Gozreh is a dualistic deity of nature, a god of the storm and sky
and also a goddess of the wave and surf. Born of the ocean's fury and the wind's
wrath, Gozreh is a fickle deity.\nDomains: Air, Animal, Plant, Water,
Weather.\nFavored Weapon: Trident"
},
{
"Key": "233b8d11-c58b-4cbf-ab49-a0180d9c9a82",
"Value": "Groetus"
},
{
"Key": "8db06898-17c2-4ac7-8110-7e1d854732e0",
"Value": "Groetus is the god of the End Times, a sentient and cruel moonlet
that looks down upon the Boneyard and waits for the last living soul to die. When
Pharasma judges the last soul after the last living body dies on the Material
Plane, Groetus will descend to the Boneyard and move on to the Material Plane
to \"clean up\" and pack the dust away for another reality. No one really knows
what Groetus is going to do once the last soul is judged, but it is generally
accepted that it will not be pleasant.\nDomains: Chaos, Darkness, Destruction,
Madness.\nFavored Weapon: Heavy flail"
},
{
"Key": "a378c17a-e118-4404-9071-ec26c5a23c15",
"Value": "Gyronna"
},
{
"Key": "ff28a0a4-71b1-45d3-b553-2ac125e3ab0a",
"Value": "The goddess Gyronna is also known as \"The Angry Hag,\" and for
good reason. She is not a popular deity, as many fear her and her clergy, which is
entirely female. These are usually the victims of the unforgiving and closed-
minded, the outcasts of society: disfigured prostitutes, wives caught in adultery,
or pregnant teenagers disowned by their parents. Priestesses are renowned for their
ability to foster hatred and turn friend against friend. Her priestesses are also
known to swap young babies for hideous monstrous creatures birthed from their own
womb.\nDomains: Chaos, Destruction, Evil, Madness.\nFavored Weapon: Dagger"
},
{
"Key": "a7bed52a-e332-4a2b-82b2-c09aeb8e6cda",
"Value": "Iomedae"
},
{
"Key": "d094ff77-c9b8-4f2d-b33a-194d1661eb1b",
"Value": "Iomedae"
},
{
"Key": "d20b5eb0-8d69-43e1-b3fe-d69b90f833f4",
"Value": "Iomedae, also known as \"The Inheritor,\" \"Light of the Sword,\"
and \"Lady of Valor,\" is the goddess of righteous valor, justice, and honor.
Having served as Aroden's herald, she inherited many of the Last Azlanti's
followers upon his death, and continues to espouse the ideas of honor and
righteousness in the defense of good and the battle against evil.\nDomains: Glory,
Good, Law, Sun, War.\nFavored Weapon: Longsword"
},
{
"Key": "6ae49e27-8d24-4515-b605-63bec657a6b9",
"Value": "Irori"
},
{
"Key": "db063a04-3ec2-4b2d-92dd-95559f1e5431",
"Value": "Irori, also known as \"Master of Masters\", \"The Enlightened One\"
and \"The Perfect Human,\" is the god of enlightenment, self-perfection, knowledge,
healing, and inner strength. His followers claim that he was once a mortal who
achieved absolute physical and mental perfection and thus attained divinity of his
own volition. He is one of the core gods, if not the most powerful deity, of the
Vudrani pantheon, but has an increasing following in the Inner Sea region as
well.\nDomains: Healing, Knowledge, Law, Rune, Strength.\nFavored Weapon: Unarmed
strike"
},
{
"Key": "da1ab68b-a754-444e-a960-b6a95556ca8b",
"Value": "Nethys"
},
{
"Key": "48a695f6-94ee-421c-a792-c634cae474c0",
"Value": "Nethys, also known as \"The All-Seeing Eye\", is a Garundi god who
holds knowledge and magic above all things. He gained enough power to witness all
things, and this both fueled his divinity and shattered his mind. He is a god of
magic, torn between destroying the world with one hand and saving it with the
other.\nDomains: Destruction, Knowledge, Magic, Protection, Rune.\nFavored Weapon:
Quarterstaff"
},
{
"Key": "cae1b603-201a-4e87-b89e-6f44a9157456",
"Value": "Norgorber"
},
{
"Key": "5d260669-47d3-4848-a6e7-68095eb33e23",
"Value": "Norgorber is known as the once-mortal god of thievery and
assassination, as well as a keeper of secrets. He is called the \"Reaper of the
Reputation\" by some, but he has more insidious titles among worshipers who
venerate his other three aspects: \"Blackfingers\", \"Father Skinsaw\", and
the \"Gray Master\". He remains an enigma to most, and his true motives are
unknown. Many of his own followers remain ignorant of his plans and designs.
Norgorber is the only evil god amongst the Ascended.\nDomains: Charm, Death, Evil,
Knowledge, Trickery.\nFavored Weapon: Short sword"
},
{
"Key": "c6286bfc-c9d4-4945-be00-ef817665aa4f",
"Value": "Pharasma"
},
{
"Key": "45001515-93a7-4ac1-b94f-6c53a63a6ce6",
"Value": "\"The Lady of Graves\", \"Mother of Souls\", \"Gray Lady\",
Pharasma is the goddess of birth, death, and prophecy. She shepherds Golarion's
recently departed souls to their final reward. Upon death, souls migrate via the
River of Souls to Pharasma's Boneyard in the Outer Sphere, which sits atop an
impossibly tall spire that pierces the Astral Plane. She is among the most ancient
deities in the multiverse, but keeps her knowledge of the fate of all souls closely
guarded.\nDomains: Death, Healing, Knowledge, Repose, Water.\nFavored Weapon:
Dagger"
},
{
"Key": "7b28e212-2479-47c4-89e1-98ea1d795b30",
"Value": "Rovagug"
},
{
"Key": "7660c78a-1ac4-4281-8dd6-70a20256f351",
"Value": "Imprisoned since the Age of Creation, the god Rovagug, also known
as \"The Rough Beast\", \"The Great Destroyer\" and \"The Worldbreaker\", seeks
only to destroy creation and the other gods. Believed to be imprisoned in a state
of torpor somewhere deep within Golarion, his increasingly restless stirrings are
taken by many to be the cause of volcanic activity and earthquakes. His worshipers
are known for embodying the god's dominion over destruction, disaster, and
wrath.\nDomains: Chaos, Destruction, Evil, War, Weather.\nFavored Weapon: Greataxe"
},
{
"Key": "bece6d85-e86d-47ae-b2aa-c9855ba13136",
"Value": "Sarenrae"
},
{
"Key": "b26bdd09-18dc-4265-8d0a-38647b4f5427",
"Value": "Known to her faithful as the \"Dawnflower\", \"The Healing Light\",
and \"The Everlight\", Sarenrae is a goddess who teaches temperance and patience in
all things. Compassion and peace are her greatest virtues, and if enemies of the
faith can be redeemed, they should be. Worship of this goddess of healing, honesty,
redemption, and the sun began far to the east of the Inner Sea, in the vast
Padishah Empire of Kelesh, but her worshipers can now be found throughout the
world.\nDomains: Fire, Glory, Good, Healing, Sun.\nFavored Weapon: Scimitar"
},
{
"Key": "747d81a1-da3a-42d6-8f1b-072fc934748c",
"Value": "Shelyn"
},
{
"Key": "9d7f7a7f-4852-4581-85c5-f2dcc29ce670",
"Value": "Shelyn, also known as \"The Eternal Rose\", \"The Eternal Maiden\"
and \"The Incorruptible\", is the goddess of art, beauty, love, and music, and the
half-sister of Zon-Kuthon. Shelyn focuses just as much attention on internal beauty
as external. As aspects of her role as goddess of beauty, Shelyn also promotes the
creation of art and the composing and performance of music. Clerics of Shelyn
frequently are artists themselves. As the goddess of love, Shelyn encourages the
proliferation of that feeling in all its forms. She is not the goddess of
sexuality, lust, or fertility, and makes a very clear distinction between love and
sexuality, although she does not in any way discourage erotic love. The few
paladins who worship her practice courtly love.\nDomains: Air, Charm, Good, Luck,
Protection.\nFavored Weapon: Glaive"
},
{
"Key": "b8efcd9f-e721-44ea-96e2-c4f3fd185238",
"Value": "Torag"
},
{
"Key": "64567492-67c0-49c2-8ca3-92b1265f4c23",
"Value": "Torag, also known as the \"Father of Creation,\" is a stoic and
serious dwarven god of the forge, protection, and strategy who values honor,
planning, and well-made steel. He is an often distant deity, lending magical power
to his clerics, but leaving his followers to make their own way through life,
knowing that this will make them strong and determined.\nDomains: Artifice, Earth,
Good, Law, Protection.\nFavored Weapon: Warhammer"
},
{
"Key": "d019092f-0c16-417e-b820-38bebb2f65e7",
"Value": "Urgathoa"
},
{
"Key": "e1988865-e0ff-4f77-b215-0b68c1aad8d5",
"Value": "Urgathoa, also known as \"The Pallid Princess\" and \"Lady
Despair,\" is the goddess of physical excess, disease, and the undead. She is
mostly worshiped by dark necromancers, the undead, and those wishing to become
undead. Sometimes those who live gluttonous lifestyles make supplication to her, as
do those suffering from a serious illness. Her faithful believe she was the first
creature to defy Pharasma and return, unnaturally, from the Boneyard and break free
from the cycle of souls.\nDomains: Death, Evil, Magic, Strength, War.\nFavored
Weapon: Scythe"
},
{
"Key": "985231b4-355a-4002-8e7a-121bf6ef825b",
"Value": "Zon-Kuthon"
},
{
"Key": "6c6132c5-3787-42d5-a4f8-8c50988bf54e",
"Value": "The deity Zon-Kuthon, also known as \"The Midnight Lord\", \"The
Dark Prince\" and \"The Prince of Pain\", god of darkness, envy, loss, and pain,
possesses one of the most twisted and evil minds in the Great Beyond. His position
as god of pain is well earned, and he has been the root of countless tortures,
murders, and worse throughout time. He was once a benevolent demigod named Dou-
Bral, but was corrupted when he traveled to the far, dark places between the planes
and returned in his current form. His half-sister, Shelyn, still holds out hope
that she can redeem him, though the lord of shadows shows no sign of remorse or
compassion.\nDomains: Darkness, Death, Destruction, Evil, Law.\nFavored Weapon:
Flail"
},
{
"Key": "b508f3e3-77a4-4931-b38e-960937f386be",
"Value": "You become proficient with Heavy Armor."
},
{
"Key": "34a3659e-2202-419f-af17-607a28cada40",
"Value": "Armor Proficiency (Heavy Armor)"
},
{
"Key": "dbbd3efb-f7d0-402a-8d96-90f0da02e6dc",
"Value": "You become proficient with Light Armor."
},
{
"Key": "7f9c9788-b47b-40f2-ba45-280f92895a87",
"Value": "Armor Proficiency (Light Armor)"
},
{
"Key": "389e9081-7aca-4422-93a8-889274405d11",
"Value": "You become proficient with all Martial Weapons."
},
{
"Key": "214b2f12-2983-417f-a0f6-18fcd7da302e",
"Value": "Martial Weapons Proficiency"
},
{
"Key": "a82c69af-8934-4ba8-9060-7062fcdc68c2",
"Value": "You become proficient with Medium Armor."
},
{
"Key": "891205fa-f51f-4cbd-bd95-2cf9721cd215",
"Value": "Armor Proficiency (Medium Armor)"
},
{
"Key": "a3e24291-0468-4861-b680-31ad672bf323",
"Value": "You become proficient with Bucklers, Light Shields, and Heavy
Shields."
},
{
"Key": "d1f684b4-db25-4a28-b83c-42859342848c",
"Value": "Shield Proficiency"
},
{
"Key": "42d9235c-d790-4f18-b5bb-778b386258ac",
"Value": "You become proficient with all Simple Weapons."
},
{
"Key": "5c6e72d5-25a8-4606-a171-f296f59db632",
"Value": "Simple Weapon Proficiency"
},
{
"Key": "19b8ca5d-ee12-4197-a99e-7ddbbf752d08",
"Value": "You become proficient with Tower Shields."
},
{
"Key": "730b7c88-e1f2-4d98-b50e-34635f5d2b0b",
"Value": "Tower Shield Proficiency"
},
{
"Key": "4a60e1fd-9fa9-412f-911a-2c1d7b55997e",
"Value": "Channel Positive Energy"
},
{
"Key": "74b34ee6-e821-4d3e-a41b-6beafa64c80c",
"Value": "A good cleric (or a neutral cleric who worships a good deity)
channels positive energy and can choose to deal damage to undead creatures or to
heal living creatures.\nChanneling energy causes a burst that either heals all
living creatures or damages all undead creatures in a 30-foot radius centered on
the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage
plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6
at 5th, and so on). Creatures that take damage from channeled energy receive a Will
save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's
level + the cleric's Charisma modifier. Creatures healed by channel energy cannot
exceed their maximum hit point total�all excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma modifier. This
is a standard action that does not provoke an attack of opportunity. A cleric can
choose whether or not to include herself in this effect.\nA good cleric (or a
neutral cleric of a good deity) can also channel stored spell energy into healing
spells that she did not prepare ahead of time. The cleric can \"lose\" any prepared
spell that is not an orison or domain spell in order to cast any cure spell of the
same spell level or lower (a cure spell is any spell with \"cure\" in its name)."
},
{
"Key": "589175d5-5301-41fc-a59e-59ae30fed661",
"Value": "Regardless of alignment, any cleric can release a wave of energy by
channeling the power of her faith through her holy (or unholy) symbol. This energy
can be used to cause or heal damage, depending on the type of energy channeled and
the creatures targeted.\nA good cleric (or a neutral cleric who worships a good
deity) channels positive energy and can choose to deal damage to undead creatures
or to heal living creatures. An evil cleric (or a neutral cleric who worships an
evil deity) channels negative energy and can choose to deal damage to living
creatures or to heal undead creatures. A neutral cleric of a neutral deity must
choose whether she channels positive or negative energy. Once this choice is made,
it cannot be reversed. This decision also determines whether the cleric can cast
spontaneous cure or inflict spells.\nChanneling energy causes a burst that affects
all creatures of one type (either undead or living) in a 30-foot radius centered on
the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage
plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6
at 5th, and so on). Creatures that take damage from channeled energy receive a Will
save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's
level + the cleric's Charisma modifier. Creatures healed by channel energy cannot
exceed their maximum hit point total�all excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma modifier. This
is a standard action that does not provoke an attack of opportunity. A cleric can
choose whether or not to include herself in this effect."
},
{
"Key": "88289f95-d5af-4800-80b7-babe3c69d541",
"Value": "Channel Energy"
},
{
"Key": "548b6bb4-8680-425a-a8df-53769875f3fd",
"Value": "Channel Positive Energy � Heal Living"
},
{
"Key": "dc8287c4-ba63-4f78-9cb9-e23089518b60",
"Value": "Channeling positive energy causes a burst that heals all living
creatures in a 30-foot radius centered on the cleric. The amount of damage healed
is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric
levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on)."
},
{
"Key": "f803af19-657b-475c-89c1-a8b60102435d",
"Value": "Channeling negative energy causes a burst that damages all living
creatures in a 30-foot radius centered on the cleric. The amount of damage
inflicted is equal to 1d6 points of damage plus 1d6 points of damage for every two
cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take
damage from channeled energy receive a Will save to halve the damage. The DC of
this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma
modifier."
},
{
"Key": "72679494-3a80-4477-a70e-6f3000270a78",
"Value": "Channel Negative Energy � Damage Living"
},
{
"Key": "a81614e6-7754-423f-9a87-32589564009d",
"Value": "An evil cleric (or a neutral cleric who worships an evil deity)
channels negative energy and can choose to deal damage to living creatures or to
heal undead creatures.\nChanneling energy causes a burst that either heals all
undead creatures or damages all living creatures in a 30-foot radius centered on
the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage
plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6
at 5th, and so on). Creatures that take damage from channeled energy receive a Will
save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's
level + the cleric's Charisma modifier. Creatures healed by channel energy cannot
exceed their maximum hit point total�all excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma modifier. This
is a standard action that does not provoke an attack of opportunity. A cleric can
choose whether or not to include herself in this effect.\nAn evil cleric (or a
neutral cleric of an evil deity) can also channel stored spell energy into wounding
spells that she did not prepare ahead of time. The cleric can \"lose\" any prepared
spell that is not an orison or domain spell in order to cast any inflict spell of
the same spell level (an inlict spell is any spell with \"inflict\" in its name)."
},
{
"Key": "3137b54f-d917-4515-8ed3-68b7e7c7b6fa",
"Value": "Channel Negative Energy"
},
{
"Key": "9fcdbb07-1332-4955-8a61-1838f924eabc",
"Value": "Channeling negative energy causes a burst that heals all undead
creatures in a 30-foot radius centered on the cleric. The amount of damage healed
is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric
levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on)."
},
{
"Key": "3058529d-bfb1-4f87-8f55-a46f5c75848a",
"Value": "Channel Negative Energy � Heal Undead"
},
{
"Key": "1eb6d80d-2086-4ce7-aa68-dad0810f38a4",
"Value": "Channel Positive Energy � Damage Undead"
},
{
"Key": "a0ce3d79-69b7-40a3-9b3c-2667ed4ab252",
"Value": "Channeling positive energy causes a burst that damages all undead
creatures in a 30-foot radius centered on the cleric. The amount of damage
inflicted is equal to 1d6 points of damage plus 1d6 points of damage for every two
cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take
damage from channeled energy receive a Will save to halve the damage. The DC of
this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma
modifier."
},
{
"Key": "6bc7e1a8-0a09-448d-b78e-9c1f81227991",
"Value": "More than capable of upholding the honor of their deities in
battle, clerics often prove stalwart and capable combatants. Their true strength
lies in their capability to draw upon the power of their deities, whether to
increase their own and their allies' prowess in battle, to vex their foes with
divine magic, or to lend healing to companions in need. As their powers are
influenced by their faith, all clerics must focus their worship upon a divine
source."
},
{
"Key": "4e4ae2cd-ab04-4518-9d2a-912dd2031662",
"Value": "Cleric"
},
{
"Key": "8de3b455-a58e-4906-b2b5-8615c5ec3bdc",
"Value": "Orisons"
},
{
"Key": "cfbe3dbb-8995-48d0-a36c-8e09f8f588b4",
"Value": "Clerics can cast a number of orisons, or 0-level spells. These
spells are cast like any other spell, but they are not expended when cast and may
be used again."
},
{
"Key": "42727939-7a49-4278-b8f6-27224a2dfedc",
"Value": "Clerics are proficient with all simple weapons, light armor, medium
armor, and shields (except tower shields). Clerics are also proficient with the
favored weapon of their deities."
},
{
"Key": "bd89001c-9d6f-43af-a422-97a0c162c1f5",
"Value": "Cleric Proficiencies"
},
{
"Key": "a0d1a48d-7120-4875-8a17-b42db4e7c1f1",
"Value": "Cleric"
},
{
"Key": "4a298adf-92e9-471b-90ee-f5fe4c94b53b",
"Value": "A good cleric (or a neutral cleric of a good deity) can channel
stored spell energy into healing spells that she did not prepare ahead of time. The
cleric can \"lose\" any prepared spell that is not an orison or domain spell in
order to cast any cure spell of the same spell level (a cure spell is any spell
with \"cure\" in its name)."
},
{
"Key": "a097089c-7054-404d-a3be-4bed958c67fc",
"Value": "Spontaneous Healing"
},
{
"Key": "68d45080-0fc5-47df-9f7e-34765937fdcc",
"Value": "An evil cleric (or a neutral cleric of an evil deity) can channel
stored spell energy into wounding spells that she did not prepare ahead of time.
The cleric can \"lose\" any prepared spell that is not an orison or domain spell in
order to cast any inflict spell of the same spell level (an inlict spell is any
spell with \"inflict\" in its name)."
},
{
"Key": "eb2297b3-97de-41a1-8a57-5fe9840897fb",
"Value": "Spontaneous Wounding"
},
{
"Key": "8fb2aa0b-ba23-4b7c-b498-51ca25d89527",
"Value": "At 8th level, you can use your domain's greater power."
},
{
"Key": "6db4d2cb-6a8c-4c61-9efa-9054f6e72b8c",
"Value": "Greater Domain Power"
},
{
"Key": "d252a03f-93bb-4e63-9127-825df8b34b0c",
"Value": "Crusaders serve the militant arm of a church, ready to stand guard
over the religion's holy places and to be its swift, avenging arm against those who
resist its truth."
},
{
"Key": "ef5d50f6-009d-40c0-8f02-655e28582c8d",
"Value": "Crusader"
},
{
"Key": "b47975ce-364b-4208-ad15-8afdcbc8aa27",
"Value": "A crusader gains a bonus feat at 1st level, then again at 5th level
and every five levels thereafter (to a maximum of six at 20th level). These bonus
feats must be chosen from the following list: Heavy Armor Proficiency, Shield Bash,
Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency,
and Weapon Focus.\nAt 10th level, a crusader may also choose from the following
feats: Greater Weapon Focus, Improved Critical, and Weapon Specialization.\nAt 20th
level, a crusader may also choose Greater Weapon Specialization. A crusader need
not meet the normal class- or level-based prerequisites for these bonus feats."
},
{
"Key": "3a18bbb7-1cf7-4442-b7bf-cd0e6afb2689",
"Value": "Crusader Bonus Feat"
},
{
"Key": "3a4bdfaf-d50b-4fd3-8d09-9bcbfeeba33d",
"Value": "Cleric"
},
{
"Key": "eccf95f0-35f4-4ae1-99bf-998694d6e7f5",
"Value": "Eschewing physical armor for protection via the strength of his
faith, an ecclesitheurge focuses on the miracles his deity bestows and the breadth
of that deity's dominion."
},
{
"Key": "a355b247-8e00-4984-a496-6ea0c42aaf4f",
"Value": "Ecclesitheurge"
},
{
"Key": "a4eb1266-75bf-4436-a3d5-ebd5a8163f52",
"Value": "At 1st level, when an ecclesitheurge chooses his cleric domains, he
designates one as his primary domain and the other as his secondary domain. An
ecclesitheurge can use his non-domain spell slots to prepare spells from his
primary domain's spell list. Each day when he prepares spells, an ecclesitheurge
can select a different domain granted by his deity to gain access to that domain's
spell list instead of his secondary domain spell list. He does not lose access to
his actual secondary domain's granted powers or gain access to the other domain's
granted powers."
},
{
"Key": "905b936b-8b38-440a-8f28-630e23e31bc1",
"Value": "Domain Mastery"
},
{
"Key": "3f99830e-616e-4e0b-826f-83b37163b3ae",
"Value": "An ecclesitheurge is proficient with the club, dagger, heavy
crossbow, light crossbow, quarterstaff, and the favored weapon of his deity, but
he's not proficient with any type of armor or shield."
},
{
"Key": "94b8d528-ea9b-4ecf-a4d1-f633bd359f8c",
"Value": "Ecclesitheurge's Proficiencies"
},
{
"Key": "1da5677a-e622-4fca-b3a3-f4db61a7e9b4",
"Value": "As a standard action, the ecclesitheurge can bless one ally within
close range (30 ft). A blessed ally gains a +2 sacred bonus on attack rolls, skill
checks, ability checks, saving throws, and to AC until the ecclesitheurge's next
turn. The ecclesitheurge can expend 1 use of channel energy when activating this
ability to increase the duration to a number of rounds equal to the number of dice
of his channel energy."
},
{
"Key": "07bfff93-5cf5-4c0c-861b-eb15beb40f07",
"Value": "Blessing of the Faithful"
},
{
"Key": "4883f23e-dcd2-49c8-8543-03e8184db827",
"Value": "A number of rounds equal to the number of dice of the
ecclesitheurge's channel energy"
},
{
"Key": "5076ac04-b76e-4a7e-8139-8ef66bd2fde5",
"Value": "Blessing of the Faithful (Long)"
},
{
"Key": "6072c204-06fc-4f9d-b2a8-9f4df8b5285a",
"Value": "Blessing of the Faithful (Short)"
},
{
"Key": "d31cb5ad-6b57-433a-bb92-8872873e8286",
"Value": "A bonded object can be used once per day to restore any one spell
that the ecclesitheurge had prepared for that day."
},
{
"Key": "d82ff900-029b-4a43-963f-ecde24df7892",
"Value": "Bonded Holy Symbol"
},
{
"Key": "6ed4e857-0740-4b0f-81b2-775262805ada",
"Value": "Unlike crusaders or paladins, who charge headlong into battle in
the name of their patron deities, herald callers are adept at calling powerful
outsiders to aid their brethren in battle."
},
{
"Key": "e938976a-11e1-4905-a71a-03f90234b7e9",
"Value": "Herald Caller"
},
{
"Key": "41f36068-7d71-49ef-a391-32ffef0e6d13",
"Value": "At 4th level, a herald caller receives Augment Summoning as a bonus
feat.\nAugment Summoning: Your summoned creatures are more powerful and
robust.\nEach creature you conjure with any summon spell gains a +4 enhancement
bonus to Strength and Constitution for the duration of the spell that summoned it."
},
{
"Key": "98074a45-0e5b-4f30-b6f6-3c43394aa3bd",
"Value": "Mighty Heralds"
},
{
"Key": "2164bb09-5f02-4de0-ac36-87d010274805",
"Value": "A herald caller depends on summoned allies to overcome her foes,
which affords her little experience with the martial pursuits typical of other
clerics and a narrower spiritual focus. A herald caller can choose only one domain
from her deity's list of domains, rather than the normal two domains, and she
doesn't gain proficiency with medium armor or shields."
},
{
"Key": "ec645617-3153-45d2-9c1b-223538d64df7",
"Value": "Dedicated Summoner"
},
{
"Key": "3a0fbf5f-1a5e-45f7-818a-79e50bcc8075",
"Value": "A herald caller can channel stored spell energy into summoning
spells that she hasn't prepared ahead of time. She can lose a prepared spell in
order to cast any summon monster spell of the same level."
},
{
"Key": "187c890f-d58b-4558-9b4e-f0658560f424",
"Value": "Call Heralds"
},
{
"Key": "d35350e5-003f-4d17-923a-12e6cfbfeee7",
"Value": "At 8th level, a herald caller receives Superior Summoning as a
bonus feat.\nSuperior Summoning: You can summon more creatures. Each time you cast
a summoning spell that conjures more than one creature, add one to the total number
of creatures summoned."
},
{
"Key": "2808fb11-8c43-481e-b6b0-3935ee1ddd0e",
"Value": "Numerous Heralds"
},
{
"Key": "27c48b13-1613-4df4-9806-d88378f62225",
"Value": "A cleric's or inquisitor's deity influences her alignment, what
magic she can perform, her values, and how others see her. A cleric chooses two
domains from among those belonging to her deity. A cleric can select an alignment
domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.\nEach
domain grants a number of domain powers, dependent upon the level of the cleric or
the inquisitor.\nClerics also gain a number of bonus spells. A cleric gains one
domain spell slot for each level of cleric spell she can cast, from 1st on up. Each
day, a cleric can prepare one of the spells from her two domains in that slot. If a
domain spell is not on the cleric spell list, a cleric can prepare it only in her
domain spell slot. Domain spells cannot be used to cast spells spontaneously."
},
{
"Key": "30118877-1233-417d-893b-c0970f8204d5",
"Value": "Domain Selection"
},
{
"Key": "5b122fc7-4d1b-4903-afa1-abbc9ba142f1",
"Value": "As a standard action, you can unleash an arc of electricity
targeting any foe within 30 feet as a ranged touch attack. This arc of electricity
deals 1d6 points of electricity damage + 1 point for every two cleric levels you
possess.[LONGSTART] You can use this ability a number of times per day equal to 3 +
your Wisdom modifier.[LONGEND]"
},
{
"Key": "32586181-5712-4d57-98ed-e483e76bd669",
"Value": "Lightning Arc"
},
{
"Key": "3b830088-51a4-40eb-819f-72effe8342ce",
"Value": "You can manipulate lightning, mist, and wind, traffic with air
creatures, and are resistant to electricity damage.\nLightning Arc: As a standard
action, you can unleash an arc of electricity targeting any foe within 30 feet as a
ranged touch attack. This arc of electricity deals 1d6 points of electricity damage
+ 1 point for every two cleric levels you possess. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.\nElectricity Resistance:
At 6th level, you gain resist electricity 10. This resistance increases to 20 at
12th level. At 20th level, you gain immunity to electricity."
},
{
"Key": "4abd88bc-204e-40fe-8ff2-b270c853c6f6",
"Value": "Air Domain"
},
{
"Key": "ced5f1e6-ec6c-4342-ae2e-b0b6989350d9",
"Value": "At 6th level, you gain resist electricity 10. This resistance
increases to 20 at 12th level. At 20th level, you gain immunity to electricity."
},
{
"Key": "dc36af9e-375d-412f-8ca2-132d1fde15c9",
"Value": "Electricity Immunity"
},
{
"Key": "797f9d81-30fe-4df9-a81e-039e5fb7523e",
"Value": "At 6th level, you gain resist electricity 10. This resistance
increases to 20 at 12th level. At 20th level, you gain immunity to electricity."
},
{
"Key": "7e911471-ddb8-47c7-9266-5277a2beb7c7",
"Value": "Electricity Resistance"
},
{
"Key": "02165578-b08a-47bf-bfdd-7df4539b7af6",
"Value": "You can manipulate lightning, mist, and wind, and are resistant to
electricity damage.\nLightning Arc: As a standard action, you can unleash an arc of
electricity targeting any foe within 30 feet as a ranged touch attack. This arc of
electricity deals 1d6 points of electricity damage + 1 point for every two cleric
levels you possess. You can use this ability a number of times per day equal to 3 +
your Wisdom modifier.\nElectricity Resistance: At 6th level, you gain resist
electricity 10. This resistance increases to 20 at 12th level. At 20th level, you
gain immunity to electricity."
},
{
"Key": "21a32a6c-5b97-42d4-87ee-b55a323ba777",
"Value": "Air Domain"
},
{
"Key": "d4b39b8a-76e7-41d2-82ff-14f5e44c7432",
"Value": "You can speak with and befriend animals with ease. In addition, you
treat Lore (Nature) as a class skill.\nAnimal Companion: At 4th level, you gain the
service of an animal companion. Your effective druid level for this animal
companion is equal to your cleric level � 3. (Druids who take this ability through
their nature bond class feature use their druid level � 3 to determine the
abilities of their animal companions.)"
},
{
"Key": "eb14f2df-ce77-49ab-8347-b6e5e28e0661",
"Value": "Animal Domain"
},
{
"Key": "d6252299-96ca-48dd-ac43-eaee8f6e4228",
"Value": "At 4th level, you gain the service of an animal companion. Your
effective druid level for this animal companion is equal to your cleric level � 3.
(Druids who take this ability through their nature bond class feature use their
druid level � 3 to determine the abilities of their animal companions.)"
},
{
"Key": "1b4595d5-3192-4737-9dc6-b7d84a5d2ca4",
"Value": "Animal Companion"
},
{
"Key": "6c741017-8a3c-4a0d-a4a9-c53ed618ae1c",
"Value": "You can speak with and befriend animals with ease. In addition, you
treat Lore (Nature) as a class skill.\nAnimal Companion: At 4th level, you gain the
service of an animal companion. Your effective druid level for this animal
companion is equal to your cleric level � 3. (Druids who take this ability through
their nature bond class feature use their druid level � 3 to determine the
abilities of their animal companions.)"
},
{
"Key": "0100a459-01a3-402d-b63f-317698889c98",
"Value": "Animal Domain"
},
{
"Key": "8e08dcf0-efe8-432b-8635-eb805732db1f",
"Value": "Aura of Efficiency"
},
{
"Key": "0e38266d-5248-4a42-94f4-dcd377f76be9",
"Value": "You can repair damage to objects, animate objects with life, and
create objects from nothing.\nAura of Efficiency\nYou can emit a 30-foot-radius
aura that grants your allies a +4 bonus on all saving throws against effects that
inflict the fatigued or exhausted condition. You can use this aura for a number of
rounds per day equal to your cleric level. These rounds do not need to be
consecutive.\nAura of Efficiency: Damage Resistance\nAt 8th level, your Aura of
Efficiency grants your allies DR 1/�. This DR increases by +1/� for every three
cleric levels beyond 8th."
},
{
"Key": "ddf24839-7052-411a-b6e6-57eb7fee9cc2",
"Value": "Artifice Domain"
},
{
"Key": "762716bb-1d3a-45aa-8814-7d1079da44b3",
"Value": "You can emit a 30-foot-radius aura that grants your allies a +4
bonus on all saving throws against effects that inflict the fatigued or exhausted
condition. You can use this aura for a number of rounds per day equal to your
cleric level. These rounds do not need to be consecutive."
},
{
"Key": "be1cab64-7f6c-4bf9-8f9e-a1aa5bae6de9",
"Value": "Aura of Efficiency"
},
{
"Key": "6f2f5c4a-ae54-47fd-9bab-8bf629d96fbe",
"Value": "Aura of Efficiency: Damage Resistance"
},
{
"Key": "626656ea-ee56-4d6a-a8da-40585020d28e",
"Value": "At 8th level, your Aura of Efficiency grants your allies DR 1/�.
This DR increases by +1/� for every three cleric levels beyond 8th."
},
{
"Key": "227f3f1f-e49d-444f-9f78-89cfaba0c0d8",
"Value": "Aura of Efficiency: Damage Resistance"
},
{
"Key": "8940873b-2560-497d-a6de-d09d7aa671f6",
"Value": "You can repair damage to objects, animate objects with life, and
create objects from nothing.\nAura of Efficiency\nYou can emit a 30-foot-radius
aura that grants your allies a +4 bonus on all saving throws against effects that
inflict the fatigued or exhausted condition. You can use this aura for a number of
rounds per day equal to your cleric level. These rounds do not need to be
consecutive.\nAura of Efficiency: Damage Resistance\nAt 8th level, your Aura of
Efficiency grants your allies DR 1/�. This DR increases by +1/� for every three
cleric levels beyond 8th."
},
{
"Key": "b8194a50-5990-44fc-ae3b-6b497d290502",
"Value": "Artifice Domain"
},
{
"Key": "37789278-f5bd-4111-8741-da3827c1e912",
"Value": "Touch of Chaos"
},
{
"Key": "d62bc30a-b30e-40f5-9b14-f93dfc8ceef2",
"Value": "You can imbue a target with chaos as a melee touch attack. For the
next round, anytime the target rolls a d20, they must roll twice and take the less
favorable result.[LONGSTART] You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "be55ea96-b141-4edd-b4ab-cf37089355d4",
"Value": "Touch of Chaos"
},
{
"Key": "26762bd7-0c38-45af-b345-29d1a8483a30",
"Value": "Your touch infuses life and weapons with chaos, and you revel in
all things anarchic.\nTouch of Chaos: You can imbue a target with chaos as a melee
touch attack. For the next round, anytime the target rolls a d20, he must roll
twice and take the less favorable result. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.\nChaos Blade: At 8th level, you
can give a weapon you touch the anarchic special weapon quality for a number of
rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th
level, and an additional time per day for every four levels beyond 8th."
},
{
"Key": "ef6deb6b-eae1-4b7a-9c42-9483214dec55",
"Value": "Chaos Domain"
},
{
"Key": "50ee3feb-00b8-4d21-bbe2-d40d481a7043",
"Value": "Chaos Blade"
},
{
"Key": "e7350137-55bd-4e58-b087-aebd98bfa459",
"Value": "At 8th level, you can give a weapon you touch the anarchic special
weapon quality for a number of rounds equal to 1/2 your cleric level. You can use
this ability once per day at 8th level, and an additional time per day for every
four levels beyond 8th."
},
{
"Key": "464655db-c501-4032-89e1-5d3a79869e33",
"Value": "At 8th level, you can give a weapon touched the anarchic special
weapon quality for a number of rounds equal to 1/2 your cleric level. You can use
this ability once per day at 8th level, and an additional time per day for every
four levels beyond 8th."
},
{
"Key": "869bd15b-1770-439a-839f-0a1aa4ac259c",
"Value": "Chaos Blade"
},
{
"Key": "c6b11baa-543e-4232-b531-26aabf62cba9",
"Value": "Your touch infuses life and weapons with chaos, and you revel in
all things anarchic.\nTouch of Chaos: You can imbue a target with chaos as a melee
touch attack. For the next round, anytime the target rolls a d20, he must roll
twice and take the less favorable result. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.\nChaos Blade: At 8th level, you
can give a weapon you touch the anarchic special weapon quality for a number of
rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th
level, and an additional time per day for every four levels beyond 8th."
},
{
"Key": "68a8bad8-18f3-4f9d-bd94-875522910fad",
"Value": "Chaos Domain"
},
{
"Key": "3e371db8-9d3d-4fba-ac72-8dd725757d49",
"Value": "Dazing Touch"
},
{
"Key": "aa020a5c-6881-4fc1-a2b5-82f30f9cd479",
"Value": "You can cause a living creature to become dazed for 1 round as a
melee touch attack. Creatures with more Hit Dice than your cleric level are
unaffected.[LONGSTART] You can use this ability a number of times per day equal to
3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "99d7f9dd-31f3-4282-8641-a4a0f6f4f551",
"Value": "You can baffle and befuddle foes with a touch or a smile, and your
beauty and grace are divine.\nDazing Touch: You can cause a living creature to
become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than
your cleric level are unaffected. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.\nCharming Smile: At 8th level, you can cast
charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your
Wisdom modifier. The effect of charm person lasts for 1 round. You can use this
ability a number of times per day equal to your caster level."
},
{
"Key": "185d5a8e-db58-41e2-a2b4-efd367bf80e0",
"Value": "Charm Domain"
},
{
"Key": "8b308ffe-cf30-48e0-b6e9-afa412cee037",
"Value": "At 8th level, you can cast charm person as a swift action, with a
DC of 10 + 1/2 your cleric level + your Wisdom modifier. Effect of charm person
lasts for 1 round.[LONGSTART] You can use this ability a number of times per day
equal to your caster level.[LONGEND]"
},
{
"Key": "6fa9142d-c8a3-4184-b27b-702aa85704b9",
"Value": "Charming Smile"
},
{
"Key": "c27c0f18-dabb-4515-bbed-0951d9bf3331",
"Value": "At 8th level, you can cast charm person as a swift action, with a
DC of 10 + 1/2 your cleric level + your Wisdom modifier. The effect of charm person
lasts for 1 round.[LONGSTART] You can use this ability a number of times per day
equal to your caster level.[LONGEND]"
},
{
"Key": "08192978-038f-4d24-a4b8-e4860aa3c88a",
"Value": "Charming Smile"
},
{
"Key": "7528748f-a915-4084-8b90-97dc78d9b135",
"Value": "You can baffle and befuddle foes with a touch or a smile, and your
beauty and grace are divine.\nDazing Touch: You can cause a living creature to
become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than
your cleric level are unaffected. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.\nCharming Smile: At 8th level, you can cast
charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your
Wisdom modifier. The effect of charm person lasts for 1 round. You can use this
ability a number of times per day equal to your caster level."
},
{
"Key": "381e8b23-84e2-4568-b0e8-2cd071e55b28",
"Value": "Charm Domain"
},
{
"Key": "e80e5122-9f36-42af-8998-7b9541d243ff",
"Value": "You can touch a creature as a standard action to heal it of 1d6
points of damage + 1 point per cleric level. This touch also removes the fatigued,
shaken, and sickened conditions (but has no effect on more severe conditions).
[LONGSTART] You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.[LONGEND]"
},
{
"Key": "701a55da-0e94-459c-9538-67c2c2a63d8b",
"Value": "Calming Touch"
},
{
"Key": "018a9438-ad4e-41cc-8140-0e28a2b4290a",
"Value": "Your touch can heal wounds, and your presence instills unity and
strengthens emotional bonds.\nCalming Touch: You can touch a creature as a standard
action to heal it of 1d6 points of damage + 1 point per cleric level. This touch
also removes the fatigued, shaken, and sickened conditions (but has no effect on
more severe conditions). You can use this ability a number of times per day equal
to 3 + your Wisdom modifier.\nGuarded Hearth: At 8th level, you can create a ward
that protects a specified area. Creating this ward is a full-round action. All
friendly creatures in the area receive a sacred bonus equal to your Wisdom modifier
on all saving throws and attack rolls while inside the warded area. The ward lasts
for 1 hour per cleric level. You can use this ability once per day."
},
{
"Key": "2297671d-cb02-4878-9cef-0fc0a5c0b8ad",
"Value": "Community Domain"
},
{
"Key": "129bfef7-2240-4d01-80e1-fa014f8caa89",
"Value": "Guarded Hearth"
},
{
"Key": "680bd58c-48da-4edc-8542-b1206fd321d0",
"Value": "At 8th level, you can create a ward that protects a specified area.
Creating this ward is a full-round action. All friendly creatures in the area
receive a sacred bonus equal to your Wisdom modifier on all saving throws and
attack rolls while inside the warded area. The ward lasts for 1 hour per cleric
level. You can use this ability once per day."
},
{
"Key": "877c67fc-4a61-4e34-b8ac-d3f11e96c2d8",
"Value": "Guarded Hearth"
},
{
"Key": "28bc10f3-1a38-4f23-8fd6-b63785cd041b",
"Value": "At 8th level, you can create a ward that protects a specified area.
Creating this ward is a full-round action. All friendly creatures in the area
receive a sacred bonus equal to your Wisdom modifier on all saving throws and
attack rolls while inside the warded area. This ward immediately ends if you leave
the area. The ward lasts for 1 hour per cleric level. You can use this ability once
per day."
},
{
"Key": "09cfd3f1-7185-4945-bf4a-77c046cbf335",
"Value": "Guarded Hearth"
},
{
"Key": "7a0e058a-3b04-4a40-928f-1efd8048bfe9",
"Value": "Your touch can heal wounds, and your presence instills unity and
strengthens emotional bonds.\nCalming Touch: You can touch a creature as a standard
action to heal it of 1d6 points of damage + 1 point per cleric level. This touch
also removes the fatigued, shaken, and sickened conditions (but has no effect on
more severe conditions). You can use this ability a number of times per day equal
to 3 + your Wisdom modifier.\nGuarded Hearth: At 8th level, you can create a ward
that protects a specified area. Creating this ward is a full-round action. All
friendly creatures in the area receive a sacred bonus equal to your Wisdom modifier
on all saving throws and attack rolls while inside the warded area. The ward lasts
for 1 hour per cleric level. You can use this ability once per day."
},
{
"Key": "1b0bceb2-eea8-47d9-bab8-2590dec91946",
"Value": "Community Domain"
},
{
"Key": "1caa4432-8da9-470e-82a2-623634ffa8f2",
"Value": "As a melee touch attack, you can cause a creature's vision to be
fraught with shadows and darkness. The creature touched treats all other creatures
as if they had concealment, suffering a 20% miss chance on all attack rolls. This
effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You
can use this ability a number of times per day equal to 3 + your Wisdom modifier."
},
{
"Key": "96a25826-d02a-4c88-83a2-2532695c617b",
"Value": "Touch of Darkness"
},
{
"Key": "11afad6f-799b-47a4-8e21-f371305efb23",
"Value": "As a melee touch attack, you can cause a creature's vision to be
fraught with shadows and darkness. The creature touched treats all other creatures
as if they had concealment, suffering a 20% miss chance on all attack rolls. This
effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You
can use this ability a number of times per day equal to 3 + your Wisdom modifier."
},
{
"Key": "06d2e25b-6da1-4fad-9454-66cc03200617",
"Value": "Touch of Darkness"
},
{
"Key": "d1026130-7343-40c7-b9e0-a79ef9497e03",
"Value": "Touch of Darkness"
},
{
"Key": "58c0f26d-bd24-42e6-a8f3-7956e5c0534a",
"Value": "You manipulate shadows and darkness.\nTouch of Darkness: As a melee
touch attack, you can cause a creature's vision to be fraught with shadows and
darkness. The creature touched treats all other creatures as if they had
concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for
a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.\nMoonfire: At
8th level, as a standard action you can shoot a blast of divine moonlight from your
eyes, as a ranged touch attack against a single target within 30 feet. Moonfire
deals 1d8 points of damage per 2 cleric levels, and the target is dazzled for 1
round per cleric level. Moonfire deals 1d10 points of damage per cleric level
against lycanthropes. You can use this ability once per day at 8th level, and one
additional time per day for every 4 levels beyond 8th."
},
{
"Key": "edaad911-c605-46d3-9072-1b022b0d14dc",
"Value": "Darkness Domain"
},
{
"Key": "75553a74-227e-4d54-8d00-a9d68569ad03",
"Value": "At 8th level, as a standard action you can shoot a blast of divine
moonlight from your eyes, as a ranged touch attack against a single target within
30 feet. Moonfire deals 1d8 points of damage per 2 cleric levels, and the target is
dazzled for 1 round per cleric level. Moonfire deals 1d10 points of damage per
cleric level against lycanthropes.[LONGSTART] You can use this ability once per day
at 8th level, and one additional time per day for every 4 levels beyond 8th.
[LONGEND]"
},
{
"Key": "c4c0b3e7-69c4-421e-a14e-8df65bac314e",
"Value": "Moonfire"
},
{
"Key": "f3f3bae0-834c-4b98-9a33-1b0c2956a4f0",
"Value": "At 8th level, as a standard action you can shoot a blast of divine
moonlight from your eyes, as a ranged touch attack against a single target within
30 feet. Moonfire deals 1d8 points of damage per 2 cleric levels, and the target is
dazzled for 1 round per cleric level. Moonfire deals 1d10 points of damage per
cleric level against lycanthropes.[LONGSTART] You can use this ability once per day
at 8th level, and one additional time per day for every 4 levels beyond 8th.
[LONGEND]"
},
{
"Key": "b4d610d0-ceef-4f08-a2a7-21050149df03",
"Value": "Moonfire"
},
{
"Key": "7efc142c-8560-4968-8cf1-4c0ce1e9cf38",
"Value": "You manipulate shadows and darkness.\nTouch of Darkness: As a melee
touch attack, you can cause a creature's vision to be fraught with shadows and
darkness. The creature touched treats all other creatures as if they had
concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for
a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.\nMoonfire: At
8th level, as a standard action you can shoot a blast of divine moonlight from your
eyes, as a ranged touch attack against a single target within 30 feet. Moonfire
deals 1d8 points of damage per 2 cleric levels, and the target is dazzled for 1
round per cleric level. Moonfire deals 1d10 points of damage per cleric level
against lycanthropes. You can use this ability once per day at 8th level, and one
additional time per day for every 4 levels beyond 8th."
},
{
"Key": "589eab9c-b25f-4329-afcd-5e3b953989eb",
"Value": "Darkness Domain"
},
{
"Key": "92a5c3dc-9402-4079-ad96-9780242c3f03",
"Value": "Bleeding Touch"
},
{
"Key": "d641f375-25d8-4a95-8aaa-eb71829cd931",
"Value": "As a melee touch attack, you can cause a living creature to take
1d6 points of damage per round. This effect persists for a number of rounds equal
to 1/2 your cleric level (minimum 1).[LONGSTART] You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "4ac6e8dc-9b2e-4554-a8e7-4de3fc9c8951",
"Value": "Bleeding Touch"
},
{
"Key": "aff7ac83-9334-4d21-9138-c69fa5eb90eb",
"Value": "You can cause the living to bleed at a touch, and find comfort in
the presence of the dead.\nBleeding Touch: As a melee touch attack, you can cause a
living creature to take 1d6 points of damage per round. This effect persists for a
number of rounds equal to 1/2 your cleric level (minimum 1). You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.\nDeath's
Embrace: At 8th level, you heal damage instead of taking damage from channeled
negative energy. If the channeled negative energy targets undead, you heal hit
points just like undead in the area.\nIf you are undead, then you instead do not
take damage from positive energy."
},
{
"Key": "c2c55b88-9ae9-43f3-9926-ab1375759cc7",
"Value": "Death Domain"
},
{
"Key": "720b975f-a041-4931-bd2d-c1da9af713a7",
"Value": "At 8th level, you heal damage instead of taking damage from
channeled negative energy. If the channeled negative energy targets undead, you
heal hit points just like undead in the area.\nIf you are undead, then you instead
do not take damage from positive energy."
},
{
"Key": "87f7e894-2d3e-49a2-a912-89bbd1ef8d91",
"Value": "Death's Embrace"
},
{
"Key": "4b8ad173-f87d-4ee4-833e-4c9c18b8f93f",
"Value": "You can cause the living to bleed at a touch, and find comfort in
the presence of the dead.\nBleeding Touch: As a melee touch attack, you can cause a
living creature to take 1d6 points of damage per round. This effect persists for a
number of rounds equal to 1/2 your cleric level (minimum 1). You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.\nDeath's
Embrace: At 8th level, you heal damage instead of taking damage from channeled
negative energy. If the channeled negative energy targets undead, you heal hit
points just like undead in the area.\nIf you are undead, then you instead do not
take damage from positive energy."
},
{
"Key": "5f6946c5-6276-4fa6-89ba-84cbc3120335",
"Value": "Death Domain"
},
{
"Key": "568be610-738c-4d5a-908f-5e2ade5192a7",
"Value": "Destructive Smite"
},
{
"Key": "551c0586-28ef-4f11-8869-b853aedbf171",
"Value": "You gain the the supernatural ability to make a melee attack with a
morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1)."
},
{
"Key": "a6d7a6f2-240b-4b23-b95c-b96a7426b621",
"Value": "Destructive Smite"
},
{
"Key": "b1bee1e8-1fd3-40e8-80bb-a41829ff489a",
"Value": "You revel in ruin and devastation, and can deliver particularly
destructive attacks.\nDestructive Smite: You gain the the supernatural ability to
make a melee attack with a morale bonus on damage rolls equal to 1/2 your cleric
level (minimum 1).\nDestructive Aura: At 8th level, you can emit a 30-foot aura of
destruction for a number of rounds per day equal to your cleric level. All attacks
made against targets in this aura (including you) gain a morale bonus on damage
equal to 1/2 your cleric level and all critical threats are automatically
confirmed. These rounds do not need to be consecutive."
},
{
"Key": "6215fd22-d8eb-44c4-a63b-853a13dc4286",
"Value": "Destruction Domain"
},
{
"Key": "134945c1-f04a-48a3-a73c-02447f43ad65",
"Value": "At 8th level, you can emit a 30-foot aura of destruction for a
number of rounds per day equal to your cleric level. All attacks made against
targets in this aura (including you) gain a morale bonus on damage equal to 1/2
your cleric level and all critical threats are automatically confirmed. These
rounds do not need to be consecutive."
},
{
"Key": "cb800ba8-bae4-4ee6-8ede-fa612b8ca6d7",
"Value": "Destructive Aura"
},
{
"Key": "210fc089-3f28-4b7b-a72d-7d466a2c58e8",
"Value": "At 8th level, you can emit a 30-foot aura of destruction for a
number of rounds per day equal to your cleric level. All attacks made against
targets in this aura (including you) gain a morale bonus on damage equal to 1/2
your cleric level and all critical threats are automatically confirmed. These
rounds do not need to be consecutive."
},
{
"Key": "2abdaff0-442c-41ae-8c34-d429842b5b1e",
"Value": "Destructive Aura"
},
{
"Key": "270f1afc-8b62-49e9-8b8a-1bff02e224a4",
"Value": "At 8th level, you can emit a 30-foot aura of destruction for a
number of rounds per day equal to your cleric level. All attacks made against
targets in this aura (including you) gain a morale bonus on damage equal to 1/2
your cleric level and all critical threats are automatically confirmed. These
rounds do not need to be consecutive."
},
{
"Key": "cb214af4-c602-45cc-844d-8e2dac073ff4",
"Value": "Destructive Aura"
},
{
"Key": "c53696d6-4888-4e30-a852-7eb1c678c2bc",
"Value": "You revel in ruin and devastation, and can deliver particularly
destructive attacks.\nDestructive Smite: You gain the the supernatural ability to
make a melee attack with a morale bonus on damage rolls equal to 1/2 your cleric
level (minimum 1).\nDestructive Aura: At 8th level, you can emit a 30-foot aura of
destruction for a number of rounds per day equal to your cleric level. All attacks
made against targets in this aura (including you) gain a morale bonus on damage
equal to 1/2 your cleric level and all critical threats are automatically
confirmed. These rounds do not need to be consecutive."
},
{
"Key": "1fd03563-4b9d-4f23-8ecb-1a0d6393000a",
"Value": "Destruction Domain"
},
{
"Key": "961a7a3f-dd86-460a-a2d4-28ff54a30b54",
"Value": "As a standard action, you can unleash an acid dart targeting any
foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of
acid damage + 1 point for every two cleric levels you possess.[LONGSTART] You can
use this ability a number of times per day equal to 3 + your Wisdom modifier.
[LONGEND]"
},
{
"Key": "1e2cdfce-c021-4a99-9d4d-0e38e7f036b1",
"Value": "Acid Dart"
},
{
"Key": "9234a06e-2256-458c-8054-c03c68914b9c",
"Value": "You have mastery over earth, metal, and stone, can fire darts of
acid, and command earth creatures.\nAcid Dart: As a standard action, you can
unleash an acid dart targeting any foe within 30 feet as a ranged touch attack.
This acid dart deals 1d6 points of acid damage + 1 point for every two cleric
levels you possess. You can use this ability a number of times per day equal to 3 +
your Wisdom modifier.\nAcid Resistance: At 6th level, you gain resist acid 10. This
resistance increases to 20 at 12th level. At 20th level, you gain immunity to
acid."
},
{
"Key": "98dea168-70cd-4f54-bc3a-2d3925ebf99f",
"Value": "Earth Domain"
},
{
"Key": "82ee1916-717b-4fda-93bb-76dc404e613e",
"Value": "At 6th level, you gain resist acid 10. This resistance increases to
20 at 12th level. At 20th level, you gain immunity to acid."
},
{
"Key": "dcb5c251-f554-44e2-bc3a-179ecd09f652",
"Value": "Acid Immunity"
},
{
"Key": "aed7bbba-2a4d-4375-b34d-3c4aac220920",
"Value": "At 6th level, you gain resist acid 10. This resistance increases to
20 at 12th level. At 20th level, you gain immunity to acid."
},
{
"Key": "44a3d9ea-b381-4947-b7fc-d0b105c83440",
"Value": "Acid Resistance"
},
{
"Key": "35dedcd5-6f60-40c0-89fc-6eeacf500f4d",
"Value": "You have mastery over earth, metal, and stone, can fire darts of
acid, and command earth creatures.\nAcid Dart: As a standard action, you can
unleash an acid dart targeting any foe within 30 feet as a ranged touch attack.
This acid dart deals 1d6 points of acid damage + 1 point for every two cleric
levels you possess. You can use this ability a number of times per day equal to 3 +
your Wisdom modifier.\nAcid Resistance: At 6th level, you gain resist acid 10. This
resistance increases to 20 at 12th level. At 20th level, you gain immunity to
acid."
},
{
"Key": "cfbb9bbb-9b69-48f1-bd02-6f178fef0116",
"Value": "Earth Domain"
},
{
"Key": "2fcdfac8-0cd5-438e-8465-e7a7b5eed04d",
"Value": "Touch of Evil"
},
{
"Key": "1124bf8d-7b1a-49a8-be5c-3bf29b6b4e3e",
"Value": "You can cause a creature to become sickened as a melee touch
attack. Creatures sickened by your touch count as good for the purposes of spells
with the evil descriptor. This ability lasts for a number of rounds equal to 1/2
your cleric level (minimum 1).[LONGSTART] You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "54c2e3a4-7147-479b-8855-c4a490ad5b0b",
"Value": "Touch of Evil"
},
{
"Key": "35d8d319-19ed-4731-90a3-c71820dbcc2f",
"Value": "You are sinister and cruel, and have wholly pledged your soul to
the cause of evil.\nTouch of Evil: You can cause a creature to become sickened as a
melee touch attack. Creatures sickened by your touch count as good for the purposes
of spells with the evil descriptor. This ability lasts for a number of rounds equal
to 1/2 your cleric level (minimum 1). You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.\nScythe of Evil: At 8th level, you can
give a weapon touched the unholy special weapon quality for a number of rounds
equal to 1/2 your cleric level. You can use this ability once per day at 8th level,
and an additional time per day for every four levels beyond 8th."
},
{
"Key": "8b643890-9bc9-419a-91e6-f547ea0d86c6",
"Value": "Evil Domain"
},
{
"Key": "2587f263-17c7-4fd6-8a02-e71a998fb335",
"Value": "At 8th level, you can give a weapon touched the unholy special
weapon quality for a number of rounds equal to 1/2 your cleric level.[LONGSTART]
You can use this ability once per day at 8th level, and an additional time per day
for every four levels beyond 8th.[LONGEND]"
},
{
"Key": "6b6333eb-6524-405f-b625-93039be08272",
"Value": "Scythe of Evil"
},
{
"Key": "d0df8d88-8e07-4471-be30-7c3ec018cc11",
"Value": "At 8th level, you can give a weapon touched the unholy special
weapon quality for a number of rounds equal to 1/2 your cleric level.[LONGSTART]
You can use this ability once per day at 8th level, and an additional time per day
for every four levels beyond 8th.[LONGEND]"
},
{
"Key": "498aa5f1-5ba1-4f52-82d8-7aa055ac062e",
"Value": "Scythe of Evil"
},
{
"Key": "7fd60736-533b-497b-920e-1e7a628d44d1",
"Value": "At 8th level, you can give a weapon touched the unholy special
weapon quality for a number of rounds equal to 1/2 your cleric level.[LONGSTART]
You can use this ability once per day at 8th level, and an additional time per day
for every four levels beyond 8th.[LONGEND]"
},
{
"Key": "3a5621c5-d30f-46a3-a84e-123ac163e481",
"Value": "Scythe of Evil"
},
{
"Key": "ea426169-9429-43f4-8b59-cf2c3333a0c8",
"Value": "You are sinister and cruel, and have wholly pledged your soul to
the cause of evil.\nTouch of Evil: You can cause a creature to become sickened as a
melee touch attack. Creatures sickened by your touch count as good for the purposes
of spells with the evil descriptor. This ability lasts for a number of rounds equal
to 1/2 your cleric level (minimum 1). You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.\nScythe of Evil: At 8th level, you can
give a weapon touched the unholy special weapon quality for a number of rounds
equal to 1/2 your cleric level. You can use this ability once per day at 8th level,
and an additional time per day for every four levels beyond 8th."
},
{
"Key": "682983fb-2a4b-40bf-a961-fe09bd119e0e",
"Value": "Evil Domain"
},
{
"Key": "10d31fab-981e-4a12-aa58-03d3f3e9fe57",
"Value": "As a standard action, you can unleash a scorching bolt of divine
fire from your outstretched hand. You can target any single foe within 30 feet as a
ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals
1d6 points of fire damage + 1 point for every two cleric levels you possess.
[LONGSTART] You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.[LONGEND]"
},
{
"Key": "1845e86d-5d2a-4706-83b6-b0e87b943cb9",
"Value": "Fire Bolt"
},
{
"Key": "c7f65c64-087a-4a56-a712-faa119756d69",
"Value": "You can call forth fire, command creatures of the inferno, and your
flesh does not burn.\nFire Bolt: As a standard action, you can unleash a scorching
bolt of divine fire from your outstretched hand. You can target any single foe
within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe,
the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels
you possess. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.\nFire Resistance: At 6th level, you gain resist fire 10. This
resistance increases to 20 at 12th level. At 20th level, you gain immunity to
fire."
},
{
"Key": "f23da0f6-b129-47ec-b7ec-21faf344ae0b",
"Value": "Fire Domain"
},
{
"Key": "bfef7c16-25e1-44e1-a6e6-665bc0566677",
"Value": "At 6th level, you gain resist fire 10. This resistance increases to
20 at 12th level. At 20th level, you gain immunity to fire."
},
{
"Key": "066314f7-c586-4cf7-8256-901126a3b9af",
"Value": "Fire Immunity"
},
{
"Key": "9230f190-de88-4f11-9c42-30731ca9438f",
"Value": "At 6th level, you gain resist fire 10. This resistance increases to
20 at 12th level. At 20th level, you gain immunity to fire."
},
{
"Key": "20b623d7-1685-4612-b280-5e38cd59614f",
"Value": "Fire Resistance"
},
{
"Key": "7ca578bb-0489-445b-a97e-8b8424c7a1a7",
"Value": "You can call forth fire, command creatures of the inferno, and your
flesh does not burn.\nFire Bolt: As a standard action, you can unleash a scorching
bolt of divine fire from your outstretched hand. You can target any single foe
within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe,
the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels
you possess. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.\nFire Resistance: At 6th level, you gain resist fire 10. This
resistance increases to 20 at 12th level. At 20th level, you gain immunity to
fire."
},
{
"Key": "91774d8d-5372-4251-ba0c-a39e006a622d",
"Value": "Fire Domain"
},
{
"Key": "18c9df1e-5b1d-46d7-b27e-4c806499620f",
"Value": "You can cause your hand to shimmer with divine radiance, allowing
you to touch a creature as a standard action and give it a bonus equal to your
cleric level on a single Charisma-based skill check or Charisma ability check. This
ability lasts for 1 hour or until the creature touched applies the bonus to a roll.
[LONGSTART] You can use this ability to grant the bonus a number of times per day
equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "b94f431a-98bb-40de-a822-06b6e67d10d2",
"Value": "Touch of Glory"
},
{
"Key": "c0800a58-44e8-438b-905a-24d17392d6d0",
"Value": "You can cause your hand to shimmer with divine radiance, allowing
you to touch a creature as a standard action and give it a bonus equal to your
cleric level on a single Charisma-based skill check or Charisma ability check. This
ability lasts for 1 hour or until the creature touched applies the bonus to a roll.
[LONGSTART] You can use this ability to grant the bonus a number of times per day
equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "ddd980b2-449e-467c-aef8-5d3f2475467e",
"Value": "Touch of Glory"
},
{
"Key": "778cccde-d214-490d-82df-870c3da1947d",
"Value": "Touch of Glory"
},
{
"Key": "ac98ed51-1ce3-46ce-a677-422d8638a618",
"Value": "You are infused with the glory of the divine, and are a true foe of
the undead. In addition, when you channel positive energy to harm undead creatures,
the save DC to halve the damage is increased by 2.\nTouch of Glory: You can cause
your hand to shimmer with divine radiance, allowing you to touch a creature as a
standard action and give it a bonus equal to your cleric level on a single
Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour
or until the creature touched applies the bonus to a roll. You can use this ability
to grant the bonus a number of times per day equal to 3 + your Wisdom
modifier.\nAura of Heroism: At 8th level, you can emit a 30-foot aura of heroism
for a number of rounds per day equal to your cleric level. Using this ability is a
swift action. Allies in the area are treated as if they were under the effects of
heroism."
},
{
"Key": "914c73b1-91ef-488a-acc6-05366adb5536",
"Value": "Glory Domain"
},
{
"Key": "69691e87-c88a-4d3e-bfca-92286c80a158",
"Value": "At 8th level, you can emit a 30-foot aura of heroism for a number
of rounds per day equal to your cleric level. Using this ability is a swift action.
Allies in the area are treated as if they were under the effects of heroism."
},
{
"Key": "44a7b547-ab3b-437b-a9c8-ea485fdc2a19",
"Value": "Aura of Heroism"
},
{
"Key": "fec1e7a6-07bc-4ecb-8659-8dd0746f043d",
"Value": "Aura of Heroism"
},
{
"Key": "ac43746e-2b40-4e4d-aa3b-0feaec06c6e4",
"Value": "At 8th level, you can emit a 30-foot aura of heroism for a number
of rounds per day equal to your cleric level. Using this ability is a swift action.
Allies in the area are treated as if they were under the effects of heroism."
},
{
"Key": "697abd15-547c-49c4-bc08-8f0bab08a26c",
"Value": "Aura of Heroism"
},
{
"Key": "3603fba6-dc21-45a1-95d7-3ae54b4e9dce",
"Value": "You are infused with the glory of the divine, and are a true foe of
the undead. In addition, when you channel positive energy to harm undead creatures,
the save DC to halve the damage is increased by 2.\nTouch of Glory: You can cause
your hand to shimmer with divine radiance, allowing you to touch a creature as a
standard action and give it a bonus equal to your cleric level on a single
Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour
or until the creature touched applies the bonus to a roll. You can use this ability
to grant the bonus a number of times per day equal to 3 + your Wisdom
modifier.\nAura of Heroism: At 8th level, you can emit a 30-foot aura of heroism
for a number of rounds per day equal to your cleric level. Using this ability is a
swift action. Allies in the area are treated as if they were under the effects of
heroism spell."
},
{
"Key": "f8e9dd29-5087-44ee-a7f4-25ae45a6efd5",
"Value": "Glory Domain"
},
{
"Key": "ae4f7a76-106f-487f-aac9-de6caad58afb",
"Value": "You are infused with the glory of the divine, and are a true foe of
the undead. In addition, when you channel positive energy to harm undead creatures,
the save DC to halve the damage is increased by 2.\nTouch of Glory: You can cause
your hand to shimmer with divine radiance, allowing you to touch a creature as a
standard action and give it a bonus equal to your cleric level on a single
Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour
or until the creature touched applies the bonus to a roll. You can use this ability
to grant the bonus a number of times per day equal to 3 + your Wisdom
modifier.\nAura of Heroism: At 8th level, you can emit a 30-foot aura of heroism
for a number of rounds per day equal to your cleric level. Using this ability is a
swift action. Allies in the area are treated as if they were under the effects of
heroism."
},
{
"Key": "4e230c2b-b1e5-4506-8bf5-1acf1a7c150a",
"Value": "Glory Domain"
},
{
"Key": "3e5492c6-6417-475a-a36b-278898489f39",
"Value": "Touch of Good"
},
{
"Key": "bac72f21-017d-4baf-a09b-d358dc5795cd",
"Value": "You can touch a creature as a standard action, granting a sacred
bonus on attack rolls, skill checks, ability checks, and saving throws equal to
half your cleric level (minimum 1) for 1 round.[LONGSTART] You can use this ability
a number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "b76ebbd4-3d83-4ee5-a0b7-e5add873b559",
"Value": "Touch of Good"
},
{
"Key": "6ec24800-4557-4f8a-af4b-996280f79bb8",
"Value": "You have pledged your life and soul to goodness and purity.\nTouch
of Good: You can touch a creature as a standard action, granting a sacred bonus on
attack rolls, skill checks, ability checks, and saving throws equal to half your
cleric level (minimum 1) for 1 round. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.\nHoly Lance: At 8th level, you can give
a weapon you touch the holy special weapon quality for a number of rounds equal to
1/2 your cleric level. You can use this ability once per day at 8th level, and an
additional time per day for every four levels beyond 8th."
},
{
"Key": "0551cf0a-6cf2-4637-b341-36fb82d6a384",
"Value": "Good Domain"
},
{
"Key": "eceb42d9-211b-46ce-aee5-b3c6aca57c0c",
"Value": "At 8th level, you can give a weapon you touch the holy special
weapon quality for a number of rounds equal to 1/2 your cleric level."
},
{
"Key": "9addf6d2-7ebe-4a61-94b6-bee11baf618a",
"Value": "Holy Lance"
},
{
"Key": "3442bbf1-3955-4061-9192-b79ea4e8ad08",
"Value": "At 8th level, you can give a weapon you touch the holy special
weapon quality for a number of rounds equal to 1/2 your cleric level.[LONGSTART]
You can use this ability once per day at 8th level, and an additional time per day
for every four levels beyond 8th.[LONGEND]"
},
{
"Key": "44736a09-f4fa-462b-9ffb-fcd678f87fc2",
"Value": "Holy Lance"
},
{
"Key": "1f503fc9-0428-4537-b1dd-31fa4bae21c9",
"Value": "You have pledged your life and soul to goodness and purity.\nTouch
of Good: You can touch a creature as a standard action, granting a sacred bonus on
attack rolls, skill checks, ability checks, and saving throws equal to half your
cleric level (minimum 1) for 1 round. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.\nHoly Lance: At 8th level, you can give
a weapon you touch the holy special weapon quality for a number of rounds equal to
1/2 your cleric level. You can use this ability once per day at 8th level, and an
additional time per day for every four levels beyond 8th."
},
{
"Key": "f58aa1f6-3042-4395-a93f-8f13773ed202",
"Value": "Good Domain"
},
{
"Key": "5ec6ad1f-9ef8-4b9f-b55b-183f5645dcde",
"Value": "You can touch a living creature as a standard action, healing it
for 1d4 points of damage plus 1 for every two cleric levels you possess. You can
only use this ability on a creature that is below 0 hit points.[LONGSTART] You can
use this ability a number of times per day equal to 3 + your Wisdom modifier.
[LONGEND]"
},
{
"Key": "87728339-2dc8-4d04-bd3c-d30a53247e1b",
"Value": "Rebuke Death"
},
{
"Key": "a2a18f2f-ac0a-4e8a-96fc-861db7643d41",
"Value": "Your touch staves off pain and death, and your healing magic is
particularly vital and potent.\nRebuke Death: You can touch a living creature as a
standard action, healing it for 1d4 points of damage plus 1 for every two cleric
levels you possess. You can only use this ability on a creature that is below 0 hit
points. You can use this ability a number of times per day equal to 3 + your Wisdom
modifier.\nHealer's Blessing: At 6th level, all of your cure spells are treated as
if they were empowered, increasing the amount of damage healed by half (+50%). This
does not apply to damage dealt to undead with a cure spell. This does not stack
with the Empower Spell metamagic feat."
},
{
"Key": "9f8c422e-85ad-4000-8eea-3de8a2b254c7",
"Value": "Healing Domain"
},
{
"Key": "497bfc8e-14f7-4e0b-9a39-99312ca0e0ca",
"Value": "At 6th level, all of your cure spells are treated as if they were
empowered, increasing the amount of damage healed by half (+50%). This does not
apply to damage dealt to undead with a cure spell. This does not stack with the
Empower Spell metamagic feat."
},
{
"Key": "a4d54f60-3179-4a97-a7b5-f470d7a97837",
"Value": "Healer's Blessing"
},
{
"Key": "7408ab38-7915-4aa8-9c9a-be1aef1fa7de",
"Value": "Your touch staves off pain and death, and your healing magic is
particularly vital and potent.\nRebuke Death: You can touch a living creature as a
standard action, healing it for 1d4 points of damage plus 1 for every two cleric
levels you possess. You can only use this ability on a creature that is below 0 hit
points. You can use this ability a number of times per day equal to 3 + your Wisdom
modifier.\nHealer's Blessing: At 6th level, all of your cure spells are treated as
if they were empowered, increasing the amount of damage healed by half (+50%). This
does not apply to damage dealt to undead with a cure spell. This does not stack
with the Empower Spell metamagic feat."
},
{
"Key": "38c67668-b929-4dd9-9576-71960eeb6d35",
"Value": "Healing Domain"
},
{
"Key": "9a1c07bd-10b5-4654-9990-f7661e0ae7b7",
"Value": "Void Form"
},
{
"Key": "1cf9c44d-ddc5-4c9e-a0ea-0911f4e45baa",
"Value": "You can become semi-tangible as a standard action. While in this
form, you are immune to critical hits and gain a +1 deflection bonus to AC. This
bonus increases by 1 at 8th level and every 4 levels thereafter.[LONGSTART] You can
use this power a number of rounds per day equal to your cleric level.[LONGEND]"
},
{
"Key": "560a7314-d5e9-4ba7-ac3b-262b8214cacc",
"Value": "Void Form"
},
{
"Key": "8abe15e7-9e62-4496-9200-bb0109b3d5b3",
"Value": "You are a scholar and a sage of legends. In addition, you treat all
Knowledge skills as class skills.\nVoid Form: You can become semi-tangible as a
standard action. While in this form, you are immune to critical hits and gain a +1
deflection bonus to AC. This bonus increases by 1 at 8th level and every 4 levels
thereafter. You can use this power a number of rounds per day equal to your cleric
level.\nTeaching Moment: At 8th level as a swift action you can grant all allies
within 30 feet special insights. Once during the next minute, each affected
creature can choose to roll twice and take the better result before attempting an
attack roll, ability check, skill check, or saving throw. You can use this ability
once per day at 8th level, and one additional time per day for every 4 cleric
levels beyond 8th."
},
{
"Key": "97ff8e99-2e06-4fac-aa48-23d10f42e852",
"Value": "Knowledge Domain"
},
{
"Key": "28eb5528-d3df-47e7-b609-628eab74b021",
"Value": "At 8th level as a swift action you can grant all allies within 30
feet special insights. Once during the next minute, each affected creature can
choose to roll twice and take the better result before attempting an attack roll,
ability check, skill check, or saving throw.[LONGSTART] You can use this ability
once per day at 8th level, and one additional time per day for every 4 cleric
levels beyond 8th.[LONGEND]"
},
{
"Key": "5f9432f9-4ebd-4241-bccf-586691676454",
"Value": "Teaching Moment"
},
{
"Key": "ed152278-beb0-4179-9b5b-d0c80205563a",
"Value": "Teaching Moment"
},
{
"Key": "8b02044d-d339-4b54-9b85-b0f2dd9cf578",
"Value": "At 8th level as a swift action you can grant all allies within 30
feet special insights. Once during the next minute, each affected creature can
choose to roll twice and take the better result before attempting an attack roll,
ability check, skill check, or saving throw.[LONGSTART] You can use this ability
once per day at 8th level, and one additional time per day for every 4 cleric
levels beyond 8th.[LONGEND]"
},
{
"Key": "6bd700b2-dede-4ff0-b54b-b19244adf8a8",
"Value": "Teaching Moment"
},
{
"Key": "60538858-7443-4ee5-ae69-230aebdeb167",
"Value": "You are a scholar and a sage of legends. In addition, you treat all
Knowledge and Lore skills as class skills.\nVoid Form: You can become semi-tangible
as a standard action. While in this form, you are immune to critical hits and gain
a +1 deflection bonus to AC. This bonus increases by 1 at 8th level and every 4
levels thereafter. You can use this power a number of rounds per day equal to your
cleric level.\nTeaching Moment: At 8th level as a swift action you can grant all
allies within 30 feet special insights. Once during the next minute, each affected
creature can choose to roll twice and take the better result before attempting an
attack roll, ability check, skill check, or saving throw. You can use this ability
once per day at 8th level, and one additional time per day for every 4 cleric
levels beyond 8th."
},
{
"Key": "371177db-6bf7-41ea-974b-a88eedf88da4",
"Value": "Knowledge Domain"
},
{
"Key": "ccc5ac1c-0e6d-42ef-9647-cf332272a494",
"Value": "Touch of Law"
},
{
"Key": "ac54b62c-1a4f-400a-a955-63b11d86836e",
"Value": "You can touch a willing creature as a standard action, infusing it
with the power of divine order and allowing it to treat all attack rolls, skill
checks, ability checks, and saving throws for 1 round as if the natural d20 roll
resulted in an 11.[LONGSTART] You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "c5d36736-5c89-44e0-b844-af22bb4b1903",
"Value": "Touch of Law"
},
{
"Key": "4f37f1a4-9494-4d12-80d8-3f0225e06b24",
"Value": "You follow a strict and ordered code of laws, and in so doing,
achieve enlightenment.\nTouch of Law: You can touch a willing creature as a
standard action, infusing it with the power of divine order and allowing it to
treat all attack rolls, skill checks, ability checks, and saving throws for 1 round
as if the natural d20 roll resulted in an 11. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.\nStaff of Order: At 8th level, you
can give a weapon you touch the axiomatic special weapon quality for a number of
rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th
level, and an additional time per day for every four levels beyond 8th."
},
{
"Key": "de79ad0b-99d3-4cfa-86be-c144f753df03",
"Value": "Law Domain"
},
{
"Key": "455c14d8-6a33-42ac-9341-7b3ad02751e8",
"Value": "At 8th level, you can give a weapon you touch the axiomatic special
weapon quality for a number of rounds equal to 1/2 your cleric level.[LONGSTART]
You can use this ability once per day at 8th level, and an additional time per day
for every four levels beyond 8th.[LONGEND]"
},
{
"Key": "f9acafe2-9384-408f-83b1-c7ae1bae5817",
"Value": "Staff of Order"
},
{
"Key": "87a475b6-d1b0-4a3f-839b-83ef6db7044d",
"Value": "At 8th level, you can give a weapon you touch the axiomatic special
weapon quality for a number of rounds equal to 1/2 your cleric level.[LONGSTART]
You can use this ability once per day at 8th level, and an additional time per day
for every four levels beyond 8th.[LONGEND]"
},
{
"Key": "2e241ef3-1294-4248-b657-22712dad1ba3",
"Value": "Staff of Order"
},
{
"Key": "a7745b0e-a951-4f0a-a67c-48bbbe447c6c",
"Value": "You follow a strict and ordered code of laws, and in so doing,
achieve enlightenment.\nTouch of Law: You can touch a willing creature as a
standard action, infusing it with the power of divine order and allowing it to
treat all attack rolls, skill checks, ability checks, and saving throws for 1 round
as if the natural d20 roll resulted in an 11. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.\nStaff of Order: At 8th level, you
can give a weapon you touch the axiomatic special weapon quality for a number of
rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th
level, and an additional time per day for every four levels beyond 8th."
},
{
"Key": "ab8074f5-f38d-4874-b773-ac4097b3ff31",
"Value": "Law Domain"
},
{
"Key": "415e63ec-ac11-4b87-a205-893c23419ea1",
"Value": "You are a spirit of freedom and a staunch foe against all who would
enslave and oppress.\nYou have the ability to ignore impediments to your mobility.
For a number of rounds per day equal to your cleric level, you can move normally
regardless of magical effects that impede movement, as if you were affected by
freedom of movement. This effect occurs automatically as soon as it applies. These
rounds do not need to be consecutive.\nFreedom's Call: At 8th level, you can emit a
30-foot aura of freedom for a number of rounds per day equal to your cleric level.
Allies within this aura are not affected by difficult terrain or the confused,
frightened, panicked, paralyzed, slowed, shaken, or staggered conditions. This aura
only suppresses these effects, and they return once a creature leaves the aura or
when the aura ends, if applicable. These rounds do not need to be consecutive."
},
{
"Key": "cb1fb347-5ff2-413b-990b-b58bc40dbaff",
"Value": "Liberation Domain"
},
{
"Key": "1626bd21-500d-4642-b705-37cb2e81b403",
"Value": "At 8th level, you can emit a 30-foot aura of freedom for a number
of rounds per day equal to your cleric level. Allies within this aura are not
affected by difficult terrain or the confused, frightened, panicked, paralyzed,
slowed, shaken, or staggered conditions. This aura only suppresses these effects,
and they return once a creature leaves the aura or when the aura ends, if
applicable. These rounds do not need to be consecutive."
},
{
"Key": "bccb43be-8c3c-4c34-8748-74f2fce34a30",
"Value": "Freedom's Call"
},
{
"Key": "926e96cb-146e-49cc-9973-4735f05003c8",
"Value": "You are a spirit of freedom and a staunch foe against all who would
enslave and oppress.\nYou have the ability to ignore impediments to your mobility.
For a number of rounds per day equal to your cleric level, you can move normally
regardless of magical effects that impede movement, as if you were affected by
freedom of movement. This effect occurs automatically as soon as it applies. These
rounds do not need to be consecutive.\nFreedom's Call: At 8th level, you can emit a
30-foot aura of freedom for a number of rounds per day equal to your cleric level.
Allies within this aura are not affected by difficult terrain or the confused,
frightened, panicked, paralyzed, slowed, shaken, or staggered conditions. This aura
only suppresses these effects, and they return once a creature leaves the aura or
when the aura ends, if applicable. These rounds do not need to be consecutive."
},
{
"Key": "72c3e790-8909-4318-a665-beb9c6e57924",
"Value": "Bit of Luck"
},
{
"Key": "17ca32f9-7810-4306-a3f2-db3071447856",
"Value": "You can touch a willing creature as a standard action, giving it a
bit of luck. For the next round, any time the target rolls a d20, he may roll twice
and take the more favorable result.[LONGSTART] You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "2892e6c6-dc1d-4cca-99bd-0f87bf8f57df",
"Value": "Bit of Luck"
},
{
"Key": "1f8fdd6f-a711-491a-8510-53905183767c",
"Value": "You are infused with luck, and your mere presence can spread good
fortune.\nBit of Luck: You can touch a willing creature as a standard action,
giving it a bit of luck. For the next round, any time the target rolls a d20, he
may roll twice and take the more favorable result. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.\nDivine Fortune: At 8th
level, you can call on your deity to give you unnatural luck. This ability
functions like Bit of Luck, but it affects the cleric and lasts for a number of
rounds equal to 1/2 your cleric level."
},
{
"Key": "d60b428f-cebf-41f3-b668-ca49c88f3395",
"Value": "Luck Domain"
},
{
"Key": "8309630e-057f-4e1d-a6df-90bf3c2cb85a",
"Value": "At 8th level, you can call on your deity to give you unnatural
luck. This ability functions like Bit of Luck, but it affects the cleric and lasts
for a number of rounds equal to 1/2 your cleric level."
},
{
"Key": "2abc3c17-aca6-426a-a3c2-99093e14b0b6",
"Value": "Divine Fortune"
},
{
"Key": "9fcd72f5-2968-42a5-bf7c-22b7001fbae8",
"Value": "1 round / 2 class levels"
},
{
"Key": "fdb77fa3-9586-465d-95a9-a2dd8faf5d64",
"Value": "At 8th level, you can call on your deity to give you unnatural
luck. This ability functions like Bit of Luck, but it affects the cleric and lasts
for a number of rounds equal to 1/2 your cleric level."
},
{
"Key": "a29ce61e-5cca-44db-a788-080b25b84d85",
"Value": "Divine Fortune"
},
{
"Key": "95f48f20-d259-4501-80af-c25c7a5e1b80",
"Value": "You are infused with luck, and your mere presence can spread good
fortune.\nBit of Luck: You can touch a willing creature as a standard action,
giving it a bit of luck. For the next round, any time the target rolls a d20, she
may roll twice and take the more favorable result. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.\nDivine Fortune: At 6th
level, as a standard action, you can bless yourself with divine luck. For the next
half your cleric level rounds you roll two times on every d20 roll and take the
best result. You can use this ability once per day at 6th level, and one additional
time per day for every six cleric levels beyond 6th."
},
{
"Key": "c3cc9273-6095-4459-9f6e-4dc8016340e5",
"Value": "Luck Domain"
},
{
"Key": "c1f47c42-4281-4059-9a4f-514648e7f28c",
"Value": "You can give a creature a vision of madness as a melee touch
attack. The target receives a bonus to attack rolls equal to 1/2 your cleric level
(minimum +1) and a penalty to saving throws and skill checks equal to 1/2 your
cleric level (minimum �1). This effect fades after 3 rounds.[LONGSTART] You can use
this ability a number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "913d2fb3-aebf-463f-97f9-a4398009b338",
"Value": "Vision of Madness"
},
{
"Key": "62153a1d-c42c-4ccc-9518-bd7d30046d8a",
"Value": "You can give a creature a vision of madness as a melee touch
attack. The target receives a bonus to saving throws equal to 1/2 your cleric level
(minimum +1) and a penalty to attack rolls and skill checks equal to 1/2 your
cleric level (minimum �1). This effect fades after 3 rounds.[LONGSTART] You can use
this ability a number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "dc9788fe-9846-4f11-b259-85a321d4be22",
"Value": "Vision of Madness"
},
{
"Key": "fa9a9c1a-e8f6-4d8e-b88f-4651ac7ee65c",
"Value": "You can give a creature a vision of madness as a melee touch
attack. The target receives a bonus to skill checks equal to 1/2 your cleric level
(minimum +1) and a penalty to attack rolls and saving throws equal to 1/2 your
cleric level (minimum �1). This effect fades after 3 rounds.[LONGSTART] You can use
this ability a number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "5b293ade-0e98-4cd0-9a90-21f00325a39e",
"Value": "Vision of Madness"
},
{
"Key": "4ffee113-ba8c-4e67-a9ef-0f9f1d94e98b",
"Value": "Vision of Madness"
},
{
"Key": "f85c15cb-0d80-4442-9ff6-7422154a0a1b",
"Value": "You can give a creature a vision of madness as a melee touch
attack. Choose one of the following: attack rolls, saving throws, or skill checks.
The target receives a bonus to the chosen rolls equal to 1/2 your cleric level
(minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric
level (minimum �1). This effect fades after 3 rounds.[LONGSTART] You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "971d6e96-520c-41e5-be69-6f9868a2c803",
"Value": "Vision of Madness"
},
{
"Key": "a81678de-8b51-4f31-9c7f-c90cb5a88671",
"Value": "You embrace the madness that lurks deep in your heart, and can
unleash it to drive your foes insane or to sacrifice certain abilities to hone
others.\nVision of Madness: You can give a creature a vision of madness as a melee
touch attack. Choose one of the following: attack rolls, saving throws, or skill
checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric
level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your
cleric level (minimum �1). This effect fades after 3 rounds. You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.\nAura of
Madness: At 8th level, you can emit a 30-foot aura of madness for a number of
rounds per day equal to your cleric level. Enemies within this aura are affected by
confusion unless they make a Will save with a DC equal to 10 + 1/2 your Cleric
level + your Wisdom modifier. The confusion effect ends immediately when the
creature leaves the area or the aura expires. Creatures that succeed on their
saving throw are immune to this aura for 24 hours."
},
{
"Key": "5373f21f-5338-4eaa-b07f-fcabffe8e2f0",
"Value": "Madness Domain"
},
{
"Key": "536e31d3-e0bb-4ee9-87cd-928896e4c166",
"Value": "Vision of Madness"
},
{
"Key": "65a3e279-66ff-4a19-a7e6-82b0ea946836",
"Value": "Vision of Madness"
},
{
"Key": "110fd0bf-efab-476a-83ed-8b64f9af23d0",
"Value": "At 8th level, you can emit a 30-foot aura of madness for a number
of rounds per day equal to your cleric level. Enemies within this aura are affected
by confusion unless they succeed at a Will save with a DC equal to 10 + 1/2 your
Cleric level + your Wisdom modifier. The confusion effect ends immediately when the
creature leaves the area or the aura expires. Creatures that succeed on their
saving throw are immune to this aura for 24 hours."
},
{
"Key": "fc3686cb-fff6-4b68-aff1-60ab98dc8d22",
"Value": "Aura of Madness"
},
{
"Key": "cec39245-0ab2-46ce-9da3-006727bf64dc",
"Value": "Aura of Madness"
},
{
"Key": "d93ba013-72a2-44aa-9500-6a13dc80309d",
"Value": "At 8th level, you can emit a 30-foot aura of madness for a number
of rounds per day equal to your cleric level. Enemies within this aura are affected
by confusion unless they make a Will save with a DC equal to 10 + 1/2 your Cleric
level + your Wisdom modifier. The confusion effect ends immediately when the
creature leaves the area or the aura expires. Creatures that succeed on their
saving throw are immune to this aura for 24 hours."
},
{
"Key": "cacf05d4-1f3f-4bd6-b960-41284d0ecf4a",
"Value": "Aura of Madness"
},
{
"Key": "8cc4fe67-69f8-40ef-8be0-f7197a2144bd",
"Value": "You embrace the madness that lurks deep in your heart, and can
unleash it to drive your foes insane or to sacrifice certain abilities to hone
others.\nVision of Madness: You can give a creature a vision of madness as a melee
touch attack. Choose one of the following: attack rolls, saving throws, or skill
checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric
level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your
cleric level (minimum �1). This effect fades after 3 rounds. You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.\nAura of
Madness: At 8th level, you can emit a 30-foot aura of madness for a number of
rounds per day equal to your cleric level. Enemies within this aura are affected by
confusion unless they make a Will save with a DC equal to 10 + 1/2 your Cleric
level + your Wisdom modifier. The confusion effect ends immediately when the
creature leaves the area or the aura expires. Creatures that succeed on their
saving throw are immune to this aura for 24 hours."
},
{
"Key": "fcec5154-08d5-4874-8e85-b54cc362cfb6",
"Value": "Madness Domain"
},
{
"Key": "6511fcb2-b93a-443e-a3a6-0acac5b545a1",
"Value": "You can cause your melee weapon to fly from your grasp and strike a
foe before instantly returning. As a standard action, you can make a single attack
using a melee weapon at a range of 30 feet. This attack is treated as a ranged
attack with a thrown weapon, except that you add your Wisdom modifier to the attack
roll instead of your Dexterity modifier (damage still relies on Strength). This
ability cannot be used to perform a combat maneuver.[LONGSTART] You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "2ed158e7-4c75-4127-ba4c-a53fc36711c9",
"Value": "Hand of the Acolyte"
},
{
"Key": "d51e1e8d-37b3-40e3-b09c-f803059d5e59",
"Value": "Divine Vessel"
},
{
"Key": "f3eee089-91a7-46e7-9124-da253e95d0ff",
"Value": "You are a true student of all things mystical, and see divinity in
the purity of magic.\nHand of the Acolyte: You can cause your melee weapon to fly
from your grasp and strike a foe before instantly returning. As a standard action,
you can make a single attack using a melee weapon at a range of 30 feet. This
attack is treated as a ranged attack with a thrown weapon, except that you add your
Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still
relies on Strength). This ability cannot be used to perform a combat maneuver. You
can use this ability a number of times per day equal to 3 + your Wisdom
modifier.\nDispelling Touch: At 8th level, you can use a targeted dispel magic
effect as a melee touch attack. You can use this ability once per day at 8th level
and one additional time per day for every four cleric levels beyond 8th."
},
{
"Key": "beb93d52-a7b7-4ae8-a734-32defea320bc",
"Value": "Magic Domain"
},
{
"Key": "3401c36d-2f68-4775-b1b7-953a931f6d93",
"Value": "At 8th level, you can use a targeted dispel magic effect as a melee
touch attack. You can use this ability once per day at 8th level and one additional
time per day for every four cleric levels beyond 8th."
},
{
"Key": "6f953fd3-44b0-4c47-aaa3-e378ca018d8a",
"Value": "Dispelling Touch"
},
{
"Key": "c3b62ded-c776-4675-8282-2b06e21c3c9f",
"Value": "At 8th level, you can use a targeted dispel magic effect as a melee
touch attack. You can use this ability once per day at 8th level and one additional
time per day for every four cleric levels beyond 8th."
},
{
"Key": "eb2d736e-01b0-4a56-8c16-9e74136ea46b",
"Value": "Dispelling Touch"
},
{
"Key": "9747b841-fe45-41bc-a7eb-16878f20ee29",
"Value": "You are a true student of all things mystical, and see divinity in
the purity of magic.\nHand of the Acolyte: You can cause your melee weapon to fly
from your grasp and strike a foe before instantly returning. As a standard action,
you can make a single attack using a melee weapon at a range of 30 feet. This
attack is treated as a ranged attack with a thrown weapon, except that you add your
Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still
relies on Strength). This ability cannot be used to perform a combat maneuver. You
can use this ability a number of times per day equal to 3 + your Wisdom
modifier.\nDispelling Touch: At 8th level, you can use a targeted dispel magic
effect as a melee touch attack. You can use this ability once per day at 8th level
and one additional time per day for every four cleric levels beyond 8th."
},
{
"Key": "06b9a4fb-7e31-4350-9223-a4932ff13260",
"Value": "Magic Domain"
},
{
"Key": "892b2e60-20ba-4756-b783-46bf008cc800",
"Value": "Inspiring Word"
},
{
"Key": "de5bca35-968d-423d-87fa-d9e3cdd05b55",
"Value": "As a standard action, you can speak an inspiring word to a creature
within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill
checks, ability checks, and saving throws for a number of rounds equal to 1/2 your
cleric level (minimum 1).[LONGSTART] You can use this power a number of times per
day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "c6075994-f897-44d3-9b06-ff7df7854971",
"Value": "Inspiring Word"
},
{
"Key": "4ac9cfab-d939-4193-b649-03628f48e9b2",
"Value": "You are a great leader, an inspiration to all who follow the
teachings of your faith.\nInspiring Word: As a standard action, you can speak an
inspiring word to a creature within 30 feet. That creature receives a +2 morale
bonus on attack rolls, skill checks, ability checks, and saving throws for a number
of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a
number of times per day equal to 3 + your Wisdom modifier.\nInspiring Command: At
8th level, you can issue an inspiring command to your allies, who must all be
within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC,
CMD, and skill checks for a number of rounds equal to 1/2 your cleric level
(minimum 1). This is a language-dependent mind-affecting effect. You can use this
power a number of times per day equal to 3 + your Wisdom modifier."
},
{
"Key": "644a2bef-fd52-4cf3-82f3-900ff7188e90",
"Value": "Nobility Domain"
},
{
"Key": "b0ef0e8c-b490-4587-b0c2-230b29979b6a",
"Value": "At 8th level, you can issue an inspiring command to your allies,
who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on
attack rolls, AC, Combat Maneuver Defense, and skill checks for a number of rounds
equal to 1/2 your cleric level (minimum 1). This is a language-dependent mind-
affecting effect.[LONGSTART] You can use this power a number of times per day equal
to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "e3c4fddb-44fa-4b2b-bfb1-459514daa44d",
"Value": "Inspiring Command"
},
{
"Key": "35d97b75-db7a-4a27-a4df-b99449b3541f",
"Value": "Inspiring Command"
},
{
"Key": "0a8e6471-dbfb-423e-bf25-65e349bd432f",
"Value": "At 8th level, you can issue an inspiring command to your allies,
who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on
attack rolls, AC, Combat Maneuver Defense, and skill checks for a number of rounds
equal to 1/2 your cleric level (minimum 1). This is a language-dependent mind-
affecting effect.[LONGSTART] You can use this power a number of times per day equal
to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "3d50de51-5eec-43f4-84cb-ef4834d41cfa",
"Value": "Inspiring Command"
},
{
"Key": "d7f29c10-6230-4f4c-8428-91b4455495ea",
"Value": "You are a great leader, an inspiration to all who follow the
teachings of your faith.\nInspiring Word: As a standard action, you can speak an
inspiring word to a creature within 30 feet. That creature receives a +2 morale
bonus on attack rolls, skill checks, ability checks, and saving throws for a number
of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a
number of times per day equal to 3 + your Wisdom modifier.\nInspiring Command: At
8th level, you can issue an inspiring command to your allies, who must all be
within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC,
Combat Maneuver Defense, and skill checks for a number of rounds equal to 1/2 your
cleric level (minimum 1). This is a language-dependent mind-affecting effect. You
can use this power a number of times per day equal to 3 + your Wisdom modifier."
},
{
"Key": "cffa8fed-ad0d-41c3-84ec-5e1239d34a6f",
"Value": "Nobility Domain"
},
{
"Key": "dc5431f8-6bf6-472a-bef9-b10527237112",
"Value": "Enlarge"
},
{
"Key": "16fe641b-0d7c-4f8b-95a8-6fdedee38ba3",
"Value": "As a swift action you can enlarge yourself for 1 round, as if you
were the target of the enlarge person spell.[LONGSTART] You can use this power a
number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "3e7fa24d-53d8-4154-b4b4-b2a620f23ab9",
"Value": "Enlarge"
},
{
"Key": "cdd41465-37b8-4531-9b15-2112e8e3ddb8",
"Value": "You find solace in the green, can grow defensive thorns, and can
communicate with plants.\nEnlarge: As a swift action you can enlarge yourself for 1
round, as if you were the target of the enlarge person spell. You can use this
power a number of times per day equal to 3 + your Wisdom modifier.\nBramble Armor:
At 6th level, you can cause a host of wooden thorns to burst from your skin as a
free action. While bramble armor is in effect, any foe striking you with a melee
weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric
levels you possess. You can use this ability for a number of rounds per day equal
to your cleric level. These rounds do not need to be consecutive."
},
{
"Key": "56d03216-7639-42b8-b03b-3ea1d5af6b50",
"Value": "Plant Domain"
},
{
"Key": "8bafe2a0-c023-4904-8ef2-8ba89ed0312c",
"Value": "At 6th level, you can cause a host of wooden thorns to burst from
your skin as a free action. While bramble armor is in effect, any foe striking you
with a melee weapon without reach takes 1d6 points of piercing damage + 1 point per
two cleric levels you possess.[LONGSTART] You can use this ability for a number of
rounds per day equal to your cleric level. These rounds do not need to be
consecutive.[LONGEND]"
},
{
"Key": "c13ac510-ebf2-4d64-923e-afdd6098b270",
"Value": "Bramble Armor"
},
{
"Key": "7317e8db-9518-40a5-8056-42b91b097cf2",
"Value": "Bramble Armor"
},
{
"Key": "2a6ac8e0-9e56-4708-b776-b4b66f93a890",
"Value": "At 6th level, you can cause a host of wooden thorns to burst from
your skin as a free action. While bramble armor is in effect, any foe striking you
with a melee weapon without reach takes 1d6 points of piercing damage + 1 point per
two cleric levels you possess.[LONGSTART] You can use this ability for a number of
rounds per day equal to your cleric level. These rounds do not need to be
consecutive.[LONGEND]"
},
{
"Key": "c633da16-af1c-47bb-bd34-c2e277848449",
"Value": "Bramble Armor"
},
{
"Key": "52d6745a-388f-4d84-89f7-0f8b3e20987e",
"Value": "You find solace in the green, can grow defensive thorns, and can
communicate with plants.\nEnlarge: As a swift action you can enlarge yourself for 1
round, as if you were the target of the enlarge person spell. You can use this
power a number of times per day equal to 3 + your Wisdom modifier.\nBramble Armor:
At 6th level, you can cause a host of wooden thorns to burst from your skin as a
free action. While bramble armor is in effect, any foe striking you with a melee
weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric
levels you possess. You can use this ability for a number of rounds per day equal
to your cleric level. These rounds do not need to be consecutive."
},
{
"Key": "41a17b9c-192b-47d9-a541-d49de95e05ec",
"Value": "Plant Domain"
},
{
"Key": "539e9d53-10e9-4e8b-b062-4e497adfb61a",
"Value": "Resistant Touch"
},
{
"Key": "8b08ed36-ae89-4c46-b617-e9e68a57449e",
"Value": "As a standard action, you can touch an ally to grant him your
resistance bonus for 1 minute. When you use this ability, you lose your resistance
bonus granted by the Protection domain for 1 minute. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier."
},
{
"Key": "6601018a-f2ec-4b44-b945-04d7a41fb64e",
"Value": "Resistant Touch"
},
{
"Key": "8c8d1518-2baa-4838-a6e4-77133cc2a59c",
"Value": "Resistant Touch"
},
{
"Key": "dd4a2ba4-7e03-4524-b12f-2d9e427961ab",
"Value": "Your faith is your greatest source of protection, and you can use
that faith to defend others. In addition, you receive a +1 resistance bonus on
saving throws. This bonus increases by 1 for every 5 levels you possess.\nResistant
Touch: As a standard action, you can touch an ally to grant him your resistance
bonus for 1 minute. When you use this ability, you lose your resistance bonus
granted by the Protection domain for 1 minute. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.\nAura of Protection: At 8th level,
you can emit a 30-foot aura of protection for a number of rounds per day equal to
your cleric level. You and your allies within this aura gain a +1 deflection bonus
to AC and resistance 5 against all elements (acid, cold, electricity, fire, and
sonic). The deflection bonus increases by +1 for every four cleric levels you
possess beyond 8th. At 14th level, the resistance against all elements increases to
10. These rounds do not need to be consecutive."
},
{
"Key": "2287433b-3ff3-4278-b0fd-b7826972288b",
"Value": "Protection Domain"
},
{
"Key": "50baa7f0-cb3f-47dd-b8cd-0453ec6bbb93",
"Value": "Resistant Touch"
},
{
"Key": "b6aaed77-9652-46f3-bc57-cb5e775eb98e",
"Value": "Aura of Protection"
},
{
"Key": "c48dddf3-034a-4fc9-b6f3-eac8af0441ea",
"Value": "Aura of Protection"
},
{
"Key": "cf11b4d6-b49f-4375-9a4d-01e74094e372",
"Value": "Aura of Protection"
},
{
"Key": "788acf7f-e6e9-4f34-bef6-7cece68e7f63",
"Value": "Aura of Protection"
},
{
"Key": "11a868dd-78a7-4b40-b9c0-185c0409bfbb",
"Value": "At 8th level, you can emit a 30-foot aura of protection for a
number of rounds per day equal to your cleric level. You and your allies within
this aura gain a +1 deflection bonus to AC and resistance 5 against all elements
(acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1
for every four cleric levels you possess beyond 8th. At 14th level, the resistance
against all elements increases to 10. These rounds do not need to be consecutive."
},
{
"Key": "c1796d8d-5b8e-4d36-83e6-c43093f00a96",
"Value": "Aura of Protection"
},
{
"Key": "22da61a0-441f-46c2-b1fb-5e313916d4e4",
"Value": "At 8th level, you can emit a 30-foot aura of protection for a
number of rounds per day equal to your cleric level. You and your allies within
this aura gain a +1 deflection bonus to AC and resistance 5 against all elements
(acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1
for every four cleric levels you possess beyond 8th. At 14th level, the resistance
against all elements increases to 10. These rounds do not need to be consecutive."
},
{
"Key": "595dd5fe-1fff-4ca9-9aa4-e0668f920c41",
"Value": "Aura of Protection"
},
{
"Key": "5774c10f-acdf-40ac-a202-5d5ef4416a19",
"Value": "Your faith is your greatest source of protection, and you can use
that faith to defend others. In addition, you receive a +1 resistance bonus on
saving throws. This bonus increases by 1 for every 5 levels you possess.\nResistant
Touch: As a standard action, you can touch an ally to grant him your resistance
bonus for 1 minute. When you use this ability, you lose your resistance bonus
granted by the Protection domain for 1 minute. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.\nAura of Protection: At 8th level,
you can emit a 30-foot aura of protection for a number of rounds per day equal to
your cleric level. You and your allies within this aura gain a +1 deflection bonus
to AC and resistance 5 against all elements (acid, cold, electricity, fire, and
sonic). The deflection bonus increases by +1 for every four cleric levels you
possess beyond 8th. At 14th level, the resistance against all elements increases to
10. These rounds do not need to be consecutive."
},
{
"Key": "57afb3bc-4144-459c-adaa-e5e029704385",
"Value": "Protection Domain"
},
{
"Key": "994d9b5d-693e-4967-be95-8ebe0a7557ca",
"Value": "Your touch can fill a creature with lethargy, causing a living
creature to become staggered for 1 round as a melee touch attack. If you touch a
staggered living creature, that creature falls asleep for 1 round instead. Undead
creatures touched are staggered for a number of rounds equal to your Wisdom
modifier.[LONGSTART] You can use this ability a number of times per day equal to 3
+ your Wisdom modifier.[LONGEND]"
},
{
"Key": "c3c55309-6661-4bab-99de-cd2ea2522b3f",
"Value": "Gentle Rest"
},
{
"Key": "81ce5818-6a53-479a-b06e-485e220a79e0",
"Value": "Your touch can fill a creature with lethargy, causing a living
creature to become staggered for 1 round as a melee touch attack. If you touch a
staggered living creature, that creature falls asleep for 1 round instead. Undead
creatures touched are staggered for a number of rounds equal to your Wisdom
modifier.[LONGSTART] You can use this ability a number of times per day equal to 3
+ your Wisdom modifier.[LONGEND]"
},
{
"Key": "d6c9c9c9-86f3-4be0-9518-227ac7c8eaf6",
"Value": "Gentle Rest"
},
{
"Key": "6f815eea-7b28-4ca2-8d91-5ee736810a1f",
"Value": "You see death not as something to be feared, but as a final rest
and reward for a life well spent. The taint of undeath is a mockery of what you
hold dear.\nGentle Rest: Your touch can fill a creature with lethargy, causing a
living creature to become staggered for 1 round as a melee touch attack. If you
touch a staggered living creature, that creature falls asleep for 1 round instead.
Undead creatures touched are staggered for a number of rounds equal to your Wisdom
modifier. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.\nWard Against Death: At 8th level, you can emit a 30-foot aura
that wards against death for a number of rounds per day equal to your cleric level.
Living creatures in this area are immune to all death effects, energy drain, and
effects that cause negative levels. This ward does not remove negative levels that
a creature has already gained, but the negative levels have no effect while the
creature is inside the warded area. These rounds do not need to be consecutive."
},
{
"Key": "894e5ca0-3e8b-4e19-aaa2-a863f9ef866b",
"Value": "You see death not as something to be feared, but as a final rest
and reward for a life well spent. The taint of undeath is a mockery of what you
hold dear.\nGentle Rest: Your touch can fill a creature with lethargy, causing a
living creature to become staggered for 1 round as a melee touch attack. If you
touch a staggered living creature, that creature falls asleep for 1 round instead.
Undead creatures touched are staggered for a number of rounds equal to your Wisdom
modifier. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.\nWard Against Death: At 8th level, you can emit a 30-foot aura
that wards against death for a number of rounds per day equal to your cleric level.
Living creatures in this area are immune to all death effects, energy drain, and
effects that cause negative levels. This ward does not remove negative levels that
a creature has already gained, but the negative levels have no effect while the
creature is inside the warded area. These rounds do not need to be consecutive."
},
{
"Key": "3e00928c-ff00-4cfd-a14a-63dd40101483",
"Value": "Repose Domain"
},
{
"Key": "66fd7785-1a1d-4649-b0b8-fa219bc0e1be",
"Value": "Repose Domain"
},
{
"Key": "26dc4676-665a-4fb1-b6c7-990404fd143f",
"Value": "Ward Against Death"
},
{
"Key": "68676907-60f9-4b7a-972d-8a08c448da0b",
"Value": "Ward Against Death"
},
{
"Key": "5c752b03-f3d6-4e9b-b745-29c340aecb45",
"Value": "At 8th level, you can emit a 30-foot aura that wards against death
for a number of rounds per day equal to your cleric level. Living creatures in this
area are immune to all death effects, energy drain, and effects that cause negative
levels. This ward does not remove negative levels that a creature has already
gained, but the negative levels have no effect while the creature is inside the
warded area. These rounds do not need to be consecutive."
},
{
"Key": "828fc305-76b4-4e27-8a67-aa1707dee3cb",
"Value": "Ward Against Death"
},
{
"Key": "3f011a83-bf7e-4e0f-9047-a932796b87fb",
"Value": "At 8th level, you can emit a 30-foot aura that wards against death
for a number of rounds per day equal to your cleric level. Living creatures in this
area are immune to all death effects, energy drain, and effects that cause negative
levels. This ward does not remove negative levels that a creature has already
gained, but the negative levels have no effect while the creature is inside the
warded area. These rounds do not need to be consecutive."
},
{
"Key": "faa2967b-f6ad-4994-8e55-4a8da99eefa3",
"Value": "Ward Against Death"
},
{
"Key": "685a8bf5-9274-40b9-8651-d305fc26919b",
"Value": "You see death not as something to be feared, but as a final rest
and reward for a life well spent. The taint of undeath is a mockery of what you
hold dear.\nGentle Rest: Your touch can fill a creature with lethargy, causing a
living creature to become staggered for 1 round as a melee touch attack. If you
touch a staggered living creature, that creature falls asleep for 1 round instead.
Undead creatures touched are staggered for a number of rounds equal to your Wisdom
modifier. You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.\nWard Against Death: At 8th level, you can emit a 30-foot aura
that wards against death for a number of rounds per day equal to your cleric level.
Living creatures in this area are immune to all death effects, energy drain, and
effects that cause negative levels. This ward does not remove negative levels that
a creature has already gained, but the negative levels have no effect while the
creature is inside the warded area. These rounds do not need to be consecutive."
},
{
"Key": "3d7c7634-3ee4-493e-bdd3-13e0f2a293a6",
"Value": "Repose Domain"
},
{
"Key": "c1e7d41f-dbfe-4e40-b969-238823691028",
"Value": "As a standard action, you can create a blast rune in a desired
location. Any creature entering a 5-foot area around the rune takes 1d6 points of
acid damage + 1 point for every two cleric levels you possess. The rune lasts a
number of rounds equal to your cleric level.[LONGSTART] You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "ce4bd95b-433c-4816-aba3-1e68cfea35a7",
"Value": "Acid Blast Rune"
},
{
"Key": "2ebc54f4-4d17-4a48-a0f4-ab42266db576",
"Value": "As a standard action, you can create a blast rune in a desired
location. Any creature entering a 5-foot area around the rune takes 1d6 points of
cold damage + 1 point for every two cleric levels you possess. The rune lasts a
number of rounds equal to your cleric level.[LONGSTART] You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "1904eb72-be64-48c0-a85d-c9f2a331938b",
"Value": "Cold Blast Rune"
},
{
"Key": "9ae70d37-96ea-4849-945d-c67b6b2694e2",
"Value": "As a standard action, you can create a blast rune in a desired
location. Any creature entering a 5-foot area around the rune takes 1d6 points of
electricity damage + 1 point for every two cleric levels you possess. The rune
lasts a number of rounds equal to your cleric level.[LONGSTART] You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "7b899070-32fb-464e-bc8b-980b2c9fdbd2",
"Value": "Electricity Blast Rune"
},
{
"Key": "fb2f793a-8ee7-4be9-9566-a9b4d1eb60ec",
"Value": "As a standard action, you can create a blast rune in a desired
location. Any creature entering a 5-foot area around the rune takes 1d6 points of
fire damage + 1 point for every two cleric levels you possess. The rune lasts a
number of rounds equal to your cleric level.[LONGSTART] You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "01fb5de3-02db-406e-ad0f-2d47b1d1fb84",
"Value": "Fire Blast Rune"
},
{
"Key": "d0414365-27a9-4e34-9c59-fbb9581ee9dd",
"Value": "As a standard action, you can create a blast rune in a desired
location. Any creature entering a 5-foot area around the rune takes 1d6 points of
damage + 1 point for every two cleric levels you possess. This rune deals either
acid, cold, electricity, or fire damage, decided when you create the rune. The rune
lasts a number of rounds equal to your cleric level.[LONGSTART] You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "adc7d7d9-ce6b-4517-a29e-c5b1cd507f15",
"Value": "Blast Rune"
},
{
"Key": "e0bc9f48-429d-4b5f-bee6-30a3e38ec83a",
"Value": "In strange and eldritch runes you find potent magic.\nBlast Rune:
As a standard action, you can create a blast rune in a desired location. Any
creature entering a 5-foot area around the rune takes 1d6 points of damage + 1
point for every two cleric levels you possess. This rune deals either acid, cold,
electricity, or fire damage, decided when you create the rune. The rune lasts a
number of rounds equal to your cleric level. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.\nWarding Rune: At 8th level, you
can create a warding rune in a desired location. Any creature entering a 5-foot
area around the rune must make a Will save or they will not be able to attack for a
number of rounds equal to 1/2 your cleric level. The rune lasts a number of rounds
equal to your cleric level. You can use this ability once per day at 8th level and
one additional time per day for every four cleric levels beyond 8th."
},
{
"Key": "01e757c9-04c1-44b8-b869-282a42c1e6e1",
"Value": "Rune Domain"
},
{
"Key": "92bf69ab-093f-4f47-9319-a39fff43bfc4",
"Value": "At 8th level, you can create a warding rune in a desired location.
Any creature entering a 5-foot area around the rune must make a Will save or they
will not be able to attack for a number of rounds equal to 1/2 your cleric level.
The rune lasts a number of rounds equal to your cleric level.[LONGSTART] You can
use this ability once per day at 8th level and one additional time per day for
every four cleric levels beyond 8th.[LONGEND]"
},
{
"Key": "d1b1b3fb-653f-490a-a78e-4f504c54c7d0",
"Value": "Warding Rune"
},
{
"Key": "cb7c5418-f275-46ba-81db-1ab56d66c326",
"Value": "Warding Rune"
},
{
"Key": "41f7c2f6-ecb4-4ae3-adda-1575d1950a4b",
"Value": "At 8th level, you can create a warding rune in a desired location.
Any creature entering a 5-foot area around the rune must make a Will save or they
will not be able to attack for a number of rounds equal to 1/2 your cleric level.
The rune lasts a number of rounds equal to your cleric level.[LONGSTART] You can
use this ability once per day at 8th level and one additional time per day for
every four cleric levels beyond 8th.[LONGEND]"
},
{
"Key": "5a924ea2-4d5e-43bc-bc13-57675a24cf01",
"Value": "Warding Rune"
},
{
"Key": "335a67ab-7d4a-4c89-aa6f-adb4eed4a590",
"Value": "In strange and eldritch runes you find potent magic.\nBlast Rune:
As a standard action, you can create a blast rune in a desired location. Any
creature entering a 5-foot area around the rune takes 1d6 points of damage + 1
point for every two cleric levels you possess. This rune deals either acid, cold,
electricity, or fire damage, decided when you create the rune. The rune lasts a
number of rounds equal to your cleric level. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.\nWarding Rune: At 8th level, you
can create a warding rune in a desired location. Any creature entering a 5-foot
area around the rune must make a Will save or they will not be able to attack for a
number of rounds equal to 1/2 your cleric level. The rune lasts a number of rounds
equal to your cleric level. You can use this ability once per day at 8th level and
one additional time per day for every four cleric levels beyond 8th."
},
{
"Key": "c13f4962-3b4c-4d5e-b45e-1a35c2e20f46",
"Value": "Rune Domain"
},
{
"Key": "b2c80572-8412-4a56-b413-b3d74b5750f7",
"Value": "As a standard action, you can touch a creature to give it great
strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your
cleric level (minimum +1) to melee attacks and Athletics checks.[LONGSTART] You can
use this ability a number of times per day equal to 3 + your Wisdom modifier.
[LONGEND]"
},
{
"Key": "7ee81a42-a509-4c0f-85b5-e826e2c16eb1",
"Value": "Strength Surge"
},
{
"Key": "14593984-47b8-4145-ac6e-153247d38442",
"Value": "As a standard action, you can touch a creature to give it great
strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your
cleric level (minimum +1) to melee attacks and Athletics checks.[LONGSTART] You can
use this ability a number of times per day equal to 3 + your Wisdom modifier.
[LONGEND]"
},
{
"Key": "3f900b67-8249-4987-b531-2ab48ea456bb",
"Value": "Strength Surge"
},
{
"Key": "c6342fa8-2370-4ccb-a899-54c96abd7a10",
"Value": "Strength Surge"
},
{
"Key": "9221df25-d5ed-45d5-9208-23a52b7bd989",
"Value": "In strength and brawn there is truth � your faith gives you
incredible might and power.\nStrength Surge: As a standard action, you can touch a
creature to give it great strength. For 1 round, the target gains an enhancement
bonus equal to 1/2 your cleric level (minimum +1) to melee attacks and Athletics
checks. You can use this ability a number of times per day equal to 3 + your Wisdom
modifier.\nMight of the Gods: At 8th level, you add 1/2 of your cleric level as an
enhancement bonus to your Athletics checks."
},
{
"Key": "89bde3a9-a294-4a78-b41e-c9c87eaac7a4",
"Value": "Strength Domain"
},
{
"Key": "b29fd9e7-7f45-4aa8-82d3-b62fb86bd5c2",
"Value": "At 8th level, you add 1/2 of your cleric level as an enhancement
bonus to your Athletics checks."
},
{
"Key": "169f38a8-a50e-4283-9de9-80d262c87f84",
"Value": "Might of the Gods"
},
{
"Key": "abfb000f-9992-4d8d-a95f-589ed29c183f",
"Value": "In strength and brawn there is truth � your faith gives you
incredible might and power.\nStrength Surge: As a standard action, you can touch a
creature to give it great strength. For 1 round, the target gains an enhancement
bonus equal to 1/2 your cleric level (minimum +1) to melee attacks and Athletics
checks. You can use this ability a number of times per day equal to 3 + your Wisdom
modifier.\nMight of the Gods: At 8th level, you add 1/2 of your cleric level as an
enhancement bonus to your Athletics checks."
},
{
"Key": "007fa8f1-e39a-4c91-8b18-6f221b2ecdab",
"Value": "Strength Domain"
},
{
"Key": "7abb714e-a980-48d1-b14a-b13c454c5f52",
"Value": "You see truth in the pure and burning light of the sun, and can
call upon its blessing or wrath to work great deeds.\nSun's Blessing: Whenever you
channel positive energy to harm undead creatures, add your cleric level to the
damage dealt. Undead do not add their channel resistance to their saves when you
channel positive energy.\nNimbus of Light: At 8th level, you can emit a 30-foot
nimbus of light for a number of rounds per day equal to your cleric level. Any
hostile creature within this radius must succeed at a Fortitude save to resist the
effects of this aura. If the creature fails, it is blinded until it leaves the area
of the spell. A creature that has resisted the effect cannot be affected again by
this particular aura. In addition, undead within this radius take an amount of
damage equal to your cleric level each round that they remain inside the nimbus.
These rounds do not need to be consecutive."
},
{
"Key": "83ccc9f6-5bb1-4509-b53c-e304f2411555",
"Value": "Sun Domain"
},
{
"Key": "de6890e8-ee49-4e7c-b89d-5087165b503e",
"Value": "Nimbus of Light"
},
{
"Key": "18212c2d-8038-4ebe-84b1-9ac044159760",
"Value": "At 8th level, you can emit a 30-foot nimbus of light for a number
of rounds per day equal to your cleric level. Any hostile creature within this
radius must succeed at a Fortitude save to resist the effects of this aura. If the
creature fails, it is blinded until it leaves the area of the spell. A creature
that has resisted the effect cannot be affected again by this particular aura. In
addition, undead within this radius take an amount of damage equal to your cleric
level each round that they remain inside the nimbus. These rounds do not need to be
consecutive."
},
{
"Key": "6b4a937a-0534-4e0e-b4b6-9437a9ca224e",
"Value": "Nimbus of Light"
},
{
"Key": "afe0f54d-5bca-4cb8-b808-c2e707de5405",
"Value": "At 8th level, you can emit a 30-foot nimbus of light for a number
of rounds per day equal to your cleric level. Any hostile creature within this
radius must make a Fortitude save to resist the effects of this aura. If the
creature fails, it is blinded until it leaves the area of the spell. A creature
that has resisted the effect cannot be affected again by this particular aura. In
addition, undead within this radius take an amount of damage equal to your cleric
level each round that they remain inside the nimbus. These rounds do not need to be
consecutive."
},
{
"Key": "9cab663f-db85-4002-84e5-e04a228bf4ac",
"Value": "Nimbus of Light"
},
{
"Key": "629c5212-9878-45ad-aa9d-2a8f47a0e439",
"Value": "You see truth in the pure and burning light of the sun, and can
call upon its blessing or wrath to work great deeds.\nSun's Blessing: Whenever you
channel positive energy to harm undead creatures, add your cleric level to the
damage dealt. Undead do not add their channel resistance to their saves when you
channel positive energy.\nNimbus of Light: At 8th level, you can emit a 30-foot
nimbus of light for a number of rounds per day equal to your cleric level. Any
hostile creature within this radius must succeed at a Fortitude save to resist the
effects of this aura. If the creature fails, it is blinded until it leaves the area
of the spell. A creature that has resisted the effect cannot be affected again by
this particular aura. In addition, undead within this radius take an amount of
damage equal to your cleric level each round that they remain inside the nimbus.
These rounds do not need to be consecutive."
},
{
"Key": "a432c514-3e1e-4ff9-8c95-b378c77dcd39",
"Value": "Sun Domain"
},
{
"Key": "76e67a67-b17e-45ac-b043-443ab62c3e77",
"Value": "Agile Feet"
},
{
"Key": "fcc7b3ca-0810-487a-98c1-1e27f119581b",
"Value": "As a free action, you can gain increased mobility for 1 round. For
the next round, you ignore all difficult terrain and do not take any penalties for
moving through it.[LONGSTART] You can use this ability a number of times per day
equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "b78504b7-cb17-4078-b0f0-aa7dd22f8620",
"Value": "Agile Feet"
},
{
"Key": "26507677-df7f-4373-ad10-83f2d41ef2f5",
"Value": "You are an explorer and find enlightenment in the simple joy of
travel, be it by foot or conveyance or magic. Increase your base speed by 10
feet.\nAgile Feet: As a free action, you can gain increased mobility for 1 round.
For the next round, you ignore all difficult terrain and do not take any penalties
for moving through it. You can use this ability a number of times per day equal to
3 + your Wisdom modifier.\nDimensional Hop: At 8th level, you can teleport up to 10
feet per cleric level per day as a move action. This teleportation must be used in
5-foot increments and such movement does not provoke attacks of opportunity."
},
{
"Key": "bef9c691-fb2b-41a9-a497-59f4bd2d4b3b",
"Value": "Travel Domain"
},
{
"Key": "900afb53-f07f-4bd9-926d-269c1e397c20",
"Value": "At 8th level, you can teleport up to 10 feet per cleric level per
day as a move action. This teleportation must be used in 5-foot increments and such
movement does not provoke attacks of opportunity."
},
{
"Key": "a2377853-aa3b-459f-93b6-d5f51a86977c",
"Value": "Dimensional Hop"
},
{
"Key": "574f3c29-9e17-4f37-bce9-8b6d48d7c259",
"Value": "At 8th level, you can teleport up to 10 feet per cleric level per
day as a move action. This teleportation must be used in 5-foot increments and such
movement does not provoke attacks of opportunity."
},
{
"Key": "2ce7469a-4a31-4ad0-8823-ed87d7227b45",
"Value": "Dimensional Hop"
},
{
"Key": "2ba5a4d4-2952-464e-93fe-fc060d2d2816",
"Value": "You are an explorer and find enlightenment in the simple joy of
travel, be it by foot or conveyance or magic. Increase your base speed by 10
feet.\nAgile Feet: As a free action, you can gain increased mobility for 1 round.
For the next round, you ignore all difficult terrain and do not take any penalties
for moving through it. You can use this ability a number of times per day equal to
3 + your Wisdom modifier.\nDimensional Hop: At 8th level, you can teleport up to 10
feet per cleric level per day as a move action. This teleportation must be used in
5-foot increments and such movement does not provoke attacks of opportunity."
},
{
"Key": "89f1bd1b-dab6-4346-810c-764f1103fdc3",
"Value": "Travel Domain"
},
{
"Key": "a22702c6-7f65-4887-b7ca-12f22f7e1595",
"Value": "Copycat"
},
{
"Key": "35c8bff4-4ddd-499c-851c-3133634b71bf",
"Value": "You can create an illusory double of yourself as a move action.
This double functions as a single mirror image and lasts for a number of rounds
equal to your cleric level, or until the illusory duplicate is dispelled or
destroyed. You can have no more than one copycat at a time. This ability does not
stack with the mirror image spell.[LONGSTART] You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.[LONGEND]"
},
{
"Key": "27117738-591e-4aa9-a3dd-8d630f16223a",
"Value": "Copycat"
},
{
"Key": "57dacf1c-1d01-4f73-ace9-f92762c40818",
"Value": "You are a master of illusions and deceptions. Trickery and Stealth
are class skills.\nCopycat: You can create an illusory double of yourself as a move
action. This double functions as a single mirror image and lasts for a number of
rounds equal to your cleric level, or until the illusory duplicate is dispelled or
destroyed. You can have no more than one copycat at a time. This ability does not
stack with the mirror image spell. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.\nMaster's Illusion: At 8th level, you can
make yourself and any number of allies within 30 feet invisible for 1 round per
cleric level. The rounds do not need to be consecutive."
},
{
"Key": "18a26541-4937-48d5-9538-c1ad8e391952",
"Value": "Trickery Domain"
},
{
"Key": "779be2b5-afa0-40c0-bc4c-5b08c78c9cd4",
"Value": "Master's Illusion"
},
{
"Key": "4b2d6ea7-e79b-405c-aabf-de2e8dadefd9",
"Value": "Invisibility"
},
{
"Key": "1bae9aad-2ba5-4436-b1ad-630ca212a32d",
"Value": "At 8th level, you can make yourself and any number of allies within
30 feet invisible for 1 round per cleric level. The rounds do not need to be
consecutive."
},
{
"Key": "9cf13d4e-0699-4bbb-b8c8-3a87cb71076c",
"Value": "Master's Illusion"
},
{
"Key": "a6f8cdc0-8f85-4b33-b51d-14272b3ecdc5",
"Value": "At 8th level, you can make yourself and any number of allies within
30 feet invisible for 1 round per cleric level. The rounds do not need to be
consecutive."
},
{
"Key": "fdf214c2-f274-49ae-9cc7-316978b6d1b5",
"Value": "Master's Illusion"
},
{
"Key": "db8c9d6e-15a2-4fa4-82e8-a9f09061b2ab",
"Value": "You are a master of illusions and deceptions. Trickery and Stealth
are class skills.\nCopycat: You can create an illusory double of yourself as a move
action. This double functions as a single mirror image, and lasts for a number of
rounds equal to your cleric level, or until the illusory duplicate is dispelled or
destroyed. You can have no more than one copycat at a time. This ability does not
stack with the mirror image spell. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.\nMaster's Illusion: At 8th level, you can
make yourself and any number of allies within 30 feet invisible for 1 round per
cleric level. The rounds do not need to be consecutive."
},
{
"Key": "8b6b27d8-496e-419e-905a-c77c2dbfd3d9",
"Value": "Trickery Domain"
},
{
"Key": "7737ef5a-8e3f-48b7-b2dd-e53b52d082b8",
"Value": "You can touch a creature as a standard action to give it a bonus on
melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1).
[LONGSTART] You can do so a number of times per day equal to 3 + your Wisdom
modifier.[LONGEND]"
},
{
"Key": "47ac57aa-4086-41a4-8735-ee24517c5607",
"Value": "Battle Rage"
},
{
"Key": "b6c5a5f9-d5dc-477b-9321-69becc19cc46",
"Value": "You can touch a creature as a standard action to give it a bonus on
melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1).
[LONGSTART] You can do so a number of times per day equal to 3 + your Wisdom
modifier.[LONGEND]"
},
{
"Key": "77591809-ce73-4209-9537-774726e2263a",
"Value": "Battle Rage"
},
{
"Key": "bf14b39b-8e01-4325-857f-a8be39d676ca",
"Value": "Battle Rage"
},
{
"Key": "25df484d-13c9-46ef-a594-4ca55714c037",
"Value": "You are a crusader for your god, always ready and willing to fight
to defend your faith.\nBattle Rage: You can touch a creature as a standard action
to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round
(minimum +1). You can do so a number of times per day equal to 3 + your Wisdom
modifier."
},
{
"Key": "32a2ec55-e6c1-4c5d-938b-9985f7473255",
"Value": "War Domain"
},
{
"Key": "1cbb839b-6f04-4973-841f-49ccc8369741",
"Value": "You are a crusader for your god, always ready and willing to fight
to defend your faith.\nBattle Rage: You can touch a creature as a standard action
to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round
(minimum +1). You can do so a number of times per day equal to 3 + your Wisdom
modifier."
},
{
"Key": "66282df9-a9e4-435a-915a-a2a76d0b81ba",
"Value": "War Domain"
},
{
"Key": "ce50f076-d06d-4e12-8f61-963615a6cd2a",
"Value": "As a standard action, you can fire an icicle from your finger,
targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6
points of cold damage + 1 point for every two cleric levels you possess.[LONGSTART]
You can use this ability a number of times per day equal to 3 + your Wisdom
modifier.[LONGEND]"
},
{
"Key": "0f286b03-0bd9-4493-9826-37613cafa0dc",
"Value": "Icicle"
},
{
"Key": "2f936b2a-3a32-4324-b2f9-f45d19061f64",
"Value": "You can manipulate water and mist and ice, conjure creatures of
water, and resist cold.\nIcicle: As a standard action, you can fire an icicle from
your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle
deals 1d6 points of cold damage + 1 point for every two cleric levels you possess.
You can use this ability a number of times per day equal to 3 + your Wisdom
modifier.\nCold Resistance: At 6th level, you gain resist cold 10. This resistance
increases to 20 at 12th level. At 20th level, you gain immunity to cold."
},
{
"Key": "66db5432-e27f-455c-bfa2-f8bbe9edb67e",
"Value": "Water Domain"
},
{
"Key": "7b847bca-abd6-4a8e-b3e0-34daca66e3f2",
"Value": "At 6th level, you gain resist cold 10. This resistance increases to
20 at 12th level. At 20th level, you gain immunity to cold."
},
{
"Key": "001cb207-1d64-41ea-86d6-b5b48aebc058",
"Value": "Cold Immunity"
},
{
"Key": "cc5563b6-a23c-4e3e-bc8a-410e4431ed8c",
"Value": "At 6th level, you gain resist cold 10. This resistance increases to
20 at 12th level. At 20th level, you gain immunity to cold."
},
{
"Key": "04cfed03-5a15-4aa0-80a1-835bd4b3a4e3",
"Value": "Cold Resistance"
},
{
"Key": "2cf70f62-db6a-48e2-a938-046939077603",
"Value": "You can manipulate water and mist and ice, conjure creatures of
water, and resist cold.\nIcicle: As a standard action, you can fire an icicle from
your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle
deals 1d6 points of cold damage + 1 point for every two cleric levels you possess.
You can use this ability a number of times per day equal to 3 + your Wisdom
modifier.\nCold Resistance: At 6th level, you gain resist cold 10. This resistance
increases to 20 at 12th level. At 20th level, you gain immunity to cold."
},
{
"Key": "5e042e6d-f784-46f3-8d43-c76f89cd3e5c",
"Value": "Water Domain"
},
{
"Key": "377bf0d0-7c74-4111-a0d1-d997771c84d0",
"Value": "Storm Burst"
},
{
"Key": "7d956fd6-158f-4489-a0b3-ce87fb865fac",
"Value": "As a standard action, you can create a storm burst targeting any
foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of
damage + 1 point for every two cleric levels you possess. In addition, the target
is buffeted by winds and rain, causing it to take a �2 penalty on attack rolls for
1 round.[LONGSTART] You can use this ability a number of times per day equal to 3 +
your Wisdom modifier.[LONGEND]"
},
{
"Key": "3ce97ec7-c5ec-4f0e-b1d3-5ee2fcc852e9",
"Value": "Storm Burst"
},
{
"Key": "fc1b5262-1be7-4f90-8e7c-4ba2ad5d7f40",
"Value": "With power over storm and sky, you can call down the wrath of the
gods upon the world below.\nStorm Burst: As a standard action, you can create a
storm burst targeting any foe within 30 feet as a ranged touch attack. The storm
burst deals 1d6 points of damage + 1 point for every two cleric levels you possess.
In addition, the target is buffeted by winds and rain, causing it to take a �2
penalty on attack rolls for 1 round. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.\nLightning Lord: At 8th level, as a swift
action, you can call down a bolt of lightning. You can call down a bolt of
lightning a number of times per day equal to your cleric level. This ability
otherwise functions as call lightning."
},
{
"Key": "4107bbc0-7b0f-47f9-8b90-cce15970dab5",
"Value": "Weather Domain"
},
{
"Key": "02443b1b-6dda-4da0-beef-75306da5af61",
"Value": "At 8th level, as a swift action, you can call down a bolt of
lightning. You can call down a bolt of lightning a number of times per day equal to
your cleric level. This ability otherwise functions as call lightning."
},
{
"Key": "18d694a8-600e-46f7-b766-684166527b2f",
"Value": "Lightning Lord"
},
{
"Key": "85b243f9-ae06-4265-8fa1-b5bd99c65484",
"Value": "At 8th level, as a swift action, you can call down a bolt of
lightning. You can call down a bolt of lightning a number of times per day equal to
your cleric level. This ability otherwise functions as call lightning."
},
{
"Key": "10f6f21a-9105-48b4-8825-3880e96a843c",
"Value": "Lightning Lord"
},
{
"Key": "09651a58-ae79-46e8-acb3-f603126ed920",
"Value": "With power over storm and sky, you can call down the wrath of the
gods upon the world below.\nStorm Burst: As a standard action, you can create a
storm burst targeting any foe within 30 feet as a ranged touch attack. The storm
burst deals 1d6 points of damage + 1 point for every two cleric levels you possess.
In addition, the target is buffeted by winds and rain, causing it to take a �2
penalty on attack rolls for 1 round. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.\nLightning Lord: At 8th level, as a swift
action, you can call down a bolt of lightning. You can call down a bolt of
lightning a number of times per day equal to your cleric level. This ability
otherwise functions as call lightning."
},
{
"Key": "ab2c9d71-aba5-4af2-82dd-63db3192b37c",
"Value": "Weather Domain"
},
{
"Key": "985276ef-14d3-4652-ae8c-c9eea3bd2638",
"Value": "A dragon disciple adds his level to his sorcerer levels when
determining the powers gained from his bloodline. If the dragon disciple does not
have levels of sorcerer, he instead gains bloodline powers of the draconic
bloodline, using his dragon disciple level as his sorcerer level to determine the
bonuses gained. He must choose a dragon type upon gaining his first level in this
class and that type must be the same as his sorcerer type. This ability does not
grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate
level. Such bonus spells are automatically granted if the sorcerer gains spell
slots of the spell's level."
},
{
"Key": "46aac196-3047-4943-aae4-1330ce0035ab",
"Value": "Blood of Dragons"
},
{
"Key": "119e7a83-95ea-4125-bce7-f11ce23ecdd5",
"Value": "Dragon Bite"
},
{
"Key": "ee247c8a-c85a-470e-bda6-832180923d42",
"Value": "At 2nd level, whenever the dragon disciple uses his bloodline to
grow claws, he also gains a bite attack. This is a primary natural attack that
deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1�1/2 times
the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also
deals 1d6 points of energy damage. The type of damage dealt is determined by the
dragon disciple's bloodline."
},
{
"Key": "f7f591c4-5174-4216-9aef-966cad6fddd1",
"Value": "Dragon Bite"
},
{
"Key": "4626c68f-20a7-4ef1-9268-1b4caf0bbc2b",
"Value": "At 5th level, the dragon disciple gains blindsense with a range of
25 feet. Using non-visual senses the dragon disciple notices things he cannot see.
He usually does not need to make Perception checks to notice and pinpoint the
location of creatures within range of his blindsense ability, provided that he has
line of effect to that creature.\nAny opponent the dragon disciple cannot see still
has total concealment against him, and the dragon disciple still has the normal
miss chance when attacking foes that have concealment. A creature with blindsense
is still denied its Dexterity bonus to Armor Class against attacks from creatures
it cannot see. At 10th level, the range of this ability increases to 50 feet."
},
{
"Key": "c58c3b16-0059-4f88-997e-ba519fbe03fc",
"Value": "Blindsense"
},
{
"Key": "b6045ba8-ddac-41ae-9b82-a333a27fc8b6",
"Value": "At 5th level, the dragon disciple gains blindsense with a range of
25 feet. Using non-visual senses the dragon disciple notices things he cannot see.
He usually does not need to make Perception checks to notice and pinpoint the
location of creatures within range of his blindsense ability, provided that he has
line of effect to that creature.\nAny opponent the dragon disciple cannot see still
has total concealment against him, and the dragon disciple still has the normal
miss chance when attacking foes that have concealment. A creature with blindsense
is still denied its Dexterity bonus to Armor Class against attacks from creatures
it cannot see. At 10th level, the range of this ability increases to 50 feet."
},
{
"Key": "68cff916-3150-4ecc-8bbe-3932fa2ff4ed",
"Value": "Blindsense"
},
{
"Key": "f8b21dc7-8cea-429b-bbe5-4a8a69a8306b",
"Value": "At 3rd level, a dragon disciple gains the breath weapon bloodline
power, even if his level does not yet grant that power. Once his level is high
enough to grant this ability through the bloodline, the dragon disciple gains an
additional use of his breath weapon each day. The type and shape of the breath
weapon depends on the type of dragon selected by the dragon disciple."
},
{
"Key": "39ad527c-5542-4f6a-9191-ea11a144ec0f",
"Value": "Breath Weapon"
},
{
"Key": "e2539776-1d85-4330-b5cf-930504dbc49f",
"Value": "With the magic of a spellcasting class at their disposal, dragon
disciples can assume the typical role of a magic-user, hampering the movement of
the enemy and hurling damage-dealing spells at their opponents. Dragon disciples'
draconic abilities, however, make these versatile spellcasters even more
formidable, as they use their breath weapons and flight to destroy their foes
directly."
},
{
"Key": "33107e94-5781-4c45-9f3e-f7d6208eb083",
"Value": "Dragon Disciple"
},
{
"Key": "8141b304-a3eb-4150-b938-5bae6d5d90fb",
"Value": "Upon reaching 6th level, a dragon disciple gains a +2 increase to
the character's Constitution score."
},
{
"Key": "1fe27403-32a4-4d48-98a6-793196cbc498",
"Value": "Ability Boost � Constitution (+2)"
},
{
"Key": "51ebbaa1-2970-4b05-a91d-b0e2a276d77c",
"Value": "At 7th level, a dragon disciple can assume the form of a dragon.
This ability works like dragonkind I spell. At 10th level, this ability functions
as dragonkind II spell, and the dragon disciple can use this ability twice per day.
His caster level for this effect is equal to his effective sorcerer levels for his
draconic bloodline."
},
{
"Key": "2ea22857-9820-40ea-bfa7-c24be9bc80b1",
"Value": "Dragon Form"
},
{
"Key": "155111f5-1323-4aa8-a3fc-0bdb65be3ebc",
"Value": "Upon reaching 8th level, a dragon disciple gains a +2 increase to
the character's Intelligence score."
},
{
"Key": "11a96b62-827e-4cca-a5a9-676c1ea58345",
"Value": "Ability Boost � Intelligence (+2)"
},
{
"Key": "7c78e9ff-22c1-447d-bbb3-2ec95df66bde",
"Value": "As his skin thickens, a dragon disciple takes on more and more of
his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple
gains a +1 increase to the character's existing natural armor (if any). These armor
bonuses stack."
},
{
"Key": "294eef01-30ef-4370-9f38-e806506949a6",
"Value": "Natural Armor Increase (+1)"
},
{
"Key": "fc8133ae-0624-43de-bcc2-c9538cc806ad",
"Value": "As a dragon disciple gains levels in this prestige class, a dragon
disciple takes on more and more of his progenitor's physical aspect. At 2nd and 4th
levels, a dragon disciple gains a +2 increase to the character's Strength score.
These bonuses stack."
},
{
"Key": "7a90d2bf-d4cc-4fef-8dd0-c675806f5814",
"Value": "Ability Boost � Strength (+2)"
},
{
"Key": "bc02949b-ec9d-438e-8fc5-3a014d5b04ee",
"Value": "Bard"
},
{
"Key": "52196e20-0d46-424e-8d1a-6ecc1f4e9666",
"Value": "Eldritch Scion"
},
{
"Key": "c0f800cd-cc09-4e75-9304-f815af565cd3",
"Value": "Sorcerer"
},
{
"Key": "9a186e08-9d9e-4dfb-98b9-d35127bad905",
"Value": "At 2nd level, and at every level thereafter, with an exception for
5th and 9th levels, a Dragon Disciple gains new spells per day as if he had also
gained a level in an arcane spellcasting class he belonged to before adding the
prestige class. He does not, however, gain any other benefit a character of that
class would have gained, except for additional spells per day, spells known, and an
increased effective level of spellcasting. If a character had more than one arcane
spellcasting class before becoming an Dragon Disciple, he must decide to which
class he adds the new level for purposes of determining spells per day."
},
{
"Key": "a33659ab-59ee-40a5-a4b6-c2416dc5b244",
"Value": "Spells per Day"
},
{
"Key": "e37b9ee6-db42-47f1-8ec9-8bf9c5ba2d5a",
"Value": "Alignment Restriction"
},
{
"Key": "068e28c4-f056-415e-858c-26281086223e",
"Value": "A druid who changes to a prohibited alignment loses all spells and
druid abilities (including her animal companion, but not including weapon, armor,
and shield proficiencies). She cannot thereafter gain levels as a druid until she
returns to a permitted alignment."
},
{
"Key": "e69e1995-b43e-4489-9f0a-93bed9543366",
"Value": "At 1st level, a druid forms a bond with nature. This bond can take
one of two forms. The first is a close tie to the natural world, granting the druid
one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or
Weather. When determining the powers and bonus spells granted by this domain, the
druid's effective cleric level is equal to her druid level. A druid that selects
this option also receives additional domain spell slots, just like a cleric. She
must prepare the spell from her domain in this slot and this spell cannot be used
to cast a spell spontaneously.\nThe second option is to form a close bond with an
animal companion. Unlike normal animals of its kind, an animal companion's Hit
Dice, abilities, skills, and feats advance as the druid advances in level. If a
character receives an animal companion from more than one source, her effective
druid levels stack for the purposes of determining the statistics and abilities of
the companion. Most animal companions increase in size when their druid reaches 4th
or 7th level, depending on the companion."
},
{
"Key": "475978c1-4e0d-4604-a5ce-ecbdbf6e5936",
"Value": "Nature Bond"
},
{
"Key": "7395ec71-69b7-4477-9d38-6c76fcff8df8",
"Value": "While some druids might keep to the fringe of battle, allowing
companions and summoned creatures to fight while they confound foes with the powers
of nature, others transform into deadly beasts and savagely wade into combat.
Druids worship personifications of elemental forces, natural powers, or nature
itself. Typically this means devotion to a nature deity, though druids are just as
likely to revere vague spirits, animalistic demigods, or even specific awe-
inspiring natural wonders."
},
{
"Key": "301992da-e1be-49f4-b88b-39d0f62800d2",
"Value": "Druid"
},
{
"Key": "5d12faa6-2aa6-4777-9807-662207984f5b",
"Value": "Their close tie to the natural world grants the druid one of the
following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When
determining the powers and bonus spells granted by this domain, the druid's
effective cleric level is equal to her druid level. A druid that selects this
option also receives additional domain spell slots, just like a cleric. She must
prepare the spell from her domain in this slot and this spell cannot be used to
cast a spell spontaneously."
},
{
"Key": "b1045e55-73c5-4f9e-b662-d5fcd9f2d1a6",
"Value": "Domain"
},
{
"Key": "0234e51e-6d9f-4b16-913b-647795bc9616",
"Value": "Druids can cast a number of orisons, or 0-level spells. These
spells are cast like any other spell, but they are not expended when cast and may
be used again."
},
{
"Key": "6db3ef9d-62e8-47f4-9e67-2acbd44c08fd",
"Value": "Orisons"
},
{
"Key": "6af24ab1-409f-4842-945b-cba0a4510d8e",
"Value": "Druids are proficient with the following weapons: club, dagger,
dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They
are also proficient with all natural attacks (claw, bite, and so forth) of any form
they assume with wild shape.\nDruids are proficient with light and medium armor but
are prohibited from wearing metal armor; thus, they may wear only padded, leather,
or hide armor. A druid may also wear wooden armor that has been altered by the
ironwood spell so that it functions as though it were steel. Druids are proficient
with shields (except tower shields) but must use only wooden ones."
},
{
"Key": "5b915e9c-953b-46a5-949e-d282faacbd17",
"Value": "Druid Proficiencies"
},
{
"Key": "31e9962b-121d-4433-96ae-0e6bc2549f26",
"Value": "Druid"
},
{
"Key": "23d7835c-6323-42d1-800a-d7ac9de868c6",
"Value": "Druid"
},
{
"Key": "8f7573fc-82a4-4769-85ef-997c1de8182c",
"Value": "A druid can channel stored spell energy into summoning spells that
she hasn't prepared ahead of time. She can \"lose\" a prepared spell in order to
cast any summon nature's ally spell of the same level or lower."
},
{
"Key": "581ff249-e0dd-4015-8742-0e586a09e9be",
"Value": "Spontaneous Summoning"
},
{
"Key": "3fae1977-8d9b-43ef-89f6-bed5f51eef44",
"Value": "A druid gains a +2 bonus on Lore (Nature) checks."
},
{
"Key": "3cc28b13-e62f-408a-bb03-f8e470b9e6fc",
"Value": "Nature Sense"
},
{
"Key": "2498836e-daca-41fc-8fcb-4244daf951db",
"Value": "Starting at 4th level, a druid gains a +4 bonus on saving throws
against the spell-like and supernatural abilities of fey and plants."
},
{
"Key": "eea5e91f-8799-4ea1-adf2-ce19d40e4691",
"Value": "Resist Nature's Lure"
},
{
"Key": "de8039ab-c330-4edd-bf0f-62b6571e3668",
"Value": "At 9th level, a druid gains immunity to all poisons."
},
{
"Key": "47e8303a-1dfe-4e5f-bbe9-85f08205356a",
"Value": "Venom Immunity"
},
{
"Key": "ff798279-a4a7-4eea-ba49-68918185bd9d",
"Value": "At 9th level, a blight druid gains immunity to all diseases,
including natural and supernatural diseases. She also becomes immune to effects
that would cause her to become sickened or nauseated."
},
{
"Key": "4d3008bb-04d6-4f04-a37a-6673137d3dbc",
"Value": "Blightblooded"
},
{
"Key": "0015e9cd-cb6d-4272-9d3d-0498f270d839",
"Value": "A blight druid may not bond with an animal companion, but may
select from the Death and Destruction domains in addition to those normally
available."
},
{
"Key": "354c923b-ee59-4c7a-8e94-a0ae9dd6fef2",
"Value": "Blight Bond"
},
{
"Key": "a3326005-9f4f-48c5-9727-e810aa1f9cd1",
"Value": "The devoted servants of nature corrupted, ruined, and destroyed,
blight druids are the caretakers of lands ravaged by natural disaster. While some
are devoted to reforming and reclaiming lands despoiled by the ravages of
civilization, others seek out the more rapacious violence inherent in nature and
feed the creeping rot and decay that brings an end to all things."
},
{
"Key": "f916fba6-89d5-4e2b-af53-9fffdf6349e8",
"Value": "Blight Druid"
},
{
"Key": "2c3c1aaf-aa75-4467-9875-896efd074a1f",
"Value": "Starting at 5th level, if a blight druid is adjacent to a creature
at the beginning of its turn, the creature must succeed at a Fortitude save with a
DC of 10 + 1/2 the druid's level + the druid's Wisdom modifier or become sickened
for 1 round. A creature of the animal, fey, or plant type that fails its save is
nauseated for 1 round and sickened for 1 minute thereafter. If the creature makes
its save, it is immune to this effect for 24 hours, as are creatures immune to
disease."
},
{
"Key": "ca4360b7-7278-4dab-b73e-b7cf543262ba",
"Value": "Miasma"
},
{
"Key": "2464fde5-7ee6-4842-a09e-d4e7a9e59ad7",
"Value": "Starting at 13th level, any creature that strikes a blight druid
with a touch attack, unarmed strike, or natural weapon must succeed at a Fortitude
save with a DC of 10 + 1/2 the druid's level + the druid's Wisdom modifier or
become nauseated for 1 round and contract bubonic plague, as the contagion spell.
If the creature makes its save, it is immune to this effect for 24 hours."
},
{
"Key": "04a9a652-27cb-4f90-b550-3f070f53aa8f",
"Value": "Plaguebearer"
},
{
"Key": "d32ee06a-3160-4754-a17a-251668baec6b",
"Value": "At 9th level, a defender of the true world becomes immune to the
mind-affecting effects of fey."
},
{
"Key": "c9d661e3-d4d8-454f-afee-89348d0e55cf",
"Value": "Beguiling Immunity"
},
{
"Key": "10f1d5da-e831-44a0-930d-5704fe0efc2d",
"Value": "Some druids specialize in tracking down, diverting, and slaying fey
threats."
},
{
"Key": "4845a8a1-b974-419a-90cd-ff4976403bc5",
"Value": "Defender of the True World"
},
{
"Key": "9cbceb5c-64b3-4fed-8049-f63243f1367b",
"Value": "A defender of the true world gains a +2 bonus on weapon attack and
damage rolls against fey.\nA defender of the true world can channel stored spell
energy into summoning spells that she hasn't prepared ahead of time, but she cannot
use summon nature's ally to summon fey creatures. She can \"lose\" a prepared spell
of 7th or lower level in order to cast any summon nature's ally spell of the same
level or lower. She can \"lose\" a prepared spell of 8th level to cast summon elder
earth elemental or \"lose\" a prepared spell of 9th level to cast summon elder
worm."
},
{
"Key": "6027ec6d-535d-4fc4-9d0b-4fb2db23fcd7",
"Value": "Enemy of the Fey"
},
{
"Key": "e476fa70-60a6-4898-a4db-807142678c7e",
"Value": "Starting at 4th level, a defender of the true world gains a +4
bonus on saving throws against the spell-like and supernatural abilities of fey.
She treats her natural attacks as cold iron for the purpose of overcoming damage
reduction, and she gains a +2 bonus on caster level checks to overcome the spell
resistance of fey creatures."
},
{
"Key": "2e9cf2f2-216f-41b8-9355-17c87cf16f21",
"Value": "Feybane"
},
{
"Key": "b67efab3-e152-4102-8f18-3ac70faf8e6f",
"Value": "Feybane"
},
{
"Key": "164a7e03-b8d9-4568-b004-1854c58eeb23",
"Value": "At 3rd level, the defender of the true world's animal companion and
any creatures she summons with summon nature's ally gain a +1 morale bonus on
attack and damage rolls against fey creatures. This bonus increases to +2 at 8th
level, +3 at 13th level, and +4 at 18th level."
},
{
"Key": "543b568b-4dbc-49a7-a86a-68fe95df5317",
"Value": "Fey Stalker"
},
{
"Key": "97a36f16-1402-48cc-b5ed-a48e9849c167",
"Value": "Some druids hear the whispers of the natural world like fey
creatures do, and learn to mimic those tantalizing murmurs in order to influence
the minds of both wild beasts and civilized people. These feyspeakers are often
touched by the fey in some way, such as mortals who dared to eat the food and drink
the wine while in the hidden halls of the fey."
},
{
"Key": "40bfa026-0cd7-449b-887b-abc617162043",
"Value": "Feyspeaker"
},
{
"Key": "d0e26ec1-843b-483a-b58d-8df19996abc5",
"Value": "At 1st level, a feyspeaker allows the strange idylls of the fey to
guide her magic. The feyspeaker uses her Charisma score instead of her Wisdom score
as her key spellcasting ability score (to determine her spell DCs, bonus spells per
day, concentration checks, and so on).\nAt 4th, 6th, 8th, 10th, 12th, 14th, 16th,
and 18th levels, a feyspeaker adds one enchantment or illusion spell from the
sorcerer/wizard spell list to her druid spell list as a spell of 1 level higher
(for instance, at 4th level, she could add color spray as a 2nd-level druid spell).
In order to select a spell, she must be of a level high enough (including the
increased spell level) to cast it. Once selected, the spell cannot be changed."
},
{
"Key": "1489f8f4-18cf-4418-8e79-eb854aa21794",
"Value": "Fey Magic"
},
{
"Key": "5dab3a55-576a-4c1a-8498-c9b42f1ef424",
"Value": "At 4th level, a druid gains the ability to turn herself into a wolf
and and back again once per day. The effect lasts for 1 hour per druid level, or
until she changes back.\nChanging form is a standard action and doesn't provoke an
attack of opportunity. A druid can use this ability an additional time per day at
6th level and every two levels thereafter, for a total of eight times at 18th
level.\nAt 6th level, a druid can use wild shape to change into a leopard. At 8th
level, a druid can use wild shape to change into a bear. At 10th level, a druid can
use wild shape to change into a smilodon.\nFor the feyspeaker archetype, all level
prerequisites are increased by 2."
},
{
"Key": "f5fc9046-8c55-4437-89f5-a4598e22feea",
"Value": "You become a large smilodon. You gain a +4 size bonus to your
Strength, a �2 penalty to your Dexterity, and a +4 natural armor bonus. Your
movement speed is increased by 10 feet. You also gain four 1d8 claw attacks, one
2d6 bite attack, and the pounce ability.\nPounce: When a smilodon makes a charge,
it can make a full attack."
},
{
"Key": "a5efc88a-2f5e-419f-91fd-3b646f1b3615",
"Value": "Wild Shape (Smilodon)"
},
{
"Key": "f6ea7385-165d-4d96-ab01-0b4aad7982c2",
"Value": "You are in smilodon form now. You have a +4 size bonus to your
Strength, a �2 penalty to your Dexterity, and a +4 natural armor bonus. Your
movement speed is increased by 10 feet. You also have four 1d8 claw attacks, one
2d6 bite attack, and the pounce ability.\nPounce: When a smilodon makes a charge,
it can make a full attack."
},
{
"Key": "a69bc105-c08b-4958-af06-83db46a458f6",
"Value": "You become a Medium leopard. You gain a +2 size bonus to your
Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one
1d6 bite attack."
},
{
"Key": "de335d62-dda3-4e23-b340-c57f029844e9",
"Value": "Wild Shape (Leopard)"
},
{
"Key": "632ae2f8-2c00-4697-994f-2b5802cbfa04",
"Value": "You are in leopard form now. You have a +2 size bonus to your
Strength and a +2 natural armor bonus. You also have two 1d3 claw attacks and one
1d6 bite attack."
},
{
"Key": "5d4772ba-d3cf-435f-ac7a-5103e8ac76c4",
"Value": "You become a Large bear. You gain a +4 size bonus to your Strength,
a �2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed
is increased by 10 feet. You also have two 1d6 claw attacks, one 1d6 bite attack,
and the rend ability.\nRend: When a bear hits an opponent with both its claws, it
deals an additional 1d6 plus 1�1/2 times its Strength modifier points of slashing
damage. It can only deal this additional damage once each round."
},
{
"Key": "d462e81c-a4f5-4bd3-9da1-4c2a5dca9099",
"Value": "Wild Shape (Bear)"
},
{
"Key": "b3476aaa-0b5b-4318-9964-0a5e1e5e277d",
"Value": "You are in bear form now. You have a +4 size bonus to your
Strength, a �2 penalty to your Dexterity, and a +4 natural armor bonus. Your
movement speed is increased by 10 feet. You also have two 1d6 claw attacks, one 1d6
bite attack, and the rend ability."
},
{
"Key": "cc04b2e8-6169-4f75-bdf4-cc3c3199a50c",
"Value": "You become a Large shambling mound. You gain a +4 size bonus to
your Strength, a +2 size bonus to your Constitution, +4 natural armor bonus, resist
fire 20, and resist electricity 20. Your movement speed is reduced by 10 feet. You
also have two 2d6 slam attacks, the constricting vines ability, and the poison
ability.\nConstricting Vines: A shambling mound's vines coil around any creature it
hits with a slam attack. The shambling mound attempts a grapple maneuver check
against its target, and on a successful check its vines deal 2d6+5 damage and the
foe is grappled.\nGrappled characters cannot move, and take a -2 penalty on all
attack rolls and a -4 penalty to Dexterity. Grappled characters attempt to escape
every round by making a successful combat maneuver, Strength, Athletics, or
Mobility check. The DC of this check is the shambling mound's CMD.\nEach round,
creatures grappled by a shambling mound suffer 4d6+Strength modifier � 2 damage.\nA
shambling mound receives a +4 bonus on grapple maneuver checks.\nPoison:\nSlam;
Save: Fortitude\nFrequency: 1/round for 2 rounds\nEffect: 1d2 Strength and 1d2
Dexterity damage\nCure: 1 save\nThe save DC is Constitution-based."
},
{
"Key": "bd1a6f49-6bd1-48a3-8891-b80eaa198a8d",
"Value": "Wild Shape (Shambling Mound)"
},
{
"Key": "00edfff7-fa73-4b74-a213-4a9a0d8ac001",
"Value": "You are in shambling mound form now. You have a +4 size bonus to
your Strength, a +2 size bonus to your Constitution, and a +4 natural armor bonus,
resist fire 20, and resist electricity 20. Your movement speed is reduced by 10
feet. You also have two 2d6 slam attacks, the constricting vines ability, and the
poison ability."
},
{
"Key": "146abe90-075a-4646-af83-1f6e3e50bd82",
"Value": "You become a medium wolf. You gain a +2 size bonus to your Strength
and a +2 natural armor bonus. Your movement speed is increased by 20 feet. You also
gain a 1d6 bite attack and the tripping bite ability.\nTripping Bite: A wolf can
attempt to trip its opponent as a free action if it hits with bite attack."
},
{
"Key": "e5c86b72-2743-44af-9aba-e2a90c5389f8",
"Value": "Wild Shape (Wolf)"
},
{
"Key": "5820b510-108e-4f52-8f6c-ce3cbe94ca26",
"Value": "You are in wolf form now. You have a +2 size bonus to your Strength
and a +2 natural armor bonus. Your movement speed is increased by 20 feet. You also
have a 1d6 bite attack and the tripping bite ability."
},
{
"Key": "1f0d09b5-a0a8-4eb5-903f-71d72104cf59",
"Value": "At 4th level, a druid gains the ability to turn herself into a wolf
and back again once per day. The effect lasts for 1 hour per druid level, or until
she changes back.\nChanging form is a standard action and doesn't provoke an attack
of opportunity. A druid can use this ability an additional time per day at 6th
level and every two levels thereafter, for a total of eight times at 18th
level.\nAt 6th level, a druid can use wild shape to change into a leopard or a
small elemental. At 8th level, a druid can use wild shape to change into a bear or
a medium elemental. At 10th level, a druid can use wild shape to change into a
smilodon, a shambling mound, or a large elemental. At 12th level, a druid can use
wild shape to change into a huge elemental.\nFor the feyspeaker archetype, all
level prerequisites are increased by 2."
},
{
"Key": "d826c427-2f94-4d08-b4d9-b3c9b9ca54bd",
"Value": "Wild Shape"
},
{
"Key": "0a28c7cc-badf-419c-82e0-2c7c52fada84",
"Value": "Wild Shape"
},
{
"Key": "5a33965a-476a-4b7c-96ec-8fc8c49d6bd5",
"Value": "Return to your normal form."
},
{
"Key": "d0692e91-91f5-46ae-a018-5ffe7ce88880",
"Value": "Wild Shape (Return)"
},
{
"Key": "7fb39d02-8b09-43a2-9a83-cd6f5bd64d9f",
"Value": "Wild Shape (Huge Elemental)"
},
{
"Key": "7a6d98b6-60a5-4d48-a08d-5c5658d9c08d",
"Value": "Wild Shape (Large Elemental)"
},
{
"Key": "8718192c-68fd-4d7d-83ab-57ca41aa95a9",
"Value": "Wild Shape (Medium Elemental)"
},
{
"Key": "099de9fe-12bf-4ce8-a3b3-baf84e0451d4",
"Value": "Wild Shape (Small Elemental)"
},
{
"Key": "f8024d27-b00f-45c3-aa8d-471f3c0f35f7",
"Value": "You become a huge air elemental. You gain a +4 size bonus to your
Strength, a +6 size bonus to your Dexterity, a +4 natural armor bonus, resist
electricity 20, and vulnerability to acid. You also gain two 2d6 slam attacks and
the whirlwind ability. You are immune to critical hits and sneak attacks while in
elemental form and gain DR 5/�. Your movement speed is increased by 30
feet.\nWhirlwind: An air elemental can transform itself into a whirlwind and back
again. The whirlwind is 20 feet wide, and every creature that spends a round in the
whirlwind must succeed at a Reflex save or take 2d6 bludgeoning damage. While in
whirlwind form, the elemental cannot attack, but it is able to use its abilities."
},
{
"Key": "dbdbc827-96e9-4c95-861e-46b799ed49ae",
"Value": "Wild Shape (Huge Air Elemental)"
},
{
"Key": "07f0de1b-30f3-4978-8c2c-cdfb349bc75a",
"Value": "You are in huge air elemental form now. You have a +4 size bonus to
your Strength, a +6 size bonus to your Dexterity, a +4 natural armor bonus, resist
electricity 20, and vulnerability to acid. You also have two 2d6 slam attacks and
the whirlwind ability. You are immune to critical hits and sneak attacks and have
DR 5/�. Your movement speed is increased by 30 feet."
},
{
"Key": "e1cb713a-1387-4859-9eab-fa4888931807",
"Value": "You can transform yourself into whirlwind and back again. A
whirlwind is 20 feet wide, and every creature that spends a round in the whirlwind
must succeed at a Reflex save or take 2d6 bludgeoning damage. While in whirlwind
form, you cannot attack, but you are able to use your abilities."
},
{
"Key": "c3438d4f-bb6f-4972-b625-e546ffb936ab",
"Value": "You are in whirlwind form now. The whirlwind is 40 feet wide, and
every creature that spends a round in the whirlwind must succeed at a Reflex save
or take 1d8 bludgeoning damage. You cannot attack, but you are able to use your
abilities."
},
{
"Key": "67c7668a-55b5-4276-a2ff-c524d054bfce",
"Value": "You become a Large air elemental. You gain a +2 size bonus to your
Strength, a +4 size bonus to your Dexterity, a +4 natural armor bonus, resist
electricity 20, and vulnerability to acid. You also gain two 1d8 slam attacks and
the whirlwind ability. You are immune to critical hits and sneak attacks while in
elemental form. Your movement speed is increased by 30 feet.\nWhirlwind: An air
elemental can transform itself into a whirlwind and back again. The whirlwind is 20
feet wide, and every creature that spends a round in the whirlwind must succeed at
a Reflex save or take 1d8 bludgeoning damage. While in whirlwind form, it cannot
attack, but it is able to use its abilities."
},
{
"Key": "6e0b9c41-764c-4bc0-b123-819cdc39037e",
"Value": "Wild Shape (Large Air Elemental)"
},
{
"Key": "76574748-0133-4742-a489-e450794d9b76",
"Value": "You are in Large air elemental form now. You have a +2 size bonus
to your Strength, a +4 size bonus to your Dexterity, a +4 natural armor bonus,
resist electricity 20, and vulnerability to acid. You also have two 1d8 slam
attacks and the whirlwind ability. You are immune to critical hits and sneak
attacks. Your movement speed is increased by 30 feet."
},
{
"Key": "670f1d65-c34a-4858-a267-7bbfd2f58afd",
"Value": "You can transform yourself into a whirlwind and back again. The
whirlwind is 20 feet wide, and every creature that spends a round in the whirlwind
must succeed at a Reflex save or take 1d8 bludgeoning damage. While in whirlwind
form, you cannot attack, but you are able to use your abilities."
},
{
"Key": "999b42c1-6118-4550-9a2a-e93e24560a70",
"Value": "You are in whirlwind form now. The whirlwind is 40 feet wide, and
every creature that spends a round in the whirlwind must succeed at a Reflex save
or take 1d8 bludgeoning damage. You cannot attack, but you are able to use your
abilities."
},
{
"Key": "c7476fcb-075d-4b38-8b3c-f77a77707f3d",
"Value": "You are in medium air elemental form now. You have a +4 size bonus
to your Dexterity, a +3 natural armor bonus, resist electricity 20, and
vulnerability to acid. Your movement speed is increased by 30 feet. You also have
one 1d6 slam attack and the whirlwind ability."
},
{
"Key": "4e62a65e-35b7-4ea4-a543-5a8065ef0a87",
"Value": "You become a medium air elemental. You gain a +4 size bonus to your
Dexterity, a +3 natural armor bonus, resist electricity 20, and vulnerability to
acid. Your movement speed is increased by 30 feet. You also gain one 1d6 slam
attack and the whirlwind ability.\nWhirlwind: An air elemental can transform itself
into a whirlwind and back again. The whirlwind is 15 feet wide, and every creature
that spends a round in the whirlwind must succeed at a Reflex save or take 1d6
bludgeoning damage. While in whirlwind form, it cannot attack, but it is able to
use its abilities."
},
{
"Key": "b6e925fb-6d32-4cb7-a718-3b5604e3d5f1",
"Value": "Wild Shape (Medium Air Elemental)"
},
{
"Key": "13862c14-02a8-4bc5-b84e-c3ca7ae73bca",
"Value": "You can transform yourself into a whirlwind and back again. The
whirlwind is 15 feet wide, and every creature that spends a round in the whirlwind
must succeed at a Reflex save or take 1d6 bludgeoning damage. While in whirlwind
form, you cannot attack, but you are able to use your abilities."
},
{
"Key": "99d582c5-ec48-4eac-99d9-cf37d2a2a74f",
"Value": "You are in whirlwind form now. The whirlwind is 30 feet wide, and
every creature that spends a round in the whirlwind must succeed at a Reflex save
or take 1d6 bludgeoning damage. You cannot attack, but you are able to use your
abilities."
},
{
"Key": "d402f88b-f089-4c8b-ad14-dafa2a7a581e",
"Value": "You become a small air elemental. You gain a +2 size bonus to your
Dexterity, a +2 natural armor bonus, resist electricity 20, and vulnerability to
acid. Your movement speed is increased by 30 feet. You also gain one 1d4 slam
attack and the whirlwind ability.\nWhirlwind: An air elemental can transform itself
into a whirlwind and back again. The whirlwind is 15 feet wide, and every creature
that spends a round in the whirlwind must succeed at a Reflex save or take 1d4
bludgeoning damage. While in whirlwind form, it cannot attack, but it is able to
use its abilities."
},
{
"Key": "dd07814c-2b5a-4a12-bfc9-5830efb0e537",
"Value": "Wild Shape (Small Air Elemental)"
},
{
"Key": "b85d78f8-60fb-4c56-99e5-f8dc9b0810ce",
"Value": "You are in small air elemental form now. You have a +2 size bonus
to your Dexterity, a +2 natural armor bonus, resist electricity 20, and
vulnerability to acid. Your movement speed is increased by 30 feet. You also gain
one 1d4 slam attack and the whirlwind ability."
},
{
"Key": "2e0d1a51-f627-484c-9a0c-5465b09e8ad5",
"Value": "Whirlwind"
},
{
"Key": "f88c6533-0ed9-49b2-b5ff-18283e0eee97",
"Value": "You can transform yourself into a whirlwind and back again. The
whirlwind is 15 feet wide, and every creature that spends a round in the whirlwind
must succeed at a Reflex save or take 1d4 bludgeoning damage. While in whirlwind
form, you cannot attack, but you are able to use your abilities."
},
{
"Key": "be86f7d0-ce69-42b2-a2b8-f89da871bc7b",
"Value": "You are in whirlwind form now. The whirlwind is 30 feet wide, and
every creature that spends a round in the whirlwind must succeed at a Reflex save
or take 1d4 bludgeoning damage. You cannot attack, but you are able to use your
abilities."
},
{
"Key": "cc964698-2c75-4685-8184-5a473937c8a1",
"Value": "Some creatures can transform themselves into whirlwinds and remain
in that form for up to 1 round for every 2 HD they have. A creature in whirlwind
form cannot make its normal attacks and does not threaten the area around it.
Creatures caught in the whirlwind take a �4 penalty to Dexterity and a �2 penalty
on attack rolls and must succeed on a concentration check (DC 15 + spell level) to
cast a spell. An affected creature must succeed on a Reflex save (DC 10 + half
monster's HD + the monster's Strength modifier) each round or take damage as if it
were hit by the whirlwind creature's slam attack."
},
{
"Key": "70528827-8ac0-4470-b717-7266bcfea18a",
"Value": "You become a huge earth elemental. You gain a +8 size bonus to your
Strength, a �2 penalty to your Dexterity, a +4 size bonus to your Constitution, a
+6 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat
maneuvers. You also gain two 2d8 slam attacks, resist acid 20, and vulnerability to
electricity. You are immune to critical hits and sneak attacks while in elemental
form and gain DR 5/�. Your movement speed is reduced by 10 feet."
},
{
"Key": "b54f2247-635a-40d9-aa43-49635afa7065",
"Value": "Wild Shape (Huge Earth Elemental)"
},
{
"Key": "d545a1cc-bc7c-434c-b6d1-a33bd4120d87",
"Value": "You are in huge earth elemental form now. You have a +8 size bonus
to your Strength, a �2 penalty to your Dexterity, a +4 size bonus to your
Constitution, a +6 natural armor bonus, and a +1 bonus to your attack, damage
rolls, and combat maneuvers. You also have two 2d8 slam attacks, resist acid 20,
and vulnerability to electricity. You are immune to critical hits and sneak attacks
and have DR 5/�."
},
{
"Key": "dc197b86-e537-4e89-ab75-1942ddc8dc27",
"Value": "You become a Large earth elemental. You gain a +6 size bonus to
your Strength, a �2 penalty to your Dexterity, a +2 size bonus to your
Constitution, a +6 natural armor bonus, and a +1 bonus to your attack, damage
rolls, and combat maneuvers. You also gain two 2d6 slam attacks, resist acid 20,
and vulnerability to electricity. You are immune to critical hits and sneak attacks
while in elemental form. Your movement speed is reduced by 10 feet."
},
{
"Key": "2f6e85a0-ded5-49a7-9a98-7e411aa1e0f6",
"Value": "Wild Shape (Large Earth Elemental)"
},
{
"Key": "b26d7b7a-eff4-4c01-931f-8b3d46fb6d39",
"Value": "You are in Large earth elemental form now. You have a +6 size bonus
to your Strength, a �2 penalty to your Dexterity, a +2 size bonus to your
Constitution, a +6 natural armor bonus, and a +1 bonus to your attack, damage
rolls, and combat maneuvers. You also have two 2d6 slam attacks, resist acid 20,
and vulnerability to electricity. You are immune to critical hits and sneak
attacks. Your movement speed is reduced by 10 feet."
},
{
"Key": "3ea0e16a-ce68-43c2-8278-56e04e74d456",
"Value": "You become a medium earth elemental. You gain a +4 size bonus to
your Strength, a +5 natural armor bonus, and a +1 bonus to your attack, damage
rolls, and combat maneuvers. You also gain one 1d8 slam attack, resist acid 20, and
vulnerability to electricity. Your movement speed is reduced by 10 feet."
},
{
"Key": "bdfa55f7-9a2f-4083-a1d9-4fc8f5d07f60",
"Value": "Wild Shape (Medium Earth Elemental)"
},
{
"Key": "af03bcfb-136d-48e4-87ad-f092b03895bc",
"Value": "You are in medium earth elemental form now. You have a +4 size
bonus to your Strength, a +5 natural armor bonus, and a +1 bonus to your attack,
damage rolls, and combat maneuvers. You also have one 1d8 slam attack, resist acid
20, and vulnerability to electricity. Your movement speed is reduced by 10 feet."
},
{
"Key": "a3c9ffb1-741f-47a3-ab7a-01dd6778ac42",
"Value": "You become a small earth elemental. You gain a +2 size bonus to
your Strength, a +4 natural armor bonus, and a +1 bonus to your attack, damage
rolls, and combat maneuvers. You also gain one 1d6 slam attack, resist acid 20, and
vulnerability to electricity. Your movement speed is reduced by 10 feet."
},
{
"Key": "ecf0daf6-3b14-4f02-89ef-da450db00d3f",
"Value": "Wild Shape (Small Earth Elemental)"
},
{
"Key": "2691391f-f3b9-4583-9955-211bb120443f",
"Value": "You are in small earth elemental form now. You have a +2 size bonus
to your Strength, a +4 natural armor bonus, and a +1 bonus to your attack, damage
rolls, and combat maneuvers. You also have one 1d6 slam attack, resist acid 20, and
vulnerability to electricity. Your movement speed is reduced by 10 feet."
},
{
"Key": "e416b787-2762-4ee7-9427-8a0c11a5eaa0",
"Value": "You become a huge fire elemental. You gain a +6 size bonus to your
Dexterity, a +4 size bonus to your Constitution, a +4 natural armor bonus, resist
fire 20, and vulnerability to cold. You also gain two 2d6 slam attacks and the burn
ability. You are immune to critical hits and sneak attacks while in elemental form
and gain DR 5/�. Your movement speed is increased by 20 feet.\nBurn: A fire
elemental deals 2d6 fire damage in addition to damage dealt on a successful hit in
melee. Those affected by the burn ability must also succeed at a Reflex save or
catch fire, taking 2d6 damage each round for an additional 1d4 rounds. Creatures
that hit a burning creature with natural weapons or unarmed attacks take fire
damage as though hit by the burning creature and must succeed at a Reflex save to
avoid catching fire."
},
{
"Key": "70475a63-04a5-4641-9b0d-32a9afd03b00",
"Value": "Wild Shape (Huge Fire Elemental)"
},
{
"Key": "73d33ba4-2a55-4b36-bedd-34976cb6905c",
"Value": "You are in huge fire elemental form now. You have a +6 size bonus
to your Dexterity, a +4 size bonus to your Constitution, a +4 natural armor bonus,
resist fire 20, and vulnerability to cold. You also have two 2d6 slam attacks and
the burn ability. You are immune to critical hits and sneak attacks and have DR
5/�. Your movement speed is increased by 20 feet."
},
{
"Key": "1125dee9-2e56-4c64-846f-47b3c4889dae",
"Value": "This creature is on fire and takes 2d6 fire damage each turn."
},
{
"Key": "5f06ae87-855e-4ca0-9cf8-5643f6409e43",
"Value": "You become a Large fire elemental. You gain a +4 size bonus to your
Dexterity, a +2 size bonus to your Constitution, a +4 natural armor bonus, resist
fire 20, and vulnerability to cold. You also gain two 1d8 slam attacks and the burn
ability. You are immune to critical hits and sneak attacks while in elemental form.
Your movement speed is increased by 20 feet.\nBurn: A fire elemental deals 1d8 fire
damage in addition to damage dealt on a successful hit in melee. Those affected by
the burn ability must also succeed at a Reflex save or catch fire, taking 1d8
damage each round for an additional 1d4 rounds. Creatures that hit a burning
creature with natural weapons or unarmed attacks take fire damage as though hit by
the burning creature and must succeed at a Reflex save to avoid catching fire."
},
{
"Key": "1e87c6fc-2408-41e3-a273-31fe44453294",
"Value": "Wild Shape (Large Fire Elemental)"
},
{
"Key": "7e3e215d-1e25-4964-9ca4-f16a290fbf23",
"Value": "You are in large fire elemental form now. You have a +4 size bonus
to your Dexterity, a +2 size bonus to your Constitution, a +4 natural armor bonus,
resist fire 20, and vulnerability to cold. You also have two 1d8 slam attacks and
the burn ability. You are immune to critical hits and sneak attacks. Your movement
speed is increased by 20 feet."
},
{
"Key": "32e5ada2-6259-40c5-b658-f0a626c2e613",
"Value": "This creature is on fire and takes 1d8 fire damage each turn."
},
{
"Key": "2a9c5a8f-3a33-4ee8-bad5-a2fe61913ee4",
"Value": "You become a medium fire elemental. You gain a +4 size bonus to
your Dexterity, a +3 natural armor bonus, resist fire 20, and vulnerability to
cold. Your movement speed is increased by 20 feet. You also gain one 1d6 slam
attack and the burn ability.\nBurn: A fire elemental deals 1d6 fire damage in
addition to damage dealt on a successful hit in melee. Those affected by the burn
ability must also succeed at a Reflex save or catch fire, taking 1d6 damage each
round for an additional 1d4 rounds. Creatures that hit a burning creature with
natural weapons or unarmed attacks take fire damage as though hit by the burning
creature and must succeed at a Reflex save to avoid catching fire."
},
{
"Key": "dfa27320-7190-411b-ab8b-4e0c6bbc5f4e",
"Value": "Wild Shape (Medium Fire Elemental)"
},
{
"Key": "0804cdd6-0b32-4e48-b649-54f1605ba9c8",
"Value": "You are in medium fire elemental form now. You have a +4 size bonus
to your Dexterity, a +3 natural armor bonus, resist fire 20, and vulnerability to
cold. Your movement speed is increased by 20 feet. You also have one 1d6 slam
attack and the burn ability."
},
{
"Key": "9a7b28ac-b966-4fff-8557-5558fd15a91f",
"Value": "This creature is on fire and takes 1d6 fire damage each turn."
},
{
"Key": "c8b3d20a-5d75-4da0-b21b-373a0fcf6d2f",
"Value": "You become a small fire elemental. You gain a +2 size bonus to your
Dexterity, a +2 natural armor bonus, resist fire 20, and vulnerability to cold.
Your movement speed is increased by 20 feet. You also gain one 1d4 slam attack and
the burn ability.\nBurn: A fire elemental deals 1d4 fire damage in addition to
damage dealt on a successful hit in melee. Those affected by the burn ability must
also succeed at a Reflex save or catch fire, taking 1d4 damage each round for an
additional 1d4 rounds. Creatures that hit a burning creature with natural weapons
or unarmed attacks take fire damage as though hit by the burning creature and must
succeed at a Reflex save to avoid catching fire."
},
{
"Key": "7f2122c1-4f2a-4c1a-a1ab-9cc059afb69d",
"Value": "Wild Shape (Small Fire Elemental)"
},
{
"Key": "a079aad7-a95e-417c-8376-9906cb282e53",
"Value": "You are in small fire elemental form. You have a +2 size bonus to
your Dexterity, a +2 natural armor bonus, resist fire 20, and vulnerability to
cold. Your movement speed is increased by 20 feet. You also have one 1d4 slam
attack and the burn ability."
},
{
"Key": "2897da4e-842f-4dd7-a08d-ba35ad9c7eea",
"Value": "Burning"
},
{
"Key": "1ed0c617-6d32-40ab-93d8-d096f56d2c2c",
"Value": "This creature is on fire and takes 1d4 fire damage each turn."
},
{
"Key": "9355bb8d-04ce-44eb-9540-d3921a3faa6c",
"Value": "You become a huge water elemental. You gain a +4 size bonus to your
Strength, a �2 penalty to your Dexterity, a +8 size bonus to your Constitution, a
+6 natural armor bonus, resist cold 20, and vulnerability to fire. You also gain
two 2d6 slam attacks and the freeze ability. You are immune to critical hits and
sneak attacks while in elemental form and gain DR 5/�. Your movement speed is
reduced by 10 feet.\nFreeze: A water elemental deals 2d6 cold damage in addition to
damage dealt on a successful hit in melee. Those affected by the freeze ability
must also succeed at a Reflex save or start freezing, taking 2d6 damage each round
for an additional 1d4 rounds. Creatures that hit a freezing creature with natural
weapons or unarmed attacks take cold damage as though hit by the freezing creature
and must succeed at a Reflex save to avoid freezing."
},
{
"Key": "4bbb159c-7608-435e-9026-257e559c3ba5",
"Value": "Wild Shape (Huge Water Elemental)"
},
{
"Key": "f3bcc0fd-dde9-4104-a753-1d5deaff43f6",
"Value": "You are in huge water elemental form now. You have a +4 size bonus
to your Strength, a �2 penalty to your Dexterity, a +8 size bonus to your
Constitution, a +6 natural armor bonus, resist cold 20, and vulnerability to fire.
You also have two 2d6 slam attacks and the freeze ability. You are immune to
critical hits and sneak attacks and have DR 5/�. Your movement speed is reduced by
10 feet."
},
{
"Key": "3f639e74-d1d4-428a-9ef7-af865837e687",
"Value": "This creature is freezing and takes 2d6 cold damage each turn."
},
{
"Key": "6b344813-b9b6-4e5d-ab60-d1c12975ea9b",
"Value": "Freezing"
},
{
"Key": "e48195e6-6407-4cab-a677-f649dea7cb6f",
"Value": "This creature is freezing and takes 2d6 cold damage each turn."
},
{
"Key": "1e8c63da-3bf7-4d07-8f30-2e7b42834c71",
"Value": "You become a large water elemental. You gain a +2 size bonus to
your Strength, a �2 penalty to your Dexterity, a +6 size bonus to your
Constitution, a +6 natural armor bonus, resist cold 20, and vulnerability to fire.
You also gain two 1d8 slam attacks and the freeze ability. You are immune to
critical hits and sneak attacks while in elemental form. Your movement speed is
reduced by 10 feet.\nFreeze: A water elemental deals 1d8 cold damage in addition to
damage dealt on a successful hit in melee. Those affected by the freeze ability
must also succeed at a Reflex save or start freezing, taking 1d8 damage each round
for an additional 1d4 rounds. Creatures that hit a freezing creature with natural
weapons or unarmed attacks take cold damage as though hit by the freezing creature
and must succeed at a Reflex save to avoid freezing."
},
{
"Key": "d036b63a-143a-43b2-8acb-9a38d65f8f95",
"Value": "Wild Shape (Large Water Elemental)"
},
{
"Key": "97fb82ba-3cec-411e-b6f3-201283969f00",
"Value": "You are in large water elemental form now. You gain a +2 size bonus
to your Strength, a �2 penalty to your Dexterity, a +6 size bonus to your
Constitution, a +6 natural armor bonus, resist cold 20, and vulnerability to fire.
You also gain two 1d8 slam attacks and the freeze ability. You are immune to
critical hits and sneak attacks. Your movement speed is reduced by 10 feet."
},
{
"Key": "41c6686f-4616-4c34-80ca-3b846a663331",
"Value": "This creature is freezing and takes 1d8 cold damage each turn."
},
{
"Key": "b4ea5e86-779a-4903-9132-b1223a0534ac",
"Value": "You become a medium water elemental. You gain a +4 size bonus to
your Constitution, a +5 natural armor bonus, resist cold 20, and vulnerability to
fire. Your movement speed is reduced by 10 feet. You also gain one 1d8 slam attack
and the freeze ability.\nFreeze: A water elemental deals 1d6 cold damage in
addition to damage dealt on a successful hit in melee. Those affected by the freeze
ability must also succeed at a Reflex save or start freezing, taking 1d6 damage
each round for an additional 1d4 rounds. Creatures that hit a freezing creature
with natural weapons or unarmed attacks take cold damage as though hit by the
freezing creature and must succeed at a Reflex save to avoid freezing."
},
{
"Key": "c4edcfde-507c-49a5-92e4-8689b5a8ea84",
"Value": "Wild Shape (Medium Water Elemental)"
},
{
"Key": "e48bad85-faed-41ac-b9d9-174362e456cd",
"Value": "You are in medium water elemental form now. You gain a +4 size
bonus to your Constitution, a +5 natural armor bonus, resist cold 20, and
vulnerability to fire. Your movement speed is reduced by 10 feet. You also gain one
1d8 slam attack and the freeze ability."
},
{
"Key": "d2f0bfa7-9120-4561-8b9e-727eb254f168",
"Value": "This creature is freezing and takes 1d6 cold damage each turn."
},
{
"Key": "8ef54b61-b727-4a87-bbba-a00d2758c70f",
"Value": "You become a small water elemental. You gain a +2 size bonus to
your Constitution, a +4 natural armor bonus, resist cold 20, and vulnerability to
fire. Your movement speed is reduced by 10 feet. You also gain one 1d6 slam attack
and the freeze ability.\nFreeze: A water elemental deals 1d4 cold damage in
addition to damage dealt on a successful hit in melee. Those affected by the freeze
ability must also succeed at a Reflex save or start freezing, taking 1d4 damage
each round for an additional 1d4 rounds. Creatures that hit a freezing creature
with natural weapons or unarmed attacks take cold damage as though hit by the
freezing creature and must succeed at a Reflex save to avoid freezing."
},
{
"Key": "65555a52-ff41-419f-9b7d-4f1ca3ef083a",
"Value": "Wild Shape (Small Water Elemental)"
},
{
"Key": "28089d32-54b4-42c2-8e24-6dbbd99e4ff7",
"Value": "You are in small water elemental form now. You have a +2 size bonus
to your Constitution, a +4 natural armor bonus, resist cold 20, and vulnerability
to fire. Your movement speed is reduced by 10 feet. You also gain one 1d6 slam
attack and the freeze ability."
},
{
"Key": "54990504-f127-48cb-a621-90e8d6ea5086",
"Value": "Freezing"
},
{
"Key": "d9fea9d9-a09c-4673-b2cd-49ab7764b30a",
"Value": "This creature is freezing and takes 1d4 cold damage each turn."
},
{
"Key": "b36b93d6-fcd4-4e48-9c84-4cb1f72ffe0a",
"Value": "At 6th level, a duelist movement speed is no longer reduced on
difficult terrain. Depending on the circumstance, she may still need to make
appropriate checks to successfully move over the terrain."
},
{
"Key": "d24f02b7-fa1f-420c-8de3-21cccaa0cd51",
"Value": "Acrobatic Movement"
},
{
"Key": "4e679063-c821-4c04-a888-929bc11340e4",
"Value": "When wearing light or no armor and not using a shield, a duelist
adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge
bonus to her Armor Class while wielding a melee weapon. If a duelist is caught
flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus."
},
{
"Key": "21eaf6af-a4ec-4f5a-b767-d24e1b253753",
"Value": "Canny Defense"
},
{
"Key": "575cf44e-d0e2-4cc9-9b09-2bd660419859",
"Value": "The abilities of duelists complement those rogues or bards who wish
to accentuate their fighting prowess but, because of their lack of heavy armor, are
afraid to leap into combat. Duelists fight in the forefront alongside fighters,
barbarians, and other melee combatants, deftly avoiding the blades of their
opponents while expertly targeting their vulnerabilities."
},
{
"Key": "a80263b2-d035-470e-b066-40c95e172db6",
"Value": "Duelist"
},
{
"Key": "f1fb4e43-2ff9-4069-90e9-2356b1afd746",
"Value": "At 9th level, a duelist gains the benefit of the Deflect Arrows
feat when using a light or one-handed piercing weapon. The duelist does not need a
free hand to use this feat."
},
{
"Key": "e4c23754-7f0b-4f90-bf08-b79b5d6a3d98",
"Value": "Deflect Arrows"
},
{
"Key": "51476a4c-58ba-4606-9a5e-94f3b09fa16d",
"Value": "At 4th level, a duelist gains an additional +2 competence bonus on
all Reflex saving throws."
},
{
"Key": "766b694f-44d2-46b2-87b2-d85294765afa",
"Value": "Grace"
},
{
"Key": "50bfe419-e16b-40ae-a65a-8b7b2e12c0be",
"Value": "Starting at 5th level, a duelist can make an attack of opportunity
against any creature whose attack she successfully parries, so long as the creature
she is attacking is within reach."
},
{
"Key": "daf21afe-ea0d-432f-99cf-2e443f97d67b",
"Value": "Riposte"
},
{
"Key": "2e6f06a0-1c4a-4b8d-af07-85a0aff244bf",
"Value": "At 7th level and higher, if a duelist chooses to fight defensively
in melee combat, she gains an additional +1 dodge bonus to AC for every 3 levels of
duelist she has attained."
},
{
"Key": "ad02d3fc-6333-46cb-834e-c672a61cfe7d",
"Value": "Elaborate Defense"
},
{
"Key": "430b596f-5ea6-4d07-b67c-e94ff4074c0f",
"Value": "Starting at 3rd level, when wearing light or no armor and not using
a shield, a duelist gains an additional +4 bonus to AC against attacks of
opportunity caused when she moves out of a threatened square."
},
{
"Key": "6c6feb52-6abc-42e0-b1b1-5b4ce523e9ff",
"Value": "Enhanced Mobility"
},
{
"Key": "cc52f632-0508-417c-87cf-c8866ac25ac4",
"Value": "At 2nd level, a duelist gains a +2 bonus on initiative checks. At
8th level, the bonus increases to +4. This bonus stacks with the benefit provided
by the Improved Initiative feat."
},
{
"Key": "0debb7cf-4664-4010-a16c-2608a738db32",
"Value": "Improved Reaction"
},
{
"Key": "17890d16-1f3c-467c-b210-77e96beca6f5",
"Value": "At 9th level, enemies adjacent to the duelist that take a withdraw
action provoke an attack of opportunity from the duelist."
},
{
"Key": "ef6134df-e777-4b5a-8763-abb46d73ed02",
"Value": "No Retreat"
},
{
"Key": "853faed0-d942-4c1b-bb2e-c58ec8dea043",
"Value": "When you confirm a critical hit using a light or one-handed
piercing weapon, you can apply a �4 penalty to target's Armor Class for 1 minute."
},
{
"Key": "309451e0-d9a7-4ea3-a7f7-00563e0b32ab",
"Value": "Crippling Critical � Armor Class"
},
{
"Key": "98563796-24c5-4526-9d41-5a9abb77ff45",
"Value": "When you confirm a critical hit using a light or one-handed
piercing weapon, you can apply 2d6 points of bleed damage to the target. Bleed will
continue until the target receives magic healing or leaves combat."
},
{
"Key": "bfe07340-b0d5-4d4c-afa0-882b0afb77fe",
"Value": "Crippling Critical � Bleed Damage"
},
{
"Key": "1a3d46dd-1de8-46f8-9f1b-18ea34d92e6d",
"Value": "When you confirm a critical hit using a light or one-handed
piercing weapon, you can inflict 1d4 points of Dexterity damage to the target."
},
{
"Key": "58eadd8a-828a-4fa4-b1e3-523c42ce510b",
"Value": "Crippling Critical � Dexterity Damage"
},
{
"Key": "6e916902-daf3-43c3-b360-3251220dc4b9",
"Value": "When you confirm a critical hit using a light or one-handed
piercing weapon, you can apply one of the following penalties in addition to the
damage dealt: reduce the target's movement speed by a half, 1d4 points of Strength
or Dexterity damage, �4 penalty on all saving throws, �4 penalty to Armor Class, or
2d6 points of bleed damage. These penalties last for 1 minute, except for ability
damage, which must be healed normally, and bleed damage, which continues until the
target receives magic healing or leaves combat."
},
{
"Key": "aeebd3a9-6fbc-41aa-8a13-0716206914dd",
"Value": "Crippling Critical"
},
{
"Key": "d28bb332-6ea6-4a26-933f-f7d5b71c4321",
"Value": "When you confirm a critical hit using a light or one-handed
piercing weapon, you can apply a �4 penalty to target's saving throws for 1
minute."
},
{
"Key": "e8c68fb6-ec6d-4fd9-8b91-47d564943fbb",
"Value": "Crippling Critical � Saving Throws"
},
{
"Key": "72d852cb-9bb5-4a11-b399-f40a107ec8c9",
"Value": "When you confirm a critical hit using a light or one-handed
piercing weapon, you can reduce the target's movement speed by a half for 1
minute."
},
{
"Key": "d1f0a138-ca4e-475b-a844-d6156c836215",
"Value": "Crippling Critical � Movement Speed"
},
{
"Key": "a9d9219b-9056-4073-ab45-2577c2191a33",
"Value": "When you confirm a critical hit using a light or one-handed
piercing weapon, you can inflict 1d4 points of Strength damage to the target."
},
{
"Key": "3ffe9685-f89c-4f92-99eb-955460840aac",
"Value": "Crippling Critical � Strength Damage"
},
{
"Key": "7e12c2fe-3940-44a9-8c3a-256671e9c008",
"Value": "At 2nd level, a duelist learns to parry melee attacks of other
creatures, causing them to miss. Whenever the duelist makes a full attack with a
light or one-handed piercing weapon, she can elect to make one attack less. Before
her next turn, she can attempt to parry the first attack against her or the first
attack against adjacent ally as an immediate action. To parry the attack, the
duelist makes an attack roll, using the same bonuses as the attack she chose to
forego during her previous action. If her attack roll is greater than the roll of
the attacking creature, the attack automatically misses. For each size category
that the attacking creature is larger than the duelist, the duelist takes a �4
penalty on her attack roll. The duelist also takes a �4 penalty when attempting to
parry an attack made against an adjacent ally."
},
{
"Key": "a13bdd59-ebc1-45c6-bca5-200b0eec3a6b",
"Value": "Parry"
},
{
"Key": "4e94551d-00b2-47c1-bfd5-ec00f0e5326b",
"Value": "Parry � Others"
},
{
"Key": "f52ed92b-705f-46f8-a3d7-def259669aa3",
"Value": "Parry � Self"
},
{
"Key": "327290ae-d41f-4af9-be32-adf440d9b993",
"Value": "Eldritch knights blend the abilities of fighting classes and
spellcasters, hurling magic at the enemy one moment and hewing down their opponents
with steel the next. They are just as comfortable fighting in the thick of combat
as they are casting spells at foes while remaining safely behind their compatriots.
Their versatility makes them valuable allies when the nature of an upcoming battle
is unclear."
},
{
"Key": "1fd0126c-7721-4572-8aba-a50ab9f5bcba",
"Value": "Eldritch Knight"
},
{
"Key": "20c998c2-059b-4b40-ae3c-648d2f4b64eb",
"Value": "An eldritch knight adds his level to any levels of fighter he might
have for the purpose of meeting the prerequisites for feats (if he has no fighter
levels, treat his eldritch knight levels as levels of fighter). He also adds his
level to any levels in an arcane spellcasting class for the purpose of meeting the
prerequisites for feats."
},
{
"Key": "8785c45f-2ec5-4621-8293-4d004a97df82",
"Value": "Diverse Training"
},
{
"Key": "a437d505-3a5b-44b1-816c-68d333469099",
"Value": "Bonus Combat Feat"
},
{
"Key": "1d1ea5e4-083b-40ac-962f-391fbbe7c917",
"Value": "At 1st level, an eldritch knight may choose a bonus combat feat.
This is in addition to the feats that a character of any class normally gets from
advancing levels. The character must still meet any prerequisites for these bonus
feats. An eldritch knight gains an additional combat feat at 5th and 9th level."
},
{
"Key": "3cfd5136-896c-4e6e-a424-a0dfc8eb31b5",
"Value": "At 10th level, whenever an eldritch knight successfully confirms a
critical hit, the next spell he casts within 2 rounds will be cast as swift action,
as if quickened."
},
{
"Key": "75b1b4fc-b7f6-418e-8ca3-829cf1529a1d",
"Value": "Spell Critical"
},
{
"Key": "d5d4f847-b3e1-40b1-8e01-ff2f2d8e3140",
"Value": "Bard"
},
{
"Key": "a14ad867-00c8-447b-8e22-17f225a32cb0",
"Value": "Eldritch Scion"
},
{
"Key": "8d836a59-80d6-47f3-8695-e43396b61093",
"Value": "Eldritch Scoundrel"
},
{
"Key": "113feafa-f54e-44b0-b0cc-99e05a8bac00",
"Value": "Empyreal Sorcerer"
},
{
"Key": "a9a7ceb0-fc78-47bb-8406-c3e9cf6b482a",
"Value": "Magus"
},
{
"Key": "3923354b-d6db-4566-909c-814835f30631",
"Value": "Sorcerer"
},
{
"Key": "cf828ba6-8a11-48b0-aa36-2d7972b51a5f",
"Value": "At 2nd level, and at every level thereafter, an eldritch knight
gains new spells per day as if he had also gained a level in an arcane spellcasting
class he belonged to before adding the prestige class. He does not, however, gain
any other benefit a character of that class would have gained, except for
additional spells per day, spells known, and an increased effective level of
spellcasting. If a character had more than one arcane spellcasting class before
becoming an eldritch knight, he must decide to which class he adds the new level
for purposes of determining spells per day."
},
{
"Key": "71d67f74-5311-4a3f-9cd3-021138220f76",
"Value": "Spells per Day"
},
{
"Key": "f7489a06-d2d8-4605-beda-fbbb0a03e613",
"Value": "Sword Saint"
},
{
"Key": "32735df1-e5da-45ea-bc0e-14bcf0739bf5",
"Value": "Thassilonian Specialist � Envy"
},
{
"Key": "12c90237-9af7-4cc5-8be9-16a1658aa9eb",
"Value": "Thassilonian Specialist � Sloth"
},
{
"Key": "6de3537d-8e5e-4fa6-9bdb-e1b02c0948ad",
"Value": "Thassilonian Specialist � Lust"
},
{
"Key": "bbccbfad-ef59-4d36-949b-39a781a197a5",
"Value": "Thassilonian Specialist � Wrath"
},
{
"Key": "adb79346-f4a2-491e-867c-454d27edcd80",
"Value": "Thassilonian Specialist � Pride"
},
{
"Key": "0b68526c-64a6-4b2d-a7d0-79d0f831df1d",
"Value": "Thassilonian Specialist � Gluttony"
},
{
"Key": "6ae7e27a-7f79-4f0c-95ce-c5d9e52dff08",
"Value": "Thassilonian Specialist � Greed"
},
{
"Key": "f643e4b8-22fb-4646-8820-98bab134bc93",
"Value": "Wizard"
},
{
"Key": "8c813a9f-0955-4bc5-bcac-225465c97890",
"Value": "At 19th level, a fighter gains damage reduction 5/� whenever he is
wearing armor or using a shield."
},
{
"Key": "95343318-0572-45bd-a6cd-a57c3185bda5",
"Value": "Armor Mastery"
},
{
"Key": "64c11766-4b6b-4f36-ba57-85c8ec608d2f",
"Value": "Starting at 3rd level, a fighter learns to be more maneuverable
while wearing armor. Whenever he is wearing armor, he reduces the armor check
penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed
by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these
bonuses increase by +1 each time, to a maximum �4 reduction of the armor check
penalty and a +4 increase of the maximum Dexterity bonus allowed.\nIn addition, a
fighter can also move at his normal speed while wearing medium armor. At 7th level,
a fighter can move at his normal speed while wearing heavy armor."
},
{
"Key": "08b2c542-952e-47e6-974c-98877e84cd66",
"Value": "Armor Training"
},
{
"Key": "146f17ab-0b0f-43d5-b62d-eecdcb193049",
"Value": "Starting at 2nd level, a fighter gains a +1 bonus on Will saves
against fear. This bonus increases by +1 for every four levels beyond 2nd."
},
{
"Key": "56207865-94bb-430d-9f4c-d824cde73032",
"Value": "Bravery"
},
{
"Key": "755767c2-7bcb-4a2d-aa32-b3622429c287",
"Value": "Fighters excel at combat�defeating their enemies, controlling the
flow of battle, and surviving such sorties themselves. While their specific weapons
and methods grant them a wide variety of tactics, few can match fighters for sheer
battle prowess."
},
{
"Key": "a4dd151f-7b3e-420c-829f-08b33d83e06b",
"Value": "Fighter"
},
{
"Key": "cab775a6-edbe-4f11-88fa-d958cfabfac8",
"Value": "At 1st level, and at every even level thereafter, a fighter gains a
bonus feat in addition to those gained from normal advancement (meaning that the
fighter gains a feat at every level). These bonus feats must be selected from those
listed as Combat Feats, sometimes also called \"fighter bonus feats.\"\nUpon
reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a
fighter can choose to learn a new bonus feat in place of a bonus feat he has
already learned. In effect, the fighter loses the bonus feat in exchange for the
new one. The old feat cannot be one that was used as a prerequisite for another
feat, prestige class, or other ability. A fighter can only change one feat at any
given level and must choose whether or not to swap the feat at the time he gains a
new bonus feat for the level."
},
{
"Key": "bf337d4b-71ac-4ace-a58d-9da03574408b",
"Value": "Bonus Combat Feat"
},
{
"Key": "8fa6d6eb-6d6c-4ee9-aec9-7ad29177a0d9",
"Value": "A fighter is proficient with all simple and martial weapons and
with all armor (heavy, light, and medium) and shields (including tower shields)."
},
{
"Key": "1b884545-5697-4843-b983-1b8e2eddbbcf",
"Value": "Fighter Proficiencies"
},
{
"Key": "ab16791f-cbe4-484a-ab53-d539e3107266",
"Value": "At 20th level, a fighter chooses one weapon, such as the longsword,
greataxe, or longbow. Any attacks made with that weapon automatically confirm all
critical threats and have their damage multiplier increased by 1 (�2 becomes �3,
for example). In addition, he cannot be disarmed while wielding a weapon of this
type."
},
{
"Key": "d906bd02-8976-469a-ae9c-da3b8f0bf905",
"Value": "Weapon Mastery"
},
{
"Key": "4efe939d-34cb-4044-bdaf-2651eb60cbd6",
"Value": "At 20th level, a fighter chooses one weapon, such as the longsword,
greataxe, or longbow. Any attacks made with that weapon automatically confirm all
critical threats and have their damage multiplier increased by 1 (�2 becomes �3,
for example). In addition, he cannot be disarmed while wielding a weapon of this
type."
},
{
"Key": "3904aefc-0a8e-4585-9a5f-742c877f10f9",
"Value": "Weapon Mastery"
},
{
"Key": "295a4015-5b5b-47e0-8fad-7ac8d9a1ca70",
"Value": "At 20th level, a fighter chooses one weapon, such as the longsword,
greataxe, or longbow. Any attacks made with that weapon automatically confirm all
critical threats and have their damage multiplier increased by 1 (�2 becomes �3,
for example). In addition, he cannot be disarmed while wielding a weapon of this
type."
},
{
"Key": "c7f549d5-c090-46cb-ad37-d98a1c4945d7",
"Value": "Weapon Mastery"
},
{
"Key": "e6df7926-fd05-4135-8fe3-81302718d603",
"Value": "The Aldori Swordlords of Brevoy are among the deadliest and most
feared fighters of the Inner Sea. They have spent long years mastering the Aldori
dueling sword, pitting themselves against other dueling swords and all manner of
weaponry besides. Their speed and reflexes weave a net of impenetrable steel around
them, from which they strike and harry their unfortunate opponents. The most common
form of Aldori dueling (and arguably the easiest of the techniques to master)
focuses on avoiding damage and disarming foes; these swordlords prefer to wear
light or no armor, trusting their skill for protection."
},
{
"Key": "9a01e724-bc03-44a9-acd6-8d36e7921134",
"Value": "Aldori Defender"
},
{
"Key": "01671598-ae77-4d0c-971e-f74ae2baf091",
"Value": "At 11th level, a swordlord can make an attack of opportunity as an
immediate action against an opponent who hits the swordlord with a melee attack, so
long as the attacking creature is within the swordlord's reach."
},
{
"Key": "0076c963-8201-47d7-a02f-44a3e1aa74cd",
"Value": "Counterattack"
},
{
"Key": "e32a3967-55c2-4bb5-8d1d-9af7bb7b252d",
"Value": "At 3rd level, when a swordlord makes a full attack with a dueling
sword, he gains a +1 bonus to AC against melee attacks until the beginning of his
next turn. This bonus increases by +1 every four levels after 3rd."
},
{
"Key": "5b2a783e-83b6-4827-ad26-72efd1d90d59",
"Value": "Defensive Parry"
},
{
"Key": "c7e24190-79df-4c9d-83bc-aad27e61dcb5",
"Value": "At 5th level, when a swordlord successfully disarms an opponent
using a dueling sword, the swordlord also deals normal damage to the target, but
without the normal Strength bonus to damage."
},
{
"Key": "2488aa0a-ec51-47a3-b45b-4ae7fc590f0e",
"Value": "Disarming Strike"
},
{
"Key": "b7e3015d-8748-43e8-89ac-bffb7e7ec3dd",
"Value": "At 7th level, a swordlord can throw up a blazing wall of steel to
defend himself. When fighting defensively with a dueling sword, the swordlord's
penalties on all attacks in a round are reduced by 2, and the dodge bonus to AC is
increased by 2 for the same round."
},
{
"Key": "56b28cbd-556d-4c55-8ea9-3a7fc3a5ff20",
"Value": "Steel Net"
},
{
"Key": "4f41c064-8866-4201-8f26-163282d98583",
"Value": "At 2nd level, a tower shield specialist can use his shield to
screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves
against them while employing a tower shield. This bonus increases by +1 for every
four levels after 2nd (to a maximum of +5 at 18th level)."
},
{
"Key": "9a417849-574c-4ade-80fe-df389e64c5ab",
"Value": "Burst Barrier"
},
{
"Key": "8f923a66-a35f-4dd3-b2a5-e74070fcde25",
"Value": "At 16th level, while using a tower shield, the tower shield
specialist gains evasion, as the rogue class ability. If he makes a successful
Reflex saving throw against an attack that normally deals half damage on a
successful save, he instead takes no damage."
},
{
"Key": "dc711ecd-4923-4c71-8137-2ffcfc032812",
"Value": "Tower Shield Evasion"
},
{
"Key": "50354e70-fe23-43ca-af9b-62931098c401",
"Value": "At 20th level, the shield specialist gains improved evasion, as the
rogue advanced talent, while using a tower shield. This works like evasion, except
that while the tower shield specialist still takes no damage on a successful Reflex
saving throw against attacks, he henceforth takes only half damage on a failed
save."
},
{
"Key": "edc1ef65-35d5-443d-aeb9-480bbbf7186b",
"Value": "Tower Shield Improved Evasion"
},
{
"Key": "f1c08a65-e670-4e17-be97-2bcf20676b20",
"Value": "Tower Shield Specialist"
},
{
"Key": "96ffd38c-0845-4b58-b2ae-0225f6317627",
"Value": "At 5th level, when a tower shield specialist employs a tower shield
in combat, he does not take the �2 penalty on attack rolls because of the shield's
encumbrance."
},
{
"Key": "3ba64f88-2a2c-4951-a998-31e9130a23a6",
"Value": "Many fighters believe the tower shield is a tool suitable only for
troops on the battlefield, claiming it is too large and bulky to use in skirmishes
or within dungeon corridors. Tower shield specialists defy those notions, using
their massive shields with startling skill and incredible effect. They use these
seemingly clumsy shields to perform deft maneuvers that confound their enemies."
},
{
"Key": "3101be32-e620-4b6c-a3af-21438c4926e6",
"Value": "Tower Shield Specialist"
},
{
"Key": "29f7fcb8-ab3b-4a2c-8510-30015d157e8f",
"Value": "At 9th level, while using a tower shield, a tower shield specialist
gains his shield bonus against touch attacks."
},
{
"Key": "4929861e-602a-48ad-804e-7e9d5506fa5e",
"Value": "Tower Shield Defense"
},
{
"Key": "88d47d8d-cd03-49b2-b64e-8906afbadf65",
"Value": "At 13th level, while using a tower shield, a tower shield
specialist cannot be flanked."
},
{
"Key": "589091cd-55c3-46bd-9471-34e4c5b72a35",
"Value": "Total Cover"
},
{
"Key": "d982edd7-d026-46f5-a4ac-0cacba4a3d9c",
"Value": "At 3rd level, a tower shield specialist gains armor training as
normal, but while he employs a tower shield, the armor penalty is reduced by 3 and
the maximum Dexterity bonus allowed by his tower shield increases by 2. The benefit
increases every four levels thereafter as per standard armor training; if the tower
shield specialist is not employing a tower shield, the benefits to armor training
revert to the normal bonuses."
},
{
"Key": "8dc1924c-1e00-43a6-af77-f0a65ec2e869",
"Value": "Tower Shield Training"
},
{
"Key": "ea885880-3dc4-4e74-ab29-dab90aa5c443",
"Value": "Some fighters focus their efforts on finding the biggest, heaviest,
most imposing weapon they can find and training to manage and harness the weight of
their massive weapons for maximum impact. These fighting school benefits only apply
when using two-handed weapons."
},
{
"Key": "0ae3e4bf-8a3e-48a4-a20d-459a91f354b1",
"Value": "Two-Handed Fighter"
},
{
"Key": "8eb6fa3c-2ad8-411d-9fc5-890c9bb9eb9d",
"Value": "At 7th level, when a two-handed fighter makes a full attack with a
two-handed weapon, he adds double his Strength bonus on damage rolls for all
attacks after the first."
},
{
"Key": "cbfa65b7-7bd7-40f7-8676-4665350d78dc",
"Value": "Backswing"
},
{
"Key": "61018ac4-45ba-4075-b3de-070826087a84",
"Value": "At 19th level, as a standard action, a two-handed fighter may make
a single melee attack with a two-handed weapon at a �5 penalty. If the attack hits,
it is treated as a critical threat. Special weapon abilities that activate only on
a critical hit do not activate if this critical hit is confirmed."
},
{
"Key": "0be09a6f-14bd-485f-bc36-72a2269564ab",
"Value": "Devastating Blow"
},
{
"Key": "e145a31b-87c2-4c06-b0e7-a90055d53f82",
"Value": "At 15th level, when using Power Attack with a two-handed melee
weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased
by half (+50%)."
},
{
"Key": "986c1764-a714-48db-9153-4a45b2d497a7",
"Value": "Greater Power Attack"
},
{
"Key": "67e459f4-f554-4a23-9163-590fbc07a091",
"Value": "At 3rd level, when a two-handed fighter makes a single attack (with
the attack action or a charge) with a two-handed weapon, he adds double his
Strength bonus on damage rolls."
},
{
"Key": "eaf49208-12fa-40ef-a025-9426b663ae1f",
"Value": "Overhand Chop"
},
{
"Key": "66716dea-1bb6-4efd-8776-b2a89dd500bc",
"Value": "At 11th level, as a standard action, a two-handed fighter can make
a single melee attack with a two-handed weapon. If the attack hits, he may make a
bull rush combat maneuver against the target of his attack as a free action."
},
{
"Key": "0c1fd9a9-9301-4d9b-b996-69ce099c0466",
"Value": "Piledriver � Bull Rush"
},
{
"Key": "0f305ae9-ce40-4547-be60-4786d824447a",
"Value": "At 11th level, as a standard action, a two-handed fighter can make
a single melee attack with a two-handed weapon. If the attack hits, he may make a
bull rush or trip combat maneuver against the target of his attack as a free action
that does not provoke an attack of opportunity."
},
{
"Key": "47498878-bb36-48ed-9eb1-824bee88f37d",
"Value": "Piledriver"
},
{
"Key": "e9a719c6-5525-4d54-8f58-fb9e48d68d19",
"Value": "At 11th level, as a standard action, a two-handed fighter can make
a single melee attack with a two-handed weapon. If the attack hits, he may make a
trip combat maneuver against the target of his attack as a free action."
},
{
"Key": "13f160e6-139e-4b63-837c-137886f5da58",
"Value": "Piledriver � Trip"
},
{
"Key": "4f427d5b-a21c-4f02-b0c4-ff0cf023463f",
"Value": "At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD
on sunder attempts and on disarm attempts. These bonuses increase by +1 for every
four levels beyond 2nd."
},
{
"Key": "8ac9d648-9fe1-4fc0-b13c-014f0e60a16c",
"Value": "Strong Grip"
},
{
"Key": "89b88f25-9e0f-47cd-8e3f-5d20cb80b5d7",
"Value": "Whenever two-handed fighter attacks with a weapon from this group,
he gains a +1 bonus on attack and damage rolls."
},
{
"Key": "069fe666-affd-4527-ad8f-53a86f662f23",
"Value": "Two-Handed Weapon Training"
},
{
"Key": "e68222d0-1412-4a14-8e7a-817b74fcba73",
"Value": "Whenever a fighter attacks with a weapon from this group, he gains
a +1 bonus on attack and damage rolls.\nThis group includes bardiche, battleaxe,
dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and
throwing axe."
},
{
"Key": "3ee14054-772c-48c9-9193-ffd6b254b779",
"Value": "Weapon Training (Axes)"
},
{
"Key": "f1f9d43c-22f6-4397-9bca-3eba7d9dac70",
"Value": "Whenever a fighter attacks with a weapon from this group, he gains
a +1 bonus on attack and damage rolls.\nThis group includes bows and longbows."
},
{
"Key": "34364a33-3caa-4953-8ead-768c0b823c50",
"Value": "Weapon Training (Bows)"
},
{
"Key": "161c918e-2e6f-44e3-b3a5-485a2b3a5433",
"Value": "Whenever a fighter attacks with a weapon from this group, he gains
a +1 bonus on attack and damage rolls.\nThis group includes gauntlet, heavy shield,
light shield, punching dagger, spiked shield, and unarmed strike."
},
{
"Key": "6a8ffb6e-1293-4753-afc8-8e310479a875",
"Value": "Weapon Training (Close)"
},
{
"Key": "a3d24b7f-198a-4429-be11-07849b20c4bb",
"Value": "Whenever a fighter attacks with a weapon from this group, he gains
a +1 bonus on attack and damage rolls.\nThis group includes all crossbows."
},
{
"Key": "8794abf0-2a2e-4272-b115-78d6017a0ad9",
"Value": "Weapon Training (Crossbows)"
},
{
"Key": "7d6bd920-9862-4d52-941e-f3cae4a27b31",
"Value": "Whenever a fighter attacks with a weapon from this group, he gains
a +1 bonus on attack and damage rolls.\nThis group includes orc double axe, dwarven
urgrosh, quarterstaff, two-bladed sword, and gnome hooked hammer."
},
{
"Key": "651f6be1-1d7d-4324-b1ef-9fc1cdb7ecc9",
"Value": "Weapon Training (Double Weapons)"
},
{
"Key": "b0f9d708-d4b7-4842-83a6-17bfb38a4a54",
"Value": "Whenever a fighter attacks with a weapon from this group, he gains
a +1 bonus on attack and damage rolls.\nThis group includes club, earth breaker,
greatclub, heavy mace, light hammer, light mace, flail, heavy flail, and
warhammer."
},
{
"Key": "1d9b315f-ed13-4ed5-8160-c8da07a3a8e4",
"Value": "Weapon Training (Hammers, Maces, and Flails)"
},
{
"Key": "18cb15d6-6bf7-4401-b9b6-5f501f1dc770",
"Value": "Whenever a fighter attacks with a weapon from this group, he gains
a +1 bonus on attack and damage rolls.\nThis group includes chakram, dueling sword,
bastard sword, elven curve blade, estoc, falcata, falchion, greatsword, longsword,
scimitar, scythe, and two-bladed sword."
},
{
"Key": "487d0404-9675-43d7-a525-8e26e0e5b8de",
"Value": "Weapon Training (Heavy Blades)"
},
{
"Key": "1049b2a5-f678-40b6-bd48-26a266092387",
"Value": "Whenever a fighter attacks with a weapon from this group, he gains
a +1 bonus on attack and damage rolls.\nThis group includes chakram, dagger, kukri,
rapier, short sword, sickle, and starknife."
},
{
"Key": "19c5de10-f9a2-479a-83dc-811be6e7ed87",
"Value": "Weapon Training (Light Blades)"
},
{
"Key": "192c2d3f-c524-40a3-bacf-d919413d93b3",
"Value": "Whenever a fighter attacks with a weapon from this group, he gains
a +1 bonus on attack and damage rolls.\nThis group includes unarmed strike and all
natural weapons."
},
{
"Key": "d5b42364-a9ac-4114-82d9-322ffb1852d9",
"Value": "Weapon Training (Natural)"
},
{
"Key": "f09e6915-5393-4f46-8c57-d58d0458f509",
"Value": "Whenever a fighter attacks with a weapon from this group, he gains
a +1 bonus on attack and damage rolls.\nThis group includes bardiche, fauchard, and
glaive."
},
{
"Key": "f64451e6-35ce-4f59-b151-fdb0e9ac9524",
"Value": "Weapon Training (Polearms)"
},
{
"Key": "1ce617d5-9569-4770-a002-c6e5f454ce67",
"Value": "Starting at 5th level, a fighter can select one group of weapons.
Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack
and damage rolls.\nEvery four levels thereafter (9th, 13th, and 17th), a fighter
becomes further trained in another group of weapons. He gains a +1 bonus on attack
and damage rolls when using a weapon from this group. In addition, the bonuses
granted by previous weapon groups increase by +1 each. For example, when a fighter
reaches 9th level, he receives a +1 bonus on attack and damage rolls with one
weapon group and a +2 bonus on attack and damage rolls with the weapon group
selected at 5th level. Bonuses granted from overlapping groups do not stack. Take
the highest bonus granted for a weapon if it resides in two or more groups.\nA
fighter also adds this bonus to any combat maneuver checks made with weapons from
his group. This bonus also applies to the fighter's Combat Maneuver Defense when
defending against disarm and sunder attempts made against weapons from this
group.\nAdvanced Weapon Training: Beginning at 9th level, instead of selecting an
additional fighter weapon group, a fighter can choose an advanced weapon training
option for one fighter weapon group that he previously selected with the weapon
training class feature."
},
{
"Key": "75d0b165-60fb-4f52-b7cc-75d5acec0a3f",
"Value": "Weapon Training"
},
{
"Key": "d0867733-bb0b-4538-a8cd-704b41ae21e4",
"Value": "Whenever a fighter attacks with a weapon from this group, he gains
a +1 bonus on attack and damage rolls.\nThis group includes javelin, longspear,
shortspear, spear, and trident."
},
{
"Key": "6bfa03d6-9c27-4b08-a189-20fcdea92892",
"Value": "Weapon Training (Spears)"
},
{
"Key": "5b8db4bf-16e8-4dc5-bdcb-a64609b7fda3",
"Value": "At 2nd level, an inquisitor adds her Wisdom modifier on initiative
checks, in addition to her Dexterity modifier."
},
{
"Key": "c566038e-97bd-4865-a646-85b2a7fda46a",
"Value": "Cunning Initiative"
},
{
"Key": "f83136c8-ffd8-41cd-accc-54ffec104f08",
"Value": "At 14th level, the inquisitor learns to take advantage of any
opportunity that presents itself. Whenever the inquisitor scores a critical hit,
she ignores any damage reduction the target might have. In addition, if the target
has regeneration, the creature loses regeneration on the round following the
critical hit and can die normally during that round. Creatures whose regeneration
always functions are immune to this ability."
},
{
"Key": "cb575812-48ec-4ca3-8d3a-661acbae579b",
"Value": "Exploit Weakness"
},
{
"Key": "94189a48-5d25-4f05-a2d3-1e5537315eb9",
"Value": "Inquisitors tend to move from place to place, chasing down enemies
and researching emerging threats. As a result, they often travel with others, if
for no other reason than to mask their presence. Inquisitors work with members of
their faith whenever possible, but even such allies are not above suspicion."
},
{
"Key": "4450e2ac-e3c5-48c3-8ad5-52d916d68a3a",
"Value": "Inquisitor"
},
{
"Key": "b2d66c6e-3112-497c-8612-14b7d8047814",
"Value": "Inquisitors can cast a number of orisons, or 0-level spells. These
spells are cast like any other spell, but they are not expended when cast and may
be used again."
},
{
"Key": "66eb7262-8576-4591-8c7d-52c6f683fc1a",
"Value": "Orisons"
},
{
"Key": "e7b340ec-1640-4293-98eb-8257b661cb4f",
"Value": "An inquisitor is proficient with all simple weapons, plus the
longbow, shortbow, and the favored weapon of her deity. She is also proficient with
light armor, medium armor, and shields (except tower shields)."
},
{
"Key": "7930c406-7c3c-44bb-92b3-6cdb2d255f63",
"Value": "Inquisitor Proficiencies"
},
{
"Key": "9f1e330c-3948-43f3-bcf3-711efe8571ad",
"Value": "Inquisitor"
},
{
"Key": "1c8dec46-50f7-4262-995d-0cc1d943c906",
"Value": "At 3rd level, all of the inquisitor's allies are treated as if they
possessed the same teamwork feats as the inquisitor for the purpose of determining
whether the inquisitor receives a bonus from her teamwork feats. Her allies do not
receive any bonuses from these feats unless they actually possess the feats
themselves. The allies' positioning and actions must still meet the prerequisites
listed in the teamwork feat for the inquisitor to receive the listed bonus."
},
{
"Key": "0e23ca72-7b80-48d4-9ac7-7fb2455b6dbe",
"Value": "Solo Tactics"
},
{
"Key": "3bdd925b-b627-4ee7-9935-d3d95af2e6ab",
"Value": "At 11th level, an inquisitor can use mental and physical resiliency
to avoid certain attacks. If she makes a Fortitude or Will saving throw against an
attack that has a halved damage on a successful save, she instead avoids the damage
entirely. This ability can only be used if the inquisitor is wearing light armor,
medium armor, or no armor."
},
{
"Key": "267bf5f3-fe5e-4643-9a70-bf8554600e39",
"Value": "Stalwart"
},
{
"Key": "bf8a98f9-5553-4dfb-9d2b-5bb338345abf",
"Value": "Inquisitors are skilled at sensing deception and intimidating their
foes. An inquisitor receives a morale bonus on all Persuasion checks made for
intimidation checks and Perception checks equal to 1/2 her inquisitor level
(minimum +1)."
},
{
"Key": "d103c002-7c6e-45ce-ad04-41835c98194c",
"Value": "Stern Gaze"
},
{
"Key": "8681adfb-b3f8-4807-afcd-e0f923500b82",
"Value": "At 3rd level, and every three levels thereafter, the inquisitor
gains a bonus feat in addition to those gained from normal advancement. These bonus
feats must be selected from those listed as teamwork feats. The inquisitor must
meet the prerequisites of the selected bonus feat."
},
{
"Key": "a5c23f13-5373-4748-84e8-2fe2f9bb4bd4",
"Value": "Teamwork Feat"
},
{
"Key": "16f219b7-34eb-425c-bdde-2f3290494ae3",
"Value": "At 20th level, an inquisitor can call true judgment down upon a foe
during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can
invoke true judgment on a foe as a swift action. Once declared, the inquisitor can
make a single attack. If the attack hits, it deals damage normally and the target
must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the
inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not
the save is made, the target creature is immune to the inquisitor's true judgment
ability for 24 hours."
},
{
"Key": "1340e22e-0c23-4812-aef4-cc675500d80f",
"Value": "True Judgment"
},
{
"Key": "8685dd49-a916-4695-8577-2679b4d9e14b",
"Value": "While most inquisitors have learned to take advantage of the
movements of their opponents and allies in combat, some instead summon creatures as
a means of claiming strategic advantage, exploiting the mystic connection between
themselves and their summoned creatures to impart a bit of their own tactical
knowledge."
},
{
"Key": "cd34dab0-ce27-43b6-a50d-aea26e88789e",
"Value": "Monster Tactician"
},
{
"Key": "46a595bf-1f37-431e-b191-2259436b6985",
"Value": "Starting at 1st level, a monster tactician can cast summon monster
I as a spell-like ability a number of times per day equal to 3 + her Wisdom
modifier. She can cast this spell as a standard action, and the creatures remain
for 1 minute per level (instead of 1 round per level). At 3rd level and every 2
inquisitor levels thereafter, the power of this ability increases by 1 spell level,
allowing her to summon more powerful creatures (to a maximum of summon monster IX
at 17th level). A monster tactician cannot have more than one summon monster spell
active in this way at a time; if she uses another, any existing summon monster
immediately ends."
},
{
"Key": "7d0d8f8a-8107-4989-acb1-0a12ba319c72",
"Value": "Summon Monster"
},
{
"Key": "cdef8b7e-9885-4ab5-885c-6b04399f825f",
"Value": "At 5th level, every time a monster tactician casts a summoning
spell, all creatures summoned by the spell are treated as if they knew all of the
monster tactician's teamwork feats."
},
{
"Key": "24fd716d-b4ae-4441-b498-ecd43f79a844",
"Value": "Summon Tactics"
},
{
"Key": "797ddcfa-4a57-4cee-b7e9-0045c3077ac5",
"Value": "Some inquisitors create a strong bond with an animal companion, and
they hunt and punish threats to the faith as an awe-inspiring duo. When they work
together as one, there are few that dare to stand in their way."
},
{
"Key": "e23af97a-7ea0-44f1-9449-820e2cc61a6e",
"Value": "Sacred Huntsmaster"
},
{
"Key": "a25ebe91-bec7-4be1-809c-f5979a5a062b",
"Value": "At 3rd level, a sacred huntsmaster automatically grants her
teamwork feats to her animal companion. The companion doesn't need to meet the
prerequisites of these teamwork feats."
},
{
"Key": "16e32bad-20cf-4098-81d4-4820daaf0c22",
"Value": "Hunter Tactics"
},
{
"Key": "c0ad2788-478a-4f89-a0d8-dd38194eacc1",
"Value": "Rather than pursuing their holy missions alone, some inquisitors
see the inherent value of working with like-minded allies to accomplish mutual
goals."
},
{
"Key": "701b357f-84c1-4d75-ad69-40e375b776c4",
"Value": "Tactical Leader"
},
{
"Key": "7b1f9cd0-17af-473b-850a-20350d51676b",
"Value": "Tactical Acumen � Destruction"
},
{
"Key": "86a15553-c043-4651-974c-b5d4be6ba457",
"Value": "At 14th level, a tactical leader can grant his judgment benefits to
a single other ally within 30 feet who can see and hear the tactical leader as a
standard action. These benefits last for 1 minute. A tactical leader can use this
ability a number of times per day equal to his Wisdom modifier (minimum 1)."
},
{
"Key": "280d07d6-ac8a-4818-9d00-54a415b03fff",
"Value": "Battle Acumen"
},
{
"Key": "239a89d0-e696-44d6-bd3a-8c103bcb09ee",
"Value": "Tactical Acumen � Healing"
},
{
"Key": "723d0ba1-d5a8-4627-b6ad-8a99e2976ef5",
"Value": "Tactical Acumen � Justice"
},
{
"Key": "8518d4c5-360d-455a-bcb3-6a793e951b08",
"Value": "Tactical Acumen � Piercing"
},
{
"Key": "7d2594b9-becd-4e71-acb0-4f38d5b412fa",
"Value": "Tactical Acumen � Protection"
},
{
"Key": "8acd7c52-ce13-43c1-ad2e-220d8d39f2ac",
"Value": "Tactical Acumen � Purity"
},
{
"Key": "fcb44b78-ff76-4e72-b188-3cc5f828020f",
"Value": "Tactical Acumen � Resiliency (Chaos)"
},
{
"Key": "d8ffe0f9-18c3-48b6-a76f-039e63501203",
"Value": "Tactical Acumen � Resiliency (Evil)"
},
{
"Key": "e877d893-dd32-415f-8fd0-f6a0bf38a08f",
"Value": "Tactical Acumen � Resiliency (Good)"
},
{
"Key": "5dbb0295-e8a5-4723-8133-16031475b747",
"Value": "Tactical Acumen � Resiliency (Law)"
},
{
"Key": "169ac533-42f2-4cbc-94d2-b6dbbbc05499",
"Value": "Tactical Acumen � Resiliency (Magic)"
},
{
"Key": "df202b63-0578-4177-9fe8-ce1c6d2f9d4d",
"Value": "Tactical Acumen � Resistance"
},
{
"Key": "fc6b596c-ec0b-4e09-8057-54b27c6da7aa",
"Value": "Tactical Acumen � Smiting"
},
{
"Key": "cf4e2bf6-aca9-4a4e-980d-3742587307e3",
"Value": "Tactical leaders are skilled at speaking soothing words that keep
the peace and bolster allies' resolve. A tactical leader receives a morale bonus on
all Diplomacy checks equal to half his inquisitor level (minimum +1)."
},
{
"Key": "2ae451de-487b-40bb-b52c-589226036754",
"Value": "Leader's Words"
},
{
"Key": "e3d4757d-a95a-455c-bf2c-b53eda617bc8",
"Value": "At 3rd level, 9th level, and 18th level, a tactical leader gains a
teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a
standard action, the tactical leader can grant these feats to all allies within 30
feet who can see and hear him. Allies retain the use of these bonus feats for 3
rounds plus 1 round for every 2 inquisitor levels the tactical leader has. Allies
do not need to meet the prerequisites of these bonus feats.\nThe tactical leader
can use this ability once per day at 3rd level, plus one additional time per day at
6th, 9th, 15th, and 18th level.\nAt 12th level, a tactical leader can use the
tactician ability as a swift action."
},
{
"Key": "40f9a8fc-1aed-47a5-8b97-1b86a1685ebc",
"Value": "Swift Tactician"
},
{
"Key": "60afcce5-f2db-4581-8aac-c56d3b3caf38",
"Value": "At 12th level, a tactical leader can use the tactician ability as a
swift action."
},
{
"Key": "4b215a8e-90ed-44c0-be35-a70998629061",
"Value": "At 5th level, an inquisitor can imbue one of her weapons with the
bane weapon special ability as a swift action.\nA bane weapon excels against
certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better
than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.\nThis ability only functions while the inquisitor wields the weapon. If
dropped or taken, the weapon resumes granting this ability if it is returned to the
inquisitor before the duration expires.\nThis ability lasts for a number of rounds
per day equal to the inquisitor's level. These rounds do not need to be
consecutive."
},
{
"Key": "08c2f1d4-ad66-415f-b63e-0ac59abac9f1",
"Value": "Bane Weapon"
},
{
"Key": "b9b3c83e-98a0-430c-80d3-ac73dd82bbac",
"Value": "At 5th level, an inquisitor can imbue one of her weapons with the
bane weapon special ability as a swift action.\nA bane weapon excels against
certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better
than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.\nThis ability only functions while the inquisitor wields the weapon. If
dropped or taken, the weapon resumes granting this ability if it is returned to the
inquisitor before the duration expires.\nThis ability lasts for a number of rounds
per day equal to the inquisitor's level. These rounds do not need to be
consecutive."
},
{
"Key": "48e9a401-d603-47b9-8847-14bb90e1756b",
"Value": "Bane Weapon"
},
{
"Key": "9ba0e0a8-3cec-4916-ab25-ac3552f78bda",
"Value": "At 12th level, whenever an inquisitor uses her bane ability, the
amount of bonus damage dealt by the weapon against creatures of the selected type
increases to 4d6."
},
{
"Key": "60e7309f-953d-4b1c-bebf-5ff3658eee6a",
"Value": "Greater Bane"
},
{
"Key": "df3572cc-4d13-46aa-8f99-b2be5d802805",
"Value": "Bane"
},
{
"Key": "9eba89c5-eb0e-47a8-8557-24c9d92bfbcf",
"Value": "At 5th level, an inquisitor can imbue one of her weapons with the
bane weapon special ability as a swift action.\nA bane weapon excels against
certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better
than its actual bonus. It also deals an extra 2d6 points of damage against such
foes.\nThis ability only functions while the inquisitor wields the weapon. If
dropped or taken, the weapon resumes granting this ability if it is returned to the
inquisitor before the duration expires.\nThis ability lasts for a number of rounds
per day equal to the inquisitor's level. These rounds do not need to be
consecutive."
},
{
"Key": "eae9f7f4-afbf-45bd-95d6-3a1962b59665",
"Value": "At 12th level, an inquisitor can imbue one of her weapons with the
greater bane weapon special ability as a swift action.\nA greater bane weapon
excels against certain foes. Against a designated foe, the weapon's enhancement
bonus is +2 better than its actual bonus. It also deals an extra 4d6 points of
damage against such foes.\nThis ability only functions while the inquisitor wields
the weapon. If dropped or taken, the weapon resumes granting this ability if it is
returned to the inquisitor before the duration expires.\nThis ability lasts for a
number of rounds per day equal to the inquisitor's level. These rounds do not need
to be consecutive."
},
{
"Key": "0877a824-d938-4b47-85ff-df77395508b6",
"Value": "Greater Bane Weapon"
},
{
"Key": "74bc2f15-14d3-4387-8698-49fabf54e0b4",
"Value": "At 12th level, an inquisitor can imbue one of her weapons with the
greater bane weapon special ability as a swift action.\nA greater bane weapon
excels against certain foes. Against a designated foe, the weapon's enhancement
bonus is +2 better than its actual bonus. It also deals an extra 4d6 points of
damage against such foes.\nThis ability only functions while the inquisitor wields
the weapon. If dropped or taken, the weapon resumes granting this ability if it is
returned to the inquisitor before the duration expires.\nThis ability lasts for a
number of rounds per day equal to the inquisitor's level. These rounds do not need
to be consecutive."
},
{
"Key": "2b8c02ea-6b63-428b-8a9c-def77ad7f049",
"Value": "Greater Bane Weapon"
},
{
"Key": "6a737485-02d0-4374-916b-73797e9172b7",
"Value": "The inquisitor is filled with divine wrath, gaining a +1 sacred
bonus on all weapon damage rolls. This bonus increases by +1 for every three
inquisitor levels she possesses."
},
{
"Key": "a17a9280-338b-4f31-b83d-97ab0b071c43",
"Value": "Judgment � Destruction"
},
{
"Key": "6eaa61e8-60f9-4490-9c45-d739a21f0d46",
"Value": "The inquisitor is surrounded by a healing light, gaining fast
healing 1. This causes the inquisitor to heal 1 point of damage each round as long
as the inquisitor is alive and the judgment lasts. The amount of healing increases
by 1 point for every three inquisitor levels she possesses."
},
{
"Key": "bd4e2b8a-51fa-4924-9bec-15c961df337c",
"Value": "Judgment � Healing"
},
{
"Key": "acb38624-bbcd-40cc-befa-ad360559c2cb",
"Value": "Starting at 1st level, an inquisitor can pronounce judgment upon
her foes as a swift action. Starting when the judgment is made, the inquisitor
receives a bonus or special ability based on the type of judgment made.\nAt 1st
level, an inquisitor can use this ability once per day. At 4th level and every
three levels thereafter, the inquisitor can use this ability one additional time
per day. Once activated, this ability lasts until the combat ends, at which point
all of the bonuses immediately end.\nWhen the inquisitor uses this ability, she
must select one type of judgment to make. As a swift action, she can change this
judgment to another type."
},
{
"Key": "9062b348-4145-403e-8a49-e4c5fbe77bd7",
"Value": "Judgment"
},
{
"Key": "3b89387b-db1e-4d3f-bb76-efc649d0a658",
"Value": "This judgment spurs the inquisitor to seek justice, granting a +1
sacred bonus on all attack rolls. This bonus increases by +1 for every five
inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack
rolls made to confirm critical hits."
},
{
"Key": "5b993a77-5bd7-4685-a64f-b916c6b2a328",
"Value": "Judgment � Justice"
},
{
"Key": "0777109a-d907-44d1-b3f0-c09a1576eb22",
"Value": "This judgment gives the inquisitor great focus and makes her spells
more potent. This benefit grants a +1 sacred bonus on concentration checks and
caster level checks made to overcome a target's spell resistance. This bonus
increases by +1 for every three inquisitor levels she possesses."
},
{
"Key": "b19fee77-6715-49a5-aca5-f447d105855a",
"Value": "Judgment � Piercing"
},
{
"Key": "527da1f8-75df-4f35-a97e-0b4121969263",
"Value": "The inquisitor is surrounded by a protective aura, granting a +1
sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor
levels she possesses. At 10th level, this bonus is doubled against attack rolls
made to confirm critical hits against the inquisitor."
},
{
"Key": "15018fcd-e1b2-48ff-a6cc-4a158695f6a8",
"Value": "Judgment � Protection"
},
{
"Key": "9aff410d-a495-4cb3-933b-e4a2d5810654",
"Value": "The inquisitor is protected from the vile taint of her foes,
gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for
every five inquisitor levels she possesses. At 10th level, the bonus is doubled
against curses, diseases, and poisons."
},
{
"Key": "ed4eba94-6fc9-47f1-b95d-fa0cc10d064b",
"Value": "Judgment � Purity"
},
{
"Key": "9b6cb3c0-bb52-4686-836b-7dc825c908f6",
"Value": "This judgment makes the inquisitor resistant to harm, granting DR
1/chaotic. This DR increases by 1 for every five levels she possesses."
},
{
"Key": "f3c8065e-ab1d-402c-bc48-0a9d6dadd67c",
"Value": "Judgment � Resiliency (Chaotic)"
},
{
"Key": "5b52c9b5-d0b1-4d2c-89f9-4ae1e4f3df6e",
"Value": "This judgment makes the inquisitor resistant to harm, granting DR
1/evil. This DR increases by 1 for every five levels she possesses."
},
{
"Key": "4c56cbf9-faee-4e39-9b06-cc507e613170",
"Value": "Judgment � Resiliency (Evil)"
},
{
"Key": "1c95f751-94a2-4d59-b5f6-3d34c912f845",
"Value": "This judgment makes the inquisitor resistant to harm, granting DR
1/good. This DR increases by 1 for every five levels she possesses."
},
{
"Key": "a9c68e74-419f-4ae2-94ac-8baf7c9a3e19",
"Value": "Judgment � Resiliency (Good)"
},
{
"Key": "7e93eee1-64e4-4b8c-837a-ae660d4f1ca0",
"Value": "This judgment makes the inquisitor resistant to harm, granting DR
1/lawful. This DR increases by 1 for every five levels she possesses."
},
{
"Key": "11c9c977-a49a-42e0-80e4-8ce45f6ac736",
"Value": "Judgment � Resiliency (Lawful)"
},
{
"Key": "7ae2b199-899d-4924-845c-2045c46552b3",
"Value": "This judgment makes the inquisitor resistant to harm, granting DR
1/magic. This DR increases by 1 for every five levels she possesses. At 10th level,
this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is
opposite the inquisitor's."
},
{
"Key": "5eedc535-a408-472b-8712-b16d09227793",
"Value": "Judgment � Resiliency (Magic)"
},
{
"Key": "b522c0ed-10b7-460b-b1db-836cf9e0a1c3",
"Value": "The inquisitor is shielded by a flickering aura, gaining 2 points
of energy resistance against all elements (acid, cold, electricity, fire, and
sonic). The protection increases by 2 for every three inquisitor levels she
possesses."
},
{
"Key": "75629e1b-b1d8-45d0-936f-d8fd4a7cb6af",
"Value": "Judgment � Resistance"
},
{
"Key": "0f880ccd-67d2-43eb-9bb7-cfa308340e3c",
"Value": "At 8th level, whenever an inquisitor uses her judgment ability, she
selects two different judgments, instead of one. This only consumes one use of her
judgment ability. As a swift action, she can change one of these judgments to
another type."
},
{
"Key": "308bb279-794b-4bb6-ae40-4909479925f1",
"Value": "Second Judgment"
},
{
"Key": "9da91bc4-3355-42cc-8838-dd4520fd5532",
"Value": "This judgment bathes the inquisitor's weapons in a divine light.
The inquisitor's weapons count as magic for the purposes of bypassing damage
reduction. At 6th level, the inquisitor's weapons also count as one alignment type
(chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The
type selected must match one of the inquisitor's alignments. If the inquisitor is
neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons
also count as adamantine for the purpose of overcoming damage reduction (but not
for reducing hardness)."
},
{
"Key": "91b1dd85-4a2e-4142-bd8a-22cfe994bc4f",
"Value": "Judgment � Smiting"
},
{
"Key": "6ae97db0-257b-444d-b491-bb3bd25c0039",
"Value": "This judgment bathes the inquisitor's weapons in a divine light.
The inquisitor's weapons count as magic for the purposes of bypassing damage
reduction. At 6th level, the inquisitor's weapons also count as one alignment type
(chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The
type selected must match one of the inquisitor's alignments. If the inquisitor is
neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons
also count as adamantine for the purpose of overcoming damage reduction (but not
for reducing hardness)."
},
{
"Key": "5120b3e8-66a0-4409-a701-f46be9029b6d",
"Value": "Judgment � Smiting"
},
{
"Key": "a9294a31-2ec0-489d-a659-75f5738645b7",
"Value": "This judgment bathes the inquisitor's weapons in a divine light.
The inquisitor's weapons count as magic for the purposes of bypassing damage
reduction. At 6th level, the inquisitor's weapons also count as one alignment type
(chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The
type selected must match one of the inquisitor's alignments. If the inquisitor is
neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons
also count as adamantine for the purpose of overcoming damage reduction (but not
for reducing hardness)."
},
{
"Key": "3c0f0d20-8c14-427c-b606-6bd817c30b3c",
"Value": "Judgment � Smiting"
},
{
"Key": "6b9a414f-168e-4497-857e-b457f75dee61",
"Value": "At 16th level, whenever an inquisitor uses her judgment ability,
she selects three different judgments, instead of just two. This only consumes one
use of her judgment ability. As a swift action, the inquisitor can change one of
these judgments to another type."
},
{
"Key": "10469d9b-7638-4cd8-8b53-1c593a4be5f7",
"Value": "Third Judgment"
},
{
"Key": "546467d0-3073-4cef-a030-70fe8e1e57aa",
"Value": "At 13th level, a magus gains proficiency with heavy armor. A magus
can cast magus spells while wearing heavy armor without incurring the normal arcane
spell failure chance. Like any other arcane spellcaster, a magus using a shield
incurs a chance of arcane spell failure."
},
{
"Key": "418d0b5f-d616-439f-9c25-650c32d19d89",
"Value": "Arcane Heavy Armor"
},
{
"Key": "1080431f-2dab-4115-b39e-ad19b185ad47",
"Value": "At 7th level, a magus gains proficiency with medium armor. A magus
can cast magus spells while wearing medium armor without incurring the normal
arcane spell failure chance. Like any other arcane spellcaster, a magus wearing
heavy armor or using a shield incurs a chance of arcane spell failure."
},
{
"Key": "884152a3-029d-4c41-b47f-ccb590f26cfb",
"Value": "Arcane Medium Armor"
},
{
"Key": "bcffd31a-ea7b-47d5-a442-caca6d163cb4",
"Value": "At 16th level, whenever an enemy within reach of the magus
successfully casts a spell defensively, that enemy provokes an attack of
opportunity from the magus after the spell is complete."
},
{
"Key": "6d9f2e36-7a49-4705-9f60-d06e4a831e93",
"Value": "Counterstrike"
},
{
"Key": "91a4a397-b50e-496e-83af-46cedee864dd",
"Value": "Starting at 10th level, a magus counts 1/2 his total magus level as
his fighter level for the purpose of qualifying for feats. If he has levels in
fighter, these levels stack."
},
{
"Key": "087b4c66-3555-45d9-ae04-80283f927d30",
"Value": "Fighter Training"
},
{
"Key": "3bd03d47-2193-425c-bf84-bdf8eb2265ef",
"Value": "At 19th level, the magus gains access to an expanded spell list. He
learns and places 6 spells from the wizard's spell list into his spellbook as magus
spells of their wizard level � one of each level from 1st to 6th."
},
{
"Key": "b88edaf8-d764-4805-a918-6a3e1662e5f0",
"Value": "Greater Spell Access"
},
{
"Key": "3f59c142-b923-4e2b-aede-d94516eb2d21",
"Value": "Maguses can cast a number of cantrips, or 0-level spells. These
spells are cast like any other spell, but they are not expended when cast and may
be used again."
},
{
"Key": "84fa2009-3007-47ce-942e-4e86aa3eb252",
"Value": "Cantrips"
},
{
"Key": "9c7dd2ab-80a7-4fe9-ae32-20a38354cc3f",
"Value": "Maguses spend much of their time traveling the world, learning
whatever martial or arcane secrets they can find. They might spend months learning
a new sword-fighting style from a master warrior, while simultaneously moonlighting
in the local library, poring through tomes of ancient lore. Most who take this path
dabble in all sorts of lore, picking up anything that might aid them in their
search for perfection."
},
{
"Key": "6b96609c-9139-4c66-8d9c-855f6c5d2a3f",
"Value": "Magus"
},
{
"Key": "d9cbb3d2-3ea3-465d-a6cd-41e97f407f67",
"Value": "At 5th level, and every six levels thereafter, a magus gains a
bonus feat in addition to those gained from normal advancement. These bonus feats
must be selected from those listed as combat or magic feats. He must meet the
prerequisites for these feats as normal."
},
{
"Key": "c38840c6-2601-4e77-b75a-ab6a85cd9d7a",
"Value": "Bonus Magus Feat"
},
{
"Key": "75f43f22-a9fe-4b3d-9823-a129345d4091",
"Value": "A magus is proficient with all simple and martial weapons. A magus
is also proficient with light armor. He can cast magus spells while wearing light
armor without incurring the normal arcane spell failure chance. Like any other
arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a
chance of arcane spell failure. A multiclass magus still incurs the normal arcane
spell failure chance for arcane spells received from other classes."
},
{
"Key": "38caab48-dcb5-4cbb-bb51-2a762d42b18a",
"Value": "Magus Proficiencies"
},
{
"Key": "984a15fa-6b52-49ae-9b21-42540867bbfa",
"Value": "Magus"
},
{
"Key": "25a65d69-0a94-4827-bcaf-2bb3ca70305b",
"Value": "Magus"
},
{
"Key": "b9183d35-2036-4dd8-b311-e85cf5e3d4ea",
"Value": "The magus can expend 1 point from his�arcane pool�as a�swift
action�to grant himself an�insight bonus�equal to his�Intelligence�bonus on
all�attack rolls�until the end of his turn."
},
{
"Key": "329fea22-95b1-4f30-9097-8768dd1ca9b7",
"Value": "Arcane Accuracy"
},
{
"Key": "6c2f4566-d032-4d65-a955-79e3425ea8cd",
"Value": "Arcane Accuracy"
},
{
"Key": "5011d9cb-5afe-4168-acef-2cff7863468e",
"Value": "The magus can expend 1 point from his�arcane pool�as a�swift
action�to grant himself an�insight bonus�equal to his�Intelligence�bonus on
all�attack rolls�until the end of his turn."
},
{
"Key": "169f0e86-f7ca-456b-ab84-d957f82759ef",
"Value": "Arcane Accuracy"
},
{
"Key": "eb5e8a56-6376-44a2-ad02-40cbdb66e6a2",
"Value": "Bane Blade"
},
{
"Key": "4c3c3c2e-c9af-471e-968f-09b41574ad75",
"Value": "Whenever the magus enhances his weapon using his�arcane pool, he
may spend 1 additional point from his�arcane pool�to add the�bane special ability
to the weapon."
},
{
"Key": "9e3767dc-130a-441d-be7b-843da67466bd",
"Value": "Whenever the magus enhances his weapon using his�arcane pool, he
adds the anarchic,�axiomatic,�holy, or�unholy�special abilities to the list of
available options. A magus may only add one of these abilities if it matches his
own�alignment."
},
{
"Key": "af30630c-8ec0-4fe6-8249-29118c89d274",
"Value": "Devoted Blade"
},
{
"Key": "01ef5dcb-60cb-4038-9330-fa867160fc6a",
"Value": "The magus can expend 2 points from his arcane pool as a swift
action to resolve all of his melee weapon attacks until the end of his turn as
melee touch attacks."
},
{
"Key": "964ed2de-7b6f-495b-9b19-084522e475ad",
"Value": "Dimension Strike"
},
{
"Key": "fd8e8e5c-8ab6-4009-acab-8d2af22a35d3",
"Value": "Enduring Blade"
},
{
"Key": "441c2596-07b8-49bf-9a71-3d6f7667c0ab",
"Value": "Whenever the magus enchants his weapon using his arcane pool, he
may spend 1 additional point from his arcane pool to increase the duration of the
enchantment to 1 minute per magus level."
},
{
"Key": "8d6376dd-8cba-43bf-b21a-0fe1f7db6933",
"Value": "Enduring Blade"
},
{
"Key": "30129d01-1b0b-410c-b81f-b78ca53d6fec",
"Value": "Whenever the magus enchants his weapon using his arcane pool, he
may spend 1 additional point from his arcane pool to increase the duration of the
enchantment to 1 minute per magus level."
},
{
"Key": "8d9b139b-2d8b-455c-9106-bafc97037fb7",
"Value": "Enduring Blade"
},
{
"Key": "c29c2740-bcfb-4cb1-b2a8-b1075b3444f6",
"Value": "Ghost Blade"
},
{
"Key": "680e86bb-724d-43a5-8087-ec7f4024f038",
"Value": "Whenever the magus enhances his weapon using his�arcane pool, he
adds the brilliant energy and ghost touch�special abilities to the list of
available options."
},
{
"Key": "cd6a99a8-df48-4ce2-bd0f-d335c18cb49d",
"Value": "The magus can expend 1 point from his�arcane pool�as a�swift
action�to move more quickly. This functions as�haste, but only targets the magus
and lasts for a number of rounds equal to the magus's�Intelligence�bonus."
},
{
"Key": "77be0efb-90de-46f1-abd8-6aca8da83480",
"Value": "Hasted Assault"
},
{
"Key": "b3e5e24f-08ab-44e9-80fe-a5d85fd53da3",
"Value": "A number of rounds equal to the magus's�Intelligence�bonus"
},
{
"Key": "bbeab4bb-42fb-4581-8280-181fe29467ef",
"Value": "The magus can expend 1 point from his�arcane pool�as a�swift
action�to move more quickly. This functions as�haste, but only targets the magus
and lasts for a number of rounds equal to the magus's�Intelligence�bonus."
},
{
"Key": "0e2b6462-25c6-40af-8cef-8246743cfc34",
"Value": "Hasted Assault"
},
{
"Key": "4fdee392-3d64-4bff-a731-7d1bc29d767e",
"Value": "As he gains levels, a magus learns arcane secrets tailored to his
specific way of blending martial puissance and magical skill. Starting at 3rd
level, a magus gains one magus arcana. He gains an additional magus arcana for
every three levels of magus attained after 3rd level. Unless specifically noted in
a magus arcana's description, a magus cannot select a particular magus arcana more
than once."
},
{
"Key": "a34f9483-4274-41d1-bc01-2ee990ae6766",
"Value": "Magus Arcana"
},
{
"Key": "2fca1af9-5bd8-4773-ba98-fbc0008439df",
"Value": "The magus can expend 1 point from his�arcane pool�as a swift
action, allowing him to anticipate his opponent's defenses. Enemies are denied
their�Dexterity�bonus against the magus's attacks until the end of the magus's next
turn."
},
{
"Key": "bc5ab4c1-1910-438d-9602-bc14d6a65bf6",
"Value": "Prescient Attack"
},
{
"Key": "5cef644a-3f64-4f0a-a0d0-6acb60a709ad",
"Value": "Prescient Attack"
},
{
"Key": "04a95346-3452-4968-adaf-52a869bda5e5",
"Value": "The magus can expend 1 point from his�arcane pool�as a swift
action, allowing him to anticipate his opponent's defenses. Enemies are denied
their�Dexterity�bonus against the magus's attacks until the end of the magus's next
turn."
},
{
"Key": "88ba6ac8-9d6e-4556-b9af-fad24d9f6a18",
"Value": "Prescient Attack"
},
{
"Key": "96027aeb-0fb7-47b8-bdb3-c8a296ef717b",
"Value": "Wand Mastery"
},
{
"Key": "32bd5dd2-3309-49bb-af27-2a19f4ed8dfa",
"Value": "Whenever the magus uses a�wand, he calculates the DC for any spell
it contains using his�Intelligence�modifier, instead of the minimum modifier needed
to cast a spell of that level."
},
{
"Key": "eea791ef-ffc6-4e87-9970-55ea4b9d5400",
"Value": "The magus can�activate�a�wand�or�staff�in place of casting a spell
when using�spell combat."
},
{
"Key": "46b5864e-7fd2-4003-a0e8-993ed1b06dc4",
"Value": "Wand Wielder"
},
{
"Key": "019a1f4c-5aca-4ab2-be6b-7558d4b2393e",
"Value": "At 1st level, the magus gains a reservoir of mystical arcane energy
that he can draw upon to fuel his powers and enhance his weapon. This arcane pool
has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence
modifier. The pool refreshes once per day when the magus prepares his spells.\nAt
1st level, a magus can expend 1 point from his arcane pool as a swift action to
grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four
levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of
+5 at 17th level. These bonuses can be added to the weapon, stacking with existing
weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack
with themselves.\nAt 5th level, these bonuses can be used to add any of the
following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock,
shocking burst, or speed.\nAdding these properties consumes an amount of bonus
equal to the property's base price modifier. These properties are added to any the
weapon already has, but duplicates do not stack. If the weapon is not magical, at
least a +1 enhancement bonus must be added before any other properties can be
added. These bonuses and properties are decided when the arcane pool point is spent
and cannot be changed until the next time the magus uses this ability. These
bonuses do not function if the weapon is wielded by anyone other than the magus.\nA
magus can only enhance one weapon in this way at one time. If he uses this ability
again, the first use immediately ends."
},
{
"Key": "8f2ca3d8-05ca-48d5-aefc-aaf500f81192",
"Value": "Arcane Pool"
},
{
"Key": "3a476ac3-ab97-48f6-8434-28cc2e6add5d",
"Value": "Anarchic"
},
{
"Key": "b829f178-b346-44b1-9766-9847a8c58799",
"Value": "The magus can add the anarchic property to a weapon enhanced with
his arcane pool, but this consumes 2 points of enhancement bonus granted to this
weapon.\nAn anarchic weapon is infused with the power of chaos. It makes the weapon
chaotic-aligned and thus overcomes the corresponding damage reduction. It deals an
extra 2d6 points of damage against all creatures of lawful alignment."
},
{
"Key": "88edfa71-24ee-4c5c-ae7f-d0074649e073",
"Value": "Arcane Weapon � Anarchic"
},
{
"Key": "0676ff4e-8c6f-4b8a-b2f0-5013f1018eb6",
"Value": "Axiomatic"
},
{
"Key": "f2b92a33-7056-40d1-a3e7-f57c95593f5e",
"Value": "The magus can add the axiomatic property to a weapon enhanced with
his arcane pool, but this consumes 2 points of enhancement bonus granted to this
weapon.\nAn axiomatic weapon is infused with lawful power. It makes the weapon
lawful-aligned and thus overcomes the corresponding damage reduction. It deals an
extra 2d6 points of damage against creatures of chaotic alignment."
},
{
"Key": "a0568011-15e0-4887-b469-0eb24107b823",
"Value": "Arcane Weapon � Axiomatic"
},
{
"Key": "5222ac1f-2b36-4329-8f05-e477290ed1b2",
"Value": "Bane"
},
{
"Key": "67305378-4cdd-458f-957d-6925a8b3ca32",
"Value": "The magus can spend 1 additional point to add the bane property to
a weapon enhanced with his arcane pool. All enemies count as designated foes for
this weapon.\nA bane weapon excels against certain foes. Against a designated foe,
the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an
extra 2d6 points of damage against such foes."
},
{
"Key": "241c9cb4-8766-4f61-aff6-bf0fd893b16b",
"Value": "Arcane Weapon � Bane"
},
{
"Key": "fb192bfc-eaba-4a2b-944a-f7d24e440e12",
"Value": "Brilliant Energy"
},
{
"Key": "6650c960-b6ec-46b7-8b4f-95a77c1d19fb",
"Value": "The magus can add the brilliant energy property to a weapon
enhanced with his arcane pool, but this consumes 4 points of enhancement bonus
granted to this weapon.\nA brilliant energy weapon ignores nonliving matter. Armor
and shield bonuses to AC (including any enhancement bonuses to that armor) do not
count against it because the weapon passes through armor. (Dexterity, deflection,
dodge, natural armor, and other such bonuses still apply.) A brilliant energy
weapon cannot harm undead, constructs, or objects."
},
{
"Key": "fbe24240-87d8-4ed9-8f51-810e4b513f20",
"Value": "Arcane Weapon � Brilliant Energy"
},
{
"Key": "501c0446-7346-425a-beb4-20e720de7f80",
"Value": "Flaming"
},
{
"Key": "c7b63599-5388-44d9-9745-9ec876a21bc2",
"Value": "The magus can add the flaming property to a weapon enhanced with
his arcane pool, but this consumes 1 point of enhancement bonus granted to this
weapon.\nA flaming weapon is sheathed in fire that deals an extra 1d6 points of
fire damage on a successful hit. The fire does not harm the wielder."
},
{
"Key": "45675d0f-d4cf-4967-822a-45cebc9f010c",
"Value": "Arcane Weapon � Flaming"
},
{
"Key": "f04d2b09-5d70-46b7-bfc5-e4612af731c4",
"Value": "Frost"
},
{
"Key": "af295e07-f8f1-4886-acd6-655b570a378a",
"Value": "The magus can add the frost property to a weapon enhanced with his
arcane pool, but this consumes 1 point of enhancement bonus granted to this
weapon.\nA frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6
points of cold damage on a successful hit. The cold does not harm the wielder."
},
{
"Key": "48d24690-c1a9-41c7-8224-cfc32cf25554",
"Value": "Arcane Weapon � Frost"
},
{
"Key": "37801d29-5f95-4002-bd7f-4b5591bad00e",
"Value": "Ghost Touch"
},
{
"Key": "93f8dc3c-5e92-454c-9275-3cb010b86237",
"Value": "The magus can add the ghost touch property to a weapon enhanced
with his arcane pool, but this consumes 1 point of enhancement bonus granted to
this weapon.\nA ghost touch weapon deals damage normally against incorporeal
creatures, regardless of its bonus. An incorporeal creature's 50% reduction in
damage from corporeal sources does not apply to attacks made against it with ghost
touch weapons."
},
{
"Key": "13a8d56d-75a8-443f-b236-0afd48ac417c",
"Value": "Arcane Weapon � Ghost Touch"
},
{
"Key": "25d0d9e6-74bc-4e93-946a-aa1e39a1d9e1",
"Value": "Holy"
},
{
"Key": "b1bb308b-bfe2-4c63-b3ce-74e67532c534",
"Value": "The magus can add the holy property to a weapon enhanced with his
arcane pool, but this consumes 2 points of enhancement bonus granted to this
weapon.\nA holy weapon is imbued with holy power. This power makes the weapon good-
aligned and thus overcomes the corresponding damage reduction. It deals an extra
2d6 points of damage against all creatures of evil alignment."
},
{
"Key": "28042fc8-1a1c-442e-8634-adf40ca213cc",
"Value": "Arcane Weapon � Holy"
},
{
"Key": "75362534-ca03-43a1-86db-2ac4e349a102",
"Value": "Keen"
},
{
"Key": "58f06e48-d1a0-4d0f-9e21-eb2fd532cfb5",
"Value": "The magus can add the keen property to a weapon enhanced with his
arcane pool, but this consumes 1 point of enhancement bonus granted to this
weapon.\nThe keen property doubles the threat range of a weapon. This benefit
doesn't stack with any other effects that expand the threat range of a weapon (such
as the keen edge spell or the Improved Critical feat)."
},
{
"Key": "2a782dd0-e11f-4c20-88d1-7d3ef7030ad7",
"Value": "Arcane Weapon � Keen"
},
{
"Key": "642e0bdc-6f90-4811-846f-030d77920b3f",
"Value": "At 1st level, a magus can expend 1 point from his arcane pool as a
swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to
a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability
do not stack with themselves.\nAt 5th level, these bonuses can be used to add any
of the following weapon properties: flaming, flaming burst, frost, icy burst, keen,
shock, shocking burst, or speed.\nAdding these properties consumes an amount of
bonus equal to the property's base price modifier. These properties are added to
any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties
can be added. These bonuses and properties are decided when the arcane pool point
is spent and cannot be changed until the next time the magus uses this ability.
These bonuses do not function if the weapon is wielded by anyone other than the
magus.\nA magus can only enhance one weapon in this way at one time. If he uses
this ability again, the first use immediately ends."
},
{
"Key": "1ad6f531-6861-47de-aa1f-ae865518ab44",
"Value": "Arcane Weapon (+2)"
},
{
"Key": "c1a2d52f-de19-45e1-8f51-1a7f3467a937",
"Value": "Arcane Weapon (+3)"
},
{
"Key": "b0231cce-3645-4b19-b23d-68db7861469d",
"Value": "At 1st level, a magus can expend 1 point from his arcane pool as a
swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to
a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability
do not stack with themselves.\nAt 5th level, these bonuses can be used to add any
of the following weapon properties: flaming, flaming burst, frost, icy burst, keen,
shock, shocking burst, or speed.\nAdding these properties consumes an amount of
bonus equal to the property's base price modifier. These properties are added to
any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties
can be added. These bonuses and properties are decided when the arcane pool point
is spent and cannot be changed until the next time the magus uses this ability.
These bonuses do not function if the weapon is wielded by anyone other than the
magus.\nA magus can only enhance one weapon in this way at one time. If he uses
this ability again, the first use immediately ends."
},
{
"Key": "54cbf951-aac9-4a0b-b882-878f102dac81",
"Value": "Arcane Weapon (+4)"
},
{
"Key": "61003921-acc5-4169-8969-9d63e1c5de61",
"Value": "At 1st level, a magus can expend 1 point from his arcane pool as a
swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to
a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability
do not stack with themselves.\nAt 5th level, these bonuses can be used to add any
of the following weapon properties: flaming, flaming burst, frost, icy burst, keen,
shock, shocking burst, or speed.\nAdding these properties consumes an amount of
bonus equal to the property's base price modifier. These properties are added to
any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties
can be added. These bonuses and properties are decided when the arcane pool point
is spent and cannot be changed until the next time the magus uses this ability.
These bonuses do not function if the weapon is wielded by anyone other than the
magus.\nA magus can only enhance one weapon in this way at one time. If he uses
this ability again, the first use immediately ends."
},
{
"Key": "6d7cac93-439a-446d-8ba8-21e437e08e50",
"Value": "Arcane Weapon (+5)"
},
{
"Key": "641c54ec-0994-4879-9726-70f1dbd260c7",
"Value": "At 1st level, a magus can expend 1 point from his arcane pool as a
swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to
a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability
do not stack with themselves.\nAt 5th level, these bonuses can be used to add any
of the following weapon properties: flaming, flaming burst, frost, icy burst, keen,
shock, shocking burst, or speed.\nAdding these properties consumes an amount of
bonus equal to the property's base price modifier. These properties are added to
any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties
can be added. These bonuses and properties are decided when the arcane pool point
is spent and cannot be changed until the next time the magus uses this ability.
These bonuses do not function if the weapon is wielded by anyone other than the
magus.\nA magus can only enhance one weapon in this way at one time. If he uses
this ability again, the first use immediately ends."
},
{
"Key": "63e2508c-61e9-402f-92a7-eda01c08bdcf",
"Value": "Shock"
},
{
"Key": "7949d0c8-e5af-4c65-9c43-0a0aee2c1dde",
"Value": "The magus can add the shock property to a weapon enhanced with his
arcane pool, but this consumes 1 point of enhancement bonus granted to this
weapon.\nA shock weapon is sheathed in crackling electricity that deals an extra
1d6 points of electricity damage on a successful hit. The electricity does not harm
the wielder."
},
{
"Key": "29aa4ddb-e3fd-4aa0-88e5-f273786351b9",
"Value": "Arcane Weapon � Shock"
},
{
"Key": "c755186a-fed8-42a8-be1f-231968f6c1ba",
"Value": "Speed"
},
{
"Key": "da5e0980-3df6-4b1d-9cea-ba7a6ecc6b50",
"Value": "The magus can add the speed property to a weapon enhanced with his
arcane pool, but this consumes 3 points of enhancement bonus granted to this
weapon.\nWhen making a full attack, the wielder of a speed weapon may make one
extra attack with it. The attack uses the wielder's full base attack bonus, plus
any modifiers appropriate to the situation. (This benefit is not cumulative with
similar effects, such as a haste spell.)"
},
{
"Key": "85ce616f-67cc-4969-bcab-b35770356caf",
"Value": "Arcane Weapon Bond � Speed"
},
{
"Key": "8afedce9-40ab-440c-a5e5-7e9390a81d72",
"Value": "Arcane Weapon Enhancement"
},
{
"Key": "014b92b9-2a89-4937-a314-c8aed573218c",
"Value": "At 1st level, a magus can expend 1 point from his arcane pool as a
swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to
a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability
do not stack with themselves.\nAt 5th level, these bonuses can be used to add any
of the following weapon properties: flaming, flaming burst, frost, icy burst, keen,
shock, shocking burst, or speed.\nAdding these properties consumes an amount of
bonus equal to the property's base price modifier. These properties are added to
any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties
can be added. These bonuses and properties are decided when the arcane pool point
is spent and cannot be changed until the next time the magus uses this ability.
These bonuses do not function if the weapon is wielded by anyone other than the
magus.\nA magus can only enhance one weapon in this way at one time. If he uses
this ability again, the first use immediately ends."
},
{
"Key": "e2b6bd73-9add-4968-ad09-f39b6543f09c",
"Value": "Unholy"
},
{
"Key": "dc0b32d6-746c-4a99-a574-3965525505d9",
"Value": "The magus can add the unholy property to a weapon enhanced with his
arcane pool, but this consumes 2 points of enhancement bonus granted to this
weapon.\nAn unholy weapon is imbued with unholy power. This power makes the weapon
evil-aligned and thus overcomes the corresponding damage reduction. It deals an
extra 2d6 points of damage against all creatures of good alignment."
},
{
"Key": "04270884-b41a-4a96-a1d1-24ff6e739457",
"Value": "Arcane Weapon � Unholy"
},
{
"Key": "4ca0686c-8103-479f-9595-99c06e135b07",
"Value": "The eldritch archer rains magical attacks down on her foes."
},
{
"Key": "98fb8ea5-9d7a-4412-9b98-ad051be25d29",
"Value": "Eldritch Archer"
},
{
"Key": "4806db3e-7fe9-49ab-a95d-a74e301ce0c2",
"Value": "Instead of a melee weapon, an eldritch archer must use a ranged
weapon for spell combat. She doesn't need a free hand for ranged spell combat. The
eldritch archer cannot accept an attack penalty to gain a bonus on concentration
checks to cast a spell defensively."
},
{
"Key": "f5f7e551-3ac7-4003-b934-df9eba6c8be7",
"Value": "Ranged Spell Combat"
},
{
"Key": "17c64d19-165c-49d9-b8c0-c8a9131fe380",
"Value": "At 2nd level, whenever an eldritch archer casts a spell that calls
for a ranged attack, she can deliver the spell through a ranged weapon she wields
as part of a ranged attack. Instead of the free ranged attack normally allowed to
deliver the spell, an eldritch archer can make one free ranged attack with a ranged
weapon (at her highest base attack bonus) as part of casting this spell. The attack
does not increase the spell's range."
},
{
"Key": "2b23bf15-0aa2-4c4f-bf57-81b6557b9062",
"Value": "Ranged Spellstrike"
},
{
"Key": "42a50fc2-7aae-4894-9455-68131ca4470c",
"Value": "Unlike typical magi, eldritch scions do not study tomes of magic or
spend time learning to combine martial and magical skills. Rather, eldritch scions
find that their spells and abilities come to them instinctively."
},
{
"Key": "54a33e90-4537-4e4a-b64d-81ada73d1259",
"Value": "Eldritch Scion"
},
{
"Key": "ccf8db54-dd79-4ae2-a336-cf6157f84190",
"Value": "A sword saint spends his life focusing his training and meditation
into a rapturous perfection of the use of a single weapon, which is usually but not
always a sword, channeling his arcane might through it in a dizzying and deadly
dance beyond the abilities of even the greatest of mundane warriors."
},
{
"Key": "23058580-7316-4d75-bc09-08cb475649a0",
"Value": "Sword Saint"
},
{
"Key": "cbb1a1ed-16a0-4853-a351-3fbf920ece3c",
"Value": "When wearing light or no armor, wielding his chosen weapon, and not
using a shield, a sword saint adds 1 point of Intelligence bonus (if any) per magus
class level as a dodge bonus to her Armor Class. If a sword saint is caught flat-
footed or otherwise denied her Dexterity bonus, she also loses this bonus."
},
{
"Key": "5dffbfcb-2612-41b5-81a4-0adf8c39e781",
"Value": "Canny Defense"
},
{
"Key": "38e5be20-200f-43a5-ac22-ff314d64889b",
"Value": "A sword saint is proficient in simple weapons and in a single
martial or exotic melee weapon of his choice. A sword saint is not proficient with
armor or shields and suffers normal arcane spell failure chance when casting magus
spells while armored.\nAt 1st level, a sword saint gains Weapon Focus with his
chosen weapon as a bonus feat."
},
{
"Key": "d56e66cf-25b1-4d9f-834e-f6593444d900",
"Value": "Chosen Weapon"
},
{
"Key": "0712d022-0b00-4f7a-9f6d-cc9c5deaee82",
"Value": "At 9th level, a sword saint adds his Intelligence bonus (minimum 0)
on critical hit confirmation rolls with his favored weapon.\nIn addition, the sword
saint may use his magus levels in place of his base attack bonuses to qualify for
any feat for which it is a prerequisite."
},
{
"Key": "e0f7b2a3-6280-462d-ac37-48df100dec4e",
"Value": "Critical Perfection"
},
{
"Key": "28961dd2-ac36-4eb3-ad50-fcad59bbc1e8",
"Value": "Fighter Training"
},
{
"Key": "58b9694d-9c9c-4890-98d2-dc9d713bd915",
"Value": "Starting at 7th level, a sword saint counts his magus level �3 as
his fighter level for the purpose of qualifying for feats (if he has levels in
fighter, these levels stack)."
},
{
"Key": "c99cef32-13f7-4c1d-8ac3-eb0aaf4ffb98",
"Value": "At 13th level, when a sword saint is attacking a flat-footed
opponent, he adds his Intelligence modifier on damage with his chosen weapon
(minimum 0)."
},
{
"Key": "c92e49bc-7517-4f07-9cf3-879bf3b15b08",
"Value": "Lethal Focus"
},
{
"Key": "f63620d5-f053-45ee-acf3-a8d4ab21597c",
"Value": "At 7th level, a sword saint applies his Intelligence modifier as
well as his Dexterity modifier on initiative rolls (minimum 0)."
},
{
"Key": "9938924f-4abe-4b1e-bc3c-91fb1aeddd14",
"Value": "Lightning Draw"
},
{
"Key": "17a59bb9-7a01-4241-a6cc-fa3480c2a20f",
"Value": "At 19th level, a sword saint's initiative roll is automatically a
natural 20."
},
{
"Key": "8091bf55-cc4e-43d3-b23f-5016168d1169",
"Value": "Perfect Reflexes"
},
{
"Key": "bc386a64-4f83-4ee7-a76e-fa0944eb22a0",
"Value": "At 4th level, when a sword saint hits with his chosen weapon, he
can spend 1 point from his arcane pool in order to maximize his weapon damage.
Don't roll for damage � the weapon deals maximum damage. This affects only the
weapon's base damage dice, not additional damage from sneak attack, magical weapon
properties, spellstrike, or critical hits."
},
{
"Key": "41f677ea-9e93-4c3e-871b-2edb50600b16",
"Value": "Perfect Strike"
},
{
"Key": "dcc16fc0-3867-4a45-be80-8afc77b1ffc6",
"Value": "At 4th level, when a sword saint sword saint confirms a critical
hit, he can spend 1 point from his arcane pool to increase his weapon's critical
multiplier by 1."
},
{
"Key": "0688a29d-6331-4815-a7bd-3fbc44bfa2e4",
"Value": "Perfect Critical"
},
{
"Key": "3eddd1e6-433f-43df-b7db-15df027a6ca4",
"Value": "At 4th level, when a sword saint hits with his chosen weapon, he
can spend 1 point from his arcane pool in order to maximize his weapon damage.
Don't roll for damage � the weapon deals maximum damage. This affects only the
weapon's base damage dice, not additional damage from sneak attack, magical weapon
properties, spellstrike, or critical hits. If the sword saint confirms a critical
hit, he can instead spend 2 points from his arcane pool to increase his weapon's
critical multiplier by 1."
},
{
"Key": "d5321758-382e-414f-92d4-2d153c15ac41",
"Value": "At 11th level, a sword saint can make a number of attacks of
opportunity in a round equal to his Intelligence modifier (minimum 1). This effect
stacks with the Combat Reflexes feat."
},
{
"Key": "e8e3be41-9f18-4ed4-b0a1-578df9940cca",
"Value": "Superior Reflexes"
},
{
"Key": "cca54c6d-67b4-4835-a719-e5ad25c85392",
"Value": "At 20th level, any attacks a sword saint makes with his chosen
weapon automatically confirm all critical threats and have their damage multiplier
increased by 1 (�2 becomes �3, for example)."
},
{
"Key": "5b7629d3-e9b7-437e-b59a-b4e0d75c0471",
"Value": "Weapon Mastery"
},
{
"Key": "ed65a903-5967-4359-967a-37ba6613b3ac",
"Value": "At 14th level, the magus gains the ability to seamlessly cast
spells and make melee attacks. Whenever he uses the spell combat ability, his
concentration check bonus from Improved Spell Combat increases to +4."
},
{
"Key": "e33035e2-f82f-428c-997e-38713555870d",
"Value": "Greater Spell Combat"
},
{
"Key": "8f35a234-952f-410d-98ba-a6946cfa7699",
"Value": "At 8th level, the magus's ability to cast spells and make melee
attacks improves. When using the spell combat ability, the magus receives a +2
circumstance bonus on concentration checks."
},
{
"Key": "e2827b6f-535e-4cb8-a877-78776ea20f2b",
"Value": "Improved Spell Combat"
},
{
"Key": "0f2ffcc4-5d8e-47f8-8bdd-85c532bb0cdd",
"Value": "At 1st level, a magus learns to cast spells and wield his weapons
at the same time. This functions much like two-weapon fighting, but the off-hand
weapon is a spell that is being cast. To use this ability, the magus must have one
hand free, while wielding a light or one-handed melee weapon in the other hand. As
a full-round action, he can make all of his attacks with his melee weapon at a �2
penalty and can also cast any spell from the magus spell list with a casting time
of 1 standard action (any attack roll made as part of this spell also takes this
penalty)."
},
{
"Key": "bc6ffc83-5c41-469f-9ef5-29201635f626",
"Value": "Spell Combat"
},
{
"Key": "15413ad1-affd-4194-8760-b8cdf52446ed",
"Value": "At 11th level, the magus's ability to recall spells using his
arcane pool becomes more efficient. Whenever he recalls a spell with spell recall,
he expends a number of points from his arcane pool equal to 1/2 the spell's level
(minimum 1)."
},
{
"Key": "5562537b-c2ca-4c88-bc2b-0809f75c059b",
"Value": "Improved Spell Recall"
},
{
"Key": "c53b378c-1163-4b09-ad57-30fc57e09b6e",
"Value": "At 4th level, the magus learns to use his arcane pool to recall
spells he has already cast. With a swift action he can recall any single magus
spell that he has already prepared and cast that day by expending a number of
points from his arcane pool equal to the spell's level (minimum 1). The spell is
prepared again, just as if it had not been cast."
},
{
"Key": "4206f1fd-95fa-4c2e-8ef8-25e5b998cb9c",
"Value": "Spell Recall"
},
{
"Key": "a9d5dc1f-553b-46b4-a1de-75f3180bb96a",
"Value": "At 4th level, the magus learns to use his arcane pool to recall
spells he has already cast. With a swift action he can recall any single magus
spell that he has already prepared and cast that day by expending a number of
points from his arcane pool equal to the spell's level (minimum 1). The spell is
prepared again, just as if it had not been cast."
},
{
"Key": "47e21c22-f36c-4f5a-abe1-c30dd883f35f",
"Value": "Spell Recall"
},
{
"Key": "8f41f1b1-4376-46dd-90fa-44374483280d",
"Value": "At 2nd level, whenever a magus casts a spell with a range
of \"touch\" from the magus spell list, he can deliver the spell through any weapon
he is wielding as part of a melee attack.\nInstead of the free melee touch attack
normally allowed to deliver the spell, a magus can make one free melee attack with
his weapon (at his highest base attack bonus) as part of casting this spell. If
successful, this melee attack deals its normal damage as well as the effects of the
spell. If the magus makes this attack in concert with spell combat, this melee
attack takes all the penalties accrued by spell combat melee attacks.\nThis attack
uses the weapon's critical range (20, 19�20, or 18�20 and modified by the keen
weapon property or similar effects), but the spell effect only deals �2 damage on a
successful critical hit, while the weapon damage uses its own critical modifier."
},
{
"Key": "e4c9a2d9-30bc-482d-9ec5-a0733d6b2f83",
"Value": "Spellstrike"
},
{
"Key": "0bff9fc0-f434-41dc-851d-3d10895e9067",
"Value": "Spellstrike"
},
{
"Key": "264967c2-de89-46fd-8be7-67262bcd2356",
"Value": "At 2nd level, whenever a magus casts a spell with a range
of \"touch\" from the magus spell list, he can deliver the spell through any weapon
he is wielding as part of a melee attack.\nInstead of the free melee touch attack
normally allowed to deliver the spell, a magus can make one free melee attack with
his weapon (at his highest base attack bonus) as part of casting this spell. If
successful, this melee attack deals its normal damage as well as the effects of the
spell. If the magus makes this attack in concert with spell combat, this melee
attack takes all the penalties accrued by spell combat melee attacks.\nThis attack
uses the weapon's critical range (20, 19�20, or 18�20 and modified by the keen
weapon property or similar effects), but the spell effect only deals �2 damage on a
successful critical hit, while the weapon damage uses its own critical modifier."
},
{
"Key": "0bd7c389-8328-431f-965a-c291fb880859",
"Value": "Spellstrike"
},
{
"Key": "2dacdfcc-0771-4cb8-b0ae-280f57515083",
"Value": "True Magus � Attack Bonus"
},
{
"Key": "ed441369-3e81-4d0a-893f-1a81ca3bea3e",
"Value": "Whenever the magus uses spell combat, he can choose to grant
himself a +2 circumstance bonus on all attack rolls."
},
{
"Key": "bcf2ae10-b68c-4a99-aec0-03a7e53d634a",
"Value": "True Magus � Attack Bonus"
},
{
"Key": "023bb14b-23c8-4c8e-9554-62b2b6c7f1f7",
"Value": "True Magus � Attack Bonus"
},
{
"Key": "e1a76850-1e70-46ef-85a0-a8ac496d1286",
"Value": "True Magus � Spell DC"
},
{
"Key": "4c81c52d-d189-42bd-89f2-b6bfa85053fd",
"Value": "Whenever the magus uses spell combat, he can choose to increase the
DC to resist his spells by 2."
},
{
"Key": "594f4d00-f222-4a79-99fc-c32e46c63597",
"Value": "True Magus � Spell DC"
},
{
"Key": "b83dc536-5cb1-4408-9d9f-7b0b585334d4",
"Value": "True Magus � Spell DC"
},
{
"Key": "8e366c4d-5bb5-49f1-9f36-3cddc9f1c215",
"Value": "At 20th level, the magus becomes a master of spells and combat.
Whenever he uses his spell combat ability, he does not need to make a concentration
check to cast the spell defensively.\nWhenever the magus uses spell combat, he can
choose to either increase the DC to resist his spells by 2, grant himself a +2
circumstance bonus on any checks made to overcome spell resistance, or grant
himself a +2 circumstance bonus on all attack rolls."
},
{
"Key": "c65bbd24-6f51-43bc-9e90-5de191caf8ec",
"Value": "True Magus"
},
{
"Key": "fcdc8f18-1731-4804-a9a9-e7ed99b1444d",
"Value": "True Magus � Spell Penetration"
},
{
"Key": "86d31c57-0b30-4dba-9039-4aa5f1e84023",
"Value": "Whenever the magus uses spell combat, he can choose to grant
himself a +2 bonus on any checks made to overcome spell resistance."
},
{
"Key": "ae512ef2-6b57-48f4-844b-e97728565041",
"Value": "True Magus � Spell Penetration"
},
{
"Key": "4995c6c8-37a8-4923-a037-608bb5209af5",
"Value": "At 13th level, a magus gains proficiency with heavy armor. A magus
can cast magus spells while wearing heavy armor without incurring the normal arcane
spell failure chance. Like any other arcane spellcaster, a magus using a shield
incurs a chance of arcane spell failure."
},
{
"Key": "75805e5c-d67d-4dd6-b83e-5cefb14ef78d",
"Value": "Arcane Heavy Armor"
},
{
"Key": "04987534-63d2-4efb-89a4-5b17d44b6b8a",
"Value": "At 7th level, a magus gains proficiency with medium armor. A magus
can cast magus spells while wearing medium armor without incurring the normal
arcane spell failure chance. Like any other arcane spellcaster, a magus wearing
heavy armor or using a shield incurs a chance of arcane spell failure."
},
{
"Key": "b9caa2cd-f5d8-475d-8bf5-e310cdbf66b1",
"Value": "Arcane Medium Armor"
},
{
"Key": "92b00250-53a9-491f-9b5c-d9c3e9224a8d",
"Value": "Magi can cast a number of cantrips, or 0-level spells. These spells
are cast like any other spell, but they are not expended when cast and may be used
again."
},
{
"Key": "8e1d1446-b28a-4a57-a1f4-011d4b14285c",
"Value": "Cantrips"
},
{
"Key": "73b25d9d-a590-44a4-9c45-311d836a956b",
"Value": "Unlike typical magi, eldritch scions do not study tomes of magic or
spend time learning to combine martial and magical skills. Rather, eldritch scions
find that their spells and abilities come to them instinctively."
},
{
"Key": "a6b3a347-bb83-4abd-8e83-9774b66a76a8",
"Value": "Magus (Eldritch Scion)"
},
{
"Key": "8e75d637-ec9d-481c-b676-040501bbd018",
"Value": "Starting at 10th level, a magus counts 1/2 his total magus level as
his fighter level for the purpose of qualifying for feats. If he has levels in
fighter, these levels stack."
},
{
"Key": "688b9288-c0e8-471c-9785-bbef1acaa6bf",
"Value": "Fighter Training"
},
{
"Key": "bb39d384-dfe3-43b9-87eb-6c3e909bd087",
"Value": "Magus"
},
{
"Key": "5a4e5c12-7bdd-4370-b715-3bbb83377414",
"Value": "The magus can expend 1 point from his�arcane pool�as a�swift
action�to grant himself an�insight bonus�equal to his�Charisma�bonus on all�attack
rolls�until the end of his turn."
},
{
"Key": "17661ba9-f46e-4ee8-9e9d-27ad3004ce0d",
"Value": "Arcane Accuracy"
},
{
"Key": "42fe18b4-171d-47cb-b76b-78f589c86df9",
"Value": "The magus can expend 1 point from his�arcane pool�as a�swift
action�to grant himself an�insight bonus�equal to his�Charisma�bonus on all�attack
rolls�until the end of his turn."
},
{
"Key": "bfbdbf69-feaf-41e0-832b-1e3205548662",
"Value": "Arcane Accuracy"
},
{
"Key": "4d359ea7-0d8a-47ce-9183-faa2a6001057",
"Value": "Whenever the magus enhances his weapon using his�arcane pool, he
may spend 1 additional point from his�arcane pool�to add the�bane special ability
to the weapon."
},
{
"Key": "de98b354-6a9d-4e37-a96e-50587b3be314",
"Value": "Bane Blade"
},
{
"Key": "b4e0c9ed-52af-493b-9433-c1463cb62767",
"Value": "Whenever the magus enhances his weapon using his�arcane pool, he
adds the anarchic,�axiomatic,�holy, or�unholy�special abilities to the list of
available options. A magus may only add one of these abilities if it matches his
own�alignment."
},
{
"Key": "5ffc9047-cf34-4c48-8a3e-541a44c0dc31",
"Value": "Devoted Blade"
},
{
"Key": "f89dd4d4-4701-4701-91d9-3cd8a461399d",
"Value": "Whenever the magus enchants his weapon using his arcane pool, he
may spend 1 additional point from his arcane pool to increase the duration of the
enchantment to 1 minute per magus level."
},
{
"Key": "64ad8100-d5de-4a60-aa51-26153daabfb3",
"Value": "Enduring Blade"
},
{
"Key": "795e885d-114c-4320-9549-2eaecb6f0ab3",
"Value": "Whenever the magus enhances his weapon using his�arcane pool, he
adds the brilliant energy and ghost touch�special abilities to the list of
available options."
},
{
"Key": "407159f0-f472-4ea7-b4c7-d1c48bc93291",
"Value": "Ghost Blade"
},
{
"Key": "6b253e52-1a75-4b9e-8a0f-f032813416d6",
"Value": "The magus can expend 1 point from his�arcane pool�as a�swift
action�to move more quickly. This functions as�haste, but only targets the magus
and lasts for a number of rounds equal to the magus's�Charisma�bonus."
},
{
"Key": "11cbcc04-fb1d-4f86-8f71-67dc4ecce42c",
"Value": "A number of rounds equal to the magus's�Charisma bonus"
},
{
"Key": "78971099-5e96-464b-89d6-28ac888245ba",
"Value": "Hasted Assault"
},
{
"Key": "ee563a3a-d04d-46c4-adfb-1113175302ec",
"Value": "The magus can expend 1 point from his�arcane pool�as a�swift
action�to move more quickly. This functions as�haste, but only targets the magus
and lasts for a number of rounds equal to the magus's�Charisma�bonus."
},
{
"Key": "b7eb9b8f-f7ee-40cd-8ce8-eb1ea64e56f3",
"Value": "Hasted Assault"
},
{
"Key": "d0ff197e-ea2c-460d-8cb7-e4086bcbe054",
"Value": "As he gains levels, a magus learns arcane secrets tailored to his
specific way of blending martial puissance and magical skill. Starting at 3rd
level, a magus gains one magus arcana. He gains an additional magus arcana for
every three levels of magus attained after 3rd level. Unless specifically noted in
a magus arcana's description, a magus cannot select a particular magus arcana more
than once."
},
{
"Key": "e00ea73d-ece7-4801-8475-1ae4aa90691d",
"Value": "Magus Arcana"
},
{
"Key": "22c04ef8-4df4-47f2-97ab-a2e9bfc87e48",
"Value": "The magus can expend 1 point from his�arcane pool�as a swift
action, allowing him to anticipate his opponent's defenses. Enemies are denied
their�Dexterity�bonus against the magus's attacks until the end of the magus's next
turn."
},
{
"Key": "deed946e-8f8c-48c4-9224-de255acf125a",
"Value": "Prescient Attack"
},
{
"Key": "de2d9157-4d35-4d32-bd04-eabda791f7ea",
"Value": "The magus can expend 1 point from his�arcane pool�as a swift
action, allowing him to anticipate his opponent's defenses. Enemies are denied
their�Dexterity�bonus against the magus's attacks until the end of the magus's next
turn."
},
{
"Key": "3f9b589d-9fa9-466c-82b7-fd309e267e86",
"Value": "Prescient Attack"
},
{
"Key": "84599554-dc3c-4834-86c9-b26433b913c8",
"Value": "Whenever the magus uses a�wand, he calculates the DC for any spell
it contains using his�Charisma�modifier, instead of the minimum modifier needed to
cast a spell of that level."
},
{
"Key": "2c45afee-5869-488a-adb2-81abc0a0af5f",
"Value": "Wand Mastery"
},
{
"Key": "98d5a9b4-2e1b-4b94-ae91-c8b658b95aba",
"Value": "The magus can�activate�a�wand�or�staff�in place of casting a spell
when using�spell combat."
},
{
"Key": "85c202aa-41ae-4231-9f18-c18b9066647c",
"Value": "Wand Wielder"
},
{
"Key": "04ad9663-8009-4c49-ac00-148ec759f97e",
"Value": "At 1st level, the magus gains a reservoir of mystical arcane energy
that he can draw upon to fuel his powers and enhance his weapon. This arcane pool
has a number of points equal to 1/2 his magus level (minimum 1) + his Charisma
modifier. The pool refreshes once per day when the magus prepares his spells.\nAt
1st level, a magus can expend 1 point from his arcane pool as a swift action to
grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four
levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of
+5 at 17th level. These bonuses can be added to the weapon, stacking with existing
weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack
with themselves.\nAt 5th level, these bonuses can be used to add any of the
following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock,
shocking burst, or speed.\nAdding these properties consumes an amount of bonus
equal to the property's base price modifier. These properties are added to any the
weapon already has, but duplicates do not stack. If the weapon is not magical, at
least a +1 enhancement bonus must be added before any other properties can be
added. These bonuses and properties are decided when the arcane pool point is spent
and cannot be changed until the next time the magus uses this ability. These
bonuses do not function if the weapon is wielded by anyone other than the magus.\nA
magus can only enhance one weapon in this way at one time. If he uses this ability
again, the first use immediately ends."
},
{
"Key": "e92dc9fb-c87d-4238-ac80-6ee156c1b126",
"Value": "Eldritch Pool"
},
{
"Key": "294ebc02-0f3e-4464-b9f6-19fc67c8ad09",
"Value": "At 1st level, a magus can expend 1 point from his arcane pool as a
swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to
a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability
do not stack with themselves.\nAt 5th level, these bonuses can be used to add any
of the following weapon properties: flaming, flaming burst, frost, icy burst, keen,
shock, shocking burst, or speed.\nAdding these properties consumes an amount of
bonus equal to the property's base price modifier. These properties are added to
any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties
can be added. These bonuses and properties are decided when the arcane pool point
is spent and cannot be changed until the next time the magus uses this ability.
These bonuses do not function if the weapon is wielded by anyone other than the
magus.\nA magus can only enhance one weapon in this way at one time. If he uses
this ability again, the first use immediately ends."
},
{
"Key": "ffddf4d5-5228-44fd-b433-a99752683dd2",
"Value": "Arcane Weapon (+2)"
},
{
"Key": "499491cd-f563-485f-bc33-c76859436b13",
"Value": "At 1st level, a magus can expend 1 point from his arcane pool as a
swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to
a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability
do not stack with themselves.\nAt 5th level, these bonuses can be used to add any
of the following weapon properties: flaming, flaming burst, frost, icy burst, keen,
shock, shocking burst, or speed.\nAdding these properties consumes an amount of
bonus equal to the property's base price modifier. These properties are added to
any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties
can be added. These bonuses and properties are decided when the arcane pool point
is spent and cannot be changed until the next time the magus uses this ability.
These bonuses do not function if the weapon is wielded by anyone other than the
magus.\nA magus can only enhance one weapon in this way at one time. If he uses
this ability again, the first use immediately ends."
},
{
"Key": "0f920b73-bddb-4410-ab4f-36450b34900d",
"Value": "Arcane Weapon (+3)"
},
{
"Key": "ba681a1e-aa13-41d1-af55-30c3300fb4f3",
"Value": "At 1st level, a magus can expend 1 point from his arcane pool as a
swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to
a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability
do not stack with themselves.\nAt 5th level, these bonuses can be used to add any
of the following weapon properties: flaming, flaming burst, frost, icy burst, keen,
shock, shocking burst, or speed.\nAdding these properties consumes an amount of
bonus equal to the property's base price modifier. These properties are added to
any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties
can be added. These bonuses and properties are decided when the arcane pool point
is spent and cannot be changed until the next time the magus uses this ability.
These bonuses do not function if the weapon is wielded by anyone other than the
magus.\nA magus can only enhance one weapon in this way at one time. If he uses
this ability again, the first use immediately ends."
},
{
"Key": "2d79612a-bb3b-4aba-8db3-b9276ea31087",
"Value": "Arcane Weapon (+4)"
},
{
"Key": "eb09ae1a-8dc0-4730-b0f2-074146bf07f9",
"Value": "At 1st level, a magus can expend 1 point from his arcane pool as a
swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to
a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability
do not stack with themselves.\nAt 5th level, these bonuses can be used to add any
of the following weapon properties: flaming, flaming burst, frost, icy burst, keen,
shock, shocking burst, or speed.\nAdding these properties consumes an amount of
bonus equal to the property's base price modifier. These properties are added to
any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties
can be added. These bonuses and properties are decided when the arcane pool point
is spent and cannot be changed until the next time the magus uses this ability.
These bonuses do not function if the weapon is wielded by anyone other than the
magus.\nA magus can only enhance one weapon in this way at one time. If he uses
this ability again, the first use immediately ends."
},
{
"Key": "edfd77b0-fb57-4c7d-9b60-faa308016fef",
"Value": "Arcane Weapon (+5)"
},
{
"Key": "205eb567-8bc5-443f-8cc1-648b099fde1b",
"Value": "At 1st level, a magus can expend 1 point from his arcane pool as a
swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to
a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking
with existing weapon enhancement to a maximum of +5. Multiple uses of this ability
do not stack with themselves.\nAt 5th level, these bonuses can be used to add any
of the following weapon properties: flaming, flaming burst, frost, icy burst, keen,
shock, shocking burst, or speed.\nAdding these properties consumes an amount of
bonus equal to the property's base price modifier. These properties are added to
any the weapon already has, but duplicates do not stack. If the weapon is not
magical, at least a +1 enhancement bonus must be added before any other properties
can be added. These bonuses and properties are decided when the arcane pool point
is spent and cannot be changed until the next time the magus uses this ability.
These bonuses do not function if the weapon is wielded by anyone other than the
magus.\nA magus can only enhance one weapon in this way at one time. If he uses
this ability again, the first use immediately ends."
},
{
"Key": "44b62bab-b2b6-4344-813e-22e6aaac220c",
"Value": "Arcane Weapon Enhancement"
},
{
"Key": "b96f6717-2b8b-486d-a6b5-b43ef99f1647",
"Value": "At 1st level, a monk can make a flurry of blows as a full attack.
When making a flurry of blows, the monk can make one additional attack at his
highest base attack bonus. This additional attack stacks with the bonus attacks
from haste and other similar effects. When using this ability, the monk can make
these attacks with any combination of his unarmed strikes and weapons that have the
monk special weapon quality. He takes no penalty for using multiple weapons when
making a flurry of blows, but he does not gain any additional attacks beyond what's
already granted by the flurry for doing so. (He can still gain additional attacks
from a high base attack bonus, from this ability, and from haste and similar
effects).\nAt 11th level, a monk can make an additional attack at his highest base
attack bonus whenever he makes a flurry of blows. This stacks with the first attack
from this ability and additional attacks from haste and similar effects."
},
{
"Key": "0482a0c4-904b-4cde-b06e-3a87febea7fb",
"Value": "Flurry of Blows"
},
{
"Key": "ecdb53ec-186c-483f-b7e9-e9a90386fb33",
"Value": "When unarmored, the monk adds his Wisdom bonus (if any) to his AC
and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This
bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5
at 20th level."
},
{
"Key": "fbe2f4a6-801a-4727-ba96-01d430ac2128",
"Value": "AC Bonus"
},
{
"Key": "9cc97808-a988-4339-a2a7-f10ab4a74569",
"Value": "At 1st level, 2nd level, and every 4 levels thereafter, a monk can
select a bonus feat. These feats must be taken from the following list: Combat
Reflexes, Dodge, Crane Style, Blind Fight, Improved Initiative\nAt 6th level, the
following feats are added to the list: Improved Trip, Improved Disarm\nAt 10th
level, the following feats are added to the list: Improved Critical, Improved Blind
Fight.\nA monk need not have any of the prerequisites normally required for these
feats to select them."
},
{
"Key": "5be99294-2460-4dc0-a4da-593f01537497",
"Value": "Monk Bonus Feat"
},
{
"Key": "a897b0d6-2836-451a-b420-81a6d527d632",
"Value": "Monks excel at overcoming even the most daunting perils, striking
where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of
foot and skilled in combat, monks can navigate any battlefield with ease, aiding
allies wherever they are needed most."
},
{
"Key": "114242e2-396f-4380-956f-40d46ba373dd",
"Value": "Monk"
},
{
"Key": "ee7106d2-6f13-418a-958d-2870691df5a4",
"Value": "At 3rd level, a monk gains a +10 enhancement bonus to his base
speed, which increases by 10 feet every 3 levels thereafter. A monk in armor loses
this extra speed."
},
{
"Key": "76a51955-4243-47a7-a061-568ecf0191c4",
"Value": "Fast Movement"
},
{
"Key": "1a676736-29ad-420e-949d-c3dc4f6c9a5e",
"Value": "At 1st level, a monk gains Improved Unarmed Strike as a bonus feat.
The damage dealt by a Medium monk's unarmed strike increases with level: 1d6 at
levels 1�3, 1d8 at levels 4�7, 1d10 at levels 8�11, 2d6 at levels 12�15, 2d8 at
levels 16�19, and 2d10 at level 20.\nIf the monk is Small, his unarmed strike
damage increases as follows: 1d4 at levels 1�3, 1d6 at levels 4�7, 1d8 at levels
8�11, 1d10 at levels 12�15, 2d6 at levels 16�19, and 2d8 at level 20.\nIf the monk
is Large, his unarmed strike damage increases as follows: 1d8 at levels 1�3, 2d6 at
levels 4�7, 2d8 at levels 8�11, 3d6 at levels 12�15, 3d8 at levels 16�19, and 4d8
at level 20."
},
{
"Key": "0fe32135-81cb-47c4-9ab0-763a0f54ba27",
"Value": "Unarmed Strike"
},
{
"Key": "adc1f8e9-fcfe-4407-8530-1fa9cb8d1c3d",
"Value": "Monks are proficient with the club, crossbow (light or heavy),
dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword,
shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special
weapon quality.\nMonks are not proficient with any armor or shields.\nWhen wearing
armor, using a shield, or carrying a medium or heavy load, a monk loses his AC
bonus, as well as his fast movement and flurry of blows abilities."
},
{
"Key": "b87a19bc-bd1f-445b-9dc0-12cb071d9491",
"Value": "Monk Proficiencies"
},
{
"Key": "175e97dd-8f13-4b66-9878-750453a3d13f",
"Value": "At 5th level, a monk gains immunity to all diseases, including
supernatural and magical diseases."
},
{
"Key": "5cabd34b-ac50-4eb3-90dd-cdea582652c4",
"Value": "Purity of Body"
},
{
"Key": "6234afa1-b257-4503-9064-85a05792a4d8",
"Value": "At 4th level, a monk gains a +2 bonus on saving throws against
enchantment spells and effects."
},
{
"Key": "69c64b02-1f75-42f6-802a-28146d115427",
"Value": "Still Mind"
},
{
"Key": "ca280a0d-1fd9-4665-9189-9c72c8b9df6e",
"Value": "When unarmored and unencumbered, the monk adds his Charisma bonus
(if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at
4th level. This bonus increases by 1 for every four monk levels thereafter, up to a
maximum of +5 at 20th level.\nThese bonuses to AC apply even against touch attacks
or when the monk is flat-footed. He loses these bonuses when he is immobilized or
helpless, when he wears any armor, when he carries a shield, or when he carries a
medium or heavy load."
},
{
"Key": "3c5047dc-7441-421e-897f-5dc0ba2d26e9",
"Value": "AC Bonus"
},
{
"Key": "33bd976b-69c2-456c-810b-b125a3b15ae3",
"Value": "AC Bonus (Wisdom)"
},
{
"Key": "f4ad4623-0762-4d1e-9d02-5f8f87ff4e50",
"Value": "When unarmored, the scaled fist adds his Charisma bonus (if any) to
his AC and CMD. In addition, a scaled fist gains a +1 bonus to AC and CMD at 4th
level. This bonus increases by 1 for every four scaled fist levels thereafter, up
to a maximum of +5 at 20th level."
},
{
"Key": "9cd264e6-9870-45b3-8432-027b14fd0410",
"Value": "AC Bonus (Charisma)"
},
{
"Key": "327d2517-869d-4691-9840-2692fdbe05ce",
"Value": "Steeped in traditions that trace their origins to the warrior-monks
who trained under the tutelage of draconic masters, scaled fists eschew passive
introspection in favor of unshakable confidence. Scaled fists learn to combine
brutal intimidation with the brazen ferocity of an ancient wyrm to devastate their
foes."
},
{
"Key": "8166f695-a9a1-4ebc-8cd8-5e058417e2b3",
"Value": "Scaled Fist"
},
{
"Key": "28802c85-48a5-427e-9016-e66730f50ed7",
"Value": "At 1st level, 2nd level, and every 4 levels thereafter, a scaled
fist can select a bonus feat. These feats must be taken from the following list:
Combat Reflexes, Dodge, Crane Style, Blind Fight, Improved Initiative, Dragon
Style, Intimidating Prowess.\nAt 6th level, the following feats are added to the
list: Improved Trip, Improved Disarm, Dazzling Display, Dragon Ferocity.\nAt 10th
level, the following feats are added to the list: Improved Critical, Dragon
Roar.\nA scaled fist need not have any of the prerequisites normally required for
these feats to select them."
},
{
"Key": "b4a1a209-e20b-4e1b-968f-ac0dbfce60a5",
"Value": "Scaled Fist Bonus Feat"
},
{
"Key": "18873cf9-efff-42b1-9248-8ebd4cd5c104",
"Value": "At 3rd level, a scaled fist gains a +2 bonus on saving throws
attempted against all fear, paralysis, and sleep effects."
},
{
"Key": "b96ca50b-58eb-42dc-99ce-d05f908a34a8",
"Value": "Draconic Mettle"
},
{
"Key": "3a3b7c29-4b5f-430d-9f3f-6bcf9d08cbc4",
"Value": "Lording over the darkest swamps and marshes, black dragons are the
undisputed masters of their domain, ruling through cruelty and intimidation. Those
who dwell within a black dragon's reach live in fear."
},
{
"Key": "abade076-cb56-4555-9b5a-86ac0e0e73ca",
"Value": "Black Dragon � Acid"
},
{
"Key": "16f1cf38-9c24-44c3-8099-cb9c5a703236",
"Value": "Blue dragons are consummate schemers and obsessively orderly. In
combat, blue dragons prefer to surprise foes if possible, and they are not above
retreating if the odds turn against them."
},
{
"Key": "daee4231-caba-470a-9848-b2c58a9628ed",
"Value": "Blue Dragon � Electricity"
},
{
"Key": "b23f7cbb-04b2-49dc-a1bf-00dc37660d5b",
"Value": "Consummate conversationalists, brass dragons prefer to talk instead
of fight."
},
{
"Key": "e2664535-5b5d-450c-85fc-2055f2c04861",
"Value": "Brass Dragon � Fire"
},
{
"Key": "6d981973-991f-4fd7-814a-8000516c9cc5",
"Value": "Bronze dragons have been known to ally with travelers and
adventurers if the cause and reward is right and just."
},
{
"Key": "40adfee9-da47-4070-b9a8-60df5bf166b7",
"Value": "Bronze Dragon � Electricity"
},
{
"Key": "8bcb9f63-b720-4504-9b16-5c29284b59e9",
"Value": "Copper dragons are whimsical and spend most of their time in combat
trying to annoy and frustrate their enemies."
},
{
"Key": "eec7aa27-caa8-437f-b88d-c107eeb22657",
"Value": "Copper Dragon � Acid"
},
{
"Key": "f05425b4-86a3-4f5b-9784-b45a7dc4bf1c",
"Value": "At 3rd level, the scaled fist has gained some control over the
draconic energies she studies. She must select one type of dragon.\nOnce this
choice is made, it cannot be changed. The scaled fist can expend 1 point from her
ki pool as a swift action to imbue her natural attacks with the energy specific to
this dragon, causing them to deal an extra 1d6 points of damage of the chosen
energy type for a number of rounds equal to 1/2 her monk level.\nAt 12th level, a
scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a
standard action. This breath weapon deals 1d6 points of damage of her energy type
per monk level in a 30-foot cone or 60-foot line. Those caught in the area of the
breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk level + her
Charisma modifier) to halve the normal damage."
},
{
"Key": "66df87a1-3137-49fd-9cea-191f959d4d6b",
"Value": "Draconic Heritage"
},
{
"Key": "a1abbf69-7c2f-41aa-99ca-091dad9676b9",
"Value": "Gold dragons are the epitome of virtue. Other metallic dragons
revere their gold cousins as the agents of divine forces and the paragons of
dragonkind, and often seek them for advice or aid."
},
{
"Key": "96a016f9-63dc-474d-b8be-d9235dc74c46",
"Value": "Gold Dragon � Fire"
},
{
"Key": "867829d9-4c0c-4cbd-9659-53e1e7231c27",
"Value": "Green dragons dwell in the ancient forests of the world, prowling
under towering canopies in search of prey. Of all the chromatic dragons, green
dragons are perhaps the easiest to deal with diplomatically."
},
{
"Key": "099fe0c6-ecdc-476a-af69-4642099a3fe9",
"Value": "Green Dragon � Acid"
},
{
"Key": "9ae1cf41-b122-4768-9c9a-94c188460955",
"Value": "Few creatures are more cruel and fearsome than the mighty red
dragon. King of the chromatics, this terrible beast brings ruin and death to the
lands that fall under its shadow."
},
{
"Key": "0ba186c5-a270-4c6c-83ff-59fab36d05fc",
"Value": "Red Dragon � Fire"
},
{
"Key": "96aded6a-0b13-475a-b33d-daab053053c9",
"Value": "Of all the dragons, silvers are the most courageous, holding
themselves to a chivalrous code to help the weak, defeat evil, and behave in an
honorable manner."
},
{
"Key": "405f1df6-4944-4684-9510-ad1f8dc8e57d",
"Value": "Silver Dragon � Cold"
},
{
"Key": "d1c24197-725d-411d-ac78-f8fbeacc0d8a",
"Value": "Although most consider it to be the weakest and most feral of the
chromatic dragons, the white dragon makes up for its lack of cunning with sheer
ferocity."
},
{
"Key": "592f58a1-107f-4703-8733-5fb9922f17cd",
"Value": "White Dragon � Cold"
},
{
"Key": "5267626e-2708-48f8-be70-bf15914fb983",
"Value": "At 15th level, a scaled fist can spend 3 points from her ki pool to
make a breath weapon attack as a standard action. This breath weapon deals 1d6
points of acid damage per monk level in a 60-foot line. Those caught in the area of
the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk level +
her Charisma modifier) to halve the normal damage."
},
{
"Key": "3cee6041-6e63-4b6a-8e2e-65f85338fde0",
"Value": "Draconic Breath"
},
{
"Key": "8209b617-db33-46a4-ae59-3e44a350bb56",
"Value": "At 15th level, a scaled fist can spend 3 points from her ki pool to
make a breath weapon attack as a standard action. This breath weapon deals 1d6
points of electricity damage per monk level in a 60-foot line. Those caught in the
area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk
level + her Charisma modifier) to halve the normal damage."
},
{
"Key": "8f236bd7-b5fc-4cfd-beda-77c1a14e7a94",
"Value": "At 15th level, a scaled fist can spend 3 points from her ki pool to
make a breath weapon attack as a standard action. This breath weapon deals 1d6
points of fire damage per monk level in a 60-foot line. Those caught in the area of
the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk level +
her Charisma modifier) to halve the normal damage."
},
{
"Key": "453bc5c3-b12c-43c1-987b-88675d848fcb",
"Value": "At 15th level, a scaled fist can spend 3 points from her ki pool to
make a breath weapon attack as a standard action. This breath weapon deals 1d6
points of fire damage per monk level in a 30-foot cone. Those caught in the area of
the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk level +
her Charisma modifier) to halve the normal damage."
},
{
"Key": "0fe09789-6871-4484-a6f3-96527fb67a22",
"Value": "At 15th level, a scaled fist can spend 3 points from her ki pool to
make a breath weapon attack as a standard action. This breath weapon deals 1d6
points of acid damage per monk level in a 30-foot cone. Those caught in the area of
the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk level +
her Charisma modifier) to halve the normal damage."
},
{
"Key": "fb0ee29e-7ed5-4b83-871c-3fd980139c55",
"Value": "At 15th level, a scaled fist can spend 3 points from her ki pool to
make a breath weapon attack as a standard action. This breath weapon deals 1d6
points of cold damage per monk level in a 30-foot cone. Those caught in the area of
the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk level +
her Charisma modifier) to halve the normal damage."
},
{
"Key": "4175fef2-cf86-4d6b-9fca-65563037da27",
"Value": "The scaled fist can expend 1 point from her ki pool as a swift
action to imbue her natural attacks with acid, causing them to deal an extra 1d6
points of acid damage for a number of rounds equal to 1/2 her monk level."
},
{
"Key": "3e490bd0-beda-487c-97eb-39d0afaa4607",
"Value": "Draconic Fury � Acid"
},
{
"Key": "b477c997-e0b2-4bdb-b499-f4d57a540fd3",
"Value": "The scaled fist can expend 1 point from her ki pool as a swift
action to imbue her natural attacks with cold, causing them to deal an extra 1d6
points of cold damage for a number of rounds equal to 1/2 her monk level."
},
{
"Key": "b3168d5f-ebbf-4d07-9218-253d19843073",
"Value": "Draconic Fury � Cold"
},
{
"Key": "f8d06a49-c6f6-4c00-ad72-2065fbe2009f",
"Value": "The scaled fist can expend 1 point from her ki pool as a swift
action to imbue her natural attacks with electricity, causing them to deal an extra
1d6 points of electricity damage for a number of rounds equal to 1/2 her monk
level."
},
{
"Key": "eeb5ad8a-aaee-42ac-9b11-c4220e952383",
"Value": "Draconic Fury � Electricity"
},
{
"Key": "627231cd-e0ef-4104-acb1-63a25b3a9a58",
"Value": "The scaled fist can expend 1 point from her ki pool as a swift
action to imbue her natural attacks with fire, causing them to deal an extra 1d6
points of fire damage for a number of rounds equal to 1/2 her monk level."
},
{
"Key": "b416ea48-84f4-4d05-a153-e572ab0e4725",
"Value": "Draconic Fury � Fire"
},
{
"Key": "19f8a6ee-d0ae-4d34-ab7d-de8f9ae695d7",
"Value": "Ki"
},
{
"Key": "1ba28f84-85e8-46be-a32a-c20a4867d5c4",
"Value": "Fortitude"
},
{
"Key": "cabdb0ca-0be3-43a8-aa6a-caacbed69d28",
"Value": "Fortitude partial"
},
{
"Key": "422d8f59-0587-48b3-b4a8-1c30834108c0",
"Value": "A sensei's advice is identical to bardic performance, allowing him
to inspire courage at 1st level, inspire competence at 3rd level, and inspire
greatness at 9th level, as a bard of the sensei's level, usable a total number of
rounds per day equal to his level + his Wisdom modifier (minimum 1).\nStarting a
bardic performance is a standard action, but it can be maintained each round as a
free action. Changing a bardic performance from one effect to another requires the
sensei to stop the previous performance and start a new one as a standard action. A
bardic performance cannot be disrupted, but it ends immediately if the sensei is
killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking
a free action to maintain it each round. A sensei cannot have more than one bardic
performance in effect at one time."
},
{
"Key": "34b0367e-30b2-4c53-a71e-41b996dd1cd3",
"Value": "Advice"
},
{
"Key": "99d9b13c-a3c4-43de-8672-5ec57a53fab3",
"Value": "The sensei is a revered teacher who imparts lessons on the oneness
of mind, body, and spirit, along with occasional correction that is subtle and
swift. Rather than using wisdom for his own benefit alone, he uses it to better
those around him."
},
{
"Key": "2fe369d3-9512-478d-bbd6-0f511dc9f00c",
"Value": "Sensei"
},
{
"Key": "7bb27312-0c9b-4f6a-8e72-d84897a01b46",
"Value": "At 2nd level, a sensei may use his Wisdom bonus in lieu of his
Strength or Dexterity on attack rolls and combat maneuver checks with unarmed
strikes or monk weapons."
},
{
"Key": "fd75881f-b2fb-4ffb-992c-b08ae75bb32b",
"Value": "Insightful Strike"
},
{
"Key": "3612ebc4-c6c6-417e-b3c6-34a84d459d0a",
"Value": "At 13th level, a sensei can start a bardic performance as a move
action."
},
{
"Key": "f8f1d376-8dd5-43a6-9528-89e87ca0a2b5",
"Value": "Advice � Move Action"
},
{
"Key": "feb1547b-8519-4331-aafd-96afaa395303",
"Value": "At 6th level, a sensei may use his advice ability when spending
points from his ki pool to activate a class ability (using the normal actions
required for each) in order to have that ability affect one ally within 30 feet
rather than the sensei himself.\nAt 10th level, a sensei may affect all allies
within 30 feet rather than himself (spending points from his ki pool only once, not
once for each target)."
},
{
"Key": "6d26c586-bff4-4630-a9a0-7ddf4a251e5c",
"Value": "Mystic Powers"
},
{
"Key": "b433ddec-b898-4028-b8b1-24af6b7f24f2",
"Value": ""
},
{
"Key": "302f5504-5a93-4181-9de4-975e6824cceb",
"Value": ""
},
{
"Key": "fcb6ebe1-e687-4a93-b664-15b7f6e9a26b",
"Value": "At 10th level, a sensei may spend 1 point from his ki pool (as a
swift action) while using advice to provide a single ally within 30 feet with
evasion, fast movement, high jump, purity of body, or slow fall.\nAt 14th level, a
sensei may spend 2 points to grant one of the abilities listed above to all allies
within 30 feet, or provide improved evasion to a single ally within 30 feet. These
abilities function at the sensei's level and last 1 minute."
},
{
"Key": "35e1f781-dea8-47b2-917b-762199dd6fb7",
"Value": "Mystic Wisdom"
},
{
"Key": "cbc1eeff-e6d0-408d-8ec3-832df4ba6b92",
"Value": "At 7th level, a sensei can start a bardic performance as a swift
action."
},
{
"Key": "a0d653fb-def2-4ef6-b210-7f04cf669a10",
"Value": "Advice � Swift Action"
},
{
"Key": "e32353b8-33f6-433c-b882-989a3b3f1a01",
"Value": "Sensei Advice: Mass Barkskin"
},
{
"Key": "261518e8-16ab-45e2-8a8a-317ab243e7da",
"Value": "Sensei Advice: Barkskin"
},
{
"Key": "0c8fa598-958e-46dc-9736-1f36bb685bfa",
"Value": "Sensei Advice: Mass Diamond Body"
},
{
"Key": "7401eb55-8d05-4147-9a43-2658f02e30f2",
"Value": "Sensei Advice: Diamond Body"
},
{
"Key": "7139cc4f-d15f-4c0d-b8be-146d5be8c0bf",
"Value": "Sensei Advice: Mass Diamond Soul"
},
{
"Key": "28844876-db3b-48f2-bc9b-743ca6995b75",
"Value": "Sensei Advice: Diamond Soul"
},
{
"Key": "c88520b1-7939-4d2b-bfa0-b7030840d92e",
"Value": "Sensei Advice: Mass Evasion"
},
{
"Key": "653b85a1-3c93-4d90-b1f5-f695bcbc836e",
"Value": "Sensei Advice: Evasion"
},
{
"Key": "4ff70df3-1dd9-4a1b-a316-487a797f6949",
"Value": "Sensei Advice: Extra Attack"
},
{
"Key": "6fa3149f-cfc0-4297-ae47-0cc07f4a5bc7",
"Value": "Sensei Advice: Mass Fast Movement"
},
{
"Key": "3068a540-36ca-4543-8d9c-8dbcc0f27e08",
"Value": "Sensei Advice: Fast Movement"
},
{
"Key": "33516294-95be-44cb-99d0-7ba5d700f740",
"Value": "Sensei Advice: Improved Evasion"
},
{
"Key": "da9bd483-a4f4-4c4d-8ef1-28dc6ec4e27a",
"Value": "Sensei Advice: Mass Purity of Body"
},
{
"Key": "878afff2-1489-4959-bee4-116d7bcd511c",
"Value": "Sensei Advice: Purity of Body"
},
{
"Key": "c8fe9874-1462-4b99-86b3-ec74b11aa690",
"Value": "Sensei Advice: Mass Restoration"
},
{
"Key": "1a28f9fe-fb8d-42f9-9c89-3b5ba4ab75be",
"Value": "Sensei Advice: Restoration"
},
{
"Key": "e8f6eaee-b975-4f48-ae77-5c6725ec7a43",
"Value": "Sensei Advice: Mass Sudden Speed"
},
{
"Key": "96bd1f30-4004-4fe9-a7ce-5d628d53ae74",
"Value": "Sensei Advice: Mass True Strike"
},
{
"Key": "5975b41e-bd17-41f1-95f6-44f7ca754809",
"Value": "Sensei Advice: True Strike"
},
{
"Key": "264692e4-89ab-4ce0-8a5e-77167864504b",
"Value": "Sensei Advice: Mass Wholeness of Body"
},
{
"Key": "3d85378f-ebb1-415f-95f5-6c2904e89b96",
"Value": "Sensei Advice: Wholeness of Body"
},
{
"Key": "ef644c51-1926-450b-8ba0-bef661699774",
"Value": "A sensei of 3rd level or higher can use his performance to help
allies succeed at a task. They must be within 30 feet and able to see and hear the
sensei. They get a +2 competence bonus on all skill checks as long as they continue
to hear the sensei's performance. This bonus increases by +1 for every four levels
the sensei has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at
19th)."
},
{
"Key": "00dd0446-f7a1-4e86-9282-596ea04909e2",
"Value": "A 1st level sensei can use his performance to inspire courage in
his allies (including himself), bolstering them against fear and improving their
combat abilities. To be affected, an ally must be able to perceive the sensei's
performance. An affected ally receives a +1 morale bonus on saving throws against
charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
At 5th level, and every six sensei levels thereafter, this bonus increases by +1,
to a maximum of +4 at 17th level."
},
{
"Key": "19d3ccbd-14dd-40f7-a928-494e1930ff64",
"Value": "A sensei of 9th level or higher can use his performance to inspire
greatness in all allies within 30 feet, granting extra fighting capability. A
creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate
number of temporary hit points (apply the target's Constitution modifier, if any,
to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1
competence bonus on Fortitude saves."
},
{
"Key": "8081feff-3706-49ab-ac6b-b7dc121b4bea",
"Value": "Traditional monks walk the strict path of discipline which
thousands of predecessors trod before them. They sacrifice the freedom to choose
their power in exchange for steeled willpower and the trusted set of traditional
abilities."
},
{
"Key": "d012c7cc-b4b6-460f-b42a-4969fd9a7b85",
"Value": "Traditional Monk"
},
{
"Key": "3b3755b5-a828-4ea8-a083-545358a38bb5",
"Value": "At 8th level or higher, a monk can slip magically between spaces,
as if using the spell dimension door. Using this ability is a move action that
consumes 2 points from his ki pool. He cannot take other creatures with him when he
uses this ability."
},
{
"Key": "6bb53de1-a4c1-4275-a5b1-6b45212e492a",
"Value": "Ki Power: Abundant Step"
},
{
"Key": "e1f0ba36-b4e4-4954-b4ee-053d431d3d73",
"Value": "A monk with this ki power can spend 1 point from his ki pool as a
standard action to grant himself a tough skin. The effect grants a +2 enhancement
bonus to the monk's existing natural armor bonus. This enhancement bonus increases
by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level."
},
{
"Key": "f54344cc-5cb0-4616-9961-3b5bb3882226",
"Value": "Ki Power: Barkskin"
},
{
"Key": "da7a6b4c-8e63-4b32-8fee-092c54ff0916",
"Value": "A monk with this ki power can spend 3 point from his ki pool as a
swift action to create a shredding flurry of ice slivers, which blast from his hand
in a line. The line deals 1d6 points of cold damage per caster level (maximum
15d6)."
},
{
"Key": "37d1398d-b23a-4aa2-b05e-d53a7d400663",
"Value": "Ki Power: Cold Ice Strike"
},
{
"Key": "bcecd700-2f8e-4454-a4f2-fb2f2da537c3",
"Value": "A monk gains immunity to poisons of all kinds."
},
{
"Key": "70070a42-a4ea-4665-831c-f9275353ec4a",
"Value": "Ki Power: Diamond body"
},
{
"Key": "1a95e329-eb46-480f-918f-e57860891ae0",
"Value": "A monk gains spell resistance equal to his current monk level + 10.
In order to affect the monk with a spell, a spellcaster must get a result on a
caster level check (1d20 + caster level) that equals or exceeds the monk's spell
resistance."
},
{
"Key": "4f458a0b-2110-4279-bf1a-e2e293445a7f",
"Value": "Ki Power: Diamond Soul"
},
{
"Key": "ecbdbf27-c9cc-4d6a-ae05-3994805008a3",
"Value": "By spending 1 point from his ki pool as a swift action, a monk can
make one additional unarmed strike at his highest attack bonus when making a flurry
of blows attack. This bonus attack stacks with all bonus attacks gained from flurry
of blows, as well as those from haste and similar effects."
},
{
"Key": "6d127a4b-ce74-43aa-b0ba-eb7c91deea75",
"Value": "Ki Power: Extra Attack"
},
{
"Key": "1b6b530c-73dd-4cb8-8cf2-97bd916179c0",
"Value": "At 20th level, a monk becomes a magical creature. The monk gains
damage reduction 10/chaotic, which allows him to ignore the first 10 points of
damage from any attack made by a nonchaotic weapon or by any natural attack made by
a creature that doesn't have similar damage reduction."
},
{
"Key": "4aba1b69-f811-4bef-bc27-7005105b2ab9",
"Value": "Ki Power: Perfect Self"
},
{
"Key": "db488d85-81c4-4349-9356-e8858f2bb36e",
"Value": "A monk with this ki power can spend 2 point from his ki pool as a
standard action to infect the subject with a horrible poison by making a successful
melee touch attack. This poison deals 1d3 Constitution damage per round for 6
rounds."
},
{
"Key": "676b66e9-8dba-484c-8ec4-4e961110902b",
"Value": "Ki Power: Poison"
},
{
"Key": "6a840217-13d0-47d8-be61-540fa80dc11f",
"Value": "At 3rd level, a monk gains a pool of ki points, supernatural energy
he can use to accomplish amazing feats. The number of points in a monk's ki pool is
equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1
point in his ki pool, he can make a ki strike.\nAt 3rd level, ki strike allows his
unarmed attacks to be treated as magic weapons for the purpose of overcoming damage
reduction.\nAt 7th level, his unarmed attacks are also treated as cold iron and
silver for the purpose of overcoming damage reduction.\nAt 10th level, his unarmed
attacks are also treated as lawful weapons for the purpose of overcoming damage
reduction.\nAt 16th level, his unarmed attacks are treated as adamantine weapons
for the purpose of overcoming damage reduction and bypassing hardness.\nBy spending
1 point from his ki pool as a swift action, a monk can make one additional unarmed
strike at his highest attack bonus when making a flurry of blows attack. This bonus
attack stacks with all bonus attacks gained from flurry of blows, as well as those
from haste and similar effects. A monk gains additional powers that consume points
from his ki pool as he gains levels.\nThe ki pool is replenished each morning after
8 hours of rest or meditation; these hours do not need to be consecutive."
},
{
"Key": "0337c4ec-ee51-4b7d-9b84-6ec6bdaa4ae2",
"Value": "Ki Pool"
},
{
"Key": "b83c318e-2d72-46de-af09-5eb095513e49",
"Value": "Ki"
},
{
"Key": "3f5daa22-f474-4786-9a40-62b0e6313d4d",
"Value": "A monk can set up vibrations within the body of another creature
that can thereafter be fatal if the monk so desires. The target must make a
Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier) or
die. Using this ability is a standard action that costs 4 ki points."
},
{
"Key": "fcc5860f-36fd-40a9-a42e-b7272856f839",
"Value": "Ki Power: Quivering Palm"
},
{
"Key": "1461628e-6ad2-48de-a582-5ee9f28dbdaf",
"Value": "Fortitude"
},
{
"Key": "f9e00067-cac1-4d21-bc87-bd0e80956930",
"Value": "A monk with this ki power can spend 2 point from his ki pool as a
standard action to dispel temporary negative levels or one permanent negative
level.\nRestoration cures all temporary ability damage, and it restores all points
permanently drained from a single ability score. It also eliminates any fatigue or
exhaustion suffered by the target."
},
{
"Key": "c9d399c9-9c80-4751-a37e-928a99cc3e12",
"Value": "Ki Power: Restoration"
},
{
"Key": "b5411249-fd54-4354-aa7d-5be5d01cc3e0",
"Value": "A monk with this ki power can spend 2 point from his ki pool as a
standard action to blast his enemies with a searing beam of fire. The monk may fire
one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of
three rays at 11th level). Each ray requires a ranged touch attack to hit and deals
4d6 points of fire damage."
},
{
"Key": "1b93bb20-ebad-4041-b535-5d555df35462",
"Value": "Ki Power: Scorching Ray"
},
{
"Key": "2b3b4834-a43c-4dfc-a5a5-89762f2119d7",
"Value": "A monk with this ki power can spend 3 point from his ki pool as a
standard action to unleash a sudden blast of sonic energy that strikes his
opponent. The target takes 1d6 points of sonic damage per level (maximum 20d6) and
is stunned for 1 round; a successful Fortitude save reduces the damage by half and
negates the stun."
},
{
"Key": "a4e36ee9-ac72-4bcf-b0dc-ac3a4f935b1f",
"Value": "Ki Power: Shout"
},
{
"Key": "9bf05845-3097-4583-922f-94537c36e687",
"Value": "Fortitude partial"
},
{
"Key": "184a1390-13e9-41ce-8824-013023e44ded",
"Value": "A monk with this ki power can spend 2 point from his ki pool as a
standard action to spit a stream of venom at a target using a ranged touch attack.
If the venom hits, it causes blindness for 1 round. The target must also save or be
poisoned by black adder venom; the DC in successive rounds of the poison is equal
to the spell's DC."
},
{
"Key": "0a350160-c476-4e9e-b00b-c9d9613686d5",
"Value": "Ki Power: Spit Venom"
},
{
"Key": "b2bf64f3-bbef-46c1-9fe6-05c694dfadd9",
"Value": "A monk with this ki power can spend 1 point from his ki pool as a
swift action to grant himself a sudden burst of speed. This increases the monk's
base land speed by 30 feet for 1 minute."
},
{
"Key": "6f6bfa36-e93e-4703-8bc8-f8a13e36a538",
"Value": "Ki Power: Sudden Speed"
},
{
"Key": "89aa6812-52e2-43df-9146-534c9e2d0290",
"Value": "A monk with this ki power can spend 1 point from his ki pool as a
standard action to gain temporary, intuitive insight into the immediate future
during his next attack. The monk's next single attack roll (if it is made before
the end of the next round) gains a +20 insight bonus. Additionally, he is not
affected by the miss chance that applies to attackers trying to strike a concealed
target."
},
{
"Key": "ae888a6d-cc2d-4a8c-97d8-c38c3790ca4d",
"Value": "Ki Power: True Strike"
},
{
"Key": "3fe33049-68a5-4721-8103-a1905a5b1b1f",
"Value": "By spending 2 point from his ki pool as a standard action, the monk
can heal a number of hit points of damage equal to his monk level."
},
{
"Key": "b6ec29bf-dd39-4472-bfc6-972479096659",
"Value": "Ki Power: Wholeness of Body"
},
{
"Key": "fa1ef72e-f702-4628-b661-9ca573a14821",
"Value": "By spending 2 point from his ki pool as a standard action, the monk
can heal a number of hit points of damage equal to his monk level."
},
{
"Key": "15177f83-7942-40bf-9e53-c303ce16a4f7",
"Value": "Ki Power: Wholeness of Body"
},
{
"Key": "ef1f13b1-b04d-40ce-9ce9-fef58cb097d5",
"Value": "At 4th level and every 2 levels thereafter, a monk can select one
ki power. These powers allow the monk to perform amazing feats of mystical power
and acrobatic prowess by expending points from his ki pool. Once a ki power is
selected, it cannot be changed. Some ki powers require the monk to be of a specific
level or higher before they can be chosen. Unless otherwise noted, a monk cannot
select an individual ki power more than once."
},
{
"Key": "6d5cd8ed-fe1a-4cfb-9da9-96949eff3080",
"Value": "Ki Power"
},
{
"Key": "7b5eb256-59a4-4cae-994b-4a8e386b3b61",
"Value": "At 16th level, the monk's unarmed attacks are treated as adamantine
weapons for the purpose of overcoming damage reduction and bypassing hardness."
},
{
"Key": "856ddeb2-cc23-4170-8dd5-574880de961d",
"Value": "Ki Strike � Adamantine"
},
{
"Key": "0ba88c10-e6cd-4c63-917a-20376acd2793",
"Value": "At 7th level, the monk's unarmed attacks are treated as cold iron
and silver for the purpose of overcoming damage reduction."
},
{
"Key": "5de7d656-6d76-4ed1-9fa4-9bc1a678c747",
"Value": "Ki Strike � Cold Iron and Silver"
},
{
"Key": "902c9de8-12e6-465f-ae2d-60b09dff36bf",
"Value": "At 10th level, the monk's unarmed attacks are treated as lawful
weapons for the purpose of overcoming damage reduction."
},
{
"Key": "23517e32-709e-4e5d-93ba-c9ec56798913",
"Value": "Ki Strike � Lawful"
},
{
"Key": "5405cd74-8738-4b79-b717-7b9b3ef17aaa",
"Value": "At 3rd level, ki strike allows the monk's unarmed attacks to be
treated as magic weapons for the purpose of overcoming damage reduction."
},
{
"Key": "6458732a-e49b-4a10-8432-4133795ccb53",
"Value": "Ki Strike � Magic"
},
{
"Key": "a75e2518-3e3b-48c2-b6e1-f3441cee93f9",
"Value": "When unarmored and unencumbered, the monk adds his Wisdom bonus (if
any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th
level. This bonus increases by 1 for every four monk levels thereafter, up to a
maximum of +5 at 20th level.\nThese bonuses to AC apply even against touch attacks
or when the monk is flat-footed. He loses these bonuses when he is immobilized or
helpless, when he wears any armor, when he carries a shield, or when he carries a
medium or heavy load."
},
{
"Key": "027b9369-9ee7-4a30-b9fa-15872bea54d2",
"Value": "AC Bonus"
},
{
"Key": "9901f106-3df9-4880-8231-4ac7157b38eb",
"Value": "At 3rd level, a monk gains a +10 enhancement bonus to his base
speed. A monk in armor or carrying a medium or heavy load loses this extra
speed.\nFor every 3 levels above 3rd, the bonus improves by 10 feet."
},
{
"Key": "7d01e7b8-5458-4635-a7a2-177044ee976b",
"Value": "Fast Movement"
},
{
"Key": "ccd54257-83d0-4a78-9293-99b4aa1e6cb3",
"Value": "At 1st level, a monk can make a flurry of blows as a full attack
action. When making a flurry of blows, the monk can make one additional attack at
his highest base attack bonus. This additional attack stacks with the bonus attacks
from haste and other similar effects. When using this ability, the monk can make
these attacks with any combination of his unarmed strikes and weapons that have the
monk special weapon quality. He takes no penalty for using multiple weapons when
making a flurry of blows, but he does not gain any additional attacks beyond what's
already granted by the flurry for doing so. (He can still gain additional attacks
from a high base attack bonus, from this ability, and from haste and similar
effects).\nAt 11th level, a monk can make an additional attack at his highest base
attack bonus whenever he makes a flurry of blows. This stacks with the first attack
from this ability and additional attacks from haste and similar effects."
},
{
"Key": "5b45f5f3-0a05-4da5-a876-0f12981b022e",
"Value": "Flurry of Blows"
},
{
"Key": "575edbff-84ff-450a-a998-bb92d6189e4e",
"Value": "This ability works as Stunning Fist, but it makes the target
fatigued for 1 minute on a failed save instead of stunning for 1 round."
},
{
"Key": "7375916a-0290-4b53-bb63-a6b2d22c18fd",
"Value": "Stunning Fist: Fatigue"
},
{
"Key": "f7231b41-93dd-46a9-af0c-696f8bf98ca1",
"Value": "This ability works as Stunning Fist, but it makes the target
sickened for 1 minute on a failed save instead of stunning for 1 round."
},
{
"Key": "dc855d2c-e4d5-45e0-acc6-fb8209ba7cc2",
"Value": "Stunning Fist: Sicken"
},
{
"Key": "6c840bf5-82ba-4e2c-a638-086f7eca0fd8",
"Value": "The monk spins about, confounding his foe. If the attack hits, the
monk gains a +4 dodge bonus to AC against any attacks made by the target of the
style strike until the start of his next turn. This bonus does not stack with
itself."
},
{
"Key": "3b021ece-1b6e-4c5a-8562-bf7c2b4cd061",
"Value": "Defensive Spin"
},
{
"Key": "f157222b-b454-4e66-8c16-404b7522632b",
"Value": "The monk spins about, confounding his foe. If the attack hits, the
monk gains a +4 dodge bonus to AC against any attacks made by the target of the
style strike until the start of his next turn. This bonus does not stack with
itself."
},
{
"Key": "34bb2341-9690-44b1-bc3a-ad9da1f6e1f2",
"Value": "Defensive Spin"
},
{
"Key": "7a5024a7-ce1a-427f-95cd-4b778f4dedef",
"Value": "The monk links his hands together, swinging both arms like a club
and dealing tremendous damage. If the attack hits, the monk rolls his unarmed
strike damage twice, adding both rolls together before applying Strength and other
modifiers to the damage. This bonus damage is not multiplied on a critical hit."
},
{
"Key": "186a7ae0-fd0f-4ab4-9240-50894a0dd348",
"Value": "Hammerblow"
},
{
"Key": "eb854bd3-8f86-418c-86da-4d8aaa5a4ddd",
"Value": "The monk links his hands together, swinging both arms like a club
and dealing tremendous damage. If the attack hits, the monk rolls his unarmed
strike damage twice, adding both rolls together before applying Strength and other
modifiers to the damage. This bonus damage is not multiplied on a critical hit."
},
{
"Key": "20a8fbfc-519e-4fbf-8f18-018f5f4cc8ca",
"Value": "Hammerblow"
},
{
"Key": "5e77137a-97de-4b46-8e3a-b75d179d032b",
"Value": "The monk attempts to sweep his foe's leg, knocking the opponent
down. If the attack hits, the monk can make a free trip attempt against the target
of this strike (using the base attack bonus of the attack used to hit the foe).
This trip attempt does not provoke an attack of opportunity."
},
{
"Key": "bc53ff7b-7442-4a1f-aad0-36dddf5099dd",
"Value": "Leg Sweep"
},
{
"Key": "0b4c0f78-47fd-4611-9f5a-095517cb6fca",
"Value": "The monk attempts to sweep his foe's leg, knocking the opponent
down. If the attack hits, the monk can make a free trip attempt against the target
of this strike (using the base attack bonus of the attack used to hit the foe).
This trip attempt does not provoke an attack of opportunity."
},
{
"Key": "eb7e1b0e-2563-4832-a599-0ae45333fcfa",
"Value": "Leg Sweep"
},
{
"Key": "0600b107-96ed-4e4d-9892-6e26bb6c6226",
"Value": "At 5th level, a monk can learn one type of style strike. Whenever
he makes a flurry of blows, he can designate one of his unarmed strikes as a style
strike. This attack is resolved as normal, but it has an additional effect
depending on the type of strike chosen. At 9th level, and every 4 levels
thereafter, a monk learns an additional style strike. He must choose which style
strike to apply before the attack roll is made. At 15th level, he can designate up
to two of his unarmed strikes each round as a style strike, and each one can be a
different type."
},
{
"Key": "46ef1fdd-b95e-43d2-80b4-4838ffb79926",
"Value": "Style Strike"
},
{
"Key": "78966664-ef63-47bb-990e-d83dc6e63d92",
"Value": "The monk delivers a brutal punch that can penetrate defenses. If
the attack hits, it bypasses any damage reduction or hardness possessed by the
target of that attack."
},
{
"Key": "c7899345-9cf9-46ac-8f34-0c24e3bfb0b6",
"Value": "Shattering Punch"
},
{
"Key": "a18196d4-757b-4406-b6d7-1764252d60b2",
"Value": "The monk delivers a brutal punch that can penetrate defenses. If
the attack hits, it bypasses any damage reduction or hardness possessed by the
target of that attack."
},
{
"Key": "c525c147-d6ba-4682-a22f-de9691f86e1e",
"Value": "Shattering Punch"
},
{
"Key": "c52f6fd2-2455-4caa-8571-0629d47a0488",
"Value": "An aberration has a bizarre anatomy, strange abilities, an alien
mindset, or any combination of the three."
},
{
"Key": "8ac99b63-cd77-4f13-9205-fa6511595829",
"Value": "Aberration"
},
{
"Key": "918b8e2f-25a9-46e1-a5a8-17e30a810d7a",
"Value": "An animal is a living, nonhuman creature, usually a vertebrate with
no magical abilities and no innate capacity for language or culture."
},
{
"Key": "3f53168d-5eec-45a0-8900-a32b151f22b2",
"Value": "Animal"
},
{
"Key": "f7eef1ef-25c6-4e9c-9e1d-31c1eff7da38",
"Value": "A construct is an animated object or artificially created
creature."
},
{
"Key": "d53c34b8-9a4c-4df4-83ce-31fa01ab2106",
"Value": "Construct"
},
{
"Key": "ae687b36-a024-41c4-aef6-83ab082bdf6c",
"Value": "A dragon is a reptilelike creature, usually winged, with magical or
unusual abilities."
},
{
"Key": "d8ef2937-4078-492d-99ea-6fedd7ce07b4",
"Value": "Dragon"
},
{
"Key": "d79de903-7dcb-411c-98c9-6e967f02cccb",
"Value": "A fey is a creature with supernatural abilities and connections to
nature or to some other force or place. Fey are usually human-shaped."
},
{
"Key": "1aea15d3-3b9f-4d07-84ac-fd13f336e900",
"Value": "Fey"
},
{
"Key": "175b54ed-9270-44f6-964a-03b287173c8f",
"Value": "A humanoid usually has two arms, two legs, and one head, or a
human-like torso, arms, and a head. Humanoids have few or no supernatural or
extraordinary abilities, but most can speak and usually have well-developed
societies."
},
{
"Key": "807dcfe1-3b79-4d82-b6be-20608632b0aa",
"Value": "Humanoid"
},
{
"Key": "25809b6b-4970-463f-a20e-83f362a7df02",
"Value": "Magical beasts are similar to animals but can have Intelligence
scores higher than 2 (in which case the creature knows at least one language, but
can't necessarily speak). Magical Beasts usually have supernatural or extraordinary
abilities, but are sometimes merely bizarre in appearance or habits."
},
{
"Key": "1fc022a3-ce6c-49d9-b1a0-dba6bf85ca16",
"Value": "Magical Beast"
},
{
"Key": "1ac10a45-0480-4edc-acb6-59a97e1b7d23",
"Value": "Monstrous humanoids are similar to humanoids, but with monstrous or
animalistic features. They often have magical abilities as well."
},
{
"Key": "5f56c9aa-9c77-46a7-9df6-6df0313b07d9",
"Value": "Monstrous Humanoid"
},
{
"Key": "3cb1cc2b-f242-4203-aba4-c0c0654d0d4d",
"Value": "An outsider is at least partially composed of the essence (but not
necessarily the material) of some plane other than the Material Plane. Some
creatures start out as some other type and become outsiders when they attain a
higher (or lower) state of spiritual existence."
},
{
"Key": "1e52589e-cfbf-4dfa-bc15-e5024c3b3b15",
"Value": "Outsider"
},
{
"Key": "b7a0776a-764f-4417-98a4-9d2d7fbe91c5",
"Value": "This type comprises vegetable creatures. Note that regular plants,
such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and
Charisma scores; even though plants are alive, they are objects, not creatures."
},
{
"Key": "b85a57e8-7f91-427e-ac12-810449636093",
"Value": "Plant"
},
{
"Key": "9f3b1a74-d401-4c89-9e63-ffbb7eee4811",
"Value": "Undead are once-living creatures animated by spiritual or
supernatural forces."
},
{
"Key": "a5e2b63b-6185-4541-b543-07dea4fe2b6d",
"Value": "Undead"
},
{
"Key": "8bff6cef-02e4-4d2c-b284-bebaaf8eb094",
"Value": "This type includes insects, arachnids, other arthropods, worms, and
similar invertebrates."
},
{
"Key": "d39a49f0-5834-45c5-be80-ab65462dfaa6",
"Value": "Vermin"
},
{
"Key": "63e0c456-0a3d-42c9-b206-99c9b7629080",
"Value": "Mystic theurges place no boundaries on their magical abilities and
find no irreconcilable paradox in devotion to the arcane as well as the divine.
They seek magic in all of its forms, finding no reason or logic in denying
themselves instruction by limiting their knowledge to one stifling paradigm, though
many are simply hungry for limitless power. The mystic theurge is a powerful
component for any party, supplying magic for attack, defense, and healing. Mystic
theurges travel the world in search of arcane and holy artifacts, magical lore, or
divine revelations, and most have no qualms about teaming up with groups of
adventurers so long as that group's goals do not directly conflict with their own."
},
{
"Key": "0a4fd4a0-c088-48b4-8756-446c54b98dd9",
"Value": "Mystic Theurge"
},
{
"Key": "6f5646a1-6058-4c8d-9887-66f6aabbd4fa",
"Value": "A mystic theurge can prepare and cast spells from one of his
spellcasting classes using the available slots from any of his other spellcasting
classes. Spells prepared or cast in this way take up a slot one level higher than
they originally occupied. This ability cannot be used to cast a spell at a lower
level if that spell exists on both spell lists. At 1st level, a mystic theurge can
prepare 1st-level spells from one of his spellcasting classes using the 2nd-level
slots of the other spellcasting class. Every two levels thereafter, the level of
spells that can be cast in this way increases by one, to a maximum of 5th-level
spells at 9th level (these spells would take up 6th-level spell slots). The
components of these spells do not change, but they otherwise follow the rules for
the spellcasting class used to cast the spell."
},
{
"Key": "e9b5b2f5-d5f2-41f5-9454-467cbdf52f16",
"Value": "Combined Spells (1st Level)"
},
{
"Key": "cf963c9e-17d9-4f05-a1cb-2fd56c7248d6",
"Value": "Combined Spells (2nd Level)"
},
{
"Key": "8becfb0a-af0f-46ef-aeb1-1dc084f09c0b",
"Value": "Combined Spells (3rd Level)"
},
{
"Key": "64e006ff-d598-40e9-8019-38e506554f54",
"Value": "Combined Spells (4th Level)"
},
{
"Key": "a9242850-b777-4463-91bd-bbacfa7d3ebe",
"Value": "Combined Spells (5th Level)"
},
{
"Key": "add34412-3d93-499b-9d81-dd47ce6c5dd8",
"Value": "At 10th level, a mystic theurge can as a standard action achieve
the state of a perfect spell synthesis. For one minute after using this ability
next spell from each of his selected spellcasting classes will be cast as a free
action. A mystic theurge may use this ability once per day."
},
{
"Key": "bb29629b-9358-4960-bf75-a2707643f4c9",
"Value": "Spell Synthesis"
},
{
"Key": "296a19d9-bc24-47fd-a608-ba1aad556b9c",
"Value": "At 1st level, the mystic theurge selects an arcane spellcasting
class she belonged to before adding the prestige class. When a new mystic theurge
level is gained, the character gains new spells per day and new spells known as if
she had also gained a level in that spellcasting class."
},
{
"Key": "0b1702f9-b590-4736-91fa-c3753b0312d7",
"Value": "Cleric"
},
{
"Key": "a9ae857c-5795-483b-b57f-f60de3ccf443",
"Value": "Crusader"
},
{
"Key": "801d1633-efa1-4ed2-83d1-337231705ae7",
"Value": "At 1st level, the mystic theurge selects a divine spellcasting
class she belonged to before adding the prestige class. When a new mystic theurge
level is gained, the character gains new spells per day and new spells known as if
she had also gained a level in that spellcasting class."
},
{
"Key": "bcbb32e6-16a2-49c4-b3cb-b0cdcede106a",
"Value": "Divine Spellcasting"
},
{
"Key": "4e4d40ee-26e2-47bb-a127-aff90f82315a",
"Value": "Druid"
},
{
"Key": "f3095044-b4c0-40d3-9532-da60031ca725",
"Value": "Feyspeaker"
},
{
"Key": "e7841e49-9ae1-4f30-bf87-0c8c4e161fed",
"Value": "Inquisitor"
},
{
"Key": "d8d7a316-4d92-4f9d-b355-5ff359efbabd",
"Value": "Paladin"
},
{
"Key": "494fde39-af11-4ff9-81b3-bb8cb99b3f5b",
"Value": "Ranger"
},
{
"Key": "eaf7f4f7-c920-4f3a-8366-5486c3cbfbc1",
"Value": "You can select new known inquisitor spells when you gain a new
level in mystic theurge."
},
{
"Key": "509987ed-c85a-4a80-89ca-d4f55b6facf4",
"Value": "Inquisitor Spell (1st Level)"
},
{
"Key": "fdf18725-57b0-42c1-9b14-12bf179c11f2",
"Value": "Inquisitor Spell (2nd Level)"
},
{
"Key": "eeb6818a-5447-4342-930a-e3722ce7b8b0",
"Value": "Inquisitor Spell (3rd Level)"
},
{
"Key": "87b1be15-7b99-44c9-9374-4a33fc831277",
"Value": "Inquisitor Spell (4th Level)"
},
{
"Key": "4c424758-bc7f-487e-bf4c-064d470fd0f3",
"Value": "Inquisitor Spell (5th Level)"
},
{
"Key": "f10020dd-ecaf-4e68-991d-6120e7fa5747",
"Value": "Inquisitor Spell (6th Level)"
},
{
"Key": "961fbb8a-6fe2-4775-ab35-891b97859733",
"Value": "This class usually includes soldiers, bandits, and city guards �
NPCs who have chosen war as their trade."
},
{
"Key": "f64ef25a-5075-4001-8dbb-4c849e6b0755",
"Value": "Warrior"
},
{
"Key": "f16e064f-96a7-46a6-9afa-089964d1f877",
"Value": "At 2nd level, a paladin gains a bonus equal to her Charisma bonus
(if any) on all saving throws."
},
{
"Key": "ccae2b83-3fbc-47a8-8f34-82cb18db423f",
"Value": "Divine Grace"
},
{
"Key": "901eb921-1c72-405a-ace1-4fef945d75fc",
"Value": "At 3rd level, a paladin is immune to all diseases, including
supernatural and magical diseases, including mummy rot."
},
{
"Key": "b328911c-ae23-4e24-9aeb-3d175d751b66",
"Value": "Divine Health"
},
{
"Key": "9c451421-a04c-479e-969a-beee9b8bd19b",
"Value": "At 20th level, a paladin becomes a conduit for the power of her
god. Her DR increases to 10/evil and whenever she channels positive energy or uses
lay on hands to heal a creature, she heals the maximum possible amount."
},
{
"Key": "90a02caf-465d-4c9f-a652-02cae6a4dd70",
"Value": "Holy Champion"
},
{
"Key": "74529612-f72c-427d-ab16-56ba4a2455b7",
"Value": "A paladin who ceases to be lawful good loses all paladin spells and
class features. She cannot thereafter gain levels as a paladin until she changes
the alignment back."
},
{
"Key": "a0f7f1c4-72bb-43b9-b31b-cd3cbd02fefa",
"Value": "Alignment Restriction"
},
{
"Key": "3e2e5b73-73f8-4ec6-846f-1014fe08da84",
"Value": "Paladins serve as beacons for their allies within the chaos of
battle. While deadly opponents of evil, they can also empower goodly souls to aid
in their crusades. Their magic and martial skills also make them well suited to
defending others and blessing the fallen with the strength to continue fighting."
},
{
"Key": "a8e497f0-b97a-4934-9532-c13a5611120a",
"Value": "Paladin"
},
{
"Key": "5f9a3fc0-c9b1-4db1-88ec-a07dab5e0653",
"Value": "A deity, also known as a god or goddess, is a being or force of
incredible power capable of granting its power to mortal beings through divine
magic. A deity is strongly associated with a specific alignment, several domains,
and a plane."
},
{
"Key": "be37d6d6-54b4-4995-a4c9-880188d15ecd",
"Value": "Deity Selection"
},
{
"Key": "93c003f9-9f4e-4732-adf0-80150e24df1b",
"Value": "Paladins are proficient with all simple and martial weapons, with
all types of armor (heavy, medium, and light), and with shields (except tower
shields)."
},
{
"Key": "da6063d9-f584-4a45-a7da-1c9ff2fbc774",
"Value": "Paladin Proficiencies"
},
{
"Key": "9c99b283-aa74-44a5-8123-af8012b95439",
"Value": "Paladin"
},
{
"Key": "5c1800aa-68ed-4253-95f5-af9e96dbdba3",
"Value": "The divine guardian devotes herself to the protection and
guardianship of one creature at a time, be that her liege lord, an allied cleric,
or an innocent facing overwhelming danger at the hands of evil.\nThe divine
guardian devotes herself to the concerns of the material world, eschewing some
divine studies. She does not gain access to divine spellcasting."
},
{
"Key": "69ff6504-e58a-4acf-8bfd-0eba9bca16fc",
"Value": "Divine Guardian"
},
{
"Key": "6c148cef-bf09-4d94-8e53-7c5fa1ebd27c",
"Value": "A divine guardian gains a bonus feat at 7th level, and additional
bonus feats at 10th and 13th level. These bonus feats must be chosen from the
following list: Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude,
Improved Great Fortitude, Iron Will, Improved Iron Will, Lightning Reflexes,
Improved Lightning Reflexes, Missile Shield, Shield Focus, Toughness, or Tower
Shield Proficiency."
},
{
"Key": "f1860efc-293d-4ec3-8a72-139b37c47087",
"Value": "Divine Guardian Bonus Feat"
},
{
"Key": "8601c10b-8db3-4e5e-87a6-be694e6a421b",
"Value": "At 3rd level a divine guardian can intercept attacks directed at
the target of her divine troth as if she had the Bodyguard and In Harm's Way feats.
The divine guardian's aura of courage does not grant a bonus to allies within 10
feet, but still grants her immunity to fear effects."
},
{
"Key": "b2666004-7826-42a5-bd64-8c39cdd35e9d",
"Value": "Courageous Defense"
},
{
"Key": "61256976-2341-46d3-8e0f-d3323ba71cd8",
"Value": "Beginning at 2nd level, a paladin can heal wounds (her own or those
of others) by touch. Each day she can use this ability a number of times equal to
1/2 her paladin level plus her Charisma modifier. With one use of this ability, a
paladin can heal 1d6 hit points of damage for every two paladin levels she
possesses. Using this ability is a standard action, unless the paladin targets
herself or her divine troth, in which case it is a swift action. Despite the name
of this ability, a paladin only needs one free hand to use this
ability.\nAlternatively, a paladin can use this healing power to deal damage to
undead creatures, dealing 1d6 points of damage for every two levels the paladin
possesses. Using lay on hands in this way requires a successful melee touch attack
and doesn't provoke an attack of opportunity. Undead do not receive a saving throw
against this damage."
},
{
"Key": "48747af7-888e-4fa0-b9d8-c29c990dd717",
"Value": "Guarding Hands"
},
{
"Key": "dc96bd39-d980-47e2-8d8c-34bd87c0845b",
"Value": "When a target of the divine guardian's divine troth ability is
attacked, she may use an attack of opportunity to provide her ally with a +4 bonus
to AC."
},
{
"Key": "7cfad6e8-8622-4ba8-8bbb-6c886c96cc45",
"Value": "Divine Bodyguard"
},
{
"Key": "7a0eb0b7-0185-4f58-a0ef-e50b0d6f6c33",
"Value": "The divine guardian can intercept a successful attack against the
target of her divine troth ability once per round, taking full damage from that
attack and any associated effects."
},
{
"Key": "d9ccf45f-543d-4bdf-a3e7-90d99ca7b403",
"Value": "In Harm's Way"
},
{
"Key": "73508dd0-a9bf-449d-a334-78a6cdd24638",
"Value": "Once per day the divine guardian pledges her protection to a
willing creature for the day. This is done at the same time she prepares her
spells."
},
{
"Key": "74cefb9e-698b-4f0c-9a64-0291b215163b",
"Value": "Divine Troth"
},
{
"Key": "ebc3ab9e-f051-4ccd-9768-8863fd12e6c3",
"Value": "Most paladins rush into battle, meeting evil toe to toe. The divine
hunter prefers to engage evil from afar, striking down her foes before they can
threaten her allies."
},
{
"Key": "45904d86-d15f-42e7-915f-3cd6844a2b46",
"Value": "Divine Hunter"
},
{
"Key": "e78bc09a-2d5b-450a-9080-9dce0f804efd",
"Value": "Upon reaching 5th level, a divine hunter forms a divine bond with
her ranged weapon. As a standard action, she can call upon the aid of a celestial
spirit for 1 minute per paladin level.\nAt 5th level, this spirit grants the weapon
a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another
+1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added
to the weapon, stacking with existing weapon bonuses to a maximum of
+5.\nAlternatively, they can be used to add any of the following weapon properties:
axiomatic, brilliant energy, flaming, flaming burst, holy, keen, merciful, and
speed. Adding these properties consumes an amount of bonus equal to the property's
cost. These bonuses are added to any properties the weapon already has, but
duplicate abilities do not stack.\nA paladin can use this ability once per day at
5th level, and one additional time per day for every four levels beyond 5th, to a
total of four times per day at 17th level."
},
{
"Key": "3142db23-a5df-4d85-8618-5106ebcebcc0",
"Value": "Divine Hunter Bond"
},
{
"Key": "dedc338b-9d4f-4c2d-8124-46712e464c77",
"Value": "1 minute per paladin level"
},
{
"Key": "3c4cd8dd-e34a-4e8b-b3a4-d03e2a8571ac",
"Value": "At 6th level, a divine hunter can expend two uses of her lay on
hands ability to use her lay on hands ability on a target within 5 feet per paladin
level.\nA paladin can heal the wounds of others by touch. With one use of this
ability, a paladin can heal 1d6 hit points of damage for every two paladin levels
she possesses. Using this ability is a standard action.\nAlternatively, a paladin
can use this healing power to deal damage to undead creatures, dealing 1d6 points
of damage for every two levels the paladin possesses. Using lay on hands in this
way requires a successful melee touch attack and doesn't provoke an attack of
opportunity. Undead do not receive a saving throw against this damage."
},
{
"Key": "8952e3b5-d285-4d87-b0a8-c39f73a5e7ca",
"Value": "Distant Mercy"
},
{
"Key": "30e8bc16-c50c-427d-86f5-970c2c5adbb3",
"Value": "Divine hunters are proficient with all simple and martial weapons,
with light and medium armor, and with shields (except tower shields)."
},
{
"Key": "299876a3-729f-4772-b3d8-7629e4cbd7a0",
"Value": "Divine Hunter Proficiencies"
},
{
"Key": "4b4bfc2e-3095-4240-94ec-a0021f009a73",
"Value": "At 11th level, a divine hunter can expend a use of her smite evil
ability as a swift action to grant herself and all allies within 10 feet the Deadly
Aim, Precise Shot, and Improved Precise Shot feats, even if they lack the
prerequisites. The effects last for 1 minute. Evil creatures gain no benefit from
this ability."
},
{
"Key": "8bb571a3-f805-4ad5-9a11-a7bfafa809de",
"Value": "Hunter's Blessing"
},
{
"Key": "c16db816-c1b2-4e53-a27d-722739d1c30d",
"Value": "At 8th level, a paladin is immune to blindness (magical or
otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving
throws against blindness effects."
},
{
"Key": "743622dd-c18e-4728-9575-75fb37bfc419",
"Value": "Aura of Clear Sight"
},
{
"Key": "b4608503-b872-4c19-b47a-c41fec888a21",
"Value": "At 14th level, a divine hunter's ranged weapons are treated as
good-aligned for the purposes of overcoming damage reduction. Any ranged attacks
made by an ally within 10 feet of her are likewise treated as good-aligned for the
purposes of overcoming damage reduction. This ability functions only while the
divine hunter is conscious."
},
{
"Key": "fb9c8fa0-4686-459e-accd-ce2b6dddb923",
"Value": "Righteous Hunter"
},
{
"Key": "a7010a1b-f865-44c6-8b99-ba3b1248b7c3",
"Value": "At 3rd level, when a divine hunter hits a creature with a ranged
attack, she grants her allies within 10 feet of her the benefit of the Precise Shot
feat against that target for 1 round. Her allies must remain within 10 feet of her,
and must be able both to see and hear the divine hunter to gain this benefit."
},
{
"Key": "f5b6fd87-3189-46e3-bc32-16d4a0851bc5",
"Value": "Shared Precision"
},
{
"Key": "2e70f84c-d000-4ed9-b6b4-9f82433b08ce",
"Value": "Paladins are known for their charity and for tending to the sick.
The hospitaler takes to this calling above all others, spending much of her time
healing the poor, and giving aid and succor to those in need."
},
{
"Key": "af73c8fa-0660-4768-9c7e-940549c380b3",
"Value": "Hospitaler"
},
{
"Key": "dcbe4873-901f-4405-a483-c8e7f39932c1",
"Value": "At 11th level, a hospitaler is immune to death effects. Each ally
within 10 feet of her gains a +4 morale bonus on saving throws against death
effects. This ability functions only while the paladin is conscious, not if she is
unconscious or dead."
},
{
"Key": "cfab01fc-e8b5-48ab-834b-1052170b0f62",
"Value": "Aura of Life"
},
{
"Key": "71b4971b-1889-4846-992b-ee20f3bd040d",
"Value": "When a hospitaler reaches 4th level, she gains the supernatural
ability to channel positive energy like a cleric. She can use this ability a number
of times per day equal to 3 + her Charisma modifier. Using this ability does not
expend uses of lay on hands, as it does with other paladins. This energy can be
used to cause or heal damage, depending on the creatures targeted.\nA hospitaler
channels positive energy and can choose to deal damage to undead creatures or to
heal living creatures.\nChanneling positive energy causes a burst that affects all
creatures of one type (either undead or living) in a 30-foot radius centered on the
hospitaler. The amount of damage dealt or healed is equal to 1d6 points of damage
at 4th level plus 1d6 points of damage for every two hospitaler levels beyond 4th
(2d6 at 6th, 3d6 at 8th, and so on). Creatures that take damage from channeled
energy receive a Will save to halve the damage. The DC of this save is equal to 10
+ 1/2 the hospitaler's level + the hospitaler's Charisma modifier. Creatures healed
by channel energy cannot exceed their maximum hit point total�all excess healing is
lost.\nThis is a standard action that does not provoke an attack of opportunity."
},
{
"Key": "d2cfb581-03d9-43a4-a488-e8867fb7548a",
"Value": "Channel Positive Energy"
},
{
"Key": "7ce8052a-3421-4099-95e8-b9a08f88d828",
"Value": "Channeling positive energy causes a burst that damages all undead
creatures in a 30-foot radius centered on the hospitaler. The amount of damage
inflicted is equal to 1d6 points of damage at 4th level plus 1d6 points of damage
for every two hospitaler levels beyond 4th (2d6 at 6th, 3d6 at 8th, and so on).
Creatures that take damage from channeled energy receive a Will save to halve the
damage. The DC of this save is equal to 10 + 1/2 the hospitaler's level + the
hospitaler's Charisma modifier."
},
{
"Key": "4dc196ad-ef6c-49ad-a8e6-022e123598d8",
"Value": "Channel Positive Energy � Damage Undead"
},
{
"Key": "cc9e9c3c-347f-4956-a3a0-79da5a96c6ea",
"Value": "Channeling positive energy causes a burst that heals all living
creatures in a 30-foot radius centered on the hospitaler. The amount of damage
healed is equal to 1d6 points of damage at 4th level plus 1d6 points of damage for
every two hospitaler levels beyond 4th (2d6 at 6th, 3d6 at 8th, and so on)."
},
{
"Key": "3bdee6cd-8c8e-4e53-9d31-e56655902415",
"Value": "Channel Positive Energy � Heal Living"
},
{
"Key": "2c22c206-a7ec-4c5a-a39e-e335a50c7258",
"Value": "Aura of Angelic Aspect, Greater"
},
{
"Key": "b0388551-f3f6-4555-9f6c-b785c19a8c73",
"Value": "This protective aura provides a +4 deflection bonus to AC and a +4
resistance bonus on saving throws against attacks made or effects created by evil
creatures to anyone within 20 feet. Otherwise, it functions as a magic circle
against evil and a lesser globe of invulnerability, both with a radius of 20 feet."
},
{
"Key": "463486c5-4634-4994-ab42-8fdfbb5b8c7b",
"Value": "Angelic Aura"
},
{
"Key": "269c2ae0-de34-4e68-bda4-b8a9a4d94475",
"Value": "This protective aura provides a +4 deflection bonus to AC and a +4
resistance bonus on saving throws against attacks made or effects created by evil
creatures to anyone within 20 feet. Otherwise, it functions as a magic circle
against evil and a lesser globe of invulnerability, both with a radius of 20 feet."
},
{
"Key": "1ebe4b66-b0cd-4431-b3f1-c73311b11c9a",
"Value": "Aura of Angelic Aspect, Greater"
},
{
"Key": "a314f5c7-5029-41c3-85c6-28c8d11e6443",
"Value": "At 3rd level, a paladin is immune to fear (magical or otherwise).
Each ally within 10 feet of her gains a +4 morale bonus on saving throws against
fear effects.\nThis ability functions only while the paladin is conscious, not if
she is unconscious or dead."
},
{
"Key": "4f444206-bac4-4c24-badb-19f22d13f877",
"Value": "Aura of Courage"
},
{
"Key": "8260d164-3f14-498f-9c3d-fd3eb1bc97ce",
"Value": "At 3rd level, a paladin is immune to fear (magical or otherwise).
Each ally within 10 feet of her gains a +4 morale bonus on saving throws against
fear effects.\nThis ability functions only while the paladin is conscious, not if
she is unconscious or dead."
},
{
"Key": "d122df4e-4a81-40d2-b8c1-bf8a57e0f272",
"Value": "Aura of Courage"
},
{
"Key": "47e49900-550b-4f1c-9aa3-c04a6f08ae48",
"Value": "At 14th level, a paladin's weapons are treated as good-aligned for
the purposes of overcoming damage reduction. Any attack made against an enemy
within 10 feet of her is treated as good-aligned for the purposes of overcoming
damage reduction.\nThis ability functions only while the paladin is conscious, not
if she is unconscious or dead."
},
{
"Key": "0d52180e-2753-424d-93be-ba20b843c5eb",
"Value": "Aura of Faith"
},
{
"Key": "0544f644-f2ac-4286-aedc-f2da6f1b945a",
"Value": "At 14th level, a paladin's weapons are treated as good-aligned for
the purposes of overcoming damage reduction. Any attack made against an enemy
within 10 feet of her is treated as good-aligned for the purposes of overcoming
damage reduction.\nThis ability functions only while the paladin is conscious, not
if she is unconscious or dead."
},
{
"Key": "28464905-5218-4743-ae25-0bceadbe123a",
"Value": "Aura of Faith"
},
{
"Key": "91022830-1ead-417e-bfd8-a1f0750654f9",
"Value": "The subject gains a +2 deflection bonus to AC and a +2 resistance
bonus on saves. Both these bonuses apply against attacks made or effects created by
evil creatures."
},
{
"Key": "a8b6c046-d803-4d2c-a2b8-6949ecd7d867",
"Value": "Aura of Protection from Evil"
},
{
"Key": "8e3fa18c-1f58-422b-883d-5b35d92b7df5",
"Value": "This weapon emits a magic circle against evil effect. All creatures
within the area gain the effects of a protection from evil spell."
},
{
"Key": "05afac26-5bba-457e-bbee-ea5f5680f677",
"Value": "Aura of Courage"
},
{
"Key": "48bfce1b-87a7-449f-951a-b59e323e619e",
"Value": "At 8th level, a paladin is immune to charm spells and spell-like
abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws
against charm effects.\nThis ability functions only while the paladin is conscious,
not if she is unconscious or dead."
},
{
"Key": "94bd1fe5-e370-4e27-aaa9-5cd2ca20f2ac",
"Value": "Aura of Resolve"
},
{
"Key": "e74a5267-3079-479b-934a-d8991db5cf7d",
"Value": "At 8th level, a paladin is immune to charm spells and spell-like
abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws
against charm effects.\nThis ability functions only while the paladin is conscious,
not if she is unconscious or dead."
},
{
"Key": "13614766-7f77-412f-82f8-950ef8a62ca2",
"Value": "Aura of Resolve"
},
{
"Key": "489326c2-97bc-483f-824d-66fcac141bc3",
"Value": "At 17th level, a paladin gains DR 5/evil and immunity to compulsion
spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale
bonus on saving throws against compulsion effects.\nThis ability functions only
while the paladin is conscious, not if she is unconscious or dead."
},
{
"Key": "d4f4f253-328d-4b82-b201-aeccff5ed240",
"Value": "Aura of Righteousness"
},
{
"Key": "0d55fab1-1b8b-4ba9-8400-af5238cef7b0",
"Value": "At 17th level, a paladin gains DR 5/evil and immunity to compulsion
spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale
bonus on saving throws against compulsion effects.\nThis ability functions only
while the paladin is conscious, not if she is unconscious or dead."
},
{
"Key": "141d76eb-749d-4a00-bfae-ed638e18be01",
"Value": "Aura of Righteousness"
},
{
"Key": "12b466ab-13f7-418a-b5b7-df7887499e9d",
"Value": "When a paladin reaches 4th level, she gains the supernatural
ability to channel positive energy like a cleric. Using this ability consumes two
uses of her lay on hands ability. This energy can be used to cause or heal damage,
depending on the creatures targeted.\nA paladin channels positive energy and can
choose to deal damage to undead creatures or to heal living creatures.\nChanneling
positive energy causes a burst that affects all creatures of one type (either
undead or living) in a 30-foot radius centered on the paladin. The amount of damage
dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for
every two paladin levels beyond 1st (2d6 at 4th, 3d6 at 5th, and so on). Creatures
that take damage from channeled energy receive a Will save to halve the damage. The
DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma
modifier. Creatures healed by channel energy cannot exceed their maximum hit point
total�all excess healing is lost.\nThis is a standard action that does not provoke
an attack of opportunity."
},
{
"Key": "e0d5f0fc-424a-4b6e-8bd0-34394935177e",
"Value": "Channel Positive Energy"
},
{
"Key": "40dc6c5f-90fd-4a26-91ef-b72e8fdf0a70",
"Value": "Channeling positive energy causes a burst that damages all undead
creatures in a 30-foot radius centered on the paladin. The amount of damage
inflicted is equal to 1d6 points of damage plus 1d6 points of damage for every two
paladin levels beyond 1st (2d6 at 4th, 3d6 at 5th, and so on). Creatures that take
damage from channeled energy receive a Will save to halve the damage. The DC of
this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma
modifier."
},
{
"Key": "b05e701c-169e-45f7-a45c-f5b4ed245a50",
"Value": "Channel Positive Energy � Damage Undead"
},
{
"Key": "9a3a7035-2f4e-49d2-a8b2-1d83cde80832",
"Value": "Channeling positive energy causes a burst that heals all living
creatures in a 30-foot radius centered on the paladin. The amount of damage healed
is equal to 1d6 points of damage plus 1d6 points of damage for every two paladin
levels beyond 1st (2d6 at 4th, 3d6 at 5th, and so on)."
},
{
"Key": "0338a82d-857a-48b5-895d-1713b894f274",
"Value": "Channel Positive Energy � Heal Living"
},
{
"Key": "63373101-2f01-483c-98c2-f55f0235bbf5",
"Value": "Lay On Hands � Others"
},
{
"Key": "0a783318-a0f5-49a6-9e97-20170b1fe22c",
"Value": "Beginning at 2nd level, a paladin can heal wounds (her own or those
of others) by touch. Each day she can use this ability a number of times equal to
1/2 her paladin level plus her Charisma modifier. With one use of this ability, a
paladin can heal 1d6 hit points of damage for every two paladin levels she
possesses. Using this ability is a standard action, unless the paladin targets
herself, in which case it is a swift action.\nAlternatively, a paladin can use this
healing power to deal damage to undead creatures, dealing 1d6 points of damage for
every two levels the paladin possesses. Using lay on hands in this way requires a
successful melee touch attack and doesn't provoke an attack of opportunity. Undead
do not receive a saving throw against this damage."
},
{
"Key": "40e7a1fc-9ba9-4884-a462-d11bc1f5e79c",
"Value": "A paladin can heal the wounds of others by touch. With one use of
this ability, a paladin can heal 1d6 hit points of damage for every two paladin
levels she possesses. Using this ability is a standard action.\nAlternatively, a
paladin can use this healing power to deal damage to undead creatures, dealing 1d6
points of damage for every two levels the paladin possesses. Using lay on hands in
this way requires a successful melee touch attack and doesn't provoke an attack of
opportunity. Undead do not receive a saving throw against this damage."
},
{
"Key": "c24459e1-c657-4466-8e21-72c6bc6aa9a0",
"Value": "Lay On Hands � Others"
},
{
"Key": "af1e37c3-78e9-41b3-82a5-9db4d1c778e1",
"Value": "A paladin can heal her wounds as a swift action. With one use of
this ability, a paladin can heal 1d6 hit points of damage for every two paladin
levels she possesses."
},
{
"Key": "147aed76-e916-43b3-aa56-bdbdc6508908",
"Value": "Lay On Hands � Self"
},
{
"Key": "f81f444d-df15-414c-aaeb-5d46cc059195",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�blinded."
},
{
"Key": "45324429-e8ea-411f-a3ee-95f12cd5a5fb",
"Value": "Mercy � Blinded"
},
{
"Key": "882241c4-fd52-4eea-8a2d-d5720c97e442",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�confused."
},
{
"Key": "752613b9-c7e8-44a3-874f-7d3f68082a63",
"Value": "Mercy � Confused"
},
{
"Key": "61384e65-7e57-416f-85f8-340e0be77c5c",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the paladin's lay on hands ability also acts as�remove curse, using the
paladin's level as the caster level."
},
{
"Key": "593775fb-dc22-4593-8932-10b5c2579330",
"Value": "Mercy � Cursed"
},
{
"Key": "97a0fda6-ff86-46f1-a884-476338fc1397",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�dazed."
},
{
"Key": "28b3a513-7029-45ff-981b-d57f9fdbe96b",
"Value": "Mercy � Dazed"
},
{
"Key": "c812fa44-c5de-47b3-bb46-4381d2d967a0",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the paladin's lay on hands ability also acts as�remove disease, using the
paladin's level as the caster level."
},
{
"Key": "e33d7ac5-3e6a-4688-bc5b-25bee254d70e",
"Value": "Mercy � Diseased"
},
{
"Key": "b465f16a-f546-4758-a5bd-36f5a0afb534",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�exhausted. The paladin must have the fatigue mercy
before selecting this mercy."
},
{
"Key": "55141895-d143-4349-b33d-ed18df42b3e4",
"Value": "Mercy � Exhausted"
},
{
"Key": "daf00fa7-adde-4b7a-81ad-8bb83f23110b",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�fatigued."
},
{
"Key": "295c7a69-e2a6-4015-86a1-81e9b5d4ce89",
"Value": "Mercy � Fatigued"
},
{
"Key": "0e7d9c42-8357-40b0-9612-dd4ea56fb887",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�frightened. The paladin must have the�shaken�mercy
before selecting this mercy."
},
{
"Key": "5a6a7ea7-7ee7-48d3-b491-06de853a6596",
"Value": "Mercy � Frightened"
},
{
"Key": "1b511285-ffff-48d1-a28f-d7019f94ff0e",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�nauseated. The paladin must have the�sickened�mercy
before selecting this mercy."
},
{
"Key": "8ed41eb0-1953-44c3-87dc-48ab1cf31946",
"Value": "Mercy � Nauseated"
},
{
"Key": "2f40b20a-f145-4cf1-9be1-2633fc77e4aa",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�paralyzed."
},
{
"Key": "212e0568-9291-4913-b54a-97ec0fe12381",
"Value": "Mercy � Paralyzed"
},
{
"Key": "a2f81c73-5d01-43ab-9399-7ece996d784f",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the paladin's lay on hands ability also acts as�neutralize poison, using
the paladin's level as the caster level."
},
{
"Key": "281924ef-3699-4d2f-9b68-4a5fbf67f890",
"Value": "Mercy � Poisoned"
},
{
"Key": "9bb43309-874d-45e0-9b5e-35fac7841162",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�shaken."
},
{
"Key": "376fa701-0db8-4a48-bf45-8fe192b9cb48",
"Value": "Mercy � Shaken"
},
{
"Key": "8af891bb-1211-4d6c-b5aa-c79eb076457d",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�sickened."
},
{
"Key": "79b6fa3f-6098-493c-b645-dd304219ec4c",
"Value": "Mercy � Sickened"
},
{
"Key": "c0af7401-99d5-40cb-b808-3584e438f89f",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�staggered."
},
{
"Key": "3ee6503a-333f-49b4-9257-274c769c224d",
"Value": "Mercy � Staggered"
},
{
"Key": "6562eeb2-0437-4389-9cc8-5f1c22ca78f6",
"Value": "Whenever the paladin uses lay on hands to heal damage to one
target, the target is no longer�stunned."
},
{
"Key": "a85e5197-846b-4c44-969e-a93a3519e2da",
"Value": "Mercy � Stunned"
},
{
"Key": "36ca4761-86be-45a6-bade-b40c408ba099",
"Value": "At 3rd level, and every three levels thereafter, a paladin can
select one mercy.\nEach mercy adds an effect to the paladin's lay on hands ability.
Whenever the paladin uses lay on hands to heal damage to one target, the target
also receives the additional effects from all of the mercies possessed by the
paladin."
},
{
"Key": "d8aa0bcc-9d9f-4a1c-9c19-5add2832fe63",
"Value": "Mercy"
},
{
"Key": "f8658d84-5078-43bc-9713-b9bf4e18feb7",
"Value": "Mark of Justice"
},
{
"Key": "481a0106-ed56-4e87-a19b-2f2c2538bc63",
"Value": "Until the target of the smite is dead"
},
{
"Key": "609d3614-a857-4a41-bb9c-20fd16a93d66",
"Value": "At 11th level, a paladin can expend two uses of her smite evil
ability to grant the ability to smite evil to all allies for 1 minute, using her
bonuses. As a swift action, the paladin chooses one target within sight to smite.
If this target is evil, the paladin's allies add her Charisma bonus (if any) to
their attack rolls and add her paladin level to all damage rolls made against the
target of her smite. Smite evil attacks automatically bypass any DR the creature
might possess.\nIn addition, while smite evil is in effect, the paladin's allies
gain a deflection bonus equal to her Charisma bonus (if any) to their AC against
attacks made by the target of this smite. If the paladin targets a creature that is
not evil, this smite is wasted with no effect. The mark of justice lasts until the
target dies or the paladin selects a new target."
},
{
"Key": "9bbaa568-6004-468e-a712-108565d4666c",
"Value": "At 11th level, a paladin can expend two uses of her smite evil
ability to grant the ability to smite evil to all allies for 1 minute, using her
bonuses. As a swift action, the paladin chooses one target within sight to smite.
If this target is evil, the paladin's allies add her Charisma bonus (if any) to
their attack rolls and add her paladin level to all damage rolls made against the
target of her smite. Smite evil attacks automatically bypass any DR the creature
might possess.\nIn addition, while smite evil is in effect, the paladin's allies
gain a deflection bonus equal to her Charisma bonus (if any) to their AC against
attacks made by the target of this smite. If the paladin targets a creature that is
not evil, this smite is wasted with no effect."
},
{
"Key": "dd7808c2-bb6d-4138-a568-1a3a92f254c4",
"Value": "Mark of Justice"
},
{
"Key": "b5a764bb-4f3d-48c8-8642-bd7642266144",
"Value": "Mark of Justice � Smite Evil"
},
{
"Key": "0aa22166-3e6d-49b3-94dc-8787324808a4",
"Value": "Smite Evil"
},
{
"Key": "cd623bdb-7aa6-43d2-afdc-865357596efb",
"Value": "Until the target of the smite is dead"
},
{
"Key": "b7dbedb6-7332-4a3f-b88a-5d85eff5a235",
"Value": "A paladin can call out to the powers of good to aid her in her
struggle against evil. As a swift action, the paladin chooses one target within
sight to smite. If this target is evil, the paladin adds her Charisma bonus (if
any) to her attack rolls and adds her paladin level to all damage rolls made
against the target of her smite, smite evil attacks automatically bypass any DR the
creature might possess.\nIn addition, while smite evil is in effect, the paladin
gains a deflection bonus equal to her Charisma bonus (if any) to her AC against
attacks made by the target of the smite. If the paladin targets a creature that is
not evil, the smite is wasted with no effect. The smite evil lasts until the target
dies or the paladin selects a new target."
},
{
"Key": "0b2cb4d4-48e0-4dd2-8a72-bf82dd224682",
"Value": "Once per day, a paladin can call out to the powers of good to aid
her in her struggle against evil. As a swift action, the paladin chooses one target
within sight to smite. If this target is evil, the paladin adds her Cha bonus (if
any) to her attack rolls and adds her paladin level to all damage rolls made
against the target of her smite, smite evil attacks automatically bypass any DR the
creature might possess.\nIn addition, while smite evil is in effect, the paladin
gains a deflection bonus equal to her Charisma modifier (if any) to her AC against
attacks made by the target of the smite. If the paladin targets a creature that is
not evil, the smite is wasted with no effect.\nThe smite evil lasts until the
target dies or the paladin selects a new target. At 4th level, and at every three
levels thereafter, the paladin may smite evil one additional time per day."
},
{
"Key": "15e79bcf-7868-4ff3-9cce-02ff7324e97b",
"Value": "Smite Evil � Additional Use"
},
{
"Key": "d8c4a3f9-cbc5-459a-8307-4c50efe04559",
"Value": "Smite Evil"
},
{
"Key": "3e406601-fea9-48c5-8d52-b2162c8a88fc",
"Value": "Once per day, a paladin can call out to the powers of good to aid
her in her struggle against evil. As a swift action, the paladin chooses one target
within sight to smite. If this target is evil, the paladin adds her Cha bonus (if
any) to her attack rolls and adds her paladin level to all damage rolls made
against the target of her smite. If the target of smite evil is an outsider with
the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to
damage on the first successful attack increases to 2 points of damage per level the
paladin possesses. Regardless of the target, smite evil attacks automatically
bypass any DR the creature might possess.\nIn addition, while smite evil is in
effect, the paladin gains a deflection bonus equal to her Charisma modifier (if
any) to her AC against attacks made by the target of the smite. If the paladin
targets a creature that is not evil, the smite is wasted with no effect.\nThe smite
evil effect remains until the target of the smite is dead or the next time the
paladin rests and regains her uses of this ability. At 4th level, and at every
three levels thereafter, the paladin may smite evil one additional time per day."
},
{
"Key": "0a803da5-5ff9-4891-8cc3-a7cf955e2d81",
"Value": "Smite Evil"
},
{
"Key": "e3a08d38-6f3d-49e7-b993-b8bf283563b4",
"Value": "Upon reaching 5th level, a paladin forms a divine bond with her
weapon. As a standard action, she can call upon the aid of a celestial spirit for 1
minute per paladin level.\nAt 5th level, this spirit grants the weapon a +1
enhancement bonus. For every three levels beyond 5th, the weapon gains another +1
enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to
the weapon, stacking with existing weapon bonuses to a maximum of
+5.\nAlternatively, they can be used to add any of the following weapon properties:
axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy,
keen, and speed. Adding these properties consumes an amount of bonus equal to the
property's cost. These bonuses are added to any properties the weapon already has,
but duplicate abilities do not stack.\nA paladin can use this ability once per day
at 5th level, and one additional time per day for every four levels beyond 5th, to
a total of four times per day at 17th level."
},
{
"Key": "e7311818-d815-4df5-8deb-48a2f2405b31",
"Value": "Divine Weapon Bond � Additional Use"
},
{
"Key": "cbfde9e2-6b9e-4c35-be19-46a8f5f7c5cd",
"Value": "Axiomatic"
},
{
"Key": "e9109598-f4f4-42bd-8987-1e17cefa4119",
"Value": "A paladin can add the axiomatic property to a weapon enhanced with
her divine weapon bond, but this consumes 2 points of enhancement bonus granted to
this weapon.\nAn axiomatic weapon is infused with lawful power. It makes the weapon
lawful-aligned and thus overcomes the corresponding damage reduction. It deals an
extra 2d6 points of damage against chaotic creatures."
},
{
"Key": "e4824cde-e9a0-4a89-a85b-39c2fffdb903",
"Value": "Divine Weapon Bond � Axiomatic"
},
{
"Key": "b03e5c50-5927-4979-97ef-40caa7e92689",
"Value": "Brilliant Energy"
},
{
"Key": "4a0f7cae-a65c-4571-a1d4-572e339a2fac",
"Value": "A paladin can add the brilliant energy property to a weapon
enhanced with her divine weapon bond, but this consumes 4 points of enhancement
bonus granted to this weapon.\nA brilliant energy weapon ignores nonliving matter.
Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do
not count against it because the weapon passes through armor. (Dexterity,
deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant
energy weapon cannot harm undead, constructs, or objects."
},
{
"Key": "d60c5f78-22ab-4b12-a481-5719c3176195",
"Value": "Divine Weapon Bond � Brilliant Energy"
},
{
"Key": "001163b4-c997-41c5-93b4-991143d4fce1",
"Value": "Disruption"
},
{
"Key": "01d576af-cf69-48eb-99c0-5b6ec40d26b3",
"Value": "A paladin can add the disruption property to a weapon enhanced with
her divine weapon bond, but this consumes 2 points of enhancement bonus granted to
this weapon.\nA disruption weapon is the bane of all undead. Any undead creature
struck in combat must succeed on a DC 14 Will save or be destroyed. A disruption
weapon must be a bludgeoning melee weapon."
},
{
"Key": "28c9b092-028d-40e8-8e4c-992aefdbce78",
"Value": "Divine Weapon Bond � Disruption"
},
{
"Key": "e037a060-403f-4c5e-bb03-76f0b8e4514b",
"Value": "Upon reaching 5th level, a paladin forms a divine bond with her
weapon. As a standard action, she can call upon the aid of a celestial spirit for 1
minute per paladin level.\nAt 5th level, this spirit grants the weapon a +1
enhancement bonus. For every three levels beyond 5th, the weapon gains another +1
enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to
the weapon, stacking with existing weapon bonuses to a maximum of
+5.\nAlternatively, they can be used to add any of the following weapon properties:
axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy,
keen, and speed. Adding these properties consumes an amount of bonus equal to the
property's cost. These bonuses are added to any properties the weapon already has,
but duplicate abilities do not stack.\nA paladin can use this ability once per day
at 5th level, and one additional time per day for every four levels beyond 5th, to
a total of four times per day at 17th level."
},
{
"Key": "7e5b0cf7-3754-4c2b-be99-ee9c94b4c6f9",
"Value": "Divine Weapon Bond (+1)"
},
{
"Key": "a66f5f3b-00ab-4744-b4dc-1c16319b935b",
"Value": "Flaming"
},
{
"Key": "f76d496c-d2f0-4e9a-b2fa-635475b4d4a8",
"Value": "A paladin can add the flaming property to a weapon enhanced with
her divine weapon bond, but this consumes 1 point of enhancement bonus granted to
this weapon.\nA flaming weapon is sheathed in fire that deals an extra 1d6 points
of fire damage on a successful hit. The fire does not harm the wielder."
},
{
"Key": "0b9beed5-4d66-47a3-9177-511416759e0a",
"Value": "Divine Weapon Bond � Flaming"
},
{
"Key": "7ed303f5-d896-4d9b-b64f-d373a9ec6b99",
"Value": "Holy"
},
{
"Key": "dbf2d336-ba41-4976-b713-e551fbb8232c",
"Value": "A paladin can add the holy property to a weapon enhanced with her
divine weapon bond, but this consumes 2 points of enhancement bonus granted to this
weapon.\nA holy weapon is imbued with holy power. This power makes the weapon good-
aligned and thus overcomes the corresponding damage reduction. It deals an extra
2d6 points of damage against all creatures of evil alignment."
},
{
"Key": "2674dab8-8940-48a1-9919-d3e9fb5901da",
"Value": "Divine Weapon Bond � Holy"
},
{
"Key": "6f0f1a0b-5787-4e3c-b8f8-62614a5d3d38",
"Value": "Keen"
},
{
"Key": "ffb26f99-5193-4513-add8-fbcb190ffead",
"Value": "A paladin can add the keen property to a weapon enhanced with her
divine weapon bond, but this consumes 1 point of enhancement bonus granted to this
weapon.\nThe keen property doubles the threat range of a weapon. This benefit
doesn't stack with any other effects that expand the threat range of a weapon (such
as the keen edge spell or the Improved Critical feat)."
},
{
"Key": "5d385392-5540-4a2d-b067-dbd5d9cd0a29",
"Value": "Divine Weapon Bond � Keen"
},
{
"Key": "40e78b90-474c-4bf3-a60f-1f29e40f4bdb",
"Value": "Upon reaching 5th level, a paladin forms a divine bond with her
weapon. As a standard action, she can call upon the aid of a celestial spirit for 1
minute per paladin level.\nAt 5th level, this spirit grants the weapon a +1
enhancement bonus. For every three levels beyond 5th, the weapon gains another +1
enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to
the weapon, stacking with existing weapon bonuses to a maximum of
+5.\nAlternatively, they can be used to add any of the following weapon properties:
axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy,
keen, and speed. Adding these properties consumes an amount of bonus equal to the
property's cost. These bonuses are added to any properties the weapon already has,
but duplicate abilities do not stack.\nA paladin can use this ability once per day
at 5th level, and one additional time per day for every four levels beyond 5th, to
a total of four times per day at 17th level."
},
{
"Key": "857a624d-1b5b-4563-b5d1-77a05f1ea197",
"Value": "Divine Weapon Bond (+2)"
},
{
"Key": "774ed9a0-6ef5-4aaa-94f9-0b26f6b4a4e9",
"Value": "Upon reaching 5th level, a paladin forms a divine bond with her
weapon. As a standard action, she can call upon the aid of a celestial spirit for 1
minute per paladin level.\nAt 5th level, this spirit grants the weapon a +1
enhancement bonus. For every three levels beyond 5th, the weapon gains another +1
enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to
the weapon, stacking with existing weapon bonuses to a maximum of
+5.\nAlternatively, they can be used to add any of the following weapon properties:
axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy,
keen, and speed. Adding these properties consumes an amount of bonus equal to the
property's cost (see Table: Melee Weapon Special Abilities). These bonuses are
added to any properties the weapon already has, but duplicate abilities do not
stack.\nA paladin can use this ability once per day at 5th level, and one
additional time per day for every four levels beyond 5th, to a total of four times
per day at 17th level."
},
{
"Key": "3e233786-1f30-455c-b662-14bf2d56a1cf",
"Value": "Divine Weapon Bond (+3)"
},
{
"Key": "2ee56e36-e405-436f-bf10-50c9ea96bbfa",
"Value": "Upon reaching 5th level, a paladin forms a divine bond with her
weapon. As a standard action, she can call upon the aid of a celestial spirit for 1
minute per paladin level.\nAt 5th level, this spirit grants the weapon a +1
enhancement bonus. For every three levels beyond 5th, the weapon gains another +1
enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to
the weapon, stacking with existing weapon bonuses to a maximum of
+5.\nAlternatively, they can be used to add any of the following weapon properties:
axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy,
keen, and speed. Adding these properties consumes an amount of bonus equal to the
property's cost. These bonuses are added to any properties the weapon already has,
but duplicate abilities do not stack.\nA paladin can use this ability once per day
at 5th level, and one additional time per day for every four levels beyond 5th, to
a total of four times per day at 17th level."
},
{
"Key": "b075141d-ffdb-4e20-bc04-44f4326c1a9e",
"Value": "Divine Weapon Bond (+4)"
},
{
"Key": "e06092f6-5909-4a9b-b64f-d3ad4d08156f",
"Value": "Upon reaching 5th level, a paladin forms a divine bond with her
weapon. As a standard action, she can call upon the aid of a celestial spirit for 1
minute per paladin level.\nAt 5th level, this spirit grants the weapon a +1
enhancement bonus. For every three levels beyond 5th, the weapon gains another +1
enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to
the weapon, stacking with existing weapon bonuses to a maximum of
+5.\nAlternatively, they can be used to add any of the following weapon properties:
axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy,
keen, and speed. Adding these properties consumes an amount of bonus equal to the
property's cost. These bonuses are added to any properties the weapon already has,
but duplicate abilities do not stack.\nA paladin can use this ability once per day
at 5th level, and one additional time per day for every four levels beyond 5th, to
a total of four times per day at 17th level."
},
{
"Key": "1dcd912f-2bad-4d43-8f76-9976f1c559c6",
"Value": "Divine Weapon Bond (+5)"
},
{
"Key": "0bac6baf-59fd-4c9d-96ce-8ed9a8a870c7",
"Value": "Upon reaching 5th level, a paladin forms a divine bond with her
weapon. As a standard action, she can call upon the aid of a celestial spirit for 1
minute per paladin level.\nAt 5th level, this spirit grants the weapon a +1
enhancement bonus. For every three levels beyond 5th, the weapon gains another +1
enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to
the weapon, stacking with existing weapon bonuses to a maximum of
+5.\nAlternatively, they can be used to add any of the following weapon properties:
axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy,
keen, and speed. Adding these properties consumes an amount of bonus equal to the
property's cost. These bonuses are added to any properties the weapon already has,
but duplicate abilities do not stack.\nA paladin can use this ability once per day
at 5th level, and one additional time per day for every four levels beyond 5th, to
a total of four times per day at 17th level."
},
{
"Key": "bc949a7b-42dc-4f4a-8707-731aba5b1254",
"Value": "Divine Weapon Bond (+6)"
},
{
"Key": "1304fbea-552c-4a9d-8a97-81fe266f98b6",
"Value": "Speed"
},
{
"Key": "7c423f98-5758-408d-ae90-464e2b3de1ac",
"Value": "A paladin can add the speed property to a weapon enhanced with her
divine weapon bond, but this consumes 3 points of enhancement bonus granted to this
weapon.\nWhen making a full attack, the wielder of a speed weapon may make one
extra attack with it. The attack uses the wielder's full base attack bonus, plus
any modifiers appropriate to the situation. (This benefit is not cumulative with
similar effects, such as a haste spell.)"
},
{
"Key": "249b7f59-fb72-4ec5-a6c8-aa35529fb6db",
"Value": "Divine Weapon Bond � Speed"
},
{
"Key": "474078de-55e0-4fe1-af16-b8364202570a",
"Value": "1 minute per paladin level"
},
{
"Key": "354ca0a9-a0e5-44bc-bba6-0be1992ca58e",
"Value": "Upon reaching 5th level, a paladin forms a divine bond with her
weapon. As a standard action, she can call upon the aid of a celestial spirit for 1
minute per paladin level.\nAt 5th level, this spirit grants the weapon a +1
enhancement bonus. For every three levels beyond 5th, the weapon gains another +1
enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to
the weapon, stacking with existing weapon bonuses to a maximum of
+5.\nAlternatively, they can be used to add any of the following weapon properties:
axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy,
keen, merciful, and speed. Adding these properties consumes an amount of bonus
equal to the property's cost. These bonuses are added to any properties the weapon
already has, but duplicate abilities do not stack.\nA paladin can use this ability
once per day at 5th level, and one additional time per day for every four levels
beyond 5th, to a total of four times per day at 17th level."
},
{
"Key": "f3b8a4f7-4d16-4619-95d5-c521e9b9cb7d",
"Value": "Divine Weapon Bond"
},
{
"Key": "6d2e7cea-03ac-4a08-a3cf-8262cc7d03b7",
"Value": "All attacks made by an animal companion are treated as magic
weapons for the purpose of overcoming damage reduction. An animal companion gains a
+1 enhancement bonus on attack rolls and damage and +1 resistance bonus to saving
throws. These bonuses increase by 1 for every 3 HD the animal companion has."
},
{
"Key": "afc147a5-f3a3-4585-9da0-6e5e36eb2920",
"Value": "Enhanced Attacks"
},
{
"Key": "7c74a14a-2ede-4836-a37e-ffb735edf0b7",
"Value": "An animal companion gains a +4 morale bonus on Will saves against
enchantment spells and effects."
},
{
"Key": "ddca1b55-fc48-4138-916e-f822a3432803",
"Value": "Devotion"
},
{
"Key": "f12305f9-0fe1-49a2-af40-96b0d2495fd0",
"Value": "You can continue advancing your current existing companion."
},
{
"Key": "6bf2e481-4de3-4e2b-81ab-01945c1c0016",
"Value": "Animal Companion � Continue"
},
{
"Key": "3ccb1d48-6688-43a2-89b5-a81bc4f69fa7",
"Value": "Evasion"
},
{
"Key": "6e856910-5c8b-4df0-803b-dd0cbd1532b8",
"Value": "If an animal companion is subjected to an attack that normally
allows a Reflex saving throw for half damage, it takes no damage if it makes a
successful saving throw."
},
{
"Key": "049424fb-3eed-4925-8b20-53d08fea3948",
"Value": "Size Medium\nSpeed 40 ft.\nAC +6 natural armor\nAttack bite (1d6),
2 claws (1d4)\nAbility Scores Str 15, Dex 15, Con 13, Int 2, Wis 13, Cha 6\nAt 7th
level size becomes Large, Str +4, Dex -2, Con +4, +4 natural armor, gains rend."
},
{
"Key": "6768b63c-0a92-44dc-98f6-ef9575f6f956",
"Value": "Animal Companion � Bear"
},
{
"Key": "5100bf62-ffa0-4c6e-8664-99439362869c",
"Value": "Size Medium\nSpeed 40 ft.\nAC +9 natural armor\nAttack gore
(1d6)\nAbility Scores Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4\nAt 7th level
size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains ferocity."
},
{
"Key": "77db57a0-63b9-44a0-a2dc-d56f79d25e1a",
"Value": "Animal Companion � Boar"
},
{
"Key": "a66ca57d-3221-407a-bf87-19bf2631cad5",
"Value": "Size Medium\nSpeed 40 ft.\nAC +6 natural armor\nAttack bite (1d6
plus poison)\nAbility Scores Str 9, Dex 13, Con 13, Int �, Wis 10, Cha 2\nSpecial
Attacks poison (frequency 1 round (4); effect 1d2 Dex damage; cure 1 save; Con-
based DC)\nCMD can't be tripped.\nAt 7th level size becomes Large, Str +8, Dex -2,
Con +4, +2 natural armor."
},
{
"Key": "fae9f666-9b44-4a36-af48-851c106dbf9a",
"Value": "Animal Companion � Giant Centipede"
},
{
"Key": "72bbfcb5-a686-4cb3-aa53-149f56aaedee",
"Value": "Size Medium\nSpeed 40 ft.\nAC +6 natural armor\nAttack bite (1d6
plus trip)\nAbility Scores Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6\nAt 7th
level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains
ferocity."
},
{
"Key": "978f51ea-2c8e-4978-87c4-ad5f95892660",
"Value": "Animal Companion � Dog"
},
{
"Key": "6dead9e6-ea66-4b4a-992c-bf298a42ba60",
"Value": "Animal Companion � Wolf"
},
{
"Key": "b960f502-3913-4073-8ef0-2e43c05fa162",
"Value": "Size Medium\nSpeed 50 ft.\nAC +5 natural armor\nAttack bite (1d6
plus trip)\nAbility Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6"
},
{
"Key": "93d1b32e-31fa-4f54-ae77-6ba07a97c4bd",
"Value": "Size Medium\nSpeed 50 ft.\nAC +6 natural armor\nAttack gore (1d8),
2 hooves 1d4\nAbility Scores Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5\nAt 7th
level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains powerful
charge (2d6)."
},
{
"Key": "049ad7dc-fcd6-4e82-82d2-020d6f92feb6",
"Value": "Animal Companion � Elk"
},
{
"Key": "36598b51-fc3a-47fb-8904-433a409e1c17",
"Value": "Size Small\nSpeed 50 ft.\nAC +4 natural armor\nAttack bite (1d4
plus trip), 2 claws (1d2)\nAbility Scores Str 12, Dex 21, Con 13, Int 2, Wis 12,
Cha 6\nAt 4th level size becomes Medium, Dex +2, Con +2, gains pounce and adds
Dexterity instead of Strength modifier to damage rolls with natural attacks."
},
{
"Key": "fbdfb83b-5dfb-44f2-b457-f5f3c11a9db5",
"Value": "Animal Companion � Leopard"
},
{
"Key": "e57d7c1d-04b5-452a-b49f-295019179350",
"Value": "Size Medium\nSpeed 40 ft.\nAC +7 natural armor\nAttack gore (1d8),
slam (1d6)\nAbility Scores Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7\nAt 7th
level size becomes Large, Str +8, Dex -2, Con +4, +3 natural armor, gains trample
(2d6)."
},
{
"Key": "8575b637-81cb-4b66-b92b-2efaf7e7f472",
"Value": "Animal Companion � Mastodon"
},
{
"Key": "a2d982ef-a9cf-44b9-a6b5-53689d1a52cc",
"Value": "Size Small\nSpeed 30 ft.\nAC +4 natural armor\nAttack bite (1d6
plus trip)\nAbility Scores Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 6\nAt 7th
level size becomes Medium, Str +4, Dex -2, Con +4, +2 natural armor, gains poison
(frequency 1 round (6); effect 1 Dex damage; cure 1 save; Con-based DC)."
},
{
"Key": "b5031ce3-0597-4653-804a-15baa6311c63",
"Value": "Animal Companion � Monitor Lizard"
},
{
"Key": "8d368f6c-d645-4670-b5b8-c5e52ef2878c",
"Value": "Size Medium\nSpeed 40 ft.\nAC +4 natural armor\nAttack bite (1d6),
4 claws (1d4)\nAbility Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10\nAt 7th
level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains pounce."
},
{
"Key": "966d45be-a3fd-441c-8cfc-d1583666c4da",
"Value": "Animal Companion � Smilodon"
},
{
"Key": "3b8eb2af-0676-471b-83aa-f254590ae539",
"Value": "Size Small\nSpeed 30 ft.\nAC +4 natural armor\nAttack bite (1d4 and
poison)\nAbility Scores Str 10, Dex 17, Con 10, Int �, Wis 10, Cha 2\nSpecial
Attacks web\nSpecial Qualities darkvision 60 ft.; CMD +12 vs. trip\nAt 4th level
size becomes Medium, Str +4, Dex �2, Con +2, +1 natural armor, attack bite (1d6)."
},
{
"Key": "4a4edc51-0bdf-4a18-8453-eb41cb8aff9b",
"Value": "Animal Companion � Giant Spider"
},
{
"Key": "d249354b-aa4c-4f83-b856-bc370c0fda83",
"Value": "Size Small\nSpeed 30 ft.\nAttack bite (1d4)\nAbility Scores Str 12,
Dex 15, Con 16, Int 2, Wis 13, Cha 7\nSpecial Qualities low-light vision, powerful
jaws\nPowerful Jaws: A thylacine's muscular jaws threaten a critical hit on a
natural roll of 19 or 20.\nAt 4th level size becomes Medium, Str +4, Dex -2, Con
+4, +2 natural armor, attack bite (1d6)."
},
{
"Key": "2bc42290-905e-43b7-8a5b-bd1acb360d44",
"Value": "Size Medium\nSpeed 50 ft.\nAC +5 natural armor\nAttack bite (1d6
plus trip)\nAbility Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6\nAt 7th
level size becomes Large, Str +8, Dex -2, Con +4, +2 natural armor, gains
ferocity."
},
{
"Key": "d5b08088-5f1a-4804-b8cf-8714aff78c00",
"Value": "Animal Companion � Wolf"
},
{
"Key": "375f1ad9-694b-44ac-a962-61d99275ddf0",
"Value": "Improved Evasion"
},
{
"Key": "c291545a-14ca-499e-90ea-34054ab5eaa7",
"Value": "When subjected to an attack that normally allows a Reflex saving
throw for half damage, an animal companion takes no damage if it makes a successful
saving throw and only half damage if the saving throw fails."
},
{
"Key": "25f70658-3c07-4ab0-877f-13e8a608b4e0",
"Value": "Animal companions receive bonuses to their natural armor."
},
{
"Key": "fa7844d4-84ae-4792-b6c2-550b2880f07b",
"Value": "Tough Skin"
},
{
"Key": "208e0f39-37ca-44c2-a713-7f7fefa52f9f",
"Value": "Animal Companion"
},
{
"Key": "abc995f8-2256-4c6f-b334-4b5573401598",
"Value": "Animal Companion"
},
{
"Key": "81325da4-97c0-4998-bf41-f24a16560a27",
"Value": "Unlike normal animals of its kind, an animal companion's Hit Dice,
abilities, skills, and feats advance as the druid advances in level. If a character
receives an animal companion from more than one source, her effective druid levels
stack for the purposes of determining the statistics and abilities of the
companion. Most animal companions increase in size when their druid reaches 4th or
7th level, depending on the companion."
},
{
"Key": "8cfdad1a-5ceb-4896-adb7-603fcb8a3319",
"Value": "Animal Companion"
},
{
"Key": "02d5f566-4b43-477b-81c3-a1180baf6e58",
"Value": "Animal companions receive bonuses to their Strength, Dexterity, and
Constitution."
},
{
"Key": "ae91d06e-33cd-44d5-b9a8-8c8516039717",
"Value": "Physical Prowess"
},
{
"Key": "383209d4-2fb1-4b55-8d19-649c533c88c3",
"Value": "A ranger of 12th level or higher can, as a move action, use the
Stealth skill to hide in any of his favored terrains, even in combat."
},
{
"Key": "97465fcb-984c-4423-aab6-28b7470981b6",
"Value": "Camouflage"
},
{
"Key": "3a91f722-9060-46bc-aa83-b7391448b8c1",
"Value": "A ranger of 17th level or higher can use the Camouflage in any
terrain."
},
{
"Key": "63dacb1e-eda3-405c-ba43-ff35cfa67165",
"Value": "Hide in Plain Sight"
},
{
"Key": "82fb9a25-2596-4650-9c0f-9a8b2f04b2a4",
"Value": "At 4th level, a ranger forms a bond with his hunting companions.
This bond can take one of two forms. Once the form is chosen, it cannot be
changed.\nThe first is a bond to his companions. This bond allows him to spend a
move action to grant half his favored enemy bonus against a single target of the
appropriate type to all allies within 30 feet who can see or hear him. This bonus
lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1).
This bonus does not stack with any favored enemy bonuses possessed by his allies;
they use whichever bonus is higher.\nThe second option is to form a close bond with
an animal companion. A ranger who selects an animal companion can choose from the
following list: bear, boar, giant centipede, dog, elk, leopard, mastodon, monitor
lizard, smilodon, wolf. This animal is a loyal companion that accompanies the
ranger on his adventures as appropriate for its kind. A ranger's animal companion
shares his favored enemy and favored terrain bonuses.\nThis ability functions like
the druid animal companion ability, except that the ranger's effective druid level
is equal to his ranger level �3."
},
{
"Key": "f2ef4afd-d3ab-4740-8d91-e741475f25ac",
"Value": "Hunter's Bond"
},
{
"Key": "2678ab44-2715-4b0a-85fa-624e2f04126c",
"Value": "A ranger forms a bond with his companions. This bond allows him to
spend a move action to grant half his favored enemy bonus against a single target
of the appropriate type to all allies within 30 feet who can see or hear him. This
bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum
1). This bonus does not stack with any favored enemy bonuses possessed by his
allies; they use whichever bonus is higher."
},
{
"Key": "a05ff45e-f245-4d61-a2b7-dd7a6bc1a68c",
"Value": "Hunter's Bond"
},
{
"Key": "9f395791-f9c9-4d45-92d0-33aeb80dac31",
"Value": "At 19th level, the ranger's ability to hunt his quarry improves. He
can now select a quarry as a free action and his insight bonus to attack his quarry
increases to +4. If his quarry is killed or dismissed, he can select a new one."
},
{
"Key": "6b26ada2-b737-4302-ae72-d4f60dfb0405",
"Value": "Improved Quarry"
},
{
"Key": "910ad4ee-9167-49ff-8bdf-81ab9fdd4ea0",
"Value": "A ranger of 20th level becomes a master hunter. He can, as a
standard action, make a single attack against a favored enemy at his full attack
bonus. If the attack hits, the target takes damage normally and must make a
Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level
+ the ranger's Wisdom modifier. A ranger can use this ability five times per day,
but not against the same creature more than once in a 24-hour period."
},
{
"Key": "01f051f5-232e-46a0-bb0e-6f8cd2985a7c",
"Value": "Master Hunter"
},
{
"Key": "d4fd2e92-7676-4c48-9d7d-7c78d2203c24",
"Value": "At 11th level, a ranger can, as a standard action, denote one
target within his line of sight as his quarry. He receives a +2 insight bonus on
attack rolls made against his quarry, and all critical threats are automatically
confirmed. A ranger can have no more than one quarry at a time and the creature's
type must correspond to one of his favored enemy types."
},
{
"Key": "13a8343b-6bf7-4be5-904c-6bbba82a51eb",
"Value": "Quarry"
},
{
"Key": "b9379ca5-05d5-4430-aa65-19c44f78cd6c",
"Value": "Rangers are deft skirmishers, either in melee or at range, capable
of skillfully dancing in and out of battle. Their abilities allow them to deal
significant harm to specific types of foes, but their skills are valuable against
all manner of enemies."
},
{
"Key": "a15f772b-bb2c-467f-af73-2c74a2de90b7",
"Value": "Ranger"
},
{
"Key": "41c77a73-5e57-4bb0-bf58-364427f53b6c",
"Value": "A ranger is proficient with all simple and martial weapons and with
light armor, medium armor, and shields (except tower shields)."
},
{
"Key": "89556930-f4d3-4f3c-b289-6c45cba8974f",
"Value": "Ranger Proficiencies"
},
{
"Key": "04adefef-f1fb-486a-8389-c0acd04d5a07",
"Value": "Ranger"
},
{
"Key": "ddd48ffc-189d-45fa-b7fe-5bcd5a7c287f",
"Value": "Emulating the blazing phoenix, flamewardens sweep through the world
like a selective forest fire, burning away corruption, evil, and those who cling to
decay."
},
{
"Key": "56d0719f-87ca-4027-98e0-17d7a074fb38",
"Value": "Flamewarden"
},
{
"Key": "701fa1a1-3f2b-4840-b297-68af24206b35",
"Value": "At 12th level, a flamewarden can use the cleansing power of fire to
remove afflictions from his body, mind, and soul. When the flamewarden takes 10 or
more points of fire damage, he removes the following conditions: fatigued, shaken,
sickened, exhausted, frightened, and nauseated. Additionaly, he removes 1d6 points
of ability damage and 1d6 points of ability drain from the most damaged ability
scores of his choice.\nThe ranger can use this ability only once each time he takes
fire damage, regardless of how much damage it deals over the required amount. He
can use this ability a number of times per day equal to 3 + his Wisdom
modifier.\nIf the flamewarden has fire resistance or immunity to fire, fire damage
he would have otherwise taken still counts toward activating burning renewal."
},
{
"Key": "2ae7bc99-2c1c-441a-8027-8b267e3e9c93",
"Value": "Burning Renewal"
},
{
"Key": "fc2c81ab-6ac2-4565-be0e-ecc72cc69016",
"Value": "At 9th level, a flamewarden can fan the last spark of a recently
slain creature's life force back into a full flame. Once per day as a standard
action, a flamewarden can touch the corpse of a creature to grant it the effects of
breath of life.\nBreath of Life: This spell cures 5d8 points of damage + 1 point
per caster level (maximum +25).\nUnlike other spells that heal damage, breath of
life can bring recently slain creatures back to life. If cast upon a creature that
has died within 1 round, apply the healing from this spell to the creature. If the
healed creature's hit point total is at a negative amount less than its
Constitution score, it comes back to life and stabilizes at its new hit point
total. If the creature's hit point total is at a negative amount equal to or
greater than its Constitution score, the creature remains dead. Creatures brought
back to life through breath of life gain a temporary negative level that lasts for
1 day.\nCreatures slain by death effects cannot be saved by breath of life.\nLike
cure spells, breath of life deals damage to undead creatures rather than curing
them, and cannot bring them back to life."
},
{
"Key": "108a4bb1-591a-4858-9a9e-cf57e35ae3a8",
"Value": "Stoking the Embers"
},
{
"Key": "762ef5eb-ae2c-440e-9fcc-611712417bb3",
"Value": "Half if used to damage"
},
{
"Key": "d0c8920d-7e17-4912-8449-8c3fb1e3bcdf",
"Value": "At 16th level, if a flamewarden dies, his body explodes in a
conflagration in a 20-foot spread. Each hostile creature in the area takes 10d6
points of fire damage unless it succeeds at a Reflex save (DC = 10 + half the
ranger's level + his Constitution modifier) for half damage. The flames don't harm
the flamewarden's allies, who instead are healed 5d6 points of damage, and any
poisons they are currently suffering are neutralized."
},
{
"Key": "36725ad3-6e13-412e-a83c-4f7dd17323f7",
"Value": "Phoenix Blast"
},
{
"Key": "86a09d90-aee7-455c-84b4-a5008ae758b2",
"Value": "At 20th level, the flamewarden gains immunity to fire, and once per
week, the flamewarden rises from the ashes of his own destruction 1 round after
dying. The flamewarden's body re-forms with all his equipment, and he returns to
life with half his maximum hit points."
},
{
"Key": "41125886-f94d-440f-9424-92eb6bf14311",
"Value": "Phoenix Rising"
},
{
"Key": "9979f1ca-3640-4c9f-8d78-e8b47468e32c",
"Value": "Spellcasting"
},
{
"Key": "6c87e7dc-4abd-4ce4-99ac-e00867737c3b",
"Value": "At 4th level, a flamewarden adds firebelly and summon small fire
elemental to his ranger spell list as 1st-level spells."
},
{
"Key": "35b9365b-da4f-4872-a592-364f0256677b",
"Value": "At 7th level, a flamewarden adds scorching ray to his list ranger
spell list as a 2nd-level spell."
},
{
"Key": "1ec229bf-204e-4b9e-ae52-d8878510b1d0",
"Value": "At 10th level, a flamewarden adds summon medium fire elemental to
his ranger spell list as a 3rd-level spell."
},
{
"Key": "d5631aa5-fa1a-4503-896d-f0a0c4110ad3",
"Value": "At 13th level, a flamewarden adds flamestrike, volcanic storm, and
summon large fire elemental to his ranger spell list as 4th-level spells."
},
{
"Key": "6f612fcd-da52-435e-b894-88aa24b7b2a1",
"Value": "At 4th level, a flamewarden can cause his weapons to burst into
flame. As a standard action, the ranger can grant a single weapon he holds the
flaming special ability for 1 minute; while under this effect, the weapon counts as
magic for the purpose of overcoming damage reduction. A flamewarden can use this
ability a number of times per day equal to 3 + his Wisdom modifier. At 12th level,
weapons affected by this ability gain the flaming burst special ability instead."
},
{
"Key": "0d19e3fc-0b96-4195-a79a-24bee7f78737",
"Value": "Touch of Flame"
},
{
"Key": "11ff69ee-8d00-40b3-b4a7-d09c0be63c50",
"Value": "A freebooter is a natural leader, a pirate who works well with a
variety of people and in a variety of roles. Her specialized combat tactics help
organize and direct a crew, and freebooters' talents are in high demand. Most
freebooters work as independent agents. A freebooter signs on with a crew when she
feels the urge to travel, and often moves to a new ship when her contract ends."
},
{
"Key": "5ab99328-6911-4935-a7e1-c76288e7c642",
"Value": "Freebooter"
},
{
"Key": "19eaef72-f8c3-4dac-8974-ababb11ae636",
"Value": "At 1st level, the freebooter can, as a move action, indicate an
enemy in combat and rally her allies to focus on that target. The freebooter and
her allies gain a +1 bonus on weapon attack and damage rolls against the target. At
5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus
increases by 1. The freebooter's bane lasts until the target dies or the freebooter
selects a new target."
},
{
"Key": "c5294db6-7e0a-4c2d-bb8e-20d28e135574",
"Value": "Freebooter's Bane"
},
{
"Key": "fa088d0c-be96-4bc4-8427-e5efe119a3b4",
"Value": "At 4th level, a freebooter forms a bond with her crewmates. This
bond allows her to spend a move action to grant her allies extra combat prowess
when they work as a team. All allies within 30 feet who can see or hear the
freebooter gain an additional +2 bonus on attack rolls when flanking for 1 minute."
},
{
"Key": "c6cd29bf-59ca-4b81-9d68-87bf1296f324",
"Value": "Freebooter's Bond"
},
{
"Key": "ad7df776-478e-4f19-a72e-7a36baf6243c",
"Value": "At 19th level, when a stormwalker uses flash step, he can make two
ranged attacks after his movement. Both of these attacks are made at his highest
base attack bonus."
},
{
"Key": "4358db17-748a-4b3c-a99b-a9e28c520b5f",
"Value": "Flash Shot"
},
{
"Key": "eb02a2c4-7439-46ae-922a-d643ff004818",
"Value": "At 11th level, a stormwalker can move across the battlefield like a
bolt of lightning. As a full-round action, he can transform into lightning and move
to any unoccupied square within 50 feet without provoking attacks of opportunity.
He makes a single ranged attack against closest opponent after this movement."
},
{
"Key": "3cbf1d9a-9c1d-4098-a47c-2ac64b1b6a4e",
"Value": "Flash Step"
},
{
"Key": "f14ad35b-d016-4419-97e0-826bb8de103b",
"Value": "At 16th level, a stormwalker gains immunity to electricity."
},
{
"Key": "1a1f4813-c428-43ad-a98b-bef94b413564",
"Value": "One with the Storm"
},
{
"Key": "74bf39b3-fb34-4561-ba90-98b909c58d4b",
"Value": "At 4th level, a stormwalker can wreathe his weapon in lightning. As
a standard action, he can grant a single weapon he holds the shock special ability
for 1 minute; while under this effect, the weapon counts as magic for the purpose
of overcoming damage reduction. A stormwalker can use this ability a number of
times per day equal to 3 + his Wisdom modifier. At 12th level, weapons affected by
this ability gain the shocking burst special ability."
},
{
"Key": "d8a53f51-a2f9-4a21-b3f8-2666881d0a26",
"Value": "Wind Treader"
},
{
"Key": "4d12f941-88c1-45da-843b-373154489901",
"Value": "At 8th level, a stormwalker becomes immune to the effects of strong
wind. He can move without hindrance in windy conditions, and his ranged attacks
take no penalties from non-magical wind."
},
{
"Key": "9f4315ed-299e-445f-8306-55e18c9a5a32",
"Value": "Thundershot"
},
{
"Key": "8cc5380b-10c0-44af-bd79-fdc11085613f",
"Value": "Rangers who walk in the tempest unafraid draw the power of the
storm into themselves and become stormwalkers."
},
{
"Key": "12d00c23-44bb-4f01-8645-10562f5f1db4",
"Value": "Stormwalker"
},
{
"Key": "b0d3159d-9ed7-404d-ad41-6c6a82e715b0",
"Value": "Favored Enemy � Aberrations"
},
{
"Key": "7040d29c-c82f-4f58-925f-143ae181d752",
"Value": "Favored Enemy � Animals"
},
{
"Key": "a3670746-8f91-4440-808a-71c0dfdbab83",
"Value": "Favored Enemy � Constructs"
},
{
"Key": "9d56414c-7d53-40b4-b63d-8d6f81bf0ffa",
"Value": "Favored Enemy � Dragons"
},
{
"Key": "5073cc9f-4f7c-42bc-9025-d305e74c7839",
"Value": "Favored Enemy � Dwarves"
},
{
"Key": "34b556e4-e63b-4d22-b01b-1abdeee60fc0",
"Value": "Favored Enemy � Elves"
},
{
"Key": "ba61e6a1-89b9-4917-a250-dc004705689f",
"Value": "Favored Enemy � Fey"
},
{
"Key": "9c79844e-c27b-4e29-9f8a-f3abcea39f01",
"Value": "Favored Enemy � Giant Humanoids"
},
{
"Key": "2bbcef6c-af86-4985-98f6-c4629b4617e8",
"Value": "Favored Enemy � Gnomes"
},
{
"Key": "42f946ea-c8f2-46f7-a98d-76f26bad355e",
"Value": "Favored Enemy � Goblins"
},
{
"Key": "79759d21-17f8-4d3f-ad1f-30cc756ac729",
"Value": "Favored Enemy � Halflings"
},
{
"Key": "d4592e4a-0fa5-45ab-92dd-241c174c4754",
"Value": "Favored Enemy � Humans"
},
{
"Key": "df0da2ae-d420-43a9-9e19-5792f3d7d147",
"Value": "Favored Enemy � Magical Beasts"
},
{
"Key": "e419d103-0263-4b77-a638-65477a4a999b",
"Value": "Favored Enemy � Monstrous Humanoids"
},
{
"Key": "62112fa4-36b4-487d-958a-f3095beed0d0",
"Value": "Favored Enemy � Outsiders"
},
{
"Key": "ed0a75bb-3df0-4931-967f-d7d9099ca1e8",
"Value": "Favored Enemy � Plants"
},
{
"Key": "4d713db2-fd64-45ab-8d8f-9fd15ad94cdf",
"Value": "Favored Enemy"
},
{
"Key": "15e4a9cc-c1d8-4712-ab37-eaadc269eb35",
"Value": "Favored Enemy � Reptilian Humanoids"
},
{
"Key": "fba9fd38-6840-408f-bd2e-e017a04284f4",
"Value": "At 1st level, a ranger selects a creature type from the ranger
favored enemies list. He gets a +2 bonus on weapon attack and damage rolls against
them.\nAt 5th level and every five levels thereafter (10th, 15th, and 20th level),
the ranger may select an additional favored enemy. In addition, at each such
interval, the bonus against any one favored enemy (including the one just selected,
if so desired) increases by +2.\nIf the ranger chooses humanoids or outsiders as a
favored enemy, he must also choose an associated subtype, as indicated on the table
below. If a specific creature falls into more than one category of favored enemy,
the ranger's bonuses do not stack; he simply uses whichever bonus is higher."
},
{
"Key": "6a43b84a-81dc-4a30-a572-3c33d01e4494",
"Value": "Favored Enemy"
},
{
"Key": "bcccf14e-4b42-471f-a379-4fa97c72ecea",
"Value": "Favored Enemy � Undead"
},
{
"Key": "ae2e45a4-6fc1-486d-a06d-32ceebd9b367",
"Value": "Favored Enemy � Vermin"
},
{
"Key": "3ad58e83-6b26-44e6-be39-489f7d35d585",
"Value": "Favored Terrain � First World"
},
{
"Key": "81c88148-6ad5-41b6-8279-581e1bb0db38",
"Value": "Favored Terrain � Forest"
},
{
"Key": "ca10ccdf-6b7d-4ff5-bcec-c11fdea9e33f",
"Value": "Favored Terrain � Highlands"
},
{
"Key": "77f37719-d674-46e2-a2de-94a4aafb8efe",
"Value": "Favored Terrain � Plains"
},
{
"Key": "6f8b209e-170a-465a-aa16-515fca0f7e6f",
"Value": "At 3rd level, a ranger may select a type of terrain. The ranger
gains a +2 bonus on initiative checks and Lore (Nature), Perception, and Stealth
skill checks when he is in this terrain.\nAt 8th level and every five levels
thereafter, the ranger may select an additional favored terrain. In addition, at
each such interval, the skill bonus and initiative bonus in any one favored terrain
(including the one just selected, if so desired) increases by +2."
},
{
"Key": "8d58e95f-a766-4f99-9db7-72906bf17725",
"Value": "Favored Terrain"
},
{
"Key": "f9132499-cdad-470f-8a8f-3bdcd2453d1d",
"Value": "Favored Terrain � Underground"
},
{
"Key": "b0fcf5dc-a2a8-4da6-9980-30b60b15374a",
"Value": "Favored Terrain � Urban"
},
{
"Key": "39ae1181-4eb0-4fb6-8267-674769ac8f52",
"Value": "At 2nd level, the ranger can select from Point Blank Shot, Precise
Shot, and Rapid Shot.\nAt 6th level, he adds Improved Precise Shot, Point Blank
Master, and Manyshot to the list.\nAt 10th level, he adds Pinpoint Targeting to the
list."
},
{
"Key": "6abe4ff0-921d-4fdd-bdf5-e30187fd696c",
"Value": "Archery"
},
{
"Key": "c4898332-5347-49a4-bb1e-e59a5e040cee",
"Value": "At 2nd level, the ranger can select from Dazzling Display, Power
Attack, and Intimidating Prowess.\nAt 6th level, he adds Cornugon Smash and Shatter
Defenses to the list.\nAt 10th level, he adds Dreadful Carnage and Improved
Critical to the list."
},
{
"Key": "8e142c78-7e87-4794-bb0e-ae183c2ddcd3",
"Value": "Menacing"
},
{
"Key": "130fd646-0c50-4ecd-a54e-48e5e4b8eaf8",
"Value": "At 2nd level, a ranger must select one combat style to pursue.\nThe
ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th,
and 18th level. He can choose feats from his selected combat style, even if he does
not have the normal prerequisites."
},
{
"Key": "877e3759-fe9d-4ce3-99db-52c2217c7eb7",
"Value": "Combat Style Feat"
},
{
"Key": "3bdd7135-b276-488e-a196-3734b56f6399",
"Value": "At 2nd level, the ranger can select from Shield Bash, Shield Focus,
and Two-Weapon Fighting.\nAt 6th level, he adds Improved Two-Weapon Fighting and
Shield Master to the list.\nAt 10th level, he adds Bashing Finish and Greater Two-
Weapon Fighting to the list."
},
{
"Key": "91da6a0e-8693-4bdc-8b95-d4f6232f4731",
"Value": "Weapon and Shield"
},
{
"Key": "d30ec7dc-c6e6-42a2-a400-a3200adc0b5a",
"Value": "At 2nd level, the ranger can select from Cleave, Power Attack, and
Intimidating Prowess.\nAt 6th level, he adds Cleaving Finish and Great Cleave to
the list.\nAt 10th level, he adds Dreadful Carnage and Critical Focus to the list."
},
{
"Key": "ce02536c-bbf9-43f9-94cc-46b5848cfe64",
"Value": "Two-Handed Weapon"
},
{
"Key": "226e36af-97b8-40ad-9549-195635242cf0",
"Value": "At 2nd level, the ranger can select from Double Slice, Shield Bash,
and Two-Weapon Fighting.\nAt 6th level, he adds Improved Two-Weapon Fighting to the
list.\nAt 10th level, he adds Greater Two-Weapon Fighting to the list."
},
{
"Key": "e281e226-fe4a-475c-aea7-b5bd7218d551",
"Value": "Two-Weapon Combat"
},
{
"Key": "5d8e7181-8597-4d11-8d9c-846a8065c4a9",
"Value": "After 10th level, a character can choose one of the advanced rogue
talents in place of a rogue talent."
},
{
"Key": "e6175225-3584-46f2-977c-68c69ff6e1a0",
"Value": "Advanced Talents"
},
{
"Key": "ecff1cae-7f69-446c-baca-64193dcf200c",
"Value": "At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid
traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses
increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level)."
},
{
"Key": "4f57f599-50ed-4c6b-92a8-5f879e4cae0e",
"Value": "Danger Sense"
},
{
"Key": "0cff07a9-830f-4dca-98f9-09c51d427892",
"Value": "A character can avoid even magical and unusual attacks with great
agility. If a character makes a successful Reflex saving throw against an attack
that normally deals half damage on a successful save, he instead takes no damage. A
helpless character does not gain the benefit of evasion."
},
{
"Key": "c490856e-9144-498b-9586-11d08d3511e9",
"Value": "Evasion"
},
{
"Key": "f3be1c77-591f-4af3-a787-714b9ff5ca00",
"Value": "This ability works like evasion, except that while the character
still takes no damage on a successful Reflex saving throw against attacks, he
henceforth takes only half damage on a failed save. A helpless character does not
gain the benefit of improved evasion."
},
{
"Key": "f9b4cd50-4cab-463c-bdf4-605dfbe768ff",
"Value": "Improved Evasion"
},
{
"Key": "19d9d2ad-bf2d-40c4-ba77-34accc34ab23",
"Value": "The character can no longer be flanked.\nThis defense denies
another rogue the ability to sneak attack the character by flanking her, unless the
attacker has at least four more rogue levels than the target does."
},
{
"Key": "a0fbe98a-4234-4db9-b293-1ceb9625e8b0",
"Value": "Improved Uncanny Dodge"
},
{
"Key": "d95f59dc-1460-418b-8837-edc59327e88c",
"Value": "Upon reaching 20th level, a rogue becomes incredibly deadly when
dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can
slay the target. The target receives a Fortitude save to negate the death effect.
The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's
Intelligence modifier. Once a creature has been the target of a master strike,
regardless of whether or not the save is made, that creature is immune to that
rogue's master strike for 24 hours."
},
{
"Key": "6f4d56f7-307e-4987-a252-f5383ca2e0b6",
"Value": "Master Strike"
},
{
"Key": "bd908172-bfe9-45a2-8156-38e698096a95",
"Value": "Rogues excel at moving about unseen and catching foes unaware, and
tend to avoid head-to-head combat. Their varied skills and abilities allow them to
be highly versatile, with great variations in expertise existing between different
rogues. Most, however, excel in overcoming hindrances of all types, from unlocking
doors and disarming traps to outwitting magical hazards and conning dull-witted
opponents."
},
{
"Key": "f159669e-1b18-46bd-8b2f-36c3cdcd2e1e",
"Value": "Rogue"
},
{
"Key": "b336fb7b-21d0-49b1-abcc-c12ff8de12bf",
"Value": "Rogues are proficient with all simple weapons, plus the hand
crossbow, rapier, sap, short sword, and shortbow. They are proficient with light
armor, but not with shields."
},
{
"Key": "5a0a9cc7-b68e-49a0-980a-703521d8f446",
"Value": "Rogue Proficiencies"
},
{
"Key": "33c54797-3241-4c7d-aea8-11a35d0ec64c",
"Value": "If a character can catch an opponent when he is unable to defend
himself effectively from her attack, she can strike a vital spot for extra
damage.\nThe character's attack deals extra damage anytime her target would be
denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus
or not), or when the character flanks her target. This extra damage is 1d6 and
increases by 1d6 at later levels. This additional damage is precision damage and is
not multiplied on a critical hit.\nThe character must be able to see the target
well enough to pick out a vital spot and must be able to reach such a spot. A
character cannot sneak attack while striking a creature with total concealment."
},
{
"Key": "3e80327a-bccd-4ea8-b6a4-0e831ca4b19d",
"Value": "Sneak Attack"
},
{
"Key": "2f727b71-6ba1-4498-ac22-a18fe34b0209",
"Value": "A rogue adds 1/2 her level on Perception checks."
},
{
"Key": "175aa61d-deb4-4bd2-9c80-12681e9969b6",
"Value": "Trapfinding"
},
{
"Key": "375e282f-e4fe-433f-be59-ae5983c0e65e",
"Value": "The character can react to danger before her senses would normally
allow her to do so. She cannot be caught flat-footed, nor does she lose her
Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity
bonus to AC if immobilized. A character with this ability can still lose her
Dexterity bonus to AC if an opponent successfully uses the feint action against
her.\nIf a character already has uncanny dodge from a different class, she
automatically gains improved uncanny dodge instead."
},
{
"Key": "aaace282-2bc9-432f-b914-4fffafd1dad5",
"Value": "Uncanny Dodge"
},
{
"Key": "bd775ceb-99ce-405e-b8dd-dcae08f29d1c",
"Value": "Students of arcane magic, legerdemain, and stealth, eldritch
scoundrels are a rare breed of adventurer most commonly found seeking lost and
valuable arcane writings in the ruins of fallen empires."
},
{
"Key": "8ddc2b4f-0b20-4a09-8b84-1a7b47734c29",
"Value": "Eldritch Scoundrel"
},
{
"Key": "f7ea7892-32a1-4bdc-8607-6b906bff476f",
"Value": "Eldritch scoundrels can cast a number of cantrips, or 0-level
spells. These spells are cast like any other spell, but they are not expended when
cast and may be used again."
},
{
"Key": "a3c5b48f-9d8c-4535-ae01-9e35b187d669",
"Value": "Cantrips"
},
{
"Key": "f18a037e-1b76-4287-bc6c-3054b4f28990",
"Value": "Rogues are proficient with all simple weapons, plus the hand
crossbow, rapier, short sword, and shortbow.\nAn eldritch scoundrel is not
proficient with any armor or shields. Armor sometimes interferes with an eldritch
scoundrel's gestures, which can cause her spells with somatic components to fail."
},
{
"Key": "2ed84d95-2534-44d9-b62a-04e57fb0a967",
"Value": "Eldritch Scoundrel"
},
{
"Key": "82b20ad4-25f6-4a99-b5a4-91cc3e36676c",
"Value": "Rogue"
},
{
"Key": "1ceb3667-560f-4683-8832-f69e68fe06b4",
"Value": "The knife master is a trained killer who specializes in close-up
combat and the wave and weave of knife fighting. In her hands, daggers and other
similar light blades become truly deadly instruments."
},
{
"Key": "28ac830b-e00a-4a9a-844c-ddbaa9678ccc",
"Value": "Knife Master"
},
{
"Key": "17e77d8a-66d6-4dac-b9dc-7d34988ab0ff",
"Value": "At 3rd level, a knife master is so skilled in combat involving
light blades that she gains a +1 dodge bonus to AC against attacks made against her
with light blades. This bonus increases by +1 for every three levels, to a maximum
of +6 at 18th level."
},
{
"Key": "da3329ae-76f5-4197-9a02-af732ff6dd65",
"Value": "Blade Sense"
},
{
"Key": "ef390161-350f-4963-8b89-e8412f9cf681",
"Value": "A knife master focuses her ability to deal sneak attack damage with
daggers and similar weapons to such a degree that she can deal more sneak attack
damage with those weapons at the expense of sneak attacks with other weapons. When
she makes a sneak attack with a dagger, kukri, punching dagger, starknife, or sai,
she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all
other weapons, she uses d4s instead of d6s."
},
{
"Key": "7f2617b2-54fb-4a85-aaae-346685d8428f",
"Value": "Sneak Stab"
},
{
"Key": "aba34247-1908-43f6-9194-0000d56a39e8",
"Value": "Some criminals steal with finesse, their victims only discovering
the crime when the rogue is long gone and the coin already spent. A thug, on the
other hand, cares nothing for finesse. Through both threat and violence, the thug
gets what she wants by the promise of force, and has no problem making good on that
promise as needed."
},
{
"Key": "dd01d40a-69f6-4a2d-ae15-bcb6dcfe2430",
"Value": "Thug"
},
{
"Key": "68bab5b3-b49d-4c80-ad5f-12c46022fd6b",
"Value": "At 3rd level, whenever a thug deals sneak attack damage, she can
choose to forgo 1d6 points of sneak attack damage to make the target sickened for a
number of rounds equal to 1/2 her rogue level. This ability does not stack with
itself � only the most recent duration applies."
},
{
"Key": "8d5141ad-9e77-4d5c-8b37-1954ea0610fe",
"Value": "Brutal Beating"
},
{
"Key": "bebaf7bc-0eba-44e5-9055-822e90f6f933",
"Value": "Whenever a thug successfully uses Persuasion to demoralize a
creature, the duration of the shaken condition is increased by 1 round.\nIn
addition, if the target is shaken for 4 or more rounds, the thug makes the target
frightened for 1 round."
},
{
"Key": "4276ff69-c3fa-40aa-85ce-b0c094688b19",
"Value": "Frightening"
},
{
"Key": "2e2f112c-f038-4cf9-aa9a-51df16824154",
"Value": "At 4th level, whenever a rogue deals sneak attack damage to a foe,
she can also debilitate the target of her attack, causing it to take a penalty for
1 round (this is in addition to any penalty caused by a rogue talent or other
special ability).\nBewildered: The target becomes bewildered, taking a �2 penalty
to AC. The target takes an additional �2 penalty to AC against all attacks made by
the rogue. At 10th level and 16th level, the penalty to AC against attacks made by
the rogue increases by �2 (to a total maximum of �8)."
},
{
"Key": "8b82353f-28f2-49a6-95d4-869c57ca4d8b",
"Value": "Bewildering Injury"
},
{
"Key": "7554c37f-4438-4538-9469-6e39187f2677",
"Value": "At 4th level, whenever a rogue deals sneak attack damage to a foe,
she can also debilitate the target of her attack, causing it to take a penalty for
1 round (this is in addition to any penalty caused by a rogue talent or other
special ability).\nBewildered: The target becomes bewildered, taking a �2 penalty
to AC. The target takes an additional �2 penalty to AC against all attacks made by
the rogue. At 10th level and 16th level, the penalty to AC against attacks made by
the rogue increases by �2 (to a total maximum of �8)."
},
{
"Key": "6edb33d7-6f9d-4bd1-8670-ded1ca8b950e",
"Value": "Bewildering Injury"
},
{
"Key": "7491f4ae-68fa-4cdf-b13e-39b8d40f1954",
"Value": "Bewildered: The target becomes bewildered, taking a �2 penalty to
AC. The target takes an additional �2 penalty to AC against all attacks made by the
rogue. At 10th level and 16th level, the penalty to AC against attacks made by the
rogue increases by �2 (to a total maximum of �8)."
},
{
"Key": "075a7107-af1b-4c8b-94c9-b6830f038b9a",
"Value": "Bewildering Injury"
},
{
"Key": "1098aaa3-f56f-46c1-819c-a1d549358c73",
"Value": "At 4th level, whenever a rogue deals sneak attack damage to a foe,
she can also debilitate the target of her attack, causing it to take a penalty for
1 round (this is in addition to any penalty caused by a rogue talent or other
special ability).\nDisoriented: The target takes a �2 penalty on attack rolls. In
addition, the target takes an additional �2 penalty on all attack rolls it makes
against the rogue. At 10th level and 16th level, the penalty on attack rolls made
against the rogue increases by �2 (to a total maximum of �8)."
},
{
"Key": "6801a20f-4932-44b6-abc1-89c3752aa24a",
"Value": "Disorienting Injury"
},
{
"Key": "de478645-b9b1-4186-b355-9c59dd4beba7",
"Value": "At 4th level, whenever a rogue deals sneak attack damage to a foe,
she can also debilitate the target of her attack, causing it to take a penalty for
1 round (this is in addition to any penalty caused by a rogue talent or other
special ability).\nDisoriented: The target takes a �2 penalty on attack rolls. In
addition, the target takes an additional �2 penalty on all attack rolls it makes
against the rogue. At 10th level and 16th level, the penalty on attack rolls made
against the rogue increases by �2 (to a total maximum of �8)."
},
{
"Key": "ed796a18-00fe-4fc0-b9ec-fcb7f0df874b",
"Value": "Disorienting Injury"
},
{
"Key": "fdf2bb63-b47b-4271-b6cb-e8d8fac980cd",
"Value": "Disoriented: The target takes a �2 penalty on attack rolls. In
addition, the target takes an additional �2 penalty on all attack rolls it makes
against the rogue. At 10th level and 16th level, the penalty on attack rolls made
against the rogue increases by �2 (to a total maximum of �8)."
},
{
"Key": "6f6d90ff-a873-4f4d-8a4b-48af65bacace",
"Value": "Disorienting Injury"
},
{
"Key": "79f919e1-fc31-4009-b9e1-5c7b1824b8d8",
"Value": "At 4th level, whenever a rogue deals sneak attack damage to a foe,
she can also debilitate the target of her attack, causing it to take a penalty for
1 round (this is in addition to any penalty caused by a rogue talent or other
special ability).\nHampered: All of the target's speeds are reduced by half (to a
minimum of 5 feet)."
},
{
"Key": "e705c760-06f7-49e6-8f8c-89e1a95e597b",
"Value": "Hampering Injury"
},
{
"Key": "2dfa5d1e-a1d1-4047-be63-cf2fc8f46088",
"Value": "At 4th level, whenever a rogue deals sneak attack damage to a foe,
she can also debilitate the target of her attack, causing it to take a penalty for
1 round (this is in addition to any penalty caused by a rogue talent or other
special ability).\nHampered: All of the target's speeds are reduced by half (to a
minimum of 5 feet)."
},
{
"Key": "73ce328c-4dca-4b88-8c19-a2bd704c922e",
"Value": "Hampering Injury"
},
{
"Key": "6df737dc-c0da-4fea-8e6d-c8b17f2c7113",
"Value": "Hampered: All of the target's speeds are reduced by half (to a
minimum of 5 feet)."
},
{
"Key": "1381c0a7-987e-410a-b6b8-fc4a4f59c1c1",
"Value": "Hampering Injury"
},
{
"Key": "4537655d-7ec2-47c5-9d6c-03580a258b9b",
"Value": "At 4th level, whenever a rogue deals sneak attack damage to a foe,
she can also debilitate the target of her attack, causing it to take a penalty for
1 round (this is in addition to any penalty caused by a rogue talent or other
special ability). The rogue can choose to apply any one of the following penalties
when the damage is dealt.\nBewildered: The target becomes bewildered, taking a �2
penalty to AC. The target takes an additional �2 penalty to AC against all attacks
made by the rogue. At 10th level and 16th level, the penalty to AC against attacks
made by the rogue increases by �2 (to a total maximum of �8).\nDisoriented: The
target takes a �2 penalty on attack rolls. In addition, the target takes an
additional �2 penalty on all attack rolls it makes against the rogue. At 10th level
and 16th level, the penalty on attack rolls made against the rogue increases by �2
(to a total maximum of �8).\nHampered: All of the target's speeds are reduced by
half (to a minimum of 5 feet).\nThese penalties do not stack with themselves, but
additional attacks that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability at a time. If a
new penalty is applied, the old penalty immediately ends. Any form of healing
applied to a target suffering from one of these penalties also removes the
penalty."
},
{
"Key": "4c28ef74-bf5f-4cb7-855c-0014886b493f",
"Value": "Debilitating Injury"
},
{
"Key": "bb325e15-479f-419f-bb1b-1490e29e09f7",
"Value": "Whenever the rogue makes a successful melee attack with a bite
natural attack, she adds her Dexterity modifier instead of her Strength modifier to
the damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "106545fc-33fd-472f-a86b-16db408a47bd",
"Value": "Finesse Training (Bite)"
},
{
"Key": "86bdbda7-4317-4f8d-b255-3f8cf2814579",
"Value": "Whenever the rogue makes a successful melee attack with a claw
natural attack, she adds her Dexterity modifier instead of her Strength modifier to
the damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "e8456ff4-0d06-4de8-b663-d788327a60cf",
"Value": "Finesse Training (Claw)"
},
{
"Key": "722e0e75-d428-4159-9a2c-2ee717c18b39",
"Value": "Whenever the rogue makes a successful melee attack with a dagger,
she adds her Dexterity modifier instead of her Strength modifier to the damage
roll. If any effect would prevent the rogue from adding her Strength modifier to
the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "bfea52ab-8193-4a9e-85fe-63baae821e46",
"Value": "Finesse Training (Dagger)"
},
{
"Key": "60643f7b-3b30-4877-b224-2dbd02a39edb",
"Value": "Whenever the rogue makes a successful melee attack with a dueling
sword, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "a5ad7ed0-f891-4b01-91f6-11553985faa5",
"Value": "Finesse Training (Dueling Sword)"
},
{
"Key": "7450c0d8-b3d6-4628-b673-0535bf5f3741",
"Value": "Whenever the rogue makes a successful melee attack with an elven
curve blade, she adds her Dexterity modifier instead of her Strength modifier to
the damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "0c9688be-f9dd-4ee4-9343-2de6f3b29b32",
"Value": "Finesse Training (Elven Curve Blade)"
},
{
"Key": "2d242dce-f9bb-4588-b1a8-4b00ef52f8ce",
"Value": "Whenever the rogue makes a successful melee attack with an estoc,
she adds her Dexterity modifier instead of her Strength modifier to the damage
roll. If any effect would prevent the rogue from adding her Strength modifier to
the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "981c8e44-fdec-4d31-834b-0fbf4ad10060",
"Value": "Finesse Training (Estoc)"
},
{
"Key": "25fa680b-9180-4f29-bbaa-5b741447c123",
"Value": "Whenever the rogue makes a successful melee attack with a handaxe,
she adds her Dexterity modifier instead of her Strength modifier to the damage
roll. If any effect would prevent the rogue from adding her Strength modifier to
the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "9603dbb2-6c5e-4940-beea-f11d7c2f5d73",
"Value": "Finesse Training (Handaxe)"
},
{
"Key": "f92b4a75-baab-4819-87c6-ca82ca39af0b",
"Value": "Whenever the rogue makes a successful melee attack with a kama, she
adds her Dexterity modifier instead of her Strength modifier to the damage roll. If
any effect would prevent the rogue from adding her Strength modifier to the damage
roll, she does not add her Dexterity modifier."
},
{
"Key": "a87f836f-c13f-452a-acc6-4efae5267d65",
"Value": "Finesse Training (Kama)"
},
{
"Key": "4fb1ee38-b247-4cb8-ba37-e6b9458687c7",
"Value": "Whenever the rogue makes a successful melee attack with a kukri,
she adds her Dexterity modifier instead of her Strength modifier to the damage
roll. If any effect would prevent the rogue from adding her Strength modifier to
the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "a4bee56e-3b3f-45e7-918b-71d11a3de17b",
"Value": "Finesse Training (Kukri)"
},
{
"Key": "2e98c072-a509-482e-a563-809a10124508",
"Value": "Whenever the rogue makes a successful melee attack with a light
hammer, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "627d7e75-8233-4e95-b509-c66f531bedd2",
"Value": "Finesse Training (Light Hammer)"
},
{
"Key": "b0778c5c-f5e0-44af-a9ea-e66cd329d086",
"Value": "Whenever the rogue makes a successful melee attack with a light
mace, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "30e23385-04ce-4375-8757-33fb71f9fc3d",
"Value": "Finesse Training (Light Mace)"
},
{
"Key": "ba3d889c-2810-42e4-b9fc-0a2493c5acb0",
"Value": "Whenever the rogue makes a successful melee attack with a light
pick, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "2b274c75-8513-4bac-8f02-04c96ba634c8",
"Value": "Finesse Training (Light Pick)"
},
{
"Key": "ae3964ef-6405-4de1-950e-9a83f14855bd",
"Value": "Whenever the rogue makes a successful melee attack with a light
shield, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "b84615ff-90ec-4938-98de-ab4975423d66",
"Value": "Finesse Training (Light Shield)"
},
{
"Key": "a73e1c6f-9991-4efa-b40d-24bb88148034",
"Value": "Whenever the rogue makes a successful melee attack with a punching
dagger, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "aa403356-9777-4cb7-b2c1-1656d28edbbb",
"Value": "Finesse Training (Punching Dagger)"
},
{
"Key": "0349a0f3-7630-45d6-b68b-29a51fde92f8",
"Value": "Whenever the rogue makes a successful melee attack with a rapier,
she adds her Dexterity modifier instead of her Strength modifier to the damage
roll. If any effect would prevent the rogue from adding her Strength modifier to
the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "a78dde4c-a769-4578-8e61-baa7e8ec767f",
"Value": "Finesse Training (Rapier)"
},
{
"Key": "defd1f1f-4292-4c33-8dd1-1e815ec96030",
"Value": "Whenever the rogue makes a successful melee attack with a sai, she
adds her Dexterity modifier instead of her Strength modifier to the damage roll. If
any effect would prevent the rogue from adding her Strength modifier to the damage
roll, she does not add her Dexterity modifier."
},
{
"Key": "9c6c43c3-46e0-4e6f-9931-dcc914eed6a1",
"Value": "Finesse Training (Sai)"
},
{
"Key": "c92200ae-aef7-4fbf-a604-22e6137a2a5f",
"Value": "At 1st level, a rogue gains Weapon Finesse as a bonus feat. In
addition, starting at 3rd level, she can select any one type of weapon that can be
used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it
cannot be changed. Whenever she makes a successful melee attack with the selected
weapon, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier. The rogue can
select a second weapon at 11th level and a third at 19th level."
},
{
"Key": "ac9b5d40-66c9-4950-821b-5928ae98c3dc",
"Value": "Finesse Training"
},
{
"Key": "8253b2ce-8f78-4d20-acab-2f80f822a953",
"Value": "Whenever the rogue makes a successful melee attack with a short
sword, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "8c1d1c82-f4c2-4d2f-b10d-ed289aabbf93",
"Value": "Finesse Training (Short Sword)"
},
{
"Key": "401eb4b3-18ae-4c92-a74a-f18d21b7a256",
"Value": "Whenever the rogue makes a successful melee attack with a sickle,
she adds her Dexterity modifier instead of her Strength modifier to the damage
roll. If any effect would prevent the rogue from adding her Strength modifier to
the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "6be1e20f-f552-4d7b-8c77-6c03b3f9968c",
"Value": "Finesse Training (Sickle)"
},
{
"Key": "19222850-6bf9-477a-89bd-3fd78e7b4fe4",
"Value": "Whenever the rogue makes a successful melee attack with an unarmed
attack, she adds her Dexterity modifier instead of her Strength modifier to the
damage roll. If any effect would prevent the rogue from adding her Strength
modifier to the damage roll, she does not add her Dexterity modifier."
},
{
"Key": "90784b9e-668e-49e6-9b6b-73db46add318",
"Value": "Finesse Training (Unarmed)"
},
{
"Key": "aceda457-7524-4f47-9d8a-08baf584a451",
"Value": "As a bard gains experience, she learns a number of talents that aid
her and confound her foes. At 2nd level, a bard gains a rogue talent, as the rogue
class feature of the same name. At 6th level and every 4 levels thereafter, the
bard gains an additional rogue talent. A bard cannot select a rogue talent that
modifies the sneak attack ability."
},
{
"Key": "ddfb71c0-ba3d-411d-9501-7d6dd1960106",
"Value": "Bard Talent"
},
{
"Key": "ad715176-940b-43d5-a807-dc61f70d71d1",
"Value": "When a rogue with this talent makes a Perception check, she gains a
+4 bonus."
},
{
"Key": "6c39dcb7-81ae-4794-9b1b-aa32e0c44f03",
"Value": "Canny Observer"
},
{
"Key": "6db74ed5-c647-4222-b0b0-d47910abe6c6",
"Value": "A rogue that selects this talent gains a bonus combat feat."
},
{
"Key": "3919f4a8-5675-4bed-a5e3-10dbe1e4704d",
"Value": "Combat Trick"
},
{
"Key": "1df46371-2d94-4e2d-ad1a-84c3c0843733",
"Value": "This ability allows a rogue to move at full speed using the Stealth
skill without penalty."
},
{
"Key": "df05610b-e336-4a3e-b2df-c62ec2648422",
"Value": "Fast Stealth"
},
{
"Key": "60fe9a27-5821-45be-bb5b-6a663afb3e1d",
"Value": "When the rogue is confused and hits a creature with a melee attack
that deals sneak attack damage, the rogue is no longer confused."
},
{
"Key": "81346392-6327-4078-939b-befe5d0df2d2",
"Value": "Focusing Attack � Confused"
},
{
"Key": "8c26333e-c737-426e-aab6-1111e4652c40",
"Value": "When the rogue is shaken and hits a creature with a melee attack
that deals sneak attack damage, the rogue is no longer shaken."
},
{
"Key": "365792f0-3224-4ed6-8235-8b6f27d85f02",
"Value": "Focusing Attack � Shaken"
},
{
"Key": "c5bd5b77-1b79-4f79-98e6-2389975235c8",
"Value": "When the rogue is sickened and hits a creature with a melee attack
that deals sneak attack damage, the rogue is no longer sickened."
},
{
"Key": "061036e4-c2a2-40b5-88d2-d839ace7d58c",
"Value": "Focusing Attack � Sickened"
},
{
"Key": "63b6b136-741b-4f23-8d30-46eb4245d3f5",
"Value": "A rogue with this talent has a cast-iron stomach or has trained
herself to withstand poisons, especially ingested ones. She gains a +1 bonus on all
saves against poisons as well as a +4 bonus on saves against all spells and effects
that cause the rogue to be nauseated or sickened."
},
{
"Key": "9a1db8f7-d3c3-403f-b69c-adcd03315b06",
"Value": "Iron Guts"
},
{
"Key": "bb6dc70a-6e8b-45e0-a9e1-c892c32c5c68",
"Value": "As a rogue gains experience, she learns a number of talents that
aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue
talent. She gains an additional rogue talent for every 2 levels of rogue attained
after 2nd level. A rogue cannot select an individual talent more than once."
},
{
"Key": "1d79a3d2-6c68-4bc2-b3eb-35e54a277172",
"Value": "Rogue Talent"
},
{
"Key": "02ec4693-06b1-422c-b3d7-ee95db0add74",
"Value": "Opponents damaged by the rogue�s sneak attack can't make attacks of
opportunity for 1 round."
},
{
"Key": "b3340405-6261-4129-96a0-983305ebbc46",
"Value": "Slow Reactions"
},
{
"Key": "d972f906-c035-4703-b265-b7c392c0e4f9",
"Value": "When a rogue with this talent hits a creature with a melee weapon
that deals sneak attack damage, her target cannot make attacks of opportunity for
1d4+1 rounds."
},
{
"Key": "4aae5a0b-f570-4606-bde8-774ccbb94b5a",
"Value": "Confounding Blades"
},
{
"Key": "7d8c1cc4-02fc-4826-80fd-0fb572fc6694",
"Value": "A rogue with this ability can sneak attack opponents with such
precision that her blows weaken and hamper them. An opponent damaged by one of her
sneak attacks also takes 2 points of Strength damage."
},
{
"Key": "f81141f0-e560-4c1f-a433-a2f39a549d39",
"Value": "Crippling Strike"
},
{
"Key": "6bfc3a77-671a-4298-a9f8-f58b7ff88bf0",
"Value": "An opponent that is dealt sneak attack damage by a rogue with this
ability is affected by a targeted dispel magic affecting one of the spell effects
active on the target. The caster level for this ability is equal to the rogue's
level."
},
{
"Key": "8e450097-df0b-4d34-87c6-39320e514219",
"Value": "Dispelling Attack"
},
{
"Key": "5e019b81-547e-4d36-a717-7148814cbc1e",
"Value": "Whenever the rogue inflicts a penalty against a target using the
debilitating injury class feature, she can select two penalties to inflict. The
target can never be subject to more than two penalties in this way at one time. If
any additional penalties are inflicted, any previous penalties immediately end. Any
effect that heals damage to the target negates both of the penalties."
},
{
"Key": "b27b5eef-d5fd-4d06-a0a8-ab99db19799c",
"Value": "Double Debilitation"
},
{
"Key": "4a7da5ca-7012-41af-a0bf-edf599c3e994",
"Value": "This works like evasion, except while the rogue still takes no
damage on a successful Reflex saving throw against an attack, she also takes only
half damage on a failed save. A helpless rogue does not gain the benefit of
improved evasion."
},
{
"Key": "908315e7-7ecf-41e4-8aa2-5cc97482804e",
"Value": "Improved Evasion"
},
{
"Key": "c9552d7b-a9c9-410c-9300-763071ca88ac",
"Value": "The rogue can make an attack of opportunity against an opponent who
has just been struck for damage in melee by another character. This attack counts
as an attack of opportunity for that round and can't be used more than once per
round."
},
{
"Key": "09eb965a-80ae-4b78-878e-c92d32c83f7a",
"Value": "Opportunist"
},
{
"Key": "aa51c8bf-a49c-4a67-ae56-05985d98cc04",
"Value": "Each sorcerer has a source of magic somewhere in her heritage that
grants her spells, bonus feats, an additional class skill, and other special
abilities. This source can represent a blood relation or an extreme event involving
a creature somewhere in the family's past. For example, a sorcerer might have a
dragon as a distant relative or her grandfather might have signed a terrible
contract with a devil. Regardless of the source, this influence manifests in a
number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline
upon taking her first level of sorcerer. Once made, this choice cannot be
changed.\nFilled with magical power that screams for release, sorcery is not so
much a calling as a blessing � or a curse. For some sorcerers, this arcane
birthright manifests in subtle and carefully controlled ways, assisting in their
manipulation of others or the pursuit of lofty goals. For others, it is wild and
unpredictable, the primal and explosive lashing out of a power greater than
themselves.\nAt 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels. These spells cannot be exchanged for
different spells at higher levels.\nAt 7th level, and every six levels thereafter,
a sorcerer receives one bonus feat, chosen from a list specific to each bloodline.
The sorcerer must meet the prerequisites for these bonus feats."
},
{
"Key": "f4701bed-ac8c-428e-b6ff-0e142fbe5d0b",
"Value": "Bloodline"
},
{
"Key": "cd422f78-a5b7-420d-bf7a-e4fa62f76594",
"Value": "At 1st level, a sorcerer gains a bonus feat. At each such
opportunity, she can choose a metamagic feat, spell focus feat, or any other
spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat,
including caster level minimums."
},
{
"Key": "5bee8bab-6758-4bd7-80d8-54c477a1a7ed",
"Value": "Sorcerer Bonus Feat"
},
{
"Key": "01d09808-e8e1-4224-8b63-a9baaaafc8de",
"Value": "Sorcerers can cast a number of cantrips, or 0-level spells. These
spells are cast like any other spell, but they are not expended when cast and may
be used again."
},
{
"Key": "45811c99-0003-486d-a3ea-156f5626331c",
"Value": "Cantrips"
},
{
"Key": "8e623319-82f7-474f-b7bc-8070c41175a8",
"Value": "Sorcerers excel at casting a selection of favored spells
frequently, making them powerful battle mages. As they become familiar with a
specific and ever-widening set of spells, sorcerers often discover new and
versatile ways of making use of magics other spellcasters might overlook. Their
bloodlines also grant them additional abilities, assuring that no two sorcerers are
ever quite alike."
},
{
"Key": "95568f5b-8e6e-4fbf-b9ff-cc1678664e32",
"Value": "Sorcerer"
},
{
"Key": "3866f426-664d-43ef-a652-bedb68db287a",
"Value": "At 7th level, and every six levels thereafter, a sorcerer receives
one bonus feat, chosen from a list specific to each bloodline. The sorcerer must
meet the prerequisites for these bonus feats."
},
{
"Key": "3e7af657-28c9-4cec-bb56-bd3ac19ed192",
"Value": "Sorcerers are proficient with all simple weapons. They are not
proficient with any type of armor or shield. Armor interferes with a sorcerer's
gestures, which can cause her spells with somatic components to fail."
},
{
"Key": "895edc69-430d-43aa-8d3b-96e277fc7b6d",
"Value": "Sorcerer Proficiencies"
},
{
"Key": "e4f71e5c-403a-4883-b8ab-b0cefc034e89",
"Value": "Sorcerer"
},
{
"Key": "231d346b-2463-4a76-b380-5d0ef3eb76b3",
"Value": "At 15th level, whenever you cast a summoning spell that conjures
more than one creature, add one to the total number of creatures summoned."
},
{
"Key": "92dd7e6c-ad65-49eb-a0dc-476d607373c0",
"Value": "Added Summonings"
},
{
"Key": "775e15e7-2720-43e8-a87b-daf1068dfb5a",
"Value": "Abyssal Bloodline Arcana"
},
{
"Key": "80df4f29-dca6-400e-ac7c-900a4233bcf7",
"Value": "Abyssal Bloodline Arcana"
},
{
"Key": "e5642c85-9982-4f43-8eee-869694c6bbf4",
"Value": "Whenever you cast a spell of the summoning subschool, the creatures
summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not
stack with any DR the creature might have."
},
{
"Key": "8e09ae1c-3453-4bee-b4ad-20acb4c97034",
"Value": "Additional class skill from the Abyssal bloodline."
},
{
"Key": "6d6ffbc9-6d57-4376-85b5-7d14a5ee4b1e",
"Value": "Class Skill � Athletics"
},
{
"Key": "255d4ce4-6a07-47ae-ba98-6f3f9404e357",
"Value": "At 1st level, you can grow claws as a free action. These claws are
treated as natural weapons, allowing you to make two claw attacks as a full attack
using your full base attack bonus. These attacks deal 1d4 points of damage each
(1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are
considered magic weapons for the purpose of overcoming DR. At 7th level, the damage
increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th
level, these claws become flaming weapons, each dealing an additional 1d6 points of
fire damage on a successful hit. You can use your claws for a number of rounds per
day equal to 3 + your Charisma modifier. These rounds do not need to be
consecutive."
},
{
"Key": "64dc2e99-343f-4d0b-94a2-43591baad2ac",
"Value": "Grow Claws"
},
{
"Key": "cc021037-404b-41fc-b38c-45ca6ac3e5d6",
"Value": "This character now has demon claws."
},
{
"Key": "959fe76e-895a-4cf5-a779-1fbfd6b470db",
"Value": "Demon Claws"
},
{
"Key": "57e4fed8-d085-46e2-a2b8-77452e1632fd",
"Value": "At 20th level, the power of the Abyss flows through you. You gain
immunity to electricity and poison. You also gain resistance to acid 10, cold 10,
and fire 10."
},
{
"Key": "291eb6c6-22e3-44c9-92fe-95c2bbeee063",
"Value": "Demonic Might"
},
{
"Key": "9753cc9a-31af-4b5a-a6b7-75aecc86eb12",
"Value": "Bloodline Feat Selection"
},
{
"Key": "de1b9526-dd81-4ddd-8670-172ed265d324",
"Value": "At 7th level, and every six levels thereafter, a sorcerer receives
one bonus feat, chosen from a list specific to each bloodline. The sorcerer must
meet the prerequisites for these bonus feats.\nBonus Feats of the Abyssal
Bloodline: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Power Attack,
Skill Focus (Lore: Religion)."
},
{
"Key": "575ede28-6044-4ba4-a271-40a26a67b1dd",
"Value": "Generations ago, a demon spread its filth into your heritage. While
it does not manifest in all of your kin, for you it is particularly strong. You
might sometimes have urges to chaos or evil, but your destiny (and alignment) is up
to you. While some would say that you are possessed, you know better. The demonic
influence in your blood grows as you gain power.\nBonus Feats of the Abyssal
Bloodline: Augment Summoning, Bull Rush, Cleave, Empower Spell, Great Fortitude,
Power Attack, Skill Focus (Lore: Religion), Sunder Armor."
},
{
"Key": "01e8dc85-41f2-408c-aa8c-fdd9159bf83a",
"Value": "Abyssal Bloodline"
},
{
"Key": "004f6302-1da3-4659-94de-fbb42f3bf4ee",
"Value": "At 3rd level, you gain resist electricity 5 and a +2 bonus on
saving throws made against poison. At 9th level, your resistance to electricity
increases to 10 and your bonus on poison saving throws increases to +4."
},
{
"Key": "1573c944-bc14-4885-84b6-2271e07bdaba",
"Value": "Demon Resistances"
},
{
"Key": "01898c47-c3a0-408c-a4e6-19def6108932",
"Value": "Cause Fear"
},
{
"Key": "6244f801-2b17-4d5b-94d9-b724e4f17d6b",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nCause Fear: The affected creature becomes
frightened. If the subject succeeds at a Will save, it is instead shaken for 1
round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels
remove fear."
},
{
"Key": "dc991e0a-072a-4ce1-ab4b-5ad5e2d9f9a0",
"Value": "Bull's Strength"
},
{
"Key": "a7e9d90a-e6e4-4187-a1c3-c798f5220f56",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nBull's Strength: The subject becomes
stronger. The spell grants a +4 enhancement bonus to Strength for 5 minutes, adding
the usual benefits to melee attack rolls, melee damage rolls, and other uses of the
Strength modifier. Enhancement bonuses do not stack with other enhancement bonuses,
for example with bonuses from belts."
},
{
"Key": "1e2ebe87-5c5b-4d9d-8907-816f59b7db55",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nRage: Each affected creature gains a +2
morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a
-2 penalty to AC. The effect is otherwise identical with a barbarian's rage except
that the subjects aren't fatigued at the end of the rage."
},
{
"Key": "4d601c8d-9ca5-4416-90a5-8708f375d554",
"Value": "Rage"
},
{
"Key": "fc6548c8-663d-42b1-81f7-a14d8344de61",
"Value": "Stoneskin"
},
{
"Key": "e34f048a-802a-4566-8815-ad97cf9d7f88",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nStoneskin: The warded creature gains
resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine.
It ignores the first 10 points of damage each time it takes damage from a weapon,
though an adamantine weapon overcomes the damage reduction. Once the spell has
prevented a total of 10 points of damage per caster level (maximum 150 points), it
is discharged."
},
{
"Key": "5f247d0f-98db-438b-a77b-db7837542624",
"Value": "Dismissal"
},
{
"Key": "ae4b3918-c422-4bc1-a272-0249b6249bef",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nDismissal: This spell forces an extraplanar
creature back to its proper plane if it fails a Will save."
},
{
"Key": "823fb11a-67ac-42a0-9e15-9fee9205b90f",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nTransformation: You become a fighting
machine � stronger, tougher, faster, and more skilled in combat. Your mindset
changes so that you relish combat and you can't cast spells, even from magic
items.\nYou gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a
+4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and
proficiency with all simple and martial weapons. Your base attack bonus equals your
character level (which may give you multiple attacks)."
},
{
"Key": "24680099-8505-45a4-a495-9423a587bc80",
"Value": "Transformation"
},
{
"Key": "856584b0-274f-4590-9c70-4c20b9cdcdad",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nSummon Monster VII: This spell summons 1d3
extraplanar axiomites if you are good or neutral and 1d3 extraplanar soul eaters if
you are evil, 1d4+1 extraplanar bralani azatas if you are good or neutral and 1d4+1
extraplanar redcaps if you are evil, or one roc. Summoned monsters appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "43837851-c28a-4299-bbd9-49a8f6aec0f9",
"Value": "Summon Monster VII"
},
{
"Key": "0a87c352-1f27-41d3-8853-11eac4dbd8cf",
"Value": "Unholy Aura"
},
{
"Key": "a42370cf-294f-414a-b9d9-92a834965929",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nUnholy Aura: A malevolent darkness surrounds
the subjects, protecting them from attacks, granting them resistance to spells cast
by good creatures, and weakening good creatures when they strike the subjects. This
abjuration has four effects.\nFirst, each warded creature gains a +4 deflection
bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection
from good, this benefit applies against all attacks, not just against attacks by
good creatures.\nSecond, each warded creature gains spell resistance 25 against
good spells and spells cast by good creatures.\nThird, the abjuration protects the
recipient from possession and mental influence, just as protection from good
does.\nFinally, if a good creature succeeds on a melee attack against a warded
creature, the offending attacker takes 1d6 points of Strength damage (Fortitude
negates)."
},
{
"Key": "71dee4c3-3fa2-41bd-9a9d-16c276233b89",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nSummon Monster IX: This spell summons 1d3
extraplanar movanic devas if you are good or neutral and 1d3 extraplanar frost
giants if you are evil, 1d4+1 rocs, or one ghaele azata if you are good or neutral
and one thanadaemon if you are evil. Summoned monsters appear where you designate
and act according to their initiative check results. They attack your opponents to
the best of their ability."
},
{
"Key": "5fa72d48-fe2f-47de-b97c-a2162539c024",
"Value": "Summon Monster IX"
},
{
"Key": "a77b0faa-c403-4192-8e6f-9395e85b4125",
"Value": "At 9th level, you gain a +2 inherent bonus to your Strength. This
bonus increases to +4 at 13th level, and to +6 at 17th level."
},
{
"Key": "e21af358-05b5-4056-babc-b1bf4cfac839",
"Value": "Strength of the Abyss"
},
{
"Key": "41c125de-910c-42a3-b74c-9b000ba6c044",
"Value": "Whenever you apply a metamagic feat to a spell that increases the
slot used by at least one level, increase the spell's DC by +1. This bonus does not
stack with itself and does not apply to spells modified by the Heighten Spell
feat."
},
{
"Key": "cf61c2f7-e4d5-4b88-81bb-57ecc2772e30",
"Value": "Arcane Bloodline Arcana"
},
{
"Key": "1c8f13af-6ca3-4ee7-ad9a-f6221cc242cd",
"Value": "At 20th level, your body surges with arcane power. All your
concentration checks made to cast a spell or use a spell-like ability are automatic
successes."
},
{
"Key": "9a0f8ed4-6c20-4bc0-a2bf-2094c717be1a",
"Value": "Arcane Apotheosis"
},
{
"Key": "31e4b6cb-a4f9-4ce4-a997-f103eefcdd80",
"Value": "Arcane Bond"
},
{
"Key": "582d3f74-c8bc-4336-88d3-ed7c95039f01",
"Value": "At 1st level, you can form a powerful bond with an object or a
creature. This bond can take one of two forms: a familiar or a bonded object. A
familiar is a magical pet that enhances your skills and senses, while a bonded
object is an item you can use to cast additional spells."
},
{
"Key": "0ed93c38-19ed-49cd-a8f5-c98bd0ace73b",
"Value": "Additional class skill from the arcane bloodline."
},
{
"Key": "77828cef-2c82-48e6-9216-7a771175e690",
"Value": "Class Skill � Lore (Religion)"
},
{
"Key": "9345908c-677a-4b05-b378-2ef1ef462f59",
"Value": "Class Skill � Knowledge (World)"
},
{
"Key": "a5e9dc9e-9fe7-486d-b863-7f088e40462e",
"Value": "Class Skill � Lore (Nature)"
},
{
"Key": "e0acf46f-f80c-4797-bc6e-9b5be6b24f4a",
"Value": "You can choose any knowlege skill to add to your class skills."
},
{
"Key": "8c5233cc-0d9a-44e5-8c04-7899f91665b9",
"Value": "Bloodline Class Skill Selection"
},
{
"Key": "92fa3815-321d-4f13-a764-bc254f0deff4",
"Value": "Combat Casting Adept: At 3rd level, you get a +2 bonus on
concentration checks made to cast a spell or use a spell-like ability. At 9th
level, your concentration check bonus increases to +3, and at 15th level, it
increases to +4. At 20th level, this ability is replaced by arcane apotheosis."
},
{
"Key": "558f0003-0653-4be3-9c01-fd1a48523782",
"Value": "Combat Casting Adept"
},
{
"Key": "a353fdb5-c8e7-41af-a0a2-ccb5d5ef912d",
"Value": "At 7th level, and every six levels thereafter, a sorcerer receives
one bonus feat, chosen from a list specific to each bloodline. The sorcerer must
meet the prerequisites for these bonus feats.\nBonus Feats of the Arcane Bloodline:
Combat Casting, Improved Initiative, Iron Will, Reach Spell, Skill Focus
(Knowledge: Arcana), Spell Focus, Greater Spell Focus, Spell Penetration."
},
{
"Key": "a3bd750a-7783-4e87-92e8-f717fa18d04c",
"Value": "At 9th level, you can add any one spell from the sorcerer/wizard
spell list to your list of spells known. This spell must be of a level that you are
capable of casting. You can also add one additional spell at 13th level and 17th
level."
},
{
"Key": "6eba5c2f-0f47-4f01-b38c-e8183c49968d",
"Value": "New Arcana"
},
{
"Key": "9549b71b-ad03-430e-837b-1cda11ff1174",
"Value": "Your family has always been skilled in the eldritch art of magic.
While many of your relatives were accomplished wizards, your powers developed
without the need for study and practice. Magic comes naturally to you, but as you
gain levels, you must take care to prevent the power from overwhelming you.\nBonus
Feats of the Arcane Bloodline: Combat Casting, Improved Initiative, Iron Will,
Reach Spell, Skill Focus (Knowledge: Arcana), Spell Focus, Greater Spell Focus,
Spell Penetration."
},
{
"Key": "4da833f2-aa87-481d-9bbe-15da54850053",
"Value": "Arcane Bloodline"
},
{
"Key": "4e6806b8-0ba5-4d84-914f-c2a16e97573a",
"Value": "At 15th level, pick one school of magic. The DC for any spells you
cast from that school increases by +2. This bonus stacks with the bonus granted by
Spell Focus."
},
{
"Key": "30ef4c3b-6791-4c07-85e2-924c763d3374",
"Value": "School Power"
},
{
"Key": "bb757b0f-ba68-4003-a5a7-9d4b6de7b14b",
"Value": "Magic Missile"
},
{
"Key": "7b60b35f-3af4-4df9-9f52-d03c7baf0048",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nMagic Missile: A missile of magical energy
darts forth from your fingertip and strikes its target, dealing 1d4+1 points of
force damage.\nThe missile strikes unerringly, even if the target is in melee
combat, so long as it has less than total cover or total concealment.\nFor every
two caster levels beyond 1st, you gain an additional missile � two at 3rd level,
three at 5th, four at 7th, and the maximum of five missiles at 9th level or
higher."
},
{
"Key": "96548d45-c0ac-421f-b592-dcc5e1c340b0",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nInvisibility: The touched creature becomes
invisible.\nIf a check is required, an invisible creature has a +20 bonus on its
Stealth checks. The spell ends if the subject attacks any creature. For the
purposes of this spell, an attack includes any spell targeting a foe or whose area
or effect includes a foe. Actions directed at unattended objects do not break the
spell. Causing harm indirectly is not an attack. Thus, an invisible being can open
doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes
holding a rope bridge while enemies are on the bridge, remotely trigger traps, open
a portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as
bless that specifically affect allies but not foes are not attacks for this
purpose, even when they include foes in their area."
},
{
"Key": "7bceffcc-58f7-41a1-b114-ff9379bc2fb5",
"Value": "Invisibility"
},
{
"Key": "43a5db05-eb95-4604-ba8f-ce49baaeedd4",
"Value": "Dispel Magic"
},
{
"Key": "8fa53b9e-4998-4257-86a3-b6ac06769b22",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nDispel Magic: You can use dispel magic to
end one ongoing spell that has been cast on a creature.\nYou make one dispel check
(1d20 + your caster level) and compare that to the spell with highest caster level
(DC = 11 + the spell's caster level). If successful, that spell ends. If not,
compare the same result to the spell with the next highest caster level. Repeat
this process until you have dispelled one spell affecting the target, or you have
failed to dispel every spell."
},
{
"Key": "68ac0fb4-baa4-445e-b591-447da26b26ee",
"Value": "Dimension Door"
},
{
"Key": "b8d6f4c9-081b-4d64-8fa6-9d184eba2f3c",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nDimension Door: You instantly transfer
yourself from your current location to any other spot within range."
},
{
"Key": "fff06e5f-6d03-48a4-936a-73ca3d6a1e76",
"Value": "Break Enchantment"
},
{
"Key": "67f476f5-a17d-430d-9c91-c76ec7a80389",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nBreak Enchantment: This spell frees victims
from enchantments, transmutations, and curses. Break enchantment can reverse even
an instantaneous effect. For each such effect, you make a caster level check (1d20
+ caster level, maximum +15) against a DC of 11 + caster level of the effect.
Success means that the creature is free of the spell, curse, or effect."
},
{
"Key": "c4322851-48fe-4dd1-a303-8072050da6b5",
"Value": "True Seeing"
},
{
"Key": "bd7c653b-f8c3-4baa-b44f-a00b2609ab4e",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nTrue Seeing: You confer on the subject the
ability to see all things as they actually are. The subject sees through normal and
magical darkness, notices secret doors hidden by magic, sees the exact locations of
creatures or objects under blur or displacement effects, sees invisible creatures
or objects normally, sees through illusions, and sees the true form of polymorphed,
changed, or transmuted things."
},
{
"Key": "f0099ffd-5190-4de2-9c49-7a5bd3cd87de",
"Value": "Banishment"
},
{
"Key": "327793bc-8b8f-4828-a1fa-063324b3cc4d",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nBanishment: This spell is a more powerful
version of the dismissal spell. It enables you to force extraplanar creatures out
of your home plane. As many as 2 Hit Dice of creatures per caster level can be
banished in a 30-foot radius; creatures who are closest to the burst's point of
origin are affected first.\nDismissal: This spell forces an extraplanar creature
back to its proper plane if it fails a Will save. If the spell is successful, the
creature is instantly whisked away."
},
{
"Key": "7cb49607-13f8-455f-a1c0-6a3de2b681df",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nPower Word Stun: You utter a single word of
power that instantly causes one creature of your choice to become stunned, whether
the creature can hear the word or not. The duration of the spell depends on the
target's current hit point total. Any creature that currently has 151 or more hit
points is unaffected by power word stun."
},
{
"Key": "ad741874-5f1d-414d-a353-82ba7e2acbc0",
"Value": "Power Word Stun"
},
{
"Key": "ac5d0f3f-e1b0-4073-8dd0-1431aaad1494",
"Value": "Clashing Rocks"
},
{
"Key": "c6508d62-9bb5-4d62-9010-bcd290476b5d",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nClashing Rocks: You create two Colossal-
sized masses of rock, dirt, and stone and slam them together against a single
creature between them. The clashing rocks appear up to 30 feet away from the target
on opposite sides and rush toward it with a mighty grinding crash. You must make a
ranged touch attack to hit the target with the rocks. The clashing rocks ignore
concealment and cover. A creature struck by the clashing rocks takes 20d6 points of
bludgeoning damage and is knocked prone.\nIf the clashing rocks miss the target,
the target still takes 10d6 points of bludgeoning damage from falling rocks and is
knocked prone. A successful Reflex save reduces this damage to half and the target
remains standing. Creatures other than the target that occupy the spaces where the
clashing rocks appear or within their path must also make Reflex saves or take 10d6
points of bludgeoning damage and be knocked prone (save for half and remain
standing)."
},
{
"Key": "4c21332f-3b8d-4b9b-99da-ad736c0b5b34",
"Value": "Bloodline Arcana"
},
{
"Key": "902a931c-b086-4ed6-b1e4-39f292f52468",
"Value": "Unlike most sorcerers whose innate magic is powered by force of
personality, you use pure willpower to master and fuel your magic. You use your
Wisdom, rather than your Charisma, to determine all class features and effects
relating to your sorcerer class, such as bonus spells per day, maximum spell level
you can cast, and the save DCs of your spells. You gain a +2 bonus on Lore
(Religion) checks."
},
{
"Key": "8e7b80fa-f1bb-4026-ba80-ffc6ca9453bf",
"Value": "Your heavenly power derives from insight rather than force of
personality."
},
{
"Key": "4d4279ce-efe2-4c31-9e2b-360171962573",
"Value": "Empyreal Bloodline"
},
{
"Key": "5a0bf39e-cc0d-4ed4-b479-b697e3057b86",
"Value": "Your heavenly power derives from insight rather than force of
personality."
},
{
"Key": "3b368c23-9c93-47c3-8925-75b6d64b941c",
"Value": "Empyreal Sorcerer"
},
{
"Key": "be78c5a6-1f97-43c4-a6db-04d0060ca10f",
"Value": "Sorcerer"
},
{
"Key": "d4c0de42-4bf2-45dd-819c-0e7ac89e39f0",
"Value": "Unlike most sorcerers, whose innate magic is powered by force of
personality, you use your intellect to understand and master your mystic powers.
You use your Intelligence, rather than your Charisma, to determine all class
features and effects relating to your sorcerer class, such as bonus spells per day,
the maximum spell level you can cast, the save DCs of your spells, and the number
of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge
(Arcana)."
},
{
"Key": "d576bb59-8339-4719-888f-b70c9c37a7bf",
"Value": "Bloodline Arcana"
},
{
"Key": "c54884f7-54ae-415b-9ada-c0ba48913012",
"Value": "Starting at 1st level, you can unleash a bolt of magic force as a
standard action, targeting any foe within 30 feet as a ranged touch attack. This
bolt deals 1d4 points of damage + 1 for every two sorcerer levels you possess. You
can use this ability a number of times per day equal to 3 + your Intelligence
modifier."
},
{
"Key": "65bcdfcd-ba4a-4625-95ce-376e8f4389b0",
"Value": "Arcane Bolt"
},
{
"Key": "b4d9282b-f16e-43b5-ab61-6c335a44f79f",
"Value": "Your magic comes from the knowledge and traditions that your
bloodline accumulated through the generations, not just from force of personality."
},
{
"Key": "3e20bdef-a600-46cd-8fca-badef2e1b777",
"Value": "Sage Sorcerer"
},
{
"Key": "8cfa78f4-4889-490b-801d-8965b5426e80",
"Value": "Sorcerer"
},
{
"Key": "434bbdc2-0445-4e30-8929-71618a927012",
"Value": "Your ties to nature have more to do with creatures than with
capriciousness."
},
{
"Key": "abb2c7ff-1934-4826-8919-cdfa4e20661a",
"Value": "Sylvan Bloodline"
},
{
"Key": "4832f22e-3833-469e-a2f9-1f9689585902",
"Value": "At 1st level, you form a close bond with an animal companion.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities,
skills, and feats advance as the sorcerer advances in level. If a character
receives an animal companion from more than one source, her effective levels stack
for the purposes of determining the statistics and abilities of the companion. Most
animal companions increase in size when their master reaches 4th or 7th level,
depending on the companion."
},
{
"Key": "fb92055d-2e9a-4c01-ba7b-196910e71386",
"Value": "Sylvan Bloodline"
},
{
"Key": "83593128-9082-40e0-a1fe-c59f5ac138ae",
"Value": "Your ties to nature have more to do with creatures than with
capriciousness."
},
{
"Key": "16ee5f9b-bd46-460a-92da-1a0ef5e64222",
"Value": "Sylvan Sorcerer"
},
{
"Key": "a5815f0b-29ae-4785-8a4f-7c206e2e6a69",
"Value": "At 9th level, your bloodline makes you a natural receptacle of
divine energy. You can channel energy once per day. This energy can be used to
cause or heal damage, depending on the creatures targeted.\nA sorcerer channels
positive energy and can choose to deal damage to undead creatures or to heal living
creatures.\nChanneling positive energy causes a burst that affects all creatures of
one type (either undead or living) in a 30-foot radius centered on the sorcerer.
The amount of damage dealt or healed is equal to 3d6 points of damage at 9th level
plus 1d6 points of damage for every two sorcerer levels beyond 9th (4d6 at 11th,
5d6 at 13th, and so on). Creatures that take damage from channeled energy receive a
Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the
sorcerer's level + the sorcerer's Wisdom modifier. Creatures healed by channel
energy cannot exceed their maximum hit point total�all excess healing is
lost.\nThis is a standard action that does not provoke an attack of opportunity."
},
{
"Key": "2b5e71ad-e4b9-4f81-9c10-21ca7817ae18",
"Value": "Channel Positive Energy"
},
{
"Key": "14e89253-b3a1-4ce0-bea3-d57df81fe881",
"Value": "Channeling positive energy causes a burst that damages all undead
creatures in a 30-foot radius centered on the sorcerer. The amount of damage
inflicted is equal to 3d6 points of damage at 9th level plus 1d6 points of damage
for every two sorcerer levels beyond 9th (4d6 at 11th, 5d6 at 13th, and so on).
Creatures that take damage from channeled energy receive a Will save to halve the
damage. The DC of this save is equal to 10 + 1/2 the sorcerer's level + the
sorcerer's Wisdom modifier."
},
{
"Key": "96e17145-673b-4ceb-8ee2-60c940abb6fb",
"Value": "Channel Positive Energy � Damage Undead"
},
{
"Key": "78d8d364-07ba-4686-a2d0-bd1121fb4298",
"Value": "Channeling positive energy causes a burst that heals all living
creatures in a 30-foot radius centered on the sorcerer. The amount of damage healed
is equal to 3d6 points of damage at 9th level plus 1d6 points of damage for every
two sorcerer levels beyond 9th (4d6 at 11th, 5d6 at 13th, and so on)."
},
{
"Key": "5be9a125-e77e-4d9c-aaef-90b8775fe12f",
"Value": "Channel Positive Energy � Heal Living"
},
{
"Key": "a8012f32-6807-41cd-a40c-06bffa60515e",
"Value": "Whenever you cast a spell of the summoning subschool, the creatures
summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not
stack with any DR the creature might have."
},
{
"Key": "591fef3d-bb41-4977-844b-080563cb5f72",
"Value": "Celestial Bloodline Arcana"
},
{
"Key": "ab3e7009-a913-467e-b3d4-e2f877dcdf89",
"Value": "At 20th level, you become infused with the power of the heavens.
You gain immunity to acid, cold, and petrification, resist electricity 10, resist
fire 10, and a +4 racial bonus on saves against poison."
},
{
"Key": "ec452d6c-917d-4186-b7d5-57926bce185e",
"Value": "Ascension"
},
{
"Key": "704d9d6c-1af9-4c8c-b027-37c1c7e57e41",
"Value": "At 9th level, you can apply an aura of heaven on yourself for a
minute. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on
saving throws against attacks made or effects created by evil creatures to all
allies within 20 feet. You can use this ability a number of times per day equal to
your sorcerer level."
},
{
"Key": "5c4189a5-542c-452f-8bd9-c001e1e7777d",
"Value": "Aura of Heaven"
},
{
"Key": "1fe12ac6-2152-47da-85f2-25422be6e9bd",
"Value": "Aura of Heaven"
},
{
"Key": "d16c7b16-9cdc-464c-9369-6d449d4cda6e",
"Value": "This creature has Aura of Heaven."
},
{
"Key": "b1f77e24-aa0f-4bd5-be40-88449ea78321",
"Value": "Aura of Heaven"
},
{
"Key": "9c5fc75c-3e4a-43d4-9b13-e6e1b7a1a66a",
"Value": "This creature is under protection of Aura of Heaven."
},
{
"Key": "52837b5d-3edb-443e-9505-90a4dcdec951",
"Value": "Additional class skill from the celestial bloodline."
},
{
"Key": "5eb2c553-8f99-41b6-9438-51bb8338dfa9",
"Value": "At 15th level, you gain spell resistance against evil spells and
spells cast by evil creatures equal to 11 + your sorcerer level."
},
{
"Key": "bb223738-d560-48e0-badf-d1223940a75a",
"Value": "Conviction"
},
{
"Key": "0818576d-afe3-4012-a632-980beaaf5ffe",
"Value": "At 7th level, and every six levels thereafter, a sorcerer receives
one bonus feat, chosen from a list specific to each bloodline. The sorcerer must
meet the prerequisites for these bonus feats.\nBonus Feats of the Celestial
Bloodline: Dodge, Extend Spell, Iron Will, Agile Maneuvers, Augment Summoning,
Superior Summoning, Skill Focus (Lore: Religion), Weapon Finesse."
},
{
"Key": "56a39c54-ad75-4e87-b985-b67d3f7e2e32",
"Value": "Starting at 1st level, you can unleash a ray of heavenly fire as a
standard action, targeting any foe within 30 feet as a ranged touch attack. Against
evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer
levels you possess. This damage is divine and not subject to energy resistance or
immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two
sorcerer levels you possess. A good creature cannot benefit from your heavenly fire
more than once per day. Neutral creatures are neither harmed nor healed by this
effect. You can use this ability a number of times per day equal to 3 + your
Charisma modifier."
},
{
"Key": "84f9c2c9-fc6b-48c6-bfbc-de109bdc1267",
"Value": "Heavenly Fire"
},
{
"Key": "8ad34c90-a7d0-46e0-b5cb-55ff64bb497a",
"Value": "Your bloodline is blessed by a celestial power, either from a
celestial ancestor or through divine intervention. Although this power drives you
along the path of good, your fate (and alignment) is your own to determine. Your
celestial heritage grants you a great many powers, but they come at a price. The
lords of the higher planes are watching you and your actions closely.\nBonus Feats
of the Celestial Bloodline: Dodge, Extend Spell, Iron Will, Agile Maneuvers,
Augment Summoning, Superior Summoning, Skill Focus (Lore: Religion), Weapon
Finesse."
},
{
"Key": "20bc1b81-e55d-4966-9eab-c11a91567fb5",
"Value": "Celestial Bloodline"
},
{
"Key": "fe0f1900-6db4-4f7c-ad42-1dd9eb51a974",
"Value": "At 3rd level, you gain resist acid 5 and resist cold 5. At 9th
level, your resistances increase to 10."
},
{
"Key": "e4b8d56f-0259-4249-8a80-e4d0790526dd",
"Value": "Celestial Resistances"
},
{
"Key": "041578da-c82d-46ef-916f-846548a2acdf",
"Value": "Bless"
},
{
"Key": "6dd77889-7a01-4643-badf-7c7a60a83b6b",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nBless: This spell fills your allies with
courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws
against fear effects.\nBless dispels bane."
},
{
"Key": "30569881-04d6-4e2f-a40f-f0f839477e88",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nResist Energy: This abjuration grants a
creature limited protection from damage of whichever one of five energy types you
select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10
against the energy type chosen, meaning that each time the creature is subjected to
such damage (whether from a natural or magical source), that damage is reduced by
10 points before being applied to the creature's hit points. The value of the
energy resistance granted increases to 20 points at 7th level and to a maximum of
30 points at 11th level. The spell protects the recipient's equipment as well."
},
{
"Key": "ecd2f181-05fd-4196-9f35-f9657c1e906b",
"Value": "Resist Energy"
},
{
"Key": "12af424d-450e-42a9-a777-3f37bb2d3783",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nProtection from Energy: This spell grants
temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of
energy damage (to a maximum of 120 points at 10th level), it is discharged."
},
{
"Key": "caec5520-9a11-4f28-ac74-019d90bad602",
"Value": "Protection from Energy"
},
{
"Key": "7bc3885f-e026-4cd9-93e0-a7f865c7fd92",
"Value": "Remove Curse"
},
{
"Key": "a9ae7ef7-9443-4f2a-bd52-41818c01e824",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nRemove Curse: This spell can remove all
curses on an object or a creature. If the target is a creature, you must make a
caster level check (1d20 + caster level) against the DC of each curse affecting the
target. Success means that the curse is removed."
},
{
"Key": "586f1811-0ef9-4901-9fd8-7220db144ed6",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nFlame Strike: A flame strike evokes a
vertical column of divine fire. The spell deals 1d6 points of damage per caster
level (maximum 15d6). Half the damage is fire damage, but the other half results
directly from divine power and is therefore not subject to being reduced by
resistance to fire-based attacks."
},
{
"Key": "f3624241-dc56-4c89-ae12-6196d4ebaf5a",
"Value": "Flame Strike"
},
{
"Key": "21c9b4f3-bf2d-4924-931f-940750efff70",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nDispel Magic, Greater: This functions as a
targeted dispel magic, but it can dispel multiple spells, starting with the highest
level spells and proceeding to lower level spells."
},
{
"Key": "6335ca8c-1c61-4c4c-a932-e3d68d828cfa",
"Value": "Dispel Magic, Greater"
},
{
"Key": "7908215f-1a2c-430f-b9c2-e4df1732cbba",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nBanishment: This spell is a more powerful
version of the dismissal spell. It enables you to force extraplanar creatures out
of your home plane. As many as 2 Hit Dice of creatures per caster level can be
banished in a 30-foot radius; creatures who are closest to the burst's point of
origin are affected first."
},
{
"Key": "03fdd39d-4fdd-4677-8e74-b95f312b0b53",
"Value": "Banishment"
},
{
"Key": "97d90a53-9e19-409c-b95b-cc6859eef6f7",
"Value": "Sunburst"
},
{
"Key": "d23c1ab8-6f99-42d8-8e7b-891b0e6f9c49",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nSunburst: This spell causes a globe of
searing radiance to explode silently from a point you select. All creatures in the
globe are blinded and take 6d6 points of damage. A successful Reflex save negates
the blindness and reduces the damage by half.\nAn undead creature caught within the
globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage
with a successful Reflex save."
},
{
"Key": "c25ffa7d-375a-421a-bdb5-00d9c1e5dd87",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nSummon Monster IX: This spell summons 1d3
extraplanar movanic devas if you are good or neutral and 1d3 extraplanar frost
giants if you are evil, 1d4+1 rocs, or one ghaele azata if you are good or neutral
and one thanadaemon if you are evil. Summoned monsters appear where you designate
and act according to their initiative check results. They attack your opponents to
the best of their ability."
},
{
"Key": "789205ee-afc3-4f6e-adf3-d2816a2ac335",
"Value": "Summon Monster IX"
},
{
"Key": "f7ff30a7-2421-4bf4-ad75-eda19edcc0b6",
"Value": "Additional class skill from the draconic bloodline."
},
{
"Key": "a63ec1f2-6061-4e6c-8f76-490845ad33cf",
"Value": "Class Skill � Perception"
},
{
"Key": "86947044-384c-4af4-ab0f-67471d7bcefb",
"Value": "At 7th level, and every six levels thereafter, a sorcerer receives
one bonus feat, chosen from a list specific to each bloodline. The sorcerer must
meet the prerequisites for these bonus feats.\nBonus Feats of the Draconic
Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken
Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana), Toughness."
},
{
"Key": "663dc4a6-f79d-45d9-a91a-917a3140dc51",
"Value": "Mage Armor"
},
{
"Key": "a9b992bc-6391-493b-8de9-66d6859e80bd",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nMage Armor: An invisible but tangible field
of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to
AC.\nUnlike mundane armor, mage armor entails no armor check penalty, arcane spell
failure chance, or speed reduction. Since mage armor is made of force, incorporeal
creatures can't bypass it the way they do normal armor."
},
{
"Key": "b4f6fd01-370c-4028-80d3-006f0bee5f85",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nResist Energy: This abjuration grants a
creature limited protection from damage of whichever one of five energy types you
select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10
against the energy type chosen, meaning that each time the creature is subjected to
such damage (whether from a natural or magical source), that damage is reduced by
10 points before being applied to the creature's hit points. The value of the
energy resistance granted increases to 20 points at 7th level and to a maximum of
30 points at 11th level. The spell protects the recipient's equipment as well."
},
{
"Key": "1bdc0c9e-a834-43fd-97cf-76a71f98d574",
"Value": "Resist Energy"
},
{
"Key": "467e899f-d8e9-4f5a-9da5-bdd5fffe4e71",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nDispel Magic: One object, creature, or spell
is the target of the dispel magic spell. You make one dispel check (1d20 + your
caster level) and compare that to the spell with highest caster level (DC = 11 +
the spell's caster level). If successful, that spell ends.\nIf not, compare the
same result to the spell with the next highest caster level. Repeat this process
until you have dispelled one spell affecting the target, or you have failed to
dispel every spell."
},
{
"Key": "f93fef83-30ba-4593-bf56-aead1c1b1bd6",
"Value": "Dispel Magic"
},
{
"Key": "85e30980-2ffa-46af-ba84-27e424fbdf21",
"Value": "Fear"
},
{
"Key": "b45256b0-6092-4b7b-a20a-0b5f4ec47274",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nFear: An invisible cone of terror causes
each living creature in the area to become panicked unless it succeeds at a Will
save. If cornered, a panicked creature begins cowering. If the Will save succeeds,
the creature is instead shaken for 1 round."
},
{
"Key": "7e2f10cf-ff18-48c4-9c61-4e8c19c97fce",
"Value": "Spell Resistance"
},
{
"Key": "b3058b47-b0d9-453b-b478-cedd91594de5",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nSpell Resistance: The target gains spell
resistance equal to 12 + your caster level."
},
{
"Key": "0ae30842-9d95-4c03-b015-a73fd332d9fa",
"Value": "Dragonkind I"
},
{
"Key": "36f44e16-377a-4f96-bdac-f1c40d827d22",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nDragonkind I: You become a Medium dragon-
like creature. You gain a +4 size bonus to Strength, a +2 size bonus to
Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath
weapon, and resistance to one element. You also gain one bite (1d8), two claws
(1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the
type of your dragon prototype. You can only use the breath weapon once per casting
of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save
for half damage."
},
{
"Key": "caba71df-10a5-4c91-a30a-86b0433277d8",
"Value": "Dragonkind II"
},
{
"Key": "f032feda-2024-4ff7-a4a1-3dc491f0fa39",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nDragonkind II: This spell functions as
dragonkind I except that it also allows you to assume the form of a Large dragon-
like creature. You gain the following abilities: a +6 size bonus to Strength, a +4
size bonus to Constitution, a +6 natural armor bonus, immunity to difficult
terrain, a breath weapon, damage reduction 5/magic, and resistance to one element.
You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail
slap attack (1d8). You can only use the breath weapon twice per casting of this
spell (when you use it, the duration of your breath weapon ability is reduced by
1/2 your caster level in minutes). All breath weapons deal 8d8 points of damage and
allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines
and cones increase to 40-foot cones."
},
{
"Key": "4022ec06-2b50-403f-bd0a-113aa5dce2b2",
"Value": "Dragonkind III"
},
{
"Key": "98d9ee61-f77d-4d23-bce9-7fdddc058b51",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nDragonkind III: This spell functions as
dragonkind II save that it also allows you to take the form of a Huge dragon-like
creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size
bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain,
blindsight with a range of 30 feet, a breath weapon, damage reduction 10/magic,
frightful presence (DC equal to the DC for this spell) and immunity to one element.
You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail
slap attack (2d6). You can use the breath weapon as often as you like, but you must
wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and
allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines
and cones increase to 50-foot cones."
},
{
"Key": "b9b515b8-7202-40ff-a1f0-e1642b11f3e5",
"Value": "Overwhelming Presence"
},
{
"Key": "5fe27717-92aa-4b6f-bcf7-6ebb82b69c2c",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nOverwhelming Presence: Your presence
inspires incredible awe in those nearby. A creature that fails a save against this
spell falls to the ground and prostrates itself before you, believing it bows
before a divine presence. These creatures are considered to be helpless for the
duration of the spell. Each round on its turn, a target of this spell may attempt a
new saving throw to end the effect; this is a full-round action that does not
provoke attacks of opportunity. A creature that recovers from this spell early
after being affected by it for at least 1 round takes 1d6 points of Wisdom drain
and is staggered for 1d4 rounds. A creature that makes the initial save to resist
this spell is merely staggered for 1 round."
},
{
"Key": "1c984a42-f00a-45d9-a226-16a465d15e7c",
"Value": "Whenever you cast a spell with acid damage, that spell deals +1
point of damage per die rolled."
},
{
"Key": "b5b6088e-d367-4154-a165-d1ac01573136",
"Value": "Draconic Bloodline Arcana � Black"
},
{
"Key": "cadbb643-062c-402f-a422-39d086b81686",
"Value": "At 9th level, you gain a breath weapon. This breath weapon deals
1d6 points of acid damage per sorcerer level in 60-foot line. Those caught in the
area of the breath receive a Reflex save for half damage. The DC of this save is
equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you
can use this ability once per day. At 17th level, you can use this ability twice
per day. At 20th level, you can use this ability three times per day."
},
{
"Key": "bf850fe2-5570-4510-a7d3-08098d5ab770",
"Value": "Breath Weapon"
},
{
"Key": "484494c2-158d-4239-8ed4-bced5411fb87",
"Value": "Starting at 1st level, you can grow claws as a free action. These
claws are treated as natural weapons, allowing you to make two claw attacks as a
full attack using your full base attack bonus. Each of these attacks deals 1d4
points of damage plus your Strength modifier (1d3 if you are Small). At 5th level,
these claws are considered magic weapons for the purpose of overcoming DR. At 7th
level, the damage increases by one step to 1d6 points of damage (1d4 if you are
Small). At 11th level, these claws deal an additional 1d6 points of acid damage on
a successful hit. You can use your claws for a number of rounds per day equal to 3
+ your Charisma modifier. These rounds do not need to be consecutive."
},
{
"Key": "188be43b-d014-4a6a-aed5-3d801ceffbeb",
"Value": "This character now has dragon claws."
},
{
"Key": "560c28eb-b0c3-48ac-8d5c-c57553b7d5d6",
"Value": "Dragon Claws"
},
{
"Key": "12603489-c400-458e-8649-9c4e41c262cb",
"Value": "At 20th level, your draconic heritage becomes manifest. You gain
immunity to paralysis, sleep, and acid damage. You also gain blindsight with a
range of 30 feet."
},
{
"Key": "54abf850-9eac-429e-8468-46cabf221846",
"Value": "Power of Wyrms"
},
{
"Key": "4d2ea02e-3ce5-49a9-8e11-7c0240027805",
"Value": "At some point in your family's history, a dragon interbred with
your bloodline, and now its ancient power flows through your veins.\nLording over
the darkest swamps and marshes, black dragons are the undisputed masters of their
domain, ruling through cruelty and intimidation. Those who dwell within a black
dragon's reach live in fear.\nBonus Feats of the Draconic Bloodline: Blind-Fight,
Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus
(Mobility), Skill Focus (Knowledge: Arcana), Toughness."
},
{
"Key": "e89b2cc3-18e1-4291-851b-b790e0cec899",
"Value": "Draconic Bloodline � Black"
},
{
"Key": "8f4f7267-be60-4409-9e53-32602af6469b",
"Value": "At 3rd level, you gain resist 5 against acid and a +1 natural armor
bonus. At 9th level, your acid resistance increases to 10 and your natural armor
bonus increases to +2. At 15th level, your natural armor bonus increases to +4."
},
{
"Key": "cd175b2b-38e7-45d2-8164-d456609fa5eb",
"Value": "Dragon Resistances"
},
{
"Key": "2d785535-6ec6-4fbb-b57d-52f20494b5b2",
"Value": "Whenever you cast a spell with electricity damage, that spell deals
+1 point of damage per die rolled."
},
{
"Key": "9055cf09-b488-4640-9153-8770bdc25f72",
"Value": "Draconic Bloodline Arcana � Blue"
},
{
"Key": "5d41d182-6710-4a75-a814-2b00b8fb1df7",
"Value": "At 9th level, you gain a breath weapon. This breath weapon deals
1d6 points of electricity damage per sorcerer level in 60-foot line. Those caught
in the area of the breath receive a Reflex save for half damage. The DC of this
save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th
level, you can use this ability once per day. At 17th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per
day."
},
{
"Key": "83f56726-9396-4248-90d2-7df2959f10ad",
"Value": "Starting at 1st level, you can grow claws as a free action. These
claws are treated as natural weapons, allowing you to make two claw attacks as a
full attack using your full base attack bonus. Each of these attacks deals 1d4
points of damage plus your Strength modifier (1d3 if you are Small). At 5th level,
these claws are considered magic weapons for the purpose of overcoming DR. At 7th
level, the damage increases by one step to 1d6 points of damage (1d4 if you are
Small). At 11th level, these claws deal an additional 1d6 points of electricity
damage on a successful hit. You can use your claws for a number of rounds per day
equal to 3 + your Charisma modifier. These rounds do not need to be consecutive."
},
{
"Key": "d2aab46c-d151-48cc-94c2-6ab20702a097",
"Value": "At 20th level, your draconic heritage becomes manifest. You gain
immunity to paralysis, sleep, and electricity damage. You also gain blindsight with
a range of 30 feet."
},
{
"Key": "d09eef46-ac61-4191-9247-6ba6c327bc63",
"Value": "At some point in your family's history, a dragon interbred with
your bloodline, and now its ancient power flows through your veins.\nBlue dragons
are consummate schemers and obsessively orderly. In combat, blue dragons prefer to
surprise foes if possible, and are not above retreating if the odds turn against
them.\nBonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude,
Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Mobility), Skill
Focus (Knowledge: Arcana), Toughness."
},
{
"Key": "cd065bab-558f-4ed8-ad61-a2857e99fa44",
"Value": "Draconic Bloodline � Blue"
},
{
"Key": "7a9ac8a1-726f-4fd5-9e5b-0f59bd4b954d",
"Value": "At 3rd level, you gain resist 5 against electricity and a +1
natural armor bonus. At 9th level, your electricity resistance increases to 10 and
your natural armor bonus increases to +2. At 15th level, your natural armor bonus
increases to +4."
},
{
"Key": "c37b3ec4-e816-4932-9241-822a7b41e97a",
"Value": "Whenever you cast a spell with fire damage, that spell deals +1
point of damage per die rolled."
},
{
"Key": "1b7e31ab-954f-41e5-8a22-fffcd8a94cae",
"Value": "Draconic Bloodline Arcana � Brass"
},
{
"Key": "349e7782-b70d-4a5d-8c09-109a9db519c5",
"Value": "At 9th level, you gain a breath weapon. This breath weapon deals
1d6 points of fire damage per sorcerer level in 60-foot line. Those caught in the
area of the breath receive a Reflex save for half damage. The DC of this save is
equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you
can use this ability once per day. At 17th level, you can use this ability twice
per day. At 20th level, you can use this ability three times per day."
},
{
"Key": "2f50c905-74bb-4256-a14e-90df40a2ad17",
"Value": "Starting at 1st level, you can grow claws as a free action. These
claws are treated as natural weapons, allowing you to make two claw attacks as a
full attack using your full base attack bonus. Each of these attacks deals 1d4
points of damage plus your Strength modifier (1d3 if you are Small). At 5th level,
these claws are considered magic weapons for the purpose of overcoming DR. At 7th
level, the damage increases by one step to 1d6 points of damage (1d4 if you are
Small). At 11th level, these claws deal an additional 1d6 points of fire damage on
a successful hit. You can use your claws for a number of rounds per day equal to 3
+ your Charisma modifier. These rounds do not need to be consecutive."
},
{
"Key": "93716175-14c3-4b66-a476-b9bde3dc3f3d",
"Value": "At 20th level, your draconic heritage becomes manifest. You gain
immunity to paralysis, sleep, and fire damage. You also gain blindsight with a
range of 30 feet."
},
{
"Key": "6daa3ef6-3511-4912-a703-ac12932ea6e5",
"Value": "At some point in your family's history, a dragon interbred with
your bloodline, and now its ancient power flows through your veins.\nConsummate
conversationalists, brass dragons prefer to talk instead of fight.\nBonus Feats of
the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana),
Toughness."
},
{
"Key": "1c2cbf5e-d452-45b5-af01-6498bb164b14",
"Value": "Draconic Bloodline � Brass"
},
{
"Key": "aa80d94b-25bb-4bfb-9f0a-b9d9b36b9df5",
"Value": "At 3rd level, you gain resist 5 against fire and a +1 natural armor
bonus. At 9th level, your fire resistance increases to 10 and your natural armor
bonus increases to +2. At 15th level, your natural armor bonus increases to +4."
},
{
"Key": "6a030deb-51fa-4716-af45-1a2a83c14d1e",
"Value": "Draconic Bloodline Arcana � Bronze"
},
{
"Key": "5d89098e-8f1e-4bc8-a823-e8b98bb8a7b6",
"Value": "At some point in your family's history, a dragon interbred with
your bloodline, and now its ancient power flows through your veins.\nBronze dragons
have been known to ally with travelers and adventurers if the cause and reward is
right and just.\nBonus Feats of the Draconic Bloodline: Blind-Fight, Great
Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus
(Mobility), Skill Focus (Knowledge: Arcana), Toughness."
},
{
"Key": "8dbafd85-4b74-43a5-9ffb-aec6612fd632",
"Value": "Draconic Bloodline � Bronze"
},
{
"Key": "38d257cf-b99d-44e6-b7af-49dd7e254bdc",
"Value": "Draconic Bloodline Arcana � Copper"
},
{
"Key": "334898d2-c071-431c-b440-de0576f84029",
"Value": "At some point in your family's history, a dragon interbred with
your bloodline, and now its ancient power flows through your veins.\nCopper dragons
are whimsical and spend most of their time in combat trying to annoy and frustrate
their enemies.\nBonus Feats of the Draconic Bloodline: Blind-Fight, Great
Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus
(Mobility), Skill Focus (Knowledge: Arcana), Toughness."
},
{
"Key": "fcd4a939-aaed-4de5-8673-02df60e28694",
"Value": "Draconic Bloodline � Copper"
},
{
"Key": "e79e5e54-e705-40c8-9e94-831425f42323",
"Value": "Draconic Bloodline Arcana � Gold"
},
{
"Key": "4847220d-669b-423d-94a9-c1531be38ec2",
"Value": "At 9th level, you gain a breath weapon. This breath weapon deals
1d6 points of fire damage per sorcerer level in 30-foot cone. Those caught in the
area of the breath receive a Reflex save for half damage. The DC of this save is
equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you
can use this ability once per day. At 17th level, you can use this ability twice
per day. At 20th level, you can use this ability three times per day."
},
{
"Key": "4ce02246-3978-4e9b-bb41-dbaabdf27ccb",
"Value": "At some point in your family's history, a dragon interbred with
your bloodline, and now its ancient power flows through your veins.\nGold dragons
are the epitome of virtue. Other metallic dragons revere their gold cousins as the
agents of divine forces and the paragons of dragonkind, and often seek them for
advice or aid.\nBonus Feats of the Draconic Bloodline: Blind-Fight, Great
Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus
(Mobility), Skill Focus (Knowledge: Arcana), Toughness."
},
{
"Key": "4acda62f-d199-48bb-a062-45646093c8de",
"Value": "Draconic Bloodline � Gold"
},
{
"Key": "ef839eb2-4cb9-45fc-863b-4a7099d854eb",
"Value": "Draconic Bloodline Arcana � Green"
},
{
"Key": "d7fd0d8f-e999-484e-99f5-89ad850ed2e0",
"Value": "At 9th level, you gain a breath weapon. This breath weapon deals
1d6 points of acid damage per sorcerer level in 30-foot cone. Those caught in the
area of the breath receive a Reflex save for half damage. The DC of this save is
equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you
can use this ability once per day. At 17th level, you can use this ability twice
per day. At 20th level, you can use this ability three times per day."
},
{
"Key": "cd91b235-3be2-4064-8d43-7f340a35a1b8",
"Value": "At some point in your family's history, a dragon interbred with
your bloodline, and now its ancient power flows through your veins.\nGreen dragons
dwell in the ancient forests of the world, prowling under towering canopies in
search of prey. Of all the chromatic dragons, green dragons are perhaps the easiest
to deal with diplomatically.\nBonus Feats of the Draconic Bloodline: Blind-Fight,
Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus
(Mobility), Skill Focus (Knowledge: Arcana), Toughness."
},
{
"Key": "851fa138-431f-4541-8572-ee7cbdb73780",
"Value": "Draconic Bloodline � Green"
},
{
"Key": "a1148cd4-c54c-461d-a2ef-3abca5b47f6a",
"Value": "Draconic Bloodline Arcana � Red"
},
{
"Key": "f22937e3-d9d1-4186-8c01-ac008418cc65",
"Value": "At some point in your family's history, a dragon interbred with
your bloodline, and now its ancient power flows through your veins.\nFew creatures
are more cruel and fearsome than the mighty red dragon. King of the chromatics,
this terrible beast brings ruin and death to the lands that fall under its
shadow.\nBonus Feats of the Draconic Bloodline: Blind-Fight, Great Fortitude,
Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Mobility), Skill
Focus (Knowledge: Arcana), Toughness."
},
{
"Key": "230f655b-7273-4afe-8783-3b969f1e7cdc",
"Value": "Draconic Bloodline � Red"
},
{
"Key": "cfb09dd4-81a9-40f5-bf6e-0687aa13c685",
"Value": "Whenever you cast a spell with cold damage, that spell deals +1
point of damage per die rolled."
},
{
"Key": "a35e1529-2610-4609-906e-07c87e7ef7aa",
"Value": "Draconic Bloodline Arcana � Silver"
},
{
"Key": "731772c8-9cf6-4843-98d9-9baee4efba9e",
"Value": "At 9th level, you gain a breath weapon. This breath weapon deals
1d6 points of cold damage per sorcerer level in 30-foot cone. Those caught in the
area of the breath receive a Reflex save for half damage. The DC of this save is
equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you
can use this ability once per day. At 17th level, you can use this ability twice
per day. At 20th level, you can use this ability three times per day."
},
{
"Key": "26dffd98-e64f-490a-84df-555721b2f699",
"Value": "Starting at 1st level, you can grow claws as a free action. These
claws are treated as natural weapons, allowing you to make two claw attacks as a
full attack using your full base attack bonus. Each of these attacks deals 1d4
points of damage plus your Strength modifier (1d3 if you are Small). At 5th level,
these claws are considered magic weapons for the purpose of overcoming DR. At 7th
level, the damage increases by one step to 1d6 points of damage (1d4 if you are
Small). At 11th level, these claws deal an additional 1d6 points of cold damage on
a successful hit. You can use your claws for a number of rounds per day equal to 3
+ your Charisma modifier. These rounds do not need to be consecutive."
},
{
"Key": "6c75708f-3173-4273-8dfc-2c9d5151e4c7",
"Value": "At 20th level, your draconic heritage becomes manifest. You gain
immunity to paralysis, sleep, and cold damage. You also gain blindsight with a
range of 30 feet."
},
{
"Key": "00e94ea2-6de6-4f7c-b2a8-6511d4708eb1",
"Value": "At some point in your family's history, a dragon interbred with
your bloodline, and now its ancient power flows through your veins.\nOf all the
dragons, silvers are the most courageous, holding themselves to a chivalrous code
to help the weak, defeat evil, and behave in an honorable manner.\nBonus Feats of
the Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana),
Toughness."
},
{
"Key": "1397f236-9c57-4303-b05c-a8f9e6610c5a",
"Value": "Draconic Bloodline � Silver"
},
{
"Key": "d53c072f-7232-4241-8083-e73681e0c178",
"Value": "At 3rd level, you gain resist 5 against cold and a +1 natural armor
bonus. At 9th level, your cold resistance increases to 10 and your natural armor
bonus increases to +2. At 15th level, your natural armor bonus increases to +4."
},
{
"Key": "f987a606-1810-474c-a9a4-838bb6061085",
"Value": "Draconic Bloodline Arcana � White"
},
{
"Key": "4e32ace1-a56d-4053-ac17-7b6d4f97ffd1",
"Value": "At some point in your family's history, a dragon interbred with
your bloodline, and now its ancient power flows through your veins.\nAlthough most
consider it to be the weakest and most feral of the chromatic dragons, the white
dragon makes up for its lack of cunning with sheer ferocity.\nBonus Feats of the
Draconic Bloodline: Blind-Fight, Great Fortitude, Improved Initiative, Power
Attack, Quicken Spell, Skill Focus (Mobility), Skill Focus (Knowledge: Arcana),
Toughness."
},
{
"Key": "8aff4ad5-3c2a-4f2d-a021-f1afe60c7236",
"Value": "Draconic Bloodline � White"
},
{
"Key": "ade590a0-bfbf-4dc4-a7c3-a4fa9a47578a",
"Value": "Additional class skill from the elemental bloodline."
},
{
"Key": "8848f773-fa6b-4814-89d5-4610a32ed755",
"Value": "Class Skill � Mobility"
},
{
"Key": "9ab9a713-9d1f-4b6d-85ae-2b69747b0bf7",
"Value": "At 7th level, and every six levels thereafter, a sorcerer receives
one bonus feat, chosen from a list specific to each bloodline. The sorcerer must
meet the prerequisites for these bonus feats.\nBonus Feats of the Elemental
Bloodline: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning
Reflexes, Power Attack, Skill Focus (Knowledge: Arcana), Weapon Finesse."
},
{
"Key": "f907ece3-297a-463c-86ff-7c9e6681ca4c",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nProtection from Energy: This spell grants
temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of
energy damage (to a maximum of 120 points at 10th level), it is discharged."
},
{
"Key": "7729da5e-a1dd-4193-a23a-6e6ff58e22f3",
"Value": "Protection from Energy"
},
{
"Key": "ae172e0b-e70e-46f9-a6a0-34e5d41800fb",
"Value": "Elemental Body I"
},
{
"Key": "a7c856ce-39c2-4ff6-bb64-1ef7df4f510b",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nElemental Body I: When you cast this spell,
you can assume the form of a small air elemental, small earth elemental, small fire
elemental, or small water elemental. The abilities you gain depend upon the type of
elemental into which you change. Elemental abilities based on size use the size of
the elemental you transform into to determine their effect."
},
{
"Key": "70d26fc9-d1f4-4895-a361-21290c8bf381",
"Value": "Elemental Body II"
},
{
"Key": "180c2c43-25b2-4309-be46-f748c728dc23",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nElemental Body II: When you cast this spell,
you can assume the form of a medium air elemental, medium earth elemental, medium
fire elemental, or medium water elemental. The abilities you gain depend upon the
type of elemental into which you change. Elemental abilities based on size use the
size of the elemental you transform into to determine their effect."
},
{
"Key": "3c0a5a19-33ee-451c-8edc-4933f707b0eb",
"Value": "Elemental Body III"
},
{
"Key": "6e736a86-e47e-4b14-a1c8-28e1da637c6e",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nElemental Body III: When you cast this
spell, you can assume the form of a large air elemental, large earth elemental,
large fire elemental, or large water elemental. The abilities you gain depend upon
the type of elemental into which you change. Elemental abilities based on size use
the size of the elemental you transform into to determine their effect."
},
{
"Key": "27627580-04e0-4b71-b111-dccf6114813e",
"Value": "Elemental Body IV"
},
{
"Key": "16f209b2-0245-4208-8844-5b547157c792",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nElemental Body IV: When you cast this spell,
you can assume the form of a Huge air elemental, huge earth elemental, huge fire
elemental, or huge water elemental. The abilities you gain depend upon the type of
elemental into which you change. Elemental abilities based on size use the size of
the elemental you transform into to determine their effect. You are also immune to
critical hits and sneak attacks while in elemental form and gain DR 5/�."
},
{
"Key": "065da5e0-9860-4028-aa3a-291d274617a6",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nSummon Monster VIII: This spell summons 1d3
extraplanar rocs, 1d4+1 extraplanar axiomites if you are good or neutral and 1d4+1
extraplanar soul eaters if you are evil, or one movanic deva if you are good or
neutral and one frost giant if you are evil. Summoned monsters appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "73bea605-db7d-40e2-9006-2b304427bf42",
"Value": "Summon Monster VIII"
},
{
"Key": "4f6ee0bf-8f02-4561-b291-a3484877b6e8",
"Value": "Elemental Swarm"
},
{
"Key": "24c83edb-763e-492b-9641-c06c71a91608",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nElemental Swarm: This spell opens a portal
to an Elemental Plane and summons elementals from it. When the spell is complete,
2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five
rounds after that, one greater elemental appears. The summoned elementals appear
where you designate and act according to their initiative check results. They
attack your opponents to the best of its ability."
},
{
"Key": "6d47d9fc-38d4-4389-b0fb-8bb4c5090564",
"Value": "All spells that deal energy damage that you cast will deal
electricity damage instead. This also changes the spell's type to an electricity
spell."
},
{
"Key": "275662d4-3919-4de2-b8d6-476cdba7720d",
"Value": "Elemental Bloodline Arcana � Air"
},
{
"Key": "441853d8-d85f-4426-960b-081a617d6b41",
"Value": "At 9th level, you can unleash a blast of elemental power once per
day. This 20-foot-radius burst does 1d6 points of electricity damage per sorcerer
level. Those caught in the area of your blast receive a Reflex save for half
damage. Creatures that fail their saves gain vulnerability to electricity until the
end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level
+ your Charisma modifier. At 9th level, you can use this ability once per day. At
17th level, you can use this ability twice per day. At 20th level, you can use this
ability three times per day. This power has a range of 60 feet."
},
{
"Key": "bd40be22-5af7-4ddc-b610-3afc74772171",
"Value": "Vulnerability to electricity"
},
{
"Key": "66580247-6757-459a-840c-284d3949be6a",
"Value": "At 20th level, elemental power surges through your body. You gain
immunity to sneak attacks, critical hits, and electricity damage."
},
{
"Key": "0c2eefd6-5c30-4d82-9518-45ec49430b43",
"Value": "At 15th level, you become immune to to grapple, entangle, slow, and
difficult terrain."
},
{
"Key": "485b4b08-dd0a-411d-9676-5e8002673d31",
"Value": "Starting at 1st level, you can unleash an elemental ray as a
standard action, targeting any foe within 30 feet as a ranged touch attack. This
ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you
possess. You can use this ability a number of times per day equal to 3 + your
Charisma modifier."
},
{
"Key": "f3041793-f0c7-4c3e-aff6-386ce23fb680",
"Value": "The power of the elements resides in you, and at times you can
hardly control its fury. This influence comes from an elemental outsider in your
family history or a time when you or your relatives were exposed to a powerful
elemental force. Air infuses your being, and you can draw upon its power in times
of need.\nBonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great
Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus
(Knowledge: Arcana), Weapon Finesse."
},
{
"Key": "e9d5e96a-88b2-4539-baf3-e12a652fc333",
"Value": "Elemental Bloodline � Air"
},
{
"Key": "e3c03066-63a6-4a3c-81e5-1d92f79f27b3",
"Value": "At 3rd level, you gain electricity resistance 10. At 9th level,
your electricity resistance increases to 20."
},
{
"Key": "9a1f7c8a-bdcb-479f-b8eb-cc18f1a0ca0f",
"Value": "Burning Hands (Electricity)"
},
{
"Key": "df02dd98-cafa-477e-be8d-0f2e9def0d1f",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nBurning Hands (Electricity): This spell
always deals a type of damage determined by your element (air). In addition, the
subtype of this spell changes to match the energy type of your element.\nAny
creature in the area takes 1d4 points of electricity damage per caster level
(maximum 5d4)."
},
{
"Key": "6f258bf4-3fd1-4948-9d5a-d165c1f7d30e",
"Value": "Scorching Ray (Electricity)"
},
{
"Key": "d8e7ec55-acb0-46ba-bb32-7aec1d6e628f",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nScorching Ray (Electricity): This spell
always deals a type of damage determined by your element (air). In addition, the
subtype of this spell changes to match the energy type of your element.\nYou blast
your enemies with a beam of electricity. You may fire one ray, plus one additional
ray for every four levels beyond 3rd (to a maximum of three rays at 11th level).
Each ray requires a ranged touch attack to hit and deals 4d6 points of electricity
damage."
},
{
"Key": "5e08914b-dadb-480f-aeed-a36321e2d060",
"Value": "This spell always deals a type of damage determined by your element
(air). In addition, the subtype of this spell changes to match the energy type of
your element.\nAny creature in the area takes 1d4 points of electricity damage per
caster level (maximum 5d4)."
},
{
"Key": "921fcf4b-d405-489e-bc67-3d70b3e40a16",
"Value": "Burning Hands (Electricity)"
},
{
"Key": "d7464378-2757-4c25-bba8-af96008e775f",
"Value": "This spell always deals a type of damage determined by your element
(air). In addition, the subtype of this spell changes to match the energy type of
your element.\nYou blast your enemies with a beam of electricity. You may fire one
ray, plus one additional ray for every four levels beyond 3rd (to a maximum of
three rays at 11th level). Each ray requires a ranged touch attack to hit and deals
4d6 points of electricity damage."
},
{
"Key": "4422ba4f-6ce7-4f65-b5e0-c6f434a9dea1",
"Value": "Scorching Ray (Electricity)"
},
{
"Key": "a5e5f9ac-0663-4e6e-b259-b09abdef9e6e",
"Value": "All spells that deal energy damage that you cast will deal acid
damage instead. This also changes the spell's type to an acid spell."
},
{
"Key": "17eef7e9-c25c-4dd8-84fe-66c97c9d245e",
"Value": "Elemental Bloodline Arcana � Earth"
},
{
"Key": "3327a0d9-3251-4f59-9624-e529bd00a04e",
"Value": "At 9th level, you can unleash a blast of elemental power once per
day. This 20-foot-radius burst does 1d6 points of acid damage per sorcerer level.
Those caught in the area of your blast receive a Reflex save for half damage.
Creatures that fail their saves gain vulnerability to acid until the end of your
next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your
Charisma modifier. At 9th level, you can use this ability once per day. At 17th
level, you can use this ability twice per day. At 20th level, you can use this
ability three times per day. This power has a range of 60 feet."
},
{
"Key": "6dabf391-20c4-402e-8f38-c251b30d7c5c",
"Value": "Vulnerability to acid"
},
{
"Key": "8abd96e0-190d-4617-821b-d1cc434449f3",
"Value": "At 20th level, elemental power surges through your body. You gain
immunity to sneak attacks, critical hits, and acid damage."
},
{
"Key": "49e8f2a0-1376-4311-8600-91ddbda767b4",
"Value": "Elemental Movement"
},
{
"Key": "d521a3ee-e402-4407-a231-a6b712afe7ad",
"Value": "At 15th level, you gain the burrow ability. While burrowing, you
have a +8 dodge bonus to your AC and total concealment, but you can't take any
actions except moving. You may use burrow as often as desired."
},
{
"Key": "5f73e029-ac96-4d41-9737-b21d569cf861",
"Value": "You have a +8 bonus to your AC and total concealment, but you can't
take any actions except moving."
},
{
"Key": "0002709e-be58-4b73-be3b-319f00de9745",
"Value": ""
},
{
"Key": "98ba9b37-c215-40c5-8325-79e2280ec4e1",
"Value": "Starting at 1st level, you can unleash an elemental ray as a
standard action, targeting any foe within 30 feet as a ranged touch attack. This
ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess.
You can use this ability a number of times per day equal to 3 + your Charisma
modifier."
},
{
"Key": "c7079ff6-6eda-47a5-a2a1-0da5d0f5aa11",
"Value": "The power of the elements resides in you, and at times you can
hardly control its fury. This influence comes from an elemental outsider in your
family history or a time when you or your relatives were exposed to a powerful
elemental force. Earth infuses your being, and you can draw upon its power in times
of need.\nBonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great
Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus
(Knowledge: Arcana), Weapon Finesse."
},
{
"Key": "6b5c8920-600c-486c-a6f1-aff9fe819cfb",
"Value": "Elemental Bloodline � Earth"
},
{
"Key": "d07de44e-ec93-413b-81b5-6e2b3a0fa528",
"Value": "At 3rd level, you gain acid resistance 10. At 9th level, your acid
resistance increases to 20."
},
{
"Key": "7fd2d8ac-92f0-4f55-86cb-c79b015f4c08",
"Value": "Burning Hands (Acid)"
},
{
"Key": "50d9d0b2-85cc-47fb-af4d-ada8925f62eb",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nBurning Hands (Acid): This spell always
deals a type of damage determined by your element (earth). In addition, the subtype
of this spell changes to match the energy type of your element.\nAny creature in
the area takes 1d4 points of acid damage per caster level (maximum 5d4)."
},
{
"Key": "cd63707c-f573-4ee8-bbb8-4e9f9c7ce4c6",
"Value": "Scorching Ray (Acid)"
},
{
"Key": "a25390fa-ec8b-478f-9906-303f29c3760f",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nScorching Ray (Acid): This spell always
deals a type of damage determined by your element (earth). In addition, the subtype
of this spell changes to match the energy type of your element.\nYou blast your
enemies with a beam of acid. You may fire one ray, plus one additional ray for
every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray
requires a ranged touch attack to hit and deals 4d6 points of acid damage."
},
{
"Key": "f1eaa61d-b303-4066-86b6-a6075006f02e",
"Value": "This spell always deals a type of damage determined by your element
(earth). In addition, the subtype of this spell changes to match the energy type of
your element.\nAny creature in the area takes 1d4 points of acid damage per caster
level (maximum 5d4)."
},
{
"Key": "29a1a347-8ac1-4716-80f2-6ea895cdea18",
"Value": "Burning Hands (Acid)"
},
{
"Key": "69ac827b-0411-4ec9-8f59-3ee3794317a0",
"Value": "This spell always deals a type of damage determined by your element
(earth). In addition, the subtype of this spell changes to match the energy type of
your element.\nYou blast your enemies with a beam of acid. You may fire one ray,
plus one additional ray for every four levels beyond 3rd (to a maximum of three
rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6
points of acid damage."
},
{
"Key": "138a6acd-9b0e-42a1-8078-19b393b85483",
"Value": "Scorching Ray (Acid)"
},
{
"Key": "41ab6ffc-4efa-4faa-9957-2869aadff47a",
"Value": "All spells that deal energy damage that you cast will deal fire
damage instead. This also changes the spell's type to a fire spell."
},
{
"Key": "a2a2a2c5-e6b8-43e2-b730-0e6acdfc7757",
"Value": "Elemental Bloodline Arcana � Fire"
},
{
"Key": "c6720db8-dd2a-472f-89ff-d46ef3314e48",
"Value": "At 9th level, you can unleash a blast of elemental power once per
day. This 20-foot-radius burst does 1d6 points of fire damage per sorcerer level.
Those caught in the area of your blast receive a Reflex save for half damage.
Creatures that fail their saves gain vulnerability to fire until the end of your
next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your
Charisma modifier. At 9th level, you can use this ability once per day. At 17th
level, you can use this ability twice per day. At 20th level, you can use this
ability three times per day. This power has a range of 60 feet."
},
{
"Key": "42e74820-df0a-416e-85dc-deeae943783b",
"Value": "Elemental Blast"
},
{
"Key": "d6965c1e-ec8a-4485-9448-f55a57f9c9b7",
"Value": "Vulnerability to fire"
},
{
"Key": "a808c231-329f-4b5c-9837-96d30a595e76",
"Value": "Elemental Body"
},
{
"Key": "dcb37e39-98bc-4151-ae22-af16223a1f09",
"Value": "At 20th level, elemental power surges through your body. You gain
immunity to sneak attacks, critical hits, and fire damage."
},
{
"Key": "da6c9896-1d02-4b33-833e-dbd1a5c1b229",
"Value": "At 15th level, you gain +30 feet to your base speed."
},
{
"Key": "9aff4db4-f8c8-42fb-9a7a-5cb553595f80",
"Value": "Starting at 1st level, you can unleash an elemental ray as a
standard action, targeting any foe within 30 feet as a ranged touch attack. This
ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess.
You can use this ability a number of times per day equal to 3 + your Charisma
modifier."
},
{
"Key": "b0711b4b-4dca-4df6-be7a-b48b6bce7ca1",
"Value": "Elemental Ray"
},
{
"Key": "3459cfd0-3bb0-4711-abc9-c55081523e27",
"Value": "The power of the elements resides in you, and at times you can
hardly control its fury. This influence comes from an elemental outsider in your
family history or a time when you or your relatives were exposed to a powerful
elemental force. Fire infuses your being, and you can draw upon its power in times
of need.\nBonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great
Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus
(Knowledge: Arcana), Weapon Finesse."
},
{
"Key": "77fd98af-ec28-4083-a226-bc5d0e2aa757",
"Value": "Elemental Bloodline � Fire"
},
{
"Key": "a6281ba8-e9a7-4b45-9b01-4a773f0286ce",
"Value": "At 3rd level, you gain fire resistance 10. At 9th level, your fire
resistance increases to 20."
},
{
"Key": "875bf0e7-7761-4dd7-bf8b-73056e87fe2e",
"Value": "Elemental Resistance"
},
{
"Key": "538cd098-176f-4ce8-83ae-1e6507232e8c",
"Value": "Burning Hands"
},
{
"Key": "5ab7e33a-9c52-4977-8cf5-776eb2ee3b58",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nBurning Hands: Any creature in the area of
the flames takes 1d4 points of fire damage per caster level (maximum 5d4)."
},
{
"Key": "d5736a36-c962-4d07-813e-440e51c11839",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nScorching Ray: You blast your enemies with a
searing beam of fire. You may fire one ray, plus one additional ray for every four
levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a
ranged touch attack to hit and deals 4d6 points of fire damage."
},
{
"Key": "eb01f5d9-638a-43e6-80ad-a1abc4fa4e2b",
"Value": "Scorching Ray"
},
{
"Key": "41b08433-e253-4f05-ac2c-094bf97b9bad",
"Value": "All spells that deal energy damage that you cast will deal cold
damage instead. This also changes the spell's type to a cold spell."
},
{
"Key": "887a61e5-ccec-4089-b734-faf358adc332",
"Value": "Elemental Bloodline Arcana � Water"
},
{
"Key": "4880919e-57fc-4605-97f1-7e800b79df95",
"Value": "At 9th level, you can unleash a blast of elemental power once per
day. This 20-foot-radius burst does 1d6 points of cold damage per sorcerer level.
Those caught in the area of your blast receive a Reflex save for half damage.
Creatures that fail their saves gain vulnerability to cold until the end of your
next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your
Charisma modifier. At 9th level, you can use this ability once per day. At 17th
level, you can use this ability twice per day. At 20th level, you can use this
ability three times per day. This power has a range of 60 feet."
},
{
"Key": "55bb13ea-57f0-4828-98ee-526bb9e18974",
"Value": "Vulnerability to cold"
},
{
"Key": "1fb5cdcf-1e6b-4d61-ad04-8ddd80144635",
"Value": "At 20th level, elemental power surges through your body. You gain
immunity to sneak attacks, critical hits, and cold damage."
},
{
"Key": "504e64a8-94b3-4d65-8067-2ffac9f35f25",
"Value": "At 15th level, you gain immunity to combat maneuvers."
},
{
"Key": "eea6e422-edec-460b-b559-261220215f56",
"Value": "Starting at 1st level, you can unleash an elemental ray as a
standard action, targeting any foe within 30 feet as a ranged touch attack. This
ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess.
You can use this ability a number of times per day equal to 3 + your Charisma
modifier."
},
{
"Key": "6adad984-fddd-497a-8c5c-e45e2e621e5d",
"Value": "The power of the elements resides in you, and at times you can
hardly control its fury. This influence comes from an elemental outsider in your
family history or a time when you or your relatives were exposed to a powerful
elemental force. Water infuses your being, and you can draw upon its power in times
of need.\nBonus Feats of the Elemental Bloodline: Dodge, Empower Spell, Great
Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus
(Knowledge: Arcana), Weapon Finesse."
},
{
"Key": "08793fd0-00e9-4f94-b52b-ce7a9645f642",
"Value": "Elemental Bloodline � Water"
},
{
"Key": "8dcca161-85e9-448e-b58d-ad9a85abe07a",
"Value": "At 3rd level, you gain cold resistance 10. At 9th level, your cold
resistance increases to 20."
},
{
"Key": "a0fd1563-69dc-4865-9ea4-d11cda3da35f",
"Value": "Burning Hands (Cold)"
},
{
"Key": "e1af6e30-576c-4878-9232-dd1fa3eaa8a3",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nBurning Hands (Cold): This spell always
deals a type of damage determined by your element (water). In addition, the subtype
of this spell changes to match the energy type of your element.\nAny creature in
the area takes 1d4 points of cold damage per caster level (maximum 5d4)."
},
{
"Key": "2ee2a8c4-57a5-42da-8d18-daff8650d321",
"Value": "Scorching Ray (Cold)"
},
{
"Key": "1177d673-4b05-452b-ae12-3178e9dc1ff1",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nScorching Ray (Cold): This spell always
deals a type of damage determined by your element (water). In addition, the subtype
of this spell changes to match the energy type of your element.\nYou blast your
enemies with a beam of cold. You may fire one ray, plus one additional ray for
every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray
requires a ranged touch attack to hit and deals 4d6 points of cold damage."
},
{
"Key": "3c3e101e-0be8-4a1f-91d1-e70bd99317d2",
"Value": "This spell always deals a type of damage determined by your element
(water). In addition, the subtype of this spell changes to match the energy type of
your element.\nAny creature in the area takes 1d4 points of cold damage per caster
level (maximum 5d4)."
},
{
"Key": "f20e5a1a-b35e-423f-85af-fe891025b9af",
"Value": "Burning Hands (Cold)"
},
{
"Key": "9bf8ef6c-82f1-48d5-af91-cdf52ee1acb8",
"Value": "This spell always deals a type of damage determined by your element
(water). In addition, the subtype of this spell changes to match the energy type of
your element.\nYou blast your enemies with a beam of cold. You may fire one ray,
plus one additional ray for every four levels beyond 3rd (to a maximum of three
rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6
points of cold damage."
},
{
"Key": "e1d7c542-9b35-48b8-9be9-c412b39870e4",
"Value": "Scorching Ray (Cold)"
},
{
"Key": "239048ad-0c65-47ef-b6aa-f8b056306972",
"Value": "Whenever you cast a spell of the compulsion subschool, increase the
spell's DC by +2."
},
{
"Key": "8353563d-da0f-45a2-9498-e014b61a27f9",
"Value": "Fey Bloodline Arcana"
},
{
"Key": "1403abd1-f40b-4292-9ed2-de880e70c323",
"Value": "Additional class skill from the fey bloodline."
},
{
"Key": "c981f5eb-0c69-4526-b45e-8135eec2ca83",
"Value": "At 7th level, and every six levels thereafter, a sorcerer receives
one bonus feat, chosen from a list specific to each bloodline. The sorcerer must
meet the prerequisites for these bonus feats.\nBonus Feats of the Fey Bloodline:
Dodge, Improved Initiative, Lightning Reflexes, Agile Maneuvers, Point-Blank Shot,
Precise Shot, Quicken Spell, Skill Focus (Lore: Nature)."
},
{
"Key": "948f52b0-6d0d-4c9c-9bd5-66d65ff2d910",
"Value": "At 15th level, you get a +2 bonus on caster level checks (1d20 +
caster level) made to overcome a creature's spell resistance. This bonus stacks
with the one from the Spell Penetration and Greater Spell Penetration feats."
},
{
"Key": "6e7d8fc8-ef2a-4b35-868b-67845c9df5ae",
"Value": "Fey Magic"
},
{
"Key": "8b2b1025-4612-4339-a577-7665e10e2cd8",
"Value": "At 9th level, you can turn invisible for a number of rounds per day
equal to your sorcerer level. This ability functions as greater invisibility. These
rounds need not be consecutive.\nGreater Invisibility: This spell functions like
invisibility, except that it doesn't end if the subject attacks.\nInvisibility: The
creature becomes invisible. If a check is required, an invisible creature has a +20
bonus on its Stealth checks. The spell ends if the subject attacks any creature.
For purposes of this spell, an attack includes any spell targeting a foe or whose
area or effect includes a foe. Exactly who is a foe depends on the invisible
character's perceptions. Actions directed at unattended objects do not break the
spell. Causing harm indirectly is not an attack. Thus, an invisible being can open
doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes
holding a rope bridge while enemies are on the bridge, remotely trigger traps, open
a portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as
bless that specifically affect allies but not foes are not attacks for this
purpose, even when they include foes in their area."
},
{
"Key": "a616420c-f639-49a4-af34-46ee8f03891d",
"Value": "Fleeting Glance"
},
{
"Key": "434a5e0e-eb20-4270-9e0b-87dec81fa83d",
"Value": "At 9th level, you can turn invisible for a number of rounds per day
equal to your sorcerer level. This ability functions as greater invisibility. These
rounds need not be consecutive."
},
{
"Key": "354247e6-fff4-4992-b4d6-b48e02112836",
"Value": "Fleeting Glance"
},
{
"Key": "89ab6a69-37c1-4ecc-a2f2-ce5fa10f91c4",
"Value": "At 1st level, you can cause a creature to burst out laughing for 1
round as a melee touch attack. A laughing creature can only take a move action but
can defend itself normally. Once a creature has been affected by laughing touch, it
is immune to its effects for 24 hours. You can use this ability a number of times
per day equal to 3 + your Charisma modifier. This is a mind-affecting effect."
},
{
"Key": "192f6cfc-fcaf-47a6-8c85-0f2dfa40d930",
"Value": "Laughing Touch"
},
{
"Key": "e9f9a79d-cb93-4611-b203-09531273b93e",
"Value": "This creature is laughing hysterically and can take no actions
except a single move action per turn."
},
{
"Key": "c06b370d-e9df-4749-a913-bf0b16a83c47",
"Value": "Laughing"
},
{
"Key": "b64d79c1-2428-4a9e-82f4-3c52fb4e9ef6",
"Value": "Laughing Touch"
},
{
"Key": "8377e761-e683-4002-9304-2a1c2d1595bd",
"Value": "The capricious nature of the fey runs in your family due to some
intermingling of fey blood or magic. You are more emotional than most, prone to
bouts of joy and rage. You have always had a tie to the natural world, and as your
power increases, so does the influence of the fey over your magic.\nBonus Feats of
the Fey Bloodline: Dodge, Improved Initiative, Lightning Reflexes, Agile Maneuvers,
Point-Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Lore: Nature)."
},
{
"Key": "d65a81ab-d654-45d7-9dc2-01d39cfd223c",
"Value": "Fey Bloodline"
},
{
"Key": "45921b63-e795-4b2e-b82d-602af80a1222",
"Value": "Cloak of Dreams"
},
{
"Key": "0414fca4-b89f-4fd5-b1c8-48995705e965",
"Value": "You are surrounded by a soporific aroma that causes living
creatures that begin their turn or end their movement within 5 feet of you to fall
asleep for 1 minute. Creatures must save each time they begin their turn or end
their movement within the cloak of dreams, even if they have previously saved
against the effect. Sleeping creatures are helpless but can be awakened with a
standard action or after being wounded."
},
{
"Key": "eee80cde-2468-4d8e-a87c-5529e64d32a7",
"Value": "At 20th level, your soul becomes one with the world of the fey. You
gain immunity to poison and DR 10/cold iron. Once per day, you can cast cloak of
dreams as a spell-like ability using your sorcerer level as your caster level."
},
{
"Key": "e7711bd0-23de-4026-b91a-24c61ec49c82",
"Value": "Soul of the Fey"
},
{
"Key": "7dbdf118-eaca-4977-ac44-ef83c245be89",
"Value": "Entangle"
},
{
"Key": "d67fedca-9a8b-4cbc-9884-295223dd55d1",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nEntangle: This spell causes tall grass,
weeds, and other plants to wrap around creatures in the area of effect or those
that enter the area. Creatures that fail their save gain the entangled condition
for 1 round.\nThe entire area of effect is considered difficult terrain while the
effect lasts."
},
{
"Key": "b6ad5412-8c93-458b-a46c-171a692904be",
"Value": "Hideous Laughter"
},
{
"Key": "eb3ba526-3b66-4ce4-8833-af7dc9fde083",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nHideous Laughter: This spell afflicts the
subject with uncontrollable laughter. It collapses into gales of manic laughter,
falling prone. The subject can take no actions while laughing, but is not
considered helpless. After the spell ends, it can act normally. On the creature's
next turn, it may attempt a new saving throw to end the effect. A creature with an
Intelligence score of 2 or lower is not affected."
},
{
"Key": "a2aca842-0ce6-468d-b09b-67b40f2a346d",
"Value": "Deep Slumber"
},
{
"Key": "7d01c66c-78b7-4a87-823c-44e9804eb139",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nDeep Slumber: This spell causes a magical
slumber to come upon 10 HD of creatures; those who are closest to the spell's point
of origin are affected first. HD that are not sufficient to affect a creature are
wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected
creature, but normal noise does not. Sleep does not target unconscious creatures,
constructs, or undead creatures."
},
{
"Key": "a4290de2-ad42-42ab-98a4-bf2fa7e9a984",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nPoison: Calling upon the venomous powers of
natural predators, you infect the subject with a horrible poison by making a
successful melee touch attack. This poison deals 1d3 Constitution damage per round
for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the
damage and end the affliction."
},
{
"Key": "6cc39660-a510-4d69-a9fd-92935210ac1e",
"Value": "Poison"
},
{
"Key": "0988b693-53ee-494f-966d-76c12c5eb495",
"Value": "Vinetrap"
},
{
"Key": "ca7c84ef-aaa0-4f4c-b785-795bc2ed6c27",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nVinetrap: Vines choked with thorns,
blossoms, leaflets, and other floral debris burst to life on and around the subject
of this spell. When this spell is cast, the subject becomes paralyzed and
entangled, though a successful Reflex save negates the paralysis. Each round on its
turn, the subject may attempt a new saving throw to end both the paralysis and
entangle effects.\nThe subject takes 2d4 points of piercing damage each turn from
the sharp thorns. This damage is considered to be cold iron for the purposes of
overcoming damage reduction."
},
{
"Key": "577eb465-c912-4499-95a7-a652887a7749",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nDispel Magic, Greater: This functions as a
targeted dispel magic, but it can dispel multiple spells, starting with the highest
level spells and proceeding to lower level spells."
},
{
"Key": "13575385-4173-457b-8633-3d0cf9180398",
"Value": "Dispel Magic, Greater"
},
{
"Key": "eef98f73-2e25-440f-894d-e7f32b31948c",
"Value": "Changestaff"
},
{
"Key": "14cc7277-d467-4bb7-9a89-53e3910d4f89",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nChangestaff: This spell changes an ordinary
quarterstaff into a treant creature. It appears where you designate and acts
according to its initiative check results. It attacks your opponents to the best of
its ability."
},
{
"Key": "14134d67-31b0-41f3-a80f-0c1118b6ad97",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nSummon Nereid: This spell summons to your
side a natural nereid. The summoned ally appears where you designate and acts
according to its initiative check results. It attacks your opponents to the best of
its ability."
},
{
"Key": "5cb3c093-cb3c-49b6-b75d-9a820a92a9de",
"Value": "Summon Nereid"
},
{
"Key": "84c5154f-4139-4fce-b4c0-8eebcd79b837",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nSummon Hamadryad: This spell summons to your
side a natural hamadryad. The summoned ally appears where you designate and acts
according to its initiative check results. It attacks your opponents to the best of
its ability."
},
{
"Key": "0eac0279-7e5c-438c-a4c2-cbee776e4f52",
"Value": "Summon Hamadryad"
},
{
"Key": "6edf4907-9146-4479-9499-53aa60ee3045",
"Value": "At 3rd level, you can move through any sort difficult terrain at
your normal speed and without taking damage or suffering any other impairment."
},
{
"Key": "b0afa9d7-0efc-4071-a1d1-163c7ae7e811",
"Value": "Woodland Stride"
},
{
"Key": "46fe0a7f-57eb-4b45-9114-569b7a61aed7",
"Value": "Laughing Touch"
},
{
"Key": "8172d21f-27ea-4d51-8404-f7ec8abb8ec4",
"Value": "Whenever you cast a spell of the charm subschool, increase the
spell's DC by +2."
},
{
"Key": "22cb6c41-7794-4c30-af86-ab249df3292c",
"Value": "Infernal Bloodline Arcana"
},
{
"Key": "b59aa561-7f72-45dd-81ea-2bd1ff8c3ce5",
"Value": "Class Skill � Persuasion"
},
{
"Key": "de0f48d4-7f0d-44f2-bcbe-03df3befdc40",
"Value": "Additional class skill from the infernal bloodline."
},
{
"Key": "7255a12e-c8e2-460f-bace-aaa8269fd037",
"Value": "At 1st level, you can cause a creature to become shaken as a melee
touch attack. This effect persists for a number of rounds equal to 1/2 your
sorcerer level (minimum 1). Multiple touches do not stack, but they do add to the
duration. You can use this ability a number of times per day equal to 3 + your
Charisma modifier."
},
{
"Key": "ebf02a2b-fbe3-437b-a2c5-e6502c95ce8a",
"Value": "Corrupting Touch"
},
{
"Key": "0c81e7ae-bcb6-4de3-82bc-bf8307f58b45",
"Value": "Laughing Touch"
},
{
"Key": "71b7331e-93f1-4043-9e54-3ab636370a0f",
"Value": "Shaken"
},
{
"Key": "37a9d3b1-5be3-4cce-972b-b2adb25e9410",
"Value": "This creature is shaken. It takes a �2 penalty on attack rolls,
saving throws, skill checks, and ability checks. Shaken is a less severe state of
fear than frightened or panicked."
},
{
"Key": "6e4c9e7a-30a7-4d67-9c32-7ed73268c151",
"Value": "At 7th level, and every six levels thereafter, a sorcerer receives
one bonus feat, chosen from a list specific to each bloodline. The sorcerer must
meet the prerequisites for these bonus feats.\nBonus Feats of the Infernal
Bloodline: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm,
Iron Will, Skill Focus (Knowledge: Arcana), Spell Penetration."
},
{
"Key": "e55b459f-1ad0-4a8c-b4c5-59ccdc3f81b6",
"Value": "At 9th level, you can call down a column of hellfire. This 10-foot-
radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the
area of your blast receive a Reflex save for half damage. Good creatures that fail
their saves are shaken for a number of rounds equal to your sorcerer level. The DC
of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At
9th level, you can use this ability once per day. At 17th level, you can use this
ability twice per day. At 20th level, you can use this ability three times per day.
This power has a range of 60 feet."
},
{
"Key": "b464e753-a401-46c6-a1fd-74ac3b9c9758",
"Value": "Hellfire"
},
{
"Key": "8d1b6b67-64c1-4592-92d9-2a1a65c02c49",
"Value": "At 20th level, your form becomes infused with vile power. You gain
immunity to fire and poison. You also gain resistance to acid 10 and cold 10."
},
{
"Key": "20e90247-b451-49a3-9533-a38deda7ee7f",
"Value": "Power of the Pit"
},
{
"Key": "490ade6c-f221-4c72-ae0a-ab12c96498ed",
"Value": "Somewhere in your family's history, a relative made a deal with a
devil, and that pact has influenced your family line ever since. In you, it
manifests in direct and obvious ways, granting you powers and abilities. While your
fate is still your own, you can't help but wonder if your ultimate reward is bound
to the Pit. You can draw upon the power of Hell, although you must be wary of its
corrupting influence. Such power does not come without a price.\nBonus Feats of the
Infernal Bloodline: Blind-Fight, Combat Expertise, Deceitful, Disarm, Extend Spell,
Iron Will, Skill Focus (Knowledge: Arcana), Spell Penetration."
},
{
"Key": "141785fe-5d3d-4599-8bb4-b8236c1b5a25",
"Value": "Infernal Bloodline"
},
{
"Key": "cf1268a4-504c-438e-a1c6-77037063f7be",
"Value": "At 3rd level, you gain resist fire 5 and a +2 bonus on saving
throws made against poison. At 9th level, your resistance to fire increases to 10
and your bonus on poison saving throws increases to +4."
},
{
"Key": "0021ed33-5e40-42a6-85a7-46c1310938a7",
"Value": "Infernal Resistances"
},
{
"Key": "df9d0f31-a6f7-4370-abf2-6a1f01c9a714",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nProtection from Good: The subject gains a +2
deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply
against attacks made or effects created by good creatures."
},
{
"Key": "330cf091-a41a-4316-9dd6-ee25dca3be56",
"Value": "Protection from Good"
},
{
"Key": "2d6beca8-ce07-480f-ad52-88cca90631df",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nScorching Ray: You blast your enemies with a
searing beam of fire. You may fire one ray, plus one additional ray for every four
levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a
ranged touch attack to hit and deals 4d6 points of fire damage."
},
{
"Key": "27b3588b-ae89-420a-9d31-ea2972c89936",
"Value": "Scorching Ray"
},
{
"Key": "8352ef0f-7e9e-44e1-80b8-4cb6aae27007",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nHold Person: The subject becomes paralyzed
and freezes in place. It is aware and breathes normally but cannot take any
actions, even speech. Each round on its turn, the subject may attempt a new saving
throw to end the effect. This is a full-round action that does not provoke attacks
of opportunity."
},
{
"Key": "b8656f78-cf50-41d0-b32f-ee9e7b800ef5",
"Value": "Hold Person"
},
{
"Key": "0396cc94-d99a-4363-a86f-af936776194e",
"Value": "Crushing Despair"
},
{
"Key": "f2143a65-d2b4-4b24-a0ca-7eea5fa7229f",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nCrushing Despair: An invisible cone of
despair causes great sadness in the subjects. Each affected creature takes a -2
penalty on attack rolls, saving throws, ability checks, skill checks, and weapon
damage rolls. Crushing despair dispels good hope."
},
{
"Key": "2afdd436-c5c2-491f-8bec-697d2bba5173",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nMind Fog: This spell produces a bank of thin
mist that weakens the mental resistance of those caught in it. Creatures in the
mind fog take a �10 penalty on Wisdom checks and Will saves. Affected creatures
take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.
The fog is stationary and lasts for 30 minutes."
},
{
"Key": "539da3e9-784a-4342-84fa-a004b2bb58a7",
"Value": "Mind Fog"
},
{
"Key": "c85cf6c7-b6b8-4b1c-86cf-eef52ed6f7af",
"Value": "Hellfire Ray"
},
{
"Key": "cbbbfa2f-4924-4535-afc2-58b150c1a240",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nHellfire Ray: A blast of hellfire blazes
from your hands. You can fire one ray, plus one additional ray for every 4 caster
levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a
ranged touch attack to hit and deals 1d6 points of damage per caster level (maximum
15d6). Half the damage is fire damage, but the other half results directly from
unholy power and is therefore not subject to being reduced by fire resistance."
},
{
"Key": "0e5eeab8-8d55-4aa8-b6af-78257e967630",
"Value": "Firebrand"
},
{
"Key": "a07f1c1a-6fda-4af3-a7a1-0e656dd5ad20",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nFirebrand: You mark several allies with a
flaming rune. This rune does not cause damage, and sheds light as if it were a
torch. While the firebrand burns, any creature it marks is immune to damage from
any fire spell you cast. All of the target's weapons (both natural and
manufactured) inflict +1d6 points of fire damage on a hit (this bonus fire damage
stacks with any amount of fire damage a creature's weapons might already inflict).
At any point during the spell's duration, a creature bearing a firebrand can launch
a beam of fire at any target within 30 feet as a swift action. This ray requires a
ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature
uses its firebrand to fire a ray in this manner, the effects of the spell end for
that creature."
},
{
"Key": "6c9f6447-bfbe-4266-9c09-28e73bc4ceeb",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nPower Word Stun: You utter a single word of
power that instantly causes one creature of your choice to become stunned, whether
the creature can hear the word or not. The duration of the spell depends on the
target's current hit point total. Any creature that currently has 151 or more hit
points is unaffected by power word stun."
},
{
"Key": "78d51720-6bf9-4e49-90ae-24ccfb4bea32",
"Value": "Power Word Stun"
},
{
"Key": "5ca58285-9a22-43c8-be31-6cd7277b3e16",
"Value": "Polar Midnight"
},
{
"Key": "d42ff6b7-ca20-4f0c-902f-4e75cc4bb75c",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nPolar Midnight: You plunge an area into the
brutal chill of the arctic night. All creatures in the area take 5d6 points of cold
damage and 1d6 points of Dexterity damage per round. A successful Fortitude save
each round negates the Dexterity damage but not the cold damage."
},
{
"Key": "47e611d4-860a-4f55-8934-03aefac2f61e",
"Value": "Your powers of compulsion can affect even bestial creatures.
Whenever you cast a mind-affecting or language-dependent spell, it affects animals,
magical beasts, monstrous humanoids, and vermin as if they were humanoids who
understood your language."
},
{
"Key": "183a8dd9-cd26-4443-a751-a99e4e9447a1",
"Value": "Serpentine Bloodline Arcana"
},
{
"Key": "7873d555-74e3-4290-aafb-670210e28d62",
"Value": "Additional class skill from the serpentine bloodline."
},
{
"Key": "13cd4c06-d8ba-47b0-b128-56614e006d5c",
"Value": "Class Skill � Stealth"
},
{
"Key": "d8794f2e-a431-42d5-bfd5-77453d699290",
"Value": "At 15th level, you may summon a host of insects. This power acts as
creeping doom, but the swarms' poison inflicts Con damage and any creature other
than you sharing a space with a swarm is entangled. You may use this ability once
per day.\nCreeping Doom: This spell summons to your side 4 spider swarms. The
summoned swarms appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability.\nThe swarms
have 60 hit points each and deal 4d6 points of damage with their swarm attack plus
poison and distraction. The save to resist their poison and distraction effects is
equal to the save DC of this spell. Creatures caught in multiple swarms only take
damage and make saves once.\nDistraction: A creature with this ability can nauseate
the creatures that it damages. Any living creature that takes damage from a
creature with the distraction ability is nauseated for 1 round; a Fortitude save
negates the effect.\nPoison: Swarm � injury; Fortitude save; frequency: 1/round for
6 rounds; effect: 1d4 Dex; cure: 1 save."
},
{
"Key": "9a2cebe8-0aec-4e7d-9a02-5cc8c6918c6d",
"Value": "Den of Vermin"
},
{
"Key": "061f7b99-fa81-49be-a4c5-825394ed2954",
"Value": "Distraction: A creature with this ability can nauseate the
creatures that it damages. Any living creature that takes damage from a creature
with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 +
1/2 creature's HD + creature's Con modifier) negates the effect.\nPoison: Swarm �
injury; Fortitude save (DC 13); frequency: 1/round for 6 rounds; effect: 1d4 Con;
cure: 1 save."
},
{
"Key": "f8090c9b-8c43-410c-bb22-a082c1cbacb7",
"Value": "Den of Vermin"
},
{
"Key": "d56bd76d-dd7c-4b08-94da-59669dd1d31e",
"Value": "Centipede Swarm Poison"
},
{
"Key": "df957f39-ab61-4a1c-86e8-17aa07f1f3b5",
"Value": "Injury; Save: Fortitude (DC 13)\nFrequency: 1/round for 6
rounds\nEffect: 1d4 Constitution damage\nCure: 1 save"
},
{
"Key": "3670d615-cf60-408e-9557-a86f27dc3d2a",
"Value": "At 7th level, and every six levels thereafter, a sorcerer receives
one bonus feat, chosen from a list specific to each bloodline. The sorcerer must
meet the prerequisites for these bonus feats.\nBonus Feats of the Serpentine
Bloodline: Combat Casting, Combat Reflexes, Deceitful, Deft Hands, Persuasive,
Reach Spell, Skill Focus (Persuasion), Stealthy."
},
{
"Key": "f9f3823c-d679-436a-8cbe-c84bf3ad93ae",
"Value": "Your bloodline carries the lingering stain of ancient serpent races
that ruled when the world was young; your forebears were likely favored slaves
anointed by their reptilian masters and gifted with their cold cunning and subtle
manipulation. While deception and a mesmeric charm are your birthright, you may
struggle for truth in spite of your heritage. The treacherous and yet hypnotic
serpent's blood that flows through you taints your magic with a sinuous and
seductive grace.\nBonus Feats of the Serpentine Bloodline: Combat Casting, Combat
Reflexes, Deceitful, Deft Hands, Persuasive, Reach Spell, Skill Focus (Persuasion),
Stealthy."
},
{
"Key": "89cf3d00-5534-461e-8d5d-d84c7acf904a",
"Value": "Serpentine Bloodline"
},
{
"Key": "9c9ba758-2778-4fb0-a5b8-f4c95a3c672b",
"Value": "Spirit Naga Shape"
},
{
"Key": "e1813264-8bbf-4968-97a2-f6caff6fcb18",
"Value": "You become a Large spirit naga. You gain a +4 size bonus to your
Strength, a �2 penalty to your Dexterity, and a +4 natural armor bonus. You also
gain a 2d6 bite attack with poison and the charming gaze ability.\nCharming Gaze:
This charming gaze makes a humanoid creature regard you as its trusted friend and
ally (treat the target's attitude as friendly). If the creature is currently being
threatened or attacked by you or your allies, however, it receives a +5 bonus on
its saving throw. Range 30 feet. Will DC 20 negates. The save DC is Charisma-
based."
},
{
"Key": "a265399e-b947-40a1-9cb1-6f5d4c214d08",
"Value": "You are in Large spirit naga form now. You have a +4 size bonus to
your Strength, a �2 penalty to your Dexterity, and a +4 natural armor bonus. You
also have a 2d6 bite attack with poison and the charming gaze ability."
},
{
"Key": "c5fcd5c7-dbe0-4336-b467-8b61a71c98f1",
"Value": "This charming gaze makes a humanoid creature regard you as its
trusted friend and ally (treat the target's attitude as friendly). If the creature
is currently being threatened or attacked by you or your allies, however, it
receives a +5 bonus on its saving throw. Range 30 feet. Will DC 20 negates. The
save DC is Charisma-based."
},
{
"Key": "008e7f47-075c-4162-be81-e96606101b79",
"Value": "Charming Gaze"
},
{
"Key": "3dcd6d50-a24e-44dd-85b5-fc8c246e7c9a",
"Value": "At 20th level, you gain ability to turn yourself into a Large
spirit Naga (as beast shape III) and back again at will. You also become immune to
poison and paralysis. You may use serpent's fang as often as desired, and you may
choose to inflict damage to any ability score."
},
{
"Key": "0c584c28-11d5-4a16-b106-dd40d8f4003d",
"Value": "Scaled Soul"
},
{
"Key": "e4d6c792-b88e-44b8-8a8c-76c55b1f28fa",
"Value": "Injury; Save: Fortitude (DC 20)\nFrequency: 1/round for 6
rounds\nEffect: 1d4 Constitution damage\nCure: 1 save"
},
{
"Key": "c651cd27-21a2-4790-8848-244f551655f9",
"Value": "Spirit Naga's Poison"
},
{
"Key": "dd3adcab-3910-437a-89ff-0f1e2a134bc9",
"Value": "At 3rd level, you gain a viper familiar. A familiar is a magical
pet that enhances your skills and senses. A vipers's master gains a +3 bonus on
Persuasion checks and a +3 bonus on Perception checks."
},
{
"Key": "c8091929-0a64-444a-9cc9-7fa7ec1c73ba",
"Value": "Serpent Friend"
},
{
"Key": "bad4808b-0563-430f-b7ce-f59f417980d7",
"Value": "Viper Familiar"
},
{
"Key": "65e06a2b-1df2-4d7b-9364-554bc9b51f31",
"Value": "At 1st level, you can grow fangs as a free action. These fangs are
treated as a natural weapon inflicting 1d4 points of damage plus your Strength
modifier (1d3 if you are Small) plus poison (Bite � injury; Fortitude save (DC 10 +
1/2 your sorcerer level + your Constitution modifier); frequency: 1/round for 6
rounds; effect: 1 Con damage; cure: 1 save). At 5th level, these fangs are
considered magical for the purpose of overcoming DR and the poison damage increases
to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th
level, your poison damage increases to 1d4 Con. You can use your fangs for a number
of rounds per day equal to 3 + your Charisma modifier."
},
{
"Key": "5a80433e-eed3-4042-99e7-4b6a8cc870e8",
"Value": "Serpent's Fang"
},
{
"Key": "5a700a37-6133-41fd-ad86-860e8bb3655f",
"Value": "You can grow fangs as a free action. These fangs are treated as a
natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if
you are Small) plus poison (Bite � injury; Fortitude save (DC 10 + 1/2 your
sorcerer level + your Constitution modifier); frequency: 1/round for 6 rounds;
effect: 1d4 Cha damage; cure: 2 saves). These fangs are considered magical for the
purpose of overcoming DR. You may use serpent's fang as often as desired."
},
{
"Key": "7044d1a9-c43b-444c-99c9-518fbb5b2709",
"Value": "Serpent's Fang (Charisma Damage)"
},
{
"Key": "e674ce59-6532-4b32-906e-4299797e2b0f",
"Value": "You can grow fangs as a free action. These fangs are treated as a
natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if
you are Small) plus poison (Bite � injury; Fortitude save (DC 10 + 1/2 your
sorcerer level + your Constitution modifier); frequency: 1/round for 6 rounds;
effect: 1d4 Con damage; cure: 2 saves). These fangs are considered magical for the
purpose of overcoming DR. You may use serpent's fang as often as desired."
},
{
"Key": "52f80363-e10c-4d56-be25-8cad86921c9b",
"Value": "Serpent's Fang (Constitution Damage)"
},
{
"Key": "d2cad811-e1ed-4e5e-aa58-4864fc5b11a8",
"Value": "You can grow fangs as a free action. These fangs are treated as a
natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if
you are Small) plus poison (Bite � injury; Fortitude save (DC 10 + 1/2 your
sorcerer level + your Constitution modifier); frequency: 1/round for 6 rounds;
effect: 1d4 Dex damage; cure: 2 saves). These fangs are considered magical for the
purpose of overcoming DR. You may use serpent's fang as often as desired."
},
{
"Key": "8cbf66df-7ee5-440a-a202-cc08beea1819",
"Value": "Serpent's Fang (Dexterity Damage)"
},
{
"Key": "cdd40766-9c80-4d60-afa8-ce2bab88d666",
"Value": "You can grow fangs as a free action. These fangs are treated as a
natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if
you are Small) plus poison (Bite � injury; Fortitude save (DC 10 + 1/2 your
sorcerer level + your Constitution modifier); frequency: 1/round for 6 rounds;
effect: 1d4 Int damage; cure: 2 saves). These fangs are considered magical for the
purpose of overcoming DR. You may use serpent's fang as often as desired."
},
{
"Key": "f5e3e1c4-9e1c-48d8-851a-8c71e19a3ce8",
"Value": "Serpent's Fang (Intelligence Damage)"
},
{
"Key": "5717cd30-3c4b-4d1f-b307-e9ce1a6392da",
"Value": "You can grow fangs as a free action. These fangs are treated as a
natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if
you are Small) plus poison (Bite � injury; Fortitude save (DC 10 + 1/2 your
sorcerer level + your Constitution modifier); frequency: 1/round for 6 rounds;
effect: 1d4 Str damage; cure: 2 saves). These fangs are considered magical for the
purpose of overcoming DR. You may use serpent's fang as often as desired."
},
{
"Key": "08838c27-1698-4082-a26e-02e38c1efc99",
"Value": "Serpent's Fang (Strength Damage)"
},
{
"Key": "808ab8e0-56ea-43b0-8505-b11556dee72f",
"Value": "You can grow fangs as a free action. These fangs are treated as a
natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if
you are Small) plus poison (Bite � injury; Fortitude save (DC 10 + 1/2 your
sorcerer level + your Constitution modifier); frequency: 1/round for 6 rounds;
effect: 1d4 Wis damage; cure: 2 saves). These fangs are considered magical for the
purpose of overcoming DR. You may use serpent's fang as often as desired."
},
{
"Key": "725bfad7-beed-4027-ad69-5a9d8c789751",
"Value": "Serpent's Fang (Wisdom Damage)"
},
{
"Key": "df288d63-b279-484b-b2a2-5f9841621e32",
"Value": "This character now has serpent's fang."
},
{
"Key": "edcbea6d-0d73-4871-a833-c69e363af251",
"Value": ""
},
{
"Key": "12f53d08-1915-4e34-8f67-7f761aa7773c",
"Value": "Serpent's Poison"
},
{
"Key": "e2ff8471-dd05-4811-93aa-ee5c52cc0c4a",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect: 1
Constitution damage\nCure: 1 save"
},
{
"Key": "51a680ce-1332-4ac8-910d-b8ef4b6dc142",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect:
1d2 Constitution damage\nCure: 1 save"
},
{
"Key": "a600a037-5fa8-4a7f-b5e7-3838b8d19306",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect:
1d2 Constitution damage\nCure: 2 saves"
},
{
"Key": "3e480364-a2a6-450e-8f26-6a57e17562d2",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect:
1d4 Charisma damage\nCure: 2 saves"
},
{
"Key": "439b40aa-3338-4753-a237-456389e3d409",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect:
1d4 Constitution damage\nCure: 2 saves"
},
{
"Key": "739e661d-e6f0-49ee-96cd-8a48af08a740",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect:
1d4 Dexterity damage\nCure: 2 saves"
},
{
"Key": "d62a0655-4cba-4256-8ce6-0a1f97ca88a8",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect:
1d4 Intelligence damage\nCure: 2 saves"
},
{
"Key": "7b62e561-5933-419c-85d7-720f8738619c",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect:
1d4 Strength damage\nCure: 2 saves"
},
{
"Key": "452923c1-92aa-4017-b4b9-2059abbcceb1",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect:
1d4 Wisdom damage\nCure: 2 saves"
},
{
"Key": "df39505d-a9a4-468b-8a92-e19d41b73bad",
"Value": "Injury; Save: Fortitude DC 13\nFrequency: 1/round for 4
rounds\nEffect: 1 Dexterity damage\nCure: 1 save"
},
{
"Key": "f07cfdc1-25b9-4c85-85f9-cb2acf88b0be",
"Value": "At 9th level, you gain a +1 bonus to natural armor, a +2 racial
bonus on saves against poison, and a +2 bonus on Mobility checks. At 13th level and
17th level, these bonuses increase by +1."
},
{
"Key": "9c460d31-f7b4-479d-aed3-375b1a7c45ec",
"Value": "Snakeskin"
},
{
"Key": "a2dc05a9-01e4-4bf5-b919-0fe14d7fee9f",
"Value": "Hypnotism"
},
{
"Key": "7bfbfc48-291b-4152-96b5-24398c018346",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nHypnotism: Your gestures and droning
incantation fascinate nearby creatures, causing them to stop and stare blankly at
you. Roll 2d4 to see how many total HD of creatures you affect."
},
{
"Key": "a4770b0f-a7af-4316-b71b-056d6a1dccd9",
"Value": "Delay Poison"
},
{
"Key": "d7b48d83-82d3-4505-a6cf-eef5144aaf95",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nDelay Poison: The subject becomes
temporarily immune to poison. Any poison in its system or any poison to which it is
exposed during the spell's duration does not affect the subject until the spell's
duration has expired. Delay poison does not cure any damage that poison may have
already done."
},
{
"Key": "3299a0bb-e98f-4e19-95bd-32e52f7f6724",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nSummon Monster III: This spell summons an
extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs.
Summoned monsters appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "470b70c4-b182-4ed8-be47-01784ee25663",
"Value": "Summon Monster III"
},
{
"Key": "e868acce-760b-4200-9d80-703e73ca6c7a",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nPoison: Calling upon the venomous powers of
natural predators, you infect the subject with a horrible poison by making a
successful melee touch attack. This poison deals 1d3 Constitution damage per round
for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the
damage and end the affliction."
},
{
"Key": "be3363e0-2952-4b21-bc7f-d23d40769464",
"Value": "Poison"
},
{
"Key": "d653bdd5-1358-48f8-b209-21ea8a8f1705",
"Value": "Hold Monster"
},
{
"Key": "8403e9e8-01f3-4079-a4e4-b6934a9f4dd1",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nHold Monster: This spell functions like hold
person, except that it affects any living creature that fails its Will save."
},
{
"Key": "f949dc3d-33b3-4dd4-940c-5d86739b3b3a",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nTransformation: You become a fighting
machine � stronger, tougher, faster, and more skilled in combat. Your mindset
changes so that you relish combat and you can't cast spells, even from magic
items.\nYou gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a
+4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and
proficiency with all simple and martial weapons. Your base attack bonus equals your
character level (which may give you multiple attacks)."
},
{
"Key": "0a36346d-2dcb-43f5-9a45-3d516e070b37",
"Value": "Transformation"
},
{
"Key": "cab6285a-404c-48b4-9484-aa90edc79504",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nSummon Monster VII: This spell summons 1d3
extraplanar axiomites if you are good or neutral and 1d3 extraplanar soul eaters if
you are evil, 1d4+1 extraplanar bralani azatas if you are good or neutral and 1d4+1
extraplanar redcaps if you are evil, or one roc. Summoned monsters appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "fba35126-26f5-4e71-90ec-0e0b1e06f426",
"Value": "Summon Monster VII"
},
{
"Key": "3bc181d4-ed2b-41a2-a1bc-0ad80da00311",
"Value": "Frightful Aspect"
},
{
"Key": "fa21ad32-6d5c-413f-8458-53e637ed67b2",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nFrightful Aspect: You become a larger, awful
version of yourself. You gain the following abilities: a +6 size bonus to Strength,
a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell
resistance equal to 10 + half your caster level. You also emit an aura that
emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a
creature shaken by this aura hits you with a melee attack, that creature becomes
frightened for 1d4 rounds."
},
{
"Key": "926ed010-81ba-485a-be93-9e7ef87802c6",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels."
},
{
"Key": "2e998228-321b-4234-b236-b21914e77b8f",
"Value": "Some undead are susceptible to your mind-affecting spells. Undead
creatures are treated as humanoids for the purposes of determining which spells
affect them."
},
{
"Key": "d4c1c0c1-ae7b-4c96-9115-108971f5a46e",
"Value": "Undead Bloodline Arcana"
},
{
"Key": "f0519888-3304-4cbf-9f43-22e1cb3d7b20",
"Value": "Additional class skill from the undead bloodline."
},
{
"Key": "64200d8f-3b8a-4c6b-b68a-ac516d524edc",
"Value": "At 3rd level, you gain resist cold 5 and DR 5/magic. At 9th level,
your resistance to cold increases to 10 and your DR increases to 10/magic."
},
{
"Key": "0f0487f8-cba2-4205-93c6-8b825b0be906",
"Value": "Death's Gift"
},
{
"Key": "be923cd9-eefa-411e-85fc-060f8b2713c2",
"Value": "At 7th level, and every six levels thereafter, a sorcerer receives
one bonus feat, chosen from a list specific to each bloodline. The sorcerer must
meet the prerequisites for these bonus feats.\nBonus Feats of the Undead Bloodline:
Combat Casting, Great Fortitude, Iron Will, Skill Focus (Lore: Religion), Spell
Focus, Greater Spell Focus, Toughness, Diehard."
},
{
"Key": "bf0f4791-5e52-4b8f-9352-15557cf4bf7a",
"Value": "At 9th level, you can cause a swarm of skeletal arms to burst from
the ground to rip and tear at your foes. The skeletal arms erupt from the ground in
a 20-foot-radius burst.\nAnyone in this area takes 1d6 points of slashing damage
per sorcerer level. Those caught in the area receive a Reflex save for half damage.
Those who fail the save are unable to move for 1 round. The DC of this save is
equal to 10 + 1/2 your sorcerer level + your Charisma modifier.\nAt 9th level, you
can use this ability once per day. At 17th level, you can use this ability twice
per day. At 20th level, you can use this ability three times per day."
},
{
"Key": "25837057-8412-4137-a9bb-bbd4087fa448",
"Value": "Grasp of the Dead"
},
{
"Key": "97b16abd-74b7-43d9-a499-cdbe934f9c25",
"Value": "Grasp of the Dead"
},
{
"Key": "048b434c-af36-4a3b-9f91-89cc38878d12",
"Value": "Starting at 1st level, you can make a melee touch attack as a
standard action that causes a living creature to become shaken for a number of
rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature
with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than
your sorcerer level. You can use this ability a number of times per day equal to 3
+ your Charisma modifier."
},
{
"Key": "a2cd631c-0b60-4ba0-9d62-4e8bffbee7bd",
"Value": "Grave Touch"
},
{
"Key": "7a78ed9a-7a4c-4a41-85e7-a0ba62809493",
"Value": "1 round / 2 sorcerer levels"
},
{
"Key": "1e3a9bc7-ac8e-4854-bbeb-a039efba8f6d",
"Value": "At 15th level, you can become incorporeal for 1 round per sorcerer
level. While in this form, you gain the incorporeal subtype. You take no damage
from non-magic weapons. You also take only half damage from any source not dealing
ghost, holy, divine, or force damage. You can use this ability once per day."
},
{
"Key": "a4877bf5-ba01-4157-87b1-b0ff3196b108",
"Value": "Incorporeal Form"
},
{
"Key": "bff48c18-6608-4712-bc26-e94cbfb00071",
"Value": "Incorporeal Form"
},
{
"Key": "0645f3f5-7a95-466b-930b-123df1f1cd85",
"Value": "You take only half damage from corporeal sources as long as they
are magic (you take no damage from non-magic weapons and objects). Likewise, your
spells deal only half damage to corporeal creatures. Spells and other effects that
do not deal damage function normally."
},
{
"Key": "f1fe2ec1-a0de-4d33-962f-194a0a152541",
"Value": "You take no damage from non-magic weapons, you also take only half
damage from any source not dealing ghost, holy, divine, or force damage."
},
{
"Key": "06a33f14-c0c4-44d5-b457-53b6233b8695",
"Value": "At 20th level, your form begins to rot and undead see you as one of
them. You gain immunity to cold, paralysis, and sleep. You also gain DR 5/�. You
receive a +4 morale bonus on saving throws made against spells and spell-like
abilities cast by undead."
},
{
"Key": "bd24c538-78a9-421c-9012-14176b362611",
"Value": "One of Us"
},
{
"Key": "9b3ca45a-7ff3-48fb-8ffb-083413417aca",
"Value": "The taint of the grave runs through your family. Perhaps one of
your ancestors became a powerful lich or vampire, or maybe you were born dead
before suddenly returning to life. Either way, the forces of death move through you
and touch your every action. You can call upon the foul powers of the afterlife.
Unfortunately, the more you draw upon them, the closer you come to joining
them.\nBonus Feats of the Undead Bloodline: Combat Casting, Great Fortitude, Iron
Will, Skill Focus (Lore: Religion), Spell Focus, Greater Spell Focus, Toughness,
Diehard."
},
{
"Key": "b8925dab-c90e-4567-8c0d-26e6a8ca68a0",
"Value": "Undead Bloodline"
},
{
"Key": "abf8863c-32dc-4ba6-a8db-bcee8224a353",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nCause Fear: The affected creature becomes
frightened. If the subject succeeds at a Will save, it is instead shaken for 1
round. Creatures with 6 or more HD are immune to this effect. Cause fear counters
and dispels remove fear."
},
{
"Key": "4da763e2-fc02-473e-a34d-263268b54dae",
"Value": "Cause Fear"
},
{
"Key": "145f6b39-ef78-47b7-8572-7973a62e67b8",
"Value": "False Life"
},
{
"Key": "b10f5d41-c790-4996-949b-d7de714ce3d9",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nFalse Life: You harness the power of unlife
to grant yourself a limited ability to avoid death. While this spell is in effect,
you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10)."
},
{
"Key": "a4595fa9-7eeb-490b-a236-ff55b8a5b30f",
"Value": "Vampiric Touch"
},
{
"Key": "422f54c1-5c18-42a6-b746-78d388463c7c",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nVampiric Touch: You must succeed on a melee
touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum
10d6). You gain temporary hit points equal to the damage you deal. You can't gain
more than the subject's current hit points + the subject's Constitution score
(which is enough to kill the subject). The temporary hit points disappear 1 hour
later."
},
{
"Key": "dbbefe02-179b-430c-9119-d54a76d48533",
"Value": "Animate Dead"
},
{
"Key": "bf94c6e3-bfe9-455c-9ee0-8c4ea96fad89",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nAnimate Dead: This spell raises 1d4+2
skeletons. Summoned monsters appear where you designate and act according to their
initiative check results. They attack your opponents to the best of their ability."
},
{
"Key": "3d651697-deca-47af-b6c4-c163966a4078",
"Value": "Waves of Fatigue"
},
{
"Key": "31cb58a0-77f4-4d02-b950-14eb08570e2e",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nWaves of Fatigue: Waves of negative energy
render all living creatures in the spell's area fatigued. This spell has no effect
on a creature that is already fatigued."
},
{
"Key": "bad10294-0337-4a81-a6a7-553570a95f48",
"Value": "Undeath to Death"
},
{
"Key": "8989bd83-f616-49fd-8bbd-7692c925a266",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nUndeath to Death: This spell snuffs out the
life force of undead creatures, killing them instantly. The spell slays 1d4 HD
worth of undead creatures per caster level (maximum 20d4). Creatures with the
fewest HD are affected first; among creatures with equal HD, those who are closest
to the burst's point of origin are affected first. No creature of 9 or more HD can
be affected, and HD that are not sufficient to affect a creature are wasted."
},
{
"Key": "ddcb75a1-8ac9-4f11-a67e-761f7d521deb",
"Value": "Finger of Death"
},
{
"Key": "f15c1a2f-ce0c-44de-a18f-69156f6c4527",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nFinger of Death: This spell instantly
delivers 10 points of damage per caster level. If the target's Fortitude saving
throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level."
},
{
"Key": "2d41a82a-ff48-479a-9aa9-33b3e8cf3bea",
"Value": "Horrid Wilting"
},
{
"Key": "bbb00af5-14a0-44df-b52f-056def6779d8",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nHorrid Wilting: This spell evaporates
moisture from the body of each subject living creature, causing flesh to wither and
crack and crumble to dust. This deals 1d6 points of damage per caster level
(maximum 20d6). This spell is especially devastating to water elementals and plant
creatures, which instead take 1d8 points of damage per caster level (maximum
20d8)."
},
{
"Key": "e9669e99-cab1-41cd-a0d8-6b70c37b7329",
"Value": "Energy Drain"
},
{
"Key": "7aab9058-93c6-48a4-a3ff-0a3017460e27",
"Value": "At 3rd level, and every two levels thereafter, a sorcerer learns an
additional spell, derived from her bloodline. These spells are in addition to the
number of spells given at new levels.\nEnergy Drain: You point your finger and fire
a black ray of negative energy that suppresses the life force of any living
creature it strikes. You must make a ranged touch attack to hit. If you hit, the
subject gains 1d4 temporary negative levels. Negative levels stack.\nTwenty-four
hours after gaining them, the subject must make a Fortitude saving throw (DC =
energy drain spell's save DC) for each negative level. If the save succeeds, that
negative level is removed. If it fails, that negative level becomes permanent.\nAn
undead creature struck by the ray gains 10d4 temporary hit points for 1 hour."
},
{
"Key": "3c77e273-90c2-4e27-8540-374a846d5559",
"Value": "A stalwart defender receives a dodge bonus to AC that starts at +1
on the 1st level. It improves to +2 at 4th level, to +3 at 7th level, and reaches
the maximum of +4 at 10th level."
},
{
"Key": "df99a7b0-ecaf-4901-8b8b-ef0a364cbb40",
"Value": "AC Bonus"
},
{
"Key": "31378019-2368-4a27-9f76-228553e72db6",
"Value": "Stalwart defenders are masters of melee combat, striving to prove
that the best offense is a good defense. Stalwart defenders are normally found on
the front lines of battle, holding a position to cover their allies, leaping into
breaches of opposing formations and holding them open for others, and guarding more
vulnerable allies by acting as mobile fortifications, stable points in the ever-
changing chaos of battle."
},
{
"Key": "b7af009c-f502-4144-a989-7759e0acbb2c",
"Value": "Stalwart Defender"
},
{
"Key": "8fbd7b61-2d29-4635-aca5-5c143410080e",
"Value": "At 5th level, a stalwart defender gains DR 1/�. At 7th level, this
DR increases to 3/�, and at 10th level it increases to 5/�."
},
{
"Key": "e3147a3e-a290-40e9-bbe6-c9d4ced7c13a",
"Value": "Damage Reduction"
},
{
"Key": "285673fd-5c6b-4b2a-9598-f8f8a52eac73",
"Value": "While in a defensive stance, a stalwart defender gains a +2 bonus
on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will
saving throws. In addition, she gains a +2 dodge bonus to Armor Class and 2
temporary hit points per Hit Die."
},
{
"Key": "3b9d803d-bfdd-49bd-8f8b-ee23a86a49e4",
"Value": "Defensive Stance"
},
{
"Key": "d45d6c1f-b97e-4a83-97c1-ae465f3fc0d8",
"Value": "Defensive stance"
},
{
"Key": "e87c605c-863a-47da-8d05-5b0b42187194",
"Value": "While in a defensive stance, a stalwart defender gains a +2 bonus
on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will
saving throws. In addition, she gains a +2 dodge bonus to Armor Class and 2
temporary hit points per Hit Die."
},
{
"Key": "4f553e60-f747-4fbe-b5ac-488def5a04cd",
"Value": "Defensive Stance"
},
{
"Key": "bcc47e8d-9063-42e9-8fea-7cc81bb39f26",
"Value": "At 1st level, a stalwart defender can enter a defensive stance, a
position of readiness and trance-like determination. A stalwart defender can
maintain this stance for a number of rounds per day equal to 4 + his Constitution
modifier. At each level after 1st, he can maintain the stance for 2 additional
rounds per day. Temporary increases to Constitution, such as those gained from the
defensive stance and spells like bear's endurance, do not increase the total number
of rounds that the stalwart defender can maintain a defensive stance per day. The
stalwart defender can enter a defensive stance as a free action. The total number
of rounds of defensive stance per day is renewed after resting for 8 hours,
although these hours do not need to be consecutive. While in a defensive stance, a
stalwart defender gains a +2 bonus on melee attack rolls, melee damage rolls,
thrown weapon damage rolls, and Will saving throws. In addition, he gains a +2
dodge bonus to Armor Class and 2 temporary hit points per Hit Die. While in a
defensive stance, a stalwart defender cannot willingly move from his current
position through any means.\nThe stalwart defender can end his defensive stance as
a free action; after ending the stance, he is fatigued for a number of rounds equal
to 2 times the number of rounds spent in the stance. A stalwart defender cannot
enter a new defensive stance while fatigued or exhausted but can otherwise enter a
stance multiple times during a single encounter or combat. If a stalwart defender
falls unconscious, his defensive stance immediately ends, placing him in peril of
death. A defensive stance requires a level of emotional calm, and it may not be
maintained by a character in a rage (such as from the rage class feature or the
rage spell)."
},
{
"Key": "6536a14c-eca9-4453-aa26-172b818c0c52",
"Value": "Defensive Stance"
},
{
"Key": "e5bbfa5f-b227-46b3-a03e-5fb1ddd0ad68",
"Value": "While in a defensive stance, the stalwart defender is immune to the
shaken and frightened conditions. He must be at least 4th level before selecting
this power."
},
{
"Key": "824bf599-c439-4018-b6d2-1626fab2b39b",
"Value": "Fearless Defense"
},
{
"Key": "ae59a8df-1b28-444b-a351-7693bccdc3b0",
"Value": "The stalwart defender's damage reduction from this class increases
by 1/�. This increase is always active while the stalwart defender is in a
defensive stance. He can select this power up to two times. Its effects stack. The
stalwart defender must be at least 6th level before selecting this defensive
power."
},
{
"Key": "9534d82c-6774-4fe8-be3d-20e62bdc0ffb",
"Value": "Increased Damage Reduction"
},
{
"Key": "a53b254e-e8ba-4910-8c40-a2fdb3499bae",
"Value": "The stalwart defender is immune to the sickened and nauseated
conditions."
},
{
"Key": "37116672-bf08-46b8-93f7-33633acbb4c0",
"Value": "Internal Fortitude"
},
{
"Key": "edb39e08-d487-4a6f-b1be-39c9ee5d5d24",
"Value": "Renewed Defense"
},
{
"Key": "24a0ae35-c51e-4233-b5be-fab45da05ce6",
"Value": "As a standard action, the stalwart defender heals 1d8 points of
damage + his Constitution modifier.[LONGSTART] For every two levels the stalwart
defender has attained above 2nd, this healing increases by 1d8, to a maximum of 5d8
at 10th level. This power can be used only once per day and only while in a
defensive stance.[LONGEND]"
},
{
"Key": "80f41b4d-e1b7-441a-aca7-412adbb1b74f",
"Value": "As a standard action, the stalwart defender heals 1d8 points of
damage + his Constitution modifier. For every two levels the stalwart defender has
attained above 2nd, this healing increases by 1d8, to a maximum of 5d8 at 10th
level. This power can be used only once per day and only while in a defensive
stance."
},
{
"Key": "dc8105fe-3e75-40d3-a618-62d9fb6bb7ab",
"Value": "Renewed Defense"
},
{
"Key": "df1e0280-695f-4671-a7cc-348e37182c84",
"Value": "The stalwart defender may enter a defensive stance even if
fatigued. While maintaining a defensive stance after using this ability, he is
immune to the fatigued condition."
},
{
"Key": "2233dc08-4d48-40c6-9e80-ed764f539864",
"Value": "Roused Defense"
},
{
"Key": "bdba0ff6-8d05-41a9-b11c-2017615f2b23",
"Value": "While in a defensive stance, the stalwart defender may make an
extra slam attack per round (even if he doesn't normally have a slam attack). If
used as part of a full attack, the extra attack is made at the stalwart defender's
full base attack bonus �5. The smash deals 1d4 points of damage (if the stalwart
defender is Medium, or 1d3 if he is Small) plus half the character's Strength
modifier."
},
{
"Key": "a5a77077-797b-4661-a3bf-92926c8ce209",
"Value": "Smash"
},
{
"Key": "cfeeba22-3958-4057-915c-8bc459c5352b",
"Value": "As a stalwart defender gains levels, he augments his defensive
stance. Starting at 2nd level, the stalwart defender gains a defensive power. He
gains another defensive power for every two levels of stalwart defender attained
after 2nd level. The stalwart defender gains the benefits of defensive powers only
while in a defensive stance, and some of these powers require him to take an action
first. Unless otherwise noted, he cannot select an individual power more than
once."
},
{
"Key": "7599923a-4b12-4d6d-bb8e-4895ab316493",
"Value": "Defensive Powers"
},
{
"Key": "2b0b4ece-4749-445f-b27f-b669230b405c",
"Value": "An swordlord can add his Dexterity bonus (if any) to damage rolls
made with a dueling sword instead of his Strength bonus. This bonus on damage rolls
applies whether the swordlord is wielding a dueling sword one-handed or two-handed.
An swordlord cannot use this ability if he is wielding a shield or using an off-
hand weapon (including armor spikes, unarmed strikes, or natural weapons)."
},
{
"Key": "8e5f756e-2501-4bd2-ab63-2052ff90b4f2",
"Value": "Deft Strike"
},
{
"Key": "648cfc20-7134-4df0-851c-356f4ebd804f",
"Value": "Abjurations are protective spells. They create physical or magical
barriers, negate magical or physical abilities, harm trespassers, or even banish
the subject of the spell to another plane of existence."
},
{
"Key": "2ea6df7d-30f2-48df-9112-1f4018c112b7",
"Value": "Opposition School � Abjuration"
},
{
"Key": "fd6a6892-8aad-45bb-bc02-4e5b90b1dbc7",
"Value": "Conjurations transport creatures from another plane of existence to
your plane (calling); create objects or effects on the spot (creation); heal
(healing); bring manifestations of objects, creatures, or forms of energy to you
(summoning); or transport creatures or objects over great distances
(teleportation). Creatures you conjure usually � but not always � obey your
commands."
},
{
"Key": "69e188f0-164e-4442-9219-26ead7b165d0",
"Value": "Opposition School � Conjuration"
},
{
"Key": "625f81c6-457d-4198-9047-e053072263f5",
"Value": "Divination spells enable you to learn secrets long forgotten,
predict the future, find hidden things, and foil deceptive spells."
},
{
"Key": "ba8b3275-da1c-4a54-9c91-a7bfff4bd316",
"Value": "Opposition School � Divination"
},
{
"Key": "941813b3-647d-4667-9ba8-21a373555e0e",
"Value": "Enchantment spells affect the minds of others, influencing or
controlling their behavior."
},
{
"Key": "547110da-c8bf-4c2f-aa9b-bde36d155648",
"Value": "Opposition School � Enchantment"
},
{
"Key": "242da851-2a77-438a-8461-c5a0a6482947",
"Value": "Evocation spells manipulate magical energy or tap an unseen source
of power to produce a desired end. In effect, an evocation draws upon magic to
create something out of nothing. Many of these spells produce spectacular effects,
and evocation spells can deal large amounts of damage."
},
{
"Key": "96cc860f-cc6c-45c2-a770-d7397684aa3b",
"Value": "Opposition School � Evocation"
},
{
"Key": "ce51af3b-2b16-48d1-88fd-f4239c663dcd",
"Value": "Illusion spells deceive the senses or minds of others. They cause
people to see things that are not there, not see things that are there, hear
phantom noises, or remember things that never happened."
},
{
"Key": "4ce924f9-d510-45df-aa17-65e6486f6cfe",
"Value": "Opposition School � Illusion"
},
{
"Key": "c17d559c-4cdd-44e3-b46f-7748896db308",
"Value": "A wizard that chooses to specialize in one school of magic must
select two other schools as his opposition schools, representing knowledge
sacrificed in one area of arcane lore to gain mastery in another. A wizard who
prepares spells from his opposition schools must use two spell slots of that level
to prepare the spell."
},
{
"Key": "7cdd77c5-20dc-4642-846d-56f41e2e2435",
"Value": "Opposition School"
},
{
"Key": "4dc2ce79-874b-41ed-a6d1-b4d6cb67a784",
"Value": "A wizard can choose to specialize in one school of magic, gaining
additional spells and powers based on that school. This choice must be made at 1st
level, and once made, it cannot be changed. A wizard that does not select a school
receives the universalist school instead.\nEach arcane school gives the wizard a
number of school powers. In addition, specialist wizards receive an additional
spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can
prepare a spell from his specialty school in that slot. This spell must be in the
wizard's spellbook. A wizard can select a spell modified by a metamagic feat to
prepare in his school slot, but it uses up a higher-level spell slot. Wizards with
the universalist school do not receive a school slot."
},
{
"Key": "c0a8cf69-9975-4116-9176-3cfa20961c4d",
"Value": "Specialist School"
},
{
"Key": "3f340a61-2cbe-4d61-b6d6-59d84057518f",
"Value": "Wizards can cast a number of cantrips, or 0-level spells. These
spells are cast like any other spell, but they are not expended when cast and may
be used again."
},
{
"Key": "a0a00ec2-05fd-4ba4-8c7d-c49163392bcc",
"Value": "Cantrips"
},
{
"Key": "01fd67a3-6145-4d62-af78-df6fee7c7e18",
"Value": "While universalist wizards might study to prepare themselves for
any manner of danger, specialist wizards research schools of magic that make them
exceptionally skilled within a specific focus. Yet no matter their specialty, all
wizards are masters of the impossible and can aid their allies in overcoming any
danger."
},
{
"Key": "7a352f17-99e1-4738-aca0-19fd7763d74c",
"Value": "Wizard"
},
{
"Key": "5267d29b-db6a-4169-8ef8-9d1b5fd03136",
"Value": "At 1st, 5th, 10th, 15th, and 20th level, a wizard gains a bonus
feat. At each such opportunity, he can choose a metamagic feat, spell focus feat,
or any other spellcaster feat. The wizard must still meet all prerequisites for a
bonus feat, including caster level minimums."
},
{
"Key": "916bc240-7653-41db-a9d8-3348dde6ad7e",
"Value": "Wizard Bonus Feat"
},
{
"Key": "6579705b-b33b-46d2-ad08-f2d7b7ec6db5",
"Value": "Wizards are proficient with the club, dagger, heavy crossbow, light
crossbow, and quarterstaff, but not with any type of armor or shield. Armor
interferes with a wizard's movements, which can cause his spells with somatic
components to fail."
},
{
"Key": "60c0c175-def5-43c2-a015-ed2a778c8b56",
"Value": "Wizard Proficiencies"
},
{
"Key": "015cd5b3-b307-44d2-b1af-51d7e6ac3951",
"Value": "Wizard"
},
{
"Key": "b779d799-f398-4adc-b81b-eed1f0c9e564",
"Value": "Resistance � Acid"
},
{
"Key": "a8f5f5bb-ba16-4c26-80b5-cbbb84e8e3c5",
"Value": "Resistance � Cold"
},
{
"Key": "5a5c7d08-12c4-4f61-890a-e7dbff05b9d5",
"Value": "Resistance � Electricity"
},
{
"Key": "9d1cad2c-9769-48ce-b33b-94b12d8b0ff1",
"Value": "You gain resistance 5 to an energy type of your choice, chosen when
you prepare spells. This resistance can be changed each day. At 11th level, this
resistance increases to 10. At 20th level, this resistance changes to immunity to
the chosen energy type."
},
{
"Key": "7e4724d4-579e-4fd1-b4bc-d0016bac9911",
"Value": "Resistance"
},
{
"Key": "07238e96-8920-4524-b40e-9882f1847e5c",
"Value": "Resistance � Fire"
},
{
"Key": "70dcedac-1df5-47fc-8ec6-129d714f14fb",
"Value": "Resistance � Sonic"
},
{
"Key": "b22a275c-0b57-4733-8c92-02bcf302f004",
"Value": "At 6th level, you gain an amount of energy absorption equal to 3
times your wizard level per day. Whenever you take energy damage, apply immunity,
vulnerability (if any), and resistance first and apply the rest to this absorption,
reducing your daily total by that amount. Any damage in excess of your absorption
is applied to you normally."
},
{
"Key": "2988e408-0da6-4337-80e5-c2923ef9efd5",
"Value": "Energy Absorption"
},
{
"Key": "ec82e7b5-0b66-40f1-aeb5-98a6252a7f8c",
"Value": "As a standard action, you can create a 10-foot-radius field of
protective magic centered on you that lasts for a number of rounds equal to your
Intelligence modifier. All allies in this area (including you) receive a +1
deflection bonus to their Armor Class. This bonus increases by +1 for every five
wizard levels you possess. You can use this ability a number of times per day equal
to 3 + your Intelligence modifier."
},
{
"Key": "99c1e37e-09e2-4a7e-9861-9a9fe4db2845",
"Value": "Protective Ward"
},
{
"Key": "47bb91a3-3212-4d45-92bd-47f9d0547434",
"Value": "As a standard action, you can create a 10-foot-radius field of
protective magic centered on you that lasts for a number of rounds equal to your
Intelligence modifier. All allies in this area (including you) receive a +1
deflection bonus to their Armor Class. This bonus increases by +1 for every five
wizard levels you possess. You can use this ability a number of times per day equal
to 3 + your Intelligence modifier."
},
{
"Key": "79085480-01cb-4c83-b7bf-c03f281b089e",
"Value": "Protective Ward"
},
{
"Key": "06b8c240-2ae5-4343-b200-b39a5acd6404",
"Value": "The abjurer uses magic against itself, and masters the art of
defensive and warding magics.\nResistance: You gain resistance 5 to an energy type
of your choice, chosen when you prepare spells. This resistance can be changed each
day. At 11th level, this resistance increases to 10. At 20th level, this resistance
changes to immunity to the chosen energy type.\nProtective Ward: As a standard
action, you can create a 10-foot-radius field of protective magic centered on you
that lasts for a number of rounds equal to your Intelligence modifier. All allies
in this area (including you) receive a +1 deflection bonus to their Armor Class.
This bonus increases by +1 for every five wizard levels you possess. You can use
this ability a number of times per day equal to 3 + your Intelligence
modifier.\nEnergy Absorption: At 6th level, you gain an amount of energy absorption
equal to 3 times your wizard level per day. Whenever you take energy damage, apply
immunity, vulnerability (if any), and resistance first and apply the rest to this
absorption, reducing your daily total by that amount. Any damage in excess of your
absorption is applied to you normally."
},
{
"Key": "11917a99-5a16-4984-901d-26f108cf916b",
"Value": "Specialist School � Abjuration"
},
{
"Key": "12354113-f28b-4999-98ba-6656f44db03c",
"Value": "At 1st level, wizards form a powerful bond with an object or a
creature. This bond can take one of two forms: a familiar or a bonded object. A
familiar is a magical pet that enhances the wizard's skills and senses, while a
bonded object is an item a wizard can use to cast additional spells."
},
{
"Key": "b51d4a14-3555-468e-93ff-3b2b277474e3",
"Value": "Arcane Bond"
},
{
"Key": "8f6285d8-911f-4395-b60a-17e167d0d838",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A cat's master gains a +3 bonus on Stealth checks and a +2 bonus on
Perception checks."
},
{
"Key": "beb53bc4-be84-4b87-bd27-b51bce01a6cd",
"Value": "Cat Familiar"
},
{
"Key": "5ca145e0-d42b-40c2-81b2-5586fa5f01e7",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A centipede's master gains a +3 bonus on Stealth checks."
},
{
"Key": "14c79729-17b0-427e-b0f4-2c6a6f597086",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A centipede's master gains a +2 bonus on Will saves and a +2 bonus on
Perception checks."
},
{
"Key": "8f1241bc-5523-4d9e-8a64-23bc1b760799",
"Value": "Centipede Familiar"
},
{
"Key": "2f6a2885-be8f-4e46-a8bc-e34c1ab7590c",
"Value": "Centipede Familiar"
},
{
"Key": "533da8cc-9b97-4133-b923-ac50355ca1e5",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A chicken's master gains +3 hit points."
},
{
"Key": "9d0741fa-dac1-436e-84be-2d2d8c56ce40",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A chicken's master gains +3 hit points and a +2 bonus on Perception
checks."
},
{
"Key": "64cc8cdb-922c-41aa-843f-7952c9a64d8e",
"Value": "Chicken Familiar"
},
{
"Key": "fb905b37-dc28-4fc6-89b2-6c7a25202b7f",
"Value": "Chicken Familiar"
},
{
"Key": "5e74af6a-e168-4e97-848d-94b3f3c60101",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A dog's master gains a +3 bonus on Lore (Nature) checks and a +2 bonus on
Perception checks."
},
{
"Key": "92b79c72-2661-4d8a-877f-78432598de2a",
"Value": "Dog Familiar"
},
{
"Key": "e0d3f9bd-9443-4129-b1df-d28346b5532e",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A duck's master gains a +3 bonus on Knowledge (World) checks and a +2 bonus
on Perception checks."
},
{
"Key": "af5cfb87-d149-4baa-a8a5-2a7aecb9d128",
"Value": "Duck Familiar"
},
{
"Key": "95259a6c-0479-44e0-9adb-2fabcb2b8c20",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A hare's master gains a +4 bonus on Initiative checks and a +2 bonus on
Perception checks."
},
{
"Key": "3774433c-b30d-4d21-8ce0-ea988b737885",
"Value": "Hare Familiar"
},
{
"Key": "3a095cc5-a26d-45e3-ac21-7c694a34892f",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A jerboa's master gains +3 hit points."
},
{
"Key": "e3cfaf97-5ccb-4a19-803d-9db749fb5fb1",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A jerboa's master gains a +3 bonus on Athletics checks and a +2 bonus on
Perception checks."
},
{
"Key": "d0296f85-d2be-4c08-a9b9-56535129f57b",
"Value": "Jerboa Familiar"
},
{
"Key": "4c6c09c7-5a09-4df8-a57c-f3dee182dce0",
"Value": "Jerboa Familiar"
},
{
"Key": "dd085d09-db50-4c9b-8d1f-45e7c696b1e6",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A lizard's master gains a +1 natural armor bonus to AC and a +2 bonus on
Perception checks."
},
{
"Key": "cde99a57-ee6c-47c9-ab8c-8603171f4554",
"Value": "Lizard Familiar"
},
{
"Key": "8aa65f08-b16a-4619-9618-386fba7add0f",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A monkey's master gains a +3 bonus on Mobility checks and a +2 bonus on
Perception checks."
},
{
"Key": "92792a64-7acd-4ca9-ada5-769c224aaee4",
"Value": "Monkey Familiar"
},
{
"Key": "0b1aded0-8c18-4b1f-9f28-7067a13e8775",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A rabbit's master gains a +2 bonus on Reflex saves and a +2 bonus on
Perception checks."
},
{
"Key": "66bfd75e-8025-4b7f-9243-119c49bc736a",
"Value": "Rabbit Familiar"
},
{
"Key": "9c7cc788-dbe4-4967-9ea8-c9479a49dac6",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A rat's master gains a +2 bonus on Fortitude saves and a +2 bonus on
Perception checks."
},
{
"Key": "5e1ad5ac-34b3-4ec6-a4a9-e00387d140ec",
"Value": "Rat Familiar"
},
{
"Key": "1fa15586-b406-413e-953f-f211e695ccee",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A tarantula's master gains a a +3 bonus on Athletics checks and a +2 bonus
on Perception checks."
},
{
"Key": "9e68d8b5-8abf-4671-9d90-b3c18a6f9b19",
"Value": "Tarantula Familiar"
},
{
"Key": "2e320393-7b0d-4670-89fb-fcb87078e024",
"Value": "A familiar is a magical pet that enhances the wizard's skills and
senses. A viper's master gains a a +3 bonus on Persuasion checks and a +2 bonus on
Perception checks."
},
{
"Key": "225548d7-8a69-4154-9f91-4820b53874b3",
"Value": "Viper Familiar"
},
{
"Key": "c086ea95-fd31-4297-bd58-f2f0f122bf66",
"Value": "A bonded object can be used once per day to restore any one spell
that the wizard had prepared for this day."
},
{
"Key": "c72be2ea-b16d-489e-ba8b-c3f65c3622a9",
"Value": "Arcane Bond � Object"
},
{
"Key": "5af9251c-d32e-47a0-849a-10e4c1adf304",
"Value": "To many wizards, the experimentation of the alchemist seems quaint,
if not dangerous or frightening. A few wizards take up the secrets of the bomb,
however, fusing alchemy with their already considerable magical power."
},
{
"Key": "2dc77ec8-59d6-4bad-9da1-b494dcdb7981",
"Value": "Arcane Bomber"
},
{
"Key": "54af1ffb-95f9-49bf-a42f-fd7276232355",
"Value": "Acid Bomb"
},
{
"Key": "adc565ec-3fc9-4519-adc4-fe718d2c4b69",
"Value": "Cold Bomb"
},
{
"Key": "7f08db41-499f-4e35-8fa9-37e684d4cff5",
"Value": "Arcane Bombs"
},
{
"Key": "b68d590d-df1f-41ee-8981-59cb63951bca",
"Value": "Electrical Bomb"
},
{
"Key": "725dd6c0-7078-4c98-ad87-164e789705b8",
"Value": "On a direct hit, an arcane bomber's bomb inflicts 1d6 points of
damage of the chosen energy type + additional damage equal to the arcane bomber's
Intelligence modifier. The damage of an arcane bomber's bomb increases by 1d6
points at every odd-numbered arcane bomber level. Splash damage from an arcane
bomber's bomb is always equal to the bomb's minimum damage (so if the bomb would
deal 2d6+4 points of damage of the chosen energy type on a direct hit, its splash
damage would be 6 points of the same energy type). Those caught in the splash
damage can attempt a Reflex save for half damage. The DC of this save is equal to
10 + 1/2 the arcane bomber's level + the arcane bomber's Intelligence modifier."
},
{
"Key": "892e5045-37a5-450f-aa4f-53c585507756",
"Value": "Fire Bomb"
},
{
"Key": "9ab57b9f-34de-4927-b910-beae3a12a1cd",
"Value": "At 1st level, the arcane bomber gains an ability nearly identical
to the alchemist's bomb ability. Unlike the alchemist, at 1st level, the arcane
bomber chooses one type of energy from the following list: acid, cold, fire, and
electricity. He can throw bombs of that type, but cannot modify them with
discoveries. An arcane bomber can use a number of bombs each day equal to his class
level + his Intelligence modifier.\nThrown bombs have a range of 30 feet and use
the Throw Splash Weapon special attack. Bombs are considered weapons and can be
selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an
arcane bomber's bomb inflicts 1d6 points of damage of the chosen energy type +
additional damage equal to the arcane bomber's Intelligence modifier. The damage of
an arcane bomber's bomb increases by 1d6 points at every odd-numbered arcane bomber
level. Splash damage from an arcane bomber's bomb is always equal to the bomb's
minimum damage (so if the bomb would deal 2d6+4 points of damage of the chosen
energy type on a direct hit, its splash damage would be 6 points of damage of
chosen energy type). Those caught in the splash damage can attempt a Reflex save
for half damage. The DC of this save is equal to 10 + 1/2 the arcane bomber's level
+ the arcane bomber's Intelligence modifier."
},
{
"Key": "a4f4c6d4-de39-4cd0-aa97-d737b13423e2",
"Value": "Bombs"
},
{
"Key": "8b1fe508-c33b-4da0-8fe9-f1bbd866d703",
"Value": "At 1st level, as a swift action, an arcane bomber can sacrifice one
of his spells to empower the next bomb he throws during his turn. When he does, he
gains a bonus to hit with the next bomb he throws before the end of his turn equal
to the level of the spell he sacrificed, and a bonus to damage equal to twice the
level of the spell."
},
{
"Key": "fb1e2e29-9ff9-4c75-b11f-b224abb2ab15",
"Value": "Spellblast Bombs"
},
{
"Key": "9d7eaa79-c8be-4bea-971c-f3d8ebfcec53",
"Value": "A scroll savant adds half his class level (minimum 1) as a bonus on
Use Magic Device checks. He will always take 10 on Use Magic Device checks to cast
a spell from a scroll if 10 on a roll is enough for a successful skill check."
},
{
"Key": "c7f9d777-8e7f-4a51-951d-1477e300a3c4",
"Value": "Scroll Focus"
},
{
"Key": "85aa23e2-3a63-424c-a114-d2345c357926",
"Value": "Some wizards consider scrolls a natural extension of their magical
abilities."
},
{
"Key": "5837600a-d12e-4c19-902c-c5d37c97f6c8",
"Value": "Scroll Savant"
},
{
"Key": "328870c7-d218-4c61-9478-3aa0d6d14218",
"Value": "At 10th level, a scroll savant can use his own caster level instead
of the item's caster level when using a scroll."
},
{
"Key": "39391075-7368-4829-af1c-9944305e571b",
"Value": "Scroll Mastery"
},
{
"Key": "7625c32a-d558-464c-b84d-b9a02c65c5dc",
"Value": "At 5th level, whenever the scroll savant uses a�scroll, he
calculates the DC for any spell it contains using his�Intelligence�modifier,
instead of the minimum modifier needed to cast a spell of that level."
},
{
"Key": "743d2204-d36a-48b0-a3e8-66ebab09dc4d",
"Value": "Scroll Specialization"
},
{
"Key": "f40ee916-7b58-442f-b0b8-67326ee6b055",
"Value": "Thassilonian specialists who follow the path of Envy focus on
suppressing magic other than their own.\nProhibited Schools: Evocation,
Necromancy."
},
{
"Key": "a65b70de-f36b-44be-93e8-276a0010f7c5",
"Value": "Envy (Abjuration)"
},
{
"Key": "afa3d2f7-f6b2-45f5-872f-5c3ed829cef4",
"Value": "Thassilonian specialists who follow the path of Sloth enlist agents
and minions to perform their tasks, or create what is needed as it is
needed.\nProhibited Schools: Evocation, Illusion."
},
{
"Key": "27459194-f742-43fa-9170-950e7c03b644",
"Value": "Sloth (Conjuration)"
},
{
"Key": "44865b4e-1d3f-40d0-8ea5-e07a077ab73e",
"Value": "Thassilonian specialists who follow the path of Lust gain great
personal satisfaction at manipulating others' minds, emotions, and
wills.\nProhibited Schools: Necromancy, Transmutation."
},
{
"Key": "ae5776d6-1023-4406-811a-0e55a6996db9",
"Value": "Lust (Enchantment)"
},
{
"Key": "146576ef-606b-4efa-8505-44ef43dd4ac1",
"Value": "Thassilonian specialists who follow the path of Wrath focus on
complete mastery of the raw destructive power of magic, and delight in channeling
those destructive forces in awesome displays.\nProhibited Schools: Abjuration,
Conjuration."
},
{
"Key": "334610f9-4789-4073-84b1-7641cceaee1a",
"Value": "Wrath (Evocation)"
},
{
"Key": "5d59026e-2d22-4c91-9da3-fb910646b9c2",
"Value": "Thassilonian specialists who follow the path of Pride seek to
perfect their own appearance and domain through trickery and illusions.\nProhibited
Schools: Conjuration, Transmutation."
},
{
"Key": "818ef7c4-eb96-41ef-9cac-19adda1afbd6",
"Value": "Pride (Illusion)"
},
{
"Key": "62e949ba-a77e-4049-abc1-c5035ed74ead",
"Value": "Thassilonian specialists who follow the path of Gluttony seek to
manipulate their bodies in their unending hunger for life.\nProhibited Schools:
Abjuration, Enchantment."
},
{
"Key": "993ba7f8-257d-4b95-83f0-b8965f2de685",
"Value": "Gluttony (Necromancy)"
},
{
"Key": "3cc9661e-78fe-4376-b9c6-6234ec32e9a4",
"Value": "Benefits: A Thassilonian specialist wizard receives two additional
spell slots of each spell level he can cast. These bonus spell slots must both be
used to prepare the same spell from the wizard's school of specialization, allowing
the wizard to cast that spell twice. The wizard cannot use these slots to prepare
two different spells, even if they are of the school he is specialized
in.\nRestrictions: A Thassilonian specialist does not get to customize his choice
for opposition schools � that choice is selected for him when he chooses his
specialization. These restrictions are more significant than those most wizards
follow, and are known as prohibited schools. A Thassilonian wizard can never
prepare a spell that is in one of his prohibited schools � he treats these spells
as if they were not on the wizard spell list. If using a spell trigger or spell
completion item to cast a spell from one of his prohibited schools, he must use the
Use Magic Device skill to do so."
},
{
"Key": "9f76823f-a612-4fa6-a991-2941ae034f43",
"Value": "Thassilonian Specialist"
},
{
"Key": "01fee1af-28eb-4148-a9d0-bf5378ee5b63",
"Value": "While the concept of wizard specializations along the classically
recognized schools of magic certainly dates back to the time of Azlant, and perhaps
beyond into the dim recesses of time before humanity rose to prominence, it was the
runelords of Thassilon who explored school specialization to its full
extreme.\nFocusing their research on the discovery that each school of magic was
opposed by two specific opposition schools, the runelords developed methods of
further enhancing their mastery over their chosen arcane specialties. Essentially,
they defined these seven schools as much by what they couldn't do as by what they
could. By excising \"impurities\" introduced by fixed oppositional schools, they
traded arcane versatility for greater strength in their chosen fields."
},
{
"Key": "56fd6c8b-0b6b-4bea-a7df-21bc373e5f00",
"Value": "Thassilonian specialists who follow the path of Greed delight in
transforming things into other things, as well as enhancing themselves.\nProhibited
Schools: Enchantment, Illusion."
},
{
"Key": "d59b723e-d914-4d35-8969-85143996b0af",
"Value": "Greed (Transmutation)"
},
{
"Key": "3070a24b-c675-4061-8fce-9edf2934dd54",
"Value": "As a standard action, you can unleash an acid dart targeting any
foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid
damage + 1 for every two wizard levels you possess. You can use this ability a
number of times per day equal to 3 + your Intelligence modifier. This attack
ignores spell resistance."
},
{
"Key": "47b88183-d5b3-4730-b274-758e02a083fc",
"Value": "Acid Dart"
},
{
"Key": "bb7bf9eb-540f-4789-aaeb-40fb74e40e77",
"Value": "At 8th level, you can use this ability to teleport up to 30 feet as
a move action. You can use this ability a total number of times per day equal to
your wizard level."
},
{
"Key": "d29c109e-79e9-4663-9927-ed612a392a38",
"Value": "Dimensional Steps"
},
{
"Key": "9a461227-cf9f-4676-bbee-606b5dcb498a",
"Value": "Dimensional Steps: At 8th level, you can use this ability to
teleport up to 30 feet per wizard level per day as a standard action. This
teleportation must be used in 5-foot increments and such movement does not provoke
an attack of opportunity. You can bring other willing creatures with you, but you
must expend an equal amount of distance for each additional creature brought with
you."
},
{
"Key": "8bd4b841-fcd7-4f8b-a423-5e6837022a99",
"Value": "Dimensional Steps"
},
{
"Key": "012ac9f8-3389-47d7-9ecc-6b0b092ff0f2",
"Value": "The conjurer focuses on the study of summoning monsters and magic
alike to bend to his will.\nSummoner's Charm: Whenever you cast a conjuration
(summoning) spell, increase the duration by a number of rounds equal to 1/2 your
wizard level (minimum 1). This increase is not doubled by Extend Spell.\nAcid Dart:
As a standard action, you can unleash an acid dart targeting any foe within 30 feet
as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for
every two wizard levels you possess. You can use this ability a number of times per
day equal to 3 + your Intelligence modifier. This attack ignores spell
resistance.\nDimensional Steps: At 8th level, you can use this ability to teleport
up to 30 feet as a move action. You can use this ability a total number of times
per day equal to your wizard level."
},
{
"Key": "c7aa5a58-47ca-493f-bc67-09fa784c536f",
"Value": "Specialist School � Conjuration"
},
{
"Key": "0629d716-2415-4bea-ad92-2f2977454330",
"Value": "When you activate this school power, you can touch any creature as
a standard action to give it an insight bonus on all of its attack rolls, skill
checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum
+1) for 1 round. You can use this ability a number of times per day equal to 3 +
your Intelligence modifier."
},
{
"Key": "3ca6cc10-054a-4cc5-b81b-dbbb99f708f6",
"Value": "Diviner's Fortune"
},
{
"Key": "f4c7b4e4-4bc6-494d-8b40-65989c16762b",
"Value": "When you activate this school power, you can touch any creature as
a standard action to give it an insight bonus on all of its attack rolls, skill
checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum
+1) for 1 round. You can use this ability a number of times per day equal to 3 +
your Intelligence modifier."
},
{
"Key": "a67217c9-88a7-4274-b09e-e5142d7ef7e8",
"Value": "Diviner's Fortune"
},
{
"Key": "16aeb952-d292-4bf6-9293-b4f40892df28",
"Value": "Diviner's Fortune"
},
{
"Key": "3a1d7977-38aa-4ca6-aa3d-6f1ae62efb95",
"Value": "Forewarned: You receive a bonus on initiative checks equal to 1/2
your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume
the roll resulted in a natural 20.\nDiviner's Fortune: When you activate this
school power, you can touch any creature as a standard action to give it an insight
bonus on all of its attack rolls, skill checks, ability checks, and saving throws
equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a
number of times per day equal to 3 + your Intelligence modifier."
},
{
"Key": "326fb785-24e1-4275-9e9a-2368cd766176",
"Value": "Forewarned and Diviner's Fortune"
},
{
"Key": "c3541499-d5a4-48bb-b1be-f61ee81ab7ac",
"Value": "Foretell � Aid"
},
{
"Key": "f47e6a53-72fc-4a96-a8b4-89ae973afc1d",
"Value": "Foretell � Aid"
},
{
"Key": "346b0218-be7b-4bde-be89-f1607aba8982",
"Value": "At 8th level, you can utter a prediction of the immediate future.
While your foretelling is in effect, you emit a 30-foot aura of fortune that aids
your allies. You and your allies gain a +2 luck bonus on ability checks, attack
rolls, caster level checks, saving throws, and skill checks. You can use this
ability for a number of rounds per day equal to your wizard level. These rounds do
not need to be consecutive."
},
{
"Key": "4ba8ff60-3a8e-4def-bb0d-39f677b86982",
"Value": "Foretell � Aid"
},
{
"Key": "45535f40-5556-409c-bbda-b7444e890e5c",
"Value": "Foretell � Hinder"
},
{
"Key": "dcb1f7ed-8e9d-4587-b0e6-7b350d4c8a08",
"Value": "Foretell � Hinder"
},
{
"Key": "8ac3a43c-5d19-4861-8c12-640284d62458",
"Value": "At 8th level, you can utter a prediction of the immediate future.
While your foretelling is in effect, you emit a 30-foot aura of fortune that
hinders your enemies. Your enemies take a �2 penalty on ability checks, attack
rolls, caster level checks, saving throws, and skill checks. You can use this
ability for a number of rounds per day equal to your wizard level. These rounds do
not need to be consecutive."
},
{
"Key": "3c3a2587-eeeb-4116-b80c-470a6e384a95",
"Value": "Foretell � Hinder"
},
{
"Key": "06a542dc-9b1a-4827-970f-dd3c15f6cd53",
"Value": "At 20th level, anytime you roll initiative, assume the roll
resulted in a natural 20."
},
{
"Key": "c903c9b8-9657-49fe-a204-e68842161ca2",
"Value": "Forewarned � Initiative Rolls"
},
{
"Key": "67ebfac6-0308-4c35-a3c9-78ca791ac38a",
"Value": "At 8th level, you can utter a prediction of the immediate future.
While your foretelling is in effect, you emit a 30-foot aura of fortune that aids
your allies or hinders your enemies, as chosen by you at the time of prediction. If
you choose to aid, you and your allies gain a +2 luck bonus on ability checks,
attack rolls, caster level checks, saving throws, and skill checks. If you choose
to hinder, your enemies take a �2 penalty on those rolls instead. You can use this
ability for a number of rounds per day equal to your wizard level. These rounds do
not need to be consecutive."
},
{
"Key": "766aead9-67dc-4b0f-87ee-bc38acd45b83",
"Value": "Foretell"
},
{
"Key": "1f551882-ea00-43d0-939f-21919f22acc2",
"Value": "Diviners are masters of remote viewing, prophecies, and using magic
to explore the world.\nForewarned: You receive a bonus on initiative checks equal
to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative,
assume the roll resulted in a natural 20.\nDiviner's Fortune: When you activate
this school power, you can touch any creature as a standard action to give it an
insight bonus on all of its attack rolls, skill checks, ability checks, and saving
throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this
ability a number of times per day equal to 3 + your Intelligence
modifier.\nForetell: At 8th level, you can utter a prediction of the immediate
future. While your foretelling is in effect, you emit a 30-foot aura of fortune
that aids your allies or hinders your enemies, as chosen by you at the time of
prediction. If you choose to aid, you and your allies gain a +2 luck bonus on
ability checks, attack rolls, caster level checks, saving throws, and skill checks.
If you choose to hinder, your enemies take a �2 penalty on those rolls instead. You
can use this ability for a number of rounds per day equal to your wizard level.
These rounds do not need to be consecutive."
},
{
"Key": "be90f331-3629-43f6-91ec-57008582fec0",
"Value": "Specialist School � Divination"
},
{
"Key": "b9c8c6d1-9acd-45dc-a082-42bed0269ad0",
"Value": "You can cause a living creature to become dazed for 1 round as a
melee touch attack. Creatures with more Hit Dice than your wizard level are
unaffected. You can use this ability a number of times per day equal to 3 + your
Intelligence modifier."
},
{
"Key": "16e65c77-23d9-4c91-b7f0-bb58a16c4e9c",
"Value": "Dazing Touch"
},
{
"Key": "4871b0e6-6fee-4b47-848a-7084d8988b5e",
"Value": "You can cause a living creature to become dazed for 1 round as a
melee touch attack. Creatures with more Hit Dice than your wizard level are
unaffected. You can use this ability a number of times per day equal to 3 + your
Intelligence modifier."
},
{
"Key": "91d5bfc8-8e28-4e4b-afa4-9072e6f6c0dc",
"Value": "Dazing Touch"
},
{
"Key": "10843b11-0239-4d26-908b-97e0fbf9eba8",
"Value": "Enchanting Smile: You gain a +2 enhancement bonus on Persuasion
checks and saving throws against enchantment spells. This bonus increases by +1 for
every five wizard levels you possess, up to a maximum of +6 at 20th level.\nDazing
Touch: You can cause a living creature to become dazed for 1 round as a melee touch
attack. Creatures with more Hit Dice than your wizard level are unaffected. You can
use this ability a number of times per day equal to 3 + your Intelligence
modifier."
},
{
"Key": "a5675e6e-2d27-4279-8dc8-df9ef164def7",
"Value": "Enchanting Smile and Dazing Touch"
},
{
"Key": "6b9d5a00-8281-4244-83ea-a2d265b8a2cf",
"Value": "Aura of Despair"
},
{
"Key": "43f8eee2-6038-4308-a26f-7f4d1200f05d",
"Value": "Aura of Despair"
},
{
"Key": "5ad13435-8e4a-47a8-bbbd-7d90d074121f",
"Value": "At 8th level, you can emit a 30-foot aura of despair for a number
of rounds per day equal to your wizard level. Enemies within this aura take a �2
penalty on ability checks, attack rolls, damage rolls, saving throws, and skill
checks. These rounds do not need to be consecutive. This is a mind-affecting
effect."
},
{
"Key": "89bfa4e2-9aab-411c-b3ca-7579f2a4c644",
"Value": "Aura of Despair"
},
{
"Key": "b01db60c-7ea6-4e4e-aa91-574f61b1b25b",
"Value": "At 8th level, you can emit a 30-foot aura of despair for a number
of rounds per day equal to your wizard level. Enemies within this aura take a �2
penalty on ability checks, attack rolls, damage rolls, saving throws, and skill
checks. These rounds do not need to be consecutive. This is a mind-affecting
effect."
},
{
"Key": "e30f34ee-219f-4142-ba44-1097d196b3d3",
"Value": "Aura of Despair"
},
{
"Key": "234d087a-38d2-443b-aca3-ec235d6989c5",
"Value": "The enchanter uses magic to control and manipulate the minds of his
victims.\nEnchanting Smile: You gain a +2 enhancement bonus on Persuasion checks
and saving throws against enchantment spells. This bonus increases by +1 for every
five wizard levels you possess, up to a maximum of +6 at 20th level.\nDazing Touch:
You can cause a living creature to become dazed for 1 round as a melee touch
attack. Creatures with more Hit Dice than your wizard level are unaffected. You can
use this ability a number of times per day equal to 3 + your Intelligence
modifier.\nAura of Despair: At 8th level, you can emit a 30-foot aura of despair
for a number of rounds per day equal to your wizard level. Enemies within this aura
take a �2 penalty on ability checks, attack rolls, damage rolls, saving throws, and
skill checks. These rounds do not need to be consecutive. This is a mind-affecting
effect."
},
{
"Key": "28653fb1-221e-49b7-b154-3223338e7695",
"Value": "Specialist School � Enchantment"
},
{
"Key": "0566fea5-ce3e-43d8-9f00-120af8d58548",
"Value": "Elemental Wall"
},
{
"Key": "9cf098bc-7390-4820-bdfc-453b36b904e4",
"Value": "Elemental Wall � Acid"
},
{
"Key": "dfdcc6d3-63d9-4951-81ef-58af8e1699c3",
"Value": "Elemental Wall � Cold"
},
{
"Key": "b9992366-91ba-4722-b001-c2b8cef8b8f8",
"Value": "Elemental Wall � Electricity"
},
{
"Key": "23e43512-daf7-4920-a221-2d98ca8544ff",
"Value": "At 8th level, once per day you can create a wall of energy. You can
choose fire, cold, acid, or electricity damage.\nAn immobile, blazing curtain of
the chosen energy springs into existence. The wall deals damage of the chosen
energy type when it appears, and to all creatures in the area on your turn each
round. The wall also deals 2d6 points of damage of the chosen energy type + 1 point
of that type per caster level (maximum +20) to any creature passing through it. The
wall deals double damage to undead creatures.\nAt 12th level and every 4 levels
thereafter, you can use this ability one additional time per day, to a maximun of 4
times at level 20."
},
{
"Key": "84dab8db-6455-4a86-9602-8ecbe8b95a07",
"Value": "Elemental Wall"
},
{
"Key": "b8df5236-df28-46ac-b804-d5058517ba61",
"Value": "Elemental Wall � Fire"
},
{
"Key": "3d38060b-07c1-4bd0-9e10-5c5c7f2da6ca",
"Value": "As a standard action, you can unleash a force missile that
automatically strikes a foe, as magic missile. The force missile deals 1d4 points
of damage plus the damage from your intense spells evocation power.[LONGSTART] This
is a force effect. You can use this ability a number of times per day equal to 3 +
your Intelligence modifier.[LONGEND]"
},
{
"Key": "430ec128-e829-477d-b758-d94797dff040",
"Value": "Force Missile"
},
{
"Key": "d313ea1c-69c9-414d-b850-2a18b0a880b8",
"Value": "At 20th level, whenever you cast an evocation spell, you can roll
twice to penetrate a creature's spell resistance and take the better result."
},
{
"Key": "be523dc3-8201-4fa1-a08d-43aa7fbea8a5",
"Value": "Intense Spells � Spell Penetration"
},
{
"Key": "2500c3ed-4733-4d01-b43a-0dedaa54f257",
"Value": "Evokers revel in the raw power of magic, and can use it to create
and destroy with shocking ease.\nIntense Spells: Whenever you cast an evocation
spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum
+1). This bonus only applies once to a spell, not once per missile or ray, and
cannot be split between multiple missiles or rays. This damage is of the same type
as the spell. At 20th level, whenever you cast an evocation spell, you can roll
twice to penetrate a creature's spell resistance and take the better result.\nForce
Missile: As a standard action, you can unleash a force missile that automatically
strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus
the damage from your intense spells evocation power. This is a force effect. You
can use this ability a number of times per day equal to 3 + your Intelligence
modifier.\nElemental Wall: At 8th level, one per day you can create a wall of
energy. You can choose fire, cold, acid or electricity damage. The elemental wall
otherwise functions like wall of fire. At 12th level and every 4 levels thereafter,
you can use this ability one additional time per day, to a maximum of 4 times at
level 20."
},
{
"Key": "f33edb3e-7325-42f7-92c9-8ed724b0ee4a",
"Value": "Specialist School � Evocation"
},
{
"Key": "525d1d38-745e-4e55-8269-7ca5ce0e3fa3",
"Value": "As a standard action, you can fire a shimmering ray at any foe
within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for
1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1
round/level instead. You can use this ability a number of times per day equal to 3
+ your Intelligence modifier."
},
{
"Key": "88d309fc-3958-405c-8853-6cc0f1bdd69c",
"Value": "Blinding Ray"
},
{
"Key": "f2282210-2a73-41bf-8798-2202148ae772",
"Value": "At 8th level, you can make yourself invisible as a swift action for
a number of rounds per day equal to your wizard level. These rounds do not need to
be consecutive. This otherwise functions as greater invisibility."
},
{
"Key": "0e397179-640e-4130-b3fb-eaf83a6908d2",
"Value": "Invisibility Field"
},
{
"Key": "b5f3ba0a-7cc8-4322-ab0c-583c0b490931",
"Value": "Illusionists use magic to weave confounding images, figments, and
phantoms to baffle and vex their foes.\nBlinding Ray : As a standard action, you
can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The
ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than
your wizard level are dazzled for 1 round instead. You can use this ability a
number of times per day equal to 3 + your Intelligence modifier.\nInvisibility
Field : At 8th level, you can make yourself Invisible as a swift action for a
number of rounds per day equal to your wizard level. These rounds do not need to be
consecutive. This otherwise functions as greater invisibility."
},
{
"Key": "103072ab-e665-4f75-a5e1-0c8bae7b2498",
"Value": "Specialist School � Illusion"
},
{
"Key": "0e69b9ec-77d9-4a05-bd73-b0aada9b8695",
"Value": "1 round/2 wizard levels"
},
{
"Key": "176bd3e3-6bbf-4c62-9a96-7d1ce8c954ff",
"Value": "As a standard action, you can make a melee touch attack that causes
a living creature to become shaken for a number of rounds equal to 1/2 your wizard
level (minimum 1). If you touch a shaken creature with this ability, it becomes
frightened for 1 round if it has fewer Hit Dice than your wizard level.[LONGSTART]
You can use this ability a number of times per day equal to 3 + your Intelligence
modifier.[LONGEND]"
},
{
"Key": "35a58a6b-9048-42ee-80d8-369920392d22",
"Value": "Grave Touch"
},
{
"Key": "f8f33ab6-adeb-48cd-b048-a248db444dd2",
"Value": "The dread and feared necromancer commands undead and uses the foul
power of unlife against his enemies.\nPower over Undead: You receive Turn Undead as
a bonus feat. You can channel energy a number of times per day equal to 3 + your
Intelligence modifier, but only to use this feat. The DC to save against these
feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th
level, undead cannot add their channel resistance to the save against this
ability.\nGrave Touch: As a standard action, you can make a melee touch attack that
causes a living creature to become shaken for a number of rounds equal to 1/2 your
wizard level (minimum 1). If you touch a shaken creature with this ability, it
becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You
can use this ability a number of times per day equal to 3 + your Intelligence
modifier.\nLife Sight: At 8th level, you gain blindsight to a range of 10 feet for
a number of rounds per day equal to your wizard level. This ability only allows you
to detect living creatures and undead creatures. This sight also tells you whether
a creature is living or undead. Constructs and other creatures that are neither
living nor undead cannot be seen with this ability. The range of this ability
increases by 10 feet at 12th level, and by an additional 10 feet for every four
levels beyond 12th. These rounds do not need to be consecutive."
},
{
"Key": "f04f6af8-0b01-44d0-b4dc-27175edb4ae8",
"Value": "Specialist School � Necromancy"
},
{
"Key": "b97adcad-b3f5-403d-903b-50968d4da9e5",
"Value": "At 8th level, you gain blindsight to a range of 10 feet for a
number of rounds per day equal to your wizard level. This ability only allows you
to detect living creatures and undead creatures. This sight also tells you whether
a creature is living or undead. Constructs and other creatures that are neither
living nor undead cannot be seen with this ability. The range of this ability
increases by 10 feet at 12th level, and by an additional 10 feet for every four
levels beyond 12th. These rounds do not need to be consecutive."
},
{
"Key": "8d44353d-a818-440a-8359-b51569a9eb87",
"Value": "Life Sight"
},
{
"Key": "1492fef9-0893-4ccd-a186-d6a9b50022ab",
"Value": "Necromancy spells manipulate the power of death, unlife, and the
life force. Spells involving undead creatures make up a large part of this school."
},
{
"Key": "cb61141e-71fa-4d70-be12-99ef6d82e7de",
"Value": "Opposition School � Necromancy"
},
{
"Key": "8f93085a-e7de-49d0-8a3f-5f29b009a3b3",
"Value": "The dread and feared necromancer commands undead and uses the foul
power of unlife against his enemies.\nPower over Undead: You receive Turn Undead as
a bonus feat. You can channel energy a number of times per day equal to 3 + your
Intelligence modifier, but only to use this feat. The DC to save against these
feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th
level, undead cannot add their channel resistance to the save against this
ability.\nGrave Touch: As a standard action, you can make a melee touch attack that
causes a living creature to become shaken for a number of rounds equal to 1/2 your
wizard level (minimum 1). If you touch a shaken creature with this ability, it
becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You
can use this ability a number of times per day equal to 3 + your Intelligence
modifier.\nLife Sight: At 8th level, you gain blindsight to a range of 10 feet for
a number of rounds per day equal to your wizard level. This ability only allows you
to detect living creatures and undead creatures. This sight also tells you whether
a creature is living or undead. Constructs and other creatures that are neither
living nor undead cannot be seen with this ability. The range of this ability
increases by 10 feet at 12th level, and by an additional 10 feet for every four
levels beyond 12th. These rounds do not need to be consecutive."
},
{
"Key": "6f6955c1-62f2-492f-bd1b-952d7f8e416d",
"Value": "Specialist School � Necromancy"
},
{
"Key": "543b0378-3213-4057-bdcb-ff825040da4d",
"Value": "You can, as a standard action, use one of your uses of channel
positive energy to cause all undead within 30 feet of you to flee, as if
frightened. Undead receive a Will save to negate the effect. The DC for this Will
save is equal to 10 + 1/2 your wizard level + your Charisma modifier. Undead that
fail their save flee for 1 minute.[LONGSTART] Undead receive a new saving throw
each round to end the effect. If you use channel energy in this way, it has no
other effect (it does not heal or harm nearby creatures).[LONGEND]"
},
{
"Key": "fd29fe0c-5f63-46e9-8f85-1071ece128df",
"Value": "Turn Undead (Necromancy)"
},
{
"Key": "4d7ef41f-98de-4996-ac22-a542de43fdf8",
"Value": "Transmutation spells change the properties of some creature, thing,
or condition."
},
{
"Key": "63f03e92-d030-4c1f-9593-4aa365072a52",
"Value": "Opposition School � Transmutation"
},
{
"Key": "7dd9d3fb-3717-4325-b5ff-566c6cbbd73d",
"Value": "Transmuters use magic to change the world around them.\nPhysical
Enhancement: You gain a +1 enhancement bonus to one physical ability score
(Strength, Dexterity, or Constitution). This bonus increases by +1 for every five
wizard levels you possess to a maximum of +5 at 20th level. At 20th level, this
bonus applies to two physical ability scores of your choice.\nTelekinetic Fist: As
a standard action, you can strike with a telekinetic fist, targeting any foe within
30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of
bludgeoning damage + 1 for every two wizard levels you possess. You can use this
ability a number of times per day equal to 3 + your Intelligence modifier.\nChange
Shape: At 8th level, you can change your shape for a number of rounds per day equal
to your wizard level. These rounds do not need to be consecutive. This ability
otherwise functions like beast shape II or elemental body I. At 12th level, this
ability functions like beast shape III or elemental body II."
},
{
"Key": "079ef4d1-2034-40cc-acf2-8e919697311b",
"Value": "Specialist School � Transmutation"
},
{
"Key": "e08a13f6-d7a4-4667-8664-3f5de400ed4c",
"Value": "Transmuters use magic to change the world around them.\nPhysical
Enhancement: You gain a +1 enhancement bonus to one physical ability score
(Strength, Dexterity, or Constitution). This bonus increases by +1 for every five
wizard levels you possess to a maximum of +5 at 20th level. You can change this
bonus to a new ability score when you prepare spells. At 20th level, this bonus
applies to two physical ability scores of your choice.\nTelekinetic Fist: As a
standard action, you can strike with a telekinetic fist, targeting any foe within
30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of
bludgeoning damage + 1 for every two wizard levels you possess. You can use this
ability a number of times per day equal to 3 + your Intelligence modifier.\nChange
Shape: At 8th level, you can change your shape for a number of rounds per day equal
to your wizard level. These rounds do not need to be consecutive. This ability
otherwise functions like beast shape II or elemental body I. At 12th level, this
ability functions like beast shape III or elemental body II."
},
{
"Key": "91cd7bbf-4e4f-4b99-b391-79d5201f0ab5",
"Value": "Specialist School � Transmutation"
},
{
"Key": "1e224ab5-0908-4dca-8132-c31acf262049",
"Value": "As a standard action, you can strike with a telekinetic fist,
targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist
deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess.
[LONGSTART] You can use this ability a number of times per day equal to 3 + your
Intelligence modifier.[LONGEND]"
},
{
"Key": "d4b5e4fb-5426-412d-8425-9d1e9e2d2f8f",
"Value": "Telekinetic Fist"
},
{
"Key": "ee3d177a-04e4-4556-813f-04a744529739",
"Value": "You gain a +1 enhancement bonus to one physical ability score
(Strength, Dexterity, or Constitution). This bonus increases by +1 for every five
wizard levels you possess to a maximum of +5 at 20th level. You can change this
bonus to a new ability score once per day. At 20th level, this bonus applies to two
physical ability scores of your choice."
},
{
"Key": "4145afc4-bca9-4ae6-a13d-c6e7779c99f8",
"Value": "Ultimate Physical Enhancement"
},
{
"Key": "fa05546b-f1f9-4aac-8296-1d1d6c15c4ea",
"Value": "Physical Enhancement: You gain a +1 enhancement bonus to one
physical ability score (Strength, Dexterity, or Constitution). This bonus increases
by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. At
20th level, this bonus applies to two physical ability scores of your choice."
},
{
"Key": "6b4482dd-74df-4953-b411-27d7e3844919",
"Value": "Transmuters use magic to change the world around them.\nPhysical
Enhancement: You gain a +1 enhancement bonus to one physical ability score
(Strength, Dexterity, or Constitution). This bonus increases by +1 for every five
wizard levels you possess to a maximum of +5 at 20th level. You can change this
bonus to a new ability score when you prepare spells. At 20th level, this bonus
applies to two physical ability scores of your choice.\nTelekinetic Fist: As a
standard action, you can strike with a telekinetic fist, targeting any foe within
30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of
bludgeoning damage + 1 for every two wizard levels you possess. You can use this
ability a number of times per day equal to 3 + your Intelligence modifier.\nChange
Shape: At 8th level, you can change your shape for a number of rounds per day equal
to your wizard level. These rounds do not need to be consecutive. This ability
otherwise functions like beast shape II or elemental body I. At 12th level, this
ability functions like beast shape III or elemental body II."
},
{
"Key": "8ac05003-e6a4-4883-96c3-c7bb5235c46e",
"Value": "Physical Enhancement"
},
{
"Key": "e5a116dc-7e40-4b6c-8b25-7d9c1c9e2c9b",
"Value": "Change Shape (Bear)"
},
{
"Key": "512670a1-3208-4670-9b0c-18f5fc8f0930",
"Value": "Change Shape (Small Air Elemental)"
},
{
"Key": "a3cbef89-f135-480f-b678-6bb42403160d",
"Value": "Change Shape (Medium Air Elemental)"
},
{
"Key": "23ddbe67-8d87-48c6-b88f-61c7ac42d54a",
"Value": "Change Shape (Small Earth Elemental)"
},
{
"Key": "b1bccc84-b545-4b37-bc1d-6e4756acff37",
"Value": "Change Shape (Medium Earth Elemental)"
},
{
"Key": "eb80cfc1-faa5-497e-bdaa-32115e3691ee",
"Value": "Change Shape (Small Fire Elemental)"
},
{
"Key": "0efa4e0e-fff4-459f-b836-a2621e22c3dd",
"Value": "Change Shape (Medium Fire Elemental)"
},
{
"Key": "eee9b6f6-1826-45b9-8dbb-7b9fffb28a16",
"Value": "Change Shape (Small Water Elemental)"
},
{
"Key": "1b8f688f-366f-4294-8398-14c970207a78",
"Value": "Change Shape (Medium Water Elemental)"
},
{
"Key": "67de996c-697e-4322-ada6-ee4b8572cf5c",
"Value": "Change Shape (Leopard)"
},
{
"Key": "9c3b8d3a-ad8f-45eb-a2b1-7c0b9f8114a3",
"Value": "You gain a +1 enhancement bonus to Constitution. This bonus
increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th
level. At 20th level, this bonus applies to two physical ability scores of your
choice."
},
{
"Key": "47753b62-83da-44fa-b35a-c4efcddc62ea",
"Value": "Physical Enhancement � Constitution"
},
{
"Key": "a7c06468-2af1-4bec-bdbb-057c44340ddd",
"Value": "Physical Enhancement � Constitution"
},
{
"Key": "f529895f-78f7-48b2-94b4-b49ae7083b29",
"Value": "You gain a +1 enhancement bonus to Dexterity. This bonus increases
by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. At
20th level, this bonus applies to two physical ability scores of your choice."
},
{
"Key": "c7e75c51-314f-4e18-942f-7839c8646425",
"Value": "Physical Enhancement � Dexterity"
},
{
"Key": "d24cae18-6feb-4140-85e1-5d4872c6f09b",
"Value": "Physical Enhancement � Dexterity"
},
{
"Key": "ded325a2-f8f1-4450-8811-faec0ea04f23",
"Value": "You gain a +1 enhancement bonus to Strength. This bonus increases
by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. At
20th level, this bonus applies to two physical ability scores of your choice."
},
{
"Key": "d2c7428c-a5a1-4b9d-a782-8fd526366211",
"Value": "Physical Enhancement � Strength"
},
{
"Key": "e6effc32-bf96-4733-a7f5-dbed4339354d",
"Value": "Physical Enhancement � Strength"
},
{
"Key": "e72b35fc-6309-44dd-bae2-de1615217df9",
"Value": "Wizards who do not specialize (known as as universalists) have the
most diversity of all arcane spellcasters.\nHand of the Apprentice: You cause your
melee weapon to fly from your grasp and strike a foe before instantly returning to
you. As a standard action, you can make a single attack using a melee weapon at a
range of 30 feet. This attack is treated as a ranged attack with a thrown weapon,
except that you add your Intelligence modifier on the attack roll instead of your
Dexterity modifier (damage still relies on Strength). This ability cannot be used
to perform a combat maneuver. You can use this ability a number of times per day
equal to 3 + your Intelligence modifier.\nMetamagic Mastery: At 8th level, you can
extend or alter the range of your next spell as though using the Extend or Reach
spell feat accordingly. You can use this ability once per day at 8th level and one
additional time per day for every two wizard levels you possess beyond 8th.\nExtend
spell: An extended spell lasts twice as long as normal. A spell with a duration of
concentration, instantaneous, or permanent is not affected by this feat.\nReach
spell: You can alter a spell with a range of touch, close, or medium to increase
its range by one range category, using the following order: touch, close, medium,
and long. Spells modified by this feat that require melee touch attacks instead
require ranged touch attacks.\nAt 12th level, you can empower your next spell as
though using the Empower Spell feat. Empowering costs 2 daily usages of metamagic
mastery.\nEmpowered spell: All variable, numeric effects of an empowered spell are
increased by half including bonuses to those dice rolls. Saving throws and opposed
rolls are not affected, nor are spells without random variables.\nAt 16th level,
you can maximize your next spell as though using the Maximize Spell feat.
Maximizing costs 3 daily usages of metamagic mastery.\nMaximized spell: All
variable, numeric effects of a spell modified by this feat are maximized. Saving
throws and opposed rolls are not affected, nor are spells without random
variables.\nAt 20th level, you can quicken your next spell as though using the
Quicken Spell feat. Quickening costs 4 daily usages of metamagic mastery.\nQuicken
Spell: Casting a quickened spell is a swift action. You can perform another action,
even casting another spell, in the same round as you cast a quickened spell. A
spell whose casting time is more than 1 round or 1 full-round action cannot be
quickened."
},
{
"Key": "6655640d-1068-4760-a372-66a99ca21488",
"Value": "Specialist School � Universalist"
},
{
"Key": "68051498-2346-490d-9420-074170c6a509",
"Value": "You cause your melee weapon to fly from your grasp and strike a foe
before instantly returning to you. As a standard action, you can make a single
attack using a melee weapon at a range of 30 feet. This attack is treated as a
ranged attack with a thrown weapon, except that you add your Intelligence modifier
on the attack roll instead of your Dexterity modifier (damage still relies on
Strength). This ability cannot be used to perform a combat maneuver. You can use
this ability a number of times per day equal to 3 + your Intelligence modifier."
},
{
"Key": "7da0f050-d3d7-4a13-bbc5-4ac1a419d1bb",
"Value": "Hand of the Apprentice"
},
{
"Key": "4e135e64-3d07-406f-8144-3f3803c22f0c",
"Value": "You cause your melee weapon to fly from your grasp and strike a foe
before instantly returning to you. As a standard action, you can make a single
attack using a melee weapon at a range of 30 feet. This attack is treated as a
ranged attack with a thrown weapon, except that you add your Intelligence modifier
on the attack roll instead of your Dexterity modifier (damage still relies on
Strength). This ability cannot be used to perform a combat maneuver. You can use
this ability a number of times per day equal to 3 + your Intelligence modifier."
},
{
"Key": "6eb86143-23c1-4c53-90e4-60f4d9c80e19",
"Value": "Hand of the Apprentice"
},
{
"Key": "6dba39f1-4d8c-44bc-8d2e-606170aacf99",
"Value": "At 12th level, you can empower your next spell as though using the
Empower Spell feat. Empowering costs 2 daily usages of metamagic mastery.\nEmpower
Spell: All variable, numeric effects of an empowered spell are increased by half,
including bonuses to those dice rolls.\nSaving throws and opposed rolls are not
affected, nor are spells without random variables."
},
{
"Key": "f0f677e9-c9e3-41cb-ae50-15a19a350b76",
"Value": "Metamagic Mastery � Empower Spell"
},
{
"Key": "586bd1f8-678f-4790-aec6-3d7419f62ce9",
"Value": "Metamagic Mastery � Empower"
},
{
"Key": "ca3dd10c-a2d0-4eca-98c1-3b35a656f071",
"Value": "At 12th level, you can empower your next spell as though using the
Empower Spell feat. Empowering costs 2 daily usages of metamagic mastery.\nEmpower
Spell: All variable, numeric effects of an empowered spell are increased by half,
including bonuses to those dice rolls.\nSaving throws and opposed rolls are not
affected, nor are spells without random variables."
},
{
"Key": "b32f99b8-d376-4bc2-866a-eb3931aa8a73",
"Value": "Metamagic Mastery � Empower"
},
{
"Key": "494763da-6df3-4273-b87a-c4139d650d70",
"Value": "Metamagic Mastery � Extend"
},
{
"Key": "492ca406-0eac-4f72-ae72-1ed7fc3fd628",
"Value": "The next spell the wizard casts will be cast as if extended as
though using the Extend Spell feat. You can use this ability once per day at 8th
level and one additional time per day for every two wizard levels you possess
beyond 8th.\nExtend Spell: An extended spell lasts twice as long as normal. A spell
with a duration of concentration, instantaneous, or permanent is not affected by
this feat."
},
{
"Key": "69088ca3-46e1-449d-9963-0a37c874a37f",
"Value": "Metamagic Mastery � Extend"
},
{
"Key": "4e59b26f-ccbd-4504-9459-57fcc1648d71",
"Value": "At 8th level, you can extend or alter the range of your next spell
as though using the Extend Spell or Reach Spell feats accordingly. You can use this
ability once per day at 8th level and one additional time per day for every two
wizard levels you possess beyond 8th.\nExtend Spell: An extended spell lasts twice
as long as normal. A spell with a duration of concentration, instantaneous, or
permanent is not affected by this feat.\nReach Spell: You can alter a spell with a
range of touch, close, or medium to increase its range by one range category, using
the following order: touch, close, medium, and long. Spells modified by this feat
that require melee touch attacks instead require ranged touch attacks."
},
{
"Key": "bf31ee1c-db64-4b7f-b4f8-f883719da650",
"Value": "Metamagic Mastery � Extend and Reach Spell"
},
{
"Key": "156d8f47-828d-4313-9597-0182e57cf2c0",
"Value": "At 16th level, you can maximize your next spell as though using the
Maximize Spell feat. Maximizing costs 3 daily usages of metamagic
mastery.\nMaximize Spell: All variable, numeric effects of a spell modified by this
feat are maximized. Saving throws and opposed rolls are not affected, nor are
spells without random variables."
},
{
"Key": "b8a51dc9-d9a9-4fb6-98ed-b0a703d0415c",
"Value": "Metamagic Mastery � Maximize Spell"
},
{
"Key": "c83419e8-be8f-4f05-b916-0cf21ae49dbe",
"Value": "Metamagic Mastery � Maximize"
},
{
"Key": "04f0a652-30e7-45a5-a327-02f93652e388",
"Value": "At 16th level, you can maximize your next spell as though using the
Maximize Spell feat. Maximizing costs 3 daily usages of metamagic
mastery.\nMaximize Spell: All variable, numeric effects of a spell modified by this
feat are maximized. Saving throws and opposed rolls are not affected, nor are
spells without random variables."
},
{
"Key": "476ff4fc-20c8-495a-9674-ad60b575fd35",
"Value": "Metamagic Mastery � Maximize"
},
{
"Key": "4802e22f-0ebe-4fde-aec0-cd0afc6bc5a6",
"Value": "At 20th level, you can quicken your next spell as though using the
Quicken Spell feat. Quickening costs 4 daily usages of metamagic mastery.\nQuicken
Spell: Casting a quickened spell is a swift action. You can perform another action,
even casting another spell, in the same round as you cast a quickened spell. A
spell whose casting time is more than 1 round or 1 full-round action cannot be
quickened."
},
{
"Key": "28ad04df-f4fc-4320-b09e-2c19eeb16a6f",
"Value": "Metamagic Mastery � Quicken Spell"
},
{
"Key": "fd4a3bc3-f69c-4776-8639-5cdebfc227f7",
"Value": "Metamagic Mastery � Quicken"
},
{
"Key": "fae10e7c-ac35-49e4-a238-b487cbe50860",
"Value": "At 20th level, you can quicken your next spell as though using the
Quicken Spell feat. Quickening costs 4 daily usages of metamagic mastery.\nQuicken
Spell: Casting a quickened spell is a swift action. You can perform another action,
even casting another spell, in the same round as you cast a quickened spell. A
spell whose casting time is more than 1 round or 1 full-round action cannot be
quickened."
},
{
"Key": "652e88c5-28e9-4b95-84f3-34193d57f4c4",
"Value": "Metamagic Mastery � Quicken"
},
{
"Key": "15254242-c39e-4604-94c8-fff05fa73346",
"Value": "Metamagic Mastery � Reach Spell"
},
{
"Key": "99ccece6-65e3-47a8-95fa-64684c12c0a7",
"Value": "The next spell the wizard casts will be altered as though using the
Reach Spell feat. You can use this ability once per day at 8th level and one
additional time per day for every two wizard levels you possess beyond 8th.\nReach
Spell: You can alter a spell with a range of touch, close, or medium to increase
its range by one range category, using the following order: touch, close, medium,
and long. Spells modified by this feat that require melee touch attacks instead
require ranged touch attacks."
},
{
"Key": "b9e37973-1cc5-4ae4-adf5-b907a1ffc662",
"Value": "Metamagic Mastery � Reach"
},
{
"Key": "e08d16c4-5fc7-4a8b-b392-dda9f5746a26",
"Value": "Some creatures possess blindsight, the extraordinary ability to use
a non-visual sense (or a combination senses) to operate effectively without vision.
This makes invisibility and concealment (even magical darkness) irrelevant to the
creature."
},
{
"Key": "120d096d-647f-4f6b-8b95-c160ff120201",
"Value": "Blindsight 60 ft."
},
{
"Key": "5c4c5a5d-8a62-49cd-b657-11abbc17e5bc",
"Value": "Creatures with channel resistance gain a bonus on Will saves made
against channeled energy. They add their bonus to any Will saves made to halve the
damage and resist the effect."
},
{
"Key": "cae74532-0a6b-45d0-bc88-7c848cba77f7",
"Value": "Channel Resistance +4"
},
{
"Key": "03a1b419-6959-4236-8c8b-80d6416399a4",
"Value": "As a gift from your daemonic patrons you gain resist acid 5 and a
+2 bonus on saving throws made against poison and death effects."
},
{
"Key": "cd53e4ab-e16a-433c-9168-7ab98d377a4d",
"Value": "Daemonic Blessing"
},
{
"Key": "aefb4508-627c-4d01-b02a-0a4e6d37f1ed",
"Value": "A creature with ferocity remains conscious and can continue
fighting even if its hit point total is below 0. The creature is still staggered
and loses 1 hit point each round. A creature with ferocity still dies when its hit
point total reaches a negative amount equal to its Constitution score."
},
{
"Key": "ad5e639d-6731-47c7-8cd6-db98c22b568c",
"Value": "A creature with ferocity remains conscious and can continue
fighting even if its hit point total is below 0. The creature is still staggered
and loses 1 hit point each round. A creature with ferocity still dies when its hit
point total reaches a negative amount equal to its Constitution score."
},
{
"Key": "89a8b425-b810-4c12-86c5-33182b01f7f8",
"Value": "F"
},
{
"Key": "9d01b26c-00ce-403e-a8b8-9b675af90bfb",
"Value": "Ferocity"
},
{
"Key": "06e6ed22-2c59-4711-acc8-882d9d5eadca",
"Value": "The creature's natural armor bonus increases by +1."
},
{
"Key": "e43de965-d939-423f-9d2d-c34edd706df4",
"Value": "Improved Natural Armor"
},
{
"Key": "a7b4db3e-339c-42a1-8777-1afe3bdd3dea",
"Value": "You take no damage from non-magic weapons, you also take only half
damage from any source which deals neither ghost, holy, divine or force damage."
},
{
"Key": "3b7bed68-d9f6-48c0-9eab-d4b5ca2a6659",
"Value": "Incorporeal"
},
{
"Key": "44da8b7c-97ca-4176-bb7b-14743b5371ea",
"Value": "The character's eyes are filled with primordial bloodlust and react
to even the smallest glimpse of movement. The character gets +2 bonus on Perception
and Persuasion (when used to intimidate) checks and gains +1 AC bonus against
Animals and Magical Beasts."
},
{
"Key": "6fc1eec2-cca1-4132-b1d8-6127e9af7960",
"Value": "Lamashtu's Boon"
},
{
"Key": "5b035e28-4178-4e47-867f-52bc14278fb9",
"Value": "The character appearance differs only slightly, making the
character seem younger and more attractive. Despite being a boon in social
encounters, this is bound to make the character a more alluring prey in the
wilderness. The character gains a +2 bonus on Persuasion (when used for diplomacy
and bluff checks) but suffers a -1 penalty on AC against Animals and Magical
Beasts."
},
{
"Key": "3fe4de7d-c4d9-4eb3-a7bc-a8191be4e524",
"Value": "Lamashtu's Curse"
},
{
"Key": "9582b74a-c6a0-4a16-9fac-651a431b6c2b",
"Value": "Will-o'-wisps have the ability to extinguish their natural glow as
a move action, effectively becoming invisible, as per the spell."
},
{
"Key": "e78c275c-818f-4bc7-b2ea-1b5f59fc22d8",
"Value": "Natural Invisibility"
},
{
"Key": "1fd82fdb-98a5-4c53-8dfb-7a1131cdc0a4",
"Value": "A redcap wears a tiny, shapeless woolen hat, dyed over and over
with the blood of its victims. While wearing this cap, a redcap gains a +4 bonus on
damage rolls and fast healing 3. These benefits are lost if the cap is removed or
destroyed. Caps are not transferable, even between redcaps. A redcap can create a
new cap to replace a lost cap with 10 minutes of work, although until the redcap
takes a standard action to dip the cap in the blood of a foe the redcap helped to
kill, the cap does not grant its bonuses."
},
{
"Key": "94394250-5db3-4835-8d31-4002058defa5",
"Value": "Red Cap"
},
{
"Key": "8f6897a0-49a3-429b-be02-9d245b87402f",
"Value": "A creature with the trip special attack can attempt to trip its
opponent as a free action without provoking an attack of opportunity if it hits
with the specified attack. If the attempt fails, the creature is not tripped in
return."
},
{
"Key": "645dee2a-406d-44e8-bc0e-54978b699c6c",
"Value": "Trip (Bite attack)"
},
{
"Key": "b518f690-9f7b-4ca3-9c01-09794f019762",
"Value": "A nereid adds her Charisma bonus as a deflection bonus to her Armor
Class and CMD if she wears no armor."
},
{
"Key": "f6a10d2e-ad94-4eb3-b529-9c2b0faec94e",
"Value": "Unearthly Grace"
},
{
"Key": "383dc8c5-172e-46ba-a470-7cc4389beb13",
"Value": "A bloody bones beast applies its Charisma modifier to its AC and on
Reflex saves as a profane bonus."
},
{
"Key": "73722403-ab79-4aed-b3b9-50d1335bd255",
"Value": "Unholy Grace"
},
{
"Key": "c05a4186-3481-4d8e-93a6-4f6118c1e203",
"Value": "Unlootable"
},
{
"Key": "72e79a73-a76a-45d6-95d9-ea254c883e8b",
"Value": "Bleed"
},
{
"Key": "f7af9ad6-2452-4f3b-a638-af9ef1f429e9",
"Value": "This creature takes 1d4 hit point damage each turn. Bleeding can be
stopped through the application of any spell that cures hit point damage (even if
the bleed is ability damage)."
},
{
"Key": "a08fa6ed-af9a-4adf-a943-ec3eeb3dce84",
"Value": "This creature takes 1d6 hit point damage each turn. Bleeding can be
stopped through the application of any spell that cures hit point damage (even if
the bleed is ability damage)."
},
{
"Key": "2f27f6ed-6aac-4537-9100-304bfa4901ef",
"Value": "This creature takes 2d6 hit point damage each turn. Bleeding can be
stopped through the application of any spell that cures hit point damage (even if
the bleed is ability damage)."
},
{
"Key": "3f6ca965-bcb6-420e-8bad-9a4cd05827e8",
"Value": "This creature takes 1d4 Constitution damage each turn. Bleeding can
be stopped through the application of any spell that cures hit point damage (even
if the bleed is ability damage)."
},
{
"Key": "57cc5a8c-81d3-4706-b71a-a9df8cbb374b",
"Value": "Constitution bleed"
},
{
"Key": "20770d9c-69e1-4028-af15-c2664f2ee684",
"Value": "Treant Creature"
},
{
"Key": "847a4e7d-b53c-4684-92b8-0875c19a5316",
"Value": "Attacks of Treant creature are extremely strong and have a chance
to stun an opponent. Once each round, when Treant Creature hits an opponent, that
opponent must roll Fortitude against the DC of 10+HD/2+Con Mod or become stunned
for one round."
},
{
"Key": "974109b2-200d-4b29-8e66-a4a785c05dda",
"Value": "Stunning Blow"
},
{
"Key": "6887b624-c451-406e-94b3-4340bcdaf935",
"Value": "Attacks of Treant creature are extremely strong and have a chance
to stun an opponent. Once each round, when Treant Creature hits an opponent, that
opponent must roll Fortitude against the DC of 10+HD/2+Con Mod or become stunned
for one round."
},
{
"Key": "7ef874b0-88e2-41f7-ae45-908af9a597b9",
"Value": "Stunning Blow"
},
{
"Key": "7cf1c357-4895-47d6-83b0-606943ea4e28",
"Value": "Damage Reduction 10/-"
},
{
"Key": "ee959a44-4e46-40eb-8b64-b46bfdb80c69",
"Value": "Damage Reduction 5/-"
},
{
"Key": "2fa87d5f-b2fd-40da-964c-f46638634290",
"Value": "Damage Reduction 10/adamantine"
},
{
"Key": "3a0c3872-73fb-4b94-a49f-2e787cad8555",
"Value": "Damage Reduction 15/adamantine"
},
{
"Key": "271ec2d4-fc09-4de0-8cb6-7844a2c07f94",
"Value": "Damage Reduction 5/adamantine"
},
{
"Key": "6e5fc4c8-e5dc-465f-ae25-25e7cb36ae3c",
"Value": "Damage Reduction 10/adamantine and bludgeoning"
},
{
"Key": "803c81f0-5b5b-437b-b81c-bc83aeb0b1b9",
"Value": "Damage Reduction 10/bludgeoning"
},
{
"Key": "cc353a45-e9d2-4809-82c2-366fcb25f964",
"Value": "Damage Reduction 5/bludgeoning"
},
{
"Key": "bdc6eb51-4c9a-430f-ae51-7a136b546073",
"Value": "Damage Reduction 10/chaotic"
},
{
"Key": "51ce183c-8c34-4b59-926a-a8cc751bff49",
"Value": "Damage Reduction 10/cold iron"
},
{
"Key": "53b953ba-3940-40d8-b9e8-6d9572e6c5a0",
"Value": "Damage Reduction 15/cold iron"
},
{
"Key": "417c6787-3164-451d-aa17-ab919b7ad6ed",
"Value": "Damage Reduction 2/cold iron"
},
{
"Key": "0f8846fb-06d7-46dd-bc62-44bec9fddac5",
"Value": "Damage Reduction 5/cold iron"
},
{
"Key": "b3e4b69b-edfc-4e66-b2be-7ada50e67ff3",
"Value": "Damage Reduction 10/cold iron and evil"
},
{
"Key": "cc2c3c79-4081-4ef5-998b-2c1e7c7519a7",
"Value": "Damage Reduction 10/cold iron and magic"
},
{
"Key": "4cdf16c0-9a90-40d3-a08d-c0a42e4b5b4e",
"Value": "Damage Reduction 5/cold iron and magic"
},
{
"Key": "75537402-817a-4836-b214-bf67f732d5d3",
"Value": "Damage Reduction 15/epic"
},
{
"Key": "f47d1902-1a30-4a56-9a29-37e748eb6686",
"Value": "Damage Reduction 10/evil"
},
{
"Key": "5488c61b-435b-4829-ac12-b73489089ce4",
"Value": "Damage Reduction 15/evil"
},
{
"Key": "cd5b36ec-a1f5-4eda-8f4e-347c503a365f",
"Value": "Damage Reduction 5/evil"
},
{
"Key": "9a28962e-ae51-45e0-bcc9-d6772f4bbda5",
"Value": "Damage Reduction 10/good"
},
{
"Key": "4a1cedbd-3b5d-457c-b986-5658ab566a09",
"Value": "Damage Reduction 15/good"
},
{
"Key": "e9346a22-591b-42be-b566-74418e430ffe",
"Value": "Damage Reduction 5/good"
},
{
"Key": "1bfec45f-00a3-411f-a252-ea2288e9e4a5",
"Value": "Damage Reduction 10/magic"
},
{
"Key": "8552222b-f1aa-441e-b3a3-168a86aab3fe",
"Value": "Damage Reduction 15/magic"
},
{
"Key": "c7285b38-6b33-49a1-aea1-3e8679b67376",
"Value": "Damage Reduction 5/magic"
},
{
"Key": "3a2f078f-1ef2-4996-b3d4-6f4d7930fba9",
"Value": "Damage Reduction 10/silver"
},
{
"Key": "2b0974b0-e4e0-43fd-aecc-85195e4b6157",
"Value": "Damage Reduction 15/silver"
},
{
"Key": "24924eee-0e9c-493f-9a89-7ab8e850b7b4",
"Value": "Damage Reduction 5/silver"
},
{
"Key": "dcc8bcd3-6622-478d-82dc-28e04c4690f0",
"Value": "Damage Reduction 10/silver and good"
},
{
"Key": "76b675cf-b7c0-41bc-a481-b9b39eee800a",
"Value": "Damage Reduction 10/slashing"
},
{
"Key": "8b407061-eee8-4417-8f03-ff9c6ef8e59d",
"Value": "Damage Reduction 5/slashing"
},
{
"Key": "a32a8bcb-3517-4bd7-8888-b956e331c67e",
"Value": "Damage Reduction 10/slashing and good"
},
{
"Key": "4eccee17-fc18-4b41-b015-3e0ed8d1c048",
"Value": "Damage Reduction 10/slashing and magic"
},
{
"Key": "ec05b892-b7f0-48a2-85aa-e428db661870",
"Value": "A creature with energy immunity never takes damage from that energy
type."
},
{
"Key": "89e9f469-23f1-425d-a02d-209308b1962d",
"Value": "Immunity (Acid)"
},
{
"Key": "1db73bd3-b557-4a11-8aa1-12ac82c14bc8",
"Value": "A creature with energy immunity never takes damage from that energy
type."
},
{
"Key": "533f05b6-43c4-4567-97a2-1655cc05ae37",
"Value": "Immunity (Cold)"
},
{
"Key": "ed266e61-cc17-443e-b6ad-6d381832c7ce",
"Value": "A creature with energy immunity never takes damage from that energy
type."
},
{
"Key": "36372625-2a47-43b5-ad99-93a731b8d3af",
"Value": "Immunity (Electricity)"
},
{
"Key": "64c269fd-ddf2-43ef-9a16-12cf09afa895",
"Value": "A creature with energy immunity never takes damage from that energy
type."
},
{
"Key": "32cb9a8a-7446-4aa7-b8b8-b21d7e5b6b90",
"Value": "Immunity (Fire)"
},
{
"Key": "3305277e-d093-4e57-a30f-a9b4fdf3544b",
"Value": "A creature with energy immunity never takes damage from that energy
type."
},
{
"Key": "c6b93e08-4118-4415-8be3-c68a94b7e5b4",
"Value": "Immunity (Sonic)"
},
{
"Key": "9c603410-ce10-4d52-a304-1a8fce6454bf",
"Value": "Creature ignores 10 points of acid damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "e4b669e7-7373-4398-86b0-458f7feed3a1",
"Value": "Acid Resistance 10"
},
{
"Key": "cc272f30-a74f-4f23-8632-4f886d583246",
"Value": "Creature ignores 15 points of acid damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "befaef56-39f6-462c-9bab-f8864a078590",
"Value": "Acid Resistance 15"
},
{
"Key": "693fb20a-3529-4ae9-b09a-cb796470ca82",
"Value": "Creature ignores 20 points of acid damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "55a76098-e043-4c15-93f4-8022e50f8224",
"Value": "Acid Resistance 20"
},
{
"Key": "cbd49b77-ebb8-4cdd-93a4-80c323e4c071",
"Value": "Creature ignores 25 points of acid damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "1c27a573-55d2-4ff5-b586-05929702015f",
"Value": "Acid Resistance 25"
},
{
"Key": "8e65f7e6-01a3-4005-baec-d8dfd90163ae",
"Value": "Creature ignores 30 points of acid damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "6d0beb60-1f9c-4d6d-85c4-1455aaa7984b",
"Value": "Acid Resistance 30"
},
{
"Key": "e2d97b8c-a6aa-4859-951f-f791eccbd5e0",
"Value": "Creature ignores 5 points of acid damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "d59eaa81-7bc0-407f-bba4-7f6221239445",
"Value": "Acid Resistance 5"
},
{
"Key": "c8c577f4-34c7-4d9e-b8e2-bd92eeb8449c",
"Value": "Creature ignores 10 points of cold damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "4b69e5fb-e2f9-4994-97ae-8b93cc7c8c6f",
"Value": "Cold Resistance 10"
},
{
"Key": "d683ace2-752b-4f1e-a185-1881a2fb71e6",
"Value": "Creature ignores 15 points of cold damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "d92bea65-a210-4b26-8ddb-1c0be52b79d2",
"Value": "Cold Resistance 15"
},
{
"Key": "b6eb5b0d-369e-473c-b798-55cea6cadfdb",
"Value": "Creature ignores 20 points of cold damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "9559197f-bd23-4584-87fa-ad192d4a2737",
"Value": "Cold Resistance 20"
},
{
"Key": "27691fac-d2ef-41b2-87b2-c8a30ab25dd7",
"Value": "Creature ignores 25 points of cold damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "27e65996-53fa-4e2f-913e-aa066de39766",
"Value": "Cold Resistance 25"
},
{
"Key": "69a6f57c-59cb-4052-831b-6252e953c162",
"Value": "Creature ignores 30 points of cold damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "331f9d9a-0bf0-4a83-8d69-689e1d4b3f6b",
"Value": "Cold Resistance 30"
},
{
"Key": "9cc8fb6a-8733-4cb5-9fbe-76097df00158",
"Value": "Creature ignores 5 points of cold damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "f743fc84-b841-4691-bf50-e030ba1492ca",
"Value": "Cold Resistance 5"
},
{
"Key": "632c504e-5b71-402a-b741-c327d856c5cc",
"Value": "Creature ignores 10 points of electricity damage per attack. It
doesn't matter whether the damage has a mundane or magical source."
},
{
"Key": "3ad123b3-71d4-4717-a1c2-cc5f5c699108",
"Value": "Electricity Resistance 10"
},
{
"Key": "6a2f9a95-2558-442e-aaa2-4f7bec5b701c",
"Value": "Creature ignores 15 points of electricity damage per attack. It
doesn't matter whether the damage has a mundane or magical source."
},
{
"Key": "dd90d520-cfc7-4571-8599-21aa9c4cfd06",
"Value": "Electricity Resistance 15"
},
{
"Key": "bcdb4a15-d5ab-410a-a0f0-08b71ffd5c3b",
"Value": "Creature ignores 20 points of electricity damage per attack. It
doesn't matter whether the damage has a mundane or magical source."
},
{
"Key": "aab2b5c0-8c22-4b9b-ab3f-4aaf839ae540",
"Value": "Electricity Resistance 20"
},
{
"Key": "b52447c1-eae2-494f-8587-fa95badc49b9",
"Value": "Creature ignores 25 points of electricity damage per attack. It
doesn't matter whether the damage has a mundane or magical source."
},
{
"Key": "9cb28458-316f-4484-810f-5cb477dd71dc",
"Value": "Electricity Resistance 25"
},
{
"Key": "521b7f56-172b-4b91-b105-a348373e6d01",
"Value": "Creature ignores 30 points of electricity damage per attack. It
doesn't matter whether the damage has a mundane or magical source."
},
{
"Key": "9dd3f71b-41c7-45ef-b51c-464a8f394007",
"Value": "Electricity Resistance 30"
},
{
"Key": "3d42b369-7a84-4563-bdfa-b1eb5bff56db",
"Value": "Creature ignores 5 points of electricity damage per attack. It
doesn't matter whether the damage has a mundane or magical source."
},
{
"Key": "4aae27ab-c354-4273-8e2c-03b99873d5b1",
"Value": "Electricity Resistance 5"
},
{
"Key": "a1133f1e-db96-40c1-b2ec-e24bde0331cc",
"Value": "Creature ignores 10 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "45a5d548-9e72-4d00-9150-9e36ea270d10",
"Value": "Fire Resistance 10"
},
{
"Key": "1a071f54-6878-4c45-884e-c0f76a7fa662",
"Value": "Creature ignores 15 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "8af47c58-c23c-4770-b813-f08fb5b326a7",
"Value": "Fire Resistance 15"
},
{
"Key": "f60c4641-0502-485e-b675-bbb6919f923b",
"Value": "Creature ignores 1 point of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "24db6bb0-6fa2-4b01-b2d3-fffb02725667",
"Value": "Fire Resistance 1"
},
{
"Key": "341afa17-d11f-40b6-a071-0ddc5469843f",
"Value": "Creature ignores 20 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "e8da229b-4149-44d2-8089-86a3bc6f82cb",
"Value": "Fire Resistance 20"
},
{
"Key": "11b249c3-d945-47b7-bafc-53926ce3dc23",
"Value": "Creature ignores 25 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "877a5ed3-0ff5-4c27-b701-db04793debbc",
"Value": "Fire Resistance 25"
},
{
"Key": "6bf2d571-9b5f-42c3-82ee-c7fba0823dec",
"Value": "Creature ignores 2 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "11bebe5c-fc6c-484f-a504-139ce3b897bb",
"Value": "Fire Resistance 2"
},
{
"Key": "49eef358-7715-4b19-98a6-398afa5eaf2f",
"Value": "Creature ignores 30 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "fce9f432-c5cb-4492-9acf-6304d897db27",
"Value": "Fire Resistance 30"
},
{
"Key": "6ced169a-1242-4da6-b06e-4ff259da8c91",
"Value": "Creature ignores 3 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "ec4b448f-177a-4616-b821-c4fbf403f7b0",
"Value": "Fire Resistance 3"
},
{
"Key": "920b0217-b183-4cf5-beba-c21f8950621c",
"Value": "Creature ignores 4 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "229ea450-69c7-42c9-8769-3526acf93476",
"Value": "Fire Resistance 4"
},
{
"Key": "8b5696f1-62f9-479a-aeb2-0951b7ac70b3",
"Value": "Creature ignores 5 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "5ca7ca67-7db4-4196-a3dc-85c538c89758",
"Value": "Fire Resistance 5"
},
{
"Key": "1e406130-6dd4-4d11-966d-fc248d11ad5c",
"Value": "Creature ignores 6 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "5b0d0520-790b-4a78-ae61-e9150ba30b2f",
"Value": "Fire Resistance 6"
},
{
"Key": "694860e7-8ec8-44e7-8764-c7c1f5d037e5",
"Value": "Creature ignores 7 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "0b709c25-3831-4269-90a8-c41cc4dae41e",
"Value": "Fire Resistance 7"
},
{
"Key": "d3c6528d-6d49-4570-80f1-326ea7a1192b",
"Value": "Creature ignores 8 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "8295bc2c-ac6b-4325-ab5b-fb5b100f2735",
"Value": "Fire Resistance 8"
},
{
"Key": "7ca08d15-4575-4346-be8b-f1878065348a",
"Value": "Creature ignores 9 points of fire damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "3b67a286-651a-4dff-8922-cc5747f3f8cb",
"Value": "Fire Resistance 9"
},
{
"Key": "e55b5c25-ed09-4424-b737-cc5845a95abf",
"Value": "Creature ignores 10 points of sonic damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "6f88299b-7090-4980-822f-d78ecf6a79eb",
"Value": "Sonic Resistance 10"
},
{
"Key": "cd5a1aeb-5435-4858-b64e-34ce0a8ffd88",
"Value": "Creature ignores 15 points of sonic damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "0b2279e5-958e-47f5-80d4-46f6cf443819",
"Value": "Sonic Resistance 15"
},
{
"Key": "eb90d5af-40c8-4e25-80c3-c7522b84a607",
"Value": "Creature ignores 20 points of sonic damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "e8dc05e9-8031-4a31-beff-162ac0b5e981",
"Value": "Sonic Resistance 20"
},
{
"Key": "c70c90ca-0120-408c-a2ca-f4b72cd1493d",
"Value": "Creature ignores 25 points of sonic damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "f009196f-693f-4165-bc58-ad9310493b50",
"Value": "Sonic Resistance 25"
},
{
"Key": "9023e8cc-a2ca-46cd-ab6d-499d9d62a76c",
"Value": "Creature ignores 30 points of sonic damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "0355a0ec-4776-4230-8d03-ff2db2346d0e",
"Value": "Sonic Resistance 30"
},
{
"Key": "e025adc3-c807-4ddc-b7dc-82930e7f0861",
"Value": "Creature ignores 5 points of sonic damage per attack. It doesn't
matter whether the damage has a mundane or magical source."
},
{
"Key": "4671f3df-0f2a-4cb8-b5dd-277a0b20d746",
"Value": "Sonic Resistance 5"
},
{
"Key": "1837eecd-786a-4871-ab4b-e5aff5d985b1",
"Value": "Creature takes half again as much (+50%) damage as normal from
Acid, regardless of whether a saving throw is allowed or if the save is a success
or failure."
},
{
"Key": "e9e18ed4-e554-4bb2-a3fd-f190da2bb98c",
"Value": "Vulnerability to Acid"
},
{
"Key": "c0eddd9e-0228-44a8-ae15-ef761c34d6e7",
"Value": "Creature takes half again as much (+50%) damage as normal from
Cold, regardless of whether a saving throw is allowed or if the save is a success
or failure."
},
{
"Key": "c64672c9-b43a-4e96-9988-274d1b1af4ef",
"Value": "Vulnerability to Cold"
},
{
"Key": "8d849ffb-c3d7-4fbc-958b-e09489f506d4",
"Value": "Creature takes half again as much (+50%) damage as normal from
Electricity, regardless of whether a saving throw is allowed or if the save is a
success or failure."
},
{
"Key": "0edd1a05-60f6-4f21-86b7-248361e690d9",
"Value": "Vulnerability to Electricity"
},
{
"Key": "96cc9143-73bc-4b87-b32d-6c3d136e5a9b",
"Value": "Creature takes half again as much (+50%) damage as normal from
Fire, regardless of whether a saving throw is allowed or if the save is a success
or failure."
},
{
"Key": "68e80069-8b09-4749-a156-39f37a17950d",
"Value": "Vulnerability to Fire"
},
{
"Key": "e5f9744f-cbbf-44f9-b29c-3510cea89c93",
"Value": "Creature takes half again as much (+50%) damage as normal from
Sonic, regardless of whether a saving throw is allowed or if the save is a success
or failure."
},
{
"Key": "72694fcb-c312-4f2c-a31c-6ddd1c1a6e05",
"Value": "Vulnerability to Sonic"
},
{
"Key": "cdddfcdd-b0d0-4193-953f-73beb930c9cc",
"Value": "Fast Healing 10"
},
{
"Key": "8089f227-078e-4c8e-94e4-1ad11c204e99",
"Value": "Fast Healing 12"
},
{
"Key": "9a5d071b-1aa1-482a-a479-a015d6c37e65",
"Value": "Fast Healing 15"
},
{
"Key": "b7290018-952a-4b41-ba97-03c7f3bb1563",
"Value": "Fast Healing 20"
},
{
"Key": "dad11d26-f280-411a-ba8f-32d53b8452cb",
"Value": "Fast Healing 2"
},
{
"Key": "10014e1e-7a38-4576-b279-7824a83f1f9d",
"Value": "Fast Healing 3"
},
{
"Key": "766585e2-7340-4e7c-88f7-397e83ae9761",
"Value": "Fast Healing 4"
},
{
"Key": "a259cc67-ac04-43f4-ac0b-fda0f3170a50",
"Value": "Fast Healing 5"
},
{
"Key": "5ed4c1bb-c974-45b4-9527-9623b209bbb5",
"Value": "Fast Healing 7"
},
{
"Key": "5d41c83c-dc68-4909-a033-4145f487cbff",
"Value": "Fast Healing 8"
},
{
"Key": "5afc9f58-13d1-4cfd-bc82-94b47a534e4e",
"Value": "Fast Healing 9"
},
{
"Key": "17381563-ee64-4e4a-99bc-c6b9977c5412",
"Value": "The creature sees in all directions at once. It cannot be flanked."
},
{
"Key": "8fcdbf56-b133-4e40-9d43-72d3111e6acb",
"Value": "The creature sees in all directions at once. It cannot be flanked."
},
{
"Key": "ebd30dd7-d0a5-401a-b9ce-19a960e8294e",
"Value": "All-Around Vision"
},
{
"Key": "78d8d430-0995-404d-84c4-80496a52e1b6",
"Value": "Immunity to Bleed"
},
{
"Key": "3a68963a-6907-49bc-a0af-deff2d1377c5",
"Value": "Immunity to Charm"
},
{
"Key": "21d102a0-095b-4b82-9d56-fcc13efc1480",
"Value": "Immunity to Compulsion"
},
{
"Key": "67bd05e6-c0ee-4899-92ad-e90f11752859",
"Value": "Immunity to Fear"
},
{
"Key": "90704702-ee15-4dc1-a7d4-4bbcd409ca11",
"Value": "Immunity to Paralysis"
},
{
"Key": "06c3eef7-ef08-4ee8-81e6-e41613cc1fc4",
"Value": "Immunity to Poison"
},
{
"Key": "78c3fdc9-3055-4bef-88b9-5e05ae2ff6a6",
"Value": "Immunity to Sleep"
},
{
"Key": "84444212-5799-40d4-89a0-62ef2c4d8739",
"Value": "An undead creature possesses the following traits (unless otherwise
noted in a creature's entry).\nNo Constitution score. Undead use their Charisma
score in place of their Constitution score when calculating hit points, Fortitude
saves, and any special ability that relies on Constitution(such as when calculating
a breath weapon's DC).\nImmunity to bleed, death effects, disease, paralysis,
poison, sleep effects, and stunning."
},
{
"Key": "ab5f5b42-92dc-4cb1-9597-4eba165f707c",
"Value": "Undead Creature"
},
{
"Key": "bc429c0a-1b40-41ca-b812-83bb3fc4d6ad",
"Value": "A creature immune to any spell or spell-like ability that allows
spell resistance."
},
{
"Key": "d56521ef-eb79-47f4-9c49-b7c82a1ac166",
"Value": "Immunity to Magic"
},
{
"Key": "d148199b-b2a6-4739-81fb-5f415b8b7d72",
"Value": "A creature immune to any spell or spell-like ability that allows
spell resistance."
},
{
"Key": "041d4f57-b0dc-4da7-b29e-26b7ee2d687c",
"Value": "Immunity to Magic"
},
{
"Key": "9bae389b-423e-43c7-a6a1-104572f46fb3",
"Value": "A creature immune to any spell or spell-like ability that allows
spell resistance."
},
{
"Key": "928fb818-eb93-40b1-b79b-42325e335524",
"Value": "Immunity to Magic"
},
{
"Key": "3419e5c6-ec04-4e1a-b502-47a333b166b0",
"Value": "A creature immune to any spell or spell-like ability that allows
spell resistance."
},
{
"Key": "f80e3221-c213-4d1f-9cc3-9c9cc77566e2",
"Value": "Immunity to Magic"
},
{
"Key": "218f86be-fc91-4401-9d7b-f83ff071d4d6",
"Value": "A creature immune to any spell or spell-like ability that allows
spell resistance."
},
{
"Key": "94be2a4f-4cb9-4239-9db0-74ebfc890a57",
"Value": "Immunity to Magic"
},
{
"Key": "2f7240cd-f76d-4591-b5fa-e12cb44c8594",
"Value": "A creature immune to any spell or spell-like ability that allows
spell resistance."
},
{
"Key": "56d3df9f-58aa-4f51-8243-8b8ba50a8715",
"Value": "Immunity to Magic"
},
{
"Key": "b1e4dfb9-3f69-48f6-bfee-3e1d09e9cae6",
"Value": "Against attacks made or effects created by evil creatures, this
ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving
throws to anyone within 20 feet of the angel."
},
{
"Key": "0b0a9a3f-0374-43cd-aabf-ec64c71e6dad",
"Value": "Protective Aura"
},
{
"Key": "ce041186-ef66-4c04-8f71-f58a05836849",
"Value": "Regeneration 3 (acid, fire)"
},
{
"Key": "e5b8a857-496e-4e50-8129-d09de538f1da",
"Value": "Regeneration 5 (acid, fire)"
},
{
"Key": "b3226713-5c5a-4c37-8894-688fe9bbc167",
"Value": "Regeneration 5 (chaotic or magic)"
},
{
"Key": "d80624db-462d-4ea2-8b5f-da7de23e271e",
"Value": "Regeneration 10 (cold iron)"
},
{
"Key": "a0ba377d-3c6e-483d-82f2-18603b8ecef2",
"Value": "Regeneration 5 (cold iron or fire)"
},
{
"Key": "c3223c17-cabe-497a-8898-a99a87299bf9",
"Value": "Regeneration 5 (good)"
},
{
"Key": "95321c2a-1b76-46c8-84ce-3c00ff54e8b1",
"Value": "Regeneration 10 (negative energy)"
},
{
"Key": "03810784-eb3f-468a-9ab0-8b1659988255",
"Value": "Airborne"
},
{
"Key": "c86bf187-cb7a-4185-bfa0-4cb7a512bf3d",
"Value": "This subtype is usually used for outsiders with a connection to the
Elemental Planes of Air."
},
{
"Key": "50544c9d-d158-4742-9071-39b07096d8e6",
"Value": "Air Subtype"
},
{
"Key": "d35aa6bd-3065-450c-80ca-ad514371b845",
"Value": "Angels are a race of celestials, or good outsiders, native to the
good-aligned outer planes."
},
{
"Key": "0dbd2067-4ce9-4861-8dd0-fbf86648f3bf",
"Value": "Angel Subtype"
},
{
"Key": "03f17f64-8eb8-477d-bd60-8b5830eb540c",
"Value": "Azatas are a race of celestials, or good outsiders, native to
chaotic good-aligned outer planes."
},
{
"Key": "b18852de-ee02-45db-aaa6-b5f8afa899a7",
"Value": "Azata Subtype"
},
{
"Key": "4b8d7e97-2092-4493-b8ed-de4bcfcb7abb",
"Value": "This subtype is usually applied to outsiders native to the chaotic-
aligned Outer Planes. Most creatures that have this subtype also have chaotic
alignments; however, if their alignments change, they still retain the subtype. Any
effect that depends on alignment affects a creature with this subtype as if the
creature had a chaotic alignment, no matter what its alignment actually is. The
creature also suffers effects according to its actual alignment. A creature with
the chaotic subtype overcomes damage reduction as if its natural weapons and any
weapons it wields are chaotically aligned."
},
{
"Key": "35bacbb7-ec20-43e7-b476-df88502d1f4c",
"Value": "Chaotic Subtype"
},
{
"Key": "e0e20203-2442-464c-87af-7be3736ff98c",
"Value": "A creature with the cold subtype has immunity to cold and
vulnerability to fire."
},
{
"Key": "a716450f-029f-45a5-805e-9cd4e3e0e60b",
"Value": "Cold Subtype"
},
{
"Key": "ce0dfcdc-8ccc-4f7f-be97-63556a3941a5",
"Value": "Daemons are neutral evil outsiders that eat souls and thrive on
disaster and ruin."
},
{
"Key": "3bb83c6c-ef88-4396-85ed-55497534e7c4",
"Value": "Daemon Subtype"
},
{
"Key": "f80669c0-a2a6-4a98-9ac8-49795fc03af0",
"Value": "Devils are lawful evil outsiders that hail from the plane of Hell."
},
{
"Key": "c0e39e5f-33a0-4bb4-90f3-38aebe877f76",
"Value": "Devil Subtype"
},
{
"Key": "468aba8f-2b3a-4526-a139-59bb20b54809",
"Value": "This subtype is usually used for outsiders with a connection to the
Elemental Planes of Earth."
},
{
"Key": "ae60ea6f-2d67-4379-9839-346298d71b95",
"Value": "Earth Subtype"
},
{
"Key": "6e3e55df-15e4-428f-9d1c-de650a60a8d0",
"Value": "An elemental is a being composed entirely from one of the four
classical elements: air, earth, fire, or water."
},
{
"Key": "c1723787-3b7e-4ffe-a2ee-970254951c1a",
"Value": "Elemental Subtype"
},
{
"Key": "d761c740-c532-4106-8be8-0bab141360c0",
"Value": "This subtype is usually applied to Outsiders native to the evil-
aligned Outer Planes. Evil Outsiders are also called fiends. Most creatures that
have this subtype also have evil alignments; however, if their alignments change,
they still retain the subtype. Any effect that depends on alignment affects a
creature with this subtype as if the creature has an evil alignment, no matter what
its alignment actually is. The creature also suffers effects according to its
actual alignment. A creature with the evil subtype overcomes damage reduction as if
its natural weapons and any weapons it wields are evil-aligned."
},
{
"Key": "4d72a094-e43b-4145-84d6-6423f58b7a59",
"Value": "Evil Subtype"
},
{
"Key": "bda62a11-bc62-4b01-bbb7-6dc37b68a765",
"Value": "This subtype is applied to any creature when it is on a plane other
than its native plane. A creature that travels the planes can gain or lose this
subtype as it goes from plane to plane. No creature has the extraplanar subtype
when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or
the Plane of Shadow."
},
{
"Key": "52f402c3-70c7-4bc1-b6da-2a8a845b4a04",
"Value": "Extraplanar Subtype"
},
{
"Key": "d2aa77cf-6c63-4e19-b273-9a20aba26247",
"Value": "A creature with the fire subtype has immunity to fire and
vulnerability to cold."
},
{
"Key": "7182f133-3b85-4fbc-885a-aa8a984b072c",
"Value": "Fire Subtype"
},
{
"Key": "469c1fd4-fdf8-4b8f-9481-07d850315611",
"Value": "This subtype is usually applied to outsiders native to the good-
aligned Outer Planes. Most creatures that have this subtype also have good
alignments; however, if their alignments change, they still retain the subtype. Any
effect that depends on alignment affects a creature with this subtype as if the
creature has a good alignment, no matter what its alignment actually is. The
creature also suffers effects according to its actual alignment. A creature with
the good subtype overcomes damage reduction as if its natural weapons and any
weapons it wields are good-aligned."
},
{
"Key": "a0c5c9b2-e399-4bbb-9aa0-2b676210e085",
"Value": "Good Subtype"
},
{
"Key": "95724dc8-2af0-4dd7-8075-6b90339c4d6a",
"Value": "This subtype is usually applied to outsiders native to the lawful-
aligned Outer Planes. Most creatures that have this subtype also have lawful
alignments; however, if their alignments change, they still retain the subtype. Any
effect that depends on alignment affects a creature with this subtype as if the
creature had a lawful alignment, no matter what its alignment actually is. The
creature also suffers effects according to its actual alignment. A creature with
the lawful subtype overcomes damage reduction as if its natural weapons and any
weapons it wields are lawful-aligned."
},
{
"Key": "93a6deb6-7c5e-4f68-b155-9a1522300bd8",
"Value": "Lawful Subtype"
},
{
"Key": "2127097e-21d5-40b0-b7ce-f36f8ed25abc",
"Value": "This subtype is usually used for Outsiders with a connection to the
Elemental Planes of Water."
},
{
"Key": "7e10c9f6-bccc-485f-bc3f-492a8442ca6d",
"Value": "Water Subtype"
},
{
"Key": "434e82aa-2c8e-4c43-a2d4-050c6b282d82",
"Value": "Bite"
},
{
"Key": "47355c8f-d120-45b2-b153-8d7db6ef6ab5",
"Value": "Rock"
},
{
"Key": "5cd86921-b72f-4414-ad23-1c9d544411ec",
"Value": "Sling"
},
{
"Key": "e59d9563-be46-435f-b76f-9ea8fcf46820",
"Value": "Kobold Sling"
},
{
"Key": "e69988de-be75-4169-89f6-1874e28a64c7",
"Value": "Root"
},
{
"Key": "d5cf5ee2-59d5-4b4a-b289-08d296e347ba",
"Value": "Branch"
},
{
"Key": "7c23a876-1907-490c-8fda-169aca2bb2ce",
"Value": "Bite"
},
{
"Key": "01def3cd-f4eb-4d1d-bbf6-b599b06907bf",
"Value": "Bite"
},
{
"Key": "6123334c-204c-44d8-b385-935844d65844",
"Value": "Rock"
},
{
"Key": "1f7c100c-fef2-4adf-adba-adf44cea5826",
"Value": "Diamond tier"
},
{
"Key": "790bf61d-99cf-4f75-a183-bc711a131fe0",
"Value": "Our heartfelt thanks for the people who are not only support us
with their pledges but also help us to add more content and features to our game.
We praise your creativity and ideas!"
},
{
"Key": "0c411c13-90eb-4dd0-bac7-6d6f6baa51a5",
"Value": "Darven 'The Dashing' Fairwood (and NPC's quest: Deal with the
Devil)"
},
{
"Key": "83264212-7da3-4f43-9a4c-76f868bf20db",
"Value": "Korgath's Shackled Fury"
},
{
"Key": "47005ed4-6e4c-49dc-b8a0-deaaf79bb7be",
"Value": "Ring of Circumstances"
},
{
"Key": "f615ed41-1fdc-443d-8ddd-3e973d66ba5d",
"Value": "Gear's Rule"
},
{
"Key": "73be1c8a-05a4-4b0b-8b0d-e79b95de8fe0",
"Value": "Professor's Hat"
},
{
"Key": "26347ea7-d3f1-4806-ad6f-f3206aef0176",
"Value": "Warpainted Skull of Duthtica"
},
{
"Key": "1c35f026-8b41-473e-94b9-8c903d7d0778",
"Value": "Elven Protector Quiver"
},
{
"Key": "5824e347-341d-48f8-a615-62204c1e4e9f",
"Value": "River Fox Memento Pendant"
},
{
"Key": "7442418a-9a4b-4adf-a028-b22185ddf007",
"Value": "Hand of Magus Dan"
},
{
"Key": "8d7c8e1a-32fa-46ca-ad69-e4369e598274",
"Value": "The Quest Electri"
},
{
"Key": "3a38b348-083e-4b1d-bcf6-a4b919366297",
"Value": "Paragon of Defenders"
},
{
"Key": "8f7ce3d9-b71d-463e-915e-acd4cae965b0",
"Value": "Quest name: The Secrets of Suramgamin"
},
{
"Key": "f9ae6576-57a1-42f6-bef9-87bbf6800a3f",
"Value": "Bracers of Ruby Phoenix Champion"
},
{
"Key": "740f0ea1-a75c-48a4-802b-966c8424166f",
"Value": "The Heart of Ira"
},
{
"Key": "70ced415-712f-48e1-9902-f1f6c0b9d628",
"Value": "The Bindings of the Prince"
},
{
"Key": "4b2d3e23-8ed7-45dc-9572-3ccd15b4eaff",
"Value": "Peridot Wyvern, Charoite Wyvern"
},
{
"Key": "fb8a4a37-6e72-4074-b80f-9ce430c1e80f",
"Value": "Quest name: The Impatient Pirates of Pitax"
},
{
"Key": "71728f0f-b86d-44ed-b92f-f224f97e9d80",
"Value": "Bartholomew Delgado appearance (including NPC's portrait)"
},
{
"Key": "403a1dde-b844-4a27-b62a-488b1c12d3c6",
"Value": "Spell name: Secret of Suramgamin"
},
{
"Key": "e6189577-5188-4fdf-8e4c-866a4e905145",
"Value": "Bear Claw Sword"
},
{
"Key": "592ee0aa-2a5e-48ab-a0d4-91d74944107d",
"Value": "Khanda Blade"
},
{
"Key": "07ffb46f-92a3-49ce-b6d0-8202f2151cc0",
"Value": "Black Leather Chestpiece"
},
{
"Key": "24aa9f0b-4a09-410d-9670-cab8b86eae05",
"Value": "\"Maya's Charm\" Necklace"
},
{
"Key": "906b4bc3-6838-446c-b120-6a03953de189",
"Value": "Xavorn's Cross"
},
{
"Key": "d1a5009d-b84e-43aa-82e6-57283b83f32f",
"Value": "Diamond Tier"
},
{
"Key": "b1f8c2f5-3474-47fc-9703-26d32f184b44",
"Value": "Our heartfelt thanks for the people who are not only support us
with their pledges but also help us to add more content and features to our game.
We praise your creativity and ideas!"
},
{
"Key": "5b955f62-07fc-47a6-ba99-590bb9b4ddcd",
"Value": "International Director Production"
},
{
"Key": "58826355-5608-422f-8df6-f6e56f49bd65",
"Value": "International Marketing Director"
},
{
"Key": "a2cc2452-32ce-4517-a996-ab07acef739c",
"Value": "Head of International Marketing"
},
{
"Key": "b2b6010a-a8a3-432e-99ac-179c689879f6",
"Value": "International Marketing Manager"
},
{
"Key": "63da0b25-9400-40cb-8829-c4b7d771d9b5",
"Value": "Head of Creative Services"
},
{
"Key": "773436ad-c4bf-4d60-9c10-cb9c45d4fd16",
"Value": "Senior Art Director"
},
{
"Key": "f87ecce8-8ef4-4a83-910a-268099862f65",
"Value": "Art Director"
},
{
"Key": "e2959186-5c1b-47a8-840f-93fa31fb0f2a",
"Value": "Video Expert"
},
{
"Key": "01d0c333-2ca9-4297-90a0-8efc8d3bd1d3",
"Value": "Video Editor"
},
{
"Key": "c2d24f43-56f2-4c87-b897-26005afea25c",
"Value": "Head of Sales Planning & Strategy"
},
{
"Key": "7632e6c3-ec3f-4aea-b8f9-223808a84daa",
"Value": "Head of Digital"
},
{
"Key": "761dede7-b049-4ece-b355-b6204690c86e",
"Value": "Product Manager"
},
{
"Key": "4cc1be10-88e7-4a2b-a842-73e693517468",
"Value": "Digital Marketing Manager"
},
{
"Key": "e708b6e9-5561-465e-8038-8b3c47b2495e",
"Value": "Digital Account Manager"
},
{
"Key": "8f4f55c1-d7e6-45a2-8d63-d3bbae7ff222",
"Value": "Content Manager"
},
{
"Key": "4763d6a9-cdf2-42b0-9030-25b1cfd9e39a",
"Value": "Communications Manager"
},
{
"Key": "d0a3c900-90e2-455a-866e-d3c1bf2798fd",
"Value": "Jr. International Marketing Manager"
},
{
"Key": "7ec37fbb-7481-4008-b375-9d98569b0784",
"Value": "Head of Global Marketing"
},
{
"Key": "6481a24f-1f0c-43ec-929b-eb9a3a41fa63",
"Value": "UK Marketing Manager"
},
{
"Key": "ec88cb61-0326-4cc7-a090-16511f7d7b9b",
"Value": "UK Marketing Assistant"
},
{
"Key": "98acac23-435b-4ac0-bbf2-c85eb681067f",
"Value": "UK Senior PR Manager"
},
{
"Key": "34728ff5-fb97-476c-8d23-29787f7b8aa8",
"Value": "UK PR Assistant"
},
{
"Key": "0e977a75-9348-4432-af3f-dfabdc6c8623",
"Value": "Senior Product Release Manager"
},
{
"Key": "75051c46-a0cc-4e56-b729-4bb5a0484a5b",
"Value": "UK Product Manager"
},
{
"Key": "d230013d-e482-454b-91d7-425bacf6fba8",
"Value": "UK Community Manager"
},
{
"Key": "fb617fde-9fc0-4dda-b582-153f9ea857b8",
"Value": "UK Head of Sales and Trade Marketing UK & EIRE"
},
{
"Key": "15e7d210-0ff8-46bf-9805-9dd0bc7e8e90",
"Value": "UK Trade Marketing Manager"
},
{
"Key": "59ab5c27-8c9b-410c-98fa-cc904326c75b",
"Value": "UK National Account Manager"
},
{
"Key": "b01a4428-0e78-4887-a115-9700c43a0a22",
"Value": "International Sales & New Business Development"
},
{
"Key": "93591599-4ad8-4a10-88dd-c3925c6638e7",
"Value": "Brand Marketing Manager"
},
{
"Key": "e9282472-691a-4138-9711-15d7963f57ef",
"Value": "Chief Operating Officer"
},
{
"Key": "ca25ce5a-5ccc-4c3a-8958-545b1e8f9d7d",
"Value": "Publishing Compliance Manager"
},
{
"Key": "404209b5-3372-4ea7-93c1-30f0b7f99cb3",
"Value": "Director of Marketing and PR"
},
{
"Key": "cd136988-fc85-4f2e-844a-ed5c4fafd76b",
"Value": "Product Release & QA Project Manager"
},
{
"Key": "b2837631-af49-4199-a2eb-418cf9a67e51",
"Value": "Associate Marketing Manager"
},
{
"Key": "bc54f994-af60-434f-b05c-dc491edd84b4",
"Value": "Managing Director"
},
{
"Key": "33964194-713a-4f9d-9aac-aca2137cbeaf",
"Value": "Marketing Director"
},
{
"Key": "b27d0cd5-b329-45cc-b24b-5f6fd27bbbc6",
"Value": "General Manager"
},
{
"Key": "07c1cdc2-006d-48fa-90a5-59b5de5bea30",
"Value": "Sales Manager Games"
},
{
"Key": "7a9bf76e-fdc0-4922-97ed-c64dcabc4d5b",
"Value": "Key Account Manager Games"
},
{
"Key": "3620ab3d-18c9-4595-9d80-193cc56e08e8",
"Value": "Head of Localisation & QA"
},
{
"Key": "72a8ec1f-47ab-4f07-a2c1-3418f9f304b9",
"Value": "Localisation Project Manager"
},
{
"Key": "bae5b934-f492-4c11-b49a-fd7985fbcc5a",
"Value": "QA Project Manager"
},
{
"Key": "3946caa6-63f9-4090-94eb-747e8b3d7634",
"Value": "Business Development Director"
},
{
"Key": "30c511b9-96ba-41cd-b869-c55767e924ae",
"Value": "Senior Business Development Manager"
},
{
"Key": "f08fa6cf-fd04-4b73-9653-b3c89e6f9fc2",
"Value": "Business Development Manager"
},
{
"Key": "5d0163bd-4ba5-4774-8d22-02c5f4e6c351",
"Value": "Production"
},
{
"Key": "40a1bb60-2091-40df-b94d-e49c0dbb6481",
"Value": "Spain"
},
{
"Key": "7ab422fc-72d8-401d-a65e-68ff217f50b7",
"Value": "Spanish Marketing"
},
{
"Key": "0d467387-c478-457a-9b37-a34ebc05dd9d",
"Value": "Italy"
},
{
"Key": "61b85efe-f389-4771-aa64-190787830d0d",
"Value": "Italian Marketing"
},
{
"Key": "f9c0e0cd-d164-4376-af6d-7ab5656fd70f",
"Value": "France"
},
{
"Key": "793284f6-9269-444a-83ce-e4b9003880ae",
"Value": "French Marketing"
},
{
"Key": "13a1ab43-3f3b-47bd-b053-e7090a9a7f7c",
"Value": "Benelux"
},
{
"Key": "1536be52-a7cc-49e2-adc3-ba06ab2c7905",
"Value": "Benelux Marketing"
},
{
"Key": "b09fdd79-79d8-449d-b3e9-7dca4b034cc7",
"Value": "Business Development"
},
{
"Key": "c708a761-acb8-4c0b-9482-af74ff5f73ac",
"Value": "International Marketing"
},
{
"Key": "50bcf40c-ec1d-4a80-b69f-ff169a741541",
"Value": "GSA Marketing"
},
{
"Key": "7d6e0e1e-ecba-4fd2-9f84-224652b2e0c1",
"Value": "UK Marketing"
},
{
"Key": "b22842c7-76a1-4f0f-a6ad-6bf180a99744",
"Value": "UK Sales"
},
{
"Key": "b9bb3d7c-58c0-42dd-99d8-8d103c6def9d",
"Value": "International Export"
},
{
"Key": "e9fc23b5-5c1a-470a-96e4-95432d11337e",
"Value": "North America"
},
{
"Key": "add17878-cb96-41c3-aaaa-5190519ca881",
"Value": "Nordic"
},
{
"Key": "4db94481-d9f6-40be-84c4-f96cde8cce33",
"Value": "Nordic Marketing"
},
{
"Key": "5959df02-3d6c-4e58-b9e3-24a1ce9994a4",
"Value": "Deep Silver"
},
{
"Key": "744bd1a8-c291-46e8-b947-7527ffd2df56",
"Value": "Publisher"
},
{
"Key": "3e98ea10-4648-459f-a582-7efbaa72f094",
"Value": "Diamond Tier"
},
{
"Key": "3454999c-60d8-490f-a092-ea61ab6242d2",
"Value": "Diamond Tier"
},
{
"Key": "3be5ed43-4062-4eef-9b24-9e4fb91c8a55",
"Value": ""
},
{
"Key": "12fc2fb3-b9d0-4bec-a7ab-9feb215f8857",
"Value": "The End!"
},
{
"Key": "00a668e7-f57b-4bac-a496-68a16a0de34b",
"Value": "Thank you for playing Pathfinder: Kingmaker!"
},
{
"Key": "c16e2ae4-3d44-48c0-864d-f56c3296ff4e",
"Value": "Gold Tier"
},
{
"Key": "13056b5d-2fa2-46d0-bbcf-11ec87e5dd74",
"Value": "Gold Tier"
},
{
"Key": "681ecea1-81ab-4891-8e11-4e7f99de4fb7",
"Value": "Microsoft"
},
{
"Key": "583fec43-8659-4a0a-ae28-64d4af3dfc7d",
"Value": "Audiokinetic Inc."
},
{
"Key": "dc7d28e9-de3d-417a-b030-2ee8368b8f39",
"Value": "Syrinscape Pty Ltd."
},
{
"Key": "1d4ba4e4-cce5-4ad4-bc1b-9f44e16e949b",
"Value": "Unity Technologies"
},
{
"Key": "be69b1d9-a66f-47e5-ad57-47391b127674",
"Value": "Middleware"
},
{
"Key": "d287f247-6693-4bd1-857c-70d2826a13a7",
"Value": "Middleware"
},
{
"Key": "201626ee-a6d3-40d4-bf81-a35252f75f1b",
"Value": "Head of Innovation Division, Mail.Ru Group"
},
{
"Key": "b65eae54-8564-4028-bf3f-4973166bdaf7",
"Value": "Artist"
},
{
"Key": "0a866881-d519-4be9-a667-9d3f04a7b13d",
"Value": "Head of Media-buying Team"
},
{
"Key": "0c00fa73-e17b-44f7-bf7b-772fec1f27b3",
"Value": "PR Manager"
},
{
"Key": "4ba69b4c-9f93-4cad-818f-ccf16dd5a07b",
"Value": "Head of My.com marketing"
},
{
"Key": "6f92e1cf-edf7-4913-af81-713a27bf0355",
"Value": "Video Producer"
},
{
"Key": "9a65379f-2026-4643-8940-57278c86c493",
"Value": "PR Manager"
},
{
"Key": "90952fad-4a3a-47a5-80ed-c59e27e6cff5",
"Value": "Sound Designer"
},
{
"Key": "a4a73e8c-1024-4cda-abd6-9823e6bdb1c2",
"Value": "Web Designer"
},
{
"Key": "4c9f85fd-f616-4f00-b153-2aac715f4880",
"Value": "Web Developer"
},
{
"Key": "5d655c9f-5b0a-486d-b833-32bfbc15b246",
"Value": "Head of Web Development Team"
},
{
"Key": "25ed6299-a528-4fe2-bd3f-78e76c35c9e1",
"Value": "Head of My.com Operation"
},
{
"Key": "e88011de-fdee-49ea-9beb-709dbcae5257",
"Value": "Deputy of Web Development Team"
},
{
"Key": "bbe29644-142c-4a3f-9b23-2dca87e87feb",
"Value": "Head of Web Development Team, Mail.Ru Group"
},
{
"Key": "be607ed2-61b3-4179-90ad-e40bc270097e",
"Value": "Head of Technical Operations Department, Mail.Ru Group"
},
{
"Key": "89aede0e-ac98-40c8-8514-34ccb809199b",
"Value": "Head of Allods Team, Mail.Ru Group"
},
{
"Key": "a22dd6d0-2ddd-4245-98a4-eccc0b6cc00d",
"Value": "Head of Publishing, Mail.Ru Group"
},
{
"Key": "e84442ac-d67d-4d85-ba26-bfd1571e25a5",
"Value": "Head of Business Development, Mail.Ru Group"
},
{
"Key": "48e4da88-e77d-42f4-9a99-51d05a2d89f7",
"Value": "Head of Games Division, Mail.ru Group"
},
{
"Key": "46d98949-191b-42ae-8382-7b230ffd5060",
"Value": "Brand Manager"
},
{
"Key": "e63d7e99-e86b-4a37-b89f-569cc02d0e4b",
"Value": "Build Manager"
},
{
"Key": "f4c8801d-d44c-4bb7-9fe0-ad92caae29a8",
"Value": "Technical Director"
},
{
"Key": "c52bf41d-90b5-4ce6-a4d8-acb74971cf05",
"Value": "COO, Mail.Ru Group"
},
{
"Key": "a3d8629d-5876-432f-9d06-1cc69e1e55d4",
"Value": "Head of My.com"
},
{
"Key": "e613a5e0-420f-41e6-b45b-58736fce58f7",
"Value": "Marketing Director"
},
{
"Key": "afa5afdc-1670-4fe0-b369-47d588ddfeec",
"Value": "Head of Video Production Team"
},
{
"Key": "19fe5ab0-61e3-40c8-aa4a-52851b72d3ef",
"Value": "Video Designer"
},
{
"Key": "a06292e6-b9f9-4522-b9e5-73cf1b4de178",
"Value": "Head of Moscow Marketing"
},
{
"Key": "c9c8e9e3-1636-4893-8aa2-c7f3acf78c82",
"Value": "Head of Voronezh Video Production Team"
},
{
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},
{
"Key": "8818875d-438f-40b2-80e5-b98fa4ee0e5e",
"Value": "QA"
},
{
"Key": "0aeb86d1-d823-4d34-99f2-316f24f46141",
"Value": "Teams & Companies"
},
{
"Key": "b99de15d-8582-4aa3-8b32-ec4276f45c49",
"Value": "Grafit Art"
},
{
"Key": "e3e788e6-80c6-43cd-b715-a4d99afc9393",
"Value": "Art team"
},
{
"Key": "891b2c5c-8b1f-438f-877a-d593945d4f6e",
"Value": "Sanctum"
},
{
"Key": "f4c12e0a-5ecd-4fe0-885f-6773308cb974",
"Value": "3Beep"
},
{
"Key": "a994504c-4377-451a-b44f-f9683eb252e4",
"Value": "Text Support"
},
{
"Key": "61c78823-1451-40e3-b583-bf84a5029667",
"Value": "Cast (English)"
},
{
"Key": "cc9d0b3f-ef52-417e-bbe5-9e2a77b232eb",
"Value": "Other Support"
},
{
"Key": "5efa0edb-58a5-49fb-a4b1-aa4827595b61",
"Value": "People Involved"
},
{
"Key": "b8f05976-caae-4121-9726-bf940a3ddf1b",
"Value": ""
},
{
"Key": "317581db-5151-4c29-bcb7-ffdf6fd0567c",
"Value": "Business Development"
},
{
"Key": "8d08d2b7-229c-4f56-91a3-a26bc8fe99a3",
"Value": "Technical support"
},
{
"Key": "a7dd82ab-0753-4233-bed6-7d79f24ab988",
"Value": "Area Design Team"
},
{
"Key": "5686147c-9b82-40aa-93c0-a6a6c3e8b88a",
"Value": "Special thanks to"
},
{
"Key": "0058ae3c-a6a0-4f6a-848c-e18c10d9140f",
"Value": "NPC creator"
},
{
"Key": "def442f4-81e1-41b3-adae-fd514830707a",
"Value": "Quest Creator"
},
{
"Key": "3fa99e53-882a-43dd-9bfa-cafacc2e9586",
"Value": "Face Creator"
},
{
"Key": "287c1aea-33ce-4429-82b8-938792f6eede",
"Value": "Spell Creator"
},
{
"Key": "580eedc0-ad16-4c36-b180-a705998e16c5",
"Value": "Party Banter Creator"
},
{
"Key": "99896a8b-b73b-4986-818f-4eb5f8c4c44c",
"Value": "In-Game Armor (or item) Creator"
},
{
"Key": "09890174-7870-4bcc-a6b0-dda1b5cde22e",
"Value": "In-Game Item Creator"
},
{
"Key": "7f723a34-55d8-4ef8-94c5-656ae3b4b32c",
"Value": "Core Design Team"
},
{
"Key": "236186fb-d5b6-4a55-8d3f-3a9053422ea9",
"Value": "Narrative Design Team"
},
{
"Key": "aa4dd1a6-6ec7-4eec-b238-2eb045f86b01",
"Value": "Audio Team"
},
{
"Key": "d747b328-e5db-43a9-a6e7-f22caacc1b16",
"Value": "UI Design Team"
},
{
"Key": "278e0546-a014-4a77-a2a3-f702212f46ca",
"Value": "QA Team"
},
{
"Key": "21a6a9c6-4576-4e09-ad29-596f36f6365c",
"Value": "Tech Team"
},
{
"Key": "19375adc-d5c5-4f4d-8f43-86c536d61d57",
"Value": "Manage & Support Team"
},
{
"Key": "4d5a1590-6f01-46a6-b937-cf89f6b0a290",
"Value": "Diamond tier backers"
},
{
"Key": "2e08adf8-a7bb-429c-aa7c-584b39c2a62b",
"Value": "Thank you for supporting our project!"
},
{
"Key": "b625da4b-933a-44b2-97bc-fdf55e7020ba",
"Value": ""
},
{
"Key": "ee208487-fcfe-452a-a9e7-45ebe273a7ee",
"Value": "Abadar is a patient, calculating, and far-seeing deity who wishes
to bring civilization to the frontiers, order to the wilds, and wealth to all who
support the rule of law. His primary desire is to see the purifying spread of
civilization, enlightening the dark corners of the world and revealing the
clockwork perfection of the cosmos. His nature is not hasty, for the pace of
society's reach is slow but relentless. He strikes a careful balance between good
and evil, seeing benefits on both sides and refusing to endorse one or the other.
His followers believe he is responsible for elevating the various humanoid races
from simple tribes to beings capable of creating huge cities. He puts words of
diplomacy in the mouths of leaders, guides the pens of those who write laws, and
steers coins into the hands of those who practice fair commerce.\nThe god of cities
is stern, but rewards those who work hard and whose actions benefit others as well
as themselves, though he is morally ambiguous enough to recognize that not every
person can benefit from every decision. He frowns on the misuse of slaves or beasts
of burden, considering it a waste of resources and detrimental to the profitability
of civilization as a whole; he views using cheap laborers rather than slaves as a
better option, as then the workers can use their funds to participate in commerce
and rise above their low station through established economic channels. Abadar
understands, however, that the world changes in small increments, and that the most
advantageous option for society is not always the most workable in the present. He
respects cautious thought and rejects impulsiveness, seeing it as a base and
destructive whim. He teaches that discipline, keen judgment, and following the law
eventually lead to wealth, comfort, and happiness. He does not believe in free
handouts, and because of this his temples sell potions and healing spells or
scrolls rather than giving them to those in need. Any who protest are directed to
the temple of Sarenrae.\nAbadar is the master and guardian of the First Vault, a
magical trove in his realm where a perfect version of every type of creature and
object exists � a perfect sword, a perfect deer, a perfect wheel, and even a
perfect law. His mortal artists and artisans attempt to emulate these perfect
forms, inspired by Abadar's mentoring. Likewise, his arbiters and judges keep these
idealized laws in mind when crafting new laws or ruling on existing ones. It is
said that centuries ago Abadar allowed mortals to visit the First Vault in dreams,
the better to inspire them. There has been no record of such coveted visions
occurring in a long time, however, perhaps because he has not found someone worthy,
because he fears his enemies might steal the perfect forms, or because he is
carefully pacing the advance of current civilizations to prevent them from growing
too quickly and dissolving before they reach their peak.\nHis primary worshipers
are aristocrats, artisans, judges, lawyers, merchants, and politicians, all of whom
benefit from established laws and commerce. Those who are poor or who have been
wronged also worship him, praying he might help reverse their ill fortune, for most
mortals seek wealth and the happiness it brings. He expects his followers to abide
by local laws (though not foolish, contradictory, toothless, or purposeless
mandates) and to work to promote order and peace. He has no tolerance for gambling
or excessive drinking or drug use, as despite the lucrative nature of these
industries, such vices inevitably weaken society rather than strengthen
it.\nWorshipers who lose Abadar's favor might find themselves short on money at a
crucial time, tongue-tied in the middle of an important deal, or stymied in their
craft or art. When he is pleased, deals are more profitable than expected, projects
are completed early, and journeys to or within a city take less time than normal.
His intervention in the mortal world is subtle, for he expects worshipers to do
their own work; it usually takes the form of hints or opportunities rather than
direct gifts.\nAbadar is depicted as a handsome man with black hair dressed in fine
garments, often with a gold cloak over a golden breastplate and bearing many keys.
<link=\"Encyclopedia:Humans\"><b>Humans</b></link>,
<link=\"Encyclopedia:Dwarves\"><b>dwarves</b></link>, and
<link=\"Encyclopedia:Gnomes\"><b>gnomes</b></link> show him with a beard, whereas
<link=\"Encyclopedia:Elves\"><b>elves</b></link> show him beardless and with long
braids tied with golden thread. His voice is pleasant and even, his words firm but
not harsh.\nAbadar's holy symbol is a <b>golden key</b>, often with a city image on
the head. His clergy is made up almost entirely of clerics, with a small number of
paladins. Because of the emphasis on cities and civilization, he almost never has
adepts among his priesthood�even the most remote settlements paying homage to
Abadar are watched over by at least a cleric or a paladin. He is called the Master
of the First Vault, Judge of the Gods, and the Gold-
Fisted.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Lawful
neutral\n<b>Cleric Alignment:</b> LG, LN, N, LE\n<b>Domains:</b>
<link=\"Encyclopedia:Earth_Domain\"><b>Earth</b></link>,
<link=\"Encyclopedia:Law_Domain\"><b>Law</b></link>,
<link=\"Encyclopedia:Nobility_Domain\"><b>Nobility</b></link>,
<link=\"Encyclopedia:Protection_Domain\"><b>Protection</b></link>,
<link=\"Encyclopedia:Travel_Domain\"><b>Travel</b></link>\n<b>Favored Weapon:</b>
Light Crossbow"
},
{
"Key": "267e471b-269b-426e-a5c8-7956ad5504de",
"Value": "Abadar"
},
{
"Key": "ee92e12a-7cf0-40c9-80ce-ff39fa5a29bf",
"Value": "Character creation starts by generating your character's ability
scores. These six scores determine your character's most basic features and are
used to decide a wide variety of details and statistics. Some class selections
require you to have better than average scores for some of your abilities. Your
choice of race will offer one or more bonuses to apply to your ability scores."
},
{
"Key": "ff808f14-e07b-4adf-9315-ea34b77aa57c",
"Value": "Ability scores"
},
{
"Key": "dd814f67-f8d8-40f9-a983-e2ba94aa70f5",
"Value": "Abjurations are protective spells. They create physical or magical
barriers, negate magical or physical abilities, harm trespassers, or even banish
the subject of the spell to another plane of existence."
},
{
"Key": "8396e0b1-fffa-4329-a730-9f133e6a13b1",
"Value": "Abjuration"
},
{
"Key": "1d55b91a-54e3-4ba5-94b3-d2ab407d727d",
"Value": "When your character's current hit points drop to a negative amount
equal to their <link=\"Encyclopedia:Constitution\"><b>Constitution</b></link> score
or lower, they get the Death Door Condition. If they already had the Death Door
Condition, they die. A character can also die from taking ability damage or
suffering an ability drain that reduces their Constitution score to 0.\nCertain
types of powerful magic, such as raise dead and resurrection, can restore life to a
dead character."
},
{
"Key": "31db21b0-a1be-4191-883e-79aad36c14e4",
"Value": "Normal Mode"
},
{
"Key": "742a3b1e-70da-4c7e-a769-f035d27d7720",
"Value": "You can manipulate lightning, mist, and wind, and are resistant to
electricity damage.\n<b>Lightning Arc:</b> As a standard action, you can unleash an
arc of electricity targeting any foe within 30 feet as a ranged touch attack. This
arc of electricity deals 1d6 points of electricity damage + 1 point for every two
cleric levels you possess. You can use this ability a number of times per day equal
to 3 + your <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link>
modifier.\n<b>Electricity Resistance:</b> At 6th level, you gain resist electricity
10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity
to electricity."
},
{
"Key": "0beaefcb-2e83-44fc-90cf-dab081700ab7",
"Value": "Air Domain"
},
{
"Key": "884fcd1b-f167-446c-bf2e-74b84d432e64",
"Value": "Alchemist"
},
{
"Key": "1bb738c3-5d73-43f7-ad7d-337ad9a80bac",
"Value": "<b>Base Features</b>\n<b>Alchemist
Proficiencies</b>\n<b>Bomb</b>\nIn addition to magical extracts, alchemists are
adept at swiftly mixing various volatile chemicals and infusing them with their
magical reserves to create powerful bombs that they can hurl at their enemies. An
alchemist can use a number of bombs each day equal to his class level + his
Intelligence modifier.\nThrown bombs have a range of 20 feet and use the Throw
Splash Weapon special attack. Bombs are considered weapons and can be selected
using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an
alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to
the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases
by 1d6 points at every odd-numbered alchemist level (this bonus damage is not
multiplied on a critical hit or by using feats such as Vital Strike). Splash damage
from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb
would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be
6 points of fire damage). Those caught in the splash damage can attempt a
<link=\"Encyclopedia:Saving_Throw\"><b>Reflex save</b></link> for half damage. The
DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's
Intelligence modifier.\n<b>Mutagen</b>\nAt 1st level, an alchemist discovers how to
create a mutagen that he can imbibe in order to heighten his physical prowess at
the cost of his personality.\nIt's a standard action to drink a mutagen. Upon being
imbibed, the mutagen causes the alchemist to grow bulkier and more bestial,
granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected
ability score for 10 minutes per alchemist level. In addition, while the mutagen is
in effect, the alchemist takes a �2 penalty to one of his mental ability scores. If
the mutagen enhances his <link=\"Encyclopedia:Strength\"><b>Strength</b></link>, it
applies a penalty to his
<link=\"Encyclopedia:Intelligence\"><b>Intelligence</b></link>. If it enhances his
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link>, it applies a penalty to
his <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link>. If it enhances his
<link=\"Encyclopedia:Constitution\"><b>Constitution</b></link>, it applies a
penalty to his <link=\"Encyclopedia:Charisma\"><b>Charisma</b></link>.\n<b>Throw
Anything</b>\nYou receive a +1 circumstance bonus on attack rolls made with thrown
splash weapons.\n<b>Discovery</b>\nAt 2nd level, and then again, every 2 levels
thereafter (up to 18th level), an alchemist makes an incredible alchemical
discovery. Unless otherwise noted, an alchemist cannot select an individual
discovery more than once. Some discoveries can only be made if the alchemist has
met certain prerequisites first, such as uncovering other discoveries. Only one
such discovery can be applied to an individual bomb. The DC of any saving throw
called for by a discovery is equal to 10 + 1/2 the alchemist's level + the
alchemist's Intelligence modifier.\n<b>Poison Resistance</b>\nAt 2nd level, an
alchemist gains a +2 bonus on all saving throws against poison. This bonus
increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an
alchemist becomes completely immune to poison.\n<b>Poison Immunity</b>\nAt 10th
level, an alchemist becomes completely immune to poison.\n<b>Persistent
Mutagen</b>\nAt 14th level, the effects of a mutagen last for 1 hour per level."
},
{
"Key": "69a84111-35ab-41e0-80f4-26e0d71f866f",
"Value": "<b>Selectable Features</b>\n<b>Acid Bomb</b>\nWhen the alchemist
creates a bomb, he can choose to have it inflict acid damage. Creatures that take a
direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round
later.\nPrerequisite: Bomb\n<b>Blinding Bombs</b>\nWhen the alchemist creates a
bomb, he can choose for it to detonate very brightly. Creatures that take a direct
hit from a blinding bomb are blinded for 1 minute unless they succeed at a
Fortitude save. Creatures in the splash area that fail their saves against the bomb
are dazzled for 1 minute.\nPrerequisite: Alchemist 8, Bomb\n<b>Breath Weapon
Bomb</b>\nInstead of drawing the components of, creating, and throwing a bomb, the
alchemist can draw the components, drink them, mix them within his body, and then
expel them as a breath weapon as a standard action. This breath weapon is a 15-foot
cone and has the same DC as the bomb. Each creature within the cone takes damage as
if it had suffered a direct hit from the alchemist's bomb, but succeeding at a
<link=\"Encyclopedia:Saving_Throw\"><b>Reflex save</b></link> (DC = 10 + 1/2 the
alchemist's level + the alchemist's Intelligent modifier) halves the damage. Unlike
throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does
not provoke attacks of opportunity.\nPrerequisite: Alchemist 6, Bomb\n<b>Choking
Bomb</b>\nInstead of dealing damage this bomb exposes creatures around it to
choking gas. Everyone around target must succeed on a Fortitude save or become
Nauseated for 1 round per 1d6 damage that alchemist bombs usually inflict. Targets
that were Nauseated by this bomb can attempt another save each
round.\nPrerequisite: Bomb\n<b>Cognatogen</b>\nThe alchemist gains the ability to
create a cognatogen, a mutagen-like mixture that heightens one mental ability score
at the expense of a physical ability score. If the cognatogen enhances his
<link=\"Encyclopedia:Intelligence\"><b>Intelligence</b></link>, it applies a
penalty to his <link=\"Encyclopedia:Strength\"><b>Strength</b></link>. If it
enhances his <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link>, it applies a
penalty to his <link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link>. If it
enhances his <link=\"Encyclopedia:Charisma\"><b>Charisma</b></link>, it applies a
penalty to his <link=\"Encyclopedia:Constitution\"><b>Constitution</b></link>.
Otherwise, this ability works just like the mutagen ability (including the natural
armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare
a cognatogen. All limitations of mutagens apply to cognatogens as if they were the
same substance � an alchemist can only maintain one mutagen or cognatogen at a
time, a cognatogen that is not in an alchemist's possession becomes inert, drinking
a cognatogen makes a non-alchemist sick, and so on. When the effect of the
cognatogen ends, the alchemist takes 2 points of ability damage to the ability
score penalized by the cognatogen. The infuse mutagen discovery and the persistent
mutagen class ability apply to cognatogens.\n<b>Grand Cognatogen</b>\nThe
alchemist's cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus
to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical
bonus to a second mental ability score, and a +4 alchemical bonus to a third mental
ability score. The alchemist takes a �2 penalty to his Strength, Dexterity, and
Constitution as long as the cognatogen persists, and takes 2 points of ability
damage to each physical ability score when the cognatogen ends.\n<b>Greater
Cognatogen</b>\nThe alchemist's cognatogen now grants a +4 natural armor bonus, a
+6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or
Charisma), and a +4 alchemical bonus to a second mental ability score. The
alchemist takes a �2 penalty on both associated physical ability scores as long as
the mutagen persists, and takes 2 points of ability damage to both associated
physical ability scores when the cognatogen ends.\n<b>Cursed Bomb</b>\nWhen an
alchemist creates a bomb, he can choose to have it deliver one of the four powerful
curses. A creature that takes a direct hit from a cursed bomb must succeed at a
Will save or be affected by one of the following curses:\nCurse of Feeble Body �
the subject suffers a -6 decrease to Constitution score.\nCurse of Weakness � the
subject suffers a -6 decrease to Strength and Dexterity scores.\nCurse of Idiocy �
the subject suffers a -6 decrease to Intelligence, Wisdom and Charisma
scores.\nCurse of Deterioration � the subject suffers a -4 penalty on attack rolls,
saves, ability checks, and skill checks.\n<b>Dispelling Bomb</b>\nWhen the
alchemist creates a bomb, he can choose to have it dispel magic effects instead of
deal damage. Creatures that take a direct hit from a dispelling bomb are subject to
a targeted dispel magic spell, using the alchemist's level as the caster level.
This cannot be used to target a specific spell effect.\n<b>Explosive Bombs</b>\nThe
alchemist's bombs now have a splash radius of 10 feet rather than 5 feet (see Throw
Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire,
taking 1d6 points of fire damage each round until the fire is
extinguished.\n<b>Feral Mutagen</b>\nWhenever the alchemist imbibes a mutagen, he
gains two claw attacks and a bite attack. These are primary attacks and are made
using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of
damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of
damage (1d6 if the alchemist is Small). While the mutagen is in effect, the
alchemist gains a +2 competence bonus on Intimidate skill checks.\n<b>Force
Bomb</b>\nWhen the alchemist creates a bomb, he can choose to have it inflict force
damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force
damage for every odd-numbered level, instead of 1d6. Creatures that take a direct
hit from a force bomb are knocked prone unless they succeed on a Reflex
save.\n<b>Grand Mutagen</b>\nThe alchemist's mutagen now grants a +6 natural armor
bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or
Constitution), a +6 alchemical bonus to a second physical ability score, and a +4
alchemical bonus to a third physical ability score. The alchemist takes a �2
penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen
persists.\n<b>Greater Mutagen</b>\nThe alchemist's mutagen now grants a +4 natural
armor bonus, a +6 alchemical bonus to one physical ability score (Strength,
Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability
score. The alchemist takes a �2 penalty on both associated mental ability scores as
long as the mutagen persists.\n<b>Holy Bombs</b>\nWhen the alchemist creates a
bomb, he can choose to have it deal good divine damage. Evil creatures that take a
direct hit from a holy bomb must succeed at a Fortitude save or be staggered on
their next turn. Against neutral creatures, holy bombs deal half damage, and such
targets are not affected by their staggering effect. Holy bombs have no effect on
good-aligned creatures.\n<b>Infusion</b>\nInfusion discovery allows an alchemist to
use his extracts not only on himself but on other people as well. With this
discovery, all alchemist extracts will behave exactly like spells with same names
when considering targets and range.\n<b>Precise bomb</b>\nWhen the alchemist throws
a bomb, he doesn't affect allies.\n<b>Spontaneous Healing</b>\nThe alchemist gains
the ability to heal from wounds rapidly. As a free action once per round, he can
heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points
per day in this manner for every 2 alchemist levels he possesses.\n<b>Tanglefoot
Bombs</b>\nA creature that takes a direct hit from a tanglefoot bomb must save
against the bomb's DC or be entangled and glued to the floor as if it had failed
its save against a tanglefoot bag. Creatures in the splash area that fail their
saves are entangled but not glued to the floor; those who make this save are not
entangled at all."
},
{
"Key": "e6832c8d-fc95-404e-9de8-654bf7310394",
"Value": "Whether secreted away in a smoky basement laboratory or gleefully
experimenting in a well-respected school of magic, the alchemist is often regarded
as being just as unstable, unpredictable, and dangerous as the concoctions he
brews. While some creators of alchemical items content themselves with sedentary
lives as merchants, providing tindertwigs and smokesticks, the true alchemist
answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist
captures his own magic potential within liquids and extracts he creates, infusing
his chemicals with the virulent power to grant him impressive skill with poisons,
explosives, and all manner of self-transformative magic.\n<b>Role</b>: The
alchemist's reputation is not softened by his exuberance (some would say dangerous
recklessness) in perfecting his magical extracts and potion-like creations,
infusing these substances with magic siphoned from his aura and using his own body
as experimental stock. Nor is it mollified by the alchemist's almost gleeful
passion for building explosive bombs and discovering strange new poisons and
methods for their use. These traits, while making him a liability and risk for most
civilized organizations and institutions of higher learning, seem to fit quite well
with most adventuring
groups.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Any\n<b>Hit
Die:</b> d8\n<b>Skill Ranks per Level:</b> 2 + Int modifier"
},
{
"Key": "09df479e-30d7-4fc8-a7ba-ce04f8677ff7",
"Value": "Alchemist"
},
{
"Key": "26def293-0776-48f5-b970-3585eb2ed62b",
"Value": "Alchemist"
},
{
"Key": "f00be7e4-33d5-422b-801a-775d3f0f1ad0",
"Value": "Alignment represents a creature's basic moral and ethical attitude.
Alignment has two components: one describing whether a creature is lawful, neutral,
or chaotic, followed by another that describes whether a character is good,
neutral, or evil. Each alignment represents a broad range of personality types or
personal philosophies, so two characters of the same alignment can still be quite
different from each other. In addition, few people are completely consistent.\nAll
creatures have an alignment and alignment determines the effectiveness of some
spells and magic items.\nAnimals and other creatures incapable of moral action are
neutral. Even deadly vipers and tigers that eat people are neutral because they
lack the capacity for morally right or wrong behavior. Dogs may be obedient and
cats free-spirited, but they do not have the moral capacity to be truly lawful or
chaotic.\nAlignments are usually abbreviated using the first letter of each
alignment component, such as LN for lawful neutral or CE for chaotic evil.
Creatures that are neutral in both components are denoted by a single \"N.\""
},
{
"Key": "788d9e71-86dc-4555-8350-f46b200162bf",
"Value": "Alignment"
},
{
"Key": "6d42c5d7-3703-465c-8d30-a989cedc184e",
"Value": "You can speak with and befriend animals with ease. In addition, you
treat <link=\"Encyclopedia:Lore_Nature\"><b>Lore (Nature)</b></link> as a class
skill.\n<b>Animal Companion:</b> At 4th level, you gain the service of an animal
companion. Your effective druid level for this animal companion is equal to your
cleric level � 3. (Druids who take this ability through their nature bond class
feature use their druid level � 3 to determine the abilities of their animal
companions)."
},
{
"Key": "08006145-ce93-4ecc-9d18-25a6432a8c18",
"Value": "Animal Domain"
},
{
"Key": "e885c70e-71df-495a-9241-9d33ee71b1a1",
"Value": "Ankous are assassins for powerful fey nobles, sent to kill,
terrify, and torture. They never speak, only telepathically whisper their lord's
verdict to victims. A typical ankou is 10 feet tall and has an 8-feet wingspan, but
weighs less than 100 pounds."
},
{
"Key": "d11c06ad-c119-45a5-833e-ac54e6d87206",
"Value": "Ankou"
},
{
"Key": "de7a7836-cf3f-4ce9-99c8-84c075a1e62b",
"Value": "An antimagic effect has the following powers and
characteristics.\nNo supernatural ability, spell-like ability, or spell works in an
area of antimagic (but extraordinary abilities still work).\nAntimagic does not
dispel magic; it suppresses it. Once a magical effect is no longer affected by the
antimagic (the antimagic fades, the center of the effect moves away, and so on),
the magic returns. Spells that still have part of their duration left begin
functioning again, magic items are once again useful, and so forth.\nSpell areas
that include both an antimagic area and a normal area, but are not centered in the
antimagic area, still function in the normal area. If the spell's center is in the
antimagic area, then the spell is suppressed.\nGolems and other constructs,
elementals, outsiders, and undead, still function in an antimagic area (though the
antimagic area suppresses their spellcasting and their supernatural and spell-like
abilities normally). If such creatures are summoned or conjured, however, see
below.\nSummoned or conjured creatures of any type, as well as incorporeal
creatures, wink out if they enter the area of an antimagic effect. They reappear in
the same spot once the field goes away.\nMagic items with continuous effects do not
function in the area of an antimagic effect, but their effects are not canceled (so
the contents of a bag of holding are unavailable, but neither spill out nor
disappear forever).\nTwo antimagic areas in the same place do not cancel each other
out, nor do they stack.\nWall of force, prismatic wall and prismatic sphere are not
affected by antimagic. Break enchantment, dispel magic, and greater dispel magic
spells do not dispel antimagic. Mage's disjunction has a 1% chance per caster level
of destroying an antimagic field. If the antimagic field survives the disjunction,
no items within it are disjoined."
},
{
"Key": "0152df1b-8595-4a5e-a303-7572d9f4b54c",
"Value": "Antimagic"
},
{
"Key": "2c2dea07-7a9d-4ce4-8789-1ff432c80ba8",
"Value": "Arcane Trickster"
},
{
"Key": "ddd8e4da-2403-4d74-91a7-1269c3dd2fca",
"Value": "Bards, maguses, sorcerers and wizards cast arcane spells. Compared
to divine spells, arcane spells are more likely to produce dramatic results."
},
{
"Key": "1f0571f0-749f-43cf-8ec2-52c92e17264f",
"Value": "Arcane Spells"
},
{
"Key": "a286e83e-b023-44f5-a6be-4a9bf57315f4",
"Value": "<b>Class Features</b>\nAll of the following are class features of
the arcane trickster prestige class.\n<b>Weapon and Armor Proficiency</b>\nArcane
tricksters gain no proficiency with any weapon or armor.\n<b>Base
Features</b>\n<b>Spells per Day</b>\nWhen a new arcane trickster level is gained,
the character gains new spells per day as if she had also gained a level in a
spellcasting class she belonged to before adding the prestige class. She does not,
however, gain other benefits a character of that class would have gained, except
for additional spells per day, spells known (if she is a spontaneous spellcaster),
and an increased effective level of spellcasting. If a character had more than one
spellcasting class before becoming an arcane trickster, she must decide to which
class she adds the new level for purposes of determining spells per day.\n<b>Arcane
Spellcasting</b>\nAt 1st level, arcane trickster selects an arcane spellcasting
class she belonged to before adding the prestige class. When a new arcane trickster
level is gained, the character gains new spells per day and new spells known as if
she had also gained a level in that spellcasting class.\n<b>Ranged
Legerdemain</b>\nAn arcane trickster can use Trickery at a range of 30 feet.
Working at a distance increases the normal skill check DC by 5.\n<b>Sneak
Attack</b>\nThis is exactly like the rogue ability of the same name. The extra
damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If
an arcane trickster gets a sneak attack bonus from another source, the bonuses on
damage stack.\n<b>Impromptu Sneak Attack</b>\nBeginning at 3rd level, an arcane
trickster can enter a special stance that allows him to improvise a way to sneak
attack targets regardless of their awareness. An arcane trickster can maintain this
stance for one round per day. For every two levels above 3rd arcane trickster can
maintain this stance for one additional round, up to a maximum of 4 rounds at 9th
level. The target of impromptu sneak attacks loses any Dexterity bonus to AC, but
only against those attacks. The power can be used against any target, but creatures
that are not subject to critical hits take no extra damage (though they still lose
any Dexterity bonus to AC against the attack).\n<b>Invisible Thief</b>\nAt 9th
level, an arcane trickster can become invisible, as if under the effects of greater
invisibility, as a free action. She can remain invisible for a number of rounds per
day equal to her arcane trickster level. These rounds need not be
consecutive.\n<b>Surprise Spells</b>\nAt 10th level, an arcane trickster can add
her sneak attack damage to any spell that deals damage, if the targets are flat-
footed. This additional damage only applies to spells that deal hit point damage,
and the additional damage is of the same type as the spell. If the spell allows a
saving throw to negate or halve the damage, it also negates or halves the sneak
attack damage.\n<b>Tricky Spells</b>\nStarting at 5th level, an arcane trickster
can cast her spells without their somatic or verbal components, as if using the
Still Spell and Silent Spell feats. Spells cast using this ability do not increase
in spell level or casting time. She can use this ability 3 times per day at 5th
level and one additional time per every two levels thereafter, to a maximum of 5
times per day at 9th level. The arcane trickster decides to use this ability at the
time of casting."
},
{
"Key": "930874a1-4ad8-47ad-a981-b9516de1e194",
"Value": "Few can match the guile and craftiness of arcane tricksters. These
prodigious thieves blend the subtlest aspects of the arcane with the natural
cunning of the bandit and the scoundrel, using spells to enhance their natural
thieving abilities. Arcane tricksters can pick locks, disarm traps, and lift purses
from a safe distance using their magical legerdemain, and as often as not seek
humiliation as a goal to triumph over their foes than more violent solutions.\nThe
path to becoming an arcane trickster is a natural progression for rogues who have
supplemented their talents for theft with the study of the arcane. Multiclass
rogue/sorcerers and rogue/bards are the most common arcane tricksters, although
other combinations are possible. Arcane tricksters are most often found in large,
cosmopolitan cities where their talents for magical larceny can be most effectively
put to use, prowling the streets and stealing from the unwary.\nRole: With their
mastery of magic, arcane tricksters can make for even more subtle or confounding
opponents than standard rogues. Ranged legerdemain enhances their skill as thieves,
and their ability to make sneak attacks without flanking or as part of a spell can
make arcane tricksters formidable damage-dealers.\nAlignment: All arcane tricksters
have a penchant for mischief and thievery, and are therefore never lawful. Although
they sometimes acquire their magical abilities through the studious path of
wizardry, their magical aptitude more often stems from a sorcerous bloodline. As
such, many arcane tricksters are of a chaotic alignment.\nHit Die:
d6.\nRequirements\nTo qualify to become an arcane trickster, a character must
fulfill all of the following criteria.\n�\tAlignment: Any nonlawful\n�\tSkills:
Disable Device 4 ranks, Escape Artist 4 ranks, Knowledge (arcana) 4
ranks.\n�\tSpells: Ability to cast mage hand and at least one arcane spell of 2nd
level or higher.\n�\tSpecial: Sneak attack +2d6.\nSkill Ranks at Each Level: 4 +
Int modifier.\nTable: Arcane Trickster\nLevel\tBase Attack Bonus\tFort Save\tRef
Save\tWill Save\tSpecial\tSpells per Day\n1st\t+0\t+0\t+1\t+1\tArcane Spellcasting,
Ranged Legerdemain\t+1 level of existing class\n2nd\t+1\t+1\t+1\t+1\tSneak attack
+1d6\t+1 level of existing class\n3rd\t+1\t+1\t+2\t+2\tImpromptu Sneak Attack\t+1
level of existing class\n4th\t+2\t+1\t+2\t+2\tSneak attack +2d6\t+1 level of
existing class\n5th\t+2\t+2\t+3\t+3\tImpromptu Sneak Attack\t+1 level of existing
class\n6th\t+3\t+2\t+3\t+3\tSneak attack +3d6\t+1 level of existing
class\n7th\t+3\t+2\t+4\t+4\tImpromptu Sneak Attack\t+1 level of existing
class\n8th\t+4\t+3\t+4\t+4\tSneak attack +4d6\t+1 level of existing
class\n9th\t+4\t+3\t+5\t+5\tImpromptu Sneak Attack, Invisible Thief\t+1 level of
existing class\n10th\t+5\t+3\t+5\t+5\tSneak attack +5d6, Surprise Spells\t+1 level
of existing class\nClass Features\nAll of the following are class features of the
arcane trickster prestige class.\nWeapon and Armor Proficiency\nArcane tricksters
gain no proficiency with any weapon or armor.\nBase Features\nSpells per Day\nWhen
a new arcane trickster level is gained, the character gains new spells per day as
if she had also gained a level in a spellcasting class she belonged to before
adding the prestige class. She does not, however, gain other benefits a character
of that class would have gained, except for additional spells per day, spells known
(if she is a spontaneous spellcaster), and an increased effective level of
spellcasting. If a character had more than one spellcasting class before becoming
an arcane trickster, she must decide to which class she adds the new level for
purposes of determining spells per day.\nArcane Spellcasting\nAt 1st level, Arcane
Trickster selects an arcane spellcasting class she belonged to before adding the
prestige class. When a new arcane trickster level is gained, the character gains
new spells per day and new spells known as if she had also gained a level in that
spellcasting class.\nRanged Legerdemain\nAn arcane trickster can use Trickery at a
range of 30 feet. Working at a distance increases the normal skill check DC by
5.\nSneak Attack\nThis is exactly like the rogue ability of the same name. The
extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and
10th). If an arcane trickster gets a sneak attack bonus from another source, the
bonuses on damage stack.\nImpromptu Sneak Attack\nBeginning at 3rd level, an arcane
trickster can enter a special stance that allows him to improvise a way to sneak
attack targets regardless of their awareness. An arcane trickster can maintain this
stance for one round per day. For every two levels above 3rd arcane trickster can
maintain this stance for one additional round, up to a maximum of 4 rounds at 9th
level. The target of impromptu sneak attacks loses any Dexterity bonus to AC, but
only against those attacks. The power can be used against any target, but creatures
that are not subject to critical hits take no extra damage (though they still lose
any Dexterity bonus to AC against the attack).\nInvisible Thief\nAt 9th level, an
arcane trickster can become invisible, as if under the effects of greater
invisibility, as a free action. She can remain invisible for a number of rounds per
day equal to her arcane trickster level. These rounds need not be
consecutive.\nSurprise Spells\nAt 10th level, an arcane trickster can add her sneak
attack damage to any spell that deals damage, if the targets are flat-footed. This
additional damage only applies to spells that deal hit point damage, and the
additional damage is of the same type as the spell. If the spell allows a saving
throw to negate or halve the damage, it also negates or halves the sneak attack
damage.\nTricky Spells\nStarting at 5th level, an arcane trickster can cast her
spells without their somatic or verbal components, as if using the Still Spell and
Silent Spell feats. Spells cast using this ability do not increase in spell level
or casting time. She can use this ability 3 times per day at 5th level and one
additional time per every two levels thereafter, to a maximum of 5 times per day at
9th level. The arcane trickster decides to use this ability at the time of
casting."
},
{
"Key": "3afaedc7-73f1-423d-a40e-da37c6b7edad",
"Value": "Few can match the guile and craftiness of arcane tricksters. These
prodigious thieves blend the subtlest aspects of the arcane with the natural
cunning of the bandit and the scoundrel, using spells to enhance their natural
thieving abilities. Arcane tricksters can pick locks, disarm traps, and lift purses
from a safe distance using their magical legerdemain, and as often as not seek
humiliation as a goal to triumph over their foes than more violent solutions.\nThe
path to becoming an arcane trickster is a natural progression for rogues who have
supplemented their talents for theft with the study of the arcane. Multiclass
rogue/sorcerers and rogue/bards are the most common arcane tricksters, although
other combinations are possible. Arcane tricksters are most often found in large,
cosmopolitan cities where their talents for magical larceny can be most effectively
put to use, prowling the streets and stealing from the unwary.\n<b>Role</b>: With
their mastery of magic, arcane tricksters can make for even more subtle or
confounding opponents than standard rogues. Ranged legerdemain enhances their skill
as thieves, and their ability to make sneak attacks without flanking or as part of
a spell can make arcane tricksters formidable damage-
dealers.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> All arcane
tricksters have a penchant for mischief and thievery, and are therefore never
lawful. Although they sometimes acquire their magical abilities through the
studious path of wizardry, their magical aptitude more often stems from a sorcerous
bloodline. As such, many arcane tricksters are of a chaotic alignment.\n<b>Hit
Die:</b> d6.\n<b>Requirements</b>\nTo qualify to become an arcane trickster, a
character must fulfill all of the following criteria:\n<b>Alignment:</b> Any
nonlawful\n<b>Skills:</b> <link=\"Encyclopedia:Trickery\"><b>Trickery</b></link> 4
ranks, <link=\"Encyclopedia:Mobility\"><b>Mobility</b></link> 4 ranks,
<link=\"Encyclopedia:Knowledge_Arcana\"><b>Knowledge (Arcana)</b></link> 4
ranks\n<b>Spells:</b> Ability to cast at least one arcane spell of 2nd level or
higher\n<b>Special:</b> Sneak attack +2d6\n<b>Skill Ranks at Each Level:</b> 2 +
Int modifier\n<b>Weapon and Armor Proficiency</b>\nArcane tricksters gain no
proficiency with any weapon or armor."
},
{
"Key": "6fcfa215-916e-40c3-89df-7e21e2ec0ed3",
"Value": "Arcane Trickster"
},
{
"Key": "310580c6-a888-4c0a-b2fe-a01ae5bcce79",
"Value": "Armor & Shields"
},
{
"Key": "1648a590-71d7-471e-9fb1-dbb1a86e7531",
"Value": "Your Armor Class (AC) represents how hard it is for opponents to
land a solid, damaging blow on you. It's the attack roll result that an opponent
needs to achieve to hit you.\nYour AC is equal to the following:\n10 + armor bonus
+ shield bonus + <link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> modifier
+ other modifiers\nNote that armor limits your Dexterity bonus, so if you're
wearing armor, you might not be able to apply your whole Dexterity bonus to your
AC."
},
{
"Key": "9b6f3c67-831c-41a5-b7b6-2ca0d7fd499c",
"Value": "Armor Class (AC)"
},
{
"Key": "eba9478e-4370-4a70-b534-fb87eb233724",
"Value": "Artifice Domain"
},
{
"Key": "e506da62-4aca-425e-ab80-5430248e216d",
"Value": "Asmodeus reigns as the unquestioned lord of Hell, the emperor and
god of the damned. He is the most powerful entity to reside within the infernal
realm, and even the other deities who make their home within the Pit do so at the
Prince of Darkness's leave. All of Hell is his fortress, each layer serving as a
nefarious rampart between Nessus, his sinister keep, and a multiverse that screams
in want of order. He is the most dreaded enemy to the freedom and spirit of the
multiverse's mortal inhabitants, yet the surest route to a grim but eternal
peace.\nAsmodeus can take any form he chooses, yet in the depictions of his faith
and visions of his worshipers, he appears as a tall, muscular man with red skin,
dark hair, short black horns, arrogant features, and hoofed feet. Whether this is
the Archfiend's true form or merely a guise he adopts so his mortal servants can
conceive of him, none can say. Some legends tell that he has another form � one
that bears a great, endlessly bleeding wound he received during his final battle
with his brother Ihys � but if any souls have ever witnessed this shape, they have
never been allowed to leave Nessus. He is rarely seen without his symbol of rule,
the Archstar, an artifact forged before the diabolic Exodus from Heaven that bears
his symbol and often takes the form of a burning ruby mace, rod, or
staff.\nAsmodeus is beyond arrogant, beyond confident, and beyond patient. He knows
that, eventually, the tide of the multiverse will turn, the young deities that hold
such appeal to the souls of the mortal world will perish or move on, and moralities
will shift, elevating him to a place of righteousness. So it was, and so it will be
once more. He is known for his devastating bouts of wrath, yet his ire is but a
tool to inspire fear, for few events in the last millennia have truly enraged him.
None know the face of the Prince of Darkness's true fury � his disciplined facade
being impenetrable � but those who cross him come to know suffering in their lives
and beyond like nothing imaginable. As a being of impossible age and intelligence,
he is a cold but reasonable emperor, and even what seem to be snap decisions have
undergone deliberation and consideration from countless angles. Once he utters his
commands, few can hope to change his mind to favor them. He demands order, and with
his vast intellect, he can often perceive patterns and reasons where none seem
present � tales say that he had a hand in arranging the placement of the stars, the
architecture of living forms, and the laws of physical existence. All of his
cunning, genius, and passion Asmodeus combines with a deft tongue and disarming
charm. Even the most benevolent deities have, at times, sought out Asmodeus's
counsel, and afterward, they have shuddered to realize that the Ruler of Hell is no
monster but a charismatic, sane, and wise being, opposed to all they believe yet
nonetheless deserving of their awe. Furthermore, he commands countless powerful
minions, the greatest of which are his eight archdevil champions, who gather
together once every 13 years to plot infernal politics and be informed of his
will.\nFor all the powers and boons he grants the creatures of the Material Plane,
Asmodeus loathes mortals. Certainly his worshipers prove useful in exacting his
whims upon the planes, but he bears not even the greatest of them an iota of love.
The creation of mortals has ruined the perfect order of the early multiverse; they
sow chaos and disorder throughout the planes, and they nourish the most destructive
forces of reality. They were the gods' first and greatest mistake, and these
rampant souls will be a blight upon existence until they can be wiped out or
fundamentally altered. Fortunately, Asmodeus is cultivating numerous subtle plans
to bring about such ends. His stratagems have been in motion for centuries beyond
counting � and they are
working.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Lawful
evil\n<b>Cleric Alignment:</b> LN, LE, NE\n<b>Domains:</b> Evil,
<link=\"Encyclopedia:Fire_Domain\"><b>Fire</b></link>,
<link=\"Encyclopedia:Law_Domain\"><b>Law</b></link>,
<link=\"Encyclopedia:Magic_Domain\"><b>Magic</b></link>,
<link=\"Encyclopedia:Trickery_Domain\"><b>Trickery</b></link>\n<b>Favored
Weapon:</b> Mace"
},
{
"Key": "8736d430-155e-4247-b9f5-d9d08ec52536",
"Value": "Asmodeus"
},
{
"Key": "25a2bd0d-b01b-4a67-bf2e-a9f57fef63f7",
"Value": "Believed to be creations of the Four Horsemen, astradaemons live
out their existence in search of souls to harvest. These deadly creatures are
ravening planar predators, openly hunting throughout the void\nfor souls on which
to feed.\nThese voracious creatures are the personifications of death resulting
from negative energy or level drain. Their vile touch drains life force from their
enemies, and even perishing near them sates their thirst for life and souls."
},
{
"Key": "bea76062-e4ef-41c5-b23c-21c36581399e",
"Value": "Astradaemon"
},
{
"Key": "6edbe361-12d4-4b64-80fa-ffd2eb82f4b2",
"Value": "An athach is a twisted kind of giant, cruel and thuggish. It lives
to bring misery, ruin, and terror to weaker creatures. An individual may be nearly
any human color, though its arms are often a darker color or even grayish. Its
upper fangs are long, extending from its mouth like those of a ferocious beast, and
it constantly drools a weakness-inducing poison.\nA group of athachs is usually a
family unit, with gangs typically consisting of a group of siblings and full tribes
consisting of parents and young.\nAthachs thrive upon the fear of their victims,
preferring to play with their prey for some time before indulging their vile and
murderous natures. Tales tell of how athachs cut down orchards and ruin crops by
night, leaving the ruins to be discovered by innocent villagers at the dawning of
the following day. Further tales tell of how athachs desecrate graveyards by
exhuming graves and scattering the bones of the dead about. The motivation behind
these games seems to be sheer entertainment � some athachs are unusually creative
in their antics, displaying ingenuity beyond their normal capacity, as if an athach
in the throes of desecration and cruelty were prone to some form of divine
inspiration.\nAn athach is 18 feet tall and weighs 5,000 pounds. Athachs dislike
other giants (and other monsters of their size) and either attack or flee from
them, depending on whether the odds are in their favor."
},
{
"Key": "9daada06-2d13-47bb-91e2-34df43ff1565",
"Value": "Athach"
},
{
"Key": "05a57c62-dae1-40e6-991a-069b74e81df3",
"Value": "(<link=\"Encyclopedia:Strength\"><b>Strength</b></link>; Armor
Check Penalty)\nThis skill represents the character's talent at deeds of physical
prowess such as leaping, scaling walls, and swimming.\nYou apply your character's
Athletics skill to checks required to:\n� Catch an object.\n� Climb an obstacle.\n�
Jump.\n� Swim."
},
{
"Key": "24978975-00e1-437a-babd-42e81d39c67b",
"Value": "Athletics"
},
{
"Key": "b3e1841f-8083-45f0-b12e-a46c19c22399",
"Value": "Stewards of ancient, colossal cities on lawful planes, axiomites
represent the fundamental search for order. According to their own history, the
first axiomites sprang from the raw mathematical underpinnings of the cosmos long
before the first gods began to stir � they are personifications of a primordial
reality made flesh in an attempt to understand itself. New axiomites are formed
from souls much like celestials or fiends, with spirits drawn across the planes to
one of the axiomites' humming crystal monoliths, emerging later as purified
creatures of law and theory.\nA particular axiomite may look like any humanoid-
shaped creature, though the particular form does not affect its abilities in any
way. Beneath this form, all axiomites are the same � clouds of glowing, crystalline
dust that constantly swirl and congeal into complex tangles of symbols and
equations, making them literally creatures of pure mathematical law.\nAxiomite
society is broken into three divisions, each with its own duty and purpose. One
devotes itself to the construction and maintenance of inevitables, another to the
expansion and construction of their capital city, and the third to continuing the
exploration and calculation of the laws and constants that underlie all of reality.
Their leader is a gestalt mind formed by the greatest individuals of their race,
forming when needed and then dispersing into its component axiomites to put the
god-mind's plans into action."
},
{
"Key": "5a201f17-123c-4b8c-9707-ac15cc67a242",
"Value": "Axiomite"
},
{
"Key": "a05ad252-7ae2-416f-9047-39e55ed1bd40",
"Value": "Bralanis are among the fiercest and wildest of the azatas, living
from moment to moment and always on the lookout for chances to test their skill in
battle. In addition to their elf-like forms, they can take the shape of whirlwinds
of dust, snow, or sand. In the mortal realm, they are often mistaken for djinn.
They delight in violent weather, not for the destructive qualities of such events,
but for the intensity and energy, and many tales describe bralani as spirits who
laugh as they sail amid the strongest storms.\nBralanis do not need to eat, but
they enjoy doing so. Most prefer elven food, fiery human dishes, and spiced wine.
Because of their similarities to elementals and fey, they sometimes act as
intermediaries between mortals, elementals, and fey, though they prefer to arrange
temporary truces that allow the interested parties to conduct their own
negotiations on neutral ground. When taking the role of mediators � or whenever
else such opportunities present themselves � bralani are quick to suggest friendly
competitions or games to end disputes and enjoy creating challenges or complicated
contests to test both physical and mental mortal prowess."
},
{
"Key": "25159589-fa46-45e7-b9f3-4284a1c35e83",
"Value": "Azata Bralani"
},
{
"Key": "16ba293b-2bf1-47b9-8161-782b62a7ca5c",
"Value": "Each creature has a base attack bonus and it represents its skill
in combat. As a character gains levels or Hit Dice, their base attack bonus
improves. When a creature's base attack bonus reaches +6, +11, or +16, it receives
an additional attack in combat when making a full attack (which is one type of
<link=\"Encyclopedia:Full_Round_Action\"><b>full-round action</b></link> � see
<link=\"Encyclopedia:Combat_Rules\"><b>Combat</b></link>)"
},
{
"Key": "1a155337-ffd3-4ba5-a512-5fc3db3a9792",
"Value": "Base Attack Bonus (BAB)"
},
{
"Key": "a64d0a4e-d59e-4624-be75-29dfa726e225",
"Value": "Several spells have the power to restore slain characters to
life.\nWhen a living creature dies, its soul departs its body, leaves the Material
Plane, travels through the Astral Plane, and goes to abide on the plane where the
creature's deity resides. If the creature did not worship a deity, its soul departs
to the plane corresponding to its
<link=\"Encyclopedia:Alignment\"><b>alignment</b></link>. Bringing someone back
from the dead involves magically retrieving his soul and returning it to his body."
},
{
"Key": "b05fa973-4a5c-4ed2-87c7-ecf283593ed0",
"Value": "Bringing Back the Dead"
},
{
"Key": "ab0b6c23-fbe8-45f3-b2fc-7fc2c2b9d9af",
"Value": "Barbarian"
},
{
"Key": "44ea4fee-1a75-493f-b6b9-c97853960761",
"Value": "<b>Base Features</b>\n<b>Barbarian Proficiencies</b>\nA barbarian
is proficient with all simple and martial weapons, light armor, medium armor, and
shields (except tower shields).\n<b>Fast Movement</b>\nA barbarian's land speed is
faster than the norm for her race by +10 feet. This benefit applies only when he is
wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Apply this bonus before modifying the barbarian's speed because of any load carried
or armor worn. This bonus stacks with any other bonuses to the barbarian's land
speed.\n<b>Uncanny Dodge</b>\nThe character can react to danger before her senses
would normally allow her to do so. She cannot be caught flat-footed, nor does she
lose her Dexterity bonus to AC if the attacker is invisible. She still loses her
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> bonus to AC if
immobilized. A character with this ability can still lose her Dexterity bonus to AC
if an opponent successfully uses the feint action against her.\nIf a barbarian
already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.\n<b>Danger Sense</b>\nAt 3rd level, a barbarian gains a +1
bonus on <link=\"Encyclopedia:Saving_Throw\"><b>Reflex saves</b></link> to avoid
traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a
+1 bonus on Perception checks to avoid being surprised by a foe. These bonuses
increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th
level).\n<b>Improved Uncanny Dodge</b>\nA character can no longer be flanked.\nThis
defense denies another character the ability to sneak attack your character by
flanking her, unless the attacker has at least four more class levels than the
target does.\n<b>Damage Reduction</b>\nAt 7th level, a barbarian gains
<link=\"Encyclopedia:Damage_Reduction\"><b>damage reduction</b></link>. Subtract 1
from the damage the barbarian takes each time she is dealt damage from a weapon or
a natural attack. At 10th level, and every three barbarian levels thereafter (13th,
16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can
reduce damage to 0 but not below 0.\n<b>Rage</b>\nA barbarian can call upon inner
reserves of strength and ferocity, granting her additional combat prowess. Starting
at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her
<link=\"Encyclopedia:Constitution\"><b>Constitution</b></link> modifier. At each
level after 1st, she can rage for 2 additional rounds. Temporary increases to
Constitution, such as those gained from rage and spells like bear's endurance, do
not increase the total number of rounds that a barbarian can rage per day. A
barbarian can enter rage as a free action. The total number of rounds of rage per
day is renewed after resting for 8 hours, although these hours do not need to be
consecutive.\nWhile in rage, a barbarian gains a +4 morale bonus to her Strength
and Constitution, as well as a +2 morale bonus on Will saves. In addition, she
takes a �2 penalty to Armor Class. The increase to Constitution grants the
barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are
not lost first like temporary hit points. While in rage, a barbarian cannot cast
spells or use any ability that requires patience or concentration.\nA barbarian can
end her rage as a free action and is fatigued after rage for a number of rounds
equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a
new rage while fatigued or exhausted but can otherwise enter rage multiple times
during a single encounter or combat. If a barbarian falls unconscious, her rage
immediately ends, placing her in peril of death.\n<b>Rage Power</b>\nAs a barbarian
gains levels, she learns to use her rage in new ways. Starting at 2nd level, a
barbarian gains a rage power. She gains another rage power for every two levels of
barbarian attained after 2nd level. A barbarian gains the benefits of rage powers
only while raging, and some of these powers require the barbarian to take an action
first. Unless otherwise noted, a barbarian cannot select an individual power more
than once.\n<b>Greater Rage</b>\nAt 11th level, a barbarian's bonus on melee attack
rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging
increases to +3. In addition, the amount of temporary hit points gained when
entering a rage increases to 3 per Hit Die.\n<b>Tireless Rage</b>\nStarting at 17th
level, a barbarian no longer becomes fatigued at the end of her rage.\n<b>Mighty
Rage</b>\nAt 20th level, a barbarian's bonus on melee attack rolls, melee damage
rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In
addition, the amount of temporary hit points gained when entering a rage increases
to 4 per Hit Die.\n<b>Indomitable Will</b>\nWhile in rage, a barbarian of 14th
level or higher gains a +4 bonus on Will saves to resist enchantment spells. This
bonus stacks with all other modifiers, including the morale bonus on Will saves she
also receives during her rage."
},
{
"Key": "016e1917-b20a-4b33-9c85-b70e1dc1f3b2",
"Value": "<b>Selectable Features</b>\n<b>Rage powers:</b>\n<b>Animal
Fury</b>\nWhile raging, the barbarian gains a bite attack. If used as part of a
full attack, the bite attack is made at the barbarian's full base attack bonus �5.
If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium;
1d3 points of damage if Small) plus half the barbarian's
<link=\"Encyclopedia:Strength\"><b>Strength</b></link> modifier. A barbarian can
make a bite attack as part of the action to maintain or break free from a grapple.
This attack is resolved before the grapple check is made. If the bite attack hits,
any grapple checks made by the barbarian against the target this round are at a +2
bonus.\n<b>Beast Totem, Lesser</b>\nWhile raging, the barbarian gains two claw
attacks. These attacks are considered primary attacks and are made at the
barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage
(1d4 if <link=\"Encyclopedia:Size\"><b>Small</b></link>) plus the barbarian's
Strength modifier.\nNote: Totem rage powers grant powers related to a theme. A
barbarian cannot select from more than one group of totem rage powers; for example,
a barbarian who selects a beast totem rage power cannot later choose to gain any of
the dragon totem rage powers (any rage power with \"dragon totem\" in its
title).\n<b>Beast Totem</b>\nWhile raging, the barbarian gains a +1 natural armor
bonus. This bonus increases by +1 for every four levels the barbarian has
attained.\nNote: Totem rage powers grant powers related to a theme. A barbarian
cannot select from more than one group of totem rage powers; for example, a
barbarian who selects a beast totem rage power cannot later choose to gain any of
the dragon totem rage powers (any rage power with \"dragon totem\" in its
title).\nPrerequisites: Beast Totem Lesser, Barbarian 6\n<b>Beast Totem,
Greater</b>\nWhile raging, the barbarian gains the pounce special ability, allowing
her to make a full attack at the end of a charge. In addition, the damage from her
claws increases to 1d8 (1d6 if Small) and the claws deal x 3 damage on a critical
hit.\nNote: Totem rage powers grant powers related to a theme. A barbarian cannot
select from more than one group of totem rage powers; for example, a barbarian who
selects a beast totem rage power cannot later choose to gain any of the dragon
totem rage powers (any rage power with \"dragon totem\" in its
title).\nPrerequisites: Barbarian 10, Beast Totem\n<b>Fearless Rage</b>\nThe
barbarian is immune to the shaken and frightened conditions. A barbarian must be at
least 12th level to select this rage power.\nPrerequisites: Barbarian
12\n<b>Guarded Stance</b>\nThe barbarian can take on a more defensive posture. This
grants her a +1 dodge bonus to her Armor Class for the duration of her current
rage. This bonus increases by 1 for every 4 levels the barbarian has. This is a
stance rage power.\n<b>Protect Vitals</b>\nWhile in the guarded stance, the
barbarian gains an additional +4 dodge bonus to AC against attack rolls made to
confirm critical hits. A barbarian must have the guarded stance rage power and be
at least 8th level to select this rage power.\nPrerequisites: Guarded Stance,
Barbarian 8\n<b>Reflexive Dodge</b>\nWhile in the guarded stance, the barbarian can
apply her dodge bonus to AC as a bonus on Reflex saving throws. A barbarian must
have the guarded stance rage power and be at least 6th level to select this rage
power.\nPrerequisites: Barbarian 6, Guarded Stance\n<b>Increased Damage
Reduction</b>\nThe barbarian's <link=\"Encyclopedia:Damage_Reduction\"><b>damage
reduction</b></link> increases by 2/�. A barbarian can select this rage power up to
three times. Its effects stack. A barbarian must be at least 8th level to select
this rage power.\nPrerequisites: Barbarian 8\n<b>Internal Fortitude</b>\nThe
barbarian is immune to the sickened and nauseated conditions. A barbarian must be
at least 8th level to select this rage power.\nPrerequisites: Barbarian
8\n<b>Lethal Stance</b>\nThe barbarian can focus her strikes. She gains a +1
competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus
increases by 1 for every 4 levels the barbarian has. This is a stance rage
power.\n<b>Deadly Accuracy</b>\nIf the barbarian scores a critical threat while in
the lethal stance, she applies double the lethal stance's bonus when rolling to
confirm the critical. A barbarian must have the lethal stance rage power and be at
least 4th level to select this rage power.\nPrerequisites: Barbarian 4, Lethal
Stance\n<b>Lethal Accuracy</b>\nWhile in the lethal stance, the barbarian's
critical multiplier for damage increases by 1 (a �2 multiplier becomes �3, a �3
multiplier becomes �4, and a �4 multiplier becomes �5). A barbarian must have the
lethal stance and deadly accuracy rage powers and be at least 16th level to select
this rage power.\nPrerequisites: Deadly Accuracy, Barbarian 16\n<b>Reckless
Stance</b>\nThe barbarian can attack with abandon at the expense of her defense.
She gains a +1 bonus on attack rolls, but takes a �1 penalty to AC. This bonus and
penalty increase by 1 at 4th level and every 4 levels thereafter.\nThis is a stance
rage power. A barbarian can't have more than one stance rage power active at a
time. If she activates a stance rage power while another one is active, the current
stance immediately ends.\n<b>Inspire Ferocity</b>\nWhile in the reckless stance,
the barbarian imparts the stance's bonus and penalty to all willing allies within
30 feet of her. A barbarian must have the reckless stance rage power to select this
rage power.\nPrerequisites: Reckless Stance\n<b>Renewed Vigor</b>\nAs a standard
action, the barbarian heals 1d8 points of damage + her Constitution modifier. For
every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to
a maximum of 5d8 at 20th level). This ability can be used only once per day. The
barbarian must be at least 4th level to select this rage power.\nPrerequisites:
Barbarian 4\n<b>Swift Foot</b>\nThe barbarian gains a 10-foot enhancement bonus to
her base speed. A barbarian can select this rage power up to three times; its
effects stack."
},
{
"Key": "ce11bfc2-a2dd-4868-bc1c-09bb23d49206",
"Value": "For some, there is only rage. In the ways of their people, in the
fury of their passion, in the howl of battle, conflict is all these brutal souls
know. Savages, hired muscle, masters of vicious martial techniques, they are not
soldiers or professional warriors � they are the battle possessed, creatures of
slaughter and spirits of war. Known as barbarians, these warmongers know little of
training, preparation, or the rules of warfare; for them, only the moment exists,
with the foes that stand before them and the knowledge that the next moment might
hold their death. They possess a sixth sense in regard to danger and the endurance
to weather all that might entail. These brutal warriors might rise from all walks
of life, both civilized and savage, though whole societies embracing such
philosophies roam the wild places of the world. Within barbarians storms the primal
spirit of battle, and woe to those who face their rage.\n<b>Role</b>: Barbarians
excel in combat, possessing the martial prowess and fortitude to take on foes
seemingly far superior to themselves. With rage granting them boldness and daring
beyond that of most other warriors, barbarians charge furiously into battle and
ruin all who would stand in their
way.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Any non-
lawful\n<b>Hit Die:</b> d12\n<b>Skill Ranks Per Level:</b> 2 + Int
modifier\n<b>Base Features</b>\n<b>Barbarian Proficiencies</b>\nA barbarian is
proficient with all simple and martial weapons, light armor, medium armor, and
shields (except tower shields).\n<b>Fast Movement</b>\nA barbarian's land speed is
faster than the norm for her race by +10 feet. This benefit applies only when he is
wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Apply this bonus before modifying the barbarian's speed because of any load carried
or armor worn. This bonus stacks with any other bonuses to the barbarian's land
speed.\n<b>Uncanny Dodge</b>\nThe character can react to danger before her senses
would normally allow her to do so. She cannot be caught flat-footed, nor does she
lose her Dexterity bonus to AC if the attacker is invisible. She still loses her
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> bonus to AC if
immobilized. A character with this ability can still lose her Dexterity bonus to AC
if an opponent successfully uses the feint action against her.\nIf a barbarian
already has uncanny dodge from a different class, she automatically gains improved
uncanny dodge instead.\n<b>Danger Sense</b>\nAt 3rd level, a barbarian gains a +1
bonus on <link=\"Encyclopedia:Saving_Throw\"><b>Reflex saves</b></link> to avoid
traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a
+1 bonus on Perception checks to avoid being surprised by a foe. These bonuses
increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th
level).\n<b>Improved Uncanny Dodge</b>\nA character can no longer be flanked.\nThis
defense denies another character the ability to sneak attack your character by
flanking her, unless the attacker has at least four more class levels than the
target does.\n<b>Damage Reduction</b>\nAt 7th level, a barbarian gains
<link=\"Encyclopedia:Damage_Reduction\"><b>damage reduction</b></link>. Subtract 1
from the damage the barbarian takes each time she is dealt damage from a weapon or
a natural attack. At 10th level, and every three barbarian levels thereafter (13th,
16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can
reduce damage to 0 but not below 0.\n<b>Rage</b>\nA barbarian can call upon inner
reserves of strength and ferocity, granting her additional combat prowess. Starting
at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her
<link=\"Encyclopedia:Constitution\"><b>Constitution</b></link> modifier. At each
level after 1st, she can rage for 2 additional rounds. Temporary increases to
Constitution, such as those gained from rage and spells like bear's endurance, do
not increase the total number of rounds that a barbarian can rage per day. A
barbarian can enter rage as a free action. The total number of rounds of rage per
day is renewed after resting for 8 hours, although these hours do not need to be
consecutive.\nWhile in rage, a barbarian gains a +4 morale bonus to her Strength
and Constitution, as well as a +2 morale bonus on Will saves. In addition, she
takes a �2 penalty to Armor Class. The increase to Constitution grants the
barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are
not lost first like temporary hit points. While in rage, a barbarian cannot cast
spells or use any ability that requires patience or concentration.\nA barbarian can
end her rage as a free action and is fatigued after rage for a number of rounds
equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a
new rage while fatigued or exhausted but can otherwise enter rage multiple times
during a single encounter or combat. If a barbarian falls unconscious, her rage
immediately ends, placing her in peril of death.\n<b>Rage Power</b>\nAs a barbarian
gains levels, she learns to use her rage in new ways. Starting at 2nd level, a
barbarian gains a rage power. She gains another rage power for every two levels of
barbarian attained after 2nd level. A barbarian gains the benefits of rage powers
only while raging, and some of these powers require the barbarian to take an action
first. Unless otherwise noted, a barbarian cannot select an individual power more
than once.\n<b>Greater Rage</b>\nAt 11th level, a barbarian's bonus on melee attack
rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging
increases to +3. In addition, the amount of temporary hit points gained when
entering a rage increases to 3 per Hit Die.\n<b>Tireless Rage</b>\nStarting at 17th
level, a barbarian no longer becomes fatigued at the end of her rage.\n<b>Mighty
Rage</b>\nAt 20th level, a barbarian's bonus on melee attack rolls, melee damage
rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In
addition, the amount of temporary hit points gained when entering a rage increases
to 4 per Hit Die.\n<b>Indomitable Will</b>\nWhile in rage, a barbarian of 14th
level or higher gains a +4 bonus on Will saves to resist enchantment spells. This
bonus stacks with all other modifiers, including the morale bonus on Will saves she
also receives during her rage."
},
{
"Key": "9a8fd26f-1144-4655-8e99-09d22f5a2635",
"Value": "Barbarian"
},
{
"Key": "42b1dcb2-d382-422d-9edd-7525a917bfa7",
"Value": "Bard"
},
{
"Key": "3d92678c-151a-43df-82f1-268496038b58",
"Value": "<b>Base Features</b>\n<b>Bard Proficiencies</b>\nA bard is
proficient with all simple weapons, plus the longsword, rapier, shortsword and
shortbow. Bards are also proficient with light armor and shields (except tower
shields). A bard can cast bard spells while wearing light armor and using a shield
without incurring the normal arcane spell failure chance. Like any other arcane
spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell
failure. A multiclass bard still incurs the normal arcane spell failure chance for
arcane spells received from other classes.\n<b>Bardic Knowledge</b>\nA bard adds
half his class level (minimum 1) to all Knowledge and Lore skill checks.\n<b>Bardic
Performance</b>\nA bard is trained to use the Perform skill to create magical
effects on those around him, including himself if desired. He can use this ability
for a number of rounds per day equal to 4 + his
<link=\"Encyclopedia:Charisma\"><b>Charisma</b></link> modifier. At each level
after 1st a bard can use bardic performance for 2 additional rounds per day. Each
round, the bard can produce any one of the types of bardic performance that he has
mastered, as indicated by his level.\n<b>Bardic Performance (Move Action)</b>\nAt
7th level, a bard can start a bardic performance as a move action instead of a
standard action.\n<b>Bardic Performance (Swift Action)</b>\nAt 13th level, a bard
can start a bardic performance as a swift action.\n<b>Bard Talent</b>\nAs a bard
gains experience, she learns a number of talents that aid her and confound her
foes. At 2nd level, a bard gains a rogue talent, as the rogue class feature of the
same name. At 6th level and every 4 levels thereafter, the bard gains an additional
rogue talent. A bard cannot select a rogue talent that modifies the sneak attack
ability.\n<b>Cantrips</b>\nBards can cast a number of Cantrips, or 0-level spells,
These spells are cast like any other spell, but they are not expended when cast and
may be used again.\n<b>Inspire Courage</b>\nA 1st level bard can use his
performance to inspire courage in his allies (including himself), bolstering them
against fear and improving their combat abilities. To be affected, an ally must be
able to perceive the bard's performance. An affected ally receives a +1 morale
bonus on saving throws against charm and fear effects and a +1 competence bonus on
attack and weapon damage rolls. At 5th level, and every six bard levels thereafter,
this bonus increases by +1, to a maximum of +4 at 17th level.\n<b>Well-
Versed</b>\nAt 2nd level, the bard becomes resistant to the bardic performance of
others, and to sonic effects in general. The bard gains a +4 bonus on saving throws
made against bardic performance, sonic.\n<b>Inspire Competence</b>\nA bard of 3rd
level or higher can use his performance to help allies succeed at a task. They must
be within 30 feet and able to see and hear the bard. They get a +2 competence bonus
on all skill checks as long as they continue to hear the bard's performance. This
bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at
7th, +4 at 11th, +5 at 15th, and +6 at 19th).\n<b>Fascinate</b>\nAt 6th level, a
bard can use his performance to cause one or more creatures to become fascinated
with him. Each creature to be fascinated must be within 30 feet.\nEach creature
within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha
modifier) to negate the effect. If a creature's saving throw succeeds, the bard
cannot attempt to fascinate that creature again for 24 hours. If its saving throw
fails, the creature stands quietly and observes the performance for as long as the
bard continues to maintain it. Any damage to the target automatically breaks the
effect.\n<b>Dirge of Doom</b>\nA bard of 8th level or higher can use his
performance to foster a sense of growing dread in his enemies, causing them to take
become shaken. To be affected, an enemy must be within 30 feet and able to see and
hear the bard's performance. The effect persists for as long as the enemy is within
30 feet and the bard continues the performance.\n<b>Inspire Greatness</b>\nA bard
of 9th level or higher can use his performance to inspire greatness in all allies
within 30 feet, granting extra fighting capability. A creature inspired with
greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit
points (apply the target's Constitution modifier, if any, to these bonus Hit Dice),
a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude
saves.\n<b>Jack of All Trades</b>\nBard gains bonus +1 on all skill
checks.\n<b>Soothing Performance</b>\nA bard of 12th level or higher can use his
performance to create an effect equivalent to the mass cure serious wounds, using
the bard's level as the caster level. In addition, this performance removes the
fatigued, sickened, and shaken condition from all those affected. Using this
ability requires 4 continuous performance.\n<b>Frightening Tune</b>\nA bard of 14th
level or higher can use his performance to cause fear in his enemies. To be
affected, an enemy must be able to hear the bard perform and be within 30 feet.
Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the
bard's Cha modifier) to negate the effect. If the save succeeds, the creature is
immune to this ability for 24 hours. If the save fails, the target becomes
frightened and flees for as long as the target can hear the bard's
performance.\n<b>Inspire Heroics</b>\nA bard of 15th level or higher can inspire
tremendous heroism in all allies within 30 feet. Inspired creatures gain a +4
morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as
long as the targets are able to witness the performance."
},
{
"Key": "fb0fa087-1586-49f7-9d64-3fcba3427110",
"Value": "Untold wonders and secrets exist for those skillful enough to
discover them. Through cleverness, talent, and magic, these cunning few unravel the
wiles of the world, becoming adept in the arts of persuasion, manipulation, and
inspiration. Typically masters of one or many forms of artistry, bards possess an
uncanny ability to know more than they should and use what they learn to keep
themselves and their allies ever one step ahead of danger. Bards are quick-witted
and captivating, and their skills might lead them down many paths, be they gamblers
or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all
of the above. For bards, every day brings its own opportunities, adventures, and
challenges, and only by bucking the odds, knowing the most, and being the best
might they claim the treasures of each.\n<b>Role</b>: Bards capably confuse and
confound their foes while inspiring their allies to ever-greater daring. While
accomplished with both weapons and magic, the true strength of bards lies outside
melee, where they can support their companions and undermine their foes without
fear of interruptions to their
performances.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b>
Any\n<b>Hit Die:</b> d8\n<b>Skill Ranks Per Level:</b> 3 + Int modifier"
},
{
"Key": "77bd6af4-b792-4970-86ac-2a2414745384",
"Value": "Bard"
},
{
"Key": "80fb0b02-d295-47e0-b142-d771d462f65b",
"Value": "Basics"
},
{
"Key": "791767ff-808a-4e59-8b30-5dc6c3588824",
"Value": "A large, powerful omnivore, the grizzly bear inhabits many of the
world's forested hills. Equally happy consuming nuts, berries, fish, or small
mammals, the grizzly is nonetheless fiercely territorial, and will chase off � or,
failing that, kill and eat � any intruders it views as competition.\nWhen faced
with a foe or small group of threats, the grizzly attempts to subdue or kill with
its claws. When it can, the bear tries to grab a single target to deal continual
damage until that target is dead, unconscious, or escapes."
},
{
"Key": "2d344862-a3bf-4c40-b29b-8772809e6d1a",
"Value": "Bear"
},
{
"Key": "3c505c03-8b86-44c7-baed-f4f15f6f4a36",
"Value": "Bestiary"
},
{
"Key": "fcdb1d6f-bd66-4b9d-a85c-511f7e2e2ace",
"Value": "Lording over the darkest swamps and marshes, black dragons are the
undisputed masters of their domain, ruling through cruelty and intimidation. Those
who dwell within a black dragon's reach live in fear. Black dragons tend to make
their lairs in remote parts of the swamp, preferably in caves at the bottom of dark
and fetid pools. Inside, they pile up their filthy treasure and sleep amid the
roots and muck.\nBlack dragons prefer their food a bit rotten and will often allow
a meal to sit in a pool for days before consuming it. Black dragons prefer
treasures that do not rot or decay, making their hoard, full of coins, gemstones,
jewelry, and other objects made from stone or metal."
},
{
"Key": "6c6b5ed4-6c70-440d-9293-5f7792432e20",
"Value": "Dragon, Black"
},
{
"Key": "0349b92c-7ba4-4cfe-b71b-5bc64389d05a",
"Value": "Much more ill-tempered and dangerous than their domesticated kin,
boars are omnivorous creatures common to temperate forests, although they are not
unknown in tropical climes. Other variants exist as well, such as the particularly
ugly warthogs that dwell in tropical plains and savannahs. Boars are often hunted
for their flesh, which is considered delicious by most humanoids. Those who hunt
boars often do so with a special spear fitted with a cross beam to prevent an
impaled boar from pushing forward along the spear shaft to gore its tormentor.\nThe
boar's stubborn nature and habit of eating even bones makes it well suited as a pet
for certain folk. Many thieves' guilds keep boars for the disposal of bodies, while
orc tribes let them run loose in their lairs, where they do a relatively good job
at keeping these warrens clean of refuse.\nA boar is four feet long and weighs 200
pounds."
},
{
"Key": "9cd159f0-fab8-47ed-b8dd-7f12bc708212",
"Value": "Boar"
},
{
"Key": "1f699e0b-8a44-4194-be9e-c79b6c8e0c20",
"Value": "Many believe that the most cruel and mischievous fey become
bogeymen as a punishment or a reward for their actions. Others see bogeymen as
supernatural manifestations of society's willingness to do itself harm.\nBogeymen
use their powers to haunt houses or secluded natural places where they can hunt
prey unobserved. They relish using their ghost sound ability to hint at their
presence long before they fully reveal themselves. It is not uncommon for a
bogeyman to hide under a bed, or in a closet left slightly ajar, for days or even
weeks, all the while feeding on its victims' growing realization that they are not
alone.\nThe most evil bogeymen are those who abandon the tactic of feeding on one
person's fears at a time and take up roles of mass murderers or serial killers, or
other pursuits designed to drive fear into the hearts of an entire city of victims.
True to their name, all bogeymen are male. Sometimes, children whom they steal away
to secret lairs emerge years later, transformed into new bogeymen, and return home
to continue their supernatural father's work."
},
{
"Key": "6053e34d-f61c-4cea-9541-72cb3cc54eff",
"Value": "Bogeyman"
},
{
"Key": "da44cdc1-2207-4f87-89f8-e83cf8f5a597",
"Value": "Usually, a bonus has a type that indicates how exactly the bonus is
granted. The important aspect of bonus types is that two bonuses of the same type
don't generally stack. With the exception of dodge bonuses, most circumstance
bonuses, and racial bonuses, only the better bonus of a given type works. The same
principle applies to penalties � a character taking two or more penalties of the
same type applies only the worst one, although most penalties have no type and thus
always stack. Bonuses without a type always stack, unless they come from the same
source."
},
{
"Key": "c802f875-6e7a-4c17-b21b-3d06c261c66b",
"Value": "Bonus Types"
},
{
"Key": "bbb27f52-31de-4afe-8971-706ee3dae889",
"Value": "Characters can be affected by different effects and conditions that
can be positive as well as negative. To notify you that a character has an active
effect or condition, a symbol will appear near their portrait. To find out more
about the effects and conditions affecting the character, open their Character
screen."
},
{
"Key": "597d8374-c210-4230-bf44-0c865f1fde9e",
"Value": "Effects and conditions"
},
{
"Key": "a08dc394-e1e1-4e86-9f76-c2f777bff0d6",
"Value": "The creation of some unknown arcanist in millennia past, the
bulette has bred true to become one of the fiercest predators of the hills.
Burrowing rapidly through the earth just beneath the surface, sometimes with its
armored fin cutting a distinctive wake behind it, the bulette launches itself free
of stone and soil to tear into its prey without remorse, giving rise to the common
appellation \"landshark.\"\nBulettes are notoriously foul-tempered, attacking far
larger creatures with no regard for personal safety.\nSolitary beasts except for
the occasional mated pair, they spend most of their time patrolling the perimeters
of territories that can stretch up to 30 square miles, hunting game and punishing
interlopers with a fury that shakes the hillsides.\nBulettes are perfect eating
machines, consuming bones, armor, and even magical items with their powerful jaws
and churning stomach acid. Lacking other food, the bulette might gnaw on inanimate
objects, yet for unknown reasons no bulette voluntarily consumes
<link=\"Encyclopedia:Elves\"><b>elf</b></link> flesh � a peccadillo many point to
as evidence that elven wizardry was involved in its creation. Dwarves are also
rarely eaten by the beasts, though the bulette still slaughters members of either
race on sight. Halflings, on the other hand, are among the beast's favorite meals,
and no halfling with any sense ventures into bulette country casually.\nThe bulette
is a cunning fighter, surprising foes with its impressive agility. One of its
favorite tactics is to charge forward and launch itself into the air in order to
drop on its prey with all four razor-sharp claws extended.\nFolklore claims that
the flesh behind the beast's dorsal crest is particularly tender, and that those
willing and able to wait until the fin is raised in the excitement of combat or
mating can target it for a killing blow � yet most who have faced the landshark
agree that the best way to win a fight with a bulette is to avoid it entirely."
},
{
"Key": "0e600437-21b9-49b4-8eb4-8e19dc338e46",
"Value": "Bulette"
},
{
"Key": "fdbec1ae-edf9-4071-85cc-e2c1b10ab2fe",
"Value": "Calistria is the most widely worshiped elven goddess on Golarion �
an ancient deity with a long memory for old slights, at once mysterious, alluring,
temperamental, and passionate. Although most of her worshipers are elves, she is
popular with other races as well, for at some point almost everyone has felt the
fire of lust, engaged in trickery, or been driven to revenge. She is not so much a
spiritual guide for the elven people as a cornerstone for their culture, never
pushing them to act but always ready to assist when the time comes for action.\nThe
Savored Sting is a sultry manifestation of everything in elves that is fascinating
to other races, attracting men and women alike with her raw sexual magnetism. Her
beauty is typically characterized as sensual, desirable, and arousing, or described
in more vulgar terms. Gazing on Calistria's clothed body, viewers wonder what she
looks like naked; her nude form drives their curiosity to even more intimate
places. Although she considers herself female, Calistria has been known to take on
a male form that is attractive enough to make any mortal flushed and weak in the
knees.\nShe is mischievous, perplexing, devious, and silver-tongued, disarming her
most powerful rivals with pretty words that, upon careful reflection, reveal
themselves as humiliating insults. She \"surrenders\" by convincing enemies to hand
over their weapons, leads suitors on for decades with hints of outrageous rewards,
and outwits the most brilliant mortals as an afterthought. Though her sense of
humor is rich and sharp, she considers silly jokes and crude pranks beneath one who
can convey an hour's speech in one small gesture and a lifetime of emotion with a
careful look. Lies are her meat and drink, half-truths are her favorite wine, and
double entendres are a luscious dessert.\nCalistria enjoys a quick resolution to
petty affronts, but she is patient, unforgiving, and merciless when more seriously
offended, willing to punish the offender with exacting artistry beyond the ken of
mortals. Calistria does not forgive, she does not forget, and any evidence to the
contrary is part of her plan to sting a foe in the most painful way possible after
he believes the threat of vengeance is long past. She is a goddess of vengeance,
not justice, and feels no compulsion to stop at taking an eye for an eye; if she
pushes beyond a response others might deem appropriate, it should serve as a lesson
to those who get in her way.\nThough gracious and personable to those who haven't
drawn her ire, Calistria is fickle, changing loyalties as suits her needs and
whims. Her changeability is not malicious; rather, she is uninterested in
relationships becoming too strong or too emotional, believing such bonds to be
foolish. Most of her partners and allies accept the affection she grants them and
then move on, but those who persist in the chase after she has tired of being the
prey find her claws sharp and certain. She sees love only as a weakness, a needless
by-product of physical pleasures.\nCalistria welcomes the worship of any mortal who
lusts, deceives, or seeks revenge; she hears the prayers of the good, evil,
unjustly accused, selfish, moral, criminal, and love-struck alike. Regardless of
methods or motives, if a mortal's actions touch her concerns, she takes an interest
in the outcome and may aid in achieving it. Her worshipers are thus diverse, but
mostly transitional, only seeking her attention when they need her. As she in turn
only engages with others when her interest is piqued, this satisfies her, and she
does not ask for more.\nSome mortals, unable to emulate or understand her shifting
interests and allegiances, accuse Calistria of being evil, but in truth, she is
simply amoral, eschewing right, wrong, and justice because she knows that the
universe is not a fair place. If others choose to follow her path, so be it; if
some are hurt by such a decision, she stands as a reminder that every creature has
the right � and the responsibility � to avenge their injuries.\nCalistria is
usually depicted as a beautiful elven woman wearing a figure-hugging black dress
accented with gold, often with a black or golden silk drape falling from her arms
or drawn seductively across her face. Her eyes are dark and mysterious, but
sometimes flash gold with passion or anger. She is commonly shown with giant wasps,
her favorite creature � for unlike bees, wasps can sting again and again without
dying. In her male form she usually wears a masculine version of her normal shape,
with black leggings and a loose golden jerkin and cape, eyes smoldering with barely
contained passion. Depending on the views of the surrounding society, Calistria's
worshipers are also not afraid of depicting her in more scandalous attire or
situations, and sexually explicit art featuring the goddess is common.\nCalistria's
holy symbol is three daggers pointing outward from a circle (representing her three
aspects); many of her clergy carry daggers in her honor. Most of her priests are
clerics or bards, though in some places more exotic spellcasters are the norm for
her clergy, and even some non-spellcasters reach positions of moderate importance
in her priesthood based on their cunning and achievements. Her titles include the
Savored Sting, the Lady in the Room, and the Unquenchable Fire, as well as many
vulgar epithets bestowed by those outside the
faith.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Chaotic
neutral\n<b>Cleric Alignment:</b> CG, N, CN, CE\n<b>Domains:</b>
<link=\"Encyclopedia:Chaos_Domain\"><b>Chaos Domain</b></link>,
<link=\"Encyclopedia:Charm_Domain\"><b>Charm</b></link>,
<link=\"Encyclopedia:Knowledge_Domain\"><b>Knowledge</b></link>,
<link=\"Encyclopedia:Luck_Domain\"><b>Luck Domain</b></link>,
<link=\"Encyclopedia:N_Trickery\"><b>Trickery</b></link>\n<b>Favored Weapon:</b>
Rapier"
},
{
"Key": "a566567d-e81e-4880-bd64-3a7c580ac28a",
"Value": "Calistria"
},
{
"Key": "b9a6499a-10cb-4043-8a23-e4e48a91526c",
"Value": "To move the camera, use the WASD and ARROW KEYS or press and hold
the middle mouse button. You can also use a scroll wheel to zoom in and out."
},
{
"Key": "9e05160d-a890-40a0-b281-c2daef0bde85",
"Value": "Camera"
},
{
"Key": "978b139c-59b3-47b2-bef4-b269820a7a91",
"Value": "A spell's power often depends on its caster level, which for most
spellcasting characters is equal to their class level in the class they're using to
cast the spell.\nIn the event that a class feature or other special ability
provides an adjustment to your caster level, that adjustment applies not only to
effects based on caster level (such as range, duration, and damage dealt), but also
to your caster level check to overcome your target's spell resistance and to the
caster level used in dispel checks (both the dispel check and the DC of the
check)."
},
{
"Key": "dfb34498-61df-49b1-af18-0a84ce47fc98",
"Value": "Caster Level"
},
{
"Key": "34fcf33a-62ff-47a9-8d5a-5bd24510e174",
"Value": "Whether a spell is arcane or divine, and whether a character
prepares spells in advance or chooses them on the spot, casting a spell works the
same way."
},
{
"Key": "6640238b-7e89-4e8c-af5c-70e221e64e8c",
"Value": "Casting Spells"
},
{
"Key": "d221e7db-4f57-4e99-bb95-8085ebe14949",
"Value": "Most spells have a casting time of 1 standard action. Others take 1
round or more, while a few require only a swift action.\nA spell that takes 1 round
to cast is a <link=\"Encyclopedia:Full_Round_Action\"><b>full-round
action</b></link>. It comes into effect just before the beginning of your turn in
the round after you began casting the spell. You then act normally after the spell
is completed.\nWhen you begin a spell that takes 1 round or longer to cast, you
must continue the concentration from the current round to just before your turn in
the next round (at least). If you lose concentration before the casting is
complete, you lose the spell.\nA spell with a casting time of 1
<link=\"Encyclopedia:Swift_Action\"><b>swift action</b></link> doesn't count
against your normal limit of one spell per round. However, you may cast such a
spell only once per round. Casting a spell with a casting time of 1 swift action
doesn't provoke attacks of opportunity."
},
{
"Key": "8260b487-4d0b-491f-bf6a-8ff2166115ca",
"Value": "Casting Time"
},
{
"Key": "d05859b2-8be2-41c0-b835-79f36eb416f2",
"Value": "Cayden Cailean is one of the Ascended, a mortal man who became a
god after passing the grueling tests of the magical Starstone. Three days after
entering the Cathedral of the Starstone on a drunken dare, the good-natured
sellsword emerged a living god, baffled and amused. His behavior changed little
after his ascension: he continued to fight for just causes, sample various drinks,
and avoid things he didn't want to do. Thus, Cayden Cailean became the patron of
brave souls, alcoholic spirits, and the freedom to choose your own path in life. He
expects his followers to be brave in the face of danger, though there is no shame
in necessary retreat � he's the god of bravery, not reckless stupidity. Although
many assume his faithful will accept any dare, the god's focus on freedom keeps his
heroes from being manipulated so easily, and even the dullest hero of Cayden
Cailean has the sense not to accept an impossible or suicidal challenge � though it
is not uncommon to accept a risky one after a swig or two of \"liquid
courage.\"\nCayden Cailean is outgoing, friendly, boisterous, unashamed, and
flirtatious, even more so when he indulges in fermented delights. He loves good-
spirited toasts, friendly bar brawls, bawdy songs, and standing up for the
underdog. He loathes slavery, mean-spiritedness, bullying, teetotalers, and
restrictive laws and customs. He believes that everyone would get along better if
they could all just sit down and have a drink, preferably in the company of
attractive companions. A former mercenary, he believes in fair pay for a job well
done, whether in coin, drink, or a tumble in the hay with an enthusiastic
paramour.\nCayden Cailean's direct intervention in the mortal world isn't frequent,
but he has been known to prevent a keg from emptying (often to help good folk
survive a siege or convince them to congregate a little longer in a place of
safety) or to push someone especially meek to show courage at a key moment. Having
had his share of hard times as a mortal, he's not above helping someone for free
now and then, or leaving an extra-generous tip for someone in need. This simple and
welcoming philosophy makes him popular with adventurers, philanthropists, revelers,
and those who fight for good, and it is traditional among his adherents to toast
his name with the first drink of the evening.\nAs the god of wine, Cayden's
interest is in the merriment and socialization alcohol can facilitate rather than
attempting to drown or forget sorrows, and he despises mean drunks or those who
allow their drunkenness to hurt innocents. He has been known to inspire tipsy
revelers to confess secrets better aired than left to fester, and he encourages his
worshipers to push each other to greatness via friendly dares. A \"Cayden's dare\"
is any foolish-seeming thing that turns out to have beneficial consequences, and at
Caydenite weddings, it's common to tell jokes and stories explaining how the bride
or groom is only present because of a drunken dare (especially if they're
true).\nAlthough his other divine concerns are flexible in interpretation, Cayden
is as hard as nails when it comes to a person's right to freedom. Coupled with his
love of drink, his refusal in his mortal days to go against his own beliefs for the
sake of mere coin gave him a somewhat unreliable reputation. He believes there is
no justice in a law that oppresses one person to benefit another, and over the
centuries he has worked to counter slavery and the plots of deities who see human
misery as a fair price to pay in pursuit of their goals. In places where the
peasantry suffers from harsh taxes or demoralizing practices, he helps them topple
their oppressors or at least aids them in escaping to more friendly lands. Though
often seen as a god of righteous rebellion, he doesn't believe in vengeance or
coups for their own sake, and is not a god of destructive chaos or madcap frivolity
� his followers must take responsibility for the consequences of their
actions.\nThose who go against Cayden's simple tenets may find themselves ill the
next time they drink, intoxicated when clarity is needed, or frightened by common
animals or shadows. When he is happy, drinks are more delicious, the night air
feels brisker and smells sweeter, and courage burns white-hot. An unexpected
windfall of alcohol is a common sign of favor, yet can just as easily turn to
vinegar or sewage in the mouths of the unworthy.\nWhen Cayden Cailean appears to
his followers, he usually looks much as he did in life: an average-looking bronze-
skinned human with a tankard in one hand, often wearing chainmail. In grander art,
he is sometimes shown fending off a swarm of devils with his well-worn rapier, all
while holding his tankard high. Some artists portray the Drunken Hero with broken
shackles hanging loosely from his wrists or fallen at his feet, representing
breaking free of mortal concerns � though in areas where his faith has brought
freedom from oppression or slavery, the shackles have a more literal
interpretation.\nCayden Cailean is the only major god who uses a surname. In his
early years as a god, he insisted that his last name be included in all forms of
address, an unusual habit for someone normally so relaxed about formalities. The
prevalent opinions on the matter are that he wished to distance himself from
another mortal named Cayden (perhaps someone of evil intent) or to honor his
parents, said to have died when he was young. This second theory is corroborated by
his interest in sponsoring orphanages, perhaps as a thank-you to the long-gone
orphanage that raised him. He ignores questions about the matter, insisting that it
was decided long ago and there are more important things to talk about.\nCayden's
holy symbol is a tankard of ale, with or without a rich head of foam on it. He is
called the Drunken Hero, the Lucky Drunk, and many other affectionate nicknames.
He's amused rather than offended by those who use his name as part of colorful
oaths, and thus many of his clergy can be creative and prolific in their swearing.
Most of his true \"clergy\" are clerics, but he is also honored by hordes of good-
natured rogues, barbarians, and fighters who � despite not receiving any direct
boons from the god � seek to spread his faith and emulate his relaxed attitude
toward a mercenary or adventuring life. His priesthood also includes some
inquisitors, mainly those questing to free slaves and overturn tyrants, as well as
a handful of druids who attend to sacred vineyards and the other agricultural
aspects of brewing.\n<b>Alignment:</b> Chaotic good\n<b>Cleric Alignment:</b> NG,
CG, CN\n<b>Domains:</b> <link=\"Encyclopedia:Chaos_Domain\"><b>Chaos</b></link>,
<link=\"Encyclopedia:Charm_Domain\"><b>Charm</b></link>,
<link=\"Encyclopedia:Good_Domain\"><b>Good</b></link>,
<link=\"Encyclopedia:Strength_Domain\"><b>Strength</b></link>,
<link=\"Encyclopedia:Travel_Domain\"><b>Travel</b></link>\n<b>Favored Weapon:</b>:
Rapier"
},
{
"Key": "2affb6a7-ebf5-434e-a577-a8e08f417552",
"Value": "Cayden Cailean"
},
{
"Key": "7f3915cc-8cbb-4489-9b08-14f957da5ece",
"Value": "An action's type essentially tells you how long the action takes to
perform (within the framework of the 6-second combat round) and how movement is
treated.\nThere are five types of
actions:\n<link=\"Encyclopedia:Standard_Actions\"><b>Standard</b></link>\n<link=\"E
ncyclopedia:Move_Action\"><b>Move</b></link>\n<link=\"Encyclopedia:Full_Round_Actio
n\"><b>Full-
round</b></link>\n<link=\"Encyclopedia:Swift_Action\"><b>Swift</b></link>\n<link=\"
Encyclopedia:Free_Action\"><b>Free</b></link>\nIn a normal round, you can perform a
standard action and a move action, or you can perform a full-round action. You can
also perform one swift action and one or more free actions. You can always take a
move action in place of a standard action.\nIn some situations (such as in a
surprise round), you may be limited to taking only a single move action or standard
action."
},
{
"Key": "45e9439a-c194-472e-822c-c40923cfdc1d",
"Value": "Action Types"
},
{
"Key": "2494c9ff-3973-4ce1-b1b0-d04ad9c81aff",
"Value": "Giant centipedes attack nearly any living creatures with their
poisonous jaws. These creatures adapt to many environments and feed voraciously on
the local fauna, including humanoids. The coloration of giant centipedes mirrors
that of normal centipedes and spans the spectrum, ranging from dull hues to bright
reds and fiery oranges. Other species of giant centipedes exist as well, some
smaller but most quite a bit larger."
},
{
"Key": "cf20cb7c-eafc-4234-b645-22dc3f848a0a",
"Value": "Centipede, Giant"
},
{
"Key": "fc377cb8-e261-4819-922f-4fab2f027ed1",
"Value": "Your touch infuses life and weapons with chaos, and you revel in
all things anarchic.\n<b>Touch of Chaos:</b> You can imbue a target with chaos as a
melee touch attack. For the next round, anytime the target rolls a d20, he must
roll twice and take the less favorable result. You can use this ability a number of
times per day equal to 3 + your <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link>
modifier.\n<b>Chaos Blade:</b> At 8th level, you can give a weapon touched the
anarchic special weapon quality for a number of rounds equal to 1/2 your cleric
level. You can use this ability once per day at 8th level, and an additional time
per day for every four levels beyond 8th."
},
{
"Key": "6046cce4-94a1-4004-a244-d3da21f7868a",
"Value": "Chaos Domain"
},
{
"Key": "ba51cb9a-8194-4411-82d6-924f9ecdf433",
"Value": "A character's class is one of their defining features. It's the
source of most of their powers, and it gives them a specific role in any
adventuring party"
},
{
"Key": "245f6aac-31a2-4cbe-9629-3a3fdd4a65d1",
"Value": "Character Class"
},
{
"Key": "653f91a6-e5c7-466c-9acb-d45c7545963d",
"Value": "Character Creation"
},
{
"Key": "1ae54d0e-b00e-4c45-803c-3854d7afeff9",
"Value": "The total level of the character, which is the sum of all class
levels held by that character."
},
{
"Key": "e59443c2-b74d-435d-93ff-8195a33525b7",
"Value": "Character Level"
},
{
"Key": "6e4d5f14-c09e-4e69-9a35-7b055cb52015",
"Value": "<b>Movement During a Charge</b>\nYou must move before your attack,
not after. You must move at least 10 feet and may move up to double your speed
directly toward the designated opponent. If you move a distance equal to your speed
or less, you can also draw a weapon during a charge attack if your base attack
bonus is at least +1.\nYou must have a clear path toward the opponent, and nothing
can hinder your movement (such as difficult terrain or obstacles). You must move to
the closest space from which you can attack the opponent. If this space is occupied
or otherwise blocked, you can't charge. If any line from your starting space to the
ending space passes through a square that blocks movement, slows movement, or
contains a creature (even an ally), you can't charge. Helpless creatures don't stop
a charge.\nIf you don't have a line of sight to the opponent at the start of your
turn, you can't charge that opponent.\nIf you are able to take only a standard
action on your turn, you can still charge, but you are only allowed to move up to
your speed (instead of up to double your speed) and you cannot draw a weapon unless
you possess the Quick Draw feat. You can't use this option unless you are
restricted to taking only a standard action on your turn."
},
{
"Key": "b57b2ba6-2761-49d2-a332-9773251f614e",
"Value": "<b>Attacking on a Charge</b>\nAfter moving, you may make a single
melee attack. You get a +2 bonus on the attack roll and take a �2 penalty to your
<link=\"Encyclopedia:Armor_Class\"><b>AC</b></link> until the start of your next
turn.\nA charging character gets a +2 bonus on combat maneuver attack rolls made to
bull rush an opponent.\nEven if you have extra attacks, such as from having a high
enough <link=\"Encyclopedia:BAB\"><b>Base Attack Bonus (BAB)</b></link> or from
using multiple weapons, you only get to make one attack during a charge."
},
{
"Key": "fe27daad-0f54-477d-b843-223f766f2089",
"Value": "Charging is a special
<link=\"Encyclopedia:Full_Round_Action\"><b>full-round action</b></link> that
allows you to move up to twice your speed and attack as a part of the action.
Charging, however, carries tight restrictions on how you can move."
},
{
"Key": "bbb83294-9835-40e1-b89b-32e1e99aec8e",
"Value": "Charge"
},
{
"Key": "ce824506-af8f-43cf-918e-87039f612d01",
"Value": "Charisma measures a character's personality, personal magnetism,
ability to lead, and appearance. It is the most important ability for bards. It is
also important for clerics since it affects their ability to channel energy. For
undead creatures, Charisma is a measure of their unnatural \"lifeforce.\" Every
creature has a Charisma score. A character with a Charisma score of 0 is not able
to exert himself in any way and is unconscious.\nYou apply your character's
Charisma modifier to:\n� <link=\"Encyclopedia:Persuasion\"><b>Persuasion</b></link>
and <link=\"Encyclopedia:Use_Magic_Device\"><b>Use Magic Device</b></link>
checks.\n� Checks that represent attempts to influence others.\n� Channel energy
DCs for clerics and paladins attempting to harm undead foes.\n� Bards, paladins,
and sorcerers gain a number of bonus spells based on their Charisma scores. The
minimum Charisma score needed to cast a bard, paladin, or sorcerer spell is 10 +
the spell's level."
},
{
"Key": "bdfc093c-8039-4baf-aaa0-be4458d05fbf",
"Value": "Charisma (Cha)"
},
{
"Key": "a27a7d8f-5a60-4993-b73c-2d646567acb2",
"Value": "Charm Domain"
},
{
"Key": "a75d806a-47bf-4640-80d0-142b3211d72b",
"Value": "First, you must choose which spell to cast. If you're a cleric,
druid, experienced paladin, experienced ranger, magus or wizard, you select from
among spells prepared earlier in the day and not yet cast.\nIf you're a bard,
inquisitor or sorcerer, you can select any spell you know, provided you are capable
of casting spells of that level or higher.\nTo cast a spell, you must be able to
speak. Additionally, you must concentrate to cast a spell.\nIf a spell has multiple
versions, you choose which version to use when you cast it. You don't have to
prepare (or learn, in the case of a bard or sorcerer) a specific version of the
spell.\nOnce you've cast a prepared spell, you can't cast it again until you
prepare it again. (If you've prepared multiple copies of a single spell, you can
cast each copy once.) If you're a bard or sorcerer, casting a spell counts against
your daily limit for spells of that spell level, but you can cast the same spell
again if you haven't reached your limit."
},
{
"Key": "1bb4ae1a-5c58-4d28-82d2-8c00b6101eb4",
"Value": "Choosing a Spell"
},
{
"Key": "8ca68544-44aa-4f12-ba0c-4f4a9c974271",
"Value": "Classes"
},
{
"Key": "07ffa3d3-66ad-4d49-9c44-8d92b6586ee9",
"Value": "A character's class is one of their most defining features. It's
the source of most of their powers, and it gives them a specific role in any
adventuring party.\nA character's class represents a profession, such as fighter or
wizard. A new character starts at 1st level in this chosen class. As the character
gains experience points (XP) for defeating monsters, they go up in level, granting
them new powers.\nIf your character is a spell caster that prepares spells (such as
a wizard) you will need to determine the spells your character starts with."
},
{
"Key": "7f543eeb-3746-4b64-9a0e-79d9ff436f26",
"Value": "The level of a character in a particular class. For a character
with levels in only one class, class level and character level are the same."
},
{
"Key": "d80f16b7-331e-4254-b113-bf72beb16189",
"Value": "Class Level"
},
{
"Key": "a60dc495-fc08-427c-8d09-fdadbbf1eaf9",
"Value": "Class"
},
{
"Key": "f3da2ec2-9660-4cc1-9cf9-2a753b3317a6",
"Value": "Cleric"
},
{
"Key": "84fe9ca5-fef7-4dce-b109-2fa1da131058",
"Value": "In faith and the miracles of the divine, many find a greater
purpose. Called to serve powers beyond most mortal understanding, all priests
preach wonders and provide for the spiritual needs of their people. Clerics are
more than mere priests, though; these emissaries of the divine work the will of
their deities through strength of arms and the magic of their gods. Devoted to the
tenets of the religions and philosophies that inspire them, these ecclesiastics
quest to spread the knowledge and influence of their faith. Yet while they might
share similar abilities, clerics prove as different from one another as the
divinities they serve, with some offering healing and redemption, others judging
law and truth, and still others spreading conflict and corruption. The ways of the
cleric are varied, yet all who tread these paths walk with the mightiest of allies
and bear the arms of the gods themselves.\n<b>Role:</b> More than capable of
upholding the honor of their deities in battle, clerics often prove stalwart and
capable combatants. Their true strength lies in their capability to draw upon the
power of their deities, whether to increase their own and their allies' prowess in
battle, to vex their foes with divine magic, or to lend healing to companions in
need. As their powers are influenced by their faith, all clerics must focus their
worship upon a divine source. While the vast majority of clerics revere a specific
deity, a small number dedicate themselves to a divine concept worthy of
devotion�such as battle, death, justice, or knowledge�free of a deific abstraction.
(Work with your GM if you prefer this path to selecting a specific
deity.)\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> A cleric's
alignment must be within one step of her deity's, along with either the law/chaos
axis or the good/evil axis\n<b>Hit Die:</b> d8\n<b>Skill Ranks Per Level:</b> 1 +
Int modifier\n<b>Base Features</b>\n<b>Cleric Proficiencies</b>\nClerics are
proficient with all simple weapons, light armor, medium armor, and shields (except
tower shields). Clerics are also proficient with the favored weapon of their
deities.\n<b>Aura</b>\nA cleric of a chaotic, evil, good, or lawful deity has a
particularly powerful aura corresponding to the deity's alignment\n<b>Deity
Selection</b>\nA deity, also known as a god or goddess, is a being or force of
incredible power capable of granting its power to mortal beings through divine
magic. A deity is strongly associated with a specific alignment, several domains,
and a plane (typically an Outer Sphere plane).\n<b>Channel Energy</b>\nRegardless
of alignment, any cleric can release a wave of energy by channeling the power of
her faith through her holy (or unholy) symbol. This energy can be used to cause or
heal damage, depending on the type of energy channeled and the creatures
targeted.\nA good cleric (or a neutral cleric who worships a good deity) channels
positive energy and can choose to deal damage to undead creatures or to heal living
creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels
negative energy and can choose to deal damage to living creatures or to heal undead
creatures. A neutral cleric of a neutral deity (or one who is not devoted to a
particular deity) must choose whether she channels positive or negative energy.
Once this choice is made, it cannot be reversed. This decision also determines
whether the cleric can cast spontaneous cure or inflict spells (see spontaneous
casting).\nChanneling energy causes a burst that affects all creatures of one type
(either undead or living) in a 30-foot radius centered on the cleric. The amount of
damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage
for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).
Creatures that take damage from channeled energy receive a Will save to halve the
damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's
Charisma modifier. Creatures healed by channel energy cannot exceed their maximum
hit point total�all excess healing is lost. A cleric may channel energy a number of
times per day equal to 3 + her Charisma modifier. This is a standard action that
does not provoke an attack of opportunity. A cleric can choose whether or not to
include herself in this effect.\nThis choice also determines whether the cleric
converts his spells to cure spells or to inflict spells.\n<b>Domain
Selection</b>\nA cleric's or inquisitor's deity influences her alignment, what
magic she can perform, her values, and how others see her. A cleric chooses two
domains from among those belonging to her deity. A cleric can select an alignment
domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.\nEach
domain grants a number of domain powers, dependent upon the level of the cleric or
the inquisitor.\nClerics as well gain a number of bonus spells. A cleric gains one
domain spell slot for each level of cleric spell she can cast, from 1st on up. Each
day, a cleric can prepare one of the spells from her two domains in that slot. If a
domain spell is not on the cleric spell list, a cleric can prepare it only in her
domain spell slot. Domain spells cannot be used to cast spells
spontaneously.\n<b>Greater Domain Power</b>\nAt 8th level, you can use domain's
greater power.\n<b>Orisons</b>\nClerics can cast a number of Orisons, or 0-level
spells. These spells are cast like any other spell, but they are not expended when
cast and may be used again.\n<b>Spontaneous casting</b>\nA good cleric (or a
neutral cleric of a good deity) can channel stored spell energy into healing spells
that she did not prepare ahead of time. The cleric can \"lose\" any prepared spell
that is not an orison or domain spell in order to cast any cure spell of the same
spell level or lower (a cure spell is any spell with \"cure\" in its name).\nAn
evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to
cure spells but can convert them to inflict spells (an inflict spell is one
with \"inflict\" in its name).\nA cleric who is neither good nor evil and whose
deity is neither good nor evil can convert spells to either cure spells or inflict
spells (player's choice). Once the player makes this choice, it cannot be reversed.
This choice also determines whether the cleric channels positive or negative energy
(see channel energy)."
},
{
"Key": "b30699f4-963d-410b-9070-a6e9efd517e7",
"Value": "Cleric"
},
{
"Key": "cfe6d1bf-a7c6-4a3c-b64f-aac62dad9699",
"Value": "Each character and creature have a Combat Maneuver Bonus (or CMB)
that represents its skill at performing combat maneuvers. A creature's CMB is
determined using the following formula:\nCMB = <link=\"Encyclopedia:BAB\"><b>Base
Attack Bonus (BAB)</b></link> +
<link=\"Encyclopedia:Strength\"><b>Strength</b></link> modifier + special
<link=\"Encyclopedia:Size\"><b>size</b></link> modifier\nCreatures that are size
Tiny or smaller use their <link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link>
modifier in place of their Strength modifier to determine their CMB. The special
size modifier for a creature's Combat Maneuver Bonus is as follows:\n� Fine �8\n�
Diminutive �4\n� Tiny �2\n� Small �1\n� Medium +0\n� Large +1\n� Huge +2\n�
Gargantuan +4\n� Colossal +8\nSome feats and abilities grant a bonus to your CMB
when performing specific maneuvers."
},
{
"Key": "ee84c329-7c38-4f61-9ddc-fa7ad6673fd2",
"Value": "Combat Maneuver Bonus"
},
{
"Key": "8387b8be-0905-4fee-874f-4b400adc1313",
"Value": "Each character and creature have a Combat Maneuver Defense (or CMD)
that represents its ability to resist combat maneuvers. A creature's CMD is
determined using the following formula:\nCMD = 10 + Base attack bonus +
<link=\"Encyclopedia:Strength\"><b>Strength</b></link> modifier +
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> modifier + special
<link=\"Encyclopedia:Size\"><b>size</b></link> modifier + miscellaneous
modifiers\nThe special size modifier for a creature's Combat Maneuver Defense is as
follows:\n� Fine �8\n� Diminutive �4\n� Tiny �2\n� Small �1\n� Medium +0\n� Large
+1\n� Huge +2\n� Gargantuan +4\n� Colossal +8\nSome feats and abilities grant a
bonus to your CMD when resisting specific maneuvers.\nA creature can also add any
circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses
to AC to its CMD. Any penalties to a creature's
<link=\"Encyclopedia:Armor_Class\"><b>AC</b></link> also apply to its CMD. A flat-
footed creature does not add its Dexterity bonus to its CMD."
},
{
"Key": "0d08198b-7767-4c5c-a056-e95e3075540f",
"Value": "Combat Maneuver Defense"
},
{
"Key": "ee0396b5-cfb5-4312-b842-a6686763fb97",
"Value": "Combat"
},
{
"Key": "bb3a9b4b-01a2-4908-84a8-6e048d7b7565",
"Value": "<b>Types of Combat Options</b>\nMany attacks are basic combat
options or combat maneuvers any character can attempt, while others are available
only through attack-oriented feats. Different combat options require different
types of actions. The action type defines which options can be used
together.\n<b>Basic:</b> Anyone can use these combat options, including charging
and fighting defensively.\n<b>Combat Maneuvers:</b> Combat maneuvers are a specific
set of basic options that use your <link=\"Encyclopedia:CMB\"><b>Combat Maneuver
Bonus</b></link> and <link=\"Encyclopedia:CMD\"><b>Combat Maneuver
Defense</b></link>.\n<b>Feats:</b> Numerous feats grant additional combat options,
such as Cleave and Power Attack. Each feat defines the circumstances in which it
can be used. Characters without these feats can't attempt the special attacks
detailed in those feats."
},
{
"Key": "c7cb8542-8dc7-43fa-8db1-f8a0e1ae8e24",
"Value": "During one turn, there are a wide variety of actions that your
character can perform, from swinging a sword to casting a spell."
},
{
"Key": "75c93fa4-fd9f-4335-9e87-eaa0074aff1d",
"Value": "Combat Actions"
},
{
"Key": "22630522-b2b6-4f0b-a505-6d68d8abdfdf",
"Value": "<b>Initiative:</b> When a battle starts, each combatant makes an
initiative check. The higher their initiative, the earlier the character can act.
Initiative scores can be viewed in the Combat Log. Combat is divided into rounds,
with each round lasting 6 seconds. Initiative score is determined once for the
entire combat and does not change between rounds."
},
{
"Key": "218fd6fe-bdb5-4521-bfdb-48bb882a0c2a",
"Value": "<b>Attack Roll:</b> An attack is a character's attempt to strike an
opponent. The result of an attack roll depends on many factors: wielded weapons,
the combatant's abilities, etc. An attack succeeds if the result of an attack roll
equals or exceeds the target's <link=\"Encyclopedia:Armor_Class\"><b>Armor
Class</b></link>."
},
{
"Key": "a5670814-4138-4258-818f-93d76437f75d",
"Value": "<b>Damage:</b> The amount of damage dealt in the case of a
successful attack depends on the weapon's stats and other factors, such as
empowering spells. Attack roll results and damage numbers can be found in the
Combat Log."
},
{
"Key": "b31a7935-7658-4939-bd8a-cda2aaefdd5c",
"Value": "<b>Armor Class:</b> The higher a character's Armor Class, the more
difficult it is to successfully attack them. It combines a base defense of 10 with
other factors, such as equipment stats,
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> bonus, passive abilities,
etc."
},
{
"Key": "82503571-7e66-4769-bdb5-1cff705b172b",
"Value": "<b>Attack of Opportunity</b>: Some actions performed close to an
armed opponent can provoke an additional attack upon your character without waiting
for the opponent's turn. Such actions include, among other things, casting spells,
attempts to move away from an opponent, and shooting ranged weapons."
},
{
"Key": "1e33c100-f9b9-4e04-87b0-5da00e2409dd",
"Value": "The game uses a roll of 20-sided die for combat and many other
skill checks. Combat happens in real time, but you can pause the game at any time
to assess the situation and give orders to your companions. To pause or unpause the
game, press SPACE. By holding down ENTER during pause you can set the time to go
slowly to better control the course of the battle in a situation where every second
counts. Click on an opponent in order to attack them."
},
{
"Key": "c54b347c-364a-4c48-b17b-0fbacb13b118",
"Value": "When a battle starts, each combatant makes an initiative check. The
higher their initiative is, the earlier the character can act. Initiative scores
can be viewed in the Combat Log. Combat is divided into rounds, with each round
lasting 6 seconds. Initiative score is determined once for the entire combat and
does not change between rounds.\nInitiative check is a
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> check. Each character
applies their Dexterity modifier to the roll, as well as other modifiers from
feats, spells, and other effects. Characters act in order, counting down from the
highest result to the lowest.\nIf two or more combatants have the same initiative
check result, the combatants who are tied act in order of total initiative modifier
(highest first). If there is still a tie, the tied characters should roll to
determine which one of them goes before the other."
},
{
"Key": "a3caa1e5-9f93-41f0-9a1d-9dc526d6bfbf",
"Value": "Initiative"
},
{
"Key": "64743c69-ddf7-4c11-9259-35732c3a4681",
"Value": "<b>Combat Maneuver Bonus</b>\nEach character and creature has a
<link=\"Encyclopedia:CMB\"><b>Combat Maneuver Bonus</b></link> (or CMB) that
represents its skill at performing combat maneuvers. A creature's CMB is determined
using the following formula:\nCMB = <link=\"Encyclopedia:BAB\"><b>Base Attack Bonus
(BAB)</b></link> + <link=\"Encyclopedia:Strength\"><b>Strength</b></link> modifier
+ special <link=\"Encyclopedia:Size\"><b>size</b></link> modifier"
},
{
"Key": "04d2f60f-5c46-4b9c-89d1-07fe54253e57",
"Value": "<b>Special Size Modifier</b>\nCreatures that are
<link=\"Encyclopedia:Size\"><b>size</b></link> Tiny or smaller use their
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> modifier in place of their
<link=\"Encyclopedia:Strength\"><b>Strength</b></link> modifier to determine their
CMB. The special size modifier for a creature's Combat Maneuver Bonus is as
follows:\nFine �8, Diminutive �4, Tiny �2, Small �1, Medium +0, Large +1, Huge +2,
Gargantuan +4, Colossal +8.\nSome feats and abilities grant a bonus to your CMB
when performing specific maneuvers."
},
{
"Key": "8e9364e2-2df8-45f3-98f9-49b949e281e9",
"Value": "<b>Performing a Combat Maneuver</b>\nWhen performing a combat
maneuver, you must use an action appropriate to the maneuver you are attempting to
perform. While many combat maneuvers can be performed as part of an attack action,
full attack, or attack of opportunity (in place of a melee attack), others require
a specific action. Unless otherwise noted, performing a combat maneuver provokes an
attack of opportunity from the target of the maneuver. If you are hit by the
target, you take the damage normally and apply that amount as a penalty to the
attack roll to perform the maneuver. If your target is immobilized, unconscious, or
otherwise incapacitated, your maneuver automatically succeeds (treat as if you
rolled a natural 20 on the attack roll). If your target is stunned, you receive a
+4 bonus on your attack roll to perform a combat maneuver against it.\nWhen you
attempt to perform a combat maneuver, you make an attack roll and your CMB is added
in place of your normal attack bonus. Bonuses you currently have on attack rolls
due to spells, feats, and other effects are also added. These bonuses must be
applicable to the weapon or attack used to perform the maneuver. The DC of this
maneuver is your target's <link=\"Encyclopedia:CMD\"><b>Combat Maneuver
Defense</b></link>. Combat maneuvers are attack rolls, so you must roll for
concealment and take any other penalties that would normally apply to an attack
roll."
},
{
"Key": "4eb20c6d-8dc1-4746-9c78-363ef71bd0cc",
"Value": "<b>Combat Maneuver Defense</b>\nEach character and creature has a
<link=\"Encyclopedia:CMD\"><b>Combat Maneuver Defense or CMD</b></link> that
represents its ability to resist combat maneuvers. A creature's CMD is determined
using the following formula:\nCMD = 10 + Base attack bonus +
<link=\"Encyclopedia:Strength\"><b>Strength</b></link> modifier +
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> modifier + special size
modifier + miscellaneous modifiers"
},
{
"Key": "ffb0643b-4fc6-45f3-af94-0e274b8d42f2",
"Value": "<b>Special Size Modifier</b>\nThe special
<link=\"Encyclopedia:Size\"><b>size</b></link> modifier for a creature's
<link=\"Encyclopedia:CMD\"><b>Combat Maneuver Defense</b></link> is as
follows:\nFine �8, Diminutive �4, Tiny �2, Small �1, Medium +0, Large +1, Huge +2,
Gargantuan +4, Colossal +8.\nSome feats and abilities grant a bonus to your CMD
when resisting specific maneuvers."
},
{
"Key": "313a9083-67c1-446f-9e14-026300204b29",
"Value": "<b>Miscellaneous Modifiers</b>\nA creature can also add any
circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses
to AC to its <link=\"Encyclopedia:CMD\"><b>CMD</b></link>. Any penalties to a
creature's <link=\"Encyclopedia:Armor_Class\"><b>AC</b></link> also apply to its
CMD. A flat-footed creature does not add its
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> bonus to its CMD."
},
{
"Key": "fcc6970f-70bd-4f01-8539-3fec8664e7fc",
"Value": "<b>Determine Success</b>\nIf your attack roll equals or exceeds the
<link=\"Encyclopedia:CMD\"><b>CMD</b></link> of the target, your maneuver is a
success and has the listed effect. Some maneuvers, such as bull rush, have varying
levels of success depending on how much your attack roll exceeds the target's CMD.
Rolling a natural 20 while attempting a combat maneuver is always a success (except
when attempting to escape from bonds) while rolling a natural 1 is always a
failure."
},
{
"Key": "ae04c7a2-be35-4efb-9952-af610bf623d3",
"Value": "<b>Trip</b>\nYou can attempt to trip your opponent in place of a
melee attack. You can only trip an opponent who is no more than one
<link=\"Encyclopedia:Size\"><b>size</b></link> category larger than you. If you do
not have the Improved Trip feat, or a similar ability, initiating a trip provokes
an attack of opportunity from the target of your maneuver.\nIf your attack exceeds
the target's <link=\"Encyclopedia:CMD\"><b>CMD</b></link>, the target is knocked
prone. If your attack fails by 10 or more, you are knocked prone instead. If the
target has more than two legs, add +2 to the DC of the combat maneuver attack roll
for each additional leg it has. Some creatures � such as oozes, creatures without
legs, and flying creatures � cannot be tripped."
},
{
"Key": "7eba7f89-f800-4eb3-a390-3cbe8423993b",
"Value": "During combat, you can attempt to perform a number of maneuvers
that can hinder or even cripple your foe. Although these maneuvers have vastly
different results, they all use a similar mechanic to determine success."
},
{
"Key": "9fd3e63c-6f9e-4a17-b59a-f427824bfb6c",
"Value": "Combat Maneuvers"
},
{
"Key": "38ce1c25-955c-412b-bcde-5a88cc500aa4",
"Value": "A number of factors and conditions can influence an attack roll.
Many of these situations grant a bonus or penalty on attack rolls or to a
defender's <link=\"Encyclopedia:Armor_Class\"><b>Armor_Class</b></link>."
},
{
"Key": "ce326753-69f2-4030-852c-2a7b45141401",
"Value": "Combat Modifiers"
},
{
"Key": "c94d5598-f17f-40ba-a20e-e5329eb70663",
"Value": "<b>Bonuses to Speed</b>\nA barbarian has a +10-foot bonus to her
speed (unless she's wearing heavy armor). Experienced monks also have higher speed
(unless they're wearing armor of any sort). In addition, many spells and magic
items can affect a character's speed. Always apply any modifiers to a character's
speed before adjusting the character's speed based on armor or encumbrance, and
remember that multiple bonuses of the same type to a character's speed don't
stack."
},
{
"Key": "d140a291-d60f-46b4-8ef0-9f4bb52f37dc",
"Value": "Generally, you can move your speed in a round and still do
something (take a move action and a standard action).\nIf you do nothing but move
(that is, if you use both of your actions in a round to move your speed), you can
move double your speed."
},
{
"Key": "83183f2c-351e-4b18-87ba-cba9e266d220",
"Value": "Movement in Combat"
},
{
"Key": "37b875b8-bf49-4064-9a31-bd030f28832c",
"Value": "Each round represents 6 seconds in the game world; there are 10
rounds in a minute of combat. A round normally allows each character involved in a
combat situation to act.\nEach character has starting combat cooldown based on
their <link=\"Encyclopedia:Initiative\"><b>initiative</b></link> check, up to 6
seconds. They start acting after the cooldown in rounds of 6 seconds.\nWhen the
rules refer to a \"full round\", they usually mean a span of time from a particular
initiative count in one round to the same initiative count in the next round.
Effects that last a certain number of rounds end just before the same initiative
count that they began on."
},
{
"Key": "d40d9fd9-3174-47e2-9af7-fb240099496b",
"Value": "Combat Round"
},
{
"Key": "e5ad3953-f3ea-435f-bd9b-da3b4af133e3",
"Value": "Combat"
},
{
"Key": "e090c79c-9406-487f-b9db-fe302c9bb261",
"Value": "A splash weapon is a ranged weapon that breaks on impact, splashing
or scattering its contents over its target and nearby creatures or objects. Thrown
splash weapons require no weapon proficiency, so you don't take the �4
nonproficiency penalty. A hit deals direct hit damage to the target, and splash
damage to all creatures within 5 feet of the target. Splash weapons cannot deal
precision-based damage (such as the damage from the rogue's sneak attack class
feature).\nIf you miss the target, the attack hits a random place in 5ft radius of
the target."
},
{
"Key": "7cbfe6e1-c32d-4c6e-b422-59102e4d37d2",
"Value": "Throw Splash Weapon"
},
{
"Key": "c21b26d1-276a-4d80-9744-919a42ef3710",
"Value": "Combat"
},
{
"Key": "7b0c78d2-8d12-4185-bdad-ee8e6b049a0b",
"Value": "Spells or magical effects usually work as described, no matter how
many other spells or magical effects happen to be operating in the same area or on
the same recipient. Except in special cases, a spell does not affect the way
another spell operates. Whenever a spell has a specific effect on other spells, the
spell description explains that effect. Several other general rules apply when
spells or magical effects operate."
},
{
"Key": "1fe440a0-a092-42ab-80e9-4841618aa05c",
"Value": "Combining Magic Effects"
},
{
"Key": "8fda3a52-3e48-44d9-9988-6b526b788f4a",
"Value": "Common Terms Description"
},
{
"Key": "c843a512-5211-4322-8306-2bc7b89e7d6d",
"Value": "Community Domain"
},
{
"Key": "a66cb15b-1515-42d0-be7e-aa543f263900",
"Value": "There can be up to five companions in your party. To select a
single character, click on their portrait or press a corresponding key. To select
multiple characters at once and give them the same order, draw a frame around them
while holding down the left mouse button. To select all characters, press
[BACKSPACE]."
},
{
"Key": "4bdfeb8b-49c5-433c-a331-63b72b67c686",
"Value": "Companions"
},
{
"Key": "44ae14f5-a148-48a3-8f00-c69038a2aa7f",
"Value": "<b>Verbal</b>\nA verbal component is a spoken incantation. To
provide a verbal component, you must be able to speak in a strong voice. A silence
spell or a gag spoils the incantation (and thus the spell). a spellcaster who has
been deafened has a 20% chance of spoiling any spell with a verbal component that
he tries to cast."
},
{
"Key": "523f544d-57f9-4c92-90ac-2e15dba713bd",
"Value": "<b>Material</b>\nA material component consists of one or more
physical substances or objects that are annihilated by the spell energies in the
casting process."
},
{
"Key": "65e2653d-7a3b-47e2-9db7-cc6c52f2e508",
"Value": "A spell's components explain what you must do or possess to cast
the spell. The components entry in a spell description includes abbreviations that
tell you what type of components it requires."
},
{
"Key": "deba8ac3-385b-440c-8ffb-582e6f2b66ee",
"Value": "Components"
},
{
"Key": "ac6ac89b-c747-4f86-8150-db67f83b8069",
"Value": "<b>Concealment Miss Chance</b>\nConcealment gives the subject of a
successful attack a 20% chance that the attacker missed because of the concealment.
Make the attack normally � if the attacker hits, the defender must make a miss
chance d% roll to avoid being struck. Multiple concealment conditions do not
stack."
},
{
"Key": "7ec7878e-c186-4112-b08c-4f6151fc6489",
"Value": "<b>Total Concealment</b>\nIf you have a line of effect to a target
but not a line of sight, he is considered to have total concealment from you. You
can't attack an opponent that has total concealment, though you can attack into a
square that you think they occupy. A successful attack into a square occupied by an
enemy with total concealment has a 50% miss chance (instead of the normal 20% miss
chance for an opponent with concealment).\nYou can't execute an attack of
opportunity against an opponent with total concealment."
},
{
"Key": "af70b7f5-9731-43df-9d09-94996d441edd",
"Value": "<b>Ignoring Concealment</b>\nConcealment isn't always effective. An
area of dim lighting or darkness doesn't provide any concealment against an
opponent with darkvision. Characters with low-light vision can see clearly for a
greater distance than other characters with the same light source. Although
invisibility provides total concealment, sighted opponents may still make
<link=\"Encyclopedia:Perception\"><b>Perception</b></link> checks to notice the
location of an invisible character. An invisible character gains a +20 bonus on
<link=\"Encyclopedia:Stealth\"><b>Stealth</b></link> checks."
},
{
"Key": "46282a36-4953-4359-b799-2524d42ffef0",
"Value": "<b>Varying Degrees of Concealment</b>\nCertain situations may
provide more or less than typical concealment, and modify the miss chance
accordingly."
},
{
"Key": "a1df8d90-2764-46b6-9ff5-5a08f722f14d",
"Value": "When making a melee attack against an adjacent target, your target
has concealment if their space is entirely within an effect that grants
concealment. When making a melee attack against a target that isn't adjacent to
you, use the rules for determining concealment from ranged attacks.\nIn addition,
some magical effects provide concealment against all attacks, regardless of whether
any intervening concealment exists."
},
{
"Key": "0472893a-80d6-458b-a0d0-c31be7120805",
"Value": "Concealment"
},
{
"Key": "28d4f2b2-c703-422c-9940-5033bcaed8cc",
"Value": "To cast a spell, you must concentrate. If something interrupts your
concentration while you're casting, you must make a concentration check or lose the
spell. When you make a concentration check, you roll d20 and add your caster level
and the ability score modifier used to determine bonus spells of the same type.
Clerics, druids, inquisitors and rangers add their
<link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> modifier. Bards, paladins, and
sorcerers add their <link=\"Encyclopedia:Charisma\"><b>Charisma</b></link>
modifier. Finally, maguses and wizards add their
<link=\"Encyclopedia:Intelligence\"><b>Intelligence</b></link> modifier. The more
distracting the interruption and the higher the level of the spell you are trying
to cast, the higher the DC. If you fail the check, you lose the spell just as if
you had cast it to no effect. (see <link=\"Encyclopedia:Magic\">Magic</link>)"
},
{
"Key": "bcb1cb68-ed28-4b1a-8bcd-3a825974ec45",
"Value": "To cast a spell, you must concentrate. If something interrupts your
concentration while you're casting, you must make a concentration check or lose the
spell. When you make a concentration check, you roll d20 and add your caster level
and the ability score modifier used to determine bonus spells of the same type.
Clerics, druids, inquisitors and rangers add their
<link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> modifier. Bards, paladins, and
sorcerers add their <link=\"Encyclopedia:Charisma\"><b>Charisma</b></link>
modifier. Finally, maguses and wizards add their
<link=\"Encyclopedia:Intelligence\"><b>Intelligence</b></link> modifier. The more
distracting the interruption and the higher the level of the spell you are trying
to cast, the higher the DC. If you fail the check, you lose the spell just as if
you had cast it to no effect. (see <link=\"Encyclopedia:Magic\">Magic</link>)"
},
{
"Key": "1ca981fa-59ca-4041-9760-a3b0e1d2ea0d",
"Value": "Concentration Checks"
},
{
"Key": "ae18ee21-dc81-4012-910e-e4a2a367a6bd",
"Value": "Concentration"
},
{
"Key": "ee566468-8097-4a8d-a079-ec0c267dfd96",
"Value": "<b>Creation</b>\nA creation spell manipulates matter to create an
object or creature in the place the spellcaster designates. If the spell has a
duration other than instantaneous, magic holds the creation together, and when the
spell ends, the conjured creature or object vanishes without a trace. If the spell
has an instantaneous duration, the created object or creature is merely assembled
through magic. It lasts indefinitely and does not depend on magic for its
existence."
},
{
"Key": "2fc1c845-af38-471a-b6e2-350036a15abd",
"Value": "<b>Healing</b>\nCertain divine conjurations heal creatures or even
bring them back to life."
},
{
"Key": "26149408-24e6-4015-8670-0242230c6b79",
"Value": "<b>Summoning</b>\nA summoning spell instantly brings a creature or
object to a place you designate. When the spell ends or is dispelled, a summoned
creature is instantly sent back to where it came from, but a summoned object is not
sent back unless the spell description specifically indicates this. A summoned
creature also goes away if it is killed or if its hit points drop to 0 or lower,
but it is not really dead. It takes 24 hours for the creature to reform, during
which time it can't be summoned again.\nWhen the spell that summoned a creature
ends and the creature disappears, all the spells it has cast expire. A summoned
creature cannot use any innate summoning abilities it may have."
},
{
"Key": "8f68b6fc-3fff-4497-8599-e9e6ae7b251a",
"Value": "<b>Teleportation</b>\nA teleportation spell transports one or more
creatures or objects a great distance. The most powerful of these spells can cross
planar boundaries. Unlike summoning spells, the transportation is (unless otherwise
noted) one-way and not dispellable.\nTeleportation is instantaneous travel through
the Astral Plane. Anything that blocks astral travel also blocks teleportation."
},
{
"Key": "399ca480-60ee-46c3-bb1b-6d1832af91bb",
"Value": "Each conjuration spell belongs to one of the five subschools.
Conjurations transport creatures from another plane of existence to your plane
(calling); create objects or effects on the spot (creation); heal (healing); bring
manifestations of objects, creatures, or forms of energy to you (summoning); or
transport creatures or objects over great distances (teleportation).\nA creature or
object brought into being or transported to your location by a conjuration spell
cannot appear inside another creature or object, nor can it appear floating in an
empty space. It must arrive in an open location on a surface capable of supporting
it.\nThe creature or object must appear within the spell's range, but it does not
have to remain within the range."
},
{
"Key": "989316f7-1759-4602-80ff-c1f31dc5b6ad",
"Value": "Conjuration"
},
{
"Key": "147708dc-e55b-46e0-8e59-41f7abbdb54a",
"Value": "Constitution represents your character's health and stamina. A
Constitution bonus increases a character's hit points, so the ability is important
for all classes. Some creatures, such as undead and constructs, do not have a
Constitution score. Their modifier is +0 for any Constitution-based checks. A
character with a Constitution score of 0 is dead.\nYou apply your character's
Constitution modifier to:\n� Each roll of a Hit Die (though a penalty can never
drop a result below 1 � that is, a character always gains at least 1 hit point each
time they advance in level).\n� Fortitude
<link=\"Encyclopedia:Saving_Throw\"><b>saving throws</b></link>, for resisting
poison, disease, and similar threats.\n� If a character's Constitution score
changes enough to alter their Constitution modifier, the character's hit points
also increase or decrease accordingly."
},
{
"Key": "f22366f3-9e8e-4860-bf1f-36e1b6cd9487",
"Value": "Constitution (Con)"
},
{
"Key": "611e5a63-490c-4e56-8405-28b7ad874f0c",
"Value": "When your character's current hit points drop to a negative amount
equal to his <link=\"Encyclopedia:Constitution\"><b>Constitution</b></link> score
or lower, he's dead. A character can also die from taking ability damage or
suffering an ability drain that reduces his Constitution score to 0.\nCertain types
of powerful magic, such as raise dead and resurrection, can restore life to a dead
character."
},
{
"Key": "7f25375b-d618-459a-88ed-8f83b531388f",
"Value": "Challenging Mode"
},
{
"Key": "ef32dce2-53fb-4bc0-ad09-2ddf6eaef9d2",
"Value": "Many thousands of years ago, the solemn cyclopes ruled vast
kingdoms, yet today their glories are long forgotten. What few cyclopes survive
seldom aspire higher than protecting their lairs and seeking out their next
meals.\nThis latter task occupies a great deal of their focus, for the monstrous
appetites and vacuous hunger of the cyclopes control the race's destiny and may
have led to their original downfall so long ago.\nThe average cyclops stands 9 feet
tall and weighs 600 pounds. Both males and females are almost completely bald, with
stringy patches of dark hair occasionally hanging down from above the ears. A
bushy, expressive brow couples with a cyclops's massive eye to make the creature's
attitude easily known.\nCyclopean history is a vanishing thing inscribed on the
crumbling walls of vine-choked lost cities that fell long before even the rise of
the elves, when dragons and giants ruled a landscape unspoiled by the petty
ephemeral races that rule today. Because things have fallen so far, a given cyclops
is less likely to know the near-mythic triumphs of lost ages than even a semi-
educated human.\nAncient records, the oral traditions of other giantish races, and
the scattered accounts of tribal natives of the southern jungles speak of much
larger, more primal \"great cyclopes,\" imposing titans with shaggy legs and a
massive horn above an inquisitive eye. These creatures are thought to have been
either the leaders or the war beasts of the ancient race, and modern cyclopes honor
them as elusive, destructive living gods."
},
{
"Key": "e024da72-91de-40fe-ac13-c0546c5edc3e",
"Value": "Cyclops"
},
{
"Key": "e673e2c5-735e-43cc-b839-b67fc7c65173",
"Value": "Some magic creatures have the supernatural ability to instantly
heal damage from weapons or ignore blows altogether as though they were
invulnerable.\nThe numerical part of a creature's damage reduction (or DR) is the
amount of damage the creature ignores from normal attacks. Usually, a certain type
of weapon can overcome this reduction. This information is separated from the
damage reduction number by a slash. For example, DR 5/magic means that a creature
takes 5 fewer points of damage from all weapons that are not magic. If a dash
follows the slash, then the damage reduction is effective against any attack that
does not ignore damage reduction.\nWhenever damage reduction completely negates the
damage from an attack, it also negates most special effects that accompany the
attack, such as injury poison, a monk's stunning, and injury-based disease. Damage
Reduction does not negate touch attacks, energy damage dealt along with an attack,
or energy drain.\nAttacks that deal no damage because of the target's damage
reduction do not disrupt spells.\nSpells, spell-like abilities, and energy attacks
(even non-magical fire) ignore damage reduction.\nSometimes damage reduction
represents instant healing. Sometimes it represents the creature's tough hide or
body. In either case, other characters can see that conventional attacks won't
work.\nIf a creature has damage reduction from more than one source, the two forms
of damage reduction do not stack. Instead, the creature gets the benefit of the
best damage reduction in a given situation.\nDamage Reduction may be overcome by
special materials, magic weapons (any weapon with a +1 or higher enhancement bonus,
not counting the enhancement from masterwork quality), certain types of weapons
(such as slashing or bludgeoning), and weapons imbued with an
<link=\"Encyclopedia:Alignment\"><b>alignment</b></link>.\nWeapons with an
enhancement bonus of +3 or greater can ignore some types of damage reduction,
regardless of their actual material or alignment. +3 weapons ignore DR N/cold iron
and N/silver, +4 weapons ignore DR N/adamantine, and +5 weapons ignore DR
N/alignment."
},
{
"Key": "25202278-e675-448b-ad31-5ddbe5df4fa3",
"Value": "Damage Reduction"
},
{
"Key": "3438c497-b94d-4fc6-855a-2e0602b51b27",
"Value": "Darkness Domain"
},
{
"Key": "c70f3a6c-787a-4bff-baa5-5b84bcec8627",
"Value": "<b>Saving Throw Difficulty Class</b>\nThe DC for a save is
determined by the attack itself.\n<b>Automatic Failures and Successes</b>\nA
natural 1 (the d20 comes up 1) on a saving throw is always a failure.\nA natural 20
(the d20 comes up 20) is always a success."
},
{
"Key": "166b0b8c-4294-4518-aac2-21503cad9aff",
"Value": "Difficulty class"
},
{
"Key": "7ebb6a72-4eee-486e-8cd2-fe95b6043f9f",
"Value": "You can cause the living to bleed at a touch, and find comfort in
the presence of the dead.\n<b>Bleeding Touch:</b> As a melee touch attack, you can
cause a living creature to take 1d6 points of damage per round. This effect
persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until
stopped with a DC 15 Heal check or any spell or effect that heals damage. You can
use this ability a number of times per day equal to 3 + your
<link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> modifier.\n<b>Death's
Embrace:</b> At 8th level, you heal damage instead of taking damage from channeled
negative energy. If the channeled negative energy targets undead, you heal hit
points just like undead in the area."
},
{
"Key": "bc91fc9c-cac9-4a30-9b79-f6e16956869e",
"Value": "Death Domain"
},
{
"Key": "f193883e-c86b-4efb-91da-8cc66513f291",
"Value": "Shy and wary, deer range from the arctic to the tropics. They are
very flexible creatures, adapting easily to their climate and able to survive in
all but the harshest of temperatures. Deer are very flexible in their diets as
well, able to exist on plants, insects, fish, and even dead birds. Deer are
excellent swimmers and have been known to swim to a distance of five miles in the
water. These statistics represent the typical white-tailed deer; they can also be
used to represent other deer-like animals such as caribou and antelope."
},
{
"Key": "086b8624-d712-49a4-bc7c-bd42762b2885",
"Value": "Deer"
},
{
"Key": "0a10a2bc-73c3-4946-a68b-021dd4e10135",
"Value": "Greater than the wars of armies and empires, beyond the ambitions
of revolutionaries and tyrants, more devastating than the fury of magic or
monsters, is the power of faith. Apart but not aloof from the races of Golarion
stand a legion of deities: merciful guardians, impassive observers, vile
destroyers, entities and more inscrutable, all with designs they seek to make
manifest upon the mortal world. Awesome beings of unfathomable power, these
divinities sow their influence across the planes, whether in direct displays of
miraculous might or through the acts of their countless servants. Every deity and
demigod knows the power of faith to change lives, shape nations, and alter the
destiny of whole worlds. To such ends, the gods seek followers among mortalkind-
champions to take up their banners, give voice to their doctrines, and thwart their
foes. The gods seek worshipers, and they offer the ability to work great miracles
to those who please them. All they ask for in return is faith and allegiance."
},
{
"Key": "c5d6c943-e020-4d30-8b07-b255e73629b0",
"Value": "Deities"
},
{
"Key": "098452d7-d6d7-4cd9-bad4-cc6c42ba2a16",
"Value": "Desna is an impulsive and aloof goddess who delights in freedom,
discovery, and mystery. Her aloofness stems not from arrogance, but from confidence
in her own abilities and her desire to be unburdened by troubles. She is a
collection of contrasts � an ancient goddess who dislikes predicting the future, a
traveler who cares nothing for her destination, a carefree creature of instinct
haunted by a past stretching back eons, and a peaceful deity forced to battle with
old enemies, eternally young despite the weight of ages and stars upon her.\nSome
believe Desna is flighty, frivolous, and easily distracted, but she has a cold side
born of loss, tragedy, and battle. As a luck goddess, she always believes there is
a chance for success, but knows that dreams can turn to nightmares and bright
destinies can become dark fates; these opposites in her own nature define her and
give her things to strive against. She challenges those who would corrupt her
domain or who have wronged her friends or followers, striking at them with burning
starlight, bad luck, and energies alien to Golarion.\nAlthough her dominion over
dreams and stars means that many seers, diviners, and mystics revere her as an
informal goddess of prophecy, she delights in the freedom of people to choose their
own destiny and only uses her power to help others make good choices, avoid
troublesome outcomes, and achieve happiness. She believes that \"doom and gloom\"
prophecies or those that seem to guarantee or self-fulfll horrible acts are
distasteful, and she only hands out such messages in the direst circumstances. She
prefers to use prophecy as a tool for exploration and creating choices, not\nfor
limiting action and snuffing hope.\nWhen Desna has a message for one of her
faithful, she prefers to intervene in dreams, sending simple impressions, visions,
or even prophecies that the sleeper clearly remembers upon awakening. When dreams
are unsuitable or time is short, she indicates her favor with flights of
swallowtail butterflies, sparrows, dragonflies, geese flying in a four-pointed star
shape, or the timely arrival of messenger birds. She typically shows her disfavor
with dreamless sleep that fails to refresh the sleeper (as if the person had not
slept at all), sore feet, messenger animals losing their messages, and minor travel
accidents.\nDesna watches over those who travel for any reason. Trailblazers,
scouts, adventurers, and sailors all praise her name. (Although most sailors honor
Gozreh in some fashion, he is a temperamental deity, and a little luck from Desna
often comes in handy during a storm.) Her influence over luck also makes her a
favorite among gamblers, thieves, and others who rely on fortune for shady
dealings.\nDesna teaches her followers to indulge their desires, experience all
they can, and trust instinct as a guide. Her faithful are often wide-eyed,
exuberant people, embracing the world in all its strangeness, and willing to jump
in with both feet. Desnans aren't afraid to get their hands dirty, their feet wet,
or their knuckles (or faces) bloodied while living life to its fullest. Critics
call them hedonists, but that's an exaggeration, as worldly experience, rather than
pure sensation, is their true goal. Ascetics, hermits, and meticulous planners are
unknown in her church. Her faithful teach that it's better to ask forgiveness than
permission, as sometimes a unique opportunity requires a split-second decision,
whether it's a chance to touch a dragon's egg, savor a rare fruit, or passionately
kiss the mayor's son.\nThe goddess encourages her worshipers to believe in
themselves and express their inner strengths, often in the form of music, dance, or
theater. Many songs penned by her faithful become popular tunes for dancing and
gatherings, and numerous old favorites are attributed to long-dead Desnan bards
whose musical legacies have persisted for centuries. Some people believe the custom
of a traveling bard paying for his lodging with a song stems from Desna's church,
and like bards, followers of Desna encourage young folk to sing and dance in the
hope of discovering hidden talents.\nDesna usually appears to her followers as a
beautiful but remote elven acolyte of her faith. In this guise, she aids people in
need or suggests relevant excerpts from her holy writings, The Eight Scrolls, as a
way to lead the faithful on the correct path. She is not above singing to lighten
dour moods or dancing with those whose confidence is in need of reinvigoration.
When Desna wishes to reveal her true nature, she transforms her common clothing
into a billowing silken gown and grows brightly colored butterfly wings on her
back, although in somber situations her wing colors are pale and moth-
like.\nDesna's holy symbol is a butterfly with images of stars, suns, and moons
upon its wings. Most of her clergy are clerics, although about one-third of her
priests are bards or rogues, with a number of neutral good druids and rangers also
choosing her as their patron. She is called the Song of the Spheres, the Great
Dreamer, Starsong, and the Tender of
Dreams.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Chaotic
good\n<b>Cleric Alignment:</b> NG, CG, CN\n<b>Domains:</b>
<link=\"Encyclopedia:Chaos_Domain\"><b>Chaos</b></link>,
<link=\"Encyclopedia:Good_Domain\"><b>Good</b></link>,
<link=\"Encyclopedia:Liberation_Domain\"><b>Liberation</b></link>,
<link=\"Encyclopedia:Luck_Domain\"><b>Luck</b></link>,
<link=\"Encyclopedia:Travel_Domain\"><b>Travel</b></link>\n<b>Favored Weapon:</b>
Starknife"
},
{
"Key": "68a5cacd-c85b-4d01-8d12-2ed69d97b93e",
"Value": "Desna"
},
{
"Key": "a534a929-f451-4241-9b26-41d4fe35903f",
"Value": "You revel in ruin and devastation, and can deliver particularly
destructive attacks.\n<b>Destructive Smite</b>: You gain the destructive smite
power: the supernatural ability to make a single melee attack with a morale bonus
on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the
destructive smite before making the attack. You can use this ability a number of
times per day equal to 3 + your <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link>
modifier.\n<b>Destructive Aura</b>: At 8th level, you can emit a 30-foot aura of
destruction for a number of rounds per day equal to your cleric level. All attacks
made against targets in this aura (including you) gain a morale bonus on damage
equal to 1/2 your cleric level and all critical threats are automatically
confirmed. These rounds do not need to be consecutive."
},
{
"Key": "dba20eb0-e66b-4228-b88f-ef6128ee2fba",
"Value": "Destruction Domain"
},
{
"Key": "872a39a0-bb12-437c-922a-6133498a7724",
"Value": "Devourers are the undead remnants of fiends and evil spellcasters
who became lost beyond the farthest reaches of the multiverse. Returning with
warped bodies, alien sentience, and a hunger for life, devourers threaten all souls
with a terrifying, tormented annihilation. These withered corpses stand 10 feet
tall but weigh a mere 200 pounds."
},
{
"Key": "e5ca021d-1269-4039-920b-7f815ce083c5",
"Value": "Devourer"
},
{
"Key": "09f77c73-c323-4f65-a128-43d705993537",
"Value": "Dexterity measures agility, reflexes, and balance. This ability is
the most important one for rogues, but it's also useful for characters who wear
light or medium armor or no armor at all. This ability is vital for characters
seeking to excel with ranged weapons, such as the bow or sling.\nA character with a
Dexterity score of 0 is incapable of moving and is effectively immobile (but not
unconscious).\nYou apply your character's Dexterity modifier to:\n� Ranged attack
rolls, including those for attacks made with bows, crossbows, throwing axes, and
many ranged spell attacks like scorching ray or searing light.\n�
<link=\"Encyclopedia:Armor_Class\"><b>Armor Class (AC)</b></link>, provided that
the character can react to the attack.\n� Reflex
<link=\"Encyclopedia:Saving_Throw\"><b>saving throws</b></link>, for avoiding
fireballs and other attacks that you can escape by moving quickly.\n�
<link=\"Encyclopedia:Trickery\"><b>Trickery</b></link> and
<link=\"Encyclopedia:Stealth\"><b>Stealth</b></link> checks."
},
{
"Key": "45b6dbb9-9c79-467d-8eea-32cf61270698",
"Value": "Dexterity (Dex)"
},
{
"Key": "502ddd35-f413-4aa7-96f6-a05cb8a2d2d4",
"Value": "Sometimes skills are checked over the course of dialogue � for
example, when trying to convince a character of something. The check result will
determine the way the dialogue develops. The character in the party with the
highest rank in the desired skill is usually used to determine such a check."
},
{
"Key": "e26dd4aa-8e26-4d34-8801-d37ee845b557",
"Value": "Dialogue Skill Checks"
},
{
"Key": "7167cf14-83a6-4d76-a720-40624d9ac4ed",
"Value": "Divination spells enable you to learn secrets long forgotten,
predict the future, find hidden things, and foil deceptive spells."
},
{
"Key": "d256c516-f72d-4bd1-bd8d-4275f3fa2f4e",
"Value": "Divination"
},
{
"Key": "a3ae4b0d-f2df-4acc-a70c-931e1a29f1ca",
"Value": "Clerics, druids, inquisitors, experienced paladins and rangers cast
divine spells. Unlike arcane spells, divine spells draw power from a divine source.
Clerics gain spell power from deities or from divine forces. The divine force of
nature powers druid and ranger spells, and the divine forces of law and good power
paladin spells. Divine spells tend to focus on healing and protection and are less
flashy, destructive, and disruptive than arcane spells."
},
{
"Key": "df2b900e-f5dc-4d21-b289-9f480601885a",
"Value": "Divine Spells"
},
{
"Key": "da865ee4-0c21-4f2d-bfb4-503b656069a1",
"Value": "In the wild, dogs are vicious and territorial creatures. Yet even
more harrowing than a pack of wild dogs is the rabid dog. Rabies often affects
animals like bats, wolverines, and rats, but the transformation of a normally
friendly family pet goes through when it becomes rabid makes the dog perhaps the
most notorious of the disease's classic carriers.\nA rabid creature can transmit
rabies to a victim with a bite."
},
{
"Key": "6bb3bfbc-1cc9-442e-adaa-36c36fe2525a",
"Value": "Dog"
},
{
"Key": "b4a51a31-ec65-4582-bcf9-2091fe43d93c",
"Value": "Deities & Domains"
},
{
"Key": "e90b3392-73c8-41c0-b1c4-b46a1c0a20cc",
"Value": "Related to pseudodragons, faerie dragons are whimsical, playful
pranksters that spend most of their time either relaxing in cool forest glades or
engaged in some sort of prank. Although such mischief is usually spontaneous, some
faerie dragons have been known to spend months or even years in preparation of one
truly spectacular joke.\nTravelers making their way through lands known to be
inhabited by these good-natured � but sometimes annoying � tricksters are advised
to keep up their guard lest they face all manner of creative annoyances (horses
painted with berry juice, squirrels placed inside bedrolls, and clothing decorating
high branches being a few examples).\nUnlike true dragons, faerie dragons do not
grow larger with age, but their scales do change color, starting with red and
moving through the rainbow to reach dark violet at old age. Faerie dragons grow in
power as spellcasters as they age (typically gaining levels in sorcerer), learning
more powerful spells to complement their innate abilities. The spells of faerie
dragons tend to focus on tools that can be used to create or enhance pranks, and
illusion and enchantment spells are particularly popular.\nFaerie dragons avoid
combat unless there is no other option. If forced to fight, faerie dragons attempt
to confound enemies rather than kill them, using both spells and breath weapon to
weaken and scatter foes before fleeing. The only exception to this is when a faerie
dragon's clan or allies are in danger. As capricious as these tiny dragons can be,
many prove quick to bond with goodly creatures, especially fey and others they find
interesting or hilarious � adventurers often fall into this latter camp,
particularly those most outraged by a faerie dragon's tricks.\nFaerie dragons
sometimes ally with spellcasters, serving as curious, occasionally reckless, but
always true familiars. An arcane spellcaster of at least 7th level with an
alignment within 1 step of chaotic good who has the Improved Familiar feat may
select a faerie dragon as a familiar."
},
{
"Key": "96da2bc9-e16b-4d7c-92fd-a26f858e30c0",
"Value": "Dragon, Faerie"
},
{
"Key": "a8b08aa6-02d2-40ff-ad43-442048c81f81",
"Value": "Druid"
},
{
"Key": "65356e6f-36b0-4f88-b83a-9c8f3328ba85",
"Value": "Within the purity of the elements and the order of the wilds
lingers a power beyond the marvels of civilization. Furtive yet undeniable, these
primal magics are guarded over by servants of philosophical balance known as
druids. Allies to beasts and manipulators of nature, these often misunderstood
protectors of the wild strive to shield their lands from all who would threaten
them and prove the might of the wilds to those who lock themselves behind city
walls. Rewarded for their devotion with incredible powers, druids gain unparalleled
shape-shifting abilities, the companionship of mighty beasts, and the power to call
upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and
volcanoes with primeval wisdom long abandoned and forgotten by
civilization.\n<b>Role</b>: While some druids might keep to the fringe of battle,
allowing companions and summoned creatures to fight while they confound foes with
the powers of nature, others transform into deadly beasts and savagely wade into
combat. Druids worship personifications of elemental forces, natural powers, or
nature itself. Typically this means devotion to a nature deity, though druids are
just as likely to revere vague spirits, animalistic demigods, or even specific awe-
inspiring natural
wonders.\n<b><link=\"Encyclopedia:Alignment\"><b>Alignment</b></link>:</b> Any
neutral\n<b>Skill Ranks Per Level:</b> 2 + Int modifier\n<b>Base
Features</b>\n<b>Druid Proficiencies</b>\n<b>Nature Sense</b>\nA druid gains a +2
bonus on Lore (nature) checks.\n<b>Nature Bond</b>\nAt 1st level, a druid forms a
bond with nature. This bond can take one of two forms. The first is a close tie to
the natural world, granting the druid one of the following cleric domains: Air,
Earth, Fire, or Water. When determining the powers and bonus spells granted by this
domain, the druid's effective cleric level is equal to her druid level. A druid
that selects this option also receives additional domain spell slots, just like a
cleric. She must prepare the spell from her domain in this slot and this spell
cannot be used to cast a spell spontaneously.\nThe second option is to form a close
bond with an animal companion. Unlike normal animals of its kind, an animal
companion's Hit Dice, abilities, skills, and feats advance as the druid advances in
level. If a character receives an animal companion from more than one source, her
effective druid levels stack for the purposes of determining the statistics and
abilities of the companion. Most animal companions increase in size when their
druid reaches 4th or 7th level, depending on the companion.\n<b>Animal
Companions</b>\nAn animal companion's abilities are determined by the druid's level
and its animal racial traits.\n<b>Orisons</b>\nDruids can cast a number of Orisons,
or 0-level spells. These spells are cast like any other spell, but they are not
expended when cast and may be used again.\n<b>Alignment Restriction</b>\nA druid
who changes to a prohibited alignment loses all spells and druid abilities
(including her animal companion, but not including weapon, armor, and shield
proficiencies). She cannot thereafter gain levels as a druid until she changes the
alignment back.\n<b>Spontaneous Summoning</b>\nA druid can channel stored spell
energy into summoning spells that she hasn't prepared ahead of time. She
can \"lose\" a prepared spell in order to cast any summon nature's ally spell of
the same level or lower.\n<b>Resist Nature's Lure</b>\nStarting at 4th level, a
druid gains a +4 bonus on saving throws against the spell-like and supernatural
abilities of fey and plants.\n<b>Venom Immunity</b>\nAt 9th level, a druid gains
immunity to all poisons."
},
{
"Key": "2c36d18a-b541-4a8a-8e50-272b43908861",
"Value": "Druid"
},
{
"Key": "289cf1fe-394d-48c9-a9ac-963a62bddbb0",
"Value": "Dryads are tree-fey who prefer secluded woodlands far from
humanoids in need of lumber. Dryads' main interests are their own survival and that
of their beloved forests, and they have been known to magically coerce passersby
into aiding them in tasks they cannot complete. They are more likely to be friendly
to non-evil druids and rangers, as they recognize a mutual respect for or empathy
with nature.\nDryads are benign guardians of trees, and though they can do little
in the way of direct violence, they can trap and disable threats to their homes or
turn enemies into allies. Some keep one or more charmed humanoids in their
territory to fend off or lead away attackers. Incapacitated foes are typically
dragged to the edge of the forest by the dryad's allies and left there, but evil or
overtly hostile ones are killed once combat is over."
},
{
"Key": "9da57fef-f638-46d3-a261-df3e83053b64",
"Value": "Dryad"
},
{
"Key": "92278696-e403-44b8-b227-19b00d9e2699",
"Value": "<b>Adventurers:</b>\nAlthough dwarven adventurers are rare compared
to humans, they can be found in most regions of the world. Dwarves often leave the
confines of their redoubts to seek glory for their clans, to find wealth with which
to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels
from racial enemies. Dwarven warfare is often characterized by tunnel fighting and
melee combat, and as such most dwarves tend toward classes such as fighters and
barbarians."
},
{
"Key": "4553fb42-4634-4073-928e-1d02300e3692",
"Value": "<b>Physical Description:</b>\nDwarves are a short and stocky race,
and stand about a foot shorter than most humans, with wide, compact bodies that
account for their burly appearance. Male and female dwarves pride themselves on the
long length of their hair, and men often decorate their beards with a variety of
clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of
madness, or worse � no one familiar with their race trusts a beardless dwarven
man.\n<b>Society:</b>\nThe great distances between dwarves' mountain citadels
account for many of the cultural differences that exist within their society.
Despite these schisms, dwarves throughout the world are characterized by their love
of stonework, their passion for stone- and metal-based craftsmanship and
architecture, and their fierce hatred of giants, orcs, and goblinoids. In some
remote enclaves, such as those areas where these races are uncommon or unheard of,
dwarves' fixation on security and safety combined with their rather pugnacious
nature leads them to find enemies or at least rivals wherever they settle. While
they are not precisely militaristic, they learned long ago that those without axes
can be hewn apart by them, and thus dwarves everywhere are schooled to be ready to
enforce their rights and claims by force of arms. When their patience with
diplomacy is exhausted, dwarves do not hesitate to adopt what they
call \"aggressive negotiations.\"\n<b>Relations:</b>\nDwarves and orcs have long
dwelt in proximity to one another and share a history of violence as old as both
races. Dwarves generally distrust and shun <link=\"Encyclopedia:Half-
orcs\"><b>half-orcs</b></link>. They find
<link=\"Encyclopedia:Elves\"><b>elves</b></link>,
<link=\"Encyclopedia:Gnomes\"><b>gnomes</b></link>, and
<link=\"Encyclopedia:Halflings\"><b>halflings</b></link> to be too frail, flighty,
or \"pretty\" to be worthy of proper respect. It is with
<link=\"Encyclopedia:Humans\"><b>humans</b></link> that dwarves share the strongest
link, for humans' industrious nature and hearty appetites come closest to matching
those of the dwarven ideal.\n<b>Alignment and Religion:</b>\nDwarves are driven by
honor and tradition. While they are often stereotyped as standoffish, they have a
strong sense of friendship and justice, and those who win their trust understand
that while they work hard, they play even harder � especially when good ale is
involved. Most dwarves are <link=\"Encyclopedia:Alignment\"><b>lawful
good</b></link>.\n<b>Adventurers:</b>\nAlthough dwarven adventurers are rare
compared to humans, they can be found in most regions of the world. Dwarves often
leave the confines of their redoubts to seek glory for their clans, to find wealth
with which to enrich the fortress-homes of their birth, or to reclaim fallen
dwarven citadels from racial enemies. Dwarven warfare is often characterized by
tunnel fighting and melee combat, and as such most dwarves tend toward classes such
as fighters and barbarians.\n<b>Standard Racial
Traits</b>\n<b><link=\"Encyclopedia:Ability_Scores\">Ability Score</link>Ability
Score</b> Racial Traits: Dwarves are both tough and wise, but also a bit gruff.
They gain +2 <link=\"Encyclopedia:Constitution\">Constitution</link>, +2
<link=\"Encyclopedia:Wisdom\">Wisdom</link>, and �2
<link=\"Encyclopedia:Charisma\">Charisma</link>.\n<link=\"Encyclopedia:Size\">Size<
/link>: Dwarves are Medium creatures and thus receive no bonuses or penalties due
to their size.\n<b>Type:</b> Dwarves are humanoids with the dwarf subtype.\n<b>Base
<link=\"Encyclopedia:Speed\">speed</link>:</b> (Slow and Steady) Dwarves have a
base speed of 20 feet, but their speed is never modified by armor or
encumbrance.\n<b>Defense Racial Traits</b>\n<b>Defensive Training:</b> Dwarves gain
a +4 dodge bonus to <link=\"Encyclopedia:Armor_Class\">AC</link> against monsters
of the giant subtype.\n<b>Hardy:</b> Dwarves gain a +2 racial bonus on
<link=\"Encyclopedia:Saving_Throw\">saving throws</link> against poison, spells,
and spell-like abilities.\n<b>Stability:</b> Dwarves gain a +4 racial bonus to
their <link=\"Encyclopedia:CMD\">Combat Maneuver Defense</link> when resisting a
bull rush or trip attempt while standing on the ground.\n<b>Feat and Skill Racial
Traits</b>\n<b>Stonecunning:</b> Dwarves gain a +2 bonus on
<link=\"Encyclopedia:Perception\">Perception</link> checks to notice unusual
stonework, such as traps and hidden doors located in stone walls or
floors.\n<b>Senses Racial Traits:</b> Dwarves can see perfectly in the dark up to
60 feet.\n<b>Offense Racial Traits</b>\n<b>Hatred:</b> Dwarves gain a +1 racial
bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes
because of their special training against these hated foes."
},
{
"Key": "c191a88f-c3de-4193-ab5f-076e8b8c4d17",
"Value": "Dwarves"
},
{
"Key": "77eee02a-e0b7-42ed-a104-5692eee6f30c",
"Value": "Powerful and regal, dweomercats stalk the First World, preying upon
lesser creatures, but more voraciously hunting new and ever stranger sources of
magic. Beings as much composed of sculpted arcane eddies as of ?esh and blood,
these capricious felines ?ourish along the intangible ley lines of their home
realm, drinking in its weird powers as a plant thrives on light. Yet even more
potent than their thirst for magic and the euphoria they draw from being in
proximity to the reshaping of reality is dweomercats' racial curiosity, which leads
them endlessly across the First World � and ofen beyond.\nThe average adult
dweomercat is about 4 feet tall and 7 feet long, weighing over 250 pounds, while
their cubs are approximately 1 foot tall and weigh no more than 15 pounds."
},
{
"Key": "2f5546ac-f940-4e58-882e-19c4fbc0e48d",
"Value": "Dweomercat"
},
{
"Key": "542ceed5-ffda-4b58-9689-70ebe139c482",
"Value": "A typical giant eagle stands about 15 feet tall, has a wingspan of
up to 30 feet, and resembles its smaller cousins in nearly every way except size.
It weighs 500 pounds. Giant eagles are far more than animals � they possess a
supernatural intellect and view themselves as guardians and protectors of their
mountain territories.\nThey form lasting friendships with those who respect them
and their mountaintop domains."
},
{
"Key": "09c6dc94-2504-4159-a50f-129a54ad3532",
"Value": "Eagle, Giant"
},
{
"Key": "d07861dd-7b6d-4d1a-9e2d-1e0439702784",
"Value": "You have mastery over earth, metal, and stone, can fire darts of
acid, and command earth creatures.\n<b>Acid Dart:</b> As a standard action, you can
unleash an acid dart targeting any foe within 30 feet as a ranged touch attack.
This acid dart deals 1d6 points of acid damage + 1 point for every two cleric
levels you possess. You can use this ability a number of times per day equal to 3 +
your <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> modifier.\n<b>Acid
Resistance:</b> At 6th level, you gain resist acid 10. This resistance increases to
20 at 12th level. At 20th level, you gain immunity to acid."
},
{
"Key": "5d5f3c1e-922d-4a68-81bb-85ae5a890ac2",
"Value": "Earth Domain"
},
{
"Key": "66c85792-e20f-4f4a-853b-a2b0397856c9",
"Value": "Air elementals are fast, flying creatures made of living
air.\nPrimitive and territorial, they resent being summoned or doing the bidding of
mortals, and much prefer to spend their time on the Plane of Air, swooping and
racing through the endless skies.\nAlthough all air elementals of a similar size
have identical statistics, the exact appearance of an air elemental can vary wildly
between individuals. One might be an animated vortex of wind and smoke, while
another might be a smoky bird-like creature with glowing eyes and wind for
wings.\nAn air elemental prefers to attack flying or otherwise airbone targets, not
only because its mastery over flight gives it a slight advantage, but also because
it detests the thought of having to touch the ground. An air elemental can move
underwater, and although it is an elemental and thus runs no risk of drowning, it
has no swimming skills and loses much of its speed and mobility when underwater."
},
{
"Key": "824061f1-d257-42c6-bedc-71d0b07f0bb9",
"Value": "Elemental, Air"
},
{
"Key": "2848848e-257c-4cf8-9659-f7d2a95e95ef",
"Value": "Earth elementals are plodding, stubborn creatures made of living
stone or earth. When utterly still, they resemble a heap of stone or a small
hill.\nWhen an earth elemental lumbers into action, its actual appearance can vary,
although its statistics remain identical to other elementals of its size. Most
earth elementals look like terrestrial animals made out of rock, earth, or even
crystal, with glowing gemstones for eyes.\nLarger earth elementals often have a
stony humanoid appearance. Bits of vegetation frequently grow in the soil that
makes up parts of an earth elemental's body."
},
{
"Key": "b1943822-b6dc-4702-ac41-0ac58c81c2fc",
"Value": "Elemental, Earth"
},
{
"Key": "4b98bc73-80d6-4130-a2e4-0ae39ced048c",
"Value": "Fire elementals are quick, cruel creatures of living flame. They
enjoy frightening beings weaker than themselves, and terrorizing any creature they
can set on fire.\nA fire elemental cannot enter water or any other nonflammable
liquid. A body of water is an impassible barrier unless the fire elemental can step
or jump over it or the water is covered with a flammable material (such as a layer
of oil).\nFire elementals vary in appearance � they usually manifest as coiling
serpentine forms made of smoke and flame, but some fire elementals take on shapes
more akin to humans, demons, or other monsters in order to increase the terror of
their sudden appearance. Features on a fire elemental's body are made by darker
bits of flame or patches of semi-stable smoke, ash, and cinders."
},
{
"Key": "7f0744a3-93b5-424f-936a-add17650cb1b",
"Value": "Elemental, Fire"
},
{
"Key": "ece23243-5e7e-429e-8e39-723162a6492b",
"Value": "Water elementals are patient, relentless creatures made of living
fresh or salt water. They prefer to hide or drag their opponents into the water to
gain an advantage. As with other elementals, all water elementals have their own
unique shapes and appearances. Most appear as wave-like creatures with vaguely
humanoid faces and smaller wave \"arms\" to either side. Another common form is
that of any aquatic creature, such as a shark or octopus, but made entirely out of
water."
},
{
"Key": "21db350a-7f9b-4f58-a61f-abfd78bb895f",
"Value": "Elemental, Water"
},
{
"Key": "1ac0d268-5900-4c43-9a3f-b41ea44432e6",
"Value": "Elk range in great herds throughout the plains, hills, and forests
of many wilderness areas. Their size, strength, and antlers allow them to contend
with most of their environment's dangers, though herds generally favor flight to
combat. Elk also prove exceptionally adaptable survivors, capable of living through
severe weather changes without concern. Most breeds of elk stand between 3 and 5
feet tall and weigh between 350 and 550 pounds, with females far slighter than the
males.\nNumerous species of elk exist. Some larger species can stand up to 6 feet
tall at the shoulder. One particularly unusual species of elk, the river elk, is an
excellent swimmer."
},
{
"Key": "4cf48c7f-58a0-4fb2-9190-c8fd3fe40d8c",
"Value": "Elk"
},
{
"Key": "f368b457-b4c2-4780-b2c0-4960be579660",
"Value": "<b>Physical Description:</b>\nGenerally taller than humans, elves
possess a graceful, slender physique that is accentuated by their long, pointed
ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs
of an elf can contain surprising power. Their eyes are wide and almond-shaped, and
filled with large, vibrantly colored pupils. The coloration of elves as a whole
varies wildly and is much more diverse than that of human populations. However, as
their coloration often matches their surroundings, the elves of a single community
may appear quite similar. Forest-dwelling elves often have variations of green,
brown, and tan in their hair, eye, and even skin tones.\nWhile elven clothing often
plays off the beauty of the natural world, those elves who live in cities tend to
bedeck themselves in the latest fashions. Where city-dwelling elves encounter other
urbanites, the elves are often fashion trendsetters.\n<b>Society:</b>\nMany elves
feel a bond with nature and strive to live in harmony with the natural world.
Although, like most, elves prefer bountiful lands where resources are plentiful,
when driven to live in harsher climates, they work hard to protect and shepherd the
region's bounty and learn how to maximize the benefit they receive from what little
can be harvested. When they can carve out a sustainable, reliable life in deserts
and wastelands, they take pride as a society in the accomplishment. While this can
make them excellent guides to outsiders they befriend who must travel through such
lands, their disdain of those who have not learned to live off the scant land as
they have makes such friends rare.\nElves have an innate gift for craftsmanship and
artistry, especially when working in wood, bone, ivory, or leather. Most, however,
find manipulating earth and stone to be distasteful and prefer to avoid forging,
stonework, and pottery. When such work must be done within a community, a few elves
may find themselves drawn to it, but regardless of their craftsmanship,
such \"dirt-wrights\" are generally seen by other elves as being a bit off. In the
most insular of elven societies, they may even be treated as lower class.\nElves
also have an appreciation for the written word, magic, and painstaking research.
Their naturally keen minds and senses, combined with their inborn patience, make
them particularly suited to wizardry. Arcane research and accomplishment are seen
as both practical goals, in line with being a soldier or architect, and artistic
endeavors as great as poetry or sculpture. Within elven society, wizards are held
in extremely high regard as masters of an art both powerful and aesthetically
valued. Other spellcasters are not disdained, but do not gain the praise lavished
upon elven wizards.\n<b>Relations:</b>\nElves are prone to dismissing other races,
writing them off as rash and impulsive, yet on an individual level, they are
excellent judges of character. In many cases an elf will come to value a specific
member of another race, seeing that individual as deserving and respectable, while
still dismissing the race as a whole. If called on this behavior, the elf often
doesn't understand why his \"special friend\" is upset the elf has noticed the
friend is \"so much better than the rest of his kind.\" Even elves who see such
prejudice for what it is must constantly watch themselves to prevent such views
from coloring their thinking.\nElves are not foolish enough, however, to dismiss
all aspects of other races and cultures. An elf might not want a dwarf neighbor,
but would be the first to acknowledge
<link=\"Encyclopedia:Dwarves\"><b>dwarves'</b></link> skill at smithing and their
tenacity in facing orc threats. Elves regard
<link=\"Encyclopedia:Gnomes\"><b>gnomes</b></link> as strange (and sometimes
dangerous) curiosities but regard their magical talent as being worthy of praise
and respect. <link=\"Encyclopedia:Halflings\"><b>halflings</b></link> are often
viewed with a measure of pity, for these small folk seem to the elves to be adrift,
without a traditional home. Elves are fascinated with
<link=\"Encyclopedia:Humans\"><b>humans</b></link>, who seem to live in a few short
years as full a life as an elf manages in centuries. In fact, many elves become
infatuated with humans, as evidenced by the number of <link=\"Encyclopedia:Half-
elves\"><b>half-elves</b></link> in the world. Elves have difficulty accepting
crossbreeds of any sort, however, and usually disown such offspring. They similarly
regard <link=\"Encyclopedia:Half-orcs\"><b>half-orcs</b></link> with distrust and
suspicion, assuming they possess the worst aspects of orc and human
personalities.\n<b>Alignment and Religion:</b>\nElves are emotional and capricious,
yet value kindness and beauty. Most elves are
<link=\"Encyclopedia:Alignment\"><b>chaotic good</b></link>, wishing all creatures
to be safe and happy, but unwilling to sacrifice personal freedom or choice to
accomplish such goals. They prefer deities who share their love of the mystic
qualities of the world.\n<b>Adventurers:</b>\nMany elves embark on adventures out
of a desire to explore the world, leaving their secluded realms to reclaim
forgotten elven magic or search out lost kingdoms established millennia ago by
their ancestors. This need to see a wider world is accepted by their societies as a
natural part of becoming mature and experienced individuals. Such elves are
expected to return in some few decades and take up lives in their homelands once
more, enriched both in treasure and in worldview. For those elves raised among
humans, however, life within their homes � watching friends and family swiftly age
and die � is often stifling, and the ephemeral and unfettered life of an adventurer
holds a natural appeal. Elves generally eschew melee because of their relative
frailty, preferring instead to engage enemies at range. Most see combat as
unpleasant even when needful, and prefer it be done as quickly as possible,
preferably without getting close enough to smell their foes. This preference for
making war at a distance, coupled with their natural accuracy and grasp of the
arcane, encourages elves to pursue classes such as wizards and
rangers.\n<b>Standard Racial
Traits</b>\n<b><link=\"Encyclopedia:Ability_Scores\">Ability Score</link> Racial
Traits:</b> Elves are nimble, both in body and mind, but their form is frail. They
gain +2 <link=\"Encyclopedia:Size\">Size</link>, +2
<link=\"Encyclopedia:Intelligence\">Intelligence</link>, and �2
<link=\"Encyclopedia:Constitution\">Constitution</link>.\n<b><link=\"Encyclopedia:S
ize\">Size</link>:</b> Elves are Medium creatures and thus receive no bonuses or
penalties due to their size.\n<b>Type:</b> Elves are Humanoids with the elf
subtype.\n<b>Base <link=\"Encyclopedia:Speed\">Speed</link>:</b> Elves have a base
speed of 30 feet.\n<b>Defense Racial Traits</b>\n<b>Elven Immunities:</b> Elves are
immune to magic sleep effects and gain a +2 racial
<link=\"Encyclopedia:Saving_Throw\">saving throw</link> bonus against enchantment
spells and effects.\n<b>Feat and Skill Racial Traits</b>\n<b>Keen Senses:</b> Elves
receive a +2 racial bonus on <link=\"Encyclopedia:Perception\">Perception</link>
checks.\n<b>Magical Racial Traits</b>\n<b>Elven Magic:</b> Elves receive a +2
racial bonus on <link=\"Encyclopedia:Caster_Level\">caster level</link> checks made
to overcome spell resistance. In addition, elves receive a +2 racial bonus on
Spellcraft skill checks made to identify the properties of magic items.\n<b>Senses
Racial Traits:</b>\n<b>Low-Light Vision:</b> Elves can see twice as far as humans
in conditions of dim light."
},
{
"Key": "43463a7b-dacb-4599-b4a4-a7f89524a562",
"Value": "Elves"
},
{
"Key": "1e713bba-15d5-4e26-b5b4-eaceac07d5da",
"Value": "<b>Charm</b>\nA charm spell changes how the subject views you,
typically making it see you as a good friend."
},
{
"Key": "191b20a7-7778-438d-b45b-82ca33fa0a38",
"Value": "<b>Compulsion</b>\nA compulsion spell forces the subject to act in
some manner or changes the way its mind works. Some compulsion spells determine the
subject's actions or the effects on the subject, others allow you to determine the
subject's actions when you cast the spell, and still, others give you ongoing
control over the subject."
},
{
"Key": "efc35282-9006-4895-ac9f-f96ecd7a53cd",
"Value": "Enchantment spells affect the minds of others, influencing or
controlling their behavior.\nAll enchantments are mind-affecting spells. Two
subschools of enchantment spells grant you influence over a subject creature."
},
{
"Key": "6ded23ed-ce01-4487-95d4-6e97bc5477b3",
"Value": "Enchantment"
},
{
"Key": "7743be1d-f3c7-4206-91bf-62db3e7844f6",
"Value": "To equip an item, open your Inventory by pressing <b>{bind|
OpenInventory}</b> and double-click on it or drag it to a suitable slot. Hover your
mouse cursor over an object to see a tooltip with its description, stats, and
comparison to any equipment currently in that slot."
},
{
"Key": "351cf2bc-3616-42c3-9020-6ac5ad5ff415",
"Value": "Equipment"
},
{
"Key": "7dfebd64-8bd8-4125-9a42-67377a75da29",
"Value": "Erastil, also known as Old Deadeye, is an ancient deity who first
became known on Golarion when early humanoids began to domesticate and dominate
their natural surroundings. Pastoral legends claim that Old Deadeye crafted the
first bow as a gift to mortals so that they might learn to hunt and survive in the
dangerous world. Though civilization has continued to advance beyond simple
villages, Erastil remains popular in tradition and in the frontiers of the world, a
transitional figure between the worship of the Green Faith and the religions of
cities.\nErastil is primarily a nature deity focusing on the plants and animals
that farmers, hunters, and ranchers deal with in their challenging lives. He is
also a god of close-knit communities and families, and has a protector aspect that
only surfaces when such things are threatened. Erastil eschews crusades and brazen
heroism, and he has no grand plans to eradicate chaos and evil from the world; he
simply wants people to be able to live their lives in peace without the threat of
being devoured by monsters, conscripted into an army, or destroyed by world-ending
magic. He is a stern patriarch whose spirit is as hard as wood. He isn't afraid to
face down a bully, nor is he too proud to calm a frightened child. He teaches how
to read the turning of the seasons, how to know when to sow and reap, how to tell
when livestock are sick or gravid, how to poultice a wound and set a broken leg,
how to spot a straggling sheep or the signs that a dog has gone rabid. He believes
that cooperation leads to friendship and safety, and that if mortals respect the
gifts of nature, it will sustain them. He loves customs that encourage strong
family bonds � no matter how quaint they are by modern standards � and enjoys
hunting for sustenance but not for sport. Happy weddings and new babies make him
smile. He is not one to spout philosophy, and instead gives practical advice and
hands-on teaching.\nOld Deadeye believes that leadership is a virtue of strong
souls and that groups function best when led by a benevolent leader � whether that
group is his church, a community, or a family. Many communities strong in Erastil's
faith follow the leadership of a village patron or matron, another elder, or the
scions of a family renowned for their clearheadedness and past members' leadership
roles. In Erastilian families, one family elder is likewise viewed as the leader of
the clan or head of the household. The members of such groups typically defer to
that leader's plan for peace and prosperity, contributing their own talents,
skills, and labor for the betterment of the whole community.\nErastil believes that
children should honor their parents and know when it is time to work or time to
play. He dislikes the chaos and trouble that adventurers bring, and while they may
have their uses when monsters come sniffing about, it is best if adventurers take
care of the problem quickly, receive a meal and a place to sleep, then move on
before their wanderlust catches on in otherwise quiet communities.\nErastil's
avatar is an upright hunter with the head of an elk, clad in well-used leathers and
carrying a simple bow. Old legends say that halflings and humans each see him as a
member of their own race, even when members of both races are looking at him at the
same time. Some representations show him as fully human � usually of Ulfen or
Kellid heritage � depicting how he sometimes appears to children, lost travelers,
or those he simply doesn't wish to reveal his divine nature to. In most stories,
Old Deadeye's arrows never miss, and a few communities still own a spent arrow
supposedly once fired by Erastil, passed down through the generations and treasured
for its connection to the god.\nDepictions of Erastil in artwork are uncommon, as
his followers prefer focusing their energy on more practical matters. Those
physical representations that do exist are often carved wooden placards bearing his
likeness � these aren't worshiped as icons, but serve as constant reminders of his
presence. In other communities, a stuffed elk's head or just its horns serve this
purpose. In more elaborate representations, Erastil is shown fighting off wild
animals or teaching people how to hunt. On the walls of a few ancient caves
predating the Azlanti era are painted primitive silhouettes of an elk-headed man
performing similar acts.\nOld Deadeye shows his approval through bountiful hunts,
bumper harvests, mild weather, the appearance of straight paths, and the like, but
he prefers to limit his direct intervention to helping needy people in lean times,
as he does not want to encourage laziness. A hungry family might find their tiny
garden provides bushels of vegetables, an old cow might start giving milk again, a
weary hunter's prey might stumble or become entangled, and so on. Hoofed animals
are considered channels for Erastil's power, with elk-horns being favored by his
worshipers for making simple tools and weapons. Forked lighting is considered a
sign of his presence, and creatures or structures struck by lightning are said to
have been felled by Erastil's arrows. His anger is reserved for followers who
betray his principles; he usually punishes them by changing them into something
more useful to their community, such as a pig or a fruit tree. Mothers often warn
misbehaving children that Erastil will transform them, and most communities have at
least one small, gnarled tree that local legend claims was once an especially
unruly child.\nErastil's favored weapon is the longbow, but his clerics and druids
are proficient with the shortbow as well. Most of his priests are clerics, but a
small minority are druids, rangers, and (most rare) paladins, while a few remote
communities are served by adepts. Druids usually serve communities in places where
natural hazards and the weather are their greatest threats, while paladins tend to
be leaders in lands where monsters lurk. Often called Old Deadeye by his faithful,
Erastil is also known as Elk Father and the Old Hunter. His holy symbol is a bow
made of elk antlers with a nocked arrow.\n<b>Alignment:</b> Lawful
good\t\t\n<b>Cleric Alignment:</b> LG, NG, LN\n<b>Domains:</b>
<b><link=\"Encyclopedia:Animal_Domain\"></link>Animal</b></link>,
<link=\"Encyclopedia:Community_Domain\"><b>Community</b></link>,
<link=\"Encyclopedia:Good_Domain\"><b>Good</b></link>,
<link=\"Encyclopedia:Law_Domain\"><b>Law</b></link>,
<link=\"Encyclopedia:Plant_Domain\"><b>Plant</b></link>\n<b>Favored Weapon:</b>
Longbow"
},
{
"Key": "f4386b52-a3a3-4d99-82ad-f089d510e530",
"Value": "Erastil"
},
{
"Key": "12e434e7-0f3d-425f-9581-c14a8ebaeabf",
"Value": "Known by many names � the Fallen, the Ash Wings, and the Furies �
the devils called erinyes mock the form of the angelic hosts in their exaction of
vengeance and bloody justice. Executioners, not judges,\nerinyes alight upon the
bladed eaves of Dis, Hell's cosmopolitan second layer, ever attentive for chances
to soar into battle, whether in defense of Hell, on the whims of diabolical
masters, or at the impassioned summons of jilted mortal summoners. All erinyes
weave deadly living ropes from their own hair, which they use in battle to lift
their foes into the air, mocking and condemning their victims for their
transgressions before dropping them from great heights.\nErinyes appear as darkly
beautiful angels, augmenting their sensuality with deliberate bruises and scars.
Yet despite their beauty, erinyes are not seducers � they lack the subtlety and
patience required for such fine emotional manipulations, and instead vastly prefer
to solve their problems with swift and excruciating violence. Often, an erinyes
will stay her hand before attempting to slay a foe simply so she can draw out the
victim's suffering. Death is usually the only way to escape an erinyes's not-so-
tender attentions, and the most powerful of these devils excel at keeping their
enemies alive but helpless so as to extend their torment � many going as far as to
keep their victims alive with magic. Rumors hold that the most powerful erinyes
torturers have skills that allow their torment to continue even after their subject
has died from their attentions.\nMost erinyes stand just under 6 feet tall and
weigh approximately 140 pounds, even with their blackfeathered wings that stretch
over 10 feet wide."
},
{
"Key": "b304da29-747b-4e60-b7d9-60407c52cdfb",
"Value": "Erinyes Devil"
},
{
"Key": "fdec73af-18bc-48af-a9ee-f896b9c7c20e",
"Value": "Evil Domain"
},
{
"Key": "0a318aa9-5556-499c-8eb8-2d5e4daec747",
"Value": "Evocation spells manipulate magical energy or tap an unseen source
of power to produce the desired end. In effect, an evocation draws upon magic to
create something out of nothing. Many of these spells produce spectacular effects,
and evocation spells can deal large amounts of damage."
},
{
"Key": "6fbf6695-3b84-4a82-a152-21fb1bbf3de2",
"Value": "Evocation"
},
{
"Key": "cbfd59fd-525a-4853-b3a3-5523d2db85ec",
"Value": "A creature with the fast healing special quality regains hit points
at an exceptional rate, usually 1 or more hit points per round, as given in the
creature's entry. Except where noted here, fast healing is just like natural
healing. Fast healing does not restore hit points lost from starvation, thirst, or
suffocation, nor does it allow a creature to regrow lost body parts. Unless
otherwise stated, it does not allow lost body parts to be reattached. Fast healing
continues to function (even at negative hit points) until a creature dies, at which
point the effects of fast healing end immediately."
},
{
"Key": "ccae5edb-c94b-4144-9397-1b1f762a0b19",
"Value": "Fast Healing"
},
{
"Key": "91647fb0-48ae-4251-8669-7f5ba60b10b8",
"Value": "A feat is an ability a creature has mastered. Feats often allow
creatures to circumvent rules or restrictions. Creatures receive a number of feats
based on their Hit Dice, but some classes and other abilities grant bonus feats."
},
{
"Key": "7ded600a-3082-4876-98ff-23e9ffd7cf1f",
"Value": "Feat"
},
{
"Key": "fd40a5a4-9d89-4da5-9f64-2eb8f0ac1739",
"Value": "Fighter"
},
{
"Key": "8dddd911-b1a2-497f-8c4a-33021ab16a24",
"Value": "Some 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. Lords of the battlefield, fighters are a disparate lot,
training with many weapons or just one, perfecting the uses of armor, learning the
fighting techniques of exotic masters, and studying the art of combat, all to shape
themselves into living weapons. Far more than mere thugs, these skilled warriors
reveal the true deadliness of their weapons, turning hunks of metal into arms
capable of taming kingdoms, slaughtering monsters, and rousing the hearts of
armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled
champions, and woe to those who dare stand against them.\n<b>Role:</b> Fighters
excel at combat � defeating their enemies, controlling the flow of battle, and
surviving such sorties themselves. While their specific weapons and methods grant
them a wide variety of tactics, few can match fighters for sheer battle
prowess.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Any\n<b>Hit
Die:</b> d10\n<b>Skill Ranks Per Level:</b> 1 + Int modifier\n<b>Base
Features</b>\n<b>Fighter Proficiencies</b>\nA fighter is proficient with all simple
and martial weapons and with all armor (heavy, light, and medium) and shields
(including tower shields).\n<b>Bonus Combat Feat</b>\nAt 1st level, and at every
even level thereafter, a fighter gains a bonus feat in addition to those gained
from normal advancement (meaning that the fighter gains a feat at every level).
These bonus feats must be selected from those listed as Combat Feats, sometimes
also called \"fighter bonus feats.\"\nUpon reaching 4th level, and every four
levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus
feat in place of a bonus feat he has already learned. In effect, the fighter loses
the bonus feat in exchange for the new one. The old feat cannot be one that was
used as a prerequisite for another feat, prestige class, or other ability. A
fighter can only change one feat at any given level and must choose whether or not
to swap the feat at the time he gains a new bonus feat for the
level.\n<b>Bravery</b>\nStarting at 2nd level, a fighter gains a +1 bonus on
<link=\"Encyclopedia:Saving_Throw\"><b>Will saves</b></link> against fear. This
bonus increases by +1 for every four levels beyond 2nd.\n<b>Armor
Training</b>\nStarting at 3rd level, a fighter learns to be more maneuverable while
wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by
1 (to a minimum of 0) and increases the maximum
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> bonus allowed by his armor
by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by
+1 each time, to a maximum �4 reduction of the armor check penalty and a +4
increase of the maximum Dexterity bonus allowed.\nIn addition, a fighter can also
move at his normal speed while wearing medium armor. At 7th level, a fighter can
move at his normal speed while wearing heavy armor.\n<b>Advanced Armor
Training</b>\nBeginning at 7th level, instead of increasing the benefits provided
by armor training (reducing his armor's check penalty by 1 and increasing its
maximum Dexterity bonus by 1), a fighter can choose an advanced armor training
option (see Advanced Armor Training below) If the fighter does so, he still gains
the ability to move at his normal speed while wearing medium armor at 3rd level,
and while wearing heavy armor at 7th level.\n<b>Weapon Training</b>\nStarting at
5th level, a fighter can select one group of weapons. Whenever he attacks with a
weapon from this group, he gains a +1 bonus on attack and damage rolls.\nEvery four
levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in
another group of weapons. He gains a +1 bonus on attack and damage rolls when using
a weapon from this group. In addition, the bonuses granted by previous weapon
groups increase by +1 each. For example, when a fighter reaches 9th level, he
receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus
on attack and damage rolls with the weapon group selected at 5th level. Bonuses
granted from overlapping groups do not stack. Take the highest bonus granted for a
weapon if it resides in two or more groups.\nA fighter also adds this bonus to any
combat maneuver checks made with weapons from his group. This bonus also applies to
the fighter's Combat Maneuver Defense when defending against disarm and sunder
attempts made against weapons from this group.\n<b>Advanced Weapon
Training</b>\nBeginning at 9th level, instead of selecting an additional fighter
weapon group, a fighter can choose an advanced weapon training option for one
fighter weapon group that he previously selected with the weapon training class
feature.\n<b>Armor Mastery</b>\nAt 19th level, a fighter gains Damage Reduction 5/�
whenever he is wearing armor or using a shield.\n<b>Weapon Mastery</b>\nAt 20th
level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow.
Any attacks made with that weapon automatically confirm all critical threats and
have their damage multiplier increased by 1 (�2 becomes �3, for example). In
addition, he cannot be disarmed while wielding a weapon of this type."
},
{
"Key": "5dec02ed-c16f-4182-a633-2139d65fc099",
"Value": "Fighter"
},
{
"Key": "82cebf09-8326-4814-8448-bcfc13f176e4",
"Value": "You can choose to take a �4 penalty on melee attack rolls and
combat maneuver checks to gain a +2 dodge bonus to your
<link=\"Encyclopedia:Armor_Class\"><b>Armor Class</b></link>. If you have 3 or more
ranks in <link=\"Encyclopedia:Mobility\"><b>Mobility</b></link> you gain a +3 dodge
bonus to AC when fighting defensively instead."
},
{
"Key": "20fd5104-0b47-482b-be4b-9069b174d8fc",
"Value": "Fighting Defensively"
},
{
"Key": "51d1f04b-4221-42f9-86c6-f3e0639bfb73",
"Value": "You can call forth fire, command creatures of the inferno, and your
flesh does not burn.\n<b>Fire Bolt:</b> As a standard action, you can unleash a
scorching bolt of divine fire from your outstretched hand. You can target any
single foe within 30 feet as a ranged touch attack with this bolt of fire. If you
hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two
cleric levels you possess. You can use this ability a number of times per day equal
to 3 + your <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> modifier.\n<b>Fire
Resistance:</b> At 6th level, you gain resist fire 10. This resistance increases to
20 at 12th level. At 20th level, you gain immunity to fire."
},
{
"Key": "57c48c9d-f279-4158-a1db-e6fe878e8c65",
"Value": "Fire Domain"
},
{
"Key": "d27dceec-0d14-4da6-a8c1-823d1e154308",
"Value": "When making an attack, you get a +2 flanking bonus if your opponent
is threatened by at least two enemies in melee."
},
{
"Key": "f043e2be-a6cf-47ac-9b3e-82289adfd90a",
"Value": "Flanking"
},
{
"Key": "57b6e608-7828-4f63-81c3-ddf467790ea5",
"Value": "Sometimes you can't use your
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> bonus (if you have one).
If you can't react to a blow, you can't use your Dexterity bonus to
<link=\"Encyclopedia:Armor_Class\"><b>AC</b></link>. If you don't have a Dexterity
bonus, your AC does not change."
},
{
"Key": "ca80fa63-461d-4d74-a333-08942271cdfa",
"Value": "Flat Footed AC"
},
{
"Key": "b143a7c8-9d9a-416a-bec8-b60ac2b01ce7",
"Value": "A hardy plant that grows in areas with poor soil but abundant
animal life, this dangerous predator is an immense version of its more common (and
much smaller) kin. Whereas the smaller flytraps supplement their growth by catching
insects, the giant flytrap does the same with animals, humanoids, and anything else
foolish enough to draw too near. Local legends call this plant names
like \"mancatcher,\" \"snapperjaw plant,\" \"dragonleaf plant,\" \"cowbiter,\"
and \"green gulper,\" but adventurers know it simply as the giant flytrap.\nAs the
giant flytrap's prey are generally much smarter than insects, this huge plant has
evolved into a much more aggressive hunter than its smaller brethren. It can lumber
slowly along the ground, using its writhing roots like tentacles to relocate to
more populous hunting grounds, and is quite canny at blending in with the
surrounding foliage. A giant flytrap's jaws and stalks are swift-moving � it
reaches out and snaps at passersby with lightning speed. The plant itself even has
a modicum of intelligence, and is capable of limited tactical choices, such as
knowing when to break off an attack against a powerful foe. While most giant
flytraps have four sets of jaws, some can have as few as one, and others eight or
more.\nA giant flytrap's stalks are 20 feet long, but generally sprawl relatively
close to the central mass � a set of full-grown f lytrap jaws is 7 feet across. A
giant flytrap weighs 9,000 pounds. This towering plant is a mass of vines and
barbs. Several stalks are horribly mobile, each ending in a set of green, toothy
jaws."
},
{
"Key": "0e5c7cee-4f6d-4933-be3d-2c4b0de66f0b",
"Value": "Flytrap, Giant"
},
{
"Key": "f31f8103-dc6f-4931-874c-a8b41932c439",
"Value": "A good group formation is half of the victory. The formation system
helps to hold the line in combat. By clicking this button, you can select one of
the standard formations, for example, triangle formation, or you can create your
own."
},
{
"Key": "93156ccc-9835-4569-bf23-ea0a2c0faab4",
"Value": "Formations"
},
{
"Key": "102eb124-5bbd-4e01-9db2-a3935a0b9fe6",
"Value": "Free actions consume a very small amount of time and effort. You
can perform one or more free actions while taking another action normally.\nSome
combat options are free actions meant to be combined with an attack. Often, these
are feats with specific limitations defined within the feat."
},
{
"Key": "5f7cbc80-b927-4ef1-9bc4-892719c6e33d",
"Value": "Free Action"
},
{
"Key": "613247dc-d2ce-46fa-8ccd-82d2e466017f",
"Value": "These creatures look like normal frogs, with moist, mottled,
blackish-green skin, but grown to truly monstrous size. Giant frogs have razor-
sharp teeth lining their mouths. They are 6 feet long and weigh 200 pounds."
},
{
"Key": "9afee245-bb01-472a-91f0-a9dd61526477",
"Value": "Frog, Giant"
},
{
"Key": "4bc1c9b6-6696-4caa-b7a1-4590ca8b789b",
"Value": "A frost giant's hair can be light blue or dirty yellow, and its
eyes usually match its hair color. Frost giants dress in skins and pelts, along
with any jewelry they own. Frost giant warriors also don chain shirts and metal
helmets decorated with horns or feathers. An adult male stands about 15 feet tall
and weighs approximately 2,800 pounds. Females are slightly shorter and lighter,
but otherwise identical to males. Frost giants can live to be 250 years old.\nFrost
giants are among the most feared giants, as their wanton destruction, battle lust,
and fearless demeanor push them to ever-increasing displays of brutality. Frost
giants usually start combat at a distance, throwing rocks until they run out of
ammunition or the opponent closes, then wading in with their enormous greataxes. A
favorite tactic is to lay an ambush by hiding buried in the snow at the top of an
icy or snowy slope, where opponents will have difficulty reaching them, and then
starting an avalanche before leaping into battle. Frost giants can hide well in
snowy environments and are masters of stealth in their domain.\nFrost giants
survive on hunting and raiding alone, as they live in desolate, frigid
environments. Frost giant groups are split almost evenly between those that live in
makeshift settlements or abandoned castles and those that roam the frozen north as
nomads in search of spoils and provisions. Frost giant leaders call themselves
jarls and demand absolute obedience from their followers. At any time a jarl may be
challenged by combat for leadership of the tribe. These challenges typically result
in the death of one of the combatants. A single jarl can often count a dozen or
more smaller frost giant tribes as part of his extended tribe. In such a situation,
the leaders of the lesser tribes are known simply as chieftains or warlords.\nFrost
giants love to take captives, and use them for food as well as slaves and
commodities. Every group of frost giants typically has 1�2 humanoid slaves shackled
to a slave handler � usually the meanest and cruelest non-jarl in the group. They
are also quite fond of monstrous pets � white dragons and winter wolves are popular
choices, but remorhazes, yetis, and even linnorms can be found dwelling in a frost
giant lair."
},
{
"Key": "4700e2ee-3606-45cf-ab9e-1dc5a6b79df7",
"Value": "Frost Giant"
},
{
"Key": "29898604-6459-4e93-a9e6-0e3a19e9f202",
"Value": "A full-round action consumes all your effort during a round. You
can also perform <link=\"Encyclopedia:Free_Action\"><b>free actions</b></link> and
a <link=\"Encyclopedia:Swift_Action\"><b>swift action</b></link>.\nSome full-round
actions can be taken as <link=\"Encyclopedia:Standard_Actions\"><b>standard
actions</b></link>, but only in situations when you are limited to performing only
a standard action during your round. The descriptions of specific actions detail
which actions allow this option.\nA few combat options are full-round actions or
modify specific full-round actions. These options can't be combined with attack
actions or other standard actions, but can be used with options that take the place
of a melee attack."
},
{
"Key": "4f532b96-e225-4b2e-b40c-7f9495b6fada",
"Value": "Full-Round Action"
},
{
"Key": "e0999f8b-09e0-4e4a-ae15-edcd28ece6f6",
"Value": "Gargoyles often appear to be winged stone statues, for they can
perch indefinitely without moving, allowing them to surprise their foes.\nGargoyles
tend toward obsessive-compulsive behaviors that are as varied as their kind is
plentiful. Books, stolen trinkets, weapons, and grisly trophies harvested from
fallen foes are just a few examples of the types of things a gargoyle might collect
to decorate its lair and territory. Gargoyles tend toward a solitary lifestyle,
though they sometimes form fearsome groups called \"wings\" for protection and
sport. In certain conditions, a tribe of gargoyles might even ally with other
creatures, but even the most stable alliances with a gargoyle tribe can collapse
for the smallest of reasons � gargoyles are nothing if not treacherous, petty, and
vindictive.\nGargoyles have been known to dwell in the heart of the largest of
cities, crouching amid the decorations of stone cathedrals and buildings where they
hide in plain sight. Seemingly carved from a dark gray stone, this sinister
crouching humanoid resembles a horned, winged demon."
},
{
"Key": "2ebcf659-dd49-4e05-b93f-4c2d0bb22f1c",
"Value": "Gargoyle"
},
{
"Key": "4284ff3c-0373-4f9a-84d0-3c23966ba6d5",
"Value": "When a soul is not allowed to rest due to some great injustice,
either real or perceived, it sometimes comes back as a ghost. Such beings are in
eternal anguish, lacking in substance and unable to set things right. Although
ghosts can be any alignment, the majority cling to the living world out of a
powerful sense of rage and hatred, and as a result are chaotic evil � even the
ghost of a good or lawful creature can become hateful and cruel in its
afterlife.\nWhen a ghost is created, it retains incorporeal \"copies\" of any items
that it particularly valued in life (provided the originals are not in another
creature's possession). The equipment works normally for the ghost but passes
harmlessly through material objects or creatures. A weapon of +1 or better magical
enhancement, however, can harm material creatures, but any such attack deals only
half as much damage (50%) unless it is a ghost touch weapon. A ghost can use
shields or armor only if they have the ghost touch quality. The original items
remain behind, just as the ghost's physical remains do. If another creature seizes
the original, the incorporeal copy fades away. This loss invariably angers the
ghost, who stops at nothing to return the item to its original resting place (and
thus regain the item's use)."
},
{
"Key": "fafef5ca-29ed-42a8-b133-2c53152ac499",
"Value": "Ghost"
},
{
"Key": "149964fc-a4ca-4967-beb6-281e8184446b",
"Value": "Glory Domain"
},
{
"Key": "97d60242-1baf-48ee-9dd4-e41fd2617fab",
"Value": "Adventurers"
},
{
"Key": "b177aade-2c74-4afc-98cc-e22f246f3f7d",
"Value": "<b>Physical Description:</b>\nGnomes are one of the smallest of the
common races, generally standing just over 3 feet in height. Despite their small
frames, however, gnomes are extremely resilient, and not as weak as many of their
foes assume. Though their diminutive stature reduces their ability to move quickly,
gnomes often train to take advantage of their size, especially when fighting foes
much larger than themselves.\nThe coloration of gnomes varies so wildly that many
outsiders assume gnomes commonly use dyes and illusions to change their skin and
hair tones. While gnomes are certainly not above cosmetic enhancement (and may wish
to change their appearance just to see how outlandish they can look), their natural
hues truly range over a rainbow of coloration. Their hair tends toward vibrant
colors such as the fiery orange of autumn leaves, the verdant green of forests at
springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their
flesh tones range from earthy browns to floral pinks, and gnomes with black, pastel
blue, or even green skin are not unknown. Gnomes' coloration has little regard for
heredity, with the color of a gnome's parents and other kin having no apparent
bearing on the gnome's appearance.\nGnomes possess highly mutable facial
characteristics, and their proportions often don't match the norm of other humanoid
races. Many have overly large mouths and eyes, an effect which can be both
disturbing and stunning, depending on the individual. Others may have extremely
small features spread over an otherwise blank expanse of face, or may mix
shockingly large eyes with a tiny, pursed mouth and a pert button of a nose. Gnomes
rarely take pride in or show embarrassment about their features, but members of
other races often fixate on a gnome's most prominent feature and attempt to use it
as the focus of insults or endearments.\n<b>Society:</b>\nUnlike most races, gnomes
do not generally organize themselves within classic societal structures. Gnome
cities are unusual and gnome kingdoms almost unknown. Further, gnomes have no
particular tendency to gather in specific neighborhoods even when a large number of
them live among other races. While specific laws meant to contain the potential
impact of gnomes on a society may require a \"gnome quarter,\" and societal
pressure sometimes causes all non-gnomes to move away from areas with high gnome
populations, left to their own devices, gnomes tend to spread evenly throughout
communities that allow them.\nHowever, even when gnomes are common within a
community as a group, individual gnomes tend to be always on the move. Whimsical
creatures at heart, they typically travel alone or with temporary companions, ever
seeking new and more exciting experiences. They rarely form enduring relationships
among themselves or with members of other races, instead pursuing crafts,
professions, or collections with a passion that borders on zealotry. If a gnome
does settle in an area or stay with a group for a longer period, it is almost
always the result of some benefit that area gives to a vocation or obsession to
which the gnome had dedicated himself.\nDespite their extremely varied backgrounds
and lack of a unifying homeland, gnomes do possess some common cultural traits.
Male gnomes have a strange fondness for unusual hats and headgear, often wearing
the most expensive and ostentatious head-covering they can afford (and that their
chosen careers will allow them to wear without causing problems). Females rarely
cover their heads, but proudly wear elaborate and eccentric hairstyles that often
include intricate jeweled combs and headpieces.\n<b>Relations:</b>\nGnomes have
difficulty interacting with the other races, on both emotional and physical levels.
In many ways, the very fact other races see gnomes as odd is itself the thing
gnomes find most odd about other races, and this leads to a strong lack of common
ground upon which understanding, and relationships can be built. When two gnomes
encounter one another, they generally assume some mutually beneficial arrangement
can be reached, no matter how different their beliefs and traditions may be. Even
if this turns out not to be the case, the gnomes continue to look for commonalities
in their dealings with each other. The inability or unwillingness of members of
other races to make the same effort when dealing with gnomes is both frustrating
and confusing to most gnomes.\nIn many ways, it is gnomes' strong connection to a
wide range of apparently unconnected ideas that makes it difficult for other races
to build relationships with them. Gnome humor, for example, is often focused on
physical pranks, nonsensical rhyming nicknames, and efforts to convince others of
outrageous lies that strain all credibility. Gnomes find such efforts hysterically
funny, but their pranks often come across as malicious or senseless to other races,
while gnomes, in turn, tend to think of the taller races as dull and lumbering
giants.\nGnomes get along reasonably well with halflings and humans, who at least
have some traditions of bizarre, gnomelike humor. Gnomes generally feel dwarves and
half-orcs need to lighten up, and attempt to bring levity into their lives with
tricks, jokes, and outrageous tales the more dour races simply cannot see the sense
of. Gnomes respect elves, but often grow frustrated with the slow pace at which
members of the long-lived race make decisions. To gnomes, action is always better
than inaction, and many gnomes carry several highly involved projects with them at
all times to keep themselves entertained during rest periods.\n<b>Alignment and
Religion:</b>\nAlthough gnomes are impulsive tricksters, with sometimes inscrutable
motives and equally confusing methods, their hearts are generally in the right
place. What may seem a malicious act to a non-gnome is more likely an effort to
introduce new acquaintances to new experiences, however unpleasant the experiences
may be. Gnomes are prone to powerful fits of emotion, and find themselves most at
peace within the natural world.\n<b>Adventurers:</b>\nGnomes' propensity for
wanderlust, deep curiosity, and desire to master odd or esoteric skills and
languages make them natural adventurers. They often become wanderers to experience
new aspects of life, for nothing is as novel as the uncounted dangers facing
adventurers. Many gnomes see adventuring as the only worthwhile purpose in life,
and seek out adventures for no other motive than to experience them. Other gnomes
desire to find some lost lore or material that has ties to their chosen vocation
and believe only dragon hoards and ancient ruins can contain the lore they need,
which can result in gnomes who think of themselves as bakers or weavers being just
as accomplished adventurers as those who declare themselves to be mages or
scouts.\nGnomes are physically weak compared to many races, and see this as a
simple fact of life to be planned for accordingly. Most adventuring gnomes make up
for their weakness with a proclivity for sorcery or bardic music, while others turn
to alchemy or exotic weapons to grant them an edge in conflicts.\n<b>Standard
Racial Traits</b>\n<b><link=\"Encyclopedia:Ability_Scores\">Ability Score</link>
Racial Traits:</b> Gnomes are physically weak but surprisingly hardy, and their
attitude makes them naturally agreeable. They gain +2
<link=\"Encyclopedia:Constitution\">Constitution</link>, +2
<link=\"Encyclopedia:Charisma\">Charisma</link>, �2
<link=\"Encyclopedia:Strength\">Strength</link></b>.\n<b>Slow
<link=\"Encyclopedia:Speed\">Speed</link>:</b> Gnomes have a base speed of 20
feet.\n<b>Defense Racial Traits</b>\n<b>Small:</b> Gnomes are Small creatures and
gain a +1 <link=\"Encyclopedia:Size\">size</link> bonus to their
<link=\"Encyclopedia:Armor_Class\">AC</link>, a +1 size bonus on attack rolls, a �1
penalty to their <link=\"Encyclopedia:CMB\">Combat Maneuver Bonus</link> and
<link=\"Encyclopedia:CMD\">Combat Maneuver Defense</link>, and a +4 size bonus on
<link=\"Encyclopedia:Stealth\">Stealth</link> checks.\n<b>Defensive Training:</b>
Gnomes gain a +4 dodge bonus to AC against monsters of the giant
subtype.\n<b>Illusion Resistance:</b> Gnomes gain a +2 racial saving throw bonus
against illusion spells and effects.\n<b>Feat and Skill Racial Traits</b>\n<b>Keen
Senses:</b> Gnomes receive a +2 racial bonus on
<link=\"Encyclopedia:Perception\">Perception</link> checks.\n<b>Senses Racial
Traits</b>\n<b>Low-Light Vision:</b> Gnomes can see twice as far as humans in
conditions of dim light.\n<b>Offense Racial Traits</b>\n<b>Hatred:</b> Gnomes
receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and
goblinoid subtypes because of their special training against these hated foes."
},
{
"Key": "a19e7c30-e3f6-4f66-82e8-9fe2aff6a482",
"Value": "Gnomes"
},
{
"Key": "9beb48b1-b5e4-4c54-90f6-cfd6889cbd2f",
"Value": "Adventurers"
},
{
"Key": "ee48f9cf-410f-4f95-8d0b-ff00e659bb6c",
"Value": "Relations"
},
{
"Key": "c77df1c8-b44d-40a9-947b-3ed4a35e60fc",
"Value": "<b>Physical Description:</b>\nGoblins are short, ugly humanoids
that stand just over 3 feet tall. Their scrawny bodies are topped with over-sized
and usually hairless heads with massive ears and beady red or occasionally yellow
eyes. Goblins' skin tone varies based on the surrounding environment; common skin
tones include green, gray, and blue, though black and even pale white goblins have
been sighted. Their voracious appetites are served well by their huge mouths filled
with jagged teeth.\n<b>Society:</b>\nViolent but fecund, goblins exist in primitive
tribal structures with constant shifts in power. Rarely able to sustain their own
needs through farming or hunting and gathering, goblin tribes live where food is
abundant or near places that they can steal it from. Since they are incapable of
building significant fortifications and have been driven out of most easily
accessible locations, goblins tend to live in unpleasant and remote locations, and
their poor building and planning skills ensure that they dwell primarily in crude
caves, ramshackle villages, and abandoned structures. Few goblins are good with
tools or skilled at farming, and the rare items of any value that they possess are
usually cast-off implements from humans or other civilized cultures. Goblins'
appetites and poor planning lead to small tribes dominated by the strongest
warriors. Even the hardiest goblin leaders quickly find out that their survival
depends on conducting frequent raids to secure sources of food and kill off the
more aggressive youth of the tribe. Both goblin men and women are ugly and vicious,
and both sexes are just as likely to rise to positions of power in a tribe. Goblin
babies are almost completely self-sufficient not long after birth, and such infants
are treated almost like pets. Many tribes raise their children communally in cages
or pens where adults can largely ignore them. Mortality is high among young
goblins, and when the adults fail to feed them or food runs low, youths learn at an
early age that cannibalism is sometimes the best means of survival in a goblin
tribe.\n<b>Relations:</b>\nGoblins tend to view other beings as sources of food,
which makes for poor relations with most civilized races. Goblins often survive on
the fringes of <link=\"Encyclopedia:Humans\"><b>human</b></link> civilization,
preying on weak or lost travelers and occasionally raiding small settlements to
fuel their voracious appetites. They have a special animosity toward
<link=\"Encyclopedia:Gnomes\"><b>gnomes</b></link>, and celebrate the capturing or
killing of such victims with a feast. Of the most common races,
<link=\"Encyclopedia:Half-orcs\"><b>half-orcs</b></link> are the most tolerant of
goblins, sharing a similar ancestry and experiencing the same hatred within many
societies. Goblins are mostly unaware of half-orcs� sympathy, however, and avoid
them because they are larger, meaner, and less flavorful than other
humanoids.\n<b>Alignment and Religion:</b>\nGoblins are greedy, capricious, and
destructive by nature, and thus most are neutral or
<link=\"Encyclopedia:Alignment\"><b>chaotic
evil</b></link>.\n<b>Adventurers:</b>\nGoblin adventurers are usually curious and
inclined to explore the world, though they are often killed off by their own
foolish misdeeds or hunted down for their random acts of destruction. Their
pernicious nature makes interacting with civilized races almost impossible, so
goblins tend to adventure on the fringes of civilization or in the wilds.
Adventurous individuals who survive long enough often ride goblin dogs or other
exotic mounts, and focus on archery to avoid close confrontation with larger
enemies. goblin spellcasters prefer fire magic and bombs over almost all other
methods of spreading mayhem.\n<b>Standard Racial
Traits</b>\n<b><link=\"Encyclopedia:Ability_Scores\">Ability Score</link> Racial
Traits:</b> Goblins are fast but weak and unpleasant to be around. They gain +4
<link=\"Encyclopedia:Dexterity\">Dexterity</link>, �2
<link=\"Encyclopedia:Strength\">Strength</link>, and �2
<link=\"Encyclopedia:Charisma\">Charisma</link>.\n<b>Type:</b> Goblins are
humanoids with the goblinoid
subtype.\n<b><link=\"Encyclopedia:Size\">Size</link>:</b> Goblins are Small
creatures and thus gain a +1 size bonus to their
<link=\"Encyclopedia:Armor_Class\">AC</link>, a +1 size bonus on attack rolls, a �1
penalty to their <link=\"Encyclopedia:CMB\">CMB</link> and
<link=\"Encyclopedia:CMD\">CMD</link>, and a +4 size bonus on
<link=\"Encyclopedia:Stealth\">Stealth</link>
checks.\n<b><link=\"Encyclopedia:Speed\">Base Speed</link>:</b> Goblins are fast
for their size, and have a base speed of 30 feet.\n<b><b>Feat and Skill Racial
Traits</b></b>\n<b>Skilled:</b> Goblins gain a +4 racial bonus Stealth
checks.\n<b>Movement</b>\n<b>Fast Movement:</b> Goblins gain a +10 foot bonus to
their base speed (this is already added to their Base Speed above.)\n<b>Senses
Racial Traits:</b>\n<b>Darkvision:</b> Goblins see perfectly in the dark up to 60
feet."
},
{
"Key": "b5522946-8566-4a0a-96d7-0a2378e4d95c",
"Value": "Goblins"
},
{
"Key": "4528ad33-c6f3-436b-8fa6-010d2cd75c43",
"Value": "Goblins prefer to dwell in caves, amid large and dense thickets of
thistles and brambles, or in structures built and then abandoned by others. Very
few goblins have the drive to build structures of their own. Coastlines are
favored, as goblins are quite fond of sifting through junk and f lotsam in an
unending quest to find treasures among the refuse of more civilized races.\nGoblin
hatred runs deep, and few things inspire their wrath more than gnomes (who have
long fought against goblins), horses (who frighten goblins tremendously), and
regular dogs (whom goblins regard as pale imitations of goblin dogs).\nGoblins are
also quite superstitious, and treat magic with a fawning mixture of awe and fear.
They have the habit of ascribing magic to the mundane as well, with fire and
writing both taking on mystical power in goblin society. Fire is much loved by
goblins for its capacity to wreak great destruction and because it doesn't require
size or strength to wield, but written words are hated. Goblins believe that
writing steals words out of your head, and as a result of this belief, goblins are
universally illiterate.\nGoblins are voracious and can eat their body weight in
food daily without growing fat. Goblin lairs always have numerous storerooms and
larders. While they prefer human and gnome flesh, a goblin won't turn down any
food�except, perhaps, vegetables."
},
{
"Key": "ac0d0f0e-2a7d-4c05-addc-b654029c9c7b",
"Value": "Goblin"
},
{
"Key": "3940f5b3-0221-4b41-89d1-e42ec8e07860",
"Value": "Made using one of the hardest and most precious substances, the
adamantine golem is a deadly work of art. It can crush the life from foes that dare
to get in its way and is nearly impossible to permanently destroy. The vast amount
of adamantine required to build even one of these destructive golems is so
significant that most worlds do not have enough resources, forcing the creator to
travel to the Plane of Earth or remote Outer Planes simply to gather the raw
materials needed to build the golem's body."
},
{
"Key": "d50139bf-00a8-4c42-8966-b59194af8066",
"Value": "Golem, Adamantine"
},
{
"Key": "585896df-42ba-4ef6-a1a2-08af0917c46a",
"Value": "Implacable automatons of elemental fire and extraplanar brass,
brass golems stand sentinel over the palaces, treasuries, and harems of their
creators. Brass golems are 24 feet tall and weigh 18,000 pounds."
},
{
"Key": "0c42ff0d-33a5-41b2-b0bc-4a2cd930eae1",
"Value": "Golem, Brass"
},
{
"Key": "0233ce89-98ca-4b34-becd-76d56dbae949",
"Value": "Clay golems are a type of golem created from soft clay, usually by
powerful divine spellcasters. They can wear filthy rags and crude jewelry, or no
clothes at all. Their faces are only vaguely humanoid. A clay golem stands over 8
feet tall and weighs 600 pounds."
},
{
"Key": "3fd771f3-794f-4081-8fcf-85bf3921a323",
"Value": "Golem, Clay"
},
{
"Key": "eb1f874c-1605-452e-9bca-a9eaa3505f64",
"Value": "Gold golems are extravagant constructs, crafted at great expense at
the command of the rich and powerful. They're most often used to guard palaces and
family vaults, but are rarely placed in areas that are hidden away from casual
observation. Many of those who expend the funds to create a gold golem aren't the
type to hide the conspicuous display of their wealth from their visitors. A gold
golem is humanoid in appearance, standing 10 feet tall and weighing 4,500 pounds."
},
{
"Key": "d6a8c0ed-9a66-4cf2-a18a-909b66099cc4",
"Value": "Golem, Gold"
},
{
"Key": "8314d88e-0408-494e-9597-54d68b75ba88",
"Value": "An iron golem has a humanoid body made from iron. It can be
sculpted into any shape its creator desires, but it almost always displays armor of
some sort, from simple and utilitarian to ceremonial and ornate. Its features are
much smoother than those of a stone golem. Iron golems sometimes carry a weapon in
one hand, though they rarely use these, relying instead on their slam attacks. An
iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot
speak or make any vocal noise, nor does it have any distinguishable odor.\nAlthough
the practice has fallen out of favor in modern times, the ancients of certain
powerful civilizations once took great pride in crafting iron golems of tremendous
size and strength. These golems, which are never smaller than Huge, still exist in
remote parts of the world, mindlessly following the orders of a long dead empire."
},
{
"Key": "17c57056-c622-4219-9a6c-b738b2092f04",
"Value": "Golem, Iron"
},
{
"Key": "1140de16-d261-4be4-9d5f-be13c9204266",
"Value": "A stone golem has a humanoid body made from stone, frequently
stylized to suit its creator. For example, it might look like it is wearing armor,
with a particular symbol carved on the breastplate, or have designs worked into the
stone of its limbs. Its head is often carved to resemble a helmet or the head of
some beast. While it may be sculpted to carry a stone shield or stone weapon such
as a sword, these aesthetic choices do not affect its combat abilities.\nLike most
golems, a stone golem cannot speak and makes no sound other than the grinding of
stone against stone when it moves. A stone golem is 9 feet tall and weighs around
2,000 pounds."
},
{
"Key": "04917c1a-0010-4230-ab2e-fc074b4ce026",
"Value": "Golem, Stone"
},
{
"Key": "e971f638-da8e-476a-98fa-291a57e9d4df",
"Value": "You have pledged your life and soul to goodness and
purity.\n<b>Touch of Good:</b> You can touch a creature as a standard action,
granting a sacred bonus on attack rolls, skill checks, ability checks, and
<link=\"Encyclopedia:Saving_Throw\"><b>saving throws</b></link> equal to half your
cleric level (minimum 1) for 1 round. You can use this ability a number of times
per day equal to 3 + your <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link>
modifier.\n<b>Holy Lance:</b> At 8th level, you can give a weapon you touch the
holy special weapon quality for a number of rounds equal to 1/2 your cleric level.
You can use this ability once per day at 8th level, and an additional time per day
for every four levels beyond 8th."
},
{
"Key": "9f2a9225-816a-4e8b-b4ac-09958e118443",
"Value": "Good Domain"
},
{
"Key": "afb10c00-73e1-4d84-97df-11c36c0624d7",
"Value": "Said to have been born from the first battles between humans and
orcs, Gorum appears as a suit of spiked plate armor with blazing red eyes. Though
claimed by half-orcs, humans, and orcs as one of their own, the god cares nothing
for these divisions except insofar as they relate to battle and strife. He believes
in strength and power, the verdict of the sword, and the music of clashing iron. He
does not favor good or evil, and the only right he confers upon mortals is the
right to fight for their next breath. As long as people struggle against themselves
and each other, Gorum's teachings live on. The greatest moments in a Gorumite's
life are those spent locked in close combat, with every moment threatening
annihilation � all else is dull and dreary.\nWhen the dwarves drove the orcs upward
out of the Darklands and onto the surface world in their legendary Quest for Sky,
the savage hordes fought with primitive human tribes that were all that remained of
the broken human empires. In an era of conflict and bloodshed, new pains and
passions unknown in all the centuries before broke forth in mortal souls and carved
themselves in broken flesh. Before this conflict, his name was not known, but as
human clashed with orc, Gorum rose into prominence as the divine personification of
horrible, exhilarating war. Wherever was has risen throughout the world ever since,
Gorum has been there to inspire mortals to greatness on the battlefield. Under his
iron gaze, the worthy find glory � and those who fall are forgotten.\nGorum's
priests believe that if the world ever became free of war, his spirit would abandon
Golarion in disgust, but he would eagerly return should mortals ever take up arms
again. Despite advances in magic, technology, and the tools of war, Our Lord in
Iron is remarkably constant, for his focus is on battle itself, not the reasons for
it or the types of weapons used. Whether a battle is between orcs and humans,
goblins and dwarves, or elves and creatures from beyond the stars, Gorum is there
to glory in the vital energy of conflict.\nGorum's entire focus is on battle and
the crucible of struggle. He understands the need for archery, siege weapons, and
stealth, but nothing satisfies him more than face-to-face melee combat in which
sweat, blood, and fear fog the air. While Torag represents the tactical side of
war, and Sarenrae its necessity as a last resort when evil cannot be stopped in any
other way, Gorum is the excitement, battle-lust, and brutality of combat. He is
indifferent to whether his followers are knights in plate mail, goblins wielding
dogslicers, or children armed with table knives � anyone willing to put up a fight,
no matter how pathetic or pointless, is worth swinging at. He does not condone the
wild slaughter of innocents and invalids, for such acts are the parlance of
murderers and butchers, not of warriors. Likewise, he can be merciful, giving
quarter to those who surrender, but he is quick to slay any who pretend to submit
in the hope of striking while the superior opponent is unaware, and those who
refuse to fight at all are barely worth a scornful beheading.\nIt is more pleasing
to Gorum to see a soldier fight a score of battles in his lifetime than die in the
first, and if compromises or truces mean warriors live on to fight again, he
supports diplomacy over seeing every soldier fight to a pointless death, but he
doesn't care for negotiations and quickly loses interest when tempers cool and
blades are sheathed. Battles of words and wits tire him, not because he lacks the
intellect for them, but because he finds them as pointless and unsatisfying as
crushing ants � true challenges are those where lives are on the line and a
moment's hesitation can mean blood and pain. As good and evil have little meaning
for him, he may fight demons one day and noble dragons another, just to challenge
himself and test his own mettle. Among other deities, Gorum is seen as warrior with
few equals, but prone to rage and destruction when he grows bored.\nArtistic
depictions of Gorum are uncommon, as his followers prefer mighty deeds and boastful
words to quieter, more permanent works of art. Of the depictions that are created,
however, his image, shape, or shadow is often drawn in blood or hammered together
out of scraps of metal. A few temples with forges have molds for casting weapons,
and the spillover channels in the molds lead to hand-sized receptacles shaped like
spiked, armored men with Gorum's symbol on their chests. These heavy, inadvertently
created icons of the faith are used both as holy symbols and for focusing group
prayers before battle.\nGorum shows his favor through iron armor or weapons that
gleam or leak blood when touched. Certain legendary warriors are known for leaving
a trail of blood and gore behind them even when not in battle, and sometimes a
favored, lone warrior outnumbered by a superior force manages to survive because
his enemies slip on the blood-slick bodies of the dead. Gorum's anger most often
manifests in sudden patches of rust that appear to completely ruin a valued weapon
or piece of armor, and he has been known to punish a cowardly warrior by causing
his armor to fall apart into a pile of rusty scraps just as enemies converge on
him. His holy symbol is a mountaintop with an enormous sword jutting from
it.\n<b>Alignment:</b> Chaotic neutral\n<b>Cleric Alignment:</b> CG, N, CN,
CE\n<b>Domains:</b> <link=\"Encyclopedia:Chaos_Domain\"><b>Chaos</b></link>,
<link=\"Encyclopedia:Destruction_Domain\"><b>Destruction</b></link>,
<link=\"Encyclopedia:Glory_Domain\"><b>Glory</b></link>,
<link=\"Encyclopedia:Strength_Domain\"><b>Strength</b></link>,
<link=\"Encyclopedia:War_Domain\"><b>War</b></link>\n<b>Favored Weapon:</b>
Greatsword"
},
{
"Key": "29118fad-4757-438e-8777-21c8b9ac94ad",
"Value": "Gorum"
},
{
"Key": "36786e34-a037-4428-839a-a1e3fef0c79f",
"Value": "Gozreh is timeless. Born when the first breeze caressed the ocean,
she is ever changing, tempestuous, and unpredictable, yet also prone to periods of
constancy, stillness, and routine. He is the storm cloud chased by clear skies, the
spring warmth that follows winter, and the fair winds that carry seagoing ships.
She is the great wave that capsizes those ships, the gentle current that deposits
sailors on safe shores, and the rising and falling tides. Those who ply the waters
or rely upon the rains know this better than most, and are sure to placate Gozreh
and honor him when the wind and waves are favorable.\nGozreh has two aspects,
equally depicted in art and sculpture. When at sea or over water, Gozreh is a woman
with wild, flowing green hair, whose body transforms into endless waves. In the sky
and over land, Gozreh appears as an aged man with a long white beard, emerging from
a mighty storm cloud. Gozreh is moody and brooding, able to spend weeks in a
glowering quiet only to explode in a fury of water, wind, and lightning. He is an
elemental force, not fettered by the work of mortals; he may turn aside his wrath
when appeased with gifts and flattering words, or he may ignore mortal cries
entirely. Many cargo ships throw a crate or two overboard in the deep ocean to
satisfy her, so that she does not take more by force. He is the amoral side of
nature, that which brings life and takes it unexpectedly. Gozreh represents both
female and male facets of life, unconstrained by civilization's notions of
masculinity and femininity. Grandmother, grandfather, brother, sister, eternal and
ever changing, the Wind and the Waves echo and shape the countless living things on
Golarion.\nGozreh refers to himself or herself as \"I\" or \"We\" interchangeably.
He loves to race the wind, tearing clouds in two with his passing, or sculpting
them into islands and palaces for his pleasure. She hides under the waves and
plummets to the crushing depths of the ocean, chasing whales and building grottoes
visible only by the light of the glowing creatures that live there. He hates those
who defile the sky with smoke, taint the waters with mortal filth, or abuse the
bounties of land and sea. Her official church is small, but her lay worshipers are
countless. He particularly likes seabirds, flying fish, and frogs, both as living
specimens and as sacrificial offerings. He is known to watch the world through the
eyes of beasts, whether on the wing or under the sea, flitting from the body of a
solitary bear to the countless beating hearts of a flock of starlings. He senses
the day and night through green plants and pale fungi, drinking deeply through the
roots of the mighty oak or clinging to a stone as the tiniest moss or
lichen.\nGozreh's interests lie entirely in the realm of weather and living things.
He has little interest in earth except in the form of soil or as a foundation for
living works. She cares naught for fire save for how flame and ash provide
opportunities for new life to grow in their wake. These materials are not taboo to
her faithful, just inconsequential. Likewise, he accepts that some creatures must
die so that others may survive and still others be born, but the mystical aspects
of death and its cycles do not concern him � he leaves these things to entities
such as Pharasma. Like nature itself, Gozreh can be cruel and indifferent, allowing
a storm to ravage the land or sink a dozen ships, or a plague to wipe out an entire
herd of animals or even whole settlements. Yet she also pushes trading ships across
the world, multiplies animals in springtime, and brings gentle rain to thirsty
fields. His way is a way beyond morals and ethics � as long as life survives in
some form, and water and weather support it and keep the world itself dynamic,
Gozreh is satisfied. Though her priests and priestesses may have personal ideas
about which creatures should live and which should not, or visions of what Gozreh
wants protected or destroyed, they accept that their beliefs are just one facet of
their deity's infinite perceptions.\nThe Wind and the Waves may be intractable one
moment and sympathetic the next. He does not do this to be deliberately contrary or
mischievous, or in the interest of chaos; it is simply because he perceives
everything � every living organism, every drop of water, every gust of wind � at
all times. Events distant and unrelated may draw her attention, and the outcome of
those events may change her mood, whether because a potential tornado disperses too
soon or a rare breed of fox births a dozen healthy kits. He is a great monarch,
constantly beseeched by courtiers and commoners, listening to each argument
simultaneously and shifting his attention and response to each in turn. To one
unaware of the cacophony, she may appear flighty or distracted, but the truth is
far more complicated, in a way that mortal cannot hope to perceive.\nGozreh is
usually depicted as a colossal humanoid whose lower half trails away into a mass of
roiling elemental matter. In male form, he appears as a storm cloud and always
remains flying � according to one old legend, he can stretch from one horizon to
the other, darkening the entire sky with his fury. In female form, Gozreh's body is
usually shown blending with the water of a lake or sea. She has been known to rise
from a waterspout, but sometimes gathers all the nearby water into a great wave,
emerging from the top as a nymph-like shape, a crone, or a vaguely humanoid
construct of pure water.\nStatues of Gozreh are usually made of driftwood or
lightning-scorched trees either tied together into a humanoid shapes or carved to
resemble one or both incarnations; a few are chiseled from ice and either magically
preserved or allowed to melt to be recreated as needed. Stone is rarely used for
religious imagery, and never brick or pottery, as such things are signs of
civilization's encroachment. Holy symbols and small idols may be made of coral,
polished shell, lacquered wood, whalebone, and other materials that represent life
in the sea and the sky that have naturally fallen.\nSigns of Gozreh's favor include
a sudden gentle breeze that carries the scent of flowers, the appearance of large
numbers of animals, the unexplained sound of waves crashing on a distant beach, and
dreams of a specific, recognizable animal (such as a white wolf, a frilled lizard
with glowing blue eyes, or a ghostly raven). Omens of his displeasure include being
watched and shrieked at by wild birds or beasts, sudden rainstorms localized over a
specific building or individual, or an unending taste of blood in the mouth. She
may foul fresh water, or afflict offenders with terrible smells or excruciating
joint pain as the weather changes.\nIt's not unusual for zealous priests of Gozreh
to remain celibate, devoting all their energy to their deity; these priests have
been known to worship their deity naked in high places or shallow waters � a
process referred to as becoming \"sky-clad\" or \"sea-clad.\" Priests have a habit
of finding discarded things washed up or left on the shore, including infants
orphaned by shipwrecks or abandoned to die from exposure; in most lands, such
children are traditionally raised by the church and trained for the priesthood,
which offsets the low number of children born to priests because of their high
celibacy rate.\nGozreh's holy symbol is a green leaf with a drop of water pouring
from the lower end. Most of Gozreh's priests are clerics, but about a tenth are
druids, with a few rangers (\"weather-hunters\") and adepts taking active roles in
the priesthood. Inquisitors are rare; those who embrace this a path seek out folk
who pollute water, clear-cut forests, and abuse the natural creatures of the
world.\n<b>Alignment:</b> Neutral\n<b>Cleric Alignment:</b> NG, LN, N, CN,
NE\n<b>Domains:</b> <link=\"Encyclopedia:Air_Domain\"><b>Air</b></link>,
<link=\"Encyclopedia:Animal_Domain\"><b>Animal</b></link>,
<link=\"Encyclopedia:Plant_Domain\"><b>Plant</b></link>,
<link=\"Encyclopedia:Water_Domain\"><b>Water</b></link>,
<link=\"Encyclopedia:Weather_Domain\"><b>Weather</b></link>\n<b>Favored Weapon:</b>
Trident"
},
{
"Key": "edc1b43e-49b6-4520-b710-d763dc2e9665",
"Value": "Gozreh"
},
{
"Key": "888b08e6-7d3d-45e7-b2fe-3dc5b1640730",
"Value": "Groetus is an apocalyptic god of unknown origins, perhaps predating
the current incarnation of the planes. Enigmatic and malevolent, he remains
infinitely patient in the face of an indefinite vigil to fulfill his mysterious
purpose. Because he does not actively cultivate worshipers, much of what is known
about him and his faith is limited and contradictory, built from secondhand lore
repeated by scattered � and mostly insane � followers. Most folk pay him no heed or
give him only scant consideration, for tangible and immediate threats are far more
pressing than a god of the death of all things. This doesn't bother Groetus, for he
knows the end times will come, whether mortals believe in him or not.\nThere are
records that Groetus was worshiped in Azlanti and Thassilonian times, though he has
no known kinship to Golarion's other gods and there is no evidence he was once a
mortal or nature spirit. The proteans and qlippoth have no tales of his appearance
or of a time before he existed.\nGroetus presides over the end times � the demise
of the world, or perhaps the destruction of the multiverse itself. Having silently
witnessed billions of souls from countless worlds filter through the Boneyard, he
is unconcerned with the fates of individual heroes, villages, or even
civilizations. Despite his chaotic alignment, he is an agent of inevitable fate,
ensuring that all things pass. He chose this role for himself, the dispassionate
observer in balance against the dispassionate judge. Groetus's role is to close the
book on this reality when the final page of its story is told. He knows only how
the story ends, and uses that knowledge to piece together what is yet to come � a
conflict occurs, this entity survives until the end of the story, this other entity
does not, and so on � and what to do next once the tale is finished. His attention
is on the final goal and the cosmic dynamics that may enable or delay that goal:
the subtle movement of planes against each other, the brooding thoughts of rising
gods, and the births and deaths of stars in the remote expanse of space.\nGroetus
rarely appears in human form, but a few records from ancient Azlant describe him as
a tall, slender man wearing a gray, cowled robe that hangs heavily to the floor. He
is slightly bent at the neck, as if bearing a great weight on his head, with ashen
skin, hollow eyes, and long, smooth hands. His voice is the dry whisper of old
paper, his laughter low and breathy, and his inflection archaic or foreign. His
feet are bare and covered in soot, as if he had walked through an extinguished
fire.\nGroetus almost never intervenes directly in the mortal world, as if doing so
were against some selfdefined code. His rare intervention on behalf of his prophets
grants them a few moments of clarity at those critical times when madness would
interfere with his intentions. When he is displeased, madness intensifies, phobias
are born or triggered, and eyes become cloudy or weep itchy gray fluid.\nJust as
there are dozens of world-ending prophecies and the exact definition of \"the end
of all things\" varies among religions and races, there are many interpretations of
Groetus's role. Most of his cultists follow one of these ideologies
(called \"dooms\"), and each doom can be considered a splinter cult of the god's
vague faith. Cultists' identification with particular dooms is generally a
reflection of the cultists' particular forms of madness and the visions these
insanities inspire. Two worshipers with different ideologies may ally with or
ignore each other, but rarely do they fight, for time will prove one or both of
them wrong.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Chaotic
neutral\n<b>Cleric Alignment:</b> CG, N, CN, CE\n<b>Domains:</b>
<link=\"Encyclopedia:Chaos_Domain\"><b>Chaos</b></link>,
<link=\"Encyclopedia:Darkness_Domain\"><b>Darkness</b></link>,
<link=\"Encyclopedia:Destruction_Domain\"><b>Destruction</b></link>,
<link=\"Encyclopedia:Madness_Domain\"><b>Madness</b></link>,
<link=\"Encyclopedia:Void_Domain\"><b>Void</b></link>\n<b>Favored Weapon:</b> Heavy
flail"
},
{
"Key": "9264dbbb-6a6c-4b07-be87-bd3e73dcd9c7",
"Value": "Groetus"
},
{
"Key": "1885a414-f740-484c-8fa1-d688b3380f84",
"Value": "The goddess Gyronna plays shepherd to wayward hate and coddles the
entitlement and darkness in mortal hearts. The superstitious and crass describe
Gyronna as both the Angry Hag and the Hag Queen, goddess of scorned women. While
her priesthood does consist largely of women used and cast aside by society, she
represents a much darker impulse than mere wounded pride. Gyronna is the briar that
springs from bitter soil; her purview is not scorn, but the hatred that festers
around a wounded heart never allowed to heal and the dread things that grow from
small and thoughtless evils. When trust and love fail, her embrace fills that void
with the strength of seething vengeance and bitter entitlement.\nFew sources agree
on Gyronna's origin, and her cults quietly hunt anyone who investigates it. Many
place her origins in the First World, as a malicious fey princess who delighted in
manipulation for her own amusement. After crossing a powerful rival � Baba Yaga or
Magdh, by most accounts � the immortal dilettante was punished with deformities and
cast into the mortal realm. Other stories describe her as a trio of bickering
sisters who befell the same fate, and were so mutilated that they were forced to
lean on one another to even stand, eventually growing together into one loathsome,
hateful whole. In the wake of such exile, kindness and civility are, to her,
dribbles of poisoned honey, and Gyronna would burn all the world to ash to
eradicate such mockery and deception.\nGyronna's complete figure is rarely
depicted; she is more often represented as the same bloodshot eye her followers use
as their unholy symbol. Her rare manifestations are chaotic, shifting form mid-
conversation � sometimes decrepit, other times vibrantly young, beautiful, withered
and dead, jubilant, weeping, or raging. According to ancient tales, the Angry Hag
has no true form beyond the singular bulging eye through which she sees the shadows
cast by even the brightest lights. Only her gender remains constant � though she
presents vastly differing images of womanhood � as do the ragged vestments in which
she wraps herself.\nThe Angry Hag's favor is felt in misfortune befalling those who
vex her followers, or in small, suffering animals left in one's home by stray cats.
Those who earn her ire can expect minor social blunders to grow far beyond their
expected scope, premature aging, or for their touch to wither plants and sicken
animals.\nOrder and hierarchy disgust Gyronna, and her faith is one of hidden cults
� referred to as circles � spread by hushed whispers and desperate midnight
indoctrinations. Her teachings emphasize personal fulfillment and rejection of the
hollow trappings of society unless they suit one's needs. Chief among her cultists
are women in troubled marriages, who have found themselves either betrayed by the
person they trusted most in the world, or punished and exiled from their community
for betraying that same trust. The hurt from such encounters, or similar rejections
and violations of trust, plants the seed Gyronna's faith cultivates into poisonous
fruit. No wound of spite is unjustified and no price of revenge is too high; all
past agony demands new suffering from others.\nIndividual adherents may act openly
or in secret, but circles of Gyronnans nearly always meet in seclusion, concealing
their identities under hoods or behind masks. Meeting by night in untamed
wilderness or in crumbling structures where vermin and rot dominate, her faithful
trade secrets, offer prayers and sacrifices, exchange poisons and black magic, and
cajole one another into assisting with personal rituals or plots. Leadership is
determined by whichever member can cow her sisters into compliance or recruit
enough followers to overpower challengers. Hags or cruel changelings often lead a
circle, while a full hag coven may command large and influential cults to act as
their eyes and ears across a broader area. In such cases, Gyronna's mortal
worshipers serve almost entirely as agents for their mistress's whims, helping to
enact schemes, secure victims for torture, and kidnap healthy infants to exchange
for their own changeling brood.\nGyronna's faith consists almost entirely of women,
but is by no means a religion that glorifies or protects her chosen gender. Women
outside her faith � and even the unwary within it � are considered apt targets for
violence, extortion, and curses. Key among her philosophy is nurturing the
entitlement that accompanies a life touched by wealth, beauty, or political power,
and her church has little use for the poor or other groups forced to society's
margins. While the bitter-hearted among these groups may participate in her cults,
they rarely earn the goddess's favor or any measure of influence unless they also
wield formidable magical abilities. Her cult has no particular interest in
challenging gender-related prejudices or improving the lot of women in general;
most would rather use oppressive gender roles or assumptions to conceal their
activities or lay a foundation of hatred in potential future converts.\nWhile
Gyronna's worship is predominantly practiced by women, this is more because the
goddess finds the anger of men to be blunt and clumsy. She is a vintner of
malevolence, keen to grow a cold, bitter heart over months or years, and has no use
for worshipers who fall prey to the self-aggrandizement or lack of self-awareness
she believes men embody. She is known to strike those men who beg her favor with
impotence, claiming it calms their temperament. The threat of such a result drives
most men away, but a select few find her potential support for their vendettas and
resentment to be worth the risk, and eventually find a place within her cult.\nAs
Gyronna is a secretive and paranoid goddess, her followers rarely construct
elaborate temples. Instead, they claim sites of great natural beauty that are
isolated from prying eyes, and dedicate them to the Angry Hag. Each site is
christened with an altar of piled stones, capped with a fist-sized stone painted to
resemble an eye, or with an enormous gem, among more influential circles. Followers
claim that Gyronna � as well as any hags who serve the cult � can see through these
stones to cast judgment and dispense curses. Especially ambitious circles have been
known to erect elaborate monuments or rings of standing stones upon sites of
natural wonder in mockery of the fey or druidic protectors from whom they seized
these sites.\nSites frequented by Gyronna's priestesses develop a dimness and
dankness that meld into a sense of looming dread. Venomous creatures and plants
flourish in and around her shrines. Adherents of the Angry Hag mark these spaces in
ways obvious only to the faithful. In urban settings, these demarcations appear as
motifs of three concentric circles � resembling an eye � worked into decorations
and stonework, while in rural environs a circle may hang woven spheres or circles
from tree branches or paint eye imagery onto trees and rocks. Such territorial
markings are intended to warn off other Gyronnans, but cultists consider such
subtle and contextual messages to be sufficient warnings for all trespassers, and
maintain that any who stumble into their territory deserve whatever fate befalls
them.\n<b>Alignment:</b> Chaotic evil\n<b>Cleric Alignment:</b> CN, NE,
CE\n<b>Domains:</b> <link=\"Encyclopedia:Chaos_Domain\"><b>Chaos</b></link>,
<link=\"Encyclopedia:Destruction_Domain\"><b>Destruction</b></link>,
<link=\"Encyclopedia:Evil_Domain\"><b>Evil</b></link>,
<link=\"Encyclopedia:Madness_Domain\"><b>Madness</b></link>\n<b>Favored Weapon:</b>
Dagger"
},
{
"Key": "4e15ebc7-7195-47e2-b8ab-1066319da936",
"Value": "Gyronna"
},
{
"Key": "268dd511-0021-4084-aa3e-e668f03c33c0",
"Value": "Also known as black hags or iron hags, annis hags are the largest
and most physically intimidating of their foul brood. Known for their iron-hard,
wart-covered skin that varies from shades of deep blue to black and their claws
like rusty blades, annis hags forgo much of the cunning and deceptiveness of their
kind to revel in the more visceral evils of torture and slaughter. The typical
annis hag stands just over 8 feet tall and weighs upward of 300 pounds.\nDwelling
in dark caves, tangled hollows, and cursed ruins deep within frozen swamps or icy
moors, annis hags stalk forth by night to sow fear and hunt the unwary. Although
possessed of cunning minds, annis prove more decadent than most other hags,
frequently indulging in their taste for living flesh and the music of pleading
screams. Unlike green hags, they use their ability to assume humanoid form via
alter self not to infiltrate societies but to lure victims into a false sense of
security before attacking � often posing as travelers in need of aid or pilgrims
seeking to share a camp.\nAnnis hags find the flesh of children, young animals, and
the pure of heart particularly pleasing, both for the tenderness of such meals and
for the sorrow such murders spread. After gorging themselves, these hags delight in
stripping the skin from their victims, often garbing themselves in the grisly
trophies. They are also known to retain and even preserve identifiable portions of
their victims (such as heads) for later use in spreading misery. An annis who eats
the children of a local farmer might keep the heads (or at least the faces) handy
to return to the victims' parents, for example � often in the guise of an anonymous
gift. The most insidious of annis hags present these gifts in ways that implicate
friends or family in the victim's death.\nLike most hags, annis sometimes join
covens of their repulsive sisters, though many prove resistant to such cooperation.
They are particularly unlikely to join covens that already include other annis,
though groups of related annis � typically horrible triplets � are not unknown. A
typical annis coven consists of one annis leader along with two green hags or
sometimes even a witch or two. Annis covens often seek to recruit additional
creatures as guardians and are particularly fond of trolls and ogres for such
roles."
},
{
"Key": "759da635-ed99-4590-96bc-69d6c574190f",
"Value": "Hag"
},
{
"Key": "e6d27736-d90c-4056-bb2b-dba73386a48e",
"Value": "<b>Physical Description:</b>\nHalf-elves stand taller than humans
but shorter than elves. They inherit the lean build and comely features of their
elven lineage, but their skin color is normally dictated by their human side. While
half-elves retain the pointed ears of elves, theirs are more rounded and less
pronounced. Their eyes tend to be human-like in shape, but feature an exotic range
of colors from amber or violet to emerald green and deep blue. This pattern changes
for half-elves of drow descent, however. Such elves are almost unfailingly marked
with the white or silver hair of the drow parent, and more often than not have
dusky gray skin that takes on a purplish or bluish tinge in the right light, while
their eye color usually favors that of the human parent.\n<b>Society:</b>\nTheir
lack of a unified homeland and culture forces half-elves to remain versatile, able
to conform to nearly any environment. While often considered attractive to both
races for the same reasons as their parents, half-elves rarely fit in with either
humans or elves, as both races see too much evidence of the other in them. This
lack of acceptance weighs heavily on many half-elves, yet others are bolstered by
their unique status, seeing in their lack of a formalized culture the ultimate
freedom. As a result, half-elves are incredibly adaptable, capable of adjusting
their mindsets and talents to whatever societies they find themselves in. Even
half-elves welcomed by one side of their heritage often find themselves caught
between cultures, as they are encouraged, cajoled, or even forced into taking on
diplomatic responsibilities between human and elven kind. Many half-elves rise to
the occasion of such service, seeing it as a chance to prove their worth to both
races. Others, however, come to resent the pressures and presumptions foisted upon
them by both races and turn any opportunity to broker power, make peace, or advance
trade between humans and elves into an exercise in personal
profit.\n<b>Relations:</b>\nHalf-elves understand loneliness, and know that
character is often less a product of race than of life experience. As such, they
are often open to friendships and alliances with other races, and less likely than
most to rely on first impressions when forming opinions of new acquaintances. While
many races join together to produce mixed offspring of notable power, such as
<link=\"Encyclopedia:Half-orcs\"><b>half-orcs</b></link>, half-dragons, and half-
fiends, half-elves seem to have a unique position in the eyes of their progenitors
and the rest of the world. Those <link=\"Encyclopedia:Humans\"><b>humans</b></link>
who admire elvenkind see half-elves as a living link or bridge between the two
races. But this attitude often foists unfair expectations and elevated standards
upon half-elves, and quickly turns to derision when they do not live up to the
grand destinies that others set for them. Additionally, those half-elves raised by
or in the company of elves often have the human half of their parentage dubbed a
mere obstacle, something to be overcome with proper immersion and schooling in the
elven ways, and even the most well-meaning elven mentors often push their half-
elven charges to reject a full half of themselves in order to \"better\"
themselves.\n<link=\"Encyclopedia:Dwarves\"><b>Dwarves</b></link>, despite their
traditional mistrust of elves, see a half-elf's human parentage as something
hopeful, and treat them as half-humans rather than half-elves. Additionally, while
dwarves are long-lived, the lifespan of the stout folk is closer to a half-elf's
own than that of either of her parents. As a result, half-elves and dwarves often
form lasting bonds, be they ones of friendship, business, or even competitive
rivalry.\n<link=\"Encyclopedia:Gnomes\"><b>Gnomes</b></link> and
<link=\"Encyclopedia:Halflings\"><b>halflings</b></link> often see half-elves as a
curiosity. Those half-elves who have seen themselves pushed to the edges of
society, truly without a home, typically find gnomes and halflings frivolous and
worthy of disdain, but secretly envy their seemingly carefree ways. Clever and
enterprising gnomes and halflings sometimes partner with a half-elf for adventures
or even business ventures, using the half-elf's participation to lend their own
endeavors an air of legitimacy that they cannot acquire on their own.\nPerhaps the
most peculiar and dichotomous relations exist between half-elves and
<link=\"Encyclopedia:Half-orcs\"><b>half-orcs</b></link>. Those half-orcs and half-
elves who were raised among their non-human kin normally see one another as hated
and ancient foes. However, half-elves who have been marginalized by society feel a
deep, almost instant kinship with half-orcs, knowing their burdens are often that
much harder because of their appearance and somewhat brutish nature. Not all half-
orcs are inclined or able to understand such empathy, but those who do often find
themselves with a dedicated diplomat, liaison, and apologist. For their own part,
half-orcs usually return the favor by acting as bodyguards or intimidators, and
take on other roles uniquely suited to their brawny forms.\n<b>Alignment and
Religion:</b>\nHalf-elves' isolation strongly influences their characters and
philosophies. Cruelty does not come naturally to them, nor does blending in or
bending to the societal convention�as a result, most half-elves are chaotic good.
Half-elves' lack of a unified culture makes them less likely to turn to religion,
but those who do generally follow the common faiths of their homeland. Others come
to religion and worship later in their lives, especially if they have been made to
feel part of a community through faith or the work of clerical figures. Some half-
elves feel the pull of the divine but live beyond the formal religious instruction
of society. Such individuals often worship ideas and concepts like freedom,
harmony, or balance, or the primal forces of the world. Still, others gravitate
toward long-forgotten gods, finding comfort and kinship in the idea that even
deities can be overlooked.\n<b>Adventurers:</b>\nHalf-elves tend to be itinerants,
wandering the lands in search of a place they might finally call home. The desire
to prove themselves to the community and establish a personal identity�or even a
legacy�drives many half-elf adventurers to lives of bravery. Some half-elves claim
that despite their longevity, they perceive the passage of time more like humans
than elves, and are driven to amass wealth, power, or fame early on in life so they
may spend the rest of their years enjoying it.\n<b>Standard Racial
Traits</b>\n<b><link=\"Encyclopedia:Ability_Scores\">Ability Score</link> Racial
Traits:</b> Half-elf characters gain a +2 bonus to one
<link=\"Encyclopedia:Ability_Scores\">ability score</link> of their choice at
creation to represent their varied nature.\n<b>Type:</b> Half-elves are humanoid
creatures with both the human and the elf
subtypes.\n<b><link=\"Encyclopedia:Size\">Size</link>:</b> Half-elves are Medium
creatures and have no bonuses or penalties due to their size.\n<b>Base
<link=\"Encyclopedia:Speed\">Speed</link>:</b> Half-elves have a base speed of 30
feet.\n<b>Defense Racial Traits</b>\n<b>Elven Immunities:</b> Half-elves are immune
to magic sleep effects and gain a +2 racial
<link=\"Encyclopedia:Saving_Throw\">saving throw</link> bonus against enchantment
spells and effects.\n<b>Feat and Skill Racial Traits</b>\n<b>Adaptability:</b>
Half-elves receive Skill Focus as a bonus feat at 1st level.\n<b>Keen Senses:</b>
Half-elves receive a +2 racial bonus on
<link=\"Encyclopedia:Perception\">Perception</link> checks.\n<b>Senses Racial
Traits:</b>\n<b>Low-Light Vision:</b> Half-elves can see twice as far as humans in
conditions of dim light.\n<b>Other Racial Traits</b>\n<b>Elf Blood:</b> Half-elves
count as both elves and humans for any effect related to
race.\n<b>Multitalented:</b> Half-elves choose two favored classes at first level
and gain +1 hit point or +1 skill point whenever they take a level in either one of
those classes."
},
{
"Key": "30683d44-83d4-4ff7-81fd-8782bacd210d",
"Value": "Half-elves"
},
{
"Key": "47c5be06-4afa-403e-b4ca-4fd3bf9fff65",
"Value": "<b>Physical Description:</b>\nHalf-orcs average around 6 feet tall,
with powerful builds and greenish or grayish skin. Their canine teeth often grow
long enough to protrude from their mouths, and these \"tusks,\" combined with heavy
brows and slightly pointed ears, give them their notoriously bestial appearance.
While half-orcs may be impressive, few ever describe them as beautiful. Despite
these obvious orc traits, half-orcs are as varied as their human
parents.\n<b>Society:</b>\nUnlike half-elves, where at least part of society's
discrimination is born out of jealousy or attraction, half-orcs get the worst of
both worlds: physically weaker than their orc kin, they also tend to be feared or
attacked outright by humans who don't bother making the distinction between full
orcs and half-bloods. Even on the best of terms, half-orcs in civilized societies
are not exactly accepted, and tend to be valued only for their physical abilities.
On the other hand, orc leaders have been known to deliberately spawn half-orcs, as
the half-breeds make up for their lack of physical strength with increased cunning
and aggression, making them natural leaders and strategic advisors. Within orc
tribes, half-orcs find themselves constantly striving to prove their worth in
battle and with feats of strength. Half-orcs raised within orc tribes are more
likely to file their tusks and cover themselves in tribal tattoos. Tribal leaders
quietly recognize that half-orcs are often more clever than their orc cousins and
often apprentice them to the tribe's shaman, where their cunning might eventually
strengthen the tribe. Apprenticeship to a shaman is a brutal and often short-lived
distinction, however, and those half-orcs who survive it either become influential
in the tribe or are eventually driven to leave.\nHalf-orcs have a much more mixed
experience in human society, where many cultures view them as little more than
monsters. They often are unable even to get normal work, and are pressed into
service in the military or sold into slavery. In these cultures, half-orcs often
lead furtive lives, hiding their nature whenever possible. The dark underworld of
society is often the most welcoming place, and many half-orcs wind up serving as
enforcers for thieves guilds or other types of organized crime. Less commonly,
human cities may allow half-orcs a more normal existence, even enabling them to
develop small communities of their own. These communities are usually centered
around the arena districts, the military, or mercenary organizations where their
brute strength is valued, and their appearance is more likely to be overlooked.
Even surrounded by their own kind, half-orc life isn't easy. Bullying and physical
confrontation comes easy to a people who have been raised with few other examples
of behavior. It is, however, one of the best places for young half-orcs to grow up
without prejudice, and these small enclaves are one of the few places where half-
orc marriages and children are truly accepted and sometimes cherished.\nEven more
rarely, certain human cultures come to embrace half-orcs for their strength. There
are stories of places where people see half-orc children as a blessing and seek out
half-orc or orc lovers. In these cultures, half-orcs lead lives not much different
from full-blooded
humans.\n<b>Relations:</b>\n<link=\"Encyclopedia:Elves\"><b>Elves</b></link> and
<link=\"Encyclopedia:Dwarves\"><b>dwarves</b></link> tend to be the least accepting
of half-orcs, seeing in them too great a resemblance to their racial enemies, and
other races aren't much more understanding. A lifetime of persecution leaves the
average half-orc wary and quick to anger, yet people who break through his savage
exterior might find a well-hidden core of empathy.
<link=\"Encyclopedia:Humans\"><b>Human</b></link> societies with few orc problems
tend to be the most accommodating, and half-orcs dwelling there can often find work
as mercenaries and enforcers. Even in places where there is a general tolerance for
half-orcs, however, many humans mistreat them when they can get away with
it.\nHalf-orcs are envious of the measure of acceptance <link=\"Encyclopedia:Half-
elves\"><b>half-elves</b></link> have within human and elven society and resent
their physical beauty, which contrasts starkly to the half-orcs' brutish
appearance. While half-orcs avoid antagonizing their half-breed cousins directly,
they won't hesitate to undermine them if the opportunity presents itself.\nOf all
the other races, half-orcs are most sympathetic with
<link=\"Encyclopedia:Halflings\"><b>halflings</b></link>, who often have an equally
rough lot in life. Half-orcs respect the halfling's ability to blend in and
disappear and admire their perpetually cheerful outlook on life despite hardships.
Halflings fail to appreciate this fact because they usually are too busy avoiding
the large, intimidating half-orcs.\n<b>Alignment and Religion:</b>\nForced to live
either among brutish orcs or as lonely outcasts in civilized lands, most half-orcs
are bitter, violent, and reclusive. Evil comes easily to them, but they are not
evil by nature � rather, most half-orcs are chaotic neutral, having been taught by
long experience that there's no point doing anything but that which directly
benefits themselves. Half-orcs worship the human or orc gods venerated in the area
where they were raised. Those who live alongside humans most often worship human
gods of war, freedom, or destruction. Half-orcs raised in orc tribes find
themselves most drawn to the gods of blood, fire, and iron � depending more on what
god the tribe worships rather than the half-orcs' personal preference. Many half-
orcs are contrary about religion, either ignoring it entirely, or getting deeply
involved in it and trying to find meaning in a life filled with hate and
misunderstanding; even a half-orc divine spellcaster may wrestle with doubt and
anger about religion and faith.\n<b>Adventurers:</b>\nStaunchly independent, many
half-orcs take to lives of adventure out of necessity, seeking to escape their
painful pasts or improve their lot through force of arms. Others, more optimistic
or desperate for acceptance, take up the mantle of crusaders in order to prove
their worth to the world. Half-orcs raised in orc societies often take up the
brutish ways of those around them, becoming fighters, barbarians, or rangers. Half-
orcs who survive their shaman training may eventually succeed their masters as
tribal shamans, or flee the tribe and practice their magic as outcasts or
explorers.\nHalf-orcs are just as likely to have children that possess an innate
talent for sorcery as any other race, with the abyssal, destined, and elemental
(fire) bloodlines being the most common types of sorcerers. Half-orcs are
fascinated by alchemy, and its destructive capabilities make its usefulness obvious
in any orc tribe. Half-orc alchemists treat themselves as living experiments, even
to the point of trying to separate their orc and human halves through alchemy.
Other alchemists use their powers to enhance their physical abilities and thus
increase their status within orc communities.\nIn human societies, half-orcs have a
few more options. Many find it easy to take advantage of the brute strength and
work as mercenaries or caravan guards. Crime is another easy route for half-orcs,
as there are plenty of criminals looking for a strong arm. Half-orc clerics in
human communities are fairly rare; the more religious half-orcs more often turn to
(or get pushed to) the martial aspects of religious service and become paladins or
inquisitors. Half-orcs usually lack the patience and money required to become a
wizard.\n<b>Standard Racial
Traits</b>\n<b><link=\"Encyclopedia:Ability_Scores\">Ability Score</link> Racial
Traits:</b> Half-orc characters gain a +2 bonus to one
<link=\"Encyclopedia:Ability_Scores\">ability score</link> of their choice at
creation to represent their varied nature.\n<b>Type:</b> Half-orcs are Humanoid
creatures with both the human and orc
subtypes.\n<b><link=\"Encyclopedia:Size\">Size</link>:</b> Half-orcs are Medium
creatures and thus have no bonuses or penalties due to their size.\n<b>Base
<link=\"Encyclopedia:Speed\">Speed</link>:</b> Half-orcs have a base speed of 30
feet.\n<b>Feat and Skill Racial Traits</b>\n<b>Intimidating:</b> Half-orcs receive
a +2 racial bonus on Intimidate checks due to their fearsome nature.\n<b>Offense
Racial Traits</b>\n<b>Orc Ferocity:</b> Once per day, when a half-orc is brought
below 0 hit points but not killed, he can fight on for 1 more round as if disabled.
At the end of his next turn, unless brought to above 0 hit points, he immediately
falls unconscious.\n<b>Senses Racial Traits:</b>\n<b>Darkvision:</b> Half-orcs can
see in the dark up to 60 feet.\n<b>Other Racial Traits</b>\n<b>Orc Blood:</b> Half-
orcs count as both humans and orcs for any effect related to race."
},
{
"Key": "5dac192c-96f0-4424-b090-3da3ca1962d1",
"Value": "Half-orcs"
},
{
"Key": "4cff6abf-2d3d-4834-929f-cdf72f04e182",
"Value": "<b>Physical Description:</b>\nHalflings rise to a humble height of
3 feet. They prefer to walk barefoot, leading the bottoms of their feet to become
roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned
feet.\nTheir skin tends toward a rich cinnamon color and their hair toward light
shades of brown. A halfling's ears are pointed, but proportionately not much larger
than those of a human.\nHalflings prefer simple and modest clothing. Though willing
and able to dress up if the situation demands it, their racial urge to remain
quietly in the background makes them rather conservative dressers in most
situations. Halfling entertainers, on the other hand, make their livings by drawing
attention, and tend to go overboard with gaudy and flashy
costumes.\n<b>Society:</b>\nRather than place their faith in empires or great
causes, many halflings prefer to focus on the simpler and humbler virtues of their
families and local communities. Halflings claim no cultural homeland and control no
settlements larger than rural assemblies of free towns. Most often, they dwell at
the knees of their human cousins in human cities, eking out livings as they can
from the scraps of larger societies. Many halflings lead perfectly fulfilling lives
in the shadow of their larger neighbors, while some prefer more nomadic lives,
traveling the world and experiencing all it has to offer.\nHalflings rely on
customs and traditions to maintain their own culture. They have an extensive oral
history filled with important stories about folk heroes who exemplify particular
halfling virtues, but otherwise see little purpose in studying history in and of
itself. Given a choice between a pointless truth and a useful fable, halflings
almost always opt for the fable. This tendency helps to explain at least something
of the famous halfling adaptability. Halflings look to the future and find it very
easy to cast off the weight of ancient grudges or obligations that drag down so
many other races.\n<b>Relations:</b>\nA typical halfling prides himself on his
ability to go unnoticed by other races � a trait that allows many halflings to
excel at thievery and trickery. Most halflings know full well the stereotypical
view other races take of them as a result, and go out of their way to be
forthcoming and friendly to the bigger races when they're not trying to go
unnoticed. They get along fairly well with
<link=\"Encyclopedia:Gnomes\"><b>gnomes</b></link>, although most halflings regard
these eccentric creatures with a hefty dose of caution. Halflings respect
<link=\"Encyclopedia:Elves\"><b>elves</b></link> and
<link=\"Encyclopedia:Dwarves\"><b>dwarves</b></link>, but these races often live in
remote regions far from the comforts of civilization that halflings enjoy, thus
limiting opportunities for interaction. By and large, only
<link=\"Encyclopedia:Half-orcs\"><b>half-orcs</b></link> are shunned by halflings,
for their great size and violent natures are a bit too intimidating for most
halflings to cope with. Halflings coexist well with
<link=\"Encyclopedia:Humans\"><b>humans</b></link> as a general rule, but since
some of the more aggressive human societies value halflings as slaves, they try not
to grow too complacent. Halflings strongly value their freedom, especially the
ability to travel in search of new experiences and the autonomy this requires.
However, practical and flexible as always, enslaved halflings seldom fight back
directly against their masters. When possible, they wait for the perfect
opportunity and then simply slip away. Sometimes, if enslaved for long enough,
halflings even come to adopt their owners as their new families. Though they still
dream of escape and liberty, these halflings also make the best of their
lives.\n<b>Alignment and Religion:</b>\nHalflings are loyal to their friends and
families, but since they dwell in a world dominated by races twice as large as
themselves, they have come to grips with the fact that sometimes they need to
scrape and scrounge for survival. Most halflings are neutral as a result. Though
they usually make a show of respecting the laws and endorsing the prejudices of
their communities, halflings place an even greater emphasis on the innate common
sense of the individual. When a halfling disagrees with society at large, he will
do what he thinks is best. Always practical, halflings frequently worship the deity
most favored by their larger and more powerful neighbors. They also usually cover
their bets, however. The goddess of both luck and travel seems a natural fit for
most halflings and offering her a quick prayer every now and then is only common
sense.\n<b>Adventurers:</b>\nTheir inherent luck coupled with their insatiable
wanderlust makes halflings ideal candidates for lives of adventure. Though
perfectly willing to pocket any valuables they come across, halflings often care
more for the new experiences adventuring brings them than for any material reward.
Halflings tend to view money as a means of making their lives easier and more
comfortable, not as an end in and of itself. Other such vagabonds often put up with
this curious race in hopes that some of their mystical luck will rub off. Halflings
see nothing wrong with encouraging this belief, not just in their traveling
companions, but also in the larger world. Many try to use their reputation for luck
to haggle for reduced fare when traveling by ship or caravan, or even for an
overnight stay at an inn. They meet with mixed success, but there are just enough
stories circulating about the good fortune that befalls people traveling with
halflings to give even the most skeptical pause. Of course, some suspect that
halflings deliberately spread these reports for just that reason.\n<b>Standard
Racial Traits</b>\n<b><link=\"Encyclopedia:Ability_Scores\">Ability Score</link>
Racial Traits:</b> Halflings are nimble and strong-willed, but their small stature
makes them weaker than other races. They gain +2
<link=\"Encyclopedia:Dexterity\">Dexterity</link>, +2
<link=\"Encyclopedia:Charisma\">Charisma</link>, and �2
<link=\"Encyclopedia:Strength\">Strength</link>.\n<b><link=\"Encyclopedia:Size\">Si
ze</link>:</b> Halflings are Small creatures and gain a +1 size bonus to their
<link=\"Encyclopedia:Armor_Class\">AC</link>, a +1 size bonus on attack rolls, a �1
penalty to their <link=\"Encyclopedia:CMB\">CMB</link> and
<link=\"Encyclopedia:CMD\">CMD</link>, and a +4 size bonus on
<link=\"Encyclopedia:Stealth\">Stealth</link> checks.\n<b>Base Speed (Slow
Speed):</b> Halflings have a base speed of 20 feet.\n<b>Defense Racial
Traits</b>\n<b>Fearless:</b> Halflings receive a +2 racial bonus on all
<link=\"Encyclopedia:Saving_Throw\">saving throws</link> against fear. This bonus
stacks with the bonus granted by halfling luck.\n<b>Halfling Luck:</b> Halflings
receive a +1 racial bonus on all saving throws.\n<b>Offense Racial
Traits</b>\n<b>Weapon Familiarity:</b> Halflings are proficient with slings and
treat any weapon with the word \"halfling\" in its name as a martial
weapon.\n<b>Senses Racial Traits:</b>\n<b>Keen Senses:</b> Halflings receive a +2
racial bonus on <link=\"Encyclopedia:Perception\">Perception</link> checks."
},
{
"Key": "6d9c7f46-9a54-45ba-ba33-69f7eab5646b",
"Value": "Halflings"
},
{
"Key": "a28ccb4e-7fd7-413f-aab3-40ab662b84a9",
"Value": "A hamadryad is the queen of her forest and the leader of all the
dryads within it. Much as a dryad is bonded with one tree and is devoted to it, a
hamadryad loves her chosen forest; while she does not sicken and die if separated
from it, she loathes such separation. All nonevil woodland creatures acknowledge
her as the wisest of dryads and respect her gifts of healing and diplomacy. In most
forests, a hamadryad is the sister or wife of an erlking, and represents the
protective, patient, and nurturing aspect of nature. With her healing magic, she
can relieve the su?ering of a dryad whose tree has been killed and sustain her long
enough for her to bond with another tree.\nA hamadryad prefers to avoid direct
confrontations, instead using her magic and allies to divert, confuse, and even
befriend any would-be enemies. Her powers allow her to speak with or quickly travel
to her subjects even when they are in the most remote parts of the forest. As a
consequence, little happens in the forest without her knowledge, and those who
enter her realm would do well to remember this."
},
{
"Key": "179e09e8-11a1-40e8-8fef-0a82c3cdc582",
"Value": "Hamadryad"
},
{
"Key": "1d0a8a2b-bb71-4238-91e9-d1fa06a082f4",
"Value": "<b>Natural Healing</b>\nWith a full night's rest (8 hours of sleep
or more), you recover 1 hit point per character level. Any significant interruption
during your rest prevents you from healing that night.\nIf you undergo complete bed
rest for an entire day and night, you recover twice your character level in hit
points."
},
{
"Key": "037b796b-7445-4cb3-a4cf-6033580c37c5",
"Value": "<b>Magical Healing</b>\nVarious abilities and spells can restore
hit points."
},
{
"Key": "8cdb4712-b826-47a8-82d3-66635bac264d",
"Value": "<b>Healing Limits</b>\nYou can never recover more hit points than
you lost. Magical healing won't raise your current hit points higher than your full
normal hit point total."
},
{
"Key": "0dbc9880-5e02-4acd-adc2-1a34294c0347",
"Value": "<b>Healing Ability Damage</b>\nTemporary ability damage returns at
the rate of 1 point per night of rest (8 hours) for each affected ability score."
},
{
"Key": "0af1ea48-e6f0-4af2-a229-b25112ed8819",
"Value": "After taking damage, you can recover the lost hit points either
through natural healing or through magical healing. In any case, you can't gain hit
points past your full normal hit point total."
},
{
"Key": "325b6aa2-2fc0-4853-8ada-a7be3954f6f3",
"Value": "Your touch staves off pain and death, and your healing magic is
particularly vital and potent.\n<b>Rebuke Death</b>: You can touch a living
creature as a standard action, healing it for 1d4 points of damage plus 1 for every
two cleric levels you possess. You can only use this ability on a creature that is
below 0 hit points. You can use this ability a number of times per day equal to 3 +
your <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> modifier.\n<b>Healer's
Blessing</b>: At 6th level, all of your cure spells are treated as if they were
empowered, increasing the amount of damage healed by half (+50%). This does not
apply to damage dealt to undead with a cure spell. This does not stack with the
Empower Spell metamagic feat."
},
{
"Key": "ac267e9a-1016-4b38-9e3e-f9d105eeb219",
"Value": "Healing Domain"
},
{
"Key": "22ec1ab1-01cd-458b-89d6-b1cde81496fe",
"Value": "Healing"
},
{
"Key": "4e317cb7-30fb-4cb8-8a80-88f6103de412",
"Value": "Each character has a certain number of hit points (HP). Depending
on which game difficulty you've chosen the rules will vary.\nIf you chose the Story
Mode, your characters never die. When their HP value drops to 0, they lose
consciousness. After the combat is over, the character will get up and can be
controlled again. You only lose the game if your whole party is unconscious.\nIf
you chose the Easy Mode, when a character's HP value drops to 0, they lose
consciousness. After the combat is over, the character will get up and can be
controlled again. A character's HP value can drop into negative numbers without
killing them. However, if a character is reduced to a negative amount of hit points
equal to their <link=\"Encyclopedia:Constitution\"><b>Constitution</b></link>
score, they die. To resurrect them, you will need a special spell.\nIf you chose
the Normal Mode, a character will not die after suffering a deadly injury for the
first time. Instead, Death's Door condition will afflict them. If a character with
this condition suffers a deadly injury again, they will die. The game will be over
if all party members suffer deadly injuries.\nIf you chose the Challenging Mode or
higher, your characters will die after suffering a deadly injury. If your main
character dies, the game is over.\nTo restore the lost hit points, you can use
healing spells, potions, or rest. Healing potions can be bought from merchants or
obtained as trophies after combat. Healing spells are accessible to the following
classes: bard, druid, cleric, inquisitor, and paladin.\nTo use expendable items,
such as scrolls, potions, and wands, open your inventory and place them into a
quick slot."
},
{
"Key": "57887a75-b7a0-4dae-919b-59a8fae00ca3",
"Value": "Health and Death"
},
{
"Key": "fcb64f74-a113-422f-9ca8-921264d95b23",
"Value": "A typical hell hound stands 4�5 feet tall at the shoulder and
weighs 120 pounds. Efficient hunters, a favorite pack tactic is to surround prey
quietly, then attack with one or two hounds, driving prey toward the rest of the
pack with their fiery breath. If the prey doesn't run, the pack closes in. Hell
hounds track fleeing creatures relentlessly.\nHell hounds are particularly favored
by fire giants, as the creatures are immune to fire and share the fire giant's
sense of cruelty when it comes to handling intruders. Only when a fire giant goes
too far toward treating a relatively intelligent hell hound like a pet do such
alliances begin to falter."
},
{
"Key": "ee4a74c6-71c0-4202-a31e-e17d7fe3a72f",
"Value": "Hell Hound"
},
{
"Key": "6c32df1a-3e10-4957-a2da-9e9f74166c07",
"Value": "<b>Regular Attack</b>\nA helpless character takes a �4 penalty to
<link=\"Encyclopedia:Armor_Class\"><b>AC</b></link> against melee attacks. In
addition, a helpless character is treated as having a
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> of 0, giving him a �5
penalty to AC against both melee and ranged attacks (for a total of �9 against
melee and �5 against ranged). A helpless character is also
<link=\"Encyclopedia:Flat_Footed_AC\"><b>flat-footed</b></link>."
},
{
"Key": "e7a5c2ae-7cbc-4f56-8817-ce3c277ff32d",
"Value": "A helpless opponent is someone who is bound, sleeping, paralyzed,
unconscious, or otherwise at your mercy."
},
{
"Key": "17989d31-4cff-42db-8691-705af3245ea6",
"Value": "Helpless Defenders"
},
{
"Key": "07dd075d-4c02-4887-887d-24aee93588ad",
"Value": "Skin color among hill giants ranges from light tan to deep, ruddy
brown. Their hair is brown or black, with eyes the same color. Hill giants wear
layers of crudely prepared hides with the fur left on. They seldom wash or repair
their garments, preferring simply to add more hides as their old ones wear out.
Adults are around 10 feet tall and weigh about 1,100 pounds. Hill giants can live
to be 200 years old, but almost never do.\nHill giants prefer to fight from high,
rocky outcroppings, where they can pelt opponents with rocks and boulders while
limiting the risk to themselves. Hill giants love to make overrun attacks against
smaller creatures when they first join battle. Thereafter, they stand fast and
swing away with their massive clubs.\nHill giants are the most nomadic of all the
humanoid giant species, preferring to travel from one settlement to the next in
order to raid and pillage. While they prefer temperate climates, they'll travel far
from their preferred environment so long as the raiding is plentiful and
successful. They are, as a whole, incredibly selfish creatures and rarely engage in
battles they don't automatically know they'll win. Hill giants are known for
shoving one another at terrifying foes and won't hesitate to sacrifice a clanmate
to save their own skins. Roving bands of hill giants are common in temperate hills,
and their constant aggression makes them one of the more feared dangers in this
climate.\nSolitary, non-evil hill giants are very rare but can sometimes be found
in other humanoid societies, though they are almost never accepted in central
cities or population centers. They do best as laborers and soldiers in outlying
frontier towns, and often serve as rudimentary diplomats to negotiate with
marauding hill giant bands. Unfortunately, hill giants who shed their racial
lifestyle for civilization are mocked and often killed on sight by their nomadic
brethren. Still, these \"civilized\" hill giants can find their place within
society and many have managed to live peaceful, uneventful lives."
},
{
"Key": "05b201ea-7a23-457d-ae12-778e9d080b31",
"Value": "Hill Giant"
},
{
"Key": "d7f14d33-2106-40c7-88e4-29e49bf6ebfb",
"Value": "As stout as a bull with a reptile's scaly, spiked body, hodags are
legendary forest predators that hunt along the edges of civilization in thick
woods. Green, gray, and black scales cover the beasts, helping them blend in amid
underbrush, and sharp spikes stand along their backs and run down their powerful,
dangerous tails. Loggers share stories of being followed by hodags and seeing their
glowing red eyes in the otherwise oppressive darkness of the deep forest. In the
wintertime, when snow and ice blankets the region, hodags grow a foul-smelling coat
of greasy, dark brown fur that sprouts in tufts from between their scales.\nMany
believe that hodags are not simply strong beasts but rather unique and specific
terrors that have lived and hunted certain woodlands for ages. Others living near
such wildernesses, however, consider hodags a myth, nothing more than the sort of
tall tale that is typical of excitable rural folk. A male hodag measures 10 feet
long and weighs 700 pounds."
},
{
"Key": "644f76ff-d958-4849-b176-15543478ed6c",
"Value": "Hodag"
},
{
"Key": "a09b46b9-24da-4776-93e9-006e3329511a",
"Value": "Horse is the generic name given to any of the quadrupedal equine
animal species found domesticated throughout Golarion. They vary greatly in size
and weight, all the way from the miniature pony to the great war destriers found in
cavalry companies."
},
{
"Key": "67217fb1-ee91-4c1a-bffb-4dfebf17d9a5",
"Value": "Horse"
},
{
"Key": "8ba593ba-1bae-4352-9f09-b7c360d933c7",
"Value": "Hit points are an abstraction signifying how robust and healthy a
creature is at the current moment. To determine a creature's hit points, roll the
dice indicated by its Hit Dice. A creature gains maximum hit points if its first
Hit Die roll is for a character class level. Creatures whose first Hit Die comes
from an NPC class or from his race roll their first Hit Die normally. Wounds
subtract hit points, while healing (both natural and magical) restores hit points.
Some abilities and spells grant temporary hit points that disappear after a
specific duration. When a creature's hit points drop below 0, it becomes
unconscious. When a creature's hit points reach a negative total equal to its
<link=\"Encyclopedia:Constitution\"><b>Constitution</b></link> score, it dies."
},
{
"Key": "ea1d37da-fb90-475e-b828-1eb519c8dc84",
"Value": "Hit Points (HP)"
},
{
"Key": "73800868-a3e1-43a1-a435-8402b9d45ded",
"Value": "Ambition alone drives countless humans, and for many, adventuring
serves as a means to an end, whether it be wealth, acclaim, social status, or
arcane knowledge. A few pursue adventuring careers simply for the thrill of danger.
Humans hail from myriad regions and backgrounds, and as such can fill any role
within an adventuring party."
},
{
"Key": "59129a0f-4d41-4bf7-a5b7-15f0e3c5d245",
"Value": "Adventurers"
},
{
"Key": "5b3e4c81-6bd1-41d3-8425-ccd019beaa50",
"Value": "Humans are fecund, and their drive and numbers often spur them into
contact with other races during bouts of territorial expansion and colonization. In
many cases, this tendency leads to violence and war, yet humans are also swift to
forgive and forge alliances with races who do not try to match or exceed them in
violence. Proud, sometimes to the point of arrogance, humans might look upon
<link=\"Encyclopedia:Dwarves\"><b>dwarves</b></link> as miserly drunkards,
<link=\"Encyclopedia:Elves\"><b>elves</b></link> as flighty fops,
<link=\"Encyclopedia:Halflings\"><b>halflings</b></link> as craven thieves,
<link=\"Encyclopedia:Gnomes\"><b>gnomes</b></link> as twisted maniacs, and
<link=\"Encyclopedia:Half-elves\"><b>half-elves</b></link> and
<link=\"Encyclopedia:Half-orcs\"><b>half-orcs</b></link> as embarrassments � but
the race's diversity among its own members also makes many humans quite adept at
accepting others for what they are. Humans may become so absorbed in their own
affairs that they remain ignorant of the language and culture of others, and some
take this ignorance to a hateful extreme of intolerance, oppression, and rarely
even extermination of others they perceive as dangerous, strange, or \"impure.\"
Thankfully, while such incidents and movements may taint all of humanity in the
eyes of some, they are more often the exception than the rule."
},
{
"Key": "ce584983-3af0-470c-9747-7aae4720b56a",
"Value": "Relations"
},
{
"Key": "a24afe24-36d9-4124-b1c0-ddca7c645823",
"Value": "Human society comprises a multitude of governments, attitudes, and
lifestyles. Though the oldest human cultures trace their histories thousands of
years into the past, when compared to the societies of other races like elves and
dwarves, human society seems to be in a state of constant flux as empires fragment
and new kingdoms subsume the old. In general, humans are known for their
flexibility, ingenuity, and ambition. Other races sometimes envy humans their
seemingly limitless adaptability, not so much biologically speaking but in their
willingness to step beyond the known and press on to whatever might await them.
While many or even most humans as individuals are content to stay within their
comfortable routine, there is a dauntless spirit of discovery endemic to humans as
a species that drives them in striving toward possibilities beyond every horizon."
},
{
"Key": "b3058284-2fb0-40c6-89f7-4eb827261f9e",
"Value": "Society"
},
{
"Key": "56e27018-5efd-46db-8f35-57105e7e9c5d",
"Value": "<b>Physical Description:</b>\nThe physical characteristics of
humans are as varied as the world's climes. From the 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. Generally
speaking, humans' skin color assumes a darker hue the closer to the equator they
live. At the same time, bone structure, hair color and texture, eye color, and a
host of facial and bodily phenotypic characteristics vary immensely from one locale
to another. Cheekbones may be high or broad, noses aquiline or flat, and lips full
or thin; eyes range wildly in hue, some deep set in their sockets, and others with
full epicanthic folds. Appearance is hardly random, of course, and familial,
tribal, or national commonalities often allow the knowledgeable to identify a
human's place of origin on sight, or at least to hazard a good guess. Humans'
origins are also indicated through their traditional styles of bodily decoration,
not only in the clothing or jewelry worn, but also in elaborate hairstyles,
piercing, tattooing, and even scarification.\n<b>Society:</b>\nHuman society
comprises a multitude of governments, attitudes, and lifestyles. Though the oldest
human cultures trace their histories thousands of years into the past, when
compared to the societies of common races like elves and dwarves, human society
seems to be in a state of constant flux as empires fragment and new kingdoms
subsume the old. In general, humans are known for their flexibility, ingenuity, and
ambition.\n<b>Relations:</b>\nHumans are fecund, and their drive and numbers often
spur them into contact with other races during bouts of territorial expansion and
colonization. In many cases, this leads to violence and war, yet humans are also
swift to forgive and forge alliances with races who do not try to match or exceed
them in violence. Proud, sometimes to the point of arrogance, humans might look
upon dwarves as miserly drunkards, elves as flighty fops, halflings as craven
thieves, gnomes as twisted maniacs, and half-elves and half-orcs as
embarrassments�but the race's diversity among its own\nmembers also makes humans
quite adept at accepting others for what they are.\n<b>Alignment and Religion:</b>
Humanity is perhaps the most diverse of all the common races, with a capacity for
both great evil and boundless good. Some humans assemble into vast barbaric hordes,
while others build sprawling cities that cover miles. Taken as a whole, most humans
are neutral, yet they generally tend to congregate in nations and civilizations
with specific alignments. Humans also have the widest range of gods and religions,
lacking other races' ties to tradition and eager to turn to anyone offering them
glory or protection.\n<b>Adventurers:</b>\n<b>Alignment and Religion:</b> Humanity
is perhaps the most diverse of all the common races, with a capacity for both great
evil and boundless good. Some humans assemble into vast barbaric hordes, while
others build sprawling cities that cover miles. Taken as a whole, most humans are
neutral, yet they generally tend to congregate in nations and civilizations with
specific alignments. Humans also have the widest range of gods and religions,
lacking other races' ties to tradition and eager to turn to anyone offering them
glory or protection.\n<b>Standard Racial Traits</b>\n<b>Ability Score Racial
Traits:</b> Human characters gain a +2 racial bonus to one
<link=\"Encyclopedia:Ability_Scores\">ability score</link> of their choice at
creation to represent their varied
nature.\n<b><link=\"Encyclopedia:Size\">Size</link>:</b> Humans are Medium
creatures and thus receive no bonuses or penalties due to their size.\n<b>Base
<link=\"Encyclopedia:Speed\">Speed</link>:</b> Humans have a base speed of 30
feet.\n<b>Feat and Skill Racial Traits</b>\n<b>Bonus Feat:</b> Humans select one
extra feat at 1st level.\n<b>Skilled:</b> Humans gain an additional skill rank at
first level and one additional rank whenever they gain a level."
},
{
"Key": "94e2819d-47cf-48d3-823b-f660d7fd8de2",
"Value": "Humans"
},
{
"Key": "bf0416ea-1f18-4aed-b6b4-4a2d08e01a33",
"Value": "The legendary hydra is a beast of vicious hunger and amazing
regenerative powers, renowned for its ability to sprout two new heads when one is
decapitated. Resembling a collection of snapping serpents atop a thick, coiling
lower body that can run up to 20 feet long, the Hydra is an imposing and brutish
menace, lairing in the clammy backwaters of the world and devouring any creature
smaller than itself. Its scales are as varied in hue as those of any species of
snake, from glossy to dull and from greenish black to crimson, often marked with
patterns of stripes, diamonds, and patchworks of color. Some hydras have heads that
are more fanged and viperlike, with smooth and supple scales, while others have
rugged hides that are leathery in texture, and elongated crocodilian or even
draconic visages. Regardless, most hydras possess brightly colored frills or
crests, traits they take great pride in and use to intimidate prey as well as to
scare off potential predators.\nThe hydra is not a creature to be trifled with. The
only thing worse than meeting one by chance is attempting to turn the tables and
actively hunt the hydra. While too dim to understand the human thirst for revenge,
a hydra is all too willing to welcome a foolhardy hunter into its coils, adding its
prey's remains to its own stock of grisly trophies hung from the branches around
its swampy home. It is only the blessing of the gods that such a terror is not made
worse with a sharper mind."
},
{
"Key": "ed2d7e37-6bf4-46d8-85b6-bd92d6ced126",
"Value": "Hydra"
},
{
"Key": "35db3d31-4c86-4af3-82e1-a180cf458e67",
"Value": "Illusion spells deceive the senses or minds of others. They cause
people to see things that are not there, not see things that are there, hear
phantom noises, or remember things that never happened."
},
{
"Key": "23226241-d467-4144-a5a8-e6f2a1edc5d2",
"Value": "Illusion"
},
{
"Key": "498272fa-d8f0-4040-b39b-dc32edc6c688",
"Value": "Whenever combat begins, all creatures involved in the battle must
make an initiative check to determine the order in which creatures act during
combat. The higher the result of the check, the earlier a creature gets to act. The
initiative is a d20 roll + <link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link>
modifier + any bonus modifiers. The higher the result, the earlier you can act."
},
{
"Key": "83a0df4d-65b8-418a-b398-32f36a93ff77",
"Value": "Initiative"
},
{
"Key": "be4a51ed-3034-42b2-b032-485b1cd427d1",
"Value": "<b>Loss of Hit Points</b>\nThe most common way that your character
gets hurt is losing hit points by taking damage."
},
{
"Key": "bbaa4339-f368-4130-9908-350f16ca2da7",
"Value": "<b>What Hit Points Represent</b>\nHit points mean two things in the
game world: the ability to take physical punishment and keep going, and the ability
to turn a serious blow into a less serious one."
},
{
"Key": "c834a1f1-cf71-4322-b024-5d226d8ff5a6",
"Value": "<b>Effects of Hit Point Damage</b>\nDamage doesn't slow you down
until your current hit points reach 0 or lower. At 0 hit points, you're
disabled.\nIf your hit point total is negative, but not equal to or greater than
your <link=\"Encyclopedia:Constitution\"><b>Constitution</b></link> score, you are
unconscious.\nWhen your negative hit point total is equal to your Constitution,
you're dead."
},
{
"Key": "f1b5663f-2594-428c-bcc9-d9d8c7f646a7",
"Value": "<b>Disabled (0 Hit Points)<b>\nWhen your current hit points total
drops to exactly 0, you are disabled.\nYou gain the staggered condition and can
only take a single move or standard action each turn (but not both, nor can you
take full-round actions). You can take move actions without further injuring
yourself, but if you perform any standard action (or any other strenuous action)
you take 1 point of damage after completing the act. Unless your activity increased
your hit points, you are now at �1 hit points and dying.\nHealing that raises your
hit points above 0 makes you fully functional again, just as if you'd never been
reduced to 0 or fewer hit points."
},
{
"Key": "929e75c6-0634-4c9d-9a53-1edfa61ac18e",
"Value": "<b>Unconscious</b>\nIf your hit point total is negative, but not
equal to or greater than your
<link=\"Encyclopedia:Constitution\"><b>Constitution</b></link> score, you
immediately fall unconscious and can take no actions."
},
{
"Key": "b86daac1-47fe-4aa0-8a1b-95ef423c58fd",
"Value": "Your hit points measure how hard you are to kill. No matter how
many hit points you lose, your character isn't hindered in any way until your hit
points drop to 0 or lower."
},
{
"Key": "9c520f78-5bb9-4ce6-a28c-9921d410ab65",
"Value": "Injury and Death"
},
{
"Key": "10741477-3b01-4853-bfe6-1c1fa7e14643",
"Value": "Inquisitor"
},
{
"Key": "3b51e63a-7dbf-4726-be2b-e1f41c88ecdc",
"Value": "Grim and determined, the inquisitor roots out enemies of the faith,
using trickery and guile when righteousness and purity is not enough. Although
inquisitors are dedicated to a deity, they are above many of the normal rules and
conventions of the church. They answer to their deity and their own sense of
justice alone, and are willing to take extreme measures to meet their
goals.\n<b>Role</b>: Inquisitors tend to move from place to place, chasing down
enemies and researching emerging threats. As a result, they often travel with
others, if for no other reason than to mask their presence. Inquisitors work with
members of their faith whenever possible, but even such allies are not above
suspicion.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> An
inquisitor's alignment must be within one step of her deity's, along either the
law/chaos axis or the good/evil axis.\n<b>Hit Dice:</b> d8\n<b>Skill Ranks per
Level</b>: 3 + Int modifier\n<b>Base Features</b>\n<b>Inquisitor
Proficiencies</b>\nAn inquisitor is proficient with all simple weapons, plus the
longbow, shortbow, and the favored weapon of her deity. She is also proficient with
light armor, medium armor, and shields (except tower shields).\n<b>Deity
Selection</b>\nA deity, also known as a god or goddess, is a being or force of
incredible power capable of granting its power to mortal beings through divine
magic. A deity is strongly associated with a specific alignment, several domains,
and a plane (typically an Outer Sphere plane).\n<b>Orisons</b>\nInquisitors can
cast a number of Orisons, or 0-level spells. These spells are cast like any other
spell, but they are not expended when cast and may be used again.\n<b>Stern
Gaze</b>\nInquisitors are skilled at sensing deception and intimidating their foes.
An inquisitor receives a morale bonus on all Intimidate checks and Perception
checks equal to 1/2 her inquisitor level (minimum +1).\n<b>Domain Selection</b>\nA
cleric's or inquisitor's deity influences her alignment, what magic she can
perform, her values, and how others see her. A cleric chooses two domains from
among those belonging to her deity. A cleric can select an alignment domain (Chaos,
Evil, Good, or Law) only if her alignment matches that domain.\nEach domain grants
a number of domain powers, dependent upon the level of the cleric or the
inquisitor.\nClerics as well gain a number of bonus spells. A cleric gains one
domain spell slot for each level of cleric spell she can cast, from 1st on up. Each
day, a cleric can prepare one of the spells from her two domains in that slot. If a
domain spell is not on the cleric spell list, a cleric can prepare it only in her
domain spell slot. Domain spells cannot be used to cast spells
spontaneously.\n<b>Judgment</b>\nStarting at 1st level, an inquisitor can pronounce
judgment upon her foes as a swift action. Starting when the judgment is made, the
inquisitor receives a bonus or special ability based on the type of judgment
made.\nAt 1st level, an inquisitor can use this ability once per day. At 4th level
and every three levels thereafter, the inquisitor can use this ability one
additional time per day. Once activated, this ability lasts until the combat ends,
at which point all of the bonuses immediately end.\nWhen the inquisitor uses this
ability, she must select one type of judgment to make. As a swift action, she can
change this judgment to another type.\n<b>Cunning Initiative</b>\nAt 2nd level, an
inquisitor adds her <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> modifier on
initiative checks, in addition to her
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> modifier.\n<b>Solo
Tactics</b>\nAt 3rd level, all of the inquisitor's allies are treated as if they
possessed the same teamwork feats as the inquisitor for the purpose of determining
whether the inquisitor receives a bonus from her teamwork feats. Her allies do not
receive any bonuses from these feats unless they actually possess the feats
themselves. The allies' positioning and actions must still meet the prerequisites
listed in the teamwork feat for the inquisitor to receive the listed
bonus.\n<b>Teamwork Feat</b>\nAt 3rd level, and every three levels thereafter, the
inquisitor gains a bonus feat in addition to those gained from normal advancement.
These bonus feats must be selected from those listed as teamwork feats. The
inquisitor must meet the prerequisites of the selected bonus feat.\n<b>Bane</b>\nAt
5th level, an inquisitor can imbue one of her weapons with the bane weapon special
ability as a swift action.\nA bane weapon excels against certain foes. Against a
designated foe, the weapon's enhancement bonus is +2 better than its actual bonus.
It also deals an extra 2d6 points of damage against such foes.\nThis ability only
functions while the inquisitor wields the weapon. If dropped or taken, the weapon
resumes granting this ability if it is returned to the inquisitor before the
duration expires.\nThis ability lasts for a number of rounds per day equal to the
inquisitor's level. These rounds do not need to be consecutive.\n<b>Second
Judgment</b>\nAt 8th level, whenever an inquisitor uses her judgment ability, she
selects two different judgments, instead of one. This only consumes one use of her
judgment ability. As a swift action, she can change one of these judgments to
another type.\n<b>Stalwart</b>\nAt 11th level, an inquisitor can use mental and
physical resiliency to avoid certain attacks. If she makes a Fortitude or Will
saving throw against an attack that has a reduced effect on a successful save, she
instead avoids the effect entirely. This ability can only be used if the inquisitor
is wearing light armor, medium armor, or no armor.\n<b>Third Judgment</b>\nAt 16th
level, whenever an inquisitor uses her judgment ability, she selects three
different judgments, instead of just two. This only consumes one use of her
judgment ability. As a swift action, the inquisitor can change one of these
judgments to another type."
},
{
"Key": "7b994457-6559-4cf9-b682-67009c4632dd",
"Value": "Inquisitor"
},
{
"Key": "3abd9041-90e4-452b-985f-0c89d9e80a56",
"Value": "Intelligence determines how well your character learns and reasons.
This ability is important for wizards because it affects their spellcasting ability
in many ways.\nA character with an Intelligence score of 0 is comatose. Some
creatures do not possess an Intelligence score. Their modifier is +0 for any
Intelligence-based skills or checks. Creatures of animal-level instinct have
Intelligence scores of 1 or 2. Any creature capable of understanding speech has a
score of at least 3.\nYou apply your character's Intelligence modifier to:\n� The
number of skill points gained each level, though your character always gets at
least 1 skill point per level.\n�
<link=\"Encyclopedia:Knowledge_Arcana\"><b>Knowledge (Arcana)</b></link> and
<link=\"Encyclopedia:Knowledge_World\"><b>Knowledge (World)</b></link> checks.\n�
Alchemists, magi and wizards gain bonus spells based on their Intelligence score.
The minimum Intelligence score needed to cast a wizard spell is 10 + the spell's
level."
},
{
"Key": "790ad56e-693f-4fe7-b329-dbe45d04c08f",
"Value": "Intelligence (Int)"
},
{
"Key": "5d13257d-e728-4285-ba1c-35094d2d0d2c",
"Value": "At just over 900 years old, Iomedae is the youngest of the major
deities of Golarion, and has only begun to reach her full potential as an
independent deity in the last century. She is a righteous knight, fearless in
fighting for her beliefs, and a missionary and crusader on behalf of the benign
sovereignty of good and merciful justice for evil. She would rather convince
evildoers to lay down their arms in honorable surrender than cut them down, but she
will wield her mighty sword against those who persist in serving evil. She loathes
incorrigible evil, fiend-spawn, traitors, and those who abuse good in the name
of \"greater\" good. Now out from under the shadow of her patron, the slain human
culture deity Aroden, she has proven she needs no mentor to guide her � she is
valor, glory, honor, justice, and strength, and is unafraid to point her sword at
the greatest evils facing the world.\nDespite her youth and comparative late start,
she has been instrumental in fighting evil in the world, even during her mortal
lifetime as a paladin of Arazni (and, after that demigod's death, Aroden himself).
Born a mortal in Cheliax, she led the Knights of Ozem in a series of victories over
the Whispering Tyrant, and participated in his imprisonment. Success in the Test of
the Starstone a short time later granted the valiant swordswoman a spark of
divinity and brought her to the attention of Aroden, who elevated her to the
position of his herald, vacated by the fallen Arazni. When the Last Azlanti died,
Iomedae inherited most of his remaining followers. Though born in Cheliax, she is
worshiped by many people outside that land, and most recently has taken up
patronage of the Mendevian Crusades. Once the crusaders have succeeded in ending
the expanding threat of the Worldwound, she plans to inspire them to wipe her
homeland free of its diabolical taint.\nIomedae's avatar appears as a fierce
Chelish swordswoman, resplendent in gleaming battle armor with heraldic markings,
and brandishing a longsword and shield. When she is roused to battle, her white
cloak turns red and her white-and-gold armor turns the silver-gray of adamantine.
The light from her shield blinds all evil, the force of her aura causing the
corrupt to weaken and collapse. She shows her approval of mortals by making mundane
objects take on swordlike forms, bathing her chosen warriors in mysterious white or
golden lights, and exerting a compass-like pull on longswords to guide her
servants. Common folk pushed to defend themselves may happen upon an old, rusty
blade that still has the strength of a new weapon and grows shinier the more it is
used in the name of justice and honor. The Inheritor shows her displeasure by
flickering lights, shattering weapons, and turning metal dull. In the rare cases
where one of her paladins embraces evil, it is said that the traitor's cloak shifts
to black and his shining metal armor and sword turn to dull lead.\nAs the major
deity who was most recently mortal herself, the Inheritor has a strong empathic
sense of human frailties and the costs of oppression. She ensures that her temples
are havens for the weak and the overlooked, and many who initially come to her for
refuge go on to become great warriors. Iomedae is both fiercely martial and
adamantly feminine, and commands the respect of any deity who deals with her. She
expects her mortal servants to exercise courtesy and receive the same in their
dealings with one another.\nThe Inheritor's holy symbol is \"the sword of valor,\"
a longsword surrounded by a burst of light, whether sunlight, fire, or some other
energy. She is associated with lions, horses, eagles, griffons, and hippogriffs.
The primary title she uses is the Inheritor, though the Knights of Ozem call her
the Light of the Sword.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b>
Lawful good\n<b>Cleric Alignment:</b> LG, NG, LN\n<b>Domains:</b>
<link=\"Encyclopedia:Glory_Domain\"><b>Glory</b></link>,
<link=\"Encyclopedia:Good_Domain\"><b>Good</b></link>,
<link=\"Encyclopedia:Law_Domain\"><b>Law</b></link>,
<link=\"Encyclopedia:Sun_Domain\"><b>Sun</b></link>,
<link=\"Encyclopedia:War_Domain\"><b>War</b></link>\n<b>Favored Weapon:</b>
Longsword"
},
{
"Key": "09c0f9f1-43bb-4af4-991e-2f993a00ddda",
"Value": "Iomedae"
},
{
"Key": "9af11092-9806-4f00-8dee-ea7c2a669d1c",
"Value": "Irori was once a mortal man whose intense discipline allowed him to
attain enlightenment and divinity through physical, mental, and spiritual
perfection. He teaches that mastery of the self allows one to master the world, but
paradoxically also purges one of desire to master the world. Countless others seek
to follow his path, and he encourages them to challenge their minds, bodies, and
souls in order to transcend their self-imposed limits. He is also a god of
knowledge; his followers are keen students of history, for experience is key to
understanding and there is much to be learned from the experiences of
others.\nIrori knows that there's no single technique that works for everyone, and
that every student must experiment and practice to find the best method for her. He
is patient, forgiving, and serene, welcoming all who seek perfection as brothers
and sisters. He is a teacher who leads by example rather than issuing reprimands
and corrections. Meanwhile, he constantly tests his own limits as a deity,
expanding his awareness and control without impinging upon the interests of others.
Originating from distant Vudra, Irori has gained a diverse following across the
Inner Sea region as those who seek discipline and self-perfection look to him for
inspiration.\nIrori's followers rarely depict him in art because they believe that
no icon can hope to live up to his perfect image. They describe him in poetry and
prose as a flawless man, clothed in simple robes and wooden sandals, hairless save
for a long braid. Beyond the Inner Sea region, his race often changes to reflect
that of the artist; artists of the Inner Sea tend to depict him in ways that
emphasize his exoticism. Irori sees no need to cloak himself in mystery or augment
himself with divine power, so on the rare occasions when he manifests to mortals,
he appears as a physically fit man matching his followers' descriptions, often
sitting, kneeling patiently, or resting in a meditative pose. He's also been known
to project a portion of his awareness into a statue, animating its face and
speaking through it.\nThe Master of Masters teaches that body, mind, and spirit are
inexorably linked, and that the division between them is illusory and
counterproductive. Within each individual is a perfect version of these three
aspects, called the Triune Self, and mastering all three while understanding that
they are one is the key to achieving perfection and enlightenment. As most have
difficulty sensing and refining their own spirits, novices usually prioritize
improving the body and the mind, allowing the control gained from these efforts to
steer the growth of the spirit.\nIrori believes that self-awareness leads to
discipline and eventually to mastery, whereas ignorance forces the spirit to repeat
its mistakes in the next life. He opposes radical action and extreme changes in
habits and behavior, preferring subtle shifts over time to allow a creature to
adjust to unfamiliar practices and avoid adverse reactions to extreme change, such
as injuries or emotional disorders. Discipline, moderation, and temperance lead to
internal balance and are the keys to creating healthy, lasting change in a person's
life; radical action without proper preparation is chaotic and leads to negative
outcomes.\nWhen Irori is pleased, he eases the path toward enlightenment � soothing
pain, bestowing mental clarity, and granting insight about the next step in the
worshiper's journey. Especially devout followers might catch a brief glimpse of the
god's serene eyes, or come across the mysterious single imprint of a sandal in the
sand. He sometimes punishes transgressions with cramps, fatigue, dizziness, and
obvious setbacks on the path to self-perfection. However, in most cases he refrains
from these actions, as he believes that for his sincere followers, straying from
the ideal path is punishment enough, and that it's best for those who are not
sincere to leave the church and pursue other interests. Only in extreme cases �
generally with mortals who are destined for greatness � does he afflict the person
with an injury or disability to overcome, either to encourage her to look for an
alternate perspective to a problem, or to encourage humility in someone especially
prideful.\nIrori's holy symbol is an open blue palm within a
circle.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Lawful
neutral\n<b>Cleric Alignment:</b> LG, LN, N, LE\n<b>Domains:</b>
<link=\"Encyclopedia:Healing_Domain\"><b>Healing</b></link>,
<link=\"Encyclopedia:Knowledge_Domain\"><b>Knowledge</b></link>,
<link=\"Encyclopedia:Law_Domain\"><b>Law</b></link>,
<link=\"Encyclopedia:Rune_Domain\"><b>Rune</b></link>,
<link=\"Encyclopedia:Strength_Domain\"><b>Strength</b></link>\n<b>Favored
Weapon:</b> Unarmed strike"
},
{
"Key": "1c71b1f6-07ca-4e75-bd20-caa540f2e132",
"Value": "Irori"
},
{
"Key": "5c569d71-5e53-4c64-8d8c-09d96a17874d",
"Value": "The jabberwock is a true creature of legend � a subject of poetry,
song, and myth in many cultures. It is known to be a devastating creature in combat
whose arrival presages times of ruin and violence; these stories also tell of the
creature's fear of the tools some say were created in ancient times for the sole
purpose of defeating them � vorpal weapons. A jabberwock is 35 feet tall and weighs
8,000 pounds.\nThe jabberwock is not a creature of the Material Plane, but one from
the primal world of the fey. It comes from a region of reality where life is more
robust, where emotions are more potent, and where dreams and nightmares can come
alive. Even in such incredible realms, though, the jabberwock is a creature to be
feared. It belongs to a category of powerful creatures whose shapes and types run
the gamut of possibility � a group known collectively as the \"Tane.\" Of the Tane,
the jabberwock is said to be the most powerful, but the others in this grouping are
far from helpless.\nWhen a jabberwock comes to the Material Plane, it does so to
spread destruction and ruin. Typically, the monster seeks out a remote forest lair
at least a day's flight from civilization, then emerges from this den once a week
to seek out a new place to destroy. It has no true interest in amassing treasure,
but often gathers objects of obvious value to bring back to its den in order to
encourage heroes to seek it out�to a jabberwock, it makes no difference whether it
seeks out things to destroy or lets those things come to it.\nJabberwocks age, eat,
drink, and sleep like any living creature, but they do not reproduce in the classic
sense of the word. The creation of a new jabberwock � or of any of the Tane, in
fact � is regulated by the strange and unknowable godlike entities that dwell in
the primeval world. These fey lords create new jabberwocks as they are needed �
sometimes varying the exact particulars, but always creating a fully formed adult
creature.\nNo young jabberwock has ever been encountered as a result. The strange
vulnerability a jabberwock possesses against vorpal weapons has long been a matter
of intrigue and speculation among scholars. Most believe that, once upon a time,
only one jabberwock existed, a creature of such great power that nothing could hurt
it. Nothing, that is, save for a legendary sword forged for a mortal hero by a now-
forgotten artisan or god. So epic was this battle that it created strange echoes
throughout reality, and as a result, these echoes, in the form of the vorpal swords
and jabberwocks known today, can be found on many worlds."
},
{
"Key": "f10b2947-de3e-4032-81aa-dbb2aec2c940",
"Value": "Jabberwock"
},
{
"Key": "da28ce8e-9f91-4ae3-b383-c72e41b8b698",
"Value": "Linzi's Journal contains your current quests and tasks. When their
status changes, you will also see a notification on the main screen. To open the
Journal, press <b>{bind|OpenJournal}</b>."
},
{
"Key": "300a4b93-2860-4bcb-ae64-532b0fb762c6",
"Value": "Linzi's Journal"
},
{
"Key": "ad41048c-c5bc-4849-8c2f-527081ba1a07",
"Value": "(<link=\"Encyclopedia:Intelligence\"><b>Intelligence</b></link>;
Trained Only)\nThis skill represents character's knowledge about spells, magic
items and numerous bits of magical lore.\nYou apply your character's Knowledge
(Arcana) skill to checks required for:\n� Identify magic.\n� Identify monsters
(constructs, dragons, and magical beasts).\n� Learn or borrow spells (from
spellbooks and scrolls).\n� Recall knowledge (about arcana)."
},
{
"Key": "517944b2-4dc3-4c4a-a97a-462ef10e8e0f",
"Value": "Knowledge: Arcana"
},
{
"Key": "006dcd23-e144-4aa0-86d2-99c5c6381822",
"Value": "Knowledge Domain"
},
{
"Key": "f9029dc3-d606-4e2d-91dc-510782a1cd73",
"Value": "(<link=\"Encyclopedia:Intelligence\"><b>Intelligence</b></link>;
Trained Only)\nThis skill represents character's knowledge about people, systems
that make civilization run, historical events that made societies what they are
today. Part of this expertise includes a greater understanding of languages and
geography.\nYou apply your character's Knowledge (World) skill to checks required
for:\n� Create or detect forgeries.\n� Decipher writing.\n� Identify monsters
(humanoids).\n� Learn languages.\n� Recall knowledge (about geography, history,
locales, or nobility)."
},
{
"Key": "4dfd7d1e-4cc8-47a9-b611-c359732566d3",
"Value": "Knowledge: World"
},
{
"Key": "f5e936df-6b53-4631-8f13-546f172d71ee",
"Value": "Kobolds are creatures of the dark, found most commonly in enormous
underground warrens or the dark corners of the forest where the sun is unable to
reach. Due to their physical similarities, kobolds loudly proclaim themselves the
scions of dragonkind, destined to rule the earth beneath the wings of their great
god-cousins, but most dragons have little use for the obnoxious pests.\nWhile they
may speak loudly of divine right and manifest destiny, kobolds are keenly aware of
their own weakness. Cowards and schemers, they never fight fair if they can help
it, instead setting up ambushes and doublecrosses, holing up in their warrens
behind countless crude but ingenious traps, or rolling over the enemy in vast,
yipping hordes.\nKobold coloration varies even among siblings from the same egg
clutch, ranging through the colors of the chromatic dragons, with red being the
most common but white, green, blue, and black kobolds not unheard of."
},
{
"Key": "9d9917e2-fddf-4a86-80a4-682fcf696d35",
"Value": "Kobold"
},
{
"Key": "e532fe1a-47a5-4fdc-8c8a-26b829512ed9",
"Value": "You follow a strict and ordered code of laws, and in so doing,
achieve enlightenment.\n<b>Touch of Law:</b> You can touch a willing creature as a
standard action, infusing it with the power of divine order and allowing it to
treat all attack rolls, skill checks, ability checks, and
<link=\"Encyclopedia:Saving_Throw\"><b>saving throws</b></link> for 1 round as if
the natural d20 roll resulted in an 11. You can use this ability a number of times
per day equal to 3 + your <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link>
modifier.\n<b>Staff of Order:</b> At 8th level, you can give a weapon touched the
axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric
level. You can use this ability once per day at 8th level, and an additional time
per day for every four levels beyond 8th."
},
{
"Key": "b5def0c7-7b80-46ad-89a6-7c4e679143a7",
"Value": "Law Domain"
},
{
"Key": "9917eff4-06d4-4fa9-9d1b-04096ff1b602",
"Value": "Leopards are 4 feet long and weigh 120 pounds. Leopards and their
kin prefer to hunt at night and ambush their prey from above, pouncing down from
trees or high rocks.\nLeopards eat almost any animal they can run down and catch,
preferring Small prey but capable of downing Large herbivores or surviving on
rodents, birds, and insects. Healthy leopards are generally not aggressive toward
humanoids, and if they aren't hungry and don't feel threatened, it is possible to
approach closely without a hostile reaction. Yet a leopard that settles in an area
bordered by humanoid civilization can easily and swiftly become a dangerous
predator."
},
{
"Key": "919c3a54-e712-468f-b956-dc12f8db2fe1",
"Value": "Leopard"
},
{
"Key": "1ebdb692-4014-4d46-b9bc-257ac6707c9c",
"Value": "The next line of a spell description gives the spell's level, a
number between 0 and 9 that defines the spell's relative power. This number is
preceded by a list of classes whose members can cast the spell. A spell's level
affects the DC for any save allowed against its effects."
},
{
"Key": "21d5dc4c-bbe6-4e11-8c76-c7c6eefdc062",
"Value": "Level"
},
{
"Key": "d2dedb0a-57b8-42f0-a43a-7ab222ae70c2",
"Value": "Victories in combat and other successes will reward your characters
with experience points. After gaining a certain amount of experience, a character
will achieve a new level. This allows them to gain a new class or increase their
level in one of their already taken classes. This also provides other benefits,
such as increasing the character's total hit points. If you are new to the game and
want to learn how the game works first, try to stick to the class you've chosen
first until you feel confident enough to take on another one."
},
{
"Key": "dfdd5d59-3c0b-4fe7-b40b-fde86a5e8264",
"Value": "Level Up"
},
{
"Key": "80df54ed-a614-4218-977b-6ef9e748f516",
"Value": "You are a spirit of freedom and a staunch foe against all who would
enslave and oppress.\n<b>Liberation:</b> You have the ability to ignore impediments
to your mobility. For a number of rounds per day equal to your cleric level, you
can move normally regardless of magical effects that impede movement, as if you
were affected by freedom of movement. This effect occurs automatically as soon as
it applies. These rounds do not need to be consecutive.\n<b>Freedom's Call:</b> At
8th level, you can emit a 30-foot aura of freedom for a number of rounds per day
equal to your cleric level. Allies within this aura are not affected by the
confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
This aura only suppresses these effects, and they return once a creature leaves the
aura or when the aura ends, if applicable. These rounds do not need to be
consecutive."
},
{
"Key": "08634b78-41cf-449f-b455-2123c16f1cc9",
"Value": "Liberation Domain"
},
{
"Key": "a877fe37-b895-4e03-98bf-00657dd3feaa",
"Value": "Treacherous primeval dragons of the northern regions of the world,
linnorms thrive on their hatred for those they deem to be lesser creatures and seek
to inflict as much suffering as possible unto their unfortunate victims. Sweeping
bones and treasures alike into giant piles in its lair, the typical linnorm has a
barbaric nature made all the worse by its insatiable greed and atrocious gluttony.
Few creatures are as bold and as cruel as linnorms, and for that most people are
thankful.\nLinnorms are not true dragons, but they nonetheless possess incredible
strength and deadly powers that often rival authentic dragon brutality. Their
massive frames make crushing smaller enemies a simple task, and of those who have
felt the sting of a linnorm's venomous bite, few have survived the devastating
poison long enough to tell the tale. A linnorm's body is serpentine and lacks
wings, yet these dragons fly through the air with supernatural ease, accomplishing
the feat as easily as a fish through water.\nBeyond the physical might, venom, and
devastating breath weapons typical of all linnorms, the beasts all share a potent
final defense � the death curse. This powerful plaguing of the mind manifests
itself in myriad forms, but always serves as a horrid vengeance against any who
might manage to slay a linnorm. Some theorize that the curse is a sending from
malevolent gods who watch over linnorms and view them as destructionloving pets.
Others believe the linnorms' curse is the closest remaining connection they have to
the primeval world of the fey, from whence the first of these monsters is said to
have come. Whatever the case may be, its curse makes killing a linnorm as dangerous
as letting it live.\nTrue dragons of higher intellect often hold linnorms in great
scorn, viewing the beings as prematurely evolved beasts and refusing to even
acknowledge the creatures as related to them. Linnorms have few feelings regarding
the matter, battling younger and older dragons alike just as readily as any other
creatures who dare to step foot in their territories. Their simplemindedness
stifles any ability to assemble mass sieges or even cooperate in small groups, so
linnorms almost always function alone, individually hunting over large territories
in order to waylay as many travelers as possible. Linnorms only seek a mate once
during their long lifetimes, the female producing several clutches of up to six
eggs as a result. Of these eggs, only one will survive � the first to hatch
immediately feasts on its unhatched brethren.\nDespite their lust for devastation,
linnorms usually live in relatively remote areas, never straying far from the
northernmost reaches of the world. As they are universally hated and feared by most
other intelligent creatures, their tendency to dwell in more isolated regions helps
ensure their survival; while linnorms are vicious and unforgiving, their lack of
organization makes them highly susceptible to raiding parties seeking to eradicate
their presence, though such parties would need to be made up of truly impressive
individuals. More often than not, a linnorm resides totally undisturbed in the spot
it chooses as its own for hundreds of years, stewing in its own malevolence until
finally snapping and going on a rampage. Sometimes, villages aren't even aware of a
slumbering linnorm's proximity, but usually such settlements have long traditions
and local legends revolving around \"their linnorm.\" Since a linnorm can hibernate
for centuries, villages composed of shorterlived humanoids might consider these
tales as little more than quaint stories, but when the linnorm wakes, the truth
becomes impossible to doubt.\nLinnorms come in many different varieties, but all
share the qualities of being horribly strong and bestial. They feast solely on
meat, usually eating goats and other mountain animals when more intelligent
creatures such as humanoids don't readily present themselves. Linnorms are prone to
gorging and then falling into a deep sleep near their treasure hordes, waking
either when they become aware of intruders in their vicinity or to feed once more."
},
{
"Key": "9e851c12-d011-4b60-97f4-88db02de4523",
"Value": "Linnorm"
},
{
"Key": "888523bf-9987-4417-9f58-c5bbd7c1d499",
"Value": "Lizardfolk are proud and powerful reptilian predators that make
their communal homes in scattered villages deep within swamps and marshes.
Uninterested in colonization of the dry lands and content with the simple weapons
and rituals that have served them well for millennia, lizardfolk are viewed by many
other races as backwater savages, but within their isolated communities lizardfolk
are actually a vibrant people filled with tradition and an oral history stretching
back to before humans walked upright.\nMost lizardfolk stand 6 to 7 feet tall and
weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green,
or brown. Some breeds have short dorsal spikes or brightly colored frills, and all
swim well by moving with flicks of their powerful 4-foot-long tails. While
completely at home in the water, they breathe air and return to their clustered
mound-dwellings to breed and sleep. As their reptilian blood makes them sluggish in
the cold, most lizardfolk hunt and work during the day and retreat to their homes
at night to curl up with other tribesmen in the shared warmth of large peat
fires.\nThough generally neutral, lizardfolks' standoffish demeanor, staunch
rejection of civilization's \"gifts,\" and legendary ferocity in battle cause them
to be viewed negatively by most humanoids. These traits stem from good reasons,
however, as their own slow rate of reproduction is no match for warm-blooded
humanoids, and those tribes who don't defend their wetland territories to the last
breath quickly find themselves overwhelmed by the mammalian hordes. As for their
tendency to consume the bodies of dead friends and enemies alike, the practical
lizardfolk are quick to point out that life is hard in the swamp, and nothing
should go to waste.\nThe lizardfolk presented here dwell in a swampy environment.
Lizardfolk tribes can exist in other environments as well, but they lose their swim
speed and instead gain a climb speed of 15 feet."
},
{
"Key": "45fd59d4-11dd-4d47-adad-6a2294edd9eb",
"Value": "Lizardfolk"
},
{
"Key": "99372625-b0de-400e-8284-baf00c9dea34",
"Value": "(<link=\"Encyclopedia:Intelligence\"><b>Intelligence</b></link>;
Trained Only)\nThis skill represents character's knowledge about the natural world,
and ability to command and train wild creatures.\nYou apply your character's Lore
(Nature) skill to checks required for:\n� Handle animals.\n� Identify monsters
(aberrations, animals, fey, monstrous humanoids, oozes, plants, vermin).\n� Recall
knowledge (about dungeons or nature).\n� Hunt.\n� Help to cure a disease."
},
{
"Key": "3415af9f-a9ff-43b5-9b41-2830bc19cdea",
"Value": "Lore: Nature"
},
{
"Key": "43e8c9a7-5e58-4aad-8e2b-417141621350",
"Value": "(<link=\"Encyclopedia:Intelligence\"><b>Intelligence</b></link>;
Trained Only)\nThis skill represents character's knowledge about the secrets of
deities, holy lore, and extraplanar realms.\nYou apply your character's Lore
(Religion) skill to checks required for:\n� Identify monsters (outsiders and
undead).\n� Recall knowledge (about the planes or religions)."
},
{
"Key": "1c6f52ba-d61a-4b9c-b002-f6716c71f168",
"Value": "Lore: Religion"
},
{
"Key": "1ea94ee1-f521-43f8-9847-bdf7c837311a",
"Value": "You are infused with luck, and your mere presence can spread good
fortune.\n<b>Bit of Luck:</b> You can touch a willing creature as a standard
action, giving it a bit of luck. For the next round, any time the target rolls a
d20, he may roll twice and take the more favorable result. You can use this ability
a number of times per day equal to 3 + your
<link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> modifier.\n<b>Divine
Fortune:</b> At 6th level, as a standard action, you can bless yourself with divine
luck. For the next half your cleric level rounds you roll two times on every d20
roll and take the best result. You can use this ability once per day at 6th level,
and one additional time per day for every six cleric levels beyond 6th."
},
{
"Key": "dd84e7ec-57d1-4cba-86aa-a3fcc52f3f3d",
"Value": "Luck Domain"
},
{
"Key": "f1c899e5-569b-4232-80d1-0c4f3df359bd",
"Value": "Madness Domain"
},
{
"Key": "27cefd43-064f-47af-9e17-30bb9f840513",
"Value": "Magic Domain"
},
{
"Key": "6b2c6164-cbcc-4779-af8c-4c4d6d50bf75",
"Value": "<b>Saving Throw Difficulty Class</b>\nA saving throw against your
spell has a DC of 10 + the level of the spell + your bonus for the relevant ability
(<link=\"Encyclopedia:Intelligence\"><b>Intelligence</b></link> for a wizard,
<link=\"Encyclopedia:Charisma\"><b>Charisma</b></link> for a bard, paladin, or
sorcerer, or <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> for a cleric,
druid, or ranger). A spell's level can vary depending on your class. Always use the
spell level applicable to your class."
},
{
"Key": "6a73d3e8-88eb-4da6-ad74-a76565071028",
"Value": "<b>Succeeding on a Saving Throw</b>\nA creature that successfully
saves against a spell that has no obvious physical effects feels a hostile force or
a tingle, but cannot deduce the exact nature of the attack. Likewise, if a
creature's saving throw succeeds against a targeted spell, you sense that the spell
has failed. You do not sense when creatures succeed on saves against effect and
area spells."
},
{
"Key": "7d32415b-a231-4098-b391-a3c3d0b48699",
"Value": "<b>Automatic Failures and Successes</b>\nA natural 1 (the d20 comes
up 1) on a saving throw is always a failure, and the spell may cause damage to
exposed items (see Items Surviving after a Saving Throw, below). A natural 20 (the
d20 comes up 20) is always a success."
},
{
"Key": "664a77d7-2b89-4a7d-a755-ae290b2ea794",
"Value": "Usually, a harmful spell allows a target to make a
<link=\"Encyclopedia:Saving_Throw\"><b>saving throw</b></link> to avoid some or all
of the effect. The saving throw entry in a spell description defines which type of
saving throw the spell allows and describes how saving throws against the spell
work.\n<b>Negates</b>\nThe spell has no effect on a subject that makes a successful
saving throw.\n<b>Partial</b>\nThe spell has an effect on its subject. A successful
saving throw means that some lesser effect occurs.\n<b>Half</b>\nThe spell deals
damage, and a successful saving throw halves the damage taken (round
down).\n<b>None</b>\nNo saving throw is allowed.\n<b>Harmless</b>\nThe spell is
usually beneficial, not harmful, but a targeted creature can attempt a saving throw
if it desires."
},
{
"Key": "124d712a-0c33-4880-bbdc-1277ecd334d9",
"Value": "Saving Throws"
},
{
"Key": "2763d238-3616-4438-9943-b5771169ba2a",
"Value": "<b>School (Subschool)</b>\nBeneath the spell name is a line giving
the school of magic (and the subschool, if any) to which the spell belongs.\nAlmost
every spell belongs to one of eight schools of magic. A school of magic is a group
of related spells that work in similar ways. A small number of spells are
universal, belonging to no school."
},
{
"Key": "47dce4d2-cd80-453c-95bb-23a049da33c8",
"Value": "Schools of magic"
},
{
"Key": "8593b9c1-dcb2-4ddb-9378-ce413cb421ce",
"Value": "Magic"
},
{
"Key": "acf4aa35-11cf-42ae-a226-1cab110738eb",
"Value": "Magus"
},
{
"Key": "b0452f7c-9f1e-4545-ab30-84ecdc6565ab",
"Value": "There are those who spend their lives poring over ancient tomes and
texts, unlocking the power of magic, and there are those who spend their time
perfecting the use of individual weapons, becoming masters without equal. The magus
is at once a student of both philosophies, blending magical ability and martial
prowess into something entirely unique, a discipline in which both spell and steel
are used to devastating effect. As he grows in power, the magus unlocks powerful
forms of arcana that allow him to merge his talents further, and at the pinnacle of
his art, the magus becomes a blur of steel and magic, a force that few foes would
dare to stand against.\n<b>Role</b>: Magi spend much of their time traveling the
world, learning whatever martial or arcane secrets they can find. They might spend
months learning a new sword-fighting style from a master warrior, while
simultaneously moonlighting in the local library, poring through tomes of ancient
lore. Most who take this path dabble in all sorts of lore, picking up anything that
might aid them in their search for
perfection.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Any\n<b>Hit
Die:</b> d8\n<b>Skill Ranks per Level:</b> 1 + Int modifier\n<b>Base
Features</b>\n<b>Magus Proficiencies</b>\nA magus is proficient with all simple and
martial weapons. A magus is also proficient with light armor. He can cast magus
spells while wearing light armor without incurring the normal arcane spell failure
chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy
armor, or a shield incurs a chance of arcane spell failure if the spell in question
has a somatic component. A multiclass magus still incurs the normal arcane spell
failure chance for arcane spells received from other classes.\n<b>Arcane
Pool</b>\nAt 1st level, the magus gains a reservoir of mystical arcane energy that
he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a
number of points equal to 1/2 his magus level (minimum 1) + his
<link=\"Encyclopedia:Intelligence\"><b>Intelligence</b></link> modifier. The pool
refreshes once per day when the magus prepares his spells.\nAt 1st level, a magus
can expend 1 point from his arcane pool as a swift action to grant any weapon he is
holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the
weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These
bonuses can be added to the weapon, stacking with existing weapon enhancement to a
maximum of +5. Multiple uses of this ability do not stack with themselves.\nAt 5th
level, these bonuses can be used to add any of the following weapon properties:
flaming, flaming burst, frost, icy burst, keen, shock, shocking burst or
speed.\nAdding these properties consumes an amount of bonus equal to the property's
base price modifier. These properties are added to any the weapon already has, but
duplicates do not stack. If the weapon is not magical, at least a +1 enhancement
bonus must be added before any other properties can be added. These bonuses and
properties are decided when the arcane pool point is spent and cannot be changed
until the next time the magus uses this ability. These bonuses do not function if
the weapon is wielded by anyone other than the magus.\nA magus can only enhance one
weapon in this way at one time. If he uses this ability again, the first use
immediately ends.\n<b>Cantrips</b>\nMagi can cast a number of cantrips, or 0-level
spells. These spells are cast like any other spell, but they are not expended when
cast and may be used again.\n<b>Spell Combat</b>\nAt 1st level, a magus learns to
cast spells and wield his weapons at the same time. This functions much like two-
weapon fighting, but the off-hand weapon is a spell that is being cast. To use this
ability, the magus must have one hand free (even if the spell being cast does not
have somatic components), while wielding a light or one-handed melee weapon in the
other hand. As a full-round action, he can make all of his attacks with his melee
weapon at a �2 penalty and can also cast any spell from the magus spell list with a
casting time of 1 standard action (any attack roll made as part of this spell also
takes this penalty).\n<b>Spell Strike</b>\nAt 2nd level, whenever a magus casts a
spell with a range of \"touch\" from the magus spell list, he can deliver the spell
through any weapon he is wielding as part of a melee attack.\nInstead of the free
melee touch attack normally allowed to deliver the spell, a magus can make one free
melee attack with his weapon (at his highest base attack bonus) as part of casting
this spell. If successful, this melee attack deals its normal damage as well as the
effects of the spell. If the magus makes this attack in concert with spell combat,
this melee attack takes all the penalties accrued by spell combat melee
attacks.\nThis attack uses the weapon's critical range (20, 19�20, or 18�20 and
modified by the keen weapon property or similar effects), but the spell effect only
deals �2 damage on a successful critical hit, while the weapon damage uses its own
critical modifier.\n<b>Magus Arcana</b>\nAs he gains levels, a magus learns arcane
secrets tailored to his specific way of blending martial puissance and magical
skill. Starting at 3rd level, a magus gains one magus arcana. He gains an
additional magus arcana for every three levels of magus attained after 3rd level.
Unless specifically noted in a magus arcana's description, a magus cannot select a
particular magus arcana more than once.\n<b>Spell recall</b>\nAt 4th level, the
magus learns to use his arcane pool to recall spells he has already cast. With a
swift action he can recall any single magus spell that he has already prepared and
cast that day by expending a number of points from his arcane pool equal to the
spell's level (minimum 1). The spell is prepared again, just as if it had not been
cast.\n<b>Bonus Magus Feat</b>\nAt 5th level, and every six levels thereafter, a
magus gains a bonus feat in addition to those gained from normal advancement. These
bonus feats must be selected from those listed as combat or magic feats. He must
meet the prerequisites for these feats as normal.\n<b>Arcane Weapon (+2)</b>\nAt
1st level, a magus can expend 1 point from his arcane pool as a swift action to
grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four
levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of
+5 at 17th level. These bonuses can be added to the weapon, stacking with existing
weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack
with themselves.\nAt 5th level, these bonuses can be used to add any of the
following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock,
shocking burst or speed.\nAdding these properties consumes an amount of bonus equal
to the property's base price modifier. These properties are added to any the weapon
already has, but duplicates do not stack. If the weapon is not magical, at least a
+1 enhancement bonus must be added before any other properties can be added. These
bonuses and properties are decided when the arcane pool point is spent and cannot
be changed until the next time the magus uses this ability. These bonuses do not
function if the weapon is wielded by anyone other than the magus.\nA magus can only
enhance one weapon in this way at one time. If he uses this ability again, the
first use immediately ends.\n<b>Arcane Medium Armor</b>\nAt 7th level, a magus
gains proficiency with medium armor. A magus can cast magus spells while wearing
medium armor without incurring the normal arcane spell failure chance. Like any
other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a
chance of arcane spell failure if the spell in question has a somatic
component.\n<b>Improved Spell Combat</b>\nAt 8th level, the magus's ability to cast
spells and make melee attacks improves. When using the spell combat ability, the
magus receives a +2 circumstance bonus on concentration checks.\n<b>Fighter
Training</b>\nStarting at 10th level, a magus counts 1/2 his total magus level as
his fighter level for the purpose of qualifying for feats. If he has levels in
fighter, these levels stack.\n<b>Improved Spell Recall</b>\nAt 11th level, the
magus's ability to recall spells using his arcane pool becomes more efficient.
Whenever he recalls a spell with spell recall, he expends a number of points from
his arcane pool equal to 1/2 the spell's level (minimum 1).\n<b>Arcane Heavy
Armor</b>\nAt 13th level, a magus gains proficiency with heavy armor. A magus can
cast magus spells while wearing heavy armor without incurring the normal arcane
spell failure chance. Like any other arcane spellcaster, a magus using a shield
incurs a chance of arcane spell failure if the spell in question has a somatic
component.\n<b>Greater Spell Combat</b>\nAt 14th level, the magus gains the ability
to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat
ability, his concentration check bonus from Improved Spell Combat increases to
+4.\n<b>Counterstrike</b>\nAt 16th level, whenever an enemy within reach of the
magus successfully casts a spell defensively, that enemy provokes an attack of
opportunity from the magus after the spell is complete.\n<b>Greater Spell
Access</b>\nAt 19th level, the magus gains access to an expanded spell list. He
learns and places 14 spells from the wizard's spell list into his spellbook as
magus spells of their wizard level. He gains two of each of the following wizard
spells not on the magus spell list:\n0-level, 1st-level, 2nd-level, 3rd-level, 4th-
level, 5th-level, and 6th-level.\nHe can ignore the somatic component of these
spells, casting them without the normal chance of spell failure.\n<b>True
Magus</b>\nAt 20th level, the magus becomes a master of spells and combat.
Whenever he uses his spell combat ability, he does not need to make a concentration
check to cast the spell defensively.\nWhenever the magus uses spell combat, he can
choose to either increase the DC to resist his spells by +2, grant himself a +2
circumstance bonus on any checks made to overcome spell resistance, or grant
himself a +2 circumstance bonus on all attack rolls.\n<b>Selectable
Features</b>\n<b>Arcane Accuracy</b>\nThe magus can expend 1 point from his arcane
pool as a swift action to grant himself an insight bonus equal to his Intelligence
bonus on all attack rolls until the end of his turn.\n<b>Bane Blade</b>\nWhenever
the magus enhances his weapon using his arcane pool, he may spend 1 additional
point from his arcane pool to add the Bane special ability to the
weapon.\n<b>Devoted Blade</b>\nWhenever the magus enhances his weapon using his
arcane pool, he adds anarchic, axiomatic, holy, or unholy special abilities to the
list of available options. A magus may only add one of these abilities if it
matches his own alignment.\n<b>Dimension Strike</b>\nThe magus can expend 2 points
from his arcane pool as a swift action to resolve all of his melee weapon attacks
until the end of his turn as melee touch attacks.\n<b>Enduring Blade</b>\nMagus
increase the duration of an his Arcane Weapon ability by expending 1 additional
point from his arcane pool every time he activates Arcane Weapon.\n<b>Ghost
Blade</b>\nWhenever the magus enhances his weapon using his arcane pool, he adds
Brilliant Energy and Ghost Touch special abilities to the list of available
options. A magus may only add one of these abilities if it matches his own
alignment.\n<b>Hasted Assault</b>\nThe magus can expend 1 point from his arcane
pool as a swift action to move more quickly. This functions as haste, but only
targets the magus and lasts for a number of rounds equal to the magus's
Intelligence bonus.\n<b>Prescient Attack</b>\nThe magus can expend 1 point from his
arcane pool as a swift action, allowing him to anticipate his opponent's defenses.
Enemies are denied their Dexterity bonus against the magus's attacks until the end
of the magus's next turn.\n<b>Wand Wielder</b>\nThe magus can activate a wand or
staff in place of casting a spell when using spell combat.\n<b>Wand
Mastery</b>\nWhenever the magus uses a wand, he calculates the DC for any spell it
contains using his Intelligence modifier, instead of the minimum modifier needed to
cast a spell of that level."
},
{
"Key": "e008d43c-7515-4058-b6b8-860587d7846e",
"Value": "Magus"
},
{
"Key": "e26442d2-cec6-4c08-928e-14a8ef49ef2f",
"Value": "A normal mandragora resembles a small fat child made from leaves,
coiled vines, tree bark, and pallid tubers. Its limbs short and ending in writhing
tendrils and twitching roots, while its vestigial head sports little more than a
pair of beady yellow eyes and a thorn-filled mouth. These are much smaller � the
typical mandragora here is only 4 inches high, but there are enough of them to form
into swarms.\nThe carpets of mandragoras swarm and caper and shriek. Anyone who
enters the bloom can't help but notice the countless tiny cries, not unlike
miniature babies."
},
{
"Key": "c3ffdcf0-6c8a-4b9c-8e0a-f0f46e480e01",
"Value": "Mandragora Swarm"
},
{
"Key": "0c2586db-c39a-40bd-a3d3-0ce84832f9ed",
"Value": "A mandragora rises spontaneously from a mandrake root that has
drawn nutrition from the corpse or ichor of a demon. A typical mandragora stands at
just over 3 feet tall and only weighs 30 pounds. However, its size hides the
creature's fantastic strength and brutality. When a mandragora attacks, its fingers
grow into whipping, thorny vines nearly 10 feet long, with which it makes its slam
attacks.\nA mandragora rarely strays far from its lair amid tangled roots or vines,
but when it encounters any other creature, it attacks regardless of the odds.
However, a mandragora can usually recognize
<link=\"Encyclopedia:Druid\"><b>druids</b></link> and does not attack them or their
animal companions unless they attack it first. It has no qualms about attacking a
druid's allies."
},
{
"Key": "a7c8fc8f-7ba1-4220-9b5c-351943b0dc9a",
"Value": "Mandragora"
},
{
"Key": "640086db-cf59-4e28-a9cc-e60ad04f0a49",
"Value": "Manticores are fierce predators that patrol a wide area in search
of fresh meat. A typical manticore is about 10 feet long and weighs about 1,000
pounds. Some have more human-like heads, usually with beards. Males and females
look much alike.\nManticores eat any meat, even carrion, though they prefer human
flesh and rarely pass up an opportunity for such a delicacy. They are smart and
social enough to bargain with or bully evil humanoids into alliances or offering
tribute, and more powerful creatures may hire or bribe them to guard or patrol a
place or area. They like lairs in high places, such as hilltops and caves in
cliffs.\nAlthough manticores were likely a magical creation, they have long since
established themselves as a naturally occurring species. Curiously, manticores seem
strangely fecund, and can interbreed with a number of other similarly shaped
creatures, including lions, dire lions, lamias, sphinxes, and even chimeras."
},
{
"Key": "728b1071-ffb4-4f07-8c4b-931eeb6991a1",
"Value": "Manticore"
},
{
"Key": "fc058d8f-79eb-4053-9881-5a70b9916764",
"Value": "To set out for a location, click on one of the arrows near your
party token. You can learn the whereabouts of significant locations by talking to
characters or happening upon them during your journey. After learning about a
location, you must find the way there yourself. Along the way, random encounters
await. You may be attacked by monsters, or you may meet new acquaintances. After
exiting the location of a random encounter, you will not be able to return
there.\nClick this icon to exit the area."
},
{
"Key": "2215e9fb-e114-4741-8d68-284ab3e88022",
"Value": "Map Movement"
},
{
"Key": "55e746db-9839-46aa-bf5a-aec9291fde6f",
"Value": "The great mastodons are primeval cousins of elephants. Their large
tusks dwarf those of regular elephants, jutting outward and then curving back
toward one another at the tips. Shaggy woolly mammoths are a mastodon variant
adapted to cold environments, but have the same statistics."
},
{
"Key": "b36e352d-ba58-4f2b-98bb-e1450ee6092d",
"Value": "Mastodon"
},
{
"Key": "d0428e4b-20ab-48bf-9bc3-233a2e140820",
"Value": "Medusas are human-like creatures with snakes instead of hair. At
distances of 30 feet or more, a medusa can easily pass for a beautiful woman if she
wears something to cover her serpentine locks � when wearing clothing that conceals
her head and face, she can be mistaken for a human at even closer distances.
Medusas use lies and disguises that conceal their faces to get close enough to
opponents to use their petrifying gaze, though they like playing with their prey
and may fire arrows from a distance to lead enemies into traps. Some enjoy creating
intricate decorations out of their victims, using their petrified remains as
accents to their swampy lairs, but most medusas take care to hide the evidence of
their previous conflicts so that new foes won't have advance warning of their
presence.\nUsed to concealing themselves, medusas in cities are usually rogues,
while those in the wilderness often pass themselves off as rangers or trackers. The
most notorious and legendary medusas, though, are those who take levels as bards or
clerics. Charismatic and intelligent, urban medusas are often involved with
thieves' guilds or other aspects of the criminal underworld. Medusas may form
alliances with blind creatures or intelligent undead, both of which are immune to
their stony gaze. Spellcasting medusas often serve as oracles or prophets, usually
dwelling in remote locations of legendary power or infamous history. Such oracle
medusas take great delight in their roles, and if presented with the proper gifts
and flattery, the secrets they offer can be quite helpful. Of course, the lairs of
such potent creatures are liberally decorated with statues of those who have
offended them, so the seeker of knowledge is well advised to tred carefully during
such meetings.\nAll known medusas are female. Rarely, a medusa may decide to keep a
male humanoid as a mate, usually with the help of elixirs of love or similar magic,
and is always careful to not petrify her prisoner � at least until she grows tired
of his company."
},
{
"Key": "a27a0390-e384-4bff-8457-1dcdf47ca3da",
"Value": "Medusa"
},
{
"Key": "3df2f90d-4b30-4576-9b10-831700030972",
"Value": "Mephits are the servants of powerful elemental creatures. Key sites
and locations on the elemental planes are full of mephits scurrying about on
important errands or duties. Each mephit is associated with one element that
defines its spells and abilities."
},
{
"Key": "dfe7250e-37f8-42d6-8994-5309e5106364",
"Value": "Mephit"
},
{
"Key": "d945dd47-ef80-45e3-8660-21cf99df0912",
"Value": "The following actions take a variable amount of time to accomplish
or otherwise work differently than other actions."
},
{
"Key": "f5cc11d8-afa1-4b10-b65c-6b86f5ba5aa2",
"Value": "Miscellaneous Actions"
},
{
"Key": "dfc3a9dc-4558-4145-9682-52cdaa3e7731",
"Value": "Descended from even smaller fey, the mites are among the most
pitiful and craven dwellers of the dark. Hideously ugly, even
<link=\"Encyclopedia:Goblins\"><b>goblins</b></link> have been known to mock mites
for their homely appearances, mockery most mites take to heart and nurture for
weeks, months, or even years in their tiny homes, until their distress and anger
finally overcome their natural cowardice and impel them forth on short-lived bouts
of bloody vengeance from the doubtful safety of a spider's back.\nMites, once
closer to the strange realm of the fey, have grown larger and stockier after
countless generations spent on the Material Plane. Yet still, their stature places
them at the bottom of the pile in the dangerous caverns in which they live. Their
traditional enemies are <link=\"Encyclopedia:Dwarves\"><b>dwarves</b></link> and
<link=\"Encyclopedia:Gnomes\"><b>gnomes</b></link>, particularly the svirfneblin of
the deep underground caves. The one thing that gives them a significant edge over
an enemy in a fight is their natural ability to empathize with normally mindless
vermin � mites are particularly fond of
<link=\"Encyclopedia:Spider\"><b>spiders</b></link>,
<link=\"Encyclopedia:CentipedeGiant\"><b>centipedes</b></link>, and cave fishers,
and a mite colony usually has a few of these far more dangerous monsters on hand to
defend the group.\nAlthough they have lost the supernatural ability to tinker with
magic items, luck, or mechanical objects possessed by their more sinister and
dangerous gremlin kin, mites retain the ability to perform minor magical tricks
with prestidigitation, and often use these tricks to annoy their enemies. When
faced with dangerous foes, a mite uses its doom ability to hex a foe � a mite's
eyes bulge hideously open when it uses this spell-like ability.\nA mite is 3 feet
tall and weighs 40 pounds."
},
{
"Key": "cfddda7e-db3a-40d5-bb98-bd81f6cd6feb",
"Value": "Mite"
},
{
"Key": "2153c7be-f4d3-4cf7-9a21-74c6c4f33d0f",
"Value": "(<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link>; Armor
Check Penalty)\nThis skill represents character's talent for balance and
coordination, including aerial maneuvers, gymnastics, and tumbling.\nYou apply your
character's Acrobatics skill to checks required for:\n� Move near opponents without
provoking attacks of opportunity.\n� Keep your balance.\n� Escape from
restraints.\n� Soften falls.\n� Squeeze through a tight spot."
},
{
"Key": "21ebab84-0e8c-49f4-8672-f8f2dfba5f37",
"Value": "Mobility"
},
{
"Key": "a6eefdea-6a6a-45e8-988a-012fd95d3f87",
"Value": "Monitor lizards are large enough to pose a threat to humans, and in
some societies are often mistaken for dragons. Some can reach lengths of 10 feet or
more and weights of 350 pounds."
},
{
"Key": "ac3862a1-3d86-4882-b3cc-130d657331be",
"Value": "Monitor Lizard"
},
{
"Key": "35d6e2b6-629a-4a9a-b35a-9b3538fd0841",
"Value": "Monk"
},
{
"Key": "94d8d2d9-0c1a-4d4a-a274-2960af576f6b",
"Value": "For the truly exemplary, martial skill transcends the battlefield �
it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out
methods of battle beyond swords and shields, finding weapons within themselves just
as capable of crippling or killing as any blade. These monks (so called since they
adhere to ancient philosophies and strict martial disciplines) elevate their bodies
to become weapons of war, from battle-minded ascetics to self-taught brawlers.
Monks tread the path of discipline, and those with the will to endure that path
discover within themselves not what they are, but what they are meant to
be.\n<b>Role</b>: Monks excel at overcoming even the most daunting perils, striking
where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of
foot and skilled in combat, monks can navigate any battlefield with ease, aiding
allies wherever they are needed
most.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Any lawful\n<b>Hit
Die:</b> d8\n<b>Skill Ranks per Level:</b> 2 + Int modifier\n<b>Base
Features</b>\n<b>Monk Proficiencies</b>\nMonks are proficient with the club,
crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff,
sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with
the monk special weapon quality.\nMonks are not proficient with any armor or
shields.\nWhen wearing armor, using a shield, or carrying a medium or heavy load, a
monk loses his AC bonus, as well as his fast movement and flurry of blows
abilities.\n<b>Flurry of Blows</b>\nAt 1st level, a monk can make a flurry of blows
as a full attack. When making a flurry of blows, the monk can make one additional
attack at his highest base attack bonus. This additional attack stacks with the
bonus attacks from haste and other similar effects. When using this ability, the
monk can make these attacks with any combination of his unarmed strikes and weapons
that have the monk special weapon quality. He takes no penalty for using multiple
weapons when making a flurry of blows, but he does not gain any additional attacks
beyond what's already granted by the flurry for doing so. (He can still gain
additional attacks from a high base attack bonus, from this ability, and from haste
and similar effects).\nAt 11th level, a monk can make an additional attack at his
highest base attack bonus whenever he makes a flurry of blows. This stacks with the
first attack from this ability and additional attacks from haste and similar
effects.\n<b>Unarmed Strike</b>\nAt 1st level, a monk gains Improved Unarmed Strike
as a bonus feat. The damage dealt by a
<link=\"Encyclopedia:Size\"><b>Medium</b></link> monk's unarmed strike increases
with level: 1d6 on levels 1-3, 1d8 on levels 4-7, 1d10 on levels 8-11, 2d6 on
levels 12-15, 2d8 on levels 16-19, 2d10 on level 20.\nIf the monk is Small, his
unarmed strike damage increases as follows: 1d4 on levels 1-3, 1d6 on levels 4-7,
1d8 on levels 8-11, 1d10 on levels 12-15, 2d6 on levels 16-19, 2d8 on level 20.\nIf
the monk is Large, his unarmed strike damage increases as follows: 1d8 on levels 1-
3, 2d6 on levels 4-7, 2d8 on levels 8-11, 3d6 on levels 12-15, 3d8 on levels 16-19,
4d8 on level 20.\n<b>Improved Unarmed Strike</b>\nYou are considered to be armed
even when unarmed � you can make unarmed attacks that deal 1d3 bludgeoning damage
(if Medium, 1d2 if Small).\n<b>AC Bonus</b>\nWhen unarmored and unencumbered, the
monk adds his <link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> bonus (if any) to
his <link=\"Encyclopedia:Armor_Class\"><b>AC</b></link> and
<link=\"Encyclopedia:CMD\"><b>CMD</b></link>. In addition, a monk gains a +1 bonus
to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels
thereafter, up to a maximum of +5 at 20th level.\nThese bonuses to AC apply even
against touch attacks or when the monk is flat-footed. He loses these bonuses when
he is immobilized or helpless, when he wears any armor, when he carries a shield,
or when he carries a medium or heavy load.\n<b>Stunning Fist</b>\nYou know just
where to strike to temporarily stun a foe.\nStunning Fist forces a foe damaged by
your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character
level + your Wis modifier), in addition to dealing damage normally. A defender who
fails this saving throw is stunned for 1 round (until just before your next turn).
A stunned character drops everything held, can't take actions, loses any Dexterity
bonus to AC, and takes a �2 penalty to AC. You may attempt a stunning attack once
per day for every four levels you have attained (but see Special), and no more than
once per round. Constructs, oozes, plants, undead, incorporeal creatures, and
creatures immune to critical hits cannot be stunned.\n<b>Monk Bonus Feat</b>\nAt
1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus
feat. These feats must be taken from the following list: Combat Reflexes, Dodge,
Crane Style, Blind Fight, Improved Initiative\nAt 6th level, the following feats
are added to the list: Improved Trip, Improved Disarm\nAt 10th level, the following
feats are added to the list: Improved Critical.\nA monk need not have any of the
prerequisites normally required for these feats to select
them.\n<b>Evasion</b>\nCharacter can avoid even magical and unusual attacks with
great agility. If a character makes a successful Reflex saving throw against an
attack that normally deals half damage on a successful save, he instead takes no
damage. A helpless character does not gain the benefit of evasion.\n<b>Improved
Evasion</b>\nThis ability works like evasion, except that while the character still
takes no damage on a successful Reflex saving throw against attacks, he henceforth
takes only half damage on a failed save. A helpless character does not gain the
benefit of improved evasion.\n<b>Ki Pool</b>\nAt 3rd level, a monk gains a pool of
ki points, supernatural energy he can use to accomplish amazing feats. The number
of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier.
As long as he has at least 1 point in his ki pool, he can make a ki strike.\nAt 3rd
level, ki strike allows his unarmed attacks to be treated as magic weapons for the
purpose of overcoming damage reduction.\nAt 7th level, his unarmed attacks are also
treated as cold iron and silver for the purpose of overcoming damage reduction.\nAt
10th level, his unarmed attacks are also treated as lawful weapons for the purpose
of overcoming damage reduction.\nAt 16th level, his unarmed attacks are treated as
adamantine weapons for the purpose of overcoming damage reduction and bypassing
hardness.\nBy spending 1 point from his ki pool as a swift action, a monk can make
one additional unarmed strike at his highest attack bonus when making a flurry of
blows attack. This bonus attack stacks with all bonus attacks gained from flurry of
blows, as well as those from haste and similar effects. A monk gains additional
powers that consume points from his ki pool as he gains levels.\nThe ki pool is
replenished each morning after 8 hours of rest or meditation; these hours do not
need to be consecutive.\n<b>Fast Movement</b>\nAt 3rd level, a monk gains a 10
enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy
load loses this extra speed.\nFor every 3 levels above the 3rd the bonus improves
by 10ft.\n<b>Ki Strike � Magic</b>\nAt 3rd level, ki strike allows monk's unarmed
attacks to be treated as magic weapons for the purpose of overcoming damage
reduction.\n<b>Still mind</b>\nAt 4th level, a monk gains a +2 bonus on saving
throws against enchantment spells and effects.\nKi Power\nAt 4th level and every 2
levels thereafter, a monk can select one ki power. These powers allow the monk to
perform amazing feats of mystical power and acrobatic prowess by expending points
from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers
require the monk to be of a specific level or higher before they can be chosen.
Unless otherwise noted, a monk cannot select an individual ki power more than
once.\n<b>Stunning Fist: Fatigue</b>\nThis ability works as Stunning Fist, but
makes the target fatigued for 1 minute on a failed save instead of stunning for 1
round.\n<b>Purity of Body</b>\nAt 5th level, a monk gains immunity to all diseases,
including supernatural and magical diseases.\n<b>Style Strike</b>\nAt 5th level, a
monk can learn one type of style strike. Whenever he makes a flurry of blows, he
can designate one of his unarmed strikes as a style strike. This attack is resolved
as normal, but it has an additional effect depending on the type of strike chosen.
At 9th level, and every 4 levels thereafter, a monk learns an additional style
strike. He must choose which style strike to apply before the attack roll is made.
At 15th level, he can designate up to two of his unarmed strikes each round as a
style strike, and each one can be a different type.\n<b>Ki Strike � Cold Iron and
Silver</b>\nAt 7th level, monk's unarmed attacks are also treated as cold iron and
silver for the purpose of overcoming damage reduction.\n<b>Stunning Fist:
Sicken</b>\nThis ability works as Stunning Fist, but makes the target sickened for
1 minute on a failed save instead of stunning for 1 round.\n<b>Ki Strike �
Lawful</b>\nAt 10th level, monk's unarmed attacks are also treated as lawful
weapons for the purpose of overcoming damage reduction.\n<b>Ki Strike �
Adamantine</b>\nAt 16th level, monk's unarmed attacks are treated as adamantine
weapons for the purpose of overcoming damage reduction and bypassing
hardness.\n<b>Ki power: Perfect Self</b>\nAt 20th level, a monk becomes a magical
creature. The monk gains damage reduction 10/chaotic, which allows him to ignore
the first 10 points of damage from any attack made
by a nonchaotic weapon or by any natural attack made by a creature that doesn't
have similar damage reduction.\n<b>Selectable Features</b>\n<b>Ki power: Abundant
Step</b>\nAt 8th level or higher, a monk can slip magically between spaces, as if
using the spell dimension door. Using this ability is a move action that consumes 2
points from his ki pool. He cannot take other creatures with him when he uses this
ability.\n<b>Ki power: Barkskin</b>\nA monk with this ki power can spend 1 point
from his ki pool as a standard action to grant himself a tough skin. The effect
grants a +2 enhancement bonus to monk's existing natural armor bonus. This
enhancement bonus increases by 1 for every three caster levels above 3rd, to a
maximum of +5 at 12th level.\n<b>Ki power: Cold Ice Strike</b>\nA monk with this ki
power can spend 3 point from his ki pool as a swift action to create a shredding
flurry of ice slivers, which blast from his hand in a line. The line deals 1d6
points of cold damage per caster level (maximum 15d6).\n<b>Ki power: Diamond
body</b>\nA monk gains immunity to poisons of all kinds.\n<b>Ki power: Diamond
Soul</b>\nA monk gains spell resistance equal to his current monk level + 10. In
order to affect the monk with a spell, a spellcaster must get a result on a caster
level check (1d20 + caster level) that equals or exceeds the monk's spell
resistance.\n<b>Ki power: Extra attack</b>\nBy spending 1 point from his ki pool as
a swift action, a monk can make one additional unarmed strike at his highest attack
bonus when making a flurry of blows attack. This bonus attack stacks with all bonus
attacks gained from flurry of blows, as well as those from haste and similar
effects.\n<b>Ki power: Poison</b>\nA monk with this ki power can spend 2 point from
his ki pool as a standard action to infect the subject with a horrible poison by
making a successful melee touch attack. This poison deals 1d3 Constitution damage
per round for 6 rounds.\n<b>Ki power: Quivering Palm</b>\nA monk can set up
vibrations within the body of another creature that can thereafter be fatal if the
monk so desires. Target must make a Fortitude saving throw (DC 10 + 1/2 the monk's
level + the monk's Wis modifier) or die. Using this ability is a standard action
that costs 4 ki points.\n<b>Ki power: Restoration</b>\nA monk with this ki power
can spend 2 point from his ki pool as a standard action to dispel temporary
negative levels or one permanent negative level.\nRestoration cures all temporary
ability damage, and it restores all points permanently drained from a single
ability score. It also eliminates any fatigue or exhaustion suffered by the
target.\n<b>Ki power: Scorching Ray</b>\nA monk with this ki power can spend 2
point from his ki pool as a standard action to blast his enemies with a searing
beam of fire. Monk may fire one ray, plus one additional ray for every four levels
beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged
touch attack to hit and deals 4d6 points of fire damage.\n<b>Ki power: Shout</b>\nA
monk with this ki power can spend 3 point from his ki pool as a standard action to
unleash a sudden blast of sonic energy that strikes his opponent. The target takes
1d6 points of sonic damage per level (maximum 20d6) and is stunned for 1 round; a
successful Fortitude save reduces the damage by half and negates the stun.\n<b>Ki
power: Spit Venom</b>\nA monk with this ki power can spend 2 point from his ki pool
as a standard action to spit a stream of venom at a target using a ranged touch
attack. If the venom hits, it causes blindness for 1 round. The target must also
save or be poisoned by black adder venom; the DC in successive rounds of the poison
is equal to the spell's DC.\n<b>Sensei Advice: Sudden Speed</b>\nA monk with this
ki power can spend 1 point from his ki pool as a swift action to grant himself a
sudden burst of speed. This increases the monk's base land speed by 30 feet for 1
minute.\n<b>Ki power: True Strike</b>\nA monk with this ki power can spend 1 point
from his ki pool as a standart action to gain temporary, intuitive insight into the
immediate future during his next attack. Monk's next single attack roll (if it is
made before the end of the next round) gains a +20 insight bonus. Additionally, he
is not affected by the miss chance that applies to attackers trying to strike a
concealed target.\n<b>Ki power: Wholeness of Body</b>\nBy spending 2 point from his
ki pool as a standard action monk can heal a number of hit points of damage equal
to his monk level."
},
{
"Key": "cedbb61a-17e9-4ee8-818f-ebd1faf7e71a",
"Value": "Monk"
},
{
"Key": "cb033918-cf33-4a60-b952-d30238b328ab",
"Value": "Sometimes your character has to make difficult decisions, relying
on their conscience (or lack thereof). Such decisions impact your character's
<link=\"Encyclopedia:Alignment\"><b>alignment</b></link>, gradually shifting your
character toward good or evil, lawful or chaotic. Some dialogues feature special
options that are available only to characters with certain alignments. Your choices
may also have negative consequences for your character, especially for classes that
heavily rely on their deities (paladins, clerics, inquisitors, druids, etc.)."
},
{
"Key": "e2406116-210c-4d9e-9a81-245edc54024c",
"Value": "Moral Choices"
},
{
"Key": "38e03fe0-ab12-46e3-9888-e7086d8fbe85",
"Value": "Movanic devas serve as infantry in the celestial armies, though
they spend most of their time patrolling the Positive, Negative, and Material
Planes. On the Positive Plane, they watch over wandering good souls, which
sometimes puts them into conflict with the jyoti. On the Negative Plane, they
battle undead, the sceaduinar, and the other strange things that hunt in the hungry
void. Their rare visits to the Material Plane are usually to help powerful mortals
when a great menace threatens to plunge an entire realm into evil."
},
{
"Key": "4355ab7d-42de-495d-a99b-f8415bd85ca7",
"Value": "Movanic Deva"
},
{
"Key": "abdce2af-6b1b-473f-a7a1-279fefae1ec9",
"Value": "Click on the location you want to walk to, and your character will
start moving toward it. The location will be marked with a special symbol. If the
location is inaccessible, the symbol will instead appear in the nearest accessible
location."
},
{
"Key": "367be9b9-9a53-4774-bdd8-e4e1c19fb1f3",
"Value": "Movement"
},
{
"Key": "1cf2a349-5642-493d-9e09-28b9a54b049e",
"Value": "A move action allows you to move up to your speed or perform an
action that takes a similar amount of time.\nYou can take a move action in place of
a <link=\"Encyclopedia:Standard_Actions\"><b>standard action</b></link>."
},
{
"Key": "95079738-a763-492a-8f68-2e8c27564fb6",
"Value": "Move Action"
},
{
"Key": "77d80ba4-a21e-4991-b62d-26f68006eaf2",
"Value": "Necromancy spells manipulate the power of death, unlife, and the
life force. Spells involving undead creatures make up a large part of this school."
},
{
"Key": "c84cf3eb-6085-418b-aa04-93607e0ea9d0",
"Value": "Necromancy"
},
{
"Key": "ba358e7a-c09d-413c-8547-47c699df232a",
"Value": "Nereids are capricious and often dangerous aquatic fey that appear
as strikingly beautiful women, often seen bathing unclothed in the water.\nMany
sailors have met their doom following a nereid, for though a nereid's beauty is
otherworldly, her watery kiss is death. Others seek out nereids, for if one can
secure control over the creature's shawl, the cloth can be used to force the
nereid's compliance. A nereid forced to obey in this manner immediately attempts to
slay her master as soon as she can secure her shawl's safety."
},
{
"Key": "baf3b6c5-8eae-4c22-9bfc-682d1ce496fe",
"Value": "Nereid"
},
{
"Key": "87d66540-5e44-4507-bbb1-642ec2403b96",
"Value": "Ancient Osirian legends speak of the god-king Nethys, a man whose
monomaniacal pursuit of magic opened the fabric of reality to his probing vision,
revealing to him the secrets of creation in this world and in the Great Beyond. The
sight catapulted him to godhood and tore apart his sanity, creating two minds in
one body. Now his fractured mind seeks both to cleanse the world through its
destruction and to guard and heal it, to bend and preserve it, to conquer and free
it. Nethys is a god of two warring personalities, prone to sudden and unexpected
mood swings. He teaches that the use of magic for its own sake is the highest
calling of mortals, for it is only through magic that one can change reality
itself, and he embraces all who take up magical study. He does not care about the
type of magic involved or the ends to which people turn it, only that they honor it
and exult in its gifts. He represents all magic, from the most benign healing
spells to the vilest necromancy, and mortal spellcasters of all alignments ask for
his blessing.\nNethys's only concern is magic � its use, creation, and innovation.
He is aware of his mortal worshipers and rewards their devotion with divine power,
but not for their use of magic alone. When some mortal tyrant outlaws the use of
magic, Nethys expects his followers to intervene, though he issues no call to
crusade. Likewise, those who perceive new avenues of magic and pursue them gain his
favor, regardless of the nature or purpose of the magic. His total awareness means
he sees every success and every failure, from the first cantrip learned by a
fledgling hedge wizard to the rudiments of star-exploding magic developed on the
farthest-flung planet.\nOther gods may take parental roles toward their churches,
but Nethys acts more like the volatile but dispassionate guardian of an estate,
unconcerned about individual heirs as long as the vast legacy of the family
continues. Queries made of the All-Seeing Eye via commune and similar spells always
give accurate information, but his tone might range from amused to cold to
disappointed to enraged, seemingly without rhyme or reason. Other deities have
tried to stabilize or cure his shattered mind and violent mood swings, but he
inevitably perceives any progress as a depletion of his energy and negates their
efforts. His allies have learned to tolerate his ever-changing nature, keeping him
at a respectful arm's length for the sake of his knowledge.\nNethys is a proponent
of magic for all purposes, even frivolous or wasteful ones. Magic is an infinite
resource that permeates all dimensions, and thus he insists there is no need to
limit its use for fear of its eventual depletion. He sees magic-drained places like
the Mana Wastes as aberrations, tumors in the world that can be excised, though
dealing with them is not a high priority unless they begin to grow and threaten the
healthy flow of magic elsewhere. Nethys isn't averse to technology unless it
interferes with or supplants magic; indeed, he relishes the blending of technology
and magic.\nNethys normally appears as a male human crackling with power, one side
of him burned and broken, the other half calm and serene. This duality is usually
emphasized in artwork, which often depicts the god releasing terrible magic from
his broken side even as he casts spells from his good side to heal the wounds he
just caused. Though he is generally depicted as Garundi, some regional temples
deviate from this by showing him as a member of a prominent local race or as an
Azlanti.\nOutside of promoting the use of magic and embracing those who engage in
it, Nethys is supremely indifferent to both mortals and other deities. Pleas for
mercy or justice, incitements to violence, and invocations of fairness or the
balance of power have no effect on him; he acts in the interest of increasing
magical knowledge or according to his whim, but is otherwise unpredictable and
unreliable. He is not known for showing favor or wrath to his followers or enemies
in the form of divine intervention, a fact that many of his worshipers note with
some pride. Layfolk, especially peasants, believe that invoking his name may help
to ward off curses, hexes, the evil eye, and other superstitions, though his utter
disregard for those who do not practice magic means these invocations fall on deaf
ears. The devout believe that zones of unpredictable magic manifest where Nethys
passes close to the Material Plane, though there is no confirmation of this from
the god himself. Likewise, his church teaches that the manifestation of zones
of \"empty magic\" (where magic simply doesn't function) are indications of his
anger at someone or something in that area, though there is no evidence that this
is true.\nHis holy symbol is his face, half black and half white, which might be
highly detailed or abstracted to little more than a two-tone, shield-shaped mask
without holes.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b>
Neutral\n<b>Cleric Alignment:</b> NG, LN, N, CN, NE\n<b>Domains:</b>
<link=\"Encyclopedia:Destruction_Domain\"><b>Destruction</b></link>,
<link=\"Encyclopedia:Knowledge_Domain\"><b>Knowledge</b></link>,
<link=\"Encyclopedia:Magic_Domain\"><b>Magic</b></link>,
<link=\"Encyclopedia:Protection_Domain\"><b>Protection</b></link>,
<link=\"Encyclopedia:Rune_Domain\"><b>Rune</b></link>\n<b>Favored Weapon:</b>
Quarterstaff"
},
{
"Key": "8f57b854-10f9-4e4f-bc01-2a671e1ccd1a",
"Value": "Nethys"
},
{
"Key": "27dbcfba-e969-4a95-a5fc-ce485dffa220",
"Value": "This eerie horse-like creature's skin is an inky blackness. Fire
spurts from its hair and nostrils, and its hooves spray sparks.\nNightmares are
flaming harbingers of death. They allow only the most evil of creatures to ride
them, and are never mere mounts, but rather willing partners in destruction.\nThe
cauchemar is a more dangerous variant of the nightmare, particularly valued for its
ability to enter the Ethereal Plane with its rider in addition to being able to use
plane shift to invade other realities."
},
{
"Key": "731737e0-3dca-4d56-a45f-9ae030001b77",
"Value": "Nightmare"
},
{
"Key": "a7d2fc49-19af-48b9-8663-2d7bc9a9e6e8",
"Value": "Nixies are guardians of ponds, rivers, lakes, and springs. They
prefer dwelling in idyllic places, which they protect from the depredations of
predators and careless humanoids. While this often involves confusing enemies and
driving foes away, nixies are not afraid of spilling blood to protect their homes �
though they prefer not to resort to such means unless completely necessary. Nixies
are 4 feet tall and rarely weigh more than 45 pounds.\nNixies avoid combat if
possible, using charm person to lead humanoids away from their lairs. They
sometimes use this ability to enslave people to act as protectors or help with a
task that is simply too big for them to deal with. They cast water breathing on
charmed creatures helping with tasks below the surface. Nixies are reclusive and
prefer to keep their presence hidden. They make lairs underwater, forming small
communities if their numbers are great enough.\nLegends speak of a secret nixie
kingdom at the bottom of a great lake, but no one has yet confirmed its location."
},
{
"Key": "cb8c351e-e587-4844-a7c8-a56508b22d3a",
"Value": "Nixie"
},
{
"Key": "67361af4-376d-4bdd-abf2-935c2d7e9bb2",
"Value": "Nobility Domain"
},
{
"Key": "7a3ccf8e-3e8f-42c2-baca-240b0540560f",
"Value": "Norgorber is one of the Ascended, a mortal who triumphed in the
Test of the Starstone and took the mantle of the god of killers and spies. Little
is known of his life as a mortal, for he has concealed this information so others
can't use it against him � possibly murdering those who knew him. He has wiped
knowledge of his past from even the memories of the other gods, becoming an enigma
to all. Only his most favored worshipers know enough about his goals to help bring
his plans to fruition in the world, and sometimes he wipes the knowledge from their
minds when their tasks are done to better preserve his secrets. Some sages believe
that if Norgorber's true nature were discovered, he would be undone � perhaps as a
side effect of his passing the Test of the Starstone, or perhaps as fallout from
some sacrifice he made for greater power. He is subtle, devious, and cunning, a
cold killer who hides in shadows and trades on his power and information. He is a
master of secrets, a true gamesman, and he welcomes all into his church � for
eventually, all have secrets for which they would kill.\nIn artwork, Norgorber is
most often represented only by his holy symbol: a featureless black mask, often
polished to a mirror sheen. Some artists evoke his presence with a black masklike
badge or an empty black glove, and worshipers have been known to nail a black glove
to a door as a warning to someone who has offended the cult. He is sometimes shown
as an invisible man dressed in the garb of a thief, or a hooded, spectre-like
figure with an obscured face and sinister black gloves. Those who try to paint or
sculpt him as a recognizable figure, even if the image is purely from the artist's
imagination and not based on any knowledge or insight, find their hands fumbling
and their work increasingly erratic. If they persist, their motor control is often
permanently afflicted. Wiser priests of his church say this is because if the god
blotted out only accurate depictions of him, mortals could deduce his true
appearance by determining what they are not allowed to paint, so instead he hinders
all attempts to portray his visage. When he manifests to mortals, he appears to be
a normal human dressed in brown and black, of average height and build, always with
his face concealed or entirely invisible, and vaguely threatening even when
speaking pleasantly.\nNorgorber treasures secrets like a merchant loves gold,
whether the secret is his own or belongs to a mortal or supernatural creature. He
trades them for more valuable secrets, gives them away if such knowledge serves his
long-term goals, and takes them from volunteers who can't trust themselves not to
speak of what they know. He modifies memories or kills to preserve secrets. He is
not a god of lies, but will use them to protect the truth of the matter or make it
more valuable, though he dislikes altering knowledge to change truth into
falsehood. Norgorber understands that controlling something is having power over
that thing, and having power leads to the desire for more. He knows there may be
negative consequences for acting openly, and instead uses deceptive, circumspect,
and insidious efforts like blackmail and poison. Of course, some poisons are merely
an inconvenience to the target, while some targets are easier to eliminate than to
threaten or persuade. Together, these ideas make Norgorber the god of secrets,
greed, poison, and murder � four pernicious traits interwoven to create a
treacherous whole.\nNorgorber's realm in the Great Beyond is a network of sprawling
tunnels and caverns beneath the perfect city of Axis. Its shadows and dark
inhabitants hum silently with secret intent, bending the letter and spirit of
Axis's laws but never going so far as to disrupt its perfect order. The domain
connects to various points in Axis, sometimes in defiance of normal perceptions of
time and space. Norgorber's presence and that of his followers is like the grease
in a complex mechanism: messy and hidden away, but crucial to its overall
function.\nThe god of secrets is subtle in his interventions. When he is pleased, a
pickpocket finds a gold coin in an otherwise poor man's purse, a spy overhears a
juicy bit of information from an unexpected source, a poisoned weapon retains its
coating for a second attack, or a guard dies with only a quiet gurgle. When he's
roused to anger, his ire is carefully measured. A thief finds she's lost the jewel
she was supposed to steal, a speaker completely forgets whatever important topic he
was talking about, an envenomed blade nicks the hand of a master assassin, or a
skilled murderer finds himself downed by a lucky blow from an alley thug. Norgorber
is disinclined to kill followers who fail him, provided they're still useful, and
prefers to instead punish them with humiliation, sickness, or a crippling injury
for a time, wiping key information from their minds to preserve his master plan.
However, he has been known to dispose of those who are of no further use to him,
especially those whose lives could be a threat to his objectives and whose deaths
can serve as a lesson to surviving members of the
cult.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Neutral
evil\n<b>Cleric Alignment:</b> N, LE, NE, CE\n<b>Domains:</b>
<link=\"Encyclopedia:Charm_Domain\"><b>Charm</b></link>,
<link=\"Encyclopedia:Death_Domain\"><b>Death</b></link>,
<link=\"Encyclopedia:Evil_Domain\"><b>Evil</b></link>,
<link=\"Encyclopedia:Knowledge_Domain\"><b>Knowledge</b></link>,
<link=\"Encyclopedia:Trickery_Domain\"><b>Trickery</b></link>\n<b>Favored
Weapon:</b> Short sword"
},
{
"Key": "ffda04d4-3a81-4b5a-8b8a-013fb013b8e3",
"Value": "Norgorber"
},
{
"Key": "3b6545c5-2d55-4d13-ba8b-1c6cd9afa5f8",
"Value": "Some activities are so minor that they are not even considered free
actions. They literally don't take any time at all to do and are considered an
inherent part of doing something else, such as nocking an arrow as part of an
attack with a bow."
},
{
"Key": "bc3dddac-7325-496d-ab33-9471ec596738",
"Value": "Not an Action"
},
{
"Key": "7dde4ec7-9f82-4d18-9311-466fecde0ce3",
"Value": "Many have lost their lives in vain search of the beauty of the
nymph, and many more to the madness and obsession their grace has upon minds and
bodies unprepared for their companionship. Yet the nymph herself is not a cruel
creature � a guardian of nature's purest places and most beautiful realms, she
treats those who respect her and her abode with kindness, and may even favor
someone who takes her fancy with magical gifts. Yet those who would seek to abuse
or harm her or her home quickly find that behind her beauty is a fierce protector
more than capable of defending her charge."
},
{
"Key": "d5b64eb2-274f-4c10-8f5c-8196bd15d433",
"Value": "Nymph"
},
{
"Key": "8ca3e0b8-2632-41e0-ac5d-ff3ce0ef88d2",
"Value": "The origin of the owlbear is a subject of great debate among
scholars of the monstrous creatures of the world. However, most concur that at some
point in the distant past, a deranged wizard created the original specimens by
crossing an owl with a bear � perhaps as proof of some insane concept about the
nature of life, but possibly out of sheer lunacy. Whatever the original purpose of
such a freakish creation as the owlbear, the creature bred true and has become
quite well established in woodlands across the world, where it plays a key role in
a region's ecosystem as an apex predator.\nOwlbears are notoriously bloodthirsty
killers, well known for their short tempers, aggression, and savage nature. They
tend to attack without provocation, slaughtering any living creatures that cross
their paths.\nMany scholars that have encountered these creatures in the wild have
noted that they all have red-rimmed eyes that roll about wildly when they close in
for an attack. This is sometimes presented as a sign of madness, suggesting that
all owlbears are born with a pathological need to fight and kill, but more level-
headed researchers believe that it's simply part of the way the massive bird-
beast's keen eyes are constructed.\nOwlbears generally inhabit desolate areas of
the wilderness, making their messy lairs within wild forests or inside dark,
shallow caverns. They are equally adept at hunting during the day and at night,
depending upon the prey available near their lairs. Adult owlbears live in mated
pairs, and hunt in small groups, leaving their young behind in their lairs while
they search for prey.\nWhile it is considered impossible to truly domesticate
owlbears due to their feral natures, they can still be used as guardians if
contained within an area but allowed to roam and hunt freely there. A full-grown
male can stand as tall as 8 feet and weighs up to 1,500 pounds."
},
{
"Key": "4d839e1a-7c82-456c-aa2a-735752d44ea2",
"Value": "Owlbear"
},
{
"Key": "86fb00d0-c141-4e15-9aa0-569a42dfb013",
"Value": "Paladin"
},
{
"Key": "3d073108-eea3-4022-b72e-6b50aa50af74",
"Value": "Through a select, worthy few shines the power of the divine. Called
paladins, these noble souls dedicate their swords and lives to the battle against
evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine
justice but to embody the teachings of the virtuous deities they serve. In pursuit
of their lofty goals, they adhere to ironclad laws of morality and discipline. As
reward for their righteousness, these holy champions are blessed with boons to aid
them in their quests: powers to banish evil, heal the innocent, and inspire the
faithful. Although their convictions might lead them into conflict with the very
souls they would save, paladins weather endless challenges of faith and dark
temptations, risking their lives to do right and fighting to bring about a brighter
future.\n<b>Role</b>: Paladins serve as beacons for their allies within the chaos
of battle. While deadly opponents of evil, they can also empower goodly souls to
aid in their crusades. Their magic and martial skills also make them well suited to
defending others and blessing the fallen with the strength to continue
fighting.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Lawful
good\n<b>Hit Die:</b> d10\n<b>Skill Ranks per Level:</b> 1 + Int modifier\n<b>Base
Features</b>\n<b>Paladin Proficiencies</b>\nPaladins are proficient with all simple
and martial weapons, with all types of armor (heavy, medium, and light), and with
shields (except tower shields).\n<b>Alignment Restriction</b>\nA paladin who ceases
to be lawful good loses all paladin spells and class features.\nA druid who changes
to a prohibited alignment loses all spells and druid abilities (including her
animal companion, but not including weapon, armor, and shield proficiencies). She
cannot thereafter gain levels as a druid until she changes the alignment
back.\n<b>Deity Selection</b>\nA deity, also known as a god or goddess, is a being
or force of incredible power capable of granting its power to mortal beings through
divine magic. A deity is strongly associated with a specific alignment, several
domains, and a plane (typically an Outer Sphere plane).\n<b>Smite Evil</b>\nOnce
per day, a paladin can call out to the powers of good to aid her in her struggle
against evil. As a swift action, the paladin chooses one target within sight to
smite. If this target is evil, the paladin adds her
<link=\"Encyclopedia:Charisma\"><b>Charisma</b></link> bonus (if any) to her attack
rolls and adds her paladin level to all damage rolls made against the target of her
smite. If the target of smite evil is an outsider with the evil subtype, an evil-
aligned dragon, or an undead creature, the bonus to damage on the first successful
attack increases to 2 points of damage per level the paladin possesses. Regardless
of the target, smite evil attacks automatically bypass any DR the creature might
possess.\nIn addition, while smite evil is in effect, the paladin gains a
deflection bonus equal to her Charisma modifier (if any) to her AC against attacks
made by the target of the smite. If the paladin targets a creature that is not
evil, the smite is wasted with no effect.\nThe smite evil effect remains until the
target of the smite is dead or the next time the paladin rests and regains her uses
of this ability. At 4th level, and at every three levels thereafter, the paladin
may smite evil one additional time per day.\n<b>Divine Grace</b>\nAt 2nd level, a
paladin gains a bonus equal to her Charisma bonus (if any) on all
<link=\"Encyclopedia:Saving_Throw\"><b>Saving Throws</b></link>.\n<b>Lay On Hands �
Others</b>\nBeginning at 2nd level, a paladin can heal wounds (her own or those of
others) by touch. Each day she can use this ability a number of times equal to 1/2
her paladin level plus her Charisma modifier. With one use of this ability, a
paladin can heal 1d6 hit points of damage for every two paladin levels she
possesses. Using this ability is a standard action, unless the paladin targets
herself, in which case it is a swift action.\nAlternatively, a paladin can use this
healing power to deal damage to undead creatures, dealing 1d6 points of damage for
every two levels the paladin possesses. Using lay on hands in this way requires a
successful melee touch attack and doesn't provoke an attack of opportunity. Undead
do not receive a saving throw against this damage.\n<b>Aura of Courage</b>\nAt 3rd
level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet
of her gains a +4 morale bonus on saving throws against fear effects.\nThis ability
functions only while the paladin is conscious, not if she is unconscious or
dead.\n<b>Divine Health</b>\nAt 3rd level, a paladin is immune to all diseases,
including supernatural and magical diseases, including mummy rot.\n<b>Mercy</b>\nAt
3rd level, and every three levels thereafter, a paladin can select one mercy.\nEach
mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin
uses lay on hands to heal damage to one target, the target also receives the
additional effects from all of the mercies possessed by the paladin.\n<b>Channel
Positive Energy</b>\nWhen a paladin reaches 4th level, she gains the supernatural
ability to channel positive energy like a cleric. Using this ability consumes two
uses of her lay on hands ability. This energy can be used to cause or heal damage,
depending on the creatures targeted.\nPaladin channels positive energy and can
choose to deal damage to undead creatures or to heal living creatures.\nChanneling
positive energy causes a burst that affects all creatures of one type (either
undead or living) in a 30-foot radius centered on the paladin. The amount of damage
dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for
every two paladin levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures
that take damage from channeled energy receive a Will save to halve the damage. The
DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma
modifier. Creatures healed by channel energy cannot exceed their maximum hit point
total�all excess healing is lost.\nThis is a standard action that does not provoke
an attack of opportunity.\n<b>Divine Weapon Bond (+1)</b>\nUpon reaching 5th level,
a paladin forms a divine bond with her weapon. As a standard action she can call
upon the aid of a celestial spirit for 1 minute per paladin level.\nAt 5th level,
this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond
5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th
level. These bonuses can be added to the weapon, stacking with existing weapon
bonuses to a maximum of +5.\nAlternatively, they can be used to add any of the
following weapon properties: axiomatic, brilliant energy, defending, disruption,
flaming, flaming burst, holy, keen, and speed. Adding these properties consumes an
amount of bonus equal to the property's cost. These bonuses are added to any
properties the weapon already has, but duplicate abilities do not stack.\nA paladin
can use this ability once per day at 5th level, and one additional time per day for
every four levels beyond 5th, to a total of four times per day at 17th
level.\n<b>Aura of Resolve</b>\nAt 8th level, a paladin is immune to charm spells
and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus
on saving throws against charm effects.\nThis ability functions only while the
paladin is conscious, not if she is unconscious or dead.\n<b>Aura of
justice</b>\nAt 11th level, a paladin can expend two uses of her smite evil ability
to grant the ability to smite evil to all allies for 1 minute, using her bonuses.
As a swift action, the paladin chooses one target within sight to smite. If this
target is evil, paladins allies add her Cha bonus (if any) to their attack rolls
and add her Paladin level to all damage rolls made against the target of her smite.
Smite evil attacks automatically bypass any DR the creature might possess.\nIn
addition, while smite evil is in effect, paladins allies gain a deflection bonus
equal to her Charisma modifier (if any) to their AC against attacks made by the
target of this smite. If the paladin targets a creature that is not evil, this
smite is wasted with no effect.\n<b>Aura of Faith</b>\nAt 14th level, a paladin's
weapons are treated as good-aligned for the purposes of overcoming Damage
Reduction. Any attack made against an enemy within 10 feet of her is treated as
good-aligned for the purposes of overcoming Damage Reduction.\nThis ability
functions only while the paladin is conscious, not if she is unconscious or
dead.\n<b>Aura of Righteousness</b>\nAt 17th level, a paladin gains DR 5/evil and
immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of
her gains a +4 morale bonus on saving throws against compulsion effects.\nThis
ability functions only while the paladin is conscious, not if she is unconscious or
dead.\n<b>Holy Champion</b>\nAt 20th level, a paladin becomes a conduit for the
power of her god. Her DR increases to 10/evil and whenever she channels positive
energy or uses lay on hands to heal a creature, she heals the maximum possible
amount."
},
{
"Key": "5c2b77cd-82a9-4bc7-aed5-dd1ab126c3af",
"Value": "Paladin"
},
{
"Key": "683122d6-b5bd-45cc-9515-448447940356",
"Value": "(<link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link>)\nThis skill
represents character's acuity of your senses allows you to notice fine details, see
danger coming, and tell when people are lying or otherwise behaving
suspiciously.\nYou apply your character's Perception skill to checks required
for:\n� Discern secret messages.\n� Get hunches.\n� Notice creatures and
details.\n� Search locations.\n� Sense enchantments.\n� Sense motives."
},
{
"Key": "25384e7b-52ec-435b-8580-77e5752decd4",
"Value": "Perception"
},
{
"Key": "5b839006-dea0-430f-9c62-97ad7d870fac",
"Value": "(<link=\"Encyclopedia:Charisma\"><b>Charisma</b></link>)\nThis
skill represents character's talent to manipulate other people through negotiation,
deceit, or intimidation.\nYou apply your character's Persuasion skill to checks
required for:\n� Change others' attitudes.\n� Create diversions.\n� Gather
information.\n� Intimidate.\n� Lie.\n� Make requests.\n� Pass secret messages."
},
{
"Key": "f5573d9c-9343-4b9e-8dd0-e6569f8e997d",
"Value": "Persuasion"
},
{
"Key": "a0e6385f-11c0-4ea4-bb4b-fa83128ee13b",
"Value": "Raised from the corpses of knights and soldiers slain by treachery
rather than battle or conflicts considered crimes even in the heat of war, phantom
armors appear as suits of animate armor, walking or floating of their own accord.
Most phantom armors haunt the halls and blasted battlefields where they were slain,
seeking revenge against their murderers or, should that prove impossible,
confronting any living creature that might give them the opportunity to do battle
once more. Dastardly necromancers have also discovered the process for binding
violent spirits to suits of armor, giving rise to eerie servants that combine
endless patience with cold brutality. Phantom armors come in many shapes and sizes;
some appear to be nothing more than animate helms while others resemble armored
giants."
},
{
"Key": "e20867b1-1d4e-41b3-adcb-6c0304479754",
"Value": "Phantom Armor"
},
{
"Key": "bbb86e1e-5a69-4e68-9867-0c8505159e83",
"Value": "Pharasma is the stern observer of life and death, scrutinizing the
tangled webs of fate and prophecy, mercilessly cold in the administration of her
duties. Having seen infants die, the righteous fall too soon, and tyrants live to
advanced age, she makes no judgment about the justness of a particular death, and
welcomes each birth with equal severity. At the moment of a mortal's birth, she
knows the many possible paths each soul could follow, but reserves her official
verdict until the last possible moment. Legends claim that Pharasma saw Aroden's
death approaching � and even judged him as she does for all those born as mortals �
but did nothing to warn even her own followers, many of whom were driven mad by the
event. Though prophecy is no longer reliable, prophets continue to be born, and
most of them are rendered insane by their confusing and contradictory visions.\nIn
art, Pharasma is depicted as a midwife, a mad prophet, or a reaper of the dead,
depending upon her role. Her visage usually has gray skin, white eyes, and white
hair. As the midwife, she is efficient and severe, hair pulled back and arms bare
from hands to the elbows. Pregnant women often carry tokens of this image on long
necklaces to protect their unborn children and grant them good lives. As the
prophet, Pharasma is wild-eyed and tangle-haired, and her words echo like thunder.
As the reaper, she is tall and gaunt, with a hooded black gown and an hourglass
with fast-flowing red sand, and is often shown seated on her throne and passing
judgment on mortal souls.\nSituated atop an impossibly tall spire, Pharasma's realm
in the afterworld � the Boneyard � looms over the perfectly ordered city-plane of
Axis. When mortals die, their souls join the vast River of Souls that flows through
the Astral Plane, and eventually deposits them in Pharasma's Boneyard at the top of
her spire. Once there, they stand in a great line, filtered through several courts
according to their alignment and supposed planar destination. Those who die before
experiencing their full fate might be lucky enough to return in this life or the
next, either spontaneously or by getting called home by resurrection magic, but
more often those who feel that they've met an untimely end discover that their
destiny was in fact always leading them to their particular moment of death,
however unjust or ignoble. Though she allows resurrection, the Lady of Graves
opposes undeath as a desecration of the memory of the flesh and a corruption of a
soul's path on its journey to her judgment. She encourages her followers to hunt
undead, as the souls of the destroyed undead will then reach her for judgment.\nAt
the heart of the Boneyard is Pharasma's Palace, a gothic structure built over the
exact center of the Spire. Psychopomps walk its pathways and quietly fly above its
walls, performing the administration of souls, and Pharasma's faithful are housed
within. Despite its light color and mood, the Palace is obviously a creation of the
goddess. It's unknown whether she made the Spire itself.\nPharasma manifests her
favor through the appearance of scarab beetles and whippoorwills, both of which
function as psychopomps (both in the figurative sense as guides for dead souls, as
well as in the literal sense as manifestations of the outsiders called
psychopomps). Black roses are thought to invite her favor and good luck, especially
if the stems sport no thorns. Her displeasure is often signified by cold chills
down the spine, bleeding from the nose or under the fingernails, an unexplained
taste of rich soil, the discovery of a dead whippoorwill, or the feeling that
something important has been forgotten. Pharasma also sometimes allows the spirits
of those who have died under mysterious conditions to transmit short messages to
their living kin to comfort them, expose a murderer, or haunt an enemy.\nPharasma's
holy symbol is a spiral of light, representing a soul, its journey from birth to
death to the afterlife, and the confusing path of deciphering
prophecy.\n<b>Alignment:</b> Neutral\n<b>Cleric Alignment:</b> NG, LN, N, CN,
NE\n<b>Domains:</b> <link=\"Encyclopedia:Death_Domain\"><b>Death</b></link>,
<link=\"Encyclopedia:Healing_Domain\"><b>Healing</b></link>,
<link=\"Encyclopedia:Knowledge_Domain\"><b>Knowledge</b></link>,
<link=\"Encyclopedia:Repose_Domain\"><b>Repose</b></link>,
<link=\"Encyclopedia:Water_Domain\"><b>Water</b></link>\n<b>Favored Weapon:</b>
Dagger"
},
{
"Key": "0912d5ca-323f-4ff6-8c09-1f1333e11771",
"Value": "Pharasma"
},
{
"Key": "55da4938-9687-418d-b41c-aa417589877e",
"Value": "Plant Domain"
},
{
"Key": "060496ed-ff89-447b-8b23-d70aee2e4ea1",
"Value": "Ponies are smaller breeds of horses better suited to halflings,
gnomes, and dwarves, but they also make fond pets for humans as well. They stand 3
to 4 feet tall and weigh about 600 pounds.\nA light load for a pony is up to 100
pounds, a medium load is 101�200 pounds, and a heavy load is 201�300 pounds. A pony
can drag 1,500 pounds. Like horses, ponies can be trained for combat, and such
mounts often serve <link=\"Encyclopedia:Halflings\"><b>halflings</b></link>,
<link=\"Encyclopedia:Gnomes\"><b>gnomes</b></link>, and other small races as steeds
in combat."
},
{
"Key": "5490b5c3-1f23-4805-8e2a-96d8402a462e",
"Value": "Pony"
},
{
"Key": "f1b44c7b-5331-4be4-a969-b5400fcc1785",
"Value": "Prestige classes"
},
{
"Key": "576a7bec-c5ee-4eb0-a98c-9640e4504b1b",
"Value": "Protection Domain"
},
{
"Key": "0c20a52c-bc1d-4e02-8b9f-13f46aaf3532",
"Value": "Purple worms are giant scavengers that inhabit the deepest regions
of the world, consuming any organic material that they encounter. They are
notorious for swallowing their prey whole. It is not uncommon to hear of a group of
adventurers vanishing down the ravenous maw of a purple worm, screaming as they
disappear one by one.\nAlthough they seek to consume living creatures, purple worms
also consume vast amounts of dirt and minerals as they burrow underground. The
insides of a purple worm may contain a considerable number of gemstones and other
items able to withstand the corrosive acid inside its gullet. In areas filled with
valuable minerals, such as those near dwarven mines, the natural tunnels created by
burrowing purple worms are often filled with vast amounts of unrefined ores.\nA
purple worm usually claims a large underground cavern as its den, and while it
returns here to rest and digest food, it spends the majority of its time on the
prowl, burrowing through the endless dark or slithering along established tunnels
in the constant drive to feed its immense hunger. Although not completely mindless,
purple worms are rather stupid. They make popular guardians for those who have the
magic to control them or a chamber in their lair large enough to hold one
captive.\nAlthough the deep-dwelling purple worm is the most common of its ilk,
variant immense worms of differing colors dwell in other remote wildernesses. A
sleek, mottled blue-and-green variant of the giant worm dwells in deep underground
lakes or tropical seas (this variant loses its burrow speed but increases its swim
speed to 40 feet). A deep crimson variant of even greater size dwells in remote
badlands and rocky deserts (this variant is never less than Colossal in size).
Other species doubtless remain to be discovered in the far corners of the world."
},
{
"Key": "6d79e280-eab1-4fb9-b761-259737832597",
"Value": "Purple Worm"
},
{
"Key": "47cf6baf-1daf-4806-8b54-dc088b00b8a6",
"Value": "These carnivorous plants prize human and elven flesh, but eat
anything they manage to catch. Quickwoods typically explore an area, taking note of
any oak trees, and then root themselves and wait for prey to wander by. They use
their oaksight ability to maintain constant surveillance of their hunting grounds
and send their roots out to drag likely prey back to them."
},
{
"Key": "6f2ff815-4662-4f5f-8c12-2c0f5d5d48ad",
"Value": "Quickwood"
},
{
"Key": "40762652-57ae-4a6e-83fa-bde83e63e357",
"Value": "Race is an important part of what makes characters who they are. It
both provides a starting point for character creation and sets the tone for a
character as it progresses. Race mixes biology and culture, then translates those
concepts into racial traits. Yet since both biology and culture are
mutable�especially when one considers the powerful forces of magic�racial traits
can be so diverse that two elves can be extremely different while still manifesting
aspects of their shared heritage and culture. A race's traits, its history, its
relations with other races, and the culture that all of these things imply�all of
these frame your character. Each race lists the languages a character of that race
automatically knows, as well as a number of bonus languages it may learn. A
character knows a number of additional bonus languages equal to his or her
Intelligence modifier."
},
{
"Key": "369afbbe-29be-4ad5-bd43-b941035b9d19",
"Value": "Race is an important part of what makes characters who they are. It
both provides a starting point for character creation and sets the tone for a
character as it progresses. Race mixes biology and culture, then translates those
concepts into racial traits. Yet since both biology and culture are mutable �
especially when one considers the powerful forces of magic � racial traits can be
so diverse that two elves can be extremely different while still manifesting
aspects of their shared heritage and culture. A race's traits, its history, its
relations with other races, and the culture that all of these things imply � all of
these frame your character."
},
{
"Key": "4e8c5c7e-a567-4251-90a0-cad2bc9775db",
"Value": "Race"
},
{
"Key": "ef91e207-5f6c-41cc-a59c-42e45dda0bf0",
"Value": "Ranger"
},
{
"Key": "3cef1839-1f26-4ff4-b4b5-4a4924e845b1",
"Value": "For those who relish the thrill of the hunt, there are only
predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much
in common: unique mastery of specialized weapons, skill at stalking even the most
elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable,
patient, and skilled hunters, these rangers hound man, beast, and monster alike,
gaining insight into the way of the predator, skill in varied environments, and
ever more lethal martial prowess. While some track man-eating creatures to protect
the frontier, others pursue more cunning game � even fugitives among their own
people.\n<b>Role</b>: Rangers are deft skirmishers, either in melee or at range,
capable of skillfully dancing in and out of battle. Their abilities allow them to
deal significant harm to specific types of foes, but their skills are valuable
against all manner of enemies.\n<b>Alignment:</b> Any\n<b>Hit Die:</b>
d10\n<b>Skill Ranks per Level:</b> 3 + Int modifier\n<b>Base
Features</b>\n<b>Ranger Proficiencies</b>\nA ranger is proficient with all simple
and martial weapons and with light armor, medium armor, and shields (except tower
shields).\n<b>Favored Enemy</b>\nAt 1st level, a ranger selects a creature type
from the ranger favored enemies table. He gets a +2 bonus on weapon attack and
damage rolls against them.\nAt 5th level and every five levels thereafter (10th,
15th, and 20th level), the ranger may select an additional favored enemy. In
addition, at each such interval, the bonus against any one favored enemy (including
the one just selected, if so desired) increases by +2.\nIf the ranger chooses
humanoids or outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table below. (Note that there are other types of
humanoid to choose from�those called out specifically on the table below are merely
the most common.) If a specific creature falls into more than one category of
favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is
higher.\n<b>Combat Style Feat</b>\nAt 2nd level, a ranger must select one combat
style to pursue.\nThe ranger's expertise manifests in the form of bonus feats at
2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat
style, even if he does not have the normal prerequisites.\n<b>Favored
Terrain</b>\nAt 3rd level, a ranger may select a type of terrain. The ranger gains
a +2 bonus on initiative checks and
<link=\"Encyclopedia:Knowledge_World\"><b>Knowledge (World)</b></link>,
<link=\"Encyclopedia:Lore_Nature\"><b>Lore (Nature)</b></link>,
<link=\"Encyclopedia:Perception\"><b>Perception</b></link>, and
<link=\"Encyclopedia:Stealth\"><b>Stealth</b></link> skill checks when he is in
this terrain.\nAt 8th level and every five levels thereafter, the ranger may select
an additional favored terrain. In addition, at each such interval, the skill bonus
and initiative bonus in any one favored terrain (including the one just selected,
if so desired), increases by +2.\n<b>Hunter's Bond</b>\nAt 4th level, a ranger
forms a bond with his hunting companions. This bond can take one of two forms. Once
the form is chosen, it cannot be changed. The first is a bond to his companions.
This bond allows him to spend a move action to grant half his favored enemy bonus
against a single target of the appropriate type to all allies within 30 feet who
can see or hear him. This bonus lasts for a number of rounds equal to the ranger's
Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy
bonuses possessed by his allies; they use whichever bonus is higher.\nThe second
option is to form a close bond with an animal companion. A ranger who selects an
animal companion can choose from the following list: eagle, dog, or wolf. This
animal is a loyal companion that accompanies the ranger on his adventures as
appropriate for its kind. A ranger's animal companion shares his favored enemy and
favored terrain bonuses.\nThis ability functions like the druid animal companion
ability (which is part of the Nature Bond class feature), except that the ranger's
effective druid level is equal to his ranger level �3.\n<b>Evasion</b>\nCharacter
can avoid even magical and unusual attacks with great agility. If a character makes
a successful Reflex saving throw against an attack that normally deals half damage
on a successful save, he instead takes no damage. A helpless character does not
gain the benefit of evasion.\n<b>Improved Evasion</b>\nThis ability works like
evasion, except that while the character still takes no damage on a successful
Reflex saving throw against attacks, he henceforth takes only half damage on a
failed save. A helpless character does not gain the benefit of improved
evasion.\n<b>Camouflage</b>\nA ranger of 12th level or higher can use the Stealth
skill to hide in any of his favored terrains, even while being observed.\n<b>Master
Hunter</b>\nA ranger of 20th level becomes a master hunter. He can always move at
full speed while using Survival to follow tracks without penalty. He can, as a
standard action, make a single attack against a favored enemy at his full attack
bonus. If the attack hits, the target takes damage normally and must make a
Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level
+ the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of
nonlethal damage equal to the creature's current hit points. A successful save
negates this damage. A ranger can use this ability once per day against each
favored enemy type he possesses, but not against the same creature more than once
in a 24-hour period.\n<b>Selectable Features</b>\n<b>Ranger
Style</b>\n<b>Archery</b>\nAt 2nd level, ranger can select Far Shot, Focused Shot,
Point Blank Shot, Precise Shot, and Rapid Shot.\nAt 6th level, he adds Crossbow
Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to
the list.\nAt 10th level, he adds Pinpoint Targeting and Shot on the Run to the
list."
},
{
"Key": "90c90ab8-2b33-4bf7-87f0-4ac49c6f74d3",
"Value": "Ranger"
},
{
"Key": "4cf5d474-f0a6-4cfb-bab6-fe3eeabc0399",
"Value": "<b>Personal</b>\nThe spell affects only you."
},
{
"Key": "2174fc91-9597-4b75-bd9a-77b28d2d0a52",
"Value": "<b>Touch</b>\nYou must touch a creature or object to affect it. A
touch spell that deals damage can score a critical hit just as a weapon can. A
touch spell threatens a critical hit on a natural roll of 20 and deals double
damage on a successful critical hit."
},
{
"Key": "af1d7a7e-b7cf-4ee7-8816-4eb235bad0eb",
"Value": "<b>Close</b>\nThe spell reaches as far as 25 feet away from you.
The maximum range increases by 5 feet for every two full caster levels."
},
{
"Key": "e31d3e92-5645-4f79-9b18-2d13c7566809",
"Value": "<b>Medium</b>\nThe spell reaches as far as 100 feet + 10 feet per
caster level."
},
{
"Key": "0d17f55e-0485-4e9b-bc1b-d9cb7ad087e3",
"Value": "<b>Long</b>\nThe spell reaches as far as 400 feet + 40 feet per
caster level."
},
{
"Key": "312cad3e-3cac-4ffc-bd00-3ebcf964f45a",
"Value": "<b>Unlimited</b>\nThe spell reaches anywhere on the same plane of
existence."
},
{
"Key": "3d29d5fd-a820-4e08-8364-d498fec7016e",
"Value": "<b>Range Expressed in Feet</b>\nSome spells have no standard range
category, just a range expressed in feet."
},
{
"Key": "54edf990-cd46-4ef7-9b3c-52221822cd30",
"Value": "A spell's range indicates how far from you it can reach, as defined
in the range entry of the spell description. A spell's range is the maximum
distance from you that the spell's effect can occur, as well as the maximum
distance at which you can designate the spell's point of origin. If any portion of
the spell's area would extend beyond this range, that area is wasted."
},
{
"Key": "fa5be50d-d7f0-4159-b7c2-ed2a85d41513",
"Value": "Range"
},
{
"Key": "4bf330d9-cb27-49ff-be51-4e9fdf5c12c9",
"Value": "Redcaps embody both capriciousness and sadism. These stumpy,
misanthropic fey freaks exist seemingly to indulge in blissful bloodletting and
self-indulgent slaughter. Like prune-faced, angry old men, they mollycoddle their
own inefficiencies and miseries in gore. Redcaps are most widely recognized for
their long woolen caps, which they drench in the blood of their victims. Rumors and
fairy tales abound concerning rituals and the cultural significance of their blood-
soaked caps, though the practice likely evolved as an easy way for the brutish
runts to create both fear and spectacle. Redcaps typically stand only 3 feet tall,
with twisted frames, pointed ears, and long white beards. They dress in soiled
leather armor and wear oversized, iron-shod boots that make a distinctive clanging
when they run."
},
{
"Key": "8d311cf9-f8aa-4b99-acab-5271bc2c743c",
"Value": "Redcap"
},
{
"Key": "07315eb2-1f26-4f75-bfb7-6edf1c0d71ae",
"Value": "A creature with this ability is difficult to kill. Creatures with
regeneration heal damage at a fixed rate, as with fast healing, but they cannot die
as long as their regeneration is still functioning (although creatures with
regeneration still fall unconscious when their hit points are below 0). Certain
attack forms, typically fire and acid, cause a creature's regeneration to stop
functioning on the round following the attack. During this round, the creature does
not heal any damage and can die normally. The creature's descriptive text describes
the types of damage that cause the regeneration to cease functioning.\nAttack forms
that don't deal hit point damage are not healed by regeneration. Regeneration also
does not restore hit points lost from starvation, thirst, or suffocation.
Regenerating creatures can regrow lost portions of their bodies and can reattach
severed limbs or body parts if they are brought together within 1 hour of severing.
Severed parts that are not reattached wither and die normally.\nA creature must
have a Constitution score to have the regeneration ability."
},
{
"Key": "3116d10e-4d47-4c9f-873a-1e7f8341f2cb",
"Value": "Regeneration"
},
{
"Key": "8bf1261c-fcbe-4278-8c5e-41f1f765e92a",
"Value": "Repose Domain"
},
{
"Key": "958a8a4b-c541-4c9c-921f-2c71d497e157",
"Value": "In some situations, you may be unable to take a full round's worth
of actions. In such cases, you are restricted to taking only a single
<link=\"Encyclopedia:Standard_Actions\"><b>standard action</b></link> or a single
<link=\"Encyclopedia:Move_Action\"><b>move action</b></link> (plus
<link=\"Encyclopedia:Free_Action\"><b>free</b></link> and
<link=\"Encyclopedia:Free_Action\"><b>swift actions</b></link> as normal). You
can't take a <link=\"Encyclopedia:Full_Round_Action\"><b>full-round
action</b></link>."
},
{
"Key": "19cd6aba-01d4-4024-9289-fecb708b2755",
"Value": "Restricted Activity"
},
{
"Key": "fc6e77dc-f0de-46ce-b412-2030fa8743e6",
"Value": "In camp, all characters will restore some of their lost hit points,
and those capable of casting spells will replenish them. To camp, you need a
special resource � rations. When you click the <b>\"Rest\"{bind|OpenRestCamp}</b>
button, an outline of a camp appears under your mouse cursor. A green outline
allows you to click to set up camp there, while a red one means that something is
blocking it. After setting up camp, click on the bonfire to begin resting.\nOnce
everyone has gathered around the bonfire, you will see a special camp interface
used to set the resting time and distribute the following responsibilities among
your party members:\n<b>Hunting</b> � success will acquire additional
rations;\n<b>Cooking</b> � preparing a meal successfully will grant positive
effects to the entire party, depending on the recipe. Each companion has a favorite
recipe that grants them additional bonuses that last 16 hours;\n<b>Camp
Camouflage</b> and <b>Night Watch</b> � lowers the chance of an enemy attack on the
camp;\n<b>Special Ability</b> � every party member has their own special
ability.\nWhile resting, your camp may be attacked by enemies. After dealing with
them, click on the fire again to continue resting. It is usually better to avoid
camping in dungeons � in dungeons, you won't be able to hunt, cook, or use certain
unique abilities. Moreover, there is a higher chance of enemy attacks in such
places."
},
{
"Key": "d8dc8de2-9b3b-4dce-8c5f-4dccc6b77696",
"Value": "Rest"
},
{
"Key": "fcbea8d0-616f-4f8d-ab31-ff0703a67ab5",
"Value": "Rocs are terrifying, legendary birds renowned for their ability to
carry off elephants and other big animals. A typical roc is 30 feet long from beak
to tail, with an 80-foot wingspan and weight of up to 8,000 pounds. While their
beaks are hooked like an eagle's and designed for slashing and tearing, most rocs
prefer to seize prey in their massive, clawed talons and drop them from great
heights before feasting on the shattered remains. For this reason, they are often
followed by f locks of scavengers like rooks, buzzards, and eagles hoping to steal
portions of the roc's messy meals. The roc generally ignores such opportunists, but
if the scavengers don't take care, they nevertheless may find themselves
accidentally consumed by the feeding roc.\nRocs are equally comfortable over land
and sea. While they are capable of sleeping in the air as they soar solo across
great ranges in search of food, they generally return home to the mountains to
roost and procreate. They prefer rocky crags that are completely inaccessible by
terrestrial means, building vast nests of tree trunks and ruined masonry. Once a
decade, a mated pair lays a clutch of 3�5 eggs and raises its young. Outside of
mating, rocs are extremely antisocial, and may attack others of their kind in
vicious aerial battles in order to establish their territorial boundaries. When a
nest contains eggs or chicks, parents trade off in their long-ranging flights, with
one restricting its wanderings to within a 10-mile radius of the nest.\nRocs are
most commonly white but can be a number of different colors, from dark brown or
gold to black or blood red. Their massive feathers are highly prized, and their
eggs even more so. Due to their scarcity and the high risk involved in harvesting
them, a single man-sized roc egg can net 4,000 gp if transported to market
undamaged. A roc can be trained as well as any other animal, but its great size
makes this a daunting task for most would-be trainers of human size. The same isn't
true for giants � particularly cloud and storm giants, who often use trained rocs
as guardians for their lairs. Rocs are even large enough to serve as mounts for the
most prestigious of giants.\nRocs taken as animal companions by
<link=\"Encyclopedia:Druid\"><b>druids</b></link> or
<link=\"Encyclopedia:Ranger\"><b>rangers</b></link> are typically newly hatched
birds � a baby roc is the size of a person and ready for f light and hunting within
minutes of hatching. Unfortunately for druids seeking animal companions of
legendary size, an animal companion roc is limited to Large size � still large
enough for a Medium druid or ranger to use the flying beast as a mount."
},
{
"Key": "aa4b9724-db3f-4c71-9157-0a1e049e042d",
"Value": "Roc"
},
{
"Key": "56fcc947-d373-4ed7-b483-d53e5f43cfae",
"Value": "Rogue"
},
{
"Key": "c32faeb9-27a8-48ca-b5f2-4f5e9923b27e",
"Value": "Life 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 prepare for
everything, becoming masters of a wide variety of skills, training themselves to be
adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens
of other professions or talents. Thieves and gamblers, fast talkers and diplomats,
bandits and bounty hunters, and explorers and investigators all might be considered
rogues, as well as countless other professions that rely upon wits, prowess, or
luck. Although many rogues favor cities and the innumerable opportunities of
civilization, some embrace lives on the road, journeying far, meeting exotic
people, and facing fantastic danger in pursuit of equally fantastic riches. In the
end, any who desire to shape their fates and live life on their own terms might
come to be called rogues.\n<b>Role</b>: Rogues excel at moving about unseen and
catching foes unaware, and tend to avoid head-to-head combat. Their varied skills
and abilities allow them to be highly versatile, with great variations in expertise
existing between different rogues. Most, however, excel in overcoming hindrances of
all types, from unlocking doors and disarming traps to outwitting magical hazards
and conning dull-witted opponents.\n<b>Unchained:</b> While much of the unchained
rogue will be familiar to those who have played the original rogue, there are a
number of new class features that greatly enhance the power and flexibility of the
rogue. Chief among these is the debilitating injury class feature. A rogue with
this ability can severely hamper her foes, giving her a much-needed boost to her
offense or defense, depending on the situation. In addition, with finesse training,
the rogue now gains Weapon Finesse for free at 1st level. This ability also lets
her add her Dexterity to damage rolls with one weapon starting at 3rd level.
Finally, the rogue's edge ability ties into a new system called skill unlocks. With
this feature, the unchained rogue can master a small set of chosen skills,
outperforming all those characters without access to such
talents.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Any\n<b>Hit
Die:</b> d8\n<b>Skill Ranks per Level:</b> 4 + Int modifier\n<b>Sneak
Attack</b>\nIf a rogue can catch an opponent when he is unable to defend himself
effectively from her attack, she can strike a vital spot for extra damage.\nThe
rogue's attack deals extra damage anytime her target would be denied a Dexterity
bonus to AC (whether the target actually has a Dexterity bonus or not), or when the
rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by
1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only
if the target is within 30 feet. This additional damage is precision damage and is
not multiplied on a critical hit.\nWith a weapon that deals nonlethal damage (such
as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals
nonlethal damage instead of lethal damage. She cannot use a weapon that deals
lethal damage to deal nonlethal damage in a sneak attack � not even with the usual
�4 penalty.\nThe rogue must be able to see the target well enough to pick out a
vital spot and must be able to reach such a spot. A rogue cannot sneak attack while
striking a creature with total concealment.\n<b>Weapon Finesse</b>\nWith a light
weapon, elven curve blade, estoc, rapier or spiked chain made for a creature of
your size category, you may use your Dexterity modifier instead of your Strength
modifier on attack rolls. If you carry a shield, its armor check penalty applies to
your attack rolls.\n<b>Trapfinding</b>\nA rogue adds 1/2 her level to Perception
checks.\n<b>Evasion</b>\nCharacter can avoid even magical and unusual attacks with
great agility. If a character makes a successful Reflex saving throw against an
attack that normally deals half damage on a successful save, he instead takes no
damage. A helpless character does not gain the benefit of evasion.\n<b>Rogue
Talent</b>\nAs a rogue gains experience, she learns a number of talents that aid
her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent.
She gains an additional rogue talent for every 2 levels of rogue attained after 2nd
level. A rogue cannot select an individual talent more than once.\n<b>Advanced
Talents</b>\nAfter 10th level, a character can choose one of the advanced rogue
talents in place of a rogue talent.\n<b>Danger Sense:</b> At 3rd level, a rogue
gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against
attacks made by traps. In addition, she gains a +1 bonus on Perception checks to
avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels
thereafter (to a maximum of +6 at 18th level).\n<b>Debilitating Injury</b>\nAt 4th
level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate
the target of her attack, causing it to take a penalty for 1 round (this is in
addition to any penalty caused by a rogue talent or other special ability). The
rogue can choose to apply any one of the following penalties when the damage is
dealt.\n<b>Bewildered:</b> The target becomes bewildered, taking a �2 penalty to
AC. The target takes an additional �2 penalty to AC against all attacks made by the
rogue. At 10th level and 16th level, the penalty to AC against attacks made by the
rogue increases by �2 (to a total maximum of �8).\n<b>Disoriented:</b> The target
takes a �2 penalty on attack rolls. In addition, the target takes an additional �2
penalty on all attack rolls it makes against the rogue. At 10th level and 16th
level, the penalty on attack rolls made against the rogue increases by �2 (to a
total maximum of �8).\n<b>Hampered:</b> All of the target's speeds are reduced by
half (to a minimum of 5 feet).\nThese penalties do not stack with themselves, but
additional attacks that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability at a time. If a
new penalty is applied, the old penalty immediately ends. Any form of healing
applied to a target suffering from one of these penalties also removes the
penalty.\n<b>Uncanny Dodge</b>\nThe character can react to danger before her senses
would normally allow her to do so. She cannot be caught flat-footed, nor does she
lose her Dexterity bonus to AC if the attacker is invisible. She still loses her
Dexterity bonus to AC if immobilized. A character with this ability can still lose
her Dexterity bonus to AC if an opponent successfully uses the feint action against
her.\nIf a rogue already has uncanny dodge from a different class, she
automatically gains improved uncanny dodge instead.\n<b>Improved Uncanny
Dodge</b>\nA character can no longer be flanked.\nThis defense denies another rogue
the ability to sneak attack the character by flanking her, unless the attacker has
at least four more rogue levels than the target does.\nPrerequisites: Advanced
Talents\n<b>Master Strike</b>\nAt 20th level, a rogue becomes incredibly deadly
when dealing sneak attack damage. Each time the rogue deals sneak attack damage,
she can choose one of the following three effects: the target can be put to sleep
for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen,
the target can attempt a Fortitude save to negate the additional effect. The DC of
this save is equal to 10 + 1/2 the rogue's level + the rogue's Dexterity modifier.
Once a creature has been the target of a master strike, regardless of whether or
not the save is successful, that creature is immune to that rogue's master strike
for 24 hours. Creatures that are immune to sneak attack damage are also immune to
this ability.\n<b>Selectable Features</b>\n<b>Rogue Talents:</b>\n<b>Canny
Observer</b>\nWhen a rogue with this talent makes a Perception check, she gains a
+4 bonus.\n<b>Combat Trick</b>\nA rogue that selects this talent gains a bonus
combat feat.\n<b>Fast Stealth</b>\nThis ability allows a rogue to move at full
speed using the Stealth skill without penalty.\n<b>Focusing Attack � Confused:</b>
When the rogue is Confused and hits a creature with a melee attack that deals sneak
attack damage, the rogue is no longer Confused.\nPrerequisites: Sneak
Attack\n<b>Focusing Attack � Shaken:</b> When the rogue is Shaken and hits a
creature with a melee attack that deals sneak attack damage, the rogue is no longer
Shaken.\nPrerequisites: Sneak Attack\n<b>Focusing Attack � Sickened:</b> When the
rogue is Sickened and hits a creature with a melee attack that deals sneak attack
damage, the rogue is no longer Sickened.\nPrerequisites: Sneak Attack\n<b>Iron
Guts</b>\nA rogue with this talent has a cast-iron stomach or has trained herself
to withstand poisons, especially ingested ones. She gains a +1 bonus on all saves
against poisons as well as a +4 bonus on saves against all spells and effects that
cause the rogue to be nauseated or sickened.\n<b>Slow Reactions:</b> Opponents
damaged by the rogue�s sneak attack can't make attacks of opportunity for 1
round.\nPrerequisites: Sneak Attack\n<b>Intimidating Prowess</b>\nYour physical
might is intimidating to others.\nBenefit: Add your Strength modifier to Intimidate
checks in addition to your Charisma modifier.\n<b>Weapon Focus:</b> Choose one type
of weapon. You can also choose unarmed strike or grapple (or ray, if you are a
spellcaster) as your weapon for the purposes of this feat.\nBenefit: You gain a +1
bonus on all attack rolls you make using the selected weapon.\nSpecial: You can
gain this feat multiple times. Its effects do not stack. Each time you take the
feat, it applies to a new type of weapon.\nPrerequisites:
BaseAttackBonus 1\n<b>Advanced Talents:</b>\n<b>Confounding Blades</b>\nWhen a
rogue with this talent hits a creature with a melee weapon that deals sneak attack
damage, her target cannot make attacks of opportunity for 1d4+1
rounds.\nPrerequisites: Advanced Talents, Slow Reactions\n<b>Crippling
Strike</b>\nA rogue with this ability can sneak attack opponents with such
precision that her blows weaken and hamper them. An opponent damaged by one of her
sneak attacks also takes 2 points of Strength damage.\nPrerequisites: Advanced
Talents, Sneak Attack\n<b>Dispelling Attack</b>\nAn opponent that is dealt sneak
attack damage by a rogue with this ability is affected by a targeted dispel magic
affecting the lowest-level spell effect active on the target. The caster level for
this ability is equal to the rogue's level.\nPrerequisites: Advanced
Talents\n<b>Double Debilitation</b>\nWhenever the rogue inflicts a penalty against
a target using the debilitating injury class feature, she can select two penalties
to inflict. The target can never be subject to more than two penalties in this way
at one time. If any additional penalties are inflicted, any previous penalties
immediately end. Any effect that heals damage to the target negates both of the
penalties.\nPrerequisites: Advanced Talents, Debilitating Injury\n<b>Improved
Evasion</b>\nThis works like evasion, except while the rogue still takes no damage
on a successful Reflex saving throw against an attack, she also takes only half
damage on a failed save. A helpless rogue does not gain the benefit of improved
evasion.\nPrerequisites: Advanced Talents\n<b>Opportunist</b>\nThe rogue can make
an attack of opportunity against an opponent who has just been struck for damage in
melee by another character. This attack counts as an attack of opportunity for that
round and can't be used more than once per round.\nPrerequisites: Advanced Talents"
},
{
"Key": "95049a22-2b20-4dc7-941f-4fabfb4de6e2",
"Value": "Rogue"
},
{
"Key": "697fda68-d552-485f-a8a1-7d20e85b409c",
"Value": "Spawned to destroy worlds, Rovagug tore into existence while the
cosmos was still young, devouring and destroying everything he touched and laying
waste to the careful creations of the gods. Trapped by a union of desperate
deities, Rovagug shudders in anguish and impotent rage, causing the earth to shake
and mountains to crumble. He bellows and clouds of toxic gas billow from rents in
the ground. He births monstrosities that clamber from the rotted depths of the
world to ravage and destroy in their creator's place. Rovagug does not dream of
glory or wonders. He dreams of the end of existence, shoveling all that lives into
his devouring maw and crushing all that does not beneath his terrifying form. His
ruin is not slow entropy but rather destructive fire. All rational beings, divine
and mortal, hate and fear him, for he is the hastener of the end, the Unmaker,
enemy of the gods and of life itself.\nUpon Rovagug's arrival from somewhere beyond
the depths of space and time, he launched a vicious war that eventually prompted an
unprecedented alliance among all the gods as they sought to defend all they had
created. While wily Calistria distracted the terror and countless now-forgotten
gods gave their lives to aid her, Torag and Gorum forged an unbreakable prison in
the heart of Golarion, and Asmodeus and Pharasma drew upon the power of the planes
to fit it with potent magical locks and wards. When the sign was given that the
work was complete, the great angel Sarenrae challenged Rovagug directly, taunting
him with holy fire. His profane howls of rage and anguish shook the void as the
Dawnflower lured him close to the world that would be his prison, and with her
blazing sword, sliced a great rift deep into the land's heart. Power beyond mortal
comprehension, born of the toil of dozens of gods and paid for with the lives of
dozens more, lashed out and ensnared the destroyer, drawing him into the god-forged
prison. As the cell quaked and threatened to buckle around its furious captive,
Asmodeus used his Hell-forged key to lock the Rough Beast away for all time.\nBound
for millennia, the Rough Beast has nursed his rage, believing that one day he will
break free and feast upon Sarenrae, the fragments of the world, and the cooling
flesh of all the other gods. He sleeps fitfully for centuries at a time, comforted
by dreams of annihilation. Rovagug is the cancer at Golarion's heart, straining and
struggling against his bonds until the day when he will consume all life.\nThere is
nothing beneficent about the Rough Beast, no creation to offset his destruction. He
has no friends or allies; once he has devoured the world, he will surely turn on
even his own spawn and devour them in a cannibalistic orgy. The Rough Beast is
indifferent to the petty things mortals do in his honor, or whether they speak his
name with adoration or loathing. He requires no special rituals and demands no
heartfelt devotion as a channel for his divine energy�he wishes only to be set
free, and to know that he is not forgotten. Though some of his faithful may believe
otherwise, he promises no honored place at his side or immunity from his
destruction. The lucky ones may ride in his wake for a time, reveling in unbridled
obliteration, but eventually they too will be consumed by their god's terrible
hunger.\nRovagug's imprisonment limits his interaction with both mortal and
immortal beings. His intervention in the world must be through his violent priests
and, more infamously, through his titanic spawn, which act as his host of
catastrophic heralds. Few civilized cultures attempt to depict the Rough Beast as
anything more than a wormlike creature with a great toothy maw, and the primitive
tribes and mad cultists who worship him are satisfied with simple depictions
painted in blood on walls, banners, and shields. His symbol is a fanged mouth
surrounded by spider legs, though individual cults might use slightly different
symbols such as a crab with a mouth on its back, a maw surrounded by scorpion
stingers, or a crude drawing of a claw encircled by a spiral. He has many names
used by various tribes and cults, including the Tide of Fangs, the Imprisoned King,
and the Worldbreaker. Rovagug's true form is maddening: a miles-long worm with
countless limbs stretching along his length and grasping from within his mouth.
Various parasitic creatures cling to his skin and spill forth from his wounds; some
of them are sluglike or insectile, many are swarms of thousand-legged vermin, and
others take more unspeakable shapes. These parasites voraciously consume those
foolish enough to be caught in the wake of Rovagug's spilled blood, then die,
unable to sustain their own existence apart from the god's flesh.\nAfter
earthquakes and volcanic eruptions occur, Rovagug's cultists pray and make
sacrifices to wake him, believing such events are manifestations of his restless
slumber. They see storms and toxic gas vents as his breath coursing up from the
dark places in the world. If these things afflict the enemies of the cult, the
faithful take it as a sign of their god's favor; he is clearly displeased if such
natural disasters harm his worshipers.\n<b>Alignment:</b> Chaotic evil\n<b>Cleric
Alignment:</b> CN, NE, CE\n<b>Domains:</b>
<link=\"Encyclopedia:Chaos_Domain\"><b>Chaos</b></link>,
<link=\"Encyclopedia:Evil_Domain\"><b>Evil</b></link>,
<link=\"Encyclopedia:Destruction_Domain\"><b>Destruction</b></link>,
<link=\"Encyclopedia:Weather_Domain\"><b>Weather</b></link>,
<link=\"Encyclopedia:War_Domain\"><b>War</b></link>\n<b>Favored Weapon:</b>
Greataxe"
},
{
"Key": "5f73b2fa-b253-41ac-ad51-00280c84aaa2",
"Value": "Rovagug"
},
{
"Key": "52d4e9fe-eb2d-44c8-80b8-44870fb22044",
"Value": "If there are no threats in the location it can be used as a sort of
\"headquarters\" where you can prepare your party for a new expedition. In such
locations, companions don't follow you around and will go about their own business.
You can speak with them freely to get to know them better. Once you exit this
location and return to the global map, you will be able to choose the companions
you wish to take with you, leaving the others here. Whenever you meet a new
companion but don't want to include them in your party right away, that companion
will travel to this location on their own."
},
{
"Key": "af03d428-d16b-4998-9590-e31d40eef2d3",
"Value": "Safe Location"
},
{
"Key": "521f2157-f0f7-49af-bd05-eac767d108c6",
"Value": "Sarenrae is one of the most popular deities on Golarion, and
followers of many other faiths respect her power, dedication, and generosity. Once
a powerful angel known as an empyreal lord, Sarenrae led the heavenly hosts in the
charge against the Rough Beast, Rovagug, and it was she who dealt him the great
blow that led to his chaining. Now a goddess in her own right, Sarenrae is kind and
loving, a figure of light, guidance, and healing, and has great patience with those
who choose to be blind but may one day see. Yet for all her compassion, Sarenrae is
also a powerful force against evil, and strikes down the irredeemable without
mercy. Her faith is ancient; it first became popular among Keleshite humans, then
spread to the Garundi in ancient Osirion and into other human and nonhuman
civilizations as well.\nEons ago, Sarenrae was an angel guiding the energies of the
sun and battling evil beings that sought to plunge the newborn world of Golarion
and its sister planets into eternal darkness. Other angels lent her their support
and turned to her for leadership in these battles, and eventually gods joined them
as she grew in power to become one of the mighty empyreal lords. Sarenrae was the
first to stand against Rovagug's attempts to unmake Golarion, and she faced the
Rough Beast personally when the other forces of creation were engaged with his
hideous spawn. The exact circumstances of the battle are a mystery to mortals, but
it is believed that her willingness to sacrifice herself for the good of all
inspired her flagging comrades to new hope and courage, and elevated her from one
of the greatest angels to a full goddess. With this influx of power, she smote
Rovagug and hurled his broken body deep into the earth. As the gods healed the
planet's scars and intelligent life appeared on its surface, mortals turned their
eyes upward to thank the life-giving sun, and her faith took root among primitive
peoples.\nSarenrae is a goddess of boundless love and exquisite kindness, a caring
friend, mother, sister, and protector of all in need. She delights in healing the
sick, lifting up the fallen, and shining a guiding light into the darkest hearts
and lands. She brushes off insults and deflects attacks, patiently trying to
convince those who perceive her as an enemy that their belief is false. For all her
patience and gentleness, however, she is no victim: if it becomes clear that her
efforts are wasted, she responds to violence and predations upon the innocent with
cleansing fire and scorching light. She dislikes cruelty, lies, needless suffering,
and thoughtless destruction. Ancient and timeless, she stands fearlessly against
the full tide of darkness, promising that the dawn will always come, and with it,
hope, truth, and kindness will triumph.\nReligious art depicts the sun goddess as a
woman with bronze skin and hair of dancing flame; in some cases this flame trails
behind her for a dozen or more yards. One of her hands offers the light of the sun,
while the other wields a scimitar against those who would spread darkness, hatred,
and pain. The church does not teach that Sarenrae is the sun itself; rather, she is
its guardian and conduit for its power, and while fanciful art may show her face in
place of the sun, the mainstream faithful recognize the difference between the star
and the goddess.\nThe Dawnflower's faith is a broad one, and the majority of her
worshipers are everyday folk who recognize the power of the sun, take comfort in
the idea of a deity's love and compassion, and believe strongly in both redemption
and righteous action. Her faith attracts those with kind hearts who are
nevertheless willing to harden them when kindness is a dangerous weakness. The
faith makes few demands of its everyday adherents beyond these tenets, and its
clergy are usually seen as valiant protectors and enlightened teachers.\nSarenrae
indicates her favor with sightings of doves, rays of dawn or dusk sunlight that
last far longer than they should, the discovery of yellow stones or gems, or the
sudden soothing of aches and pains. Her displeasure is most often made apparent
through unexplained sunburns or periods of blindness that can last anywhere from
only a few moments for minor transgressions to a lifetime for mortal sins. Her holy
symbol is an ankh, though more stylized versions show a winged ankh or a winged
female figure with arms outstretched and a halo of flame. Her titles include the
Dawnflower and the Cleansing Light�to her enemies, she is the Warrior of
Fire.\n<b>Alignment:</b> Neutral good\n<b>Cleric Alignment:</b> LG, NG, CG,
N\n<b>Domains:</b> <link=\"Encyclopedia:Fire_Domain\"><b>Fire</b></link>,
<link=\"Encyclopedia:Glory_Domain\"><b>Glory</b></link>,
<link=\"Encyclopedia:Good_Domain\"><b>Good</b></link>,
<link=\"Encyclopedia:Healing_Domain\"><b>Healing</b></link>,
<link=\"Encyclopedia:Sun_Domain\"><b>Sun</b></link>\n<b>Favored Weapon:</b>
Scimitar"
},
{
"Key": "64aa6607-90ba-423d-8798-6c56845999cc",
"Value": "Sarenrae"
},
{
"Key": "c417e36e-c40f-4f14-9555-2c0ed004e7b2",
"Value": "Satyrs, known in some regions as fauns, are debauched and
hedonistic creatures of the deepest, most primeval parts of the woods. They adore
wine, music, and carnal delights, and are renowned as rakes and smooth-talkers,
wooing unwary maidens and shepherd boys and leaving a trail of awkward explanations
and unplanned pregnancies in their wakes.\nThough their bodies are almost always
those of attractive and well-built men, much of the satyrs' talent for seduction
lies in their talent for music. With the aid of his eponymous pipes, a satyr is
capable of weaving a wide variety of melodic spells designed to enchant others and
bring them in line with his capricious desires. In addition to their constant
frolicking, satyrs often act as guardians of the creatures in their forest homes,
and any who manage to turn the satyr's lust to wrath are likely to find themselves
facing down dangerous animals surrounding the faun.\nStill, while satyrs tend to
value their own amusement well above the rights of others, they bear no ill will
toward those they seduce. Children born from such encounters are always full-
blooded satyrs, and are generally spirited away by their riotous kin soon after
birth."
},
{
"Key": "d7666f54-2ebd-4275-b14b-fcce407138ba",
"Value": "Satyrs"
},
{
"Key": "d262a0e1-6558-41dc-a2b5-28874510eee9",
"Value": "<b>Saving Throw Types</b>\nThe three different kinds of saving
throws are Fortitude, Reflex, and Will:\n<b>Fortitude</b>\nThese saves measure your
ability to stand up to physical punishment or attacks against your vitality and
health. Apply your <link=\"Encyclopedia:Constitution\"><b>Constitution</b></link>
modifier to your Fortitude saving throws.\n<b>Reflex</b>\nThese saves test your
ability to dodge area attacks and unexpected situations. Apply your
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> modifier to your Reflex
saving throws.\n<b>Will</b>\nThese saves reflect your resistance to mental
influence as well as many magical effects. Apply your
<link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> modifier to your Will saving
throws."
},
{
"Key": "37b5c9c0-7f94-43cd-a0dc-49fcd2225082",
"Value": "<b>Saving Throw Difficulty Class</b>\nThe DC for a save is
determined by the attack itself."
},
{
"Key": "997fcf24-5704-40fb-8088-e152ccf7ec49",
"Value": "<b>Automatic Failures and Successes</b>\nA natural 1 (the d20 comes
up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) is
always a success."
},
{
"Key": "6bd2652a-00bb-4aad-949e-575a8f6d2eac",
"Value": "Generally, when you are subject to an unusual or magical attack,
you get a <link=\"Encyclopedia:Saving_Throw\"><b>saving throw</b></link> to avoid
or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a
bonus based on your class and level, and an associated ability score.\nYour saving
throw modifier is:\nBase save bonus + ability modifier"
},
{
"Key": "bfbace46-15e1-4e4c-88e2-c0566c56be86",
"Value": "Saving Throw"
},
{
"Key": "b781e920-bef6-4bf8-804a-7a399dc2509f",
"Value": "Scrolls are expendable items that allow you to use the spell
written on it once. To use it, the character must know how to cast the written
spell, have the <link=\"Encyclopedia:Use_Magic_Device\"><b>Use Magic
Device</b></link> skill, or it should be on one of the spell lists of one of the
character's classes. For convenience, it is best to place things like scrolls into
a character's quick slots."
},
{
"Key": "d738eae7-4f13-43b8-b00a-3e60bd0e6388",
"Value": "Scrolls"
},
{
"Key": "c1f2bdfc-4497-42a0-8899-158432f127d6",
"Value": "A hideous, sadistic plant known as a scythe tree roams the land
ready to attack any wandering prey. The scythe tree is an intelligent plant but
does little with its intellect other than devise new and cruel methods to torment
its food once it has secured meals �
<link=\"Encyclopedia:Dryad\"><b>dryad</b></link> ?esh is particularly intoxicating
to its palate. The monstrous plant looks like a dark brown tree, 20 feet tall, with
dark, twisted roots; a few reddish-brown leaves hang on the gnarled, wickedly
curved scythe-like branches that give it its name. What looks like a long scar in
the center of the tree's trunk splits open to reveal a toothy mouth when the
creature attacks, which it does as soon as anyone comes within reach."
},
{
"Key": "8a8b4f43-1e8a-4e86-a024-f7d3cef1c09b",
"Value": "Scythe Tree"
},
{
"Key": "5334a373-e070-4374-b8df-559e714ed92f",
"Value": "Some creatures and character may have additional or alternative
means of perceiving the world around them, allowing them to see in complete
darkness, locate objects by ultrasound, and so on."
},
{
"Key": "adae613e-99fa-455c-bbdd-27c8139c200c",
"Value": "Senses"
},
{
"Key": "6344f9ca-5004-49e5-b1e2-a25823c28065",
"Value": "Shambling mounds, also called shamblers, appear to be heaps of
rotting vegetation. They are actually intelligent, carnivorous plants with a
fondness for elf flesh in particular.\nWhat serve as a shambler's brain and sensory
organs are located in its upper body. Shambling mounds typically have an 8-foot
girth and stand between 6 and 9 feet tall. They weigh about 3,800
pounds.\nShambling mounds are strange creatures, more akin to animate tangles of
creeping parasitic vines than single rooted plants. They are omnivorous, able to
draw their sustenance from nearly anything, wrapping their creepers around living
trees to draw forth the sap, sending rootlets into the soil to absorb raw
nutrients, or consuming f lesh and bone from crushed prey.\nShamblers are
frighteningly stealthy in their native environments. Blending in with the
surrounding terrain, they can lie in wait for days on end without moving, waiting
patiently for a potential meal. A shambler could be almost anywhere at any time,
attacking without warning and not caring whether it leaves any survivors, so long
as it acquires its next meal.\nShambling mounds normally lead solitary, nomadic
existences in deep forests and fetid swamps, although they can also be found
underground living among damp fungal thickets. Disturbing rumors persist, however,
of shamblers gathering in strange congregations around great earthen mounds in the
depths of marshes and jungles, often during the height of violent electrical
storms. Their reasons for doing so are unknown, and many sages have wondered
whether there is some obscure and alien purpose at work."
},
{
"Key": "51ae8c0c-0ffc-4f49-929b-a32b702b7622",
"Value": "Shambling Mound"
},
{
"Key": "c4deb02e-2f2b-48e6-aa9f-c5b931dd7d0b",
"Value": "Shelyn has watched over the multiverse with a gentle heart and
generous eye since the beginnings of sentience, encouraging mortals in peace and
love and reveling in even their crudest artistic awakenings. A passionate and
creative artist in both matters of the heart and works of beauty, she teaches that
true beauty takes many forms, that kindness is its own form of strength, that no
force is more powerful than love, and that every person is beautiful in some way.
She has experienced enough pain herself to recognize the sting of sacrifice, and
has soothed enough broken hearts to know that love and beauty are not easy things.
Yet despite the realities of pain and loss, she remains an eternal optimist,
helping to mend the deepest pains and turn the coldest hearts toward love and
light. No mortal, monster, or deity is immune to her power.\nShelyn represents all
aspects of love, whether a parent's devotion to his child, companionship with a
beloved pet, the steady tenderness of an old couple, the chaste adoration of a
paladin for a deity, or the passion of new lovers. She prefers relationships based
on more than just carnal desire; while she does not oppose such relationships, she
hopes that such physical trysts blossom into something deeper. Likewise, she does
not consider greed or craving true love, whether directed toward riches or an
uninterested person.\nShelyn is always shown as a young woman with eyes of blue or
silver (or sometimes one eye of each color) and ankle-length hair adorned with
colorful strands. She is usually depicted as a human, though other races often
illustrate her as one of their own, from elves to half-orcs. Shelyn always wears
tasteful clothing and jewelry that accentuate her beauty without revealing too much
of it. Her physical proportions vary depending on the artist and regional standards
for beauty: she is strong and sturdy in some depictions, voluptuous in others, and
slender in still others. When she chooses to appear to mortals, it's usually as a
brown-haired Taldan woman of average proportions and exceptional beauty, dressed in
attractive but comfortable clothing. Her avatar is the embodiment of passion,
energy, and devotion, and nearby objects and even the air and light themselves bend
toward her as if in ecstasy.\nShelyn is the daughter of an unknown mother and the
spirit-wolf Thron, the Prince That Howls. In primordial times, Thron roamed the
mountains, forests and skies, singing his feral ode to life, song, and love. From
his many unions came two children greater than he: his daughter Shelyn and his son
Dou-Bral, who as the only close relatives among the major deities of Golarion
shared the divine portfolio of love, beauty, art, and music. Ages ago, the siblings
quarreled, and Dou-Bral departed to regions past the edge of the Great Beyond,
abandoning his divine interests and responsibilities. When he returned, he was
transformed into the dark god Zon-Kuthon, twisted by the things he'd experienced
beyond the borders of existence into a dark mirror of his former self. His devotion
to beauty had become mastery of mutilation, love had become misery, music had
become screams, and the art of creation had become the craft of torture. He
mutilated and reshaped his own father into his herald, a thing of pain and horror
(see page 314). When Shelyn reached out to greet her lost brother, he pierced her
hand with his black nails, and responded to her tears and pleading with violence.
The siblings battled again, and eventually the goddess wrested his glaive from him
(thinking it was the source of his corruption). The two declared a truce, a tenuous
peace of silence and avoidance. Despite the hurts he has caused, Shelyn believes
that her brother still exists within the twisted thing that he has become, and
hopes to someday redeem him. Her story of love and devotion despite sorrow inspires
mortal friends and lovers to persevere in adverse circumstances, bards to craft
epic songs and tragedies, and artists to create works that touch the soul.\nShelyn
sometimes contacts her faithful directly, but she prefers to work through
reassuring thoughts, reminders of loved ones, or memories of favored music.
Songbirds are sacred to her church, their presence being considered good luck. Most
of her temples include feeders on the roof or in nearby trees to encourage birds to
visit and nest nearby. Especially blessed artists may receive visions of Shelyn's
realm to inspire their works, and bereaved lovers may experience dreams of walks in
the realm's rose gardens with their deceased loves. Shelyn's displeasure manifests
in a number of ways, such as a brief glimpse of a repellent reflection in a mirror,
a lover's quarrel, a bird singing off-key, or wilted roses. She is greatly saddened
by those who betray the ones they love, and haunts such folk within her
congregation with guilt and the subtle sounds of those they betrayed until they
either genuinely ask for forgiveness or abandon her faith entirely.\nShelyn's holy
symbol is a songbird with rainbow feathers, and her weapon is the glaive Whisperer
of Souls, seized from her brother Zon-Kuthon and claimed as her own. She keeps the
weapon as a reminder of her brother's transformation and to show her worshipers
that it is sometimes necessary to fight for the things you love.\n<b>Alignment:</b>
Neutral good\n<b>Cleric Alignment:</b> LG, NG, CG, N\n<b>Domains:</b>
<link=\"Encyclopedia:Air_Domain\"><b>Air</b></link>,
<link=\"Encyclopedia:Charm_Domain\"><b>Charm</b></link>,
<link=\"Encyclopedia:Good_Domain\"><b>Good</b></link>,
<link=\"Encyclopedia:Luck_Domain\"><b>Luck</b></link>,
<link=\"Encyclopedia:Protection_Domain\"><b>Protection</b></link>\n<b>Favored
Weapon:</b> Glaive"
},
{
"Key": "53debed6-662b-4b59-bfce-46cd7789ec11",
"Value": "Shelyn"
},
{
"Key": "0ab01d66-2868-4fb3-a94a-5eccf1f08aa0",
"Value": "A shocker lizard has a pale yellow underside, with bright green
scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker
lizards tend toward group living, as their electrical abilities grow in power when
they are close to another lizard.\nA shocker lizard colony is usually located near
a source of water. Once the colony has settled on a location, the lizards become
very territorial and attack anything that intrudes on them. A solitary shocker
lizard is a timid and hesitant creature � but when several of them gather they
become formidable and fearsome opponents capable of killing creatures several times
their own size.\nA shocker lizard relies on its electricity abilities in combat,
and a tends to bite only after its shock has rendered an opponent unconscious, or
when the shock seems to have no effect at all. A solitary lizard flees once it
delivers its shocks, but if other shocker lizards are nearby, they all hone in on
their comrade's discharges and attempt to administer lethal shocks to their
foe.\nMany have attempted to capture and tame shocker lizards, but this often
proves a difficult and painful task. Alone and in captivity, shocker lizards tend
to wither and die swiftly unless their keepers spend a lot of time grooming and
playing with the lizards to keep them company. Kept in pairs or larger numbers,
captive shocker lizards thrive, but their increasing electrical ability makes them
more difficult to manage for keepers who aren't themselves immune to electricity."
},
{
"Key": "03062e6b-40fc-4464-a5c2-faf2fb5da6c9",
"Value": "Shocker Lizard"
},
{
"Key": "6c0ece83-02af-4477-8a5a-ffde16779345",
"Value": "All characters and creatures, depending on how large they are, are
separated into different <link=\"Encyclopedia:Size\"><b>size</b></link> categories
� Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan and Colossal. For
example, <link=\"Encyclopedia:Humans\"><b>humans</b></link> are of a Medium size,
while <link=\"Encyclopedia:Halflings\"><b>halflings</b></link> and
<link=\"Encyclopedia:Gnomes\"><b>gnomes</b></link> are Small."
},
{
"Key": "d354e421-0a40-401f-9082-fea9c774482f",
"Value": "Size"
},
{
"Key": "1f08c67d-2173-4be1-b0c1-81c2595bf1ae",
"Value": "Skeletons are the animated bones of the dead, brought to unlife
through foul magic. While most skeletons are mindless automatons, they still
possess an evil cunning imparted to them by their animating force � a cunning that
allows them to wield weapons and wear armor."
},
{
"Key": "7b7f34d6-a52c-4c3a-b6d5-26d25e4692f1",
"Value": "Skeleton"
},
{
"Key": "ff03bfa6-0137-4fe1-a3b4-e52c641aa035",
"Value": "A skill represents a creature's ability to perform an ordinary
task, such as climb a wall, sneak down a hallway, or spot an intruder. The number
of ranks possessed by a creature in a given skill represents its proficiency in
that skill.\nDetermine the number of skill ranks your character gets based on his
class and Intelligence modifier (and any other bonuses, such as the bonus received
by <link=\"Encyclopedia:Humans\"><b>humans</b></link>). Then allocate these ranks
to desired skills, but remember that you cannot have more ranks than your level in
any one skill (for a starting character, this is usually one).\nEach level
thereafter, your character gains a number of skill ranks dependent upon your class
plus your Intelligence modifier. Investing a rank in a skill represents a measure
of training in that skill."
},
{
"Key": "c886a834-26cc-44da-9aa2-14d64cd2c6f8",
"Value": "A skill represents a creature's ability to perform an ordinary
task, such as climb a wall, sneak down a hallway, or spot an intruder. The number
of ranks possessed by a creature in a given skill represents its proficiency in
that skill.\nDetermine the number of skill ranks your character gets based on their
class and <link=\"Encyclopedia:Intelligence\"><b>Intelligence</b></link> modifier
(and any other bonuses, such as the bonus received by
<link=\"Encyclopedia:Humans\"><b>humans</b></link>). Then allocate these ranks to
desired skills, but remember that you cannot have more ranks than your level in any
one skill (for a starting character, this is usually one).\nEach level thereafter,
your character gains a number of skill ranks dependent upon your class plus your
Intelligence modifier. Investing a rank in a skill represents a measure of training
in that skill."
},
{
"Key": "a3872339-a0ee-4bb2-836a-917cfd87fee5",
"Value": "Skills"
},
{
"Key": "d2833f82-a1dc-45fe-9e4e-ddc8e99011df",
"Value": "No simple garden pests, giant slugs pose a serious threat to those
caught in their path. Folk who dwell near swamps and other regions that support
giant slugs risk losing livestock and even their homes to these enormous beasts.
Giant slugs constantly wander in search of food, their preference being fleshy
organic material, which they slice into smaller, easily gulped chunks with their
rasp-like tongues.\nWhat strange influence might have caused the first giant slugs
to grow to such monstrous proportions is unknown, but today, giant slugs breed true
and birth their oversized offspring after a fleshy, squirming courtship ritual.
After mating, a female giant slug lays just over a hundred eggs, each approximately
a foot in diameter. The mother slug guards this clutch fiercely and aggressively
attacks any creatures that wander too close. Giant slugs inhabiting swamps
aboveground mate once a year, and those who live in the area know better than to go
into the swamps during this month.\nDeep below ground, some subterranean races use
giant slugs as mounts or guardians. Creatures like mites, who have a strange
empathy with vermin, can be used to keep giant slugs docile, but in most cases,
those who would use giant slugs must do so with great care, keeping them well fed
until they are needed for battle. Frightened whispers report armies of troglodytes
using giant slugs as siege mounts. One particularly disturbing tale mentions a vast
underground cavern inhabited by scores of skum and aboleth-controlled aquatic giant
slugs with strange, mind-numbing abilities infused into their acidic saliva."
},
{
"Key": "65a32c3a-bf74-4529-9a7e-ed35a2901c3a",
"Value": "Slug, Giant"
},
{
"Key": "b5c382b6-6759-447f-ac7b-edf0e7742496",
"Value": "Slurks are frog-like creatures, the descendants of the failed
result of a <link=\"Encyclopedia:Dwarves\"><b>dwarven</b></link> attempt to
domesticate and breed subterranean
<link=\"Encyclopedia:FrogGiant\"><b>frogs</b></link> as food and labor animals.
Though the dwarves failed to create suitable livestock, the sticky frogbeasts are
often befriended by other underground races.\nSlurks are carnivores and have a
formidable bite, thanks to their massive tusks. Their true strength, however, lies
in their foul-smelling and unnatural secretions. The mucus exuded from the slurk's
back is incredibly sticky and quickly hardens into a powerful resin, a quality the
creature turns to its advantage by squirting it at intruders and then waiting for
it to harden before closing for the kill. At the same time, the liquid excreted by
glands on a slurk's stomach is incredible slippery, allowing the slurk to keep from
being immobilized by its own back slime and also making it extremely hard to
grapple or maneuver without its consent. Combined with slurks' natural ability to
climb walls and hang from ceilings with ease, these abilities make the foul-
smelling creatures extremely desirable to kobolds, who domesticate and train the
frogbeasts as powerful mounts and guardians."
},
{
"Key": "60368d19-dc54-4e91-a051-d26dfb3b6c55",
"Value": "Slurk"
},
{
"Key": "6c1c4ccd-2292-4246-9113-a0062e2c5722",
"Value": "Tigers are usually the top animal predators in their territories,
and have been known to kill <link=\"Encyclopedia:Bear\"><b>bears</b></link>,
crocodiles, giant snakes, wolves, and even other great cats. Even humanoids are far
from safe, especially in cases where a tiger has developed a taste for humanoid
flesh. Tigers prefer terrain with plenty of cover and proximity to water as their
hunting grounds. While the tiger itself is a fearsome predator, its strength and
ferocity pales in comparison to that of the larger dire tiger.\nKnown to many
scholars as the smilodon and to tribal societies as the saber-toothed tiger, the
dire tiger is invariably one of the region's top predators. Its defining feature is
a pair of huge incisors that hang down like fearsome knives from the upper jaw,
protruding menacingly even when the creature's mouth is shut.\nThese immense
hunting cats grow to be over 12 feet long and can weigh up to 6,000 pounds. When
prey is spotted, the smilodon waits for it to come close, and then leaps to attack.
When combating a foe, the saber-tooth bites and rakes with its claws. It uses its
long canine teeth to stab its prey, aiming for the fleshier and softer parts of its
victim's body (such as the stomach or neck) where it inflicts terrible wounds with
its saber-like teeth."
},
{
"Key": "5242a631-a143-4c78-9316-d51ecde3fc42",
"Value": "Smilodon"
},
{
"Key": "98a0ca85-fea1-4a46-ba3b-581206b446d7",
"Value": "Sorcerer"
},
{
"Key": "d0065e0d-74cb-4a11-b0fc-869f53d709d4",
"Value": "Scions of innately magical bloodlines, the chosen of deities, the
spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic,
sorcerers look within themselves for arcane prowess and draw forth might few
mortals can imagine. Emboldened by lives ever threatening to be consumed by their
innate powers, these magic-touched souls endlessly indulge in and refine their
mysterious abilities, gradually learning how to harness their birthright and coax
forth ever greater arcane feats. Just as varied as these innately powerful
spellcasters' abilities and inspirations are the ways in which they choose to
utilize their gifts. While some seek to control their abilities through meditation
and discipline, becoming masters of their fantastic birthright, others give in to
their magic, letting it rule their lives with often explosive results. Regardless,
sorcerers live and breathe that which other spellcasters devote their lives to
mastering, and for them magic is more than a boon or a field of study; it is life
itself.\n<b>Role</b>: Sorcerers excel at casting a selection of favored spells
frequently, making them powerful battle mages. As they become familiar with a
specific and ever-widening set of spells, sorcerers often discover new and
versatile ways of making use of magics other spellcasters might overlook. Their
bloodlines also grant them additional abilities, assuring that no two sorcerers are
ever quite alike.\n<b>Alignment:</b> Any\n<b>Hit Die:</b> d6\n<b>Skill Ranks per
Level:</b> 1 + Int modifier\n<b>Base Features</b>\n<b>Sorcerer
Proficiencies</b>\nSorcerers are proficient with all simple weapons. They are not
proficient with any type of armor or shield. Armor interferes with a sorcerer's
gestures, which can cause her spells with somatic components to
fail.\n<b>Cantrips</b>\nSorcerers can cast a number of cantrips, or 0-level spells.
These spells are cast like any other spell, but they are not expended when cast and
may be used again.\n<b>Full caster</b>\nThis unit is a full caster.\n<b>Sorcerer
Bonus Feat</b>\nAt 1th level, a sorcerer gains a bonus feat. At each such
opportunity, he can choose a metamagic feat, spell focus feat or any other
spellcaster feat. The sorcerer must still meet all prerequisites for a bonus feat,
including caster level minimums.\n<b>Bloodline</b>\nEach sorcerer has a source of
magic somewhere in her heritage that grants her spells, bonus feats, an additional
class skill, and other special abilities. This source can represent a blood
relation or an extreme event involving a creature somewhere in the family's past.
For example, a sorcerer might have a dragon as a distant relative or her
grandfather might have signed a terrible contract with a devil. Regardless of the
source, this influence manifests in a number of ways as the sorcerer gains levels.
A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once
made, this choice cannot be changed.\nAt 3rd level, and every two levels
thereafter, a sorcerer learns an additional spell, derived from her bloodline.
These spells are in addition to the number of spells given on new levels. These
spells cannot be exchanged for different spells at higher levels.\nAt 7th level,
and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a
list specific to each bloodline. The sorcerer must meet the prerequisites for these
bonus feats.\nFilled with magical power that screams for release, sorcery is not so
much a calling as a blessing�or a curse. For some sorcerers, this arcane birthright
manifests in subtle and carefully controlled ways, assisting in their manipulation
of others or the pursuit of lofty goals. For others, it is wild and unpredictable,
the primal and explosive lashing out of a power greater than
themselves.\n<b>Bloodline Feat Selection</b>\nAt 7th level, and every six levels
thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each
bloodline. The sorcerer must meet the prerequisites for these bonus
feats.\n<b>Selectable Features</b>\n<b>Bloodlines:</b>\n<b>Abyssal Bloodline:</b>
Generations ago, a demon spread its filth into your heritage. While it does not
manifest in all of your kin, for you it is particularly strong. You might sometimes
have urges to chaos or evil, but your destiny (and alignment) is up to
you.\n<b>Celestial Bloodline:</b> Your bloodline is blessed by a celestial power,
either from a celestial ancestor or through divine intervention. Although this
power drives you along the path of good, your fate (and alignment) is your own to
determine.\n<b>Fey Bloodline:</b> The capricious nature of the fey runs in your
family due to some intermingling of fey blood or magic. You are more emotional than
most, prone to bouts of joy and rage.\n<b>Undead Bloodline:</b> The taint of the
grave runs through your family. Perhaps one of your ancestors became a powerful
lich or vampire, or maybe you were born dead before suddenly returning to life.
Either way, the forces of death move through you and touch your every
action.\n<b>Draconic Bloodlines</b>\nAt some point in your family's history, a
dragon interbred with your bloodline, and now its ancient power flows through your
veins.\n<b>Black Dragon � Acid:</b> Lording over the darkest swamps and marshes,
black dragons are the undisputed masters of their domain, ruling through cruelty
and intimidation. Those who dwell within a black dragon's reach live in
fear.\n<b>Blue Dragon � Electricity:</b> Blue dragons are consummate schemers and
obsessively orderly. In combat, blue dragons prefer to surprise foes if possible,
and are not above retreating if the odds turn against them.\n<b>Brass Dragon �
Fire:</b> Consummate conversationalists, brass dragons prefer to talk instead of
fight.\n<b>Bronze Dragon � Electricity:</b> Bronze dragons have been known to ally
with travelers and adventurers if the cause and reward is right and
just.\n<b>Copper Dragon � Acid:</b> Copper dragons are whimsical and spend most of
their time in combat trying to annoy and frustrate their enemies.\n<b>Gold Dragon �
Fire:</b> Gold dragons are the epitome of virtue. Other metallic dragons revere
their gold cousins as the agents of divine forces and the paragons of dragonkind,
and often seek them for advice or aid.\n<b>Green Dragon � Acid:</b> Green dragons
dwell in the ancient forests of the world, prowling under towering canopies in
search of prey. Of all the chromatic dragons, green dragons are perhaps the easiest
to deal with diplomatically.\n<b>Red Dragon � Fire:</b> Few creatures are more
cruel and fearsome than the mighty red dragon. King of the chromatics, this
terrible beast brings ruin and death to the lands that fall under its
shadow.\n<b>Silver Dragon � Cold:</b> Of all the dragons, silvers are the most
courageous, holding themselves to a chivalrous code to help the weak, defeat evil,
and behave in an honorable manner.\n<b>White Dragon � Cold:</b> Although most
consider it to be the weakest and most feral of the chromatic dragons, the white
dragon makes up for its lack of cunning with sheer ferocity.\n<b>Bonus Feats of
Draconic Bloodline:</b>\n<b>Blind-Fight</b>\nIn melee, every time you miss because
of concealment, you can reroll your miss chance percentile roll one time to see if
you actually hit.\nAn invisible attacker gets no advantages related to hitting you
in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the
attacker doesn't get the usual +2 bonus for being invisible. The invisible
attacker's bonuses do still apply for ranged attacks, however.\n<b>Great
Fortitude</b>\nYou get a +2 bonus on all Fortitude saving throws.\nImproved
Initiative\nYour quick reflexes allow you to react rapidly to danger. You get a +4
bonus on initiative checks.\n<b>Power Attack</b>\nYou can choose to take a �1
penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on
all melee damage rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon using two hands, or
a primary natural weapon that adds 1-1/2 times your Strength modifier on damage
rolls. This bonus to damage is halved (�50%) if you are making an attack with an
off-hand weapon or secondary natural weapon.\nWhen your base attack bonus reaches
+4, and every 4 points thereafter, the penalty increases by �1 and the bonus to
damage increases by +2.\nYou must choose to use this feat before making an attack
roll, and its effects last until your next turn. The bonus damage does not apply to
touch attacks or effects that do not deal hit point damage.\n<b>Metamagic
(Quicken)</b>\nYou can cast spells in a fraction of the normal time.\nBenefit:
Casting a quickened spell is a swift action. You can perform another action, even
casting another spell, in the same round as you cast a quickened spell. A spell
whose casting time is more than 1 round or 1 full-round action cannot be
quickened.\nLevel Increase: +4 (a quickened spell uses up a spell slot four levels
higher than the spell's actual level.)\nCasting a quickened spell doesn't provoke
an attack of opportunity.\nSpecial: You can apply the effects of this feat to a
spell cast spontaneously, so long as it has a casting time that is not more than 1
full-round action, without increasing the spell's casting time.\n<b>Skill Focus
(Mobility)</b>\nYou get a +3 bonus on all checks involving Mobility. If you have 10
or more ranks in Mobility, this bonus increases to +6.\n<b>Skill Focus (Knowledge
Arcana)</b>\nYou get a +3 bonus on all checks involving Knowledge Arcana. If you
have 10 or more ranks in Knowledge Arcana, this bonus increases to
+6.\n<b>Toughness</b>\nYou gain +3 hit points. For every Hit Die you possess beyond
3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain
+1 hit points whenever you
gain a Hit Die (such as when you gain a level)."
},
{
"Key": "0c5e0790-7045-4b54-9669-c48b2a7c89be",
"Value": "Sorcerer"
},
{
"Key": "4cd4341e-22b5-464e-a7d4-a50e23d0db49",
"Value": "Summoned forth from the inky swamps of Abaddon, a soul eater is an
extraplanar entity devoid of emotion or reason and possessing a hunger that may
only be sated by devouring the souls of the living. The very nature of a soul eater
makes it an ideal and terrifyingly efficient tool of death, and it is for this
reason they are often conjured by vile spellcasters pursuing morbid agendas. Even
when not seeing to the heinous commands of a sinister magic user, the soul eater
prowls and hunts, constantly seeking living souls upon which to gorge itself."
},
{
"Key": "b9519e71-a0d5-42a4-8fc5-2696c85744ef",
"Value": "Soul Eater"
},
{
"Key": "afda5b4b-3cb5-42b1-bd7c-bcfe00556325",
"Value": "Many special spell effects are handled according to the school of
the spells in question. Certain other special spell features are found across spell
schools."
},
{
"Key": "95941929-3055-435c-99ae-e028cf07ad02",
"Value": "Special Spell Effects"
},
{
"Key": "10c1c73e-23fe-48d6-a254-ce4323a7f9b8",
"Value": "<b>Spell-Like Abilities</b>\nUsually, a spell-like ability works
just like the spell of that name. A spell-like ability has no verbal, somatic, or
material component, nor does it require a focus. The user activates it mentally.
Armor never affects a spell-like ability's use, even if the ability resembles an
arcane spell with a somatic component.\nA spell-like ability has a casting time of
1 standard action unless noted otherwise in the ability or spell description. In
all other ways, a spell-like ability functions just like a spell.\nSpell-like
abilities are subject to spell resistance and dispel magic. They do not function in
areas where magic is suppressed or negated. Spell-like abilities cannot be used to
counterspell, nor can they be counterspelled.\nIf a character class grants a spell-
like ability that is not based on an actual spell, the ability's effective spell
level is equal to the highest-level class spell the character can cast, and is cast
at the class level the ability is gained."
},
{
"Key": "8cc8216e-e4c2-4ddc-b7a7-52adf7050af9",
"Value": "<b>Supernatural Abilities</b>\nThese can't be disrupted in combat
and generally don't provoke attacks of opportunity. They aren't subject to spell
resistance, counterspells, or dispel magic, and don't function in antimagic areas."
},
{
"Key": "f1ab8d26-9f5d-4001-b520-a46ca328cc12",
"Value": "<b>Extraordinary Abilities</b>\nThese abilities cannot be disrupted
in combat, as spells can, and they generally do not provoke attacks of opportunity.
Effects or areas that negate or disrupt magic have no effect on extraordinary
abilities. They are not subject to dispelling, and they function normally in an
antimagic field. Indeed, extraordinary abilities do not qualify as magical, though
they may break the laws of physics."
},
{
"Key": "e05c78de-c9f9-4dba-ab0b-c47701ad61bf",
"Value": "<b>Natural Abilities</b>\nThis category includes abilities a
creature has because of its physical nature. Natural abilities are those not
otherwise designated as extraordinary, supernatural, or spell-like."
},
{
"Key": "8af612e7-daef-4c2b-a6f1-b4e4d88da657",
"Value": "A number of classes and creatures gain the use of special
abilities, many of which function like spells."
},
{
"Key": "32a97658-bd72-47bd-bc32-387650ff1a29",
"Value": "Special Abilities"
},
{
"Key": "b1a71d9c-a082-4444-9f2a-cae09187c122",
"Value": "There are various standard maneuvers you can perform during combat
other than normal attacks, casting spells, or using other class abilities. Some of
these special attacks can be made as part of another action (such as an attack) or
as an attack of opportunity."
},
{
"Key": "e304c992-7296-4813-b7ea-0c8202c03517",
"Value": "Special Attacks"
},
{
"Key": "e6e6f64c-1d9e-4261-8fd8-1ad281bfa9be",
"Value": "<b>Double Movement Cost</b>\nWhen your movement is hampered in some
way, your movement usually costs double."
},
{
"Key": "fbdb5abb-4917-4c33-b52f-47937d16af7b",
"Value": "<b>Minimum Movement</b>\nDespite whatever penalties to movement you
might have, you can take a full-round action to move 5 feet in any direction. This
rule doesn't allow you to move through impassable terrain or to move when all
movement is prohibited. Such movement provokes attacks of opportunity as normal."
},
{
"Key": "63227364-5ef5-4cd3-8ba0-2e421ee6af4b",
"Value": "These rules cover special movement situations."
},
{
"Key": "c0d204fb-ae80-4d39-8d64-4a4b5aaec6bd",
"Value": "Special Movement Rules"
},
{
"Key": "c302499a-bcc2-4ff2-804c-6a73a6a2cfa6",
"Value": "Spectres are evil undead that hate sunlight and living things. Most
are the remnants of murdered or evil
<link=\"Encyclopedia:Humans\"><b>humans</b></link>, their anger preventing them
from entering the afterlife. Like ghosts, spectres haunt the places of their
deaths, and seek to draw others into the lonely abyss of undeath.\nA spectre looks
much as it did in life and can be easily recognized by those who knew the
individual or have seen the individual's face in paintings or drawings. Spectres
retain a strong sense of identity, and even ancient, insane spectres generally
remain coherent. Evil historians and necromancers often try to ally with spectres
for the knowledge they held in life and retain in undeath."
},
{
"Key": "4cc67d4a-3823-44eb-978d-09e6c1bd7194",
"Value": "Spectre"
},
{
"Key": "f44c6e0a-d82b-4177-b215-6ba87ad4cc98",
"Value": "Speed measures how fast can a character move in combat. It is
measured in the amount of feet that character can move in 3 seconds."
},
{
"Key": "7fe7cfb1-d1ad-46f7-bd6b-6eb1cb8fff51",
"Value": "Speed"
},
{
"Key": "d8544fa0-b42e-4fcc-b798-6375e56a858c",
"Value": "Some characters in your party are capable of casting spells. To use
a spell or ability, click on its icon in the action panel or in the Spells menu,
and then on the target (your companion or an enemy, depending on the desired
effect). Spells have various characteristics, such as range, duration, school,
etc.\nTo review all the spells available to a character, open their spellbook by
pressing <b>{bind|OpenSpells}</b>. Clerics, Druids, Magi, Paladins, Rangers and
Wizards select their allotment of spells for the day in spellbook. A daily
spellbook slot is expended after being cast and the character must rest before
casting it again. Bards, Inquisitors and Sorcerers can use their spells several
times per day, but their spell repertoire is limited. Most character also have
usable abilities and they might be limited by the amount of charges depending on
the ability."
},
{
"Key": "878e54c5-a36e-4a0e-aaf7-d8c2bdd5c151",
"Value": "Spells"
},
{
"Key": "c8c82281-7bd0-4a94-974d-a5bb1ec5a60b",
"Value": "If you are affected by a spell while attempting to cast a spell of
your own, you must make a concentration check or lose the spell you are casting. If
the spell affecting you deals damage, the DC is 10 + the damage taken + the level
of the spell you're casting.\nIf the spell interferes with you or distracts you in
some other way, the DC is the spell's <link=\"Encyclopedia:Saving_Throw\"><b>saving
throw</b></link> DC + the level of the spell you're casting. For a spell with no
saving throw, it's the DC that the spell's saving throw would have if a save were
allowed (10 + spell level + caster's ability score)."
},
{
"Key": "79ec53a2-0e49-4397-9f07-537dc0c060a0",
"Value": "Spell"
},
{
"Key": "1ab792fd-4da8-4c85-a503-0b92216219dd",
"Value": "<b>Other</b>\nA spell can have a unique area, as defined in its
description."
},
{
"Key": "ebd25dac-a5bc-442a-ada4-f3db6dca7790",
"Value": "<b>Line of Effect</b>\nA line of effect is a straight, unblocked
path that indicates what a spell can affect. A line of effect is canceled by a
solid barrier. It's like line of sight for ranged weapons, except that it's not
blocked by fog, darkness, and other factors that limit normal sight.\nYou must have
a clear line of effect to any target that you cast a spell on or to any space in
which you wish to create an effect. You must have a clear line of effect to the
point of origin of any spell you cast.\nA burst, cone, cylinder, or emanation spell
affects only an area, creature, or object to which it has line of effect from its
origin (a spherical burst's center point, a cone-shaped burst's starting point, a
cylinder's circle, or an emanation's point of origin).\nAn otherwise solid barrier
with a hole of at least 1 square foot through it does not block a spell's line of
effect. Such an opening means that the 5-foot length of wall containing the hole is
no longer considered a barrier for purposes of a spell's line of effect."
},
{
"Key": "ce60b0ee-dfa1-497a-a864-e5116a22547a",
"Value": "<b>Targets</b>\nSome spells have a target or targets. You cast
these spells on creatures or objects, as defined by the spell itself. You must be
able to see or touch the target, and you must specifically choose that target. You
do not have to select your target until you finish casting the spell.\nIf the
target of a spell is yourself (the Target line of the spell description
includes \"You\"), you do not receive a
<link=\"Encyclopedia:Saving_Throw\"><b>saving throw</b></link>, and spell
resistance does not apply. The saving throw and spell resistance lines are omitted
from such spells."
},
{
"Key": "f4264cf6-30b7-4638-9c99-a5969a2bdfab",
"Value": "<b>Effect</b>\nSome spells create or summon things rather than
affecting things that are already present.\nYou must designate the location where
these things are to appear, either by seeing it or defining it. Range determines
how far away an effect can appear, but if the effect is mobile after it appears it
can move regardless of the spell's range."
},
{
"Key": "5ca6fde5-2cba-46ad-b920-fbf434c75c30",
"Value": "<b>Ray</b>\nSome effects are rays. You aim a ray as if using a
ranged weapon, though typically you make a ranged touch attack rather than a normal
ranged attack. As with a ranged weapon, you can fire into the dark or at an
invisible creature and hope you hit something. You don't have to see the creature
you're trying to hit, as you do with a targeted spell. Intervening creatures and
obstacles, however, can block your line of sight or provide cover for the creature
at which you're aiming.\nIf a ray spell has a duration, it's the duration of the
effect that the ray causes, not the length of time the ray itself persists.\nIf a
ray spell deals damage, you can score a critical hit just as if it were a weapon. A
ray spell threatens a critical hit on a natural roll of 20 and deals double damage
on a successful critical hit."
},
{
"Key": "f68b9532-80ea-43e3-8efa-e0970aaeac9b",
"Value": "<b>Spread</b>\nSome effects, notably clouds and fogs, spread out
from a point of origin, which must be a grid intersection. The effect can extend
around corners and into areas that you can't see. Figure distance by actual
distance traveled, taking into account turns the spell effect takes. You must
designate the point of origin for such an effect, but you need not have a line of
effect to all portions of the effect."
},
{
"Key": "34bdabfe-c841-4e32-a9d0-7635837bd445",
"Value": "<b>Area</b>\nSome spells affect an area. Sometimes a spell
description specifies a specially defined area, but usually an area falls into one
of the categories defined below.\nRegardless of the shape of the area, you select
the point where the spell originates, but otherwise you don't control which
creatures or objects the spell affects."
},
{
"Key": "c641bb60-7ae2-46bb-a7c8-d0536ac6d167",
"Value": "<b>Burst, Emanation, or Spread</b>\nMost spells that affect an area
function as a burst, an emanation, or a spread. In each case, you select the
spell's point of origin and measure its effect from that point.\nA burst spell
affects whatever it catches in its area, including creatures that you can't see. It
can't affect creatures with total cover from its point of origin (in other words,
its effects don't extend around corners). The default shape for a burst effect is a
sphere, but some burst spells are specifically described as cone-shaped. A burst's
area defines how far from the point of origin the spell's effect extends.\nAn
emanation spell functions like a burst spell, except that the effect continues to
radiate from the point of origin for the duration of the spell. Most emanations are
cones or spheres.\nA spread spell extends out like a burst but can turn corners.
You select the point of origin, and the spell spreads out a given distance in all
directions. Figure the area the spell effect fills by taking into account any turns
the spell effect takes."
},
{
"Key": "1c52a9c9-0f62-4b2c-97c7-20bca97b3da6",
"Value": "<b>Cone, Cylinder, Line, or Sphere</b>\nMost spells that affect an
area have a particular shape.\nA cone-shaped spell shoots away from you in a
quarter-circle in the direction you designate.\nWhen casting a cylinder-shaped
spell, you select the spell's point of origin. This point is the center of a
horizontal circle, and the spell shoots down from the circle, filling a cylinder. A
cylinder-shaped spell ignores any obstructions within its area.\nA line-shaped
spell shoots away from you in a line in the direction you designate. A line-shaped
spell affects all creatures through which the line passes.\nA sphere-shaped spell
expands from its point of origin to fill a spherical area. Spheres may be bursts,
emanations, or spreads."
},
{
"Key": "37dcc344-934c-47e4-893e-d79433f758f8",
"Value": "<b>Creatures</b>\nA spell with this kind of area affects creatures
directly (like a targeted spell), but it affects all creatures in an area of some
kind rather than individual creatures you select. The area might be a spherical
burst, a cone-shaped burst, or some other shape.\nMany spells affect \"living
creatures,\" which means all creatures other than constructs and undead. Creatures
in the spell's area that are not of the appropriate type do not count against the
creatures affected."
},
{
"Key": "c8ea24bc-8986-4018-9202-34ac75a9f71f",
"Value": "<b>Objects</b>\nA spell with this kind of area affects objects
within an area you select (as Creatures, but affecting objects instead)."
},
{
"Key": "102433dd-f102-45e5-a12b-1ef53e9229c9",
"Value": "You must make choices about whom a spell is to affect or where an
effect is to originate, depending on a spell's type. The next entry in a spell
description defines the spell's target (or targets), its effect, or its area, as
appropriate."
},
{
"Key": "8196a3a5-1802-4189-929d-f65c9fbef59b",
"Value": "Aiming a Spell"
},
{
"Key": "ce231921-c792-4f37-afd6-7f58ca50de0a",
"Value": "Some spell descriptions refer to attacking. All offensive combat
actions, even those that don't damage opponents, are considered attacks. Attempts
to channel energy count as attacks if it would harm any creatures in the area. All
spells that opponents resist with <link=\"Encyclopedia:Saving_Throw\">saving
throws</link>, that deal damage, or that otherwise harm or hamper subjects are
attacks. Spells that summon monsters or other allies are not attacks because the
spells themselves don't harm anyone."
},
{
"Key": "3dc6d2e5-09a1-45ea-856e-6d3352fc5cb1",
"Value": "Spell Attacks"
},
{
"Key": "ee679ec3-00b1-4cdf-8761-079bb9579993",
"Value": "A spell is a one-time magical effect. Spells come in two types:
<b>Arcane</b> (cast by bards, maguses, sorcerers, and wizards) and <b>Divine</b>
(cast by clerics, druids, inquisitors, and experienced paladins and rangers).\nSome
spellcasters select their spells from a limited list of spells known, while others
have access to a wide variety of options.\nMost spellcasters prepare spells in
advance � whether from a spellbook or through prayers � while some cast spells
spontaneously without preparation. Despite these different ways characters use to
learn or prepare their spells, when it comes to casting them, the spells are very
much alike."
},
{
"Key": "4a9e407b-0441-4c4f-aff2-ae8127002c3e",
"Value": "Some classes (for example, clerics) can cast spells spontaneously.
For example, clerics of non-evil alignment don't need to prepare healing spells:
they can spend almost any prepared spell to cast a cure spell of the same level.
Evil clerics have the ability to convert prepared spells into inflict spells of the
same level. Likewise, a druid can spend a prepared spell in order to cast any
summon nature's ally spell of the same level or lower."
},
{
"Key": "394fef69-7d05-4b5c-80a9-c8fdea0e0942",
"Value": "Spell Conversion"
},
{
"Key": "a1bad2bb-2ddb-40f1-b4aa-b39a47c11795",
"Value": "<b>Name</b>\nThe first line of every spell description gives the
name by which the spell is generally known."
},
{
"Key": "8f5caf67-5407-40bb-969c-8ea756877b1e",
"Value": "Spell Descriptions"
},
{
"Key": "ed9f2270-c487-4abd-8ae5-6e2556a2a263",
"Value": "<b>� Electricity:</b> Electricity effects involve the presence and
flow of electrical charge, whether expressed in amperes or volts. Electricity deals
damage to creatures by disrupting their biological systems. It deals damage to
objects (as well as creatures) by heating the material it passes through, and thus
technically many electricity spells could also be treated as fire spells, but for
sake of game simplicity, it is better to just let electricity-based spells deal
electricity damage. Electricity effects may stun, paralyze, or even kill."
},
{
"Key": "87c62480-b74d-4dde-b8a9-6eafdd8c861c",
"Value": "<b>� Emotion:</b> Spells with this descriptor create emotions or
manipulate the target's existing emotions. Most emotion spells are enchantments,
except for fear spells, which are usually necromancy."
},
{
"Key": "a5289e2b-71a3-4f2b-8351-f980246e742e",
"Value": "<b>� Evil</b>: Spells that draw upon evil powers or conjure
creatures from evil-<link=\"Encyclopedia:Alignment\"><b>aligned</b></link> planes
or with the evil subtype should have the evil descriptor."
},
{
"Key": "0c8bea72-33c1-479d-a698-fa3370e1c541",
"Value": "<b>� Fear:</b> Spells with the fear descriptor create, enhance, or
manipulate fear. Most fear spells are necromancy spells, though some are
enchantment spells."
},
{
"Key": "94a266c9-468c-438d-9c28-12d4a86ae8a2",
"Value": "<b>� Fire:</b> Fire effects make the target hotter by creating
fire, directly heating the target with magic or friction. Lava, steam, and boiling
water all deal fire damage. Fire effects can also cause confusion, dizziness,
exhaustion, fatigue, nausea, unconsciousness, and death. Spells that manipulate
fire or conjure creatures from fire-dominant planes or with the fire subtype should
have the fire descriptor."
},
{
"Key": "d37a2d80-577a-4aac-97e0-f50aa4114a6c",
"Value": "<b>� Force:</b> Spells with the force descriptor create or
manipulate magical force. Force spells affect incorporeal creatures normally (as if
they were corporeal creatures)."
},
{
"Key": "aa6970e1-08c0-4e98-bf87-c234867bc0e6",
"Value": "<b>� Good:</b> Spells that draw upon the power of true goodness or
conjure creatures from good-<link=\"Encyclopedia:Alignment\"><b>aligned</b></link>
planes or with the good subtype should have the good descriptor."
},
{
"Key": "62e8e283-c95b-4965-bd77-4da636586427",
"Value": "<b>� Lawful:</b> Spells that draw upon the power of true law or
conjure creatures from law-<link=\"Encyclopedia:Alignment\"><b>aligned</b></link>
planes or with the lawful subtype should have the law descriptor."
},
{
"Key": "14d8e44e-1c4f-4fbb-8e97-ba2b7d661346",
"Value": "<b>� Light:</b> Spells that create significant amounts of light or
attack darkness effects should have the light descriptor. Giving a spell the light
descriptor indicates whether a spell like darkness is high enough level to dispel
it."
},
{
"Key": "29dacf4a-6a1d-47e5-915c-eacd613c280e",
"Value": "<b>� Mind-Affecting:</b> Mindless creatures (those with an
<link=\"Encyclopedia:Intelligence\">Intelligence</link> score of \"�\") and undead
are immune to mind-affecting effects."
},
{
"Key": "79723a14-82a4-4c50-acd3-36de970371eb",
"Value": "<b>� Acid:</b> Acid effects deal damage with chemical reactions
rather than cold, electricity, heat, or vibration. This descriptor includes both
actual acids and their chemical opposites, called bases or alkalines (such as
ammonia and lye)."
},
{
"Key": "2c7fc55d-80a3-44b0-a7ed-f946e3bb1ea2",
"Value": "<b>� Pain:</b> Pain effects cause unpleasant sensations without any
permanent physical damage (though a sensitive target may suffer mental
repercussions from lengthy exposure to pain). Creatures that are immune to effects
that require a <link=\"Encyclopedia:Saving_Throw\">Fortitude save</link> (such as
constructs and undead) are immune to pain effects."
},
{
"Key": "fe11c092-1d0e-4933-a953-9266adae61da",
"Value": "<b>� Poison:</b> Poison effects use poison, venom, drugs, or
similar toxic substances to disrupt and damage living creatures through chemical
reactions. Technically, acids and poisons are both chemical reactions, but for the
purpose of this game, they are categorized as different effects, with acids dealing
hit point damage and poisons causing ability damage, ability drain, bleeding,
confusion, convulsions, nausea, paralysis, reduced healing, suffocation,
unconsciousness, or death. Creatures with resistance to poison (such as
<link=\"Encyclopedia:Dwarves\">dwarves</link>) apply that resistance to their
<link=\"Encyclopedia:Saving_Throw\"><b>saving throws</b></link> and the effects of
poison spells. Creatures with immunity are immune to poisonous aspects of poison
spells, but not necessarily all effects of the spell (for example, a spell that
creates a pit full of liquid poison could still trap or drown a poison-immune
creature)."
},
{
"Key": "d39bafab-7958-4162-813a-36a4e07599cd",
"Value": "<b>� Shadow:</b> Shadow spells manipulate matter or energy from the
Shadow Plane, or allow transport to or from that plane."
},
{
"Key": "73a0dfcf-b432-4a34-ac47-a3345c38d0be",
"Value": "<b>� Sonic:</b> Sonic effects transmit energy to the target through
frequent oscillations of pressure through the air, water, or ground. Sounds that
are too high or too low for the humanoid ear to detect can still transmit enough
energy to cause harm, which means that these effects can even affect deafened
creatures. Sound effects can cause hit point damage, deafness, dizziness, nausea,
pain, shortness of breath, and temporary blindness, and can detect creatures using
batlike echolocation."
},
{
"Key": "24d1e5d1-9ea0-45a8-b718-86923df77d9e",
"Value": "<b>� Water:</b> Spells that manipulate water or conjure creatures
from water-dominant planes or with the water subtype should have the water
descriptor."
},
{
"Key": "33e6d15a-91ab-4b1e-854f-f133f33bd19f",
"Value": "<b>� Air:</b> Spells that create air, manipulate air, or conjure
creatures from air-dominant planes or with the air subtype should have the air
descriptor."
},
{
"Key": "f8673210-99f1-4eae-81af-0aa68a7bac14",
"Value": "<b>� Chaotic:</b> Spells that draw upon the power of true chaos or
conjure creatures from chaos-<link=\"Encyclopedia:Alignment\"><b>aligned</b></link>
planes or with the chaotic subtype should have the chaos descriptor."
},
{
"Key": "28b5654f-54fb-4d56-bb1f-b3bc26ffbc94",
"Value": "<b>� Cold:</b> Cold effects deal damage by making the target
colder, typically by blasting it with supernaturally cooled matter or energy. Cold
effects also include those that create ice, sleet, or snow out of nothing. They can
cause frostbite, numbness, coordination problems, slowed movement and reactions,
stupor, and death."
},
{
"Key": "b5a0797a-3a69-4f09-8fc0-50d2530324c2",
"Value": "<b>� Curse:</b> Curses are often permanent effects, and usually
cannot be dispelled, but can be removed with a break enchantment, limited wish,
miracle, remove curse, or wish."
},
{
"Key": "e7d2fa14-9890-4df0-a387-9181bc1789e8",
"Value": "<b>� Darkness:</b> Spells that create darkness or reduce the amount
of light should have the darkness descriptor. Giving a spell the darkness
descriptor indicates whether a spell like daylight is high enough level to dispel
it."
},
{
"Key": "8134b974-e398-4ec2-9884-cc448f5aa73c",
"Value": "<b>� Death:</b> Spells with the death descriptor directly attack a
creature's life force to cause immediate death, or to draw on the power of a dead
or dying creature. The death ward spell protects against death effects, and some
creature types are immune to death effects."
},
{
"Key": "feb69264-1e63-4103-883d-b0f75b5921f0",
"Value": "<b>� Disease:</b> Disease effects give the target a disease, which
may be an invading organism such as a bacteria or virus, an abnormal internal
condition (such as cancer or mental disorder), or a recurring magical effect that
acts like one of the former. Creatures with resistance or immunity to disease apply
that resistance to their <link=\"Encyclopedia:Saving_Throw\"><b>saving
throw</b></link> and the effects of disease spells."
},
{
"Key": "1104eeb2-8622-4818-8bed-d595f9b315d0",
"Value": "<b>� Earth:</b> Spells that manipulate earth or conjure creatures
from earth-dominant planes or with the earth subtype should have the earth
descriptor."
},
{
"Key": "014072fa-9ad9-41a5-9bb5-9a6673451795",
"Value": "Appearing on the same line as the school and sub-school, when
applicable, is a descriptor that further categorizes the spell in some way. Some
spells have more than one descriptor.\nThe descriptors are: acid, air, chaotic,
cold, curse, darkness, death, disease, draconic, earth, electricity, emotion, evil,
fear, fire, force, good, lawful, light, meditative, mind-affecting, pain, poison,
shadow, sonic, and water.\nMost of these descriptors have no game effect by
themselves, but they govern how the spell interacts with other spells, with special
abilities, with unusual creatures, with
<link=\"Encyclopedia:Alignment\"><b>alignment</b></link>, and so on."
},
{
"Key": "674bd9c3-39f8-4c24-991e-ea4f5681026b",
"Value": "Spell Descriptor"
},
{
"Key": "f58b59a9-8d28-447f-88a3-93a5c9eb1156",
"Value": "<b>Timed Durations</b>\nMany durations are measured in rounds,
minutes, hours, or other increments. When the time is up, the magic goes away and
the spell ends. If a spell's duration is variable, the duration is rolled secretly
so the caster doesn't know how long the spell will last."
},
{
"Key": "68d8fdd7-8407-447e-870d-b5ff7be71516",
"Value": "<b>Instantaneous</b>\nThe spell energy comes and goes the instant
the spell is cast, though the consequences might be long-lasting."
},
{
"Key": "a1842fd2-7408-4191-831a-6868ef47dfd7",
"Value": "<b>Permanent</b>\nThe energy remains as long as the effect does.
This means the spell is vulnerable to dispel magic."
},
{
"Key": "1a531f64-c73a-42b8-9edb-800e7407a5ed",
"Value": "<b>Subjects, Effects, and Areas</b>\nIf the spell affects creatures
directly, the result travels with the subjects for the spell's duration. If the
spell creates an effect, the effect lasts for the duration. The effect might move
or remain still. Such an effect can be destroyed prior to when its duration ends.
If the spell affects an area, then the spell stays with that area for its
duration.\nCreatures become subject to the spell when they enter the area and are
no longer subject to it when they leave."
},
{
"Key": "0c5a6fc7-10f8-4e35-a7aa-fd265d745ab8",
"Value": "<b>Touch Spells and Holding the Charge</b>\nIn most cases, if you
don't discharge a touch spell on the round you cast it, you can hold the charge
(postpone the discharge of the spell) indefinitely. You can make touch attacks
round after round until the spell is discharged. If you cast another spell, the
touch spell dissipates."
},
{
"Key": "d2753551-3b10-4915-8f19-b38a08336aac",
"Value": "<b>Discharge</b>\nOccasionally a spell lasts for a set duration, or
until triggered or discharged."
},
{
"Key": "dba507b6-1bf6-404c-85db-79d958d05b2f",
"Value": "A spell's duration entry tells you how long the magical energy of
the spell lasts."
},
{
"Key": "f88483a7-72dd-4b78-8e14-032c19232901",
"Value": "Duration"
},
{
"Key": "ff701f2f-05a1-4be7-ae30-4bb8ecdf4532",
"Value": "If you ever try to cast a spell in conditions where the
characteristics of the spell cannot be made to conform, the casting fails and the
spell is wasted.\nSpells also fail if your
<link=\"Encyclopedia:Concentration\">concentration</link> is broken and might fail
if you're wearing armor while casting a spell."
},
{
"Key": "1f5ba86b-e8bf-4fd3-8b10-42474d804aab",
"Value": "Spell Failure"
},
{
"Key": "3295dc69-41a1-4be8-b632-488913c787f5",
"Value": "If you take damage while trying to cast a spell, you make a
<link=\"Encyclopedia:Concentration\">concentration</link> check with a DC equal to
10 + the damage taken + the level of the spell you're casting. If you fail the
check, you lose the spell without effect. The interrupting event strikes during
spellcasting if it comes between the time you started and the time you complete a
spell (for a spell with a casting time of 1 full round or more) or if it comes in
response to your casting the spell (such as an attack of opportunity provoked by
the spell).\nIf you are taking continuous damage, such as from an acid arrow or by
standing in a lake of lava, half the damage is considered to take place while you
are casting a spell. You make a concentration check with a DC equal to 10 + 1/2 the
damage that the continuous source last dealt + the level of the spell you're
casting. If the last damage dealt was the last damage that the effect could deal,
then the damage is over and does not distract you."
},
{
"Key": "b37ae1aa-4402-4008-934c-358a4b9bdfa4",
"Value": "Injury"
},
{
"Key": "185fac9c-14c5-4ad4-97b1-cb90f2d34e62",
"Value": "Spell resistance is a special defensive ability. If your spell is
being resisted by a creature with spell resistance, you must make a caster level
check (1d20 + caster level) at least equal to the creature's spell resistance for
the spell to affect that creature. The defender's spell resistance is like an
<link=\"Encyclopedia:Armor_Class\">AC</link> against magical attacks. Include any
adjustments to your caster level to this caster level check.\nThe spell resistance
entry and the descriptive text of a spell description tell you whether spell
resistance protects creatures from the spell. In many cases, spell resistance
applies only when a resistant creature is targeted by the spell, not when a
resistant creature encounters a spell that is already in place.\nThe
terms \"object\" and \"harmless\" mean the same thing for spell resistance as they
do for <link=\"Encyclopedia:Saving_Throw\"><b>saving throws</b></link>. A creature
with spell resistance must voluntarily lower the resistance (a standard action) in
order to be affected by such spells without forcing the caster to make a caster
level check."
},
{
"Key": "5d42dcc9-18ba-4de1-ba05-71bc672f6f17",
"Value": "Spell Resistance"
},
{
"Key": "3ed20827-3984-4a69-a21c-b6a9ab8c824a",
"Value": "Once creatures (or objects or areas) are affected, and whether
those creatures have made successful <link=\"Encyclopedia:Saving_Throw\">saving
throws</link> (if any were allowed), whatever results a spell entails are applied."
},
{
"Key": "58aa82d8-18dc-411f-a775-169c9e4a01ae",
"Value": "Spell Result"
},
{
"Key": "f5b32469-c82a-4abe-8674-063e168a1207",
"Value": "Spell"
},
{
"Key": "c6b1ee7c-3dba-4b98-8868-a53fb7bcba6f",
"Value": "The sight of a carpet of swarming spiders is unsettling indeed �
particularly when the swarm is made up of spiders each the size of a gold coin and
possessing bladelike mandibles capable of lacerating flesh with sickening ease. A
swarm of spiders is a colonial mass of arachnids that relies on overwhelming much
larger prey with sheer numbers rather than catching smaller snacks. While spider
swarms spin webs, these webs are incapable of catching larger prey and typically
serve the swarm as a lair rather than a method of capturing dinner."
},
{
"Key": "529e1b82-89ec-4802-94b8-90d932abcc5d",
"Value": "Spider Swarm"
},
{
"Key": "b9241c0f-7c1a-4876-af25-6379d93ed540",
"Value": "For many brave adventurers, this is the first monster they ever
meet � for quite a lot, it's also their last. These huge, mean and venomous
arachnids spin their nets in the shade of forests, caverns and ancient ruins,
waiting patiently for someone careless or foolish enough to deliver them their next
meal."
},
{
"Key": "3bcdfbb7-8ea2-4350-8b05-8bc5f3d768a7",
"Value": "Spider"
},
{
"Key": "251d96ef-737a-4d3d-a0f3-7940abadc6b0",
"Value": "When the <link=\"Encyclopedia:Gnomes\"><b>gnomes</b></link> first
traveled to the mortal realm from the distant land of the fey, some found the
Material Plane so strange and terrifying that they lost their sense of joy. Seeing
only the threats of the new world but none of its wonders, they grimly resolved to
survive no matter the cost. Their innate magic responded to this twisted goal by
reshaping them in mind and body over the course of many generations, transforming
them into the creatures known as spriggans. Love, happiness, and beauty have no
meaning for these poor souls, so they lead lives of violence and malice. The best
they can manage in place of positive emotions is a muted satisfaction when they
make another suffer.\nSpriggans resemble ugly gnomes with an alien, feral
appearance. Many are gaunt and haggard. When magically enlarged, they look the same
except much more hale and muscular."
},
{
"Key": "15eee1ab-7e08-41de-b554-9d88acbd25e5",
"Value": "Spriggan"
},
{
"Key": "87e9207e-9ed9-45fd-b129-9927add2f06a",
"Value": "<b>Different Bonus Types</b>\nThe bonuses or penalties from two
different spells stack if the modifiers are of different types. A bonus that
doesn't have a type stacks with any bonus."
},
{
"Key": "b87ad571-3ec3-4ce3-8592-cd4eaa7653c4",
"Value": "<b>Same Effect More than Once in Different Strengths</b>\nIn cases
when two or more identical spells are operating in the same area or on the same
target, but at different strengths, only the one with the highest strength
applies."
},
{
"Key": "7e2d22b3-c916-48b0-b895-fa063bc84214",
"Value": "<b>Same Effect with Differing Results</b>\nThe same spell can
sometimes produce varying effects if applied to the same recipient more than once.
Usually, the last spell in the series trumps the others. None of the previous
spells are actually removed or dispelled, but their effects become irrelevant while
the final spell in the series lasts."
},
{
"Key": "9837d39a-99e8-4764-b62e-0c0e0804179b",
"Value": "<b>One Effect Makes Another Irrelevant</b>\nSometimes, one spell
can render a later spell irrelevant. Both spells are still active, but one has
rendered the other useless in some fashion."
},
{
"Key": "cbd0dbdf-ccbb-4389-beb4-b0428ec0189b",
"Value": "<b>Spells with Opposite Effects</b>\nSpells with opposite effects
apply normally, with all bonuses, penalties, or changes accruing in the order that
they apply. Some spells negate each other. This is a special effect that is noted
in a spell's description."
},
{
"Key": "71fc32b8-1dcd-4b0b-b3e4-51b93d5bca04",
"Value": "<b>Instantaneous Effects</b>\nTwo or more spells with instantaneous
durations work cumulatively when they affect the same target."
},
{
"Key": "95139931-7cc5-4c0c-a1c8-353a1cfa00b5",
"Value": "Spells that provide bonuses or penalties on attack rolls, damage
rolls, <link=\"Encyclopedia:Saving_Throw\"><b>saving throws</b></link>, and other
attributes usually do not stack with themselves. More generally, two bonuses of the
same type don't stack even if they come from different spells (or from effects
other than spells; see <link=\"Encyclopedia:Bonus_Types\">Bonus Types</link>)."
},
{
"Key": "fcc6ab9c-62a5-4442-bb52-0ccade32d7f1",
"Value": "Stacking Effects"
},
{
"Key": "02ef98cd-36af-4b84-9da2-670313b4ad96",
"Value": "Stalwart defender"
},
{
"Key": "31b8c78c-142e-4a22-a118-573e8f0a8fdb",
"Value": "Drawn from the ranks of guards, knights, mercenaries, and thugs
alike, stalwart defenders are masters of claiming an area and refusing to
relinquish it. This behavior is more than a tactical decision for stalwart
defenders; it's an obsessive, stubborn expression of the need to be undefeated.
When stalwart defenders set themselves in a defensive stance, they place their
whole effort into weathering whatever foe, conflict, or threat comes their
way.\nMost stalwart defenders come from the ranks of fighters, often those desiring
to be better guards for friends and allies.
<link=\"Encyclopedia:Dwarves\"><b>Dwarves</b></link> are particularly suited to the
role, though stalwart defenders of all races exist. More rarely, barbarians take
the path of the stalwart defender as a matter of pride, to overcome some perceived
shortcoming. Such characters often seem to suffer from dual personalities, flinging
themselves recklessly into combat one moment, then calmly fending off all attackers
the next.\nStalwart defenders are masters of melee combat, striving to prove that
the best offense is a good defense. Stalwart defenders are normally found on the
front lines of battle, holding a position to cover their allies, leaping into
breaches of opposing formations and holding them open for others, and guarding more
vulnerable allies by acting as mobile fortifications, stable points in the ever-
changing chaos of battle.\n<b>Class
Details</b>\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Anyone can
be as stubborn as a rock and dedicated to holding one point no matter the cost, so
stalwart defenders can be of any alignment. The dedication and practice required to
learn the talents of a stalwart defender come more easily to characters with a
strong respect for order and organization, however, so lawful stalwart defenders
are much more common than chaotic ones.\n<b>Hit Die:</b>
d12.\n<b>Requirements</b>\nTo qualify to become a stalwart defender, a character
must fulfill all the following criteria:\n<b>Base Attack Bonus:</b>
+7\n<b>Feats:</b> Dodge, Endurance, Toughness\n<b>Special:</b> Proficiency with
light and medium armor\n<b>Class Skills</b>\nThe stalwart defender's class skills
are Athletics, Mobility, Persuasion and Perception.\n<b>Base
Features</b>\n<b>Defensive Stance</b>\nAt 1st level, a stalwart defender can enter
a defensive stance, a position of readiness and trance-like determination. A
stalwart defender can maintain this stance for a number of rounds per day equal to
4 + his <link=\"Encyclopedia:Constitution\"><b>Constitution</b></link> modifier. At
each level after 1st, he can maintain the stance for 2 additional rounds per day.
Temporary increases to Constitution, such as those gained from the defensive stance
and spells like bear's endurance, do not increase the total number of rounds that
the stalwart defender can maintain a defensive stance per day. The stalwart
defender can enter a defensive stance as a free action. The total number of rounds
of defensive stance per day is renewed after resting for 8 hours, although these
hours do not need to be consecutive. While in a defensive stance, a stalwart
defender gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon
damage rolls, and Will saving throws. In addition, she gains a 2 dodge bonus to
Armor Class and 2 temporary hit points per Hit Die. While in a defensive stance, a
stalwart defender cannot willingly move from his current position through any means
(including normal movement, riding a mount, teleportation, or willingly allowing
allies to carry him). If he enters a defensive stance while on a moving vehicle he
does not control (such as a wagon or ship), he can maintain the stance even if the
vehicle moves. If the stalwart defender moves under his own power as a result of an
enchantment spell, his stance ends.\nThe stalwart defender can end his defensive
stance as a free action; after ending the stance, he is fatigued for a number of
rounds equal to 2 times the number of rounds spent in the stance. A stalwart
defender cannot enter a new defensive stance while fatigued or exhausted but can
otherwise enter a stance multiple times during a single encounter or combat. If a
stalwart defender falls unconscious, his defensive stance immediately ends, placing
him in peril of death. A defensive stance requires a level of emotional calm, and
it may not be maintained by a character in a rage (such as from the rage class
feature or the rage spell).\n<b>Uncanny Dodge</b>\nThe character can react to
danger before his senses would normally allow him to do so. He cannot be caught
flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is
invisible. He still loses his Dexterity bonus to AC if immobilized. A character
with this ability can still lose his Dexterity bonus to AC if an opponent
successfully uses the feint action against him.\n<b>Improved Uncanny Dodge</b>\nA
character can no longer be flanked.\nThis defense denies another rogue the ability
to sneak attack the character by flanking him, unless the attacker has at least
four more rogue levels than the target does.\n<b>Defensive power</b>\nAs a stalwart
defender gains levels, he augments his defensive stance. Starting at 2nd level, the
stalwart defender gains a defensive power. He gains another defensive power for
every two levels of stalwart defender attained after 2nd level. The stalwart
defender gains the benefits of defensive powers only while in a defensive stance,
and some of these powers require him to take an action first. Unless otherwise
noted, he cannot select an individual power more than once.\n<b>Selectable
Features</b>\n<b>Defensive powers:</b>\n<b>Fearless Defense</b>\nWhile in a
defensive stance, the stalwart defender is immune to the shaken and frightened
conditions. He must be at least 4th level before selecting this
power.\n<b>Increased Damage Reduction</b>\nThe stalwart defender's damage reduction
from this class increases by 1/�. This increase is always active while the stalwart
defender is in a defensive stance. He can select this power up to two times. Its
effects stack. The stalwart defender must be at least 6th level before selecting
this defensive power.\n<b>Renewed Defense</b>\nAs a standard action, the stalwart
defender heals 1d8 points of damage + his Constitution modifier. For every two
levels the stalwart defender has attained above 2nd, this healing increases by 1d8,
to a maximum of 5d8 at 10th level. This power can be used only once per day and
only while in a defensive stance.\n<b>Roused defense</b>\nThe stalwart defender may
enter a defensive stance even if fatigued. While maintaining a defensive stance
after using this ability, he is immune to the fatigued condition. Once this stance
ends, he is exhausted for 10 minutes per round spent in a defensive
stance.\n<b>Smash</b>\nWhile in a defensive stance, the stalwart defender may make
an extra attack per round that is either a slam (even if he doesn't normally have a
slam attack). If used as part of a full attack action, the extra attack is made at
the stalwart defender's full base attack bonus �5. The smash deals 1d4 points of
damage (if the stalwart defender is Medium, or 1d3 if he is Small) plus half the
character's Strength modifier."
},
{
"Key": "4bb1db55-8d62-4ec2-88b6-e053cd24c6b5",
"Value": "Stalwart Defender"
},
{
"Key": "bfc62e39-99ad-4f66-8f46-ca472a4b9837",
"Value": "A standard action allows you to do something, most commonly to make
an attack or cast a spell.\nSome combat options (such as using the Cleave feat) are
standard actions that allow you to make an attack but don't count as the attack
action. These options can't be combined with other standard actions or options that
modify only attack actions.\n<b>Attack Action:</b> An attack action is a type of
standard action. Some combat options can modify only this specific sort of action.
When taking an attack action, you can apply all appropriate options that modify an
attack action. You can apply these to any combat option that takes the place of a
melee attack made using an attack action, though options that increase damage don't
cause attacks to deal damage if they wouldn't otherwise do so. You can't combine
options that modify attack actions with standard actions that aren't attack
actions, such as Cleave.\n<b>Melee Attack:</b> While a melee attack isn't an action
type itself, many options and other rules affect melee attacks. Some combat options
can be used anytime you make a melee attack, including attacks of opportunity.
These options can't be combined with each other, but they can be combined with
options that modify an attack action or are standard or full-round actions."
},
{
"Key": "e792f565-34dd-48a8-b716-6273a7bf50b2",
"Value": "Standard Action"
},
{
"Key": "014280ce-9c84-4c69-96bd-6fb6d5b69c4a",
"Value": "(<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link>; Armor
Check Penalty)\nThis skill represents character's talent at avoiding detection,
allowing the character to slip past foes or strike from an unseen position. This
skill covers hiding and moving silently.\nYou apply your character's Stealth skill
to checks required for:\n� Avoid being noticed."
},
{
"Key": "d55755d5-65ba-4ef7-9c7e-f36cee9d25a7",
"Value": "Stealth"
},
{
"Key": "b37723b1-ae15-4c7b-a1c6-78e4efd4a7e7",
"Value": "Some game events play out as illustrated book episodes. The
decisions you make during these episodes can have a drastic impact on the
development of the game's plot. As with dialogues, you will often need to make
various skill checks during these episodes. Depending on the circumstances,
sometimes you will need to choose one of your party members to perform an action,
and sometimes an action will be automatically performed by the character with the
highest skill rank."
},
{
"Key": "312c3ca5-a5a3-4a5c-b13a-3ddc679606fd",
"Value": "Illustrated Book Episodes"
},
{
"Key": "88833e01-bbfd-41e1-8340-3b3ebd36e7f2",
"Value": "Strength measures muscle and physical power. This ability is
important for those who engage in hand-to-hand (or \"melee\") combat, such as
fighters and some rangers. Strength also sets the maximum amount of weight your
character can carry.\nA character with a Strength score of 0 is too weak to move in
any way and is unconscious. Some creatures (such as incorporeal creatures) do not
possess a Strength score and have no modifier at all to Strength-based skills or
checks.\nYou apply your character's Strength modifier to:\n� Melee attack rolls.\n�
Damage rolls when using a melee weapon or a thrown weapon, including a sling.
(Exceptions: Off-hand attacks receive only half the character's Strength bonus,
while two-handed attacks receive 1.5 times the Strength bonus. A Strength penalty,
but not a bonus, applies to attacks made with a bow that is not a composite
bow.)\n� <link=\"Encyclopedia:Athletics\"><b>Athletics</b></link> checks.\n�
Strength checks."
},
{
"Key": "cf65527e-68b8-4381-8cd5-d5613a6fb5a8",
"Value": "Strength Domain"
},
{
"Key": "63f9b6bc-99ad-4975-b18a-38d680050db7",
"Value": "Strength (Str)"
},
{
"Key": "c574b558-50d0-4d33-95f5-e6fb889fedc4",
"Value": "Sun Domain"
},
{
"Key": "9278cadf-3e24-453d-8279-adc201492128",
"Value": "A swift action consumes a very small amount of time but represents
a larger expenditure of effort and energy than a free action. You can perform only
a single swift action per turn.\nSeveral combat options are swift actions that
modify one or more attacks you take after that swift action."
},
{
"Key": "ae79d14d-4722-4f7c-8627-7dea571bec0d",
"Value": "Swift Action"
},
{
"Key": "a046e03c-2a68-40b5-976d-2eb723ace391",
"Value": "<b>Hampered Movement</b>\nDifficult terrain, obstacles, or poor
visibility can hamper movement."
},
{
"Key": "a0d3adae-bb5e-4de0-a6c4-272a73d00251",
"Value": "Your speed is determined by your race and your armor. Your speed
while unarmored is your base land speed."
},
{
"Key": "c788f4ab-200e-42cd-9444-586cc6142fa4",
"Value": "Tactical Movement"
},
{
"Key": "46a41a12-53bb-44c9-bd1d-cd9cbb80e913",
"Value": "Tatzlwyrms are thought to be primeval relatives of true dragons,
having branched off the line millennia ago and evolved in a way that sets them
notably apart. Undersized compared to their larger cousins, tatzlwyrms are
nonetheless ferocious in their own right. And while tatzlwyrms are hardly
impressive specimens when put beside their notorious relatives, most other reptiles
can't compare to them mentally. They understand Draconic, though other languages
are beyond most tatzlwyrms' limited comprehension. Nevertheless, tatzlwyrms are
deeply cunning, building complex lairs and rudimentary traps.\nTatzlwyrms are quite
rare, and only a few particularly curious and lucky adventurers can claim to have
seen a living specimen. Reports do agree on some basic features, however. About the
size of a full-grown human, tatzlwyrms have only two limbs and no wings, and
possess a weak poisonous breath similar to the breath weapons of their true dragon
relatives. An adult tatzlwyrm is 6 to 8 feet long, including its winding, organless
tail, and it weighs between 400 and 500 pounds. A tatzlwyrm's scales give the
creature limited camouflage, ranging through various shades of green, brown, and
gray.\nLike true dragons, tatzlwyrms are strict carnivores. They spend most of
their time hiding, waiting to attack any prey that ventures too near. They consume
their food slowly in the dark security and seclusion of their lairs. Tatzlwyrms
have a remarkable knack for ambush and camouflage."
},
{
"Key": "9599d561-4fdb-4d28-8447-2891def01783",
"Value": "Tatzlwyrm"
},
{
"Key": "83df8088-c2f9-4b70-8632-97761f6bed6d",
"Value": "<b>Increases in Constitution Score and Current Hit Points</b>\nAn
increase in a character's
<link=\"Encyclopedia:Constitution\"><b>Constitution</b></link> score, even a
temporary one, can give them more hit points (an effective hit point increase), but
these are not temporary hit points. They can be restored, and they are not lost
first as temporary hit points are."
},
{
"Key": "ab95d23a-415b-49d0-84db-4173f5582f53",
"Value": "Certain effects give a character temporary hit points. These hit
points are in addition to the character's current hit point total and any damage
taken by the character is subtracted from these hit points first. Any damage in
excess of a character's temporary hit points is applied to his current hit points
as normal. If the effect that grants the temporary hit points ends or is dispelled,
any remaining temporary hit points go away. The damage they sustained is not
transferred to the character's current hit points.\nWhen temporary hit points are
lost, they cannot be restored as real hit points can be, even by magic."
},
{
"Key": "92fcba2d-ea35-4012-988f-d804cab9f4b4",
"Value": "Temporary Hit Points"
},
{
"Key": "0a94ba1e-4eab-4ae0-8fdc-aa1142b18093",
"Value": "<b>Difficult Terrain</b>\nDifficult terrain, such as heavy
undergrowth, broken ground, or steep stairs, hampers movement. You can't run or
charge across difficult terrain.\nFlying and incorporeal creatures are not hampered
by difficult terrain."
},
{
"Key": "9b5b2174-1579-406f-b63e-198227d816ed",
"Value": "<b>Obstacles</b>\nLike difficult terrain, obstacles can hamper
movement. If you don't have sufficient movement to cross the obstacle, you can't
cross it. Some obstacles may also require a skill check to cross.\nOn the other
hand, some obstacles block movement entirely. A character can't move through a
blocking obstacle.\nFlying and incorporeal creatures are able to avoid most
obstacles."
},
{
"Key": "cadc8bc8-2584-4be4-8045-84c9e222500c",
"Value": "From tangled plants to broken stone, there are a number of terrain
features that can affect your movement."
},
{
"Key": "1ae85b61-5217-4fb8-8462-6eb6f0a8f9e6",
"Value": "Terrain and Obstacles"
},
{
"Key": "baeee367-3378-47db-8e1a-2c9fffc1eb33",
"Value": "While all daemons represent death in some fashion, thanadaemons,
the Deacons of Death, represent the inevitable death through old age. Thanadaemons
effortlessly work eerie skiffs along every pus- and bile-choked river in Abaddon,
including the legendary River Styx. For the right price, a thanadaemon will even
carry passengers on its skiff, yet those who travel with these fiends should beware
� they frequently renegotiate the terms once they've got their passengers in
dangerous realms."
},
{
"Key": "46ed6a69-0c3c-405c-b85f-7a442a9f8120",
"Value": "Thanadaemon"
},
{
"Key": "42d5b937-62b0-4a79-8a6c-57a81f926a3b",
"Value": "Thylacines are wolf- or hyena-like marsupial carnivores. Feral and
untameable, thylacines can be vicious predators.\nThough similar in appearance to
dogs or wolves, a thylacine is much more slenderly built, with a long, stiff tail,
and powerful jaws. The oddly-shaped legs of a thylacine are ill-suited to running,
but allow the creatures to stand on their haunches for short periods of time, as
well as conferring some jumping ability. Thylacines typically have between 13 and
21 dark stripes on their backs that stand out from their usually golden-colored
pelts.\nThylacines hunt alone or in small packs, slowly wearing down their prey
over long chases. They are timid creatures when faced with larger foes and prefer
to avoid fights, though when faced with starvation they have been known to take
down much larger prey, including humanoids. Most thylacines are almost impossible
to tame. The creatures lair in small dens in trees or caves."
},
{
"Key": "dc17458c-8b64-46b8-a8da-2d6251f080b6",
"Value": "Thylacine"
},
{
"Key": "3f4649df-2d03-4b6c-8033-3e66b4177856",
"Value": "Torag is an ancient god, and his
<link=\"Encyclopedia:Dwarves\"><b>dwarven</b></link> followers credit him with the
creation of the world at his great forge, striking his new work again and again
with his hammer to get the shape he desired. As the rocks tumbled and the sparks
flew, the dwarves were born � beings made of stone and with bellies full of fire.
Even with setbacks over the millennia, under his stern eye the dwarves found
prosperity. Torag is a hard and proud patriarch, a distant but loving father.
Though every dwarf who falls in battle pains his heart, he keeps his eye on the
future and the countless dwarven lives extending forward into eternity, like golden
links in a mighty coat of mail. He is often thought of as a purely dwarven god, yet
continues to gain traction among humans.\nTorag loves the dwarven race, and has
come to love his non-dwarven worshipers, but withholds most direct aid and
affection from both, for he sees life as a hard journey, and if he sheltered his
children from all hardship, they would not know the value of their own hard work or
the satisfaction of their achievements. He created the dwarves to be tough,
stubborn, wise, and creative � traits they would need to persevere and overcome all
obstacles � and expects all his worshipers of all races and walks of life to seek
to embody those traits. He opposes those who act without thinking, rebel, or place
their community at risk.\nAs god of the forge, the Father of Creation concerns
himself with the art of creating and shaping metal. He believes that shoddy
workmanship insults not only the crafter and the wielder of a tool or weapon, but
the item itself, and pushes his followers to continually refine and improve their
craft. A devout worshiper makes weapons that don't fail in battle and tools than
don't wear quickly under heavy use. Torag opposes the destruction of well-crafted
things, and frowns on burying armor and weapons with the dead, as these items can
help protect a vulnerable community or bring needed coin to an impoverished
one.\nTorag is a shrewd planner, a great advocate of contingencies, and he holds
forethought as one of the principal gifts of living well. However, he knows there
are times when a dwarf needs to abandon a failing strategy and think on her feet,
so Torag respects officers, soldiers, and wardens who demonstrate this quality. He
prefers organized defenses to tactical assaults, and tactical assaults over
reckless charges. He does not believe there is glory in martyrdom, but honors those
who sacrifice their own lives to save others. He is a stout fighter, rarely given
to rage, but when his anger awakens, the earth shakes and cities fall.\nWhen Torag
appears to his worshipers, he's an older but hearty dwarf clad in heavy plate
armor, with eyes glowing like molten gold. His hair and beard may be any common
dwarven hair color, often with streaks of gray, and his hands are worn and scarred
from centuries of hard work. He exudes a palpable aura of power, wisdom, and
safety. In art, he's always depicted in intricate armor, and typically shown busy
at his forge hammering out a weapon or shield. Some images depict him as a mighty
guardian, shielding dwarven children with his body as he clears away orcs and
trolls with mighty sweeps of his warhammer Kaglemros.\nTorag shows his approval
through reflections of his face on polished metal, preparations happening smoothly
and ahead of schedule, excellence at the forge, and the discovery of mushrooms or
stone fragments that match the shape of his hammer. He sometimes sends messages as
cryptic riddles that appear on stone surfaces for a short period of time. When
angered, forges grow cold, shields crack, and even the simplest plan carries a
feeling of impending doom. Earthquakes (whether localized or expansive) are the
ultimate indication of his displeasure, yet those who survive a deadly quake are
considered blessed. His holy symbol is his warhammer. He is called the Father of
Creation, the Father of Dwarvenkind, and the
Forgefather.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Lawful
good\n<b>Cleric Alignment:</b> LG, NG, LN\n<b>Domains:</b>
<link=\"Encyclopedia:Artifice_Domain\"><b>Artifice</b></link>,
<link=\"Encyclopedia:Earth_Domain\"><b>Earth</b></link>,
<link=\"Encyclopedia:Good_Domain\"><b>Good</b></link>,
<link=\"Encyclopedia:Law_Domain\"><b>Law</b></link>,
<link=\"Encyclopedia:Protection_Domain\"><b>Protection</b></link>\n<b>Favored
Weapon:</b> Warhammer"
},
{
"Key": "3efbd068-683b-435e-a2cc-1cff508e8ae7",
"Value": "Torag"
},
{
"Key": "7b99a89e-54fd-47d2-8ea1-53e439a39ea7",
"Value": "Some attacks completely disregard armor, including shields and
natural armor � the aggressor needs only to touch a foe for such an attack to take
full effect. In these cases, the attacker makes a touch attack roll (either ranged
or melee). When you are the target of a touch attack, your AC doesn't include any
armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as
your <link=\"Encyclopedia:Size\"><b>size</b></link> modifier,
<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link> modifier, and deflection
bonus (if any) apply normally.\nSome creatures have the ability to make incorporeal
touch attacks. These attacks bypass solid objects, such as armor and shields, by
passing through them. Incorporeal touch attacks work similarly to normal touch
attacks except that they also ignore cover bonuses. Incorporeal touch attacks do
not ignore armor bonuses granted by force effects, such as mage armor and bracers
of armor."
},
{
"Key": "43f8dd7f-f441-4c3c-a3f9-3ab437684f40",
"Value": "Touch AC"
},
{
"Key": "5691a329-2ce7-4038-abc1-f58a6ef733b9",
"Value": "<b>Polymorph</b>\nA polymorph spell transforms your physical body
to take on the shape of another creature. Each polymorph spell allows you to assume
the form of a creature of a specific type, granting you a number of bonuses to your
ability scores and a bonus to your natural armor. In addition, each polymorph spell
can grant you a number of other benefits, including movement types, resistances,
and senses. If the form you choose grants these benefits, or a greater ability of
the same type, you gain the listed benefit. If the form grants a lesser ability of
the same type, you gain the lesser ability instead. Your base speed changes to
match that of the form you assume. The DC for any of these abilities equals your DC
for the polymorph spell used to change you into that form.\nIn addition to these
benefits, you gain any of the natural attacks of the base creature, including
proficiency in those attacks. These attacks are based on your base attack bonus,
modified by your <link=\"Encyclopedia:Strength\">Strength</link> or
<link=\"Encyclopedia:Dexterity\">Dexterity</link> as appropriate, and use your
Strength modifier for determining damage bonuses.\nIf a polymorph spell causes you
to change size, apply the size modifiers appropriately, changing your armor class,
attack bonus, <link=\"Encyclopedia:CMB\">Combat Maneuver Bonus</link>, and
<link=\"Encyclopedia:Stealth\">Stealth</link> skill modifiers. Your ability scores
are not modified by this change unless noted by the spell.\nUnless otherwise noted,
polymorph spells cannot be used to change into specific individuals. Although many
of the fine details can be controlled, your appearance is always that of a generic
member of that creature's type.\nWhen you cast a polymorph spell that changes you
into a creature of the animal, dragon, elemental, magical beast, plant, or vermin
type, all of your gear melds into your body. Items that provide constant bonuses
and do not need to be activated continue to function while melded in this way (with
the exception of armor and shield bonuses, which cease to function). Items that
require activation cannot be used while you maintain that form. While in such a
form, you cannot cast any spells that require material components, and can only
cast spells with somatic or verbal components if the form you choose has the
capability to make such movements or speak, such as a dragon. If your new form does
not cause your equipment to meld into your form, the equipment resizes to match
your new <link=\"Encyclopedia:Size\">size</link>.\nWhile under the effects of a
polymorph spell, you lose all extraordinary and supernatural abilities that depend
on your original form (such as keen senses, scent, and darkvision), as well as any
natural attacks and movement types possessed by your original form. You also lose
any class features that depend upon form, but those that allow you to add features
(such as sorcerers that can grow claws) still function. Your new form might restore
a number of these abilities if they are possessed by the new form.\nYou can only be
affected by one polymorph spell at a time. If a new polymorph spell is cast on you
(or you activate a polymorph effect, such as wild shape), you can decide whether or
not to allow it to affect you, taking the place of the old spell. In addition,
other spells that change your size have no effect on you while you are under the
effects of a polymorph spell."
},
{
"Key": "04eb73d1-83a0-42cf-8329-d1379078b8dd",
"Value": "Transmutation spells change the properties of some creature, thing,
or condition."
},
{
"Key": "f7b70abd-8c0d-4d88-a35f-ea05011bd0ff",
"Value": "Transmutation"
},
{
"Key": "cb58c914-9b7c-418b-b549-b8b2087fb925",
"Value": "There are many traps awaiting you on your adventures. When any of
your characters approaches a trap, they will automatically make a
<link=\"Encyclopedia:Perception\"><b>Perception</b></link> skill check. On success,
you will see the trap's location and the game will automatically pause. Traps vary
in effect as well as difficulty to detect. Having encountered a trap, you can click
on it to order one of the characters to make a
<link=\"Encyclopedia:Trickery\"><b>Trickery</b></link> skill check to disable it.
On success, the trap will be disabled. On failure, it will remain in place.
However, if the result of a skill roll is less than the trap's difficulty by 5 or
more, the trap will go off as if the character had triggered it. All check results
can be found in the Combat Log."
},
{
"Key": "ade1bdb2-e545-4c63-bf9e-a3d8b2f0071d",
"Value": "Traps"
},
{
"Key": "b7fc542c-9cec-4243-8396-ad265b758c50",
"Value": "Travel Domain"
},
{
"Key": "916771ce-b879-46e0-b04f-239ad5ca5ce9",
"Value": "Treants are guardians of the forest and speakers for the trees. As
long-lived as the forests themselves, and seeing themselves as parents and
shepherds rather than gardeners, treants are slow and methodical in most things but
terrifying when forced to fight in defense of their flock. Though they rarely seek
out the companionship of the short-lived races, and have an inherent distrust of
change, they have been known to tolerate those who seek to learn from their long,
rambling monologues, especially if the pupils express a desire to help protect the
wildlands. Yet against those who would threaten the forest, especially loggers who
seek to harvest wood for lumber or those who try to clearcut a section of forest in
order to build a fort or establish a town, the treants' wrath is swift and
devastating. They are particularly gifted at tearing down what others build � a
trait that serves angry treants well.\nTreants are primarily solitary creatures,
with a given individual sometimes responsible for an entire forest, but they
occasionally come together in small groups called groves to share news and
reproduce. In times of grave danger, all of the groves in a region may gather for a
great months-long meeting called a moot, but such events are exceedingly rare, and
millennia may go by between them.\nThe typical treant is 30 feet tall, with a trunk
2 feet in diameter, and weighs 4,500 pounds. Treants tend to resemble the species
of trees most common in their woodland territories."
},
{
"Key": "bbf8e4dd-0ac0-4caa-8437-3f241e22b598",
"Value": "Treant"
},
{
"Key": "97173efb-7405-4d4d-8346-5ffa60bdefc6",
"Value": "(<link=\"Encyclopedia:Dexterity\"><b>Dexterity</b></link>; Armor
Check Penalty; Trained Only)\nThis skill represents character's talent to perform
tasks that require fine manipulation.\nYou apply your character's Thievery skill to
checks required for:\n� Conceal objects on your body.\n� Disarm traps or
devices.\n� Open locks."
},
{
"Key": "4ba87c76-3e3e-4ed1-b181-e84847e65ff1",
"Value": "Trickery Domain"
},
{
"Key": "06d0ac7f-7d72-424d-8bfa-987b4651cddc",
"Value": "Trickery"
},
{
"Key": "27fc1032-5429-4f37-bc88-8669c0641945",
"Value": "Slavering and voracious, trollhounds seem to be trolls in smaller
canine form, and indeed, are often found as pets among gangs and tribes of
<link=\"Encyclopedia:Trolls\"><b>trolls</b></link>. Requiring vast amounts of food
to fuel their regenerative metabolisms, packs of wild trollhounds range far and
wide through the mountains of the north, their ravenous hunger driving them to hunt
and consume any prey they can track down and kill.\nA typical trollhound stands 4
feet tall at the shoulder, has short but powerful legs, and weighs around 350
pounds. A trollhound's skin is somewhat scaly, with patches of rough, greenish-
black fur. It has oversized jaws with a pronounced underbite, and its eyes are
normally a dull, hateful orange.\nTrollhounds are believed to be the outcome of
infusing particularly ferocious worgs with alchemically prepared troll blood. The
resulting beast loses the worg's wicked intelligence but gains the ability to
regenerate even the most grievous wounds, except those inf licted by fire or acid.
Whatever their origin, trollhounds breed true and are often raised by
trolls.\nTrollhounds are fearless on the hunt and in combat, relying on their
ability to regenerate to carry them through. Not even the threat of fire is enough
to repel them, as the beasts are too dull to recognize the danger it poses.
Nevertheless, fire is one of the most effective tools in combating trollhounds, and
canny hunters know to burn every last remnant of a slain trollhound, for as is true
of trolls, even the smallest piece of trollhound flesh can eventually regrow back
into a full-sized beast.\nTrollhounds are most often found in the company of
trolls, who breed the beasts as hunters, guards, pets, and food. Trollhounds seem
to have an affinity for their savage masters, and tamed trollhounds always regard
trolls as alpha members of the pack. A trollhound will never attack a troll without
cause � although trolls often enjoy violent roughhousing with these creatures
nonetheless."
},
{
"Key": "da1e24e8-843f-408b-a750-0605b8c87084",
"Value": "Trollhound"
},
{
"Key": "86346dc7-637c-4945-b211-2c759d04d96c",
"Value": "Trolls possess incredibly sharp claws and amazing regenerative
powers, allowing them to recover from nearly any wound. They are stooped,
fantastically ugly, and astonishingly strong � combined with their claws, their
strength allows them to literally tear apart flesh to feed their voracious
appetites. Trolls stand about 14 feet tall, but their hunched postures often make
them appear shorter. An adult troll weighs around 1,000 pounds.\nA troll's appetite
and its regenerative powers make it a fearless combatant, ever prepared to charge
headlong at the nearest living creature and attack with all of its fury. Only fire
and acid seem to cause a troll to hesitate, but even this mortal threat is not
enough to stop a troll's advance.\nDespite their cruelty in combat, trolls are
surprisingly tender and kind to their own young. Female trolls work as a group,
spending a great deal of time teaching young trolls to hunt and fend for themselves
before sending them off to find their own territories. A male troll tends to live a
solitary existence, partnering with a female for only a brief time to mate. All
trolls spend most of their time hunting for food, as they must consume vast amounts
each day or face starvation.\nDue to this need, most trolls stake out large
territories as their own, and fights between rivals are quite common. While these
are usually nonlethal, trolls are aware of each others' weaknesses and will use
such knowledge to kill their own kind if food is scarce."
},
{
"Key": "26eed2fb-2f30-4e07-9312-1645bb851da7",
"Value": "Trolls"
},
{
"Key": "2237ad7a-40b3-46c6-8cd7-7814da0990e4",
"Value": "You can interact with various objects, such as the bodies of dead
opponents, by clicking on them. Interactive objects are highlighted with an outline
when you hover your mouse over them or when you hold [TAB].\nHidden object can be
found after rolling a successful
<link=\"Encyclopedia:Perception\"><b>Perception</b></link> skill check. Objects
found in this way are highlighted with a purple outline. All successful check
results can be found in the Combat Log.\nDuring your travels, you may also
encounter chests that may contain special rewards. Its contents depend on your game
version and other achievements."
},
{
"Key": "a85a47ae-022e-4eaa-8675-01b93924a56d",
"Value": "Trophies"
},
{
"Key": "3f6b0b2a-237c-424e-a459-9bd400faad2b",
"Value": "<b>Thrown Weapons</b>\nThe same rules apply when you throw a weapon
from each hand. Treat a dart or shuriken as a light weapon when used in this
manner, and treat a bolas, javelin, net, or sling as a one-handed weapon."
},
{
"Key": "3dd5e607-d5a8-4bca-8c34-163d5b784e91",
"Value": "If you wield a second weapon in your off hand, you can get one
extra attack per round with that weapon. You suffer a �6 penalty with your regular
attack or attacks with your primary hand and a �10 penalty to the attack with your
off hand when you fight this way. You can reduce these penalties in two ways.
First, if your off-hand weapon is light, the penalties are reduced by 2 each. An
unarmed strike is always considered light. Second, the Two-Weapon Fighting feat
lessens the primary hand penalty by 2, and the off-hand penalty by 6."
},
{
"Key": "e32ce256-78dc-4fd0-bf15-21f9ebdf9921",
"Value": "Two-Weapon Fighting"
},
{
"Key": "8800529f-67ef-456d-8c2f-543194a7b9ce",
"Value": "Unicorns are fierce, intelligent creatures of the forest, noble
beasts who keep their own counsel and typically appear only to defend their homes
against evil. They universally shun all creatures except for good-aligned fey,
good-aligned humanoid women, and the woodlands' native animals, though they may
fight alongside other good creatures against common enemies. A typical unicorn is 8
feet long and 5 feet tall at the shoulder, weighing 1,200 pounds.\nUnicorns mate
for life, and the pairs generally make their homes in specific glades or dells
within the vast forests they protect (these regions can cover anywhere from a few
dozen square miles to hundreds). They allow good and neutral creatures to pass
through, hunt for food, or reside in their woods unharmed, but evil creatures and
those who damage the local ecosystem more than necessary through sport hunting or
commercial logging are swiftly driven out or killed. On rare occasions, lone
unicorns without mates or whose partners have been slain have been known to adopt
young women of exceptionally pure virtue as surrogates, allowing the women to ride
on their backs and becoming their guardians and protectors for life. This bond
generally ends amiably if the woman becomes more committed to someone else � such
as a lover or child � giving rise to the myth that unicorns only befriend
virgins.\nA unicorn's horn is the focus for its powers, and in order to use its
spell-like abilities on other creatures the unicorn must touch them with it. Evil
creatures greatly value unicorn horns as reagents for healing potions and other
dark rites."
},
{
"Key": "2b4c5cbf-d994-4b73-b378-9abdf145aa10",
"Value": "Unicorn"
},
{
"Key": "5667c584-cbb9-49e9-a139-9099dbbceb24",
"Value": "Urgathoa is an utterly amoral, hedonistic goddess, concerned only
with satiating her own desires regardless of the consequences others suffer. Like
Desna, she strives for experience and a full appreciation of the world � but her
appreciation is utterly selfish. She was once a mortal woman with a tremendous
appetite for life, one who rebelled against the notion of being judged by Pharasma
and losing the joys of living. Somehow in death she found the strength to tear
herself from Pharasma's endless line of souls and return to Golarion, becoming a
divine being and the world's first undead creature. Her existence is a corruption
of the natural order; some say her first divine footprints upon the soil of the
Material Plane birthed plague and infection, and that the first shadows and wraiths
were born of her breath.\nThe goddess's half-rotted form limits the sensations she
can experience, so she makes up for this lack with gluttonous depravity � she's
tasted the brains of human infants to savor their innocence, torn the heart from
the last living member of a race just to feel the sensation of its hot blood on her
hands, and inflicted boils and leprosy upon handsome princes just to see the unique
patterns they form on royal flesh. To her, the dull existence of a dead soul is
pointless and tedious compared to the vibrant intensity of mortal or undead
sensation, and creatures should cram as much sensation into existence as possible.
Asceticism is repugnant to her, and she particularly loathes those who follow the
strict taboos of the Prophecies of Kalistrade.\nUrgathoa is usually depicted as a
beautiful, raven-haired woman from the waist up � much like her mortal self, though
she's as pale as a hungry vampire. Her lower half is rotted and withered, decaying
farther down until only blood-covered bones remain at her feet. When she walks, she
leaves bloody, skeletal footprints. Although she sometimes manifests nude in the
faithful's visions, she usually appears wearing a sheer red or black gown. From
neck to toe, the gown is stained with hideous patches of black, brown, and red. On
rare occasions, she assumes a monstrous shape similar to those of the hideous
undead creatures known as daughters of Urgathoa, with one huge arm covered in
fanged mouths and a tail made of multiple fused spinal columns.\nUrgathoa's realm
in the Great Beyond is a cluster of cities in a wasteland part of Abaddon, filled
with undead residents indulging all of their mortal vices in great excess. The
daemons of that realm observe Urgathoa and her followers, but leave them alone and
untouched � the main threat to her realm is attacks from Pharasma's minions, who
intend to repatriate undead souls to the Boneyard and restore them to their proper
destination in the afterlife.\nThough the Pallid Princess's church is interested
primarily in undeath, some cults focus on her gluttonous aspect, indulging in
decadent feasts of food, alcohol, and drugs, as well as lavish orgies.
Unfortunately, in many cases these \"dilettante\" cults decline into more depraved
practices, eventually embracing necromantic profanities and conversion to ghouls,
vampires, and similar creatures.\nWhen Urgathoa is pleased, common food tastes
delicious, water turns to fine wine, and meals are never so filling that the diner
feels uncomfortable. There are also stories of starving worshipers unexpectedly
finding injured or freshly killed meat (in some stories, the meat is humanoid). She
rarely uses animals as messengers, but sometimes sends a death's head moth to lead
a devout worshiper to a reward, or clouds of biting flies to warn away or punish a
mortal. Female clerics who serve her particularly well may be transformed into
daughters of Urgathoa. When she's angry, food and water taste like ash and fill the
belly with gnawing hunger that cannot be sated, and the target of her ire may be
afflicted with rotting or swelling diseases that make it difficult to eat or speak.
She has been known to paralyze an offender's legs so the victim must crawl, or
reverse the taste of his food so that garbage and sewage are the only things he can
bear to swallow. The afflicted can alleviate the condition by making a large
sacrifice to Urgathoa, either at a temple or by providing some gluttonous feast,
drug experience, or other orgiastic excess in her name. On rare occasions, the only
way to alleviate the curse is by willingly engaging in cannibalism, an act that
taints the offender's soul and all but guarantees eternal allegiance to the Pallid
Princess.\nUrgathoa's holy symbol is a death's head moth, often drawn so the skull-
markings are exaggerated, or even depicted as a skull with a moth's wings, legs,
and head.\n<b>Alignment:</b> Neutral evil\n<b>Cleric Alignment:</b> N, LE, NE,
CE\n<b>Domains:</b> <link=\"Encyclopedia:Death_Domain\"><b>Death</b></link>,
<link=\"Encyclopedia:Evil_Domain\"><b>Evil</b></link>,
<link=\"Encyclopedia:Magic_Domain\"><b>Magic</b></link>,
<link=\"Encyclopedia:Strength_Domain\"><b>Strength</b></link>,
<link=\"Encyclopedia:War_Domain\"><b>War</b></link>\n<b>Favored Weapon:</b> Scythe"
},
{
"Key": "e13edad3-4fb8-45b5-9d94-9f99e7c15409",
"Value": "Urgathoa"
},
{
"Key": "3fe980d4-f1be-4164-9aa7-27a67dc0c554",
"Value": "(<link=\"Encyclopedia:Charisma\"><b>Charisma</b></link>; Trained
Only)\nThis skill represents character's talent at activating magic items, even if
you are not otherwise trained in their use.\nYou apply your character's Use Magic
Device skill to checks required for:\n� Activate wands and scrolls that you would
normally be unable to use\n� Equip magic items that you would normally be
prohibited from equipping.\n� Avoid negative consequences of using dangerous magic
items and cursed items."
},
{
"Key": "dab16273-5bf9-4755-b4d9-9c0d7f3ae5e9",
"Value": "Use Magic Device"
},
{
"Key": "eaf9dcf4-40f5-49b2-9a96-4c75aed75dc4",
"Value": "A vilderavn is a malicious shapechanging spirit whose typical form
is that of an oversized raven with a wingspan of 6 to 8 feet that stands 2 to 3
feet tall. Vilderavns sometimes roam in the shape of
<link=\"Encyclopedia:Wolf\"><b>wolves</b></link> or dire wolves, and are known to
appear as monstrous raven-wolf hybrids akin to black-feathered perytons. They can
also walk in humanoid guise when they wish, often assassinating victims of rank and
assuming their victims' places. They have an unusual affection for their swords,
often granting them threatening names.\nVilderavns are drawn to war and suffering,
often haunting battlefields � especially during protracted sieges. They are
particularly drawn toward rulers and commanders, and might insinuate themselves
into the confidence of leaders with their clever tongues and deft rumor-mongering.
They are deceivers and heralds of woe, seeking to lure the rulers of mortal
kingdoms into jealous feuds and fruitless wars with one another. To do this, they
often cultivate reputations as master duelists, brilliant mercenary leaders, or
unjustly banished nobility from distant lands. Regardless of their guises,
vilderavns' advice usually seems wise and perceptive, steeped in an expansive
knowledge of history, political rivalries, and cultural clashes, along with
insights into the ways of war. Yet while their counsel might lead to early
victories, their ultimate purpose is to bring doom to all sides. At the height of
the battle, when victory seems nigh, a vilderavn often instigates a wave of
betrayal, crippling erstwhile allies and bringing devastation.\nOnly when a ruler's
kingdom or a commander's army lies in ruins does a vilderavn administer the coup de
grace.\nIt is said that the first vilderavns were created by a vicious fey lord as
a check and counter to the hubris of mortal rulers, especially those who put their
trust in armies and steel to drive back the wildlands. The boasting and braggadocio
of those mortals who believed they had achieved mastery over the followers of the
old ways offended the fey lord, who sent vilderavns to infiltrate their ranks. The
vilderavns watched from the shadows and learned the ways of mortals, the better to
use their own weapons and strategies against them. In torment and blood, they
peeled away the secrets of mortals, laying the last truths of their hearts bare
before bestowing the gift of death on them. Even in death, however, a vilderavn's
victims languish, stretched across the threshold of the afterlife yet tethered to
the fey spirit's merciless heart. Their minds are open books for this fey to
unravel and use in cruel and hurtful ways.\nVilderavns sometimes amuse themselves
by offering false oracular advice or tempting bargains to mortals, promising power
in exchange for the blood of innocents. A vilderavn typically claims to be cursed
into its animal form, insisting that only innocent blood will release it. If its
mark is foolish enough to accept its bargain, the vilderavn often returns wearing
the innocent's flesh to torment its supposed ally and drive her to insanity. A
vilderavn might even offer an irony-laced limited wish to sweeten its bargains and
truly test a mortal's resolve."
},
{
"Key": "48907212-319c-4dd7-b489-ba82797883c1",
"Value": "Vilderavn"
},
{
"Key": "4f284b24-ab1f-4148-960e-1d112f628b42",
"Value": "War Domain"
},
{
"Key": "227af62a-c4b9-4ed6-98df-13fa24a8a315",
"Value": "You can manipulate water and mist and ice, conjure creatures of
water, and resist cold.\n<b>Icicle</b>: As a standard action, you can fire an
icicle from your finger, targeting any foe within 30 feet as a ranged touch attack.
The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels
you possess. You can use this ability a number of times per day equal to 3 + your
<link=\"Encyclopedia:Wisdom\"><b>Wisdom</b></link> modifier.\n<b>Cold
Resistance</b>: At 6th level, you gain resist cold 10. This resistance increases to
20 at 12th level. At 20th level, you gain immunity to cold."
},
{
"Key": "4cb97a2a-6600-4012-96d2-e2e71e835f07",
"Value": "Water Domain"
},
{
"Key": "445ac5e8-511b-4fd3-8047-6c5f352796b7",
"Value": "Weapons"
},
{
"Key": "26aaa06e-ca3c-42ef-8018-82a647b4f67b",
"Value": "Weather Domain"
},
{
"Key": "0b7118f4-dbb3-4b3f-9e8d-7df597c36a63",
"Value": "Whether born naturally or afflicted with the curse of lycanthropy,
wererats are lycanthropes who can switch between human and rat form and are common
in crowded and dirty cities. They are one of the two most common forms of
lycanthrope (the other is the werewolf) and one of the most feared. They are also
among the physically weakest, so rely on stealth and cunning to survive.\nLike all
lycanthropes, wererats have multiple forms, the most mundane forms they take are
either as regular humans or rats. Whilst an infected wererat human form looks like
they did before they were cursed (although sometimes taking on rat-like mannerisms)
natural wererats tend to be short and wiry, often with a nervous disposition and
darting rodent-like eyes. Wererats can also take on a hybrid from which combines
their humanoid form with rat features. In this form they gain a long, twitchy tail,
fur covers their whole body and their head becomes that of a rat giving them a
nasty bite.\nWererats almost always dwell in cities for it is there where rats and
humans most commonly co-habit and so it is where a wererat can most easily blend
in. Many cities have wererat infestations from lawless slums like Riddleport to
well-run cities like Korvosa. Because of their ability to blend in as rats and the
mobility this grants them, wererats often find work in a thieves' guild."
},
{
"Key": "877f2aa5-596b-46a6-824d-174949210a68",
"Value": "Wererat"
},
{
"Key": "d2cd5d19-2136-4be1-8c28-ba9a881c135a",
"Value": "Whether born naturally or afflicted with the curse of lycanthropy,
weretigers are lycanthropes who can switch between humanoid and tiger form. They
are one of the most feared types of lycanthrope.\nLike all lycanthropes, weretigers
have three forms � a humanoid form, a tiger form and a hybrid form. A weretiger in
tiger form looks like a normal animal, although often a particularly strong and
tough specimen. Perceptive observers may also spot the creature has more than
animal intelligence. Afflicted weretigers in humanoid form keep their previous
appearance (although they often take on a tiger-like grace). Natural weretigers
tend have large eyes, long noses and sharp cheekbones, and tend towards brown or
red hair. Weretigers can also take on a hybrid form which combines their humanoid
form with tiger-like features. In this form they gain a tail, striped fur and a
feline face complete with sharp teeth.\nWeretigers are generally solitary in
nature, coming together only to breed. They enjoy the thrill of the hunt, and those
of an evil disposition find that intelligent prey provides the biggest thrill of
all.\nMost weretigers believe they have a divine right to rule over lesser \"prey\"
creatures, and seek to care out as large a domain as possible. They brook no
rivals, and as a result natural weretigers are most commonly found alone, or
sometimes as a mated pair. Larger groups are extremely rare. Natural weretigers
might create afflicted weretigers to serve as henchmen, only to dispose of them
once they have served their purpose."
},
{
"Key": "9bc3fa6c-d4ab-4189-95b2-15fb47e28554",
"Value": "Weretiger"
},
{
"Key": "1511566c-1306-4d14-a5d1-05b779a5de10",
"Value": "In their humanoid form, werewolves look like normal people, though
some tend to look a bit feral and have wild hair. Eyebrows that grow together,
index fingers longer than the middle fingers, and strange birthmarks on the palm of
the hand are all commonly accepted indications that a person is in fact a werewolf.
Of course, such telltale signs are not always accurate, for such physical traits
exist in normal people as well, but in areas where werewolves are a common problem,
the traits can be damning regardless.\nOf all the various types of lycanthropes, it
is the werewolf that is the most widespread and the most feared. Stories of
werewolves haunting lonely forest roads, prowling misty moors on the outskirts of
rural societies, or dwelling in the shadows of the largest cities are widespread as
well. In most societies, werewolves are feared and despised � and with good reason,
as the typical werewolf personifies all that is savage and bestial in a
lycanthrope. This isn't to say that good-aligned werewolves are unknown, but
they're certainly a minority among their kind, and most werewolves are evil
murderers who delight in the hunt and the succulent taste of raw meat.\nJust as
wolves are pack animals, werewolves have been known to gather in colonies and live
among their own kind, humanoid by day and beast at night. Visitors to werewolf
villages are generally rushed out of town before nightfall so as not to discover
the citizenry's dark secret � unless, of course, the pack decides that the unlucky
visitor won't be missed by friends back home."
},
{
"Key": "3cbd9185-dbb0-458e-b199-e4e3160854be",
"Value": "Werewolf"
},
{
"Key": "847143fc-8c1f-43f0-9033-77d319164d70",
"Value": "The wild hunt is an awe-inspiring and enigmatic group of fey who
stalk and pursue their chosen prey between worlds. Those few who have caught
glimpses of these elusive beings and lived to tell the tale speak of clouds of
green mist filled with spectral hounds, archers who fire bolts of magic with
inhuman accuracy, and the sound of a melodious horn echoing for miles across the
landscape.\nAlthough some believe the wild hunt is nothing more than a mere legend,
or perhaps groups of vengeful spirits that hunt the living, the riders of the wild
hunt are real, and are powerful fey indeed. Countless members of these fey compose
the wild hunt � the term \"wild hunt\" refers to the race as a whole as well as to
individual groups of these fey who gather to pursue their quarry.\nAll fey of the
wild hunt ultimately serve a legendary leader they refer to only as the Horned
King. The Horned King's nature is unknown, but its ability to command such powerful
followers suggests that it is a fey lord with the power of a demigod � or perhaps
even that of a true deity. When the Horned King calls, several wild hunts join into
a legion and ride together against legendary opponents.\nBecause of their
occasional role as the agents of a reclusive fey divinity, the members of the wild
hunt are sometimes classified among powerful entities known collectively as the
Tane. In support of this theory, wild hunt fey share the Tane's ability to
instantly acclimate themselves to a new plane. However, the relationship between
wild hunts and the Tane is more complex, as the Tane can sometimes become targets
of a wild hunt, and on other occasions, wild hunt masters strike bargains to gain
the temporary assistance of one of the Tane.\nThe Horned King's call is rare,
however, and wild hunts are normally left to direct themselves. Each wild hunt
follows a wild hunt monarch, who travels effortlessly between the realm of the fey
and the Material Plane in search of new quarry. While most missions come from
rumors gathered by the wild hunt monarch, they occasionally consider proposals from
those rare few brave and knowledgeable enough to seek them out. They accept tasks
only from worthy sources, and the payments they demand for their services vary
significantly, though they have no interest in material wealth. Wild hunt monarchs
take grave offense at unfavorable deals. Those who attempt to cheat a wild hunt
monarch or involve one in trivial matters often become the enraged fey's next
target.\nMembers of the wild hunt usually hail from the fey's primal homeland, but
they frequently venture to the Material Plane to pursue their quarry. Reasons for
individual wild hunts vary, ranging from tests or demonstrations of skill to
missions of vengeance and even drives to improve a wild hunt's own numbers.\nWhen
they hunt for the thrill of the chase, they choose difficult quarry or
intentionally place convoluted restrictions upon themselves to increase the
challenge of the task. They try to avoid killing their targets, at least at first,
but if their quarry refuses to understand that the purpose of the exercise is a
battle of wits and responds with particularly lethal tactics, they reply in kind.
After all, if a mortal is too foolish to recognize a friendly competition, it is
his own ignorance that is to blame for his death, rather than the actions of a wild
hunt.\nAt other times, a wild hunt fights to kill its prey. In this role, its
members act as assassins. If they expect that their prey has means to revive
itself, they may transport the remains to another plane before turning the corpse
into dust. Should their foes return to life anyway, the wild hunt fey's reaction is
unpredictable, ranging from amused detachment to furious bloodlust. Foes that the
wild hunt chases for a second time face a far more ignoble fate than death. For
example, some wild hunt monarchs keep a small menagerie of animals made from their
most irritating prey. Others simply disappear without a trace, seemingly beyond the
reach of resurrection magic.\nThe rarest reason a wild hunt rides is to seek new
hunters for its ranks. Although most members of the wild hunt originate from the
realm of the fey, a scant few trace their origins back to the fateful day when they
failed to escape a wild hunt's interest. A wild hunt's reasons for seeking out any
particular mortal are shrouded in mystery, though wild hunts seldom pursue mortals
who lack significant strength or power. After a lengthy pursuit, a wild hunt's
monarch ritually slays the quarry, which reincarnates the following morning as a
new member of the hunt. When mortals join the wild hunt, memories from their
previous lives fade away, though they sometimes retain a measure of personality. If
the wild hunt master finds the mortal's talents or skills particularly impressive,
he may choose to preserve these abilities, transforming the mortal into a unique
member of the hunt. These specialized hunters retain most of their memories as
well. While they occasionally spend time with their old friends and family, the
call of the hunt master's horn is far stronger than any loyalty they felt in their
previous lives, making the maintenance of old relationships a fraught
endeavor.\nThe fey of the wild hunt consist of three distinct races. While these
types of fey can be encountered alone or in small groups, they are at their most
dangerous when banded together into a true wild hunt. This gathering of fey
consists of a wild hunt monarch, wild hunt scout, and wild hunt archers."
},
{
"Key": "095f49a5-eda4-45ec-af24-0dac84da3cc2",
"Value": "Wild Hunt"
},
{
"Key": "16c9065d-86c9-4813-8c4d-3408eee07112",
"Value": "Every trapper and bog farmer living near marshes or swamps has his
own name for these faintly glowing balls of light � jack o' the lanterns, corpse
candles, walking fires, pine lights, spooklights, rushlights � but all recognize
them as dangerous predators and false guides in the darkness.\nEvil creatures that
feed on the strong psychic emanations of terrified creatures, will-o'-wisps delight
in tempting gullible travelers into dangerous situations. In the wild lands where
they're most common, will-o'-wisps favor simple tactics like positioning themselves
over cliffs or quicksand where they can easily be mistaken for lanterns (especially
if they can set their traps near actual signal lanterns), allowing them to lure
unwary travelers into perilous situations. On rare occasions, will-o'-wisps seeking
easier pickings will move into a city and take up residence near gallows or follow
along invisibly behind an army in order to harvest the fear of the dying men; why
the vast majority choose to remain in the swamps where victims are scarce remains a
mystery. Will-o'-wisps only use their electric shock ability under extreme duress,
preferring to let other creatures or hazards claim their victims while they float
nearby and feast.\nWill-o'-wisps can glow any color they choose, but are most
frequently yellow, white, green, or blue. They can even vary their luminosity to
create patterns � many will-o'-wisps are fond of creating vague skull-like shapes
in their glow to further terrify their victims.\nTheir actual bodies are barely
visible globes of translucent spongy material 1 foot across and weighing 3 pounds,
capable of emitting light from every surface.\nA will-o'-wisp's light is
approximately as bright as a torch, and though they do not seem to use sound to
communicate with each other, they hear perfectly and can vibrate their bodies
rapidly to simulate speech. While vilified by most other sentient creatures, will-
o'-wisps are actually quite intelligent, if utterly alien in their reasoning.
Sometimes organized into groups called \"strings,\" their society and goals remain
complete unknowns to outsiders, as do their origins, though they have sometimes
been known to strike bargains with those who can offer them vast quantities of
appropriately frightened victims. As will-o'-wisps do not age, and are effectively
immortal unless killed by violence, particularly ancient will-o'-wisps can serve as
fantastic repositories of knowledge from the ancient past, although convincing one
of these cruel creatures to cooperate with an interrogation can be a trick in and
of itself."
},
{
"Key": "9b6bb33e-3d37-42d3-847d-84f7093cb0b1",
"Value": "Will-o'-Wisp"
},
{
"Key": "a47c9093-b7e1-4407-9ebe-b6272e0a0b1d",
"Value": "Wisdom describes a character's willpower, common sense, awareness,
and intuition. Wisdom is the most important ability for clerics, and it is also
important for inquisitors and rangers. If you want your character to have acute
senses, put a high score in Wisdom.\nEvery creature has a Wisdom score. A character
with a Wisdom score of 0 is incapable of rational thought and is unconscious.\nYou
apply your character's Wisdom modifier to:\n� Will
<link=\"Encyclopedia:Saving_Throw\"><b>saving throws</b></link> (for negating the
effects of charm person and other spells).\n�
<link=\"Encyclopedia:Perception\"><b>Perception</b></link>,
<link=\"Encyclopedia:Lore_Nature\"><b>Lore (Nature)</b></link> and
<link=\"Encyclopedia:Lore_Religion\"><b>Lore (Religion)</b></link> checks.\n�
Clerics, druids, inquisitors and rangers get bonus spells based on their Wisdom
scores. The minimum Wisdom score needed to cast a cleric, druid, or ranger spell is
10 + the spell's level."
},
{
"Key": "83cb2d5f-58a6-4eec-af7d-720def5cdb6c",
"Value": "Wisdom (Wis)"
},
{
"Key": "37762c7f-9a11-4d11-b0b4-9ab93d5c6eb5",
"Value": "Wizard"
},
{
"Key": "d6a317cb-ff0d-49e1-87d7-2e9e5b5c4d82",
"Value": "<b>Arcane Bond</b>\nAt 1st level, wizards form a powerful bond with
an object or a creature. This bond can take one of two forms: a familiar or a
bonded object.\n<b>Cantrips</b>\nWizards can cast a number of cantrips, or 0-level
spells. These spells are cast like any other spell, but they are not expended when
cast and may be used again.\n<b>Specialist School</b>\nA wizard can choose to
specialize in one school of magic, gaining additional spells and powers based on
that school. This choice must be made at 1st level, and once made, it cannot be
changed. A wizard that does not select a school receives the universalist school
instead.\nEach arcane school gives the wizard a number of school powers. In
addition, specialist wizards receive an additional spell slot of each spell level
he can cast, from 1st on up. Each day, a wizard can prepare a spell from his
specialty school in that slot. This spell must be in the wizard's spellbook. A
wizard can select a spell modified by a metamagic feat to prepare in his school
slot, but it uses up a higher-level spell slot. Wizards with the universalist
school do not receive a school slot.\n<b>Opposition School</b>\nA wizard that
chooses to specialize in one school of magic must select two other schools as his
opposition schools, representing knowledge sacrificed in one area of arcane lore to
gain mastery in another. A wizard who prepares spells from his opposition schools
must use two spell slots of that level to prepare the spell.\n<b>Wizard Bonus
Feat</b>\nAt 1th, 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At
each such opportunity, he can choose a metamagic feat, spell focus feat or any
other spellcaster feat. The wizard must still meet all prerequisites for a bonus
feat, including caster level minimums.\n<b>Selectable Features</b>\n<b>Specialist
Schools:</b>\n<b>Specialist School � Conjuration</b>\nThe conjurer focuses on the
study of summoning monsters and magic alike to bend to his will.\n<b>Summoner's
Charm</b>\nWhenever you cast a conjuration (summoning) spell, increase the duration
by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is
not doubled by Extend Spell. At 20th level, you can change the duration of all
summon monster spells to permanent. You can have no more than one summon monster
spell made permanent in this way at one time. If you designate another summon
monster spell as permanent, the previous spell immediately ends.\n<b>Acid
Dart</b>\nAs a standard action you can unleash an acid dart targeting any foe
within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid
damage + 1 for every two wizard levels you possess. You can use this ability a
number of times per day equal to 3 + your Intelligence modifier. This attack
ignores spell resistance.\n<b>Dimensional Steps</b>\nAt 8th level, you can use this
ability to teleport up to 30 feet per wizard level per day as a standard action.
This teleportation must be used in 5-foot increments and such movement does not
provoke an attack of opportunity. You can bring other willing creatures with you,
but you must expend an equal amount of distance for each additional creature
brought with you.\n<b>Specialist School � Evocation</b>\nEvokers revel in the raw
power of magic, and can use it to create and destroy with shocking
ease.\n<b>Intense Spells</b>\nWhenever you cast an evocation spell that deals hit
point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only
applies once to a spell, not once per missile or ray, and cannot be split between
multiple missiles or rays. This bonus damage is not increased by Empower Spell or
similar effects. This damage is of the same type as the spell. At 20th level,
whenever you cast an evocation spell you can roll twice to penetrate a creature's
spell resistance and take the better result.\n<b>Force Missile</b>\nAs a standard
action you can unleash a force missile that automatically strikes a foe, as magic
missile. The force missile deals 1d4 points of damage plus the damage from your
intense spells evocation power. This is a force effect. You can use this ability a
number of times per day equal to 3 + your Intelligence modifier.\n<b>Elemental
Wall</b>\nAt 8th level, you can create a wall of energy that lasts for a number of
rounds per day equal to your wizard level. These rounds do not need to be
consecutive. This wall deals acid, cold, electricity, or fire damage, determined
when you create it. The elemental wall otherwise functions like wall of
fire.\n<b>Specialist School � Necromancy</b>\nThe dread and feared necromancer
commands undead and uses the foul power of unlife against his enemies.\n<b>Power
over Undead</b>\nYou receive Turn Undead as a bonus feat. You can channel energy a
number of times per day equal to 3 + your Intelligence modifier, but only to use
the selected feat. The DC to save against these feats is equal to 10 + 1/2 your
wizard level + your Charisma modifier. At 20th level, undead cannot add their
channel resistance to the save against this ability.\n<b>Grave Touch</b>\nAs a
standard action, you can make a melee touch attack that causes a living creature to
become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If
you touch a shaken creature with this ability, it becomes frightened for 1 round if
it has fewer Hit Dice than your wizard level. You can use this ability a number of
times per day equal to 3 + your Intelligence modifier.\n<b>Life Sight</b>\nAt 8th
level, you gain blindsight to a range of 10 feet for a number of rounds per day
equal to your wizard level. This ability only allows you to detect living creatures
and undead creatures. This sight also tells you whether a creature is living or
undead. Constructs and other creatures that are neither living nor undead cannot be
seen with this ability. The range of this ability increases by 10 feet at 12th
level, and by an additional 10 feet for every four levels beyond 12th. These rounds
do not need to be consecutive.\n<b>Specialist School �
Transmutation</b>\nTransmuters use magic to change the world around
them.\n<b>Physical Enhancement:</b> You gain a +1 enhancement bonus to one physical
ability score (Strength, Dexterity, or Constitution). This bonus increases by +1
for every five wizard levels you possess to a maximum of +5 at 20th level. You can
change this bonus to a new ability score when you prepare spells. At 20th level,
this bonus applies to two physical ability scores of your choice.\n<b>Telekinetic
Fist</b>\nAs a standard action you can strike with a telekinetic fist, targeting
any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4
points of bludgeoning damage + 1 for every two wizard levels you possess. You can
use this ability a number of times per day equal to 3 + your Intelligence
modifier.\n<b>Change Shape</b>\nAt 8th level, you can change your shape for a
number of rounds per day equal to your wizard level. These rounds do not need to be
consecutive. This ability otherwise functions like beast shape II or elemental body
I. At 12th level, this ability functions like beast shape III or elemental body
II."
},
{
"Key": "f17128fc-bee0-4ccb-a0bf-27f041d754ad",
"Value": "Beyond the veil of the mundane hide the secrets of absolute power.
The works of beings beyond mortals, the legends of realms where gods and spirits
tread, the lore of creations both wondrous and terrible � such mysteries call to
those with the ambition and the intellect to rise above the common folk to grasp
true might. Such is the path of the wizard. These shrewd magic-users seek, collect,
and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the
abilities of mere mortals. While some might choose a particular field of magical
study and become masters of such powers, others embrace versatility, reveling in
the unbounded wonders of all magic. In either case, wizards prove a cunning and
potent lot, capable of smiting their foes, empowering their allies, and shaping the
world to their every desire.\n<b>Role</b>: While universalist wizards might study
to prepare themselves for any manner of danger, specialist wizards research schools
of magic that make them exceptionally skilled within a specific focus. Yet no
matter their specialty, all wizards are masters of the impossible and can aid their
allies in overcoming any danger.\n<b>Alignment:</b> Any\n<b>Hit Die:</b>
d6\n<b>Skill Ranks per Level:</b> 1 + Int modifier\n<b>Base Features</b>\n<b>Wizard
Proficiencies</b>\nWizards are proficient with the club, dagger, heavy crossbow,
light crossbow, and quarterstaff, but not with any type of armor or shield. Armor
interferes with a wizard's movements, which can cause his spells with somatic
components to fail.\n<b>Arcane Bond</b>\nAt 1st level, wizards form a powerful bond
with an object or a creature. This bond can take one of two forms: a familiar or a
bonded object.\n<b>Cantrips</b>\nWizards can cast a number of cantrips, or 0-level
spells. These spells are cast like any other spell, but they are not expended when
cast and may be used again.\n<b>Specialist School</b>\nA wizard can choose to
specialize in one school of magic, gaining additional spells and powers based on
that school. This choice must be made at 1st level, and once made, it cannot be
changed. A wizard that does not select a school receives the universalist school
instead.\nEach arcane school gives the wizard a number of school powers. In
addition, specialist wizards receive an additional spell slot of each spell level
he can cast, from 1st on up. Each day, a wizard can prepare a spell from his
specialty school in that slot. This spell must be in the wizard's spellbook. A
wizard can select a spell modified by a metamagic feat to prepare in his school
slot, but it uses up a higher-level spell slot. Wizards with the universalist
school do not receive a school slot.\n<b>Opposition School</b>\nA wizard that
chooses to specialize in one school of magic must select two other schools as his
opposition schools, representing knowledge sacrificed in one area of arcane lore to
gain mastery in another. A wizard who prepares spells from his opposition schools
must use two spell slots of that level to prepare the spell.\n<b>Wizard Bonus
Feat</b>\nAt 1th, 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At
each such opportunity, he can choose a metamagic feat, spell focus feat or any
other spellcaster feat. The wizard must still meet all prerequisites for a bonus
feat, including caster level minimums.\n<b>Full caster</b>\nThis unit is a full
caster.\n<b>Selectable Features</b>\n<b>Specialist Schools:</b>\n<b>Specialist
School � Conjuration</b>\nThe conjurer focuses on the study of summoning monsters
and magic alike to bend to his will.\n<b>Summoner's Charm</b>\nWhenever you cast a
conjuration (summoning) spell, increase the duration by a number of rounds equal to
1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At
20th level, you can change the duration of all summon monster spells to permanent.
You can have no more than one summon monster spell made permanent in this way at
one time. If you designate another summon monster spell as permanent, the previous
spell immediately ends.\n<b>Acid Dart</b>\nAs a standard action you can unleash an
acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart
deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You
can use this ability a number of times per day equal to 3 + your Intelligence
modifier. This attack ignores spell resistance.\n<b>Dimensional Steps</b>\nAt 8th
level, you can use this ability to teleport up to 30 feet per wizard level per day
as a standard action. This teleportation must be used in 5-foot increments and such
movement does not provoke an attack of opportunity. You can bring other willing
creatures with you, but you must expend an equal amount of distance for each
additional creature brought with you.\n<b>Specialist School �
Evocation</b>\nEvokers revel in the raw power of magic, and can use it to create
and destroy with shocking ease.\n<b>Intense Spells</b>\nWhenever you cast an
evocation spell that deals hit point damage, add 1/2 your wizard level to the
damage (minimum +1). This bonus only applies once to a spell, not once per missile
or ray, and cannot be split between multiple missiles or rays. This bonus damage is
not increased by Empower Spell or similar effects. This damage is of the same type
as the spell. At 20th level, whenever you cast an evocation spell you can roll
twice to penetrate a creature's spell resistance and take the better
result.\n<b>Force Missile</b>\nAs a standard action you can unleash a force missile
that automatically strikes a foe, as magic missile. The force missile deals 1d4
points of damage plus the damage from your intense spells evocation power. This is
a force effect. You can use this ability a number of times per day equal to 3 +
your Intelligence modifier.\n<b> Elemental Wall</b>\nAt 8th level, you can create a
wall of energy that lasts for a number of rounds per day equal to your wizard
level. These rounds do not need to be consecutive. This wall deals acid, cold,
electricity, or fire damage, determined when you create it. The elemental wall
otherwise functions like wall of fire.\n<b>Specialist School � Necromancy</b>\nThe
dread and feared necromancer commands undead and uses the foul power of unlife
against his enemies.\n<b>Power over Undead (Su)</b>\nYou receive Turn Undead as a
bonus feat. You can channel energy a number of times per day equal to 3 + your
Intelligence modifier, but only to use the selected feat. The DC to save against
these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At
20th level, undead cannot add their channel resistance to the save against this
ability.\n<b>Grave Touch (Sp)</b>\nAs a standard action, you can make a melee touch
attack that causes a living creature to become shaken for a number of rounds equal
to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this
ability, it becomes frightened for 1 round if it has fewer Hit Dice than your
wizard level. You can use this ability a number of times per day equal to 3 + your
Intelligence modifier.\n<b>Life Sight (Su)</b>\nAt 8th level, you gain blindsight
to a range of 10 feet for a number of rounds per day equal to your wizard level.
This ability only allows you to detect living creatures and undead creatures. This
sight also tells you whether a creature is living or undead. Constructs and other
creatures that are neither living nor undead cannot be seen with this ability. The
range of this ability increases by 10 feet at 12th level, and by an additional 10
feet for every four levels beyond 12th. These rounds do not need to be
consecutive.\n<b>Specialist School � Transmutation</b>\nTransmuters use magic to
change the world around them.\n<b>Physical Enhancement</b>\nYou gain a +1
enhancement bonus to one physical ability score (Strength, Dexterity, or
Constitution). This bonus increases by +1 for every five wizard levels you possess
to a maximum of +5 at 20th level. You can change this bonus to a new ability score
when you prepare spells. At 20th level, this bonus applies to two physical ability
scores of your choice.\n<b>Telekinetic Fist</b>\nAs a standard action you can
strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch
attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every
two wizard levels you possess. You can use this ability a number of times per day
equal to 3 + your Intelligence modifier.\n<b>Change Shape</b>\nAt 8th level, you
can change your shape for a number of rounds per day equal to your wizard level.
These rounds do not need to be consecutive. This ability otherwise functions like
beast shape II or elemental body I. At 12th level, this ability functions like
beast shape III or elemental body II."
},
{
"Key": "a74a170e-8e2c-4079-891e-a74894e7ecd0",
"Value": "Wizard"
},
{
"Key": "51cc65f7-f707-460e-9b19-e00c8eae87f5",
"Value": "Wandering alone or in packs, wolves sit at the top of the food
chain. Ferociously territorial and exceptionally wideranging in their hunting, wolf
packs cover broad areas. A wolf 's wide paws contain slight webbing between the
toes that assists in moving over snow, and its fur is a thick, water-resistant coat
ranging in color from gray to brown and even black in some species. Its paws
contain scent glands that mark the ground as it travels, assisting in navigation as
well as broadcasting its whereabouts to fellow pack members. Generally, a wolf
stands from 2.5 to 3 feet tall at the shoulder and weighs between 45 and 150
pounds, with females being slightly smaller."
},
{
"Key": "ed652230-561a-4112-9c7c-8c22270c545d",
"Value": "Wolf"
},
{
"Key": "ccb4fc99-25c1-423f-8da0-ecea5a8b4300",
"Value": "Worgs are oversized, evil, intelligent
<link=\"Encyclopedia:Wolf\"><b>wolves</b></link> often found dwelling amid goblins
or other savage races. A typical worg has gray or black fur, stands 3 feet tall at
the shoulder, and weighs 300 pounds.\nWorgs hunt in packs, running down and
surrounding their prey like common wolves, but their intelligence and ability to
speak make them better at coordinating their attacks. They sometimes use one
packmate as a decoy, pretending to be a humanoid calling for help in order to lure
intelligent prey into an ambush. Worgs that travel with
<link=\"Encyclopedia:Goblins\"><b>goblins</b></link> often allow them to ride on
their backs, but in such situations it is usually the worg that is the master, not
the rider."
},
{
"Key": "d30c6530-1ed2-447a-8380-a8bd200d2332",
"Value": "Worg"
},
{
"Key": "6d192b48-2e90-47cb-be20-5a8e13c275b8",
"Value": "Wyverns are nasty, brutish, and violent reptilian beasts akin to
more powerful dragons. They are always aggressive and impatient, and are quick to
resort to force in order to accomplish their goals. For this reason, dragons
generally look down upon wyverns, considering their distant cousins nothing more
than primitive savages with a distinct lack of style or wit. In most cases, this
generalization is spot-on. Although far from animalistic in intellect, and capable
of speech, most wyverns simply can't be bothered with the subtlety of diplomacy,
and prefer to fight first and parley later, and even then only if faced with a foe
they can neither defeat nor flee from.\nWyverns are territorial creatures. Though
they occasionally hunt in small groups for large prey, they are generally solitary
creatures, hunting in areas ranging in size from 100 to 200 square miles. Wyverns
have been known to fight to the death among themselves for the right to hunt a
territory rich with prey.\nAlthough constantly hungry and prone to mayhem, a wyvern
that can be befriended (usually through a delicate combination of flattery,
intimidation, food, and treasure) becomes a powerful ally. They often serve giants
and monstrous humanoids as guardians, and some lizardfolk and boggard tribes even
use them as mounts, although such arrangements are quite costly in terms of food
and gold, for few are the wyverns who would willingly serve as steeds for lesser
creatures for long.\nA wyvern is about 16 feet in length, half of which is tail.
The average wyvern weighs 2,000 pounds."
},
{
"Key": "14873288-d686-4267-9ccc-0013ee3fe42b",
"Value": "Wyvern"
},
{
"Key": "4334cb6f-b4ab-462c-a115-242177fcb37e",
"Value": "As a character overcomes challenges, defeats monsters, and
completes quests, she gains experience points. These points accumulate over time,
and when they reach or surpass a specific value, the character gains a level."
},
{
"Key": "fc437f4e-f340-4a44-990d-19c94df2c968",
"Value": "Experience Points (XP)"
},
{
"Key": "e88665bf-ef50-49f8-8c85-62960a94eb90",
"Value": "Zombies are the animated corpses of dead creatures, forced into
foul unlife via necromantic magic like animate dead. While the most commonly
encountered zombies are slow and tough, others possess a variety of traits,
allowing them to spread disease or move with increased speed.\nZombies are
unthinking automatons, and can do little more than follow orders. When left
unattended, zombies tend to mill about in search of living creatures to slaughter
and devour. Zombies attack until destroyed, having no regard for their own
safety.\nAlthough capable of following orders, zombies are more often unleashed
into an area with no command other than to kill living creatures. As a result,
zombies are often encountered in packs, wandering around places the living
frequent, looking for victims."
},
{
"Key": "72c61098-deb9-43a3-971e-09b01d6188d5",
"Value": "Zombie"
},
{
"Key": "1fd7d093-2076-4d86-a820-0ed11f98acff",
"Value": "Zon-Kuthon is a twisted, cruel, jealous god who defiles flesh to
bring pain and misery. He represents ever-present pain, emotional darkness,
consuming envy, and debilitating loss. Unrepentantly evil, he finds only brief joy
in the pain he causes others. His very existence is a corruption and parasite upon
the world. His alien mind constantly seeks new ways to oppress, humiliate,
demoralize, and destroy others. While his true goals are incomprehensible, his
stated desire is to flay every living thing until the entire world is an
intertwined mass of bleeding flesh writhing in pain-wracked ecstasy. He whips the
minds of serial killers, guides the hands of torturers, and plays the nerves of the
suffering like a master bard.\nZon-Kuthon offers no great wisdoms, no promises of
universal truth, no guarantee of rewards in the afterlife. His strange mind sees
little difference between this life and the next, and he tortures living flesh and
dead souls alike with hideous pleasure and delicious pain. It's possible that this
bleak nihilism may be part of some more elaborate master plan incomprehensible to
even his greatest priests, but so far the method and message is that existence
itself is pain. His faith is lawful, following the natural hierarchy of the strong
preying upon the weak, whether for food, entertainment, sex, or proof of
dominance.\nZon-Kuthon's direct intervention in the lives of mortals is usually
brief and ambiguous, with the price often outweighing the benefit. A slave under
the whip who prays for relief might experience sexual pleasure but find the pain is
heightened. A craftsman who seeks perfection in his work achieves it only after his
obsession drives away all he loves. A count who prays for help against invading
orcs may gain the help of a cruel warlord who takes over the orc lands as his own
and becomes an even greater menace. Despite these hidden poisons, depraved or
despairing mortals continue to pray to Zon-Kuthon for help, and he has countless
minions devoted to listening for these requests, watchful for those who might be
tempted by the Dark Prince's umbral embrace.\nZon-Kuthon's true appearance varies,
and there is no consistent depiction of him, but the overall image is easily
recognizable. His flesh is pale and bloodless and usually hairless, though he
sometimes has wispy blond hair on his scalp. Contrasting with the pale skin are
bloody red wounds, many of which are held open with hooks, straps, or splints, some
appearing partially healed and reopened. Sometimes his skin is completely gone in
places, revealing bare muscle or even bone. He frequently has piercings, sometimes
through muscle and bone, with bits of jewelry or remnants of his victims dangling
from them. Even his face doesn't escape this attention, with spikes and hooked
straps pulling it into strange configurations, his lips removed to show bloody
teeth, one eye removed and replaced with a strange crystal, or the entire back of
his head gone, revealing skull and brains. He is usually shown wearing a vertical
metal crown that pulls his flesh back into an obscene sunburst halo. Parts of his
body that lack wounds are usually covered in blood-soaked black leather, often
sexualized or used to manipulate the wounds in an obscene manner. Absent this
orchestra of mutilation, Zon-Kuthon might appear human, but brief glimpses of his
unaltered parts set the maimings into sharp, horrifying contrast. Mortal
representations of him are usually simplified to a pale man in black with one
significant wound. Different cults of the church may venerate one version of his
image over others (going so far as to duplicate that image in their own flesh), but
these cosmetic differences are irrelevant in the faith's pursuit of pain and
darkness.\nZon-Kuthon's favored weapon is the spiked chain, a versatile tool both
in battle and in the deepest dungeon, and as a result his symbol is a skull with a
spiked chain threaded through the eye sockets. Most of his priests are clerics, but
there are several orders of corrupted paladins who inflict pain in his name, and
certain primitive tribes worship him under the tutelage of adepts. In Nidal, where
the church of Zon-Kuthon is the state religion, the clergy are often shadowcallers,
government agents raised to the worship of Zon-Kuthon since childhood and trained
to use both arcane and divine magic in his service. Zon-Kuthon is called the
Midnight Lord and the Dark Prince. His most recognizable servants are erinyes,
kytons, and hellcats comprised of unfathomable
darkness.\n<b><link=\"Encyclopedia:Alignment\">Alignment</link>:</b> Lawful
evil\n<b>Cleric Alignment:</b> LN, LE, NE\n<b>Domains:</b>
<link=\"Encyclopedia:Darkness_Domain\"><b>Darkness</b></link>,
<link=\"Encyclopedia:Death_Domain\"><b>Death</b></link>,
<link=\"Encyclopedia:Destruction_Domain\"><b>Destruction</b></link>,
<link=\"Encyclopedia:Evil_Domain\"><b>Evil</b></link>,
<link=\"Encyclopedia:Law_Domain\"><b>Law</b></link>\n<b>Favored Weapon:</b> Flail"
},
{
"Key": "3a3e8835-e729-4331-9fe5-dd5a47ac6d8f",
"Value": "Zon-Kuthon"
},
{
"Key": "ec030c57-2d86-42ac-941d-e1dc15525e9b",
"Value": "If the wearer has the Weapon Finesse feat, this amulet allows her
to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls
with all unarmed and natural weapon attacks. It also grants a +1 enhancement bonus
on attack and damage rolls with unarmed attacks and natural weapons."
},
{
"Key": "3108af59-18bc-46e2-b022-1a05f4a6cc60",
"Value": "Amulet of Agile Fists +1"
},
{
"Key": "4a201594-ad7d-460a-8d3c-79fdac372fd3",
"Value": "If the wearer has the Weapon Finesse feat, this amulet allows her
to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls
with all unarmed and natural weapon attacks. It also grants a +2 enhancement bonus
on attack and damage rolls with unarmed attacks and natural weapons."
},
{
"Key": "280df5e4-cb3e-40e9-acfa-818648e9dc5d",
"Value": "Amulet of Agile Fists +2"
},
{
"Key": "cf38e57b-bbcf-44fb-9e17-d730f1e86410",
"Value": "If the wearer has the Weapon Finesse feat, this amulet allows her
to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls
with all unarmed and natural weapon attacks. It also grants a +3 enhancement bonus
on attack and damage rolls with unarmed attacks and natural weapons."
},
{
"Key": "0d041dd5-b4ae-44c8-b9a7-4ded7a12a867",
"Value": "Amulet of Agile Fists +3"
},
{
"Key": "0f321b30-3e8f-428e-8e57-a4039d8634ac",
"Value": "If the wearer has the Weapon Finesse feat, this amulet allows her
to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls
with all unarmed and natural weapon attacks. It also grants a +4 enhancement bonus
on attack and damage rolls with unarmed attacks and natural weapons."
},
{
"Key": "16052429-d1cc-4b7f-84a4-c8015f1f6e12",
"Value": "Amulet of Agile Fists +4"
},
{
"Key": "f0ca02ec-6be4-4ada-b141-2103c661bfdc",
"Value": "If the wearer has the Weapon Finesse feat, this amulet allows her
to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls
with all unarmed and natural weapon attacks."
},
{
"Key": "2d2473de-03b1-4f6c-aedc-358781263f17",
"Value": "Amulet of Agile Fists"
},
{
"Key": "180d5475-02c5-42f7-b3f7-1ca65d4f7c4e",
"Value": "This amulet grants its wearer a +6 enhancement bonus to
Constitution and a +5 deflection bonus to AC."
},
{
"Key": "fbb72569-2257-4e7f-a802-8082de31ab74",
"Value": "Charm of the Deep Waters"
},
{
"Key": "9c272e92-f311-451e-b47a-6aeec4bf7648",
"Value": "This necklace gives its wearer a +2 bonus on attack rolls and +4
bonus on damage rolls against animals and magical beasts."
},
{
"Key": "c01e4fd0-033c-4a39-beb8-04f2fd048233",
"Value": "Necklace of Eternal Hunter"
},
{
"Key": "2ef28ddf-adec-4b43-8fd6-d0369400c0e5",
"Value": "A modest amulet, adorned with a pair of antlers."
},
{
"Key": "22c25ac0-450a-43aa-9e7a-6a7b16133989",
"Value": "This necklace gives its wearer DR 10/Good."
},
{
"Key": "10cbe49c-ad02-4262-bdbe-50c99cc8a5c3",
"Value": "Amulet of Evil Doom"
},
{
"Key": "2c30229e-b3b7-4a6f-8438-1986867fb4bc",
"Value": "Tiny shadows crawl the surface of this necklace, like intangible
insects."
},
{
"Key": "8e4f2f47-35e0-4c55-9741-1fa58d759588",
"Value": "This amulet grants its wearer a +1 enhancement bonus on attack and
damage rolls with unarmed attacks and natural weapons."
},
{
"Key": "f0f17a39-8ef0-4e80-b34a-993ff00f99e0",
"Value": "Amulet of Mighty Fists +1"
},
{
"Key": "464dc1c0-231a-4cc9-bfdc-1c40c15d86b1",
"Value": "This amulet grants its wearer a +2 enhancement bonus on attack and
damage rolls with unarmed attacks and natural weapons."
},
{
"Key": "43a52c7d-46a8-413b-a3ef-b9cb73a0f59d",
"Value": "Amulet of Mighty Fists +2"
},
{
"Key": "cc920a63-e083-4ae9-90f2-4032f1866fb2",
"Value": "This amulet grants its wearer a +3 enhancement bonus on attack and
damage rolls with unarmed attacks and natural weapons."
},
{
"Key": "2abef3cf-8b44-4ba7-97f2-f2f2a60c236a",
"Value": "Amulet of Mighty Fists +3"
},
{
"Key": "79632d81-cc5a-43b1-9785-ba857cfb3459",
"Value": "This amulet grants its wearer a +4 enhancement bonus on attack and
damage rolls with unarmed attacks and natural weapons."
},
{
"Key": "349ff26b-79e8-442a-b8d5-66c6a2a46229",
"Value": "Amulet of Mighty Fists +4"
},
{
"Key": "e4cdaebb-a1d1-4970-8d30-37a458e03958",
"Value": "This amulet grants its wearer a +5 enhancement bonus on attack and
damage rolls with unarmed attacks and natural weapons."
},
{
"Key": "a485847f-2b84-4f34-8431-df786db84159",
"Value": "Amulet of Mighty Fists +5"
},
{
"Key": "2abdae29-8d5c-4c28-8550-5bdc4c4a6c10",
"Value": "This amulet grants its wearer a +1 natural armor enhancement bonus
to Armor Class. This bonus does not stack with other natural armor enhancement
bonuses."
},
{
"Key": "e98bb210-78c3-4d58-a719-9d24f940c262",
"Value": "Amulet of Natural Armor +1"
},
{
"Key": "bf2d4af0-b06a-4a60-ac72-562427eb0601",
"Value": "This amulet grants its wearer a +2 natural armor enhancement bonus
to Armor Class. This bonus does not stack with other natural armor enhancement
bonuses."
},
{
"Key": "49377813-7864-4b7e-a2a6-98c3fa70f7b5",
"Value": "Amulet of Natural Armor +2"
},
{
"Key": "1080b57f-c35c-4154-9f5b-f1f52a6c0d3c",
"Value": "This amulet grants its wearer a +3 natural armor enhancement bonus
to Armor Class. This bonus does not stack with other natural armor enhancement
bonuses."
},
{
"Key": "19c2d79a-b081-4b37-9cb5-69f58dca900d",
"Value": "Amulet of Natural Armor +3"
},
{
"Key": "f34dd35e-4e71-46f6-8cf0-d6b64b47f060",
"Value": "This amulet grants its wearer a +4 natural armor enhancement bonus
to Armor Class. This bonus does not stack with other natural armor enhancement
bonuses."
},
{
"Key": "61b05f5d-47fd-4a77-8b7b-3c9378219b2f",
"Value": "Amulet of Natural Armor +4"
},
{
"Key": "d546265c-be7e-43c2-86fd-1cfcec3f8aae",
"Value": "This amulet grants its wearer a +5 natural armor enhancement bonus
to Armor Class. This bonus does not stack with other natural armor enhancement
bonuses."
},
{
"Key": "4954da7e-f4f1-4cf6-adad-e1a8b8eb3a84",
"Value": "Amulet of Natural Armor +5"
},
{
"Key": "7e96f84a-5377-458c-88b8-ba20096981ed",
"Value": "This amulet allows its wearer to cast haste spell as a 5th level
wizard once per day."
},
{
"Key": "d21e923a-53e7-45ad-aaf9-465676c7619d",
"Value": "Amulet Of Time Trickery"
},
{
"Key": "66e37483-3261-453b-a607-2c6ef1c20946",
"Value": "The lapis lazuli is set in a silver bezel, woven of the constantly
moving thin threads."
},
{
"Key": "606cb7a0-7f3b-45f0-9cf8-a93ad1262eaf",
"Value": "This pendant grants its wearer a +10 bonus to movement speed. Slow
and haste spells cast by the wearer have their duration increased by a half as if
affected by an Extend Spell feat."
},
{
"Key": "ce906c5a-1814-4ff1-a3ac-5b8e8669890f",
"Value": "Clockwork Pendant"
},
{
"Key": "7c03fbb5-f11a-4781-8033-1e9d680b4f4e",
"Value": "If you hold up this amulet to your ear, you can hear it ticking."
},
{
"Key": "99bb2013-1da0-4297-a80d-418c91734a14",
"Value": "This necklace gives its wearer an inherent +2 dodge bonus to AC
against the attacks of monsters with Giant subtype."
},
{
"Key": "d406f0e7-dbb7-4186-8417-c9630beab85d",
"Value": "Giantslayer's Clasp"
},
{
"Key": "a09cfeca-981b-4b12-b2ca-6c85836c492e",
"Value": "A simple pendant made of wood and leather."
},
{
"Key": "28fcf27c-8d3b-4306-b994-89c1d2c0b4a6",
"Value": "This amulet grants its wearer a +5 insight bonus to AC and gives
the benefits of the mirror image spell."
},
{
"Key": "26c79502-89ff-4838-9ad7-07b59045c1bb",
"Value": "Gyronna's Amulet"
},
{
"Key": "757ee074-f4bc-42a2-a485-4dd142541e01",
"Value": "Touching this amulet gives you an unpleasant feeling of being
watched."
},
{
"Key": "65722b2a-4b38-4a7f-ad8c-da47ccc8cdff",
"Value": "All the wearer's spells from Enchantment and Illusion schools have
their DCs increased by 2, but the wearer takes a -2 penalty to Strength. Only
characters with a good alignment can wear Maya's Charm."
},
{
"Key": "feaeb463-46aa-4804-ad82-1287b9d53ce4",
"Value": "Maya's Charm"
},
{
"Key": "8b158bc4-49e5-4a0d-8de7-f75921af91eb",
"Value": "Maya was a famous fey, perpetually trying to protect nature and her
allies from any harm. Though physically weak, she excelled as an expert sorceress,
never attempting to further her cause with harmful magics. Maya created this
necklace to support her crusade for a better world, but lost it during a nighttime
ambush. Ever since, Maya's Charm was thought lost to the world."
},
{
"Key": "9b6394e3-8b67-43b1-ba8e-458d3288bb06",
"Value": "The wearer of River Fox's Memento Pendant gains a +5 competence
bonus on all Mobility and Trickery checks and deals an additional 1d6 damage to all
flanked opponents, denying their opponents' Dexterity bonus as per Sneak Attack.
This damage is increased by an additional 3d6 against targets that aren't in
combat."
},
{
"Key": "f2c9b082-93f1-484d-b4f7-7f05eedadd92",
"Value": "River Fox's Memento Pendant"
},
{
"Key": "6d90e846-9f9a-4394-80e5-5a59cfa73aa9",
"Value": "The memories flood you as soon as you touch the pendant.\n...as the
young girl began to walk away, a heartbreaking sight caught the corner of her eye.
She turned around to see her favourite poet, Topper Red, alone on the stairs of the
Fallen Star Tavern with a bottle of spirits. He looked up at her, and their eyes
met for a long while. He tilted his head and began at that moment, she felt, to
analyze her. Perhaps he was trying to get one good, long look in order to remember
her. A moment later, a cart came in between them. When it had passed, he was gone.
He left on the stairs a half empty bottle of drink, a pendant depicting a silver
fox, and a letter. She looked around for him but he was nowhere in sight. She
approached the stairs and carefully picked up the letter that was, to her surprise,
addressed to her.\nIt read...\n\"Svala,\nThat which Cayden blesses true, brings
great mischievous joy to you.\"\n� Topper Red"
},
{
"Key": "c18a0971-cc24-406f-aedd-a9593a8a1aa5",
"Value": "Pendant"
},
{
"Key": "e8cfede0-c795-4b61-ad11-5f6804daa1ec",
"Value": "When the wearer of this amulet casts a spell with electricity
descriptor, it adds +1 to their caster level for the purpose of calculating all
level-variable effects of the spell. All spells with electricity descriptor cast by
the wearer have their DCs increased by 1."
},
{
"Key": "41d6ff6e-7864-49c3-a7b8-77c24122fa8a",
"Value": "Eye of the Storm"
},
{
"Key": "9a72c594-3614-4665-8491-787a1a867ad4",
"Value": "This translucent stone in a bezel setting is adorned with thin
prickles of rutile, resembling miniature lightning bolts."
},
{
"Key": "f19a6c11-ce6e-4a35-a150-18d016cc44b9",
"Value": "This unholy relic is fashioned entirely of bone and tied together
with rope and skin. While in possession of this item, the DC to saving throws
against this user's Channel Negative Energy increases by 2 and they may channel
energy one additional time per day. Additionally, the user of this symbol may cast
create undead once per day."
},
{
"Key": "02ef2e32-b0bc-46cf-915d-de817026b0f0",
"Value": "Xavorn's Cross"
},
{
"Key": "5fc773ce-11a5-4491-853b-ebb90dbdb392",
"Value": "Born to a fallen paladin who abandoned him and a succubus who loved
him, Xavorn was destined for inner turmoil. His hair was long and golden, like that
of angels, but his soul was wicked and warped with demonic stains. Above all,
however, he was simply lost � longing to prove himself because, at his core, he was
alone. He prayed to a demon lord, asking for the divine power to smite down those
that did not acknowledge his abilities and then bring them back through sheer force
of will. His necromantic prowess came about after decades of study, dedication, and
practice. However, even this power was not enough for him. He studied forbidden
rituals and, after the death of his father at Xavorn's own hands, he began the
trials on the path to lichdom. His quest was abruptly ended by his companions,
before he was able to reach the peak of his powers. Now he is but a whisper, a
forgotten cleric. All that is left of him is a cross, fashioned from his own bones
and skin."
},
{
"Key": "cfcaf74f-768f-41cc-9d85-21249cbc1c7d",
"Value": "Bone Cross"
},
{
"Key": "46574902-8d90-4d27-b7a4-7dfdc7bfc94a",
"Value": "Whenever the wearer of this amulet casts a spell with fire,
electricity, cold or acid descriptor, that spell deals +1 point of damage per die
rolled."
},
{
"Key": "8e589e4f-b1c9-4c78-b32d-8de9fdb0e770",
"Value": "Amulet of Four Elements"
},
{
"Key": "f3b7c427-9695-49ab-986d-354c76054b11",
"Value": "The magnificent pendant is decorated with a ruby, a sapphire, a
topaz, and an emerald of exceptional purity."
},
{
"Key": "5b066e46-1904-4846-afc0-eff15d7d6084",
"Value": "This amulet grants a +4 morale bonus to the wearer's Initiative
checks."
},
{
"Key": "6ac964f9-c7b7-4308-930c-a838571bf9e9",
"Value": "Wind Breath"
},
{
"Key": "130ce7cd-f6ec-47ab-9421-11f616cf7925",
"Value": "The laces on this amulet are swaying in the intangible wind."
},
{
"Key": "5cabfafe-2bd7-4383-9413-9dfdf2532d43",
"Value": "This amulet grants its wearer the ability to cast Overwhelming
Presence as 11th level Wizard once per day. It also increases the wearer's Ki pool
by 5."
},
{
"Key": "e6942f0e-fe63-492c-83f7-0b59cb64e08c",
"Value": "Inner Virtue"
},
{
"Key": "37b4688b-77ef-41d8-a684-e82e1fea6f8e",
"Value": "The fancy pendant is jingling quietly when touched. This sound is
somber and depressing."
},
{
"Key": "629fce77-dab9-415a-bf9e-5f168061ea92",
"Value": "This amulet grants its wearer a +6 enhancement bonus to
Constitution and the ability to cast cure serious wounds spell as a 5th level
cleric twice per day."
},
{
"Key": "7e613f4c-5739-40fe-861a-b40cc14f6a4a",
"Value": "Life Veil"
},
{
"Key": "c0a90e0d-cb21-425f-bce0-15b1b24d8f80",
"Value": "The massive pendant is covered in strange inscriptions that look
like a sophisticated cuneiform."
},
{
"Key": "5ce7a02e-4864-4e79-b7b1-117e29aea444",
"Value": "This amulet grants its wearer a +5 morale bonus to all Persuasion
skill checks."
},
{
"Key": "35b94f05-11d3-4035-acac-dbbcc2e2b667",
"Value": "Golden Tongue"
},
{
"Key": "6616f658-9f96-4c31-8523-05de699903e0",
"Value": "The precious gem in a bezel setting captures the eye."
},
{
"Key": "27786b1d-5522-4e28-8f86-f6da4d8e0152",
"Value": "This amulet adds +4 to the wearer's caster level when they cast the
following spells: burning arc, burning hands, controlled fireball, fire snake,
fireball, fire storm, flame strike, hellfire ray, scorching ray."
},
{
"Key": "2637a80c-8f34-426e-894b-3c6cb66f87fa",
"Value": "Burning Amulet"
},
{
"Key": "84612fef-f55b-4cda-9aa4-e10bc62136ae",
"Value": "The amulet is warm to the touch, as if a mystical flame were
trapped inside."
},
{
"Key": "04faa022-75dd-4eef-91d6-69ed4b2057b9",
"Value": "This locket grants its wearer a +4 enhancement bonus to Dexterity
and allows to cast blessings of luck and eesolve spell twice per day."
},
{
"Key": "4af70d5e-d576-40fc-b540-8427f9cfa8a9",
"Value": "Beholder of Wind"
},
{
"Key": "25e944a8-b606-4ed5-aad3-27bbe9743deb",
"Value": "This amulet's sparkling gem and the bezel are shining incredibly
bright."
},
{
"Key": "3e80e5e9-ef58-4f0b-a8e2-ebce22a9f735",
"Value": "3 times per day the wearer may throw this amulet at an enemy. If
the target fails a DC 24 Reflex saving throw, it becomes ensnared by the chain. The
ensnared creature takes a -4 penalty to Dexterity, a -2 penalty to both AC and
attack, and takes 1d6+5 bludgeoning damage each round. Additionally, each time the
wearer takes damage, the chain inflicts 1/2 as much damage on the ensnared
creature."
},
{
"Key": "90f9781c-dbe6-4163-80a2-be1cf1fb7e03",
"Value": "The Binding of the Prince"
},
{
"Key": "85cfcdbd-138b-47ab-89f0-9dfcfe7f022a",
"Value": "This chain is modelled after one of those that bound the Zon-Kuthon
herald, the Prince in Chains."
},
{
"Key": "1d91df29-3034-4ec5-bcf3-cb876a439b46",
"Value": "Rusty Chain"
},
{
"Key": "513b8fe7-4936-443b-af41-9405c42f2af0",
"Value": "An inscription on the necklace states: \"To other Potential Kings,
every kindness will be paid in kind and every evil will be paid in time. Vilmund.\"
The legend says, it was created by a ritualist Vilmund using the blood of a
nuckelavee, the head of a duck, and the left hand of a paladin. This necklace of
purest silver has a single deep green gem set in the center. The gem is of unknown
origin, and no jeweler has ever been able to determine where it came from or what
exactly it is. The name of each user is etched into the necklace as it is worn and
used."
},
{
"Key": "a745bfb5-4c8e-4aee-87ed-dfadde955a8f",
"Value": "Necklace"
},
{
"Key": "24563319-1ac8-4756-ac6e-f0501b4e57d2",
"Value": "The wearer of the necklace becomes immune to fatigue and
exhaustion, and can activate the necklace to surround himself with an aura of
nothingness. While the aura is activated, creatures adjacent to the wearer take 2d6
damage per round and must succeed on a DC 17 Reflex saving throw to avoid becoming
fatigued."
},
{
"Key": "67119dff-d768-4868-859f-7147508fa192",
"Value": "The Heart of Ira"
},
{
"Key": "de4bd5e5-8367-4a7a-a2ff-bbdfda9eb0ad",
"Value": "When the wearer of this locket casts magic missile or force missile
spell, it becomes Quickened and Empowered."
},
{
"Key": "493d0380-e94e-4e45-8b85-c6582eb524a8",
"Value": "Locket of Magic Missile Mastery"
},
{
"Key": "b636cecf-be74-4aa0-947d-b73c0a09dd8d",
"Value": "Tiny sparks dance inside the gems that adorn this locket."
},
{
"Key": "7cdac8ab-7cc8-48ea-bca7-2a7c051190af",
"Value": "This locket makes all 0 level arcane spells cast by the wearer
become Empowered, Extended, Reach and Maximized."
},
{
"Key": "6164d12d-79f3-4381-97f2-ed724f540fd1",
"Value": "Charlatan's locket"
},
{
"Key": "e5613422-d026-48fe-85b7-510e31f16825",
"Value": "A gilded copper locket, engraved with the face of a laughing circus
magician."
},
{
"Key": "f487d9ad-e52d-4c0a-90db-16f896b0d7c3",
"Value": "This amulet grants its wearer a +5 competence bonus to all
Persuasion and Athletics skill checks, and resist electricity 20."
},
{
"Key": "b2347970-2040-485b-aeb0-7dc3e9eb23b2",
"Value": "Riversong Amulet"
},
{
"Key": "61f7958e-4575-4a2c-96ce-52056c408922",
"Value": "Cursed Amulet"
},
{
"Key": "54f2effa-11fe-4f4c-b0f0-0042bda673c7",
"Value": "This necklace grants its wearer a +2 bonus to AC. It grants an
additional +2 bonus to AC and all saving throws against all evil creatures'
attacks. Each time the wearer hits a good-aligned creature, the wearer gets a
negative level. Unequipping this amulet is only possible after casting remove curse
on the wearer and passing a DC 25 caster level check."
},
{
"Key": "e1cc25fa-ef4f-41d1-983e-4f3bea1c92b2",
"Value": "The Narrow Path"
},
{
"Key": "30e9927a-a0c4-476d-8cb9-9bab1c625b6a",
"Value": "This necklace is inscribed with an utterance from the teachings of
the wise Avalo: \"Even the vilest of evil-doers is not beyond redemption. In the
dismal depths of evil, lies a path to goodnes.\""
},
{
"Key": "091a43f3-ba25-4898-a6ad-1457ef5a1fe1",
"Value": "Acid Resistance 10"
},
{
"Key": "0983d1fc-fff8-476a-975c-2665f10728fb",
"Value": "Acid Resistance 15"
},
{
"Key": "c87b2232-ef4a-4b21-935c-45f0dff76743",
"Value": "Acid Resistance 30"
},
{
"Key": "81fa0c6e-5214-41c5-8518-f6c3b23806fc",
"Value": "Adamantine is extremely strong and favored by weapon and armor
smiths alike for its ability to cut through solid barriers with ease and endure
heavy blows.\nArmor made from adamantine grants its wearer damage reduction of 1/�
if it's light armor, 2/� if it's medium armor, and 3/� if it's heavy armor.
Adamantine is so costly that weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given. Thus,
adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and
the armor check penalty of adamantine armor is lessened by 1 compared to ordinary
armor of its type. Items without metal parts cannot be made from adamantine. An
arrow could be made of adamantine, but a quarterstaff could not."
},
{
"Key": "6eb38cc4-f3ff-4ac2-844e-a3714214a55d",
"Value": "Adamantine"
},
{
"Key": "08c4fe59-394e-4207-aaad-d24061d09cbc",
"Value": "Adamantine"
},
{
"Key": "86481c9a-be1d-4913-8aed-d76d0359982f",
"Value": "Adamantine is extremely strong and favored by weapon and armor
smiths alike for its ability to cut through solid barriers with ease and endure
heavy blows.\nArmor made from adamantine grants its wearer damage reduction of 1/�
if it's light armor, 2/� if it's medium armor, and 3/� if it's heavy armor.
Adamantine is so costly that weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given. Thus,
adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and
the armor check penalty of adamantine armor is lessened by 1 compared to ordinary
armor of its type. Items without metal parts cannot be made from adamantine. An
arrow could be made of adamantine, but a quarterstaff could not."
},
{
"Key": "7431b55c-c83c-4395-8371-57886135cf35",
"Value": "Adamantine"
},
{
"Key": "6c6e4308-0e1f-487f-a733-a7501deb82b0",
"Value": "Adamantine"
},
{
"Key": "58ba7ab4-48fa-46e0-9cb8-b42181d85072",
"Value": "Adamantine is extremely strong and favored by weapon and armor
smiths alike for its ability to cut through solid barriers with ease and endure
heavy blows.\nArmor made from adamantine grants its wearer damage reduction of 1/�
if it's light armor, 2/� if it's medium armor, and 3/� if it's heavy armor.
Adamantine is so costly that weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given. Thus,
adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and
the armor check penalty of adamantine armor is lessened by 1 compared to ordinary
armor of its type. Items without metal parts cannot be made from adamantine. An
arrow could be made of adamantine, but a quarterstaff could not."
},
{
"Key": "4beda192-c87e-40b8-8d61-5db550a44808",
"Value": "Adamantine"
},
{
"Key": "fe6099bf-187a-4b19-8c98-c08479f70a2e",
"Value": "Adamantine"
},
{
"Key": "e7a6858b-e5b5-4614-a949-220e87de8423",
"Value": "This armor provides a +1 enhancement bonus to Armor Class. The
armor check penalty of magic armor is lessened by 1 compared to ordinary armor of
its type."
},
{
"Key": "cbe1ecc6-346a-4b26-a69c-66061e346a07",
"Value": "Enhancement +1"
},
{
"Key": "8a9100f1-91fb-4337-be8a-de7f63908fce",
"Value": "+1"
},
{
"Key": "ad196184-bffd-43b2-a8fd-c4013a659716",
"Value": "This armor provides a +2 enhancement bonus to Armor Class. The
armor check penalty of magic armor is lessened by 1 compared to ordinary armor of
its type."
},
{
"Key": "1b2533eb-0ebb-4455-8c9d-91897053b807",
"Value": "Enhancement +2"
},
{
"Key": "5d644765-ec9a-409b-8fb3-30aba5e588b6",
"Value": "+2"
},
{
"Key": "c899c3cc-0812-4e8e-8eb9-47c9d1b07c64",
"Value": "This armor provides a +3 enhancement bonus to Armor Class. The
armor check penalty of magic armor is lessened by 1 compared to ordinary armor of
its type."
},
{
"Key": "a1be657c-5013-4ad9-80b7-71e647dd20ec",
"Value": "Enhancement +3"
},
{
"Key": "8d194acf-d5cc-4afc-9c0b-96427e3e7b17",
"Value": "+3"
},
{
"Key": "3de7664b-ff22-4fcd-86ae-f7c1ef0c069d",
"Value": "This armor provides a +4 enhancement bonus to Armor Class. The
armor check penalty of magic armor is lessened by 1 compared to ordinary armor of
its type."
},
{
"Key": "fa035c06-c68f-4898-bdfe-08bde0202d26",
"Value": "Enhancement +4"
},
{
"Key": "dbe89914-18e1-4155-ad06-ed813b3d3ef7",
"Value": "+4"
},
{
"Key": "458ec365-a427-49c5-a246-b9a12e2a6cf3",
"Value": "This armor provides a +5 enhancement bonus to Armor Class. The
armor check penalty of magic armor is lessened by 1 compared to ordinary armor of
its type."
},
{
"Key": "d014b857-d94c-4627-a368-a32607440727",
"Value": "Enhancement +5"
},
{
"Key": "9d17a2ac-7916-42f9-be1c-e1efe2169c1a",
"Value": "+5"
},
{
"Key": "ce11e1cd-4322-48b2-b557-37f5fecb5bea",
"Value": "Cold Resistance 10"
},
{
"Key": "0c15f87d-9da5-451d-87ca-9b6695139fea",
"Value": "Cold Resistance 15"
},
{
"Key": "35425063-a59c-4216-adf5-7c0187a6defe",
"Value": "Cold Resistance 30"
},
{
"Key": "8a14609d-0d44-4c44-9ecc-0e9a84b2866d",
"Value": "Electricity Resistance 10"
},
{
"Key": "19402207-1765-4e4f-91f5-de051f3a7808",
"Value": "Electricity Resistance 20"
},
{
"Key": "aed40fab-9197-49c8-8408-42caedf11ba4",
"Value": "Electricity Resistance 30"
},
{
"Key": "79cefa8e-ea70-4d6f-887d-0a2d0e479d57",
"Value": "Fire Resistance 10"
},
{
"Key": "08ec64cc-d411-4d9b-949b-7a09acaf4bb9",
"Value": "Fire Resistance 15"
},
{
"Key": "e632af3d-b778-421a-8473-b9a93f7f5b77",
"Value": "Fire Resistance 30"
},
{
"Key": "75f9df7e-87db-4b14-8f35-d0a1c33327f1",
"Value": "This armor is cursed to steer the wearer towards evil, choking the
life out of them every time they or one of their associates does a good action,
reducing their Constitution by 2 each time, to a minimum of 1. Only committing an
evil act can provide relief, removing the constitution penalty and giving 10
temporary hit points instead. Unequipping this armor is only possible after casting
remove curse on the wearer and passing a DC 33 caster level check."
},
{
"Key": "e4428fd4-d601-4411-a204-9648aada14e4",
"Value": "Conditioning"
},
{
"Key": "93a981fa-e355-450d-a91e-d12c44e0ae4b",
"Value": ", this armor is cursed to steer the wearer towards evil, choking
the life out of him every time he or one of his associates does a good action,
reducing his Constitution by 2 each time, to the minimum of 1. Only committing an
evil act can provide relief, removing the constitution penalty and giving 10
temporary hit points instead. Unequipping this armor is only possible after casting
a Remove Curse on a wearer and passing a DC 33 caster level check."
},
{
"Key": "fc2e359c-9395-433d-ae6e-73d641bf6480",
"Value": ""
},
{
"Key": "7e210795-c644-4d82-b28b-6a5ec6bc59f1",
"Value": "This armor grants its wearer a +10 competence bonus to Stealth
skill checks."
},
{
"Key": "5640859a-a9ef-42c1-8c23-57719a74d637",
"Value": "Greater Shadow"
},
{
"Key": "63de9588-b1c2-4c49-947e-3952099faf75",
"Value": "This armor grants its wearer a +5 competence bonus to Trickery
skill checks."
},
{
"Key": "0e4b3384-f3ae-4025-9b76-7f5d9668e784",
"Value": "Hundred Pockets"
},
{
"Key": "0841df14-b44b-4deb-ae33-329b971eadb1",
"Value": "Hundred Pockets"
},
{
"Key": "62d14807-bf8e-40f0-9d97-80a3b602106a",
"Value": "Mithral is a very rare silvery, glistening metal that is lighter
than steel but just as hard.\nWhen worked like steel, it becomes a wonderful
material from which to create armor, and is occasionally used for other items as
well. Most mithral armors are one category lighter than normal for purposes of
movement and other limitations. Heavy armors are treated as medium, and medium
armors are treated as light, but light armors are still treated as light. This
decrease does not apply to proficiency in wearing the armor. Spell failure chances
for armors and shields made from mithral are decreased by 10%, maximum Dexterity
bonuses are increased by 2, and armor check penalties are decreased by 3 (to a
minimum of 0)."
},
{
"Key": "36eda69a-8d5b-4096-85f9-187552ca3220",
"Value": "Mithral"
},
{
"Key": "b153ee63-4692-4536-b045-2761be60872e",
"Value": "Mithral"
},
{
"Key": "6c5d25d2-1c5b-4e86-9a5f-5926e7bb9b82",
"Value": "Negative Energy Resistance 10"
},
{
"Key": "4f0a4b86-acfe-46c4-8582-b873cfc3368b",
"Value": "Negative Energy Resistance 20"
},
{
"Key": "4379c061-d1ef-4a78-9981-b343817c7581",
"Value": "Negative Energy Resistance 30"
},
{
"Key": "651aabb2-d871-4cc5-9702-77f9095851a8",
"Value": "Positive Energy Resistance 30"
},
{
"Key": "b140d362-fee5-45d7-acc2-319305df5056",
"Value": "This armor grants its wearer a +5 competence bonus to Stealth skill
checks."
},
{
"Key": "9d236a7c-8dc8-4fd8-bc0e-f2b5464430db",
"Value": "Shadow"
},
{
"Key": "02df4f36-d7f6-477b-8926-dae49e6bdb3c",
"Value": "Shadow"
},
{
"Key": "06ab6c6e-d3f7-4924-b4d2-541dd1912df3",
"Value": "This lustrous golden metal emits beautiful bell-like tones when
struck. An alloy of gold and mithral, singing steel was originally created by the
elves.\nMost armor made of singing steel is treated as one category lighter (heavy
armors are treated as medium, and medium armors are treated as light, but light
armors are still treated as light). The armor or shield's arcane spell failure
chance is reduced by 5%, its maximum Dexterity bonus is increased by 1, and its
armor check penalty is reduced by 1 (to a minimum of 0).\nThe wielder or wearer can
strike the singing steel as part of beginning a bardic performance. If the wielder
can normally start a bardic performance as a standard action, he can do so as a
move action instead. If the wielder can normally start a bardic performance as a
move action, he can do so as a swift action instead. If the wielder can normally
start a bardic performance as a swift action, he can do so as a free action
instead."
},
{
"Key": "24fc081e-6b8b-4e70-8ef5-fade938c20a0",
"Value": "Singing Steel"
},
{
"Key": "722a203a-1ac5-415b-8a65-215bbe1ea89e",
"Value": "When employing a tower shield in combat, you take a �2 penalty on
attack rolls because of the shield's encumbrance."
},
{
"Key": "fe4d7364-3f0b-4180-81ba-4494c5f257b9",
"Value": "Tower Shield"
},
{
"Key": "fd677e9f-b21d-4dc1-b8eb-76e553b7864c",
"Value": "This +2 breastplate grants its wearer a +4 enhancement bonus to
Constitution and the ability to cast aspect of the wolf spell once per day."
},
{
"Key": "d6bad7e7-f7d4-4556-a23f-99107c5e4689",
"Value": "Plate of the Beast"
},
{
"Key": "3780c5f0-1616-466e-845b-e55184647898",
"Value": "The edge of this armor is decorated with fur."
},
{
"Key": "d223875a-9f64-47d9-8d0f-658911ef0511",
"Value": "This +1 armor absorbs 10 points of positive and 10 points of
negative energy damage per attack that the wearer would normally take. It also
grants the ability to cast daze spell once per day."
},
{
"Key": "4ba40768-a492-4784-b13a-367c827ff3f2",
"Value": "Breastplate of Afterlife"
},
{
"Key": "bf551f9a-4227-48cf-b2c4-5ae2fa9d0022",
"Value": "There is a barely visible holy symbol of Desna on this armor's
shoulder pad."
},
{
"Key": "8ae2b299-ab55-49c1-89b0-d745c56ac578",
"Value": "This +2 chainshirt grants its wearer fire resistance 10, acid
resistance 10, cold resistance 10 and electricity resistance 10."
},
{
"Key": "496c0dce-474f-44c7-bc49-f414d6512b9f",
"Value": "Gleaming Chainshirt"
},
{
"Key": "6b069d10-4576-45f0-abb6-74b1809ec235",
"Value": "The polished pieces of metal sparkle in the light, flashing rays of
light around and above."
},
{
"Key": "3bd4defc-e640-4ce0-8619-175d9591b48f",
"Value": "This +4 full plate armor grants its wearer negative energy
resistance 10 and the ability to cast death ward spell twice per day."
},
{
"Key": "19d4afbb-97a3-4ea5-8302-c8b27bc9c531",
"Value": "Death Crusher's Full Plate"
},
{
"Key": "284b2045-f40e-44a9-8d75-9544c8b8ae05",
"Value": "This tough armor is richly adorned with a ligher metal filigree.
One of the patterns is the keys, the holy symbol of Abadar."
},
{
"Key": "bff06dbc-3c3b-450d-894f-f1cc2f6acc53",
"Value": "This +2 full plate grants its wearer acid resistance 30."
},
{
"Key": "3810e9c8-0c4d-43e0-afb1-44a61f7ee22d",
"Value": "Dragonscale Plate"
},
{
"Key": "d04989ed-fe63-48ab-bd54-a616671964a4",
"Value": "Dragon scales faded and cracked of age, but the armor looks solid."
},
{
"Key": "13a0271b-84d9-4dc2-9304-6b5c36f7131e",
"Value": "Energy Resistance"
},
{
"Key": "7727a715-ac3c-464e-a60b-1f5d49a9d214",
"Value": "This is a +2 half-plate armor. Its enhancement bonus to AC
increases to +4 against the attacks of humanoids, orcs, giants and goblinoids."
},
{
"Key": "040c527a-587c-4cc6-9385-5efa035759b3",
"Value": "Half-Plate of Hatred"
},
{
"Key": "2da6f918-a44d-48e6-9f54-ef28eb82719b",
"Value": "An ugly face of a daemon seems to be seared onto this chest piece
with acid, as well as the numerous illegible runes along the edge."
},
{
"Key": "345aeb09-1ca4-45fa-bbeb-6bdb5e2370f1",
"Value": "This +2 hide armor grants its wearer a +2 luck bonus on all
Initiative and Perception checks."
},
{
"Key": "9592bec6-eab3-4242-b86e-edf7d8dca220",
"Value": "Primal Hide"
},
{
"Key": "9565b1eb-b3a9-45a7-b506-b83e37d1fad9",
"Value": "The material still has a faint smell of dampness and hides."
},
{
"Key": "fc487d19-7f4c-4b88-9385-dea70ec6eaf3",
"Value": "This +5 full plate grants its wearer Negative Energy Resistance 30,
Fire Resistance 10, Acid Resistance 10, Cold Resistance 10, and Electricity
Resistance 10. It also grants its wearer the ability to cast searing light once per
day."
},
{
"Key": "04215a69-cd17-4d95-b444-2888735387fa",
"Value": "Mark of the Guardian"
},
{
"Key": "7c23bd74-502b-4962-8952-94e0c967b241",
"Value": "The fancy material of this shiny armor is extremely smooth. It
seems to reflect everything that falls on its surface, like a mirror."
},
{
"Key": "c10f45d9-c0e4-4d23-b2a3-6a00ae15ecf2",
"Value": "This +3 mithral full plate grants the wearer a +3 enhancement bonus
to Wisdom and the ability to cast angelic aspect spell once per day."
},
{
"Key": "b40513fa-c994-42e9-bc2a-84bce5299d12",
"Value": "Crusader's Mithral Full Plate"
},
{
"Key": "24bb13a1-cde4-4ca8-a143-bec84a0a7b07",
"Value": "There is a gold-plated symbol of Iomedae on this armor's shoulder
pad and a fancy ornament of small topazes on the chest piece."
},
{
"Key": "d5303541-4529-4111-a6c4-89871902569f",
"Value": "Negative Energy Immunity"
},
{
"Key": "37fe77b0-c351-46e6-96df-2022082853ee",
"Value": "This +3 scalemail grants its wearer fire resistance 10 and the
ability to cast rage spell twice per day."
},
{
"Key": "c660336b-bae0-4526-91db-fdf2ce70a519",
"Value": "Raging Bulwark"
},
{
"Key": "6162c6b6-c52b-42e4-a7c5-a8a5d265ce3d",
"Value": "Prayers to Gorum, the god of warfare, are etched on the metal."
},
{
"Key": "679aad51-b722-4f4a-abeb-61583cd6e5bb",
"Value": "This +4 studded leather armor grants its wearer cold resistance 25
and an ability to cast cone of cold spell twice per day."
},
{
"Key": "a34b2871-6b89-4414-9f2b-5ab638af6fd4",
"Value": "Blizzard's Heart"
},
{
"Key": "53ed1481-a8f2-4cfb-bc65-42dc36270dc2",
"Value": "This +2 leather armor grants its wearer fire resistance 10 and an
ability to cast remove disease spell once per day."
},
{
"Key": "bce61fb6-9b01-4a85-aaa5-1940a52f7c64",
"Value": "Burned Protector"
},
{
"Key": "262c972d-d83a-4887-bd67-debf3b613463",
"Value": "This +4 leather armor grants its wearer a +4 bonus to all saving
throws against poison, and immunity to trip."
},
{
"Key": "21a50e35-263d-49cf-b9be-ffb27edbc88e",
"Value": "Python Skin Doublet"
},
{
"Key": "9fb43ad0-9a74-4f49-a662-755634a51176",
"Value": "This +5 studded leather armor has a maximum Dexterity bonus of +15.
It increases its wearer's maximum HP by 20."
},
{
"Key": "8d10de6b-4ff1-45e2-96f1-ab00184f72cd",
"Value": "Royal Guardian"
},
{
"Key": "657128d7-076a-4b79-8716-552df574c4d6",
"Value": "If the wearer of this +3 leather armor has the Bardic Performance
ability, it allows them to use it for 4 additional rounds per day. It also grants
them the ability to cast displacement spell three times per day."
},
{
"Key": "5d66e3b9-7f91-476f-9036-8d017826eaf5",
"Value": "Vest of Mirrors"
},
{
"Key": "76fad9f8-357e-4d93-85cf-1e1040e9459d",
"Value": "This +3 leather armor grants its wearer fire resistance 10 and acid
resistance 10. It also grants the ability to cast poison spell twice per day."
},
{
"Key": "2066d1b0-c09e-4117-9f06-c74ef0991e81",
"Value": "Scorpion's Hatred"
},
{
"Key": "54c8e226-7c37-424e-a4e0-37107caca6fe",
"Value": "This is the gift of Tirval, the loyal defender of Varnhold and the
court master that knows no equal in leatherworking."
},
{
"Key": "8dd98015-5ac5-4890-b694-a78dc1b21320",
"Value": "This +2 studded leather armor grants its wearer cold resistance 10
and the ability to cast beast shape I (wolf) spell once per day."
},
{
"Key": "570e7d49-4705-4bdc-bf55-7752d92c3692",
"Value": "Stoic Wolf"
},
{
"Key": "1ca48767-7e8f-495e-ae45-199e5f2303cf",
"Value": "This +3 chainmail grants its wearer the ability to cast fireball
spell once per day."
},
{
"Key": "ccfb9958-2b0b-40e3-b06f-7b2b094c7d7d",
"Value": "Blazing Omen"
},
{
"Key": "0d847492-176b-44b7-ab29-6eb5cfe9c361",
"Value": "This +3 chainshirt grants its wearer a +5 competence bonus on all
Trickery skill checks and a +3 resistance bonus on Reflex saving throws. It also
grants the ability to cast freedom of movement spell once per day."
},
{
"Key": "86232090-4fb3-42b8-8dc2-71f2b871015d",
"Value": "Chainbreaker's Chainmail"
},
{
"Key": "90dfe984-2882-4590-b339-d2d1149cc600",
"Value": "This +2 chainshirt protects its wearer from blinding effects."
},
{
"Key": "da6fe42b-3742-4f64-a9c2-6df506a3a515",
"Value": "Light Absorber"
},
{
"Key": "ccadf3e5-d5e2-49a2-a09e-05e7ea544259",
"Value": "This +3 chainmail grants its wearer acid resistance 15, a +2
resistance bonus to Reflex saving throws and the ability to cast web spell three
times per day."
},
{
"Key": "000e891b-4e53-4532-90e5-4fdf9a867988",
"Value": "Weaver's Chainmail"
},
{
"Key": "c43a84e0-35b5-408d-b954-3b6adf3174cf",
"Value": "This robe grants its wearer a +6 enhancement bonus to Intelligence,
a +4 enhancement bonus to Wisdom, a +4 armor bonus to AC and the ability to cast
prediction of failure spell once per day."
},
{
"Key": "6683689f-2062-4f2f-a38a-80178f94dbeb",
"Value": "Envy of the Master"
},
{
"Key": "ca9618b2-6a31-49a6-a61b-cb19b82e700a",
"Value": "This robe grants its wearer electricity resistance 10, cold
resistance 10, a +2 deflection bonus to AC and the ability to cast enlarge person
spell once per day."
},
{
"Key": "295a979e-a7e1-488d-bc40-28267115e7d9",
"Value": "Draping Veil of Prowess"
},
{
"Key": "88c5ae0b-232c-43eb-9ebe-adfc8bb79647",
"Value": "This robe grants its wearer a +3 resistance bonus on Will,
Fortitude, and Reflex saving throws and the ability to cast blindness spell once
per day."
},
{
"Key": "1b916951-5702-433d-b780-7af2936c4b5f",
"Value": "Integrity"
},
{
"Key": "5557bf5e-0d44-4467-aef7-e36a15b144b3",
"Value": "This robe grants its wearer the ability to cast up to six spells
per day that are empowered as though using the Maximize Spell feat. It affects
spells of 6th level or lower.\nAll variable, numeric effects of a spell modified by
this feat are maximized. Saving throws and opposed rolls are not affected, nor are
spells without random variables."
},
{
"Key": "331c028b-46bd-4147-b4e6-f9dc05f81e25",
"Value": "Leviathan's Gift"
},
{
"Key": "7d48f828-3b2f-4de4-bc41-13143d8a9830",
"Value": "This robe grants its wearer the ability to cast up to six spells
per day that are empowered as though using the Maximize Spell feat. It affects
spells of 6th level or lower.\nAll variable, numeric effects of a spell modified by
this feat are maximized. Saving throws and opposed rolls are not affected, nor are
spells without random variables."
},
{
"Key": "46723c5a-a04c-41ff-981f-a6198e4d8d62",
"Value": "Leviathan's Gift"
},
{
"Key": "30f60708-2d08-4f5f-84ae-57ea1f57bda6",
"Value": "This robe grants its wearer a +2 dodge bonus to AC and the ability
to cast dispel magic spell twice per day."
},
{
"Key": "34d7e889-e77a-4434-ad8a-2557f72e1d22",
"Value": "Censor's Robe"
},
{
"Key": "78da2230-7850-4d84-a085-5b195b06f687",
"Value": "Court artisan Sharel crafted this amazing artifact. He spared no
expense for the embroidery and decorations."
},
{
"Key": "ba1fae37-1165-42d0-af84-7779596ee2da",
"Value": "This robe grants its wearer a +4 deflection bonus to AC, a +2 luck
bonus to all saving throws and the ability to cast blindness spell twice per day."
},
{
"Key": "e6571860-c46c-49a5-b866-c05f2c0b8ab4",
"Value": "Prankster's Robe"
},
{
"Key": "bd2a2134-18be-4e3b-ab52-7c601024ac8d",
"Value": "This robe grants its wearer a +2 resistance bonus on Will saving
throws, negative energy resistance 10 and the ability to cast phantasmal killer
spell once per day."
},
{
"Key": "df41c6c5-0fc8-455c-90e1-92320d10aa4d",
"Value": "Unnatural Robe"
},
{
"Key": "615c41df-7107-4749-88b8-50c33274078e",
"Value": "Banded Mail +1"
},
{
"Key": "258ec516-b030-44fd-b548-29d1a23c1cb5",
"Value": "Breastplate +1"
},
{
"Key": "ed26a073-ca65-4ce2-a466-07d4b3e84609",
"Value": "Chainmail +1"
},
{
"Key": "aacf55fa-c12c-4087-83e8-52aa64d6067e",
"Value": "Chainshirt +1"
},
{
"Key": "d374cf66-2aae-47f0-8587-c9d820f0a4a3",
"Value": "Full Plate +1"
},
{
"Key": "a2e108dc-5b2d-47c6-b55b-b61674117510",
"Value": "Half-Plate +1"
},
{
"Key": "ddc2ea2e-fb7c-47e2-b17e-7884d368ab42",
"Value": "Hide Armor +1"
},
{
"Key": "af65b25d-4da0-49b4-a642-20bbe1933b6a",
"Value": "Leather Armor +1"
},
{
"Key": "0e4a26cd-5322-4581-ac2e-9978c46e7812",
"Value": "Padded Armor +1"
},
{
"Key": "fea52760-a31b-40c6-b159-ecf2f1a66552",
"Value": "Scalemail +1"
},
{
"Key": "def527c2-4204-4c1d-aa14-347db12f719c",
"Value": "Studded Leather +1"
},
{
"Key": "9118d61b-e366-410d-9bc9-59dd892c70f7",
"Value": "Banded Mail +2"
},
{
"Key": "dfe36923-827b-4178-ab57-9d4ace7379e6",
"Value": "Breastplate +2"
},
{
"Key": "126bf915-034f-4700-b787-68c1f4946703",
"Value": "Chainmail +2"
},
{
"Key": "61155326-1a23-41b9-9666-05d327f17a14",
"Value": "Chainshirt +2"
},
{
"Key": "3570f276-4d73-4803-b797-12c907fd0f9c",
"Value": "Full Plate +2"
},
{
"Key": "c6cb3938-65f0-470d-8673-766937471f0c",
"Value": "Half-Plate +2"
},
{
"Key": "e6aebcab-cbb5-4311-ba46-44fbad192f3f",
"Value": "Hide Armor +2"
},
{
"Key": "98dd487f-6f28-4f37-a25d-d1ec77a8847d",
"Value": "Leather Armor +2"
},
{
"Key": "bcabb205-23c2-4dd1-aeaa-54c2f9c521aa",
"Value": "Padded Armor +2"
},
{
"Key": "12e72c10-349a-4174-a7f5-6590e6dda652",
"Value": "Scalemail +2"
},
{
"Key": "fcb0d719-b729-4a93-b382-8ac98384a3cd",
"Value": "Studded Leather +2"
},
{
"Key": "c55c851d-fd6e-45f6-806c-b63a6dde7939",
"Value": "Banded Mail +3"
},
{
"Key": "8f2d4299-e4ca-469b-82db-9b5e9b120061",
"Value": "Breastplate +3"
},
{
"Key": "42700470-60fb-425b-a696-d693d1f9ca63",
"Value": "Chainmail +3"
},
{
"Key": "a057f0a1-853f-4ec9-a59e-e6f658a823c1",
"Value": "Chainshirt +3"
},
{
"Key": "4f8a6a9a-eac7-4da3-97f3-f94f9794b7ac",
"Value": "Full Plate +3"
},
{
"Key": "051c2541-e8f9-457b-9f9e-658dc4d34df1",
"Value": "Half-Plate +3"
},
{
"Key": "69710627-5e34-4025-afdb-befbf1352f40",
"Value": "Hide Armor +3"
},
{
"Key": "4ae9219a-771e-4189-ba39-d56469585416",
"Value": "Leather Armor +3"
},
{
"Key": "c79fb07a-9119-4e68-9198-b31fe41848fd",
"Value": "Padded Armor +3"
},
{
"Key": "443cad3f-ee66-4e98-afff-8abe021ccf2c",
"Value": "Scalemail +3"
},
{
"Key": "6c9f71aa-7ad0-41f1-bbe5-d571787ae76a",
"Value": "Studded Leather +3"
},
{
"Key": "dbc38326-e8d1-4e24-ad9c-13b7d5c69983",
"Value": "Banded Mail +4"
},
{
"Key": "78c7aa35-82ef-4b64-91d7-4f1f741aedd3",
"Value": "Breastplate +4"
},
{
"Key": "c4e260b7-8c3e-46cb-a1ac-2a0e88180645",
"Value": "Chainmail +4"
},
{
"Key": "6c4b39ac-f4ef-428e-873e-be17777bec9a",
"Value": "Chainshirt +4"
},
{
"Key": "60a66f20-c0a9-4af3-912e-d124edcd4a4a",
"Value": "Full Plate +4"
},
{
"Key": "3d4a2eaa-c3d8-4095-9467-4880273f436f",
"Value": "Half-Plate +4"
},
{
"Key": "81a9aa50-2ddd-4336-b4b2-9cdad88393a5",
"Value": "Hide Armor +4"
},
{
"Key": "c89d7f80-1e3e-407a-bd1e-5e13f34a91eb",
"Value": "Leather Armor +4"
},
{
"Key": "3ce26595-d7e9-4fce-b8e0-16e4440e32c4",
"Value": "Padded Armor +4"
},
{
"Key": "87ff7718-ad86-4900-a584-c25984dc0117",
"Value": "Scalemail +4"
},
{
"Key": "3e471075-4ba9-49ff-8d1a-c52042129a7e",
"Value": "Studded Leather +4"
},
{
"Key": "4563407c-ef98-4fa2-be84-218e1596748e",
"Value": "Banded Mail +5"
},
{
"Key": "5699e34b-4271-40ec-af5b-f66441107f91",
"Value": "Breastplate +5"
},
{
"Key": "f131adb5-09ac-4294-a63c-ff8a85d8136c",
"Value": "Chainmail +5"
},
{
"Key": "aef46369-15a4-4692-9af0-be1f29850eea",
"Value": "Chainshirt +5"
},
{
"Key": "7906bfba-44cf-4faf-985e-4a0640b6bb3c",
"Value": "Full Plate +5"
},
{
"Key": "36ce13ef-7297-497a-927c-f5578f91db96",
"Value": "Half-Plate +5"
},
{
"Key": "07026aea-0089-42b9-8a98-b5cc87608ed7",
"Value": "Hide Armor +5"
},
{
"Key": "b244b80b-e9e6-48f5-bf48-189b1954d5bb",
"Value": "Leather Armor +5"
},
{
"Key": "50a1ecd9-bbdf-4237-a6ec-afd604709f6e",
"Value": "Padded Armor +5"
},
{
"Key": "1166699b-8114-418f-bbb3-b67137527ed2",
"Value": "Scalemail +5"
},
{
"Key": "ba970100-e932-49fa-a9ae-c381dced17d5",
"Value": "Studded Leather +5"
},
{
"Key": "9a35d952-2525-4478-830e-ed322bf13fda",
"Value": "Adamantine Breastplate +1"
},
{
"Key": "c5fcb9cb-0afd-4198-8f30-a963c5f3a01d",
"Value": "Adamantine Full Plate +1"
},
{
"Key": "ea2f8f8b-ccfd-43fe-8d72-5a7cd58f68e6",
"Value": "Adamantine Full Plate +2"
},
{
"Key": "92cb3c08-de6e-4b96-8be3-43895a1504c8",
"Value": "Adamantine Full Plate +3"
},
{
"Key": "0bd5cd5d-45bf-43cf-b72c-b3d1f817cade",
"Value": "Adamantine Full Plate +5"
},
{
"Key": "5e4828cf-8f3a-4c26-8aea-0bc6b8565563",
"Value": "Adamantine Breastplate +4"
},
{
"Key": "c7130e31-157f-4880-8545-cc11de9705e9",
"Value": "Full Plate +1"
},
{
"Key": "00a4025f-d768-4951-b361-560bab402920",
"Value": "Full Plate +1"
},
{
"Key": "ae35844b-9933-4833-a935-2514e64c17dc",
"Value": "Upon performing a good deed, this armor reduces the wearer's
Constitution by 2 each time, to a minimum of 1. Only committing an evil act can
provide relief, removing the constitution penalty and giving 10 temporary hit
points instead. Unequipping this armor is only possible after casting remove curse
on the wearer and passing a DC 33 caster level check.\nThe wearer also gets a +6
enhancement bonus to Dexterity, +10 competence bonus on Stealth checks and allows
the wearer to cast dominate person once per day (DC 22)."
},
{
"Key": "b3cdfe5d-16a5-4e30-95aa-79c0223c4676",
"Value": "Gentle Persuasion"
},
{
"Key": "d46616be-7e40-492d-b1a9-6c03de51ac69",
"Value": "Drow worshipers of Nocticula created this armor to seduce and
subvert an elven hero of Sarenrae. Acting simultaneously as armor, religious icon,
and leash, this armor is cursed to steer the wearer towards evil, choking the life
out of them every time they or their companions perform a good deed."
},
{
"Key": "c954fb40-bc85-406f-946e-ceedecd6003d",
"Value": "This is a +3 hide armor."
},
{
"Key": "2a4628bc-bac2-45ce-8ebb-9d4ab5fb6ca4",
"Value": "Patchwork Hide"
},
{
"Key": "fcd3fb41-4491-4cdf-bb1d-81d95c0bd6ce",
"Value": "Leather patchwork armor is crafted from leather pieces of all
colors and sizes."
},
{
"Key": "18fac602-308d-449d-bb5d-ec6ae7fd7be3",
"Value": "This +2 studded leather armor grants its wearer a +5 competence
bonus to Trickery skill checks."
},
{
"Key": "bb198597-d634-4f12-a02b-c75f1414606e",
"Value": "Vest of Hundred Pockets"
},
{
"Key": "d06fe68e-c830-475d-9262-3b8d32db15a6",
"Value": "This is a +5 breastplate made of singing steel."
},
{
"Key": "f0d08087-45ce-4634-854c-460a462a25ab",
"Value": "Singing Steel Breastplate"
},
{
"Key": "1380ca71-eee0-4150-b7ff-05b1d8640b82",
"Value": "This breastplate is made of lustrous golden metal that emits a
beautiful bell-like tone when struck. It provides excellent defense and allows
bards to augment their performance."
},
{
"Key": "4f70e7d5-5f7c-407b-9478-992e623efd5b",
"Value": "Whenever the wearer of this colorful +1 padded armor casts the
hideous laughter spell, its DC is increased by 2."
},
{
"Key": "84e87177-b121-4993-9818-8c671005d316",
"Value": "Jester's Vest"
},
{
"Key": "4ced21c8-3585-4b64-9977-588fe38ddbbf",
"Value": "This armor is decorated with small pieces of colorful fabric that
dance before your eyes."
},
{
"Key": "f6bc5f8d-da71-4497-aee1-ac7d19efed81",
"Value": "This armor grants its wearer an inherent +3 damage bonus against
animals, dragons and magical beasts."
},
{
"Key": "c5e26f51-03e6-453d-a183-76446f4a3521",
"Value": "Hundred Trophies"
},
{
"Key": "8a0a757d-fb62-43a0-9a80-17f51aae0b71",
"Value": "This +2 studded leather allows the wearer to use cast barkskin
spell once per day."
},
{
"Key": "1a9dd201-b19a-4224-bfd0-e81cad9cb376",
"Value": "Woodland's Aegis"
},
{
"Key": "247c6a04-b106-4f47-ae0d-f44db0dd76a9",
"Value": "The surface of this armor feels like an oak bark."
},
{
"Key": "8c57142d-970b-4638-898e-4c3c5a87fa34",
"Value": "This +1 leather armor grants its wearer a +5 competence bonus to
Stealth skill checks."
},
{
"Key": "9ff5febd-bae9-4b2e-b380-228c4997e421",
"Value": "Shadow Leather +1"
},
{
"Key": "a13f4dcb-94d9-43e4-8cd3-7b910133c860",
"Value": "+5 Persuasion"
},
{
"Key": "7fd73290-138f-4bf3-82aa-9e9a53433372",
"Value": "This shirt grants its wearer a +5 bonus to Persuasion skill checks
and a +6 enhancement bonus to Charisma."
},
{
"Key": "2fdef53e-3edc-4893-a2b7-22cc98769088",
"Value": "Valerie's Embroidered Shirt"
},
{
"Key": "9196ffe5-acb9-4e22-84a4-920105f43894",
"Value": "An elegant embroidered shirt made of finest silk."
},
{
"Key": "3952a8c9-8d3c-43b2-9ce7-4196d1cc9b75",
"Value": "Tiger's Stripes"
},
{
"Key": "a6a7b011-2304-4e07-a915-1b55d49846cb",
"Value": "This +2 full plate can only be equipped by good characters. It
grants its wearer a +2 enhancement bonus to Wisdom and Charisma, and a +4 sacred
bonus on saving throws against compulsion effects and poisons. If equipped by a
paladin, it also gives her the ability to use Smite Evil two more times per day."
},
{
"Key": "f9497e79-b2e5-4ee9-86b9-5212d4929f79",
"Value": "Blessed Path"
},
{
"Key": "e8fbb2d3-2680-4a54-9a32-02bc5069d396",
"Value": "The gorgeous armor seem to be glowing softly. The shining metal is
cold to the touch."
},
{
"Key": "bbe1e0b2-4822-4116-b75b-7d8cd9474ccb",
"Value": "This +1 leather armor provides its wearer a +2 bonus on attack
rolls with bombs and similar weapons."
},
{
"Key": "a56f7977-3eec-4a53-b2ba-0d9e2f022ecb",
"Value": "Bombardier's Vest"
},
{
"Key": "d4568f64-88f7-4656-bce0-11b7daae9ce7",
"Value": "The leather is covered in dark scorch marks. This armor has seen
some action!"
},
{
"Key": "f25fb9e1-572e-4c7b-9c81-c00cdf502806",
"Value": "This +2 hide armor grants its wearer a +2 enhancement bonus to
Strength."
},
{
"Key": "2afa264c-5456-4ed0-81d9-0fde6c7ca94d",
"Value": "Owlbeast Hide"
},
{
"Key": "c93cde49-66e2-472a-9308-ec0b002da898",
"Value": "This armor is made of skin with ragged edges and decorated with
simple fringes."
},
{
"Key": "0f95d03b-95d8-4218-82d4-d90842854a86",
"Value": "This +2 mithral breastplate gives its wearer a +4 morale bonus on
saves against fear effects."
},
{
"Key": "272b069e-3bd0-44d1-825a-71a3cea76f31",
"Value": "Heart of Valor"
},
{
"Key": "f685e8a0-7ba5-4fb9-8667-d3f36f4cc6ca",
"Value": "An outline of some family's crest is barely visible on this chest
piece."
},
{
"Key": "26a122df-5e6d-47a1-acd1-fa37afe4e94c",
"Value": "This +5 chainmail has a maximum Dexterity bonus of +5, an armor
check penalty of �1, and an arcane spell failure chance of 15%. It is considered
light armor."
},
{
"Key": "d59bfc56-6ed6-45a9-8ded-8e08f997efbb",
"Value": "Mail of Clear Skies"
},
{
"Key": "23abe93a-9878-4bef-a35d-c3c7dd666cc3",
"Value": "This armor is crafted from an amazing blueish metal, which sparkles
in the moonlight and shines brightly under the sun."
},
{
"Key": "6ebe10ad-1716-473c-aa6e-d6e724da5231",
"Value": "This robe grants its wearer a +3 dodge bonus to AC, and a +3 bonus
to unarmed attack and damage. It can be worn only by a monk of Lawful Neutral
alignment."
},
{
"Key": "f8a72ae8-d68d-48b8-b6c9-bef981e078b1",
"Value": "Arbiter's Robe"
},
{
"Key": "d0be1d45-6f96-4418-bc05-227fb29a9ae5",
"Value": "This robe is made of expensive fabric and embroidered with tiny
gems."
},
{
"Key": "fadaeef1-db17-4438-bb6a-df7b65b399f9",
"Value": "This +4 adamantine chainshirt grants its wearer a +4 bonus on
critical confirmation rolls."
},
{
"Key": "c37aa60a-c929-4a68-9e0d-e5d2401f4ebb",
"Value": "Assassin's Chainshirt"
},
{
"Key": "20b77729-7f18-40e6-bbcb-cfed4749da1c",
"Value": "This chainshirt is stained with non-erasable splashes of dried
blood."
},
{
"Key": "6e295927-9ac1-43da-9b27-dd4bc03d4f84",
"Value": "This +5 mithral full plate grants its wearer a +8 enhancement bonus
to Strength and increases their movement speed by 20."
},
{
"Key": "e35d2755-a519-4370-927a-1318558be3ce",
"Value": "Onslaught"
},
{
"Key": "b49beddb-0f52-43d5-98ab-f76c71ffd6ae",
"Value": ""
},
{
"Key": "816d8903-35e9-4021-8e7a-3dce522dcb14",
"Value": "This +5 breastplate grants its wearer acid resistance 30. It can be
used by druids."
},
{
"Key": "d700d238-d63a-4731-b16f-68ae742bb550",
"Value": "Black Dragon Breastplate"
},
{
"Key": "c5708176-9e8a-4d3f-9545-b3f514139c40",
"Value": "This armor is adorned with a pattern of fighting dragons."
},
{
"Key": "621f961e-5fb9-4993-b473-b557d4526306",
"Value": "A creature that attacks the wearer of this +3 full plate with a
melee weapon, an unarmed strike, or a natural weapon takes 1d4+1 slashing damage.
Creatures using melee weapons with reach are unaffected by this armor."
},
{
"Key": "5e115690-39cc-40bf-8c16-4130081b3b21",
"Value": "Bladed Plate"
},
{
"Key": "a4acf248-2d62-4b51-a429-01c9383f5bb6",
"Value": ""
},
{
"Key": "0e247e90-6ae1-4491-882a-8462e5dabba6",
"Value": "This +4 scalemail grants its wearer immunity to cold and DR
5/bludgeoning."
},
{
"Key": "418da738-9a0f-4739-851b-7bd1105b2dca",
"Value": "Bonemail"
},
{
"Key": "11708c3a-0b84-47be-9362-f6af89501321",
"Value": "Metal plates of this armor are interleaved with chunks of bone."
},
{
"Key": "d29e69e4-2353-43b8-a57a-57bdeb4e1210",
"Value": "This +3 chainmail is so fine and light that it can be worn under
normal clothing without betraying its presence. It has a maximum Dexterity bonus of
+8, an armor check penalty of �2, and an arcane spell failure chance of 15%."
},
{
"Key": "45af0f94-877c-4830-99df-04976721ad37",
"Value": "Celestial Armor"
},
{
"Key": "830ed40e-9d25-4d64-81d0-4d1ca083d4a7",
"Value": "This chainmail's rings make only a quiet rustle, as if it was made
of silk, rather than metal."
},
{
"Key": "a6f9f7ee-03a2-499b-97e1-475c9dd32bc9",
"Value": "This robe grants a +1 dodge bonus to AC, and a +5 bonus to unarmed
attack and damage. It can be worn only by a monk of Lawful Evil alignment."
},
{
"Key": "447d27d3-1b23-4cfb-bd0d-cc4be501b666",
"Value": "Enforcer's Robe"
},
{
"Key": "3e8e1fb6-2797-49b0-ae24-d9ab7f6f601f",
"Value": "This robe is made of an expensive fabric, but it looks wrinkled,
with dark stains on its sleeves."
},
{
"Key": "19c3731c-4a43-440c-b60e-8f616aa7ccde",
"Value": "This +5 studded armor grants its wearer a +2 bonus on attack and
damage rolls with shortbows and longbows."
},
{
"Key": "d2f31e18-93fb-41a6-afef-13b93d3450b8",
"Value": "Shepherd's Armor"
},
{
"Key": "0390d5df-8316-402a-a72b-e2cb1ff94977",
"Value": "This dark armor is well-oiled and makes no sound when you move."
},
{
"Key": "bd6f769e-fc6f-491d-b1da-2e07d3a36cb2",
"Value": "This +3 leather armor grants its wearer the effect of the greater
invisibility spell for 2 rounds whenever an enemy successfully hits them."
},
{
"Key": "edf66405-271f-42cc-ae92-054d8b4e8373",
"Value": "Ghost Leather"
},
{
"Key": "603431bd-a142-44f1-b477-711b9ed09812",
"Value": "The surface of this leather has a strange gloss, as if it was only
half-real."
},
{
"Key": "1a3412cb-ae4a-4d21-a05c-79c7f97ab517",
"Value": "This +3 studded armor grants its wearer an additional +3 dodge
bonus to AC against shaken opponents' attacks."
},
{
"Key": "7ca5f95c-f1d0-4acc-aa35-5f3acc67303b",
"Value": "Reaper's Vest"
},
{
"Key": "2c8fcb09-e2f8-48d9-8068-a9e1e7ada72f",
"Value": "This armor's dark steel reflects almost no light."
},
{
"Key": "8d933180-8b79-4c42-8e55-2ef9cdce720f",
"Value": "This +5 mithral chainshirt grants its wearer immunity to energy
drain."
},
{
"Key": "8159467e-b4e6-4f55-9bc5-7ad94abaafda",
"Value": "Heavenly Vest"
},
{
"Key": "38d3639b-cb13-43e4-9d61-190bf28aa53d",
"Value": ""
},
{
"Key": "077dddfa-fb96-415c-9e03-6ef10b02bdae",
"Value": "This +4 hide armor grants its wearer additional 2d6 damage on
charge."
},
{
"Key": "40fbfc98-582a-4615-b927-d9afbbc9be35",
"Value": "Hodag Hide"
},
{
"Key": "853eb8fd-7adb-43e7-84eb-7e311e3676a7",
"Value": "This armor was made from the hide of a monster who used to
terrorize the Stolen lands' outskirts."
},
{
"Key": "f9146e85-38de-4a74-ad4a-30880136398f",
"Value": "This +5 hide armor grants its wearer immunity to fire and a +4
bonus to saving throws against Transmutation school spells."
},
{
"Key": "d24adb9d-35cd-400a-9372-8928a776875b",
"Value": "Linnorm Hide"
},
{
"Key": "e7fae32e-076d-4f2f-bce7-ea075fee5271",
"Value": "An armor made of thick skin of a serpent-like monster."
},
{
"Key": "da121cc8-0eb7-44cf-98e9-44c3a55780da",
"Value": "This +5 padded armor grants its wearer DR 5/- against ranged
attacks"
},
{
"Key": "e91b06b7-3844-4356-83b2-37e468e73479",
"Value": "Archer's Archfoe"
},
{
"Key": "344d9dfe-222a-4168-abf1-b434ea19a61b",
"Value": ""
},
{
"Key": "71b9738f-5263-4edb-b0bd-307db61e1c40",
"Value": "This robe grants its wearer a +5 dodge bonus to AC, and a +1 bonus
to unarmed attack and damage. It can be worn only by a monk of Lawful Good
alignment."
},
{
"Key": "6e6868c4-0078-4706-aab2-d4098bb57d54",
"Value": "Protector's Robe"
},
{
"Key": "2bcb867a-12f6-4623-ba15-9dd081f545ab",
"Value": "This worn robe has aged well, thanks to its thick, yet soft
fabric."
},
{
"Key": "03be5f91-ac14-4e94-b51d-de7ebee04b2a",
"Value": "This robe grants its wearer a +4 bonus to attack rolls with ray
attacks, +1 damage per dice to fire, acid, force, cold, electricity spells, amd a
+4 bonus to spell penetration."
},
{
"Key": "b678f022-c798-4a2b-8516-5278af7c1abe",
"Value": "Ambrosial Attire of Arcane Annihilation"
},
{
"Key": "ef0a4cc1-4609-4931-99b4-744d3292b324",
"Value": "This fragrant robe is glowing mysteriously in the dusk. The glow
disappears in the light."
},
{
"Key": "84fcc666-67d6-411e-8852-c9db70be4d47",
"Value": "This robe grants its wearer a +10 armor enhancement bonus to
Perception and the effects of the Uncanny Dodge feat. It also inflicts a -4 penalty
to saving throws against gaze attacks and blindness."
},
{
"Key": "dc07cfc0-07ef-422f-a512-0534ec19489b",
"Value": "Robe of Eyes"
},
{
"Key": "aba1617b-cc94-4944-b914-40c318674378",
"Value": "This robe is covered in barely visible embroideries of eyes, big
and small."
},
{
"Key": "171abb6d-c1fb-4f92-baa5-0b2eb7631a6a",
"Value": "This robe grants its wearer a +5 deflection bonus to AC, Spell
Resistance 18, +4 resistance bonus to all saving throws, and +2 bonus to spell
penetration."
},
{
"Key": "c380443a-d1f6-491b-9905-2bc1d197f787",
"Value": "Robe of the True Master"
},
{
"Key": "148089e0-cfb8-4678-9d10-c62b053b0e6b",
"Value": "This robe's fabric shimmers in the light."
},
{
"Key": "fd5595e9-a1a6-4293-a146-8e414e981ea5",
"Value": "This +4 padded armor has a +4 bonus to armor's maximum Dexterity."
},
{
"Key": "ba1dc11f-df98-4b82-87be-0568b5295650",
"Value": "Second Skin"
},
{
"Key": "c60dac98-7dab-440f-8618-7b3c31309c2c",
"Value": "This armor fits anyone who wears it perfectly, as if it was custom-
made for them."
},
{
"Key": "4c9a032c-b835-4701-a489-4e0bae6dee03",
"Value": "This +3 adamantine breastplate grants its wearer a +4 dodge bonus
to AC against ray attacks."
},
{
"Key": "52fb51cb-8283-4a0f-ae9e-9594486605c4",
"Value": "Void Mirror"
},
{
"Key": "220c8455-1cec-4c61-8aec-3a17600ff144",
"Value": ""
},
{
"Key": "ff4835a1-deae-4eca-ac74-35a49b38be1b",
"Value": "This +3 banded mail grants its wearer a +3 bonus to AC against the
attacks by humans and elves."
},
{
"Key": "2b0bb0ec-d5b0-4f99-8174-5c59e36a2eb8",
"Value": "Warpath"
},
{
"Key": "e016d595-36b2-473c-9533-cf13fd0b2d75",
"Value": ""
},
{
"Key": "f9c9f2f1-a1c9-468c-9769-cea3579d36d3",
"Value": "This +5 scalemail grants its wearer DR 5/-."
},
{
"Key": "e1e2c929-a3d0-444a-86bf-d091a26f9cca",
"Value": "Armor of Wealth"
},
{
"Key": "7abfbfdc-c44d-40fe-b4d9-e8892611e978",
"Value": "A ridiculously lavish piece of armor."
},
{
"Key": "25ea5511-bc5c-4745-97fd-6c7b5aaf8760",
"Value": "This +5 leather armor grants its wearer an additional +2 dodge
bonus to AC while under the effects of a shield spell."
},
{
"Key": "b2e5c337-45c6-45d2-a93e-5e0fe0a830b0",
"Value": "Sage Armor"
},
{
"Key": "deb96038-9dd2-4e56-9071-2f14ff22bfbd",
"Value": "When arcane spells are being cast near this armor, the runes
inscribed on it start glimmering."
},
{
"Key": "0b8d1bf5-bec4-407a-85f6-878445fda73a",
"Value": "Mithral Chainshirt +2"
},
{
"Key": "a1911de9-ecf5-4c80-84a6-ee1aee96d7d8",
"Value": ""
},
{
"Key": "524ec895-01f6-41e8-9311-6d650f2121d2",
"Value": ""
},
{
"Key": "924bd66d-61d3-4a7a-9e97-8c1e700f8119",
"Value": "This +4 chainmail grants its wearer protection from critical hits
and sneak attacks. Whenever such attack would be scored on the wearer, with a 50%
chance it is negated, and the attack only deals normal damage."
},
{
"Key": "da4a0d1a-c07a-4937-ac0b-a918fc9f1ecd",
"Value": "Talwyn's Armor"
},
{
"Key": "12e00398-dccd-40d8-ac12-546514389501",
"Value": "This armor produces a magical force that protects its wearer's
vital areas."
},
{
"Key": "bfc5a83f-71d8-4626-839e-cbe7a4e1a646",
"Value": "This robe grants its wearer a +2 bonus to all concentration
checks."
},
{
"Key": "228e232b-98e5-4dae-af20-83eb196fdff6",
"Value": "Dark Acolyte's Robe"
},
{
"Key": "44928866-a1c6-40c0-bcb4-f3e23d017c0e",
"Value": "This robe grants its wearer a +8 enhancement bonus to Intelligence
and Charisma, a +5 bonus on all concentration checks, and a +10 competence bonus to
Knowledge: arcana skill checks."
},
{
"Key": "b827d06e-308e-445a-b3da-35a5e747124f",
"Value": "Dark Master's Robe"
},
{
"Key": "1e7d9cc8-f52b-4658-9ace-b5f192c2f3a9",
"Value": "Grants +2 DC bonus to electrical spells."
},
{
"Key": "9ad30b51-1a7c-4b7d-9874-fa96d5541977",
"Value": "Electric Aura"
},
{
"Key": "7f46d49f-793a-4c9b-be27-2b8b5d1598d1",
"Value": "Robe of Air"
},
{
"Key": "a09f4dce-f2f8-4920-b903-613ecd883b1d",
"Value": "Grants +2 DC bonus to acid spells."
},
{
"Key": "182c7c61-808f-4efc-9c9d-4f5fc2708dbf",
"Value": "Acid Aura"
},
{
"Key": "2977f142-be74-49fe-bb4d-85c03728d4b9",
"Value": "Robe of Earth"
},
{
"Key": "bfc4ad0c-22c0-4c2d-afdb-58704be8366a",
"Value": "The wearer of this robe gains immunity to critical hits, but
suffers a -6 penalty to Constitution"
},
{
"Key": "addbd99c-570f-4663-abb3-efc4e474f71b",
"Value": "Robe of False Death"
},
{
"Key": "809a8524-166d-4051-bf1f-f36204dbea83",
"Value": "Grants +2 DC bonus to fire spells."
},
{
"Key": "647c23c0-145f-4427-8cd5-38bec4bc7fbb",
"Value": "Fire Aura"
},
{
"Key": "8f23e9c7-2a9f-4286-b993-e3b471b6e40b",
"Value": "Robe of Fire"
},
{
"Key": "38d93d93-0158-48d7-b941-644428833fcf",
"Value": "Grants +2 DC bonus to cold spells."
},
{
"Key": "0da5750c-45f6-4973-a505-56d9841bbc78",
"Value": "Cold Aura"
},
{
"Key": "6667eebe-4815-42e0-8b89-f3ca220b8552",
"Value": "Grants +2 DC bonus to electrical spells."
},
{
"Key": "55ca38e6-6091-42d6-b89b-dd8b728631d7",
"Value": "Robe of Water"
},
{
"Key": "ad8c2481-c790-4350-bbff-646340d11769",
"Value": "Banded Mail"
},
{
"Key": "6fe7ef2d-523a-43cb-b666-c20217ce42dc",
"Value": "Heavy Armor � Banded"
},
{
"Key": "1582facf-b8e9-4202-bfc1-9e2a7828bdf2",
"Value": "Breastplate"
},
{
"Key": "976056f2-bdaf-4228-9af6-f608fe173aa5",
"Value": "Medium Armor � Breastplate"
},
{
"Key": "a890179d-ac92-4796-870d-eb5b235d7213",
"Value": "Chainmail"
},
{
"Key": "57c1ddb6-bc64-4b30-90fb-42ec07abeefb",
"Value": "Medium Armor � Chainmail"
},
{
"Key": "ca20e3b0-85bc-411d-8287-aacf93065648",
"Value": "Chainshirt"
},
{
"Key": "f855ff88-96a7-4c29-970e-35b02a9e6ef2",
"Value": "Light Armor � Chainshirt"
},
{
"Key": "1201676c-060f-4bb1-bbd5-22b9db92f315",
"Value": "Cloth"
},
{
"Key": "e366b18a-d111-4fc3-a113-8e1fe7e3cbdd",
"Value": "Cloth"
},
{
"Key": "72c941b7-98e5-42b2-b059-50567d1f39ea",
"Value": "Full Plate"
},
{
"Key": "c82a3afa-0316-4b0c-8a80-2697a11aabee",
"Value": "Heavy Armor � Full Plate"
},
{
"Key": "8b7667a3-2bf5-4e04-adfe-9091ece240a2",
"Value": "Half-plate"
},
{
"Key": "599a5f95-8195-41d8-a01f-0f83ce99b662",
"Value": "Heavy Armor � Half-plate"
},
{
"Key": "c87baa09-4734-4e89-a21f-3a1ba2fa3450",
"Value": "Hide Armor"
},
{
"Key": "98ca5b52-f3df-4c64-8027-0a7b0e5f5aa0",
"Value": "Medium Armor � Hide"
},
{
"Key": "04675995-01d8-406d-897f-7ac22f974d9e",
"Value": "Leather Armor"
},
{
"Key": "35228a84-126d-4e7b-893b-0770fd2b856f",
"Value": "Light Armor � Leather"
},
{
"Key": "295837aa-943b-4460-afdc-234f069ac443",
"Value": "Padded Armor"
},
{
"Key": "4129eade-e95e-4fbc-ace0-8d36f1324caf",
"Value": "Light Armor � Padded"
},
{
"Key": "eb24c88b-69ea-4fa7-a3f5-c051a26c97b6",
"Value": "Scalemail"
},
{
"Key": "8f16536a-1a23-4af8-96c7-642a416b99f0",
"Value": "Medium Armor � Scalemail"
},
{
"Key": "eeac8216-f3b9-42ef-8206-fca6567521ff",
"Value": "Studded Leather"
},
{
"Key": "c69dd758-258f-4c5b-b024-02ad91fb4c2c",
"Value": "Light Armor � Studded"
},
{
"Key": "72bc920a-4938-4b94-8563-b89621c0aa90",
"Value": "This belt grants its wearer a +2 enhancement bonus to Constitution.
Bonuses of the same type usually don't stack."
},
{
"Key": "47fac12f-5368-43c1-84ea-976bc945b839",
"Value": "Belt of Mighty Constitution +2"
},
{
"Key": "08208610-65c8-4ab3-8ecc-04311a0f70ca",
"Value": "This belt grants its wearer a +4 enhancement bonus to Constitution.
Bonuses of the same type usually don't stack."
},
{
"Key": "a6af0799-67ca-4f5d-9fe1-fef695057d7e",
"Value": "Belt of Mighty Constitution +4"
},
{
"Key": "fba5779e-15c9-4569-b190-9171e37bf9cd",
"Value": "This belt grants its wearer a +6 enhancement bonus to Constitution.
Bonuses of the same type usually don't stack."
},
{
"Key": "a287124a-6195-481a-b3d9-81cfce3968f0",
"Value": "Belt of Mighty Constitution +6"
},
{
"Key": "4d334b38-2ad3-48d0-a447-14348014717e",
"Value": "This belt grants its wearer a +2 enhancement bonus to Dexterity.
Bonuses of the same type usually don't stack."
},
{
"Key": "c5451a19-324b-4be2-b334-4c42ebd4c99c",
"Value": "Belt of Incredible Dexterity +2"
},
{
"Key": "30354d00-4542-4991-9b5b-535accfb8b47",
"Value": "This belt grants its wearer a +4 enhancement bonus to Dexterity.
Bonuses of the same type usually don't stack."
},
{
"Key": "3b5f28ae-29fb-41a1-a393-b58b76a3d640",
"Value": "Belt of Incredible Dexterity +4"
},
{
"Key": "599e65e2-f8f6-4de9-8fe7-c991a35d2224",
"Value": "This belt grants its wearer a +6 enhancement bonus to Dexterity.
Bonuses of the same type usually don't stack."
},
{
"Key": "9c9505a3-bce7-4a26-bfdb-36feb2d0028d",
"Value": "Belt of Incredible Dexterity +6"
},
{
"Key": "1ae7143a-ea2c-412c-b8de-6a474ae470fb",
"Value": "This belt grants its wearer +2 enhancement bonuses to Dexterity and
Constitution. Bonuses of the same type usually don't stack."
},
{
"Key": "969cace5-528c-4643-99f2-ded868c8975a",
"Value": "Belt of Physical Form +2"
},
{
"Key": "d5ea06ff-a1df-4e69-a8e1-5259b39bf7ec",
"Value": "This belt grants its wearer +4 enhancement bonuses to Dexterity and
Constitution. Bonuses of the same type usually don't stack."
},
{
"Key": "aa8acf0c-cc66-4feb-b335-7a497d9e12c3",
"Value": "Belt of Physical Form +4"
},
{
"Key": "31de522d-a92c-41d6-9950-7b6044194b54",
"Value": "This belt grants its wearer +6 enhancement bonuses to Dexterity and
Constitution. Bonuses of the same type usually don't stack."
},
{
"Key": "8b8754da-1555-4451-a181-75ff020a5223",
"Value": "Belt of Physical Form +6"
},
{
"Key": "dcacd98b-2338-415b-af7d-a9e981fee7a1",
"Value": "This belt grants its wearer +2 enhancement bonuses to Strength,
Dexterity, and Constitution. Bonuses of the same type usually don't stack."
},
{
"Key": "d4c83f5d-789b-4e18-b2b4-9c3f5ba10b4b",
"Value": "Belt of Physical Perfection +2"
},
{
"Key": "4e9ef6bd-3307-4228-aa9f-ccb1be9f408d",
"Value": "This belt grants its wearer +4 enhancement bonuses to Strength,
Dexterity, and Constitution. Bonuses of the same type usually don't stack."
},
{
"Key": "733e1c74-79bf-4cb9-9bba-29aa9308cbf6",
"Value": "Belt of Physical Perfection +4"
},
{
"Key": "08011911-1b5c-436e-9daf-e12e9b8f0694",
"Value": "This belt grants its wearer +6 enhancement bonuses to Strength,
Dexterity, and Constitution. Bonuses of the same type usually don't stack."
},
{
"Key": "9971c01a-8644-43a6-9bf6-c477131349d2",
"Value": "Belt of Physical Perfection +6"
},
{
"Key": "8baa9e44-a94d-41bc-99a4-0e637ac14364",
"Value": "This belt grants its wearer +8 enhancement bonuses to Strength,
Dexterity, and Constitution. Bonuses of the same type usually don't stack."
},
{
"Key": "f673d0df-f8c8-4620-ab9f-b9213a97fa60",
"Value": "Belt of Physical Perfection +8"
},
{
"Key": "823b1c0d-53c7-4723-9702-d5eb7a28c7b8",
"Value": "This belt grants its wearer a +2 enhancement bonus to Strength.
Bonuses of the same type usually don't stack."
},
{
"Key": "05b84598-b705-4d7c-9eba-48f081a085d0",
"Value": "Belt of Giant Strength +2"
},
{
"Key": "4a31dc42-96fb-4259-8f35-807298db05aa",
"Value": "This belt grants its wearer a +4 enhancement bonus to Strength.
Bonuses of the same type usually don't stack."
},
{
"Key": "c8f11084-cfb6-4d50-b7cb-2ac576faddb9",
"Value": "Belt of Giant Strength +4"
},
{
"Key": "46926127-45db-4499-afa7-51744b06433e",
"Value": "This belt grants its wearer a +6 enhancement bonus to Strength.
Bonuses of the same type usually don't stack."
},
{
"Key": "c28fd6f3-ab3e-4ab5-a7bd-0d77cd00b7d8",
"Value": "Belt of Giant Strength +6"
},
{
"Key": "85748a2f-f366-47e0-991d-a2334aade249",
"Value": "This belt grants its wearer +2 enhancement bonuses to Strength and
Constitution. Bonuses of the same type usually don't stack."
},
{
"Key": "5156dc3e-f48d-4b2f-b013-d877efd7dce2",
"Value": "Belt of Physical Might +2"
},
{
"Key": "cbc806df-d495-4bf4-a82b-a8c03b5195ab",
"Value": "This belt grants its wearer +4 enhancement bonuses to Strength and
Constitution. Bonuses of the same type usually don't stack."
},
{
"Key": "53f04fcc-7daa-425a-8c09-2231bbd0e965",
"Value": "Belt of Physical Might +4"
},
{
"Key": "321d5d22-c6e6-41e2-8b36-4c63bba82f0f",
"Value": "This belt grants its wearer +6 enhancement bonuses to Strength and
Constitution. Bonuses of the same type usually don't stack."
},
{
"Key": "ed517f6b-a97f-4611-94f3-97d8d0565610",
"Value": "Belt of Physical Might +6"
},
{
"Key": "3dcaf6c0-d529-4071-8985-1cf2d4722bf2",
"Value": "This belt grants its wearer +2 enhancement bonuses to Strength and
Dexterity. Bonuses of the same type usually don't stack."
},
{
"Key": "6acd246d-d88f-4e67-b8c4-330176a10ee9",
"Value": "Belt of Physical Flow +2"
},
{
"Key": "d3a5ae1f-b685-4319-a62f-d75d376005d7",
"Value": "This belt grants its wearer +4 enhancement bonuses to Strength and
Dexterity. Bonuses of the same type usually don't stack."
},
{
"Key": "45c179ad-0954-4940-9477-603fff059ee4",
"Value": "Belt of Physical Flow +4"
},
{
"Key": "cce2d5bc-5304-44cf-bb05-ef423b19293a",
"Value": "This belt grants its wearer +6 enhancement bonuses to Strength and
Dexterity. Bonuses of the same type usually don't stack."
},
{
"Key": "a53abfe7-3ab7-4079-b685-e5807cf2a4c8",
"Value": "Belt of Physical Flow +6"
},
{
"Key": "12cf98ec-d44b-4383-9b7a-f8becdac022f",
"Value": "This bonus grants its wearer a +2 enhancement bonus to
Constitution. Instead of becoming fatigued after raging, wearer takes 1 damage each
round for a number of rounds equal to 2 times the number of rounds spent in the
rage."
},
{
"Key": "7dc8d273-0747-4e95-88f0-5899d3adc883",
"Value": "Cord of Stubborn Fury"
},
{
"Key": "4da56647-46b1-4a01-b2e8-a2a09a246801",
"Value": "The belt is decorated with dark glass beads, which are apparently
molded in it, not stitched."
},
{
"Key": "8b9f5712-cbc1-439b-8f60-a3366f2377ec",
"Value": "This belt grants a +6 enhancement bonus to Strength, a +5
competence bonus to Intimidate checks, and a -3 penalty to Diplomacy checks. It
also allows the wearer to enter Rage as a barbarian for 8 rounds per day. Only
Lawful characters can equip Korgath's Shackled Fury."
},
{
"Key": "efb74961-995d-480a-9269-311a790878a9",
"Value": "Korgath's Shackled Fury"
},
{
"Key": "9abc436f-4616-415b-aece-6eb87e4b74b3",
"Value": "Korgath was a half-orc hellknight of the Order of the Nail. Hardly
anyone ever saw him remove his armor, and he was recognizable mostly by a belt that
never left his waist. His duty was to seek out possible locations for an Order of
the Nail outpost in the River Kingdoms, intended to bring law to the savage
frontier. Raised by the brutality and cruelty of orcs, he was the epitome of self-
loathing, and grew to despise his own kind. At a young age, he ran from his tribe
and stumbled across a human blacksmith in a small town outside Korvosa. He was
adopted by the man and raised into a fanatical follower of law and justice, joining
the Order of the Nail upon adulthood. His belt paradoxically held his savagery in
check while also serving as a reminder of his upbringing. Anytime he encountered a
particularly savage beast or fearsome foe, he would tear some of their teeth out
and add them to his belt as a reminder that the savagery within us all must be
tamed by any means necessary."
},
{
"Key": "2a3867f1-29aa-4752-aeb5-f02ea2fdb15d",
"Value": "This belt allows an alchemist to use 4 additional bombs per day."
},
{
"Key": "b9e70b18-9712-4473-ade9-f2eea1d8d443",
"Value": "Bombardier's Utility Belt"
},
{
"Key": "912d075f-3b88-4ef5-b056-c0fecb7c3289",
"Value": "This belt grants its wearer a +1 luck bonus on attack rolls and all
saving throws."
},
{
"Key": "e2e98b9f-97df-4b78-9ecb-e8212a02fd5d",
"Value": "Windfall"
},
{
"Key": "5828006b-c2d0-468d-9994-ad636f34241b",
"Value": "This belt grants its wearer a +4 enhancement bonus to Dexterity and
Charisma, and the ability to cast lightning bolt spell twice per day."
},
{
"Key": "27969784-a2c9-4121-8093-eb6c52dd1e02",
"Value": "Lightning Belt"
},
{
"Key": "c2428513-dfb9-4a6c-a860-3d20ded7c828",
"Value": "This belt grants its wearer a +4 resistance bonus to Reflex saving
throws and the ability to cast mirror image spell twice per day."
},
{
"Key": "80c070f5-0009-4963-b110-ab4c355e70f2",
"Value": "Mirrored Belt"
},
{
"Key": "8aecfaa6-b6d0-4c6a-8c10-c6db1ffb15e6",
"Value": "This belt grants its wearer a +8 enhancement bonus to Constitution
and the ability to cast dragonkind III (black) spell once per day."
},
{
"Key": "27356a96-148b-4b69-8f03-ac14cbe0956b",
"Value": "Conqueror Wurm"
},
{
"Key": "924ed44e-38e0-4ff9-87c7-9b067d4532b6",
"Value": "This belt grants its wearer a +3 deflection bonus to AC, Negative
Energy Resistance 10, and the ability to cast banishment spell once per day."
},
{
"Key": "210758ad-7997-485a-b24a-2a15411c8c35",
"Value": "Divine Support"
},
{
"Key": "9c194674-477f-46c9-a2d3-016aaa6a079c",
"Value": "This belt grants a +4 enhancement bonus to Wisdom and Constitution,
and the ability to cast bear's endurance, mass spell once per day."
},
{
"Key": "de86a609-8c38-4943-bc35-728296cde9f4",
"Value": "Hermit's Rope"
},
{
"Key": "b8aef243-36f4-4aa0-97ce-954a442b0dc4",
"Value": "This belt makes 1st, 2nd and 3rd level spells cast by its wearer
Empowered and Extended."
},
{
"Key": "c8575698-6ac8-4dd8-9005-c2e1ac437aaf",
"Value": "Greater Belt of Perfect Components"
},
{
"Key": "94e85488-7696-4d7e-b333-232626c7b9b5",
"Value": "This belt makes 1st and 2nd level spells cast by its wearer
Empowered and Extended."
},
{
"Key": "b52cffbb-9eef-4bf6-9bd8-ecaec79b9fc2",
"Value": "Belt of Perfect Components"
},
{
"Key": "c6c71809-ca4d-4ff3-a700-ddbc16fc565b",
"Value": "A handy belt with dozens of tiny pockets, containing an endless
supply of reagents."
},
{
"Key": "c015f438-1311-4cc4-99a5-9801a87ef38c",
"Value": "This belt makes 1st level spells cast by its wearer Empowered and
Extended."
},
{
"Key": "d588677c-bff6-457a-bf35-83e0d4160e61",
"Value": "Lesser Belt of Perfect Components"
},
{
"Key": "9977b629-d7ec-47d0-8853-87ff61f9bac9",
"Value": "This belt grants its wearer the ability to cast stoneskin spell as
a 7th level Wizard once per day."
},
{
"Key": "35d3c75b-0c9e-48fc-9d5a-088ca949cf5f",
"Value": "Belt of Stoneskin"
},
{
"Key": "21ea82fa-b5b7-4dfd-85c5-4b785dedc743",
"Value": "A leather belt adorned with seemingly worthless pebbles, faceted
and polished like gemstones."
},
{
"Key": "246ea32b-acf3-4cf1-9cc9-922f98f670a2",
"Value": "This belt grants +4 enhancement bonus to Constitution. Whenever an
enemy scores a critical hit against the wearer, the wearer gains fast healing 4 for
1 minute.\nIt can't be equipped by good characters."
},
{
"Key": "8f02efb9-4a15-4117-93a4-41769f3d5436",
"Value": "Greater Infernal Cord"
},
{
"Key": "e8d1eb31-0016-4332-8c47-008ad8cba869",
"Value": "The entirety of this thick hide belt is scarred with impressions of
fiendish visages, each shifting between a scowl and a smile."
},
{
"Key": "093c40da-cc20-43d0-8c89-be21646f9238",
"Value": "This sash grants its wearer a +6 enhancement bonus to Dexterity and
DR 5/slashing."
},
{
"Key": "1af4a18e-4115-4d91-b21d-50c028376040",
"Value": "Sash of Slash"
},
{
"Key": "c594b6cc-0807-4d37-b59d-a71f3050f091",
"Value": "This belt's buckle has razor-sharp edges."
},
{
"Key": "3e03a783-e2d0-45d7-9be3-775c58d9d399",
"Value": "These boots grant its wearer a +5 competence bonus on Mobility
checks."
},
{
"Key": "dcffa0de-2270-4550-9044-b9ac465356e0",
"Value": "Boots of Elvenkind"
},
{
"Key": "e37731d9-34b0-4cfe-ae61-977a7a4f8637",
"Value": "These boots are made from fine leather, but it doesn't make them
any less durable or comfortable."
},
{
"Key": "f0b6c459-0d2a-4449-950f-5517b24ebf62",
"Value": "These boots increase the wearer's movement speed by 10. That's a
enhancement bonus and it does not stack with other enhancement bonuses."
},
{
"Key": "542d9c86-42dd-4778-911d-f984b8c05448",
"Value": "Swiftfoot Boots"
},
{
"Key": "25df23fc-8f54-4ead-8ee3-cd0b9410360c",
"Value": "Fancy embroidery covers the shafts of these boots."
},
{
"Key": "8c4a0152-74b0-49c6-bc29-3a7707deb438",
"Value": "Raging Opportunity Taker"
},
{
"Key": "016aca1e-6178-47d7-aec1-939d6b131f8d",
"Value": "These boots grant their wearer the ability two make two additional
attacks of opportunity per round."
},
{
"Key": "ec08eff2-b191-46c4-a03f-030138100bab",
"Value": "Opportunist's Boots"
},
{
"Key": "7528af66-6b91-469c-915d-5b100b5af4af",
"Value": ""
},
{
"Key": "7e53001e-6334-492e-a3a2-3a8d516bce5d",
"Value": ""
},
{
"Key": "4be6b148-ecde-4474-bc26-e4192854f721",
"Value": "These boots add +4 to the wearer's caster level when they cast the
following spells: barkskin, entangle, obsidian flow, sickening entanglement,
soothing mud, stone call."
},
{
"Key": "797d7daf-ccdc-40cc-a9b7-b65adb2a689e",
"Value": "Earth's Children"
},
{
"Key": "acaccf85-ba49-4839-98c6-b9cc7365dc5b",
"Value": "These boots grant the wearer a +5 competence bonus on all Stealth
checks and the ability to cast dimension door spell once per day."
},
{
"Key": "78f48efe-2dc5-4208-b115-93c04a62125f",
"Value": "Easy Stride"
},
{
"Key": "69463f14-c5f5-4ba2-88ec-999bfec26c72",
"Value": "These boots grants their wearer immunity to slowing and paralyzing
effects, entanglement, and difficult terrain."
},
{
"Key": "01531291-1aa3-4afe-9dff-538a23a01334",
"Value": "Owlbear Skin Boots"
},
{
"Key": "46072bdf-12c0-46a8-b000-d1e8c17c8124",
"Value": "These boots grant the wearer a +4 bonus to CMD, a +4 enhancement
bonus to Constitution, and immunity to forced movement effects, slow and tripping."
},
{
"Key": "db468b70-dfba-4d48-a157-b3cecc94ebeb",
"Value": "Sure Step"
},
{
"Key": "dc72d3ea-c6d5-41be-b1ad-6c25ec67d5cf",
"Value": "These boots grant their wearer DR 5/bludgeoning."
},
{
"Key": "47eb5d48-0b1c-4495-aefd-2bd9afe6b7b1",
"Value": "Bonethreader Boots"
},
{
"Key": "57a36363-721f-45fc-81da-f472c71b969d",
"Value": "These heavy boots are reinforced with inserts made of an unknown
animal's bones."
},
{
"Key": "20cd8b9f-42cc-44be-a1b8-db7c08515e17",
"Value": "Grant +10 bonus to speed and +4 bonus to natural armor."
},
{
"Key": "37af90d3-87ef-47c4-b588-321bb3bd6333",
"Value": "Manticore Skin Boots"
},
{
"Key": "a5574d79-a81f-4252-a947-b7f59a72b67a",
"Value": "Made of a magical predator's hide, these boots tremble a bit even
when nobody wears them, as if trying to run after a prey."
},
{
"Key": "a9b4bcb7-d351-4ea8-85d1-9b0a43d903ea",
"Value": "Thses boots grant the wearer a constant effect of the feather step
spell."
},
{
"Key": "70c85480-b727-4e0e-92b4-510494fbe93d",
"Value": "Boots of the Light Step"
},
{
"Key": "b1ae0dac-06c3-4143-85e9-b92005d50608",
"Value": "These boots are so light and cozy that they make you feel like
you're barefoot."
},
{
"Key": "c7ee5d24-2d96-4270-8970-f1afdc21ef87",
"Value": "These boots grant the wearer immunity to ability damage and ability
drain."
},
{
"Key": "79ed4525-e997-4ba2-8aca-ad39e7dc5c4d",
"Value": "Swamp Dweller's Boots"
},
{
"Key": "a00c5ba0-670c-471f-b2b8-ece9e12fb716",
"Value": "Heavy boots made of durable leather, designed to protect a traveler
from some of the nastiest kinds of swamp fauna."
},
{
"Key": "6a857e1a-9bff-4e1c-af4f-27c10175537a",
"Value": "These boots grant its wearer fire resistance 30 and immunity to
poison."
},
{
"Key": "216fb4ba-8f19-4756-92ee-d94478f7a5c6",
"Value": "Hellstrider Boots"
},
{
"Key": "cfa0e1c2-5600-45f3-b1de-03b76c2b9650",
"Value": "In these sturdy boots, you could travel nine hells and safely come
back."
},
{
"Key": "84cdb94d-c09c-4c20-a7af-47f854f9adf8",
"Value": "These bracers empower the wearer to use any bow with a +1
competence bonus on attack rolls."
},
{
"Key": "01118cf7-922b-4bf8-8890-225c94de2b04",
"Value": "Lesser Bracers of Archery"
},
{
"Key": "b21be450-da6b-4081-ae08-0344a151b3d0",
"Value": "These bracers are chipped by many arrows shot by their previous
owner."
},
{
"Key": "1a417021-f6bd-4402-ad0b-1afa8d4bb8e8",
"Value": "These bracers empower the wearer to use any bow with a +2
competence bonus on attack rolls and a +1 competence bonus on damage rolls."
},
{
"Key": "698ac62c-c430-41e3-bc61-5bbc53fe7671",
"Value": "Bracers of Archery"
},
{
"Key": "30276ae8-0b16-4434-8adf-6e210500e0df",
"Value": "These bracers are chipped by many arrows shot by their previous
owner."
},
{
"Key": "1f2c71e6-f08e-4870-bc7e-b9a317e218ee",
"Value": "These heavy armored bracers surround the wearer with an invisible
but tangible field of force."
},
{
"Key": "a7cbe2f3-974a-46e1-b608-77634f58c764",
"Value": "These bracers grant their wearer an armor bonus of +1, just as
though they were wearing armor.\nLike most bonuses, an armor bonus does not stack
with armor bonuses from different sources, such as bonuses from wearing armor or
from Mage Armor spell."
},
{
"Key": "fab0feac-a94c-4dd3-a244-2611d2d8235d",
"Value": "Bracers of Armor +1"
},
{
"Key": "fd7f70f9-5902-4590-b50b-111c892c6ba8",
"Value": "These bracers grant their wearer an armor bonus of +2, just as
though they were wearing armor.\nLike most bonuses, an armor bonus does not stack
with armor bonuses from different sources, such as bonuses from wearing armor or
from Mage Armor spell."
},
{
"Key": "cda27b4b-ecc1-4a45-8777-57c56e4123e4",
"Value": "Bracers of Armor +2"
},
{
"Key": "809c6c41-f051-45dd-a8c6-0a90bc661be6",
"Value": "These bracers grant their wearer an armor bonus of +3, just as
though they were wearing armor.\nLike most bonuses, an armor bonus does not stack
with armor bonuses from different sources, such as bonuses from wearing armor or
from Mage Armor spell."
},
{
"Key": "37546fbf-f607-46cd-b6ee-6ed6847cbe64",
"Value": "Bracers of Armor +3"
},
{
"Key": "3f5fdd39-2dee-445b-98ce-a0fcc9cec83b",
"Value": "These bracers grant their wearer an armor bonus of +4, just as
though they were wearing armor.\nLike most bonuses, an armor bonus does not stack
with armor bonuses from different sources, such as bonuses from wearing armor or
from Mage Armor spell."
},
{
"Key": "68ae5c47-a2c3-4b8f-9094-76161070b121",
"Value": "Bracers of Armor +4"
},
{
"Key": "4ce059ee-729e-4b40-8395-c668f03687e8",
"Value": "These bracers grant their wearer an armor bonus of +5, just as
though they were wearing armor.\nLike most bonuses, an armor bonus does not stack
with armor bonuses from different sources, such as bonuses from wearing armor or
from Mage Armor spell."
},
{
"Key": "a370655c-15be-40f8-9bd4-09225800ae69",
"Value": "Bracers of Armor +5"
},
{
"Key": "ff9644d0-e5ea-49bd-b0b1-db577e696b08",
"Value": "These bracers grant their wearer an armor bonus of +6, just as
though they were wearing armor.\nLike most bonuses, an armor bonus does not stack
with armor bonuses from different sources, such as bonuses from wearing armor or
from Mage Armor spell."
},
{
"Key": "41f830ef-b015-4a40-8e51-8a3f90b107c3",
"Value": "Bracers of Armor +6"
},
{
"Key": "c1c322fa-2bce-40e6-992c-a3dda2734cbe",
"Value": "These bracers grant their wearer an armor bonus of +7, just as
though they were wearing armor.\nLike most bonuses, an armor bonus does not stack
with armor bonuses from different sources, such as bonuses from wearing armor or
from Mage Armor spell."
},
{
"Key": "55be4d45-f0c5-4d7c-b635-bcf7a25f1e10",
"Value": "Bracers of Armor +7"
},
{
"Key": "00144c43-a326-4971-977d-e2a8deb2fddf",
"Value": "These bracers grant their wearer an armor bonus of +8, just as
though they were wearing armor.\nLike most bonuses, an armor bonus does not stack
with armor bonuses from different sources, such as bonuses from wearing armor or
from Mage Armor spell."
},
{
"Key": "ffae3d8a-3d26-439e-9f74-151bb86a2a63",
"Value": "Bracers of Armor +8"
},
{
"Key": "e69d0855-f945-4548-9f82-f82e60116c86",
"Value": "Once per day as a free action, the owner can activate the nanites
inside the item for 5 rounds, gaining fast healing (5), as well as immunity to
poison, death effects, paralysis, stun, disease, and additionally bestows the
Targeted Bomb Admixture extract effect. At level 16 the duration of Focusing Surge
increases to 10 rounds."
},
{
"Key": "d08e424b-262c-416e-bdc1-4cc410ea0d19",
"Value": "Focusing Surge"
},
{
"Key": "a3ba3c19-f11a-4c20-98a5-08e2cd2ecb77",
"Value": "Once per day as a free action, the owner can activate the nanites
inside the item for 5 rounds, gaining fast healing (5), as well as immunity to
poison, death effects, paralysis, stun, disease, and additionally bestows the
Targeted Bomb Admixture extract effect. At level 16 the duration of Focusing Surge
increases to 10 rounds."
},
{
"Key": "a0bb9739-85f7-4819-9c29-750ef9886740",
"Value": "The nanites inside the item provide the wearer with multiple
abilities\nFermela: Owner gets +1 bonus to all attack rolls with bombs. This bonus
increases to +2 at level 12.\nHope: Owner gains a +2 bonus to saving throws against
mind-affecting, death, paralysis, disease, stun, and poison effects and resists
Fatigue for 8 hours past the usual limit. At level 20 the owner becomes immune to
Fatigue and Exhaustion.\nCatalyst: Owner's bombs deal additional dice of damage as
if they were an alchemist 2 levels higher; the owners save DCs are increased by
1.\nFocusing Surge: Once per day as a free action, the owner can activate the
nanites inside the item for 5 rounds, gaining fast healing (5), as well as immunity
to poison, death effects, paralysis, stun, disease, and the effects of Targeted
Bomb Admixture extract. At level 16 the duration of Focusing Surge increases to 10
rounds."
},
{
"Key": "7cc5cc5d-84cd-4f2e-8ceb-71834adc9a81",
"Value": "Gear's Rule"
},
{
"Key": "79431e43-09ad-4b7c-8b1f-ebe35ea551df",
"Value": "Holding the form of a mechanical scorpion, this object is really a
cluster of autonomous nanites � extracts of the soul and abilities of the android
Gears, combined with portions of his familiar. When placed on a character's wrist
this item merges with the characters flesh, appearing as a faintly glowing tattoo
and granting several abilities to its owner."
},
{
"Key": "de47ad78-fe3f-46ce-93ac-b0c9adaa5f77",
"Value": "Old Technic League Letter"
},
{
"Key": "b43c292c-fddd-4e72-b7be-4feb4be68247",
"Value": "\"Maestro Janush,\nThe problem is finally solved, and we have an
incident report on all damages sustained by our organization. The company of
technomancers and their robotic escort, deployed at your command, have finally
eliminated this nuisance.\nI regret to inform you that very few of our men have
survived the assault. The Myrmidon and lower class robots have been reduced to
parts, and only one of our two precious Annihilators is still in service, although
heavily damaged and beyond our capabilities to repair.\nAt least, the case of
this \"Disaster on Numeria\" is finally closed for good, and the complete reports
will be sent to you as soon as possible. In the meantime I can shed some light on
the main lines of inquiry at play here.\nFor the moment, this seems to have been
the work of a small group of powerful and well organized individuals, referred to
as the Five Disasters until further information is recovered:\n-One android,
unregistered, with four arms and heavily customized cyberware, which is what
allowed it to cause such heavy damage with crippling and often fatal explosives. We
have not been able to repair it and put it to use, all that we have able to extract
is a chunk of strange nanite cloud that settles into a tangible form, and some
largely corrupted data. For now, our restoration efforts have only succeeded in
extracting a self-identification of \"Gears\" and several recurring names
� \"Eloniel\", \"Sayeh\", \"Shindra\", \"Elfrieda\", \"Maks\", \"Byllee\"
and \"Sandalee\". We are hopeful that the names of the Disasters are among them, as
this is the only promising starting point for our investigation.\n-What seemed to
be a female angel (possessing wings and the powerful holy aura), who greatly
delayed the execution of the Disasters through her sustained curative powers. With
her support the Disasters seemed to heal faster than they could be damaged, and
with each heal one of our men seemed to suffer a backlash and spontaneously
combust.\n-A female devil or similar beast (horns, tail, small pointed fangs,
extremely nimble). She was the last to fall, even though her damage output did not
seem to match that of her peers. She seemed untouchable, until the Annihilator
obliterated the general region she was last seen in.\n-A human female, with very
strange powers. Attacking our troops with the combination of a bow and mysterious
singing, she seems to have caused sporadic mutations and a burst of aggression in
her allies during battle. No traces of her or mutations remained afterwards, though
we are still investigating.\n-The last case is quite unusual, and resists easy
classification. An elven male or possibly half-elf in appearance, he threw himself
into the fray drooling with rage and unleashing a storm of steel and lead with a
blade and a handgun. Between two assaults, the android scratched him and he changed
into a massive six-armed creature made of water � wreaking havoc among our ranks
with claws, fangs and weapons. There is clearly still much to investigate.\nThe
aforementioned Disasters seem to be behind the deaths of our agents that lead to
the end of our activity at the Scar of the Spider, on the Felldale side, forcing us
to return to our headquarters at Starfall.\nTheir true intentions and the
motivation behind their hostilities are still unknown, our teams have always been
assaulted without a word.\nDespite this hard blow you will be happy to know that
our activity in Numeria should have been resumed by the time this message will have
reached you.\nKalannah\nPS. I attach to this letter a box containing the remains of
the android, the nanites take form and fuse, but seem practically inert and
unresponsive to our experts and analysis machines. Maybe you can find some use for
them.\""
},
{
"Key": "4a83ebf6-e8ce-4b2a-bbfe-e5771268906e",
"Value": "These bracers, just like bracers of archery, empower the wearer to
use any bow with a +2 competence bonus on attack rolls and a +1 competence bonus on
damage rolls. These bracers also grant an additional +1 bonus on all attacks rolls
and damage rolls with Longbows."
},
{
"Key": "9d012069-054e-4659-bc90-6a55dca6f504",
"Value": "Bracers of the Ruby Phoenix Champion"
},
{
"Key": "127a62b7-e2e9-4891-ac9e-30d56746c027",
"Value": "The bracers of Ruberd Smythe, a fighter famous for his skill with
the bow, his beauty, and for achieving victory in the Ruby Phoenix Tournament."
},
{
"Key": "225da13f-6826-4d72-9ccf-a27274bedf53",
"Value": "Bracers"
},
{
"Key": "80386f6c-07b9-4308-9710-dc425265ab98",
"Value": "Forest Knight's Bracers have granted you a +2 morale bonus to
attack rolls, saving throws and skill checks for the same duration."
},
{
"Key": "0d026c27-dc1f-43ea-aa73-0b43260e6ce3",
"Value": "Forest Knight's Resolve"
},
{
"Key": "1f971e46-0078-484d-9590-b84820a14447",
"Value": "These bracers grant its wearer a +1 bonus to Illusion school
spells' DC, and a +2 bonus to saving throws against illusion school spells."
},
{
"Key": "e3e7da26-25dc-4fd7-9083-75c26cc3cbbf",
"Value": "Golden Vision"
},
{
"Key": "df9f537a-5595-440b-9d1e-0ca6a5a51b4e",
"Value": "A mere touch of these bracres' golden surface fills your mind with
vivid fantastical images."
},
{
"Key": "e99b61ae-619f-45b4-88f8-ddcb1ac915d7",
"Value": "This cloak grants its wearer the ability to cast heroism spell once
per day."
},
{
"Key": "c6f81848-65be-469f-9dc9-101bdd60bec7",
"Value": "Cloak of Heroism"
},
{
"Key": "0f467db9-6106-440d-a2ab-5f8067b2aa46",
"Value": "The collar of this cloak is decorated with shiny gems. The fabric
produces pleasant rustling sounds with every movement."
},
{
"Key": "f2938a2d-3766-4fe6-a4dc-5fac3b521c99",
"Value": "This cloak grants its wearer acid resistance 30 and cold resistance
30."
},
{
"Key": "a66dc768-a5f9-4f89-828a-a83df49dd126",
"Value": "Cloak Of Inner Warmth"
},
{
"Key": "882b6ef5-a6b9-4aed-b47f-519701a34e30",
"Value": "A cloak so warm and cozy that you could wrap yourself in it and
sleep comfortably in the middle of a blizzard."
},
{
"Key": "296065ec-6c2d-447d-a9c4-f76e14bc57a7",
"Value": "This cloak grants its wearer a +1 resistance bonus on all saving
throws. Bonuses of the same type usually don't stack."
},
{
"Key": "70fa08b1-ce1d-45b3-9f7c-72b639d9143a",
"Value": "Cloak of Resistance +1"
},
{
"Key": "7ceefaf6-91f5-41ed-b01b-a239e15e50d5",
"Value": "This cloak grants its wearer a +1 resistance bonus on all saving
throws. Bonuses of the same type usually don't stack."
},
{
"Key": "f33c9414-2d05-4076-8928-bbc9b35783a2",
"Value": "Cloak of Resistance +2"
},
{
"Key": "79b1fca1-6524-4c73-9573-47a0f61fc882",
"Value": "This cloak grants its wearer a +3 resistance bonus on all saving
throws. Bonuses of the same type usually don't stack."
},
{
"Key": "b8d4ab36-dded-4746-bdb6-11bf2f628ff1",
"Value": "Cloak of Resistance +3"
},
{
"Key": "371c0752-e636-47ee-926a-7403ff99e680",
"Value": "This cloak grants its wearer a +4 resistance bonus on all saving
throws. Bonuses of the same type usually don't stack."
},
{
"Key": "0e91ffed-0ea8-4488-b17a-a9165c57af3d",
"Value": "Cloak of Resistance +4"
},
{
"Key": "28849f5c-488a-42cd-a072-0043df469382",
"Value": "This cloak grants its wearer a +5 resistance bonus on all saving
throws. Bonuses of the same type usually don't stack."
},
{
"Key": "7a44d42c-c9ac-483a-a940-0282a2526e73",
"Value": "Cloak of Resistance +5"
},
{
"Key": "53723774-46c5-4d00-b732-9d49a3d17f99",
"Value": "This cloak grants its wearer a +6 resistance bonus on all saving
throws. Bonuses of the same type usually don't stack."
},
{
"Key": "6726d1d6-31aa-4556-bf75-114adc75156f",
"Value": "Cloak of Resistance +6"
},
{
"Key": "5378f498-46dc-4825-8991-bbc2b57d6407",
"Value": "This cloak grants its wearer a +10 enhancement bonus to all Stealth
skill checks, and immunity to blindness and dazzling."
},
{
"Key": "d1940bf9-1d40-47c7-aa78-d6e38fb7afc7",
"Value": "Cloak of Shadows"
},
{
"Key": "0b579864-d911-40eb-a79e-085aaecf79d5",
"Value": "Shadows are running along the fabric of the cape."
},
{
"Key": "a49397ed-b0f1-4019-a36f-703a1f267e9d",
"Value": "For generations, this leather cloak served as the symbol of power
held by the chieftain of the Sharp Fangs tribe. The tribe has long perished, and
the cloak is stained with burn marks and dried blood. Now it serves as the symbol
of power Regongar holds over his own destiny."
},
{
"Key": "4bd17ce2-fbad-4492-bc36-8fb8f7893987",
"Value": "This cloak grants its wearer fire resistance 30 and electricity
resistance 30."
},
{
"Key": "166c7ebb-0523-448f-b3b3-0049245381e1",
"Value": "Cloak Of Sparkles"
},
{
"Key": "4c5baeb2-4656-4e43-9d0d-b319ade11a59",
"Value": "This cloak grants its wearer a +1 resistance bonus on all saving
throws and cold resistance 10. Bonuses of the same type usually don't stack."
},
{
"Key": "a97f3ddd-67d6-4656-af4f-3d23905881e7",
"Value": "Cloak of Winter Veil"
},
{
"Key": "e5c3dd4d-2e8a-40c1-870a-b4091187917b",
"Value": "The fabric feels chilly."
},
{
"Key": "d999963d-770a-49b0-af14-e843826ffca8",
"Value": "This cloak grants its wearer a +2 enhancement bonus to natural
armor and +4 resistance bonus on saving throws against poison, sleep and
paralysis."
},
{
"Key": "9d91c95a-ed66-49c1-a820-e90539ade747",
"Value": "Wyvern Skin Cloak"
},
{
"Key": "e07a5d50-6e98-40bd-a43b-e3b6166315c3",
"Value": "This cape looks waxed."
},
{
"Key": "ea262d4c-5866-4e36-9849-3ba52d5b1380",
"Value": "This cape grants its wearer a +1 bonus to Enchantment school
spells' DC."
},
{
"Key": "a2663a45-b0fb-4e53-ab6f-17644481d315",
"Value": "Enchanter's Cape"
},
{
"Key": "fd688bcb-1057-4c11-83ee-5f5faad1d38b",
"Value": "This cloak's clasp locks by itself and opens by a voice command."
},
{
"Key": "4b1dbc6b-994b-4096-b14d-4cbb6419f747",
"Value": "This cape grants its wearer a +2 resistance bonus on all saving
throws, fire resistance 15, cold resistance 15, electricity resistance 15 and acid
resistance 15."
},
{
"Key": "78a10326-68a4-4c98-a667-905658d81766",
"Value": "Shroud of Abaddon"
},
{
"Key": "b0f5ccd2-f9af-4ac5-b903-385dffb65f95",
"Value": "If the owner of this shroud dies while wearing it, the cloak
accepts this death as a sacrifice to its true masters."
},
{
"Key": "bad5ca68-dad1-46a4-a669-7f1d56d61e1e",
"Value": "This cloak grants its wearer a +5 resistance bonus on all saving
throws, and the ability to cast elemental body IV (earth) spell once per day."
},
{
"Key": "82ef6cba-85e0-45eb-be27-83df70eca831",
"Value": "Shaman's Cloak"
},
{
"Key": "68fde11d-7f00-4e01-98e2-3f6f474a6d74",
"Value": "Numerous pendants of this cloak tingle with every quick movement."
},
{
"Key": "16635e94-f220-4110-b91c-a01f1c87bad8",
"Value": "This cloak grants its wearer a +3 deflection bonus to AC, a +3
bonus to Fortitude and Will saving throws, and an ability to cast see invisibility
spell once per day."
},
{
"Key": "3e028829-97ea-484b-ab69-cbba1b2e392b",
"Value": "Cloak of the Seer"
},
{
"Key": "b828b1d7-0968-4973-9950-7f705477f5af",
"Value": "This cloak grants its wearer immunity to blindness and dazzle, a +3
resistance bonus on Will saving throws, and the ability to cast prayer spell at
will."
},
{
"Key": "0d3c78ab-efbc-4be3-bf2c-ab9f94b4d58a",
"Value": "Cloak of the Chosen"
},
{
"Key": "fd4fc832-7dd4-4756-a493-2b018ccebb43",
"Value": "Shadow"
},
{
"Key": "f4c7c659-3bd6-46b0-8221-822d9b8039e3",
"Value": "This cloak grants its wearer a +5 competence bonus to Knowledge
(World) and Knowledge (Arcana) skill checks, and a +2 enhancement bonus to
Charisma."
},
{
"Key": "c2443134-e352-495a-be4c-c2219f4f7c97",
"Value": "Thaumaturgist's Cloak"
},
{
"Key": "e16c6658-52dc-4829-8838-026f3ded7dbf",
"Value": "This cloak grants its wearer a +4 enhancement bonus to Constitution
and the ability to cast summon monster V spell once per day."
},
{
"Key": "f47faf04-9c21-49c2-98fd-edaedb656f2d",
"Value": "Extraplanar Cloak"
},
{
"Key": "a333d6a0-d204-40cb-9ebf-9d3f8eb56947",
"Value": "Shadow"
},
{
"Key": "7b2d143f-d431-4cbf-90bd-b539f344d877",
"Value": "This cloak grants its wearer a +4 enhancement bonus to
Intelligence, a +5 competence bonus on all Lore (Nature) checks and the ability to
cast delay poison spell three times per day."
},
{
"Key": "764a2cdf-c20b-4a3d-a14a-63fc1badc994",
"Value": "Herbalist's Cape"
},
{
"Key": "05f9a234-9a96-4fef-afe2-a4082fd22c46",
"Value": "Shadow"
},
{
"Key": "e181de32-394e-4972-a841-52ca6d1df1f1",
"Value": "This cloak grants its wearer a +5 competence bonus on Trickery
checks and the ability to cast expeditious retreat three times per day."
},
{
"Key": "db2b5115-1693-44e6-89da-ebfc96382341",
"Value": "Rogue's Companion"
},
{
"Key": "8c25a61f-0a20-4989-acbf-6f3fbae9ae00",
"Value": "This cloak grants its wearer acid resistance 30 and the ability to
cast acid fog spell twice per day."
},
{
"Key": "1871da77-abdd-4424-a2ef-8d9b1c277607",
"Value": "Noxious Veil"
},
{
"Key": "d9282232-6177-4182-935a-399b83cf88bf",
"Value": "This cloak grants its wearer a +8 enhancement bonus to Charisma and
the ability to cast energy drain spell once per day."
},
{
"Key": "baf11e7b-4c35-43ef-b6b9-4364d8bf7d1a",
"Value": "Strigoi's Embrace"
},
{
"Key": "6fe2286e-e4fc-4476-984d-b2aebe2c86e4",
"Value": "This cloak grants its wearer cold resistance 10 and the ability to
cast deep slumber spell one per day."
},
{
"Key": "7b420284-23f7-4f6f-8610-5d84553b0145",
"Value": "Warm Embrace"
},
{
"Key": "8e1d0cb3-7014-4536-b8f6-d3b5d4d5a139",
"Value": "This cloak grants its wearer a +10 competence bonus to all Stealth
checks and cold resistance 30."
},
{
"Key": "b5f1fd7e-7d08-43d0-86d4-e7a0a3d50655",
"Value": "Black Fur Cloak"
},
{
"Key": "abb44b69-39a7-457b-88ab-9266b9394e3e",
"Value": "The unknown creature's fur on this cloak is warm, and dark like a
starless night."
},
{
"Key": "dacd8679-c595-40b9-a043-ac16d9fecd08",
"Value": "This cloak grants its wearer a +4 deflection bonus to AC, a +4
resistance bonus to all saves, a +4 enhancement bonus to Persuasion skill checks
when used to intimidate, and a +2 bonus on attack and damage rolls against shaken
targets. Can be used only by characters of evil alignment."
},
{
"Key": "dd412839-d044-4e94-af51-3e0085046595",
"Value": "Castigator's Cloak"
},
{
"Key": "685fefb6-64d3-4a96-87dd-edd9a8350d6d",
"Value": "On the underlay, a motto is embroidered: \"Anguish Sows Fear, Fear
Sprouts Virtue\"."
},
{
"Key": "3d97e51d-c82b-4dd3-bf71-872222a2aef9",
"Value": "This cloak grants its wearer a +4 resistance bonus on all saving
throws and a +4 competence bonus to CMD."
},
{
"Key": "dac70ecb-d59f-43fe-a8d3-df5f4ea62c51",
"Value": "Cloak of the Bear"
},
{
"Key": "2a985ac4-bb73-457d-92e1-cbd3e00c50b4",
"Value": ""
},
{
"Key": "87ab763e-43d5-4734-ae1c-7985ebe12dbc",
"Value": "Whenever the wearer of this cloak makes a successful bite attack,
it deals additional 1d6 cold damages and trips the target."
},
{
"Key": "27c02b3d-6480-4ef6-af47-b3708d209562",
"Value": "Cloak of the Winter Wolf"
},
{
"Key": "57eb208a-6340-4f52-af66-7c9af362bb6b",
"Value": "The fur on this cloak retains the beast's primal ferocity."
},
{
"Key": "932fd60a-6c2e-45d2-856f-4dfd6cec2c16",
"Value": "This cloak grants its wearer a +5 resistance bonus on all saving
throws and immunity to poison."
},
{
"Key": "5fa22759-57fe-4d2f-9407-efb36a1b2fca",
"Value": "This cloak grants its wearer a +4 deflection bonus to 4 AC, a +4
resistance bonus on all saving throws, a +4 enhancement bonus to Persuasion skill
checks and +1 bonus to AC against evil-aligned creatures' attacks. This cloak can
be worn only by good characters."
},
{
"Key": "13282ad0-660e-40fa-885f-fe6c5a8e0011",
"Value": "Absolver's Cloak"
},
{
"Key": "98df581b-4b7c-4755-b67e-704a936bacdd",
"Value": "On the underlay, a motto is embroidered: \"Justice With No Love Is
Mere Coercion. Virtue With No Love Is Mere Arrogance. Power With No Love Is Mere
Tyranny.\""
},
{
"Key": "66059ca9-cd71-4469-8777-727bb847f6db",
"Value": "Cursed Cloak"
},
{
"Key": "5197cd75-c099-4ae5-81c3-98c65839859a",
"Value": ""
},
{
"Key": "e5da9943-3d82-4900-b0d0-0afd0763c513",
"Value": "Vampiric Touch (Temporary HP)"
},
{
"Key": "0a70add9-82e7-4621-9a3b-484921666483",
"Value": "Temporary hit points last 1 hour"
},
{
"Key": "bdc37627-bffd-40c8-8105-9d324bb09daa",
"Value": "You must succeed on a melee touch attack. Your touch deals 1d6
points of damage per two caster levels (maximum 10d6). You gain temporary hit
points equal to the damage you deal. You can't gain more than the subject's current
hit points + the subject's Constitution score (which is enough to kill the
subject). The temporary hit points disappear 1 hour later."
},
{
"Key": "32da143a-05b5-4a5c-8564-198c1961116b",
"Value": "Vampiric Touch"
},
{
"Key": "3c92df80-ffbc-4a57-bc4a-1a2a2a11fe4e",
"Value": "Temporary hit points last 1 hour"
},
{
"Key": "d96009f2-e02b-4637-bbe3-cd4976d23f74",
"Value": "You must succeed on a melee touch attack. Your touch deals 1d6
points of damage per two caster levels (maximum 10d6). You gain temporary hit
points equal to the damage you deal. You can't gain more than the subject's current
hit points + the subject's Constitution score (which is enough to kill the
subject).[LONGSTART] The temporary hit points disappear 1 hour later.[LONGEND]"
},
{
"Key": "8b6bc78d-7638-4ddf-98b9-f2502dbbb661",
"Value": "Vampiric Touch"
},
{
"Key": "b0508c1f-f2f3-4e3b-93dd-66e3de68cde4",
"Value": ""
},
{
"Key": "346e0bff-bd0d-4a33-b566-97a7ee0c6c6d",
"Value": "Cold Resistance 10"
},
{
"Key": "e4070bf6-b637-4940-a8b3-d1ce5b5edda9",
"Value": ""
},
{
"Key": "8c18057f-f9fb-4987-b10d-ac7ad08622f1",
"Value": "Cold Resistance 15"
},
{
"Key": "923f76c5-23b1-4059-a936-6af99b2de6ce",
"Value": "Cold Resistance 25"
},
{
"Key": "7a150384-3393-4dbb-b5cf-dcd3215e3949",
"Value": "Elemental Resistance 10"
},
{
"Key": "ce7c0891-4388-45dc-b64a-67dc5201947c",
"Value": "When the wearer of these gloves makes a sneak attack, it deals
additional 1d6 damage."
},
{
"Key": "0be073f6-adfd-4584-ae69-fd4fb28e6ba5",
"Value": "Gloves of Deathdealer"
},
{
"Key": "2902909e-c030-4c04-ae50-1913f6cb9ce5",
"Value": "Fingers of these gloves are covered in dark substance."
},
{
"Key": "cc7853dc-50d0-490c-a9b6-2a4581500952",
"Value": "These gloves grant their wearer a +1 bonus to CMD against disarm
attempts. If the wearer has the Weapon Training ability and is wielding a weapon it
gives a bonus to, that bonus increases by +1."
},
{
"Key": "b1bcf442-8ce8-4f29-8f9f-c879e9879cd0",
"Value": "Lesser Gloves of Dueling"
},
{
"Key": "9993b56b-7580-4546-aaf5-96e4e688989f",
"Value": "These gloves grant their wearer a +4 bonus to CMD against disarm
attempts. If the wearer has the Weapon Training ability and is wielding a weapon it
gives a bonus to, that bonus increases by +2."
},
{
"Key": "ad648d03-1250-40ad-b6d5-9aad5a932b7f",
"Value": "Gloves of Dueling"
},
{
"Key": "a7e7b953-5628-443c-a85c-65654c06507b",
"Value": "These gloves grant their wearer a +5 bonus to attack rolls made
with ranged weapons."
},
{
"Key": "47a711b9-1fd8-4858-9c7f-3601ae7cdc03",
"Value": "Gloves Of Precise Shot"
},
{
"Key": "e2c6c0bb-b84b-44f3-a0ab-0c5638d6f008",
"Value": "These gloves grant their wearer a +5 competence bonus on all
Trickery skill checks."
},
{
"Key": "0897fc12-a058-4f52-bd36-499f82f18256",
"Value": "Trapspringer's Gloves"
},
{
"Key": "927acdcb-1bbd-4ecf-a6bd-eb79255989e5",
"Value": "Loops for delicate tools are attached to the backside of the
gloves."
},
{
"Key": "78c9ecda-a49e-42ab-a22d-0a8d65933120",
"Value": "Star Soldier's Gauntlet"
},
{
"Key": "31a2c2af-7b5c-4551-b735-95231ca10d7c",
"Value": "Deals 4d6 damage."
},
{
"Key": "a0d5822e-249b-4997-bb27-ad80b4f357ec",
"Value": "Laser Beam"
},
{
"Key": "619f9fc6-1951-462a-ac4f-c00406877178",
"Value": "These gloves grant their wearer a +5 luck bonus on Mobility checks
and the ability to cast cloak of dreams spell once per day."
},
{
"Key": "1a56ef27-64d6-411a-a646-d4ab6ba11fa3",
"Value": "Trickster's Gloves"
},
{
"Key": "4b650897-459a-4607-a2b0-29344dd377b6",
"Value": "The back of these gloves is covered in sparkling dust that looks
like diamond crumbs."
},
{
"Key": "151604e1-c28a-4b0c-8e90-a875a9989a1e",
"Value": "These gloves adds +4 to the wearer's caster level when they cast
any cure spell."
},
{
"Key": "59f8fee7-afef-4117-aff4-bd67303ee65a",
"Value": "Blessed Hands"
},
{
"Key": "b6fa9aa7-168e-44dc-9ba0-8375c3058c1c",
"Value": "These gloves grant their wearer a +5 luck bonus to Lore (Nature),
Lore (Religion), Knowledge (World) and Knowledge (Arcane) skill checks."
},
{
"Key": "ea20e5a5-fbfd-4849-b5ea-55b1d753ae4d",
"Value": "Cheatsheet Gloves"
},
{
"Key": "db88a797-b153-4048-8524-33713aaac9db",
"Value": "These gloves grant their wearer a +6 enhancement bonus to Charisma
and the ability to cast greater heroism three times per day."
},
{
"Key": "97a72b95-9751-48c6-b3c4-7afe90b0dd45",
"Value": "Royal Gloves of Valor"
},
{
"Key": "53c2c7ad-9950-4520-a786-46adc82ad416",
"Value": "These gloves grant their wearer a +6 enhancement bonus to Strength,
a +4 enhancement to Constitution and the ability to cast death clutch spell once
per day."
},
{
"Key": "392cad0b-7bb7-48b1-9369-7b7837fe2412",
"Value": "Ultimate Grip"
},
{
"Key": "2b4e4ccd-7c54-43db-948a-a6ed8b29bce9",
"Value": "These gloves grant their wearer a +6 enhancement bonus to
Dexterity, a +3 resistance bonus to Reflex saving throws and the ability to cast
reduce person spell at will."
},
{
"Key": "dd3a69d4-6ca5-4355-b7b6-eaefa2dd1d82",
"Value": "Lightest Touch"
},
{
"Key": "d5e13095-66a2-452d-9ccd-2d8419560447",
"Value": "These gloves grant their wearer a +4 enhancement bonus to Dexterity
and the ability to cast true strike spell three times per day."
},
{
"Key": "0a42a292-5c87-44d6-b1f4-0e0a55f76e40",
"Value": "Steady Hand"
},
{
"Key": "ce34f6a4-225e-4543-8585-772f8e713cf8",
"Value": "These gloves grant their wearer a +5 resistance bonus on all saving
throws, and the ability to cast prismatic spray spell three times per day."
},
{
"Key": "02e1b259-d6bc-4170-a31c-c4a41c29838e",
"Value": "Butterfly Wings"
},
{
"Key": "684bc9ab-d65c-41e7-8aff-d3db26d30810",
"Value": "These gloves grant their wearer a +4 enhancement bonus to Strength,
and +2 enhancement bonus on attack and damage rolls with unarmed attacks and
natural weapons."
},
{
"Key": "b574361c-4d1e-46b1-9af4-b07d472d3f1e",
"Value": "Manticore's Claws"
},
{
"Key": "ef867146-f079-4768-9ab5-63ef849f484f",
"Value": "These gloves grant their wearer fire resistance 15 and acid
resistance 15."
},
{
"Key": "e603b06c-55f9-487a-80d8-19e1304694e7",
"Value": "Mad Scientist's Gloves"
},
{
"Key": "a1028cb4-98a0-4c8e-85a9-f831dc8330a7",
"Value": "This is the gift of Bokken, the eccentric alchemist from the Stolen
Lands, who has become the court master."
},
{
"Key": "c8848493-6ddf-4be5-b9ef-38e30583f948",
"Value": "These gloves grant their wearer a +2 equipment bonus to attack
rolls made with bombs and their DC."
},
{
"Key": "472c13cb-0768-4049-aaa3-4d33ea95096c",
"Value": "Bombthrower's Gloves"
},
{
"Key": "7ca087f7-b793-4773-9541-ab6a0e16cfa0",
"Value": "The word \"KABOOM!\" is embroidered on these gloves' underlays."
},
{
"Key": "16d0af75-2a3c-4dd4-bd6e-8f7f816d1613",
"Value": "Whenever the wearer of these gloves successfully lands a hit with a
melee weapon, an unarmed strike, or a natural weapon, the target takes 1d6 points
of acid damage."
},
{
"Key": "80fbb4b5-b2a8-43cc-acf5-85af6bf8099e",
"Value": "Alkali Gloves"
},
{
"Key": "3d33e7f4-19c2-430e-b232-0e11252f51cf",
"Value": "The gloves are made of a strange, gross material and emanate a
strong acrid odor."
},
{
"Key": "0c875034-97a1-4a2c-9356-948af2f5054e",
"Value": "These gloves grant their wearer a +5 bonus to Knowledge (Arcana)
skill checks and a +5 bonus to Concentration checks."
},
{
"Key": "3ed0b4e0-5fe1-4760-a5fa-8678dc25283d",
"Value": "Gloves of Elvenkind"
},
{
"Key": "4b6ed7cd-0c16-45f4-97e4-45d131d8aaae",
"Value": "There elegant gloves are welted with the finest purled silk."
},
{
"Key": "3b2e6d36-3adc-4f1d-8a03-244ac9efa498",
"Value": "These gloves grant their wearer a +2 bonus on attack and damage
rolls made with claws."
},
{
"Key": "cac54a52-ffcc-4f7a-8a05-67ed82fa2bde",
"Value": "Gloves of Rending"
},
{
"Key": "6e57555f-4293-4c6a-9c9c-43a9e6776f79",
"Value": "These worn-out gloves are incredibly heavy and solid to the touch."
},
{
"Key": "508e5f27-e4d3-4687-85ce-1c8a1522408a",
"Value": "This helmet grants its wearer a +4 competence bonus on Persuasion
checks made to intimidate. It also grants its wearer a +2 bonus to All spells with
fear descriptor DC."
},
{
"Key": "6abc9d77-3ed8-4770-b967-a3f7094b480d",
"Value": "Crown of Fear"
},
{
"Key": "39e5cbd3-97bb-4b34-a20b-c2e695c273af",
"Value": "The dark helmet has a lot of notches and dents on it."
},
{
"Key": "232dac7d-5480-4575-9451-70a485d885cd",
"Value": "This helmet grants its wearer immunity to critical hits."
},
{
"Key": "ce7cae7f-047d-4c08-94ed-d555e748dccb",
"Value": "Evasive Round Helmet"
},
{
"Key": "3d45b638-1863-472e-a93b-5ce3a2767246",
"Value": "As you put this helmet on, you realise that you can't tell where
exactly within your body your heart is beating."
},
{
"Key": "3e41e22b-7031-4180-aaf9-e89d630c3a42",
"Value": "This helmet grants its wearer a +5 competence bonus on Perception
checks."
},
{
"Key": "6e52ac28-3189-4551-a7c6-dd0d1d2e559b",
"Value": "Eyes of the Eagle"
},
{
"Key": "e0d1ac3b-18bd-4bd5-8bde-b2b825ba0b97",
"Value": "The creation of an unknown optician would perplex the inhabitants
of a small village in the middle of nowhere."
},
{
"Key": "dbc13ce6-5f9e-40e4-98a8-3ad8210db37a",
"Value": "This headband grants its wearer a +2 enhancement bonus to Charisma.
Bonuses of the same type usually don't stack."
},
{
"Key": "bde3358b-f257-4712-bccc-2bdc9accc460",
"Value": "Headband of Alluring Charisma +2"
},
{
"Key": "e7cf8892-cf13-4f88-888b-de48734e3094",
"Value": "This attractive silver headband is decorated with a number of small
red and orange gemstones."
},
{
"Key": "76dcc80e-81d0-4752-8274-37eb3180c52b",
"Value": "This headband grants its wearer a +4 enhancement bonus to Charisma.
Bonuses of the same type usually don't stack."
},
{
"Key": "e3f24339-e1fa-414e-8e9b-8357feeb6d58",
"Value": "Headband of Alluring Charisma +4"
},
{
"Key": "aafc1214-887b-4eca-80a5-7a4960586428",
"Value": "This attractive silver headband is decorated with a number of small
red and orange gemstones."
},
{
"Key": "b89e4fc5-f14b-43fb-b1ee-f27efae97e26",
"Value": "This headband grants its wearer a +6 enhancement bonus to Charisma.
Bonuses of the same type usually don't stack."
},
{
"Key": "58deb447-7544-4d04-befa-512d92244045",
"Value": "Headband of Alluring Charisma +6"
},
{
"Key": "3b7341c7-bf44-4d42-904a-679443ce3201",
"Value": "This attractive silver headband is decorated with a number of small
red and orange gemstones."
},
{
"Key": "aafede3b-de7d-418a-8b2b-f2e339caaeeb",
"Value": "This headband grants its wearer a +2 enhancement bonus to
Intelligence. Bonuses of the same type usually don't stack."
},
{
"Key": "20ae86a9-06db-4d6b-9430-aeacc30c11ff",
"Value": "Headband of Vast Intelligence +2"
},
{
"Key": "08148350-4658-4f4e-a53a-2022808d8d06",
"Value": "This intricate gold headband is decorated with several small blue
and deep purple gemstones."
},
{
"Key": "1ad40ae8-cb92-44c1-924a-61e704c389d0",
"Value": "This headband grants its wearer a +4 enhancement bonus to
Intelligence. Bonuses of the same type usually don't stack."
},
{
"Key": "3d908d96-4602-41d9-bcba-1fd0da1cac88",
"Value": "Headband of Vast Intelligence +4"
},
{
"Key": "e9b405b7-318a-4ce0-adba-ae6b1786e969",
"Value": "This intricate gold headband is decorated with several small blue
and deep purple gemstones."
},
{
"Key": "48a48528-7509-4555-8909-2cdc55fddbed",
"Value": "This headband grants its wearer a +4 enhancement bonus to
Intelligence. Bonuses of the same type usually don't stack."
},
{
"Key": "40851561-d20a-4687-bb39-18881bcea06c",
"Value": "Headband of Vast Intelligence +6"
},
{
"Key": "33f7c5cc-48d4-474b-9070-7b2b5ecb4a3f",
"Value": "This intricate gold headband is decorated with several small blue
and deep purple gemstones."
},
{
"Key": "ae33ecca-b6f0-4536-8918-3657933f66be",
"Value": "This headband grants its wearer a +2 enhancement bonus to all
mental ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same
type usually don't stack."
},
{
"Key": "bfffaa6a-22a6-4612-9784-0fd616c56b99",
"Value": "Headband of Mental Perfection +2"
},
{
"Key": "e3305b15-4f49-449c-b17b-8a02690c7188",
"Value": "This ornate headband is decorated with numerous clusters of small
gemstones."
},
{
"Key": "8dab5500-ec68-4d40-8dce-61ebf7105f06",
"Value": "This headband grants its wearer a +4 enhancement bonus to all
mental ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same
type usually don't stack."
},
{
"Key": "64d87313-0c29-4598-a043-a4a8d7e6a9c4",
"Value": "Headband of Mental Perfection +4"
},
{
"Key": "1af53e47-4608-4f5b-86da-51b79ce21b59",
"Value": "This ornate headband is decorated with numerous clusters of small
gemstones."
},
{
"Key": "c8fe6513-4f57-4644-92d0-451b5a9c5d99",
"Value": "This headband grants its wearer a +6 enhancement bonus to all
mental ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same
type usually don't stack."
},
{
"Key": "f7aa49da-5678-4045-b2e6-9dea19e7bd01",
"Value": "Headband of Mental Perfection +6"
},
{
"Key": "62359f0e-1064-49e3-aa68-d7ef1f860c10",
"Value": "This ornate headband is decorated with numerous clusters of small
gemstones."
},
{
"Key": "6d8381f6-02ec-4cc0-b867-6c668a0e1984",
"Value": "This hat grants its wearer a +8 enhancement bonus to all mental
ability scores (Intelligence, Wisdom, and Charisma). Bonuses of the same type
usually don't stack."
},
{
"Key": "6241ef24-79db-4eb1-a098-da7cf0db869a",
"Value": "Hat of Mental Perfection +8"
},
{
"Key": "d6eecae7-4963-4538-9368-79f6c6139b15",
"Value": "This ornate headband is decorated with numerous clusters of small
gemstones."
},
{
"Key": "a1514679-6b46-4ce2-91ff-86c979cb9ed3",
"Value": "This headband grants its wearer a +2 enhancement bonus to Wisdom.
Bonuses of the same type usually don't stack."
},
{
"Key": "de118273-21db-414b-a10d-456bf7cda46a",
"Value": "Headband of Inspired Wisdom +2"
},
{
"Key": "43eedd93-d541-4faa-a374-1f405987a27f",
"Value": "This simple headband is decorated with an intricate pattern of fine
green etchings."
},
{
"Key": "6be4a3fd-8442-46c9-96c0-3a3aa20624a1",
"Value": "This headband grants its wearer a +4 enhancement bonus to Wisdom.
Bonuses of the same type usually don't stack."
},
{
"Key": "9725a7c6-c689-41bf-929f-64ba39dfa4d0",
"Value": "Headband of Inspired Wisdom +4"
},
{
"Key": "078d0b30-3a34-4d9a-aebd-26ded5121ec0",
"Value": "This simple headband is decorated with an intricate pattern of fine
green etchings."
},
{
"Key": "a4813268-08f8-4a79-9381-644182832b3e",
"Value": "This headband grants its wearer a +6 enhancement bonus to Wisdom.
Bonuses of the same type usually don't stack."
},
{
"Key": "0adda122-30b7-4939-8695-6747dbd6a98c",
"Value": "Headband of Inspired Wisdom +6"
},
{
"Key": "a461a128-a97a-4d1a-8b17-94aac5fae6f3",
"Value": "This simple headband is decorated with an intricate pattern of fine
green etchings."
},
{
"Key": "06859580-8966-4889-bf7d-18d0838521da",
"Value": "This helmet grants its wearer a +2 insight bonus on Will saves.
When the wearer uses the Combat Expertise feat, it provides an additional +2 bonus
to attack rolls."
},
{
"Key": "e37d3cf3-4a43-4259-92c0-5809f7176895",
"Value": "Helmet of Battlefield Clarity"
},
{
"Key": "cdbc79b5-14a2-4198-be38-c896d3fb952c",
"Value": "This helmet was once decorated, but today there are gaping holes
where the gems used to be."
},
{
"Key": "c73a0707-5c57-43a5-9a09-583adb02e50c",
"Value": "This royal headdress grants its wearer a +6 enhancement bonus to
Charisma, Intelligence and Wisdom, and a +2 resistance bonus to saving throws
against Compulsion effects."
},
{
"Key": "31b60944-8ce4-4f18-9c79-2736fcddad2b",
"Value": "Crown"
},
{
"Key": "3557687c-a41b-4727-b49d-7528360501f4",
"Value": "Hail to the {mf|king|queen}!"
},
{
"Key": "25404eb1-d64e-4b95-ae22-117df31e42de",
"Value": "This helmet grants its wearer a +5 competence bonus on Perception
skill checks. When the wearer uses the Deadly Aim feat, it provides an additional
+2 bonus to attack rolls."
},
{
"Key": "6bbb20ab-d3a7-4b51-9ad7-124417936401",
"Value": "Marksman's Headset"
},
{
"Key": "6ec4d883-de53-42f8-894b-b39129593b98",
"Value": "This helmet's visor is woven from the thin stripes of metal. Even
though it's lace, it is as tough as a one-piece visor."
},
{
"Key": "a998bdab-f09b-4e7a-86d5-d16cf2935ef4",
"Value": "If the wearer of this headband has the ability to channel negative
energy, it increases the amount of damage channeling does to living sreatures or
heals to undead creatures by +1d6."
},
{
"Key": "2ab2069d-f87b-4120-8af7-53c817b1f5c6",
"Value": "Lesser Phylactery of Negative Channeling"
},
{
"Key": "1a4eefc6-4ff4-45ef-b1a2-8d6a24659c23",
"Value": "This headband emanates an unholy chill."
},
{
"Key": "5559f1eb-7b1e-42bf-a3ac-1ae824390483",
"Value": "If the wearer of this headband has the ability to channel negative
energy, it increases the amount of damage channeling does to living sreatures or
heals to undead creatures by +2d6."
},
{
"Key": "74b32472-31fb-44aa-816d-65cb2cf6ee3b",
"Value": "Phylactery of Negative Channeling"
},
{
"Key": "125bff10-6835-4b80-93bf-5ea733d37e05",
"Value": "This headband emanates an unholy chill. It whispers terrible
blasphemies in its wearer's ears."
},
{
"Key": "7a0b39c1-bdee-4195-b3e3-8b2bd951a4c8",
"Value": "If the wearer of this headband has the ability to channel positive
energy, it increases the amount of damage channeling does to undead sreatures or
heals to living creatures by +1d6."
},
{
"Key": "e5e488a0-3fe4-43c9-895c-cdf5f43f4a06",
"Value": "Lesser Phylactery of Positive Channeling"
},
{
"Key": "e3317755-9ac7-4ab6-8300-e063b53b4e97",
"Value": "This headband emanates a holy warmth."
},
{
"Key": "cee91f99-7434-4f3a-8a8c-3970720e0ccd",
"Value": "If the wearer of this headband has the ability to channel positive
energy, it increases the amount of damage channeling does to undead sreatures or
heals to living creatures by +2d6."
},
{
"Key": "5cbb0df3-f73c-4e31-a189-799551806859",
"Value": "Phylactery of Positive Channeling"
},
{
"Key": "33cfb66d-194a-47b8-a9aa-624e5f090a45",
"Value": "This headband emanates a holy warmth. It whispers reassuring
prayers in its wearer's ears."
},
{
"Key": "9c29a394-3316-4525-aad5-dd933a9e08d1",
"Value": "Within the Professor's Hat is a subspace similar to bags of holding
but only accessible to the wearer of the hat. Wearing it increases the party
carrying capacity by 200 and contains all masterwork tools possible, providing the
wearer with a +2 competence bonus on all skill checks."
},
{
"Key": "0da7251a-9c00-4d8c-af35-4a1c46394e99",
"Value": "Professor's Hat"
},
{
"Key": "e43114b1-c205-4067-b0af-04b31917b2c0",
"Value": "The Professor's Hat has a habit of wandering off on its own
throughout the worlds, prompting the Professor to follow it on fantastical
adventures. Its original wielder, Professor Policapelus, is described variously as
a magician, trickster, or in some stories a demonic or Mephistophelean figure. He
is consistently interested in the stories of the worlds he finds himself in, often
establishing himself as a teacher or performer to feel those same stories flowing
through him. He might come back for his hat, but there are so very many worlds that
it will probably take a while."
},
{
"Key": "233091db-88d2-44fc-b47d-5837a0633324",
"Value": "Hat"
},
{
"Key": "7b62b821-c65a-495a-829c-4eb761dcef90",
"Value": "This helmet focuses wearer's attention on the weak points of
enemies, giving +1 insight bonus to attack rolls against flat footed and flanked
targets."
},
{
"Key": "f368fd95-06bd-4dde-a2ce-14d1a14e9c0d",
"Value": "Stag Helmet"
},
{
"Key": "ab66176d-23d0-48a8-9c64-0afff56da67b",
"Value": "This creepy helmet focuses its wearer's attention on the weak
points of their enemies. It used to belong to a bandit chief, who once stroke
terror into the hearts of the Stolen Lands' denizens."
},
{
"Key": "2532d238-7a38-47d6-8be9-92b82ce2b64e",
"Value": ""
},
{
"Key": "bad8dc36-5cc7-4cce-b26f-93acc509c6a1",
"Value": "Steel Helm"
},
{
"Key": "b31c868b-c876-4a23-868c-4932bfe12d92",
"Value": "This crown grants its wearer the ability to summon two elven
warrior spirits for 10 minutes twice per day."
},
{
"Key": "122dc42a-c523-47eb-9c62-45e5033b52a9",
"Value": "This circlet grants its wearer a +2 luck bonus on all saving
throws. Bonuses of the same type usually don't stack."
},
{
"Key": "1545d73f-ef86-4509-b6e6-17f1eb1be7cb",
"Value": "Stalwart Warrior's Luck"
},
{
"Key": "887139ae-0514-4b28-8b6d-08779700feb7",
"Value": "The dark wreath is made from blackened silver."
},
{
"Key": "43c95485-16a9-483a-8c0c-25c52dc34097",
"Value": "This circlet grants its wearer the ability to cast restoration
spell once per day."
},
{
"Key": "bd2df324-d394-4bd1-82f0-b44aa9b9f620",
"Value": "Circlet of Faith"
},
{
"Key": "a11065a2-5274-4d27-b7c1-6d9f5b9d04e2",
"Value": "The thin headgear is covered in golden dust that shines and gleams,
like liquid sunshine."
},
{
"Key": "fa309361-16e4-450e-91db-d545b5335244",
"Value": "This hat grants its wearer the ability to cast cone of cold spell
once per day. Whenever the wearer casts a spell with cold descriptor, that spell
deals +1 point of damage per die rolled."
},
{
"Key": "30c72ae7-73d6-45bc-bac3-e2bdb15e9e7a",
"Value": "Frozen Shout"
},
{
"Key": "8a60a97c-4afa-476c-8391-ec5e42a49b30",
"Value": "The bluish cloth seem to be emitting the icy chill."
},
{
"Key": "4f08f9fe-8480-453d-884b-a482484b71e8",
"Value": "This circlet grants its wearer a +6 competence bonus on Perception
checks and a +2 bonus to ranged attack rolls."
},
{
"Key": "946d8130-58bb-47d4-a5e0-0107191033ea",
"Value": "Sharp Eye"
},
{
"Key": "f931fe5c-95d4-4dcd-93e5-178e509def49",
"Value": "The headgear is ornated with the finest thread filigree."
},
{
"Key": "fa070b44-426f-4c41-ba3a-8937de3ca25d",
"Value": "This circlet grants its wearer a +4 enhancement bonus to
Intelligence and the ability to cast lightning bolt spell at will."
},
{
"Key": "3e81b134-d0b4-4836-b71e-3ca022b687fc",
"Value": "Eel's Circlet"
},
{
"Key": "e13dfef0-738a-4843-9473-0a58f8196c7e",
"Value": "This circlet grants its wearer a +6 enhancement bonus to Charisma
and Wisdom. If the wearer has the ability to channel energy, it increases the
amount of damage channeling cures or deals, depending on the type of the creatures
affected, by +2d6."
},
{
"Key": "8fc9c65e-77ea-4ce0-920c-e0cbb0fb4559",
"Value": "Brightest Darkness"
},
{
"Key": "64b697ff-f65c-4c6f-97c4-9a0aba532e60",
"Value": "A creature that attacks the wearer of this helmet with a melee
weapon, an unarmed strike, or a natural weapon, takes 1d6 electric damage."
},
{
"Key": "78c7fe2a-5ca4-4622-a0f2-24a2443a832b",
"Value": "Sparkling Helmet"
},
{
"Key": "ce4538f1-9e9f-470f-9b43-a842ca7bd126",
"Value": "This hat grants its wearer a +4 enhancement bonus to Charisma, and
the ability to cast hold person spell once per day."
},
{
"Key": "44617a20-7dde-4108-8ebd-c73985c28d03",
"Value": "Golden Thread"
},
{
"Key": "a6a50247-5f90-42cf-bfb3-49d6617530ed",
"Value": "This helmet grants its wearer DR 10/cold iron and good."
},
{
"Key": "88d5ecc5-5540-4d17-992e-43a519326ee8",
"Value": ""
},
{
"Key": "85270750-feda-4a0a-85a8-870471e3c8cf",
"Value": "This helmet gives its wearer the ability to use a Gore attack that
deals 1d8 cold iron damage with a +2 enhancement bonus to attack and damage rolls."
},
{
"Key": "a248f00d-4832-4779-a2d9-764d4eb3290c",
"Value": "Triple Fin Helmet"
},
{
"Key": "6a85a797-9ae0-4fd4-a9b9-80c645072a11",
"Value": "This formidable helmet allows you to really use your head in the
battle."
},
{
"Key": "c79f2f88-acf5-4022-8efd-9fc02f047597",
"Value": "This helmet grants its wearer a constant effect of the death ward
spell."
},
{
"Key": "43007dfd-2f4d-45b6-a0d7-45f6080f433d",
"Value": "Warding Helmet"
},
{
"Key": "eccb5dcb-0f45-47ed-989a-ac2ca037a163",
"Value": ""
},
{
"Key": "db773aba-a3a8-4d6d-9839-98271eab914f",
"Value": "This helmet grants its wearer a +4 enhancement bonus to Dexterity,
a +3 natural armor bonus to AC, and a +4 bonus to saving throws against death
effects."
},
{
"Key": "7c0faedf-53f9-4346-a383-b1d01b4322ef",
"Value": "Stubborn Head"
},
{
"Key": "53daebde-97cb-415b-a961-60e6c3966f10",
"Value": "A perfect headgear for those who stubbornly refuse to die no matter
what, if only to spite their enemies."
},
{
"Key": "968822ce-221a-413d-bea4-2491041ea865",
"Value": "This helm increases the wearer's AC by +2 and gives a +3 bonus to
Persuasion checks made to intimidate. If one of the wearer's allies falls
unconscious from damage, the wearer takes a �2 penalty on attack rolls and skill
checks for as long as they are farther than 10 feet away from the fallen ally."
},
{
"Key": "0034abcc-5043-4caf-9aac-4055e227c75c",
"Value": "The Paragon of Defenders"
},
{
"Key": "4f6f45d7-af90-4192-81fc-7d49c818f193",
"Value": "Judging by inscriptions inside the helmet, it once belonged to Wax
Inglebarr, a renowned Shield Warden from the far north. In the Stolen Lands, it was
found on the head of a heavily armored skeleton champion � unconfirmed to be Wax
Inglebarr himself."
},
{
"Key": "d72f5952-6b48-46e0-85dd-a6fd450e8f54",
"Value": "Helmet"
},
{
"Key": "a56952d5-4ac1-480e-944e-0363eaaf91a9",
"Value": "If one of the wearer's allies should fall unconscious from hit
point damage, wearer takes a �2 penalty on attack rolls and skill checks as long as
the wearer is farther than 10 feet away from the fallen ally."
},
{
"Key": "84573e10-9b99-4c6e-9b63-58f04c843b7b",
"Value": "Oathbreaker"
},
{
"Key": "1d74038b-6567-4334-80c7-4ded7a76f42d",
"Value": ""
},
{
"Key": "5c836535-e4bf-46c9-b126-03e286694e2b",
"Value": "This helmet grants its wearer a +6 enhancement bonus to Wisdom, and
immunity to stun and daze. Any creature attacking the wearer has to make a
successful Will saving throw (DC 23) or become dazed for 1 round."
},
{
"Key": "3d90b864-dea8-48d8-bc04-32f428c1d770",
"Value": "Helmet of the Dusk"
},
{
"Key": "85c89f4c-69d3-4705-a3dd-877976b79f6c",
"Value": "The helmet is empty inside, but you can't get rid of a feeling that
a shadowy face is watching you through its visor."
},
{
"Key": "6ebfcf6a-8d7a-4e37-9c5e-a3654c46daec",
"Value": "An invisible cone of despair causes great sadness in the subjects.
Each affected creature takes a -2 penalty on attack rolls, saving throws, ability
checks, skill checks, and weapon damage rolls.\nCrushing despair counters and
dispels good hope."
},
{
"Key": "c22be06b-19be-4d1d-b0df-6cf23df3acb6",
"Value": "Crushing Despair"
},
{
"Key": "f0e4f71c-8b8e-43a2-954b-9f8d1208745f",
"Value": "This spell instills powerful hope in the subjects. Each affected
creature gains a +2 morale bonus on saving throws, attack rolls, ability checks,
skill checks, and weapon damage rolls.\nGood hope counters and dispels crushing
despair."
},
{
"Key": "f1b30f35-afef-4335-ac6a-294a78a6b83d",
"Value": "Good Hope"
},
{
"Key": "f582bc7c-2548-4f5f-9e24-50258e2de87b",
"Value": "This helmet allows the wearer to enter a Rage as a barbarian, and
summon two Barbarian spirits to help them in combat for 20 rounds once per day. The
legacy of Duthica will not yield its power to the weak, and characters with less
than 15 Strength cannot equip it."
},
{
"Key": "0790512f-349f-45fb-a093-0168b5e38584",
"Value": "Warpainted Skull of Duthica"
},
{
"Key": "bd632b3f-c89c-4952-b8a5-ec9cb3dec0fa",
"Value": "Lauded among the warring tribes of lowlanders, Duthica was more of
a myth than a man, allegedly a title passed down through the years in place of a
name. Descriptions range from a tall, blonde man wielding an axe, to a short
bearded man with dark hair who tore his enemies apart with his bare hands � the
only shared trait common to all depictions being the red warpaint on the right side
of his face.\nWhether or not it belongs to Duthica, the spirit residing in this
skull is filled with murderous rage towards his enemies, and imbues its wearer with
his ferocity."
},
{
"Key": "10398928-a084-4b20-b9c4-5bed98dd44d5",
"Value": "Skull"
},
{
"Key": "c1b0b9be-286f-4861-83dd-b70f3b1d33a6",
"Value": "20 rounds"
},
{
"Key": "58c39376-c442-4901-9966-f162007d434d",
"Value": "This ring grants its wearer's animal companion (if they have one) a
+2 enhancement bonus to Strength and Dexterity scores."
},
{
"Key": "60bb7eaa-2829-4f03-971e-f515899993ee",
"Value": "Ring of the Beast King"
},
{
"Key": "80d96578-0890-4fc9-bcef-eb00fc47fb8d",
"Value": "The furiously grinning beast face is seared onto this ring with
acid."
},
{
"Key": "24f7bd31-9ba6-46db-96e2-abca245d6c29",
"Value": "This ring grants both its wearer and the monsters summoned by them
cold resistance 30 and vulnerability to fire."
},
{
"Key": "768bea85-78f9-4555-9f37-0f8fc300b359",
"Value": "Paragon of Winter"
},
{
"Key": "05f3920f-901a-4dbd-b1fc-9253871a5e06",
"Value": "Small aquamarines, glittering like clear ice, are scattered around
this platinum ring."
},
{
"Key": "8eb77d5c-2def-4e6b-90ab-4285bfea0d60",
"Value": "Augment Summoning"
},
{
"Key": "0e1b16c4-2363-4939-837b-736e1ea862bf",
"Value": "If the wearer of this ring has the ability to channel energy, it
allows them to do it 2 additional times per day."
},
{
"Key": "4397bfc5-6482-45ca-8001-aa1124c294c4",
"Value": "Energy Source"
},
{
"Key": "8cd05248-3a0d-40aa-b249-2e9c3d2f8d04",
"Value": "This ring grants its wearer a +1 bonus on damage rolls with bows
and a +2 luck bonus on Lore (Nature) checks."
},
{
"Key": "e9ffc305-bf18-44f5-8e15-a955b1af9d62",
"Value": "Ring of Plentiful Hunts"
},
{
"Key": "54b1e46c-9cfa-4247-b6a1-9de6bf455e89",
"Value": "The ring is decorated with garnets, as dark as thick blood."
},
{
"Key": "bc1e5ecf-9d3d-44ad-83ad-1035e9c86f4b",
"Value": "This ring grants its wearer a +1 luck bonus on all saving throws.
Bonuses of the same type usually don't stack."
},
{
"Key": "7fd7d25f-f5b9-4c48-9051-4320b15169af",
"Value": "Ring of Luck"
},
{
"Key": "d908880d-e35c-4431-a8db-eb1313ef4693",
"Value": "The golden ring with a mysterious ornament that looks like a runic
script."
},
{
"Key": "305be18e-e054-4be7-b464-32837cd7236f",
"Value": "This ring grants its wearer a +1 deflection bonus to AC. Bonuses of
the same type usually don't stack."
},
{
"Key": "517b13cf-717b-49b5-8153-4b75968fa437",
"Value": "Ring of Protection +1"
},
{
"Key": "4a3e8a4c-cf00-440e-8695-9a34ccdae289",
"Value": "This ring grants its wearer a +2 deflection bonus to AC. Bonuses of
the same type usually don't stack."
},
{
"Key": "82aa8431-ae09-4ee5-be01-4d56a151c087",
"Value": "Ring of Protection +2"
},
{
"Key": "335042e9-48d6-435d-a616-46877fc29a8d",
"Value": "This ring grants its wearer a +3 deflection bonus to AC. Bonuses of
the same type usually don't stack."
},
{
"Key": "00a0263e-325a-490d-b484-f0a4fcf10579",
"Value": "Ring of Protection +3"
},
{
"Key": "a5384027-341e-4048-8131-0437271f91b9",
"Value": "This ring grants its wearer a +4 deflection bonus to AC. Bonuses of
the same type usually don't stack."
},
{
"Key": "6fb301b4-7b50-4e25-ac76-6996255aee0f",
"Value": "Ring of Protection +4"
},
{
"Key": "6fb936f9-1e83-41d2-a6a3-923c075c5845",
"Value": "This ring grants its wearer a +5 deflection bonus to AC. Bonuses of
the same type usually don't stack."
},
{
"Key": "52de7143-0257-4864-86c8-9204a651ea91",
"Value": "Ring of Protection +5"
},
{
"Key": "433a2954-bebc-499f-9987-cb175e0d7a45",
"Value": "This ring grants its wearer a +2 deflection bonus to AC, a +2
resistance bonus on all Saving Throws, and spell resistance 14."
},
{
"Key": "c02dccdf-dd9c-4542-9cbc-d3d76a3aec8f",
"Value": "Ring of Security"
},
{
"Key": "fc400dbd-5a20-4fbd-b2de-829651b84851",
"Value": "This ring grants its wearer the ability to cast magic missile spell
as a 3rd level wizard three times per day."
},
{
"Key": "d502b2b8-2574-4afb-b0fa-a14461544b29",
"Value": "Ring of Radiant Arrows"
},
{
"Key": "1f001d5b-b0de-40fe-82e9-747c2faaf0eb",
"Value": "Two crossed arrows are carved on the bright carnelian."
},
{
"Key": "ff57af29-4a8b-48e3-9ddb-3b17d844633f",
"Value": "When this ring's wearer attacks with bombs, they deal additional
1d6 damage."
},
{
"Key": "9809f05e-20a0-4b06-87e0-b25d60b128db",
"Value": "Acerbic Ring"
},
{
"Key": "784d137b-f406-48b3-960c-749bd6894f4c",
"Value": "The ring is made of weird metal, which had been treated with
mysterious reagents a lot."
},
{
"Key": "11ff761c-3310-46e0-9602-8581ca0ed152",
"Value": "If this ring's wearer is a barbarian, it gives them the ability to
use Rage for 4 additional rounds per day."
},
{
"Key": "f725e3b1-8d81-4574-89ed-c250267b17e8",
"Value": "Inner Demon"
},
{
"Key": "bd5f8f83-f45d-4098-8ca5-c1c8cad68449",
"Value": "It is as if a tiny flame were trapped inside this fiery opal."
},
{
"Key": "4d961972-e711-4f01-8b24-36f31c98aa73",
"Value": "+2"
},
{
"Key": "8c4785ea-88a6-4eb0-b442-a88d58fec976",
"Value": "+2 bonus to Constitution"
},
{
"Key": "a9c4221d-ad2c-4ae4-87af-e9a80957b09d",
"Value": "Colossal Ring"
},
{
"Key": "5ee7d30e-a16a-4586-b412-7f4ade1efa42",
"Value": "+2"
},
{
"Key": "172efb95-a27f-49fc-b42c-8b4914d88c5f",
"Value": "This ring grants its wearer a +2 luck bonus to Constitution, and
the ability to cast enlarge person spell twice per day."
},
{
"Key": "11e85078-7f82-476f-b382-5cda3ec0ca8d",
"Value": "Colossus Ring"
},
{
"Key": "eb9e74d8-de5d-476b-a7b0-762a67829d15",
"Value": "A massive broad ring, cast from pure platinum."
},
{
"Key": "a0bc29d4-7912-4490-96ce-42f3868dc314",
"Value": "This ring grants its wearer a +2 bonus to attack rolls with melee
weapons."
},
{
"Key": "4d26846a-4481-4272-955b-87d651fb6bda",
"Value": "Fortunate Fencer"
},
{
"Key": "8c7c8623-108d-450b-849e-c299b468faf2",
"Value": "The ring is covered in thin bluish enamel that almost blends in
with the metal."
},
{
"Key": "6ffcf1b9-a87a-4b87-83a5-15d7f8ffe7b9",
"Value": "+2"
},
{
"Key": "9d288fcd-a77a-4a3b-b33a-f6d10eb8cef6",
"Value": "This ring generates a shield-sized wall of force that can be
wielded by the wearer as if it were a heavy shield (+2 AC) and grants additional
DR2/-."
},
{
"Key": "e109f20a-d1ea-4980-97fd-a4109a33b6d2",
"Value": "Sentinel"
},
{
"Key": "101dd68f-1c1a-4b87-be6a-41ba457e72e4",
"Value": "Metal and stone are melted together in this ring."
},
{
"Key": "3ebdca19-df94-445e-9d3f-b569eee968d7",
"Value": "This ring grants its wearer negative energy resistance 20, and the
ability to cast breath of life spell once per day."
},
{
"Key": "16f91967-2d3e-4679-acb1-33000f657999",
"Value": "Honor of Death"
},
{
"Key": "43e9154b-c983-4bec-8942-8b9c365bcc99",
"Value": "The obsidian on this ring absorbs sunlight."
},
{
"Key": "19116e2a-2273-47a5-930d-d11511cf00d1",
"Value": "This ring grants its wearer a +2 bonus to attack rolls with melee
weapons, and a +1 dodge bonus to AC."
},
{
"Key": "56089a8a-bea9-4f77-8b51-fe07bad25b84",
"Value": "Daring Duelist"
},
{
"Key": "9ebdbf31-fa46-4065-92a9-d4b1e8161f29",
"Value": "The ring is decorated with a bright jasper."
},
{
"Key": "014b68f3-59eb-428f-9eb3-3254faaeaef1",
"Value": "+2"
},
{
"Key": "451ffc51-52cb-46d6-b286-d5ffc52869f2",
"Value": "This ring grants its wearer a +5 competence bonus to Use of Magical
Devices skill checks and the ability to cast dispel magic spell twice per day."
},
{
"Key": "d2c8a5c8-6b5d-4480-b731-e55e7b3ea4f4",
"Value": "Ring of Magic Devices"
},
{
"Key": "a744e057-2ed1-4e3e-9768-991949a26014",
"Value": "This ring's sparkling gem and the bezel are shining incredibly
bright."
},
{
"Key": "6efecf5f-67e6-4fb0-9ae7-e13dabaf9ca6",
"Value": "+2"
},
{
"Key": "96b5edf4-cf33-403c-89d8-02fe17c3d584",
"Value": "This ring grants its wearer a +4 enhancement bonus to Strength and
the ability to cast bull strength spell 3 times per day."
},
{
"Key": "843654df-99f3-4ccd-ba58-fee8b3d8011e",
"Value": "Power Stone"
},
{
"Key": "a9f90c66-c0b4-4e61-a4a2-82d17eb33736",
"Value": "The nephrite ring is very warm to the touch."
},
{
"Key": "f0e8a77b-e28b-45f8-bd09-aa1583ce6461",
"Value": "This ring grants its wearer the ability to cast sickening
entanglement spell three times per day."
},
{
"Key": "33e34e05-2b3b-4fa4-a246-35336a34c509",
"Value": "Thorny Ring"
},
{
"Key": "f521e4e7-bd3a-474e-8697-10fd4ac7d69a",
"Value": "This ring grants its wearer the ability to cast poison spell three
times per day.\nIf the wearer has the Invisible Thief ability, the ring allows them
to use it for 5 additional rounds per day."
},
{
"Key": "3cc8f4f6-43f5-467e-afc1-5056d90a99db",
"Value": "Source of Invisibility"
},
{
"Key": "b0d95d1e-b161-44a4-9d7b-c002b44eed2c",
"Value": "This ring grants its wearer Cold Resistance 30 and the ability to
cast horrid wilting spell once per day."
},
{
"Key": "82848c10-4559-4bad-8c7a-59c4a57e0047",
"Value": "Sealed Ring"
},
{
"Key": "479ead2b-98b7-4295-9f30-d4f15a82f5d9",
"Value": "This ring grants its wearer a +10 competence bonus on Stealth skill
checks."
},
{
"Key": "9cf28339-e231-4b12-a5ed-1d854cd7d4ea",
"Value": "Chameleon Ring"
},
{
"Key": "9e5e75cc-b01c-4472-bc71-604ef92866d0",
"Value": "This ring grants its wearer a +8 enhancement bonus to Dexterity and
the ability to cast cleanse spell three times per day."
},
{
"Key": "49c52a8e-2b36-4199-bc83-eb4c7710b2cc",
"Value": "Dragonfly Ring"
},
{
"Key": "ba177ecf-4b6f-409d-bd06-20f525f34c78",
"Value": "+2"
},
{
"Key": "3cd720ba-7dd9-4270-af04-d650d4d91d4d",
"Value": "This ring grants its wearer a +6 damage bonus to bomb damage and
the ability to cast slow spell twice per day."
},
{
"Key": "c918c7e1-5522-4e33-819d-1f46bdf7eda0",
"Value": "This ring grants its wearer a +6 damage bonus to bomb damage and
the ability to cast slow spell twice per day."
},
{
"Key": "258b801c-b186-4e11-8780-d3e274fd0671",
"Value": "This ring grants its wearer a +12 damage bonus to bomb damage and
the ability to cast slow spell twice per day."
},
{
"Key": "d4f56f38-0beb-4540-abf2-519c65da7033",
"Value": "Explosion Ring"
},
{
"Key": "313d2d65-4af5-4d10-8660-71084d154786",
"Value": ""
},
{
"Key": "995d8c2e-7f2c-4843-8e72-70a1adc1560c",
"Value": "This ring grants its wearer a +4 bonus to Charisma, +4 bonus to
Stealth and Trickery skill checks, +4 bonus to attack rolls made to confirm
critical hits, and a +2 bonus to DC of mind-affecting spells cast by the
wearer.\nIt imposes a -2 penalty to wearer's Wisdom score, -4 penalty to Perception
skill checks, -2 penalty to Will saving throws, and a -10 all saving throws against
traps.\nWhenever the wearer receives a critical hit, they become confused for 1d4
rounds."
},
{
"Key": "809d6d14-90fa-4a4c-906f-8b5a8b9d9bfd",
"Value": ""
},
{
"Key": "6b4ba018-3737-4370-a262-32d3edbe5bc2",
"Value": "This ring grants its wearer a +2 luck bonus on attack and damage
rolls, saving throws, skill checks and spell penetration checks. It also grants
immunity to curses."
},
{
"Key": "39a4c989-e7f0-44e8-ac16-0cf671daa37f",
"Value": "Great Dreamer's Smile"
},
{
"Key": "6f094b4a-4285-4e1a-b17b-b7abc7abbf98",
"Value": ""
},
{
"Key": "d2da3d42-bcdc-4d44-8a30-6e2fb5b666e0",
"Value": "This ring grants its wearer immunity to acid."
},
{
"Key": "d2a8bfca-1014-4c3d-8513-ed4add21b24d",
"Value": "Ring of Acid Immunity"
},
{
"Key": "6638c61b-48b7-482f-8598-c48e8b27d8e2",
"Value": ""
},
{
"Key": "541df506-2fef-42d9-99d4-3a8961ef5daa",
"Value": "This ring grants its wearer a +5 deflection bonus to AC, immunity
to emotion effects, immunity to fear, immunity to confusion, and a continuous
effect of freedom of movement spell. It can only be worn only by neutral
characters."
},
{
"Key": "24986bce-60a8-4e37-bf18-271db0195941",
"Value": "Greater Ring of Balance"
},
{
"Key": "51f77151-4727-4716-81b5-f17224fb6395",
"Value": ""
},
{
"Key": "2e1ca4cc-bf92-4862-8b13-c02698b4711d",
"Value": "This ring grants its wearer a +4 deflection bonus to AC, and
immunity to emotion effects. It can only be worn only by neutral characters."
},
{
"Key": "5231cf03-3f49-47b6-8256-3666c282d06a",
"Value": "Lesser Ring of Balance"
},
{
"Key": "4ea66eef-dcc9-40d6-82f6-1038c25003ed",
"Value": ""
},
{
"Key": "2563fbef-b1ff-47c8-9aa7-250d087862ad",
"Value": "This ring grants its wearer a continuous blur spell effect."
},
{
"Key": "070f2290-fb14-4238-94f8-673541fe01b5",
"Value": "Ring of Blur"
},
{
"Key": "a9185bc6-2222-4ffc-9167-183b3c7dee5a",
"Value": ""
},
{
"Key": "6ab7ed45-fc91-4a6d-8678-2a12e51fa85b",
"Value": "This ring grants its wearer a +4 deflection bonus to AC and a
continuous reedom of movement spell effect. Only chaotic characters can equip it."
},
{
"Key": "34d2ac2e-e06e-49fc-858d-2d9012c24228",
"Value": "Ring of Chaos"
},
{
"Key": "0c23dd8f-6605-4d21-a0af-5fa9977f4e0e",
"Value": ""
},
{
"Key": "4b00b831-28fe-4a2a-b56a-030b8787e649",
"Value": "This ring grants the monsters summoned by its wearer a +2
enhancement bonus for their weapons."
},
{
"Key": "716c8bf7-efe9-4fb6-8d76-6388334f838e",
"Value": "Ring of Enhanced Summons"
},
{
"Key": "fd4baf38-37f4-4b54-bfa2-5182c5488c4b",
"Value": ""
},
{
"Key": "523391e0-746f-483c-a5d0-132d9d69c397",
"Value": "This ring grants its wearer a continuous evasion spell effect."
},
{
"Key": "29c1b7db-a5ff-4d7a-9be8-7fae9f445b20",
"Value": "Ring of Evasion"
},
{
"Key": "5686e9ed-c60e-46f8-91c6-f93fb30d127d",
"Value": ""
},
{
"Key": "6916247d-2d8e-44fb-bf8f-dda5b89454fc",
"Value": "This ring grants its wearer a +4 deflection bonus to AC, and
immunity to confusion and fear. Only lawful characters can equip it."
},
{
"Key": "5f442782-f9a3-4741-b7a1-5383f3defbf1",
"Value": "Ring of Law"
},
{
"Key": "2b9c9a73-799b-4a7e-ad63-27bb0577c755",
"Value": ""
},
{
"Key": "de6c3c71-6f9b-4426-9666-2ee06c520eef",
"Value": "This ring grants its wearer a +5 resistance bonus to all saving
throws, a +5 deflection bonus to AC, spell resistance 24, and DR 2/-."
},
{
"Key": "74d5fa31-bdae-4ad1-9d07-852ec004eecf",
"Value": "Greater Ring of Ultimate Protection"
},
{
"Key": "d801b785-bf37-4a8f-b935-d585568c591e",
"Value": ""
},
{
"Key": "73123396-f9a2-4947-b13d-7d3c0961c227",
"Value": "This ring grants its wearer a +4 resistance bonus to all saving
throws, a +4 deflection bonus to AC, spell resistance 19, and DR 1/-."
},
{
"Key": "3387d926-3c27-4eef-a195-aa32a165064f",
"Value": "Lesser Ring of Ultimate Protection"
},
{
"Key": "933b33dc-43ae-4340-b098-01e4d1544458",
"Value": ""
},
{
"Key": "9ec2a14f-4376-4f38-af59-cff449d37a05",
"Value": "The wearer of this ring can, after resting while wearing it,
activate up to 4 abilities from the list below. These abilities can be exchanged up
to 4 times per day. Removing the ring will immediately remove all bonuses from
it.\n+2 circumstance bonus to Strength\n+2 circumstance bonus to Dexterity\n+2
circumstance bonus to Constitution\n+2 circumstance bonus to Intelligence\n+2
circumstance bonus to Wisdom\n+2 circumstance bonus to Charisma\n+1 circumstance
bonus to all saving throws\n+1 circumstance bonus to weapon damage rolls\n+2
circumstance bonus to all skills checks\n+5 feet circumstance bonus to movement
speed\n+1 circumstance bonus to AC\n+1 circumstance bonus to DCs of all spells and
usable abilities"
},
{
"Key": "96ae6682-093e-4c2a-8849-81a248b2d4d9",
"Value": "Ring of Circumstances"
},
{
"Key": "4b10fcce-ba26-4998-9870-c606fbe7d0c0",
"Value": "The ring looks like an intricate puzzle, with rotating details and
numerous scattered symbols."
},
{
"Key": "1d089691-a8f2-45f4-a172-80badc619e51",
"Value": "Intricate Ring"
},
{
"Key": "6809ad15-4cda-4b79-a7af-f96e8eb8a2c0",
"Value": "The wearer of the Ring of Circumstances gets a +1 circumstance
bonus to AC."
},
{
"Key": "06168384-3723-4724-bd46-0ddaacb584e5",
"Value": "The wearer of the Ring of Circumstances gets a +1 circumstance
bonus to AC."
},
{
"Key": "15594989-87db-4acd-817a-95ad32e9df64",
"Value": "Ring of Circumstances: AC"
},
{
"Key": "4436330d-c7df-46f4-ae86-ac41039a4951",
"Value": "Ring of Circumstances: AC"
},
{
"Key": "9e292993-3448-4103-a66b-c431331d2405",
"Value": "The wearer of the Ring of Circumstances gets a +2 circumstance
bonus to Charisma."
},
{
"Key": "890a507a-ef87-4a81-b31c-a12af0a785b9",
"Value": "Ring of Circumstances: Charisma"
},
{
"Key": "ab463b17-9c4f-4ce1-9b38-c31168d6442a",
"Value": "The wearer of the Ring of Circumstances gets a +2 circumstance
bonus to Constitution."
},
{
"Key": "74e4cffb-1d25-42d9-a4d3-3cf1ae581536",
"Value": "Ring of Circumstances: Constitution"
},
{
"Key": "6bf88434-8b00-4697-a5b7-70cfbc0efe5c",
"Value": "The wearer of the Ring of Circumstances gets a +2 circumstance
bonus to Dexterity."
},
{
"Key": "9de4c14f-bed0-41f7-96ed-571587810054",
"Value": "Ring of Circumstances: Dexterity"
},
{
"Key": "ce8840cb-66d6-4df2-981d-230918b18627",
"Value": "The wearer of the Ring of Circumstances gets a +2 circumstance
bonus to Intelligence."
},
{
"Key": "85b387c1-4ba5-4963-8ca9-2db272d01de5",
"Value": "Ring of Circumstances: Intelligence"
},
{
"Key": "d402b363-9738-4ffc-abe8-ff3b3b3582c5",
"Value": "The wearer of the Ring of Circumstances gets a +5 feet circumstance
bonus to movement speed."
},
{
"Key": "38e7eb17-a85e-46c7-bc16-76ec5f6ad367",
"Value": "Ring of Circumstances: Speed"
},
{
"Key": "99390179-39a3-4929-a283-10f7cc0c0a40",
"Value": "The wearer of the Ring of Circumstances gets a +2 circumstance
bonus to Strength."
},
{
"Key": "02f282e3-f28d-4a66-a2ab-03bacd1460d1",
"Value": "Ring of Circumstances: Strength"
},
{
"Key": "08b6027b-cbda-498b-be33-df62e7255a02",
"Value": "The wearer of the Ring of Circumstances gets a +1 circumstance
bonus to all saving throws."
},
{
"Key": "f88af2fe-eede-4664-b5e5-7ccff825629f",
"Value": "Ring of Circumstances: Saving Throws"
},
{
"Key": "eaa5aef9-f1a9-4d31-b1d5-c517f99bcd36",
"Value": "The wearer of the Ring of Circumstances gets a +2 circumstance
bonus to all skill checks."
},
{
"Key": "30d60e88-ded6-4f0e-9081-7bc469b34936",
"Value": "Ring of Circumstances: Skills"
},
{
"Key": "f4b9eb75-3608-4103-b0db-485172855f96",
"Value": "The wearer of the Ring of Circumstances gets a +1 circumstance
bonus to DCs of all spells and usable abilities."
},
{
"Key": "c2f68398-5e61-49fb-afa3-c46b2110ed8a",
"Value": "Ring of Circumstances: Spell DC"
},
{
"Key": "1c636dc7-9a94-43c3-82b2-cdc195499b4b",
"Value": "The wearer of the Ring of Circumstances gets a +2 circumstance
bonus to Strength."
},
{
"Key": "6aab5934-177a-4267-b888-dd2cfcd0cc07",
"Value": "Ring of Circumstances: Strength"
},
{
"Key": "82dbbdce-48f8-4a0f-b1ef-a12402544da1",
"Value": "The wearer of the Ring of Circumstances gets a +2 circumstance
bonus to Strength."
},
{
"Key": "19c90445-a6fd-4381-a718-594da110041d",
"Value": "Ring of Circumstances: Strength"
},
{
"Key": "c407e014-6071-4355-8f78-43fea98ae638",
"Value": "The wearer of the Ring of Circumstances gets a +1 circumstance
bonus to weapon damage rolls."
},
{
"Key": "795ac5f4-ecee-4809-8ea6-364bed129682",
"Value": "Ring of Circumstances: Damage"
},
{
"Key": "e66983ce-b194-4ed2-8da0-7fd49ae7cbcf",
"Value": "The wearer of the Ring of Circumstances gets a +2 circumstance
bonus to Wisdom."
},
{
"Key": "0ff55d83-9f67-42db-bd02-f9ba78e6a4fa",
"Value": "Ring of Circumstances: Wisdom"
},
{
"Key": "568802ae-a0ad-44fb-8dc2-8ecc5b7228e5",
"Value": "Linzi's ring prevents her from dying and teleports her to a safe
location should she fall in battle."
},
{
"Key": "cf45f17c-ee06-434d-a0a8-e0471f7897ce",
"Value": "Shelyn's Embrace"
},
{
"Key": "1e12c424-f6ea-40cf-a626-c8dbc762f0ba",
"Value": "Whenever Linzi should die, the ring instead automatically teleports
her the capital or another safe place."
},
{
"Key": "b6ce60de-d814-437f-8d33-bd1a7bb7dcfa",
"Value": "R"
},
{
"Key": "0c99d9da-3cbb-48e4-8d11-5f0f2544af64",
"Value": "Death ward buff from the ring."
},
{
"Key": "14bb9884-60b0-45e3-a7ac-ec007813ce3b",
"Value": "Death Ward"
},
{
"Key": "6740d6bd-05a6-4e92-9c83-4f5dcc3e8f2d",
"Value": "This ring of protection +4 grants its wearer a continuous effect of
death ward spell."
},
{
"Key": "3d6104f2-ef8c-46fb-88ed-4588f106ea29",
"Value": "Grants +1 enhancement bonus to Armor Class."
},
{
"Key": "66485597-d312-4c41-b8ee-f5373327bf61",
"Value": "Enhancement +1"
},
{
"Key": "b8ef8505-a32c-466d-9f1d-640d7691ef68",
"Value": "+1"
},
{
"Key": "32d4ed2c-17b9-4433-bddd-5d18f8b6f7ae",
"Value": "Grants +2 enhancement bonus to Armor Class."
},
{
"Key": "55c094e7-2917-4492-a905-b629438fde9d",
"Value": "Enhancement +2"
},
{
"Key": "8891a997-c261-4f57-9d91-35c96bb7fd41",
"Value": "+2"
},
{
"Key": "d2b3d510-f2d0-46bf-a8a3-c94704793421",
"Value": "Grants +3 enhancement bonus to Armor Class."
},
{
"Key": "69746ea7-4b89-42d9-ad17-3ea33e408719",
"Value": "Enhancement +3"
},
{
"Key": "46442355-88e7-47e1-bcaf-71866d81eb92",
"Value": "+3"
},
{
"Key": "c5d64448-bd42-4079-b920-669ca36df7a2",
"Value": "Grants +4 enhancement bonus to Armor Class."
},
{
"Key": "f11bcf30-48b9-47a1-8541-06ad2583c3f9",
"Value": "Enhancement +4"
},
{
"Key": "ac5ff4b0-88a6-43d5-91bb-6a4da9ac386e",
"Value": "+4"
},
{
"Key": "cdbdff1c-1928-4b6a-bdef-1261ce8971e6",
"Value": "Grants +5 enhancement bonus to Armor Class."
},
{
"Key": "e1b9efc0-b42a-4716-8ef2-ee295ad918d9",
"Value": "Enhancement +5"
},
{
"Key": "272f7aee-8cbf-4a36-a153-75d2d1324ffc",
"Value": "+5"
},
{
"Key": "ba9a34a7-473a-4327-97f7-ff117f351888",
"Value": "Bashing Shield"
},
{
"Key": "64861c62-3587-42c8-8938-bb987819e445",
"Value": "This +1 shield was specifically designed to perform a shield bash.
It deals damage as if it were a weapon of three size categories larger (Medium
light shield deals 1d8 points of damage). The shield acts as a +1 weapon when used
to bash."
},
{
"Key": "504b0b9b-cff0-4826-ab7d-c638ac6e6173",
"Value": "Bashing Shield"
},
{
"Key": "57c99835-45de-4ef3-9de0-49f7ded9407b",
"Value": "+1 Enhancement"
},
{
"Key": "35f22cc8-61aa-417e-866e-c83756ff0937",
"Value": "This +3 shield gives its wielder the ability to cast divine power
spell once per day."
},
{
"Key": "a67f2e09-d3b7-48a0-8beb-10f58050072d",
"Value": "Blessed Defense"
},
{
"Key": "c53994df-06dc-44cb-a734-1d4123e0e720",
"Value": "This +4 heavy steel shield grants its wielder a +4 morale bonus on
Will saving throws."
},
{
"Key": "edb984bc-f42c-4943-92ef-bc2ac7a495b2",
"Value": "Ironclad Will"
},
{
"Key": "45569de4-05dc-4a1d-9584-4d2cc48a777e",
"Value": "This +4 tower shield grants its wielder a +4 resistance bonus on
all saving throws, and a +4 deflection bonus to AC."
},
{
"Key": "944da0c8-cc7d-494e-9412-a6ef4822b5ad",
"Value": "Unbreakable Bastion"
},
{
"Key": "e01bcb0c-b7c0-47cf-94c6-5bf378e482af",
"Value": ""
},
{
"Key": "f19c32a4-6c6f-4f76-98e4-878ede1b92f9",
"Value": ""
},
{
"Key": "375ab461-7d57-4705-866e-e02e9667bac0",
"Value": "This +5 light wooden shield grants its wielder immunity to being
paralyzed and the ability to cast shout, greater spell three times per day."
},
{
"Key": "12337c77-43b1-4f83-bf92-73cf1a99a434",
"Value": "Heart of Thunder"
},
{
"Key": "eb2b34e2-4bae-4c94-aadd-bdbaf504ad49",
"Value": "This +1 light wooden shield grants its wielder cold resistance 10
and a +1 resistance bonus to Fortitude saving throws."
},
{
"Key": "6594b743-ccf9-40a1-8694-8b815fd839be",
"Value": "Northern Lights"
},
{
"Key": "7b9fc207-b224-4bfe-8a25-86d716344c91",
"Value": "Shadow"
},
{
"Key": "cdd04798-cf10-4f0d-a76d-cd6d8124bfba",
"Value": "This +2 heavy wooden shield grants its wearer a +5 competence bonus
to Perception checks, and acid resistance 15."
},
{
"Key": "1e3451e1-5cb6-48ff-b044-b550dfd77e40",
"Value": "Bulwark"
},
{
"Key": "aa8810ce-9fae-4492-b51b-5443f7cf1df1",
"Value": "This +3 heavy wooden shield grants its wearer a +3 resistance bonus
to Will saving throws, and a +4 enhancement bonus to Constitution."
},
{
"Key": "eca2b3d1-99bf-45d4-8cfd-9df4c93e6be1",
"Value": "Wild Guardian"
},
{
"Key": "f197cd3d-5f08-44f4-b280-ac6b4a47579b",
"Value": "Buckler +1"
},
{
"Key": "7922a01c-4d34-4be9-911e-0227fc23c46c",
"Value": "Heavy Shield +1"
},
{
"Key": "ec537f2e-6be0-4984-a6e0-269a27f14caf",
"Value": "Light Shield +1"
},
{
"Key": "616f3449-d502-4be5-8982-20cb13306827",
"Value": "Tower Shield +1"
},
{
"Key": "6088f71b-1376-4064-81d7-c24c94408309",
"Value": "Buckler +2"
},
{
"Key": "962b5608-4643-46f6-8eaf-c80d8cbdbf04",
"Value": "Heavy Shield +2"
},
{
"Key": "9b3737b2-0cbb-45a4-a864-286687d8b301",
"Value": "Light Shield +2"
},
{
"Key": "0f3f54ed-357a-4142-aea4-a8cdbf68b93c",
"Value": "Tower Shield +2"
},
{
"Key": "7726bb56-5879-4069-9290-08edff6ab11a",
"Value": "Buckler +3"
},
{
"Key": "030f3a09-84c8-4822-8c61-097b942c8b02",
"Value": "Heavy Shield +3"
},
{
"Key": "4ebb42dc-daf9-49d7-baac-2f790285a04c",
"Value": "Light Shield +3"
},
{
"Key": "feebebde-d930-4de1-9e3c-c6312e106c11",
"Value": "Tower Shield +3"
},
{
"Key": "acb3ed4f-94a4-48c8-942e-394cfbe02e49",
"Value": "Buckler +4"
},
{
"Key": "5100fdd7-bdc9-4f60-ba19-e69e7354913a",
"Value": "Heavy Shield +4"
},
{
"Key": "cce0351a-c1be-4585-a3a9-c83c5475c551",
"Value": "Light Shield +4"
},
{
"Key": "8504f112-3692-4490-b64a-261e00892ca1",
"Value": "Tower Shield +4"
},
{
"Key": "286289a6-c7ef-4f74-851c-52e8085be324",
"Value": "Buckler +5"
},
{
"Key": "5bfc9ed0-7909-4da3-9d0c-616808a454f8",
"Value": "Heavy Shield +5"
},
{
"Key": "3d2ea942-bd2c-4c81-ac38-3a12b8618f79",
"Value": "Light Shield +5"
},
{
"Key": "da0612b9-9336-4181-86ed-31120abcb670",
"Value": "Tower Shield +5"
},
{
"Key": "c9230736-915f-4b43-b119-f7d0b76d24cc",
"Value": "Buckler"
},
{
"Key": "8770ae3f-e86b-41f7-b514-53ede47b1f59",
"Value": "Buckler"
},
{
"Key": "d03e9fab-5473-4584-9dec-289c813b826c",
"Value": "Heavy Shield"
},
{
"Key": "4e8d8834-7015-4d9f-a731-fcb3ba577702",
"Value": "Heavy Shield"
},
{
"Key": "a3b96b2a-71da-46bb-a754-a17ed088371c",
"Value": "Light Shield"
},
{
"Key": "bfe9fc0e-8460-48bd-8ac7-e40f3e23f41b",
"Value": "Light Shield"
},
{
"Key": "00defa56-3597-4813-a344-a4cc58673298",
"Value": "Tower Shield"
},
{
"Key": "43d9f147-0093-4f00-ab23-28dd8bbeb6ce",
"Value": "Tower Shield"
},
{
"Key": "16f746c9-6af7-4eba-a0a5-aaf3ddaed676",
"Value": "DR 2/-"
},
{
"Key": "71c15a31-b79c-4f7f-9bd2-2ee4d9bfbc31",
"Value": "Ancestral Dwarwen Shield"
},
{
"Key": "013fb140-7338-4624-9c07-6bcc7be92ebb",
"Value": "This +2 heavy shield grants its wielder DR 2/-."
},
{
"Key": "7a9e30dc-1a26-45ba-ad6a-26afb7f9f730",
"Value": "Ancestral Dwarwen Shield"
},
{
"Key": "b8bced33-ae41-4fb8-95bb-5fbaec623e6d",
"Value": "+1 tower shield grants +3 resistance bonus on Reflex saving throws
and fire resistance 10."
},
{
"Key": "2103c81d-4808-417b-ba85-36db422e4a85",
"Value": "Flameguard"
},
{
"Key": "daf0f12b-6c6f-454d-a81d-ee12af4f82d1",
"Value": "This +1 tower shield grants its wielder a +3 resistance bonus on
Reflex saving throws and fire resistance 10."
},
{
"Key": "35b1b2be-19ee-4398-b740-2c9afc72ff70",
"Value": "Flameguard"
},
{
"Key": "2a4e56be-0b0b-4b29-9235-3f826a6435c4",
"Value": "There are flames engraved on metal."
},
{
"Key": "9a4a1058-6974-4696-94ff-a3c0885329a5",
"Value": "Protector of Unjust"
},
{
"Key": "4c982f73-72f2-4c1a-b933-c05558a599c4",
"Value": "+2 heavy shield gives wielder +2 resistance bonus on saving throws.
Both its AC and saving throw bonuses increase by 2 against spells, abilities and
attacks by good or lawful outsiders. Cannot be equipped by lawful or good
characters"
},
{
"Key": "9a9d4b4a-d1bd-4413-b727-28b234535f8a",
"Value": "Protector of Unjust"
},
{
"Key": "6a72f056-dfae-4b18-9638-383f9465e050",
"Value": "This shield is infamous in the Stolen Lands. It was seen in the
hands of several bandit leaders and warlords of this lawless expanse. Despite its
protection, the fact that it had outlived so many owners shows that this shield is
troubling at least. Or, perhaps, it merely had not found the one truly worthy of
wielding it."
},
{
"Key": "abb1e6f2-ac70-4bff-a9cf-e08ae662d325",
"Value": "This +4 buckler grants its wielder an additional +3 bonus to AC
against ranged attacks."
},
{
"Key": "d19cf80c-3920-4bd1-962f-32232ddf52f4",
"Value": "Arrowguard"
},
{
"Key": "f5948988-3b38-4735-9a6d-a5a328b0aea1",
"Value": "This shield's surface is covered with dents."
},
{
"Key": "588dc2fb-072c-432d-a282-b108ad35fa7e",
"Value": "This +3 buckler grants its wielder an additional +3 bonus to AC
against melee attacks."
},
{
"Key": "fbcc7800-3f28-43e5-aca5-4107e0255b60",
"Value": "Bladeguard"
},
{
"Key": "e01816d9-4054-485e-bc2e-336d8b9f0731",
"Value": "This shield's edges are covered with cuts."
},
{
"Key": "eab805f1-0276-4581-a2cf-cdd638fb47c6",
"Value": "This +3 heavy shield increases the wielder's speed by +10 feet."
},
{
"Key": "632c40a8-67b9-4322-99b1-f97080591dc5",
"Value": "Child of the Wind"
},
{
"Key": "9c9d7c2f-d51e-475c-9200-9799057c4780",
"Value": "This shield is adorned with a depiction of a hippogryph."
},
{
"Key": "82f698a6-d65f-4fee-9f68-0468c18becc1",
"Value": "This +3 tower shield grants its wielder DR 2/-."
},
{
"Key": "c2d0ac8b-6ffc-4ac5-bf36-10d29e8c3c3f",
"Value": "Defender's Bulwark"
},
{
"Key": "7fa56c4b-3276-4c25-83c4-d2ef6df52df9",
"Value": "This shield is adorned with a depiction of an unassailable
fortress."
},
{
"Key": "893cfe3b-7bf7-4690-b85b-099b225c3280",
"Value": ""
},
{
"Key": "1371285f-f7bb-44dd-ae53-71fcd80d58a9",
"Value": ""
},
{
"Key": "a2d88d92-d0d1-41d2-8df1-437676b52e7e",
"Value": ""
},
{
"Key": "886f2388-aa75-41d5-bde3-6a38d8603faa",
"Value": "This +3 light shield grants its wielder immunity to critical hits."
},
{
"Key": "ec41d3f1-c9fd-4b49-88c5-4ee7b27ad5ff",
"Value": "Forewarning"
},
{
"Key": "0332d6d7-213d-4092-9910-e76525030253",
"Value": "Whoever holds this shield has a feeling that it whispers barely
audible warnings."
},
{
"Key": "725b6fea-b10a-4f8f-894e-bd8d78161900",
"Value": "This +5 heavy shield can be used as a weapon. On a successful hit
it makes the target bleed for 1d6 damage per turn. Effects of multiple applications
of this effect stack. Bleeding stops when the battle ends, or when the target is
cured by any effect that restores HP."
},
{
"Key": "4839b584-5c13-4cd5-bad0-0026d30b1a4c",
"Value": ""
},
{
"Key": "cb569a5e-f0eb-4b03-b7b0-480e44d369b8",
"Value": ""
},
{
"Key": "f0c93796-94cf-426e-bab4-aacaf4883b95",
"Value": "This +5 Tower Shield has a +6 deflection bonus to AC and allows its
wielder to make all party members except the wielder invisible as under the greater
invisibility spell effect. This power can be used for 20 rounds per day. These
rounds do not need to be consecutive."
},
{
"Key": "7534881f-1a7d-41fc-8b63-c8eccc0772c4",
"Value": "Walls of the Sanctuary"
},
{
"Key": "14a3ceef-8c88-4709-9734-1adf3a452d5b",
"Value": ""
},
{
"Key": "13d2c69b-2b90-4d7d-be7e-6b6f3cf6777d",
"Value": "This +5 tower shield grants its wielder a +4 bonus to saving throws
against fire, acid, cold and electricity, and a +2 bonus to AC against Huge or
larger creatures."
},
{
"Key": "2c23ffe7-2781-4a99-b292-4f95f645d125",
"Value": "Wyrmwall"
},
{
"Key": "d2ff7e9a-3283-42c5-a2b0-15d759ce042b",
"Value": "This shield's surface is covered with an elaborate ornament,
resembilng acid burns."
},
{
"Key": "2730fd96-03d0-4474-9c20-44ea7ff83e5e",
"Value": "The bag of holding opens into a nondimensional space: its inside is
way larger than its outside dimensions.\nRegardless of what is put into the bag,
its weight doesn't change. This allows party to carry additional 100 lbs. of weight
without suffering any negative consequences."
},
{
"Key": "3cce21b1-4558-4683-86d6-b82416c6f136",
"Value": "Small Bag of Holding"
},
{
"Key": "400b54b8-2176-45c8-a39f-aebc8f9bd315",
"Value": "The bag of holding opens into a nondimensional space: its inside is
way larger than its outside dimensions.\nRegardless of what is put into the bag,
its weight doesn't change. This allows party to carry additional 200 lbs. of weight
without suffering any negative consequences."
},
{
"Key": "e63755a2-b628-4582-bc06-e6735ea99674",
"Value": "Bag of Holding"
},
{
"Key": "17692e10-0909-4466-9bfa-3e3b3215e66c",
"Value": "This appears to be a common cloth sack about 2 feet by 4 feet in
size."
},
{
"Key": "069f4d03-348a-4430-b63d-1d09828623eb",
"Value": "Bag"
},
{
"Key": "7eae4236-36d9-4c9e-8935-e9f29f54a1d7",
"Value": "The bag of holding opens into a nondimensional space: its inside is
way larger than its outside dimensions.\nRegardless of what is put into the bag,
its weight doesn't change. This allows party to carry additional 300 lbs. of weight
without suffering any negative consequences."
},
{
"Key": "3bd7e818-c6da-41af-97ec-51de953cb8e8",
"Value": "Large Bag of Holding"
},
{
"Key": "aa1c760a-6d85-4c80-b926-389f5d7a6056",
"Value": "Whenever the wearer uses a scroll, either to scribe it into a
spellbook or to cast a spell, the hand has a 25% chance to produce a perfect copy
of the expended scroll."
},
{
"Key": "a2845c4d-8d86-495a-94cc-76ce55093a9f",
"Value": "The Hand of Magus Dann"
},
{
"Key": "12c2f8fe-202d-4e38-a1cc-e48f8dae93ec",
"Value": "This mummified hand continually scribes the words spoken by its
owner in unknown languages, using minuscule and almost illegible cursive."
},
{
"Key": "fd50b75a-ba44-40f8-8dbe-40e653edfdef",
"Value": "Mummified Hand"
},
{
"Key": "03de6f8e-cbb4-485f-ba89-9d399b3bb917",
"Value": "This signet grants its wearer the ability to cast magic missile
spell as a 3rd level wizard three times a day."
},
{
"Key": "65e538af-f806-467d-80ae-e25fc2ab372b",
"Value": "Arcane Signet"
},
{
"Key": "f5c3177c-16c1-47fd-892c-cae9eded8899",
"Value": "An antique ring, covered in cryptic runes. Creates by the
Thassilonian wizards in times immemorial, it has found its way through the ages
into your hands."
},
{
"Key": "f561ec8b-5237-4b8c-acd4-8086f9a5e87e",
"Value": "This signet grants its wearer the ability to cast bless spell as a
1st level cleric three times a day."
},
{
"Key": "ed54efad-2064-45ed-afce-b4640446a03b",
"Value": "Blessed Signet"
},
{
"Key": "a7ce9386-a892-49f5-a3bf-79d81d96ac8e",
"Value": "A light, warm ring, surrounded by a subtle glow. Its wearer enjoys
the favor of the divine forces."
},
{
"Key": "4081d857-f36c-4dc0-9102-369d96a8b272",
"Value": "This hat grants its wearer a +1 competence bonus on all skill
checks."
},
{
"Key": "d25734b8-acf1-4f8f-b658-50c992919427",
"Value": "Expert's Hat"
},
{
"Key": "ee99ed01-286c-4c05-8958-61c1f959a345",
"Value": "This stylish hat will help you look like a true expert and convince
anyone � even yourself! � that you know your way around everything."
},
{
"Key": "1c59c9ca-9bce-481a-80b6-bf37d500f0d2",
"Value": "This belt grants its wearer a +2 enhancement bonus to Constitution
and a +2 resistance bonus on saving throws against diseases, fatigue and
exhaustion."
},
{
"Key": "77e8e28d-1863-434d-b3a9-5d0edeb6d4fb",
"Value": "Explorer's Belt"
},
{
"Key": "53ac11d5-3cde-4278-bea1-a1d3f02e7e03",
"Value": "This belt can give you the endurance to brave all the hardships
awaiting on a journey through the uncharted lands... But it can't help those who
lack curiosity and wanderlust!"
},
{
"Key": "5e447764-d966-476e-8386-6c91a1197103",
"Value": "This helmet grants its wearer a +1 morale bonus on attack rolls and
a +4 resistance bonus on saving throws against fear."
},
{
"Key": "b7d3962c-013b-4b07-93aa-3949ca4df5f8",
"Value": "Knight's Helmet"
},
{
"Key": "1cf17c53-4408-4c50-ac8f-c5b52ad4de14",
"Value": "A shining helmet made of enchanted steel. There are words engraved
on the inside: \"I know no fear, yet I shall teach it to my foes.\""
},
{
"Key": "655b8d88-5d85-4f46-9f8d-b3dbbac38a5b",
"Value": "This amulet increases by 1 the DC of all Enchantment school spells
casted by the wearer. It also grants the ability to cast color spray (DC 13) spell
three times a day."
},
{
"Key": "b5728202-1559-41a6-881c-660e36b76ff0",
"Value": "Mesmerizing Necklace"
},
{
"Key": "b300cd71-7d84-41a3-a9e0-5e45c91bd672",
"Value": "As you look into the depths of the glittering gem on this amulet,
your eyelids start feeling heavy."
},
{
"Key": "bc9906cb-f041-42bc-a99d-1a4c00a396d1",
"Value": "This mantle grants its wearer a +1 resistance bonus to all savint
throws and a +3 resistance bonus on saving throws against poison."
},
{
"Key": "41b5c551-1f6b-4330-8b18-2e098af8e552",
"Value": "Ruler's Mantle"
},
{
"Key": "38f92cea-3026-4a21-a27f-b348443ff923",
"Value": "A ruler needs to be wise, but also have an excellent health �
especially if someone decides that you've spent too much time on your throne. This
mantle will protect you from passing your title to your heirs earlier than you
expected."
},
{
"Key": "4e926302-ba33-47af-a3f9-8827ebaf62dd",
"Value": "Choose one of the creature's special attacks. Add +2 to the DC for
all saving throws against the special attack on which the creature focuses."
},
{
"Key": "b8b9596b-cadc-4349-a9b0-ac1c5d772bd8",
"Value": "Ability Focus"
},
{
"Key": "789f715c-ff9c-47f7-895e-4d20fc876982",
"Value": "Your sneak attack damage increases by 1d6.\nYour number of sneak
attack dice cannot exceed half your character level (rounded up)."
},
{
"Key": "3773f489-13f5-4d06-b1cb-6f88f13c3631",
"Value": "Accomplished Sneak Attacker"
},
{
"Key": "c73ac51d-c789-4f75-b775-92e58f69085b",
"Value": "You've learned to use your quickness in place of brute force when
performing combat maneuvers.\nBenefit: You add your Dexterity bonus to your base
attack bonus and size bonus when determining your Combat Maneuver Bonus instead of
your Strength bonus.\nNormal: You add your Strength bonus to your base attack bonus
and size bonus when determining your Combat Maneuver Bonus."
},
{
"Key": "1944090f-9d08-4f0d-8764-46d02c2c359e",
"Value": "Agile Maneuvers"
},
{
"Key": "3427c811-06dc-4ab2-a046-5318e4b9aab3",
"Value": "You get a +2 bonus on Perception skill checks. If you have 10 or
more ranks in that skill, the bonus increases to +4."
},
{
"Key": "1ab59d59-fdef-4f6c-a980-91af01a09e22",
"Value": "Alertness"
},
{
"Key": "b5a899a0-1f49-4ae4-9985-f7043d76da7f",
"Value": "You have mastered the ability to cast spells while wearing
armor.\nBenefit: Reduce the arcane spell failure chance due to the armor you are
wearing by 20% for any spells you cast. This bonus replaces, and does not stack
with, the bonus granted by Arcane Armor Training."
},
{
"Key": "cad9f3fd-e721-4f6d-86bb-9ffbb9ebb9db",
"Value": "Arcane Armor Mastery"
},
{
"Key": "798bc93e-144b-4c93-8238-8bfcbc550c4a",
"Value": "You have learned how to cast spells while wearing armor.\nBenefit:
Reduce the arcane spell failure chance due to the armor you are wearing by 10% for
any spells you cast."
},
{
"Key": "4afd658d-ee38-4b47-877a-3c9bc5552358",
"Value": "Arcane Armor Training"
},
{
"Key": "84407102-ed9e-4c0f-b706-dd455cb4e1be",
"Value": "You follow a powerful blow from your weapon with an opportunistic
bash from your shield.\nBenefit: Whenever you score a critical hit with a melee
weapon, you can make a shield bash attack against the same target using the same
bonus as a free action."
},
{
"Key": "ddb79af6-23ed-48d8-b197-227338ea971a",
"Value": "Bashing Finish"
},
{
"Key": "7d59426f-29b0-446a-b94d-409efa7fef8d",
"Value": "Your melee attacks ignore the miss chance for less than total
concealment, and you treat opponents with total concealment as if they had normal
concealment (20% miss chance instead of 50%). You may still reroll a miss chance
percentile roll as normal.\nIf you successfully pinpoint an invisible or hidden
attacker, that attacker gets no advantages related to hitting you with ranged
attacks, regardless of the range. That is, you don't lose your Dexterity bonus to
Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible."
},
{
"Key": "856bcf69-7535-4dc1-bfd0-f87f24453777",
"Value": "Greater Blind Fight"
},
{
"Key": "79ae885b-51a1-4f8c-8ee6-d174e3f20cee",
"Value": "Your melee attacks ignore the miss chance for less than total
concealment. You may still reroll your miss chance percentile roll for total
concealment. If you successfully pinpoint an invisible or hidden attacker within 30
feet, that attacker gets no advantages related to hitting you with ranged attacks.
That is, you don't lose your Dexterity bonus to Armor Class, and the attacker
doesn't get the usual +2 bonus for being invisible."
},
{
"Key": "fc7e2cc4-e767-4cb9-a24f-8c0311f666e9",
"Value": "Improved Blind Fight"
},
{
"Key": "c3748a62-c00e-480d-8e2d-2d3ea3dee494",
"Value": "In melee, every time you miss because of concealment, you can
reroll your miss chance percentile roll one time to see if you actually hit.\nAn
invisible attacker gets no advantages related to hitting you in melee. That is, you
don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the
usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply
for ranged attacks, however."
},
{
"Key": "0475cddb-7158-4f49-a2ae-53917108c33c",
"Value": "Blind Fight"
},
{
"Key": "92bd249c-98b1-49dd-9c2b-da6641847a3c",
"Value": "Add +2 to the DC for all saving throws against your bombs."
},
{
"Key": "bf6e0cae-9781-44cc-90ed-4ee5879b99f4",
"Value": "Ability Focus � Bombs"
},
{
"Key": "af7b74a2-e4f5-423e-8d0d-721f21f2287b",
"Value": "When fighting defensively, your dodge bonus to AC increases by 2."
},
{
"Key": "a77f0596-80f7-4474-926b-57fe18fc09dc",
"Value": "Cautious Fighter"
},
{
"Key": "ec6caf02-7d2d-4f42-9e30-7d40622440b1",
"Value": "You take a moment to carefully aim your shots, causing them all to
strike nearly the same spot.\nBenefit: When you use a full attack to make multiple
ranged weapon attacks against the same opponent, total the damage from all hits
before applying that opponent's damage reduction."
},
{
"Key": "db5e4321-f900-4df5-918f-dba84708b428",
"Value": "Clustered Shots"
},
{
"Key": "c405d2bc-dc82-40e7-b68b-8985601f56c1",
"Value": "You are adept at spellcasting when threatened or distracted.\nYou
get a +4 bonus on concentration checks made to cast a spell or use a spell-like
ability."
},
{
"Key": "aa536fa5-f994-4b9c-aa31-930be076973c",
"Value": "Combat Casting"
},
{
"Key": "c279352e-addf-4e84-9337-60649b792553",
"Value": "You may make a number of additional attacks of opportunity per
round equal to your Dexterity bonus. With this feat, you may also make attacks of
opportunity while flat-footed."
},
{
"Key": "77b72a76-716c-4e50-92ee-237cc30de955",
"Value": "Combat Reflexes"
},
{
"Key": "31059668-72d8-4977-b66c-7cab84feb0d6",
"Value": "Your bond with your animal companion is unusually close.\nThe
abilities of your animal companion are calculated as though your class were 4
levels higher, to a maximum effective level equal to your character level."
},
{
"Key": "392fd9d9-4ab0-4910-ae1d-7a0b6290aaab",
"Value": "Boon Companion"
},
{
"Key": "fad65fa7-5d41-4c85-9328-6ecf0dbbac29",
"Value": "When you damage an opponent with a Power Attack, you may make an
immediate Persuasion (intimidate) check as a free action to attempt to demoralize
your opponent."
},
{
"Key": "6db9fe49-3f47-48ec-bd79-019b8e32ce90",
"Value": "Cornugon Smash"
},
{
"Key": "e3768984-2f44-4e37-bbac-82e051eab22a",
"Value": "You are trained in the art of causing pain. You receive a +4
circumstance bonus on attack rolls made to confirm critical hits."
},
{
"Key": "b67f6226-4663-4cc5-9a8a-84a42a541b20",
"Value": "Critical Focus"
},
{
"Key": "26ad2a94-8998-4e4f-b820-d278997ebd61",
"Value": "You get a +2 bonus on all Persuasion and Trickery skill checks. If
you have 10 or more ranks in one of these skills, the bonus increases to +4 for
that skill."
},
{
"Key": "09ccf4a9-db44-4706-9fae-161022f1751d",
"Value": "Deceitful"
},
{
"Key": "62e25c7e-b86a-46cd-bc17-b97297eb0a19",
"Value": "You excel at defending yourself from all manner of combat
maneuvers.\nBenefit: You treat your total Hit Dice as your base attack bonus when
calculating your Combat Maneuver Defense."
},
{
"Key": "f9e684aa-0ea7-45d4-9136-d756871f69d1",
"Value": "Defensive Combat Training"
},
{
"Key": "19ac750e-84ce-40ea-a4cb-f64f78830ecf",
"Value": "You must have at least one hand free (holding nothing) to use this
feat. Once per round when you would normally be hit with an attack from a ranged
weapon, you may deflect it so that you take no damage from it. You must be aware of
the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count
as an action."
},
{
"Key": "48c46767-4a84-4111-b9ae-9d218ef8b99e",
"Value": "Deflect Arrows"
},
{
"Key": "08027b34-0d8f-4738-8277-0fcdb5c77a98",
"Value": "You get a +2 bonus on all Trickery and Use Magic Device skill
checks. If you have 10 or more ranks in one of these skills, the bonus increases to
+4 for that skill."
},
{
"Key": "10ebc809-abb5-4d9e-95f6-645c6fb2a2c1",
"Value": "Deft Hands"
},
{
"Key": "ea68ae08-913f-441d-9e78-238fc7ce9b63",
"Value": "You are especially hard to kill. When your hit point total is below
0 but you are not killed, you can fight on for 1 more round as if disabled. At the
end of your next turn, unless brought to above 0 hit points, you immediately fall
unconscious."
},
{
"Key": "c45e99a0-3f34-46c5-8332-82f96b3d6a6a",
"Value": "Diehard"
},
{
"Key": "aa579f3c-1a45-40fe-89e2-ec4f2750d599",
"Value": "At 2nd level, and then again every 2 levels thereafter (up to 18th
level), an alchemist makes an incredible alchemical discovery. Unless otherwise
noted, an alchemist cannot select an individual discovery more than once. Some
discoveries can only be made if the alchemist has met certain prerequisites first,
such as uncovering other discoveries. Only one such discovery can be applied to an
individual bomb. The DC of any saving throw called for by a discovery is equal to
10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier."
},
{
"Key": "1f11f077-6007-4f40-a2ac-208f65e0f441",
"Value": "Discovery"
},
{
"Key": "9dcf2080-3d54-4c10-8f18-9832dadf1bdb",
"Value": "You gain a +1 dodge bonus to your AC. A condition that makes you
lose your Dex bonus to AC also makes you lose the benefits of this feat."
},
{
"Key": "766ad9f5-db9c-4bca-89a1-9377b324f95f",
"Value": "Dodge"
},
{
"Key": "54d8cf6d-a35e-4ff2-a2ee-f357ca29b555",
"Value": "Your off-hand weapon while dual-wielding strikes with greater
power.\nBenefit: Add your Strength bonus to damage rolls made with your off-hand
weapon.\nNormal: You normally add only half of your Strength modifier to damage
rolls made with a weapon wielded in your off-hand."
},
{
"Key": "f1f1e987-0e25-419f-bf1d-0263aa05b02b",
"Value": "Double Slice"
},
{
"Key": "0e3cd7a2-ace7-4b47-9cfc-db762bd5017f",
"Value": "Slaying an enemy demoralizes your other nearby foes.\nBenefit:
Whenever you reduce an enemy to 0 or fewer hit points, you can make a Persuasion
(to intimidate) check to demoralize all enemies within 30 feet as a free action.
Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points
are unaffected."
},
{
"Key": "6a9d1923-0bc1-42a1-b603-4259b12498da",
"Value": "Dreadful Carnage"
},
{
"Key": "3c33e249-e443-4db2-a1fc-d4613449ea96",
"Value": "You have mastered the impenetrable fighting style.\nYou gain a +2
bonus on initiative checks as long as you start combat with a dueling sword. As
long as you wield only a single dueling sword in one hand (not using a shield, an
off-hand weapon, armor spikes, unarmed strikes, or natural weapons), you gain a +2
shield bonus to your AC.\nAlthough the dueling sword deals slashing damage, you
treat it as if it were also a piercing weapon when determining the effects of
weapons used by a duelist"
},
{
"Key": "e68538f8-5e79-46f1-b5dc-f2f96fa3a5be",
"Value": "You gain a +2 bonus on initiative checks as long as you start
combat with a dueling sword. As long as you wield only a single dueling sword in
one hand (not using a shield or an off-hand weapon), you gain a +2 shield bonus to
your AC. Although the dueling sword deals slashing damage, you treat it as if it
were also a piercing weapon when determining the effects of weapons used by a
duelist."
},
{
"Key": "c52fb7c7-4af9-4d1e-b755-004798482f83",
"Value": "Dueling Mastery"
},
{
"Key": "bdae2659-f7db-4d78-a143-6d2e32925b1c",
"Value": "Aldori Dueling Mastery"
},
{
"Key": "1e05546a-24cd-4193-9ae9-a135421d7377",
"Value": "Harsh conditions or long exertions do not easily tire
you.\nBenefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude
saves against fatigue and exhaustion.\nYou may sleep in light or medium armor
without becoming fatigued."
},
{
"Key": "4a2b0313-358c-4718-8164-2a484258040b",
"Value": "Endurance"
},
{
"Key": "b1f628f3-54a4-4f5d-91ca-354fb2aed39e",
"Value": "You can gain this feat multiple times. Its effects stack, granting
you an increase to your arcane pool each time you take this feat."
},
{
"Key": "5f99ea33-eba6-4922-8a5a-d74535c54785",
"Value": "Extra Arcane Pool"
},
{
"Key": "e1012a8a-64d2-48c4-bdfe-863663dd6868",
"Value": "You can use your bane ability for 3 additional rounds per day."
},
{
"Key": "277518d5-5a1f-456f-85f9-06c7daf12ec8",
"Value": "Extra Bane"
},
{
"Key": "7a93a852-9525-4f8a-af30-ebfab1da5682",
"Value": "You can throw four additional bombs per day."
},
{
"Key": "88b2bf3a-7529-4e49-a39a-608085501862",
"Value": "Extra Bombs"
},
{
"Key": "1778a324-a351-421e-ae92-b46c95635171",
"Value": "You can channel energy two additional times per day."
},
{
"Key": "b97d7a1d-d3e2-4649-be6e-e106b29a5ba8",
"Value": "Extra Channel"
},
{
"Key": "90b36006-7a7c-4531-9962-faf595ffd0b1",
"Value": "Benefit: You can use your lay on hands ability two additional times
per day.\nSpecial: You can gain Extra Lay On Hands multiple times. Its effects
stack."
},
{
"Key": "21125a1b-6033-4b45-b109-94e21d99dbc9",
"Value": "Extra Lay On Hands"
},
{
"Key": "57ca714c-1e75-4fa3-b55c-b571728449d7",
"Value": "You can use bardic performance for 6 additional rounds per day."
},
{
"Key": "1994757b-0133-4584-a40a-7cd175fb4f6a",
"Value": "Extra Performance"
},
{
"Key": "ddb46001-ee50-4cef-98f6-da74f518143e",
"Value": "Benefit: You can rage for 6 additional rounds per day.\nSpecial:
You can gain Extra Rage multiple times. Its effects stack."
},
{
"Key": "3f25ca47-aa6c-4c41-9aa3-c6c276e043f9",
"Value": "Extra Rage"
},
{
"Key": "3d03da8d-0277-40dd-8b44-8eb596944ff1",
"Value": "Your dashing style and fluid fencing forms allow you to use agility
rather than brute force to fell your foes.\nBenefits: Choose one kind of light or
one-handed piercing weapon (such as the rapier). When wielding your chosen weapon
one-handed, you can add your Dexterity modifier instead of your Strength modifier
to that weapon's damage. You do not gain this benefit while fighting with two
weapons or using flurry of blows, or anytime another hand is otherwise occupied."
},
{
"Key": "13c90f84-532b-47aa-b809-1898c22881b7",
"Value": "Fencing Grace"
},
{
"Key": "744e0c75-1f4c-4b7a-8d41-def3ceb3e4e4",
"Value": "Your attacks made with weapons selected with Weapon Focus ignore up
to 10 points of damage reduction."
},
{
"Key": "ce2f98ac-5b36-44c6-b807-773144a79288",
"Value": "Greater Penetrating Strike"
},
{
"Key": "c3af632b-b3a7-4c59-92e0-d2056be4e5aa",
"Value": "Your spells break through spell resistance much more easily than
most.\nYou get a +2 bonus on caster level checks (1d20 + caster level) made to
overcome a creature's spell resistance. This bonus stacks with the one from Spell
Penetration."
},
{
"Key": "a59ec3cb-b2f7-473a-baa9-b21c88a9e42c",
"Value": "Greater Spell Penetration"
},
{
"Key": "c646a72b-0327-4466-8a64-6c0b8e891769",
"Value": "You get a +2 bonus on all Fortitude saving throws."
},
{
"Key": "36c6e385-e266-4452-8825-2eab3384fcd7",
"Value": "Improved Great Fortitude"
},
{
"Key": "d9cc5ea5-9408-41e9-ac8b-3835cce6b934",
"Value": "You get a +2 bonus on all Fortitude saving throws."
},
{
"Key": "3bfba4c2-0e2d-4586-891e-41995dadca91",
"Value": "Great Fortitude"
},
{
"Key": "c4c13324-06ad-4960-871d-19b288a117cc",
"Value": "You repeatedly strike the same location, causing increasing amounts
of damage.\nBenefit: When you make a full attack, each consecutive hit against the
same opponent deals extra damage equal to the number of previous consecutive hits
you have made against that opponent this turn. This damage is multiplied on a
critical hit."
},
{
"Key": "34ac0328-2c35-482e-810d-8328357367b2",
"Value": "Hammer the Gap"
},
{
"Key": "1fa42f0e-c662-4626-a2a5-8df722151a4b",
"Value": "Your quick reflexes allow you to react rapidly to danger. You get a
+4 bonus on initiative checks."
},
{
"Key": "6130f012-9188-4ae4-8fad-e07b33cc648e",
"Value": "Improved Initiative"
},
{
"Key": "0c24e718-b23b-434c-987d-ec4a0e13acd6",
"Value": "Your ranged attacks ignore anything but total concealment and
cover.\nBenefit: Your ranged attacks ignore the miss chance granted to targets by
anything less than total concealment. Total concealment provides their normal
benefits against your ranged attacks."
},
{
"Key": "1715794d-cc89-4692-9dcb-cf5e561ed378",
"Value": "Improved Precise Shot"
},
{
"Key": "467191e4-d193-424d-abeb-13f643e05512",
"Value": "You are considered to be armed even when unarmed � you can make
unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small)."
},
{
"Key": "2b9596a1-dad6-41d2-9cc7-3c74fae6bfbb",
"Value": "Improved Unarmed Strike"
},
{
"Key": "4424f3bc-11f8-4782-8051-632a7c0c947b",
"Value": "Your physical might is intimidating to others.\nBenefit: Add your
Strength modifier to Persuasion (intimidate) checks in addition to your Charisma
modifier."
},
{
"Key": "765544b9-0fb8-46e4-9e05-c2f9539300f6",
"Value": "Intimidating Prowess"
},
{
"Key": "4be91d42-4d5b-41a3-b9d1-036fcc169b60",
"Value": "You get a +2 bonus on all Will saving throws."
},
{
"Key": "40434ca7-50dc-479d-9b7c-aebe903513c2",
"Value": "Improved Iron Will"
},
{
"Key": "42243ce3-cc5b-4f1d-b34f-4b12d9b91d22",
"Value": "You get a +2 bonus on all Will saving throws."
},
{
"Key": "243e821d-9591-4d26-a7c0-2106a1bef8e5",
"Value": "Iron Will"
},
{
"Key": "e9c779b4-8b94-4e6b-b9e2-bfa070bb4ab3",
"Value": "You get a +2 bonus on all Reflex saving throws."
},
{
"Key": "8261a207-b175-442c-9563-26d34113a8a2",
"Value": "Improved Lightning Reflexes"
},
{
"Key": "e8b21040-f293-464a-bb14-9c4482a1dc02",
"Value": "You get a +2 bonus on all Reflex saving throws."
},
{
"Key": "56d764cb-3bc3-45c0-ab94-2afc61f11710",
"Value": "Lightning Reflexes"
},
{
"Key": "af83669e-46d4-4b66-b6c9-256ab93738f0",
"Value": "The effects of your bardic performance carry on, even after you
have stopped performing.\nBenefit: The bonuses and penalties from your bardic
performance continue for 2 rounds after you cease performing. Any other
requirement, such as range or specific conditions, must still be met for the effect
to continue. If you begin a new bardic performance during this time, the effects of
the previous performance immediately cease."
},
{
"Key": "888abd45-cec1-4396-90bf-4252f0b5476d",
"Value": "Lingering Performance"
},
{
"Key": "98004af9-ccbf-40d1-ac3d-cba66689c9c5",
"Value": "When making a full attack with a bow, your first attack fires two
arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as
sneak attack) and critical hit damage only once for this attack. Damage bonuses
from using a composite bow with a high Strength bonus apply to each arrow, as do
other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and
resistances apply separately to each arrow."
},
{
"Key": "8e4dd5a3-04c6-4ba5-b7ee-1eeec658abf0",
"Value": "Manyshot"
},
{
"Key": "f3f388e7-e8d3-4808-a7e1-f0a667b5a04e",
"Value": "You must be using a shield to use this feat. Once per round when
you would normally be hit with an attack from a ranged weapon (not including spell
effects, natural attacks, or massive ranged weapons), you may deflect it so that
you take no damage, as if you had the Deflect Arrows feat. You must be aware of the
attack and not flat-footed."
},
{
"Key": "e509dd3c-f2b0-41ff-bc4b-048131b2f5f2",
"Value": "Missile Shield"
},
{
"Key": "b4f77210-8506-405e-9a4f-685764b84911",
"Value": "You can easily move through a dangerous melee.\nBenefit: You get a
+4 dodge bonus to Armor Class against attacks of opportunity caused when you move
out of or within a threatened area. A condition that makes you lose your Dexterity
bonus to Armor Class (if any) also makes you lose dodge bonuses.\nDodge bonuses
stack with each other, unlike most types of bonuses."
},
{
"Key": "8cc684e6-8468-4f11-90a8-4269dc408dbf",
"Value": "Combat Mobility"
},
{
"Key": "c664eee5-783f-4ce5-9172-34118feec836",
"Value": "You can cast spells while using wild shape. You substitute various
noises and gestures for the normal verbal and somatic components of a spell."
},
{
"Key": "2deca280-eaa6-4d10-a202-f927c8e46d0b",
"Value": "Natural Spell"
},
{
"Key": "e29a0d96-7d0d-4ee8-a853-deca1dba037d",
"Value": "Your attacks made with weapons selected with Weapon Focus ignore up
to 5 points of damage reduction."
},
{
"Key": "ea16eff1-f011-4b9a-ab59-fb8604800988",
"Value": "Penetrating Strike"
},
{
"Key": "32445684-599f-4e9f-ba42-90e84c76e769",
"Value": "You get a +2 bonus on all Persuasion and Perception skill checks.
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for
that skill."
},
{
"Key": "129aea38-c099-4e7e-bc7f-0004cb7cb713",
"Value": "Persuasive"
},
{
"Key": "ac47105f-7964-47f5-bde2-c799cee6fe06",
"Value": "You get a +1 bonus on attack and damage rolls with ranged weapons
at ranges of up to 30 feet."
},
{
"Key": "023e329b-6699-4077-8fcd-fad250c1f8a9",
"Value": "Point-Blank Shot"
},
{
"Key": "a5c87d6c-410f-4c1e-b959-68b755fdccb3",
"Value": "You can shoot or throw ranged weapons at an opponent engaged in
melee without taking the standard �4 penalty on your attack roll."
},
{
"Key": "f24701d9-108b-41d9-b911-a8a1e38aad56",
"Value": "Precise Shot"
},
{
"Key": "e8318703-7e08-42cc-9414-c593657aeca1",
"Value": "When you use Pummeling Style to make an entire full attack or
flurry of blows against a single target, if you hit with any of your attacks, you
attempt a trip combat maneuver check as a free action."
},
{
"Key": "7c06cf49-ce88-4cfe-8c19-5aa3f244c8da",
"Value": "Pummeling Bully"
},
{
"Key": "d6f409ed-280f-40f9-b8c7-5d5a9af79f56",
"Value": "Your charge ends with a mighty haymaker.\nBenefit: You can charge
and make a full attack or flurry of blows at the end of your charge as part of the
charge action. You can use Pummeling Charge in this way only if all of your attacks
qualify for using Pummeling Style against a single target."
},
{
"Key": "2944edb1-778f-464d-b361-829a34371f37",
"Value": "Pummeling Charge"
},
{
"Key": "5d4a2c6f-beb5-4923-b4dc-7ffa46299d49",
"Value": "Your unarmed strikes weave together in an effortless combo,
focusing on the spots you've weakened with the last hit.\nBenefit: Whenever you use
a full attack or flurry of blows to make multiple attacks against a single opponent
with unarmed strikes, total the damage from all hits before applying damage
reduction. This ability works only with unarmed strikes, no matter what other
abilities you might possess."
},
{
"Key": "81f64328-60f4-4be5-8186-5a5d9532a2f5",
"Value": "Pummeling Style"
},
{
"Key": "bf6458dc-9efc-4879-8149-f0fff6f83d5e",
"Value": "Whenever you channel positive energy to heal the living or channel
negative energy to heal the undead, you do not affect enemies. When you channel
positive energy to damage undead or channel negative energy to damage living, you
do not affect allies."
},
{
"Key": "49f0fc83-5f7c-45c5-87e1-13462ec3fa3c",
"Value": "Selective Channel"
},
{
"Key": "854209f6-0c0f-4ebd-8652-7f60f4d00a0d",
"Value": "You are skilled at deflecting blows with your shield.\nBenefit:
Increase the AC bonus granted by any shield you are using by 1. This bonus stacks
with the bonus granted by Shield Focus."
},
{
"Key": "07d0b36c-3cac-4d3c-a8a0-f6e6194abd7c",
"Value": "Greater Shield Focus"
},
{
"Key": "31b0dbde-80f3-478e-8d31-8751f605f771",
"Value": "Increase the AC bonus granted by any shield you are using by 1."
},
{
"Key": "d26cf390-a7f7-4ac5-9ef2-46108f0e860b",
"Value": "Shield Focus"
},
{
"Key": "3ab43615-ee20-4ad3-acee-c060ed28580e",
"Value": "Your mastery of the shield allows you to fight with it without
hindrance.\nBenefit: You do not suffer any penalties on attack rolls made with a
shield while you are wielding another weapon. Add your shield's enhancement bonus
to attack and damage rolls made with the shield as if it were a weapon enhancement
bonus."
},
{
"Key": "ae0c6e33-500d-490a-bb9e-a6b0ae462dac",
"Value": "Shield Master"
},
{
"Key": "9e4933b5-d2d7-444e-83b8-fac492d4e346",
"Value": "You can stab your enemies with your sword or another slashing
weapon.\nBenefit: Choose one kind of light or one-handed slashing weapon (such as
the longsword). When wielding your chosen weapon one-handed, you can treat it as a
one-handed piercing melee weapon for all feats and class abilities that require
such a weapon (such as a duelist's precise strike) and you can add your Dexterity
modifier instead of your Strength modifier to that weapon's damage. The weapon must
be one appropriate for your size."
},
{
"Key": "20e71bb3-23b9-4b37-8597-546587c1099f",
"Value": "Slashing Grace"
},
{
"Key": "cca9533b-3f02-472a-8b9b-d37fb42dada6",
"Value": "Your spells break through spell resistance more easily than
most.\nYou get a +2 bonus on caster level checks (1d20 + caster level) made to
overcome a creature's spell resistance."
},
{
"Key": "0885a867-1b5a-400b-9135-e6f44aac6c05",
"Value": "Spell Penetration"
},
{
"Key": "2ae00b09-ccc7-498e-8293-299dec7f273a",
"Value": "Stealthy"
},
{
"Key": "a3b68f78-7ed4-44e8-8766-f26a8be62057",
"Value": "You get a +2 bonus on all Mobility and Stealth skill checks. If you
have 10 or more ranks in one of these skills, the bonus increases to +4 for that
skill."
},
{
"Key": "b561da91-6530-4b28-8657-856fa806f80d",
"Value": "You are especially resistant to magic.\nBenefit: You receive a +4
racial bonus on saving throws against spells and spell-like abilities. This
replaces the normal bonus from the dwarf's Hardy racial trait.\nNormal: Dwarves
normally receive a +2 racial bonus on saving throws against spells and spell-like
abilities."
},
{
"Key": "c93b1e94-0600-46a1-9e20-976172a77ce3",
"Value": "Steel Soul"
},
{
"Key": "e599597f-e10f-4d22-8de7-5945fb5b9624",
"Value": "You receive a +1 circumstance bonus on attack rolls made with
thrown splash weapons."
},
{
"Key": "f4192f48-fa16-45dd-9335-4344b158de50",
"Value": "Throw Anything"
},
{
"Key": "063c74e3-ee81-457e-83b6-3efa79ae5678",
"Value": "You gain +3 hit points. For every Hit Die you possess beyond 3, you
gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit
points whenever you gain a Hit Die (such as when you gain a level)."
},
{
"Key": "b048640a-9913-46ee-9660-b930a3f06deb",
"Value": "Toughness"
},
{
"Key": "dc38ad2f-2d3c-45b9-aea1-a1424c786242",
"Value": "You get a third attack with your off-hand weapon, albeit at a �10
penalty."
},
{
"Key": "862ec85d-0171-470c-b5b4-7e5b8817b8dc",
"Value": "Greater Two-Weapon Fighting"
},
{
"Key": "a68368e8-70c5-4115-b3e1-701fc93f3f79",
"Value": "You get a second attack with your off-hand weapon, albeit at a �5
penalty."
},
{
"Key": "909537bc-2ce8-4a6b-ac1c-ca599c18371c",
"Value": "Improved Two-Weapon Fighting"
},
{
"Key": "b4ee38e4-e312-4f61-b9e8-a12cfb27cd8d",
"Value": "Benefit: Your penalties on attack rolls for fighting with two
weapons are reduced. The penalty for your primary hand lessens by 2 and the one for
your off hand lessens by 6.\nNormal: If you wield a second weapon in your off hand,
you can get one extra attack per round with that weapon. When fighting in this way
you suffer a �6 penalty with your regular attack or attacks with your primary hand
and a �10 penalty to the attack with your off hand. If your off-hand weapon is
light, the penalties are reduced by 2 each. An unarmed strike is always considered
light."
},
{
"Key": "2cbfdb32-4589-4cc3-8eac-c95e00efd0e5",
"Value": "Two-Weapon Fighting"
},
{
"Key": "179f6172-7da5-4990-98bf-834321cdca38",
"Value": "You can make a single attack that deals incredible
damage.\nBenefit: As a standard action, you can make one attack at your highest
base attack bonus that deals additional damage. Roll the weapon's damage dice for
the attack four times and add the results together before adding bonuses from
Strength, weapon abilities (such as flaming), precision based damage, and other
damage bonuses. These extra weapon damage dice are not multiplied on a critical
hit, but are added to the total."
},
{
"Key": "871e6ff3-5134-41af-a0ae-49472cd7cfeb",
"Value": "Greater Vital Strike"
},
{
"Key": "72d5a94e-8ee5-4ea9-b215-d53d4fdd74f4",
"Value": "You can make a single attack that deals a large amount of
damage.\nBenefit: As a standard action, you can make one attack at your highest
base attack bonus that deals additional damage. Roll the weapon's damage dice for
the attack three times and add the results together before adding bonuses from
Strength, weapon abilities (such as flaming), precision-based damage, and other
damage bonuses. These extra weapon damage dice are not multiplied on a critical
hit, but are added to the total."
},
{
"Key": "d81b9a75-9fc4-46e0-be39-4381cf376b2b",
"Value": "Improved Vital Strike"
},
{
"Key": "d81d0356-961d-4e4f-b4a2-886dc5e154af",
"Value": "You make a single attack that deals significantly more damage than
normal.\nBenefit: As a standard action, you can make one attack at your highest
base attack bonus that deals additional damage. Roll the weapon's damage dice for
the attack twice and add the results together before adding bonuses from Strength,
weapon abilities (such as flaming), precision-based damage, and other damage
bonuses. These extra weapon damage dice are not multiplied on a critical hit, but
are added to the total."
},
{
"Key": "cb4287f5-b749-4971-beb3-54c74d02c73e",
"Value": "Vital Strike"
},
{
"Key": "5fe038e0-45e7-42c5-8a42-ac4fbf042239",
"Value": "With a light weapon, elven curve blade, estoc, rapier, or spiked
chain made for a creature of your size category, you may use your Dexterity
modifier instead of your Strength modifier on attack rolls. If you carry a shield,
its armor check penalty applies to your attack rolls."
},
{
"Key": "44ece52a-b082-4600-8eb5-58f3d444b5a7",
"Value": "Weapon Finesse"
},
{
"Key": "016b59e1-8c65-4d31-8c77-662eaaf480bf",
"Value": "You gain a pair of wings that grant a +3 dodge bonus to AC against
melee attacks and an immunity to ground based effects, such as difficult terrain."
},
{
"Key": "94969211-1189-44ee-bc0c-dac7ef8b4d05",
"Value": "Wings"
},
{
"Key": "aab3ebd4-9c62-41b6-afa3-9892a846460b",
"Value": "Your skill with your favored weapon can frighten enemies.\nBenefit:
While wielding the weapon in which you have Weapon Focus, you can perform a
bewildering show of prowess as a full-round action. Make a Persuasion (intimidate)
check to demoralize all foes within 30 feet who can see your display."
},
{
"Key": "096f7b11-6320-4645-b36d-bdf4d47c50ab",
"Value": "Dazzling Display"
},
{
"Key": "d7d984b8-9286-4e8c-8835-e2559bf09f78",
"Value": "Your skill with your favored weapon can frighten enemies.\nBenefit:
While wielding the weapon in which you have Weapon Focus, you can perform a
bewildering show of prowess as a full-round action. Make a Persuasion (intimidate)
check to demoralize all foes within 30 feet who can see your display."
},
{
"Key": "860c99de-dcd7-4e18-903c-86d7d2530684",
"Value": "Dazzling Display"
},
{
"Key": "8d23d481-21d2-47d6-9187-28717c213cab",
"Value": "Spending a swift action each round, you can imbue your weapons with
a fraction of your power. For 1 round, your weapons deal +1 damage and are treated
as magic for the purpose of overcoming damage reduction. For every five caster
levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level."
},
{
"Key": "a1d5a5e0-ef9c-4cb9-b9ee-ef043afcb7b4",
"Value": "Arcane Strike"
},
{
"Key": "1131d8d2-9e5a-4f4b-975b-4a6842d04570",
"Value": "The AC bonus granted by any banded mail that you equip increases by
1."
},
{
"Key": "10aad05d-6589-4d38-8bf1-13544acb977b",
"Value": "Armor Focus (Banded Mail)"
},
{
"Key": "3b8db52b-2b01-4368-8241-f4f3408e9036",
"Value": "The AC bonus granted by any breastplate that you equip increases by
1."
},
{
"Key": "ee3513f9-dbdf-49ce-bf39-809e33763bf0",
"Value": "Armor Focus (Breastplate)"
},
{
"Key": "c604ec7b-4ef9-456e-8b18-18610e1345d6",
"Value": "The AC bonus granted by any chainmail that you equip increases by
1."
},
{
"Key": "f8d0a853-2bc8-4971-aa51-75c7e826045d",
"Value": "Armor Focus (Chainmail)"
},
{
"Key": "f74b5853-9584-419c-834d-c2639994ae55",
"Value": "The AC bonus granted by any chain shirt that you equip increases by
1."
},
{
"Key": "67c647aa-1d20-45d8-9726-ef1b27704839",
"Value": "Armor Focus (Chain Shirt)"
},
{
"Key": "ef3206b0-0976-447e-8efd-df983f2e006d",
"Value": "The AC bonus granted by any full plate that you equip increases by
1."
},
{
"Key": "2173e847-1bf8-4a58-ba0c-137bbfa2b16b",
"Value": "Armor Focus (Full Plate)"
},
{
"Key": "ebd54d4b-65f1-499d-ad07-ae4e75ddc73a",
"Value": "The AC bonus granted by any half-plate that you equip increases by
1."
},
{
"Key": "7a70bc70-dd8e-4d72-aadd-a6d0ac8b98fa",
"Value": "Armor Focus (Half-Plate)"
},
{
"Key": "1b1eef3e-5f1b-403b-82d2-72e55c99c3be",
"Value": "The AC bonus granted by any heavy armor that you equip increases by
1."
},
{
"Key": "4bece008-7bc8-4664-a62b-d22180c6f56b",
"Value": "Heavy Armor Focus"
},
{
"Key": "e96e16bd-6059-44cd-9e18-dc17f94130af",
"Value": "The AC bonus granted by any hide armor that you equip increases by
1."
},
{
"Key": "f66a5e7e-f0a7-473b-bf7f-715bdd75f942",
"Value": "Armor Focus (Hide Armor)"
},
{
"Key": "552d796f-9fe2-4786-adc2-6bf5a0b7d880",
"Value": "The AC bonus granted by any leather armor that you equip increases
by 1."
},
{
"Key": "285b6b69-364f-4dd2-897e-da3cb1d2eeb9",
"Value": "Armor Focus (Leather Armor)"
},
{
"Key": "af0e3a4d-d311-48fd-b7a6-47439fb7afcf",
"Value": "The AC bonus granted by any light armor that you equip increases by
1."
},
{
"Key": "fb12e2d2-78ca-413b-a481-50d8bd06f489",
"Value": "Light Armor Focus"
},
{
"Key": "caa23bf7-a98a-44d7-9714-62b6ef6e4b89",
"Value": "The AC bonus granted by any medium armor that you equip increases
by 1."
},
{
"Key": "8d802ecb-da1d-45b1-a8e1-7cecce1b35bc",
"Value": "Medium Armor Focus"
},
{
"Key": "fafebb1e-de72-4003-b4b7-6a9cfb1937e6",
"Value": "The AC bonus granted by any padded armor that you equip increases
by 1."
},
{
"Key": "4158b97e-1665-4339-94c8-75a59a01e99e",
"Value": "Armor Focus (Padded Armor)"
},
{
"Key": "c30aa6ae-26ba-4815-8762-0dc9b80d5a4a",
"Value": "The AC bonus granted by any scale mail that you equip increases by
1."
},
{
"Key": "e4add422-661d-40de-b7bf-7bdce4f40153",
"Value": "Armor Focus (Scale Mail)"
},
{
"Key": "dfdaf9f9-414a-4064-9e56-5de83054502a",
"Value": "Your familiarity with a specific type of armor increases the amount
of protection you receive from it.\nBenefit(s): Select one type of armor. The AC
bonus granted by the selected armor increases by 1."
},
{
"Key": "334bb55e-7ee7-4e66-a423-0255783b6b4c",
"Value": "Armor Focus"
},
{
"Key": "130ae03e-845c-48f2-884c-477301995b5f",
"Value": "The AC bonus granted by any studded leather that you equip
increases by 1."
},
{
"Key": "d97e4324-6363-47cf-9d47-bd2e22b84815",
"Value": "Armor Focus (Studded Leather)"
},
{
"Key": "00f5b289-6a17-4b31-8abe-7f3935c135d9",
"Value": "Augment Summoning"
},
{
"Key": "ba203b1d-a8e2-45da-a136-8511eaab7d1c",
"Value": "Augment Summoning"
},
{
"Key": "9d9bd273-6c51-4142-91f3-e520bede8483",
"Value": "Each creature you conjure with any summon spell gains a +4
enhancement bonus to Strength and Constitution for the duration of the spell that
summoned it."
},
{
"Key": "cc25f63e-83e1-4ce7-81a3-6b92d9b5196e",
"Value": "Each time you cast a summoning spell that conjures more than one
creature, add one to the total number of creatures summoned."
},
{
"Key": "d5ac0ef2-8277-4df1-9965-ba09b62b167a",
"Value": "Superior Summoning"
},
{
"Key": "740f741c-c371-4fcc-b046-a3bc6691919f",
"Value": "Cleave"
},
{
"Key": "aa6f4447-1b1e-4962-abb2-8c0452cac124",
"Value": "As a standard action, you can make a single attack at your full
base attack bonus against a foe within reach. If you hit, you deal damage normally
and can make an additional attack[LONGSTART] (using your full base attack bonus)
against a foe that is adjacent to the first and also within reach. You can only
make one additional attack per round with this feat unless you also have the Great
Cleave feat[LONGEND]. When you use this feat, you take a �2 penalty to your Armor
Class until your next turn."
},
{
"Key": "ec8c51e8-eccb-4716-b54a-4ed6e2aff7c5",
"Value": "As a standard action, you can make a single attack at your full
base attack bonus against a foe within reach. If you hit, you deal damage normally
and can make an additional attack (using your full base attack bonus) against a foe
that is adjacent to the first and also within reach. You can only make one
additional attack per round with this feat. When you use this feat, you take a �2
penalty to your Armor Class until your next turn."
},
{
"Key": "bab6ca61-705a-4a49-a00b-0f5e94e63e39",
"Value": "Cleave"
},
{
"Key": "32b17d2a-a716-48d1-ab65-28e26b37e0ec",
"Value": "When you use Cleave, you take a �2 penalty to your Armor Class
until your next turn."
},
{
"Key": "d5a6da77-4e68-4fbf-8820-9437b99bb129",
"Value": "Cleave (AC Penalty)"
},
{
"Key": "2e77f13e-12b9-4e2c-b0d7-e7e8ac8a02f4",
"Value": "If you make a melee attack, and your target drops to 0 or fewer hit
points as a result of your attack, you can make another melee attack using your
highest base attack bonus against another opponent within reach. You can make only
one extra attack per round with this feat."
},
{
"Key": "1c90e029-7263-4873-8414-06efbf521432",
"Value": "Cleaving Finish"
},
{
"Key": "9d0bfff5-2403-4719-9132-d9664320a07a",
"Value": "As a standard action, you can make a single attack at your full
base attack bonus against a foe within reach. If you hit, you deal damage normally
and can make an additional attack (using your full base attack bonus) against a foe
that is adjacent to the previous foe and also within reach. If you hit, you can
continue to make attacks against foes adjacent to the previous foe, so long as they
are within your reach. You cannot attack an individual foe more than once during
this attack action. When you use this feat, you take a �2 penalty to your Armor
Class until your next turn."
},
{
"Key": "c32cffdc-be53-4a06-a928-89e1752fbf72",
"Value": "Great Cleave"
},
{
"Key": "eb06dbd9-1bc0-48e2-871f-246ffb5c751c",
"Value": "You can use Cleaving Finish any number of times per round."
},
{
"Key": "3e38a88d-c758-43fc-8a15-1f5d2ffc89fd",
"Value": "Improved Cleaving Finish"
},
{
"Key": "c1cc91e2-7c0a-4a86-8b24-79cb6225df16",
"Value": "Combat Expertise"
},
{
"Key": "bef773f2-b11b-47e5-88f9-8699472bf641",
"Value": "You can choose to take a �1 penalty on melee attack rolls and
combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base
attack bonus reaches +4, and every +4 thereafter, the penalty increases by �1 and
the dodge bonus increases by +1. You can only choose to use this feat when you
declare that you are making an attack or a full attack with a melee weapon. The
effects of this feat last until your next turn."
},
{
"Key": "3881e7b9-27ca-4b53-8095-aa0faff2d94e",
"Value": "Combat Expertise"
},
{
"Key": "ea8be766-d944-4349-b51f-dca0558f8e58",
"Value": "You can choose to take a �2 penalty on melee attack rolls and
combat maneuver checks to gain a +2 dodge bonus to your Armor Class."
},
{
"Key": "fb05af95-62fa-40c1-8659-3d2107bcb8b9",
"Value": "Combat Expertise"
},
{
"Key": "a4d860e3-fa6f-4b9b-9351-23e5fbae3069",
"Value": "Crane Style Base Effect"
},
{
"Key": "9f1ff178-2e85-4feb-8cb9-7d8731e66fc8",
"Value": "Crane Style"
},
{
"Key": "469ad44c-f0fc-47ca-8464-6abd2a25c8c6",
"Value": "You take only a �2 penalty on attack rolls for fighting
defensively. While using this style and fighting defensively, you gain an
additional +1 dodge bonus to your Armor Class."
},
{
"Key": "2ef61b6c-b848-4ab8-819a-0a4b57d6c4b0",
"Value": "Crane Style"
},
{
"Key": "795846e1-9965-4e1e-b31b-fee1317c94ee",
"Value": "Crane Riposte"
},
{
"Key": "14b5c109-1b62-4450-aa0a-4d5422e6e80d",
"Value": "You take only a �1 penalty on attack rolls for fighting
defensively.\nWhenever you lose the dodge bonus from Crane Wing because an attack
missed you by 4 or less, the enemy provokes an attack of opportunity."
},
{
"Key": "0ccdf5e8-f875-45db-81e3-3865a93c6c60",
"Value": "Crane Riposte"
},
{
"Key": "b2cf0ce0-abf4-4dd2-b32c-f032bb1fefda",
"Value": "You take only a �2 penalty on attack rolls for fighting
defensively. While using this style and fighting defensively or using the total
defense action, you gain an additional +1 dodge bonus to your Armor Class."
},
{
"Key": "08bc2d1e-6789-471a-b255-8eb6179e6573",
"Value": "Crane Style"
},
{
"Key": "8416920c-1679-4c58-b7a3-463509e8142a",
"Value": "Crane Wing"
},
{
"Key": "e8fde603-047a-43e7-874f-d88d1714d30d",
"Value": "When fighting defensively with at least one hand free, you gain a
+4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or
less, you lose this dodge bonus until the beginning of your next turn."
},
{
"Key": "c60420cb-24c5-4ad0-a481-3164ff49842b",
"Value": "Crane Wing"
},
{
"Key": "a4bd15af-c962-4715-9d05-698c128b42de",
"Value": "Whenever you score a critical hit, your opponent is permanently
blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC
of this Fortitude save is equal to 10 + your base attack bonus. This feat has no
effect on creatures that do not rely on eyes for sight or creatures with more than
two eyes. Blindness can be cured by heal, regenerate, remove blindness, or similar
abilities.\nSpecial: You can only apply the effects of one critical feat to a given
critical hit unless you possess Critical Mastery."
},
{
"Key": "98461848-50d2-4a81-b7af-19a66a2ab76c",
"Value": "Blinding Critical"
},
{
"Key": "db1fb695-9043-4d83-afe8-b403b13572fd",
"Value": "Whenever you score a critical hit, your opponent is permanently
blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC
of this Fortitude save is equal to 10 + your base attack bonus. This feat has no
effect on creatures that do not rely on eyes for sight or creatures with more than
two eyes. Blindness can be cured by heal, regenerate, remove blindness, or similar
abilities.\nSpecial: You can only apply the effects of one critical feat to a given
critical hit unless you possess Critical Mastery."
},
{
"Key": "fbdacc3f-1bfb-49cb-8ab5-d17c9273da47",
"Value": "Blinding Critical"
},
{
"Key": "f2e82113-5579-4383-b9b9-a9539501d2ba",
"Value": "Whenever you score a critical hit, your opponent is permanently
blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC
of this Fortitude save is equal to 10 + your base attack bonus. This feat has no
effect on creatures that do not rely on eyes for sight or creatures with more than
two eyes. Blindness can be cured by heal, regenerate, remove blindness, or similar
abilities.\nSpecial: You can only apply the effects of one critical feat to a given
critical hit unless you possess Critical Mastery."
},
{
"Key": "6f69a134-b366-4c4c-a282-72b91a863a2d",
"Value": "Blinding Critical"
},
{
"Key": "fc71d22c-7393-4bb3-8034-f99692ca1210",
"Value": "When you score a critical hit, you can apply the effects of two
critical feats in addition to the damage dealt.\nNormal: You can only apply the
effects of one critical feat to a given critical hit in addition to the damage
dealt."
},
{
"Key": "3dc94d94-efd8-45c6-abce-18638a061326",
"Value": "Critical Mastery"
},
{
"Key": "96d5c046-fed8-4e43-8a33-152a3a50faf3",
"Value": "When you score a critical hit on a foe, your target immediately
becomes exhausted. This feat has no effect on exhausted creatures.\nSpecial: You
can only apply the effects of one critical feat to a given critical hit unless you
possess the Critical Mastery feat."
},
{
"Key": "2ee3ca15-8db1-40e2-83d6-ad80df200c8a",
"Value": "Exhausting Critical"
},
{
"Key": "902d0bc1-667d-43ee-8864-4f533e71c5b7",
"Value": "When you score a critical hit on a foe, your target immediately
becomes exhausted. This feat has no effect on exhausted creatures.\nSpecial: You
can only apply the effects of one critical feat to a given critical hit unless you
possess the Critical Mastery feat."
},
{
"Key": "227d8bfc-e873-4962-9176-a994983ae128",
"Value": "Exhausting Critical"
},
{
"Key": "435d3e85-eb60-43ea-b312-539661281932",
"Value": "When you score a critical hit on a foe, your target immediately
becomes exhausted. This feat has no effect on exhausted creatures.\nSpecial: You
can only apply the effects of one critical feat to a given critical hit unless you
possess the Critical Mastery feat."
},
{
"Key": "011fe8f4-3c77-4cc1-8628-5df8a36da4da",
"Value": "Exhausting Critical"
},
{
"Key": "85a4e216-6c84-42b1-8a0c-e98f4385dd1c",
"Value": "Whenever you score a critical hit, your opponent becomes sickened
for 1 minute. The effects of this feat do not stack. Additional hits instead add to
the effect's duration.\nSpecial: You can only apply the effects of one critical
feat to a given critical hit unless you possess Critical Mastery."
},
{
"Key": "dd3cce30-8ddb-420e-9af5-c8caedfe48b3",
"Value": "Sickening Critical"
},
{
"Key": "151e21a1-dbf8-4276-8406-cd382c597bf8",
"Value": "Whenever you score a critical hit, your opponent becomes sickened
for 1 minute. The effects of this feat do not stack. Additional hits instead add to
the effect's duration.\nSpecial: You can only apply the effects of one critical
feat to a given critical hit unless you possess Critical Mastery."
},
{
"Key": "996db01a-3154-41b3-b9b5-8d8e616d6e45",
"Value": "Sickening Critical"
},
{
"Key": "f0580f06-3239-40f5-b889-c307ed97566c",
"Value": "Whenever you score a critical hit, your opponent becomes sickened
for 1 minute. The effects of this feat do not stack. Additional hits instead add to
the effect's duration.\nSpecial: You can only apply the effects of one critical
feat to a given critical hit unless you possess Critical Mastery."
},
{
"Key": "cde795ed-1294-4c80-a40e-675a72d3dc0f",
"Value": "Sickening Critical"
},
{
"Key": "21dfe307-f8cc-45e1-bbbb-d908162454a9",
"Value": "Whenever you score a critical hit, your opponent becomes staggered
for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The
DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of
this feat do not stack. Additional hits instead add to the duration.\nSpecial: You
can only apply the effects of one critical feat to a given critical hit unless you
possess Critical Mastery."
},
{
"Key": "2f693b66-8591-4168-a77a-f81d929838f8",
"Value": "Staggering Critical"
},
{
"Key": "0bc3c712-d427-4c57-b770-ee5b40e1f97d",
"Value": "Whenever you score a critical hit, your opponent becomes staggered
for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The
DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of
this feat do not stack. Additional hits instead add to the duration.\nSpecial: You
can only apply the effects of one critical feat to a given critical hit unless you
possess Critical Mastery."
},
{
"Key": "f87356ed-74a0-4b02-b860-5b623264f34c",
"Value": "Staggering Critical"
},
{
"Key": "dbfeb387-d032-4f47-ac25-1df927cd0fec",
"Value": "Whenever you score a critical hit, your opponent becomes staggered
for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The
DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of
this feat do not stack. Additional hits instead add to the duration.\nSpecial: You
can only apply the effects of one critical feat to a given critical hit unless you
possess Critical Mastery."
},
{
"Key": "d3f5f522-7ebf-4bfc-be1c-f36070df4a9e",
"Value": "Staggering Critical"
},
{
"Key": "7575e955-aa11-43a7-8a54-7600816554de",
"Value": "Whenever you score a critical hit, your opponent becomes fatigued.
This feat has no additional effect on a fatigued or exhausted creature.\nSpecial:
You can only apply the effects of one critical feat to a given critical hit unless
you possess Critical Mastery."
},
{
"Key": "1532add8-1dbb-40bf-95a8-f86c0fa8e600",
"Value": "Tiring Critical"
},
{
"Key": "21bd9877-ab4f-48af-8bbd-f0d5e3f1c846",
"Value": "Whenever you score a critical hit, your opponent becomes fatigued.
This feat has no additional effect on a fatigued or exhausted creature.\nSpecial:
You can only apply the effects of one critical feat to a given critical hit unless
you possess Critical Mastery."
},
{
"Key": "f3a2a14b-a5ec-4c44-be5f-7e78648a33f3",
"Value": "Tiring Critical"
},
{
"Key": "daf4df3a-a90d-46a3-bd2b-5d6b826b3539",
"Value": "Whenever you score a critical hit, your opponent becomes fatigued.
This feat has no additional effect on a fatigued or exhausted creature.\nSpecial:
You can only apply the effects of one critical feat to a given critical hit unless
you possess Critical Mastery."
},
{
"Key": "9cc63fed-14fb-4dcb-9c23-97d20f0e5a2c",
"Value": "Tiring Critical"
},
{
"Key": "532692ed-6b36-4e85-b002-ddfea7f2e984",
"Value": "You can choose to take a �1 penalty on all ranged attack rolls to
gain a +2 bonus on all ranged damage rolls.\nWhen your base attack bonus reaches
+4, and every +4 thereafter, the penalty increases by �1 and the bonus to damage
increases by +2. You must choose to use this feat before making an attack roll and
its effects last until your next turn. The bonus damage does not apply to touch
attacks or effects that do not deal hit point damage."
},
{
"Key": "e332d80b-b71f-452b-bbc9-9d4c8b9a8417",
"Value": "Deadly Aim"
},
{
"Key": "7eb07838-fac8-485b-908d-9dcbc900264b",
"Value": "You attack with the strength of a dragon, your telling blows
striking fear into your enemies.\nWhile using Dragon Style, increase your Strength
bonus on unarmed strike damage rolls by an additional one-half your Strength bonus,
to a total of double your Strength bonus on the first attack and 1.5 times your
Strength bonus on the other attacks.\nWhen you score a critical hit or a successful
Stunning Fist attempt against an opponent while using this style, that opponent is
also shaken for a number of rounds equal to 1d4 + your Strength bonus."
},
{
"Key": "0b93fc8a-2e6c-4e6c-8a8c-513afdf9490c",
"Value": "Dragon Ferocity"
},
{
"Key": "34aaf1d5-3bff-4ac8-8ff0-5e4326803808",
"Value": "The spirit of the dragon wells up inside you and bursts forth in a
mighty roar.\nYou gain one additional Stunning Fist attempt per day. While using
Dragon Style, as a standard action you can expend two Stunning Fist attempts to
unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your
unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC
10 + 1/2 your character level + your Wis modifier) prevents a target from being
shaken."
},
{
"Key": "b33ce6c9-5879-46d8-9fb5-c2b034c4d520",
"Value": "Dragon Roar"
},
{
"Key": "bc4afc53-69dd-4b82-b6da-c044a96a5941",
"Value": "You call upon the spirit of dragonkind, gaining greater resilience,
mobility, and fierceness from the blessing of these great beings.\nWhile using this
style, you gain a +2 bonus on saving throws against sleep effects, paralysis
effects, and stunning effects. Further, you can add 1.5 times your Strength bonus
on the damage roll for your first unarmed strike on a given round."
},
{
"Key": "caa5ebf6-cab6-481c-827f-29ffbab1e2b3",
"Value": "Dragon Style"
},
{
"Key": "631df333-d72a-415d-b42e-e39bfbef70c9",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
that deal acid damage. This bonus stacks with the bonus from Elemental Focus."
},
{
"Key": "99d7d334-4896-4939-bef3-226bec9a34dc",
"Value": "Greater Elemental Focus � Acid"
},
{
"Key": "613b997a-73e4-404d-96fb-e19576a43d65",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
that deal cold damage. This bonus stacks with the bonus from Elemental Focus."
},
{
"Key": "e991f243-198f-4a1e-8e4e-7fd4c8ee1cdd",
"Value": "Greater Elemental Focus � Cold"
},
{
"Key": "8437278d-6fd1-43ab-8ec1-f6d24772ec3f",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
that deal electricity damage. This bonus stacks with the bonus from Elemental
Focus."
},
{
"Key": "d84b8c46-f88f-47e9-9bd8-85b3f726aee7",
"Value": "Greater Elemental Focus � Electricity"
},
{
"Key": "87182698-5f9e-424f-995c-ad6f0601dbbd",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
that deal fire damage. This bonus stacks with the bonus from Elemental Focus."
},
{
"Key": "5b9dacec-bd99-4e8c-b413-a2b6c5de51bd",
"Value": "Greater Elemental Focus � Fire"
},
{
"Key": "894db485-7ce9-4293-a3ea-65ffcb6cd90b",
"Value": "Choose an energy type to which you have already applied the
Elemental Focus feat. Any spells you cast of this energy type are very hard to
resist.\nPrerequisite: Elemental Focus.\nBenefit: Add +1 to the Difficulty Class
for all saving throws against spells that deal damage of the energy type you
select. This bonus stacks with the bonus from Elemental Focus."
},
{
"Key": "58f16642-27e6-4394-981a-585c858022bc",
"Value": "Greater Elemental Focus"
},
{
"Key": "8a5f12f7-17bd-4738-9e7d-bacd4fbbd1fb",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Abjuration school of magic. This bonus stacks with the bonus from Spell
Focus."
},
{
"Key": "d3598cc7-f095-4185-9efe-36f5137f5e5a",
"Value": "Greater Spell Focus � Abjuration"
},
{
"Key": "021a5e69-0072-4d4f-8813-df5e30ea327c",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Conjuration school of magic. This bonus stacks with the bonus from Spell
Focus."
},
{
"Key": "09ac3786-156a-4f87-955d-e84b92f1375f",
"Value": "Greater Spell Focus � Conjuration"
},
{
"Key": "f9dd5115-e5f5-4e3f-8a19-ff5cb818e7e9",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Divination school of magic. This bonus stacks with the bonus from Spell
Focus."
},
{
"Key": "824b92cb-1701-4120-945e-a3e89aec65c0",
"Value": "Greater Spell Focus � Divination"
},
{
"Key": "5d2ab317-de15-47d8-8f36-7acaaee56d2d",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Enchantment school of magic. This bonus stacks with the bonus from Spell
Focus."
},
{
"Key": "6c9ff54f-eb3c-410c-9a76-07d1edb08cb2",
"Value": "Greater Spell Focus � Enchantment"
},
{
"Key": "15be27a0-9a0c-4d73-a406-d47488df9518",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Evocation school of magic. This bonus stacks with the bonus from Spell
Focus."
},
{
"Key": "05cf25ac-e562-4097-902d-37ade939fc83",
"Value": "Greater Spell Focus � Evocation"
},
{
"Key": "611fee03-ea1d-4a52-9f4b-b5b23441ed1f",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Illusion school of magic. This bonus stacks with the bonus from Spell
Focus."
},
{
"Key": "597142fd-5058-4bbf-a4bc-682fc79b1b4e",
"Value": "Greater Spell Focus � Illusion"
},
{
"Key": "7c5cacfd-cb1e-496d-99fc-aa33968fe6f2",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Necromancy school of magic. This bonus stacks with the bonus from Spell
Focus."
},
{
"Key": "3073ac79-3862-4bcc-a540-d082c3e04fea",
"Value": "Greater Spell Focus � Necromancy"
},
{
"Key": "55db2cd0-1dc1-446e-bc22-62aacc1d37f6",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Transmutation school of magic. This bonus stacks with the bonus from Spell
Focus."
},
{
"Key": "c2384cc6-6a99-4b7f-b635-9338d3575b67",
"Value": "Greater Spell Focus � Transmutation"
},
{
"Key": "bf36de68-f780-4ff9-a2ba-84a448b49b4d",
"Value": "Choose a school of magic to which you have already applied the
Spell Focus feat. Any spells you cast of this school are very hard to
resist.\nBenefit: Add +1 to the Difficulty Class for all saving throws against
spells from the school of magic you select. This bonus stacks with the bonus from
Spell Focus.\nSpecial: You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new school to which you already
have applied the Spell Focus feat."
},
{
"Key": "5589d3fb-c653-4b02-bb07-523de6dd8843",
"Value": "Greater Spell Focus"
},
{
"Key": "caae59c4-9410-4cc6-98e0-65954c4df834",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "9053eb76-815c-4aba-a103-0624bc00584f",
"Value": "Improved Critical (Large Bastard Sword)"
},
{
"Key": "228f8c47-84c9-4976-a1a1-0e64ebb51d07",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "9d12c820-2fb4-467f-8142-dd644e22ebfb",
"Value": "Improved Critical (Bastard Sword)"
},
{
"Key": "0277ebfa-c93f-4a7b-a888-19eaf6fabf31",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "d5c13f0e-995d-44ed-8b30-966e7205c983",
"Value": "Improved Critical (Bite)"
},
{
"Key": "5aba4662-b469-48a4-a688-cdbee52015fa",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "11674eff-2893-4cbd-95fc-532227e2e14d",
"Value": "Improved Critical (Bomb)"
},
{
"Key": "efd79dd1-fe87-4c1d-9066-ae4bc36a9c19",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "7ee5cb81-5a62-46c2-8f69-c20fbf82a648",
"Value": "Improved Critical (Claw)"
},
{
"Key": "a7785ea5-8f3a-45a2-bef6-f504e746971b",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "f98a39a9-587a-438d-8a0d-d6eec0b09131",
"Value": "Improved Critical (Club)"
},
{
"Key": "983dc27e-43bc-404d-bb90-ad4c6b554fe7",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "8ae465bd-d2ec-4e71-931f-83c6521aee5c",
"Value": "Improved Critical (Dagger)"
},
{
"Key": "c0d45a6d-0f29-449a-aaa0-8668f104d209",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "5d368f02-fe81-4ce7-bd8f-a68232420172",
"Value": "Improved Critical (Falchion)"
},
{
"Key": "d00f2898-2b02-4f6a-8236-8d9cd1a904f3",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "0ac8e3fe-b154-4883-999d-c4334b0eb14b",
"Value": "Improved Critical (Gore)"
},
{
"Key": "f170e50e-a584-4559-8bd2-503b944c152a",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "227ba79e-da23-4dc2-9566-6d3a4158968a",
"Value": "Improved Critical (Greataxe)"
},
{
"Key": "b17aa606-6219-4053-86b4-6295c1fc6910",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "4d9e9f3d-7ddd-4a28-9313-3821f7acd41c",
"Value": "Improved Critical (Greatclub)"
},
{
"Key": "5042a40c-4015-4ed6-ac08-0a6f228b86dc",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "468db5ec-d056-48e9-b241-d46ef23f0836",
"Value": "Improved Critical (Greatsword)"
},
{
"Key": "6796d8ad-81b8-40bf-9bb7-2f3e49e5a83d",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "579202a5-2f97-4627-a054-6fc783c99b97",
"Value": "Improved Critical (Heavy Crossbow)"
},
{
"Key": "89001a58-e955-40c3-85d4-21b33b4e2b98",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "573d9839-a2f5-4930-bf00-fe69b46c6cac",
"Value": "Improved Critical (Heavy Mace)"
},
{
"Key": "00cd71b5-3363-449e-b511-43a3d0f99391",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "72edccda-910b-4d1c-bb68-a7476b22759c",
"Value": "Improved Critical (Incorporeal Touch)"
},
{
"Key": "16ade955-8c6e-4b51-8c9f-67993feb9d32",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "02f47f59-83c5-43f6-8284-33b89a0258c9",
"Value": "Improved Critical (Kukri)"
},
{
"Key": "93616ac2-f033-42ce-b7aa-56cd0dff0a1c",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "ca41e2ab-47ed-47d6-8f80-dbf2a82ff1c7",
"Value": "Improved Critical (Light Crossbow)"
},
{
"Key": "875796f3-98d1-4427-ba2b-4bffd6541568",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "08624432-9260-4119-9446-7a57c00533d6",
"Value": "Improved Critical (Light Shield)"
},
{
"Key": "e16a8994-ffec-4646-89e7-deded602785c",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "a8142840-a4d7-4f40-89c5-2b9b31527ecb",
"Value": "Improved Critical (Longbow)"
},
{
"Key": "1c7d2f55-d6e6-43f6-84ca-af2b032207ae",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "51fe0ccc-f592-4b8a-8413-05f803dcd330",
"Value": "Improved Critical (Longsword)"
},
{
"Key": "f8916dae-9b02-4c96-9e9d-d8a54a25e031",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "804a8a34-39e9-401b-8ced-6f5bea7ed36c",
"Value": "Improved Critical (Rapier)"
},
{
"Key": "bb1f0f27-8f11-490a-a162-893fbb16ed24",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "76666564-9073-4a9b-8225-a8bc47e63cf0",
"Value": "Improved Critical (Ray)"
},
{
"Key": "8c5354fa-2374-4b2e-ba0a-a0297558e8d8",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "4450300c-360c-4e59-b26d-bd41047fd78f",
"Value": "Improved Critical (Scimitar)"
},
{
"Key": "afc343af-5fcc-45aa-9961-fbb65d50eed5",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "1c87516f-7a3d-4f13-8923-97772f90abbd",
"Value": "Improved Critical (Scythe)"
},
{
"Key": "10fcc571-da58-4235-9e3e-f1dc82fb367a",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "26c6e830-4e5e-4711-acc7-382e4bcedaf6",
"Value": "Improved Critical (Shortbow)"
},
{
"Key": "b3bcc683-b96a-4dbf-8cc7-b54696774fd9",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "d4f6f858-71e8-492a-ac56-b44d3196950b",
"Value": "Improved Critical (Short Sword)"
},
{
"Key": "6da6336d-a64f-4136-9b2c-9be3f30f228d",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "2d50053f-bcd4-49ec-bed9-9a8f075fe554",
"Value": "Improved Critical (Slam)"
},
{
"Key": "5ec6f12a-bc09-4056-8c02-b80746346d2d",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "88cb9baf-9a3f-4495-96c0-0f039017673e",
"Value": "Improved Critical (Spear)"
},
{
"Key": "4f16b520-aa27-442b-94c2-bd39b394bbb9",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "6c0839c3-d32c-49fc-8ac8-34ca5fa50ac8",
"Value": "Improved Critical (Sting)"
},
{
"Key": "29954277-8052-4e53-9c45-bcf189b436c6",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "5cc631cc-9659-46ad-b69e-d7e6a8eb7515",
"Value": "Improved Critical (Tail)"
},
{
"Key": "cbeaaf97-1006-4060-86aa-5d2f71c65d51",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "a7b92369-69a3-472e-bfb3-32670b337dc4",
"Value": "Improved Critical (Talon)"
},
{
"Key": "ad4cec17-0b97-4745-85b6-694e84f618e6",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "cad454a6-e8c6-4386-85f6-1a541e20234f",
"Value": "Improved Critical (Tentacle)"
},
{
"Key": "ae345403-7cc7-4468-a27d-ab94e8f0cacc",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "da4576d5-86f8-4843-adcd-d9ed42901061",
"Value": "Improved Critical (Touch)"
},
{
"Key": "929d88e9-a270-4529-b3b4-2e19b7361596",
"Value": "When using the weapon you selected, your threat range is doubled."
},
{
"Key": "15edcb59-f726-4b39-94c9-57babc550f63",
"Value": "Improved Critical (Unarmed)"
},
{
"Key": "586fe16a-8a5c-4e26-ad35-af2450073e2c",
"Value": "Choose one type of weapon. When using the weapon you selected, your
threat range is doubled.\nSpecial: You can gain Improved Critical multiple times.
The effects do not stack. Each time you take the feat, it applies to a new type of
weapon.\nThis effect doesn't stack with any other effect that expands the threat
range of a weapon."
},
{
"Key": "0af7f0ec-8b8a-4b6a-b76d-25b6bf5f70d2",
"Value": "Improved Critical"
},
{
"Key": "568e6cbb-3ef4-4e14-bb26-1c2d04cd3d37",
"Value": "Lunge"
},
{
"Key": "fefc27e5-1a4b-4f42-bb7d-40661ab65b30",
"Value": "You can increase the reach of your melee attacks by 5 feet until
the end of your turn by taking a �2 penalty to your AC until your next turn. You
must decide to use this ability before any attacks are made."
},
{
"Key": "7aa18084-4aa2-483a-9d8c-fd3b79147cf2",
"Value": "Lunge"
},
{
"Key": "78a70f7b-09b2-465c-8e18-4568ebe6fabf",
"Value": "You can increase the reach of your melee attacks by 5 feet until
the end of your turn by taking a �2 penalty to your AC until your next turn. You
must decide to use this ability before any attacks are made."
},
{
"Key": "96850013-f224-40b8-8496-0faf0a0e452a",
"Value": "Lunge"
},
{
"Key": "f0d27ea3-1dc1-4896-9f71-04ce5b3dbb4c",
"Value": "You receive a +2 bonus on checks made to bull rush a foe. This
bonus stacks with the bonus granted by Bull Rush. Whenever you bull rush an
opponent, his movement provokes attacks of opportunity from you and all of your
allies."
},
{
"Key": "03164158-e26a-46fa-8869-90cc05e5b2ed",
"Value": "Greater Bull Rush"
},
{
"Key": "0f9dde7c-42a4-4779-ae83-ac3ff7979f0f",
"Value": "A bull rush attempts to push an opponent straight back without
doing any harm. If your combat maneuver is successful, your target is pushed back 5
feet. For every 5 by which your attack exceeds your opponent's CMD, you can push
the target back an additional 5 feet.\nAn enemy being moved by a bull rush does not
provoke an attack of opportunity because of the movement unless you possess the
Greater Bull Rush feat. You cannot bull rush a creature into a square that is
occupied by a solid object or obstacle."
},
{
"Key": "be940667-072a-4835-8122-8f32a8337e27",
"Value": "Bull Rush"
},
{
"Key": "d8ca5ba2-7c38-49ad-afc7-26899432c9aa",
"Value": "This feat gives the character an ability to perform the bull rush
combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver,
and a +2 bonus to CMD when defending against it.\nA bull rush attempts to push an
opponent straight back without doing any harm. If your combat maneuver is
successful, your target is pushed back 5 feet. For every 5 by which your attack
exceeds your opponent's CMD you can push the target back an additional 5 feet.\nAn
enemy being moved by a bull rush does not provoke an attack of opportunity because
of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush
a creature into a square that is occupied by a solid object or obstacle."
},
{
"Key": "0986ab45-3f84-4540-8b5e-ad6e6ab04942",
"Value": "You can attempt to hinder a foe in melee as a standard action. If
your attack is successful, the target is blinded.\nThis condition lasts for 1
round. For every 5 by which your attack exceeds your opponent's CMD, the penalty
lasts 1 additional round."
},
{
"Key": "5d23f3f4-77e8-480f-b53f-292ab2aa0238",
"Value": "Dirty Trick � Blinded"
},
{
"Key": "66cdeddf-e956-4d8c-9eba-d1b7c4616148",
"Value": "You can attempt to hinder a foe in melee as a standard action. If
your attack is successful, the target is entangled.\nThis condition lasts for 1
round. For every 5 by which your attack exceeds your opponent's CMD, the penalty
lasts 1 additional round."
},
{
"Key": "614bc7b4-be29-4480-a58d-2d4c1662563c",
"Value": "Dirty Trick � Entangled"
},
{
"Key": "230bb330-1e59-460c-ad53-c42c264d8eda",
"Value": "You can attempt to hinder a foe in melee as a standard action. If
your attack is successful, the target is entangled.\nThis condition lasts for 1
round. For every 5 by which your attack exceeds your opponent's CMD, the penalty
lasts 1 additional round."
},
{
"Key": "763ccc85-1cf0-4a83-a9c5-00d8cc85fced",
"Value": "You can attempt to hinder a foe in melee as a standard action. If
your attack is successful, the target is sickened.\nThis condition lasts for 1
round. For every 5 by which your attack exceeds your opponent's CMD, the penalty
lasts 1 additional round."
},
{
"Key": "d8277055-b9f2-4395-911a-b8d09b9f95f7",
"Value": "Dirty Trick � Sickened"
},
{
"Key": "453522e0-4d34-4c33-aa4f-1095ff68c338",
"Value": "You receive a +2 bonus on checks made to attempt a dirty trick.
This bonus stacks with the bonus granted by Dirty Trick. Whenever you successfully
perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5
by which your attack exceeds the target's CMD."
},
{
"Key": "d8c05fcc-326d-421c-a718-756cb00d583d",
"Value": "Greater Dirty Trick"
},
{
"Key": "f74caddc-78f8-468e-8af6-371f8ab3b377",
"Value": "This feat gives the character an ability to perform the dirty trick
combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver,
and a +2 bonus to CMD when defending against it.\nYou can attempt to hinder a foe
in melee as a standard action. If your attack is successful, the target takes a
penalty. The penalty is limited to one of the following conditions: blinded,
entangled, or sickened.\nThis condition lasts for 1 round. For every 5 by which
your attack exceeds your opponent's CMD, the penalty lasts 1 additional round."
},
{
"Key": "a7d3be4d-18ee-4f8c-a540-c3940b2274e9",
"Value": "Dirty Trick"
},
{
"Key": "981b15a4-a022-4525-a1bb-a2d2a3e42ce4",
"Value": "You can attempt to disarm a foe in melee as a standard action. If
your combat maneuver is successful, the target cannot use his weapons for 1
round.\nFor every 5 by which your attack exceeds your opponent's CMD, the disarmed
condition lasts 1 additional round."
},
{
"Key": "d7f35120-78b5-4656-b045-17b9b6b3635c",
"Value": "Disarm"
},
{
"Key": "aa654647-0d24-4fe8-bf85-6b33a19bfc79",
"Value": "You receive a +2 bonus on checks made to attempt a disarm. This
bonus stacks with the bonus granted by Disarm. Whenever you successfully perform a
disarm, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your
attack exceeds the target's CMD."
},
{
"Key": "398bb2e3-b0ff-4580-a82b-b6c65bed2ff0",
"Value": "Greater Disarm"
},
{
"Key": "13d9f747-9c43-49e1-a50d-fed7695e8581",
"Value": "This feat gives the character an ability to perform the disarm
combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver,
and a +2 bonus to CMD when defending against it.\nYou can attempt to disarm a foe
in melee as a standard action. If your combat maneuver is successful, the target
cannot use his weapons for 1 round.\nFor every 5 by which your attack exceeds your
opponent's CMD, the disarmed condition lasts 1 additional round."
},
{
"Key": "3e939a00-2a04-4de5-aaef-dd50d042ce15",
"Value": "You receive a +2 bonus on checks made to attempt a sunder. This
bonus stacks with the bonus granted by Sunder Armor. Whenever you successfully
perform a sunder, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by
which your attack exceeds the target's CMD."
},
{
"Key": "573a2549-f978-4083-a716-b552d3f34598",
"Value": "Greater Sunder Armor"
},
{
"Key": "f5cda27a-2587-4978-bdba-74bb2beabe89",
"Value": "This feat gives the character an ability to perform the sunder
armor combat maneuver. It also grants a +2 bonus to CMB when performing this
maneuver, and a +2 bonus to CMD when defending against it.\nYou can attempt to
dislodge an armor worn by your opponent. If your combat maneuver is successful, the
target loses its bonuses from armor for 1 round.\nFor every 5 by which your attack
exceeds your opponent's CMD, the penalty lasts 1 additional round."
},
{
"Key": "93591497-f353-4f87-b80b-01d6efcf8b99",
"Value": "You can attempt to dislodge a piece of armor worn by your opponent.
If your combat maneuver is successful, the target loses its bonuses from armor for
1 round.\nFor every 5 by which your attack exceeds your opponent's CMD, the penalty
lasts 1 additional round."
},
{
"Key": "fd428ed5-beb2-4986-832b-5193f7424f9f",
"Value": "Sunder Armor"
},
{
"Key": "b8b84289-e0da-447c-9615-0cb5df047a3f",
"Value": "You can use strength and agility to send foes crashing to the
ground.\nBenefit: When making a trip attack, add your Dexterity bonus to your CMB."
},
{
"Key": "e9b2cc0f-46dc-4202-8c9b-a99b411eb523",
"Value": "Fury's Fall"
},
{
"Key": "84409444-9540-4308-8035-dbf7015f546c",
"Value": "You can make free attacks on foes that you knock down.\nBenefit:
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the
bonus granted by Trip. Whenever you successfully trip an opponent, that opponent
provokes attacks of opportunity.\nNormal: Creatures do not provoke attacks of
opportunity from being tripped."
},
{
"Key": "20595ff9-ed5f-45fc-a701-b0a9a9117b7c",
"Value": "Greater Trip"
},
{
"Key": "294cdc6a-8d05-4977-b7ff-a1ac1d9a56be",
"Value": "This feat gives the character an ability to perform the trip combat
maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2
bonus to CMD when defending against it.\nYou can attempt to trip your opponent in
place of a melee attack. If your combat maneuver is successful, the target is
knocked prone.\nIf the target has more than two legs, add +2 to the DC of the
combat maneuver attack roll for each additional leg it has. Some creatures�such as
oozes, creatures without legs, and flying creatures�cannot be tripped."
},
{
"Key": "882f2dbb-e005-4b83-bbe0-83aa3230e932",
"Value": "You can attempt to trip your opponent in place of a melee attack.
If your combat maneuver is successful, the target is knocked prone.\nIf the target
has more than two legs, add +2 to the DC of the combat maneuver attack roll for
each additional leg it has. Some creatures�such as oozes, creatures without legs,
and flying creatures�cannot be tripped."
},
{
"Key": "9283fcc1-ba37-4711-93ac-6de17415e10f",
"Value": "Trip"
},
{
"Key": "7de749e1-e48f-4125-9ec7-7ca73713fa9f",
"Value": "You receive a +8 bonus to your Combat Maneuver Defense whenever an
opponent tries to trip you."
},
{
"Key": "a765d2f0-5bed-4c2a-9493-aba26e4f17d3",
"Value": "Trip Defense +8"
},
{
"Key": "7cf5a567-6c01-4236-aaf6-cc68fa46eb99",
"Value": "You receive a +4 bonus to your Combat Maneuver Defense whenever an
opponent tries to trip you."
},
{
"Key": "858a76fa-dfa0-4d35-8b21-d57ed90e5e8c",
"Value": "Trip Defense +4"
},
{
"Key": "0004c102-c1ad-4394-b9fd-150445971ea0",
"Value": "Immune to Trip"
},
{
"Key": "f682540c-c27b-44f8-85be-04aa855d28ee",
"Value": "You can increase the power of your spells, causing them to deal
more damage.\nBenefit: All variable, numeric effects of an empowered spell are
increased by half including bonuses to those rolls.\nSaving throws and opposed
rolls are not affected, nor are spells without random variables.\nLevel Increase:
+2 (An empowered spell uses up a spell slot two levels higher than the spell's
actual level.)"
},
{
"Key": "9f5a8e34-61e6-4fb6-9248-47809736f4bc",
"Value": "Metamagic (Empower Spell)"
},
{
"Key": "398c5c2c-865f-4340-ba24-a7f629f77340",
"Value": "You can make your spells last twice as long.\nBenefit: An extended
spell lasts twice as long as normal. A spell with a duration of concentration,
instantaneous, or permanent is not affected by this feat.\nLevel Increase: +1 (An
extended spell uses up a spell slot one level higher than the spell's actual
level.)"
},
{
"Key": "fa82412d-3b6a-4ea2-bb8b-862f1515ae6d",
"Value": "Metamagic (Extend Spell)"
},
{
"Key": "e06d8e73-f526-4b87-b9cd-870a232cc761",
"Value": "You can cast spells as if they were a higher level.\nBenefit: A
heightened spell has a higher spell level than normal (up to a maximum of 9th
level). Unlike other metamagic feats, Heighten Spell actually increases the
effective level of the spell that it modifies. All effects dependent on spell level
(such as saving throw DCs and ability to penetrate a lesser globe of
invulnerability) are calculated according to the heightened level.\nLevel Increase:
The heightened spell is as difficult to prepare and cast as a spell of its
effective level."
},
{
"Key": "723e5553-b2be-45b3-8073-adbf0f89fd8d",
"Value": "Metamagic (Heighten Spell)"
},
{
"Key": "02a2c861-b34d-4890-9cc4-b4ca2c9691e4",
"Value": "Your spells have the maximum possible effect.\nBenefit: All
variable, numeric effects of a spell modified by this feat are maximized. Saving
throws and opposed rolls are not affected, nor are spells without random
variables.\nLevel Increase: +3 (A maximized spell uses up a spell slot three levels
higher than the spell's actual level.)\nAn empowered, maximized spell gains the
separate benefits of each feat: the maximum result plus half the normally rolled
result."
},
{
"Key": "bf4f53c6-2d56-4a57-9c63-f379479d53d1",
"Value": "Metamagic (Maximize Spell)"
},
{
"Key": "fad2fbc0-ca04-4545-87d8-0cc185c76a80",
"Value": "You can cast spells in a fraction of the normal time.\nBenefit:
Casting a quickened spell is a swift action. You can perform another action, even
casting another spell, in the same round as you cast a quickened spell. A spell
whose casting time is more than 1 round or 1 full-round action cannot be
quickened.\nLevel Increase: +4 (A quickened spell uses up a spell slot four levels
higher than the spell's actual level.)\nCasting a quickened spell doesn't provoke
an attack of opportunity.\nSpecial: You can apply the effects of this feat to a
spell cast spontaneously, so long as it has a casting time that is not more than 1
full-round action, without increasing the spell's casting time."
},
{
"Key": "93dfb30b-970a-4b89-a0b6-7a037d085ed0",
"Value": "Metamagic (Quicken Spell)"
},
{
"Key": "3eb54b81-5f42-450d-8cfb-e0c15defd2bb",
"Value": "Your spells go farther than normal.\nBenefit: You can alter a spell
with a range of touch, close, or medium to increase its range by one range
category, using the following order: touch, close, medium, and long.\nLevel
Increase: +1 (A reach spell uses up a spell slot one level higher than the spell's
actual level.)\nSpells modified by this feat that require melee touch attacks
instead require ranged touch attacks.\nSpells that do not have a range of touch,
close, or medium do not benefit from this feat."
},
{
"Key": "5e6ae8dd-e6b7-4563-b083-f1edc6994d2b",
"Value": "Metamagic (Reach Spell)"
},
{
"Key": "9b719aac-8250-4b31-ab76-e5f635c1dc3e",
"Value": "When wielding a light weapon or any other weapon that can be used
with Weapon Finesse, you can choose to take a �1 penalty on all melee attack rolls
and combat maneuver checks to gain a +2 bonus on all melee damage rolls.\nThis
bonus to damage is halved (�50%) if you are making an attack with an off-hand
weapon or secondary natural weapon.\nWhen your base attack bonus reaches +4, and
for every 4 points thereafter, the penalty increases by �1 and the bonus on damage
rolls increases by +2. You must choose to use this feat before the attack roll, and
its effects last until your next turn. The bonus damage does not apply to touch
attacks or effects that do not deal hit point damage. This feat cannot be used in
conjunction with the Power Attack feat."
},
{
"Key": "c6ed40cf-8e55-4c12-bc05-4c459ad082f3",
"Value": "Piranha Strike"
},
{
"Key": "5b4fa7db-f431-4b74-8458-66347470f89f",
"Value": "Benefit: Choose one type of ranged weapon. You do not provoke
attacks of opportunity when firing the selected weapon while threatened.\nNormal:
Using a ranged weapon while you are threatened provokes attacks of opportunity."
},
{
"Key": "e7ad2fbc-854c-4f96-b41a-8b8bc85dfe61",
"Value": "Point-Blank Master (Bomb)"
},
{
"Key": "bee155e4-ae43-4f33-b366-a83340e1247f",
"Value": "Benefit: Choose one type of ranged weapon. You do not provoke
attacks of opportunity when firing the selected weapon while threatened.\nNormal:
Using a ranged weapon while you are threatened provokes attacks of opportunity."
},
{
"Key": "37a8ecd5-4c7e-4b54-9082-3752acb88ddf",
"Value": "Point-Blank Master (Heavy Crossbow)"
},
{
"Key": "b529adbd-ee84-494b-bc5c-fdfb42b118c1",
"Value": "Benefit: Choose one type of ranged weapon. You do not provoke
attacks of opportunity when firing the selected weapon while threatened.\nNormal:
Using a ranged weapon while you are threatened provokes attacks of opportunity."
},
{
"Key": "f64ef8eb-6401-4f2b-a016-068c2fe84629",
"Value": "Point-Blank Master (Light Crossbow)"
},
{
"Key": "1e8fb8ab-b10c-4a61-84b1-09ad955a31a3",
"Value": "Benefit: Choose one type of ranged weapon. You do not provoke
attacks of opportunity when firing the selected weapon while threatened.\nNormal:
Using a ranged weapon while you are threatened provokes attacks of opportunity."
},
{
"Key": "69c22862-383c-46d3-bdf4-c1728a43fe9e",
"Value": "Point-Blank Master (Longbow)"
},
{
"Key": "b8f7d6d5-ac8b-4b93-9236-f0f1798264bf",
"Value": "Benefit: Choose one type of ranged weapon. You do not provoke
attacks of opportunity when firing the selected weapon while threatened.\nNormal:
Using a ranged weapon while you are threatened provokes attacks of opportunity."
},
{
"Key": "f355c764-1476-4aae-a9e2-5efb191a190a",
"Value": "Point-Blank Master (Ray)"
},
{
"Key": "ca71e0ed-bea8-4158-a374-4e704d4d5a41",
"Value": "Benefit: Choose one type of ranged weapon. You do not provoke
attacks of opportunity when firing the selected weapon while threatened.\nNormal:
Using a ranged weapon while you are threatened provokes attacks of opportunity."
},
{
"Key": "0d8f71c2-8f6e-476a-a4a1-61ee8dae0222",
"Value": "Point-Blank Master (Shortbow)"
},
{
"Key": "739cb722-8ce2-4e96-b97b-e0a72f552cdb",
"Value": "Benefit: Choose one type of ranged weapon. You do not provoke
attacks of opportunity when firing the selected weapon while threatened.\nNormal:
Using a ranged weapon while you are threatened provokes attacks of opportunity."
},
{
"Key": "c98b5bdc-d826-44d4-b045-a70eb54a0a89",
"Value": "Point-Blank Master"
},
{
"Key": "b878d3a9-f746-4e5d-bf09-0e9961589c41",
"Value": "You can choose to take a �1 penalty on all melee attack rolls and
combat maneuver checks to gain a +2 bonus on all melee damage rolls.\nThis bonus to
damage is increased by half (+50%) if you are making an attack with a two-handed
weapon, a one handed weapon using two hands, or a primary natural weapon that adds
1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved
(�50%) if you are making an attack with an off-hand weapon or secondary natural
weapon.\nWhen your base attack bonus reaches +4, and every 4 points thereafter, the
penalty increases by �1 and the bonus to damage increases by +2.\nYou must choose
to use this feat before making an attack roll, and its effects last until your next
turn. The bonus damage does not apply to touch attacks or effects that do not deal
hit point damage."
},
{
"Key": "8e2a45d0-7b69-4bc3-be91-7eb76249892c",
"Value": "Power Attack"
},
{
"Key": "3e0ab9d2-2169-48b4-942e-c079b70312e5",
"Value": "You become proficient with bastard swords and can use them as a
weapon."
},
{
"Key": "d927ed1a-42e9-4399-9b3e-94c11e1468a7",
"Value": "Weapon Proficiency (Bastard Sword)"
},
{
"Key": "7a790251-2ff3-477e-b8bf-834d7cff44d0",
"Value": "You become proficient with bolas and can use them as a weapon."
},
{
"Key": "c8e96d76-c855-4acc-ac72-85920eedb204",
"Value": "Weapon Proficiency (Bola)"
},
{
"Key": "e9f5edb0-ca88-4f94-a313-8c04236fbae3",
"Value": "You become proficient with dueling swords and can use them as a
weapon."
},
{
"Key": "120da761-a19f-4898-80a2-1374727cd4a7",
"Value": "Weapon Proficiency (Dueling Sword)"
},
{
"Key": "ed39f154-341e-4e1a-92a3-74982c2cdcd0",
"Value": "You become proficient with dwarven waraxes and can use them as a
weapon."
},
{
"Key": "8a41debe-a103-4a5c-ab88-301b704da787",
"Value": "Weapon Proficiency (Dwarven Waraxe)"
},
{
"Key": "0818a0de-dee1-4ffa-b33e-554a6ab0d212",
"Value": "You become proficient with elven curve blade and can use it as a
weapon."
},
{
"Key": "349ea777-e8c6-40ec-a86a-880d29d4520c",
"Value": "Weapon Proficiency (Elven Curve Blade)"
},
{
"Key": "ad099d3a-9a84-4c38-81e1-c02bac1ff903",
"Value": "You become proficient with estocs and can use them as a weapon."
},
{
"Key": "b74ade9f-f2a3-40e0-aa03-3991a1b7f28b",
"Value": "Weapon Proficiency (Estoc)"
},
{
"Key": "41130baf-4c04-4811-a40e-09366a9de684",
"Value": "Choose one type of exotic weapon, such as the dueling sword or sai.
You understand how to use that type of exotic weapon in combat, and can utilize any
special tricks or qualities that exotic weapon might allow."
},
{
"Key": "ee75f28d-247d-4d61-ac8a-7cce20ba3688",
"Value": "Exotic Weapon Proficiency"
},
{
"Key": "c0d11860-5a9d-4402-b409-32f28f07a225",
"Value": "You become proficient with falcatas and can use them as a weapon."
},
{
"Key": "6610db28-8285-48f1-b49b-43362e238b83",
"Value": "Weapon Proficiency (Falcata)"
},
{
"Key": "41bb5170-7cb9-49a8-9030-ffe31e343d10",
"Value": "You become proficient with fauchards and can use them as a weapon."
},
{
"Key": "3e7a011a-42f3-41c1-9662-b91938c7e6d4",
"Value": "Weapon Proficiency (Fauchard)"
},
{
"Key": "bf17ca5a-3058-46bf-b7f5-a1fc0c6da9d1",
"Value": "You become proficient with glaives and can use them as a weapon."
},
{
"Key": "d97029af-0e13-48d8-bdcc-862566fc74bd",
"Value": "Weapon Proficiency (Glaive)"
},
{
"Key": "fa986ae7-25d1-4957-bf8d-f5e31b707e5f",
"Value": "You become proficient with greataxes and can use them as a weapon."
},
{
"Key": "90e94eca-5b5b-455b-a1c1-6b656169ceed",
"Value": "Weapon Proficiency (Greataxe)"
},
{
"Key": "d53206cf-31d4-4224-b5dd-667db3c325d4",
"Value": "You become proficient with greatswords and can use them as a
weapon."
},
{
"Key": "c5647282-731b-4a28-bc5a-a6df678a163c",
"Value": "Weapon Proficiency (Greatsword)"
},
{
"Key": "3cd0747c-db56-49e4-ac61-b798eb6e0300",
"Value": "You become proficient with hand crossbows and can use them as a
weapon."
},
{
"Key": "84e89e6d-4b2d-46c3-b2d1-c98759dcec7c",
"Value": "Weapon Proficiency (Hand Crossbow)"
},
{
"Key": "15bc4aac-437b-4616-9403-dd839c479bd7",
"Value": "You become proficient with heavy repeating crossbows and can use
them as a weapon."
},
{
"Key": "64d30763-1837-4281-9d1e-b34b75e96778",
"Value": "Weapon Proficiency (Heavy Repeating Crossbow)"
},
{
"Key": "6512f918-3c0e-4511-b215-08af5166e4e5",
"Value": "You become proficient with kama and can use them as a weapon."
},
{
"Key": "5df3eb9f-508b-48d2-b974-cafdd8e0a368",
"Value": "Weapon Proficiency (Kama)"
},
{
"Key": "f422b535-5534-4484-bde8-a7708baa0e5d",
"Value": "You become proficient with light repeating crossbows and can use
them as a weapon."
},
{
"Key": "b4580b24-f0eb-4733-bdca-961c1ed6eeb2",
"Value": "Light Repeating Crossbow"
},
{
"Key": "ad09d539-244e-4b91-ad47-b9d4a64c3764",
"Value": "You become proficient with longbows and can use them as a weapon."
},
{
"Key": "c460170c-2e10-4514-876d-9dc5777fe83d",
"Value": "Weapon Proficiency (Longbow)"
},
{
"Key": "ac671728-96cd-429a-b613-ab10cbc052d0",
"Value": "You become proficient with longswords and can use them as a
weapon."
},
{
"Key": "0215fef9-0023-466f-8056-689c68a5b633",
"Value": "Weapon Proficiency (Longsword)"
},
{
"Key": "42b7a09a-8051-4ca3-88f2-86a553c00c0f",
"Value": "You become proficient with nunchaku and can use them as a weapon."
},
{
"Key": "ff22527d-ac4a-4a9e-91ca-c41daf149286",
"Value": "Weapon Proficiency (Nunchaku)"
},
{
"Key": "5c01b9cf-ec53-4068-940a-49408f5ed30d",
"Value": "You become proficient with rapiers and can use them as a weapon."
},
{
"Key": "b156e9f4-a7cc-4566-a2b0-c33229b88083",
"Value": "Weapon Proficiency (Rapier)"
},
{
"Key": "ee4c3969-e680-4942-a6f1-5e0b6cdd22b3",
"Value": "You become proficient with sai and can use them as a weapon."
},
{
"Key": "9e2c3f1d-37b0-4b83-b7d8-69442140b58e",
"Value": "Weapon Proficiency (Sai)"
},
{
"Key": "3a9a82aa-d6e2-442a-895a-0ca7d20767e3",
"Value": "You become proficient with scimitars and can use them as a weapon."
},
{
"Key": "2a97ac42-3f9e-4dd0-8923-6051585a5b1d",
"Value": "Weapon Proficiency (Scimitar)"
},
{
"Key": "e61504d6-66a8-43dd-ae4c-dbdb50401255",
"Value": "You become proficient with scythes and can use them as a weapon."
},
{
"Key": "283b46ff-50ac-4094-a14d-aa9b980de96a",
"Value": "Weapon Proficiency (Scythe)"
},
{
"Key": "4cf7bb67-c6e3-4fa2-9d18-8c83a8e5f308",
"Value": "You become proficient with shortbow and can use them as a weapon."
},
{
"Key": "2399f9c7-d0f3-4c34-b457-cdb97476c6ad",
"Value": "Weapon Proficiency (Shortbow)"
},
{
"Key": "81299ea6-262b-4c97-beb5-eb279830537e",
"Value": "You become proficient with short swords and can use them as a
weapon."
},
{
"Key": "4e9f0e56-c852-43f2-9050-764a377945d1",
"Value": "Weapon Proficiency (Short Sword)"
},
{
"Key": "480458cf-8bd8-43c1-940d-74051f83eb8f",
"Value": "You become proficient with shuriken and can use them as a weapon."
},
{
"Key": "d96d22e4-50d3-411b-bb77-459fe4a9dadc",
"Value": "Weapon Proficiency (Shuriken)"
},
{
"Key": "c093f979-e150-4376-a85d-621c56e31962",
"Value": "You become proficient with sianghams and can use them as a weapon."
},
{
"Key": "630e8c57-7a27-4b76-b553-4d3449296576",
"Value": "Weapon Proficiency (Siangham)"
},
{
"Key": "77ee02eb-44d3-420e-bac4-66dc11807517",
"Value": "You become proficient with sling staffs and can use them as a
weapon."
},
{
"Key": "4f9c7ab0-9ce5-4254-87a3-9a0c9127c4dd",
"Value": "Weapon Proficiency (Sling Staff)"
},
{
"Key": "11d9ba6f-861f-4413-99a5-4f9873614d86",
"Value": "You become proficient with tongi and can use them as a weapon."
},
{
"Key": "31a2a011-3b9a-45b3-ac43-e1793e201d0c",
"Value": "Weapon Proficiency (Tongi)"
},
{
"Key": "0606d54f-f18e-4f42-a933-90c499caf25c",
"Value": "You become proficient with tridents and can use them as a weapon."
},
{
"Key": "5b8c16fc-6b73-43e4-a966-c031bbda117e",
"Value": "Weapon Proficiency (Trident)"
},
{
"Key": "776d8453-a76c-4d2f-8d1e-27ad985f6668",
"Value": "You become proficient with warhammers and can use them as a
weapon."
},
{
"Key": "223dded5-03f7-4ff8-92ec-647343ac3d26",
"Value": "Weapon Proficiency (Warhammer)"
},
{
"Key": "72a6ed9d-f117-4caa-b587-7a8de22b8fb0",
"Value": "When making a full attack with a ranged weapon, you can fire one
additional time this round at your highest bonus. All of your attack rolls take a
�2 penalty when using Rapid Shot."
},
{
"Key": "89ef4f46-8092-43ad-8e22-5960cfab1000",
"Value": "Rapid Shot"
},
{
"Key": "49bc1243-73f8-44aa-9e50-d0280c91c9fb",
"Value": "You may attack with light and heavy shields. This incurs standard
penalties for two-weapon fighting if you have a weapon in your other hand.\nA light
shield deals 1d3 damage and is considered a light weapon. A heavy shield deals 1d4
damage and is considered a one-handed weapon."
},
{
"Key": "314ff56d-e93b-4915-8ca4-24a7670ad436",
"Value": "Shield Bash"
},
{
"Key": "c683a510-f3e6-476a-9fcf-a8661ebd8ac1",
"Value": "You get a +3 bonus on all checks involving Mobility. If you have 10
or more ranks in Mobility, this bonus increases to +6."
},
{
"Key": "8fbd6c09-fbab-4995-b49c-f73d74d68d2c",
"Value": "Skill Focus � Mobility"
},
{
"Key": "d8f9f3a9-5c33-4a53-b314-0fcc905c4fed",
"Value": "You get a +3 bonus on all checks involving Persuasion. If you have
10 or more ranks in Persuasion, this bonus increases to +6."
},
{
"Key": "68f8057f-71d8-47b2-8335-b6ad0228cf50",
"Value": "Skill Focus � Persuasion"
},
{
"Key": "250f5e0d-d5fd-4af7-961e-41a2c172c472",
"Value": "You get a +3 bonus on all checks involving Knowledge (Arcana). If
you have 10 or more ranks in Knowledge (Arcana), this bonus increases to +6."
},
{
"Key": "ae954828-df00-41d9-b010-b1dc1c66c59e",
"Value": "Skill Focus � Knowledge (Arcana)"
},
{
"Key": "5d5f3adc-d050-482d-b9d2-0a2a37ecf34b",
"Value": "You get a +3 bonus on all checks involving Knowledge (World). If
you have 10 or more ranks in Knowledge (World), this bonus increases to +6."
},
{
"Key": "4d9c3645-d1f1-4bf9-b61f-13f425988e04",
"Value": "Skill Focus � Knowledge (World)"
},
{
"Key": "2e31514c-ed75-4ad8-aef0-3d044ee26ce6",
"Value": "You get a +3 bonus on all checks involving Lore (Nature). If you
have 10 or more ranks in Lore (Nature), this bonus increases to +6."
},
{
"Key": "0d603669-8623-4b30-a492-417ca2feb98b",
"Value": "Skill Focus � Lore (Nature)"
},
{
"Key": "059be573-2b0c-465f-8d5b-88014e8e0a65",
"Value": "You get a +3 bonus on all checks involving Lore (Religion). If you
have 10 or more ranks in Lore (Religion), this bonus increases to +6."
},
{
"Key": "cee9159d-cbbb-471d-8ca8-8c45fafaa4ab",
"Value": "Skill Focus � Lore (Religion)"
},
{
"Key": "bbcce674-ad7e-4652-904b-065adb89b8da",
"Value": "You get a +3 bonus on all checks involving Perception. If you have
10 or more ranks in Perception, this bonus increases to +6."
},
{
"Key": "41313d27-2c4e-4906-8862-86f73bbfce91",
"Value": "Skill Focus � Perception"
},
{
"Key": "eef9ef79-dfea-479a-8d40-461157d87c51",
"Value": "You get a +3 bonus on all checks involving Athletics. If you have
10 or more ranks in Athletics, this bonus increases to +6."
},
{
"Key": "10d3273b-3eb8-46fa-bd5c-243b87ba7fec",
"Value": "Skill Focus � Athletics"
},
{
"Key": "2cc4f7a5-a5e6-4d39-bbd8-095498d08b4e",
"Value": "Choose a skill. You are particularly adept at that skill.\nBenefit:
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more
ranks in that skill, this bonus increases to +6.\nSpecial: You can gain this feat
multiple times. Its effects do not stack. Each time you take the feat, it applies
to a new skill."
},
{
"Key": "13d12e23-488d-4654-8489-633b7ee82fae",
"Value": "Skill Focus"
},
{
"Key": "c86dae65-e17a-4c43-9317-995422fea6c9",
"Value": "You get a +3 bonus on all checks involving Stealth. If you have 10
or more ranks in Stealth, this bonus increases to +6."
},
{
"Key": "51ec1e88-0b6c-4d2f-87d5-22279c7d8159",
"Value": "Skill Focus � Stealth"
},
{
"Key": "9b5975ca-430e-4c7b-9d5d-51bc539af174",
"Value": "You get a +3 bonus on all checks involving Trickery. If you have 10
or more ranks in Trickery, this bonus increases to +6."
},
{
"Key": "3b00adac-4937-4aa3-a4ea-99555053ee58",
"Value": "Skill Focus � Trickery"
},
{
"Key": "07cf9869-ed8e-4db3-97b4-b326858542b3",
"Value": "You get a +3 bonus on all checks involving Use Magic Device. If you
have 10 or more ranks in Use Magic Device, this bonus increases to +6."
},
{
"Key": "050f8150-6084-41b0-80f1-baaea7f1441c",
"Value": "Skill Focus � Use Magic Device"
},
{
"Key": "a893e57a-859f-42b6-9ebb-8350c224a3f2",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
that deal acid damage."
},
{
"Key": "98c901cd-9cfd-4ad4-9f84-cc7631ebf737",
"Value": "Elemental Focus � Acid"
},
{
"Key": "fe20f1f5-a56d-4839-a13b-5eadea1bc4f4",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
that deal cold damage."
},
{
"Key": "a1aedeb1-448e-4c80-bbe6-620d489cb224",
"Value": "Elemental Focus � Cold"
},
{
"Key": "9e95397f-f33a-440c-836f-45c80020ce97",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
that deal electricity damage."
},
{
"Key": "ae3dec25-fcbd-4b9e-b363-f4f815d7fe59",
"Value": "Elemental Focus � Electricity"
},
{
"Key": "60e14d71-c01a-40c2-b6d4-7f58f7cbefe9",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
that deal fire damage."
},
{
"Key": "14d4885c-73ad-42e7-b30e-928c92736917",
"Value": "Elemental Focus � Fire"
},
{
"Key": "6cb7db60-215a-47e3-8c7c-ece127c7b460",
"Value": "Your spells of a certain element are more difficult to
resist.\nBenefit: Choose one energy type (acid, cold, electricity, or fire). Add +1
to the Difficulty Class for all saving throws against spells that deal damage of
the energy type you select."
},
{
"Key": "8b1da972-2211-4b0b-9242-52b47dcdf969",
"Value": "Elemental Focus"
},
{
"Key": "1815b9ff-b310-412e-9dd9-4dc740735dcc",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Abjuration school of magic."
},
{
"Key": "2b9044ec-65e4-4b84-b02d-6c3deb8e15fa",
"Value": "Spell Focus � Abjuration"
},
{
"Key": "6ef7c9e4-82e5-4535-a77f-4b10f9488f57",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Conjuration school of magic."
},
{
"Key": "d5a036c1-6486-4c6e-853f-0d9a105a540e",
"Value": "Spell Focus � Conjuration"
},
{
"Key": "8ded7950-3448-4199-b548-754a38e9f1b7",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Divination school of magic."
},
{
"Key": "e3bee0b3-dc23-482b-b8d9-48dcafbe6925",
"Value": "Spell Focus � Divination"
},
{
"Key": "6f317d6a-acc7-49e6-b5b1-0471736ed143",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Enchantment school of magic."
},
{
"Key": "6a315c2f-a13a-4c56-be39-36f7d41e4c0e",
"Value": "Spell Focus � Enchantment"
},
{
"Key": "1648712a-761a-4364-aa84-9cb779b71e34",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Evocation school of magic."
},
{
"Key": "46b00a23-d9de-4cb5-a106-0fba94e6010d",
"Value": "Spell Focus � Evocation"
},
{
"Key": "f2ce64ca-7315-40b9-a172-62f1fca31e90",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Illusion school of magic."
},
{
"Key": "98dea4cb-9c32-4f14-ab60-95d764ac3a0d",
"Value": "Spell Focus � Illusion"
},
{
"Key": "efdd4e6e-57e8-4ac7-bb67-a808f052b196",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Necromancy school of magic."
},
{
"Key": "f1f050cf-4c01-45ec-9997-5c563a657001",
"Value": "Spell Focus � Necromancy"
},
{
"Key": "bd7157ed-2018-4c7b-8bca-e4ade651e780",
"Value": "Add +1 to the Difficulty Class for all saving throws against spells
from the Transmutation school of magic."
},
{
"Key": "69ac95ae-dcb1-486a-890a-bdf4f48d2e0f",
"Value": "Spell Focus � Transmutation"
},
{
"Key": "583c3951-20a7-4184-8765-83dbd4858d0a",
"Value": "Choose a school of magic. Any spells you cast of that school are
more difficult to resist.\nBenefit: Add +1 to the Difficulty Class for all saving
throws against spells from the school of magic you select.\nSpecial: You can gain
this feat multiple times. Its effects do not stack. Each time you take the feat, it
applies to a new school of magic."
},
{
"Key": "729b29a6-765b-4443-92cf-b921d370a15c",
"Value": "Spell Focus"
},
{
"Key": "c3e8a943-6115-45d5-ba54-aa793e4a45a9",
"Value": "Select one spell. You cast that spell with greater than normal
power.\nBenefit: Select one spell. Treat your caster level as being two higher for
all level-variable effects of the spell.\nEvery time you gain a level in a
spellcasting class, you can choose a new spell to replace the spell selected with
this feat, and that spell becomes your specialized spell."
},
{
"Key": "55496a4e-cfee-4ddf-ae7b-f2735cec3230",
"Value": "Spell Specialization"
},
{
"Key": "d544f029-394d-4ad4-9f25-2d06cb631dd0",
"Value": "You can make a Stunning Fist attempt as a full-round action. If
successful, instead of stunning your target, you reduce the target's AC by an
amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with
other penalties applied due to Crushing Blow."
},
{
"Key": "3a1c5bdb-bd8c-4167-8a4c-4b273962a827",
"Value": "Crushing Blow"
},
{
"Key": "84c578c3-4ef1-4b05-a65f-2a79c0763878",
"Value": "Crushing Blow"
},
{
"Key": "44a276f6-36cf-4a93-a52f-614a22cf6450",
"Value": "You can make a Stunning Fist attempt as a full-round action. If
successful, instead of stunning your target, you reduce the target's AC by an
amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with
other penalties applied due to Crushing Blow."
},
{
"Key": "7b6e5630-1831-4266-8632-8fb1b8e388ef",
"Value": "Crushing Blow"
},
{
"Key": "c5c862a1-fa32-460b-8a7a-e0160418ab6e",
"Value": "You know just where to strike to temporarily stun a foe.\nYou must
use this feat before you make your attack (thus, a failed attack roll ruins the
attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a
Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in
addition to dealing damage normally. A defender who fails this saving throw is
stunned for 1 round (until just before your next turn). A stunned character drops
everything held, can't take actions, loses any Dexterity bonus to AC, and takes a
�2 penalty to AC. You may attempt a stunning attack once per day for every four
levels you have attained, and no more than once per round. Constructs, oozes,
plants, undead, incorporeal creatures, and creatures immune to critical hits cannot
be stunned."
},
{
"Key": "2890aa54-0075-44bb-a1cf-19b98f165b32",
"Value": "Stunning Fist"
},
{
"Key": "7753e2e5-5b3c-4e73-a468-78fbcba4c4ec",
"Value": "With the aid of an ally, you are skilled at piercing the
protections of other creatures with your spells.\nBenefit: Whenever you are
adjacent to an ally who also has this feat, you receive a +2 bonus on concentration
checks and level checks made to overcome spell resistance."
},
{
"Key": "50dd1cd1-bd20-424f-b7ef-01b7b0e4d096",
"Value": "Allied Spellcaster"
},
{
"Key": "2ac001a4-559e-46c1-9a3b-163fd3ee02bd",
"Value": "Your ally's eyes are your own, and yours are his.\nBenefit: While
you are flanked and adjacent to an ally with this feat, you receive a +2
circumstance bonus to AC against attacks from opponents flanking you."
},
{
"Key": "299a7e4b-7ca7-47ef-99fc-269729752ba4",
"Value": "Back to Back"
},
{
"Key": "09984ae2-044d-4e44-bed2-6aa4ed9ba655",
"Value": "Whenever you are adjacent to an ally who also has this feat, you
receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases
to +4 if the creature attempting the maneuver is larger than both you and your
ally."
},
{
"Key": "94beb5fe-a444-492b-8be2-70ea27cadeaf",
"Value": "Coordinated Defense"
},
{
"Key": "c5dce295-407e-490a-97b9-6015a73647a9",
"Value": "You are skilled at working with your allies to perform dangerous
combat maneuvers.\nBenefit: Whenever you are adjacent to an ally who also has this
feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus
increases to +4 when attempting to break free from a grapple."
},
{
"Key": "d1505dd4-d365-4042-831f-a2bf29a71990",
"Value": "Coordinated Maneuvers"
},
{
"Key": "3d4db4eb-2ff5-4988-8bfe-284e3ed555c3",
"Value": "Whenever you and an ally who also has this feat are flanking the
same creature, your flanking bonus on attack rolls increases to +4. In addition,
whenever you score a critical hit against the flanked creature, it provokes an
attack of opportunity from your ally."
},
{
"Key": "1be7bf72-2e09-4a37-ad8a-0091ca943dcd",
"Value": "Outflank"
},
{
"Key": "e8e26619-8993-407e-8c8e-842fa82c8714",
"Value": "Whenever you and an ally who also has this feat are flanking the
same creature, you deal an additional 1d6 points of precision damage with each
successful melee attack. This bonus damage stacks with other sources of precision
damage, such as sneak attack. This bonus damage is not multiplied on a critical
hit."
},
{
"Key": "12d4b251-7760-4dcc-b875-0ab7080b9261",
"Value": "Precise Strike"
},
{
"Key": "4b7c860f-fee4-4982-a071-c917f7a15a51",
"Value": "When you are adjacent to one or more allies who also have this
feat, you gain a +1 bonus on saving throws per such ally (maximum +4)."
},
{
"Key": "67374e08-6214-474f-92d8-d2350809b6f8",
"Value": "Shake It Off"
},
{
"Key": "f4ee2127-c734-4843-9195-58a20db48ae0",
"Value": "Your skill with your chosen weapon leaves opponents unable to
defend themselves if you strike them when their defenses are already
compromised.\nBenefit: Any shaken, frightened, or panicked opponent hit by you this
round is flat-footed to your attacks until the end of your next turn. This includes
any additional attacks you make this round."
},
{
"Key": "c259a5cf-4536-4d56-9205-b8639937a123",
"Value": "Shatter Defenses"
},
{
"Key": "9e4d4b4a-40ec-4dea-a2d0-dcab4b92668d",
"Value": "Your allies cover you while you cast complicated spells.\nBenefit:
Whenever you are adjacent to an ally who also has this feat, you receive a +4
competence bonus on concentration checks.\nIf your ally is wielding a buckler or a
light shield, this bonus increases by +1.\nIf your ally is wielding a heavy shield
or a tower shield, this bonus increases by +2."
},
{
"Key": "51100283-2b2d-48e1-9b92-ea77a5430a59",
"Value": "Shielded Caster"
},
{
"Key": "189ac618-529d-4b7c-976e-0aced6078521",
"Value": "Whenever you are wielding a shield and are adjacent to an ally
wielding a shield who also has this feat, the AC bonus from your shield increases,
depending on the shield wielded by your ally.\nIf your ally is wielding a buckler
or a light shield, your shield bonus increases by +1.\nIf your ally is wielding a
heavy shield or a tower shield, your shield bonus increases by +2.\nYou keep these
bonuses even if your ally loses his shield bonus due to making a shield bash
attack.\nIf an adjacent ally with this feat uses a tower shield to grant total
cover, you also benefit if an attack targeting you passes through the edge of the
shield."
},
{
"Key": "96a0b5f7-6857-4d1c-a57f-7d5ace6daa30",
"Value": "Shield Wall"
},
{
"Key": "6f6a578a-bb11-4412-bb20-6e3eda3c4b6c",
"Value": "When an ally who also has this feat confirms a critical hit against
an opponent that you also threaten, you can make an attack of opportunity against
that opponent."
},
{
"Key": "13313a6a-2d4f-4223-a7ed-d567483fe161",
"Value": "Seize the Moment"
},
{
"Key": "de38a457-9e2f-4a6f-8952-614d859d0369",
"Value": "You know how to work together to trip your foes.\nBenefit: Whenever
you attempt a trip combat maneuver against an enemy threatened by an ally with this
feat, you roll twice and take the better result."
},
{
"Key": "3344cdae-7236-47a4-bde7-3fa70ba4f429",
"Value": "Tandem Trip"
},
{
"Key": "de008a8a-31c6-4dc7-80da-1737f877d63e",
"Value": "You have trained to work in ranks of archers to rain arrows down
upon your foes.\nBenefit: You gain a +1 bonus on ranged attack rolls for each ally
with this feat who made a ranged attack since the end of your last turn against a
target within 15 feet of your target, to a maximum of +4."
},
{
"Key": "33eb4c0f-7fd4-4337-9e6e-d3d4e407adb2",
"Value": "Volley Fire"
},
{
"Key": "27443842-4058-4a4a-be7a-46c25d87066e",
"Value": "Frightened"
},
{
"Key": "4b6f7ee2-7559-4e60-9d8e-bc4565ca2b73",
"Value": "You can, as a standard action, use one of your uses of channel
positive energy to cause all undead within 30 feet of you to flee, as if panicked.
Undead receive a Will save to negate the effect. The DC for this Will save is equal
to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save
flee for 1 minute.[LONGSTART] Intelligent undead receive a new saving throw each
round to end the effect. If you use channel energy in this way, it has no other
effect (it does not heal or harm nearby creatures).[LONGEND]"
},
{
"Key": "0bce1158-38fd-424b-8ee8-02cae85862fa",
"Value": "Fear"
},
{
"Key": "dd5225f5-a8a8-4b21-9e64-5693bcd444b9",
"Value": "You gain a +1 bonus on all attack rolls you make using large
bastard swords."
},
{
"Key": "18cce883-2599-4338-9d41-73fccefdc646",
"Value": "Weapon Focus (Large Bastard Sword)"
},
{
"Key": "a5028837-cd5d-475b-82a0-ad600881a608",
"Value": "You gain a +1 bonus on all attack rolls you make using bastard
swords."
},
{
"Key": "568ac487-9f2d-430a-a8c3-e5a6241c16f3",
"Value": "Weapon Focus (Bastard Sword)"
},
{
"Key": "01d46855-eb1e-4d8d-a213-9c312cd948ef",
"Value": "You gain a +1 bonus on all attack rolls you make using bite
attacks."
},
{
"Key": "bba798f1-b9cd-42c1-948b-abcbc69c74bb",
"Value": "Weapon Focus (Bite)"
},
{
"Key": "6d9da8e5-6b8b-43ff-8217-33c283d0356c",
"Value": "You gain a +1 bonus on all attack rolls you make using bombs."
},
{
"Key": "de8866b2-fd59-4216-a032-e1a49b6ee513",
"Value": "Weapon Focus (Bomb)"
},
{
"Key": "9271a47a-c992-4905-96e6-16a17963d8bb",
"Value": "You gain a +1 bonus on all attack rolls you make using claw
attacks."
},
{
"Key": "4097a4ce-1f1c-4f43-8c42-920fe6a6c743",
"Value": "Weapon Focus (Claw)"
},
{
"Key": "21e333fa-f843-4ef2-9507-35ecb5d0fe01",
"Value": "You gain a +1 bonus on all attack rolls you make using clubs."
},
{
"Key": "eb139b86-fdbe-4975-87eb-862bac03b88d",
"Value": "Weapon Focus (Club)"
},
{
"Key": "7f5ad01c-bd1c-481f-ae89-1acd53f73541",
"Value": "You gain a +1 bonus on all attack rolls you make using daggers."
},
{
"Key": "9d77449b-be09-42bd-9a4b-65453daccce1",
"Value": "Weapon Focus (Dagger)"
},
{
"Key": "28b98208-e760-4a9f-9b61-eb3e607ed86c",
"Value": "You gain a +1 bonus on all attack rolls you make using falchions."
},
{
"Key": "5fc726d8-1036-4b2d-a189-224e584e09c8",
"Value": "Weapon Focus (Falchion)"
},
{
"Key": "973e1138-b63f-414c-9409-46ce7ef960d7",
"Value": "You gain a +1 bonus on all attack rolls you make using gore
attacks."
},
{
"Key": "1e1dfff0-d176-4a62-b78a-e57afba90c91",
"Value": "Weapon Focus (Gore)"
},
{
"Key": "fd04a97a-6644-4566-927c-e8beb379d685",
"Value": "You gain a +1 bonus on all attack rolls you make using greatclubs."
},
{
"Key": "2d2f922e-6273-44d3-8fe0-571a2f72e015",
"Value": "Weapon Focus (Greatclub)"
},
{
"Key": "7afc0ea5-942c-416c-8e0e-e83e92e587d2",
"Value": "You gain a +1 bonus on all attack rolls you make using greataxes."
},
{
"Key": "e9d68318-8b3b-422c-a7b5-84a05d6eb28c",
"Value": "Weapon Focus (Greataxe)"
},
{
"Key": "a4691225-4c62-49e0-9e7b-2530d20562d0",
"Value": "You gain a +1 bonus on all attack rolls you make using
greatswords."
},
{
"Key": "34abf56d-449a-4344-aa6d-c3635c1638d9",
"Value": "Weapon Focus (Greatswords)"
},
{
"Key": "6b41d965-79ff-4c0c-a605-74171b41ad67",
"Value": "You gain a +1 bonus on all attack rolls you make using handaxes."
},
{
"Key": "a8355912-7bc8-42d7-9832-160b94c373d0",
"Value": "Weapon Focus (Handaxe)"
},
{
"Key": "7296e295-60ac-4fdf-b1c2-fffab66939ec",
"Value": "You gain a +1 bonus on all attack rolls you make using heavy
crossbows."
},
{
"Key": "ff7c22e3-48ef-498b-aee9-b7a4203a7c17",
"Value": "Weapon Focus (Heavy Crossbow)"
},
{
"Key": "ff4d2a75-2874-48db-8983-f20e316b57ee",
"Value": "You gain a +1 bonus on all attack rolls you make using heavy
maces."
},
{
"Key": "1db22576-32de-4304-a359-1f58b4da5d08",
"Value": "Weapon Focus (Heavy Mace)"
},
{
"Key": "497515b6-d936-49c6-b239-338440c4e327",
"Value": "You gain a +1 bonus on all attack rolls you make using incorporeal
touch attacks."
},
{
"Key": "639dc3da-0ba9-4821-903e-daf518404629",
"Value": "Weapon Focus (Incorporeal Touch)"
},
{
"Key": "ae2eafa0-15a7-4c2f-9380-61ff43d95cfc",
"Value": "You gain a +1 bonus on all attack rolls you make using kukri."
},
{
"Key": "f8fe3c32-0a2c-4e81-a95e-174ff103850e",
"Value": "Weapon Focus (Kukri)"
},
{
"Key": "f980cf39-edfa-4ddc-9bd7-74a3a4a3bee1",
"Value": "You gain a +1 bonus on all attack rolls you make using light
crossbows."
},
{
"Key": "8c7e2cc2-1ed6-466d-9094-759155ab3f98",
"Value": "Weapon Focus (Light Crossbow)"
},
{
"Key": "7c5e9d53-3baa-48e4-a051-1cae22e88964",
"Value": "You gain a +1 bonus on all attack rolls you make using light
maces."
},
{
"Key": "6fa60714-b7a1-48c0-9993-9d0f192bd67f",
"Value": "Weapon Focus (Light Mace)"
},
{
"Key": "f1fc49d3-83cb-45b6-9d2d-f9b559fd2b01",
"Value": "You gain a +1 bonus on all attack rolls you make using light
shields as a weapon."
},
{
"Key": "071f42b5-f231-44ee-8b72-ff20ed62debb",
"Value": "Weapon Focus (Light Shield)"
},
{
"Key": "6b966981-a449-4286-a441-2443db024c65",
"Value": "You gain a +1 bonus on all attack rolls you make using longbows."
},
{
"Key": "0e9c80ee-5d40-41e8-b501-dd912d3c8b3d",
"Value": "Weapon Focus (Longbow)"
},
{
"Key": "3fb738d8-363e-484a-a275-7308e9f929c8",
"Value": "You gain a +1 bonus on all attack rolls you make using longspears."
},
{
"Key": "7b5e7d16-4874-4d1b-b037-e2847f85817e",
"Value": "Weapon Focus (Longspear)"
},
{
"Key": "abcd8a91-8ca2-488c-b351-36f53367f4bf",
"Value": "You gain a +1 bonus on all attack rolls you make using longswords."
},
{
"Key": "46ded082-f323-4ec0-a33e-b685b8d15edb",
"Value": "Weapon Focus (Longsword)"
},
{
"Key": "d39ff1b8-0ed5-48be-984c-7642f0eb9f4a",
"Value": "You gain a +1 bonus on all attack rolls you make using rapiers."
},
{
"Key": "d0a3210a-9d61-4cc8-8954-bbbee7cb236e",
"Value": "Weapon Focus (Rapier)"
},
{
"Key": "7737edee-afd5-46dc-8a6a-53ddb4db24bc",
"Value": "You gain a +1 bonus on all attack rolls you make using rays as
ranged touch attacks."
},
{
"Key": "874c450a-4ef8-4690-9579-4fda455e800a",
"Value": "Weapon Focus (Ray)"
},
{
"Key": "c5b8ade4-fa49-4f7f-b8b3-3aa02ef5287c",
"Value": "You gain a +1 bonus on all attack rolls you make using scimitars."
},
{
"Key": "7c39915d-51f2-47c8-a5d7-4c40dd21ba81",
"Value": "Weapon Focus (Scimitar)"
},
{
"Key": "046594e1-a7d1-47a8-997d-9be117944bf3",
"Value": "You gain a +1 bonus on all attack rolls you make using scythes."
},
{
"Key": "3a051c88-0f3c-415a-8216-c9113c4f5e4d",
"Value": "Weapon Focus (Scythe)"
},
{
"Key": "2ea856d8-3569-4629-9dc9-5a24d70aee14",
"Value": "You gain a +1 bonus on all attack rolls you make using shortbows."
},
{
"Key": "c8de9b52-bbae-4cb4-a5de-632f28e8381c",
"Value": "Weapon Focus (Shortbow)"
},
{
"Key": "dbe76552-db91-411e-bd5a-a6d853ed9bd0",
"Value": "You gain a +1 bonus on all attack rolls you make using short
swords."
},
{
"Key": "ee7466dd-1c39-477e-b650-b3d31caaee80",
"Value": "Weapon Focus (Short Sword)"
},
{
"Key": "2cae148f-91ba-412e-88f0-17be857d2ea8",
"Value": "You gain a +1 bonus on all attack rolls you make using sickles."
},
{
"Key": "b0e65917-ab94-4759-a212-212b4aada2a3",
"Value": "Weapon Focus (Sickle)"
},
{
"Key": "117882af-8f30-4c6a-b81a-6573f6a4e248",
"Value": "You gain a +1 bonus on all attack rolls you make using slam
attacks."
},
{
"Key": "253cb683-ad9c-415e-8a94-f454658f3973",
"Value": "Weapon Focus (Slam)"
},
{
"Key": "0c9cb81f-7765-43ed-ab4b-58228a80ae5b",
"Value": "You gain a +1 bonus on all attack rolls you make using spears."
},
{
"Key": "81d112c6-76b0-4168-b419-43cdabc86da2",
"Value": "Weapon Focus (Spear)"
},
{
"Key": "3b1ec71e-155d-404f-9432-5301bb5fa388",
"Value": "You gain a +1 bonus on all attack rolls you make using sting
attacks."
},
{
"Key": "51ca8d83-ed1b-4d38-a564-af6de9eb9aaf",
"Value": "Weapon Focus (Sting)"
},
{
"Key": "73255c3d-c5eb-440a-a8ff-d61c863d9466",
"Value": "You gain a +1 bonus on all attack rolls you make using tail
attacks."
},
{
"Key": "e0a72930-bfc4-4a08-b38b-8d9d3a364fbf",
"Value": "Weapon Focus (Tail)"
},
{
"Key": "8c8ac865-9e80-4693-849f-3ef144ec5f33",
"Value": "You gain a +1 bonus on all attack rolls you make using talon
attacks."
},
{
"Key": "feae3706-a2fd-4aff-8856-46075ef63891",
"Value": "Weapon Focus (Talon)"
},
{
"Key": "f7af9a14-aa6f-4de9-8bb5-4f08200d4ef6",
"Value": "You gain a +1 bonus on all attack rolls you make using tentacle
attacks."
},
{
"Key": "93856612-b9ca-4047-8f3a-6a11a18b6a78",
"Value": "Weapon Focus (Tentacle)"
},
{
"Key": "b72d6881-32d9-45b0-a92f-d915a2175466",
"Value": "You gain a +1 bonus on all attack rolls you make using touch
attacks."
},
{
"Key": "7cf2fb35-3f95-4cac-882c-943c1f4dbead",
"Value": "Weapon Focus (Touch)"
},
{
"Key": "29e4f1d3-4eca-485c-8bfb-805e7dc687e4",
"Value": "You gain a +1 bonus on all attack rolls you make using unarmed
strikes."
},
{
"Key": "5fef6ead-289f-4bdd-99be-206bd698928c",
"Value": "Weapon Focus (Unarmed Strike)"
},
{
"Key": "f3e29f5a-cb9b-4ea4-b771-07d593aedffe",
"Value": "Choose one type of weapon. You can also choose unarmed strike (or
ray, if you are a spellcaster) as your weapon for the purposes of this
feat.\nBenefit: You gain a +1 bonus on all attack rolls you make using the selected
weapon.\nSpecial: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new type of weapon."
},
{
"Key": "f01753bb-6a61-4425-add6-582efcdf2f52",
"Value": "Weapon Focus"
},
{
"Key": "f99b1c83-b5fb-49c2-b57b-6b7e7cd010c6",
"Value": "You gain a +1 bonus on all attack rolls you make using Large
Bastard Sword."
},
{
"Key": "912514fe-717c-4279-bfb6-760f4ec5b38f",
"Value": "Greater Weapon Focus (Large Bastard Sword)"
},
{
"Key": "62961704-3a94-42dd-8231-c81e7a095a01",
"Value": "You gain a +1 bonus on all attack rolls you make using Bastard
Swords."
},
{
"Key": "f168b1e6-a387-407d-87d6-e9ed3eea5a0a",
"Value": "Greater Weapon Focus (Bastard Sword)"
},
{
"Key": "6d4b7f4f-5109-4939-a535-c04bfc8c7e8c",
"Value": "You gain a +1 bonus on all attack rolls you make using Bite."
},
{
"Key": "0d572aee-d060-4a97-88a5-15186add51c0",
"Value": "Greater Weapon Focus (Bite)"
},
{
"Key": "59afb239-554e-420c-bfdf-a58c25fa9741",
"Value": "You gain a +1 bonus on all attack rolls you make using Bombs."
},
{
"Key": "40ce8f9d-0a93-4439-b36c-2faf6101ee93",
"Value": "Greater Weapon Focus (Bombs)"
},
{
"Key": "eb21d50f-f6a7-4c53-b7e5-7ee7f36311d8",
"Value": "You gain a +1 bonus on all attack rolls you make using Claws."
},
{
"Key": "c37f3133-73ab-4f86-8e33-680b5829eae8",
"Value": "Greater Weapon Focus (Claws)"
},
{
"Key": "74f9c1d3-94c4-4287-9b00-22ddec57c734",
"Value": "You gain a +1 bonus on all attack rolls you make using Clubs."
},
{
"Key": "c1affffd-fb17-4830-9023-911d8133d740",
"Value": "Greater Weapon Focus (Club)"
},
{
"Key": "468d3d4b-6792-4ceb-9a56-9c05613bdcf9",
"Value": "You gain a +1 bonus on all attack rolls you make using daggers."
},
{
"Key": "77c5f819-e440-431d-9bd2-7a170863e8ab",
"Value": "Greater Weapon Focus (Dagger)"
},
{
"Key": "f44cc6e2-9865-4d9a-b702-7dd9ebe35615",
"Value": "You gain a +1 bonus on all attack rolls you make using Falchion."
},
{
"Key": "544d200d-2ea4-4b3f-9252-06f1c9c0d03e",
"Value": "Greater Weapon Focus (Falchion)"
},
{
"Key": "710b4c83-ba38-43f8-a6c5-e5ccb5ba2a9f",
"Value": "You gain a +1 bonus on all attack rolls you make using Gore."
},
{
"Key": "8049f6be-ec30-4677-9034-241d12248af3",
"Value": "Greater Weapon Focus (Gore)"
},
{
"Key": "c2a33ca6-0e91-45d8-a5f6-68d6dd562aae",
"Value": "You gain a +1 bonus on all attack rolls you make using Greataxes."
},
{
"Key": "d390dd77-49ac-4eee-a0bb-1199459e2d21",
"Value": "Greater Weapon Focus (Greataxe)"
},
{
"Key": "b9b90413-76f6-4ca8-8131-a475d517abca",
"Value": "You gain a +1 bonus on all attack rolls you make using Greatclubs."
},
{
"Key": "3575304b-624d-40b8-a66a-dd749e232868",
"Value": "Greater Weapon Focus (Greatclub)"
},
{
"Key": "79b4f989-3f67-4eef-8f98-fd78afd07070",
"Value": "You gain a +1 bonus on all attack rolls you make using
Greatswords."
},
{
"Key": "70afd508-daad-451e-a531-a9f60f2193c2",
"Value": "Greater Weapon Focus (Greatswords)"
},
{
"Key": "b18d3445-30d9-41b3-9013-95d9c110fd7f",
"Value": "You gain a +1 bonus on all attack rolls you make using Heavy
Crossbows."
},
{
"Key": "6d2f2545-d1e1-4add-8658-b19b91509da7",
"Value": "Greater Weapon Focus (Heavy Crossbow)"
},
{
"Key": "1161b1ec-0eee-48d5-904b-80c087e99a5e",
"Value": "You gain a +1 bonus on all attack rolls you make using Heavy
Maces."
},
{
"Key": "123b1082-999a-49a6-89e7-9f20a0491d3b",
"Value": "Greater Weapon Focus (Heavy Mace)"
},
{
"Key": "afceab46-635c-4de9-80c4-39c371808367",
"Value": "You gain a +1 bonus on all attack rolls you make using Incorporeal
Touch."
},
{
"Key": "14c43c22-90da-463a-abe7-005d22a4d298",
"Value": "Greater Weapon Focus (Incorporeal Touch)"
},
{
"Key": "78d86f5a-5c8d-4336-be13-f890037c3e4f",
"Value": "You gain a +1 bonus on all attack rolls you make using Kukri."
},
{
"Key": "f461b399-d90f-4389-9f02-67a0fc87f44d",
"Value": "Greater Weapon Focus (Kukri)"
},
{
"Key": "27d53fd5-e8d3-490f-af50-75fe52fbc28b",
"Value": "You gain a +1 bonus on all attack rolls you make using Light
Crossbows."
},
{
"Key": "6c8ac380-24eb-415b-9d34-d701405dd295",
"Value": "Greater Weapon Focus (Light Crossbow)"
},
{
"Key": "cee78a30-51f3-4579-b99a-ea29f6aec172",
"Value": "You gain a +1 bonus on all attack rolls you make using Light
Shields as a weapon."
},
{
"Key": "dde21bee-ff18-4ffe-b25b-9668dc171c38",
"Value": "Greater Weapon Focus (Light Shield)"
},
{
"Key": "8f2d32a0-4629-439b-b9c3-88a47aa80cee",
"Value": "You gain a +1 bonus on all attack rolls you make using longbows."
},
{
"Key": "1e4ed644-dc99-468a-a045-feaf656c80b9",
"Value": "Greater Weapon Focus (Longbow)"
},
{
"Key": "3666ce27-2614-4fc0-999e-1a444a3d84ca",
"Value": "You gain a +1 bonus on all attack rolls you make using longswords."
},
{
"Key": "17fdbb20-f825-4e4e-818f-49041d0490b6",
"Value": "Greater Weapon Focus (Longsword)"
},
{
"Key": "656b0163-8de9-45cb-acdd-f5d5d493937e",
"Value": "You gain a +1 bonus on all attack rolls you make using rapiers."
},
{
"Key": "357f4b4d-dd28-4e6d-b5f7-fa600fd12932",
"Value": "Greater Weapon Focus (Rapier)"
},
{
"Key": "15b45baf-e121-4888-bece-66020fd10062",
"Value": "You gain a +1 bonus on all attack rolls you make using Rays as
ranged touch attacks."
},
{
"Key": "63168bcf-a603-4e69-8513-90ebcb5a4e2e",
"Value": "Greater Weapon Focus (Ray)"
},
{
"Key": "c0226dc6-f834-4883-8e87-661e88d4acb1",
"Value": "You gain a +1 bonus on all attack rolls you make using Scimitars."
},
{
"Key": "50e954ac-6ec5-4b9e-b207-74b688149e1c",
"Value": "Greater Weapon Focus (Scimitar)"
},
{
"Key": "abe82cdd-b745-469e-9c5f-630880c357bd",
"Value": "You gain a +1 bonus on all attack rolls you make using Scythe."
},
{
"Key": "9e255724-7056-495c-9358-23e477e005b6",
"Value": "Greater Weapon Focus (Scythe)"
},
{
"Key": "e589e5f9-8ffd-48bc-a8ff-6c51af20e6f0",
"Value": "You gain a +1 bonus on all attack rolls you make using Shortbows."
},
{
"Key": "642196a2-3291-485f-8308-2295d384ad09",
"Value": "Greater Weapon Focus (Shortbow)"
},
{
"Key": "8f4e83f7-5817-4d82-87a3-78ddde67bf3d",
"Value": "You gain a +1 bonus on all attack rolls you make using
Shortswords."
},
{
"Key": "2a14bc5c-cfe8-4dc6-a214-551e24073158",
"Value": "Greater Weapon Focus (Short Sword)"
},
{
"Key": "778ed4e8-9be8-4874-8432-ac26d95efef6",
"Value": "You gain a +1 bonus on all attack rolls you make using Slam."
},
{
"Key": "468efac7-b52c-42ce-a4a4-1d567264da9f",
"Value": "Greater Weapon Focus (Slam)"
},
{
"Key": "56aa9660-0ca5-4d45-a77c-587377e75f6c",
"Value": "You gain a +1 bonus on all attack rolls you make using Spears."
},
{
"Key": "8963f344-821b-4178-bf8d-d1393a71097a",
"Value": "Greater Weapon Focus (Spear)"
},
{
"Key": "2b01ab77-f4d3-42cc-8b68-24a4e65726f5",
"Value": "You gain a +1 bonus on all attack rolls you make using Sting."
},
{
"Key": "674ac7fa-3224-4892-a033-ec6fc3fe0ea0",
"Value": "Greater Weapon Focus (Sting)"
},
{
"Key": "4b3bd76a-0a3e-44c4-91a1-36d078fd4bb0",
"Value": "You gain a +1 bonus on all attack rolls you make using tail
attacks."
},
{
"Key": "f791cb66-a7ba-4c49-bd85-763924bce361",
"Value": "Greater Weapon Focus (Tail)"
},
{
"Key": "2ac32524-3173-4db9-a9df-ec0ecca3bc67",
"Value": "You gain a +1 bonus on all attack rolls you make using Talon."
},
{
"Key": "e9cafd41-d15c-44a3-bc89-df6b1e5a8149",
"Value": "Greater Weapon Focus (Talon)"
},
{
"Key": "08e627ed-a3ef-40e0-9445-072b6fc7d882",
"Value": "You gain a +1 bonus on all attack rolls you make using Tentacles."
},
{
"Key": "fe96f0c1-bf45-4d81-99f2-586c4065468e",
"Value": "Greater Weapon Focus (Tentacle)"
},
{
"Key": "5b19f488-f6b9-47da-b4b2-897e30b67804",
"Value": "You gain a +1 bonus on all attack rolls you make using Touch."
},
{
"Key": "2458d41b-5e32-4498-8a46-f61dc5028b33",
"Value": "Greater Weapon Focus (Touch)"
},
{
"Key": "64f9993b-3d08-42d9-a200-c9ca42ec4e69",
"Value": "You gain a +1 bonus on all attack rolls you make using unarmed
strikes."
},
{
"Key": "08415058-f1c1-4e3f-8fd8-a67865636355",
"Value": "Greater Weapon Focus (Unarmed Strike)"
},
{
"Key": "a818da00-854d-4a00-a496-2b9bc47f2d4d",
"Value": "Choose one type of weapon (including unarmed strike) for which you
have already selected Weapon Focus. You are a master at your chosen
weapon.\nBenefit: You gain a +1 bonus on attack rolls you make using the selected
weapon. This bonus stacks with other bonuses on attack rolls, including those from
Weapon Focus.\nSpecial: You can gain Greater Weapon Focus multiple times. Its
effects do not stack. Each time you take the feat, it applies to a new type of
weapon."
},
{
"Key": "2bac1c15-54e3-4209-a0bc-96db4b91f529",
"Value": "Greater Weapon Focus"
},
{
"Key": "7c6371e3-7f96-4bd0-a73a-72070cd5701e",
"Value": "You gain a +2 bonus on all damage rolls you make using large
bastard swords."
},
{
"Key": "3ba03b89-c2a0-4a58-be7e-cb263c605cdd",
"Value": "Weapon Specialization (Large Bastard Sword)"
},
{
"Key": "d2820e54-b87a-44ad-95df-1608703048a6",
"Value": "You gain a +2 bonus on all damage rolls you make using bastard
swords."
},
{
"Key": "8b74b2b7-c748-4299-9a57-969ba1dc7c4d",
"Value": "Weapon Specialization (Bastard Sword)"
},
{
"Key": "585506ad-513e-409d-ada5-4005ed41af54",
"Value": "You gain a +2 bonus on all damage rolls you make using bite
attacks."
},
{
"Key": "748e9b1c-8297-4185-a9c7-2713e7da2cf0",
"Value": "Weapon Specialization (Bite)"
},
{
"Key": "13bc18e6-008f-44bd-9597-1ea825fa8a82",
"Value": "You gain a +2 bonus on all damage rolls you make using bombs."
},
{
"Key": "6e6636ce-8ea1-4524-8ec7-becdde15e9cf",
"Value": "Weapon Specialization (Bomb)"
},
{
"Key": "fc5fe6e1-96a6-4f05-bb35-b7d44c9fec8a",
"Value": "You gain a +2 bonus on all damage rolls you make using claw
attacks."
},
{
"Key": "dbdfa569-bcb9-4df0-83d1-96464dda4f8a",
"Value": "Weapon Specialization (Claw)"
},
{
"Key": "5b136dcc-3196-431e-9132-6dbec522d768",
"Value": "You gain a +2 bonus on all damage rolls you make using clubs."
},
{
"Key": "98a7a188-49bc-48a4-80de-0e4c19206cf9",
"Value": "Weapon Specialization (Club)"
},
{
"Key": "bf797397-782a-4ffb-a3e6-829819fe77b3",
"Value": "You gain a +2 bonus on all damage rolls you make using daggers."
},
{
"Key": "435ffe54-7811-4177-bb87-f83c36218333",
"Value": "Weapon Specialization (Dagger)"
},
{
"Key": "cb475015-c0b3-4659-864a-8d539ac748ad",
"Value": "You gain a +2 bonus on all damage rolls you make using falchions."
},
{
"Key": "2be25bed-ab88-42c5-9fc4-8037d883a3c8",
"Value": "Weapon Specialization (Falchion)"
},
{
"Key": "66fda8be-3c61-4792-9dcd-036a1a3e8b40",
"Value": "You gain a +2 bonus on all damage rolls you make using gore
attacks."
},
{
"Key": "fc679d01-4dd8-41ab-8865-80c82768540f",
"Value": "Weapon Specialization (Gore)"
},
{
"Key": "983f2750-6544-4aef-8330-28f79e457671",
"Value": "You gain a +2 bonus on all damage rolls you make using greataxes."
},
{
"Key": "c45dbff5-dea5-4e6e-b011-468b79cdd816",
"Value": "Weapon Specialization (Greataxe)"
},
{
"Key": "ec0f817b-9f5b-4f9c-8441-1c1e3283dc1c",
"Value": "You gain a +2 bonus on all damage rolls you make using greatclubs."
},
{
"Key": "613590ae-a8c6-40e5-9497-87fe508a3327",
"Value": "Weapon Specialization (Greatclub)"
},
{
"Key": "ae9e856e-0841-4731-8d12-cdf79efcacb0",
"Value": "You gain a +2 bonus on all damage rolls you make using
greatswords."
},
{
"Key": "6e1c6db7-60d7-4831-bf01-f20b7e5c492e",
"Value": "Weapon Specialization (Greatsword)"
},
{
"Key": "76c43606-bf3a-4255-80a1-38810cf1473e",
"Value": "You gain a +2 bonus on all damage rolls you make using heavy
crossbows."
},
{
"Key": "39702fcb-1ff7-486c-bde8-28899fbc2a4e",
"Value": "Weapon Specialization (Heavy Crossbow)"
},
{
"Key": "ba6d1673-cba6-4d3b-acc2-95e473a7a523",
"Value": "You gain a +2 bonus on all damage rolls you make using heavy
maces."
},
{
"Key": "fe23576f-8d42-4c56-820f-379f05692029",
"Value": "Weapon Specialization (Heavy Mace)"
},
{
"Key": "4683f3a0-a4ac-4573-a3d8-d3eb02f5175f",
"Value": "You gain a +2 bonus on all damage rolls you make using incorporeal
touch attacks."
},
{
"Key": "b6fb8453-1317-487c-b69e-3aafeef8a676",
"Value": "Weapon Specialization (Incorporeal Touch)"
},
{
"Key": "7458cbb7-f9f4-4c8d-b6cc-7d19f63ef971",
"Value": "You gain a +2 bonus on all damage rolls you make using kukri."
},
{
"Key": "8028c008-e373-4a9f-aad4-8eb70cf1f5ab",
"Value": "Weapon Specialization (Kukri)"
},
{
"Key": "5be96b42-dbb0-4152-a065-98fddb8b8f06",
"Value": "You gain a +2 bonus on all damage rolls you make using light
crossbows."
},
{
"Key": "783675f3-ec43-4ab6-b029-58ce22038246",
"Value": "Weapon Specialization (Light Crossbow)"
},
{
"Key": "fc3542a6-3094-469d-a442-c1502b274828",
"Value": "You gain a +2 bonus on all damage rolls you make using light
shields as a weapon."
},
{
"Key": "bb249ad1-68f1-42ba-9c34-f9d5d8b9fc3b",
"Value": "Weapon Specialization (Light Shield)"
},
{
"Key": "de5a4353-b6d2-457f-a5de-132b9eb96d60",
"Value": "You gain a +2 bonus on all damage rolls you make using longbows."
},
{
"Key": "bdfdfa3b-8d76-470b-8cb3-5c4df14d7139",
"Value": "Weapon Specialization (Longbow)"
},
{
"Key": "9165b882-b930-4616-b58f-50ac05dc7ac7",
"Value": "You gain a +2 bonus on all damage rolls you make using longswords."
},
{
"Key": "0face391-0f68-405a-9cda-e4cf8e4f4f20",
"Value": "Weapon Specialization (Longsword)"
},
{
"Key": "31be1f41-9388-4e1b-97b7-9dbd60f39789",
"Value": "You gain a +2 bonus on all damage rolls you make using rapiers."
},
{
"Key": "bd7e8b94-1d8f-4b55-b382-ec0bab2631cd",
"Value": "Weapon Specialization (Rapier)"
},
{
"Key": "f3a5bd0c-61b4-4a82-9042-99261cc83241",
"Value": "You gain a +2 bonus on all damage rolls you make using rays as
ranged touch attacks."
},
{
"Key": "d1a8490d-9eab-4ade-98e4-5c7900e98a38",
"Value": "Weapon Specialization (Ray)"
},
{
"Key": "236d33ea-d70e-4109-a856-f9a7150e7c95",
"Value": "You gain a +2 bonus on all damage rolls you make using scimitars."
},
{
"Key": "00d1721f-2a3f-42eb-b2ae-0311da46c6bb",
"Value": "Weapon Specialization (Scimitar)"
},
{
"Key": "e650816d-76db-4465-8461-0c6bf203ae64",
"Value": "You gain a +2 bonus on all damage rolls you make using scythes."
},
{
"Key": "a2a0a26f-999c-4df5-b9e0-b6cc24aafc4e",
"Value": "Weapon Specialization (Scythe)"
},
{
"Key": "e0f59d36-02ec-49aa-8e54-58b1ad9c7584",
"Value": "You gain a +2 bonus on all damage rolls you make using shortbows."
},
{
"Key": "8c348f59-99c7-49fa-9afb-2c12a9996ad7",
"Value": "Weapon Specialization (Shortbow)"
},
{
"Key": "b6e0b211-6bb7-458f-ba03-295e9f473a96",
"Value": "You gain a +2 bonus on all damage rolls you make using short
swords."
},
{
"Key": "6e29bd55-6768-4e32-99fd-9e41baf26803",
"Value": "Weapon Specialization (Short Sword)"
},
{
"Key": "5cc2faac-e3ad-4d4b-857d-6b63a9980cc3",
"Value": "You gain a +2 bonus on all damage rolls you make using sickles."
},
{
"Key": "9e25994b-0368-4d1a-9537-e9baf6b770e9",
"Value": "Weapon Specialization (Sickle)"
},
{
"Key": "675c1d74-2e34-4f31-b47e-7ac8efd18fc5",
"Value": "You gain a +2 bonus on all damage rolls you make using slam
attacks."
},
{
"Key": "911da817-debb-405a-8efa-0f3fcf3ac5fd",
"Value": "Weapon Specialization (Slam)"
},
{
"Key": "e4b42060-c7a7-415f-b3de-d91f165a9677",
"Value": "You gain a +2 bonus on all damage rolls you make using spears."
},
{
"Key": "453a0dad-a0cd-4856-92e8-f29081393b6a",
"Value": "Weapon Specialization (Spear)"
},
{
"Key": "df2ab45e-d766-4646-aa56-6940ba16fb84",
"Value": "You gain a +2 bonus on all damage rolls you make using sting
attacks."
},
{
"Key": "55c0b829-5805-49da-a64f-397e74f45149",
"Value": "Weapon Specialization (Sting)"
},
{
"Key": "dcd4874f-61b9-4559-967d-42b90af7037b",
"Value": "You gain a +2 bonus on all damage rolls you make using tail
attacks."
},
{
"Key": "152269f6-69b5-4855-aa56-00cb0720cc06",
"Value": "Weapon Specialization (Tail)"
},
{
"Key": "b4ee155e-2251-4a33-ac28-91103dda1d96",
"Value": "You gain a +2 bonus on all damage rolls you make using talon
attacks."
},
{
"Key": "9aa2dd27-e560-48a3-9560-13834380818d",
"Value": "Weapon Specialization (Talon)"
},
{
"Key": "da9ba418-9b97-4e16-b8ef-87b4ca5d844a",
"Value": "You gain a +2 bonus on all damage rolls you make using tentacle
attacks."
},
{
"Key": "a9ead7bf-b7ad-4106-baf3-1d995901345d",
"Value": "Weapon Specialization (Tentacle)"
},
{
"Key": "9ba9243c-3b3e-4d34-99ac-cbff9c312287",
"Value": "You gain a +2 bonus on all damage rolls you make using touch
attacks."
},
{
"Key": "6b8d8450-69a3-4794-b045-537da7be512a",
"Value": "Weapon Specialization (Touch)"
},
{
"Key": "262beb5f-4bfc-4d13-a82c-cf2d2019dceb",
"Value": "You gain a +2 bonus on all damage rolls you make using unarmed
strikes."
},
{
"Key": "da643fd9-d96a-4d23-aed2-bbb2cea25e0f",
"Value": "Weapon Specialization (Unarmed Strike)"
},
{
"Key": "f0de386d-00e5-4e21-b05d-980381051b66",
"Value": "You are skilled at dealing damage with one weapon. Choose one type
of weapon (including unarmed strike) for which you have already selected the Weapon
Focus feat. You deal extra damage when using this weapon.\nBenefit: You gain a +2
bonus on all damage rolls you make using the selected weapon.\nSpecial: You can
gain this feat multiple times. Its effects do not stack. Each time you take the
feat, it applies to a new type of weapon."
},
{
"Key": "5221a0d3-fd4a-4ee4-b7e5-19a6479db9ed",
"Value": "Weapon Specialization"
},
{
"Key": "9e65e9bf-28f4-4c7b-a7ad-b752ae246385",
"Value": "You gain a +2 bonus on all damage rolls you make using large
bastard swords."
},
{
"Key": "c76e0bd1-5f67-489c-81c9-c3cc118d8fb0",
"Value": "Greater Weapon Specialization (Large Bastard Sword)"
},
{
"Key": "4222560e-6158-4b11-8805-cf64b6c7a924",
"Value": "You gain a +2 bonus on all damage rolls you make using Bastard
Swords."
},
{
"Key": "40e0eb3a-cfb4-486c-9da6-c6199626540f",
"Value": "Greater Weapon Specialization (Bastard Sword)"
},
{
"Key": "8c1afa7e-51fb-40ae-a4ea-b6b3baa9ad65",
"Value": "You gain a +2 bonus on all damage rolls you make using Bite."
},
{
"Key": "45efbf6c-69ac-4cb2-8faf-13e5b4848860",
"Value": "Greater Weapon Specialization (Bite)"
},
{
"Key": "32fd2ec3-595e-41cf-8cf5-141ba1d208c0",
"Value": "You gain a +2 bonus on all damage rolls you make using Bombs."
},
{
"Key": "f6632741-d965-4e01-ba48-024ed8d1baee",
"Value": "Greater Weapon Specialization (Bomb)"
},
{
"Key": "24d64fe4-86b0-4782-a7ea-d2cb1c895d5b",
"Value": "You gain a +2 bonus on all damage rolls you make using Claws."
},
{
"Key": "af7c6139-b3f7-4740-9c73-799051a82d13",
"Value": "Greater Weapon Specialization (Claw)"
},
{
"Key": "12a475c4-341b-4c39-bac8-77149304747b",
"Value": "You gain a +2 bonus on all damage rolls you make using Club."
},
{
"Key": "90bfd90c-cb16-4e5c-bf27-9970d355d28f",
"Value": "Greater Weapon Specialization (Club)"
},
{
"Key": "252291f6-790f-4e14-b3e1-3902bbec4f41",
"Value": "You gain a +2 bonus on all damage rolls you make using Daggers."
},
{
"Key": "c4cdb8e9-6077-4d2a-957a-d0def163c717",
"Value": "Greater Weapon Specialization (Dagger)"
},
{
"Key": "e1ec48b7-dfbd-4f29-b9a9-4194f60d7945",
"Value": "You gain a +2 bonus on all damage rolls you make using Falchion."
},
{
"Key": "b356594d-91db-423b-bdb5-5a0b200a2a42",
"Value": "Greater Weapon Specialization (Falchion)"
},
{
"Key": "a5689e17-f727-4347-9275-cab9c00100b0",
"Value": "You gain a +2 bonus on all damage rolls you make using Gore."
},
{
"Key": "5aa9cd20-88af-478d-a372-36ce7d4f0c00",
"Value": "Greater Weapon Specialization (Gore)"
},
{
"Key": "e7449232-84e4-4cc7-8341-de93d84db75d",
"Value": "You gain a +2 bonus on all damage rolls you make using Greataxes."
},
{
"Key": "c7e55d78-208c-42aa-b178-8697ec1d7cd0",
"Value": "Greater Weapon Specialization (Greataxe)"
},
{
"Key": "c86afade-5077-414f-9ce5-b0007a5b859c",
"Value": "You gain a +2 bonus on all damage rolls you make using Greatclubs."
},
{
"Key": "3df02f6a-1365-47eb-be3c-6a71398263f6",
"Value": "Greater Weapon Specialization (Greatclub)"
},
{
"Key": "b708fb61-38f2-4a2f-bf04-120f1806204d",
"Value": "You gain a +2 bonus on all damage rolls you make using
Greatswords."
},
{
"Key": "e66a9c46-bd4c-4e5c-811f-a1f825a83e60",
"Value": "Greater Weapon Specialization (Greatsword)"
},
{
"Key": "dbaa22af-c467-4d13-a705-1014574dfcb0",
"Value": "You gain a +2 bonus on all damage rolls you make using Heavy
Crossbows."
},
{
"Key": "0854fc9f-6646-4d3a-b81f-c12c50a2af03",
"Value": "Greater Weapon Specialization (Heavy Crossbow)"
},
{
"Key": "8bb246a8-03f7-453f-9208-be60f093eed0",
"Value": "You gain a +2 bonus on all damage rolls you make using Heavy Mace."
},
{
"Key": "68ea0691-3253-47e4-9f41-391cdbd3fd13",
"Value": "Greater Weapon Specialization (Heavy Mace)"
},
{
"Key": "4fe4b2b6-d87a-4d69-a3e8-6d90c18d678b",
"Value": "You gain a +2 bonus on all damage rolls you make using Incorporeal
Touch."
},
{
"Key": "2cba35ad-f018-4c82-a814-67c09295b2b8",
"Value": "Greater Weapon Specialization (Incorporeal Touch)"
},
{
"Key": "c4e85197-b93f-4a4b-947c-4b835132b102",
"Value": "You gain a +2 bonus on all damage rolls you make using Kukri."
},
{
"Key": "7e59546a-87f8-49f5-90a8-74c6f37deacb",
"Value": "Greater Weapon Specialization (Kukri)"
},
{
"Key": "c8f815b6-c476-4aeb-abba-e5ce8fa7465e",
"Value": "You gain a +2 bonus on all damage rolls you make using Light
Crossbows as a weapon."
},
{
"Key": "4032954a-b397-4bc1-8d1a-59b005183b8c",
"Value": "Greater Weapon Specialization (Light Crossbow)"
},
{
"Key": "3cde88d9-8ccc-42f0-a69d-fac70ea42f5c",
"Value": "You gain a +2 bonus on all damage rolls you make using Light
Shields as a weapon."
},
{
"Key": "9a3d895e-0f67-47d8-9694-36db62b1eda7",
"Value": "Greater Weapon Specialization (Light Shield)"
},
{
"Key": "ea692dbe-aa12-44f4-91db-72a17737a270",
"Value": "You gain a +2 bonus on all damage rolls you make using Longbows."
},
{
"Key": "af3781f0-c9e3-4cf7-8463-4e64b3946e2e",
"Value": "Greater Weapon Specialization (Longbow)"
},
{
"Key": "21a19c0b-5378-4362-851a-68c7b57da327",
"Value": "You gain a +2 bonus on all damage rolls you make using longswords."
},
{
"Key": "ff80ce59-fd54-4877-9afd-808da61d4755",
"Value": "Greater Weapon Specialization (Longsword)"
},
{
"Key": "a026e74b-2ffa-481c-b330-eaf774505281",
"Value": "You gain a +2 bonus on all damage rolls you make using Rapiers."
},
{
"Key": "b19de905-e2e9-4cf3-9f7e-191a0c322c33",
"Value": "Greater Weapon Specialization (Rapier)"
},
{
"Key": "90a1e13d-bfc0-44da-90a7-33b95ed78cf5",
"Value": "You gain a +2 bonus on all damage rolls you make using Ray."
},
{
"Key": "81a1132d-1814-4c88-a97d-02a64d08b6c8",
"Value": "Greater Weapon Specialization (Ray)"
},
{
"Key": "cda9c32b-e25e-491a-860e-2d8e182dce62",
"Value": "You gain a +2 bonus on all damage rolls you make using Scimitars."
},
{
"Key": "11268f50-d68f-408c-8d68-b6977cde3045",
"Value": "Greater Weapon Specialization (Scimitar)"
},
{
"Key": "194bd920-d54e-4704-b7d7-7af0e5726fa9",
"Value": "You gain a +2 bonus on all damage rolls you make using Scythe."
},
{
"Key": "af3873fa-2277-4c82-8bf4-c302f84d3e11",
"Value": "Greater Weapon Specialization (Scythe)"
},
{
"Key": "c71e4296-063a-41cd-8274-b2b5950168c2",
"Value": "You gain a +2 bonus on all damage rolls you make using Shortbows."
},
{
"Key": "338e973b-f9f3-497a-a865-871508a024e6",
"Value": "Greater Weapon Specialization (Shortbow)"
},
{
"Key": "7ce42cfc-fe24-4fb9-b679-f32f8bda79c1",
"Value": "You gain a +2 bonus on all damage rolls you make using short
swords."
},
{
"Key": "6aca495f-19d7-464c-b35e-18bf14dd47eb",
"Value": "Greater Weapon Specialization (Short Sword)"
},
{
"Key": "2461db3b-576f-423d-89c1-69fe708c1f7d",
"Value": "You gain a +2 bonus on all damage rolls you make using Slam."
},
{
"Key": "037004d6-5784-47fd-b702-62d1299af359",
"Value": "Greater Weapon Specialization (Slam)"
},
{
"Key": "ad608b87-022d-48c5-a6da-8db0df271745",
"Value": "You gain a +2 bonus on all damage rolls you make using Spears."
},
{
"Key": "10261499-d3b7-476d-a63d-a0c0f5e40f5e",
"Value": "Greater Weapon Specialization (Spear)"
},
{
"Key": "9f8b8a2a-a3e3-4a4a-aca2-f488d833c469",
"Value": "You gain a +2 bonus on all damage rolls you make using sting
attacks."
},
{
"Key": "f50258d3-9f34-4e70-90be-14c823700e93",
"Value": "Greater Weapon Specialization (Sting)"
},
{
"Key": "f0528a99-2328-4f36-bc34-2ec1c6ffa23d",
"Value": "You gain a +2 bonus on all damage rolls you make using Tails."
},
{
"Key": "39173fcb-ffe5-4698-99f1-9f0cc408b791",
"Value": "Greater Weapon Specialization (Tail)"
},
{
"Key": "2dbead33-84b2-4287-99d2-4880381fe192",
"Value": "You gain a +2 bonus on all damage rolls you make using Talon."
},
{
"Key": "cc0ae17b-1559-4f58-aff5-903b9b30b5fb",
"Value": "Greater Weapon Specialization (Talon)"
},
{
"Key": "4f7cc14b-ec9a-48bf-aaca-48cf461e2918",
"Value": "You gain a +2 bonus on all damage rolls you make using Tentacles."
},
{
"Key": "2bd7c378-e9f2-4b56-b106-efc96a19e101",
"Value": "Greater Weapon Specialization (Tentacle)"
},
{
"Key": "37b97015-a662-493b-9570-ca209a8e91fd",
"Value": "You gain a +2 bonus on all damage rolls you make using Touch."
},
{
"Key": "a705367c-8d67-459b-9179-1547ed9677b2",
"Value": "Greater Weapon Specialization (Touch)"
},
{
"Key": "17e326cb-7296-4785-a228-982afb2b37d8",
"Value": "You gain a +2 bonus on all damage rolls you make using Talon."
},
{
"Key": "19a5ae2a-aa50-4782-b01c-9bdc45c2fc99",
"Value": "Greater Weapon Specialization (Unarmed Strike)"
},
{
"Key": "ac58edec-9a9d-43c7-8736-7ac24daf6cdc",
"Value": "Choose one type of weapon (including unarmed strike) for which you
possess the Weapon Specialization feat. Your attacks with the chosen weapon are
more devastating than normal.\nBenefit: You gain a +2 bonus on all damage rolls you
make using the selected weapon. This bonus to damage stacks with other damage roll
bonuses, including any you gain from Weapon Specialization.\nSpecial: You can gain
Greater Weapon Specialization multiple times. Its effects do not stack. Each time
you take the feat, it applies to a new type of weapon."
},
{
"Key": "6ee0e560-74a5-410d-8275-b909af9d5274",
"Value": "Greater Weapon Specialization"
},
{
"Key": "e688f4db-32be-445c-b584-975cbf90883e",
"Value": "Stolen Lands"
},
{
"Key": "b210b847-f082-47a7-b512-f9d489a55d5b",
"Value": "Area Exit"
},
{
"Key": "c16c697a-f8cf-4e50-98c5-00234e50688c",
"Value": "Bald Hilltop"
},
{
"Key": "c2513c49-3fc7-426b-854e-05a05cae1a70",
"Value": "A huge, flat-topped rock that serves as a landmark in the area."
},
{
"Key": "40765fb5-abfb-456c-9b95-4ebf750fb432",
"Value": "Old Mesa"
},
{
"Key": "b1e620b8-38a9-414a-8ecc-43f8db27fb30",
"Value": "A notable hill that got its name (and its nasty reputation) when
rats swarmed it in huge numbers."
},
{
"Key": "616285ca-3f7c-4b3e-9dea-55bd3413aa48",
"Value": "Ratnook Hill"
},
{
"Key": "ba2eba6a-ea1d-49fd-92b2-25cf37d30a6b",
"Value": "Once popular, this trail now slowly melds into the surrounding
wilderness. Most travelers came here via Nettles' Crossing, but with its
destruction, the trail has been abandoned."
},
{
"Key": "881e8e21-fc88-4b5a-9965-4dc686117267",
"Value": "Trail in the Hills"
},
{
"Key": "9dbe02a2-3691-4bd0-9869-71ff3abff456",
"Value": "An abandoned dwarven shaft that leads to a coal deposit."
},
{
"Key": "7cea2f93-9ee2-4b07-b19a-b8e3c8cb039f",
"Value": "Coal Mine"
},
{
"Key": "ef438ffa-6be5-4f0e-aa0a-3966853571e5",
"Value": ""
},
{
"Key": "b65dc986-4636-4d21-875b-1216fcdfd63e",
"Value": ""
},
{
"Key": "e5445d30-8983-4560-bfa7-31e26be36ef6",
"Value": ""
},
{
"Key": "595126b5-5009-4833-8bd8-98877ba4a75f",
"Value": ""
},
{
"Key": "4f39a090-df21-4acc-a015-536d1f5a8f95",
"Value": ""
},
{
"Key": "17484a18-5378-40e4-9bcb-7157ea3c033b",
"Value": "This part of the northern Narlmarches is a place where wildlife
thrives, being home to a variety of beasts. This attracts many hunters, but it
scares off other travelers � beast attacks are not rare in the area."
},
{
"Key": "bfd74c54-1ad9-4d98-b73f-06d5be62a8c1",
"Value": "Glade in the Wilderness"
},
{
"Key": "bd4ec820-d386-414b-a4f5-e5d8a91a3a23",
"Value": "According to Bokken, some wererats have been seen in this part of
the forest."
},
{
"Key": "bc144f78-4fd5-463b-bc7c-3fb392b3e4d8",
"Value": "Wererat Lair"
},
{
"Key": "304a14e2-2b19-45b1-8e5f-d81eebc0d243",
"Value": "This lonely oak in the heart of a pine grove looks like a wandering
stranger in a foreign land."
},
{
"Key": "2fa1cc8b-dc8b-4d31-acca-c36531d4c230",
"Value": "Oak-That-Strayed"
},
{
"Key": "348861fc-88d6-4a47-ba4b-0af24996d500",
"Value": "A gloomy, soggy lowland leading into a swamp. Travelers avoid this
place � the swamp is dangerous on its own, but it also tends to attract monsters
and other unpleasant creatures."
},
{
"Key": "5d076c0f-eba3-4f28-9a8b-72c2ce224174",
"Value": "Waterlogged Lowland"
},
{
"Key": "be77f47b-0e81-4e5e-8a1f-d34fb402b869",
"Value": "A quiet and unremarkable area not far from the confluence point of
the Crooked River and the Shrike River. No major roads cross the area, and
travelers are rare."
},
{
"Key": "9cdf93c2-d001-47d6-bca1-022c16a2036f",
"Value": "Two-Rivers Field"
},
{
"Key": "3868b311-4fe1-4560-a14c-3d9407d01937",
"Value": "Stone structures that somewhat resemble stalagmites cover the
eastern bank of the Thorn River here. They form natural labyrinths, where no one
knows what they might find around the next corner."
},
{
"Key": "e2a7531f-60d0-4560-8b14-a0bb60ee8231",
"Value": "Thorn River Bank"
},
{
"Key": "97c4fa7c-6dc7-4e14-806f-ae36c8a2723b",
"Value": "There are neither paths nor passages leading to this small glade,
yet silent voices can be heard near the clearing."
},
{
"Key": "7bd7f6fc-1230-49ff-bd87-4add1c1b0fb3",
"Value": "Druids' Refuge"
},
{
"Key": "e91e3748-4411-422b-b603-6d5cbfbe8c1e",
"Value": "The soggy remnants of a once well-built bridge crossing the Shrike
River. The fate of the crossing and its creator, an engineer named Davik Nettles,
is one of the dark secrets of the Stolen Lands. One day, the bridge was found
destroyed, and Davik had gone missing under mysterious circumstances."
},
{
"Key": "a306333e-0968-4c3d-bd7f-1f2c4a741ef1",
"Value": "Nettle's Crossing"
},
{
"Key": "e8bc0965-b8cf-40b0-92a1-543a38081266",
"Value": "A prominent landmark, Riverine Rise can be seen from afar. A
riverbank swelled here, forming a quaint, picturesque hill."
},
{
"Key": "46b61ebe-d736-4de3-8daa-eb8023c59486",
"Value": "Riverine Rise"
},
{
"Key": "4176c048-5972-42f1-a447-646348c5910c",
"Value": "An isle of pine forest in the grassy sea of the Shrike Hills. One
can only assume that in the past the northern border of the Narlmarches laid
further east, and this grove is the last witness of those days."
},
{
"Key": "ff8ed711-7358-4e6e-870f-f224fd8cf9a0",
"Value": "Pine Patch"
},
{
"Key": "7f9926ab-3b24-4d74-8db3-d3c1d02fdedc",
"Value": "A mound with a small barrow inside. The Stolen Lands are rich with
traces of long-gone settlements and the ruins of ancient civilizations. Almost
every year, an accidental landslide exposes a door to an ancient tomb or the
foundation of some destroyed temple. This location is a prime example of this."
},
{
"Key": "07b38b8a-b986-4a4a-976a-e40361d0f9f0",
"Value": "Ancient Tomb"
},
{
"Key": "c3f83fb8-223c-443b-b571-8ca5d8ce75ea",
"Value": "A noble patriarch of the tree world, the Old Sycamore can be seen
from miles around. No other sycamore in the area has grown as high, and the reason
this one in particular reached its enormous size remains a mystery to the locals."
},
{
"Key": "e24b11f8-0ef5-4dc3-9ddd-241616187386",
"Value": "Old Sycamore"
},
{
"Key": "2c2e8819-17e6-4b6b-9669-dcabb29f742c",
"Value": "This abandoned border fort at the southern edge of Rostland found a
new life recently. Oleg and Svetlana Leveton, a couple from Restov, rebuilt it into
a trading post. This place is now one of the few hospitable shelters for travelers
in the surrounding wilderness."
},
{
"Key": "dea66e76-47c7-48a4-a92a-13b07060aff0",
"Value": "Oleg's Trading Post"
},
{
"Key": "01efad32-b2c7-4430-b6d8-b5c6f919e5e9",
"Value": "This abandoned border fort at the southern edge of Rostland has
found new life recently. Oleg and Svetlana Leveton, a couple from Restov, rebuilt
it into a trading post, which is now one of the few hospitable shelters for
travelers passing through the area."
},
{
"Key": "7fabbab2-3f98-4845-ad52-050d39a2808b",
"Value": "Oleg's Trading Post"
},
{
"Key": "891dbbf0-7b10-4dee-b797-2103dbca2093",
"Value": "Time and weather have left their marks on the walls of this old
outpost, but it still seems to be in pretty good condition."
},
{
"Key": "652c30aa-845c-4d65-9860-378784d5acf0",
"Value": "Old Outpost"
},
{
"Key": "a58c86c7-464d-4cfd-a9ba-1058eef9aa78",
"Value": "An elevated position that impedes access, making it the perfect
location for defensive fortifications."
},
{
"Key": "77a21dd9-49df-4459-b51f-0d11b25de044",
"Value": "Flat-Topped Hill"
},
{
"Key": "cf18f2b0-2e42-4a81-8da5-ed51560f99b5",
"Value": "Thorny bushes full of juicy berries still grow on the site of an
old orchard."
},
{
"Key": "0f111ee4-5919-4c2f-b551-30fb22dbd933",
"Value": "Blackberry Meadow"
},
{
"Key": "8087c005-0041-4439-9f5c-4bc104f66c0b",
"Value": "The local soil is great for growing fruit trees and vegetables."
},
{
"Key": "b242f9a6-617c-4331-9ddd-f2dac7db86e0",
"Value": "Fertile Land"
},
{
"Key": "42ec748e-c00f-462e-a2c0-341226c549db",
"Value": "A dry river bed, covered with rock-salt deposits."
},
{
"Key": "d0233fa0-3125-41bf-939e-e257fec7bcf7",
"Value": "Ancient River Bed"
},
{
"Key": "80c72a98-44e0-48de-a42b-196e3912a4ad",
"Value": "Salt"
},
{
"Key": "3de788fe-3a00-4b4d-a926-3b8af66ede9b",
"Value": "A small lowland with unique conditions for growing medicinal plants
and herbs."
},
{
"Key": "e6e93a47-1f8d-4b14-b001-2f0b6b26ea12",
"Value": "Moist Basin"
},
{
"Key": "7fb1f84f-db8b-4bf4-96c5-5b8a5849c238",
"Value": "The magical field surrounding this structure gives off a skin-
tingling sensation."
},
{
"Key": "2ea343c9-49cc-40d9-8c03-398fc2480448",
"Value": "Ancient Obelisk"
},
{
"Key": "b91423ae-27d6-4ce5-b1a1-2b673bc1be41",
"Value": "A burial site of numerous items dating back to the Age of
Enthronement."
},
{
"Key": "5efe54bd-9373-4e1a-b123-8403643bed49",
"Value": "Excavation Site"
},
{
"Key": "188d9e15-2c46-4959-95ce-086906b95796",
"Value": "Archaeological Artifacts"
},
{
"Key": "df190d3a-7c21-45b7-a706-f46d0dc601f5",
"Value": "The surviving walls are covered with exquisite mosaics."
},
{
"Key": "da65d785-56d4-4269-9548-493011e3f559",
"Value": "Ruins of an Old Temple"
},
{
"Key": "5c05b1ff-f236-42af-b658-32578982435e",
"Value": "Restov"
},
{
"Key": "1dd8f712-fb5f-477a-bf41-acd3963407e5",
"Value": "The Six Bears barbarian tribe set up camp near the East Sellen
River."
},
{
"Key": "967a4c4c-f338-4339-a47f-430557a190e1",
"Value": "Six Bears Camp"
},
{
"Key": "b7627ea6-7f72-4422-a56e-f59410da44ba",
"Value": "The origin of this giant burrow remains a mystery to the locals. It
was named for the plant known as fangberry that grows in the area."
},
{
"Key": "19a11687-2407-4983-98ac-b7e8c6f1da44",
"Value": "Fangberry Cave"
},
{
"Key": "1d50b4c8-26e8-4e06-9858-61ce9e97844e",
"Value": "The remains of a small house, accompanied by an old stone altar,
are hidden deep in the woods. Local hunters sometimes use the place for shelter and
try not to think too hard about who built it and why it was abandoned."
},
{
"Key": "c5702892-8267-4605-b079-89ac85aabef7",
"Value": "Abandoned Hut"
},
{
"Key": "a830d8e7-8b81-42a3-9a10-216786ae4851",
"Value": "A little islet in the middle of the Skunk River, topped by two
living and one half-living pine trees. Local fisherman still fight over the name,
as some think it should be called \"Two-and-a-Half-Pines Islet.\""
},
{
"Key": "f0e7fd22-4424-47db-bd67-f4668ba9bd12",
"Value": "Three-Pine Islet"
},
{
"Key": "e5e8cdf2-4742-4a75-a439-0eccd86255eb",
"Value": "Technic League agents made their way through this forest. They set
up camp in this area, where it seems they held their slaves."
},
{
"Key": "1892a234-1b02-47a9-a82b-cbb2e6ffdca6",
"Value": "Technic League Encampment"
},
{
"Key": "54262958-7281-4735-85bd-6436fc9b089b",
"Value": "A nondescript hill conceals the entryway to an underground lair �
the Technic League's secret base."
},
{
"Key": "8feb044f-f396-4755-b35f-be64b6c1a749",
"Value": "Technic League Hideout"
},
{
"Key": "9be39cef-4f15-4bfd-9157-a85575581c1c",
"Value": "This ford in the heart of the woods is one of the best places to
cross the Thorn River. Most traders and travelers choose the Thorn Ford for passage
� attracting bandits to the place, as well."
},
{
"Key": "d7909781-4444-4db4-b365-5a6092055ffc",
"Value": "Thorn Ford"
},
{
"Key": "254c1200-9cf0-4ad0-abc5-215c4dd5bfaa",
"Value": "A great old tree dominates this area, rising from the remains of
the waterlogged pine forest."
},
{
"Key": "ae652862-623d-4ffe-96f0-93c2abb64e10",
"Value": "Old Oak"
},
{
"Key": "f3a2fcaf-4e7e-4227-becb-e6f7d82b00dc",
"Value": "All hunters in the Greenbelt know the name \"Tuskgutter,\" as well
as the location the giant boar chose for its lair."
},
{
"Key": "9dba2aa1-d4d0-401a-8931-12252d38cda1",
"Value": "Tuskgutter's Lair"
},
{
"Key": "ec4407ac-a3e9-41fc-9d2d-5be9d7ae13a3",
"Value": "Mossy ruins on the shore of a small, quiet forest stream."
},
{
"Key": "8006527a-c76b-43f0-8850-57ca56d95226",
"Value": "Verdant Chambers"
},
{
"Key": "f2eb0621-a3c2-409b-8e90-11a0d6abc19e",
"Value": "The final resting place of the Numerian barbarians' greatest hero,
lost for millennia, and only recently rediscovered."
},
{
"Key": "f961ffc5-447f-4859-ac51-825642564aca",
"Value": "Armag's Tomb"
},
{
"Key": "8144a27e-da2e-43b8-9ca8-3493ca1f96d3",
"Value": "A forest glade where a band of fey tricksters used to frolic."
},
{
"Key": "e1c5b938-00cd-44b5-b4a1-469b9d1025a3",
"Value": "Fey Glade"
},
{
"Key": "1223926c-4f45-421a-99fd-36eaabc601da",
"Value": "A small natural cave under a hill. Long ago, in times immemorial,
the Numerian barbarians used to bury their dead here. Now, abandoned and forsaken,
it serves as a refuge to travelers and beasts alike � sometimes even their final
refuge."
},
{
"Key": "5eeedde8-ed6c-4287-b497-ae23a97d6994",
"Value": "Desecrated Cairn"
},
{
"Key": "901fae32-6eed-4a2f-b09d-5b00ae4745ef",
"Value": "This wide plain between Numeria and Brevoy has frequently been a
battlefield. The lush grass has been well fertilized by the bodies of generations
of heroes, whose bleached bones and rusty swords can still be found among the rocks
and along the bottoms of its ravines."
},
{
"Key": "c27f7a72-aaf7-4dfd-906a-7825b704ab03",
"Value": "Flintrock Grassland"
},
{
"Key": "4dae1168-ae56-40ed-9f8c-878424301ec0",
"Value": ""
},
{
"Key": "35818ba7-fb0a-4fde-8782-e232612c37a0",
"Value": ""
},
{
"Key": "f0d014fc-c2a8-4986-8fcb-c10475e0e024",
"Value": ""
},
{
"Key": "13343244-f586-4dd2-99ef-a8505b137e6e",
"Value": ""
},
{
"Key": "38e39018-b9d2-4839-ab71-c626f2cd877b",
"Value": ""
},
{
"Key": "1ccccc55-ab46-4375-b4a4-ac2d9563d399",
"Value": ""
},
{
"Key": "de80b125-d2bf-4fc7-a230-7849f28dde3e",
"Value": ""
},
{
"Key": "ea446237-141b-4e8d-a537-14a9cd392f3c",
"Value": ""
},
{
"Key": "456e1dcf-caf2-437d-a2a0-c934706dc617",
"Value": ""
},
{
"Key": "141c434a-4bd7-4d64-8caf-70c300f24d7e",
"Value": ""
},
{
"Key": "406c5a15-3c58-4581-8001-7d90904ca926",
"Value": ""
},
{
"Key": "dd7a4436-bbe3-4bfa-9611-82038f258f0c",
"Value": "The ruins rising from the mire literally cry \"Danger!\" Some
adventurers have been seen entering them, but none have returned."
},
{
"Key": "649931c3-b201-40bd-9ca0-59d06f1a5d8f",
"Value": "Swamp Ruins"
},
{
"Key": "1b7bd56e-8b89-45ce-888b-200800e250c0",
"Value": "Between rocky hills hides the entrance to an underground citadel,
built centuries ago by dwarves. When its creators fled the Stolen Lands, they
sealed its gate for good."
},
{
"Key": "3cbc5155-646d-407a-8332-bd706d57e553",
"Value": "Lost Dwarven Keep"
},
{
"Key": "e2a29b44-2893-4f82-ae8b-f33288dc1288",
"Value": "A shallow ravine surrounded with raspberry bushes. Locals tell
their children to stay away from the sweet berries � instead of staying in place,
like any respectable plant would, the bushes around the gully occasionally move
from place to place."
},
{
"Key": "89b4292d-e7ef-4eee-9f56-48b667d57c98",
"Value": "Raspberry Gully"
},
{
"Key": "3fd99179-3100-454e-b48f-e04305760dff",
"Value": "A rocky hummock, warm and sunny on clear days. Laughter and songs
can sometimes be heard from seemingly invisible forest dwellers out basking in the
sunlight. The locals stay away from it, and travelers try to pass it as quickly as
possible, clutching their weapons and praying to their gods all the while."
},
{
"Key": "bd6ae788-49e3-4486-bb36-0d7ac95c0ecd",
"Value": "Sunny Hillock"
},
{
"Key": "23d216c1-993f-463a-aee7-cddc99be9368",
"Value": "The boulders scattered around this place bear the marks of some
creature's fangs and claws � some old, and some very recent."
},
{
"Key": "16f150c4-9ef9-49e2-8d86-3dd992a79197",
"Value": "Gnawed Rocks"
},
{
"Key": "bad282c7-1872-4b54-8052-bad45f8cf0dc",
"Value": "The mud of this marsh is unnaturally viscous. It seems to be mixed
with slime."
},
{
"Key": "4124fee9-0033-40ee-b20a-b143a14bb260",
"Value": "Tenacious Marsh"
},
{
"Key": "6d963097-a762-4c2f-8d27-3c3839c04ad1",
"Value": "A wide, slow stretch of the Sellen River, flowing lazily between
reeds and weeping willows. The murky waters are a great place to fish for perch,
bream, and long, fat pike."
},
{
"Key": "7aebe5cf-a007-4b02-a522-fe39ffcb81a4",
"Value": "Pike Stretch"
},
{
"Key": "a66f5c68-3074-4d7c-8082-ef5314c24bb0",
"Value": "When the wind passes through this deep, steep gorge, the
surroundings shake with a screeching sound resembling the voice of the most
unpleasant, scandalous person one could imagine. The effect might just be a natural
phenomenon, but who can say for sure...?"
},
{
"Key": "71a46301-8aba-4a2d-bcbc-870618de1d4c",
"Value": "Shrewish Gulch"
},
{
"Key": "452f0447-43d8-4402-bac2-a1b4ce0b58a6",
"Value": "This dark and silent old building has collapsed almost to the
ground, possibly burned down. However, part of it seems to be hidden underground,
likely better preserved."
},
{
"Key": "e5087c95-bc2d-4cde-a3af-4d6db5c80819",
"Value": "Charred Ruins"
},
{
"Key": "7df828ac-4d19-49ef-b568-e408fdd1f326",
"Value": "Some travelers use this road while wending their way from Pitax to
Brevoy or Numeria."
},
{
"Key": "271238f3-1fb9-492e-a639-f325443080e7",
"Value": "Country Road"
},
{
"Key": "0ef69695-f983-4b80-83c9-8d2ed7840c6e",
"Value": "Between rocky hills hides the entrance to an underground citadel,
built centuries ago by dwarves. When its creators fled the Stolen Lands, they
sealed its gate for good."
},
{
"Key": "bede233e-f522-49ab-bb00-b1422c1cebeb",
"Value": "Lost Dwarven Fortress"
},
{
"Key": "b6beaf8a-5c95-465e-a5b5-6cfca2585389",
"Value": "The deep water of this bog opens into an even deeper pond, fed by a
set of small tributaries. Many reeds and bushes lie bent or broken, crushed into
the underlying mud and murk. Most of the trees are dead and bare, unlike the bright
green waters of the pond, which are full of life and thousands of aquatic plants."
},
{
"Key": "9c626f82-49d5-4c66-8dd0-4007fc23dced",
"Value": "Dappled Quagmire"
},
{
"Key": "5d2390df-853c-4332-998f-2b0701cbdc59",
"Value": "This strange trail brings to mind a giant snake crawling through
the hills."
},
{
"Key": "2986e2bf-61a6-43bd-9cc6-60519e96cb53",
"Value": "Serpent Trail"
},
{
"Key": "1f8df0e7-4a2c-4e17-aecb-47958da070f1",
"Value": "A labyrinth of stepped rocks. The elves who arrived from Kyonin
seeking justice set their camp here."
},
{
"Key": "6ce6be53-ee06-447f-8503-2cf519618bc5",
"Value": "Elven Camp"
},
{
"Key": "1cf26092-2b51-4074-bef9-ec34e340fd3d",
"Value": "Numerous travelers have gone missing while passing through this
area. Survivors reported hissing shadows that rose from the mire and attacked with
incredible speed and ruthlessness. Whatever creatures inhabit this area, they don't
seem to be fond of strangers."
},
{
"Key": "c3c13f41-b908-433d-b68c-cce527e7c04d",
"Value": "Baneful Bog"
},
{
"Key": "c54ac167-be73-4813-92f7-1815807dc3ea",
"Value": "In the old times, this deep, dangerous cave was called \"Devil's
Gullet,\" but a traveling cleric of Sarenrae told the local populace that the name
was blasphemous and could bring great misfortune. Grateful, the people renamed the
cave in the cleric's honor."
},
{
"Key": "9a188f18-f254-47ef-8a6f-aa363a0a2fc5",
"Value": "Saint Galvan's Gullet"
},
{
"Key": "5901d1f2-65ed-4fbc-9958-c8ebf3c00f75",
"Value": "A patch of barren, rocky soil in the middle of the woods, with
barely a blade of grass growing through the mud. Local hunters frequently spot wolf
tracks here."
},
{
"Key": "6a1f006c-1c14-40fe-9418-e1633ad87c0e",
"Value": "Brown Baldhead"
},
{
"Key": "3612d01d-b47b-4326-9d8e-a97ccdd84296",
"Value": "People keep finding natural curiosities in this area: petrified
parts of birds, animals, and even people. An archaeologist from Brevoy once came to
study the phenomenon, but they disappeared without a trace."
},
{
"Key": "a4385d50-08e8-4d3e-9bb8-75b001aeddfa",
"Value": "Fossil Fields"
},
{
"Key": "81381725-42c5-456f-be48-c1ee9af55bbf",
"Value": "Rill-and-Spill"
},
{
"Key": "e68f7ea0-3cfa-4f1b-81f5-04187efa29b8",
"Value": "Sharp Fangs Tribal Camp"
},
{
"Key": "f85f248d-3bb2-4631-ad4d-166df1b6216f",
"Value": "A perfect place for building fortifications."
},
{
"Key": "8558a646-ca9c-427c-92e8-c579cd80e288",
"Value": "Precipice"
},
{
"Key": "ba5c6f94-7e5c-49ab-8a64-507db178c748",
"Value": "Strategic Location"
},
{
"Key": "9f8c8ee2-75ca-4f70-8a61-bfd6238140da",
"Value": "Abandoned years ago, this tall building still contains an
impressive library with rare treatises on magic."
},
{
"Key": "58d8d5dc-967c-4da2-ac18-ac3c3c7948e5",
"Value": "Mage Tower"
},
{
"Key": "f834947a-c394-4dbf-9357-73767e1edcfd",
"Value": "This small bay is a spawn site for river fish, making it a perfect
place for fishing."
},
{
"Key": "41efeeb3-7cb3-4d3e-9865-932b7e220f8e",
"Value": "Calm Bay"
},
{
"Key": "9fe65c8c-74ac-4db6-9600-ddbcd07bcf8b",
"Value": "Fish"
},
{
"Key": "3a21c4fc-3a31-4469-b803-b7c08295a042",
"Value": "The mining of this copper ore deposit started during Taldor's
expansion."
},
{
"Key": "451a07a7-51c3-40d0-9920-742f168de60f",
"Value": "Copper Mine"
},
{
"Key": "9381f4cc-3c3b-478c-a5b8-c54ceaeab90d",
"Value": "A small field, covered with dense vegetation. Traces on the ground
suggest that deer like to graze here."
},
{
"Key": "fe4d1559-72c5-4e45-bebd-8c004a2ef44c",
"Value": "Sunny Glade"
},
{
"Key": "50faca8f-0faa-440f-9d59-52524480ce8e",
"Value": "Not so long ago, a traveler passing through the rocky foothills of
the Branthlend Mountains would have had little to feast their eyes on, save for the
occasional bunch of wild flowers, maybe. The area is now graced with the intricate
spires of a temple dedicated to the Eternal Rose � Shelyn, the goddess of beauty."
},
{
"Key": "3560aca5-cbf7-489e-9d73-9bf1a18bddbd",
"Value": "Temple of Shelyn"
},
{
"Key": "55517359-9aa7-4c7a-8b74-2470ae705d9b",
"Value": "A chain of stone pillars that vaguely resemble colossal wrinkled
fingers emerging from the ground."
},
{
"Key": "40b63742-f080-4f7b-b8b7-38f183f30f41",
"Value": ""
},
{
"Key": "64de564f-90e4-4eeb-9c1a-bb2fbf9e2e58",
"Value": "Giant's Palm"
},
{
"Key": "ab53acbf-a18c-4934-83f5-c768f12e4293",
"Value": "A huge rock, surrounded by the forest, with the head of immense elk
carved out of it. At the foot of the rock lies what was once an impressive shrine
dedicated to the god Erastil."
},
{
"Key": "05c0b9be-f8f0-4128-9104-5791a785b88e",
"Value": "Temple of the Elk"
},
{
"Key": "40da0e78-8d35-4bba-844a-e3992a51ee08",
"Value": "Glenebon is a harsh and unfriendly region, but this place seems to
be grimmer still. It radiates fear and evil, though none can say what causes this
feeling."
},
{
"Key": "2bc6872d-c01f-4c83-a88d-306729803bf7",
"Value": "Wicked Field"
},
{
"Key": "737ea00e-2aa5-4d31-93ad-87a971da2ae6",
"Value": "Two-Faced Hill"
},
{
"Key": "4ab6f4e8-57e3-43ea-8f87-a76df4a6915f",
"Value": "Wicked Hill"
},
{
"Key": "61c15f98-75fb-4288-acb4-2b50df8f8ad8",
"Value": "Middle of Nowhere"
},
{
"Key": "bf3b9ab6-7620-4460-b337-4f4c5a2ac018",
"Value": "Hemlock Island"
},
{
"Key": "41c16b2a-f659-43e6-914b-9c49c6286b51",
"Value": "Long ago, this mansion stood proudly atop the hill. But the passing
centuries saw it slowly sink into the soil. Its rich decor was stolen not by living
beings, but by time itself."
},
{
"Key": "b7eff1fa-144d-4ce9-abeb-8d0bf60c8eee",
"Value": "Ornate Ruins"
},
{
"Key": "9f9231c6-7b3f-426f-83c1-4344023fce27",
"Value": "Littletown"
},
{
"Key": "c85e14b6-b44b-44f3-ac15-922ed998de33",
"Value": "The Menagerie"
},
{
"Key": "f1d2bcde-d1ac-46a2-8cdc-a9db3fb4c78b",
"Value": "Pitax"
},
{
"Key": "8712d69b-b907-4968-ba16-6131d04baf01",
"Value": "Pitax"
},
{
"Key": "c8c7602f-57b1-4979-8edd-da3b1bfe8cf7",
"Value": "Pitax"
},
{
"Key": "04bc1fb8-2f30-4493-92ea-8548c17e8a74",
"Value": "Giggling Hill"
},
{
"Key": "4f5dfca8-0224-4878-8b5d-1b8c52900748",
"Value": "A quite place near the water, well suited for hunting wildfowl."
},
{
"Key": "85613bd6-e525-4531-83d6-6447a5c6fe8c",
"Value": "Bulrush Thicket"
},
{
"Key": "e3b6f4ca-fafa-49ff-9789-2c4ff3de060a",
"Value": "Fowl"
},
{
"Key": "98981d69-fb07-4063-9acd-ba57ad7359fe",
"Value": "A small family factory, founded by a famous steelmaker from
Brevoy."
},
{
"Key": "2271fea8-a49a-480b-934c-3050ba24a34c",
"Value": "Steel Workshop"
},
{
"Key": "c467277e-288b-4a16-9da5-fa7266fe7df0",
"Value": "This defensive fortification is remarkably well preserved."
},
{
"Key": "5e22b029-1b02-44a4-9128-cde29da20ab2",
"Value": "Ancient Mound"
},
{
"Key": "1d8ffe44-4f85-49f0-b189-6e6af4226807",
"Value": "Marble mined in this area has a unique color and texture. Almost
each representative of the River Kingdoms nobility dream to have a Pitaxian marble
statue of him- or herself."
},
{
"Key": "09f4dbf9-f27c-4f8a-a99a-cc994453be00",
"Value": "Marble Quarry"
},
{
"Key": "674cfe0f-65c1-4281-9561-377c1c0d5a17",
"Value": "Marble"
},
{
"Key": "9f60b4cf-70c9-48ef-bb7a-bd1e4c1c25b6",
"Value": "An unpleasant odor surrounds the deposit of this valuable mineral."
},
{
"Key": "f1bd4b1b-7155-4d3c-ac6c-f878bcdd48da",
"Value": "Sulfur Deposit"
},
{
"Key": "e3a696f1-b016-41d1-9f1b-1f8c76f02302",
"Value": "Pitax River Bend"
},
{
"Key": "e97e517d-588e-4a1d-8d65-18e3453d5ed4",
"Value": "Rushlight Fields"
},
{
"Key": "f2659945-7bee-4318-99c1-b99fd402201c",
"Value": "River Blades' Camp"
},
{
"Key": "6f7ebc3f-1289-4fd8-b54c-f818f491cbb6",
"Value": "Whiterose Abbey"
},
{
"Key": "4a988ca8-bc59-4758-bf89-fc10f5482eb2",
"Value": "Castle of Knives"
},
{
"Key": "9699d97b-c9ed-4a07-ac75-20e3b1f6a66d",
"Value": "Carnival Glade"
},
{
"Key": "b1bf1440-b739-43f4-bc32-7f4134229038",
"Value": "Forest Ballroom"
},
{
"Key": "be9536ea-beb1-4167-ac00-3c425912f408",
"Value": "Ilthuliak's Lair"
},
{
"Key": "98a7d0bb-1fab-4bce-b28c-a8d4e418f942",
"Value": "Grocery Stalls"
},
{
"Key": "24bff62d-604f-4b20-86c0-03f9066786f5",
"Value": "Weeping Grove"
},
{
"Key": "f96ee241-ac05-42d6-ad1c-531598d22897",
"Value": "A small camp set up alongside the road. A thin line of smoke rises
from a merrily crackling fire surrounded by a few tents."
},
{
"Key": "685c9821-8dd8-48f8-85b7-dfa70055436c",
"Value": "Adventurer Camp"
},
{
"Key": "008d79c2-2276-46d6-a998-e7d51c5a7a8b",
"Value": "A fortified camp surrounded by a trench and a stockade. The sound
of its inhabitants can be heard from outside � voices raised in arguments and
laughter, the clanking of swords, and the sizzling of meat."
},
{
"Key": "4be44833-b265-4ebc-96c2-735244f815fa",
"Value": ""
},
{
"Key": "9c72b933-69f7-4ec8-8be2-ea482c546e51",
"Value": "Kellid Barbarian Camp"
},
{
"Key": "d7c89c7f-6f2c-4523-9542-2a6fea3fdb83",
"Value": "The ground in this mysterious place has been heavily disturbed,
marked with numerous strange furrows scarring the grass and unusual sunken
depressions and raised mounds across the area."
},
{
"Key": "8ecfb359-2216-4e5e-b81f-5a096b878ce0",
"Value": "Blood Furrows"
},
{
"Key": "8160beae-fb25-4df8-9b67-e9e0f527c22a",
"Value": "The Dunsward region is known for its ancient ruins. Thousands of
years ago, these lands were ruled by mighty overlords who left numerous mementos
behind. One such memento is the City of Hollow Eyes, a huge burial complex serving
as a resting place for heroes long gone. The colossal building sits amid the
expansive plains of Dunsward. Unfortunately, time has not been kind to this amazing
structure � while the main entrance is yet intact, several parts of the building
have caved in."
},
{
"Key": "e6010b9f-3819-4be6-b56f-bb7a91d3f9da",
"Value": "City of Hollow Eyes"
},
{
"Key": "0efc8495-b552-45a5-b5b4-d6e46a51629e",
"Value": "The Sepulchre of Forgotten Heroes is one of the numerous tombs that
dot the Dunsward plains. The structure has always drawn the attention of outsiders,
from scientists dreaming of solving an ancient civilization's secrets to grave
robbers seeking ancient treasure. As far as anyone knows, no one has yet made it
back from the sepulchre to say for sure what is hidden inside."
},
{
"Key": "27a6a5d9-514a-4bea-abdf-73cbde7e87f4",
"Value": "Sepulchre of Forgotten Heroes"
},
{
"Key": "8c275025-f660-4b4b-b0b0-2eaa3a8fc983",
"Value": ""
},
{
"Key": "dfd6238c-a10d-4e06-af8d-fb40f039e5e0",
"Value": ""
},
{
"Key": "22ed8eed-9abb-4b1a-be71-398832fa3096",
"Value": ""
},
{
"Key": "f49fb492-6b90-4618-8a90-024a9b8b58c3",
"Value": ""
},
{
"Key": "863c5102-420b-414a-9dd5-dd6d22dcf5df",
"Value": ""
},
{
"Key": "68cbe897-fc1b-43ac-b430-c814f7833662",
"Value": "The Forsaken Mound is an ancient tomb with a vile reputation. By
day, the mound seems grim but peaceful, as any resting ground should. However,
according to travelers careless enough to camp nearby for a night, footsteps and
moans can be heard from the ruins after darkness falls, and local legends tell of
restless souls wandering the halls of the mound, forsaken by their ancient gods."
},
{
"Key": "a0c680e0-06a8-4ed2-a66a-30281df7e18a",
"Value": "Forsaken Mound"
},
{
"Key": "18225801-81b6-424c-93ab-49742d9c965e",
"Value": "A decayed tower that looms over the plains, this ancient setting
has withstood both the elements and the test of time. Decayed but unyielding, the
tall structure remains. A half-destroyed staircase with unusually tall steps leads
to the higher floors, and the tower walls are covered with eroded inscriptions and
images."
},
{
"Key": "e219fdcd-43f4-44b4-ad9c-89477943a005",
"Value": "Ruined Tower"
},
{
"Key": "d103abd2-3089-4ac7-838c-3b632ac5ee01",
"Value": "Descending from the Tors of Levenies, the Crooked River is a
tributary of the Shrike River. Its waters are fast and cold as they run between
stony slopes and sharp rocks, but they slow and grow warmer as they reach the
valley. Many mountain springs feed into the Crooked River, infusing it with
minerals. The water's distinctive taste has led many locals to be wary of drinking
it. Some alchemists, though, claim the unique chemical makeup of the water may
actually provide it with healing properties."
},
{
"Key": "9cc6ec23-d6bf-44c0-8feb-b6fef548bed6",
"Value": "Crooked River"
},
{
"Key": "ea68086f-b16e-49af-ab53-3545ea9e0446",
"Value": "The frontier region known as Dunsward, on the easternmost side of
the Stolen Lands, borders the steppes of Casmaron. Dunsward is characterized by
low, grassy plains circled by mountain ranges and is dotted with the ancient
structures of lost civilizations. Long ago, a bustling empire reigned over these
lands � nowadays, all that remains of that ancient glory are crumbling ruins and
the half-destroyed words of alien wisdom that are inscribed on the walls of unknown
tombs."
},
{
"Key": "bd18b15e-df93-4112-be15-94fdd0953b84",
"Value": "Dunsward"
},
{
"Key": "461c93f3-29b8-4235-a2e5-03fc22a1890d",
"Value": "The Kiravoy River is one of the largest tributaries of the Shrike
River, joining it north of the Tors of Levenies. The largest settlement in the
region, Varnhold, is located near the Kiravoy River's source. Inhabitants use the
river to transport goods."
},
{
"Key": "01c9c498-3e68-4656-b76a-5a4a30dde8f0",
"Value": "Kiravoy River"
},
{
"Key": "c8c85f5d-d705-4bbc-825e-9189c4f759ae",
"Value": "The Red Kiravoy is so called due to the peculiar color of its
waters. Tales of its intense red glow are exaggerated, however � the stream isn't
truly red, but rather rust brown. Springing from the mountain depths, the stream
passes through mineral-rich soils, accumulating rust as it wends its way to the
Kiravoy River proper."
},
{
"Key": "e5ed630b-8a72-44c5-afd4-a2d984ea2814",
"Value": "Red Kiravoy"
},
{
"Key": "b45472e4-06b9-4299-a798-144a76d5e5aa",
"Value": "Runoff Creek descends from the mountains, flowing into the Little
Sellen River. In some parts, the creek is more like a small, noisy brook than a
proper river � falling from rock to rock, it provides just enough water for the
mountain goats and rodents who take shelter in crevasses and along stone ledges. As
it enters the valley, Runoff Creek is almost invisible, obscured by the high grass
that grows along its narrow streambed."
},
{
"Key": "2ed3dbe1-b5e4-4169-baf5-46da394a4512",
"Value": "Runoff Creek"
},
{
"Key": "d6ead358-a65c-48c5-aa16-9a1c80c0c0b3",
"Value": "A good place for mining gems, located in a dry river bed."
},
{
"Key": "d5c221da-5d09-4694-a7b8-79a020716458",
"Value": "Gem Quarry"
},
{
"Key": "054efda8-3059-4a6e-aa47-fce5e86543ed",
"Value": "A giant circle of unusually large mushrooms. There are no sounds of
wildlife in the surroundings."
},
{
"Key": "ba5fd605-b698-47cd-90a4-8592e37a77bc",
"Value": "Fairy Ring"
},
{
"Key": "b92b7150-7fdc-4a72-81c8-9532f38b7b94",
"Value": "The Six Bears barbarian tribe set up a new camp in the harsh
Glenebon region."
},
{
"Key": "34c94329-874a-4ab7-aa04-5c6f733930a3",
"Value": "Six Bears Camp"
},
{
"Key": "31338702-fde2-4787-a8dc-795fc9bbcc9c",
"Value": "The capital of a future neighboring kingdom, founded by Darven.
Thanks to its convenient location at the confluence point of the Shrike River and
the Little Sellen River, Brineheart sits at the crossing of several trade routes."
},
{
"Key": "68106da5-eab4-48b4-a607-d45529a6f52f",
"Value": "Brineheart"
},
{
"Key": "58aeefdd-666a-4588-bf6c-4bda9d7acb9e",
"Value": ""
},
{
"Key": "4abc10b6-f240-4176-a134-5a8a0f96a49f",
"Value": ""
},
{
"Key": "254dc54e-a76c-4e73-a3d3-9b919d391e78",
"Value": ""
},
{
"Key": "4738b49a-8bc1-46ba-9299-102e743b6443",
"Value": ""
},
{
"Key": "a1a60cac-9feb-47cf-8ab7-b96dc1a896ca",
"Value": ""
},
{
"Key": "8b676f9a-65cc-4d99-b108-cae19e4af828",
"Value": ""
},
{
"Key": "721fc3da-ce4c-4fe1-8783-efff6de4c90d",
"Value": ""
},
{
"Key": "08883bc9-1643-4223-bb22-a522eb2c0413",
"Value": ""
},
{
"Key": "914ceb2d-3515-476f-b6ba-7ffc8e90abcf",
"Value": ""
},
{
"Key": "06679134-5e07-4255-8fa3-17c6ffe93b05",
"Value": ""
},
{
"Key": "b6f4fd06-7a2d-48d4-bc8e-0b99e4dbd720",
"Value": ""
},
{
"Key": "d610d6a3-f752-418e-8141-4fd64071b557",
"Value": ""
},
{
"Key": "e8919cc3-e21f-43e6-87ba-ba8b46b6dd9b",
"Value": ""
},
{
"Key": "5b4d2efc-c38b-4c66-9cef-bd8feee4fcb1",
"Value": ""
},
{
"Key": "23c3b2d5-73e5-4159-9766-3091d2361f49",
"Value": ""
},
{
"Key": "e4ce46eb-68aa-4281-8435-63eca3012564",
"Value": "Like the Tors of Levenies themselves, their foothills are also rich
with caves. One of them hides within a flaky rock, called \"the Arbor\" by some
travelers."
},
{
"Key": "37f001ea-c653-4d7b-8e00-7ec2305e99f8",
"Value": "Arbor Rock"
},
{
"Key": "48e152b2-e90a-43b2-a558-a115470b034b",
"Value": "This distant mill seems remote and unsafe. While townsfolk and
villagers can rely on their walls, neighbors, and guards, hermits seeking solitude
always risk running into trouble � be it from harsh elements, greedy robbers, or
things stranger yet."
},
{
"Key": "3dd3ea0c-128a-40a6-a122-ef67bd169879",
"Value": "Lonely Mill"
},
{
"Key": "c8d67655-c460-4c78-b8d4-85bd39ab39f3",
"Value": "High hewn-log walls encircle a hastily built settlement. The apex
of the fort is a hill, on which a totem of Lamashtu has been erected. Although
goblins are not known as skilled architects, the fortifications look rather
impressive. Moreover, the little creatures even arranged for a water supply in case
of a siege � the fort is built right over the Gudrin River."
},
{
"Key": "1848fc56-8bbc-4583-a647-16be25ec8dd7",
"Value": "Goblin Fort"
},
{
"Key": "e75b1f03-6a27-4937-92f7-0e7c04c06399",
"Value": ""
},
{
"Key": "20fec697-40aa-4844-823e-658593f785dd",
"Value": "An approaching traveler might guess they were nearing a den of
these foul monsters from the increasing filth and the staggering stench of
leftovers, bones, and other garbage that goblins deem too valuable to dispose of.
Among the low rickety huts � built by unskilled hands � looms an ugly totem of the
evil Lamashtu, Mother of Monsters."
},
{
"Key": "8ce69bad-ce2d-41f3-ad77-f2f2b02790f6",
"Value": "Goblin Village"
},
{
"Key": "eccefb9d-2a5a-48ae-9803-de3159d223ec",
"Value": "Goblin Village"
},
{
"Key": "43038265-cecd-4cd6-8b38-6daa6247e954",
"Value": ""
},
{
"Key": "c271eb08-37ba-47a4-887e-285edea0f87f",
"Value": "A forceful stream with a riverhead in Lake Silverstep separates the
northern and southern Kamelands. A solid stone bridge, built many years ago,
provides reliable passage to travelers. This bottleneck draws regular attention
from those seeking to profit off wayfarers � be it through commerce or robbery."
},
{
"Key": "f9c4700d-7b2a-41ca-b9ad-094fedd4e0c4",
"Value": "Bridge over the Gudrin River"
},
{
"Key": "5a246515-d066-4433-b9a7-db3b51fd58ed",
"Value": "A hunting lodge built near a set of woods known to have big game."
},
{
"Key": "6fd4be7a-d24e-444e-8c21-4276bd38c6e1",
"Value": "Hunting Lodge"
},
{
"Key": "b37e8de2-1191-43f8-a024-00de524ecfa1",
"Value": "This small raised area is thick with forest and vegetation, the
difficult terrain and remote locale making it perfect for harboring wildlife. Many
beasts have chosen this untrodden place as their sanctuary."
},
{
"Key": "2f223f6f-973e-4ea9-852d-2d6a6ea5c28f",
"Value": "Hunting Grounds"
},
{
"Key": "e9ed2a96-dbaf-485d-bc81-bccc21b5feb6",
"Value": "Hidden in the wilderness, this picturesque glade became a place for
secret meetings of the Kingdom of the Cleansed cult members."
},
{
"Key": "c90cb76a-8b06-4371-ba7e-1bcdfe6c6a6f",
"Value": "Secret Sanctum"
},
{
"Key": "91ab9cf3-2c13-4651-afde-e554a47ef602",
"Value": "The Thorn River meanders through the northern parts of the
Narlmarches. Slow, fetid, and teeming with life, the muddy waters flow sluggishly
through flooded lands and dense thickets. The locals dare not drink from the Thorn
River, and not just because of the filth or the stench � ravenous beasts lurk in
the murky depths, lying in wait and ready at any time to pull their prey from solid
ground down to the bottom of the river."
},
{
"Key": "82048814-f2ed-4cea-8f88-58467553ae2b",
"Value": "Thorn River"
},
{
"Key": "2cbd25d8-10c6-43e4-bb03-b8afd7d45dd5",
"Value": "For ages, this mysterious burial ground has been hidden, left
untouched. But a recent landslide has revealed the entrance to the underground
complex. In fact, someone has already entered the barrow � the massive door that
once barred access has been left ajar, and the darkness beyond smells damp and
cool."
},
{
"Key": "c5b7f0f3-38b5-492e-9dbd-5e819c95a7e2",
"Value": "Lonely Barrow"
},
{
"Key": "b28a81c5-5b5e-486c-8e0e-1d23b97ec097",
"Value": ""
},
{
"Key": "1ef61e7e-79fa-417a-9b86-432e44171aee",
"Value": "A strange pool of bubbling mud, sitting in a narrow gorge between
several hills. The mud is heated all year long by geothermal activity, and it
provides fertile ground for plants and insects, as well as some more peculiar forms
of life. The surface of the mud ripples as bursting bubbles release clouds of
malodorous vapor."
},
{
"Key": "760caae5-7960-4108-adcc-52594d2bb88e",
"Value": "Mud Bowl"
},
{
"Key": "1ce884ed-2058-4b75-8d6c-7e8f86501710",
"Value": ""
},
{
"Key": "01a47dc5-5fa4-48ca-824f-b39e192f94e5",
"Value": "A rocky river bank with almost no vegetation, except for a few
bushes. When the Little Sellen River floods, the bank disappears beneath the water,
preventing any trees from taking root here."
},
{
"Key": "2a7eecdc-bbaf-42dd-88cb-cb040d82b150",
"Value": ""
},
{
"Key": "5a68a161-f090-45f6-adad-98498d8d6cdc",
"Value": "Bald Stones"
},
{
"Key": "d4b24394-3894-4d17-99cc-2f509f150b6f",
"Value": "A small but carefully concealed camp. An unsuspecting traveler
would never notice it unless they knew where to look."
},
{
"Key": "dd8f5265-12e4-4739-a304-00e712767ebb",
"Value": "Hidden Camp"
},
{
"Key": "fd4f376c-283b-40a4-8685-316835779681",
"Value": "Weeping willows bathe their branches in this lazy river covered
with water lilies. Legend says this place is home to a beautiful nymph who favors
poets and artists in search of inspiration."
},
{
"Key": "55733cef-466c-42a3-afdb-29206a6660d9",
"Value": "Scenic Locale"
},
{
"Key": "bb2640c2-2274-4701-94d2-92aba69d0844",
"Value": "Scientists and inventors who failed to get along with the
authorities can often be found among refugees from Galt."
},
{
"Key": "0fa3bb41-8f2d-461b-9e8e-c2e075d90973",
"Value": "Refugee Camp"
},
{
"Key": "b5a8d470-df47-4b46-8497-0ea18340b55c",
"Value": "Ancient Magical Writings"
},
{
"Key": "2472417d-1592-4672-b113-7a77741e0f9d",
"Value": "A deposit of precious gems hidden in a small basin."
},
{
"Key": "3a4cc003-e086-47c6-b3e9-a902ca44fdc3",
"Value": "Sapphire Field"
},
{
"Key": "1f074232-3820-46a4-9376-36cb5728c095",
"Value": "This large deposit of iron ore was discovered by artisanal miners
several years ago."
},
{
"Key": "933424e9-9a92-4355-af31-2e1eeb0f902e",
"Value": "Iron Mine"
},
{
"Key": "19d67705-dffa-4c32-8c0f-1c49dfc88834",
"Value": "The hunting lodge of Dumra, a dwarven huntress who provides shelter
to travelers. The harsh hostess avoids contact with the outside world, except for
travelers seeking lodging or traders bringing food and supplies. Dumra's lodge sits
on the border of the grassy Kamelands and the swampy Narlmarches � both
inhospitable lands, ready to swallow any unwary wanderers without a trace."
},
{
"Key": "ac12f98c-f9e3-45c6-8d81-3236af732af2",
"Value": "Secluded Lodge"
},
{
"Key": "d23e1e3f-af69-4068-8046-7df870660940",
"Value": ""
},
{
"Key": "c200b035-ecef-4d3f-be0e-22ce32659af2",
"Value": "This small shrine to the Mother of Monsters is hidden in a rocky
massif near the Kamelands border. On a small rocky platform lies a blood-sanctified
altar to Lamashtu, which cultists use to carry out their heinous rituals. The
figure of a pregnant woman with feathered wings and the head of a jackal looms over
the altar � an image of Lamashtu herself, looking over her children and protecting
them. The secluded place sits in a shallow gully � a low, overgrown hill helps
obscure it, and a narrow passage behind the statue leads into the rocky massif
itself."
},
{
"Key": "12a2cd69-fed8-4324-a5b3-e20bd01a2bca",
"Value": "Shrine of Lamashtu"
},
{
"Key": "31884b94-6d81-41a6-a3ad-47ae2bfb053b",
"Value": ""
},
{
"Key": "1299deaf-c21e-41ec-b777-3b921828d99b",
"Value": ""
},
{
"Key": "0e88313d-052c-4296-935d-738f70cf16fb",
"Value": "This rock resembles the skull of some bizarre creature, half buried
in the ground. Two dark cave entrances gape in its surface, resembling eye sockets.
Due to this circumstance or some other reason, the place has received a nasty
reputation. Travelers try to avoid it."
},
{
"Key": "26b09a2a-16e9-4df9-a571-657f040755fb",
"Value": "Empty Skull Rock"
},
{
"Key": "92432377-d70e-4ced-b0e1-525f21aea172",
"Value": "One of the many wolf lairs hidden in the Kamelands. These animals
usually avoid people, but any Kamelands inhabitant knows that hunger can make a
wolf reckless and unafraid. A pack led by a powerful alpha can even terrorize
distant settlements as well as lone travelers. Even wary travelers who enter a wolf
pack's territory may find themselves meeting a grim fate."
},
{
"Key": "4bfe0d54-5e7e-48af-b31a-48e62cf78bf6",
"Value": "Wolf Lair"
},
{
"Key": "47481ef8-a22b-4e19-b194-3ae5b525b4c9",
"Value": ""
},
{
"Key": "667437db-2af3-4577-8689-43ca421b4ccd",
"Value": ""
},
{
"Key": "35fd4b74-6b2b-4123-97f8-ff2f913650e4",
"Value": "Region's main settlement."
},
{
"Key": "807444bb-c7a0-4b3b-b1bd-31dff3d96d3a",
"Value": "The Little Sellen River narrows here as it passes through the gully
between two rocky hillsides, flowing around an oblong island thick with reeds,
nettles, and blackberries."
},
{
"Key": "1f27e683-da3e-4862-b625-0975f9a0d6ce",
"Value": "Dragonleaf Gulch"
},
{
"Key": "11593078-6757-49d4-93e4-68c41a4c1cf8",
"Value": "A strange, gray stone monolith, its sides polished and smooth. The
stone is known locally as the Ghost Stone, for at night, the air surrounding the
stone radiates a soft glow, and strange, ghostly forms of unnatural shape and
posture flit and writhe through the air."
},
{
"Key": "0e514d17-af7b-4819-8180-c47b3d974296",
"Value": "Ghost Stone"
},
{
"Key": "4d4d2116-a32f-4184-bdab-2c4cfe3bbbfd",
"Value": "A cave in the mountainside. The surrounding area is strangely
quiet, as though the typical wildlife had vanished without a trace."
},
{
"Key": "69d5dc00-b2d3-4f85-9e84-89bf29b49c38",
"Value": "Ironstone Gully"
},
{
"Key": "74988ce0-6685-4a7c-b556-1102d1031d50",
"Value": "Lake Silverstep is the primary water source for the Stolen Lands.
It draws from numerous streams that fall from the steep tors to the east. This
inflow helps provide the eastern side of the lake its great beauty, featuring
waterfalls and cascades that abound with willows, reeds, and lilies. Numerous
caverns lie beneath the eastern falls, and legends say they are replete with gems
and silver. There are also magical inhabitants of the lake, including fey who
whisper tales of a wise and ancient silver dragon who once made its lair in the
eastern falls."
},
{
"Key": "81339e37-a680-4fb7-8506-d06f051e8e89",
"Value": "Lake Silverstep"
},
{
"Key": "75767ebd-32c3-4caa-8412-916d5958b4a5",
"Value": "The final resting place of a noble woman and a hunter � an unequal
couple whose love inspired numerous ballads and poems."
},
{
"Key": "a960ef8c-0a03-498e-8dd0-c07a4520d5a6",
"Value": "Lovers' Grave"
},
{
"Key": "ebe18d1f-0877-4ca4-8260-f559cb22703b",
"Value": "The surviving foundation of an old house with a large wine cellar
in it."
},
{
"Key": "330828f1-891e-405e-b184-2675e6c10a3d",
"Value": "Old Storage"
},
{
"Key": "aa80076f-e6b9-4086-af52-c5aedcca601e",
"Value": "Wine"
},
{
"Key": "d154b7ae-ed09-4c55-9372-a2fde52c0c4c",
"Value": "The people of this riverside settlement protect peaceful ships from
pirates and bandits."
},
{
"Key": "87d8aaaf-7c55-4119-accc-012288a988a8",
"Value": "River Guards' Camp"
},
{
"Key": "11b220bd-44af-4e59-ad71-18417b8afc75",
"Value": "Wild streams of this mountain area are rich with trout � tasty fish
valued by locals."
},
{
"Key": "6e59f9f6-a313-45cc-82d0-b2e7ea82a565",
"Value": "Mountain trout"
},
{
"Key": "70ad588d-ecb0-4409-9ccd-4a8e58a0c816",
"Value": "Fish"
},
{
"Key": "6e0b71cc-d845-4adb-acaf-741cf458a924",
"Value": "This remote cave near Lake Silverstep is practically unknown to
inhabitants of the Stolen Lands, but the local goblins revere the place as holy
ground. Called the Womb of Lamashtu, the cave has become a gathering place for the
cult of small green-skinned monsters who worship the goddess of nightmares as their
patron deity and divine protector."
},
{
"Key": "e3f67477-0b40-41dd-839a-61f25cb1c6a0",
"Value": "Womb of Lamashtu"
},
{
"Key": "0c85e9f3-a540-4bea-ba49-9b73cb004280",
"Value": "A long, sloped clearing. Despite the merry birdsong and chirping of
grasshoppers, the place is far from welcoming � an uneasy chill hangs in the air,
tinged with the smell of rot."
},
{
"Key": "139123ce-2c20-4a92-9f40-97903e1280ee",
"Value": "Silverstep Grove"
},
{
"Key": "6eca95d7-4fea-4b7e-bdbe-19fc12162859",
"Value": "This small fishing village sits snugly on the shore of Lake
Silverstep. The most noticeable landmark nearby is a big cliff that rises over the
lake � the location's highest point. The local villagers live off the fish in the
lake, but these accommodations often lead to conflict � the local nixies have taken
a fancy to the picturesque countryside, and they don't think very highly of their
noisy neighbors."
},
{
"Key": "c2663346-2b44-406a-982b-a4c080af2b39",
"Value": "Lake Silverstep Village"
},
{
"Key": "2e86180a-ba33-4090-9d5f-d189892f9b9f",
"Value": ""
},
{
"Key": "5ee40e49-673e-4110-83dd-98008206950e",
"Value": ""
},
{
"Key": "1c0c3d4c-e4d3-4a8b-a1b6-d777d026a39a",
"Value": ""
},
{
"Key": "98c54c95-7904-4998-8472-14b50343f146",
"Value": ""
},
{
"Key": "3c46dad3-f2ac-45b7-9779-d5e39fd9f8a7",
"Value": ""
},
{
"Key": "0500ad14-e372-4143-8cc8-4929866fbccd",
"Value": ""
},
{
"Key": "c64b88b2-46bd-49d8-826a-e3e911acf6f8",
"Value": ""
},
{
"Key": "755880a9-fb5a-4b17-8065-cd461836e2ce",
"Value": ""
},
{
"Key": "a274c3ea-1f73-456a-8f01-3e67a014ffd4",
"Value": ""
},
{
"Key": "4a7558c5-723c-4e75-8bfa-c1e63100857c",
"Value": ""
},
{
"Key": "ba693cb8-de74-465c-be81-5525600f150a",
"Value": ""
},
{
"Key": "006a7111-7f8a-4c71-aff1-ef7ec3bfd5ac",
"Value": ""
},
{
"Key": "b52ad1a8-ff11-4125-82cd-bbe3c1886365",
"Value": ""
},
{
"Key": "6618b3af-d37c-4efb-9144-e1ac49883f94",
"Value": ""
},
{
"Key": "17d7143a-01ab-4c2f-8e1d-e9006a0f036d",
"Value": ""
},
{
"Key": "072d8da8-9c03-4d55-ac88-ee11086f3769",
"Value": "A dark pit leads deep into the mound-like hill. Before the entrance
lies a flat, overgrown area that looks like a perfect foundation for buildings. If
there was ever a settlement here in the past, then time � or some other relentless
force � has certainly left no trace of it."
},
{
"Key": "1f6e179f-b612-4950-8e40-6a5bac325004",
"Value": "Ancient Mine"
},
{
"Key": "a6ab4d73-a45c-42d1-90aa-0134b551aa40",
"Value": "A narrow path that runs along the edge of a cliff. Places like
these are good for setting traps and ambushes."
},
{
"Key": "efbbc774-9fd5-4c25-9d81-013f0c894b22",
"Value": "Precipice Trail"
},
{
"Key": "20dff531-591c-4969-be37-0fc2df01156b",
"Value": "A strange building, gloomy and abandoned, sits near the spring that
eventually evolves into the Little Sellen River. Unlike many of the ruins in the
Tors of Levenies, this structure seems to have been built by humans � or at least
creatures of human size."
},
{
"Key": "67f24773-5588-4237-b081-22b1dd662b21",
"Value": "Little Sellen Source"
},
{
"Key": "fdaffd0c-c462-405f-84dd-042c466d1ee2",
"Value": "Tors of Levenies are a towering mountain range, thrusting skyward
as if created by some terrible upheaval. On the western side, the tors feature
sharp cliffs and escarpments, while the eastern side shows more gradual, gentle
ascents to the summit. Those attempting to ascend from the east, though, will find
the way dotted with pits, valleys, ravines, and tarns, making the way quite
treacherous. A vast system of caves honeycombs beneath the tors, and adventurers
returning from the depths bring cautionary tales of wyverns, enormous blind snakes,
and poisonous stones. Odder yet are the tales of enormous carvings and cave art,
seemingly made by the hands of impossibly sized artists."
},
{
"Key": "d50ae85d-c4c0-4894-98d7-239ed427017f",
"Value": "Tors of Levenies"
},
{
"Key": "2636709d-c5f8-4c1e-a667-e0eea022b22f",
"Value": "The giant skeleton of a linnorm � a gigantic monstrosity that
somehow found its death in the Dunsward plains. Wind and sun have whitened the
bones of this majestic beast. The bleached ribs extend into the air like strange
trees, and the moss-draped skull even now instills horror in the hearts of those
who see it. The ground around the skeleton has been stomped flat by the mastodons
that often wander these plains in search of food and shelter."
},
{
"Key": "1e4e31ae-5e11-4e5b-9997-0c1ce3f402a0",
"Value": "Linnorm's Grave"
},
{
"Key": "5649daaa-bde6-4d9f-82e5-28f94d82e1e7",
"Value": "This tower belongs to a scientist who studies the night skies of
Golarion."
},
{
"Key": "7b5af231-c580-4cbe-8a53-4e7aab2637d8",
"Value": "Astronomical Observatory"
},
{
"Key": "7e7113eb-d1dd-4f0c-a058-ded87aeda42e",
"Value": "Astronomical Data"
},
{
"Key": "e51666c5-6d6f-4c1f-9f72-880f7a914269",
"Value": "A mysterious, ancient garden, filled with elegant sculptures of
elven handiwork."
},
{
"Key": "a8fd6403-1651-4ed7-bc7c-996e6e8cbe80",
"Value": "Sculpture Garden"
},
{
"Key": "1cedf153-e956-4711-bf04-b17f7d889fc5",
"Value": "A crack in the rock, rich with ore deposits."
},
{
"Key": "e53ca01c-5ff0-4064-89ae-bc4a4bfabd0c",
"Value": "Ore Vein"
},
{
"Key": "b71fea76-c978-452c-be8a-1c76d1760200",
"Value": "Precious Metal"
},
{
"Key": "61b7ec7e-ad8e-486c-84d9-4271b8b198c8",
"Value": "A stone plate carved with mystical symbols, mysterious
inscriptions, and the outline of a magic circle."
},
{
"Key": "2a1afc05-85c9-4e7b-bedc-8d4c174e63f2",
"Value": "Magic Circle"
},
{
"Key": "c7d02420-70cc-493d-b5ec-0319efbc9385",
"Value": "Even during warm weather, a traveler passing through this place
would feel a supernatural chill crawl across their skin. On top of that, an eerie
silence dominates the place � there are no bird songs or even the buzz of insects
to be heard."
},
{
"Key": "5aab118b-2ec6-4964-a112-eba3f71efb92",
"Value": "Shivering Glade"
},
{
"Key": "3caebcfb-4f6f-409f-a35b-c84228129215",
"Value": ""
},
{
"Key": "e9f1994e-3912-4e90-96d7-38342b40e976",
"Value": ""
},
{
"Key": "54160774-b8f1-4dec-8f7c-e5f7e505be2f",
"Value": ""
},
{
"Key": "9a0a4b0c-1081-4fb5-8013-6e276d80e846",
"Value": ""
},
{
"Key": "8412c819-39da-4fb4-a91c-24e713f6eb93",
"Value": ""
},
{
"Key": "311b33a6-adde-40aa-88ee-6b748f934269",
"Value": ""
},
{
"Key": "f629a99a-34d1-419a-a7e1-5225a32a9b37",
"Value": ""
},
{
"Key": "4ec43ca0-b258-404e-9590-a7ea7c965b61",
"Value": ""
},
{
"Key": "5aa0489d-2c85-4379-814f-c38c4d55d15f",
"Value": ""
},
{
"Key": "0a4535cd-3187-46c1-bb2a-772266e85cc3",
"Value": "These enormous ancient gates obstruct the road leading into the
Tors of Levenies. The awe-inspiring building looms over the plains, dwarfing the
nearest mountains in comparison. It is a grim memento of an ancient race that once
ruled these lands. In the shadow of the gates, even the air seems stale � the wind
blowing from the Valley of the Dead beyond carries with it the scents of dust and
decay. There is an eerie silence in this place � there are no sounds of wildlife,
sand and flaccid grass muffle footsteps, and even the howl of the wind through the
gate sounds hollow."
},
{
"Key": "62aa02ff-7170-435a-9cf1-8be333b8a6e1",
"Value": "Valley of the Dead"
},
{
"Key": "3376b5d8-9034-44d1-a304-1949d48f46fb",
"Value": "Gates to the Valley of the Dead"
},
{
"Key": "37a30d7d-7a1f-4823-9d0b-e4c39d1d0085",
"Value": "The ancient abode of Vordakai, hidden in the heart of the Tors of
Levenies. Cyclopean architects chose the most remote place they could find for this
grim building � the palace is surrounded by impassable mountains that tower into
the skies. The resting place of Vordakai instills awe and admiration � built eons
ago by designers from a dead civilization, it has remained in miraculously great
condition. Indeed, even time has no power over this royal tomb, as it is protected
by magic wards that prevent the natural decay of this glorious monument to the
great cyclopean empire."
},
{
"Key": "14c1f362-ac0e-4aff-9d5e-3e777d964d2c",
"Value": "Vordakai's Tomb"
},
{
"Key": "7428644c-8f8c-489f-b8e2-2377d675a036",
"Value": "Part of a great cemetery that sprawls over the entire Valley of the
Dead � decayed tombs, caved-in graves, and endless rows of gravestones."
},
{
"Key": "d49558f3-7ffd-4963-8daf-b0221c620038",
"Value": "Ancient Cemetery"
},
{
"Key": "c44ba27d-feda-425d-8231-f61fa700db96",
"Value": "A narrow underground passage, collapsed years ago. It still seems
possible to squeeze through it, but who knows what awaits inside?"
},
{
"Key": "2d510b56-3139-4889-a53a-613117a063fa",
"Value": "Collapsed Passage"
},
{
"Key": "5811b7da-cc3b-4b54-a86e-63e0f27d98e8",
"Value": "Hilltop Trail"
},
{
"Key": "b3a31a63-c0de-49cc-9be5-d293836f3939",
"Value": "A small ravine in the foothills. The place can be treacherous for
unwary travelers."
},
{
"Key": "e3b78130-8edb-4157-8b29-67c41d9c2019",
"Value": "Shallow Gulch"
},
{
"Key": "1fa711e1-eaff-42fe-8bb8-824d0225f8b0",
"Value": "A crumbling rock formation that reminded someone of a giant jaw
with most of the teeth missing � and the rest terribly rotten. Whoever came up with
this name probably wasn't a cheerful person."
},
{
"Key": "6d157e99-f2ac-4f76-af9b-0aa2590e8831",
"Value": "Crooked Teeth"
},
{
"Key": "01accfd6-48df-4a39-ba0a-2e336f79adf4",
"Value": "An old cave that has been partly destroyed and can barely be seen
through the heavy vegetation."
},
{
"Key": "3466c92b-486c-43c8-a4f3-eccc6cc41fef",
"Value": "Old Cave Dungeon"
},
{
"Key": "60799683-215f-4553-8637-2c1dfb95dfee",
"Value": "Overgrown Cavern"
},
{
"Key": "fa72ad2c-2dea-4d23-89fd-77a9693859a5",
"Value": "An ancient stage for theatrical plays and religious rituals."
},
{
"Key": "9aa92d73-6584-4725-928d-c325cb05bf50",
"Value": "Amphitheater"
},
{
"Key": "abac1217-6bba-4c4a-9b08-b6681f1b2cbc",
"Value": "The top of this cliff is the perfect place for a watch post."
},
{
"Key": "35a5bf80-d8ff-47c0-9dd3-76bc9ef30d62",
"Value": "High Cliff"
},
{
"Key": "371cc5bb-6cd1-4541-ae93-7cd0f1d377df",
"Value": "A strange obelisk created from obsidian, unusual for this area. Its
surface is covered with strange inscriptions."
},
{
"Key": "654946a1-fae9-47d2-a7ce-c2d5bcd0aa24",
"Value": "Obsidian Stele"
},
{
"Key": "23d57740-6101-4a1a-b6a5-dcd5557f4cf3",
"Value": "A deep cave hiding deposits of silver ore."
},
{
"Key": "eb468a86-02d2-4079-ba47-76fa53e0dcdd",
"Value": "Silver Deposit"
},
{
"Key": "2765b6b9-ae79-4bbb-a1f2-5e3f0c80eae9",
"Value": "Sulfuric gas rises here from beneath the earth surface, filling the
vicinity with an unbearable stench."
},
{
"Key": "ffe97cab-2a37-4e6d-916e-c23835331bda",
"Value": "Rotten Cave"
},
{
"Key": "fc942dce-70ba-41b5-8a6e-9f02477c587a",
"Value": "Decades ago, during a cattle pestilence, the locals buried dozens
of infected carcasses here. Since then, the site has been overgrown with grass, but
something sickly still lingers in the air."
},
{
"Key": "ad5d6dcc-59b6-475d-9e2a-8ba0faa47240",
"Value": "Rinderpest Burial Ground"
},
{
"Key": "6146bacb-dbf2-4bbf-9de0-b2ebd4ce8b16",
"Value": "A peculiar place on the outskirts of Dunsward, inhabited by giant
spiders � dangerous monsters the size of a pony. The locals avoid this place even
when in search of lost livestock. If a cow or sheep goes missing and the owner
suspects the animal wandered in here, they give it up as a lost cause � the animal
is probably caught in a spider's trap, if not already killed and eaten."
},
{
"Key": "6a728437-eae4-44ca-8701-9b125723bbaa",
"Value": "Spider Lair"
},
{
"Key": "09010f68-209f-4127-9c32-e6c444654e47",
"Value": "Known locally as Talon Peak, the jagged ruins of this crumbling
tower sit on top of a low mountain, resembling a sharp claw protruding from the
peak. The location is known mainly for the legends of giant birds nesting atop it."
},
{
"Key": "4bcc6ccc-5ae1-4c9e-af5f-8aceea453630",
"Value": "Talon Peak"
},
{
"Key": "e1e5c5e6-0af1-4381-a76d-2d7bad8ac2e0",
"Value": ""
},
{
"Key": "27389294-cc23-4a16-8ce4-1632a31cf242",
"Value": "Established by Maegar Varn and his loyal mercenaries, Varnhold is a
frontier town made up mostly of single adults, with an even distribution of
craftspeople and farm laborers. The main buildings in the town are an inn, a church
of Erastil, and a local grange where farmers can stockpile and trade their produce.
The town is constructed around a ford in the Kiravoy River with a low, flat-topped
hill rising above it. Atop the hill stands the hewn-log stockade and blockhouse
that was built for the colony's defense."
},
{
"Key": "2851bc5a-a8d3-4ad6-9c41-ce8696f56d1c",
"Value": "Varnhold"
},
{
"Key": "a95f2757-e57d-433b-a296-f4311bbb9acc",
"Value": ""
},
{
"Key": "fe4fa48b-d973-4cfb-ba3d-fa15490faaff",
"Value": ""
},
{
"Key": "dddedc20-2726-434d-8427-54e1a6d08e25",
"Value": ""
},
{
"Key": "fa509200-409f-41f0-b6de-fed35be36ad5",
"Value": ""
},
{
"Key": "32e7ea5c-0f2f-471b-a347-14dfc6ff63f2",
"Value": ""
},
{
"Key": "e879a5e1-c8f1-4b14-8d2b-948f39e6efb5",
"Value": ""
},
{
"Key": "096c215b-0ada-4ae1-aad6-8cc98127ea32",
"Value": ""
},
{
"Key": "837e9d91-41bf-4468-a9f5-634144a81f63",
"Value": ""
},
{
"Key": "08ee0811-3c63-4007-bebc-5f7e2b6b5f2b",
"Value": "Many years ago, the local people were cutting wood here with plans
to lay a road. Nobody remembers what stopped them � some say bandits, while others
say a pack of wolves � but traces of the abandoned clearing are still barely
visible among the young undergrowth."
},
{
"Key": "8841b7fb-1fd5-46bc-aa9c-f8a3308329b2",
"Value": "Unfinished Clearing"
},
{
"Key": "a0aef512-d322-4343-b51b-3ba417b1156b",
"Value": "A small glade in the middle of the woods, in which someone has set
up camp. Smoke drifts above the trees, as well as some voices and what might be
laughter."
},
{
"Key": "8f120293-e7f8-4562-b862-ff303f486fc2",
"Value": "Bandit Camp"
},
{
"Key": "226f4bbc-c7d8-4ac6-9ae4-cf88f2ef1871",
"Value": "An old abandoned village on the southeast bank of the Tuskwater is
the domain of a mysterious crone known to travelers as the Old Beldame. Most of the
locals believe the old woman to be a witch. Her dilapidated hut squats in the
middle of the fetid marsh that has claimed the ruins of the old settlement."
},
{
"Key": "10f8772d-c58c-43de-87ff-53b3b4071e0a",
"Value": "Swamp Witch's Hut"
},
{
"Key": "e81f2085-6041-4a3b-949e-12d1780a0530",
"Value": "An ancient and half-ruined watchtower, lost in the depths of the
Narlmarches, is a local point of interest and a source of inspiration for several
legends in the area. These tales compete with each other, telling of the tower's
construction and � more popularly � its destruction by mysterious,
incomprehensible, and usually supernatural forces. The truth is a bit more prosaic.
The watchtower was built by dwarves and used to guard a local trade route, which
last saw use centuries ago. Clear proof of this can be seen in the statue of Torag
that stands near the foot of the watchtower."
},
{
"Key": "c7d51bc2-8ca7-4d8c-b365-5241b23a9a42",
"Value": "Ruined Watchtower"
},
{
"Key": "5d12fa33-607b-4367-a637-56ee0b89b78a",
"Value": "The tower in the center of Candlemere Lake is a crumbling ruin �
nothing remains but a half-collapsed stone cylinder and a swath of rubble within
and without. The stones of the tower are ancient � faint carvings of strange
symbols are barely visible in some of the tower's stones. Although the ancient cult
that once used this site as its center of worship has long since been destroyed,
the ruins themselves exude an aura of unease. Any creature that enters this area
feels as if something unseen were watching or waiting and that intruders to the
area are distinctly unwelcome."
},
{
"Key": "9e3b0ed2-4d3d-4b32-bc17-587893b5a67b",
"Value": "Candlemere Tower"
},
{
"Key": "e5f64c44-22a3-4676-883b-293ff17b4b82",
"Value": ""
},
{
"Key": "528891ae-b465-45a0-9e9d-0b50f463cf99",
"Value": "The capital of your {mf|barony|barony|kingdom|kingdom} was
established on the ruins of an ancient fort, previously owned by a cruel bandit
known as the Stag Lord. You put an end to the Stag Lord and his gang at the behest
of the Swordlords in Restov. As a reward, you were granted permission and some
funding to establish your own barony in the Stolen Lands. The hope is that your
capital will soon become a trading and cultural center to unite all the Stolen
Lands, though this will require many months of hard and tedious work."
},
{
"Key": "578e1bd6-a705-471a-9f80-377218fab044",
"Value": "Main Square"
},
{
"Key": "c554af94-49f4-4940-9cf6-557a200da390",
"Value": "Main Square"
},
{
"Key": "68cd35cd-e005-4445-9e3f-d5a3c89c26ad",
"Value": "Tavern"
},
{
"Key": "c74eff19-9abc-48da-843b-34106650a2ad",
"Value": "Throne Room"
},
{
"Key": "2e7beb40-7677-489f-beb0-7ea208dc0b0c",
"Value": "Tavern"
},
{
"Key": "c0206fed-bca8-4e0b-93d4-1413de6d02ac",
"Value": "Library"
},
{
"Key": "f4f65456-c7b0-4055-a87d-ebbff779ae6f",
"Value": "Throne Room"
},
{
"Key": "c2208d77-a364-47e5-bcb7-b65c32782e4d",
"Value": "Capital of the {mf|Barony|Barony|Kingdom|Kingdom}"
},
{
"Key": "baa44e2d-96ab-4da6-9c6a-121c90e9a078",
"Value": "A well-fortified bandit stronghold and the residence of the Stag
Lord himself, built on the site of ancient Iobarian ruins."
},
{
"Key": "c1ad59ca-be30-4d8c-93b0-886e81f63277",
"Value": "Stag Lord's Fort"
},
{
"Key": "9c6059ed-eb58-4a3c-9cc1-5382d2cd0398",
"Value": ""
},
{
"Key": "508d65fe-c6a8-48e8-b954-09872e869be2",
"Value": "Capital of the {mf|Barony|Barony|Kingdom|Kingdom}"
},
{
"Key": "f1de7bfa-e9d2-4574-9c1d-23631cee4c14",
"Value": "Capital of the {mf|Barony|Barony|Kingdom|Kingdom}"
},
{
"Key": "8c2061c2-819e-4cea-96c2-8a78d812ba39",
"Value": "Thin smoke rises over a camp site. Voices of people talking and
arguing in a strange tongue can be heard from nearby."
},
{
"Key": "749e7eda-b99c-473c-af52-837da1bd84a5",
"Value": "Travelers' Camp"
},
{
"Key": "5608564f-fb3f-4c02-b0a0-cbbbe4d2cbf8",
"Value": ""
},
{
"Key": "091fd771-1cee-4755-8dbd-b717f17beb9b",
"Value": "The river makes a sharp bend here, widening into a deep pool dotted
with lily pads and fringed with waving reeds. Several freshly felled trees lie
beside their stumps on the shore of the pool, their crowns dangling in the water
among fading tendrils of mist."
},
{
"Key": "69235b4f-f489-4d2a-a8f9-a71dd4dbc432",
"Value": "Overgrown Pool"
},
{
"Key": "b320abcb-18d7-40b3-8909-98c3781fa1ea",
"Value": "This is one of the few known fords across the Skunk River. Despite
the shallow depth, the current is extremely powerful here � the cold stream seems
intent on pulling the land from under one's feet, pulling someone underwater, or
even carrying their property away to the stony rapids downstream. Many travelers
and traders have used this ford to cross the river, while just as many bandits have
used it to set ambushes for their victims."
},
{
"Key": "3b497b45-8222-4d1f-a933-c26bda8b2033",
"Value": "A Ford across the Skunk River"
},
{
"Key": "5dbf8675-d8f6-47c2-801b-2ad66ac7043d",
"Value": "A small clearing just outside the capital, occupied by goblins from
Nok-Nok's former tribe."
},
{
"Key": "113afacb-f056-4db5-af89-28272679e673",
"Value": "Goblin Clearing"
},
{
"Key": "b0fd961c-d1b5-4a25-8db5-0580e04ecab7",
"Value": "These are the ruins of an ancient dwarven fortress, built near a
similarly ancient trade route. Dwarves have always been known for their sturdy
construction, so even after being abandoned, this fortress has endured the pressure
of time and seems to still be mostly intact. Trolls and kobolds now inhabit the
abandoned halls, breaking ancient relics and designing their new \"home\" to their
own tastes."
},
{
"Key": "a5f00daa-0c0a-42c0-b51c-da762b88918a",
"Value": "Many troll tracks surround this well-hidden keep deep in the
forest. There is a chance that the vile creatures have something to do with this
abandoned stronghold."
},
{
"Key": "1aa23893-e55e-4dba-8892-de1c7de30b70",
"Value": "Dwarven Ruins"
},
{
"Key": "6898a13a-983f-4fa0-b69a-df899d82026d",
"Value": "Troll Wilderness"
},
{
"Key": "1cf7ca6d-4a2f-4ec9-b040-0b22850cfe15",
"Value": ""
},
{
"Key": "2b5bac3d-e37c-4832-b211-fb90ea744ae4",
"Value": ""
},
{
"Key": "d32435b5-93f0-402f-910d-23f731997376",
"Value": "This was once a typical forest cave, used only as a temporary
shelter by a pack of wolves. That changed once a hodag moved in � a huge, flesh-
eating lizard, and a danger to any living creature, humans included. The
bloodthirsty hodag's fame spread rapidly among traders, who began detouring through
the woods to avoid this dangerous place."
},
{
"Key": "a7fa5a53-22e7-4112-b5fc-7e2ce3b8c142",
"Value": "Hodag Lair"
},
{
"Key": "e8b65857-90a0-46f9-af58-d15a5cf58b66",
"Value": "A clearing in the woods leads up to this small cave. Through the
canopy, a flock of crows can be seen flying in circles and cawing above the glade.
The repugnant stench of rotting flesh leaves no question as to what attracted the
scavengers."
},
{
"Key": "29c73aea-eaa7-4e7a-9597-40202bed4b11",
"Value": "Monster Den"
},
{
"Key": "e23b7dc1-da2f-4fef-937b-8865ac86ffec",
"Value": ""
},
{
"Key": "a0bf4048-5637-4f9f-ab54-14b910697346",
"Value": "A small clearing in the forest, in which someone has set up camp.
Strange, hissing voices can be heard, speaking in some incomprehensible language."
},
{
"Key": "52eed6c3-1b83-496f-897d-00b73c9c939a",
"Value": "Kobold Camp"
},
{
"Key": "3b594286-029d-4204-abb5-f10689ecc080",
"Value": "A remote place known for numerous kobold sightings. Nobody wanders
deep into the hills � some say the spirits of dead kobold shamans curse any who
trespass."
},
{
"Key": "f52176c5-0b8c-45f2-9bb1-92436ee37ae4",
"Value": "A remote place known for numerous kobold trails. There is a chance
that trolls have decided to use the scaly little creatures' paths, as tracks
leading to a troll lair have been found in the hills."
},
{
"Key": "35482dcc-b28c-49d1-a79a-df689aaacb0b",
"Value": "Kobold Trail"
},
{
"Key": "d8421c02-ec29-4a8a-9c92-fde3b3b77efa",
"Value": "Whitish Hills"
},
{
"Key": "d05bb1b2-a542-49f1-8189-dcf4de12d23e",
"Value": "Candlemere is named for the myriad mysterious dancing lights
sometimes seen near the water's surface under moonlight. Possessing a remarkably
clear surface, and surrounded by a great collection of trees, the lake is well
known for the vibrant colors it takes on from the leaves that become trapped within
it. In the center of the lake stands a small island � hilly, speckled with willows,
and featuring the ruins of an ancient and crumbling tower. According to local
legend, drinking from the Candlemere during certain seasons will have particular
effects on the drinker, though there is no agreement as to the exact relationship
between the seasons and the effects."
},
{
"Key": "d9a6f5de-dbc2-4200-8ddb-e875b9078ae7",
"Value": "Candlemere Lake"
},
{
"Key": "cc83950a-36f0-4dae-b1eb-9890e559af44",
"Value": "The Dire Narlmarches are called so for being the boggiest and most
dangerous part of the Narlmarches. Every bush in the area is a potential lair to
some wild animal, and every branch may well be a venomous snake. In this place, far
from the well-trodden paths, many wild monsters have found lairs. One could easily
meet an owlbear, a tatzlwyrm, or a hodag here. Few travelers dare to explore the
multifold paths of the Dire Narlmarches, and fewer still are lucky enough to
return, telling tales of mysterious happenings in their time there. The paths seem
to lead travelers in circles, or disappear behind them, or even place branches
beneath their feet to trip them up."
},
{
"Key": "ec60b583-2c52-4f59-8b96-0ac8be6f9428",
"Value": "The Dire Narlmarches"
},
{
"Key": "9f74af55-8a15-4bb5-ad91-421fbb4f11af",
"Value": "The Gudrin River connects the Tuskwater with Lake Silverstep. The
river makes numerous twists and turns along the Kamelands, wending its way between
the ancient kames. Boat trips along the river might make for excellent
entertainment for tourists, but the dull landscapes of the Kamelands attract little
attention from travelers. The river is mostly seen by treasure hunters in search of
easy riches."
},
{
"Key": "dd12ac0b-afa7-465e-8c5c-90650f245232",
"Value": "Gudrin River"
},
{
"Key": "943c32c4-4d21-4512-ba13-910745193d3e",
"Value": "The Kamelands lie along the eastern edge of the Stolen Lands.
Characterized by rolling hills of brown and yellow, the landscape is notable for
its many rocky mounds known as kames. The kames together form great, strange
patterns, suggesting waymarkers, barrows, and long-destroyed walls and foundations.
Very few animals live in the Kamelands � its rare occupants include rodents,
snakes, foxes, hares, and wolves. Horses of the region are much valued (and highly
expensive) for their strength, speed, and sure-footedness."
},
{
"Key": "da32a5d8-5032-430b-a0b1-2ce526b608d8",
"Value": "The Kamelands"
},
{
"Key": "0054916e-75ea-4dfb-aadd-0b9328956688",
"Value": "A narrow but rapid tributary of the Shrike River, the Little
Sellen's waters flow down from the Tors of Levenies, which frame the Kamelands. The
Little Sellen River is known for its extremely cold waters, fed directly from the
glaciers of the tors, and it would likely freeze over if the waters were not so
rapid."
},
{
"Key": "3fecfd9a-03f5-4471-b2d9-ef32329542e6",
"Value": "Little Sellen River"
},
{
"Key": "25ac4715-05c2-415d-8c89-a90bf5089ebd",
"Value": "Along its entire stream, the Murque River is extremely
unpredictable � its occasional calm backwaters are interspersed among dangerous
rapids and small roiling whirlpools. This is mostly due to the hilly terrain of the
region and the multiple streams that flow into the Murque River from all corners of
the Narlmarches. The faster streams contribute to the unpredictable speeds along
the Murque River, while the calmer streams add silt and mud into its flow. These
streams are in no rush to flow into Candlemere Lake, making their way along the
warmer backwaters rather than converging in the cold waters at the river's mouth."
},
{
"Key": "de381f84-301e-453b-af01-e112625763e7",
"Value": "Murque River"
},
{
"Key": "037f4d91-7c0b-490b-9d30-a68bcfccf2cb",
"Value": "The Narlmarches spread across the lowlands of the region and
feature craggy hills, lazy streams, deep ravines, and a great variety of trees,
including oak, beech, and rushleaf. The region hosts a rich variety of wildlife as
well, with elk, rivercats, black bears, and many large rodents, boars, and brush
thylacines. Stranger still are the giant owls, will-o'-wisps, owlbears, and
aggressive vegetation. Gangs of trolls range the southern edge of the forest,
closer to Candlemere and the ruins of many bandit hideouts dot the landscape as
well, leading to rumors of long-lost riches and fantastic treasures."
},
{
"Key": "6ec654cc-0566-458a-bac2-01d2dbfe0754",
"Value": "The Narlmarches"
},
{
"Key": "4a076822-3b1d-40d6-87e4-f2af36858702",
"Value": "The Shrike River is a tributary to the mighty Sellen River that
flows through the River Kingdoms. The river begins high in the Icerime Peaks, the
mountains that separate Brevoy on the continent of Avistan from the wild land of
Iobaria in Casmaron. From its many smaller tributaries, it pools in a large lake in
the Hills of Nomen and then flows generally westward past the city of Restov. From
there, it turns southwestward through the Stolen Lands, past the Narlmarches, and
into the East Sellen River at the city of Mivon."
},
{
"Key": "13363baa-bf10-4a30-8fe4-806b7310132f",
"Value": "Shrike River"
},
{
"Key": "4d163c34-d25d-4b99-a7b4-36458269873c",
"Value": "Among the few speedy rivers flowing through the Narlmarches
lowlands, the Skunk River is the fastest. Along its stream are multiple rapids and
riffles, each just waiting to catch a traveler or even a whole cart along one of
its few river fords. The river received its name from the rather unpleasant smell
of its waters, which only kobolds, mites, trolls, and boggards seem to find
tolerable to drink. The smell comes from the several sulfur-rich springs that feed
into the Skunk River from beneath the Narlmarches."
},
{
"Key": "0546cbd2-6edc-40f7-bd8e-afd14176801a",
"Value": "Skunk River"
},
{
"Key": "bb53b34a-c29d-4eab-b40d-8bdec5432789",
"Value": "A brown, rocky lake with numerous gullies and pits of standing
water that explode the local populations of mosquitoes, stirges, and assassin
vines. At its depths, the Tuskwater is bountiful, roiling with pike, longnose gar,
bluegill, and fanged eels. The eels in particular are heavily valued, considered a
rare delicacy on the tables of New Stetven and greater Brevoy, and the fishermen
who plumb the depths of the lake are slow to give up the secrets of avoiding their
vicious bites and grasping their slippery skins."
},
{
"Key": "8d7cf829-9e73-477b-8340-75d8973df5fd",
"Value": "Tuskwater"
},
{
"Key": "3de74787-a66f-4419-bb21-98220cd97cf0",
"Value": "A low, muddy hummock protrudes from the middle of the widening
river, surrounded by a palisade of outward-facing wooden stakes. Inside, a group of
mounds are clustered around a single larger mound. A simple gate on the eastern
side of the hummock seems to be the only entrance to the fortified island."
},
{
"Key": "9ea50473-2d19-4d11-aa8d-a6d295ac8638",
"Value": "Lizardfolk Village"
},
{
"Key": "30455577-065c-47fc-b524-bcf06de39cc5",
"Value": "A small glade with traces of troll feasting."
},
{
"Key": "cd1eb88a-7004-49fe-b147-aaae6ac0057d",
"Value": "A small glade with myriad troll tracks. The trails disappear in the
leaves and grass, but there is ample opportunity to ambush the monsters."
},
{
"Key": "e1c0244b-b414-4cd2-841d-0dd0a3bfd8d6",
"Value": "Troll Clearing"
},
{
"Key": "5b1ad052-e56d-48c9-ba55-bfa217c75c00",
"Value": "Troll Clearing"
},
{
"Key": "fbcfab01-3767-4c32-aed0-476e681ec46b",
"Value": ""
},
{
"Key": "caf6debf-405f-4c86-b8ef-c3558ea2ff54",
"Value": ""
},
{
"Key": "2d3c3d56-ce63-4e14-b958-c79240a72103",
"Value": "An ancient dwarven bridge built over the Murque River."
},
{
"Key": "0d642463-9311-40ad-a154-e112dfb269ca",
"Value": "Ancient Crossing"
},
{
"Key": "92a7f532-34ca-4134-84a1-693d520784ad",
"Value": "An ancient dwarven bridge built over the Murque River."
},
{
"Key": "bec31d86-5e39-4890-8fc1-72104d4185d0",
"Value": "Ancient Crossing"
},
{
"Key": "2375e656-8d79-4ac5-b89c-8263a2278d59",
"Value": "The remains of old defensive structures, long abandoned by their
creators."
},
{
"Key": "051e5a2b-c010-4a5c-9ede-371c9c667804",
"Value": "Remnants of Dwarven Fortifications"
},
{
"Key": "526b7f7e-e727-4a83-b6b7-dfd2894d780e",
"Value": "This tiny abandoned hovel hides an impressive collection of
alchemical potions, reagents, and tractates."
},
{
"Key": "b74b2457-4840-4b6a-a256-d985e8386411",
"Value": "Abandoned Laboratory"
},
{
"Key": "2cdd3488-7b26-4b1f-be48-da031b58dc9a",
"Value": ""
},
{
"Key": "03dcdd34-f93c-4f5c-b599-d6971316d3e4",
"Value": "This lone house on the edge of the Narlmarches looks quite
prosperous. It is the remote dwelling of a wizard who has dedicated his life to
scientific research, far withdrawn from the commotion of big-city life. Local
villagers learned long ago that it was unwise to approach this house, so they stay
far away. The wizard seems to be perfectly content with this state of affairs.
There is a road not far from the house, occasionally used by travelers, traders, or
bandits."
},
{
"Key": "fe7a781b-f261-47bb-90b5-c7e1255f4d4e",
"Value": "Lone House"
},
{
"Key": "3043d731-1c8c-4e01-8197-64aeb98fd5ff",
"Value": ""
},
{
"Key": "824da3f5-5042-427a-8dea-e9075a87266d",
"Value": ""
},
{
"Key": "08edd028-78e1-4013-b015-97c5a8874eb8",
"Value": ""
},
{
"Key": "84e66654-00dc-4581-88e0-c8d5edae0e8e",
"Value": ""
},
{
"Key": "55f3af5c-df3b-4aaf-adff-abbea0de03c4",
"Value": ""
},
{
"Key": "0126a3cb-5f04-4a49-a078-6967d64927ff",
"Value": ""
},
{
"Key": "1d61e052-bf6a-454a-8709-3e7e386952d9",
"Value": ""
},
{
"Key": "68f59502-92a9-4ea7-b738-7fc579e57107",
"Value": ""
},
{
"Key": "15e2656c-df50-4fe7-8dad-f4c96b45c02c",
"Value": "A huge rock, surrounded by the forest, with the head of immense elk
carved out of it. At the foot of the rock lies what was once an impressive shrine
dedicated to the god Erastil."
},
{
"Key": "fe34e1ce-9cff-41e9-939b-d46e41cae567",
"Value": ""
},
{
"Key": "26497d3e-3c4a-417a-902c-326893957b64",
"Value": ""
},
{
"Key": "38d2fd77-1428-4e0f-85c1-69d17d7db83a",
"Value": "An unremarkable field with a few bushes growing here and there."
},
{
"Key": "6c49104e-5b1b-418d-9bed-b26f529d81fa",
"Value": "This hill looks exactly like many of its \"brothers\" in the area,
yet it exudes a sinister and frightening feeling."
},
{
"Key": "e4d329b6-0706-4d74-8755-0bda10cdab96",
"Value": "An eerie hilltop with little to no growth. Rumors has it that long
ago, dark rituals to forgotten evil gods scarred this place forever, leaving it to
remain lifeless and corrupted until the End Times."
},
{
"Key": "6ac7a0e4-a7a5-4d17-8c1c-beb2536dcf6a",
"Value": "Located in the middle of the Pitaxian plains, this place is
somewhat unremarkable... aside from a sturdy-looking metallic door that can be
found, surprising any traveler who happens to pass by it. The door could lead to a
dungeon, or to some underground tunnels � no one has ever opened it to find out."
},
{
"Key": "f5ea9ad7-676d-488c-aede-e4538902a6d9",
"Value": "This wide plain between Numeria and Brevoy has frequently been a
battlefield. The last battle it saw was the confrontation between the shadows of
dead barbarians and the Brevic forces."
},
{
"Key": "76949f9a-1cfd-414d-9b34-888c4bf9601a",
"Value": "The capital of the kingdom was left to the mercy of a violent
deity, the Lantern King! All inhabitants fled the city � only the shadows of lost
empires and creatures of the First World still haunt its streets!"
},
{
"Key": "9f59b9e0-9f06-4d92-aa2a-e4c0e30f7478",
"Value": "A safe location not far from the capital gates, where allies and
followers can gather."
},
{
"Key": "55ae6ee5-d4e5-47b3-a4d7-ba146f5bfc12",
"Value": "After escaping the Apology cup, the shadow of King Irovetti
attempted to resume reign of his palace and the Pitax region."
},
{
"Key": "baa52e06-39d3-44a9-86c7-975b1aaa7f69",
"Value": "This small shrine to the Mother of Monsters is hidden in a rocky
massif near the Kamelands Border. Strange things have once again started happening
here after the World's Merger."
},
{
"Key": "ac9b928e-8471-4880-a0cf-48764390d4c8",
"Value": "When shadows from the Apology cup overflowed the capital, Oleg's
Trading Post became an asylum for some of the city's inhabitants."
},
{
"Key": "356cae8f-f296-4368-9f29-02df2331e403",
"Value": "A mysterious location in the First World, where Nyrissa's trial
once took place and where the Everblooming Flower used to grow."
},
{
"Key": "6b77a53a-5fd6-4d76-b5f1-b22700ae8c26",
"Value": "After the World's Merger, the former Trobold became a dangerous
place once more."
},
{
"Key": "ae7da325-572e-4ba4-9238-5edf0e68a7d7",
"Value": "Established by Maegar Varn and his loyal mercenaries, Varnhold is a
frontier town that recently became a zone of conflict between its living and not-
so-living inhabitants."
},
{
"Key": "b06da4a8-dd77-4c5b-a6d4-f03eb0f74e12",
"Value": "The Beer Mug Inn"
},
{
"Key": "38932659-0947-438c-8116-f0d9539fbafa",
"Value": "The Castle of Knives is little more than a crumbled ruin today. In
its glory days, it was likely a marvelous structure with numerous sharp towers,
somewhat resembling castles built by elven architects."
},
{
"Key": "e59f3793-9e25-47bd-8754-c12e4f565aea",
"Value": "A hideout arranged by a secret dark cult for their dark rituals."
},
{
"Key": "814dcc6e-846b-4671-962e-8619872786f4",
"Value": "The ruins rising from the mire literally cry \"Danger!\" Some
adventurers have been seen entering them, but none have returned."
},
{
"Key": "fcaab3f4-46f3-438c-8e8e-504ea7b5f847",
"Value": "A chain of rocky hills towers above the calm waters of Lake
Silverstep's southern shore. This trail meanders through boulders and stunted trees
on the northern side of the hills."
},
{
"Key": "8581b249-78a2-4a6c-a1fd-49e684b6ded4",
"Value": "When the wind passes through this deep, steep gorge, the
surroundings shake with a screeching sound resembling the voice of the most
unpleasant, scandalous person one could imagine. The effect might just be a natural
phenomenon, but who can say for sure...?"
},
{
"Key": "ef6a1c71-58bc-4aa7-bd52-703af8e8930e",
"Value": "The boulders scattered around this place bear the marks of some
creature's fangs and claws � some old, and some very recent."
},
{
"Key": "804525c6-ce5b-4b3c-a35e-88f72a5f50d2",
"Value": "In this place, the gloomy thicket of the Thousand Voices suddenly
bursts with the vivid colors of the Bloom."
},
{
"Key": "e30ecef1-7401-4854-8587-267bb4e7dc5a",
"Value": "The mud of this marsh is unnaturally viscous. It seems to be mixed
with slime."
},
{
"Key": "32c38a8d-0162-4646-848e-28f97d58a60e",
"Value": "This dark and silent old building has collapsed almost to the
ground, possibly burned down. However, part of it seems to be hidden underground,
likely better preserved."
},
{
"Key": "c9777fc3-ecd5-4393-85ac-3bd3c00b2f84",
"Value": "Wild nature is simultaneously beautiful and dangerous, and this
glade in the heart of the Thousand Voices forest proves it. Some travelers swear to
have seen graceful young women dancing in the moonlight among the trees and
flowers, disappearing when strangers approached them."
},
{
"Key": "5fa9cc85-ab83-4232-bb93-25b8ebe106aa",
"Value": "A small landmass in the middle of Lake Rushlight, speckled with
reeds, shrubs, and hemlock."
},
{
"Key": "9ee2ee0a-619c-4f6a-b5eb-757f88817f58",
"Value": "In spite of the name, hills are quite common in this area. However,
the labyrinth of rocks and cliffs makes it easy for a variety of creatures, even
huge ones, to hide and take wandering travelers unawares � which is why few
travelers venture through this area."
},
{
"Key": "67968ae8-2ab5-4d8c-9a41-07353bccbe79",
"Value": "An ancient mossy oak that towers over the sickly marsh like a
rotting colossus."
},
{
"Key": "a0ce507f-ebaa-4c82-885c-4b558eb8b9fe",
"Value": "Many of the rocks and trees in the area seem to be partially melted
or burnt. The bones of countless creatures, big and small, litter the foot of this
high, rocky hill."
},
{
"Key": "176ccacd-b1b9-41cc-b3a0-db384a247162",
"Value": "Inconsequent Debates"
},
{
"Key": "132a9585-c108-46cf-8ad6-a93eb0678a0d",
"Value": "This unassuming place was chosen by one of the fey lords as a
location for Inconsequent Debates. The fey certainly know how to turn the
unremarkable into the unforgettable � one way or another."
},
{
"Key": "b903ff89-45e7-45b9-b7cc-f8711b4d8fe0",
"Value": "For generations, Luna Kettari's family possessed the map marking
the entrance to this mysterious dungeon."
},
{
"Key": "36b19694-9580-447c-8ffd-e0c86bb7e259",
"Value": "A mysterious and sinister dungeon, hiding beneath the Lonely
Barrow."
},
{
"Key": "b76c6207-e2d5-4d64-9196-19bf8c32fd89",
"Value": "Numerous travelers have gone missing while passing through this
area. Survivors reported hissing shadows that rose from the mire and attacked with
incredible speed and ruthlessness. Whatever creatures inhabit this area, they don't
seem to be fond of strangers."
},
{
"Key": "5fb52e81-3d01-4f50-a12d-ba1e9d673baa",
"Value": "This glade was considered unremarkable until a local huntress saw
it at night, crowded with numerous tiny shadows fussing about the area. The
huntress dared not approach, but she claimed that the mysterious creatures had a
strange smell reminiscent of a grocery stall packed with fresh vegetables."
},
{
"Key": "8b5abfe0-ca5b-4ac7-9112-b58274c0a17b",
"Value": "This place seems to attract water. Travelers swear that even the
rain falls harder here than in nearby areas."
},
{
"Key": "e8ea8729-025b-4ef1-89db-563282e58175",
"Value": "This is where King Irovetti's servants gather monsters before
sending them to wreak havoc in your realm."
},
{
"Key": "c5375e56-154e-418f-862a-6e8af9c61136",
"Value": "Poachers' Hideout"
},
{
"Key": "4d8f6762-2ddf-406d-a62f-2e302c7b73a2",
"Value": "The secret poachers' camp. Sharel the tailor suspects this band of
hunting lizardfolk for their skins."
},
{
"Key": "c1648c48-190e-4854-ba1c-1d37095cecf6",
"Value": "The branches of bushes that grow here shift even when there is no
wind. Rustling can be heard from the thicket, though any hunter would tell you that
no beast dares approach this grove."
},
{
"Key": "7811ec41-a0d3-4f09-9e6f-f07cd5533025",
"Value": "Voices can sometimes be heard from the muddy holes under this hill,
sometimes even laughter or screams of pain. The locals forbid their children from
playing here, but people still disappear from nearby villages."
},
{
"Key": "d61f9fe6-d619-43e4-a086-805e45de256b",
"Value": "This is the last known stand of the Sharp Fangs � the tribe
Regongar was born into."
},
{
"Key": "903bf821-ea1f-4e5b-930a-946fa020da75",
"Value": "The treacherous rapids of the Pitax River make it difficult to
navigate. Those who dare often choose this bend as rest stop or a camp."
},
{
"Key": "520927c0-9751-48c1-896e-2fc337aa95be",
"Value": "Sunny meadow at the bank of the deep Rushlight lake where the
Rushlight Tournament takes place. The tournament is one of the most prominent
social events in the region. It occurs once if few years and gathers noble guests
from all around the River Kingdoms."
},
{
"Key": "be71f926-f143-439b-ab24-da850fdf8192",
"Value": "A backdoor entry beneath a nondescript rock leads to an underground
lair � the Technic League's secret base."
},
{
"Key": "7ff6d6ce-3dea-48e8-8c0b-314b05d46af9",
"Value": "Glenebon is a harsh and unfriendly region, but even within it this
place seems to be too grim. It radiates with fear and evil, though one can hardly
tell, what causes this feeling."
},
{
"Key": "49708ea9-0a69-4944-9848-56a02311fc43",
"Value": "Although very few of them remain today in Thousand Voices, the
legendary Trees That Weep are one of the more frequently whispered rumors about
this dense woodland. Said to possess twisted human faces and a proclivity to weep
tears of pure fear, these rumors were inspired by ancient, towering quickwoods �
carnivorous and intelligent plants�which once grew throughout the region."
},
{
"Key": "17636662-970f-49c9-9351-7d36209baad8",
"Value": "The hideout of the River Blades gang, where they plan their attacks
on your lands."
},
{
"Key": "22e24761-4931-43ac-8c05-89528bbdbe2f",
"Value": "A Varisian caravan traveling through these lands has set up camp
near Desna's shrine."
},
{
"Key": "0909a814-30b8-41e3-8bda-249140d13518",
"Value": "This hilltop cave looks like the perfect place to camp � not to
mention the perfect place for a wild beast's lair."
},
{
"Key": "0a3a48fd-c8e2-43f7-8162-987d815362ec",
"Value": "The Dire Narlmarches are so called for being the boggiest and most
dangerous part of the Narlmarches. Every bush in the area is a potential lair to
some wild animal, and every branch may well be a venomous snake. In this place, far
from the well-trodden paths, many wild monsters have found lairs. One could easily
meet an owlbear, a tatzlwyrm, or a hodag here. Few travelers dare to explore the
multifold paths of the Dire Narlmarches, and fewer still are lucky enough to
return, telling tales of mysterious happenings in their time there. The paths seem
to lead travelers in circles, or disappear behind them, or even place branches
beneath their feet to trip them up."
},
{
"Key": "5db7b924-e62d-4b16-8874-89da88d3005c",
"Value": "One of the harsher regions of the Stolen Lands, if not the entire
River Kingdoms, the region of Glenebon, also called the Glenebon Uplands, is
characterized by rolling black hills, tall gray grass, and tangled scrub.\nThere is
little shelter to be found in this unforgiving land. Wildlife includes beetles,
snakes, rodents, and ragged wolves, but it is said that prides of manticores have
taken to the region, ranging from the Branthlend Mountains, across the hills of
Glenebon and into Numeria."
},
{
"Key": "454c138f-3960-4cb1-960f-d1f7c2d8b267",
"Value": "Whoever called this tiny village in the Pitaxian backwoods
a \"town\", was flattering it. This tiny dot is barely visible on the map."
},
{
"Key": "6b1ab034-e767-4245-a817-3c1174c1f760",
"Value": "The northern half of the Narlmarches is the least dangerous part of
this inhospitable region. The woods here are not yet as thick as they are to the
south, the bogs not as deep, and the monsters not as hungry. Still, it's no place
for a casual stroll. Many wayfarers have found their travels ended forever here,
not even reaching the harsher areas."
},
{
"Key": "5ec9a0c8-9ef7-4b59-978e-68836d5b7a6d",
"Value": "A region of the Stole Lands bordering with Brevoy. It has less
monsters than the woods or marshes, but is plagued by numerous bandits. For a long
time, Oleg Leveton's trading post has served as the only bastion of civilization in
this inhospitable realm."
},
{
"Key": "1ed9d854-89f2-4703-810e-060622531cf9",
"Value": "Pitax's origins lie with brigands from Brevoy, who sought sanctuary
amid the forests of the River Kingdoms. A band of vicious thieves made a hideout in
a riverside hamlet known as Pitax. As they visited there year after year, their
ill-gotten gold slowly transformed Pitax into something considerably larger than a
simple, sleepy fishing village. Eventually, the bandits settled in Pitax
permanently and crowned themselves kings of a newfound realm. With this, Pitax
became a permanent fixture of the River Kingdoms, able to survive and thrive for
nearly four centuries while others around it withered and decayed."
},
{
"Key": "aafbfd45-4841-4377-9374-108cfb5a1f69",
"Value": "Long a haven for thieves and smugglers, Pitax is a hub for trade in
the River Kingdoms. It aspires to be a center of culture and higher learning as
well, but cannot escape its more unsavory origins."
},
{
"Key": "b6ac3e05-59bf-4715-83f8-736a05be0a76",
"Value": "One of the numerous tributaries of the great River Sellen � a fast
stream known for its treacherous rapids, and an even more treacherous city by the
same name standing on its shore."
},
{
"Key": "32c0fa46-35a6-4efa-b54d-a8b2d6e7764c",
"Value": "Restov is one of the two largest cities in the fertile region of
Rostland in southern Brevoy. Lord Mayor Ioseph Sellemius leads the city, which is a
trade and cultural center that borders the River Kingdoms, the Shrike River, and
the Stolen Lands. As the birthplace of the Aldori dueling style, the city boasts
several Aldori and Taldan dueling schools, which has led to the city being a
favored place for young nobles to practice dueling championships. Most prominent
among them is the Aldori Academy, widely regarded as the region's finest war
college."
},
{
"Key": "746a5398-f33a-4067-806e-f4be10fd4190",
"Value": "Rushlight is a small yet unusually deep lake located about a dozen
miles north of Pitax. It has a paradoxical reputation as bestowing both great and
terrible luck. Its name comes from the lights that dance upon its surface, spectral
flames of green and blue that whisk into life, slash across the water, and then
disappear."
},
{
"Key": "ec49821f-9b83-4266-9417-6c16c1948b2c",
"Value": "A small branch of the Pitax River, flowing into the Rushlight. For
years, Irovetti, the king of Pitax, chose its shore as the place for his awe-
inspiring annual tournament."
},
{
"Key": "4c9564aa-e0d2-48c5-94db-de1af1276da9",
"Value": "The Shrike Hills are named after the Shrike River, winding along
them, which, in turn, got its name from the numerous flocks of birds that nest
along its length. Deep and affluent, it could have made a great trade route if not
for its numerous and deadly rapids. The hills are equally deceptive � green and
lush, they shelter countless monsters and bandits."
},
{
"Key": "64246688-c90c-4b6b-8d7f-567ec1686561",
"Value": "The cleanest and clearest source of water in the Stolen Lands, Lake
Silverstep draws from countless pristine streams and rivulets cascading down the
steep tors to the east. Dozens of small waterfalls and foamy cascades make the
lake's eastern shores places of eldritch beauty, where ancient willows spread mossy
canopies over islands of flowering reeds and lilies. More than one eager wanderer,
incited by fairy tales of gems and dragon silver, has discovered the caverns hidden
behind several of the lake's falls, just at its waterline, and below. Those who
return speak of connections with caverns that run deep beneath the Tors of
Levenies, of monstrous ossuaries, and of strange eyes that glow in the depths.
Most, however, are never seen again."
},
{
"Key": "0ab6fbf5-293d-4c78-94f8-0daf6eab7dea",
"Value": "South of the Skunk River, the Narlmarches become even more
difficult than the north. The thickets are filled with bubbling bog slime, the
howling of horrible beasts, and the laughter of fairies planning cruel jokes. But
nothing is scarier than the moments when everything goes quiet � in these moments,
a deathly silence hangs over the marshes, and eerie, pale fires appear behind the
gnarled trees."
},
{
"Key": "bc762392-e051-4c13-883b-2a9f733f98be",
"Value": "Here, on the shore of the Tuskwater, stood the fortress of the
bandits who ruled these lands unchallenged � until you came."
},
{
"Key": "bd3465f5-9d95-4c1b-9fd5-075e3b628e2c",
"Value": "The Thousand Voices is a mysterious and strange place, filled with
tall beech, white oak, and hemlock groves. Those who speak of it are quick to
mention the tales of unexplained disappearances, ghosts, and winding paths which
encircle and confuse those who dare to walk the forest path."
},
{
"Key": "9b1e0fbb-c3bd-4518-a435-aaa9c93c5c8f",
"Value": "Established by Maegar Varn and his loyal mercenaries, Varnhold is a
frontier town made up mostly of single adults with an even distribution of
craftspeople and farm laborers. The main buildings in the town are an inn, a church
of Erastil, and a local grange where farmers can stockpile and trade their produce.
The town is constructed around a ford in the Kiravoy River with a low, flat-topped
hill rising above it. Atop the hill stands the hewn-log stockade and blockhouse
that was built for the colony's defense."
},
{
"Key": "3c5a4e0f-6a69-4e41-a802-190d730c7343",
"Value": "A fast stream that runs through the Branthlend Mountains and
plummets from a breathtaking height down, into the thickets of the Thousand Voices
forest."
},
{
"Key": "4e5252b1-283c-4fc6-a628-1cc8972abedd",
"Value": "There was a time when this abbey, built by Cayden Cailean's
worshipers, was a hospitable place and provided the whole region with excellent
wine. Nobody knows what brought it to ruin, but it has been abandoned for many
years, and even among the foulest weather no traveler dares to seek refuge within
its crumbling walls."
},
{
"Key": "88b2ee8c-4225-46cb-8216-f901518d1e40",
"Value": "Arcane Research Material"
},
{
"Key": "5dc0ef25-60b1-469a-87a1-e2f7d5d3236d",
"Value": "Source of Arcane Energy"
},
{
"Key": "eb3a4df6-c6f6-463f-b06a-81718bd8188c",
"Value": "Building and Crafting Materials"
},
{
"Key": "2eb6f715-353c-4f0e-8e03-3f7ad5641c4f",
"Value": "Fruits and Berries"
},
{
"Key": "e2d8bba7-ecf0-4d0a-afd8-ead5e87f38ed",
"Value": "Medicinal Herbs"
},
{
"Key": "833664f6-5195-4066-b964-455c916356da",
"Value": "River Guards Service"
},
{
"Key": "44c62d90-9057-4239-a89f-d349533aa55b",
"Value": "High Ground"
},
{
"Key": "09c2e1b2-e08d-4bf0-b1ae-92230c57db82",
"Value": "Fortifications"
},
{
"Key": "c320ec97-a361-43aa-9c26-b5337414b2e4",
"Value": "Silver"
},
{
"Key": "efffdcdf-25e8-48ea-8508-2074589e056e",
"Value": "Gems"
},
{
"Key": "8be765b8-3f49-48d5-bad3-ba0e3d175664",
"Value": "Point of Interest for Tourists and Explorers"
},
{
"Key": "e0463ed4-17db-4837-a462-c1ca304d0bf1",
"Value": "A Famous Monument for Tourism"
},
{
"Key": "81eb9d9e-4cea-4fda-9658-5b2b6f6c3cf8",
"Value": "Remnants of a Lost Culture"
},
{
"Key": "b7e13429-c39b-4832-a0e7-d13a0452666c",
"Value": "Valuable Building and Crafting Materials"
},
{
"Key": "1b4fcfa3-18a2-450c-8895-d2c2653e680c",
"Value": "Deer"
},
{
"Key": "19572eeb-7f41-4b23-991b-9fac2021975f",
"Value": "\"Love!\nThe caravan to the Five Kings Mountains will leave
tomorrow, me and kids have to go with it. It's been days since we've heard anything
from you. I hope your hunt went well, and you'll catch up with us on the road or
will meet us in the Langebukk quarters in the mountains.\nThe Road of Shields
nowadays is safe for a caravan, but might be dangerous for a lonely traveler. Our
scouts spot trolls all over the region. I'm leaving behind my favorite bow. It will
protect you against those cruel giants.\nI'll be praying to Desna day and night
with one wish: to see you again.\"\nThe poor condition of the paper suggests that
the letter was written centuries ago."
},
{
"Key": "dcca5c0f-b186-4207-9ca4-c213194a8615",
"Value": "Old Dwarven Letter"
},
{
"Key": "d015547f-188d-464c-8646-e392e7c59a6c",
"Value": "A small key that opens the northern wing of the mansion."
},
{
"Key": "d2e103a0-2bcb-4598-a9f9-cc06099c505a",
"Value": "Watchkeeper's Key"
},
{
"Key": "ab9750bb-75f1-4e60-a7a4-d76fd5c5c4ce",
"Value": "Golden Toad"
},
{
"Key": "34226797-b427-48d5-b526-f5c679a9e31a",
"Value": "A toad statuette made of solid gold. It looks more like an idol
than a decorative figurine."
},
{
"Key": "2ee897a2-d677-4582-8060-3f411f509f89",
"Value": "This necklace gives its wearer +2 dodge bonus to AC against ranged
attacks."
},
{
"Key": "e91c72e9-472d-49e3-8c09-724fe6ea36ae",
"Value": "A simple wooden toy, one of those that you often see in the hands
of peasant children. It's polished to a sheen due to the frequent use."
},
{
"Key": "8534922c-d65d-47c7-b472-55af6480b5f5",
"Value": "Toy Dragon"
},
{
"Key": "087d3632-f6cd-4092-bbc7-2845fd3b5867",
"Value": "Toy Knight"
},
{
"Key": "9320ec57-6997-46ac-aed1-eaece41ecd1c",
"Value": "Tuskgutter's Head"
},
{
"Key": "0652a353-413e-445f-8442-0ca34b3d5537",
"Value": "The proof of your victory over the forest monster."
},
{
"Key": "5f6f8f06-fa34-4f02-bc30-0f2347ba20c1",
"Value": "Black Berries"
},
{
"Key": "9584fea8-5d46-4286-afee-0f4cc4313512",
"Value": "A sick old men asked you to bring him these medical berries."
},
{
"Key": "01a1ddd4-df8d-484c-ac64-4b65b940c460",
"Value": "Pearl Necklace"
},
{
"Key": "39666ce6-1d59-42ce-ab95-06cc890334c3",
"Value": "A worn adornment made from high-grade pearls. A half-erased
monogram can be seen on the clasp."
},
{
"Key": "1176af32-a23c-4ee4-8adf-d6c4bbf47f4e",
"Value": "Black Rattlecap"
},
{
"Key": "2f380338-9f11-4d81-a94e-e07ca8555309",
"Value": "Gloomberry"
},
{
"Key": "1c57065e-cea8-4924-9bbc-69636b176af0",
"Value": "Mudleaf"
},
{
"Key": "596c6109-b8fd-45c7-8330-cd6e690e1d83",
"Value": "Coin with Callitropsia's Name"
},
{
"Key": "7fca1b5f-b14a-438c-8e01-f9ec2d27997a",
"Value": "Coin with Wilber's Name"
},
{
"Key": "d7431892-ed83-47f6-8f8b-8748d160e45f",
"Value": "Old Wedding Ring"
},
{
"Key": "76f05f13-35a7-476e-ba21-732c954b3f31",
"Value": "Dizzyhead"
},
{
"Key": "d733ae86-98eb-493b-bd8a-2441896d36d7",
"Value": "A Pouch of Feather Tokens"
},
{
"Key": "556e26e6-34f2-4956-95f0-d09151fe08e3",
"Value": "Dirty Key"
},
{
"Key": "2227f25c-a02d-47f3-8c5b-ab3339aef8f7",
"Value": "A small rusty key, covered in mud."
},
{
"Key": "0dad1114-a268-4a93-b64a-4cee610718d5",
"Value": "A hunting trophy from Kamelands."
},
{
"Key": "faddeba5-a646-4c19-9d58-982d4f7163b5",
"Value": "Hydra's Head"
},
{
"Key": "9b03644f-1a7a-4e98-aed7-e59063d36532",
"Value": "Owlbear's Head"
},
{
"Key": "29897419-6483-463d-9147-f3af26cb7419",
"Value": "Wyvern's Head"
},
{
"Key": "29813cd1-0e17-41ac-ae9d-ca116648e0aa",
"Value": "The key from the lizardfolk king's chest."
},
{
"Key": "23a28872-8a68-464f-b22e-6d813c155ae5",
"Value": "King Vesket's Key"
},
{
"Key": "475d1fde-5788-46c4-b490-73d002998190",
"Value": "A key from one of the rooms from the Hunting Lodge."
},
{
"Key": "29016c9b-747f-4f11-ad7d-ab7ac23c2e74",
"Value": "Hostess' Room Key"
},
{
"Key": "353c18cf-bcdc-417c-af29-e6c8379ef5b7",
"Value": "Olika's Room Key"
},
{
"Key": "74122a62-0f59-45fe-825b-fce45c2167c8",
"Value": "Tedrim's Room Key"
},
{
"Key": "ae19eb25-82cd-4897-9124-de4a63c9ae3c",
"Value": "Guest Room Key"
},
{
"Key": "88fc74a8-7e67-4a43-b044-1f4703c6a9b6",
"Value": "Root of the Everblooming Flower"
},
{
"Key": "e13d06a6-22ec-4ead-abc9-24be6c32385f",
"Value": "Part of a mysterious plant from the Silverstep grotto."
},
{
"Key": "0aef7e84-0cb5-41ed-978a-2bea5ec81e48",
"Value": "First World Lantern"
},
{
"Key": "b411c791-58df-4c63-bd58-b37dd5ead7f3",
"Value": "Mysterious lantern"
},
{
"Key": "6ef3780e-3c69-4aa3-a857-a50e7af4ee0a",
"Value": "First World Lantern"
},
{
"Key": "6bf89070-5f3c-4c6c-8fdc-703cb19bae04",
"Value": "Pile of Notes"
},
{
"Key": "3c6aee24-9dda-4c42-b443-f79134402917",
"Value": "Hunter's Letter"
},
{
"Key": "861142ae-acdc-4de6-b580-d2e40838c7bc",
"Value": "Spiced Fish"
},
{
"Key": "27db26da-30ad-44fa-a205-aebc7bd90fce",
"Value": "The meal smells splendid."
},
{
"Key": "050cf6c0-e46a-4e18-8757-8ca256f98290",
"Value": "Mathian Hanvaki's Letter"
},
{
"Key": "4d1cb700-4533-48c9-9e90-243fa92d1f13",
"Value": "Penrod Hanvaki's Letter"
},
{
"Key": "a5968ce5-d3fc-4280-bc25-3a146135c68b",
"Value": "Barbarian Chest Key"
},
{
"Key": "6b7467d7-b327-4260-8e15-00ff1bdf7420",
"Value": "A small steel key from the chest where the Tiger Lords barbarians
keep their goods."
},
{
"Key": "dccbe0ab-3bb6-4ff7-aea7-6f379e46c13a",
"Value": "A huge key from the tomb of Vordakai."
},
{
"Key": "52bb2b41-c94a-4b52-a07d-5d775ba0f613",
"Value": "Brass Cyclopean Key"
},
{
"Key": "526a75ff-6004-4171-9bc2-f7ebd813a3af",
"Value": "Bronze Cyclopean Key"
},
{
"Key": "58f960d9-86ed-49e0-826b-592fa599de8a",
"Value": "A rusty key from the Abandoned keep."
},
{
"Key": "360f2018-6fb8-4fa2-a150-ff66bed9eb65",
"Value": "Mysterious Rod"
},
{
"Key": "08caf8ed-b705-4cd2-ad29-16b0516065ec",
"Value": "Irovetti Journal"
},
{
"Key": "18507639-6ffb-43c9-93f6-5c02bc226730",
"Value": "Irovetti's Secret Key"
},
{
"Key": "4b7fd5c1-cd50-46b3-a6f4-27b08e617859",
"Value": "A key found in Irovetti's palace."
},
{
"Key": "f526a2a1-ff5c-4acc-a1f4-a6532204e086",
"Value": "Conservatory Key"
},
{
"Key": "0a1fd6e2-ecaf-4f9e-84db-017c96a75229",
"Value": "Lost Key"
},
{
"Key": "3bded4e1-e6d5-4601-bd33-249ceff85a86",
"Value": "General's Bedroom Key"
},
{
"Key": "ca1e2dbc-0ceb-49cd-88bc-f124f5888b8c",
"Value": "Cup of the Victor"
},
{
"Key": "7b0b3ce6-8898-4482-a3b9-29c0bf2b73eb",
"Value": "The etching on the golden cup says, \"To Irovetti, the greatest
bard in Pitax.\""
},
{
"Key": "1312dbbe-7905-4ba6-8046-03b700c4190e",
"Value": "Vulgar Statuette"
},
{
"Key": "b916ff91-8e8a-4cce-8aa5-9ce4be7504ce",
"Value": "A statuette of Irovetti and Nyrissa in a suggestive pose, neatly
carved of marble."
},
{
"Key": "90ee5c39-c200-4cb1-a0e1-af39c1bf9348",
"Value": "Silver-stringed Lute"
},
{
"Key": "9dc86623-baff-4e55-9cea-4015d7b8dbf5",
"Value": "An old, cheap lute, covered in expensive new varnish. The shiny
silver strings are attached to worn-out pegs."
},
{
"Key": "927f592e-cfd9-414c-adc4-9f6ea4f98fa6",
"Value": ""
},
{
"Key": "3fdc14f9-a65e-4e24-95b7-a49df123787e",
"Value": "Horned Hunter's Key"
},
{
"Key": "841f8805-155a-461d-a6cb-65e703102769",
"Value": "Knurly Witch's Key"
},
{
"Key": "f30a4a11-3562-4e02-9ccc-624d13a9cfcd",
"Value": "One of the three keys to Nyrissa's inner chambers."
},
{
"Key": "fde53a8b-0ac6-47b1-81e5-2646503bc2ca",
"Value": "Nyrissa's Third Key"
},
{
"Key": "17adcf48-a5be-428c-9b5c-9d2a0e628967",
"Value": "Wriggling Man's Key"
},
{
"Key": "83a27f53-065d-4a61-a07c-b4ea71ac8dd8",
"Value": "Shovel"
},
{
"Key": "f8c032e9-e9a9-43ac-9aa6-2c7fc122c1d3",
"Value": "A simple but dependable tool."
},
{
"Key": "7dca5636-fd3b-41d9-823e-3eefea520d35",
"Value": "A dirty, well-used paintbrush. It seems to have belonged to a
dedicated yet untidy artist."
},
{
"Key": "502cde3c-5767-4a39-826b-306ac021ca22",
"Value": "Dirty Paintbrush"
},
{
"Key": "8ec5845b-64ae-4144-a970-5dd6ad9610a7",
"Value": "\"The Stolen Lands are a region located between Brevoy and the
River Kingdoms, a realm so disgusting that it makes both its neighbors look almost
cozy. Miles and miles of impassable woods, putrid swamps, muddy lakes and barren
wastes, infested by various monsters and bandits � this so-called \"treasure\" is
still contested only because neither of its neighboring countries wishes to concede
before its rival. For the last several years, the Restov Swordlords have been
promising the title of Baron to any person who proves capable of curbing the chaos
of this patch of land. One by one, adventurers and knights of fortune have gone
there in search of action, and must have found more than they expected, for no one
has returned. Recently, though, one of those challengers managed to succeed, and
received the grand prize. And since {mf|His|Her} Grace has promised me a session of
decapitation for backbiting, I'm going to remain positive in my review from now
on.\nThe newly-made Baron{mf||ess} of the Stolen Lands has managed to resolve the
issue of banditry in {mf|his|her} domain completely � now if a traveler encounters
a group of people with sharp swords and earnest faces, they may be sure that these
are not just mere robbers, but rightful law enforcers. Though \"the road\" is a
hyperbolic definition, of course: except for an overgrown and ancient dwarven
tract, there are no other roads here. The brave traveler who comes here submerges
knee-deep in their first steps into a marvelous world of local wild nature and gets
a refreshing mud bath. And next comes acquaintance with the local flora and fauna:
various centipedes, trolls, owlbeasts and giant spiders roam around freely without
any interference from forestry officers, and all this wildlife is eager to take
food right out of your hands.\nWhile I was approaching to the capital, the first
thing I noticed was the smell. Then I heard hammers thumping, handsaws squealing
and builders cursing. And finally, the settlement itself appeared before my eyes.
Its splendor can be matched only by your average Brevic village. If you are a
carpenter, a stonecutter, or � especially � a janitor, you'll be embraced here
gladly, though I doubt they can offer you any other payment besides the embraces.
Anyway, I am convinced that a great future lies before this young barony, so I've
decided to stay here a bit longer, to record all of the Baron{mf||ess}'s great
exploits and deeds in glorious detail � for their descendants' education and for
your entertainment. If I don't become a head shorter after this review gets
published, wait for the updates in the next issue!\""
},
{
"Key": "d196add6-e7bd-49a8-b7de-3f11d161099b",
"Value": "\"Independence\" Magazine"
},
{
"Key": "20eaa5ad-80eb-46de-8bcc-6430f75c6e03",
"Value": "\"Have you ever dreamed of becoming a baron? It's not that hard.
All you have to do is go to the Stolen Lands � a tiny region located between Brevoy
and the River Kingdoms, and a source of dispute for those two for many years. Miles
and miles of woods, swamps and infertile clay soils infested with monsters and
bandits. It's something like a white elephant: one can't hold it but also can't
give up on it and let the neighbor have it. For many years, the Restov Swordlords
have been promising a title to anyone who manages to bring some resemblance of
order to this gods-forsaken land. This is just the usual way rulers solve their
problems: there are plenty of adventure-seekers, and you can always find another
na�ve brave soul who'd gladly risk his or her life without prepayment. There were
many who took the bait � their sun-bleached bones still litter the banks of muddy
lakes and lie in piles under crooked trees.\nYou can imagine how astonished I was,
then, when someone managed the feat�breaking the antlers of a local kingpin called
the Stag Lord and turning the bandit's fort into the capital of a new barony. Of
course, I departed for these lands immediately, to witness with my own eyes the one
who managed to install control over the Stolen Lands.\nLet's be honest: the
achievements of the new baron{mf||ess} are still quite moderate. My letter didn't
get there in time (I hope the courier who had to deliver it is alive and well).
Since no one could meet me, I decided to get to the capital on my own, which was a
strategic mistake, for the road-building in the barony functions even worse than
its mailing service. I barely made my way through the mud and wind-fallen trees,
just to narrowly escape drowning at the river ford � the only thing that kept me
going was the anticipation of the joy the baron{mf||ess} would express when I told
{mf|him|her} about the marvelous scientific novelty called a \"bridge\".
Furthermore, a horde of hungry kobolds jumped out from the underbrush. But just
when I was getting ready to kiss my life goodbye, the baron{mf||ess} {mf|him|
her}self emerged from the woods, fought off all the pests, and helped me to get to
firm ground.\nAs it turned out, the baron{mf||ess} has a strong justification for
neglecting roads and bridges: while {mf|his|her} capital is under construction,
{mf||s}he lives on the road and with the help of {mf|his|her} companions patrols
the realm, dealing significant damage to the local, ever-hungry fauna( may the
plague take it). Trolls, boggards, will-o'-wisps and giant spiders really impede
the improvement of public services.\nI've offered the baron{mf||ess} my advice and
my active help � you can spit in the faces of those who claim Jubilost can only
criticize. You can try out your luck as well: though the title of the ruler is
already taken, the young barony offers plenty of vacancies both for laborers and
for sellswords. Just don't repeat the mistakes of your predecessors: demand payment
in advance! As for those of you who prefer to learn about wild lands and dangerous
adventures from the magazine pages, we'll meet in the next issue.\""
},
{
"Key": "344d2700-b0b8-49d9-90fb-0050a9f7902f",
"Value": "\"Between the bogs of the River Kingdoms and the infertile clay
soils of Brevoy, lies the region called the Stolen Lands � a picturesque area,
which combines the worst features of both previously mentioned countries. It's a
woodland, where herds of deer, swarms of mosquitoes and gangs of bandits have their
pastures. Though the latter were formidably decreased in numbers thanks to the
efforts of the local baron{mf||ess} � a prot�g�e of the Restov Swordlords who's
promised to bring some resemblance of order to these lands. Hoping to learn to what
degree {mf|he|she} succeeded, your faithful servant went to the Stolen Lands
himself.\nCertainly, I preceded my visit with a letter, but mailing service in this
new barony functions with an efficiency of zero. No one came to greet me, except
for a horde of hungry kobolds � here these creatures can be met way more often than
guardsmen or, let's say, street cleaners. I barely managed to fight off those
pests, then I narrowly escaped drowning on the river ford. The only thing here more
rarely met than a paved road is a good, well-maintained bridge. Every ruler ought
to remember that the realm's roads are {mf|his|her} face, and here they are filthy
and in a desperate need of good old stone.\nAfter all those misadventures, I
finally reached the capital. Compared to other parts of the barony, the city looks
relatively good, despite the smell. I should give credit to the ruler's efforts:
there's building in progress everywhere. Passing-by traders praise the Baron{mf||
ess} for eliminating the bandits and express hopes that someday {mf||s}he'll deal
with the wildland monsters as well.\nI wouldn't recommend that you choose this
destination for your summer vacation, but if you are tough and unpretentious, if
you can work hard and defend yourself, you might try your luck here � working hands
are in great demand in the capital. Also, there are plenty of jobs for sellswords
and free adventurers � after all, the local baron{mf||ess} used to be one of them
not so long ago. As for me, I guess I'll stay here for a while to watch how the new
barony grows. If I don't drown in some swamp, become a snack for some owlbeast or
die of dysentery, we'll meet in the next issue!\""
},
{
"Key": "4eaf6e83-66d0-497a-9694-3b87d017a98b",
"Value": "\"Let me remind you that while the trading post in question is
situated on the land which now belongs to you, its owners, Oleg Leveton and his
spouse Svetlana, are of Restov origin. They have been paying their taxes to Restov
for many years, and enjoyed the benefits of the city's protection. Restov is not
accustomed to tossing away its subjects. However, as Oleg and Svetlana have
expressed the desire to go under your jurisdiction, Lord Mayor Sellemius is
inclined to act benevolently and let it happen, but not without a
precondition.\nSome debts are owed by the Levetons' post. I suggest it's only fair
if you, as its new patron, would compensate the city for this sum. Besides, the
road connecting the post with the rest of the world is in a deplorable condition
and needs urgent repairs. Since the bigger section of this road runs through your
lands, you should show some care for your subjects and make all repairs, helping to
establish trade connections and proving your intention to do more for your citizens
than mere tax-collecting. Until the repairs are finished, the trading post stays
under Restov's protection.\nWaiting for your swift reply in words as well as in
actions,\nSwordlord Jamandi Aldori\""
},
{
"Key": "7e2271d2-aa82-4413-8b0b-c99f582172aa",
"Value": "Letter from Jamandi Aldori"
},
{
"Key": "a0c2f189-6b4d-4ef5-b1fb-8de7bc0387fa",
"Value": "\"I thank you heartily for your letter. I am happy this little
incident was resolved to our mutual satisfaction and didn't cast a lingering shadow
over your affairs with Restov. Lord Mayor Sellemius has a very high opinion of your
qualities as a ruler, and I agree with him. It's good to know you possess wisdom
and the profound mindset of a true politician to be able to avoid hasty decisions
and to treasure the ruler's main possession � good affairs with the neighbors. I
hope our friendship will remain as deep as ever.\nUnfailing ally of
yours,\nSwordlord Jamandi Aldori\""
},
{
"Key": "32c258a1-6c65-4dac-a6fa-e30fb618a6a1",
"Value": "Letter from Jamandi Aldori"
},
{
"Key": "05c17a70-55e2-4fbb-a6f9-f8d20a36299c",
"Value": "\"Frankly, I didn't expect this from you. Such an outrageous deed
casts a dark shadow on your future affairs with Restov. Are you really in such a
state of extreme poverty that you're ready to start a feud with your only ally over
the right to collect taxes from some shabby trading post? Many newly minted nobles
have lost their titles, lands, even their very lives simply because they lacked the
will to get rid of their old habits. You should remember you are not a thug
anymore, who can snatch someone's purse and dissolve into the crowd. The ones you
rob will always remember the location of your capital. Lord Mayor Sellemius was
furious. It took me a lot of effort to talk him out of retaliating � but my
influence has its limits.\nMay your health remain strong,\nSwordlord Jamandi
Aldori\""
},
{
"Key": "6469bf24-214e-4820-b8ee-6cf7e4a2785a",
"Value": "Letter from Jamandi Aldori"
},
{
"Key": "4f006712-03e2-4ee5-bb9b-1d9ac6e4315b",
"Value": "\"Hey, sis!\nWe're rich. We've gotten lucky after all. If we play
our cards right, we'll finally be able to quit running around the woods, we'll piss
on the damned boss and his gang, go to Brevoy and live as happy as pigs in shit.
The point is: you must take care, you know very well what these fellas do to those
who try to con them. And we are going to con them hard, sunshine!\nSee, while you
were away, we caught this dwarf. All dressed up like a dog's dinner, fancy mail
armor, tall tales � one could immediately see he was the city mouse. He kept on
treating us like dirt until we'd set his beard on fire � after that he started
spilling his guts in no time.\nLong story short, his ancestors � Fortash-or-
something � the ones who built the ancient tower � had hidden some real treasure
inside. And, you see, he decided to return there after several centuries to claim
his family fortune, all alone, with no guards � it made me laugh my ass off. He had
no idea about the exact place where that treasure was hidden, but he brought the
key to open the place � a white metal thingy, something like a cog. When the fellas
heard about the treasure, they literally started rubbing their hands together, and
I thought to myself: well, what happens when we find it? The boss seizes the lion's
share, and we are left with meager peanuts!\nAll these things considered, I
snatched the key away while the rest of the gang was sleeping, and made it look
like the dwarf had run away with it. The fellows have been running across the woods
since then, searching for the midget but they'll have to search really hard, I
buried him rather deep. They stay away from the tower for now � what might they do
there without a key? So, make use of it. When you return, do not go to the camp �
go to our place instead, I've hidden the cog in the hollow of the tree trunk. You
know which one I mean. Take it � and get to the tower, look around and find what
you can open with it. You're smart, you'll manage. Take away all these dwarves have
hidden, and� well, I don't have to tell you what to do next.\nBe careful, don't
blow up our best chance!\nHugs,\nBergen\""
},
{
"Key": "df2eea4c-0cae-47ad-b6ba-ee48c60082f4",
"Value": "Bandit's Letter"
},
{
"Key": "3cb3504f-b9fb-4715-9188-b155e18d32a6",
"Value": "On the ancient parchment, there are words written by a feeble hand
� discolored with age and barely visible.\n\"Every morning I wake up as a twenty
year-old boy. It's the best morning of my life, for today is the first time I take
over the post at the watchtower over the great Shield Road.\nEvery morning I open
my eyes and see the tower in ruins. Horrified, I grope my gray beard with my
gnarled fingers and slowly realize that there is no Shield Road anymore, and it's
been this way for more years than I can count. I must be older now than the
decrepit Gaugen was when he died and left me alone. Unforgiving time has eroded
both the stones of the tower and my flesh and mind.\nThe holy statue of Torag is
the only thing time itself dares not touch. I do remember that it's my duty to
guard something hidden inside the statue, but I don't remember what exactly am I
guarding. The key I wear hanging on my neck � the Langebukk's golden cog � is as
heavy as an anvil. Where is the Woradash's white cog? I don't remember. What
happened to the Skjegge's black cog, when its keeper, Gaugen, died? I don't
know.\nEvery morning I go around the neighborhood looking for people. I haven't
seen any for years � neither traders nor bandits. Sometimes my mind tricks me and I
recall speaking to a hunter or a scout just yesterday, but these memories are too
vague to be true � I guess my feeble mind just entertains itself with illusions.
I've been hoping for too long to see a day when dwarves return and restore the
Road. Now I seriously doubt there is anyone of my kin left in this world, or anyone
alive at all. Maybe some unimaginable plague has razed away every single living
soul in the whole of Golarion, except for me?\nIf someday someone returns to these
parts, and manages to read this � remember our names. This tower was built by
dwarves of the Woradash, Skjegge and Langebukk clans in 4241. It was abandoned in
4499. We, the Last Shields, were left behind to keep our eternal watch for the
glory of Torag and the dwarven people. Our names were Gaugen Skjegge and Wark
Langebukk. It was our free choice and we have no regrets.\nRemember us.\""
},
{
"Key": "a54a6178-9d87-453a-a5fc-8011c1ccb341",
"Value": "Worn Parchment"
},
{
"Key": "b0499160-cb60-40af-98b5-107b8a245833",
"Value": "White Cog-wheel Ring"
},
{
"Key": "e7dfa4e9-cf85-4d0a-af35-2ca21de6703f",
"Value": "A heavy cog-wheel made of white metal."
},
{
"Key": "00cb7367-d6aa-43c3-ae4d-4fbf2e3d5611",
"Value": "Red Cog-wheel Ring"
},
{
"Key": "494b08f9-4302-4a77-9ea3-ccaa8e72101f",
"Value": "A heavy red iron cog-wheel."
},
{
"Key": "0076a0a0-c91d-44a6-8ff6-1b41d5f79350",
"Value": "Gold Cog-wheel Ring"
},
{
"Key": "87d38468-58e6-40e2-ac2a-863f888a42c1",
"Value": "A heavy gilded cog-wheel."
},
{
"Key": "5e65efe0-b834-4ff3-9b82-efe9503d837c",
"Value": "Hunter's Key"
},
{
"Key": "7e7fa37e-bf98-4e23-afa8-80130dafdb8c",
"Value": "A key from an unlucky hunter's travel chest."
},
{
"Key": "4e6a95b9-2a5f-451b-9d6a-8965ca1cc07b",
"Value": "Bartholomew's Key"
},
{
"Key": "fd93692e-7d7b-4a3b-8554-95f436e18b64",
"Value": "The key to Bartholomew's laboratory."
},
{
"Key": "176c65d3-ec8b-4f73-affd-f3e3877353b6",
"Value": "A key from an ancient dwarven stronghold."
},
{
"Key": "23a6a13a-ecd2-45e2-849d-274ffbe3b820",
"Value": "Rusty Dwarven Key"
},
{
"Key": "0da54878-214f-4a13-ab00-126251777c38",
"Value": "Commandant's Journal (First Half)"
},
{
"Key": "2dadae35-d3d8-4a6f-bfbd-566f5e8add4f",
"Value": "Kargadd's Key"
},
{
"Key": "1178799f-594a-4c0e-a380-b2b7cf561724",
"Value": "A heavy key from the dwarven stronghold, taken from a rock troll."
},
{
"Key": "d7e55652-5357-4e4c-b85d-10b786b06b67",
"Value": "Bronze Dwarven Key"
},
{
"Key": "c233a7f3-38ef-4e1a-a22a-320f4be9bd92",
"Value": "A key from an ancient dwarven stronghold."
},
{
"Key": "acc32730-cff0-4a6d-8982-2c324d7d8cfc",
"Value": "Steel Dwarven Key"
},
{
"Key": "0b6945cd-d94d-42fb-9a89-924a12b482d8",
"Value": "A key from an ancient dwarven stronghold."
},
{
"Key": "84234c44-d76d-4589-825b-667a9f226240",
"Value": "Old Dwarven Chest Key"
},
{
"Key": "ffb9a9ec-2ee8-4fa0-949c-8a52051caca9",
"Value": "Small Dwarven Key"
},
{
"Key": "e92b093b-ee16-4e78-9f88-5b71f0e6298b",
"Value": "A tiny key from an old dwarven stronghold."
},
{
"Key": "12c536ec-f822-4817-a673-4bb9fa73bf04",
"Value": "Commandant's Journal (Second Half)"
},
{
"Key": "d806262c-6980-41a5-952e-ffb95bff0a92",
"Value": "Old Dwarven Chest Key"
},
{
"Key": "3ea07cf9-5980-4dda-aa1a-cc55fa7667f9",
"Value": "A massive key that probably opens a massive chest."
},
{
"Key": "f2c5e7ee-0a57-44f4-ba44-aeda9803852f",
"Value": "Iron Dwarven Key"
},
{
"Key": "f522b7d6-27d3-4b52-ad9f-ea651ca3fa60",
"Value": "A large rusty key from the dwarven stronghold."
},
{
"Key": "107371d5-e6c7-4c18-ae9f-ebe9f9baabd2",
"Value": "Black Whip"
},
{
"Key": "2b8b1bf6-109b-4f2f-80ec-681c96b33657",
"Value": "A black leather whip with an engraved handle. It is surprisingly
light and easy to hold. There is something sinister about it."
},
{
"Key": "3970fc9c-f4c3-41f3-a9c8-bf5af7e8788c",
"Value": "Silver Dwarven Key"
},
{
"Key": "bbd8a8ba-d6b7-4d08-b000-d27d114a6fd3",
"Value": "An ornate silver key from an ancient dwarven stronghold."
},
{
"Key": "1f81c04c-74eb-4426-934b-bfa45cc6b4f7",
"Value": "Fire Gem"
},
{
"Key": "bdf75960-3492-49d4-b5f5-07316e42db64",
"Value": "This magical lantern emits a soft light. It can be conveniently
hooked to a belt."
},
{
"Key": "e8640ee1-ea05-457a-b847-763bd0b3d520",
"Value": "Belt Lantern"
},
{
"Key": "af198045-2c3a-49f4-99ea-c8b4367d315a",
"Value": "Belt Lantern"
},
{
"Key": "d971f17a-4218-41b5-8147-c070d8f51959",
"Value": "The chapter about Shelburn grants an ability to use Fireball 3
times (caster level 10, DC 18) this day."
},
{
"Key": "e93ff72c-c4c2-4579-881a-3eede552d8ed",
"Value": "Tale of Shelburn"
},
{
"Key": "1023f9e3-c4b7-4d5d-8218-42833ca3ae79",
"Value": "Owner of this book reads one new chapter every time on rest,
granting a benefit until the next rest depending on which companion the chapter
described, chapter selected randomly.\nThe chapter about Shelburn grants an ability
to use Fireball 3 times (caster level 10, DC 18) this day. The chapter about Lord
Jessiahdor grants a +5 competence bonus to Persuasion and Use Magic Device checks.
The chapter about Skerple allows the owner to deal 1 additional damage on each
sneak attack damage die. The chapter about Wolfgang Hypeton grants +10 competence
bonus to Stealth checks. The chapter about Ristof Brulston grants an ability to
make the target Rage, as a barbarian, for 6 rounds 3 times this day. The chapter
about Kenneth Cowannan grants an ability to use Lightning Bolt 3 times (caster
level 10, DC 18) this day."
},
{
"Key": "3c090136-6ff1-4a1c-a050-1cd8a1da12d9",
"Value": "The Quest Electri"
},
{
"Key": "d6d1849f-735c-4b55-9940-ff86506576d7",
"Value": "This is a magic storybook chronicling an adventuring party led by
the lizardfolk sorcerer Shelburn Sparks and the human cavalier Lord Jessiahdor of
Taldor. It is ever-changing and ever-growing, as new chapters are added every day
by the creator Shelburn's adoptive mother the sorcerer bard Glorio Joania Sparks.
The tales of all their escapades are within this book, be they glorious or
infamous. It also contains the stories of their other companions � Skerple the
goblin rogue, Sir Kenneth Cowannan the human wizard, Ristof Brulston the dwarf
barbarian, and Wolfgang Hypeton the kitsune slayer."
},
{
"Key": "a19d875b-0d4a-4b3a-9aea-d317b9f99882",
"Value": "Book"
},
{
"Key": "613309d5-6d2a-46f2-8545-7f233c34ee43",
"Value": "The chapter about Kenneth Cowannan grants an ability to use
Lightning Bolt 3 times (caster level 10, DC 18) this day."
},
{
"Key": "1948b6e6-8bee-4acd-9c8d-0e824aff53b1",
"Value": "Tale of Kenneth Cowannan"
},
{
"Key": "175f7ec6-1f85-4305-ae09-59f82a2abbc3",
"Value": "The chapter about Ristof Brulston grants an ability to make the
target Rage, as a barbarian, for 6 rounds 3 times this day."
},
{
"Key": "522121c1-fe7f-4ee7-b214-5d3d1068d926",
"Value": "Tale of Ristof Brulston"
},
{
"Key": "84251788-5be8-49a7-8952-403b6f53bf29",
"Value": "6 rounds"
},
{
"Key": "77975a41-d422-437f-8182-862f694e7291",
"Value": "Chapter about Lord Jessiahdor grants +5 competence bonus to
Persuasion and Use Magic Device checks."
},
{
"Key": "8847927a-fa95-40c5-8858-3c01e8cdd757",
"Value": "Tale of Lord Jessiahdor"
},
{
"Key": "0b546ac9-9738-48a3-a792-48043b828c8d",
"Value": "The chapter about Skerple allows the owner to deal 1 additional
damage on each sneak attack damage die."
},
{
"Key": "6dc33c7a-9987-401f-a673-a6172d54d881",
"Value": "Tale of Skerple"
},
{
"Key": "b8ec45e0-5932-4bfe-abdf-2ebc0b08aa75",
"Value": "The chapter about Wolfgang Hypeton grants +10 competence bonus to
Stealth checks."
},
{
"Key": "162b5cc7-b869-40b8-9ff4-a94fd84846a7",
"Value": "Tale of Wolfgang Hypeton"
},
{
"Key": "b8b05210-050d-413f-97e4-b1d457b85b19",
"Value": "You can throw a flask of acid as a splash weapon with a range
increment of 10 feet.\nA direct hit deals 1d6 points of acid damage. Every creature
within 5 feet of the point where the acid hits takes 1 point of acid damage from
the splash."
},
{
"Key": "e664986b-0353-4d19-a695-972ac88925e3",
"Value": "Acid Flask"
},
{
"Key": "87a488a8-11f1-40d2-851d-0e4489281cc6",
"Value": "You can throw a flask of alchemist's fire as a splash weapon with a
range of 30 feet.\nA direct hit deals 1d6 points of fire damage. Every creature
within 5 feet of the point where the flask hits takes 1 point of fire damage from
the splash. On the round following a direct hit, the target takes an additional 1d6
points of damage."
},
{
"Key": "24876745-612e-4f06-99c2-9002b62c655b",
"Value": "Alchemist's Fire"
},
{
"Key": "86aa6733-b074-475b-85a7-26930097ed45",
"Value": "Blooming Mushroom Spores"
},
{
"Key": "729a361b-cd83-408a-9497-5e3b7f97e590",
"Value": "Eating a baked spider legs provides you with +5 bonus on Stealth
checks for a day."
},
{
"Key": "3e370e41-703e-435e-88c1-19dec73fcac1",
"Value": "Personal Favorite � Baked Spider Legs"
},
{
"Key": "9618d919-ba61-43a4-bff9-abfdc49d0adc",
"Value": "Eating broiled Tuskwater oysters provides you with +5 bonus to
Perception checks for a day."
},
{
"Key": "c5d188eb-cb2d-45a2-a706-b4b62f735b52",
"Value": "Personal Favorite � Broiled Tuskwater Oysters"
},
{
"Key": "a31f98f4-dbea-4367-b099-5cb0d2297dbd",
"Value": "Eating a cheese crostata provides you with +5 bonus to Lore
(Religion) checks for a day."
},
{
"Key": "f410e3b2-aa61-4409-9142-7cd65c556f3f",
"Value": "Personal Favorite � Cheese Crostata"
},
{
"Key": "6b9b5fcd-da0f-4f12-b9ba-9048ebbe0215",
"Value": "Eating a chocolate ice cream provides you with +5 bonus to
Knowledge (World) checks for a day."
},
{
"Key": "c29225a8-4a71-4056-bf95-f050790df9e1",
"Value": "Personal Favorite � Chocolate Ice Cream"
},
{
"Key": "2c415b19-3d8c-4399-90ff-e6217c9450d6",
"Value": "Eating a fish-on-a-stick provides you with +3 bonus to Trickery and
Use Magic Device checks for a day."
},
{
"Key": "4e2fef28-49dc-4396-a455-c2ccfdb1dafc",
"Value": "Personal Favorite � Fish-on-a-Stick"
},
{
"Key": "548bdd5b-b491-400f-b5d6-6b9766ad1dfb",
"Value": "Eating a Galt ragout reduces your penalty from fighting defensively
by half for a day."
},
{
"Key": "c7a135b2-4330-45bc-9897-e951edb3a936",
"Value": "Personal Favorite � Galt Ragout"
},
{
"Key": "6e1f3061-da3c-40ec-afe3-8b8fdfff4877",
"Value": "Eating a grilled silver eel provides you with +5 bonus to Trickery
checks for a day."
},
{
"Key": "a4b4588e-0050-4a89-a863-5adfc5adaf22",
"Value": "Personal Favorite � Grilled Silver Eel"
},
{
"Key": "3b491365-8b0e-4bb8-a5b7-224b8104a216",
"Value": "Eating a haggis provides you with +3 bonus to Will saving throws
for a day."
},
{
"Key": "031aed6b-16eb-442e-8e21-8d4a38cd6426",
"Value": "Personal Favorite � Haggis"
},
{
"Key": "3c83c8c2-813a-4e4d-8c03-2cfd385247a6",
"Value": "Eating a hunter's roast provides you with +3 bonus to Lore (Nature)
checks for a day."
},
{
"Key": "df9ac1de-7b59-4b6b-ab04-d78be61053b2",
"Value": "Personal Favorite � Hunter's Roast"
},
{
"Key": "47fa504f-2db6-4ba7-83c0-44d25763d5ce",
"Value": "Eating a jeweled rice provides you with +5 bonus to movement speed
for a day."
},
{
"Key": "2a26f9b4-a7e8-4538-a0c6-73f2a1fac2bd",
"Value": "Personal Favorite � Jeweled Rice"
},
{
"Key": "ad0b7164-dd08-49be-91aa-b94ec146fae4",
"Value": "Eating a kameberry pie provides you with +5 bonus to Lore
(Religion) checks for a day."
},
{
"Key": "48f2af49-c98c-4fd6-bd16-80593154d36f",
"Value": "Personal Favorite � Kameberry Pie"
},
{
"Key": "67cad470-6243-4b62-ba43-bff4c2e84dbc",
"Value": "Eating a mastodon steak provides you with +5 bonus to concentration
checks for a day."
},
{
"Key": "0f66764a-7ab0-4c49-a02f-bc146eef0336",
"Value": "Personal Favorite � Mastodon Steak"
},
{
"Key": "3f8489a3-3e18-4f1e-a596-bd8966a2eb93",
"Value": "Eating a monster casserole provides you with +5 bonus to Athletics
checks for a day"
},
{
"Key": "6254898f-c311-49e3-878d-d1d4ad744475",
"Value": "Personal Favorite � Monster Casserole"
},
{
"Key": "2c0296d4-05c1-41ca-abfa-18ae9b6fe1fe",
"Value": "Eating an onion soup provides you with +3 bonus to all skills with
at least one rank in them. This effect lasts one day."
},
{
"Key": "d8767d06-8e61-46a1-ad07-373fded62f7a",
"Value": "Personal Favorite � Onion Soup"
},
{
"Key": "38fbb10a-c4bc-4c26-90a6-4460a77e363d",
"Value": "Eating an owlbear omelet provides you with +5 bonus to Lore
(Nature) checks for a day."
},
{
"Key": "8ba9750b-9c9d-4e3b-987f-6acb9548452d",
"Value": "Personal Favorite � Owlbear Omelet"
},
{
"Key": "1046b7b7-2690-46c7-aca0-ad1c13c5fa8b",
"Value": "Eating a rice-n-nut pudding provides you with +1d6 sneak attack
damage bonus from spells for a day."
},
{
"Key": "ab190e62-58b0-473e-b5d6-536de42de21d",
"Value": "Personal Favorite � Rice-n-Nut Pudding"
},
{
"Key": "6829cba5-6e19-4ead-a3c0-24228c1f649e",
"Value": "Eating seasoned wings and thighs provides you with +2 bonus to
critical confirmation rolls for a day."
},
{
"Key": "2876ca6e-12fa-428f-8d28-6bc367686ebc",
"Value": "Personal Favorite � Seasoned Wings and Thighs"
},
{
"Key": "da6fe810-5782-41ef-bc73-c42e71c56a93",
"Value": "Eating a shepherd's pie provides you with +1d6 to channel positive
energy for a day."
},
{
"Key": "669615fe-ee1c-49a3-ae41-098b33aa7010",
"Value": "Personal Favorite � Shepherd's Pie"
},
{
"Key": "a1231478-773a-4a74-9d02-500637d351ab",
"Value": "Eating a smoked trout pate provides you with +5 bonus to Athletics
checks for a day."
},
{
"Key": "5cc88e8a-abbc-482e-8065-88b001513251",
"Value": "Personal Favorite � Smoked Trout and Hydra Pate"
},
{
"Key": "7b8852e4-edaa-4d3e-a325-3b8e2e8bff7a",
"Value": "Eating succulent sausages provides you with a +2 bonus on
concentration checks and caster level checks made to overcome a target's spell
resistance."
},
{
"Key": "b5e2542e-0645-434a-b1af-a2af2b1f951b",
"Value": "Personal Favorite � Succulent Sausages"
},
{
"Key": "d99c0099-4b54-4496-9f4f-2c73197c585d",
"Value": "Eating sweet pancakes provides you with +5 bonus to movement speed
for a day."
},
{
"Key": "759c73e1-996a-4421-857d-34cfc911d0d3",
"Value": "Personal Favorite � Sweet pancakes"
},
{
"Key": "0b8f0fad-9ce6-4d5f-a729-cb91abc7eda5",
"Value": "Eating a taffy provides you with +5 bonus to Knowledge (Arcana)
checks for a day."
},
{
"Key": "6f95fadc-ec8e-46f6-9e13-921778c90a2f",
"Value": "Personal Favorite � Taffy"
},
{
"Key": "5a2d1595-4146-49f0-8c85-5630f7dbec86",
"Value": "Eating a baked spider legs provides you with +3 bonus to Fortitude
saving throws for a day."
},
{
"Key": "504fe4ca-eba9-4c0d-9882-5db74feac844",
"Value": "Baked Spider Legs"
},
{
"Key": "7adae947-00cf-4a39-8d29-a05b3ff7f7c3",
"Value": "Eating broiled Tuskwater oysters provides you with +1 bonus to all
spells' DC for a day."
},
{
"Key": "b651df82-005e-46f5-85c9-40c0790f2b4c",
"Value": "Broiled Tuskwater Oysters"
},
{
"Key": "c8c96a47-b6d8-4e01-bbc4-3b981181e463",
"Value": "Eating a cheese crostata extends the time you can go without a rest
before becoming fatigued for 6 hours. This effect lasts one day."
},
{
"Key": "2ba09cdf-71d9-447a-a102-3a90ed3e56b8",
"Value": "Cheese Crostata"
},
{
"Key": "4e076baa-2c35-450c-9e2a-6f21544470d0",
"Value": "Eating a chocolate ice cream provides you with +3 bonus to all
skill checks for a day."
},
{
"Key": "d1769105-d6ee-42d2-8cf3-dbb43d73326c",
"Value": "Chocolate Ice Cream"
},
{
"Key": "d7d85bf5-179d-4e72-a671-00ec55dc5afe",
"Value": "Eating a fish-on-a-stick extends the time you can go without a rest
before becoming fatigued for 4 hours. This effect lasts one day."
},
{
"Key": "6320d274-3ea4-4b58-a46b-6a124415ef86",
"Value": "Fish-on-a-Stick"
},
{
"Key": "5e5bed57-ee5a-435f-9a0f-ea1668208c0a",
"Value": "Eating a Galt ragout extends the time you can go without a rest
before becoming fatigued for 4 hours. This effect lasts one day."
},
{
"Key": "b275ad74-7aa8-48bc-b08f-c70b82d969be",
"Value": "Galt Ragout"
},
{
"Key": "abbcd708-0f2a-4a42-a190-181405c2ad6f",
"Value": "Eating a grilled silver eel provides you with +10 movement speed
bonus for a day."
},
{
"Key": "166dffd9-c803-4be7-b03b-e4672a30d302",
"Value": "Grilled Silver Eel"
},
{
"Key": "6000abdb-272d-4552-a788-d5976d42c42a",
"Value": "Eating a haggis provides you with +1 bonus on all saving throws for
a day."
},
{
"Key": "011d216b-c9b5-4669-8ab0-7d332f9d325d",
"Value": "Haggis"
},
{
"Key": "3b759b24-afa0-4007-b162-e74d8b19da0d",
"Value": "Eating a hearty meal provides you with +1 bonus on all saving
throws for a day."
},
{
"Key": "01b7466d-ff3a-447a-9f2d-20f7941e989d",
"Value": "Hearty Meal"
},
{
"Key": "1a04cac4-03aa-48a5-bb65-2470f60fa327",
"Value": "Eating a hunter's roast provides you with 1 temporary hit point per
level for a day."
},
{
"Key": "46f5b234-a1f9-4760-8fc7-d1ff85fbb731",
"Value": "Hunter's Roast"
},
{
"Key": "1380293e-f131-483e-942f-7aa4b205c031",
"Value": "Eating a jeweled rice provides you with +5 bonus to movement speed
for a day."
},
{
"Key": "7effb6df-c614-4add-9c79-59f7de892150",
"Value": "Jeweled Rice"
},
{
"Key": "c338b99a-c2ad-45ee-87dc-b77a7ecf48db",
"Value": "Eating a kameberry pie provides you with fast healing 1 for a day."
},
{
"Key": "a2397935-7b2b-400a-b23d-550d843ca806",
"Value": "Kameberry Pie"
},
{
"Key": "d97e7041-ddac-4d1d-b9af-70770f076678",
"Value": "Eating a mastodon steak provides you with +1.5 temporary hit point
per character level (rounded down)."
},
{
"Key": "9e93cf40-154b-4dc1-80f6-a1e270a91bb6",
"Value": "Mastodon Steak"
},
{
"Key": "0e7781bd-10c8-4e8e-b295-52935de70781",
"Value": "Eating a monster casserole provides you with +2 bonus on damage
rolls for a day."
},
{
"Key": "5f5d001f-38c8-4f08-8cb6-807e5bdba97c",
"Value": "Monster Casserole"
},
{
"Key": "9aa951dc-8b9e-4494-ad75-0a15171d64d9",
"Value": "Eating an onion soup provides you with +1 bonus on all saving
throws for a day."
},
{
"Key": "93bae586-56fa-4d3d-af34-379106bb0994",
"Value": "Onion Soup"
},
{
"Key": "05bcfee5-04bc-4812-af51-87c52ff8643e",
"Value": "Eating an owlbear omelet provides you with +1 bonus on all attack
rolls for a day."
},
{
"Key": "960e29d0-e224-4d18-988b-3897bfa491e3",
"Value": "Owlbear Omelet"
},
{
"Key": "362e3c94-68b8-43bd-9250-fff89de81eaa",
"Value": "Eating a rice-n-nut pudding provides you with +5 movement speed
bonus for a day."
},
{
"Key": "30781415-2c2a-4969-9c8e-821f92572098",
"Value": "Rice-n-Nut Pudding"
},
{
"Key": "43dc22f7-04b2-4b3a-9bbf-20943c607f54",
"Value": "Eating seasoned wings and thighs provides you with 1 temporary hit
point per level for a day."
},
{
"Key": "88744818-4ff1-4e14-98c8-7cad53b0968e",
"Value": "Seasoned Wings and Thighs"
},
{
"Key": "bd6c75f6-f370-49eb-bf06-80e5a39025eb",
"Value": "Eating a shepherd's pie provides you with +1 bonus on all saving
throws for a day."
},
{
"Key": "c9d1f814-57bc-48c4-962e-aa7cf42c7c95",
"Value": "Shepherd's Pie"
},
{
"Key": "1138c63e-06ef-4add-9381-5935bf2f8676",
"Value": "Eating a smoked trout pate provides you with +1 bonus to AC for a
day."
},
{
"Key": "4e722533-0832-4c54-b551-82fffdfcbe67",
"Value": "Smoked trout and hydra pate"
},
{
"Key": "5566607a-083e-4b60-9d5e-2067923cecf3",
"Value": "Eating succulent sausages provides you with +1 temporary hit point
per character level."
},
{
"Key": "307ceebf-7939-42dd-849f-106d60dc4315",
"Value": "Succulent Sausages"
},
{
"Key": "c57463f7-b565-4329-b6bc-bac2c9b16ccb",
"Value": "Eating a sweet pancakes provides you with +5 bonus to movement
speed for a day."
},
{
"Key": "ff2971fc-af81-4de8-84c8-ede8e6c1a4cb",
"Value": "Sweet pancakes"
},
{
"Key": "f7a1cb44-0304-4bff-89d8-4c3e7f4d8bf4",
"Value": "Eating a taffy provides you with +3 bonus to Will saving throws for
a day."
},
{
"Key": "025e7091-30d9-47b6-8faa-76371f875252",
"Value": "Taffy"
},
{
"Key": "a0f88bbf-a5aa-4433-bb30-e6d68effcf83",
"Value": ""
},
{
"Key": "c9885c3f-fba4-42db-b243-ec2d0097bfa4",
"Value": "Grilled Silver Eel"
},
{
"Key": "fa8c4c17-f65d-4e2d-9dbd-b824da4b7243",
"Value": "Hunter's Roast"
},
{
"Key": "8be1606f-8a82-454f-91ba-7c95bde56985",
"Value": "Jeweled Rice"
},
{
"Key": "4594cf70-d566-4ec5-9a9e-d91fa61124dc",
"Value": "A comprehensive guide to cooking a delicious dish."
},
{
"Key": "7842f1eb-522d-4072-bee4-d602bceb4ffd",
"Value": "Sweet Pancakes"
},
{
"Key": "9fa4b926-b64a-40cf-a3f1-fa446d008701",
"Value": ""
},
{
"Key": "5fc2a498-2bbd-4dcc-b2b7-0a3fbaff3392",
"Value": ""
},
{
"Key": "3261f126-2bc7-4627-8251-b8a56a5bf791",
"Value": ""
},
{
"Key": "5bca5c1c-60f2-4222-a039-62d89024d3c6",
"Value": "Summons a tiny pet dragon.\nDragon's Useful Advice provides +2
morale bonus on Knowledge (World), Knowledge (Arcana) and Lore (Religion) checks."
},
{
"Key": "a6e15a44-27a3-4fe6-ba5e-c6d5cd897edb",
"Value": "Faerie Dragon"
},
{
"Key": "899e5cc8-6fc6-4543-852c-8a70a01e8582",
"Value": "Jasper, Kya and Chryso are the three charming tiny pseudodragons
who love following adventurers. One of them will gladly join you in your travels.
Your alignment determines which of the three will answer your call."
},
{
"Key": "16f753d9-074b-4538-a852-41a71f9b389d",
"Value": ""
},
{
"Key": "b12de355-918a-462f-8770-680d3d05b1e8",
"Value": ""
},
{
"Key": "d465b482-17cf-4e24-abae-c56c8c8eeb36",
"Value": "Summons a pet owlcat.\nOwlcat's Feral Instincts provide +2 morale
bonus on Perception and Lore (Nature) checks."
},
{
"Key": "f18e26ec-395c-4209-91c5-da1c33bde33c",
"Value": "Headchomper"
},
{
"Key": "2b67ba48-135a-474f-866b-29e3d4c7a9bc",
"Value": "Beware Headchomper, the all-mighty owlkitten! Owlkittens are
rumored to steal the hearts of their masters, and this one surely mastered this
ability. Yet his presence in your life compensates any inconveniences he might
cause."
},
{
"Key": "cb65efa2-e257-417c-a1b2-b35be7570ed7",
"Value": ""
},
{
"Key": "3e0918a1-4e9e-427e-91e0-edb0a3eaade2",
"Value": ""
},
{
"Key": "9f0fe773-35f9-42d7-ba39-2b68ac55b6a6",
"Value": "Summons a pet red panda.\nRed Panda's Emotional Support provides +1
morale bonus to saving throws."
},
{
"Key": "82277503-5a36-4a9b-b8ef-0fb34886e756",
"Value": "Ember"
},
{
"Key": "09e32d18-8f77-4308-a75f-d73e1ccf60cc",
"Value": "Don't be fooled by this creature's appearance � Ember is a true
monster, capable of one day destroying the world! Until that day comes she pretends
to be just an ordinary cute red panda."
},
{
"Key": "c7a53c45-6f1c-4e9b-aadd-4c738d114711",
"Value": "Crowbar"
},
{
"Key": "db3237da-a33d-4214-b5a1-be802ea57ade",
"Value": "A long and sturdy iron bar. It would not make for a proper weapon,
but it could certainly be of use in a journey."
},
{
"Key": "fbe5ea6f-891f-47c9-8304-61fbbd3bf6ad",
"Value": "Rope"
},
{
"Key": "5cb2cefb-6250-4472-b013-0a10baa7e4e8",
"Value": "A durable rope � every adventurer's best friend and trustiest
companion."
},
{
"Key": "26e64cab-fef7-4ae6-a171-13146af2c58d",
"Value": "Agate"
},
{
"Key": "442b21b7-3031-4036-ad2e-4044c9018ceb",
"Value": "Bloodstone"
},
{
"Key": "9ddaa3c4-66e2-4993-9f41-ea60035ea4a4",
"Value": "Citrine"
},
{
"Key": "c897e403-2aac-40a1-9570-d44033757b23",
"Value": "Clear Quartz"
},
{
"Key": "8c9b6156-2094-4271-bb57-43f7e041dc95",
"Value": "Copper Ring"
},
{
"Key": "958aa623-185a-4846-aaba-df6918466a17",
"Value": "Diamond Dust"
},
{
"Key": "ba6aadd0-92b5-4b3c-9991-01f8d0f1ef14",
"Value": "Dust left cutting a diamond. A merchant would pay well for it. Can
also be used to cast certain spells."
},
{
"Key": "1a9ac341-db85-42ff-a900-fa338c0a6dab",
"Value": "Diamond"
},
{
"Key": "0d509d1b-155d-475b-9968-08dc5847bfc1",
"Value": "A gleaming gem. A merchant would pay well for it. Can also be used
to cast certain spells."
},
{
"Key": "6607be32-257b-4f1c-809f-da3c432fee94",
"Value": "Emerald"
},
{
"Key": "f42d3099-53b4-436d-8b2e-051951c6b020",
"Value": "Exquisite Pearl"
},
{
"Key": "03167ac3-7a1e-4a34-a92b-c622d737eb7f",
"Value": "Gold Ring"
},
{
"Key": "803d636e-ec77-4586-bda7-52b8c7c78f2b",
"Value": "Green Quartz"
},
{
"Key": "36aac10c-4222-41dd-9f58-c4ae284b9298",
"Value": "Jade"
},
{
"Key": "06772d40-dbda-46a0-a56f-c7186018b6ef",
"Value": "Jasper"
},
{
"Key": "309a4db3-df31-40e5-9590-151c9db3f2e3",
"Value": "Moonstone"
},
{
"Key": "7752df7f-37c2-4f4a-83e5-70d544ff91d3",
"Value": "Pearl"
},
{
"Key": "fcfa345c-d7af-4b94-b10b-2c0c98625bd9",
"Value": "Peridot"
},
{
"Key": "9e1526df-37ee-46ef-8084-df1fe4cc5628",
"Value": "Ruby"
},
{
"Key": "27aeecd5-e77c-4d85-a8bf-8b3288c571b8",
"Value": "Silver Ring"
},
{
"Key": "56008b8f-5ea9-4030-94b9-d7aee9a75f1f",
"Value": "Turquoise"
},
{
"Key": "918a5c75-5c84-4495-a1e0-06a4e432e9e1",
"Value": "Bear Pelt"
},
{
"Key": "89bfa990-d2e7-4283-832e-0554597b1ca5",
"Value": "Black Dragon Scales"
},
{
"Key": "9e5b939e-cb36-464a-8354-81a8ac98c6b8",
"Value": "Boar Pelt"
},
{
"Key": "48a35faa-1a15-4368-9417-79d332d83172",
"Value": "Bulette Bone Plates"
},
{
"Key": "15c3277b-e0e8-485a-8c26-b1dfda78e811",
"Value": "Deer Hide"
},
{
"Key": "901f2ec9-e2c6-42f2-9ac0-1f2c76ef0989",
"Value": "Dog Pelt"
},
{
"Key": "2df9287b-5f17-4e03-aa47-51ee8b224cde",
"Value": "Dweomercat Pelt"
},
{
"Key": "bc63a5eb-1687-410a-afef-ac29f0835bbf",
"Value": "Dweomerlion Hide"
},
{
"Key": "c8466a4c-df4e-4c08-bde5-e6f8259ca01e",
"Value": "Elk Hide"
},
{
"Key": "e81656b1-ecc3-4c97-a004-0bad6e549eea",
"Value": "Hodag Scales"
},
{
"Key": "e95de9ad-61d9-4ca5-a478-87a382f55f4d",
"Value": ""
},
{
"Key": "21d3f4d0-1380-487e-9c55-2616409a5196",
"Value": "Jabberwock Scales"
},
{
"Key": "d6405b39-25e5-4b7d-b1e3-9e44caa04157",
"Value": "Leopard Pelt"
},
{
"Key": "3d393f50-92de-4be9-b857-6e48ef256d8e",
"Value": "Linnorm Scales"
},
{
"Key": "3f09a38e-d33f-4c8d-9662-faf47ad84979",
"Value": "Manticore Pelt"
},
{
"Key": "0f8bad56-7fa4-436c-bd2f-d54b17457def",
"Value": "Mastodon Hide"
},
{
"Key": "587f3ed7-e895-43d7-9966-df753f98c5e9",
"Value": "Megaloceros Pelt"
},
{
"Key": "2e94032a-a37a-45e8-80ea-35a48219317a",
"Value": "Monitor Lizard Scales"
},
{
"Key": "e166f383-099d-4335-b07f-859fcc909d2a",
"Value": "An item of interest to a craftsman or a collector. A merchant would
pay well for it."
},
{
"Key": "4a739841-fb95-48c8-b5f0-70b7a3c42190",
"Value": "Owlbear Pelt"
},
{
"Key": "36c2e47b-3791-4810-879e-f3daaf3e4ef8",
"Value": "Smilodon Pelt"
},
{
"Key": "315a2a27-2769-486a-b814-20904a4ff9e9",
"Value": "Spider's Poison Gland"
},
{
"Key": "5d83c558-a701-4f0a-ac8c-b94f295b6769",
"Value": "Alchemists would pay a lot of money for this smelly odium."
},
{
"Key": "a1d5d302-9079-4dff-b62a-803f84c51c12",
"Value": "Thylacine Pelt"
},
{
"Key": "c3dae22f-c21e-4cd5-9ce6-15cd6dac23fc",
"Value": "Trollhound Hide"
},
{
"Key": "1dda856f-70e6-4304-9e4b-28d7881c0172",
"Value": "Winter Wolf Pelt"
},
{
"Key": "dd524593-c9ad-4c4b-88dc-51f1b16e53da",
"Value": "Wolf Pelt"
},
{
"Key": "cef6d4fc-7063-4859-8348-e5faeae9d335",
"Value": "Worg Pelt"
},
{
"Key": "dc3516ce-b9db-4752-8cd6-b61aa08e214f",
"Value": ""
},
{
"Key": "ce8deca6-30f4-426a-ac38-99f3cd518248",
"Value": "Wyvern Scales"
},
{
"Key": "964a1592-48cc-4a26-863f-2ac72662ef3c",
"Value": "Dinosaur Bone"
},
{
"Key": "1705ac2f-9c0d-4e29-9e23-37b4ff0ec90e",
"Value": "A bone of an ancient giant reptile. A merchant would pay well for
it. Also used to cast certain spells."
},
{
"Key": "676fe1dd-a824-4604-b32f-aa28bbc084ff",
"Value": ""
},
{
"Key": "8b62a6b4-378e-4393-8710-87c6f3fce347",
"Value": "Epic Frost"
},
{
"Key": "a78e219e-19de-4ec4-82ae-18b6ccf78484",
"Value": "Epic frost weapon is sheathed in a terrible, icy cold that deals an
extra 4d6 points of cold damage on a successful hit."
},
{
"Key": "e0dcce78-bd48-4829-b9d2-48754f5d54eb",
"Value": "Frost"
},
{
"Key": "7a32ec5f-f141-4cad-a5a7-367ed9d24b80",
"Value": "Epic Frost"
},
{
"Key": "1cf852fd-03fc-4171-ac36-e0f98d2bbd2c",
"Value": "Adds 1d6 acid damage to a weapon, making it corrosive."
},
{
"Key": "1797d177-2ced-4341-8217-3ef53b9c3f41",
"Value": "Acid Oil"
},
{
"Key": "0d836cc0-ae17-46c4-b4d7-9683dcacb654",
"Value": "This very adaptive oil can copy the effect of Bane Everything."
},
{
"Key": "5636445b-5408-42d2-bc9b-064cce9d0a87",
"Value": "Oil of Bane Everything"
},
{
"Key": "9124e150-bb44-4627-a772-5ffedc7c648c",
"Value": "Adds temporary enhancement II"
},
{
"Key": "533eece2-0ef2-4ca3-94b2-b5ad582289bc",
"Value": "Gives +2 temporary enhancement to a chosen weapon."
},
{
"Key": "25b06f41-4180-4d75-b1aa-9dde9c5a3c89",
"Value": "Oil of Enhancement II"
},
{
"Key": "29884139-1c8c-450d-aa66-938cade803fb",
"Value": "Adds 4d6 frost damage to a weapon."
},
{
"Key": "bf99aafc-c5bd-4ea4-be41-e8bb6d1c8cc2",
"Value": "Oil of Extreme Frost"
},
{
"Key": "6e141d5b-f360-45a2-8d25-c08557c102dd",
"Value": "Adds 2d6 damage against all creatures of good alignmet to a
weapon."
},
{
"Key": "61c1c267-91db-4525-b450-1c7ca6c48f2c",
"Value": "Oil of Unholiness"
},
{
"Key": "73b2c17b-9a82-4314-9184-f5a93fa793e8",
"Value": "An exquisite potion of unusual power, brewed by a true virtuoso."
},
{
"Key": "3811e4b7-9721-419e-a8e4-fce18e9d5a60",
"Value": "Elixir of Inconceivable Transmutations of Body, and Soul, and Also
Mind"
},
{
"Key": "1fe54dd0-1086-4317-8dda-c9fd5410ba65",
"Value": "You gain a +2 inherent bonus to all ability scores."
},
{
"Key": "ccd8a471-5ed0-40b7-bd27-57641347206e",
"Value": "Transmuation of Mind, Body and Soul"
},
{
"Key": "bd2b8d2a-856f-40bc-bf55-c3045a5a557c",
"Value": "Whoever drinks this elixir will permanently gain a +2 inherent
bonus to all ability scores."
},
{
"Key": "1f816a87-2374-471d-adea-6a2399db0562",
"Value": ""
},
{
"Key": "b28d6f0a-9cb4-419a-ab0b-63cfb7a67783",
"Value": "Potion of Greater Invisibility"
},
{
"Key": "1785b29d-9918-48e6-97de-bf85c197f28a",
"Value": ""
},
{
"Key": "6940246c-7a66-4e8e-839e-02d29e84b6af",
"Value": "Potion of Protection from Arrows"
},
{
"Key": "5a146efe-28b7-4efa-9a94-36c7c09b46e4",
"Value": "This potion can protect you from fire by absorbing first 36 fire
damage."
},
{
"Key": "174a74d7-366f-41db-a53f-731a794629ac",
"Value": "Protection from Fire"
},
{
"Key": "0bd33b4e-c3f8-4a41-9e24-f96483c3b7ed",
"Value": "Quiver"
},
{
"Key": "4ea26aaa-2aeb-4a0d-9ad2-82516bca09d2",
"Value": "The owner of this quiver can use it to shoot 20 shock speed arrows
or bolts per day. Shock arrows deal additional 1d6 electric damage on hit. Using
this quiver increases chances of critical hit as well as critical damage."
},
{
"Key": "f03b0a37-ff59-4ab6-a48b-3d981dc4f26e",
"Value": "Quiver of Lightning Arrows"
},
{
"Key": "453a2364-ade6-420c-b808-b848b3ea67d3",
"Value": "The owner of this quiver can use it to shoot 20 shock speed arrows
or bolts per day. Shock arrows deal additional 1d6 electric damage on hit. Using
this quiver increases chances of critical hit as well as critical damage."
},
{
"Key": "1790107f-9287-432d-be4a-7da74e4208a5",
"Value": "Quiver of Lightning Arrows"
},
{
"Key": "47970301-d664-4330-9c75-1291d1638f99",
"Value": "The owner of this quiver can use it to shoot 20 shock speed arrows
or bolts per day. Shock arrows deal additional 1d6 electric damage on hit. Using
this quiver increases chances of critical hit as well as critical damage."
},
{
"Key": "7c9f2c5b-5164-4c6b-9c88-c5c3b58d6997",
"Value": "Quiver of Lightning Arrows"
},
{
"Key": "8bab9023-5fff-4feb-b5ee-208643856caf",
"Value": "The owner of this quiver can use it to shoot 20 frost speed arrows
or bolts per day. Frost arrows deal additional 2d6 cold damage on hit. Using this
quiver grants chances to charm the target for 1d6 rounds."
},
{
"Key": "20115224-7e57-4e37-b300-2dc33fa003fb",
"Value": "Quiver of Lovers Arrows"
},
{
"Key": "d86e83d4-f82d-4ca7-992a-baf4fbd67c07",
"Value": "The owner of this quiver can use it to shoot 20 frost speed arrows
or bolts per day. Frost arrows deal additional 2d6 cold damage on hit. Using this
quiver grants chances to charm the target for 1d6 rounds."
},
{
"Key": "b488af2e-3be6-49ae-aefc-33809a585257",
"Value": "Quiver of Lovers Arrows"
},
{
"Key": "73be3a58-1391-4290-93b4-4c79859819e0",
"Value": "The owner of this quiver can use it to shoot 20 frost speed arrows
or bolts per day. Frost arrows deal additional 2d6 cold damage on hit. Using this
quiver grants chances to dominate the target for 1d6 rounds."
},
{
"Key": "dacdc558-36dd-4198-829a-f1c57b97d48f",
"Value": "Quiver of Lovers Arrows"
},
{
"Key": "50f85f5a-b1b5-4faf-8ac0-65ac8547babb",
"Value": "The owner of this quiver can use it to shoot 20 sonic speed arrows
or bolts per day. Sonic arrows deal additional 1d3 sonic damage on hit. The
structure of the ammunition allows fast shooting."
},
{
"Key": "6abc97c4-ffbd-4a33-8897-20ddb7d5e531",
"Value": "Quiver of Ultrasound Arrows"
},
{
"Key": "73297fc9-4436-4e57-98b7-793b89eb7311",
"Value": "The owner of this quiver can use it to shoot 20 sonic speed arrows
or bolts per day. Sonic arrows deal additional 1d3 sonic damage on hit. The
structure of the ammunition allows fast shooting."
},
{
"Key": "14e4221b-24cd-48f7-bd1c-afb325bd9481",
"Value": "Quiver of Ultrasound Arrows"
},
{
"Key": "2d0e6643-9210-4e07-b3dd-9862b6ee8310",
"Value": "Speed, Sonic Damage"
},
{
"Key": "1e9bc635-0627-4767-ad0e-410d7aa7d88e",
"Value": "The owner of this quiver can use it to shoot 20 sonic speed arrows
or bolts per day. Sonic arrows deal additional 1d3 sonic damage on hit. The
structure of the ammunition allows shooting twice as often."
},
{
"Key": "27d6d0e6-bb3f-4a57-a201-a7dc9eac4750",
"Value": "Quiver of Ultrasound Arrows"
},
{
"Key": "317b3e14-a0d3-4a80-9480-7555014cd72d",
"Value": "The owner of this quiver can use it to shoot 20 unholy speed arrows
or bolts per day. These arrows deal additional 2d8 unholy damage on hit. Using this
quiver grants chances to weaken the target for 1d6 rounds."
},
{
"Key": "f00e6cc0-087d-4a48-96a5-38522feb62bd",
"Value": "Quiver of Rose's Thorns Arrows"
},
{
"Key": "03d125fb-4e7d-4dd9-98a2-20b812deae4c",
"Value": "The owner of this quiver can use it to shoot 20 unholy speed arrows
or bolts per day. These arrows deal additional 2d8 unholy damage on hit. Using this
quiver grants chances to weaken the target for 1d6 rounds."
},
{
"Key": "32d95c6b-c576-4246-9fcf-0c16d239c79b",
"Value": "Quiver of Rose's Thorns Arrows"
},
{
"Key": "9adc7d78-b421-44f6-b265-066a8fea432a",
"Value": "The owner of this quiver can use it to shoot 20 unholy speed arrows
or bolts per day. These arrows deal additional 2d8 unholy damage on hit. Using this
quiver grants chances to weaken the target for 1d6 rounds as if it was under Curse
of Weakness spell."
},
{
"Key": "a9274837-6b3c-426a-9cb5-c4e00319182a",
"Value": "Quiver of Rose's Thorns Arrows"
},
{
"Key": "0d130b7b-e1d3-4ab0-a2d1-53d91b1d23b4",
"Value": "This quiver provides a limitless supply of lawful, cold iron arrows
that give a +2 bonus to both attack and damage against fey."
},
{
"Key": "e4e3eead-6e45-4dc8-ac7c-e243fb219bde",
"Value": "Ancient Hunt"
},
{
"Key": "1ca61f8a-94c6-4b5d-90c2-9994746f594e",
"Value": "This quiver is adorned with many tiny pictures of hunters shooting
at giant, fantastic beasts. The arrows inside it are enveloped by a faint blue
shine."
},
{
"Key": "36fb45cf-3868-4e58-abd5-6fc821eb1acf",
"Value": "The owner of this quiver can use it to shoot 20 flaming arrows or
bolts per day. Flaming arrows deal additional 1d6 fire damage on hit."
},
{
"Key": "5bb21d02-0ca0-4909-b536-fe2d71e4ec3a",
"Value": "Quiver of Flaming Arrows"
},
{
"Key": "811be1ab-8507-427f-82c3-a50031d1227f",
"Value": "This rod grants the wielder a +6 bonus to saving throws against
fear."
},
{
"Key": "346b288c-cf05-41d0-b505-d7571bda8c9c",
"Value": "Rod of the Fearless"
},
{
"Key": "52fa4710-18bf-405f-bbd2-054b0ab5a62b",
"Value": "This rod is hot to touch. It vibrates slightly with the power
burning inside. It transforms all wielder's spell damage into fire damage,
increasing caster level by 3 and granting +3 bonus to DC. It also enchants their
primary weapon, adding 2d8 flaming damage."
},
{
"Key": "affe1977-f2ee-47d9-ab29-bed7d05a8e60",
"Value": "Rod of Flaming Vengeance"
},
{
"Key": "36d21033-6530-4c26-a041-af6542b7c88c",
"Value": "This heavy, softly humming rod grants the wielder +3 bonus to AC,
+3 bonus to Attack and +6 additional damage. It also grants immunity to the shaken
condition."
},
{
"Key": "53f4fedf-4e01-4481-bd41-0b0dfb882dfe",
"Value": "Rod of Power Source"
},
{
"Key": "459b0cc9-7b96-4e61-acd4-381a7b0035e4",
"Value": "Fearless"
},
{
"Key": "a0f22628-5ee2-4c3e-89a9-3054a4356ece",
"Value": "Fearless"
},
{
"Key": "1dc351b4-54ff-45b1-9c3e-5dadf1c71f7c",
"Value": "Flaming Vengeance"
},
{
"Key": "ea0c2588-b218-4d85-9455-3ce417a5815e",
"Value": "Flaming Vengeance"
},
{
"Key": "9726c2dd-34c7-49f6-b173-c37d8ba77bc0",
"Value": "Flaming Vengeance"
},
{
"Key": "e03447dd-a718-4a36-8921-b89d275b098e",
"Value": "Protection from Positive Energy"
},
{
"Key": "02c5ecc1-3f40-4911-8f4f-84c8fc820e73",
"Value": "You can strike your enemy with this item as a melee touch attack.
This will affect the target in an unpredictable way."
},
{
"Key": "f27885c8-0512-4e36-b23c-da4d415c0191",
"Value": "Mysterious Artifact"
},
{
"Key": "49b0d3da-f7db-46cc-966f-a0f9d1cf0ab0",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day empowered, as though using the Empower Spell feat.\nGreater rods
can be used with spells of 9th level or lower.\nEmpower Spell: All variable,
numeric effects of an empowered spell are increased by half including bonuses to
those rolls.\nSaving throws and opposed rolls are not affected, nor are spells
without random variables."
},
{
"Key": "0effa0ab-8ba8-4d0a-9ffb-a75e58fb8a2d",
"Value": "Greater Empower Metamagic Rod"
},
{
"Key": "b281224c-fede-414d-80ab-5acba5288829",
"Value": "Rod"
},
{
"Key": "87dbd817-292e-4fa0-a581-e04592e56719",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day empowered, as though using the Empower Spell feat.\nLesser rods
can be used with spells of 3rd level or lower.\nEmpower Spell: All variable,
numeric effects of an empowered spell are increased by half including bonuses to
those rolls.\nSaving throws and opposed rolls are not affected, nor are spells
without random variables."
},
{
"Key": "5054ea7d-c1f8-4052-a30f-cbea0e527ecb",
"Value": "Lesser Empower Metamagic Rod"
},
{
"Key": "79270303-d2c7-4b3b-b2de-90d1578bb85c",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day empowered, as though using the Empower Spell feat.\nRegular rods
can be used with spells of 6th level or lower.\nEmpower Spell: All variable,
numeric effects of an empowered spell are increased by half including bonuses to
those rolls.\nSaving throws and opposed rolls are not affected, nor are spells
without random variables."
},
{
"Key": "978b8d8f-dd55-4857-b590-59d7a7eaf348",
"Value": "Empower Metamagic Rod"
},
{
"Key": "c34b75f4-2472-492b-b511-e3a9159e2816",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day extended as though using the Extend Spell feat.\nGreater rods can
be used with spells of 9th level or lower.\nExtend Spell: An extended spell lasts
twice as long as normal. A spell with a duration of concentration, instantaneous,
or permanent is not affected by this feat."
},
{
"Key": "a2705fb9-1572-4204-acc7-8f30683d07ea",
"Value": "Greater Extend Metamagic Rod"
},
{
"Key": "90bca1f7-6399-4b62-9177-acddd0e4c453",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day extended as though using the Extend Spell feat.\nLesser rods can
be used with spells of 3rd level or lower.\nExtend Spell: An extended spell lasts
twice as long as normal. A spell with a duration of concentration, instantaneous,
or permanent is not affected by this feat."
},
{
"Key": "ef81bfef-b963-4a70-b649-32887ae8dd9a",
"Value": "Lesser Extend Metamagic Rod"
},
{
"Key": "ebe8dae6-4af9-4f46-a5f7-5fc2c183de43",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day extended as though using the Extend Spell feat.\nRegular rods can
be used with spells of 6th level or lower.\nExtend Spell: An extended spell lasts
twice as long as normal. A spell with a duration of concentration, instantaneous,
or permanent is not affected by this feat."
},
{
"Key": "5e6cb30d-8f75-42c4-9f4b-6b18ba63e2b3",
"Value": "Extend Metamagic Rod"
},
{
"Key": "e0ac84e4-110d-4f00-b07b-de70ad217320",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day infused with the primal magical essence. Those spells are
Maximized and Empowered as though using Maximize Spell and Empower Spell feats, and
ignore spell resistance and magic immunity of the target."
},
{
"Key": "cc0c54bc-b7e1-4540-aee2-9df18d58180e",
"Value": "Grandmaster's Rod"
},
{
"Key": "34156af3-4554-40d4-858d-c35429d0f423",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day maximized as though using the Maximize Spell feat.\nGreater rods
can be used with spells of 9th level or lower.\nMaximize Spell: All variable,
numeric effects of a spell modified by this feat are maximized. Saving throws and
opposed rolls are not affected, nor are spells without random variables."
},
{
"Key": "b441bdb2-badf-4913-b5e7-a20ffdbdb223",
"Value": "Greater Maximize Metamagic Rod"
},
{
"Key": "aa2a31fa-5863-4b14-9c6f-ca9abf8b12bc",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day maximized as though using the Maximize Spell feat.\nLesser rods
can be used with spells of 3rd level or lower.\nMaximize Spell: All variable,
numeric effects of a spell modified by this feat are maximized. Saving throws and
opposed rolls are not affected, nor are spells without random variables."
},
{
"Key": "8aeda2b5-6e43-4b37-ba8d-faf53d2ff171",
"Value": "Lesser Maximize Metamagic Rod"
},
{
"Key": "f66a5b82-738e-40da-8f49-73a8294dd6c6",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day maximized as though using the Maximize Spell feat.\nRegular rods
can be used with spells of 6th level or lower.\nMaximize Spell: All variable,
numeric effects of a spell modified by this feat are maximized. Saving throws and
opposed rolls are not affected, nor are spells without random variables."
},
{
"Key": "793ae5e4-3079-4b3c-93c8-7d094c1da511",
"Value": "Maximize Metamagic Rod"
},
{
"Key": "6265a132-73d6-4eee-b330-fb7568076a65",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day quickened as though using the Quicken Spell feat.\nGreater rods
can be used with spells of 9th level or lower.\nQuicken Spell: Casting a quickened
spell is a swift action. You can perform another action, even casting another
spell, in the same round as you cast a quickened spell. A spell whose casting time
is more than 1 round or 1 full-round action cannot be quickened."
},
{
"Key": "88174df7-14c2-401e-8657-3fa749ef607d",
"Value": "Greater Quicken Metamagic Rod"
},
{
"Key": "26bd0b9d-3ea5-404e-bf73-1c2825daa183",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day quickened as though using the Quicken Spell feat.\nLesser rods
can be used with spells of 3rd level or lower.\nQuicken Spell: Casting a quickened
spell is a swift action. You can perform another action, even casting another
spell, in the same round as you cast a quickened spell. A spell whose casting time
is more than 1 round or 1 full-round action cannot be quickened."
},
{
"Key": "c76786fe-5d5b-43bb-afd1-5d4d15186862",
"Value": "Lesser Quicken Metamagic Rod"
},
{
"Key": "28073763-3974-4620-b98e-a83ae4af0c5e",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day quickened as though using the Quicken Spell feat.\nRegular rods
can be used with spells of 6th level or lower.\nQuicken Spell: Casting a quickened
spell is a swift action. You can perform another action, even casting another
spell, in the same round as you cast a quickened spell. A spell whose casting time
is more than 1 round or 1 full-round action cannot be quickened."
},
{
"Key": "cb62e61d-d023-4d66-a428-0fe13e92ee5e",
"Value": "Quicken Metamagic Rod"
},
{
"Key": "9644aee4-3262-4e89-aac8-658bc0b8be8b",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day reach as though using the Reach Spell feat.\nGreater rods can be
used with spells of 9th level or lower.\nReach Spell: You can alter a spell with a
range of touch, close, or medium to increase its range by one range category, using
the following order: touch, close, medium, and long."
},
{
"Key": "70fe7baf-5f2e-4d0f-9e7c-3f471a3c19a3",
"Value": "Greater Reach Metamagic Rod"
},
{
"Key": "1744f435-526f-4778-920e-391dc5e48719",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day reach as though using the Reach Spell feat.\nLesser rods can be
used with spells of 3rd level or lower.\nReach Spell: You can alter a spell with a
range of touch, close, or medium to increase its range by one range category, using
the following order: touch, close, medium, and long."
},
{
"Key": "981f7d1a-c111-4f54-8b69-597f42a0db48",
"Value": "Lesser Reach Metamagic Rod"
},
{
"Key": "f2ad9230-91a2-41a4-a0b8-90655102b79b",
"Value": "This rod grants its wielder the ability to make up to three spells
they cast per day reach as though using the Reach Spell feat.\nRegular rods can be
used with spells of 6th level or lower.\nReach Spell: You can alter a spell with a
range of touch, close, or medium to increase its range by one range category, using
the following order: touch, close, medium, and long."
},
{
"Key": "46d465e9-483c-4fd9-8efd-1e8a2c1022af",
"Value": "Reach Metamagic Rod"
},
{
"Key": "d928bdbd-91c6-4647-b14e-3b68d67b5d0a",
"Value": "This artifact doubles the duration of all spells casted by its
wearer as though using the Extend Spell feat. Three times per day its wearer can
peer into it to cast true seeing spell as a 20th level wizard. Yet, staring into
this gem is dangerous: whenever the wearer uses this ability, they must succeed on
a Wisdom check (DC 15), to avoid seeing something truly unsettling... Or worse � be
seen by it."
},
{
"Key": "40011dde-8ef4-4ade-a986-3765ef5f1934",
"Value": "Oculus of Abaddon"
},
{
"Key": "25c57241-0fce-40b8-9577-0b34596a0892",
"Value": "Sinister Gem"
},
{
"Key": "320f326e-1557-4fde-99a1-1862e46c9688",
"Value": "Charoite Wyvern"
},
{
"Key": "b4472eb7-39bb-42fa-bf37-70b2707da69c",
"Value": "This figurine is capable of summoning a ancient wyvern once per day
for 10 minutes. The ancient wyvern's bite and talons are just as deadly as its
sting, and it is capable of breathing poison on its enemies. The wyvern draws power
from the owner of the figurine, and its HD is equal to the summoner's character
level, with a maximum of 20 HD."
},
{
"Key": "ced20732-0592-4a04-a9fc-8cca2b8597a4",
"Value": "Charoite Wyvern"
},
{
"Key": "e624d965-2084-4ec2-9434-8e83c5f680f3",
"Value": "This figurine is capable of summoning a barbtongued wyvern once per
day for 10 minutes. The barbtongued wyvern's bite is just as deadly as its sting.
The wyvern draws power from the owner of the figurine, and its HD is equal to the
summoner's character level, with a maximum of 16 HD."
},
{
"Key": "50368fe5-be46-445c-998e-646855779979",
"Value": "Lapis Lazuli Wyvern"
},
{
"Key": "7e87ebbb-e915-4c0a-a3fe-42f8f0efef55",
"Value": "This figurine is capable of summoning a mighty wyvern once per day
for 10 minutes. The wyvern draws power from the owner of the figurine, and its HD
is equal to the summoner's character level, with a maximum of 12 HD."
},
{
"Key": "3e66faee-c6ec-4f25-a3de-f2a793139c6a",
"Value": "Peridot Wyvern"
},
{
"Key": "af7d19a2-e87b-4395-b265-8469e7197d0a",
"Value": "The gnome sorcerer Bantam Brenares crafted this figurine after
visiting the continent of Garund. He was enchanted by the dinosaurs there and
decided to have one for himself. Sadly, the mighty dinosaurs made unsuitable pets,
so he decided instead to make the likeness of one of them into a figurine of
wondrous power. While researching the techniques required to craft these figurines,
he found that none of them depicted dinosaurs of any sort, and the path to
acquiring one as a pet would be even more complicated than he previously imagined.
This figurine is one several that he crafted during the course of his research."
},
{
"Key": "01f7680e-db3a-402e-95ed-d0152e9564b7",
"Value": "Figurine"
},
{
"Key": "7f7adcd6-515e-40ca-a21f-6f7715fa27cd",
"Value": "An exquisite scroll of unusual power, scribed by a true virtuoso."
},
{
"Key": "98e53b2b-dabe-4b67-a78f-43ab14f9684d",
"Value": ""
},
{
"Key": "3ba29b28-1ed5-4f3b-b883-a3d2e70096d7",
"Value": ""
},
{
"Key": "7d0cc29e-467d-4e31-a6ae-3c9612efdc82",
"Value": ""
},
{
"Key": "3e54aa1f-7e95-4bf2-8551-02ec0c2a1bb5",
"Value": ""
},
{
"Key": "65be8c6b-5370-47e4-bcb1-d5520a30ad79",
"Value": ""
},
{
"Key": "78986918-1ff1-47ad-ab65-29d1134f64dc",
"Value": "Signed Scroll of Raise Dead"
},
{
"Key": "5cd750c6-769b-4cef-8551-0f4d3dbedb55",
"Value": "\"To {Name}, wishing you the best of luck in your endeavours. I
pray that you'll never need to use it.\nJamandi Aldori\""
},
{
"Key": "8da79eea-509d-4e38-86dd-e62774df7cc6",
"Value": "This magical lantern emits soft light. It can be conveniently
hooked to a belt."
},
{
"Key": "a11f59de-daf8-4c6f-ad92-4065e70b8df2",
"Value": "Build Points"
},
{
"Key": "af83a50e-9bab-45c8-9189-04bc4aad31bc",
"Value": "Various materials and supplies essential for building your
kingdom."
},
{
"Key": "f5747aea-a38d-4a86-a67d-e6deb15fee1b",
"Value": "All kinds of materials and supplies essential for building a
kingdom."
},
{
"Key": "96ec39a1-7a74-47b1-8826-fe8d539dea03",
"Value": "Gold Coins"
},
{
"Key": "bc487af3-a401-4226-a521-04f7d8b700f5",
"Value": "The universal currency of Golarion."
},
{
"Key": "505dcfb9-bbcc-4024-aea3-fa7be5c9893b",
"Value": "Camping supplies and rations"
},
{
"Key": "c0e5a9e3-94e6-4042-8f5f-0d6ccea00063",
"Value": "This set of supplies contains everything you need to rest one night
in the wilderness and restore your party members health, abilities and spells."
},
{
"Key": "161e0663-c9df-46ed-89d0-ff26f80b0354",
"Value": "A long time ago this wand used to summon a terrible invisible
monster. Unfortunately, this wand's power waned over time."
},
{
"Key": "67b6c581-16ce-4e3b-bbf1-1eed20198117",
"Value": "An exquisite wand of unusual power, crafted by a true virtuoso."
},
{
"Key": "d301d79c-a2d4-4070-a29a-11d975876e76",
"Value": "Rapier"
},
{
"Key": "b383b902-3e03-4c9e-bd60-84e44d74864b",
"Value": "Stolen Lands"
},
{
"Key": "c37d0a8b-abf9-47d7-a6cb-fd3d24c216d3",
"Value": "Octavia always strives to solve problems peacefully."
},
{
"Key": "0dfc1714-4285-4c10-842a-07cd269da336",
"Value": "Valerie strives to follow the letter of the law."
},
{
"Key": "342ef672-ec71-40ea-a9bd-57dc540d7275",
"Value": "Lebeda makes decisions that favor both his own interests and those
of the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "bd523eed-7914-4ce4-a937-64f1ab1f0319",
"Value": "Tristian cares for the people over all other concerns."
},
{
"Key": "091c419a-e067-4da3-9fce-53232ace8b80",
"Value": "Shandra aims to make a profit while following the letter of the
law."
},
{
"Key": "d3f9b1bd-6458-4090-b2d3-903e3ab71a1d",
"Value": "Tsanna cares for the people, but also believes cracking the whip is
sometimes necessary � just to remind the subjects of their place."
},
{
"Key": "b51d1f5d-2ca8-49cf-b0da-4185a731aeff",
"Value": "Kassil always strives to help those in need."
},
{
"Key": "c9431b5d-c4b3-4a24-82a2-906585264e17",
"Value": "Amiri favors the direct approach."
},
{
"Key": "56efd59a-75a2-4da3-b42f-b59c70bade4c",
"Value": "Regongar is hot-headed and direct."
},
{
"Key": "a25d491c-e5c5-4b1d-8989-b9a24a5a389a",
"Value": "Maegar protects the welfare of the citizens."
},
{
"Key": "88ba46b5-7cae-4ad7-b5bd-3a7d959ec8ac",
"Value": "Jubilost aims to cut expenses and spend diligently. And he's sure
to let everyone know it, too."
},
{
"Key": "8711ef65-f179-4940-afe5-21e62686a940",
"Value": "Bartholomew seeks to fill the {mf|barony|barony|kingdom|kingdom}'s
coffers."
},
{
"Key": "8278dfc3-c6a5-4d14-aafd-12f146b2f21d",
"Value": "Linzi seeks the middle ground in disputes, favoring no one party
over another."
},
{
"Key": "d878b024-64a3-4463-944a-f98960a618f9",
"Value": "Valerie follows the law and tradition both."
},
{
"Key": "7dcd8556-ef0c-49cf-82d2-68d6e118533e",
"Value": "Bartholomew always looks for the most profitable way to solve a
dispute."
},
{
"Key": "47f69b88-1d9a-4580-9d68-988d2bdc632f",
"Value": "Jhod does his best to solve problems without disrupting local
traditions."
},
{
"Key": "ec1ebcc4-e5f7-49f1-93a5-780996f41894",
"Value": "Harrim favors unusual, but effective solutions."
},
{
"Key": "8e8a959f-58a4-4e18-bf78-0030dbc36900",
"Value": "Tsanna believes in religious freedom. When faced with a problem,
she acts swiftly and violently."
},
{
"Key": "84e251fc-5a25-44b3-ab85-13271391c88e",
"Value": "Octavia is a believer in the free and unrestricted use of magic."
},
{
"Key": "5eeed616-a191-4821-8700-7883c5df9b33",
"Value": "The Storyteller is cautious and favors decisions that satisfy the
interests of everyone involved."
},
{
"Key": "4f4d2275-07d1-4853-9d54-cc46631e2392",
"Value": "\"Maegar\" seeks to increase the {mf|barony|barony|kingdom|
kingdom}'s arcane might, no matter the cost."
},
{
"Key": "050414fa-d380-450e-be13-22df688c55bf",
"Value": "Ekun strives to avoid unnecessary conflicts."
},
{
"Key": "8b974b8a-42b6-41ed-816b-2533bea0e116",
"Value": "Kesten seeks to protect the {mf|barony|barony|kingdom|kingdom}'s
subjects."
},
{
"Key": "f70b27c2-bb75-4510-b691-a9587043428e",
"Value": "Regongar solves problems with brute force."
},
{
"Key": "f6f1819d-d941-40dd-8e43-2ce417dceb9d",
"Value": "Linzi promotes freedom of expression and supports artists and the
arts."
},
{
"Key": "938da5c5-a6d9-415b-b8ca-59fdabebceef",
"Value": "The Storyteller supports cultural growth."
},
{
"Key": "2ce0771a-a7aa-45a1-b23d-85b01822a22f",
"Value": "Jaethal seeks to control and dominate."
},
{
"Key": "0339e35d-928d-45d8-a718-dad22dd8ead6",
"Value": "Ekun opts for non-violent and honorable measures."
},
{
"Key": "2575cedb-f462-46ac-a888-d4090998c0ba",
"Value": "Jubilost is secretive and scheming. He doesn't have time to waste
on morals."
},
{
"Key": "876408de-521c-4aad-ac0b-5a23b1b5827d",
"Value": "Jaethal is bloodthirsty and cruel, striking terror in her enemies'
hearts."
},
{
"Key": "2e0c115b-8d4b-4beb-889d-6d2815b6f3ea",
"Value": "Disaster"
},
{
"Key": "8fb7e5bf-e49c-4b6f-b9cd-404d4a1f36e0",
"Value": "Triumph"
},
{
"Key": "475e43cf-a25b-42bb-879f-f41337c01784",
"Value": "Failure"
},
{
"Key": "32d620d4-d432-4387-955f-3ecb21d78286",
"Value": "Success"
},
{
"Key": "64cba453-6ecd-47a4-91b8-3f57ed42f492",
"Value": "The {mf|barony|barony|kingdom|kingdom} is on the verge of collapse.
Entire settlements have openly defied the {mf|baron|baroness|king|queen}. You
receive -4 to all {mf|barony|barony|kingdom|kingdom} checks. If Unrest increases
any more, the {mf|barony|barony|kingdom|kingdom} will be lost and the game will be
over."
},
{
"Key": "06ad352a-a0c5-4884-952f-6bcb50e230cd",
"Value": "Crumbling"
},
{
"Key": "bd637ca4-a7a2-4a7f-9167-fe8648c8c574",
"Value": "The {mf|barony|barony|kingdom|kingdom} is rioting � the people
don't believe in your right to rule any longer. You receive -3 to all {mf|barony|
barony|kingdom|kingdom} checks."
},
{
"Key": "34281e07-261b-45ad-b441-e65ec75e6af2",
"Value": "Riots"
},
{
"Key": "874ff837-8546-439c-8482-269547672f57",
"Value": "The {mf|barony|barony|kingdom|kingdom}'s subjects are restless and
are conspiring against their ruler. You receive -2 to all {mf|barony|barony|
kingdom|kingdom} checks."
},
{
"Key": "87a4e455-e72b-47ed-af09-9fcb6e3a5f5f",
"Value": "Troubled"
},
{
"Key": "a0decbb4-55d3-48a1-b467-01180bcc8e72",
"Value": "The {mf|barony|barony|kingdom|kingdom}'s subjects are questioning
their ruler's authority and actions. You receive -1 to all {mf|barony|barony|
kingdom|kingdom} checks."
},
{
"Key": "d5555ba1-42f0-4e24-b6ad-6485da9e5984",
"Value": "Worried"
},
{
"Key": "ab2a674e-3a33-48fa-86cc-e070e863ede0",
"Value": "The {mf|barony|barony|kingdom|kingdom} is stable. People are
content with their life and their ruler."
},
{
"Key": "106ffdb1-6037-4e93-8ed1-103707675ca9",
"Value": "Stable"
},
{
"Key": "efed1054-a8ca-4954-8552-d6d08fcd1b76",
"Value": "The {mf|barony|barony|kingdom|kingdom}'s citizens praise their {mf|
baron|baroness|king|queen} and fully support {mf|him|her|him|her}. You receive +1
to all {mf|barony|barony|kingdom|kingdom} checks."
},
{
"Key": "63244530-c7ab-4763-ba7d-e0a7d92b3afe",
"Value": "Serene"
},
{
"Key": "4f147a39-1501-44fb-aed0-bd8619f26a4f",
"Value": "The regent ensures subjects' complaints and concerns are heard by
their ruler and serves as a link between the {mf|baron|baroness|king|queen} and the
people."
},
{
"Key": "2e51afab-58f8-4536-831f-e3f8e5003438",
"Value": "Regent"
},
{
"Key": "4c19732c-92d0-4e98-acba-6b435dcb9a2b",
"Value": ""
},
{
"Key": "6b0dd738-3932-47b4-934a-0daccffc14a8",
"Value": ""
},
{
"Key": "710a2857-390b-429d-b6e5-158280a5391e",
"Value": "The Councilor deals with troubles of the common folk and helps
settle land disputes and agricultural matters. This advisor ensures citizens remain
loyal to the throne."
},
{
"Key": "16d95cd2-3d36-4543-84d9-7f1376d48600",
"Value": "Councilor"
},
{
"Key": "026841c9-1faf-42e2-b35b-b88df2cabfe5",
"Value": "The General is the highest-ranking officer in the army of the {mf|
barony|barony|kingdom|kingdom} and is responsible for watching the borders and
protecting the realm."
},
{
"Key": "86de0829-e789-4e1c-bfeb-d93e7563607d",
"Value": "General"
},
{
"Key": "bca116fa-3338-4547-9387-53b4ace88997",
"Value": "The Treasurer's duty is to keep the coffers of the {mf|barony|
barony|kingdom|kingdom} full and ensure any gold spent is spent wisely."
},
{
"Key": "fc618891-5ca2-4942-8987-2f9395870686",
"Value": "Treasurer"
},
{
"Key": "f6c9c5f1-849d-42c5-9e46-1d13e43553f5",
"Value": "The Grand Diplomat maintains relations with foreign powers as well
as the citizens of the {mf|barony|barony|kingdom|kingdom} itself."
},
{
"Key": "32a9ac28-488e-4ed3-b215-ae95eff03316",
"Value": "Grand Diplomat"
},
{
"Key": "fbf740c3-0231-4f33-b17d-97e3673eb90f",
"Value": "No matter what deity he serves, the High Priest strives to satisfy
the spiritual needs of all citizens in the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "60cefe1b-ff4f-40c5-b8aa-359a7a45213a",
"Value": "High Priest"
},
{
"Key": "2c45503b-156d-44b6-9a54-eb72079c7a57",
"Value": "The magister is responsible for all matters pertaining to magic,
such as laws governing the use of spells and artifacts, as well as growth and
development of magical arts in the realm."
},
{
"Key": "9b4234b3-d999-49a9-adb7-97364437cacd",
"Value": "Magister"
},
{
"Key": "3c80ab34-a7ff-4f84-8ef2-851590afe845",
"Value": "The warden keeps {mf|peace in the barony|peace in the barony|the
king's peace|the queen's peace}, pursuing those who break the law and protecting
those who abide by it."
},
{
"Key": "ac830b03-3480-418f-8287-e8e025319fe2",
"Value": "Warden"
},
{
"Key": "9739e770-8b46-4bf2-95be-7ec8594d4ef7",
"Value": "The Curator oversees education in the {mf|barony|barony|kingdom|
kingdom} and also supports the fine arts. The Curator also cares about the mark the
{mf|barony|barony|kingdom|kingdom} leaves in Golarion's history of arts."
},
{
"Key": "5305f86d-92c1-4c30-a841-bfc466f61c3b",
"Value": "Curator"
},
{
"Key": "97d7102b-a09e-4328-b839-d7130474bc74",
"Value": "The minister oversees the {mf|barony|barony|kingdom|kingdom}'s
intelligence network and protects against espionage by foreign powers."
},
{
"Key": "537b63d5-6c34-4976-b516-0159f222a968",
"Value": "Minister"
},
{
"Key": "9ac32024-02ac-4248-a145-da9f3072b9d0",
"Value": "{0} per last month"
},
{
"Key": "f6224b3f-a8fe-44e3-8446-a12471b2e1cd",
"Value": "Total: {0} BP"
},
{
"Key": "89a20bd9-b95a-4f6f-92dc-bde053c480b0",
"Value": "Buy: {0}"
},
{
"Key": "c60c6cf2-0a47-4262-9b3c-cd8253df6bf8",
"Value": "The construction of the building will be finished in <b>{0}</b>
days."
},
{
"Key": "ed350f3f-87f6-4761-b6cd-55d778304fde",
"Value": "<b>{0}</b> days"
},
{
"Key": "2f09e1be-86de-460d-96be-8a8ca72d456f",
"Value": "Sell: {0}"
},
{
"Key": "19c13a5c-f6f4-44f1-8a31-b4ce4a9d680e",
"Value": "City"
},
{
"Key": "006c69d5-fc93-4c67-b9f9-fdfc84f900fe",
"Value": "Town"
},
{
"Key": "d8e18f1f-e9a1-40ef-8bd6-f6fee231880b",
"Value": "Village"
},
{
"Key": "19237062-4bd0-4345-aceb-9f9b1730cd99",
"Value": "common"
},
{
"Key": "e7ac4e99-680d-4951-a524-c6a5d752822e",
"Value": "wall"
},
{
"Key": "61cef2e2-9950-4af4-91b5-7ac0288d1e42",
"Value": "water"
},
{
"Key": "90162b22-943b-4167-9e55-2b3f1f7cd0ae",
"Value": "Can be upgraded to <b>{0}</b>."
},
{
"Key": "9fca44cd-c7cf-432c-a4a8-8c796106b46b",
"Value": "The Community statistic represents the {mf|barony|barony|kingdom|
kingdom}'s population."
},
{
"Key": "7d11bcd4-c323-4a85-ae4a-5ccd27769a7e",
"Value": "Community"
},
{
"Key": "6edc51da-d4af-4773-ae50-e88260faa53b",
"Value": "The Loyalty statistic indicates the citizen's favor towards the
{mf|baron|baroness|king|queen}'s methods."
},
{
"Key": "5f31c963-0712-4f2c-8217-13bbd3069553",
"Value": "Loyalty"
},
{
"Key": "e0bccdbf-3dc2-4e32-bf59-9f2a64b77fc0",
"Value": "The Military statistic represents the {mf|barony|barony|kingdom|
kingdom}'s military prowess and its ability to defend against threats."
},
{
"Key": "fdf43e6d-1875-4626-8d8b-01ac78b97e6d",
"Value": "Military"
},
{
"Key": "718c0715-d3fd-476e-8a04-1a42f5f18c92",
"Value": "The Economy statistic measures the {mf|barony|barony|kingdom|
kingdom}'s productivity and affects the state's income."
},
{
"Key": "9e5b394b-7db2-46ef-9861-87f524720148",
"Value": "Economy"
},
{
"Key": "ccd1bcfc-a3a2-4c75-b30b-1ddeb2439689",
"Value": "The Relations statistic indicates the external and, to a point,
internal diplomatic ties of the {mf|barony|barony|kingdom|kingdom}. In small
baronies the Regent covers matters of the Relations and will ask to assign a Grand
Diplomat when necessary."
},
{
"Key": "381a2343-5df5-4281-b5a3-19bc1ed94ca2",
"Value": "Relations"
},
{
"Key": "a74c3bab-8e57-4cc8-a309-40034d355b1a",
"Value": "The Divine statistic reflects the {mf|barony|barony|kingdom|
kingdom}'s piety and support of religious works in the region."
},
{
"Key": "141dd41f-9c41-4a65-b597-9e5679980572",
"Value": "Divine"
},
{
"Key": "f58b925d-e549-481c-aca9-066262ee3fc0",
"Value": "The Arcane statistic represents the {mf|barony|barony|kingdom|
kingdom}'s development of new arcane practices and accumulation of arcane
knowledge. In small baronies the High Priest covers matters of the Arcane and will
ask to assign a Magister when necessary."
},
{
"Key": "8ee0e2e9-468e-4d79-840d-37ec9b5fc1e8",
"Value": "Arcane"
},
{
"Key": "ca30eb91-8ec0-4b36-b1ad-1c9bfdf4e00e",
"Value": "The Stability statistic represents internal security and how
compliant the {mf|barony|barony|kingdom|kingdom}'s subjects are. In small baronies
the General covers matters of the Stability and will ask to assign a Warden when
necessary."
},
{
"Key": "1b031159-ae7f-4a3b-a4cf-0d837be73aeb",
"Value": "Stability"
},
{
"Key": "f8694194-3678-4beb-8377-0156b85911d6",
"Value": "The Culture statistic measures the cultural and educational
development of the {mf|barony|barony|kingdom|kingdom} and its subjects. In small
baronies the Councilor covers matters of the Culture and will ask to assign a
Curator when necessary."
},
{
"Key": "7c5d22fd-e844-492b-a09c-12e9db2b10fe",
"Value": "Culture"
},
{
"Key": "85f77858-7fde-4699-bda5-d7e07ce40f19",
"Value": "The Espionage statistic reflects the strength of the {mf|barony|
barony|kingdom|kingdom}'s spy network and counter-intelligence efforts. In small
baronies the Grand Diplomat covers matters of the Espionage and will ask to assign
a Minister when necessary."
},
{
"Key": "4da7bc2c-9fa2-4237-8286-904d160978d5",
"Value": "Espionage"
},
{
"Key": "9afc76dc-63d8-4ed8-a2bf-9dbabbf8a8d1",
"Value": "Free"
},
{
"Key": "2b5666d1-c0ed-489f-958d-2ec7000f5af9",
"Value": "{0} BP (50%)"
},
{
"Key": "8a859ad4-a0d9-4638-a1cb-0d0dc6d7e624",
"Value": "{0} BP"
},
{
"Key": "1411aa86-dc60-4996-8ca3-858d318395a0",
"Value": "{0} BP per week"
},
{
"Key": "c95c2009-d5b0-479a-bb82-9f0cc3457498",
"Value": "Choose an advisor to handle this event. Advisors will act according
to their position in government, beliefs, and alignment. Choose wisely!"
},
{
"Key": "676e989e-f655-47fa-bb8b-4a7a1f1118c7",
"Value": "Choose an advisor for this position"
},
{
"Key": "aa87090e-368c-4cf8-b30b-3df374a47dcc",
"Value": "Choose an advisor to fill this position. Advisors will act
according to their position in government, beliefs, and alignment."
},
{
"Key": "55fc8804-1cc3-42f9-93b5-61de71cdd0b7",
"Value": "Base income"
},
{
"Key": "b005ff08-c71e-4ea5-972a-721c2cb58537",
"Value": "Economy Bonus"
},
{
"Key": "e3eac159-a934-4698-bab7-c3f12ad6df96",
"Value": "Treasury receives Build Points every week."
},
{
"Key": "db3502b3-2dc8-4b9f-8300-e6bf5737c0b0",
"Value": "Build Points per Week"
},
{
"Key": "783c6035-328f-44a5-b4a8-7cf597e1ba98",
"Value": "By Regions"
},
{
"Key": "a431c732-8e2c-4092-9d00-ceda7c28ff38",
"Value": "Brevoy Subsidy"
},
{
"Key": "74773dab-b495-45f2-ab54-e458cd703f6e",
"Value": "Tax"
},
{
"Key": "afeaf64b-7e76-4faf-ae9f-ff1ed52200b7",
"Value": "Total"
},
{
"Key": "2c1509b4-87ba-4aae-a002-cda4df30d73c",
"Value": "Requires {0} days to solve"
},
{
"Key": "39a0e3e7-9578-4cc6-a7bd-c414eb1bbd9f",
"Value": "DC {0} | D20 + {1}"
},
{
"Key": "67b11f18-1d0c-4a3c-9640-a13d5d165fb5",
"Value": "Ends in {0} days"
},
{
"Key": "14edbc11-33b2-4e69-b843-1333e41826f8",
"Value": "The ignored event will fail on the next day. You can cancel this
decision until then."
},
{
"Key": "341dd2bc-2172-461b-b08d-d6916d6e9841",
"Value": "Will expire on {0}"
},
{
"Key": "d365863b-c673-47cd-b6c0-a8bfdb37df85",
"Value": "Opportunity"
},
{
"Key": "925abc4e-14ca-49d3-824d-e8f0f0b31d84",
"Value": "Should be attended before {0}"
},
{
"Key": "f30c8ea3-1e0d-4bf0-b6dc-60f63a88af53",
"Value": "Problem"
},
{
"Key": "d7a1ef68-e51a-4c9b-954f-c89f6a6fd927",
"Value": "The time to act on this event has passed. This event has failed."
},
{
"Key": "36813a1f-ce4b-4e77-99db-beeb2932dd9a",
"Value": "Your kingdom is destroyed."
},
{
"Key": "7e627506-a393-4a59-9719-c34d740ba8a7",
"Value": "Destroyed"
},
{
"Key": "1d5831d6-3d9a-430b-a9c0-acc141327f56",
"Value": "Bonus"
},
{
"Key": "56dd15a1-c3ea-46b9-ac2e-18c74d7c60d8",
"Value": "Leader Bonus"
},
{
"Key": "a1db1ffb-7473-49d1-a28c-7d35bbe714be",
"Value": "Stat Rank"
},
{
"Key": "fac398e3-5a0a-42f9-bf08-3853a3ff7741",
"Value": "Kingdom Stat"
},
{
"Key": "fdaaafd5-4331-45da-94d7-aa9349496a73",
"Value": "Choose a name for your barony"
},
{
"Key": "83e775bf-e8e3-4411-bbb6-2deee24927b8",
"Value": "The name of the barony cannot be changed later in the game."
},
{
"Key": "fadd27e6-93ef-4f15-940e-0087a4c901f7",
"Value": "Project cost: {0} BP"
},
{
"Key": "cc7e3864-16df-469d-8b03-1803afd651c4",
"Value": "Project cost: {0} BP <#5A2614>(insufficient funds)"
},
{
"Key": "2b35f2b3-4208-495a-9552-2d5ca609d534",
"Value": "Cost: {0} BP"
},
{
"Key": "291358d3-6d53-43a7-9a79-8ec59468f8eb",
"Value": "Cost: {0} BP <#5A2614>(insufficient funds)"
},
{
"Key": "09908b32-c7ea-42c4-8923-6931e1064bf6",
"Value": "Kingdom resource"
},
{
"Key": "c0bd8d43-85f2-44eb-b014-7d7dc16e8332",
"Value": "Founding new settlement"
},
{
"Key": "8cc14b75-3d62-4efc-a2c3-26568c9b0529",
"Value": "Days left: <b>{0}</b>."
},
{
"Key": "d24c5d23-dde7-4374-892a-985792cb083f",
"Value": "<b>{0}</b> is occupied with the project \"<b>{1}</b>\"."
},
{
"Key": "ad230b89-a073-4b32-b046-17cd92557002",
"Value": "Start the Claim"
},
{
"Key": "de585d0f-d289-4f66-90a0-5e1184a97665",
"Value": "Start Event"
},
{
"Key": "857622ae-6de8-486c-ab69-ce61d2e59f4c",
"Value": "Start Project"
},
{
"Key": "d14e7bf6-4737-43e1-a03c-ab0e96aab734",
"Value": "No candidates are available for this position."
},
{
"Key": "4e92f314-37ab-4b40-8e52-dc6ca7f2e0ba",
"Value": "<b>{0}</b> reached rank <b>{1}</b>!"
},
{
"Key": "b3ea697e-6761-4d9f-a8d4-f56f7cb02675",
"Value": "Completing this project will rank up <b>{0}</b> (current rank:
<b>{1}</b>)"
},
{
"Key": "41519c14-c4c8-4071-b53d-2996ddea4c9a",
"Value": "Region improvements are not yet available."
},
{
"Key": "92b98f67-6135-40b2-a411-584f9fca18e7",
"Value": "You have already founded the only available settlement in the
region."
},
{
"Key": "81050a29-03a1-4338-b094-26716d4fc565",
"Value": "Only one settlement can be founded in the region."
},
{
"Key": "767c55a7-7e4a-4c9a-a125-401de88a67ed",
"Value": "The region is not claimed yet."
},
{
"Key": "6d2e55b8-1790-4782-9e6a-867e4d04f999",
"Value": "Region is already upgraded."
},
{
"Key": "2052804a-f905-4f38-a4f8-ab3a2c11d466",
"Value": "Upgrade will be available after the claim of the region."
},
{
"Key": "1621c9f3-8953-47f2-b093-7b8616e1a2ef",
"Value": "Only one upgrade can be chosen for the region."
},
{
"Key": "6d89881c-f44e-44fd-965e-77a861ef7554",
"Value": "Set a name for the settlement."
},
{
"Key": "97af0ee9-5b18-42ad-b3e8-f57c2f6e357a",
"Value": "The name of the settlement can be changed later in the game."
},
{
"Key": "75323edc-877c-461c-adcb-80586bad662e",
"Value": "<b>{0}</b> to <b>{1}</b> on success or triumph"
},
{
"Key": "6f4bad89-4cd2-46f0-b67f-caa4d0eb57f1",
"Value": "You have yet to discover this upgrade."
},
{
"Key": "de3942da-d2ce-4a9e-8945-1adb91bb967c",
"Value": "Unknown Upgrade"
},
{
"Key": "42ea3b2d-2565-4ec5-94cc-67245c42caf1",
"Value": "Click and drag to build"
},
{
"Key": "fa0ff768-e7ad-4e77-a703-cc8d8b14f99d",
"Value": "Building costs <b>{0}</b> BP"
},
{
"Key": "7a47351a-4aba-437d-b232-3ff4ebcd6fdc",
"Value": "Need <b>{0}</b> free slots to build."
},
{
"Key": "0af16168-5a6d-42cb-9d41-eb68b2e03fda",
"Value": "You cannot skip time while adventuring."
},
{
"Key": "1928a93b-1361-46a1-9d3a-510a9cceaddc",
"Value": "Skip one day"
},
{
"Key": "b7f5ab72-d37a-4ca1-9e0c-394402010117",
"Value": "Kingdom Stat Rank: {0}"
},
{
"Key": "fd274950-1b4e-4977-9c7f-043383b5f8c8",
"Value": "Kingdom Stat Value: {0}"
},
{
"Key": "d49efa0d-2b09-454c-a043-925e4a069ec4",
"Value": "This dude requested a few build point so that he could brew more
stuff"
},
{
"Key": "4fd6ff2e-77d5-4df4-9fa7-a6e12fbd6914",
"Value": "Help the dude"
},
{
"Key": "43b22db6-56c7-4319-9694-fab9cf6c97e5",
"Value": "Potions"
},
{
"Key": "76e30cb9-0112-45e1-b832-84418269b61c",
"Value": "Swords"
},
{
"Key": "8cecc16d-03b8-47de-8dc5-e14baeb455f5",
"Value": "Alliance with Mendevian Crusaders"
},
{
"Key": "6f1c3216-2427-49cc-8833-231b5ca777ab",
"Value": "+1 sacred bonus to attack and damage rolls against undead and
outsiders."
},
{
"Key": "928aafb3-053e-425d-898d-96e25c3c0a97",
"Value": "+1 sacred bonus to attack and damage against undead and outsiders
within the {mf|barony|barony|kingdom|kingdom}'s borders."
},
{
"Key": "f6f2dcfb-5a1e-4251-964e-f8167cbbc99e",
"Value": "Alliance with Mendevian Crusaders"
},
{
"Key": "8caf7b00-87c7-4027-848d-c9f4c7b09b4a",
"Value": "Alliance with the Hellknights"
},
{
"Key": "b3d362f9-6c23-4970-96b7-50c2cc433792",
"Value": "+1 profane bonus to attack and damage against chaotic creatures"
},
{
"Key": "f7e1ce93-a9b9-46a9-bd50-c1e38fd79539",
"Value": "+1 profane bonus to attack and damage against chaotic creatures
within the {mf|barony|barony|kingdom|kingdom}'s borders."
},
{
"Key": "ac9d4c40-83f0-4341-ac84-faafab51a57b",
"Value": "Alliance with the Hellknights"
},
{
"Key": "0c61b5f2-7ca8-47a1-9b91-3f5851c8f71b",
"Value": "Pathfinder's Lore"
},
{
"Key": "17a21ad0-e736-418a-b641-d00c04d4954f",
"Value": "+3 insight bonus to all Knowledge and Lore checks."
},
{
"Key": "1814fab5-1f32-4b7b-a92d-9d3667ba16d9",
"Value": "+3 insight bonus to all Knowledge and Lore checks within the {mf|
barony|barony|kingdom|kingdom}'s borders."
},
{
"Key": "10fb992f-61b8-4839-b651-216989e35918",
"Value": "Pathfinder's Lore"
},
{
"Key": "fdd6786f-dd2c-4fc1-aee3-319326056843",
"Value": "+3 bonus for the Warden or Treasurer to resolve any situation in
the region"
},
{
"Key": "13acd55f-3fef-4f3e-86da-7849bea62e23",
"Value": "Road of Shields"
},
{
"Key": "b2dded5b-a986-4563-93cc-eb6df2b3f588",
"Value": "+3 bonus for the Warden or Treasurer to resolve any situation"
},
{
"Key": "7c1745aa-9109-489f-8fea-fb7a0f73e42d",
"Value": "Road of Shields"
},
{
"Key": "8433826e-f31c-43d8-af92-f01dd6ef34fc",
"Value": "It brings in a decent income, selling goods that please Cayden and
his followers. Provides 1d10 BP per month. Provides an additional 1d10 BP per month
at the 8th and 10th rank of both Loyalty and Relations. Provides an additional 1d10
BP for every 50 points of Loyalty and Relation above 400, up to 5d10 BP."
},
{
"Key": "39cc9db7-a552-4ded-a783-64c65b5d4f3f",
"Value": "Trade in Wine"
},
{
"Key": "893189d2-1c8a-4f2b-badb-e74d2fcfccda",
"Value": "This value increases by +4 BP for every consecutive month that
Community remains at Rank 10, Stability is above rank 7, and Unrest is Worried or
better. Maximum value is 40 BP per month."
},
{
"Key": "ea4e7259-694d-4b66-820b-98040ab0b5ab",
"Value": "Trade agreement with Cheliax"
},
{
"Key": "fef0ec13-6f80-41b8-9388-47ece1129ca1",
"Value": "Market speculation allows the cunning and experienced to turn a
profit even in times of strife. +2 BP per week, per state of Unrest. The higher the
Unrest, the more BP this agreement provides."
},
{
"Key": "9d23e75d-8dd3-408a-8726-bb620daa9449",
"Value": "Trade agreement with Galt"
},
{
"Key": "67a27cdf-0ccc-47c3-b6a1-ef3e690b483c",
"Value": "Trading with a self-proclaimed god can be profitable. Provides 4 BP
per week, and increases Economy and Relations by 5."
},
{
"Key": "def9de6f-b514-4bbe-9f78-01015b04b972",
"Value": "Trade agreement with Razmiran"
},
{
"Key": "28f0f858-6fc3-4352-b5db-fdc2fca6fec9",
"Value": "Every settlement in the kingdom brings in BP each week: +1 BP for a
village, +2 for a town, and +5 for a city."
},
{
"Key": "198be7eb-59d6-4d1e-93f2-336544f9fab1",
"Value": "Trade agreement with Surtova"
},
{
"Key": "8b0398e3-5ec5-4699-9706-8234f4a17e02",
"Value": ""
},
{
"Key": "456798f4-e838-4f1e-a7f7-e3965ac07cfd",
"Value": ""
},
{
"Key": "942d8432-39af-48be-8906-ff22aa70247a",
"Value": "Cost of buildings with static Economy bonus (Academy, Alchemist,
Exotic Garden, Library, Mage's Tower, Magic Shop, Magical Academy, Nethys' Academy,
Nethys' Library, Pathfinder Lodge, University) is reduced by 10%."
},
{
"Key": "ddcabd79-c4aa-458a-977f-3a077844e2dd",
"Value": "Arcane Lobby"
},
{
"Key": "18500a6e-e85f-4529-b0ca-3eca1a00e7cd",
"Value": "After general permission for arcane experiments was granted, life
in the capital became much more colorful... and unpredictable. +1 bonus for solving
events by Magister in the claimed regions/ In the Shrike region this bonus is
raised to +3."
},
{
"Key": "54876da7-77ff-47d1-a6c4-fdca0d57794a",
"Value": "Arcane Experiments in the capital"
},
{
"Key": "ee45ea22-4ef4-450e-97a7-9657faa12ef9",
"Value": "Magic protection with a state-wide area of effect. Provides
immunity to compulsion spells while fighting within claimed regions."
},
{
"Key": "97c0ccad-1202-47c9-affe-4107ee2db6cd",
"Value": "Arcane Protection from Compulsions"
},
{
"Key": "8c89f9d1-6c65-4417-8bfa-ee8dba0b8322",
"Value": "There is only one will in Stolen Lands � that of their ruler.
Provides immunity to compulsions while fighting within claimed regions."
},
{
"Key": "5921b4a5-34c3-40e0-82db-6f7af0d25536",
"Value": "Immunity to Compulsions"
},
{
"Key": "2651659c-293e-441e-ad11-a35cf5d7d620",
"Value": "The common folk are grateful that the mages have been kept at bay,
and they've even come to tolerate them a bit better. For any problems that the
Magister attempts to solve in the Shrike region, roll twice for resolution, and
pick the better result."
},
{
"Key": "ae28c197-3d8c-4515-a2f1-969788495345",
"Value": "Banning Arcane Experiments"
},
{
"Key": "71b0159d-2205-4915-98b1-734bab77c318",
"Value": "Groundbreaking research has uncovered new secrets in spell
resistance. Provides a spell resistance of 16 to the {mf|baron|baroness|King|Queen}
and {mf|his|her} companions while fighting in claimed regions."
},
{
"Key": "f7dd24bf-dd3b-44f4-b3e0-9df49079d253",
"Value": "Spell Resistance Discovery"
},
{
"Key": "b308e2a9-79ea-4433-8c8b-e2893cf1fb63",
"Value": "Groundbreaking research has uncovered new secrets in spell
resistance. Provides a spell resistance of 16 to the {mf|baron|baroness|King|Queen}
and {mf|his|her} companions while fighting in claimed regions."
},
{
"Key": "10510555-f60a-4964-9809-adb347397aed",
"Value": "Spell Resistance Discovery"
},
{
"Key": "c738c0e9-8dea-4267-91e0-4a2eef788d3f",
"Value": "The {mf|barony|barony|kingdom|kingdom}'s suppression of magic
practices has turned spellcasters into outcasts. The Magister suffers a -2 penalty
when attempting to resolve any scenario."
},
{
"Key": "bde6ec46-90ee-4dd5-a645-f4ee5dc44f50",
"Value": "Arcane Restrictions"
},
{
"Key": "00ec0e5b-2c81-4d59-a93e-e309ffa37e6f",
"Value": "The capital agreed to turn a blind eye to banditry � so long as a
hefty fee was delivered on a weekly basis. This brings 1d4 BP into the treasury
each week."
},
{
"Key": "37df5b96-a4d3-469c-905c-39ef83dab155",
"Value": "Bandits' Dues"
},
{
"Key": "0b531314-d744-4e49-bae3-7e8a12196db7",
"Value": "Paying attention to the community and heeding every call of
distress, the Regent resolves problems with a +1 bonus."
},
{
"Key": "b4c91737-74c5-4b7e-8071-72921a3d1519",
"Value": "Heeding the Poor and Weak"
},
{
"Key": "3cd231b8-9350-467c-a6a2-23e781df0ce3",
"Value": "The cost of buildings with a static Community bonus (Bardic
College, City Hall, Courthouse, Dwarven Bastion, Granary, Longhouse, Luxury Store,
Mansion, Monument, Noble's Villa, Pathfinder's Lodge, Temple of Abadar, Town Hall,
Trade Shop, Waterfront) is reduced by 10%."
},
{
"Key": "574c0021-a82c-42c8-a25f-7e3455419ec9",
"Value": "Strong Nation"
},
{
"Key": "dd23a1c4-e3d3-4ff6-84df-254eeae20381",
"Value": "Community receives an additional +1 whenever the Regent achieves a
Triumph in any scenario."
},
{
"Key": "1ac1015b-314b-4da8-b1e5-6651854250e2",
"Value": "The People's Favorite"
},
{
"Key": "d6af7602-4caf-4548-bcb5-ac133cb3fe53",
"Value": "Provides +1 morale bonus to Armor Class and Saving Throws while
fighting in claimed regions."
},
{
"Key": "eed94a71-32bb-47f3-881e-636e249d7827",
"Value": "Protectors of the Land"
},
{
"Key": "d0d7b9f7-f18c-47b7-9115-d1211a757120",
"Value": "Provides +1 morale bonus to Armor Class and Saving Throws while
fighting in claimed regions."
},
{
"Key": "fd3f1811-0215-438e-8df0-0fc62f9ec71d",
"Value": "Protectors of the Land"
},
{
"Key": "333fa72e-d20d-4a4a-acf5-2decf36aadbb",
"Value": "The cost of buildings with a static Community bonus (Bardic
College, City Hall, Courthouse, Dwarven Bastion, Granary, Longhouse, Luxury Store,
Mansion, Monument, Noble's Villa, Pathfinder's Lodge, Temple of Abadar, Town Hall,
Trade Shop, Waterfront) is reduced by 15%."
},
{
"Key": "a4093e25-16b2-45f2-9569-74b7214f8dd1",
"Value": "Blue Blood Community"
},
{
"Key": "1f603bd3-2164-402b-b1f8-396cbc74351f",
"Value": "Regent receives +2 bonus for resolving situations."
},
{
"Key": "9ba15357-6b2c-4de2-a63b-21c2f89bfb3b",
"Value": "Common Community"
},
{
"Key": "4a0758b5-2660-470f-948b-123b54f10858",
"Value": "The cost of buildings with a static Culture bonus (Barbarian Arena,
Bardic College, City Hall, Festival, Longhouse, Mansion, Museum, Pathfinder's
Lodge, Royal Museum, Theater, Town Hall, University, Waterfront) is reduced by
15%."
},
{
"Key": "5ec9670c-a775-496a-958d-27736e97ba93",
"Value": "Improving Cultural Development"
},
{
"Key": "ed8cad85-cc87-404f-94ec-b1cd4506118e",
"Value": "The kingdom's generous endowments are drawing from the treasury.
Every week, the treasury loses 3 BP."
},
{
"Key": "5b05728a-69db-4d15-b41e-3808bce76358",
"Value": "Generous Support of Larcio"
},
{
"Key": "c6f34017-a02d-4aa9-a35d-c3b911596703",
"Value": "Supporting young talent costs money. Every week, the treasury loses
1 BP."
},
{
"Key": "69ed3e8e-570c-410e-8116-d9ca98bb5387",
"Value": "Support of Larcio"
},
{
"Key": "b60efb14-639f-449e-bd35-b41367b78510",
"Value": "All problems that can be solved by the Councilor or Curator are
resolved by rolling twice and picking the best result."
},
{
"Key": "cbbc507d-16d3-4d2a-8e75-3d10c4121df4",
"Value": "Reign of Terror"
},
{
"Key": "36f01903-c147-4bf6-b2c4-fe728bb393d9",
"Value": "+2 bonus to resolving any opportunity with the Regent or Treasurer.
Increase Community by 1 for each success with the Regent or Treasurer. Receive 2 BP
per week for every 20 points of Community above 200, up to 20 BP per week."
},
{
"Key": "77beb4c5-c9be-4af9-ac5e-038bb20084c6",
"Value": "Blessing of Abadar"
},
{
"Key": "274bb8c4-71f7-487e-8ecc-1fb162c1e03f",
"Value": "+1 bonus to resolving any problem for every 20 points of Stability
over 200, up to +10 bonus."
},
{
"Key": "e7117f5d-1ed7-4dea-a1b0-681a825b375e",
"Value": "Blessing of Asmodeus"
},
{
"Key": "7c43f3ac-45e2-4559-a5f7-fbe87523e4ca",
"Value": "+1 bonus to resolving any situation with the Councilor. Get a bonus
of +1 Loyalty whenever the Councilor resolves a situation, unless it's a Great
Failure. Each week, for each 20 Loyalty there is a 10% chance check for an Unrest
state to improve."
},
{
"Key": "05d7b6f3-9b4c-4b7c-ac55-b3f48efbde88",
"Value": "Blessing of Cayden Cailean"
},
{
"Key": "f1a310c9-beaa-4833-b80b-4b2343cc9a5c",
"Value": "+2 bonus to resolving any situation with the General. +2 bonus to
solving any military problems, for every 20 points in Military above 200, up to a
bonus of +20. Receive 5 BP each time a situation is successfully resolved by the
General."
},
{
"Key": "14b8f654-f719-45eb-900d-8174976437d8",
"Value": "Blessing of Gorum"
},
{
"Key": "340282e6-4448-43c9-a951-48d9251930bb",
"Value": "-5 penalty when resolving any situation with the Grand Diplomat.
Increase Divine, Arcane, and Espionage by +1 after any successful resolution of a
situation by the High Priest, Magister or Minister. every 75 combined points from
Divine, Arcane and Espionage provide 3 BP each week, up to 30 BP, and increase your
chance of improving Unrest up to Worried. If Unrest worsens, then Community is also
reduced by 2."
},
{
"Key": "669f5af0-fe5c-48e6-b8c6-70b99963ba94",
"Value": "Blessing of Lamashtu"
},
{
"Key": "6efc8337-5e85-4064-befc-be6694bb1051",
"Value": "Provides immunity to poisons in the claimed regions."
},
{
"Key": "a5aea969-a536-4656-ab0c-4e6ed621686d",
"Value": "Divine Protection from Poison"
},
{
"Key": "351670b8-025d-4586-ab01-d807cb7d57f6",
"Value": "Immune to poison effects while fighting within claimed regions."
},
{
"Key": "01cff376-7e19-4320-886b-c5c0ba6b2da5",
"Value": "Immunity to Poison"
},
{
"Key": "44cfd0ed-6d4a-4862-b9d8-96aceea95744",
"Value": "Provides immunity to fear effects in the claimed regions."
},
{
"Key": "603a4083-e63a-4d98-9e55-d8932450084a",
"Value": "Divine Protection from Fear"
},
{
"Key": "da5598d4-6099-4cfb-a738-e18be0746e37",
"Value": "Immune to fear effects in the claimed regions."
},
{
"Key": "5c074e7d-5150-435b-9500-ce1a538771fb",
"Value": "Immunity to Fear"
},
{
"Key": "7c4845d4-cf50-497c-9e8f-06507bbc79d2",
"Value": "The cost of buildings with a static Economy bonus (Academy,
Alchemist, Exotic Garden, Library, Mage's Tower, Magic Shop, Magical Academy,
Nethys' Academy, Nethys' Library, Pathfinder Lodge, University) is reduced by 15%."
},
{
"Key": "4adb4cf4-d7b1-4a00-8aae-4b59e986ce19",
"Value": "Improving Economic Status"
},
{
"Key": "e4e26b84-32b2-4631-803e-b0ea48505956",
"Value": "Increases the chances of better results from economic
opportunities. +2 bonus to resolve any opportunity with the Treasurer."
},
{
"Key": "8851acbe-a8da-4b8e-ac1e-5dba5fe097de",
"Value": "Legal Contraband"
},
{
"Key": "5eacad58-f49d-4850-a6dc-e8e455425b36",
"Value": "Allows easier resolution of economic problems, providing +2 bonus
to solving any problem with Treasurer."
},
{
"Key": "97afa932-925c-4b13-a370-b8ff48a169ed",
"Value": "Customs"
},
{
"Key": "764d7bca-4fd7-47b3-8293-4fc2c40e6a65",
"Value": "Provides +7 BP per week for each upgraded region in the kingdom,
and +3 BP per week for each region without any upgrades. Each week there is a 7.5%
chance of rioting, which worsens the {mf|barony|barony|kingdom|kingdom}'s state of
Unrest."
},
{
"Key": "82659625-dd71-4e35-afba-429ab76afa4f",
"Value": "Import Taxes"
},
{
"Key": "94f887fc-ea1d-4664-a796-7651ef77c687",
"Value": "Each week, a random kingdom stat is increased by 1. Also provides
+3 BP per week for each upgraded region in the kingdom, and +1 BP per week for each
region without any upgrades."
},
{
"Key": "6d4906c0-b6ce-4d7f-a190-3368ecd786fd",
"Value": "Wealth Taxes"
},
{
"Key": "0e73e662-6fee-4c2c-a2c3-4609ebaccfee",
"Value": "Provides +5 BP per week for each upgraded region in the kingdom,
and +2 BP per week for each region without any upgrade."
},
{
"Key": "9bcc8118-8504-48df-ac39-2a42c776c374",
"Value": "Material Taxes"
},
{
"Key": "5ab57970-0c95-43f8-b6ac-166e7535ef85",
"Value": "Each month, Unrest improves by one step. Each week, Loyalty
increases by 1 and Economy increases by 5. Provides +1 BP per week for every 20
Economy points above 200, up to +10 BP per week."
},
{
"Key": "ef98b49a-a3c3-41cf-bd9b-020d3ca3e3c5",
"Value": "No Import Taxes"
},
{
"Key": "e4d36798-75f5-448f-91a8-a9dc389fb183",
"Value": "Reduces income by 1 for each rank of Stability and Espionage lower
than 10"
},
{
"Key": "d79f7161-791d-440b-9d55-62fd7d2384c9",
"Value": "Daggermark Thugs"
},
{
"Key": "d04f5d6e-ad76-4682-b7e0-64a80c788599",
"Value": "Provides +1 BP per day for each 1000 BP in the treasury, up to 5 BP
per day."
},
{
"Key": "721e01e1-55ed-476b-be8c-5bd97bf4e203",
"Value": "Minting Coin"
},
{
"Key": "81d48bf0-7cdc-4e57-9618-f2c0eaee9f5e",
"Value": "Provides +2 BP per day for each 1000 BP in the treasury, up to 10
BP per day. Roll an Espionage DC 25 check with the current Minister each week, and
on any fail, reduce Economy, Loyalty, Community and Relations by 3."
},
{
"Key": "3ed9b530-db0a-454b-98f5-5636f063a7e8",
"Value": "Minting Half-Weight Coins"
},
{
"Key": "05146ce0-241b-4b34-b1a1-8004fff5ec08",
"Value": "Receive +1 to Espionage every time the Minister fails to resolve a
situation."
},
{
"Key": "e688d8ca-f895-4783-9a37-98deb0303d17",
"Value": "Loyal Spies"
},
{
"Key": "c3b949cd-4e58-44b6-a7e2-911972f502ae",
"Value": "The cost of buildings with a static Loyalty bonus (Alchemist,
Bardic College, City Hall, Everflowing Spring, Exotic Garden, Herbalist, Magic
Shop, Monument, Park, Swordlords' Academy, Temple of Cayden Cailean, Town Hall) is
reduced by 10%."
},
{
"Key": "61b106de-60f3-4606-a7d4-efe791cb9b7a",
"Value": "Love of the Common Folk"
},
{
"Key": "c2badbb0-bb66-4e52-8ff6-d72125899424",
"Value": "The Councilor solves problems with a +1 bonus."
},
{
"Key": "2ad28e1f-9fcb-41c6-bea1-c0cf7dbcca6b",
"Value": "The Helping Hand"
},
{
"Key": "d7b69957-76fb-4ab9-934a-7751999bc2f1",
"Value": "+2 bonus to solve events with the General. However, every time this
results in Failure or Great Failure, lose 1 Military point."
},
{
"Key": "5646d523-fdb8-4814-a9a3-b9c8bb48120e",
"Value": "Ambitious Recruits"
},
{
"Key": "31aaf29b-44fe-443c-8b90-c2e0afb07ea2",
"Value": "+1 bonus to resolving any problem with the General."
},
{
"Key": "63a62b5b-97fc-4996-8979-50a7159b82c3",
"Value": "Talented Recruits"
},
{
"Key": "e09eeb2e-d6e3-4793-94ff-2dbb36aaee11",
"Value": "Provides a lucrative trade agreement that brings in BP based on the
{mf|barony|barony|kingdom|kingdom}'s Relations rank. A Relations rank of 1-3 will
provide 1 BP per week; 4-5 provides 2 BP per week; 6-7 provides 3 BP per week; 8-9
provides 4 BP per week, and the 10th rank provides 5 BP per week."
},
{
"Key": "4f3f340a-04e2-43d3-a876-928b936c06d7",
"Value": "Alkenstar Manufactory"
},
{
"Key": "a345f2e6-a145-4876-bed2-339d1eb1c158",
"Value": "+1 bonus for solving problems with the Warden and Magister."
},
{
"Key": "2434e05d-0ee6-40d5-b41a-4dd22b07881d",
"Value": "Arcanamirium Sanctuary"
},
{
"Key": "26ed19e6-bdc7-4a27-a0c2-19cb00204d14",
"Value": "+1 bonus to Community for any problems handled by the Regent which
result in Failure of Great Failure. If the Warden suffers a Failure or Great
Failure, then the {mf|barony|barony|kingdom|kingdom} receives a +1 bonus to
Stability."
},
{
"Key": "f5c16c73-0b03-430f-a529-ebc9eba03290",
"Value": "Temple of Kurgess"
},
{
"Key": "0e5c7a7d-ee2f-49a5-88ba-38a8728b4212",
"Value": "+1 morale bonus to attack and damage rolls while fighting within
claimed regions."
},
{
"Key": "cf678da6-60d1-4c53-9541-20fe8d03434a",
"Value": "Land Defenders"
},
{
"Key": "46c25fc4-a6bb-496d-9ba8-fe3ea6d85041",
"Value": "+1 morale bonus to attack and damage rolls while fighting within
claimed regions."
},
{
"Key": "8e88eed4-a374-4897-9515-59683854e137",
"Value": "Land Defenders"
},
{
"Key": "1590c417-2d1c-4c2f-a684-2ac863dc9000",
"Value": "+2 morale bonus to attack and damage rolls while fighting within
upgraded regions."
},
{
"Key": "5065bdaf-ecbc-459e-ace3-3a8ac22e70e6",
"Value": "Land Defenders II"
},
{
"Key": "88da547b-a6b5-4af5-b39b-f166388b64fc",
"Value": "+2 morale bonus to attack and damage rolls while fighting within
upgraded regions."
},
{
"Key": "792129d3-4eeb-4f45-832c-3f686c477dc1",
"Value": "Land Defenders II"
},
{
"Key": "4aa2b0f3-1e4d-4261-a245-abd780c8bd98",
"Value": "Provides the General with a bonus for resolving any situation. The
amount of the bonus depends on the {mf|barony|barony|kingdom|kingdom}'s Arcane
rank. There is no bonus for ranks 1-4; ranks 5-7 get +1 bonus; ranks 8-9 get +2
bonus; and rank 10 gets a bonus of +3."
},
{
"Key": "84d0b5a0-b176-45dc-b778-071b1e3365c6",
"Value": "Arcane Mastery"
},
{
"Key": "4bce33e7-e030-4999-846d-b346db4dd939",
"Value": "Provides the General with a bonus for resolving any situation. The
amount of the bonus depends on the {mf|barony|barony|kingdom|kingdom}'s Arcane
rank. There is no bonus for ranks 1-4; ranks 5-7 get +1 bonus; ranks 8-9 get +2
bonus; and rank 10 gets a bonus of +3."
},
{
"Key": "9a76e846-7813-410a-9001-cd52aaa9198f",
"Value": "Swordplay Mastery"
},
{
"Key": "31dbc106-783f-41fc-a4cf-2a19c96a9e9f",
"Value": "Executed all the traders and envoys from Razmiran. For any problems
that can be handled by the Grand Diplomat or Minister, roll 2 checks and pick the
best result."
},
{
"Key": "f49bc4e2-841e-418f-8c39-02e487107adb",
"Value": "Butcher"
},
{
"Key": "534725a1-9cc7-4a1e-9862-f3a4f3b1debd",
"Value": "On the lawful-chaotic axis: +3 to resolve situations with the
Warden for a kingdom with a Lawful alignment; +3 to resolve situations with the
General for a kingdom with a Neutral alignment; +3 to resolve situations with the
Minister for a kingdom with a Chaotic alignment.\nOn the good-evil axis: provides
+3 to resolve situations with the Regent for a kingdom with a Good alignment; +3 to
resolve situations with the Treasurer for a kingdom with a Neutral alignment; +3 to
resolve situations with the Councilor for a kingdom with an Evil alignment."
},
{
"Key": "2cf9bb9d-8724-42bb-803d-784138936605",
"Value": "Wigmold's Prevention System"
},
{
"Key": "5d0e9643-703d-44d2-9099-525a45560087",
"Value": "The cost of buildings with a static Loyalty bonus (Castle, Cistern,
Courthouse, Dwarven Bastion, Everflowing Spring, Fort, Hellknights' Castle, Jail,
Justiciaries' Garrison, Lighthouse, Military Academy, Swordlords' Academy, Temple
of Asmodeus) is reduced by 10%."
},
{
"Key": "5e32ac24-df9f-4ba5-ba55-fe9dfbae41a8",
"Value": "Laying the Foundation"
},
{
"Key": "840b57b2-8d98-4b87-9b29-2f3b514810c1",
"Value": "Provides +2 bonus to resolve any opportunity with the Warden."
},
{
"Key": "6f6dc24d-8957-4fdd-bc22-6f55b9608afa",
"Value": "Crime Prevention"
},
{
"Key": "a884a610-d730-465c-8faf-5379572d5d0d",
"Value": "Provides +2 bonus to resolve any problem with the Warden."
},
{
"Key": "870f9bd2-82e7-423e-ab07-7d961270deea",
"Value": "Crime Fighters"
},
{
"Key": "88f738bd-8a70-4449-bc80-11ec8c87d143",
"Value": "The cost of buildings with a static Loyalty bonus (Castle, Cistern,
Courthouse, Dwarven Bastion, Everflowing Spriing, Fort, Hellknights' Castle, Jail,
Justiciaries' Garrison, Lighthouse, Military Academy, Swordlords' Academy, Temple
of Asmodeus) is reduced by 15%."
},
{
"Key": "da0dd49f-e55b-4af0-bcb9-69b64bb1f75e",
"Value": "Fortifying the Foundation"
},
{
"Key": "eeb8ad23-f6df-4680-bca7-a80a650acf16",
"Value": "+3 bonus to resolve opportunities with the Magister."
},
{
"Key": "e0635100-4f8a-4488-a290-619fbe579b97",
"Value": "Candlemere Tower Research"
},
{
"Key": "10ba7e90-1d96-437c-b326-d3f06cf4c809",
"Value": "Every 30 days, reduces Community, Stability and Economy by 1 and
provides 50 BP � as well as a special project to acquire a powerful random item
through the black markets. Only one such project may be active at a time."
},
{
"Key": "2c296214-9946-4de8-a23b-72cbd6655ff3",
"Value": "Capital of Crime"
},
{
"Key": "b9f6994e-0a4b-4529-ae91-83d9d9c32ee7",
"Value": "All opportunities that can be resolved by the Treasurer, Warden or
Grand Diplomat the regions adjacent to Brevoy roll 2 checks and pick the worse
result."
},
{
"Key": "d6763a64-1f1e-465b-b5a9-05d36c3f974d",
"Value": "Enforced Border with Brevoy"
},
{
"Key": "08240f14-0db1-41c8-8eb8-d537b8b50c0f",
"Value": "+2 sacred bonus to attack and damage against animals and magical
beasts within the {mf|barony|barony|kingdom|kingdom}'s borders."
},
{
"Key": "9e4a9ba3-5720-4d83-b168-beba4727f120",
"Value": "Erastil's Blessing"
},
{
"Key": "6ebd0e67-cd97-4c31-92e5-a225dd8accd9",
"Value": "+5 sacred bonus to Lore (Nature) checks everywhere in the {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "4fc00249-e0ab-4854-9a9e-315e19b81fb2",
"Value": "Erastil's Epiphany"
},
{
"Key": "4d00cc40-d20d-4660-8875-d8120b4da5b3",
"Value": "+2 sacred bonus to attack and damage against animals and magical
beasts within the {mf|barony|barony|kingdom|kingdom}'s borders. Also provides a +5
bonus to Lore (Nature) checks while within the kingdom."
},
{
"Key": "b1c0a7b6-f519-49a7-b60c-8034c926e5cd",
"Value": "Erastil's Favor"
},
{
"Key": "25549224-ab9b-466e-8655-c7564c035c5d",
"Value": "+3 bonus to resolve any situation with the General, Warden and
Minister in this and all adjacent regions."
},
{
"Key": "9418f7e4-b833-4428-a8f7-e473215643f9",
"Value": "Iron Heart of the Land"
},
{
"Key": "1f69b3b0-76b8-470a-8226-3e602cd65497",
"Value": "+4 sacred bonus to damage rolls"
},
{
"Key": "cef0b602-bb93-42cf-9deb-d455a0e6384a",
"Value": "Gorum's Blessing"
},
{
"Key": "a6adb9c8-235c-4181-bc55-389348ac9621",
"Value": "All situations that could be resolved by the General or High Priest
in this and any adjacent regions roll 2 checks and pick the best result."
},
{
"Key": "e49390a1-798e-41e5-8abc-dab0d494fdd9",
"Value": "Gorum's Favor"
},
{
"Key": "3dd6280d-f1ca-41ba-ba63-fe8b4bc5e979",
"Value": "All problems that could be resolved by the Warden in this and any
adjacent regions roll 2 checks and pick the best result."
},
{
"Key": "84c616c2-1c8f-499d-a126-4b5a989b968f",
"Value": "Reinforced Guard"
},
{
"Key": "9a42fb2f-f239-4dd0-956e-ea0920f92672",
"Value": "Divine and Arcane knowledge"
},
{
"Key": "5fabc944-d38c-4c65-8a16-9229b5d31c72",
"Value": "+5 competence bonus to Knowledge (Arcana) and Lore (Religion)
anywhere within the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "69307e0d-e565-4130-9bca-a830564e2065",
"Value": "+5 bonus to resolve any situation with the Magister or High Priest
in this region. Provides +5 competence bonus to Knowledge (Arcana) and Lore
(Religion) anywhere within the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "4bed43d1-2760-49b0-9b46-b29637fb2172",
"Value": "Divine and Arcane knowledge"
},
{
"Key": "4f861a29-1395-408a-89e8-71bfbce088fd",
"Value": "Strained relations with Brevoy have led to a -2 penalty when
addressing any situations in regions along the Brevan border."
},
{
"Key": "73397a60-d6fa-4160-8257-b036b0f0a849",
"Value": "Military Presence"
},
{
"Key": "219c5061-285d-4dd3-9d88-3e9e71b8d9d5",
"Value": "This region's Military, Stability and Espionage score increases by
2 for each region with Military upgrades (not including Training Grounds)."
},
{
"Key": "eb5a73e8-dd60-493f-b74b-65576cc9f08a",
"Value": "Increase Military, Stability and Espionage in the region by 2 for
each other region with Military upgrades."
},
{
"Key": "84007755-f43b-40b3-8eed-0af6908f8ae7",
"Value": "Training Grounds"
},
{
"Key": "17b0b1a5-9664-4473-8805-4de484caf7f7",
"Value": "Training Grounds"
},
{
"Key": "dd7cba12-6ab0-4a25-bf12-b59d8007abe2",
"Value": "+3 bonus to resolve any problems in regions along the Brevan
border."
},
{
"Key": "64019c5c-b860-4562-8470-6be7fe24e811",
"Value": "Partnership with Brevoy"
},
{
"Key": "94f8d4c7-7569-47b0-9b52-14d5b3e089f5",
"Value": "All situations that can be resolved by the Minister roll 2 checks
and pick the best result. All opportunities that could be resolved by the Minister
have a +5 bonus to the check."
},
{
"Key": "103b48c7-f79a-43d5-abd5-c0d0f623b72b",
"Value": "Pitaxian Spies"
},
{
"Key": "51b4b6d6-45ca-43fc-a3b6-725e3cff1886",
"Value": "The Military Academy provides an additional bonus of +3 Loyalty,
and +2 Stability and Military; the Swordlord Academy provides an additional bonus
of +3 to Loyalty, Community, Military and Stability."
},
{
"Key": "a9caab57-073b-4347-8dde-5e2a03f8c382",
"Value": "Aldori Fighting School"
},
{
"Key": "0df49398-5b6a-441c-8dab-9f6a2af43359",
"Value": "Each region along the Brevan border gains +1 Military and +1
Stability if it contains a Garrison or Fort."
},
{
"Key": "535bc8db-b677-404b-b456-5ad9c901c2ce",
"Value": "Border Guards"
},
{
"Key": "9cd40b57-9eeb-4fd3-8feb-f52b8406aa8b",
"Value": "+2 bonus to resolve any situation that arises in regions adjacent
to the border with Brevoy."
},
{
"Key": "6c249cf0-8516-413a-8baf-8a63ebbfc981",
"Value": "Enhanced Border Control"
},
{
"Key": "7f7fd313-a6a7-4ca3-8a82-ff46032e37b9",
"Value": "+2 Military and +1 Stability for each region adjacent to Brevoy
which has a military upgrade."
},
{
"Key": "2b9ceac0-a5be-4bbf-9cd1-d58c8b7dde5a",
"Value": "Special Garrison at Nivakta's Crossing"
},
{
"Key": "82dcd360-c5cb-4b09-9027-cabb0d2bbef5",
"Value": "When the South Narlmarches and Dire Narlmarches have a military
upgrade, dwarven keeps can be restored more efficiently, increasing Military by 2
and Stability by 4."
},
{
"Key": "e4210a65-1409-4711-91b4-73e7c7c745e7",
"Value": "Dwarven Engineering"
},
{
"Key": "26b1e949-82b9-41b8-a247-4597b9d9e29e",
"Value": "+2 bonus to resolve any opportunity that arises in regions adjacent
to the border with Brevoy."
},
{
"Key": "beddc2ff-a1e2-46bb-a37b-0da46bee124e",
"Value": "Lighter Border Control"
},
{
"Key": "f6507816-aec1-4007-864f-6b5d7af770ee",
"Value": "Increases Stability by 1 per week. Each week, if the kingdom's
Unrest is lower than Worried, there is a chance that it will improve. The more
unrest there is, the greater the chance of relief. Also, when the Last Resort event
is successfully resolved, if the kingdom's Unrest is Worried or worse, then the
situation will improve by one step."
},
{
"Key": "bd87332e-606e-4cdb-93c1-f8d53fce3061",
"Value": "Alliance with Linxia"
},
{
"Key": "240299e4-8957-4db1-a098-d8e3fa4ec02e",
"Value": "Provides 3 BP per week for each Espionage rank above 8."
},
{
"Key": "3920599e-0535-41f0-8294-721cbcbb2ae2",
"Value": "Among the River Kingdoms"
},
{
"Key": "744551e2-8abd-4880-acea-2a953e9e49c8",
"Value": "Pitax has returned to its old ways. � After all, with or without
Irovetti, the city has a spirit of its own!"
},
{
"Key": "7fb1f56a-7598-41aa-9702-46fc50f2ec62",
"Value": "Good Old Pitax"
},
{
"Key": "f975334a-727d-4e9a-94e2-9b050823df28",
"Value": "Maestro Belavarah has turned the Academy of Grand Arts into a free-
spirited institution that welcomes true talent."
},
{
"Key": "67902834-7c2e-46cd-a959-b5a6d5f1dbc2",
"Value": "Annamede's Reign Over the Academy"
},
{
"Key": "a2a8aaaa-0227-4ca1-a29e-83407c2c362f",
"Value": "Headmistress Atalia Gitaren has turned the Academy of Grand Arts
into a respectable and stable institution."
},
{
"Key": "899f3be9-b84b-42eb-b540-2c39d18ab668",
"Value": "Atalia's Reign Over the Academy"
},
{
"Key": "aa9e3401-4124-437c-90f5-f12af13a4338",
"Value": "Without a definite leader, the Academy of Grand Arts has become a
strange but colorful place."
},
{
"Key": "1d8ce08e-b4bd-4e23-91aa-8bf5145d134b",
"Value": "Self-administration of the Academy"
},
{
"Key": "35dbe8e4-6d9d-4fcb-8dbd-6ec5f88a8a60",
"Value": "There's no place left for idle arts in the ragged Pitax. The
Academy of Grand Arts was dismantled."
},
{
"Key": "1b2d67fe-5f1c-4d0e-8f66-920a7dc2cdd8",
"Value": "Cultural Stagnation"
},
{
"Key": "11a6395e-642b-46cb-8827-5739b17fd9a1",
"Value": "Internal struggle has turned Pitax into a boiling cauldron of
intrigue, betrayal, and even outright violence."
},
{
"Key": "932827c9-d1af-4b33-a2af-5914400406ac",
"Value": "Struggling Times for Pitax"
},
{
"Key": "24e50fe0-99de-45be-aa70-f52b8571d54c",
"Value": "Serving as the new governor, Stefano brought a measure of stability
to ragged Pitax."
},
{
"Key": "9b5142aa-0989-4b59-900d-a74094b4e4cc",
"Value": "Moskoni's Ways"
},
{
"Key": "0d9a9d9d-1e97-420c-b672-acb9afa4b2e4",
"Value": "Pitax's new crime lords rule the city with a single concern: making
a handsome profit."
},
{
"Key": "b2cbdaa1-80bd-493e-b66a-1f803ca64c37",
"Value": "New Rulers of Pitax"
},
{
"Key": "30cd3a5b-da7a-4c89-9c30-fcf2b6dd651f",
"Value": "Without its guards, Pitax plunged into anarchy."
},
{
"Key": "989faa64-ca18-4756-bc19-73839eae83ca",
"Value": "Pitax in Chaos"
},
{
"Key": "1b76e12b-afb5-48f1-925b-3722b991d61f",
"Value": "The pirates bring in part of their income as tribute."
},
{
"Key": "7d4dda33-830f-41e9-8f3a-95ba60712569",
"Value": "Pirates' Lot"
},
{
"Key": "e3a038df-40d4-408c-bd5a-d886d9305957",
"Value": "Our river regiments, reinforced by the Pitaxian pirates, have
become a force to be reckoned with."
},
{
"Key": "15e05ffa-721d-40a5-ade8-74ee4ab46388",
"Value": "Pitaxian Fleet"
},
{
"Key": "e2d6c247-362d-4ef7-8743-97fba36e8656",
"Value": "The admiration of Pitax's citizens brings fortune and prosperity."
},
{
"Key": "ab021129-7796-4846-a9d3-1a36a785b17b",
"Value": "Love for the New Ruler"
},
{
"Key": "6593aea4-cf1b-479a-bcd0-058f288ff023",
"Value": "Old grudges are not so easily forgotten. � The consequences will
linger for some time."
},
{
"Key": "e4b65a7c-a60b-470d-bd92-b84fc72732e2",
"Value": "Pitaxian Hatred"
},
{
"Key": "d1b48cff-04c7-4311-b5e3-847d7656f4dd",
"Value": "Agreement with Ioseph Sellemius turned out to be less profitable �
Restov's builders guild is charging us unfair prices. The cost of all buildings
increases by 25%"
},
{
"Key": "73866643-6046-4e94-9138-40ec56ac89bf",
"Value": "Unfair Prices"
},
{
"Key": "8697a747-edae-404b-9bd6-22f53695bd6f",
"Value": "All events that could be solved by the Grand Diplomat or Minister
must roll 2 resolution checks with a -2 penalty, and pick the worse result."
},
{
"Key": "0ab62e51-6a61-4357-8c56-8327d8dceab8",
"Value": "Lebeda Spies"
},
{
"Key": "906cbef9-1a77-45d8-baf3-1e1c07ca3245",
"Value": "Provides 1 BP per week for each Relations rank above 6."
},
{
"Key": "772280e7-41d2-453c-9b4a-1e3513f8abfa",
"Value": "Strategic Partnership with Brevoy"
},
{
"Key": "9546bcf3-6606-46e7-a03f-b8916d20e5f9",
"Value": "Provides +2 bonus to solve any problem which occurs in the regions
along the Brevan border."
},
{
"Key": "63fd5569-49c3-4855-a9b0-d6cc4a5518c1",
"Value": "Lighter Customs Control"
},
{
"Key": "4cf7d7db-0543-48d1-97e5-af89c5d50627",
"Value": "Every region along the Brevan border which has received non-
military upgrades provides 2 BP per week."
},
{
"Key": "56b28f5b-0d0e-44c2-940c-425cf580835d",
"Value": "Trading with Restov"
},
{
"Key": "3f27709c-7d75-4eb3-bd77-2a161f446859",
"Value": "All the people of Varnhold have vanished. The town must be
repopulated."
},
{
"Key": "dba0fad5-08ea-4fae-8674-1a05e17e737e",
"Value": "Ghost Town"
},
{
"Key": "10e5730f-52b8-4d1c-b782-ede340948711",
"Value": "An institution of higher learning that can focus on any area of
knowledge, including magic. +3 to Loyalty, if the {mf|barony|barony|kingdom|
kingdom}'s alignment is Good; +3 to Economy if the {mf|barony|barony|kingdom|
kingdom}'s alignment is Neutral; +3 to Espionage if the {mf|barony|barony|kingdom|
kingdom}'s alignment is Evil. Can only be build in the settlement housing the
University."
},
{
"Key": "c23bc0d6-eb6b-4f72-8c2b-4e9a4fd4db16",
"Value": "Academy"
},
{
"Key": "c2ba288e-7492-4c29-b883-d3c5730629cd",
"Value": "The laboratory and home of a creator of potions, poisons, and
alchemical items. +1 to Arcane when adjacent to a Shrine."
},
{
"Key": "84c9401c-2f7a-49fd-9558-f20c6700cbc1",
"Value": "Alchemist"
},
{
"Key": "98c739f8-96db-4f9f-b5f4-e034c16d075e",
"Value": "Alchemist Laboratory"
},
{
"Key": "76df9609-e1c8-4d95-a641-892f817d4a29",
"Value": "Offices for the representatives of the Andoran
bank \"Honor&Legacy\". Common folk can take loans here without fear of predatory
lending practices. +1 to Loyalty, Economy and Stability when adjacent to a Town
Hall. Counts as a Bank."
},
{
"Key": "8736eb5e-809c-4bf3-aada-428aea0c2af4",
"Value": "Andoran Bank"
},
{
"Key": "fbef9bcb-e7bf-45fb-90f9-32ad1d9114f8",
"Value": "Bokken's Alchemical Shop"
},
{
"Key": "66a4db00-125b-4550-b1ce-71f92dcf5673",
"Value": "Bokken's Alchemical Studio"
},
{
"Key": "e80ab187-f26f-413d-afdf-54a28862bf38",
"Value": "Bokken's Alchemical Workshop"
},
{
"Key": "d36e5bca-40e2-4b4b-9a26-991ae8bd4123",
"Value": "Dragn's Armor Shop"
},
{
"Key": "c9912370-82a4-4d7b-b55d-743fae45230d",
"Value": "Dragn's Armor Studio"
},
{
"Key": "6d00e6e0-5e08-4b36-8901-94517450602b",
"Value": "Dragn's Armor Workshop"
},
{
"Key": "21922535-c015-4d04-a92b-f9f8c14a54c5",
"Value": "Irlene's Magical Rarities Shop"
},
{
"Key": "ef1ce2d8-308a-4b19-a2e2-216d394f1212",
"Value": "Irlene's Magical Rarities Studio"
},
{
"Key": "3df13d6a-ba85-4026-b3e5-1bafcb24fe66",
"Value": "Irlene's Magical Rarities Workshop"
},
{
"Key": "d695584d-bbda-4bbf-b62c-8ffaa70d6355",
"Value": "Kimiel's Shop"
},
{
"Key": "6a29cb29-dbc1-4b90-854a-bc1f2846bfb3",
"Value": "Kimiel's Studio"
},
{
"Key": "94774f02-9df1-4deb-ba47-4255af1346de",
"Value": "Kimiel's Workshop"
},
{
"Key": "d58544c2-6596-4caf-a74b-88518209edcf",
"Value": "Mim's Jewelry Shop"
},
{
"Key": "e2a4a85d-0a2d-4557-a807-62473a846737",
"Value": "Mim's Jewelry Studio"
},
{
"Key": "ee994f46-e24c-4a8f-b476-4df67b05250a",
"Value": "Mim's Jewelry Workshop"
},
{
"Key": "bcbf8047-ca86-4cf5-a3ff-8a2038f54c7c",
"Value": "Nazrielle's Weapon Shop"
},
{
"Key": "7ffa2b2a-d88a-4b21-ba11-a14750645660",
"Value": "Nazrielle's Weapon Studio"
},
{
"Key": "6d8ec44e-981e-4a2e-a833-111e45576f5a",
"Value": "Nazrielle's Weapon Workshop"
},
{
"Key": "cd7a7f50-e235-4ac3-80f3-6fca659a7a58",
"Value": "Shaynih'a's Shop of Exotic Curiosities"
},
{
"Key": "d918f42e-7d03-44f5-9689-e1311e317e00",
"Value": "Shaynih'a's Studio of Exotic Curiosities"
},
{
"Key": "316c8aa6-d7b7-46d2-89b8-cb920b8a3f19",
"Value": "Shaynih'a's Workshop of Exotic Curiosities"
},
{
"Key": "1647e47b-e8b7-424a-8c02-bb62a53e7bbd",
"Value": "Sharel's Sewing Shop"
},
{
"Key": "19bc419f-227a-4a92-a7f8-1cb4d86ecf97",
"Value": "Sharel's Sewing Studio"
},
{
"Key": "dac46ee7-24dc-4431-b79c-661c54ab9110",
"Value": "Sharel's Sewing Workshop"
},
{
"Key": "dc16b3c3-7443-4cb2-b300-aceb6465f2fc",
"Value": "Artisan Shop"
},
{
"Key": "d60ffbec-488f-4fab-9896-a68520b167d3",
"Value": "Artisan Studio"
},
{
"Key": "8c61b9b3-b145-419c-ab7c-df0b1d5d8c7d",
"Value": "Tirval's Leatherwork Shop"
},
{
"Key": "92937f9c-6947-4da7-95e0-ada87b2e7ee2",
"Value": "Tirval's Leatherwork Studio"
},
{
"Key": "91101f01-b803-4496-a11d-53df6ee43a1f",
"Value": "Tirval's Leatherwork Workshop"
},
{
"Key": "e463e023-6a6c-498b-9a1b-10dfbef5da13",
"Value": "Varrask's Weapon Shop"
},
{
"Key": "61b3c0a5-642d-458b-942b-5f23bbd89051",
"Value": "Varrask's Weapon Studio"
},
{
"Key": "5a077c5d-2d0b-465b-aa7e-89b68c9b6cb4",
"Value": "Varrask's Weapon Workshop"
},
{
"Key": "8179852a-2c7a-4241-827b-0ea0841848cf",
"Value": "Artisan Workshop"
},
{
"Key": "10139cf4-8c35-41a1-b060-f76a98639bc6",
"Value": "Assasins' training base and headquarters. Decreases Community and
Stability by 1 each time the Warden resolves an event in this region. Decreases
Community by 1 every 30 days, but provides 25 BP if you paid more heed to the needs
of bandits than the common folk as Community rank increased.\nIf the {mf|barony's|
barony's|kingdom's|kingdom's} Unrest drops to Crumbling and you supported the
bandits more times than the common folk, Unrest will return to the Rioting, and the
{mf|barony|barony|kingdom|kingdom} will suffer -10 Community instead.\nRequires the
{mf|barony|barony|kingdom|kingdom} to have a Neutral, Chaotic Neutral, Neutral Evil
or Chaotic Evil alignment.\nAffects: Kobold's Quarters."
},
{
"Key": "82150bc2-d280-4be9-ad30-6c7bf4b8a90e",
"Value": "Assassins' Guild"
},
{
"Key": "1cce9809-3e9f-41b2-8186-bffef474ad62",
"Value": "A financial enterprise that provides a safe place for keeping
money. +1 to Economy and Stability when adjacent to a City Hall, and +1 to
Stability when adjacent to a Garrison.\nAffects: Justiciars' Garrison."
},
{
"Key": "38aac3a6-c1b4-42a4-ab91-6e30b60324a2",
"Value": "Bank"
},
{
"Key": "45bb27fc-8c00-4278-be8a-29f91b3a38d8",
"Value": "A large public structure for competitions, demonstrations and team
sports � or bloodsports. +3 to Military and Culture when located in a settlement
with Kobold, Troll or Goblin Quarters."
},
{
"Key": "30059ccf-3c59-41a0-af12-04d6ede52257",
"Value": "Barbarian Arena"
},
{
"Key": "5a9a18d9-819e-4a59-a1e4-c53f1efafd6c",
"Value": "A center for learning in literature, music, lore, the visual and
performing arts. Grants an additional bonus to Culture equal to the Culture's
current rank."
},
{
"Key": "ed6e453f-2bb8-40ea-9711-c9a7a42e5e9c",
"Value": "Bard College"
},
{
"Key": "e38b4c71-300c-49f8-a821-51affdb5c13b",
"Value": "A building to house city guards, militia, and military forces. +1
to Stability when adjacent to a Longhouse.\nAffects: Jail, Reinforced Wall, School,
Stone Wall, Watchtower."
},
{
"Key": "4e4480ea-8320-4352-90ea-43eead48fc3a",
"Value": "Barracks"
},
{
"Key": "7fda080c-92b0-4c8c-9859-5b6c352ae988",
"Value": "A number of shops offering illegal and often dangerous wares.
Decreases Economy by 1 every 30 days, but provides 25 BP if you supported the
bandits more times than the common folk during the events that increased Community
rank.\nAdditionally, if you paid more heed to the needs of bandits than the common
folk as Community rank increased, once every 90 days the Black Market offers a
special project to acquire a random item. The value of the acquired item increases
over time. Only one such project can be active at the same time.\nCan only be built
in a settlement housing a Thieves Guild. Restricted to {mf|baronies|baronies|
kingdoms|kingdoms} with a Neutral, Chaotic Neutral, Neutral Evil or Chaotic Evil
alignment."
},
{
"Key": "4aba920b-6643-4029-b1b0-33081d925759",
"Value": "Black Market"
},
{
"Key": "129a56fe-365e-4ed0-b6ef-2ecffd8c3d94",
"Value": "A building for brewing beer, ale, and other fine beverages. +1 to
Loyalty when located in a settlement with a Windmill, and +1 to Stability when
located in a settlement with a Tavern.\nAffects: Windmill."
},
{
"Key": "094ea364-83d0-467e-9347-b6a1f6ea29ee",
"Value": "Brewery"
},
{
"Key": "c61b6f9b-9eb9-423f-9acd-82ac1cd02699",
"Value": "A place to purchase companionship of a sort. All checks for events
addressed by the Grand Diplomat or the Minister are made with a random modifier
ranging from -2 to +3 (1d6-3). Restricted to {mf|baronies|baronies|kingdoms|
kingdoms} with a Chaotic alignment."
},
{
"Key": "b0e56be9-842b-4ab8-860a-740aae66400a",
"Value": "Brothel"
},
{
"Key": "2ad14bb1-87ba-42c7-9bf5-968ea31863f2",
"Value": "A board where orders, edicts, petitions, announcements and
sarcastic pamphlets are posted. +2 bonus to resolving problems in this region.
Restricted to {mf|baronies|baronies|kingdoms|kingdoms} with a Lawful alignment."
},
{
"Key": "754fec40-42f7-42f1-9b5b-92d884a1c88b",
"Value": "Bulletin Board"
},
{
"Key": "76552ec9-ad1c-485d-a55f-86d61405b1d5",
"Value": "The home of the city's leader and the heart of its defenses. +2 to
Military if located in a settlement with a Foundry. +2 to Military if there is a
Citadel, and +2 to Military if there is a Reinforced Wall.\nAffects: Cathedral,
Mint, Palace."
},
{
"Key": "683cabd2-a56d-496c-a74a-01296962c72b",
"Value": "Castle"
},
{
"Key": "8e82db6c-6e9d-4e3d-a7f4-69424ab6412d",
"Value": "The focal point of a city's religion and its spiritual leadership.
Increases Divine by +2 for each other building in the settlement that increases
Divine. +5 to Community when adjacent to a Palace or Castle.\nAffects: Mint,
Palace."
},
{
"Key": "42bc5f7f-9bbe-4715-9201-9e0bc156587c",
"Value": "Cathedral"
},
{
"Key": "15eee756-32a8-4163-86a4-f86c212f0310",
"Value": "A source of fresh water, very useful in the case of fire or siege.
+1 to Loyalty when adjacent to a Park."
},
{
"Key": "c219314d-0103-4c61-89da-091a95b721a4",
"Value": "Cistern"
},
{
"Key": "f05cb7ac-3df1-43da-bf64-86c2920a87bc",
"Value": "A stronghold where seasoned veterans live and train. Also serves as
a recruiting ground. +2 to Stability when adjacent to a Longhouse.\nInherits
affected buildings from: Barracks, Garrison.\nAffects: Castle, Palace."
},
{
"Key": "cb123e1d-25b1-4cad-9a85-11f1bb6547ed",
"Value": "Citadel"
},
{
"Key": "a3b5a26a-e504-4645-ba46-a85e3c0b55e7",
"Value": "A place where the mayor and the townsfolk's representatives debate
how best to govern the settlement.\nInherits affected buildings from: Longhouse,
Town Hall.\nAffects: Bank, Inn, Palace."
},
{
"Key": "4cf73279-d80a-463e-8842-ad6acc75ca22",
"Value": "City Hall"
},
{
"Key": "39a973da-90f7-48c6-bd0f-09165aee2a88",
"Value": "A building where cases are heard and disputes resolved according to
the rule of law by mostly-impartial judges. +4 bonus to resolving problems with the
Warden in this region. Restricted to {mf|baronies|baronies|kingdoms|kingdoms} with
a Lawful alignment.\nAffects: Library."
},
{
"Key": "e13c65a3-0e42-40cb-bea5-08ff4c8e3abe",
"Value": "Courthouse"
},
{
"Key": "e2005ad1-6363-4e35-927e-9ad06adf4fe6",
"Value": "A stronghold of the Mendevian Crusaders, where they recruit and
train new soldiers, and prepare them to face the demons of the Worldwound. +1
sacred bonus to attack and damage against undead and outsiders in the claimed
regions. Counts as a Castle."
},
{
"Key": "5d2ea8db-3f81-4ee2-9a2f-cbf7dc788566",
"Value": "Crusaders' Castle"
},
{
"Key": "99c7f6a4-e08a-43cc-9b3a-dd57140ecbb9",
"Value": "An establishment for dancing and drinking, where members of
different social classes can intermingle discreetly, sometimes wearing masks or
other disguises. Restricted to {mf|baronies|baronies|kingdoms|kingdoms} with a
Chaotic alignment."
},
{
"Key": "bbd380be-aff9-49dd-b082-2b8cc87ebb06",
"Value": "Dance Hall"
},
{
"Key": "829c0a8b-abf4-4a62-861e-0b5200883149",
"Value": "Indestructible walls and towers built by dwarves � the best
architects on Golarion. Counts as Reinforced Walls."
},
{
"Key": "93ab5be2-e264-4b80-beb8-def9b4c06b2c",
"Value": "Dwarven Bastion"
},
{
"Key": "d9e86a4b-57ef-401b-8d34-a160db302a93",
"Value": "A place where foreign diplomats, merchants and other guests live
and do business. For each adjacent building that already provides an Economy,
Espionage, and/or Culture bonus, Embassy Row increases that bonus by +3. Also
provides a +3 bonus when the Grand Diplomat resolves situations in this region."
},
{
"Key": "2549069f-98c8-4311-8dae-f456791c0060",
"Value": "Embassy Row"
},
{
"Key": "e7006fc4-feaa-47f6-9f94-662260b78f55",
"Value": "A fountain built of several enchanted decanters which provides an
inexhaustible supply of fresh water. +1 to Loyalty when adjacent to a Park; +1
Divine when adjacent to a Temple."
},
{
"Key": "745eb655-183f-4858-ae01-1819764b53d9",
"Value": "Everflowing Spring"
},
{
"Key": "4211466e-2006-4195-bf62-aa81320ccf2b",
"Value": "A beautiful garden with quiet nooks, and countless exotic plants
and bright flowers. +1 to Community when adjacent to the Town Hall, +1 to Culture
when adjacent to a Museum, and +2 to Arcane when adjacent to a University. Counts
as a Park."
},
{
"Key": "7f0a084e-faef-4d9d-aff1-70a2ea2b557d",
"Value": "Exotic Garden"
},
{
"Key": "2a752675-4d5c-4d39-a8d0-f0fead92c516",
"Value": "A place where the common folk can trade and have their fun.
Increases Economy by +1 for each adjacent building that increases Economy.
Restricted to {mf|baronies|baronies|kingdoms|kingdoms} with a with a Neutral
alignment.\nAffects: Forge, Foundry, Trade Shop."
},
{
"Key": "6d77c22c-64fc-441e-a1c1-149112787197",
"Value": "Fair"
},
{
"Key": "9cf1aea1-42f1-4c8b-8b5b-159fb376c007",
"Value": "A mix of jousting and other festivities, where brave fighters test
their mettle against each other for the favor of the cheering crowd. For each
adjacent building that already provides an Economy and/or Culture bonus, a Festival
increases that bonus by +1. Counts as a Fair."
},
{
"Key": "c4bd9248-ea42-4374-a58b-bae6d7ab7e4a",
"Value": "Festival"
},
{
"Key": "a8ab7755-27c3-4c0e-84f4-6e7f2eec83d6",
"Value": "A workshop where skilled smiths use advanced technologies and can
craft almost anything. +1 to Economy when adjacent to a Shop, and an additional +1
to Economy when adjacent to a Fair.\nAffects: Castle."
},
{
"Key": "70121707-de27-411a-83f5-f97d27ac60f4",
"Value": "Forge"
},
{
"Key": "9b5497e4-d986-4bf9-9c8b-7b2e28e11e40",
"Value": "A fortified outpost for protection against bandits, foreign
aggressors, and dangerous monsters. +1 to Espionage when located in a settlement
with a Watchtower; +1 to Military in a settlement with a Garrison; and +1 to
Stability in a settlement with a Jail.\nAffects: Jail."
},
{
"Key": "c717f18f-7beb-4493-b237-a2b63edc52d4",
"Value": "Fort"
},
{
"Key": "8869c889-c9a6-4bf3-8ac0-88c42ec10ff3",
"Value": "The city square is where people gather to discuss the latest news,
their plans for the future, and how great it would be to live somewhere else.
Increases Loyalty and one other stat by +1 for each building in the settlement that
increases Loyalty and that other stat, but only once for each stat."
},
{
"Key": "29eee0ed-08f6-461b-a3b3-3304858f9cf0",
"Value": "Forum"
},
{
"Key": "73afbb41-1843-40dc-b2ec-05c4056979c9",
"Value": "Processes and refines ore into finished metal. +1 to Economy when
adjacent to a Shop, and an additional +1 to Economy when adjacent to a
Fair.\nAffects: Castle."
},
{
"Key": "0c4e392b-ab06-4b07-8307-780d007c910a",
"Value": "Foundry"
},
{
"Key": "3132dbee-6637-4aa3-9150-951885cafbb4",
"Value": "An illicit place for games of skill and chance. Wagers are taken on
all manner of stakes. -1 penalty when the Warden attempts to resolve situations in
this region. Every 30 days, decreases Economy by 3 and provides 10 BP. If you paid
more heed to the needs of bandits than the common folk as Community rank increased,
provides an additional 1-100 BP every 30 days.\nCan only be built in settlements
housing a Thieves Guild. Restricted to {mf|baronies|baronies|kingdoms|kingdoms}
with a with a Neutral, Chaotic Neutral, Neutral Evil or Chaotic Evil alignment."
},
{
"Key": "b5e68b1e-5128-47ed-a6b8-fbe54fe51745",
"Value": "Gambling Den"
},
{
"Key": "703a8b69-2858-449d-a447-dab68a686c03",
"Value": "A large building to house armies, train guards, and recruit
militia. +1 to Stability when adjacent to a Longhouse.\nInherits affected buildings
from: Barracks.\nAffects: Bank, Fort, Troll Quarters."
},
{
"Key": "ae351249-e327-4b82-b33c-665e3bb869e2",
"Value": "Garrison"
},
{
"Key": "ea6e3013-ce72-4298-a17f-0177a2a2af17",
"Value": "A living place for goblins. Could easily be mistaken for a garbage
dump.\nAffects: Barbarian Arena."
},
{
"Key": "2431aaba-73ae-496c-9c1b-8ba6e1108c20",
"Value": "Goblin Quarters"
},
{
"Key": "16f7ae9f-2250-46cf-9ee5-9c99d4a93506",
"Value": "A place to store grain and food.\nAffects: Windmill."
},
{
"Key": "46c8cda5-85b3-4f98-93dd-3ef9a71314c9",
"Value": "Granary"
},
{
"Key": "67c3f858-226e-415f-9a64-e909166f6606",
"Value": "An architectural masterpiece, praising its patron deity with its
majesty. +1 to Divine when adjacent to a Monument, and +1 to Loyalty when adjacent
to a Longhouse.\nInherits affected buildings from: Shrine, Temple.\nAffects:
Palace."
},
{
"Key": "88c5acd3-5c98-4c97-ad4f-a4edd5a4025f",
"Value": "Grand Temple"
},
{
"Key": "60d40b08-c964-44b6-af59-aa7e7ab732d8",
"Value": "An enterprise where eccentric halflings create amazing tinctures
and other alchoholic beverages. 10% chance to earn 3 BP each week, and 10% chance
to earn 1 BP each week."
},
{
"Key": "64db0d5b-0c8d-4c57-ab20-fdbe549add29",
"Value": "Halflings Brewery"
},
{
"Key": "e2266ffc-e42b-47fc-9798-af5905d5a80c",
"Value": "A stronghold where Hellknights live, keep their prisoners and
shield themselves from their enemies. +1 profane bonus to attack and damage against
chaotic creatures in claimed regions. Counts as a Castle."
},
{
"Key": "6d425922-efed-4d27-b597-d351e46f7dfe",
"Value": "Hellknight Castle"
},
{
"Key": "88fb2593-cdf9-4878-8a33-0171421ff64d",
"Value": "The workshop and home of a gardener, healer, poisoner, and creator
of potions. +1 to Arcane when adjacent to a Shrine."
},
{
"Key": "e1bf066b-c773-461c-afdc-c5684acdd6a1",
"Value": "Herbalist's House"
},
{
"Key": "a0499257-2c8e-4037-b05b-afb2c3c6597a",
"Value": "A place for healing the sick. +1 bonus to the Regent or Councilor
when resolving situations in this region. Restricted to {mf|baronies|baronies|
kingdoms|kingdoms} with a Good alignment."
},
{
"Key": "f5079027-7171-4dcb-a1c8-47c94f518e24",
"Value": "Hospital"
},
{
"Key": "656f44b6-fd84-4178-a370-548743809494",
"Value": "A place for visitors to spend the night. +1 to Relations when
adjacent to a Longhouse, +2 when adjacent to a Town Hall, and +3 when adjacent to a
City Hall. Inherits affected buildings from: Tavern."
},
{
"Key": "7740ee65-6fcc-4668-b1b5-cc188f086655",
"Value": "Inn"
},
{
"Key": "2c42ab5f-91fe-40ed-b9b6-413261b7068d",
"Value": "King Irovetti's former palace impresses with its pomposity. Counts
as a Palace."
},
{
"Key": "d3b7b174-4994-4bd3-80c3-5069637662d1",
"Value": "Irovetti's Palace"
},
{
"Key": "481b819d-72f0-495c-87cc-185e9630a508",
"Value": "A fortified structure for housing criminals. +1 to Stability when
adjacent to a Barracks, and another +1 to Stability when adjacent to a
Fort.\nAffects: Fort."
},
{
"Key": "6ccc5a79-0e8f-4757-a592-6b76ab5805b2",
"Value": "Jail"
},
{
"Key": "ef63e3d5-3cf4-48ed-94a6-7a85e3cd7392",
"Value": "This garrison consists of Justiciars � followers of Abadar, who
protect order and law. +1 to Stability when adjacent to the Longhouse, and another
+1 when adjacent to the Museum or Bank. Counts as a Garrison."
},
{
"Key": "0b298d50-cfe2-4b53-a253-51811959f88f",
"Value": "Justiciars' Garrison"
},
{
"Key": "5bfb0e55-364e-4c99-94d8-9d341c4a1a95",
"Value": "A nasty place with narrow passages and deep shadows � the perfect
environment for a kobold. +3 to Espionage when adjacent to a Thieves or Assassins
Guild.\nAffects: Barbarian Arena."
},
{
"Key": "b2bc2e85-7e07-4547-b4e0-550ebe103555",
"Value": "Kobold Quarters"
},
{
"Key": "9569e392-8360-4873-82df-d618158e18ce",
"Value": "A large building containing books, often overseen by a sage or
scholar. +1 to Stability when adjacent to a Courthouse, and +1 to Culture when
adjacent to a Printing House."
},
{
"Key": "724aee61-4006-4166-a58e-15a4fa87585d",
"Value": "Library"
},
{
"Key": "30683977-6c96-49f0-9eae-7ccd52ecf360",
"Value": "A welcome sight for any sailor, and a guiding light for river
ships. Can only be built in a lighthouse slot."
},
{
"Key": "603f76a4-a487-4bfe-b030-d7a1a119d6e2",
"Value": "Lighthouse"
},
{
"Key": "55ca361a-4373-4a9b-ad7d-990b46d5e849",
"Value": "Spacious building for holding meetings and discussions.\nAffects:
Artisan Shop, Artisan Studio, Artisan Workshop, Barracks, Citadel, Garrison, Grand
Temple, Inn, Justiciars' Garrison, Shrine, Tavern, Temple, Temple of Abadar, Temple
of Asmodeus, Temple of Cayden Cailean, and Temple of Gorum."
},
{
"Key": "51458433-f9eb-4c58-80de-64a43d553686",
"Value": "Longhouse"
},
{
"Key": "abecabbb-c85d-4632-a29b-4bf87740a0cd",
"Value": "A mill for producing precut logs, boards, and wood materials needed
for construction. +1 to Relations when located in a settlement with Piers. A Sacred
Grove cannot be built in a settlement housing a Lumberyard."
},
{
"Key": "5b8090ad-c731-4787-852f-876494ab4502",
"Value": "Lumberyard"
},
{
"Key": "60f9e6ac-4d1d-4705-ad64-cea08931b1d8",
"Value": "A shop that specializes in expensive wares and luxuries. +1 to
Economy when adjacent to a Tavern.\nAffects: Forge, Foundry, Smithy."
},
{
"Key": "17171abe-a010-4536-9f93-b2c2379012db",
"Value": "Luxury Store"
},
{
"Key": "33e7be4b-f485-4d9e-9787-45642b1e3f73",
"Value": "A place where mages study arcane secrets. +3 to Arcane when built
in a separate slot.\nAffects: Academy of Magic."
},
{
"Key": "99aea3ec-8e38-49f3-a829-730c9553cdb2",
"Value": "Mage's Tower"
},
{
"Key": "d018258a-10a5-42b1-adb7-b0f0fb4eb35d",
"Value": "A shop that specializes in magical items and spells. +1 to Arcane
when adjacent to a Shrine, and +1 to Divine when adjacent to a Sacred Grove."
},
{
"Key": "801ee76c-b1fe-419e-be3c-a1029a3910df",
"Value": "Magic Shop"
},
{
"Key": "b4037bef-4c91-492e-8a92-5a1d8b854bd4",
"Value": "An institution for training students in magic, spellcasting, and
the crafting of enchanted items. +2 to Arcane for each Mage's Tower in your {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "61fb1968-b432-48b9-9895-2bfa93209424",
"Value": "Academy of Magic"
},
{
"Key": "4efafc68-a440-4376-b781-d0831eb8734f",
"Value": "A huge manor housing a rich family and its servants."
},
{
"Key": "25c48f1f-535f-4939-841d-e5e5f746b3ad",
"Value": "Mansion"
},
{
"Key": "f7a4f965-cef9-4500-84ae-f027dfa6404a",
"Value": "A sturdy harbor, ready for housing any kind of ships.\nAffects:
Lumberyard."
},
{
"Key": "086fccea-8ce6-4778-8665-0c03bad8401a",
"Value": "Marina"
},
{
"Key": "dbc5a8e3-d1b1-4a63-8ce7-5fcc5639adf5",
"Value": "An institution dedicated to the study of war and the training of
elite soldiers and officers. For each adjacent building that already provides an
Military, Stability and/or Espionage bonus, a Military Academy increases that bonus
by +1."
},
{
"Key": "f1b863e8-f929-4266-979f-6244cc6e9083",
"Value": "Military Academy"
},
{
"Key": "4496a409-55c1-4e16-9bb2-a8332ab4ae8f",
"Value": "A secure building where coins are minted and standard weights and
measures are kept. +3 to Community when adjacent to a Palace, +3 to Stability when
adjacent to a Castle, and +3 to Divine when adjacent to a Cathedral. 2 BP per
week."
},
{
"Key": "cf2f73ef-5bc1-4567-94ad-5d49d3f27a13",
"Value": "Mint"
},
{
"Key": "59ef3f13-30cb-4045-aa91-29535e194e7d",
"Value": "Great ancient stones form this complex structure, which druids use
to track the motions of the stars. +1 to Divine when built in a separate slot.
Restricted to {mf|baronies|baronies|kingdoms|kingdoms} with a with a Neutral
alignment."
},
{
"Key": "cfe9f9ee-b1fa-4fc9-b410-ed8f4cc125f9",
"Value": "Monolith"
},
{
"Key": "2cc89114-e81e-4954-9bd6-9fdd9edee6f3",
"Value": "A monument can be a statue of a city founder, a bell tower, a large
tomb, or a public art display.\nAffects: Grand Temple, Shrine, Temple, Temple of
Abadar, Temple of Asmodeus, Temple of Cayden Cailean, and Temple of Gorum."
},
{
"Key": "2b61be72-5261-465b-9a1f-37e22406e035",
"Value": "Monument"
},
{
"Key": "e59776d1-7ab9-4e0b-80d0-89350dd02e46",
"Value": "A place to display artifacts and art, both modern and historical.
+3 to Culture if a Royal Museum has been opened in the {mf|barony|barony|kingdom|
kingdom}.\nAffects: Exotic Garden, Justiciars' Garrison, Park."
},
{
"Key": "9847601d-aa97-4847-acca-12c02a98353a",
"Value": "Museum"
},
{
"Key": "e4cb539d-f536-4e93-b6c7-0a4fa6b6287b",
"Value": "A school opened by the followers of Nethys, the deity of magic. The
strangest and most unusual magical skills are studied here. For each adjacent
building that already provides an Military and/or Arcane bonus, Nethys' Academy
increases that bonus by +2. Counts as an Academy of Magic."
},
{
"Key": "ab6c228b-3c7e-4e54-a096-6bf862a8dcc5",
"Value": "Nethys' Academy"
},
{
"Key": "50f93847-497a-470e-a2c5-488acefac9eb",
"Value": "A repository for occult knowledge, dedicated to the god of magic.
+1 to Divine when adjacent to a Shrine. Counts as a Library."
},
{
"Key": "72be6d32-21c5-4409-9c83-47201648d483",
"Value": "Nethys' Library"
},
{
"Key": "f9575af2-47e0-48cf-b9d1-a74cdfa04773",
"Value": "A sprawling manor with luxurious grounds that houses a noble
family. Can only be built in a separate slot."
},
{
"Key": "27d3cb35-4c4f-46ec-9c94-236b1a6218ee",
"Value": "Noble Villa"
},
{
"Key": "b0630ad9-2bb1-4f2e-8f3e-c9ca35f1acda",
"Value": "A mage's home and laboratory with a terrifying reputation. Counts
as a Mage's Tower. Penalties to Community and Loyalty are removed when built in a
separate slot."
},
{
"Key": "1a1c95b2-ce6b-4f98-8202-f12da0de477a",
"Value": "Vordakai's Tower"
},
{
"Key": "c0e531ef-00f8-4cc9-9586-a3d015a23ccb",
"Value": "A shelter where orphans and the homeless can find a warm bed and a
bowl of soup. Restricted to {mf|baronies|baronies|kingdoms|kingdoms} with a Good
alignment."
},
{
"Key": "893949c1-0100-4500-ba34-ea2d1cd5cbe4",
"Value": "Orphanage"
},
{
"Key": "63d24a4b-2b0a-46c4-abc2-a2c61aaf518f",
"Value": "A grand edifice and its surrounding grounds, demonstrating wealth,
power, and authority to the whole world. +3 to Community and +1 to Relations when
adjacent to City Hall; +3 to Community and +1 to Divine when adjacent to a Grand
Temple or Cathedral; +3 Community and +1 Loyalty when adjacent to a Park or Sacred
Grove; +3 to Community and +1 to Military when adjacent to a Citadel or
Castle.\nAffects: Cathedral, Mint."
},
{
"Key": "d0068442-88c9-4a0d-bc07-cff2553088ab",
"Value": "Palace"
},
{
"Key": "587a465e-6e18-4204-b08e-b9aae12b560e",
"Value": "A plot of land left untouched for its natural beauty. +1 to
Community when adjacent to the Town Hall, +1 to Divine when adjacent to a Temple,
and +1 to Culture when adjacent to a Museum.\nAffects: Cistern, Everflowing Spring,
Palace."
},
{
"Key": "ef6616ca-91ca-458a-887d-3c0e88c672e5",
"Value": "Park"
},
{
"Key": "65832d35-b9ab-43db-9fe0-643afc3cb17b",
"Value": "A house of the famous Pathfinder Society, where its veterans can
rest between adventures and recruits can sign on with the Society. +3 Insight bonus
to all Knowledge and Lore checks in claimed regions."
},
{
"Key": "7eeb70d2-cb98-4ed2-aba4-9e33e522e6e9",
"Value": "Pathfinder Lodge"
},
{
"Key": "89bb2b9c-c91a-4585-8ccb-cc5f5717945c",
"Value": "Warehouses and workshops for docking ships and handling cargo and
passengers. Can only be build in a water slot.\nAffects: Lumberyard."
},
{
"Key": "396b3fb5-dc1a-40ef-b0bd-6dd1c3f8f24a",
"Value": "Piers"
},
{
"Key": "3caa4bf9-8cdf-4157-b600-5db6f777e167",
"Value": "A place where bards study the art of praising their ruler and
blaming the ruler's enemies. Counts as a Bard College."
},
{
"Key": "93a3e2ca-fd82-4f17-a957-394c3b3f8937",
"Value": "Pitax Bard College"
},
{
"Key": "22574b7b-8d0c-43fe-828f-5ab997032a31",
"Value": "A printing press can create literature at a speed no scribe can
match. +4 to Stability while the {mf|barony's|barony's|kingdom's|kingdom's}
alignment is Lawful; +4 to Loyalty while the {mf|barony's|barony's|kingdom's|
kingdom's} alignment is Chaotic; +4 to Community while the {mf|barony's|barony's|
kingdom's|kingdom's} alignment is Good; +4 to Military while the {mf|barony's|
barony's|kingdom's|kingdom's} alignment is Evil; and +2 to Economy and Culture
while the {mf|barony's|barony's|kingdom's|kingdom's} alignment is in any way
Neutral � +4 to both if it is true Neutral.\nAffects: Library."
},
{
"Key": "15ed7d62-776b-41f6-99ef-5fbaa8435adb",
"Value": "Printing House"
},
{
"Key": "8f3f7260-94e9-4084-b450-47b27b47279b",
"Value": "The best fortifications that a wealthy city can afford. +1 to
Stability when located in a settlement with a Barracks.\nAffects: Castle,
Watchtower."
},
{
"Key": "6d48de75-a93b-4918-9eb5-5950a1d076bd",
"Value": "Reinforced Wall"
},
{
"Key": "53fa2520-04a9-4dfa-baa2-46013a12921f",
"Value": "An impressive collection of art and relics, which silently tell the
history of these lands. +3 to Culture for each of the Storyteller's completed
collections.\nAffects: Exotic Garden, Museum."
},
{
"Key": "dd8455f6-db95-425b-afa6-1d953372533c",
"Value": "Royal Museum"
},
{
"Key": "5a72ded5-ecb0-4bac-9721-68e7a54aae61",
"Value": "A bastion of the old druidic religions, often centered around runic
megaliths and stone circles. Must be built adjacent to a Monolith. Cannot be built
in a settlement housing a Lumberyard.\nAffects: Magic Shop, Palace."
},
{
"Key": "4200fb3c-dd1a-4a52-8b18-38a602698119",
"Value": "Sacred Grove"
},
{
"Key": "f138fbb9-defa-4efa-8638-f001c1df05cd",
"Value": "A place where the local children learn to read and write. +1 to
Divine when adjacent to a Shrine. +1 to Military when adjacent to a Barracks."
},
{
"Key": "c5808647-32ae-4a38-bc39-f9c05e7c7152",
"Value": "School"
},
{
"Key": "08b1ad0e-0d3e-47c8-8f12-d851bebf4153",
"Value": "The humble shop of a local artisan. +1 to Economy when adjacent to
a Tavern or Longhouse."
},
{
"Key": "a3ada964-e6df-4f80-8172-266ddb4cab87",
"Value": "The sophisticated studio of a local artisan. +1 to Economy when
adjacent to a Tavern or Longhouse."
},
{
"Key": "442a24a9-4684-4252-98df-730339b6aa27",
"Value": "The fully-equipped workshop of a local artisan. +1 to Economy when
adjacent to a Tavern or Longhouse."
},
{
"Key": "8b437fce-31dc-430a-b875-447dce48d282",
"Value": "A general store. +1 to Economy when adjacent to a Tavern.\nAffects:
Forge, Foundry, Smithy."
},
{
"Key": "c436bf14-6d16-4b01-b0fb-1f4f7bce382d",
"Value": "Shop"
},
{
"Key": "6cf8d4da-c6c2-4b02-b9b4-c0896b71252e",
"Value": "A small shrine or similar holy site. +1 to Divine when adjacent to
a Monument, and +1 to Loyalty when adjacent to a Longhouse.\nAffects: Alchemist
Laboratory, Herbalist's House, Magic Shop, Nethys' Library, School."
},
{
"Key": "cacbf172-2884-4207-a2db-30838747b30f",
"Value": "Shrine"
},
{
"Key": "7741b77c-1213-488f-bde1-bda0de0506e3",
"Value": "A workshop for crafting all kinds of metal products, from the sword
of a noble knights to the nail of a humble carpenter. +1 to Economy when adjacent
to a Shop."
},
{
"Key": "c36d30ff-af08-41f0-bf64-5bb1edd09f4e",
"Value": "Smithy"
},
{
"Key": "e37676fc-53ec-4bc8-b093-4e96e0965d51",
"Value": "A wooden structure designed to put local criminals on display and
give the townsfolk a chance to mock them. +1 bonus for solving problems in this
region. Restricted to {mf|baronies|baronies|kingdoms|kingdoms} with an Evil
alignment."
},
{
"Key": "a31e6c1f-6239-4b66-8a50-aeb65e9d226c",
"Value": "Stocks"
},
{
"Key": "eacec36a-f466-4f27-9abc-54c3c51a1701",
"Value": "A stone wall provides better protection than a Wooden one. +1 to
Stability when located in a settlement with a Barracks.\nAffects: Watchtower."
},
{
"Key": "2c7f4efb-f7c1-45a2-854b-72af7d2bcf26",
"Value": "Stone Wall"
},
{
"Key": "397fdd28-78cb-4b88-a03b-d92c9a5c7320",
"Value": "A stronghold of the famous Aldori Swordlords, where they train new
warriors. For each adjacent building that already provides an Military, Stability
and/or Loyalty bonus, a Swordlord Academy increases that bonus by +1. Counts as a
Military Academy."
},
{
"Key": "72e267aa-c072-4662-8f86-a876b2074c64",
"Value": "Swordlord Academy"
},
{
"Key": "d160fa41-3f93-434a-b131-8a8373e4d4d9",
"Value": "Specializes in hides and leather. 1 BP per week. If there's more
than one Tannery in a settlement, the additional ones give a -1 penalty to
Community and Loyalty. Can only be built in a separate slot."
},
{
"Key": "ae8523d2-7444-454d-88a5-c548e02645f8",
"Value": "Tannery"
},
{
"Key": "a849d582-78d1-4dce-bf04-b1e79896bcd5",
"Value": "A place for eating, drinking and asking the host about the local
rumors. +1 to Relations when adjacent to a Longhouse.\nAffects: Artisan Shop,
Artisan Studio, Artisan Workshop, Brewery, Luxury Store, Shop, Trade Shop."
},
{
"Key": "b619fc35-1790-49fc-87e1-35c7079a9ccc",
"Value": "Tavern"
},
{
"Key": "d40e06e9-a7c6-46c0-a767-67211b07c90f",
"Value": "This arcane hub allows a select clientele to travel the world
across a magical teleportation network."
},
{
"Key": "a652fcf7-a968-41b3-8d84-96cd7bd928b4",
"Value": "Teleportation Circle"
},
{
"Key": "0027915f-1107-4b07-af24-21da021ff1a0",
"Value": "The clergy of Abadar teach their parishioners to obey the
authorities, and revere the social order and its laws. +1 to Divine when adjacent
to a Monument, and +1 to Community when adjacent to a Longhouse. Counts as a
Temple."
},
{
"Key": "56c36ae8-07b3-4b67-adcc-9ae870f0ae1c",
"Value": "Temple of Abadar"
},
{
"Key": "51ef814f-d716-4e53-b322-baea5209c080",
"Value": "The clergy of Asmodeus teach their parishioners to submit to
authority and order � and exploit the law at every turn. +1 to Divine when adjacent
to a Monument, and +1 to Stability when adjacent to a Longhouse. Counts as a
Temple."
},
{
"Key": "60642e51-d950-41c4-9f2e-c9deef9bf132",
"Value": "Temple of Asmodeus"
},
{
"Key": "4bfb24a2-4aa7-4155-b5f7-ef996a077921",
"Value": "A temple dedicated to the god of bravery, freedom, and alcohol.
Could easily be mistaken for a tavern. +1 to Divine when adjacent to a Monument,
and +1 to Loyalty when adjacent to a Longhouse. Counts as a Temple."
},
{
"Key": "8b69933c-c4c4-4da7-85b5-b8381d943c87",
"Value": "Temple of Cayden Cailean"
},
{
"Key": "06fc46b3-f0a3-42e6-8038-2c1b2e98ccf5",
"Value": "A temple of the god of battle, who considers war cries the greatest
prayer. +1 to Divine when adjacent to a Monument, and +1 to Military when adjacent
to a Longhouse. Counts as a Temple."
},
{
"Key": "296a7f28-fe8b-4c0c-9b44-a473ce40fbcd",
"Value": "Temple of Gorum"
},
{
"Key": "549d0223-d53b-4c0c-a259-c23514886719",
"Value": "A large place of worship dedicated to a deity. +1 to Divine when
adjacent to a Monument, and +1 to Loyalty when adjacent to a Longhouse.\nInherits
affected buildings from: Shrine.\nAffects: Everflowing Spring, Park."
},
{
"Key": "9ca9ac47-7827-43f5-8729-ef669a70f1a7",
"Value": "Temple"
},
{
"Key": "2a51b346-6712-4ba7-b369-499042409979",
"Value": "A venue for providing entertainment such as plays, operas and
concerts. Increases Culture by 1 for each adjacent building that increases
Culture."
},
{
"Key": "a2f9c2cf-e6d3-47e3-8dda-4ba8e1e8902e",
"Value": "Theater"
},
{
"Key": "90b613bc-d530-4dd2-8592-28c8bdd6e4ca",
"Value": "A criminal union that trains thieves, hides them from the guards,
and organizes jobs. Decreases Loyalty by 1 each time the Warden addresses a
situation in this region. Additionally, if you paid more heed to the needs of
bandits than the common folk as Community rank increased, the guild increases
Loyalty by +1 each time the Regent addresses a situation in this region. However,
if you supported the common folk, this decreases Loyalty by -1 instead.\nDecreases
Economy by -1 every 30 days, but provides 25 BP if you favored the
bandits.\nRestricted to {mf|baronies|baronies|kingdoms|kingdoms} with a with a
Neutral, Chaotic Neutral, Neutral Evil or Chaotic Evil alignment.\nAffects:
Kobold's Quarters."
},
{
"Key": "dad57001-3295-41fb-ae52-bcd421b377b1",
"Value": "Thieves Guild"
},
{
"Key": "93fca83d-403c-4528-b527-121edbcc1af4",
"Value": "A venue for public meetings and a repository for the town's
records.\nInherits affected buildings from: Longhouse.\nAffects: Andoran Bank,
Exotic Garden, Inn, Park."
},
{
"Key": "c81907ae-d4db-4575-baf0-56cf6d5a401d",
"Value": "Town Hall"
},
{
"Key": "55597c8e-354b-4ee0-bb56-7279ca937693",
"Value": "A shop for a tradesman, such as a baker, butcher, candle maker,
cooper, or rope maker. +1 to Economy when adjacent to a Tavern, and an additional
+1 to Economy when adjacent to a Fair.\nAffects: Forge, Foundry, Smithy."
},
{
"Key": "90db1f44-00f5-4096-9e6d-555eca1a6486",
"Value": "Trade Shop"
},
{
"Key": "15cc72fa-4dde-4a48-b6b4-99cb006cfebe",
"Value": "A common quarter of the town turned into a dirty troll lair. +3 to
Military when adjacent to a Garrison.\nAffects: Barbarian Arena"
},
{
"Key": "8ed3ed65-f0c0-4dcd-84b1-411c2349760f",
"Value": "Troll Quarters"
},
{
"Key": "d971692b-4a16-46e7-9659-6bdc4ea4abd4",
"Value": "An institution of higher learning, focusing mainly on mundane
subjects but dabbling in magic theory as well. +2 to Relations if the {mf|barony's|
barony's|kingdom's|kingdom's} alignment is Chaotic; +2 to Economy if the {mf|
barony's|barony's|kingdom's|kingdom's} alignment is Neutral; or +2 to Espionage if
the {mf|barony's|barony's|kingdom's|kingdom's} alignment is Lawful. Can only be
built in a settlement with a Library.\nAffects: Exotic Garden."
},
{
"Key": "2427b614-77c2-4e6c-8306-9c0595b8692a",
"Value": "University"
},
{
"Key": "249c4f76-00fb-4a00-b1fd-d9ccebe6906c",
"Value": "A friendly place where you can spend a night for a few coins.
Counts as an Inn."
},
{
"Key": "8968776d-31bc-4025-8441-ee56bc501c90",
"Value": "Varnhold Inn"
},
{
"Key": "1f27ad1f-15c4-4ef0-8659-f75eace7e327",
"Value": "A mystical place where mages and sages study dangerous and
unnatural secrets. Counts as a Mage's Tower."
},
{
"Key": "ceeb8da9-914f-4ff4-9932-7181c448efd7",
"Value": "Vault of Forbidden Knowledge"
},
{
"Key": "21b57c04-f149-45ec-a577-039e26d5ab27",
"Value": "A tall structure that serves as a guard post and landmark. +1 to
Military when located in a settlement with a Barracks. +1 to Stability when located
in a settlement with Walls. Could only be built in separate slot.\nAffects: Fort."
},
{
"Key": "e77b20fa-16ac-4aa3-94eb-4083d75b07c5",
"Value": "Watchtower"
},
{
"Key": "af005e52-0424-4abb-98bb-2950018efc42",
"Value": "A port for arrival and departure by water. A center of commerce,
with facilities for building ships.\nAffects: Lumberyard."
},
{
"Key": "36668e58-58a8-49e2-99e9-8b1b877fa379",
"Value": "Waterfront"
},
{
"Key": "7e7fb6a6-d3ac-4253-8fa7-8d151852053c",
"Value": "A wind-driven mill for grinding grain. +1 to Community if located
in a settlement with a Granary or a Brewery; +2 if there's both. Can only be built
in the separate slot.\nAffects: Brewery."
},
{
"Key": "070179e1-f3db-4a48-9e62-cceb76510a01",
"Value": "Windmill"
},
{
"Key": "d633af72-238f-4f20-aac1-a9f33023314c",
"Value": "A stockade that establishes the settlement's borders and helps
protect it from raiders.\nAffects: Watchtower."
},
{
"Key": "c4f3018f-b012-4172-98de-9fa9370b5e92",
"Value": "Wooden Wall"
},
{
"Key": "2b131aa6-7a40-450a-ad81-f60fb9d24ff3",
"Value": ""
},
{
"Key": "a1016fa5-6ddf-4ca8-9960-9db92fce3c5a",
"Value": ""
},
{
"Key": "85c0691b-c7f0-4a79-b286-c2506bae6ca5",
"Value": "The same talented artisan that had taken up residence in the {mf|
barony|barony|kingdom|kingdom} distinguished themselves again with another
masterpiece. Alas, some scoundrels robbed the workshop and stole the precious work.
The artisan demands justice!"
},
{
"Key": "c54d629a-0921-415d-a8fc-fcf834b51a8d",
"Value": "The Artisan's Loss"
},
{
"Key": "54e0ca35-0fdb-4aa8-a32d-54e421e8ee1a",
"Value": "The Regent dismissed the artisan's problems, and the latter left
the {mf|barony|barony|kingdom|kingdom} in anger."
},
{
"Key": "af0c5e5c-5363-49e7-8b88-8c0179623d5f",
"Value": "The regent dismissed the artisan's problems, and the latter left
the {mf|barony|barony|kingdom|kingdom} in anger."
},
{
"Key": "5c7db0b8-262f-43fd-9ca4-06f40bf4beff",
"Value": "The Regent appealed to the people, entreating their help in
locating the masterpiece. Alas, the missing item was nowhere to be found, but it
was good for the people to unite around a common goal."
},
{
"Key": "39382d0f-0523-45d0-b877-4b5901cf433b",
"Value": "The Regent's appeal was not lost upon the population. The search
parties quickly located the thief who had stolen the masterpiece. A vibrant
festival was held to honor the recovered treasure."
},
{
"Key": "acd9a783-9399-41cc-8e86-ea49b17fc619",
"Value": "The Treasurer refused to allocate funds to search for the thieves,
and the artisan left the {mf|barony|barony|kingdom|kingdom} in anger."
},
{
"Key": "15e6c216-33cb-48c3-b91d-2b6950147741",
"Value": "The Treasurer refused to allocate funds to search for the thieves,
and the artisan left the {mf|barony|barony|kingdom|kingdom} in anger."
},
{
"Key": "e79d7490-e0e6-4b55-85ee-626ae6eb3f7b",
"Value": "By hiring the best scouts, the Treasurer managed to locate the
robbers who were plundering workshops throughout the {mf|barony|barony|kingdom|
kingdom}. The artisan's masterpiece was nowhere to be found, but other craftsmen
recovered their precious tools and materials."
},
{
"Key": "92979ab0-8729-47bb-8b5f-460a612252a0",
"Value": "Hiring a small army of scouts, the Treasurer not only found the
stolen masterpiece, but captured the whole gang, who'd been a plague on artisans
and craftsmen throughout the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "9e780481-4070-4c86-a4df-8c5a038ace28",
"Value": "The Warden dismissed the artisan's problems, and the latter left
the {mf|barony|barony|kingdom|kingdom} in anger."
},
{
"Key": "5d527743-d590-465a-8dbd-0e2e903352cf",
"Value": "The Warden dismissed the artisan's problems, and the latter left
the {mf|barony|barony|kingdom|kingdom} in anger."
},
{
"Key": "a34104e7-27ad-42cc-a2bb-fa4c75eaa281",
"Value": "The Warden met with the artisan personally, expressed his
condolences and offered to make up for the trouble caused by the guard's failure.
The happy artisan received several former guards as his new apprentices, who
studied and passed on his trade secrets."
},
{
"Key": "82ebe2dc-b8da-473d-9502-cd84b9a34acc",
"Value": "The Warden offered the artisan all the resources he'd require to
recreate the masterpiece. A few days later, the master repeated his success and
disclosed the secrets of its creation to his colleagues, who immediately applied
this knowledge to their work."
},
{
"Key": "0957d697-8c66-4580-ad73-20971b9be56a",
"Value": "You didn't assign an advisor, and let this opportunity pass by."
},
{
"Key": "54ce958f-d2f9-4e86-ac4c-12ae61567192",
"Value": "You didn't assign an advisor, and left this problem unresolved."
},
{
"Key": "b201ab79-2305-438c-b9ff-1820d5363a2b",
"Value": "Some peasants captured an intruder who entered their village in the
middle of the night. They charge him with being a Galtan spy, and are threatening
to hang him. The captured half-elf claims that he's just an ordinary wanderer, and
he begs for mercy."
},
{
"Key": "a586a346-1f7d-4b87-b24f-876aed87630e",
"Value": "The Intruder"
},
{
"Key": "d83daf84-1ae6-417a-92d3-014c7dca2d6d",
"Value": "The Minister was right to arrest the suspicious half-elf. He was
identified in the capital as a notorious gang chieftain, who's been evading justice
for years."
},
{
"Key": "fe92e229-a3d8-4241-b43e-735f1a1ea5b6",
"Value": "The Minister arrested the suspicious half-elf. He turned out to be
a notorious gang chieftain, who's been evading justice for years. His interrogation
led to the capture of his entire gang."
},
{
"Key": "417af880-2021-4100-bb5b-bbe4ff7b95dc",
"Value": "What would a Galtan spy be doing in a remote village? The Minister
set the half-elf free. A short time later, the village was attacked by thieves led
by the \"wanderer\"..."
},
{
"Key": "1975cfb4-b93a-4f8a-8bfd-ab247ca0cf58",
"Value": "A large trade caravan stopped at the capital. Its masters, it is
said, are major merchants of Andoran. It's time to show them some hospitality..."
},
{
"Key": "ec562f71-90f1-4a93-88f7-acd34eaed448",
"Value": "The Art of Making Friends"
},
{
"Key": "5383c06f-4651-44bd-968f-1f8b874c955d",
"Value": "The merchants were very happy with the hunt that the General
organized."
},
{
"Key": "bc7c743f-3b6d-4573-9f1d-65bab9ee2aca",
"Value": "The merchants were impressed by the scale of the hunt that the
General organized. They decided they'd return again next year."
},
{
"Key": "8a8060b1-36c1-4d51-b6dd-e1a816db000f",
"Value": "The hunt that the General organized was a scandalous failure! A few
guests strayed from the hunting party and were lost in the swamp. One of them
nearly drowned!"
},
{
"Key": "d9e02331-5745-4812-b342-11db4944f868",
"Value": ""
},
{
"Key": "4392ec93-29f1-4315-99bc-764e17bcc195",
"Value": ""
},
{
"Key": "20769db5-38b4-4e30-ad22-2a5845d5754f",
"Value": ""
},
{
"Key": "11e23bd8-b3b5-4b70-8d7d-db4da4e078bb",
"Value": "The formal dinner presented by the advisor flattered the
merchants."
},
{
"Key": "4b70e5e5-80c2-4c2f-a6fc-90fc12082fbb",
"Value": "The high-ranking priests of the capital attended a formal dinner
party organized by the advisor. Fine food and music impressed our foreign guests."
},
{
"Key": "b11d7b63-1463-4375-9889-66b32435246d",
"Value": "The guests nodded off during the advisor's welcome speech."
},
{
"Key": "c42c7d5f-eaf9-4cfa-aeb0-e3a1f51a15b4",
"Value": "The Curator invited the visitors to a show at the theater. The
merchants were impressed by cast's acting and the director's creativity."
},
{
"Key": "a0494fdd-c37c-4dca-95ba-0d7ca8124972",
"Value": "The merchants loved the painting picnic organized by the Curator.
They were particularly impressed by a trendy metropolitan philosopher. The dwarf
managed to prove that all the guests were merely figments of his imagination."
},
{
"Key": "5ae6be1e-f588-47d4-a55e-71b8b47306e5",
"Value": "The Curator is furious. {mf_Curator|He|She} invited the merchants
to meet with a famous writer, but none of them showed up."
},
{
"Key": "5ffaba28-4035-4d38-b1da-d87c5e55cda0",
"Value": "Some disreputable vendors are offering a litter of puppies found in
a troll cave. The whelps may grow into fine hounds... unless they tear their
masters to pieces."
},
{
"Key": "3d428c08-1d83-486e-80bf-8284ac6e71dc",
"Value": "Man's Best Friend"
},
{
"Key": "972f2147-a1e2-4445-a2f0-2effc3f939ce",
"Value": "How embarrassing! By the looks of it, the dealers were just selling
ordinary mutts!"
},
{
"Key": "3f234484-eb77-4507-b67f-2fd914fca8e1",
"Value": "The Treasurer took the deal, but it soon became clear that none of
the court dog trainers could tame the beastly whelps..."
},
{
"Key": "67bbfffd-7f6e-45d6-b384-0adf306b957e",
"Value": "The Treasurer purchased the litter and hired the best dog trainer
in the city."
},
{
"Key": "37f5015d-9333-4c93-9b60-2b214f92dc98",
"Value": "The Treasurer purchased the litter, and hired the best dog trainer
in the city. The beastly dogs are unmatched in the hunt."
},
{
"Key": "d78b9b5a-6c1e-401f-b396-edb0e55221b7",
"Value": "The Warden was suspicious, so they agreed to the deal, but then
arrived with a squad of guards. The vendors turned out to be a part of a smugglers'
network."
},
{
"Key": "00fdf80f-427c-4778-a941-e1f19560d129",
"Value": "The Warden was suspicious, so they agreed to the deal, but then
arrived with a squad of guards. The vendors turned out to be a part of a smugglers'
network, and they turned in their cohorts."
},
{
"Key": "b3af2dd5-5d47-4792-9f9c-75de38884d68",
"Value": "The Warden doubted that this was an honest trade, and ordered the
vendors arrested. However, when the guards looked for them at the tavern they were
nowhere to be found."
},
{
"Key": "a7ff0d02-8846-4e38-92be-2e74ff06c45e",
"Value": "Rumor has it that conflicts between members of different races have
intensified in the region. More and more complaints have been received, but the
local guards deny everything. The situation demands action before it becomes
violent."
},
{
"Key": "24b1e778-4652-4e35-aa60-55b5fee7caac",
"Value": "Good Neighbors"
},
{
"Key": "50faca31-e279-4792-9cc8-6a4d784f318b",
"Value": "The Curator organized a sports competition. Several teams were
gathered: a team of humans, an elven team, a dwarven team, and the rest. Alas, the
fighting started on day one."
},
{
"Key": "b3067ff2-c823-4b10-9f61-1dd897994b9e",
"Value": "The Curator commissioned a \"Festival of Unity\" for the whole
region. But only a handful of bored visitors showed up to watch the bards and
musicians perform."
},
{
"Key": "a9ecf229-54b5-4f83-b504-4683367e6ff9",
"Value": "The Curator commissioned a local troupe to stage a play about the
Stag Lord's gang. Tensions in the region are easing off. The people still remember
the times of trouble, and are discussing the politics of their new ruler."
},
{
"Key": "e1b5d738-ba01-4b43-a1d4-be8909ac64ec",
"Value": "The court cartographer reports that some of the {mf|barony|barony|
kingdom|kingdom}'s maps appear to be outdated. Which of your advisors could help
the scholar update them?"
},
{
"Key": "d8506626-04ea-4cab-a9fd-4cd75bb51daa",
"Value": "Blank Spots"
},
{
"Key": "d7661f2c-ec4a-49ed-8509-347aab9c2e31",
"Value": "A cartography expedition discovered a mineral spring in the forest!
The Treasurer is preparing to build a large salt-processing factory there."
},
{
"Key": "89763078-4371-4ed6-83c7-41a8594f2ef3",
"Value": "A cartography expedition discovered a mineral spring in the forest!
The Treasurer is planning to open a health resort there, adjoining a substantial
salt-processing factory."
},
{
"Key": "5fa299f0-1ac3-4ea7-be5b-b6b9e68e20fa",
"Value": "The Treasurer failed to find any use for the new maps."
},
{
"Key": "9547087d-7b61-4fef-a58d-8c2eaa846d8d",
"Value": ""
},
{
"Key": "dbc39edd-4fa3-4006-b96f-c41077fdfe8c",
"Value": ""
},
{
"Key": "5cdc6f4a-d73a-4267-914f-c35445d103ba",
"Value": ""
},
{
"Key": "e4b90d59-f422-447e-b727-40d4124548fc",
"Value": "The Warden placed his best scouts at the scholar's disposal. Now
the guards have a map of all the bandit trails and the lairs of dangerous beasts."
},
{
"Key": "0926ded9-0a08-4d62-a93a-e2181d08ccad",
"Value": "A squad of guards helped the scholar map out the bandit trails and
the lairs of dangerous beasts. What's more, they found a smuggler's stash in one of
the caves!"
},
{
"Key": "318acd5c-319f-4f57-a370-71f5aa0ec8c2",
"Value": "Unfortunately, the Warden failed to make use of this opportunity."
},
{
"Key": "c5b4fd45-e981-450a-a510-f84e7d64d993",
"Value": "The Curator and the cartographer mapped out the safest and most
convenient travel routes."
},
{
"Key": "07679ea2-e2ac-4827-be2b-b1acc69a866c",
"Value": "Together, the Curator and the cartographer mapped out the safest
and most convenient travel routes. The Curator sent copies of the map to the major
foreign merchants."
},
{
"Key": "aefb798c-f044-445c-961d-f52ae0d92204",
"Value": "The Curator and the scholar failed to find common ground."
},
{
"Key": "f36c7eea-0f96-40a5-959e-93d1bd95e4c0",
"Value": "The orcs of Belkzen are holding a great augury to decide where
their armies should go next. If their gods send them east, it could mean a lot of
trouble for the {mf|barony|barony|kingdom|kingdom}. The results of their divination
might need to be subtly \"adjusted\", lest we become the object of an orc
invasion."
},
{
"Key": "98c8dcc4-09ee-474a-a6ac-7d0de93345fe",
"Value": "A Great Augury"
},
{
"Key": "0bc49968-8936-4a40-a9ad-c468b7bd4f96",
"Value": "The gods were swayed by the prayers of the {mf_HighPriest|High
Priest|High Priestess}, and ensured that the augury points in a direction away from
the {mf|barony|barony|kingdom|kingdom}. However, the orcs have their own divine
patrons, who decided to punish the mortals for their insolence, and told the orcs
to go east nevertheless. Bands of orcs have pillaged the frontiers, and burned down
smaller settlements."
},
{
"Key": "ff9864cf-2200-418f-9ba5-ff6d616e04ab",
"Value": "The gods responded to the prayers of the {mf_HighPriest|High
Priest|High Priestess}. They intervened in the auguries, and told the orcs to go
northward. The {mf|barony|barony|kingdom|kingdom} is safe."
},
{
"Key": "280e35b9-b578-4cc4-a1e6-f048a9026dc1",
"Value": "The Magister's attempt to magically intervene into the auguries did
not go as planned. Whatever influence magic may have had, the bones unmistakably
pointed east. Bands of marauding orcs have already been sighted on the borders."
},
{
"Key": "def73496-f4bf-4af9-b807-1a020243a47d",
"Value": "The Magister's spell influenced the auguries and made them point to
the lands north of Belkzen. The {mf|barony|barony|kingdom|kingdom} is safe."
},
{
"Key": "a6268adb-a96d-4338-8415-ddcdd0e76238",
"Value": "The Minister's attempt to bribe the orc shamans failed. It's
possible that their offence somehow translated into the direction the bones
pointed: eastward, towards our lands. Bands of marauding orcs have already been
sighted on the borders."
},
{
"Key": "0511ef92-696b-448a-ac64-8c5cc25af75d",
"Value": "The Minister's attempt to bribe the orc shamans was successful. The
auguries determined that the orcs should raid the lands north of Belkzen. The {mf|
barony|barony|kingdom|kingdom} is safe."
},
{
"Key": "c519ea52-97cf-4020-ae2d-0a0732445503",
"Value": "The lizardfolk of Orthult are to crown a new chief. An invitation
has been delivered to the capital, and it is meant as a great honor. However, the
first matter of business at the ceremony will be the eating of the deceased king.
It would be best to find a diplomatic way to politely refuse participation in this
dubious ritual."
},
{
"Key": "b3f11adf-c65b-438c-b3b8-38bee13afc19",
"Value": "The Chief Is Dead. Long Live the Chief!"
},
{
"Key": "b0c393fb-d5f8-4ec2-b336-4a172a2ca9b4",
"Value": "Alas, the advisor failed to tactfully explain the {mf|baron's|
baroness'|King's|Queen's} refusal to partake in the ceremony. The lizardfolk are
appalled at the incomprehensible show of disrespect!"
},
{
"Key": "819359f8-df19-48ad-9dc6-4210ad60f15f",
"Value": "The advisor managed to politely decline the invitation. The
lizardfolk thoughtfully listened to a lengthy explanation about cultural
differences and how the {mf|baron|baroness|King|Queen} is rather busy at the
moment, without really understanding what was being said. They were nevertheless
content with this polite refusal."
},
{
"Key": "fe01f56f-c8d3-4088-ac73-e6abca6efe27",
"Value": "One of the minor neighboring barons is on his deathbed. He despises
all of his rightful heirs, so he's decided to conduct a ritual that will turn him
into an immortal undead. However, the baron is afraid that his neighbors might use
this as a pretext to seize his lands. If someone were to provide him protection, he
would surely reward them generously."
},
{
"Key": "0893a5fa-e03b-49c3-8c87-85e0a440cd35",
"Value": "Dead Man's Gold"
},
{
"Key": "87e5a274-022e-4ce0-b60b-2dc82aa9e5cc",
"Value": "The advisor's attempt to trick and overthrow the evil baron fell
through."
},
{
"Key": "b9878a13-eb4d-4d95-9b46-0231735da533",
"Value": "Under the advisor's command, the benevolent warriors managed to
unite and overthrow the evil baron. His grateful people sent the {mf|baron|
baroness|King|Queen} of the Stolen Lands a modest but sincere offering."
},
{
"Key": "49fb5cbd-5f33-44ad-93a0-21d7a07995cd",
"Value": "The wicked baron would not trust the advisor's assurances that
protection can be found in our neighboring {mf|barony|barony|kingdom|kingdom}.
Sadly, he paid dearly for his desire to cut his own path: the evil ruler was
overthrown by his own subjects!"
},
{
"Key": "2e791f6d-c7a9-4a35-98f7-ad40fffa7c1b",
"Value": "The baron was satisfied with the advisor's assurances, and decided
to come to the Stolen Lands. While his own territories remain under his control,
all wealth generated there will be taken into the Stolen Land's treasury, in return
for our protection, which in fact is more akin to captivity."
},
{
"Key": "82637aac-4dbc-41ad-93bd-44f326e39498",
"Value": "The chief of a ferocious Kellid clan drunkenly swore at a feast
that he would go to war and crush these lands. While on the march, he finally
sobered up and realized what a blunder the whole idea was. But he cannot maintain
his honor and respect if he doesn't return victorious. The chief begs the {mf|
baron|baroness|King|Queen} not to fight him in earnest, promising that he will be
eternally grateful."
},
{
"Key": "b8fc4b12-ad18-4e8a-aa3a-96d615daa96a",
"Value": "A Mock Battle"
},
{
"Key": "23d032b3-0bf5-4e40-9576-081900bb8262",
"Value": "The attempted \"arranged battle\" quickly became a source of great
embarrassment, once the neighboring lands caught wind of the agreement with the
Kellid chief. True, barbarians are incapable of keeping their mouths shut... or of
respecting those who fear real battle."
},
{
"Key": "a6ab2c71-01da-488e-9c21-7181167c7bcf",
"Value": "The notion of avoiding bloodshed and limiting the confrontation to
a \"mock battle\" appealed greatly to the advisor. Both sides had a excellent time
out in the field, and a few coins for the bards ensured that this \"great battle\"
would be the toast of every tavern in the land."
},
{
"Key": "966a4618-3a1f-48d3-bb23-dadb43c8b64d",
"Value": "The advisor disapproved of the idea of a \"mock battle\", but
proved unable to protect the {mf|barony|barony|kingdom|kingdom}'s borders in a real
fight. The Kellids pillaged the frontiers, and escaped with hardly any casualties!
The army of the {mf|barony|barony|kingdom|kingdom} has not faced such great shame
in a long time."
},
{
"Key": "8826d3a9-49d3-4ada-abe7-80f12b31525a",
"Value": "The advisor disapproved of the idea of a \"mock battle\". The
Kellids were met in earnest, and both armies covered themselves in glory. The chief
is thankful that he was able to keep his reputation, and that his enemy didn't
stoop to trickery."
},
{
"Key": "7a7eadc8-906b-44c2-b9dd-83e71c4287df",
"Value": "The advisor promised to stage a \"mock battle\", while secretly
arranging for a slaughter. The Kellids were cut down like grass, and their chief
swore that he would have his vengeance. The frontiers are already being raided by
small bands of barbarians, burning everything in their way."
},
{
"Key": "6f061b86-e931-4daf-adab-e60de9a3c6a0",
"Value": "The Kellid took the advisor's word that they would have a \"mock
battle\" � and was caught in a trap. The barbarians were slaughtered to a man, and
the bards were paid well to spread this news across all the neighboring lands. From
now on, the neighboring kingdoms will look upon the {mf|barony|barony|kingdom|
kingdom} with newfound respect."
},
{
"Key": "9d437e45-8f1a-4a86-90e3-357fb6dadc42",
"Value": "A quirky historian and genealogist is willing to provide the {mf|
baron|baroness|King|Queen} with a forged genealogy, which would trace {mf|his|her}
line to a famous adventurer and warrior of Taldor. This could increase the {mf|
baron's|baroness'|King's|Queen's} status among the other monarchs. However, it
could easily be exposed as a lie!"
},
{
"Key": "0a63203e-4ed9-4b32-ade1-3f041ca17748",
"Value": "Genealogy"
},
{
"Key": "d5b0ef0e-f4d0-493c-8ab4-a47149806f10",
"Value": "Despite the advisor's help, the {mf|baron's|baroness'|King's|
Queen's} family tree turned out to be impressive � but not very convincing. It's
doubtful that it will bring about anything but an ironic smirk from any of the
neighboring monarchs."
},
{
"Key": "a4445dbe-1e4b-4969-bd3f-82b876f4cd3f",
"Value": "The genealogist did a meticulous job, and the advisor's wise input
made the family tree quite believable. The neighboring monarchs are bound to be
more respectful, now that they know that they're dealing with the descendant of a
thousand-year-old bloodline."
},
{
"Key": "30626b4a-b8b2-44e1-9bd1-61bb22b85fd7",
"Value": "The famous river pirate made a statement before his execution. He
claimed he buried his treasure somewhere in the domain of the {mf|baron|baroness|
King|Queen}! Adventurers from all over the world are rushing to hunt for the
treasure. Perhaps it's worth making sure that it doesn't go to one of the
neighboring states."
},
{
"Key": "5af51c3b-b7c5-4581-88ee-ae9a5bfa9e6b",
"Value": "Dead Man's Chest"
},
{
"Key": "db542ce2-4541-4785-a4f5-bc826505ab30",
"Value": ""
},
{
"Key": "559617c4-0043-429e-bb75-cd5549f1ad15",
"Value": ""
},
{
"Key": "8eaabbb7-fe87-4a7d-8790-4d7c23fb609f",
"Value": ""
},
{
"Key": "33095ac7-c485-4391-bddc-a7663d4408fe",
"Value": "The Warden managed to halt all foreign search parties at the border
of the {mf|barony|barony|kingdom|kingdom}. The treasure was found by an inn-keeper
from the capital, who was happy to pay the appropriate tax."
},
{
"Key": "e2adf832-39b4-4bc9-afad-1084b6141cbb",
"Value": "No foreign adventurers were allowed to cross the border and enter
the {mf|barony|barony|kingdom|kingdom}. The treasure was found by a craftsman from
the capital. The half-orc was so grateful that he made a generous donation to the
state."
},
{
"Key": "2c0442df-0752-4849-bc24-c6448509230e",
"Value": "The Warden failed to stop foreign search parties from crossing the
{mf|barony|barony|kingdom|kingdom}'s border. The treasure was found by an
opportunist from Galt."
},
{
"Key": "976ac8c6-7e03-4c63-af75-b06621b424f4",
"Value": "A pamphlet published by the Curator inspired many subjects to out
hunting for the treasure. An aasimar collector from the capital found the treasure
and paid the appropriate tax."
},
{
"Key": "c6cff685-9467-4c14-b5a9-ac5ab5f7a75e",
"Value": "Bards hired by the Curator immediately spread the word among the
{mf|baron's|baroness'|King's|Queen's} subjects. The treasure was found by an
aasimar � a collector from the capital. To show his gratitude he opened a school
for music and poetry."
},
{
"Key": "886e7a22-5096-4b3c-a53e-599b6e61474f",
"Value": "The Curator failed to arouse the interest of the {mf|baron's|
baroness'|King's|Queen's} subjects. The treasure was won by an opportunistic
sorceress from Restov."
},
{
"Key": "6f8abbfc-566e-4e4e-8995-621d3e06b088",
"Value": "The Minister gathered and equipped several search parties, and
their efforts were successful!"
},
{
"Key": "4085ef35-46c5-415b-afdd-536d3fca1f51",
"Value": "The Minister equipped and dispatched {mf_Spymaster|his|her} best
scout to find the treasure � the experienced halfling found it in no time."
},
{
"Key": "3d492570-d2ff-44c6-935a-d997de3d5029",
"Value": "The Minister's attempts to gather a party to find the treasure
failed. The mercenaries fled, taking with them their initial payment and equipment.
The treasure was found by a daring young aristocrat from Andoran."
},
{
"Key": "d287665a-9a9e-4280-b978-4f9e6e7c10e2",
"Value": "A wandering scientist is offering a medical procedure to the {mf|
barony|barony|kingdom|kingdom}'s warriors. It is supposed to \"purge their blood\"
and greatly increase their strength. He says the risk is \"next to none\"."
},
{
"Key": "bc5de022-975a-48a3-8b60-b7d003f96178",
"Value": "Experiments"
},
{
"Key": "21409d1a-fe1b-48d2-b951-cf5225db5343",
"Value": "What a disaster! The \"scientist\" was in fact a mage from Cheliax!
He was experimenting on our warriors, infusing them with demonic blood! The madman
disappeared with a troop of enchanted and obedient soldiers."
},
{
"Key": "fde1ffb5-67eb-47b3-8b29-37097fbaa6ef",
"Value": "The \"scientist\" was in fact a mage from Cheliax! He was
experimenting on our warriors, infusing them with demonic blood! His \"test
subjects\" were all found dead, and the mage has fled..."
},
{
"Key": "6e28fe37-d391-4ffe-89cc-f8af91e3d9d7",
"Value": "The Magister entered the lab during one of the experiments, to find
that the \"scientist\" about to infuse the subject with a vial of demonic blood!
The madman managed to flee, leaving behind his voluminous library and a set of
reagents � which the Magister's happily claimed."
},
{
"Key": "795d176f-7b7c-4760-86b2-a5a5dbe5dc59",
"Value": "The Magister entered the lab during one of the experiments, to find
that the \"scientist\" about to infuse the subject with a vial of demonic blood!
The madman was arrested. His records, his voluminous library, and a set of reagents
were claimed by the Magister."
},
{
"Key": "da46d492-ca4c-4087-9c6c-f26aaefc1b21",
"Value": "The Magister watched the \"scientist\" closely, and discovered that
he was infusing his subjects with demonic blood. The Chelaxian mage confessed and
asked for help. Together, they managed to refine the process, and enchanted several
soldiers."
},
{
"Key": "6fcb6ec8-9c27-4cb0-8366-144006487c74",
"Value": "The Magister watched the \"scientist\" closely, and discovered that
he was infusing his subjects with demonic blood. The Chelaxian mage confessed and
asked for help. Together, they managed to refine the process, and created a whole
squad of fearless, enchanted warriors."
},
{
"Key": "b30d3091-ff3f-4f91-af9b-7f6649a4000e",
"Value": "The Warden grew suspicious and ordered that the \"scientist\" be
arrested. However, the old man summoned a mighty demon, and disappeared into a
portal. The guard's losses were high..."
},
{
"Key": "34a892bd-3adc-4f8f-a5ed-61799bc1e5c8",
"Value": "The Warden grew suspicious and ordered that the \"scientist\" be
arrested. However, the old man summoned a mighty demon and fled. The guards quickly
defeated the monster, but the mad mage had already disappeared."
},
{
"Key": "d210770a-d5e9-48ec-b05c-ad5c92bb9f16",
"Value": "The Warden agreed to the procedure... and ordered the guard to
seize the sleeping old man in the middle of the night. The \"scientist\" turned out
to be an experimenter in magic. In his belongings they found vials of demonic
blood, which he was planning to infuse his subjects with!"
},
{
"Key": "36f4e6f6-1053-41ea-9b87-7043e2ffda2f",
"Value": "The Warden agreed... and ordered the old man seized in the middle
of the night as he slept. The \"scientist\" turned out to be a Chelaxian mage. In
his belongings they found vials of demonic blood, which he was planning to infuse
his subjects with! The Warden gave him up to Andoran for a bounty."
},
{
"Key": "1f4d1165-f7b1-487d-b3fd-ba76fa68cc51",
"Value": "Strange, hedonistic teachings are spreading among the citizens.
Adherents refuse to work, and consider it normal to steal, cheat, and live at the
expense of others. Production in the region is in decline. The population is
growing poor."
},
{
"Key": "62dacc02-0abe-44a3-9f13-e83c1a1f6c50",
"Value": "The Joys of Life"
},
{
"Key": "1da99a15-9bb5-41fe-b8b4-7ae2b0b2e3f7",
"Value": "The priests gave angry sermons, which only drove people away. Their
former followers are turning to the ways of hedonism."
},
{
"Key": "e9b0bd21-9824-4e77-8152-ad6b0a7bb514",
"Value": "The priesthood failed to influence the people."
},
{
"Key": "73b7daf1-31d3-47f5-8805-ad9f32c18031",
"Value": "The High {mf_HighPriest|Priest|Priestess} immediately identified
the new \"teaching\" as a demonic cult! The leader of the demon worshipers was
arrested during one of their rituals. The chastened citizens have returned to their
temples."
},
{
"Key": "77a5ca58-155d-44c2-89e4-9f9539779230",
"Value": "The Curator hired bards to persuade the citizens, but they were
ridiculed and chased away."
},
{
"Key": "eaa69787-15a8-45ac-a8e8-521f59eebbd0",
"Value": "The Curator's attempts to influence citizens failed. Nobody
attended a show staged by the Curator."
},
{
"Key": "f7901fbd-90ed-43f0-ac0a-ec73eee18334",
"Value": "Pamphlets mocking the people's indolence worked! The hedonic
teachings came to an end."
},
{
"Key": "6ffe9d1b-74d0-4216-bd0a-7e7c7ba9acd1",
"Value": "The spy sent by the Minister to track down the source of the
teachings has gone missing."
},
{
"Key": "b7c40854-db8b-492c-ad40-dff3795e003d",
"Value": "The Minister's agents failed to track down the source that spread
the teachings across the region."
},
{
"Key": "19c6460f-afe5-47fc-8d67-2c4b64bcd23b",
"Value": "The Minister's agents found that a demonic cult was secretly behind
the hedonistic teachings. The cultist leader was tracked down and arrested."
},
{
"Key": "0f7517b4-65b6-4ef2-b989-e0ff432fa157",
"Value": "A white deer with bloody antlers was seen in the forest. Could it
be a sign sent by Erastil himself? Whatever lies behind these stories must be
uncovered."
},
{
"Key": "73903515-ba97-43f2-941f-7175712a342d",
"Value": "Omen"
},
{
"Key": "a7648dc8-64c3-44ed-9a2b-250e69a66966",
"Value": "The Gods remain silent! There's no more quarry in the forests, and
the trees wither by the minute..."
},
{
"Key": "3d9f245a-4383-4ef1-be5a-2b124561e195",
"Value": "It was revealed to the High {mf_HighPriest|Priest|Priestess} that
one of the peasants offended Erastil. The guilty peasant was never found. Abundant
offerings have only slightly diminished the god's anger."
},
{
"Key": "c6979872-f747-40b7-93cf-07c6402a7ef1",
"Value": "It was revealed to the High {mf_HighPriest|Priest|Priestess} in a
dream that a local cleric of Erastil fell in love with a young peasant girl and
killed her fianc� in a jealous rage. The god's followers found the dead body in the
forest, brought the murderer to justice, and Erastil's good graces were restored."
},
{
"Key": "0d3d4dfd-d8c9-4f4d-8fd8-a9389733aac9",
"Value": "The Curator failed to find any mention of such omens in any
collection of legends. All quarry has disappeared from the forests, and the trees
wither by the minute..."
},
{
"Key": "eba80f20-efb3-4bb2-8da1-de3e38d4dcc9",
"Value": "After studying a few collections of legends, the Curator could only
determine that it was a sign of Erastil's wrath. It took his worshipers a long time
to receive forgiveness."
},
{
"Key": "d530f197-dcf0-4b38-818a-879c9a71e7d9",
"Value": "The Curator found a legend which said that such sign may be sent by
Erastil when blasphemy is committed by one of his priests. A local cleric of
Erastil couldn't bear the guilt, and confessed: he'd fallen in love with a young
peasant girl and killed her fianc� in a jealous rage."
},
{
"Key": "1aaf40d4-e8e1-465f-a2c4-0ec330226e1c",
"Value": "The Magister failed to find a description of this marvelous animal
in any bestiaries. Meanwhile, all quarry has disappeared from the forests, and the
trees wither by the minute..."
},
{
"Key": "902227f8-838b-4920-9f0c-cb6628c678b6",
"Value": "The Magister managed to confirm that the encounter with the
marvelous animal was a sign sent by Erastil � but that was all. Despite his
worshipers' best efforts, it took them a long time to earn his forgiveness."
},
{
"Key": "46992f33-dc4c-4c3c-a5fc-a7f99d46750d",
"Value": "The Magister paged through the bestiary and concluded that the deer
was an illusion, sent by Erastil, pointing to a guilty priest. The investigation
revealed that a local cleric had fallen in love with a young peasant girl, and
killed her fianc� in a jealous rage."
},
{
"Key": "ed8e7f0b-7199-4313-b310-038dad5d58f7",
"Value": "Peasants are terrified. A local mage is conducting dangerous
experiments, during which he has summoning beasts and monsters from other planes.
The growing discontent threatens to turn into a riot."
},
{
"Key": "186cfd0e-5974-46f9-be7c-e5e64c18620f",
"Value": "Visitors from Another World"
},
{
"Key": "2ab10203-363e-4913-a50c-774212cc57a2",
"Value": "The Magister's exhortations only made the people angrier. They're
grabbing their axes and pitchforks!"
},
{
"Key": "59eeda3d-8000-44e1-8357-32d744e4eca1",
"Value": "The Magister observed the magic experiments, and reassured the
peasants that the mage was taking sufficient precautions. Despite his confident
assurance, many thought it best to leave the region."
},
{
"Key": "5b0872d1-4779-4b8a-a9e6-f64efdc3c372",
"Value": "The Magister personally visited the region, and helped the mage
install several defensive magical barriers. The people breathed a sigh of relief."
},
{
"Key": "23b3a7d4-dc6f-4423-8ad3-acbab9d0ab38",
"Value": "The Warden ordered the mage arrested, but she set her monsters on
the guards, and disappeared. The Warden's troops suffered significant losses."
},
{
"Key": "8d660db0-2e13-4b84-a2d1-6a395248c7b3",
"Value": "The Warden ordered the mage arrested, but she managed to escape
while the guards fought off the monsters she summoned."
},
{
"Key": "326734fa-559e-4fd9-a4b1-81057d3de6db",
"Value": "The Warden arrived in the region with a squad of guards, and
persuaded the mage to cease his experiments."
},
{
"Key": "d969861e-bd6f-4504-adde-5863de3b30f9",
"Value": "The Curator gave a speech, and explained that summoned
monsters \"rarely go out of control\" � and even if they do, they \"hardly ever
pose a deadly threat\". Because \"thanks to today's modern magic, we can even
reattach a severed arm or leg.\" The peasants abandoned their homes and fled the
region in panic."
},
{
"Key": "f8b73971-38cb-490c-b432-618cf07879b4",
"Value": "The Curator gave a speech and tried to persuade people that there's
nothing to be afraid of. But {mf_Curator|his|her} silver tongue failed to reassure
the people. Many of them decided to leave the region."
},
{
"Key": "77ee1da6-8e42-49a7-b9b8-428d3c3b1f4f",
"Value": "The Curator staged a show, where the mage summoned monsters in
special cages, and then sent them back to their home planes in a snap. The peasants
were so impressed that they asked the mage for more shows!"
},
{
"Key": "024272ed-be94-4fdf-abb5-58c30fff9ed6",
"Value": "There's a gang of petty illusionists in the lands of the {mf|baron|
baroness|King|Queen}. They're passing off copper coins as golden ones! This fraud
must be stopped!"
},
{
"Key": "f8a3f6ed-4852-4564-92f4-7ce867ca4627",
"Value": "Mental Dexterity"
},
{
"Key": "7ea8d0eb-3557-4946-8b90-35498467008f",
"Value": "The Treasurer failed to track down the swindlers. They've gone into
hiding, though they continue to cheat merchants and buyers."
},
{
"Key": "f9e81819-ceec-4e7f-b55e-5a8642d08526",
"Value": "The Treasurer assigned specially trained moneychangers to the
markets, to detect the illusions. However, there were too few of them to validate
every transaction in the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "fdc38916-1bab-46d8-8865-3588ee7e90cc",
"Value": "The Treasurer assigned specially trained moneychangers to the
markets, to detect the illusions. {mf_Treasurer|He|She} also instructed them to
pass along their knowledge to the merchants and shopkeepers. Now even shoeshine in
the {mf|barony|barony|kingdom|kingdom} knows how to check coins!"
},
{
"Key": "813bd83f-5ff2-4379-9226-e14c5ee2f4df",
"Value": "The Magister attempted to invent a concoction that would help
merchants test their coins, but never came up with anything."
},
{
"Key": "7d7cdc29-2e0e-4a99-b342-c8e7c1c764d0",
"Value": "The Magister developed a reagent that oxidizes copper but doesn't
interact with gold. This could enable the merchants to dispel the illusions on
their own. However, production of the reagent is too expensive and time-consuming.
The swindlers are meanwhile thriving."
},
{
"Key": "f0e51217-6e3e-4ac3-87d9-4b185071ac5d",
"Value": "The Magister identified the illusion spell. It turned out to be
very simple. The illusion fades when a fake coin is rubbed on an ordinary test
stone. The {mf|barony|barony|kingdom|kingdom}'s merchants are sighing in relief."
},
{
"Key": "c8758466-5a1d-479e-af5e-52d34b227051",
"Value": "The Minister's people failed to track down a single gang member!
The swindlers are severely damaging trade."
},
{
"Key": "8c03e399-f292-4d15-9f48-bdca427ceab2",
"Value": "The Minister's people tracked down only a single gang member! The
swindlers are acting more carefully now, but they're still ruining honest
merchants."
},
{
"Key": "a2040004-c7e8-4dec-9dcc-f2004ae57102",
"Value": "The Minister's spies easily tracked down the swindlers and arrested
them one by one."
},
{
"Key": "12b62815-3eda-46d3-b6c8-359b47e2be1c",
"Value": "A crafty gangster named Fox is robbing carriages and stealing the
kisses of wealthy men's wives! Something must be done. By the day, more and more
people speak approvingly of his tricks."
},
{
"Key": "34e07b6e-39ba-486a-b29f-37a20d7af841",
"Value": "Fox Hunt"
},
{
"Key": "9c919af3-b025-44bf-8e70-938c5e1da995",
"Value": "Fox effortlessly dealt with the squad of guards that were sent
after him. Of them, only a few returned to the capital."
},
{
"Key": "8c77dc43-eaa8-4d74-8f2f-df4a423e1755",
"Value": "The guards swept the {mf|barony|barony|kingdom|kingdom}'s forests
and marshes for the elusive robber, but they never caught him."
},
{
"Key": "f63c45d4-e623-4f6d-a25a-83b252c40c42",
"Value": "The robber was captured by a squad of guards led by the Warden
himself. The roads are quieter now, but some of the people who sympathize with Fox
are unhappy with his arrest."
},
{
"Key": "0e85183c-b790-4b6f-9476-6dcab4cc8744",
"Value": "The Warden spread word that a beauty from a distant land was set to
arrive at the capital. He dressed the guards in oriental clothes and placed a
sorceress inside the carriage. The gangster tried to rob the \"caravan\", but was
easily arrested. The people admire the advisor's sagacity."
},
{
"Key": "cd68f2a9-ade8-4c3f-99b4-a288e5a748e8",
"Value": "Another attempt to tarnish Fox's reputation has failed. His gang
captured one of the bards hired by the Curator, discovered the Curator's letter,
and publicly read the Curator's detailed instructions. The people are enraged."
},
{
"Key": "dd425886-cf89-47dd-b6fd-df394b7ec619",
"Value": "All attempts to tarnish Fox's reputation has failed. The people
simply won't believe that he's a robber, or an ordinary criminal."
},
{
"Key": "f6baba6b-5050-465d-b26d-ff5d15377d83",
"Value": "The Curator hired bards and made Fox a folk hero. In the eyes of
the people, he's now keeper of the River Freedoms. Trade in the region is still
taking a loss, but the inspired peasants are frequenting the theatre."
},
{
"Key": "5f60fd9b-0223-429c-8a1b-18c645aedabf",
"Value": "A traveling interrogator and executioner, priestess of Zon-Kuthon,
is offering her services to the {mf|baron|baroness|King|Queen}. The half-elf is
certain that there is much to learn from the {mf|barony|barony|kingdom|kingdom}'s
prisoners, once they're in her hands."
},
{
"Key": "8ae59a3f-c2b1-421d-bd2f-a64499549cac",
"Value": "The Master of Pain"
},
{
"Key": "4d640458-d3c6-4e78-96ef-c651e721b7cb",
"Value": "The Grand Diplomat granted her access to the prison, but the very
next day {mf_GrandDiplomat|he|she} was terrified by her methods, and sent her away.
{mf_GrandDiplomat|His|Her} indecision triggered a scandal. The Grand Diplomat was
beset by those who decry torture, and by those who think {mf_GrandDiplomat|him|her}
too squeamish."
},
{
"Key": "92375945-5205-4a36-a420-7a74e55da0ad",
"Value": "The Grand Diplomat firmly rejected her proposal and ordered the
priestess to go away. The nation glorified the advisor's sense of justice."
},
{
"Key": "ea2cb100-edcc-46b1-8f7c-b4b4566afc82",
"Value": "The Grand Diplomat quarreled with the priestess over her fee. The
half-elf swiftly left the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "2a998d31-ab0a-4e87-b704-e3c1c482c2a8",
"Value": "The Grand Diplomat hired the priestess. Crime detection
significantly increased."
},
{
"Key": "e202b1d2-149c-411f-a607-fb57eca97301",
"Value": "The Grand Diplomat hired the priestess. Crime detection
significantly increased. The criminals are so afraid of landing in her hands that
whole gangs are fleeing the {mf|baron's|baroness'|king's|queen's} domain."
},
{
"Key": "8c07e52b-cadd-4a59-af44-3589c9283da6",
"Value": "The Warden identified the priestess as a criminal, who was being
hunted by half the River Kingdoms. She was arrested and convicted."
},
{
"Key": "602ca5cb-8678-452f-b7f3-e8393eba72ee",
"Value": "The Warden identified the priestess as a criminal, who was being
hunted by half the River Kingdoms. She was arrested and publicly prosecuted. The
subjects praise the Warden's vigilance."
},
{
"Key": "436c490f-057c-489b-8ca0-7a901c61eb7b",
"Value": "The Warden rejected the priestess. In response, she kidnapped a
young girl from the capital and tortured her to death. The subjects are enraged,
and the criminal escaped punishment."
},
{
"Key": "f488a549-e6e1-41c4-91ed-b5bcc91ffce9",
"Value": "A talented astrologist and prophet wishes to express his personal
gratitude to the ruler for everything {mf|he|she}'s done for the sake of the
people. The elf wishes to foretell all troubles and opportunities the {mf|barony|
barony|kingdom|kingdom} will encounter next year."
},
{
"Key": "758cfc5a-83e0-472b-8b91-ef521c428e36",
"Value": "Look Into the Future"
},
{
"Key": "0c3496ab-a07f-40a9-be03-21eff7a87786",
"Value": "The bewildered astrologist said that his prophecies foresee the
coming illness of the {mf|baron|baroness|King|Queen}. Soon, {mf|he|she} will only
be able to spell out the middle syllables in words. Beyond this, the future is
uncertain."
},
{
"Key": "1442529d-96af-4143-a028-db585a54e694",
"Value": "The bewildered astrologist said that his prophecies foresee the
coming illness of the {mf|baron|baroness|King|Queen}. Soon, {mf|he|she} will be
cursed, and won't be able to touch anything the color of red. Beyond this, the
future is uncertain."
},
{
"Key": "ff0e60d2-0b2a-4636-a623-476732803900",
"Value": "The Magister and the astrologist together announced a summer
drought, which will lead to a huge fire in one of the regions. The Magister
instructed the peasants to prepare."
},
{
"Key": "7590cb40-b1b5-4079-8ac8-7480bd0b452b",
"Value": "The Magister and the astrologist together announced a drought,
which will cause a huge fire in one regions. In addition, one of the largest ore
mines in Galt will soon be depleted. Now is the chance to save up some ore, and
sell it later for a great price. The Magister is taking the appropriate measures."
},
{
"Key": "f3fd16d7-79bb-436d-be4c-0c72263674c3",
"Value": "A brothel was opened under the protection of Calistria's temple in
the region. It has more and more customers by the day. Erastil's followers are
enraged: these despicable fallen women are destroying families!"
},
{
"Key": "aa6d391a-8f2e-4cc4-aec8-1b6446993de3",
"Value": "Red Light"
},
{
"Key": "7b16e529-4b11-437f-8a22-80f9c7a7b94e",
"Value": "The Grand Diplomat strongly condemned such establishments in the
domain of the {mf|baron|baroness|King|Queen}. Calistria's priests left the
region... after they burned down the local temple of Erastil in revenge."
},
{
"Key": "1a513464-af69-46da-821f-2b167dc5323b",
"Value": "The Grand Diplomat arranged a public meeting. A set of rules was
developed to regulate the operation of such establishments. Their services were
highly taxed \"for reasons of chastity\", and the flow of customers drastically
decreased."
},
{
"Key": "74183568-c2bb-4fe6-aad1-1daa8f4849d0",
"Value": "The Grand Diplomat ridiculed the brothel's opponents. If such petty
sins can cause the destruction of marriages, then perhaps they should be
discontinued. {mf_GrandDiplomat|His|Her} words aroused outrage, and many Erastil's
followers abandoned the region."
},
{
"Key": "ea99c9be-3102-4963-b588-9cb0c101ca5f",
"Value": "The Grand Diplomat stated that freedom was one of the {mf|barony|
barony|kingdom|kingdom}'s supreme values. Any violation would sooner or later lead
to tyranny. The brothel's adversaries grudgingly accepted this position."
},
{
"Key": "caa422ee-50d1-4fe0-9301-901170da6309",
"Value": "The Curator failed to reconcile the differing sides of the
argument. After unidentified attackers tarred and feathered the abbess of
Calistria's temple, bloody clashes have gripped the region."
},
{
"Key": "6480aada-8a15-430a-b302-12775f4cc70a",
"Value": "The Curator reminded the citizens that instant gratification,
whatever temporary relief they may offer, will never grant peace to the soul.
{mf_Curator|His|Her} speech stirred the people's hearts, and the brothel lost most
of its clients."
},
{
"Key": "9ba71506-fc60-4166-a60d-be238f345266",
"Value": "The Curator fervently supported Calistria's followers. {mf_Curator|
He|She} stated that the brothel's adversaries were \"concealing their pursuit of
power in false concerns for chastity.\" These hasty word led to violence, and
Erastil's followers were chased from the region with sticks and stones."
},
{
"Key": "a51b31c7-a1e5-4758-b25c-a6dff8ce8188",
"Value": "The Curator encouraged the citizens of the region not to limit
everyone's freedom just because some were unable to exercise it responsibly. The
brothel's adversaries backed down, and the differing sides have reconciled."
},
{
"Key": "f9a96caf-6f37-4675-a026-3c8412332a69",
"Value": "A talented provincial mosaic artist is planning to decorate one of
the largest temples in the {mf|barony|barony|kingdom|kingdom}. However, the
halfling is notorious for her overly critical attitude towards authority. The
Curator should act to keep things calm before it's too late."
},
{
"Key": "be11e150-5a62-4627-a573-f58a0d3c2b11",
"Value": "An Artist's Freedoms"
},
{
"Key": "d39bfc14-3765-45db-b559-221ea3928bdc",
"Value": "The young woman became indignant and sent the Curator away,
accusing {mf_Curator|him|the advisor} of trying to pressure her. Now a mosaic
depiction of Hell adorns the western wall of the temple, and one of the tormented
sinners is a likeness of the {mf|baron|baroness|King|Queen}..."
},
{
"Key": "e8b39e27-72b0-4778-9725-431348d1b6d6",
"Value": "The Curator was unable to influence the young artist. Now one of
the temple mosaics displays an embarrassing portrait of the {mf|baron|baroness|
King|Queen}: {mf|he|she} is of laughably short of stature and greedily clinging to
{mf|his|her} scepter."
},
{
"Key": "111537c2-7275-49f7-b4c9-f8e5359e767a",
"Value": "It is hard to say whether the Curator's lavish gift changed the
young artist's mind, but there are no unflattering portraits of the {mf|baron|
baroness|King|Queen}, or any other such rebellious material to be seen on the new
temple mosaics."
},
{
"Key": "58a2248c-c4b4-497b-bd20-959961e97979",
"Value": "The young artist spent a long evening talking with the Curator, and
in the end admitted that she was expecting the impossible from the throne. One of
the new mosaics in the temple prominently displays a portrait of the {mf|baron|
baroness|King|Queen} � and a quite favorable one at that!"
},
{
"Key": "72719425-6375-42e5-ae75-3ae973d70c3b",
"Value": "Someone has started a ridiculous rumor claiming that renowned
gladiators from Tymon will take part in a tournament at an upcoming local festival.
If the Curator cannot get them to come, the people's wrath will be fearsome
indeed�"
},
{
"Key": "a1f9b2e4-4f02-47dd-a7bb-c08230ffe62f",
"Value": "Bread and Circuses"
},
{
"Key": "80abd095-41be-44c4-b45b-c80941e27a6d",
"Value": "The Curator's lavish promises had no effect on the proud Tymons.
Once the crowd realized they will not be seeing their idols in the arena, stones
and balls of mud flew at the fighters, who hid themselves in the pits, refusing to
fight before the unruly crowd."
},
{
"Key": "82269b43-baed-4997-973d-47fcef9e9b48",
"Value": "The Curator had to pay a hefty sum to the Tymon gladiators, but the
festival was a roaring success."
},
{
"Key": "9982ae2f-0c9d-4f0e-a2b5-9a40c64119e7",
"Value": "The Curator persuaded the gladiators to participate in the
tournament by promising to take the capital's best dancers on a tour to Tymon. The
festival is a great success, and the crowds are in high spirits!"
},
{
"Key": "c8abf69a-cefb-48ca-a254-9f0b9165adee",
"Value": "A famous local priest of Cayden is urging our subjects to settle
their disputes through duels rather than court. Our youth are zealously following
the dwarf's teachings. Justice and order in the region are under threat, and it is
time to intervene."
},
{
"Key": "a546f90e-9966-4f7a-8204-ab41752dfa4d",
"Value": "The Truth of the Blade"
},
{
"Key": "5a119816-1cd7-4b92-be61-d007a0f7b189",
"Value": "The Grand Diplomat's clumsy attempts to impose the rule of law only
led to bloody confrontations with the priest's followers!"
},
{
"Key": "c3d50516-c459-4f4b-b947-9d1446456a22",
"Value": "The Grand Diplomat sternly informed the priest of Cayden and his
followers that nothing would challenge the rule of law in the {mf|baron's|
baroness'|King's|Queen's} domain. The priest left for more hospitable lands, taking
his most faithful followers with him."
},
{
"Key": "374e7f97-f12c-4b9b-8808-13305416a681",
"Value": "The High {mf_HighPriest|Priest's|Priestess'} admonitions had no
effect on the Caydenite, who laughed into {mf_HighPriest|his|her} face and said
that the truth shall always stand higher than the law. The region is descending
into chaos!"
},
{
"Key": "2db99270-a3c5-4a6c-afa5-a8c792040b05",
"Value": "The High {mf_HighPriest|Priest|Priestess} convinced the dwarf
Caydenite that his teachings contradicted the will of the Drunken God, for they
lead to the triumph of strength over truth and kindness. The priest admitted his
error, and talked some sense into his followers."
},
{
"Key": "40e059ca-f9be-4bc8-ba7a-ea8acf7b433d",
"Value": ""
},
{
"Key": "f1e42220-73bb-43d6-8d26-3cf7f88760bb",
"Value": ""
},
{
"Key": "5f0cb0a8-946e-417c-9cd6-54324f134cfe",
"Value": "There was some faltering attempt to change the local laws and make
duels equal to court hearings � but the legislators only introduced more
confusion!"
},
{
"Key": "259117d7-5f2e-48e2-9855-a1e4e4f48172",
"Value": "The priest has been appointed the official judge of duel, and
plaintiffs are allowed to choose between taking their matter to him or to a regular
court. The people are quite pleased with the innovation."
},
{
"Key": "ffb10c89-c671-4d00-95f0-518a4a6f17f3",
"Value": "People in dark cloaks kidnapped the priest of Cayden and exiled him
from the region. Outraged, his followers have proclaimed the {mf|baron|baroness|
King|Queen} a tyrant."
},
{
"Key": "1761ac18-e9bd-4bca-bc37-c71a494b570a",
"Value": "Dressed in the disguise of a wandering monk, the Minister suggested
the priest should establish a free community in Galt. The Caydenite was thrilled by
the idea and left the realm, taking his most faithful with him."
},
{
"Key": "d2e0cb0e-1aa6-4853-b58d-7a5fb76fe240",
"Value": "Some Ulfen seafarers are preparing to go hunting for crimson
whales, and have invited everyone willing to join them. The endeavor is dangerous,
but those who take part will win much glory, and spread the {mf|barony's|barony's|
kingdom's|kingdom's} fame far and wide."
},
{
"Key": "da056fc9-8e94-4548-bb92-977482bc083c",
"Value": "Whale Hunt"
},
{
"Key": "e80e2ae0-1912-4275-8d25-99581a9c13f0",
"Value": "The Grand Diplomat assembled a party of volunteers, equipped them
with the best gear and, with much fanfare, and sent them forth� without providing
any of the necessary traveling papers! The advisor has become the laughing stock of
the {mf|barony|barony|kingdom|kingdom}!"
},
{
"Key": "102eec2d-d563-4c7a-ad4b-54045639bfc6",
"Value": "The Grand Diplomat wasn't able to find enough volunteers in time."
},
{
"Key": "24bf5093-5e20-4c2e-8153-bd4355c370f9",
"Value": "The Grand Diplomat assembled a party of volunteers and sent them to
join the Ulfen in their hunt. Before they left port, the crew praised the {mf|
baron|baroness|King|Queen} and {mf|his|her} fearless subjects!"
},
{
"Key": "9a98da8f-236f-4d0d-aab1-978e052a0e03",
"Value": "The Grand Diplomat assembled a hunting party of fearless
daredevils, supplied them with everything necessary for such an adventure, and sent
them forth to join the Ulfen. Now the {mf|barony|barony|kingdom|kingdom} will share
in the glory of the hunt � as well as their catch!"
},
{
"Key": "760d74a0-cb14-42f2-9273-5c8e2a5ce279",
"Value": "A flock of rapacious harpies are terrorizing the region. They're
robbing the helpless peasants, attacking the open markets and stripping jewelry off
nobles right in front of their bodyguards!"
},
{
"Key": "51fe34e6-70ae-4290-be69-843796e33bef",
"Value": "Winged Menace"
},
{
"Key": "27f5fc21-ac09-4381-8f0a-7f725d661216",
"Value": "The Magister tried to get rid of the harpies by summoning a vicious
hurricane. Many villages suffered considerable damage, while the cunning beasts
simply hid in their lairs."
},
{
"Key": "23b904f2-1b81-4824-88e6-2e83e17a02bb",
"Value": "The Magister tried to locate the harpies' lair using magic, but
discovered they have nests strewn all over the region. It would be impossible to
destroy them all at once."
},
{
"Key": "932e6699-1a13-4b38-aa9d-6489a296e2c5",
"Value": "The Magister assembled the strongest arcanists of the region, and
under his command they summoned a mighty lightning storm right when the beasts were
attacking. Most of the harpies perished, and the survivors fled the {mf|barony|
barony|kingdom|kingdom} in terror."
},
{
"Key": "ff662144-2481-4e7b-9acf-b2f06452bded",
"Value": "The Warden made a grave mistake when he posted watchmen along the
region's roads. � The harpies carried the isolated guards into the night, one by
one, as their terrifying screams tore through the darkness."
},
{
"Key": "33e0ea82-f8ce-4bd6-b789-01ee2fa8039d",
"Value": "A squad of elite capital guards was unable to chase down the horrid
creatures. � As soon they drew close, the harpies soared into the skies, only to
strike a short time later at the opposite end of the region."
},
{
"Key": "7af9aed5-7c29-430c-bd31-07f8f2da2329",
"Value": "The Warden set up an ambush. He ordered a trade caravan to take a
road that winds along the edge of the forest, and hid two squads of archers among
the trees. The harpies didn't stand a chance. � As soon as they attacked, the
archers took them all down."
},
{
"Key": "a6622bc7-914b-4bc0-8d01-b83ceedc181c",
"Value": "The holiday for Cayden Caylean will soon be upon us! Hundreds of
inebriated townspeople will flood the streets � to fight, take part in questionable
adventures, and generally have a rollicking good time. Appropriate measures should
be taken in advance, or there won't be a wall left standing in the whole region."
},
{
"Key": "65da04a0-0036-49bc-b2f8-ffb9cb308788",
"Value": "Drink 'Til You Drop"
},
{
"Key": "2452bd35-c84f-4b85-abb9-8c6552cc9bbc",
"Value": "The guard was overwhelmed in the first couple of hours. Many were
dunked into barrels of beer. One guard was tied to the wing of a windmill, and
another to the wheel of a watermill. The guard's captain was stripped naked,
covered in honey, and thrown into the women's dormitory at Sarenrae's monastery �
in the middle of the night..."
},
{
"Key": "72d12272-6318-43f6-9907-ed856869b028",
"Value": "There guard was unable to contain the crowds. The merrymakers got
an gnome mage outrageously drunk, whereupon he constructed an enormous stone
fountain \"of a frivolous nature\", right in the main square. It will take
considerable effort to get rid of it�"
},
{
"Key": "f556ccdf-4120-43a0-9b56-802e91dfa93d",
"Value": "Thanks to the Warden's incredible efforts, the folk festival was
celebrated without great incident� but there isn't a bottle of wine or a keg of ale
left in the whole region."
},
{
"Key": "f5d7aa33-b844-4caf-a02f-c48f9583742d",
"Value": "The Order of the Scourge suggests that the {mf|baron|baroness|King|
Queen} hand over all of {mf|his|her} prisoners for a small reward. The Hellknights
will separate out the worthy and turn them into recruits, while the rest will be
guided towards the path of atonement."
},
{
"Key": "03588daf-735e-4442-9547-bbf434c0d8cb",
"Value": "Penitence"
},
{
"Key": "8db7fc3e-90b6-4ef2-9efd-82f72664ac87",
"Value": "The deal fell through! While the prisoners were being taken from
their cells, one of them wormed free, knocked the guard unconscious, and freed the
others."
},
{
"Key": "135600b4-2b54-403b-892f-272ec2971adb",
"Value": "The Warden set up a deal to transfer a few dozen prisoners to the
Order. This deal brought some coin to the coffers, and lessened the financial
burden of housing the convicts."
},
{
"Key": "d93b05b7-59fa-4cc2-87a8-7ea9b07640c4",
"Value": "The Warden set up a deal to transfer half of the {mf|barony|barony|
kingdom|kingdom}'s prisoners to the Order. This greatly helped refill the coffers,
and significantly lessened the financial burden of housing the convicts."
},
{
"Key": "bc3df647-fec0-4a27-a478-873580e2b4da",
"Value": "The Warden got into an argument with the Order's delegates, and
proclaimed them \"bureaucrats and despots\"."
},
{
"Key": "f2432729-0b94-4d24-a660-cfedac701ba2",
"Value": "The Warden refused to hand over the prisoners to the hellknights.
The thankful convicts reformed their behavior significantly."
},
{
"Key": "171a07ac-e1d2-4898-b54d-93f5cfc8aac3",
"Value": "The Warden started a rumor that he was going to deliver the
prisoners into the hellknights' hands. The terrified convicts declared that they'd
agree to any conditions whatsoever to prevent that from happening. Now they spend a
few hours each day, working for the good of the {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "ac37de6a-bae9-4138-a51c-8119d3f9a95b",
"Value": "The region is being torn apart by a war between two criminal clans!
What's worse, one or the other warring family has every local guard in their
pocket. Only outside intervention can put an end to the bloodshed."
},
{
"Key": "4005e457-c4b8-41f3-9147-5cc485a71377",
"Value": "A War of Shadows"
},
{
"Key": "cc1cefc3-163e-4722-963f-b470ddaaf76a",
"Value": "A few days after the Minister sent {mf_Spymaster|his|her} best spy
to deal with the situation, {mf_Spymaster|he|she} received a package with the spy's
head inside�"
},
{
"Key": "07fae24c-f61b-4123-b279-44c0e485111e",
"Value": "The Minister's spies infiltrated the ranks of one of the warring
bands, but realized just in time that their cover was blown. Most of them managed
to escape, barely evading death."
},
{
"Key": "93f88a67-f2d8-4b38-89c9-39a4626974eb",
"Value": "The Minister's spies successfully infiltrated the ranks of one of
the criminal clans. After they convinced the gang chief to set up a huge ambush,
they secretly informed her enemy about it. A bloody battle ensued, and both bands
utterly destroyed each other."
},
{
"Key": "c4a76f41-ccd5-41da-bca3-8c1be977fbf4",
"Value": "The Minister sent {mf_Spymaster|his|her} spies to find out which of
the clans was stronger, and thus, more worthy of support. Alas, {mf_Spymaster|his|
her} agents' covers were soon blown, and they were exterminated one by one�"
},
{
"Key": "a4f61a9f-b05e-4d77-a2b7-3ac4bf4a91dc",
"Value": "The Minister secretly aided one of the clans in this struggle � and
thus gained their full support. As soon as the enemy has been dealt with, peace
will finally settle in."
},
{
"Key": "d38f27da-67ac-47db-ba2f-f904589d2986",
"Value": "The Minister secretly supported one of the clans in its struggle.
As soon as their rivals began to lose power, {mf_Spymaster|he|she} went to them
with an offer of help as well. {mf_Spymaster|He|She} then proceeded to take their
money, submit them to {mf_Spymaster|his|her} will, and devastate {mf_Spymaster|his|
her} former allies."
},
{
"Key": "d31e7b8a-e772-451f-9d14-3da4de025723",
"Value": "A renowned arcanist is offering her newest magical ciphers, which
would completely conceal the communications of the {mf|baron's|baroness's|King's|
Queen's} servants and advisors from {mf|his|her} enemies."
},
{
"Key": "270acca2-a469-403f-9444-4a16e1a48093",
"Value": "Top Secret"
},
{
"Key": "b98e6cab-b909-4dff-ad03-5fd472ece4d3",
"Value": "The Treasurer bought the mage's ciphers at a high price, though
they will be more than worth it in the long run."
},
{
"Key": "c2a05259-919e-4067-9f02-223e76081d37",
"Value": "The Treasurer took the mage on a fishing trip to one of the best
spots on Tuskwater � and managed to purchase the ciphers for half the price! When
asked how he knew about the mage's passion for fishing, he just smiled�"
},
{
"Key": "197dfee9-ee16-42ee-8120-1cc6d6371cbf",
"Value": "The Treasurer bargained like the devil, until the mage spat on the
floor and flatly refused to sell the ciphers at all�"
},
{
"Key": "bbaf9603-deed-4471-b9f1-c60ff3f9511e",
"Value": "In exchange for the ciphers, the Magister allowed the arcanist to
use one of the capital's laboratories for a whole month."
},
{
"Key": "9332f859-2a73-41cc-a375-6e385e7dd97f",
"Value": "The Magister received a discount on the ciphers in exchange for
writing a couple of letters of recommendation for the mage."
},
{
"Key": "efa03ec8-aee2-478c-8145-001183c1a302",
"Value": "The Magister offered scrolls and potions, but the mage refused to
trade her ciphers for what she called \"amateur arts and crafts projects\".
Furious, the Magister ordered her thrown out of the castle."
},
{
"Key": "7fd310ab-d362-48c3-9325-65ed29347077",
"Value": "Two famous Absalom wharfs, the Devil's Own and the Sea King
Shipyard, are in an all-out trade war. The latter has run out of orders and is
desperate to find new customers. It's the perfect time to reinforce our fleet with
some state-of-the-art ships!"
},
{
"Key": "207bc691-f8fe-4c80-9b70-c57446aea78f",
"Value": "Wind in the Sails"
},
{
"Key": "e694d393-5bf4-4c51-89e0-ac1b7832ce65",
"Value": "The Grand Diplomat signed a contract with the Sea King, purchasing
three fast trade ships."
},
{
"Key": "4aedd879-365f-49ac-a18e-274086523a2d",
"Value": "The Grand Diplomat signed a contract with the Sea King, purchasing
five fast trade ships and a heavy warship! This has generated much enthusiasm among
the capital's merchant classes."
},
{
"Key": "f9136ef9-803c-4173-99e6-0011445a75dd",
"Value": "The {mf|baron's|baroness's|King's|Queen's} neighbors are openly
mocking {mf|his|her} incompetent advisor! The Grand Diplomat forgot to provide
{mf_GrandDiplomat|his|her} ambassador with the funds necessary to complete the
contract..."
},
{
"Key": "8794a9cc-e9e3-40de-93ab-4640151fbd61",
"Value": "The Minister's spies successfully traded the Devil's Own client
list to the Sea King, in exchange for a light trade ship."
},
{
"Key": "e1b13d5a-37e9-41d2-a0d6-10bc411962f2",
"Value": "The Minister's spies have successfully stolen a secret recipe for
making special pitch, which is used by the shipbuilders of the Devil's Own. They
then traded it to the Sea King in exchange for three fast trade vessels!"
},
{
"Key": "21215ad9-034b-44f8-bb7f-d908cdef2c86",
"Value": "The Minister's spies made a deal with the Sea King � a few ships in
exchange for the secrets of their rivals, the Devil's Own� However, the agents
couldn't manage to steal any such secrets!"
},
{
"Key": "a197dffc-1f43-49d3-a566-121cee4bbb62",
"Value": "A light-fingered administrator in Lastwall is prepared to sell a
herd of excellent war horses � but not through official channels. Can the Minister
make such a deal?"
},
{
"Key": "4dd67260-7281-45aa-a5b6-f3ac4b47893e",
"Value": "Lastwall's Cavalry"
},
{
"Key": "6f9092ac-9be8-48e9-9dc7-b125bf62889e",
"Value": "The Minister proved too simpleminded for such a delicate deal.
After the first letter, the administrator stopped replying, and Lastwall sent an
angry notice of protest."
},
{
"Key": "befb2404-3b73-4e89-b32b-af0afc107433",
"Value": "The Minister reported the corrupt administrator to the Lord of
Lastwall. In appreciation of the impressive honesty on display, he sent a generous:
a herd of first-class horses."
},
{
"Key": "8de32fd9-c6b5-449a-b170-2156b14268c0",
"Value": "The Minister reported the corrupt administrator to the Lord of
Lastwall. {mf_Spymaster|His|Her} straightforward and sincere letter made a deep
impression on the ruler's court. Soon thereafter, several paladins of Lastwall
arrived in the Stolen Lands to swear fealty to the {mf|baron|baroness|King|Queen}."
},
{
"Key": "588ae9b4-eda3-4923-b8ac-e6612d93a183",
"Value": "The Minister was too stingy. The deal fell through, and the
Minister kept mumbling something about a \"stinky miser and dirty cheat\"."
},
{
"Key": "20d250d4-bb47-4ae4-a246-53a3f2dac8a9",
"Value": "The Minister closed the deal successfully. The best riders are
already taming the new horses. They have no fear of battle, and can trample any
opponent in their way."
},
{
"Key": "8c23e0bf-9902-4fed-a49a-504e68a2f16b",
"Value": "The Minister has commenced a long-term relationship with the
corrupt administrator. It turns out there are many military goods at Lastwall that
aren't being carefully watched."
},
{
"Key": "ff9ebd98-2d4d-41f4-b1f3-63339365240b",
"Value": "The Minister tried to make a questionable deal with the corrupt
administrator, but the scoundrel got cold feet at the last moment. The deal fell
through."
},
{
"Key": "89ef6872-ebd7-42e5-8e5f-7f87f84fa676",
"Value": "The Minister skillfully sealed the deal with the administrator, and
then used it to blackmail him. The {mf|barony|barony|kingdom|kingdom} is now paying
dirt-cheap prices for military equipment, which Lastwall is full of."
},
{
"Key": "f15704e8-9309-492a-b19d-42694e1c85db",
"Value": "A treasurer from one of the neighboring countries has entered the
borders of the {mf|barony|barony|kingdom|kingdom} on his way home from a business
trip. Yesterday a letter arrived at the castle, in which the country's councilor
asks that his colleague be made to \"disappear\", with the evidence pointing
towards bandits."
},
{
"Key": "8f9624b9-7215-467d-8351-8f0f308f1401",
"Value": "Court Intrigue"
},
{
"Key": "49b6585f-2cc3-42e6-9115-bead0287fdfd",
"Value": "The situation has become a diplomatic scandal! The neighboring
queen received a letter of warning from the Warden� and accused our advisor of
trying to besmirch her councilor!"
},
{
"Key": "57ab1eef-090c-4e31-ba4d-a233d61bc147",
"Value": "The Warden wrote a letter to the visiting treasurer, warning him of
the danger he was in. A week later, the poor fellow was found dead. Soon after, the
Warden received a letter written by the treasurer a few days prior. � The deceased
refused to believe that anyone could wish him ill..."
},
{
"Key": "b70f27e2-3e15-4341-b7dc-cc46cd8baeff",
"Value": "The Warden sent the councilor's letter to the queen of the
neighboring country. The traitor was arrested and will be tried in court!"
},
{
"Key": "de987cee-0a7c-4fbb-b47c-51fa7147e5ee",
"Value": "The Warden dressed up a squad of guards as bandits, and sent them
for the Treasurer's head� only to find out later they were roundly defeated by his
convoy!"
},
{
"Key": "59430a29-1905-42ba-abe2-0b98c9419de0",
"Value": "The treasurer's convoy proved too much for the bandits that the
Warden employed."
},
{
"Key": "9d1b2a60-5317-417d-8ed6-ea4793137602",
"Value": "The treasurer perished under mysterious circumstances. Soon after,
an envoy with a heavy bag of gold came knocking on the castle's door."
},
{
"Key": "852ce055-15a9-4dff-92bb-a0a7b3464425",
"Value": "The Minister sent one of {mf_Spymaster|his|her} people to warn the
neighboring queen of her councilor's designs� However, he was caught by the guards,
tried as a spy and executed! This has dealt a heavy blow to the diplomatic
reputation of the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "8a47240b-70e3-43c4-819d-a705e3751393",
"Value": "The treasurer failed to heed to the warnings of a secret messenger.
A week later he was found dead�"
},
{
"Key": "fac67426-80f0-4c16-a54f-6c100d9ac63a",
"Value": "The Minister's people struck a deal with the treasurer, and staged
his murder. Then, once they received the money from the treacherous councilor, they
presented it along with the treasurer to the court. The criminal was arrested and
sent before a judge!"
},
{
"Key": "992361f0-6070-4ee2-9e9d-80b3fe56a5c0",
"Value": "The treasurer's bodyguards proved much more capable than expected.
The assassins hired by the Minister perished while trying to carry out
{mf_Spymaster|his|her} orders."
},
{
"Key": "57563925-1464-4293-8403-4f28a63d564d",
"Value": "The Minister's people failed to track down the visiting treasurer,
who soon returned home safely. The deal with the councilor fell through."
},
{
"Key": "3b68ef36-d649-4613-85b6-0cbbfb9f3104",
"Value": "Mighty genie-binders from the island of Jalmeray are fleeing their
master, Thakur Kharswan. They seek a quiet place where they can wait for his anger
to pass. If given shelter, they might share the secrets of their craft."
},
{
"Key": "b61171d4-de79-477a-be7f-296969b15459",
"Value": "Runaways"
},
{
"Key": "db844a1e-e255-4565-9863-095bd9b38fc8",
"Value": "The genie-binders were hidden at an abandoned estate, far from the
cities and roads. In gratitude they presented the Grand Diplomat with a couple of
treatises covering with the magical arts of Jalmeray."
},
{
"Key": "d078300a-f0c9-4d79-a16c-864ed72ca338",
"Value": "The Jalmeri were hidden in a secluded fort, deep in the heart of
the {mf|barony|barony|kingdom|kingdom}. To express their gratitude, they presented
the Grand Diplomat with an ancient tome � which, according to legend, was written
by an apprentice of the Archmage Nex himself."
},
{
"Key": "92034332-e33f-49b9-80c7-dd1ecc79fdda",
"Value": "The Grand Diplomat failed to convince the Jalmeri that
{mf_GrandDiplomat|he|she} could hide them from the searching eyes of the Thakur.
The mages decided it was best to continue their journey and look for safer
shelter."
},
{
"Key": "9415ee10-5952-4d46-8571-379166ba350b",
"Value": "The Magister offered the runaways a place to stay in the mages'
quarter, under the protection of the best bodyguards. The grateful Jalmeri gave a
few lessons to the Magister's underlings."
},
{
"Key": "1cce5ddc-b3e2-405b-9b9f-a505da1aa015",
"Value": "The Magister offered the runaways a place to stay in the castle,
under constant guard. In gratitude, they took a few of the Magister's underlings as
their pupils."
},
{
"Key": "b89d8bc4-3cb4-49a0-88ad-1cbfa8ed4444",
"Value": "Something in the Magister's behavior made the Jalmeri suspicious.
The genie-binders fled the {mf|barony|barony|kingdom|kingdom} under cover of
night."
},
{
"Key": "5f0313ff-e6ea-4e79-bf60-19840360a217",
"Value": "Another swordlord tournament is about to be held in Mivon. The
competition will determine each participant's social status and their influence in
Mivon. A young and ambitious warrior has asked that she be trained by the servants
of the {mf|baron|baroness|King|Queen}."
},
{
"Key": "a25b1bab-e082-4012-a4dd-8f5f93c8d53c",
"Value": "A Test of Steel"
},
{
"Key": "d60543fc-ac97-419a-8c44-f7a0c97692e4",
"Value": "Despite training long and hard with the best fighters in the {mf|
barony|barony|kingdom|kingdom}, the young woman was unable to place highly in the
competition."
},
{
"Key": "66e5ad4e-3920-4196-81b0-8a5b4c2e822a",
"Value": "The General added the young woman to the {mf|barony|barony|kingdom|
kingdom}'s most elite squad of warriors. She lived, slept, and ate with them,
training every day with the strictest instructors in the land. She made it to the
final round of duels and took up an important position in Mivon."
},
{
"Key": "59352e1d-1a57-4048-b8e1-54c9f197e361",
"Value": "The General added the young woman to the {mf|barony|barony|kingdom|
kingdom}'s most elite squad of warriors. She lived, slept, and ate with them,
training every day with the strictest instructors in the land. She won every round
of duels, and now the {mf|baron|baroness|King|Queen} has an influential friend in
Mivon."
},
{
"Key": "67d7a23b-2436-4ff8-9cbd-64c2e312f50c",
"Value": "The Warden found for the girl the best instructor in the capital �
a true master of the blade. Thanks to his lessons, the fighter placed well in the
competition, and became an important figure in Mivon."
},
{
"Key": "978613c8-2ac0-4482-bf78-015463de06c3",
"Value": "The Warden found the best instructor in the capital for the girl,
and sparred with her himself, every day. The young fighter won every round of
duels, and once she takes up her position in Mivon, she will not forget her
benefactors."
},
{
"Key": "c3154a39-06cd-4261-bb2e-175494bacf81",
"Value": "The most experienced of all the {mf|barony|barony|kingdom|
kingdom}'s spies trained the young fighter day and night, focusing on precision of
movement and unpredictability of attacks. The girl reached the final round of
duels, and took a high position in Mivon society."
},
{
"Key": "66ce75f5-bdc0-4116-bd0b-116e5a23d224",
"Value": "The Minister pulled out all the stops, and introduced the girl to
the most dangerous assassins in the capital. Nobody knows what or how he taught
her, but she handily defeated every opponent in the competition, and took up one
the highest positions in all of Mivon."
},
{
"Key": "ae6a24c9-0fcf-43a9-b126-14920e8664de",
"Value": "A band of arsonists is on the loose in the city. They're extorting
money from homeowners, threatening to set fire to their property if they refuse to
pay. These criminals must be stopped!"
},
{
"Key": "4fb5aa09-fe41-43d7-9dbb-d2207e80d529",
"Value": "Ashes and Dust"
},
{
"Key": "94de75ea-535e-4d6f-9e7c-155039988748",
"Value": "The Magister's plan failed on the first day! It seems the arsonists
had a sorcerer on their payroll, who informed them that someone was looking for
them through magical means. A great fire broke out in the mages' quarter, while the
gang quietly escaped the city."
},
{
"Key": "c15c8872-1c8b-438f-8145-98ab6b4f10fe",
"Value": "The Magister nearly captured the gang's leader, but he slipped the
net and fled the city."
},
{
"Key": "4afb62bd-c799-4a47-b668-c6a8384c2f3c",
"Value": "A rumor spread through the streets, that the Magister had called
the arsonists cowards and bastards. That night, the bandits threw caution to the
wind and lit fires all across the city. � And as torrents of magical rain fell upon
the city, the guards caught them one by one."
},
{
"Key": "c627372f-c9cd-45dc-8d8d-88b16938c55a",
"Value": "The Warden has suffered a crushing defeat! The homes of the
witnesses who'd agreed to testify against the arsonists are now burning like
candles, and the bandits have vanished into the thin air."
},
{
"Key": "8620f811-1d00-4a25-b9be-2a67bfb7c3e9",
"Value": "There's no use going on with the investigation. The witnesses are
too afraid of retribution to testify, and the bandits have already escaped the
city."
},
{
"Key": "6cd56e08-3728-4d97-ba77-a09339ffcfe8",
"Value": "To protect the witnesses from the bandits' revenge, the Warden
questioned them personally, and under protection of an illusion woven by a mage.
Soon after, the guards seized the whole gang, taking them by surprise in their own
lair!"
},
{
"Key": "4c1fc77f-22cf-4ff1-8508-51d95453bfd3",
"Value": "The Minister made an unforgivable mistake when {mf_Spymaster|he|
she} met with one of the informants personally. The arsonists immediately caught
wind of it and fled the city � but not before setting fire to the market and two
temples!"
},
{
"Key": "fbb1fde2-e818-4b4f-9dd6-86f8d59510cb",
"Value": "The Minister's people were careless. At the last possible moment,
the arsonists sensed trouble and went to ground. Perhaps the next time they
resurface it will be somewhere far away�"
},
{
"Key": "9a68cf96-a358-46a2-907f-261a41452614",
"Value": "The Minister's people acted swiftly and precisely. They tracked
down one of the members of the gang, when he came to collect tribute from another
victim. They bribed him to turn on his fellows, and the criminals were caught one
by one."
},
{
"Key": "a1b96dfe-ad54-4251-a5ca-18a927251e1b",
"Value": "An envoy of balance and priestess of a wandering commune of
ascetics has deemed the {mf|barony|barony|kingdom|kingdom} to be upsetting the
equilibrium in these lands. On these grounds, the elf and her pupils urge the
subjects to disobey the guards, and resist and undermine the power of the local
authorities."
},
{
"Key": "fce9ddd3-371b-46e0-858d-3d88f736cd5c",
"Value": "Balance"
},
{
"Key": "988c44bc-d1d7-4210-9ce4-da95ea260198",
"Value": "The public debates were a fiasco � the people sided with the
priestess. When the wandering commune assembled to depart the {mf|barony|barony|
kingdom|kingdom}, hundreds of people decided to join them."
},
{
"Key": "f6aabcb5-f346-442d-9305-36f4faa1cc1f",
"Value": "The public debates didn't resolve the problem. The priestess'
teachings continue to find support among the peasantry. When the wandering commune
assembled to depart the {mf|barony|barony|kingdom|kingdom}, some decided to join
them."
},
{
"Key": "cea4abc5-33f0-4c0c-8cc8-60ac80d50e8e",
"Value": "After the public debates the priestess lost all support among the
peasants. Without hesitation, she admitted that balance was more important than the
lives and happiness of the people."
},
{
"Key": "ccfa3801-14af-4917-b3fa-85ff21e05ceb",
"Value": "The guards seized the priestess as she was speaking to some
peasants, and escorted her and her pupils out of the {mf|barony|barony|kingdom|
kingdom}. The people are outraged by the Warden's abuse of power."
},
{
"Key": "f630466f-08d7-414b-af20-c242167d7a1c",
"Value": "The priestess and her pupils were quietly arrested and deported
from the {mf|barony|barony|kingdom|kingdom}. Some condemned the Warden's harsh
response."
},
{
"Key": "a7cf5c86-6f4f-42be-9c76-96a703433a11",
"Value": "The Warden caught a few of the priestess' followers as they were
stealing money from the local town hall. The priestess and her pupils tried to
explain that they would never condone such behavior, but no one stood up for them
when they were deported from the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "963d293d-a322-4b4c-b4e6-54c0646b2054",
"Value": "A notorious assassin from Daggermark has taken a contract on the
{mf|baron's|baroness's|King's|Queen's} head! An open challenge to a duel is not a
likely result. � An arrow in the back or a goblet full of poison, however..."
},
{
"Key": "9670a741-a3df-4270-bdd1-30bdf74b72fc",
"Value": "The Contract"
},
{
"Key": "7c081fda-b911-43d9-8a6d-ed014f389992",
"Value": "The Magister conjured a double of the {mf|baron|baroness|King|
Queen}, and sent {mf|him|her} on a picnic, casting spells of invisibility on
{mf_Magister|his|her} best mages, and distributing them throughout the forest. The
assassin took the bait and was easily captured!"
},
{
"Key": "a0545e1c-d605-47ef-82e1-71bc983ac127",
"Value": "The {mf|baron's|baroness's|King's|Queen's} servants were entirely
unprepared for the assassin's attack! Many lost their lives to fend off the assault
and protect their ruler�"
},
{
"Key": "3c50d841-5105-44fd-bd7d-5badb10d5ea6",
"Value": "The assassin's attack was barely repelled, and the deadly criminal
was allowed to escape."
},
{
"Key": "d6e2b510-d15f-40c6-84d9-3e2d6c522c50",
"Value": "The Warden personally positioned his guards both inside and outside
the castle. They performed admirably, handily capturing the assassin."
},
{
"Key": "cfda4534-a35d-4eb6-b7e3-72f53cbddf37",
"Value": "The Minister replied to the threat by issuing a contract of
{mf_Spymaster|his|her} own with the Red Mantis. In just a few days {mf_Spymaster|
he|she} was approached by a young woman carrying the head of the hapless assassin
in a bag."
},
{
"Key": "6494e872-186f-4f02-97b8-7b95fec2b3e2",
"Value": "A group of city-dwelling druids, who call themselves cobblestone
druids, are offering to help the {mf|baron|baroness|King|Queen}. They wish to take
care of the beggars' quarter, which has slowly turned into a nest of crime and
disease."
},
{
"Key": "7eca5eb9-ae0d-4b2c-be7d-194f9cf531d7",
"Value": "Cobblestone Druids"
},
{
"Key": "7e8d789e-d895-454f-bc6f-89cdc0c073e5",
"Value": "The Regent inadvertently had the druids start their work on the
most dangerous street of the slums without proper protection. The locals gave the
druids a heavy beating, and took everything even remotely valuable�"
},
{
"Key": "a3fa3f02-1a17-4ed8-853a-b2d1c2f819f7",
"Value": "The Regent's servants rallied the inhabitants of the slums to aid
the druids. There are now a couple of new community houses for orphans and beggars
in the slums."
},
{
"Key": "02a1235f-2d3e-416e-be3a-6d0ef511094b",
"Value": "The Regent called on the townsfolk to join the druids and aid them
in any way they could. Thanks to the efforts of dozens of volunteers, and the
inhabitants of the slums themselves, new wooden houses now stand where there were
once only run-down shacks."
},
{
"Key": "a11e4fc1-c765-49ca-a35b-68cdfe63487c",
"Value": "The druids were unable to come to an understanding with your
priests, due to religious differences. The improvements made in the beggars'
quarter were too minor to really change anything."
},
{
"Key": "5f31faf3-6a15-448e-852a-16487440e8fb",
"Value": "Together, the druids and the priests were able to cure many of the
slums' inhabitants."
},
{
"Key": "70c2c89d-acbd-4eb4-b4e0-cac3bf62ed04",
"Value": "The {mf_HighPriest|High Priest|High Priestess} called on a large
monastery on the fringes of Stolen Lands to help the druids in their noble task.
Working together, they were able to cure the slums of infectious diseases!"
},
{
"Key": "6581cf0e-53b4-40cf-9def-2b4d49e03f40",
"Value": "The Magister's servants didn't provide the druids with enough
support. The slum improvement plan fell through."
},
{
"Key": "75ccda1d-d622-4c55-90c9-37c109f8fc91",
"Value": "Together with the Magister's servants, the druids were able to rid
the slums of rats and clean out all the dirt and rubbish."
},
{
"Key": "6ccb66f8-77e3-4f6d-ba4d-573ae70da125",
"Value": "Thanks to the Magister's unfailing support, the druids were able to
rid the slums of rats and clean out all the dirt and rubbish. Moreover, now the
poor of the city have access to an endless source of pure spring water."
},
{
"Key": "d74f1fb4-7109-45fb-8987-753f96961d53",
"Value": "A small cult of Droskar in the Five Kings Mountains is offering to
sell dwarven mining equipment to the {mf|barony|barony|kingdom|kingdom}. The deal
is quite lucrative, for the dwarves never sell such machinery to outsiders.
However, there's a hitch � the equipment they're selling is stolen."
},
{
"Key": "96c93234-b737-404f-a207-6236d667af92",
"Value": "A Technical Issue"
},
{
"Key": "eeaf274a-de2d-4dd0-bbee-9fc2ed2a4f8e",
"Value": "The cultists must have caught wind that the Treasurer sent his
investigators to track them. In any case they've disappeared and haven't been heard
from."
},
{
"Key": "16f5e665-f7d5-4c95-a33a-5b6e8a074843",
"Value": "The Treasurer hired investigators, who uncovered the location of
the cultist's secret camp, and delivered this information to the leader of a
prominent dwarven clan. The grateful leader's generosity knows no bounds!"
},
{
"Key": "4934298a-3c13-4d18-8e00-83a24f1b115d",
"Value": "The Treasurer was able to buy the mining equipment for a reasonable
price."
},
{
"Key": "86bbb846-1c07-4a37-9310-dfccf7431374",
"Value": "The Treasurer threatened to turn in the cultists to their dwarven
brethren, and they surrendered the equipment for a mere pittance."
},
{
"Key": "06f85dc5-51df-47d6-8a44-e28219ad41e3",
"Value": "By the time the Grand Diplomat's letter reached the dwarves, the
thieves had already vanished..."
},
{
"Key": "12bc11c5-c61d-4515-a4f7-77e7ead1f9ed",
"Value": "The Grand Diplomat informed a visiting representative of an
influential dwarven clan about the cultists. The thieves were caught, and the
dwarven ambassador promised that his people will not soon forget the Grand
Diplomat's help."
},
{
"Key": "5c9daea8-7df9-4258-8ad8-2fd4e4e1f1fe",
"Value": "The Grand Diplomat introduced the cultists to potential customers
from Brevoy. In thanks, they allowed {mf_GrandDiplomat|him|her} buy a few of the
machines at a discount."
},
{
"Key": "357db4e6-667f-4ef2-8fe7-ce2344098a18",
"Value": "The Grand Diplomat helped the cultists forge a huge trade deal with
Brevoy � in exchange for a few of the mining machines, of course."
},
{
"Key": "bcb4ae53-42b0-45c1-b57b-b44a53875f0d",
"Value": "The Minister's spies made too much noise as they were tracking down
the leader of the cultists. Both the thieves and the mining equipment vanished
without a trace�"
},
{
"Key": "362819c0-f357-456c-b0a8-b5d1bdf42892",
"Value": "The Minister's spies easily captured the cultist leader and handed
him over to the dwarven authorities. They were rewarded with a dozen lockpicking
sets, masterfully crafted from a secret dwarven alloy."
},
{
"Key": "3ede7ecf-36b0-4d36-8d48-625d32b16b1a",
"Value": "The deal was called off! The price which the cultists demanded was
far too high."
},
{
"Key": "dfc114fd-bf77-43e3-90fb-6aa31e20e907",
"Value": "The Minister bought the equipment at a discount � after
{mf_Spymaster|he|she} provided the cultists with a couple of design blueprints,
stolen from the very same dwarves who they themselves had robbed."
},
{
"Key": "e05aedce-aeb9-4a7f-a7ff-65f7fd58b65c",
"Value": "The cultists presented the equipment as a gift to the {mf|barony|
barony|kingdom|kingdom}. In return, the Minister's best specialist led
a \"seminar\" for them, where he shared a few skills with them which might prove
useful in their next endeavor."
},
{
"Key": "767e9ba7-0aa3-4012-ae71-9bc5dc755458",
"Value": "A gang of tomb robbers is digging up old burial sites and selling
the loot abroad. Every day, mighty artifacts, ancient relics and priceless scrolls
are being taken from the lands of the {mf|baron|baroness|King|Queen}. This cannot
continue!"
},
{
"Key": "5b3414e7-a405-4e31-a657-378b9c908a88",
"Value": "The Treasures of the Ancients"
},
{
"Key": "5b4002cc-d41d-47fe-898c-7a3462978917",
"Value": "The Warden started questioning all of the big antique sellers � and
immediately scared off the criminals. The last time anyone saw of the robbers, they
were boarding a ship for Tian Xia�"
},
{
"Key": "24330a33-2ec9-489d-8aa4-9bda9235da57",
"Value": "The Warden asked an aristocratic friend to masquerade as a
collector from Galt, and lure the tomb robbers into a trap. They were arrested by
the guards."
},
{
"Key": "b8506937-120e-4f5b-923d-888548601ab0",
"Value": "The Warden asked a friend to masquerade as a collector from Galt.
She lured the tomb robbers into a trap, where they were arrested by the guards.
Afterwards, they managed to find a hidden stash of antiquities in the home of the
gang's leader!"
},
{
"Key": "90588cd1-c5ad-4329-83de-8ec1b6069bab",
"Value": "The Curator's hapless attempts at catching the criminals have
amounted to nothing. The gang easily left the country, taking with them a few
wagons full of antiquities which they didn't have time to sell..."
},
{
"Key": "e7ee7db1-dca5-441a-bbaf-7fff0c80db39",
"Value": "Rather than chasing after the robbers, the Curator placed
limitations on the export of antiquities. Left without buyers, the bandits tried to
smuggle the stolen goods out of the country on their own � and were captured by the
guards!"
},
{
"Key": "3293f1ae-1d45-4011-8ec9-4b1700957247",
"Value": "A former high-ranking agitator from Cheliax, now living as a
fugitive hiding in the Stolen Lands, believes that the people here do not love
their ruler nearly enough. He has offered to work for the {mf|barony|barony|
kingdom|kingdom} as a propagandist for a time � at least until the Chelish hounds
pick up his trail again."
},
{
"Key": "b352442f-2d74-4f9e-92d9-62f2a8a28aa5",
"Value": "The Art of Persuasion"
},
{
"Key": "b1e5af75-538e-4b7b-931f-77d1d8de4389",
"Value": "Chelish propaganda is known for being bold and blatant, and it only
made the local people resent the army. The louder the slogans, the less recruits
come to the garrisons."
},
{
"Key": "e57378cd-1fb1-45ef-adbc-038f493cbe16",
"Value": "Despite all the agitator's slogans and tricks, the simple folk
still don't want to enlist and give their lives for their country."
},
{
"Key": "06efabb1-1ca8-4f20-9554-3d6da21ccb72",
"Value": "A grand parade, and show fights between warriors armed to the
teeth, have made a lasting impression: the flow of army recruits has grown
significantly."
},
{
"Key": "cc4dffae-5ea6-4048-ab23-c3e8beb7d22b",
"Value": "The agitator was been exiled in shame, as per the orders of the
advisor. In return, the Chelaxian fugitive spread disgusting rumors across the
neighboring lands � about the {mf|King|Queen} and {mf|his|her} \"special\"
relationship with a hunchbacked court dishwasher."
},
{
"Key": "e1ff1627-fe51-452e-b694-6f88109f0e98",
"Value": "On the advisor's orders, the immoral agitator was exiled from the
{mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "ea7a5109-a553-4de9-8698-c168883bac30",
"Value": "As ordered by the advisor, the agitator was formally exiled from
the {mf|barony|barony|kingdom|kingdom} with much fanfare. The people who bore
witness to the event hailed their ruler for {mf|his|her} fairness and nobility."
},
{
"Key": "c4cc57e6-ebf4-4f32-b185-0e05f3f394af",
"Value": "Just as the agitator was starting his work, the people caught wind
that he was trying to pull the wool over their eyes. No one likes being played for
a fool, and the objections of the unhappy people are rising."
},
{
"Key": "50039089-0640-4984-ab39-ed73f2b83add",
"Value": "The agitator's propaganda had no effect on the local populace.
Nevertheless, he demanded to be paid in full for his dubious services."
},
{
"Key": "052343fe-5e35-4bda-8a0e-bfc3abf0d5f1",
"Value": "The agitator's advice came in quite handy. A few small fairs, a
couple of generously rewarded bards, and a show execution � and the people started
showing a lot more respect towards their {mf|King|Queen}."
},
{
"Key": "a38f9035-4638-4456-a1c2-c50bce702866",
"Value": "Terrified parents swear that someone is taking their children and
leaving something else in their place! Truly, these pale, dark-haired girls with
huge eyes could be nothing other than changelings, the offspring of hags. But where
are the real children? They must be found at once, and the kidnappings stopped!"
},
{
"Key": "58c40f50-59c1-4048-896c-1e69db1dc640",
"Value": "Changelings"
},
{
"Key": "45ce9656-d0e8-4483-8095-b2db4ef10587",
"Value": "The advisor's hunters followed a false trail and perished in a dark
thicket, mauled by the fangs and claws of hideous beasts sent by the hags. The
parents of the missing children have grown desperate, and families not yet touched
by the calamity are fleeing the region."
},
{
"Key": "bd15cf8a-3a8d-417d-9617-7c2496402792",
"Value": "The advisor's hunters could not find and rescue the stolen
children. The people are grumbling, furious, and terrified all at the same time."
},
{
"Key": "31680e00-1a46-4320-b300-446de1dce452",
"Value": "The advisor dispatched hunters, who picked up the trail of the
kidnappers. They found a pit in the forest where the stolen children were kept, but
they failed to catch any of the hags. Still, the missing children were returned
home safely, and that's what matters most."
},
{
"Key": "ab37d9de-3167-45bb-8257-497d67597375",
"Value": "The advisor dispatched hunters, and when they captured the leader
of the hags, they made her tell them where they could find the stolen children �
and all her accomplices. The hideous creatures were slain, and the wailing children
returned to their parents' arms. The people are praising their {mf|King|Queen}."
},
{
"Key": "03224e26-5047-4c61-993f-0ded923c838c",
"Value": "The advisor's attempt to reach an agreement with the hags was a
fiasco. Rumors that the {mf|King's|Queen's} own servants were dealing with monsters
stoked the fears of the simple folk. Some parents struck out into the wilds in
search of their missing children, only to perish in the claws and maws of monsters
and beasts."
},
{
"Key": "90fd1e1f-e7e7-4920-9463-7049f9d2f394",
"Value": "The advisor tried to buy off the hags, but they just laughed in the
faces of the capital's messengers. The children are still missing, and the
kidnappers are nowhere to be found."
},
{
"Key": "44dda3ad-9731-45d4-8aa3-d9625a44a5b8",
"Value": "The advisor struck a deal with the hags, exchanging the stolen
children for a hefty bag of gold and a few carts of delicious piglets � something
that isn't easy to come by in a forest. The parents are happy to see their young
ones back."
},
{
"Key": "4b63826d-edce-4766-8c72-b4d6d3b1128c",
"Value": "A deal, of a sort, was struck between the advisor and the hags. The
advisor's people persuaded the parents that they were wrong, and that everything
was fine with their children. The hags, impressed by the advisor's malign
ingenuity, sent gifts to the castle."
},
{
"Key": "4a4ce06e-3fc2-40af-9f17-eeed18a841a5",
"Value": "The gangs of Thornkeep have made a habit of passing through this
region on the way to raid their neighbors, then, on their return, hiding just
beyond the kingdom's border. They pitch camp not a hundred paces from our lands,
though officially they are within Thornkeep's domain. However, the {mf|barony's|
barony's|kingdom's|kingdom's} neighbors think they are being attacked by raiders
from the Stolen Lands."
},
{
"Key": "f6b76f23-d572-4b21-8182-259c9f2e816f",
"Value": "Guests from Thornkeep"
},
{
"Key": "e66be975-0193-4aea-849c-95ccf9676749",
"Value": "The Warden tried to close the border, but that only led to a long
and grueling confrontations with the bandits. The losses have already been
considerable, and the results negligible. Our neighbors remain outraged at the {mf|
baron's|baroness'|King's|Queen's} inability to take care of the brigands."
},
{
"Key": "e23fa396-a8af-4f17-a3fc-26ef5b570f13",
"Value": "The Warden strengthened the border patrols, but the gangs are still
managing to slip through. The {mf|baron's|baroness's|King's|Queen's} advisor is
stuck sorting through heaps of indignant letters sent from our neighbors."
},
{
"Key": "b17c0400-62de-423b-a4d5-eaaa74bb0d23",
"Value": "The Warden did his best to gain the support of the locals, and now
they inform him of any suspicious new faces they see in the region. The bandits can
no longer slip through these lands to raid our neighbors."
},
{
"Key": "3aae0d58-b812-4feb-b8a9-349fd49dff0d",
"Value": "The guard closed the border and, with help from a local militia,
caught every last one of the bandits. After learning that these roads were safe
again, the merchants returned with their caravans."
},
{
"Key": "d53020e1-70fb-4edd-bd86-8ea8bc955e36",
"Value": "The Warden tried to force the gangs to pay tribute every time they
went on a raid, but they didn't take it well. Now the gangs are robbing and
pillaging our lands as well, and our neighbors are outraged that we took such a
spineless stance towards the brigands."
},
{
"Key": "f6a2ebcb-d725-44bb-81a8-9bb670bd2e4f",
"Value": "The Warden tried to intimidate the bandits into paying for the
right to pass through {kingdomname}, but they wouldn't budge. They continue robbing
and pillaging the {mf|barony's|barony's|kingdom's|kingdom's} neighbors, and their
victims keep sending us more and more indignant complaints."
},
{
"Key": "050800ff-72a7-4462-bdc8-064604b63a2e",
"Value": "The Warden laid down the law: either the raiders start paying for
the right to pass, or they don't pass. After a brief moment's consideration, the
bandits decided to steer clear of the dubious deal, and left these lands."
},
{
"Key": "b0add2a4-636a-4e75-8fcd-c5464dfdd4e1",
"Value": "The Warden demanded that the bandits pay tribute for the right to
pass. Upon returning from their most recent raid, the brigands surrendered a part
of their loot to the treasury."
},
{
"Key": "28611d1a-5213-4c3b-ad26-d010e8cae102",
"Value": "A mysterious wanderer passed through one of the local settlements.
Soon after his visit, an unnatural melancholy gripped most of the villagers. The
mages claim that it was the Lost Prince of the fey himself! The Stolen Lands must
be rid of every trace of his brief stay."
},
{
"Key": "4e92fcd1-8262-4ab4-9d7f-50ec89eeb462",
"Value": "Melancholy"
},
{
"Key": "df9d9e61-c267-4c62-abf7-9bcbe02e0542",
"Value": "The advisor's servants lost precious time arguing over how best to
treat the sorrowful peasants. The melancholy has started to spread among your
subjects like a disease!"
},
{
"Key": "76ad3c7a-5507-4a4c-89a6-f277621e7a80",
"Value": "The advisor's servants used what magic they could, but it was no
match for the power of the fey. The afflicted remain sullen, discontent and lacking
any interest to the outside world."
},
{
"Key": "1bca0926-46ce-48c6-b0c7-ad285fa388ca",
"Value": "The advisor's servants wove their magic, and cured the peasants of
their sorrow. With a sigh of relief, the subjects returned to their normal lives."
},
{
"Key": "1c4154bf-f86f-4dc8-a022-9e5798e207ec",
"Value": "The advisor's servants were able to cure the melancholy by magical
means. In their search for a cure, the adepts developed a few spells that could
discreetly influence the feelings of mortals. Now the people have begun loving
their ruler even more than before!"
},
{
"Key": "2b8c518b-c9a7-4459-81b0-c6ba1c8772c5",
"Value": "The Curator's servants tried to bring joy to the land by hosting a
festival. Alas, the magic of the fey was too strong. The people remain morose and
sullen."
},
{
"Key": "534f145e-2827-402a-ad72-8e332e14f860",
"Value": "The Curator's servants brought smiles to people's faces with merry
jests, and inspired them with magnificent ballads. Even fey magic is no match for
the creative spirit!"
},
{
"Key": "d8455d2e-2921-4946-b413-efdd689fc304",
"Value": "A most surprising phenomenon has beset a region of the {mf|barony|
barony|kingdom|kingdom}. � In some settlements, the people have completely lost any
and all emotion. The mages say that their feelings were stolen by fey blacksmiths,
who forge weapons from emotion. Meanwhile, the mortals who lost their souls in this
way have turned into merciless psychopaths!"
},
{
"Key": "4ee7c0de-31bc-4b89-8c10-c7b6577188e6",
"Value": "Stripped of Feeling"
},
{
"Key": "fa6d043f-40d9-405d-91a8-84bcb87f4d7f",
"Value": "The priests were unable to heal those who lost their emotions.
Unable to feel compassion, unable to rejoice, they roam the region, leaving a trail
of sorrow and trouble behind them."
},
{
"Key": "f712c9b3-9d4a-4e9f-9630-131cca162cde",
"Value": "The advisor's servants were able to cure the peasants who were
afflicted by fey magic. Once again, the people enjoy life's little moments, and
rejoice at the day's events!"
},
{
"Key": "d8bfd323-b7fa-42f3-8207-a2162c54e400",
"Value": "The Minister's agents tried to round up everyone who lost their
emotions, but they managed to flee and scatter all throughout the region. They also
started spreading rumors of the {mf|baron's|baroness's|King's|Queen's} hounds are
out for blood, and doing their best to hunt down and imprison innocent peasants!"
},
{
"Key": "c4ea381f-43e7-4e1e-9349-238e49c2cbf3",
"Value": "The Minister ordered that all peasants who lost their feelings be
rounded up and imprisoned. The difficult decision was met with sullen understanding
by the subjects."
},
{
"Key": "66d4ff58-dea5-45bc-83ad-d88f3b251da0",
"Value": "The Minister decided to employ the emotionless subjects as spies,
but suffered a crushing defeat. Serving the state takes loyalty and patriotism �
things which, alas, these mortal souls have lost�"
},
{
"Key": "49416560-3f4c-433e-afb0-bda6ea208052",
"Value": "The Minister was able to enlist the afflicted as spies, promising
these unscrupulous subjects gold and status. Emotionless, merciless agents � just
what a secret service needs."
},
{
"Key": "e96a6d84-687e-4198-87dc-f89ca01477ac",
"Value": "A group of daredevils from the capital have got it into their heads
to take a risk, and wish to create a new colony on the border of the Stolen Lands.
They ask for {mf|His Grace's|Her Grace's|His Highness's|Her Highness's} consent and
protection."
},
{
"Key": "f3f9c3d3-4581-4769-bd10-2f2d5fe6c7dc",
"Value": "Colony"
},
{
"Key": "c651acd8-5a36-454e-8d6f-c6c7b76a65b9",
"Value": "A fight erupted between the colonists and the guards who were
dispatched to protect them on their journey. It seems the affair was doomed before
it even truly began, and the people's trust towards their {mf|baron|baroness|King|
Queen} and {mf|his|her} advisors has been compromised."
},
{
"Key": "2b16e555-1213-4ff8-98fa-2576001f4375",
"Value": "The advisor dispatched a guard to escort the colonists, but they
were too forceful in their attempts to set the new colony's rules. The settlers
would have none of it, and the whole plan was called off."
},
{
"Key": "0351921c-cb45-4b2e-a7bc-9bf3035c10fb",
"Value": "The advisor showed foresight in his decision to send guards to
accompany the colonists. Under the soldier's protection, the settlers handily built
an encampment, which attracts more and more newcomers from the nearby villages."
},
{
"Key": "a45433eb-0eb2-42de-a8d5-8f5c57bab272",
"Value": "The advisor sent a squad of soldiers with the colonists. The added
protection allowed them to scout out the perfect location for their new settlement
� right at the intersection of two trade routes. The colony has attracted newcomers
with promises of wealth and stability."
},
{
"Key": "f8b49381-f44a-41f7-b952-19e60989623f",
"Value": "The Grand Diplomat asked our neighbors to help found the colony,
but the request provoked an unexpected response. The other states took the new
settlement as an affront, and rooted out the settlers, claiming they were violating
the borders!"
},
{
"Key": "8e158f1b-952d-49ee-a703-edf4ac0ba4ff",
"Value": "Despite the Grand Diplomat's appeals, the neighbors made no effort
to help the new colony. The settlers are barely managing on their own."
},
{
"Key": "9477a131-ab4e-49ca-b8de-92d630be9300",
"Value": "The Grand Diplomat reached a deal with the neighboring states,
which promised to help defend the new colony. The surrounding area is regularly
patrolled by border guards, and people are flocking to the promising settlement."
},
{
"Key": "9509f6ad-48db-4018-9f2a-a94914cf09bc",
"Value": "The neighboring realms gladly accepted the Grand Diplomat's
proposal to aid the young colony. They sent a couple of advisors to help the
settlement get on its feet, and work out a trade agreement with the colonists."
},
{
"Key": "c60ce4c0-d796-44ed-987c-fb335535f471",
"Value": "Some fey were having a wild night in one of the local settlements.
In the morning the {mf|King's|Queen's} servants discovered that they'd turned all
the villagers into talking animals! They must be rescued at once!"
},
{
"Key": "2d008a32-3df2-4360-9f0f-d98bd042a775",
"Value": "Fey Tricks"
},
{
"Key": "a25dc166-4cf1-42dc-8920-c29cd9b8ad25",
"Value": "Help came too late: some of the people who were turned into animals
ran off into the countryside, and others fell prey to predators. Still others have
decided to remain the way they are! The \"{mf|barony|barony|kingdom|kingdom} of
pigs and goats\" has become the laughing stock of its neighbors."
},
{
"Key": "24bf48b4-9715-45a5-a5d2-bbd8e85ec993",
"Value": "Powerful magic was used to dispel the fey's enchantments. The
people returned to normal, and graciously thanked the {mf|baron|baroness|King|
Queen} for their rescue."
},
{
"Key": "82aa15db-8e0c-424f-b6c9-ad979eabb91c",
"Value": "It is quite unknown how a {mf|barony|barony|kingdom|kingdom} so far
away from Irrisen could have angered a winter witch, but for some reason the
furious woman has conjured an enormous snowstorm and sent it towards the Stolen
Lands!"
},
{
"Key": "887bf630-3ae0-40b4-ba77-576aadadd4b4",
"Value": "Ice-Cold Wrath"
},
{
"Key": "afa77976-c45d-435c-8464-ed67de45d51c",
"Value": "During the peace talks, the Grand Diplomat accidentally insulted
the witch! The frost grows worse by the day, and the poor souls who have to sleep
under the open skies are freezing to death!"
},
{
"Key": "b11213d0-4d6b-43bf-b3af-c443f699e305",
"Value": "The Grand Diplomat didn't manage to intimidate the witch, nor reach
an agreement with her. The weather grows colder by the day, and farmers are
suffering terrible losses."
},
{
"Key": "8806ac98-1766-4ef0-a0fc-604734c96087",
"Value": "The Grand Diplomat convinced the witch it was against her best
interests to cross a young and powerful {mf|barony|barony|kingdom|kingdom}. The
mystic frost vanished without a trace, and the crops are saved."
},
{
"Key": "94598341-b2d1-49f0-b1f6-ec1f322051c3",
"Value": "The Grand Diplomat was able to intimidate the witch with the
promise of \"unavoidable consequences\". The Irriseni issued an apology, and
fortified it with valuable gifts."
},
{
"Key": "f10ad606-5cfa-43c3-aa9a-2cf95c6ba3e2",
"Value": "It took too long to assemble mages powerful enough to resist the
winter witch! The frost devastated all the plant life in the area. There's no hope
for good harvests this year. � In fact, it would be best to prepare for a famine!"
},
{
"Key": "084cfb02-df58-4da7-a02c-642957a04860",
"Value": "The advisor assembled a group of spellcasters who stood a chance
against the witch's magics, but alas, even they were no match for her power. The
peasants are dressing warmly and preparing for hard times."
},
{
"Key": "fde6570a-3460-4033-af0e-22e9c9883431",
"Value": "The mages of the {mf|barony|barony|kingdom|kingdom} repelled the
winter witch, and protected the realm from her spells."
},
{
"Key": "37a02094-9983-4236-9f87-59265ef9c791",
"Value": "The magical resistance that she encountered impressed the winter
witch no end. � So much so, that she has offered a trade alliance with her house,
in exchange for the {mf|barony|barony|kingdom|kingdom}'s spellcasting secrets!"
},
{
"Key": "dd68f447-8633-46fa-b3b9-0efa0d8ff667",
"Value": "Numerian Pureblades, renowned slayers of aberrations, are looking
for a large area to stage a massive hunt and train their recruits. If they were to
conduct this operation in the Stolen Lands, they would rid the local forests of all
monsters."
},
{
"Key": "d2206d52-26d3-4387-8f92-f482ef8683c0",
"Value": "Pureblades"
},
{
"Key": "46d82b9c-654a-4d77-a384-bb17d6144dc3",
"Value": "The advisor slightly exaggerated the number of hideous beasts that
inhabit the woods here. The Pureblades were furious that someone would try to
deceive them, and refused to set foot on these lands."
},
{
"Key": "23eeb3ed-8393-424c-8351-afd5c6af17ae",
"Value": "The advisor was unable to reach an agreement with the Pureblades.
It seems that the tales of horror that abound in these woods simply made little
impression on them."
},
{
"Key": "6ed48832-5f11-4a70-96a6-73bbce0a549d",
"Value": "The advisor told the Pureblades of the countless horrible creatures
that roam these woods, intriguing the monster hunters and winning them over. They
are already on their way to the Stolen Lands, ready for an excellent hunt."
},
{
"Key": "3f4df7a8-5ef0-4dad-aab1-1507b079a389",
"Value": "The Curator couldn't find common ground with the Pureblades. The
promises of gold and honor that awaited them only discouraged the reclusive
hunters. � They are fanatical zealots, slaying monsters not for glory, but for a
higher purpose."
},
{
"Key": "d4ac091c-a9ca-4eb9-a66d-7f15ebe77c9c",
"Value": "The Curator was able to attract the Pureblades with the promises of
the glory that awaited them in these lands. Even proud monster hunters like to be
regarded with admiration."
},
{
"Key": "5ef1dd6e-f3e6-4a80-aa0b-d813fa897a93",
"Value": "A local grove is showing signs of merging with the Barren Wood � a
terrifying extraplanar region that gives birth to creatures more horrendous than
any that can be found in the wild. The contagious grove must be set on fire before
the darkness spreads to nearby forests."
},
{
"Key": "5e83dce6-e894-4429-ab3b-2d31007549bb",
"Value": "The Bewitched Forest"
},
{
"Key": "3dc5edb2-6f77-4897-aa34-3a1f0df8c641",
"Value": "A group of warriors assembled by the advisor entered the forest and
did not return. They were never seen or heard from again. However, a few days
later, a pack of monsters appeared from the grove, and went on a bloody rampage
throughout the region. It seems the Barren Wood knows how to defend itself."
},
{
"Key": "79459dfa-998c-4d8c-be72-8d078d3001b6",
"Value": "The warriors who the advisor assembled were unable to force their
way into the depths of the grove. The resistance of the monsters was too strong,
and they had to leave empty-handed. Moreover, the beasts returned the favor by
going on rampage through the region."
},
{
"Key": "b21566c7-c492-49c0-9ff5-b32ce116e964",
"Value": "A party of adventurers entered the Barren Wood, slew all the
monsters, and set the tainted woods on fire. The afflicted trees were turned to
ash, and the disaster was prevented from spreading."
},
{
"Key": "c8c3d007-85f4-44e3-8bf8-4670d1ef1366",
"Value": "A party of heroes assembled by the advisor made quick work of the
monsters, and the local druids took the grove into their care. The mighty magics
left behind by the Barren Wood have transformed the forest, turning it into a place
of power."
},
{
"Key": "6d3c8eb6-87b1-4ec2-8998-a14d691448e0",
"Value": "The advisor sent mystics into the Barren Wood, but they vanished
without a trace. As if by retaliation, a pack of foulsome monsters emerged from the
forest, on the hunt for blood. Many have died, and chaos reigns on the roads."
},
{
"Key": "3021c7c3-c5fd-414b-a226-47fcb5647a8b",
"Value": "The advisor's mystics have been unable to submit the Barren Wood to
their control. Foul beasts emerge from the grove, sowing chaos in the region."
},
{
"Key": "879fd385-9882-4385-82bc-7313f3e3008f",
"Value": "The mystics sent by the advisor have erected a magical protective
barrier, which seems to have sealed off the Barren Wood."
},
{
"Key": "6cb7274d-da2c-4cb3-80e0-71ecc7b84dd2",
"Value": "The mystics sent by the advisor contained the Barren Wood with
their magics. A group of druids have made the grove their new home, and taken the
surrounding area under their care."
},
{
"Key": "8723336e-f98b-4f8d-872d-9b21fe4cd9eb",
"Value": "A clan of nomadic orcs has offered their services as mercenaries.
Their terms are simple: our soldiers must join them in their raids on more
civilized lands, and in return they will evenly share whatever they plunder. Our
country could benefit from the skills of these bloodthirsty bandits."
},
{
"Key": "3abb3b87-3551-4827-8649-fb30552fda78",
"Value": "Rule by Strength"
},
{
"Key": "f059aa34-003f-49fa-8cad-65e63300b03a",
"Value": "The orcs were sent to patrol our borders, but predictably went back
on their word. After quickly plundering several local settlements, they dropped
their banners and returned to routine pillaging."
},
{
"Key": "14844889-9c9e-49c8-8a80-5f1dfce3554b",
"Value": "The attempt to train the orc band as an elite infantry unit failed.
They weren't civilized enough to adopt military discipline, and soon abandoned
their posts."
},
{
"Key": "9ad6b36d-e460-4c1f-9e1d-0ad021da4199",
"Value": "The orcs made a great foraging unit. Looting local villages for
provisions is what they do best, and their skill in combat will serve the army
well."
},
{
"Key": "be3e7d98-024c-41e5-a83e-819ee3da75da",
"Value": "The Minister thought that the orcs could be usefully sent on secret
intelligence missions. They were formed into a military unit commanded by their
chieftain. However, a lack of discipline caused their first mission to end in a
critical failure. The entire unit was executed by the guards of a neighboring
country, and months of intelligence work was lost."
},
{
"Key": "e192da69-d17e-44be-a68f-731406ce46b9",
"Value": "The Minister formed the orc clan into a secret intelligence unit. A
strict and highly disciplined sergeant was appointed as their commander.
Unfortunately, his strict enforcement of discipline drove the savages mad, and they
killed him and deserted their posts, in search of better opportunities."
},
{
"Key": "e5c5a523-ae0d-4f81-b65a-c203e595c4cb",
"Value": "The Minister formed the orcs into a secret unit for brutal, off-
the-record missions. They were led by a devious and cruel sergeant, already on the
verge of military discharge for his fierce temper. He and his new underlings
immediately saw eye to eye, and the unit has already proven itself highly
effective."
},
{
"Key": "0f139e62-b7d4-4f52-9842-a8fc0dd471f1",
"Value": "The prisons are overcrowded with bankrupt debtors who are unable to
pay their debts to the treasury. One options is to arrange a grand festival, and
allow the prisoners to fight for their freedom against wild beasts. Their deaths
should be an entertaining diversion for the audience."
},
{
"Key": "ecccf428-d815-49d7-a0c1-5cc20c6b6209",
"Value": "Bloody Festival"
},
{
"Key": "f1c8ab1b-9284-490e-bd3e-a9589668ee72",
"Value": "The advisor organized what appeared to be a splendidly entertaining
feast... at first. But once the crowd imbibed sufficient quantities of wine and
beer, a commotion erupted among the drunken horde. Then, while the guards were
distracted trying to restore order, the prisoners broke free and escaped. Rumors
suggest they've organized, and are preparing an uprising."
},
{
"Key": "802a33c6-b0f5-49fb-853f-793c899f1bcb",
"Value": "The festival was nearly a great success, but the wild bears that
were released into the arena slaughtered the prisoners almost immediately. The
audience never got the chance to properly enjoy the show, and left disappointed."
},
{
"Key": "ebfb4d73-65b2-47cd-83bc-95a081351267",
"Value": "The festival went smoothly, providing great entertainment. The
advisor wisely decided to pit the prisoners in the arena against wild lynxes. The
show was tense, and the finale was terrifying! The wild cats wore down their prey
before slaughtering them violently. The mob left fully satisfied."
},
{
"Key": "caa227ca-ef54-4706-a197-8aea1d5e2e8e",
"Value": "The festival turned out exactly as planned. The wild lynxes
slaughtered the prisoners to the roar of the crowd, and afterwards any bystander
who wished to try their luck was allowed to enter the arena. Many daredevils took
the challenge, and entertained the seething crown with their deaths. One of them,
however, emerged victorious. The mob praised him as their champion, and he'll enjoy
glory and wealth for the rest of his days."
},
{
"Key": "02d23913-b419-473e-a46b-369e70c6421f",
"Value": "Certain elements of society, those with murky histories and
questionable reputations, have long used the local lands to shelter from the law
and lick their wounds. Serving as an unintentional shelter for these types of
people has proved to be quite profitable. Their pockets are always full of gold,
they can handle weapons, and often possess sensitive and valuable information.
Unfortunately, bounty hunters have been passing through more and more often to
track down fugitives. If this continues, the criminals may be forced to relocate
somewhere more harmful to us."
},
{
"Key": "eb88e3cb-214f-463a-89fd-6ee4bd5c8fbb",
"Value": "Bounty Hunters"
},
{
"Key": "68fc2634-9396-42a1-89cc-c4647ee428c6",
"Value": "Several bounty hunters were tragically murdered in a dark alley.
Unfortunately, the greedy dogs are set upon taking revenge. Even more of the
cutthroats now gather in our lands. Neighboring countries gossip that criminals
hold power over these lands."
},
{
"Key": "a5efdf19-522b-475b-9ad8-548ccc2cde59",
"Value": "The advisor's servants tried to intimidate the bounty hunters, but
they're used to threats in their line of work. They continue to hunt down criminals
and spread unrest."
},
{
"Key": "88eb81f1-6ea4-4cf6-9658-0b7d31cbb3ca",
"Value": "The bounty hunters were arrested and exiled from our lands. A few
parting threats made it extremely unlikely that they will ever return."
},
{
"Key": "5228cd53-6ced-4ce2-acf3-5eca348e35b9",
"Value": "Many bounty hunters were arrested, but tragically every one was
killed \"while trying to escape\". This provided a good deterrent to their
colleagues, who aren't likely to come here again without a sizeable incentive. For
now, they've learned their lesson and have stopped harassing our subjects and
guests."
},
{
"Key": "23fd6523-be50-4456-a7b6-499af7953d92",
"Value": "The local followers of Calistria have humbly offered their
assassins' services, proposing a night of cleansing to purge those who would give
the authorities trouble. It appears to be an easy and effective way to solve our
governmental issues."
},
{
"Key": "d83a161f-b51b-4e56-8efa-c151d1c3ae8d",
"Value": "Calistria's Judgment"
},
{
"Key": "bd9ff51d-766b-4c05-a210-9a4c9a3c2b9d",
"Value": "The assassins were given orders to eliminate everyone who spoke ill
of the authorities. The purge became a massacre, causing chaos and spreading panic.
The assassins were found and beaten to death by angry mobs, and their work
ultimately failed to restore order."
},
{
"Key": "3b4444c4-2869-4710-8411-833ad9ba7816",
"Value": "The assassins quietly purged several of the most notorious
troublemakers, though this has little lasting effect. They were quickly succeeded
by bolder, more arrogant loudmouths."
},
{
"Key": "92402b4d-dbbc-4759-a24d-bc20e2838f86",
"Value": "The assassins organized a demonstrative and violent execution of
several of the most influential and outspoken troublemakers. Their deaths easily
persuaded any similar promoters of liberal ideas to shut their mouths and conform."
},
{
"Key": "21661890-b250-40ab-83be-49a4e677abb9",
"Value": "The assassins eliminated a few of the more outspoken troublemakers
and framed the local gangs. The panicked citizens rushed to the safety of the {mf|
baron|baroness|King|Queen}, suddenly remembering that the Crown not only maintains
its own interests, but also grants protection."
},
{
"Key": "bbfc2e98-bca6-490b-abb5-7494414721db",
"Value": "The assassins were told to eliminate anyone who dares disrespect
the gods. They rooted out many blasphemers � despite the fury of the priests, who
protested these grim measures. The temples were soon filled with worshippers,
though they are united not in faith, but in fear."
},
{
"Key": "8cc7d8a6-716b-4a07-b5a0-83b55052dfa1",
"Value": "The assassins killed several worshippers of pagan religions, making
the deaths look like accidents. However, they continue to worship their unwelcome
gods. They will have to be taught a sterner lesson about the dangers of their
religion."
},
{
"Key": "74a9f238-88ab-4184-bc92-31318e9a4d5c",
"Value": "Several priests of unsanctioned gods were found dead in their
homes. Realizing the dangers of following such a path, their followers soon began
praying to the true gods."
},
{
"Key": "cb254b21-06bb-4d6c-9868-3668d8b39804",
"Value": "The assassins slit the throats of several priests of the hostile
gods, then staged the scene as if it were a punishment meted out by their own
patrons. Other practitioners were quick to confess to the Crown, seeking protection
from these \"messengers of the illegal gods\". Their statements helped capture
several dangerous cults, along with their criminal partnerships."
},
{
"Key": "a162f247-face-41c1-8859-ff5468b2bc59",
"Value": "The assassins were told to kill every lawbreaker in the city. The
body count grew to devastating proportions, and the resulting fallout brought chaos
to the capital."
},
{
"Key": "2e3d5df7-ba63-4b71-853d-5265b29c5287",
"Value": "The assassins were given orders to kill several of the most
notorious local cutthroats, but underestimated the abilities of those hardened by
our streets. The servants of Calistria were outmatched, and their blades were
turned on themselves!"
},
{
"Key": "fcb066ab-d207-4fd3-a935-f8033686515d",
"Value": "The assassins executed several major gang leaders. Their minions
wisely decided to curb their illegal activities, and peace returned to the city."
},
{
"Key": "5f57c684-1781-4dd5-b424-95018fc1edea",
"Value": "The assassins killed the leader of the capital's largest gang, and
made it look like the work of a rival gang. They also took the opportunity to clear
out his private treasury, igniting war between rival clans battling for territory
and the missing gold. The bloody feud has already begun to thin out the criminal
elements."
},
{
"Key": "6d5be876-ba05-4f78-9524-50cf447ed970",
"Value": "Chroniclers from the Pathfinder Society request the Crown's
permission to visit our local lands and interview our subjects. They intend to
include their findings in their exhaustive and unprejudiced chronicles of Avistan.
Their work will be important for generations to come, but we must consider how much
truth to reveal to these outsiders."
},
{
"Key": "4c062f31-6f08-4266-82c0-491a32111b79",
"Value": "Making History"
},
{
"Key": "4ba9b47a-f04d-4bd5-b598-8bb00d817079",
"Value": "The Regent's servants instructed the people in what they should
say, strictly cautioning them against revealing any uncomfortable truths that would
compromise the reputation of the {mf|barony|barony|kingdom|kingdom}. The
chroniclers quickly realized that the villagers were all quoting the same words, as
if they'd rehearsed a script. They took offence to this corruption of the truth and
departed, cautioning the nearby countries that these lands are on the path of
tyranny."
},
{
"Key": "b287ca99-5c71-46e0-a546-5ed6fe210dab",
"Value": "The chroniclers were allowed into the country on one condition:
they would be required to safeguard the Crown's secrets, so all of their records
would be checked and 'corrected' if necessary by the Regent's servants. The
Pathfinders refused to work under such conditions, claiming it could not be aligned
with their standards for of complete and unprejudiced research."
},
{
"Key": "28dca0d6-a9d7-4516-92df-37030793f655",
"Value": "The Pathfinders were permitted to commence their research and
encountered no major obstacles. After an exhaustive series of interviews, one copy
of the resulting vast chronicle was hand-delivered to the palace."
},
{
"Key": "038f3e44-e52d-45ac-9881-8d70a9e61229",
"Value": "The chroniclers were allowed to enter the country and talk to
whoever they liked. They were accompanied by the Regent's servants, who offered
hospitality and any assistance they could provide. The Pathfinders were impressed,
promising to spread word of our generosity � and deliver a copy of the chronicle's
first edition to the palace."
},
{
"Key": "e07a5696-64cf-4a06-a382-6908539d7df1",
"Value": "A group of monks and priests, staying into our lands illegally,
have been stirring up a riot. They're preaching rebellion against tyranny,
supported by the most despicable and worthless of our people: beggars, debtors, and
laborers. They bribe these unsavory individuals with free food, alms, and other
such \"charity\". Their provocations to riot must be stopped before it spins out of
control. The social parasites must be culled, and the heads of the perpetrators
removed at once."
},
{
"Key": "30521c87-a7dd-45aa-bb3a-009c5aacd014",
"Value": "False Charity"
},
{
"Key": "2c853417-60d2-4b03-a334-8df347b5657f",
"Value": "The guards arrested several of the more outspoken followers of
these priests' ideas. In response, a crowd gathered around the prison walls
demanding their release. Attempt to disperse the crowd resulted in a massive street
brawl."
},
{
"Key": "1a9948c5-ac17-42a0-8b87-86b7aca568df",
"Value": "The guards threatened to arrest the false priests if they didn't
leave the country of their own accord. Predictably, the stubborn fanatics were more
than willing to give up their freedom in order to continue spreading their filth."
},
{
"Key": "8260137d-a7f8-4915-814c-e7e0cf6ea698",
"Value": "The guards arrested the priests, and subjected them to prolonged
torture in prison. After a period of silence, the broken and battered fanatics were
hauled upon the scaffold to publicly repent before their execution. Perhaps their
repentance wasn't entirely genuine, but their plans to riot are now in the past."
},
{
"Key": "29baf5aa-c504-42d8-9ef0-0b0ef5798f62",
"Value": "The guards arrested the most outspoken followers of the priests,
and issued a public ultimatum. The priests were forced to choose between renouncing
their beliefs, or having the deaths of their followers on their conscience. Backed
into a corner, the fanatics \"confessed\" publicly that they were acting as spies
for Galt � and then they were marched up to the gallows. The citizens who bore
witness were convinced that they could never trust anyone except the Crown."
},
{
"Key": "e759b0c7-fd4d-4b6e-9682-ec19716af12f",
"Value": "The local bards spread word of the impending upset, and gathered a
crowd of loyal subjects to rough up anyone foolish enough to follow these priests.
Passions grew too hot, and the situation spiraled out of control into a massive
street fight."
},
{
"Key": "410dbadb-a25f-4630-b8fd-922c80191930",
"Value": "The crowd surrounded the priests, called them names, and showered
them with filth and dirt. However, they failed to shake the rioters' iron will.
They continue their mutinous preaching, and every moment the possibility of a real
riot draws closer."
},
{
"Key": "6850e227-e07c-4742-ad40-61ad1de8119a",
"Value": "Our loyal subjects found and battered the troublemakers who the
bards had pointed out. The followers went home bruised and humiliated. Their spirit
of defiance has been broken."
},
{
"Key": "84556832-21c9-40ca-af02-7c51818640c8",
"Value": "The crowd summoned by the bards blocked the priests' way, and
demanded they leave the local lands alone. This proved more effective than insults
and blows. The priests left to preach their message to other countries."
},
{
"Key": "6479f414-96cd-4c58-810f-373f7d665eec",
"Value": "The Minister's agents killed several of the priests' more outspoken
followers, but their efforts backfired completely when they were immortalized as
martyrs. More and more villagers unite under their rebellious banners. Nothing
stands in the way of a full-scale riot."
},
{
"Key": "c1170b6c-4e57-4117-81c0-67d79f995db9",
"Value": "The Minister's agents intimidated the priests, promising them a
grim future if they continued to spread sedition. The priests, however, were
unimpressed, and their ranks swell with new recruits. The threat grows by the day."
},
{
"Key": "7b5f048a-f995-4b70-b5ce-185cd17ae6ce",
"Value": "The Minister's assassins poisoned the food stores in the priests'
lair. Their group was entirely eliminated, and the threat they posed no longer
hangs over the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "eabb972b-0a76-41e8-acb6-e8a61e68fcd9",
"Value": "The Minister's servants bribed one of the rebel followers, and sent
him in to poison the food that the priests were distributing to the poor to secure
their favor. Several vagabonds died in agony, and the angry mob lynched the
foreigners in retaliation. Law has been restored, and the people now view foreign
loudmouths and their ideas with wary suspicion."
},
{
"Key": "66be5b89-f6d4-476b-873b-4767906eb979",
"Value": "A group of brave and dedicated warriors are requesting permission
to infiltrate dark Razmiran. They intend to liberate as many slaves as they can,
and try to weaken the tyrant's grip, even if only the slightest amount. Officially,
they're free agents. If they fail, there's nothing to connect them with the {mf|
baron|baroness|King|Queen}. This would be an unsanctioned mission. Indeed, it seems
unlikely that they would obey if they received orders forbidding them from carrying
out their plan."
},
{
"Key": "be28934c-42c7-4eb2-8ecb-de896fa280dc",
"Value": "Freedom For All"
},
{
"Key": "2a89e18d-75e9-4f98-bc49-bdac26a96ba2",
"Value": "The noble fighters were invited to train with our soldiers for a
while, which prepared them somewhat for the challenges to come. They crossed into
Razmiran, and vanished. How long will they be able to last there on their own?"
},
{
"Key": "aaa834a0-79c5-41aa-a563-a659480e7276",
"Value": "By order of the General, several soldiers volunteered to join the
mission. They provided critical defenses from an ambush by the border guards, and
they all crossed into Razmiran as a group. The virtuous fighters have already been
on several raids. They've released many slaves, and send them here, to the {mf|
baron|baroness|King|Queen}'s domain."
},
{
"Key": "59ecfb8e-ca95-40c1-bd30-8d5ce442ced0",
"Value": "Many brave soldiers volunteered to join the noble fighters, and
experienced but retired commander came in to lead the group. They quickly proved
their worth in their first encounter with the Razmiran border guards. The fighters
raid Razmiran farms, release the slaves, and send them back to the {mf|baron's|
baroness'|King's|Queen's} protection. Our soldiers are gaining valuable combat
experience, beyond the scope of normal duty."
},
{
"Key": "c7d170d0-c677-4a1d-b704-60286f13cb1d",
"Value": "The Grand Diplomat took a number of foreign fighters on the
mission. Tragically, it now seems that there was a spy among them. The group
entered Razmiran and disappeared without a trace � or an official response from
Razmiran."
},
{
"Key": "55909c29-872b-4413-8e01-f1c0fe3d30dd",
"Value": "The Grand Diplomat managed to persuade volunteers from Galt to join
the mission. It seems there are many virtuous fighters in our lands! The group
freed scores of slaves, sending them back to the protection of the {mf|baron|
baroness|King|Queen} to start a new life in peace."
},
{
"Key": "cbfd6609-0189-4b57-905d-e3828888bb80",
"Value": "The Grand Diplomat managed to convince a few displeased citizens of
Razmiran to aid the group of fighters. They've become highly dedicated to the
cause, and are counting on the {mf|barony|barony|kingdom|kingdom}'s help to
overthrow Razmir one day. Our new allies gave the group shelter after they crossed
the border, and guided them to unguarded farms where they liberated slaves, who
fled east, to the security of {kingdomname}."
},
{
"Key": "bdb5416f-78f8-4fac-a890-0ae9d174c2b5",
"Value": "The freedom fighters were given maps of Razmiran, but no guides or
any other support once they crossed the border. They haven't been seen or heard
from since, and Razmir has sent no official response."
},
{
"Key": "3535d80e-2c09-42dd-bbd4-eed8a60b5c47",
"Value": "The Minister's scouts accompanied the fighters, and helped them
slip across the Razmiran border. The first sign of the squad's success was a group
of liberated slaves who crossed over from Razmiran, with more joining them as the
days passed."
},
{
"Key": "e87bae4a-9c34-418a-a9b7-a515bc61a69d",
"Value": "The Minister bribed the border guards, who allowed a \"smugglers'
caravan\" to pass. Once the guards realized who they had let in, they were forced
to continue working for the Minister's agents, for fear of execution for their
crimes. They have already proven essential in helping groups of freed slaves cross
the border."
},
{
"Key": "bcddd5cd-15f9-41aa-86f7-8ee926b9d2af",
"Value": "Our greedy neighbors regard the local lands with great interest.
From their view, people lead happy and rich lives here, and the government stays
out of their business. This makes it a perfect target for invasion. Foreign
soldiers, sponsored by the imperialistic Lumber Consortium from Andoran, have
entered our domain to loot and pillage under the guise of \"establishing order\".
They hope to seize lands here and claim their rights to a part of the territory."
},
{
"Key": "bdee0719-76de-42d5-a216-7776b3316b11",
"Value": "Greedy Guests"
},
{
"Key": "f3700350-b21a-4bdd-be97-9b0d0ba2c6e9",
"Value": "The Regent's words stirred up our drunken villagers across several
taverns. An angry crowd of peasants stormed the lumber camp, but alas, they were
easily beaten back. Once they'd been defeated, the peasants started to respect the
intruders and recognize their right to give orders on our lands. Faith in our
government has been undermined."
},
{
"Key": "e1f2687a-0481-4c9a-ac03-a655276cc1d2",
"Value": "The Regent gathered together several local hooligans, well known
for their short tempers. They in turn rounded up several dozen of their friends,
and attacked the lumber camp in defense of their lands. The intruders suffered a
humiliating defeat and were driven away."
},
{
"Key": "403c6bf9-0b8b-4cf3-8ee5-903dabb980c3",
"Value": "A huge mob of citizens, on orders from the Regent, assembled and
stormed the lumber camp. The hardened and well-equipped common folk terrified the
intruders, who couldn't retreat fast enough. The people feel empowered by their
victory, and have a new strength of unity."
},
{
"Key": "61ea01a3-5b3f-4b5c-9598-88f14a6c7721",
"Value": "Rumors of a vicious dragon roaming the local lands failed to make
an impression on the lumberjacks. Our bards wove convincing tales, but this only
escalated the actual threat: new mercenary bands have arrived in the area, seeking
to kill the monster and loot its treasure. With their searches consistently ending
in failure, they're turning on prey upon our local merchants and travelers
instead."
},
{
"Key": "3a1c4b69-59e6-4631-9d9a-41cc84fdaf3c",
"Value": "The local bards told the intruders stories of vicious bandits in
the local forests, but the lumberjacks merely laughed. They're behaving much like
bandits themselves, and their power is steadily growing in the domain, along with
their numbers."
},
{
"Key": "5aed7f7c-1512-4a6f-93e7-3708526eff69",
"Value": "The local bards told the intruders stories of a pack of fierce
trolls that dwelled in the woods. The lumberjacks weighed the risks and decided to
leave for quieter lands."
},
{
"Key": "30bc27ba-813a-447d-9c77-68603dcb0df5",
"Value": "The bards sent by the Curator managed to unsettle the lumberjacks.
They sang ballads of the sinister Wild Hunt that roams the forest at night. The
lumberjacks decided not to get involved with such supernatural creatures and
returned home. Incidentally, the haunting ballad has already been adopted as part
of the local folklore."
},
{
"Key": "344646ba-d9e6-42bf-9430-b2a9505eff9e",
"Value": "Several acts of sabotage were carried out in the lumber camp.
Several valuable machines were ruined. However, the invaders were undeterred. Their
profits easily make up for such losses. They received a shipment of replacement
tools simply and began chopping wood again. The local population is starting to
fear and obey them."
},
{
"Key": "f034bc28-9be6-4b19-bced-6ebc5e760c6f",
"Value": "A series of harmful accidents occurred in the lumber camp, and the
invaders fled these hostile lands."
},
{
"Key": "8085d49f-0d35-47b1-ac29-1c54cf222997",
"Value": "The Minister's agents staged a traumatizing performance for the
lumber camp. They painted their faces with fluorescent colors, excavated an old
bone pile, and acted out an assault by wailing forest ghosts! The willful
lumberjacks could stand firm against cold steel and arrows, but they proved deeply
superstitious. They dropped their tools and valuables and fled in terror."
},
{
"Key": "256cb482-4d55-4d62-84cf-d4e262b11c68",
"Value": "Several powerful subjects have started showing signs of
rebelliousness. Free thinkers like them are likely to incite a riot if they're
given free rein to spread their ideas. To prevent this, we must secure their
loyalty. A possible gesture might be to send their children to the palace for their
education. That should make the free thinkers more obedient, and their children
would receive a proper � and supervised � education."
},
{
"Key": "28702477-d705-470f-a605-e352e9914476",
"Value": "Fidelity Guaranteed"
},
{
"Key": "d03f9d9c-b310-4f06-9e43-423e25d370ff",
"Value": "The advisor invited the heirs of our seditious subjects to the
palace. Amazingly, they've suddenly vanished from the public eye! This must be a
sure sign of their loyalty."
},
{
"Key": "61c25782-dbf1-4278-895c-393803e3e776",
"Value": "The advisor's servants visited the households in question and left
with their heirs. They now study arts and sciences in the palace, under watchful
guard. Their parents have little choice but to demonstrate their devotion."
},
{
"Key": "060b2a65-38d2-4a3f-898b-fb694aaac947",
"Value": "The advisor performed admirably, somehow persuading the disloyal
citizens to send their heirs to the palace of their own free will. They were
blinded by promises of a glorious future, and the titles that a court education
would deliver, once they came of age. Thus these would-be revolutionaries became
highly loyal servants, and our compassionate approach only strengthened their love
for the Crown."
},
{
"Key": "1ed82899-6295-408c-bcb3-87b168df5dd4",
"Value": "Our economy is running smoothly, and the treasury has accumulated
some excess gold. It should be distributed fairly, with the aim of doing good for
the nation. The people will appreciate our generosity, so long as no one is left
shorthanded."
},
{
"Key": "0a0e6875-eb42-4f25-9ec5-0660cf98fadc",
"Value": "Equal Gifts"
},
{
"Key": "c9393565-b8e4-4631-8025-27053cc4eb69",
"Value": "The populace didn't feel that the advisor's distribution of the
funds was fair enough. They complained, but were never properly heard. This caused
outrage in the settlements that felt cheated."
},
{
"Key": "a25696f4-623e-4202-aaa1-75b99c43b6b0",
"Value": "The division of gold didn't seem fair to most people. Many
complained, and the advisor was forced to abandon this idea to avoid setting the
villages against one another."
},
{
"Key": "f013c5e8-2e5b-48e1-9e81-7644d96d69c3",
"Value": "The gold was distributed among the villages justly and wisely. No
one felt that they'd been cheated. It was a surprising success!"
},
{
"Key": "bebb0337-b6a7-4524-a955-0a41dc19cdba",
"Value": "The advisor wisely ran the gold distribution plan past the local
mayors. They were unified in their decision, and no one walked away empty-handed.
The people appreciated that the authorities would think to reward them, and not
only turn to them when it was time to collect taxes."
},
{
"Key": "c41224b4-7fb1-40af-8172-23dde70ac0ec",
"Value": "The guards arrested a ring of corrupt officials, who are charged
with solicitation, false testimony, and conspiracy against their superiors. A
public trial is being held. It could be held up as a valuable reminder of the
supremacy of the law."
},
{
"Key": "ea20af4d-84f7-448c-861a-a13b9819b028",
"Value": "Crime and Punishment"
},
{
"Key": "65476af7-6517-4ec8-b684-e85f244b2655",
"Value": "The penalty was merciful. The criminals were pardoned with nothing
more than a stern warning. This was a mistake, as the people saw that crime doesn't
always lead to just punishment."
},
{
"Key": "7cde357b-4f13-489e-bbda-7c5185ff1dc5",
"Value": "The trial was swift and just. Unfortunately, not all the
allegations could be confirmed, and the criminals were merely sentenced to exile.
This provided a poor example for the populace, and the Councilor's negligent
servants were sent to the gallows for their failure."
},
{
"Key": "b1c9c294-8698-4f5d-a8aa-79fd09191cf6",
"Value": "The criminals were sentenced to death, and publicly hung in the
square. Their bodies hang there still, a grim reminder of the fate awaiting anyone
who breaks the law. So far, crime has been effectively deterred."
},
{
"Key": "c6b12713-a7bc-4c23-8c3a-b94a3ff4c538",
"Value": "The criminals were allowed trial by combat. Once they had weapons
in their hands, they immediately attacked the guards and fled into hiding. They are
even now at large, robbing passing travelers who are furious at the law's failure."
},
{
"Key": "a4cc2acf-d99f-42fd-bd8d-94741505bdf1",
"Value": "The criminals were subjected to a trial by combat. Most of them
died, and the few survivors lived to clear their name. The law failed to
demonstrate its power or sense of justice."
},
{
"Key": "6894aa75-0fbe-49dc-b9fb-6b3cbda081c2",
"Value": "Some local soldiers were joined by experienced mercenaries in a
trial by combat, which was imposed fairly upon the criminals. The most dangerous
criminals were cut down, and the trial was an effective demonstration of the law's
power. As an extra benefit, the crowd loved the performance!"
},
{
"Key": "933f2786-8a97-4cd5-aaab-c90b7bea0291",
"Value": "Local priests were asked to pass sentence on the criminals. They
demanded full authority in the matter, spoke to their gods, and granted pardons to
every single criminal. The people were disappointed, and realize that the law
doesn't always demand obedience."
},
{
"Key": "91ed5080-d397-4970-865c-72b055d095d3",
"Value": "The fate of the criminals was placed in the hands of gods. The
priests pardoned some of the convicts, which nearly undermined the power of the
law. Luckily, the Crown's council convinced them to sentence the others to death.
This was no great demonstration of the law's power, but at least the damage was
mitigated."
},
{
"Key": "b67950ac-1771-4562-920b-13c88238ba68",
"Value": "The fate of the criminals was placed in the hands of the gods,
which is to say, the priests. But the Crown's servants maintained a watchful
pressure over them, which was rewarded when they passed the \"correct\" sentence.
All the convicts were summarily executed, and the audience was impressed by how
closely the will of gods lined up with the mandates of the {mf|barony|barony|
kingdom|kingdom}'s laws."
},
{
"Key": "80dc8ab5-8cf9-4326-a732-e432eb196e1a",
"Value": "Some radical priests who serve the light gods have appeared in the
region. Guided by their extreme and fanatical code of ethics, they form their
believers into gangs and attack the innocent servants of the {mf|baron|baroness|
King|Queen} by night. Their victims' only sin is practicing dark magic, and solely
for the good of the Crown and its subjects. These senseless executions must be
stopped."
},
{
"Key": "6f1c2398-9343-45ac-a202-244ab267452f",
"Value": "Wicked Means"
},
{
"Key": "f7b6ca09-8f48-4c41-a797-7e4553ed6db7",
"Value": "The advisor's servants met with the radical priests and tried
convincing them to pacify their followers � but to no avail. The violence
continues, and many dark magic practitioners have fled these lands in search of a
safe haven."
},
{
"Key": "e445dacc-ab4c-4549-b912-b116ff7dfd2a",
"Value": "Our threats against the good gods' priests produced the desired
results. The advisor's servants informed them that their temples would be shut down
and claimed by the Crown, unless their worshippers were pacified. The attacks
ceased."
},
{
"Key": "a682126d-81a6-4308-b64f-80080d33b918",
"Value": "The advisor's servants severely punished the good gods' priests by
claiming the expensive furnishings and treasures that decorated their temples. If
the lynchings continue, the next round of punishment will come in the form of
executions. Once this convincing message was delivered, the murders immediately
ended."
},
{
"Key": "8e47d28a-1161-4675-b0d6-68657cacb489",
"Value": "Amulets of protection were gifted to every practitioner of dark
magic. In theory they would provide magical protection against assault, but in
practice they were hopelessly underpowered. Several of our more celebrated mages
have already lost their lives, before the authorities were able to provide them
with effective amulets. But in the end, the attacks ended."
},
{
"Key": "efc6f868-42bc-4817-b911-fdb3cb74200e",
"Value": "Our mages performed a sophisticated ritual and summoned
otherworldly minions, which would escort our unwelcome guests wherever they go. The
cowardly fanatics wouldn't take any chances with the horrible beasts, and the
attacks ended."
},
{
"Key": "edc6ac71-e4e8-42ef-a7e1-35298bb5a528",
"Value": "Our mages performed a sophisticated ritual, and summoned
otherworldly minions to hunt down the vigilantes. The entire group was soon
slaughtered, and the summoned beasts now maintain a deterring presence on the
streets at night."
},
{
"Key": "1c89bca8-bc5d-4639-981b-06a22a8717d0",
"Value": "The Minister's agents quickly began tracking down the murderers,
but not before they had time to execute several more skilled mages, loyal to the
Crown. Once our agents began capturing and killing the fanatics, their remaining
numbers went into hiding � but the damage has already been done."
},
{
"Key": "5b17e4ca-c2e2-48f1-82de-90d21225aa75",
"Value": "The Minister's agents mobilized to protect all the remaining adepts
in dark magic. The sight of hardened security forces escorting these servants of
the Crown discouraged the murderers from any further raids."
},
{
"Key": "fe8783d6-b7ec-4eab-bce4-48df048dd26e",
"Value": "The Minister's agents set up an ambush in the house of a famous
dark mage. Anticipating an easy target, the vigilantes were trapped and killed, and
their families were severely punished. The lesson was clear: the servants of the
Crown are not to be touched."
},
{
"Key": "4b7e7d9a-f95b-4bc7-9c74-09f937bf9a25",
"Value": "A group of knights loyal to the Crown received a vision from one of
the light gods. The brave warriors are called to join a crusade against evil � the
quest of a lifetime. The knights are humbly ask to be released from service so they
can embark on this dangerous mission and follow their divine command."
},
{
"Key": "d1361cb3-db9f-47f2-9a9c-2b89a5d93d4c",
"Value": "The Mission"
},
{
"Key": "9439bcdf-a6ef-45ae-bcbf-299a9f675f44",
"Value": "The Treasurer pointed out that the knights have a duty to remain at
court. Any missions in faraway lands, even god-sent, would distract them from their
service. The priests took offense at this, and condemned the Crown's actions before
their worshippers."
},
{
"Key": "b8c8b19c-5fd6-42f9-9cd7-dcc7360fbcda",
"Value": "The Treasurer insisted that the court requires the presence of
loyal knights, but {mf_Treasurer|he|she} offered them a chance to find substitutes
for the duration of their mission. However, none of the candidates could meet the
necessary standards, so the knights were reluctantly forced to postpone their
quest."
},
{
"Key": "3732924a-9ea2-4020-8c2e-8749619fdde4",
"Value": "The Treasurer permitted the knights to embark on their divine
quest, on the condition that they donate one of their trophies to the treasury in
compensation for their absence."
},
{
"Key": "73602f3e-0fd3-48d3-9187-15c7cc07c423",
"Value": "The priests each spoke to the gods, and returned with a conflicting
range of opinions. Some gods supported the mission, while others strictly opposed
it. The priests quarreled amongst themselves, and the mission was canceled. The
scandal and conflict only pushed their followers away from the temples."
},
{
"Key": "94a72742-09c0-481f-8ae9-ad416b7add3c",
"Value": "The priests spoke to their gods, but didn't receive any definite
answers regarding the knights' mission. Their request was rejected, and they
remained on duty at the court."
},
{
"Key": "ccdf3a6c-fe30-4b84-9491-17320858c168",
"Value": "The priests blessed the knights' mission, and gods were satisfied
that the divine task was given special attention over the knights' regular domestic
duties."
},
{
"Key": "c182d46f-733c-4df6-a6af-4e29fa7bc0c2",
"Value": "The Curator told them a beautiful and heroic story � inspiring, but
with a tragic end. The knights took the lesson to heart, and decided against going
on their great mission."
},
{
"Key": "0156d5eb-2f19-4a08-91e6-2387c57cc108",
"Value": "The Curator told them a story full of heroic deeds and feats of
bravery, which further inspired the knights to embark on their great mission. They
proceeded eagerly and with a clear conscience, and the gods are happy."
},
{
"Key": "73bd6490-e08d-42e8-8ee8-f58be91fe010",
"Value": "The local criminals are growing jaded, and resent constantly having
to hide from law keepers and judges. They've murdered several key public servants,
which has thrown the Crown's political system into turmoil, and even risked war.
They must be stopped before our royal servants abandon their duties in mortal
fear."
},
{
"Key": "64dec932-7e0d-4372-9ba8-908e7121b2c8",
"Value": "For Law and Order"
},
{
"Key": "1318cb09-dd85-4f15-8902-9c74f54b5e8f",
"Value": "The advisor's servants raided every tavern and den known to be a
gambling hideout. Despite their efforts, they missed the major criminals, and only
punished petty vices. Our subjects are outraged, and the real criminals continue
hunting the Crown's servants."
},
{
"Key": "58d0e849-de71-4ce4-aa5c-d106e21b73e3",
"Value": "The advisor's servants declared that it is the duty of all noble
subjects to report everything they may know about the criminal conspiracy.
Unfortunately, any useful information was lost in a sea of false reports offered by
people trying to satisfy personal vendettas. The criminals continue to stalk the
Crown's servants, and morale at court has plummeted."
},
{
"Key": "3c8c67e2-c56c-47ed-ab75-5e9a9ddfcbaf",
"Value": "The advisor's agents began securing the Crown's servants,
particularly the most valuable targets. Another attack soon took place, but this
time every conspirator was either arrested or killed. Order has finally been
restored."
},
{
"Key": "a9045fca-721d-4a95-a6b6-002831505b42",
"Value": "The advisor's servants warned the local mayors that any additional
murders in their communities would cost them their titles. The mayors refused to
take responsibility for these crimes, and are privately tracking down rumors to
discover the leaders behind the attacks. The common folk have faith that every
crime will eventually be punished."
},
{
"Key": "ac86741d-6bd1-449c-bf39-96a7a665a6ca",
"Value": "Groups of influential speakers have gathered at the court, each
with radically different views. Each faction has their own outlook on the country's
future, and their arguments and quarrels are disrupting the country's progress
towards development and harmony. They must be led to a peaceful resolution, before
there are any serious consequences."
},
{
"Key": "753cc397-2ecd-447f-9b2c-b866aa04c4c9",
"Value": "Seeking Balance"
},
{
"Key": "47718a5b-492b-4a91-a93b-63c8458da4c1",
"Value": "The advisor's attempt to rein in the opposing parties failed.
Realizing that no support was forthcoming from the Crown, they turned against the
court to fight for their beliefs across the local lands."
},
{
"Key": "88a87897-5654-46df-a5d2-1a6bcd2405bb",
"Value": "The advisor's decision to stay neutral in the conflict proved to be
a mistake. Their competing views are undermining the local stability."
},
{
"Key": "ab2f0abd-7432-4fc1-a8b5-32278857ee83",
"Value": "The advisor's wise words reconciled the hostile parties. They
realized that balance must be preserved to maintain the prosperity of the local
lands, and it's dangerous to disturb the peace."
},
{
"Key": "25487f72-1412-479a-b377-c93b21f1a538",
"Value": "The advisor cleverly shifted their anger onto their numerous mutual
enemies, and thus merging the hostile groups. Leaving their disagreements behind,
they united and worked to accept the views of their brethren. This resolution
served as a good example for the peasants."
},
{
"Key": "55268f26-4990-407c-b271-0ba01e832dc3",
"Value": "A plutocratic movement is gaining momentum. Its self-serving
adherents believe that a person's value depends upon their wealth and influence.
However, they also believe that people are not equal by birth, and claim special
privileges for themselves. Their ambition is fuelled by the greed of merchants and
landlords, eager to profit from this new philosophy. This immoral movement must be
stopped before it becomes a plague on our society."
},
{
"Key": "62168287-dd5f-4c19-bc42-43e133e2f3b6",
"Value": "Plutocracy"
},
{
"Key": "f93185e0-c95f-4e3e-a233-fc7a0601c96e",
"Value": "The Regent tried to appeal to the plutocrats' decency, but failed.
The egoists were too steeped in their vices to consider social benefits and
benevolence towards others. They continue to profit immorally from the poor, and
advocate the superiority of the rich."
},
{
"Key": "8b955160-f07d-4aea-aa44-54c4510b11ac",
"Value": "Heralds publicly addressed the people on behalf of the Regent,
condemning plutocratic philosophy. Some in the audience were ashamed, and turned
away from their egoistic values. Society remains whole and united."
},
{
"Key": "1a356644-dbd2-488c-8461-d85406f6be39",
"Value": "The Treasurer's meeting with the plutocrats had no effect. The
selfish moneymakers relentlessly strive for material wealth, and evaluate people by
the size of their purses. More and more commoners are taking their philosophy to
heart, which is slowly undermining the society."
},
{
"Key": "18b91355-c536-44ba-913c-1d8eacef8383",
"Value": "The Treasurer attempted to sabotage the plutocrats' enterprises by
starving them of funds. Once the selfish moneymakers realized that wealth was not
assured them forever, they began to judge others on their principles rather than
their purses. Their dangerous philosophy was eliminated from the local lands."
},
{
"Key": "f4c49934-dc46-4b27-bda8-371ce3e13996",
"Value": "Bloodthirsty demons have been sighted in the local forests. They
see our citizens as wealthy, obedient, and weak � the perfect prey. The beasts must
be taught that being civilized does not make one weak."
},
{
"Key": "961aac90-d385-4fc2-88b0-05ba2da29a1c",
"Value": "The Scent of Piety"
},
{
"Key": "6ea5c83f-236d-4b2d-9652-bed2cf516bbf",
"Value": "The priests ventured into the forest to protect their followers,
but quickly discovered that they had no hope against the demons without the support
of warriors and guards. Perhaps they were too arrogant in their faith. Their
followers will miss them."
},
{
"Key": "bc7870d9-b83e-448b-9321-1c6579e717a3",
"Value": "The priests used their spells to protect the threatened villages.
Alas, their magic was too weak to resist the demon hordes, who broke through the
spells and slaughtered the peasants, then mounted their bodies on spikes."
},
{
"Key": "bc7fd540-f561-46b1-971c-0327f6d34eca",
"Value": "The priests encouraged their believers to unite against the
soulless demons. Crowds of peasants gathered in the temples, prayed to their gods,
and then departed for the local forests. The light of their torches and their faith
dispersed the darkness, and the demons fled once they had nowhere to hide."
},
{
"Key": "d28bdfc6-6316-48de-8614-93eadb8a25b6",
"Value": "A group of young warriors were recently ordained as paladins in the
main temple of the capital. Their first assigned task was to destroy the demons,
and they performed their duty honorably. The gods are pleased by their new and
zealous servants."
},
{
"Key": "4e6985ba-2a32-481e-9d6d-9c3bca22596e",
"Value": "The Warden reinforced local guard with soldiers, and deployed them
to the nearby forests. Unfortunately, this was a grave mistake. This was precisely
the reaction that the demons had hoped to provoke. They set up an ambush and
slaughtered the guards, soldiers, and peasants alike. Now there is nothing to hold
back their rampage."
},
{
"Key": "a542dbed-ae10-4ffe-bf2a-b2a05bf9d200",
"Value": "The Warden sent a company of guards to the forest. While they
searched the woods, the demons emerged and massacred several villages. They must
have been watching our military movements, and timed their attack perfectly."
},
{
"Key": "15ca0f9f-a483-40e4-8cb7-5c6bc5dd97a7",
"Value": "The Warden deployed the guard to enhance the defenses of the
threatened villages. The overconfident demons were committed to attack, and ran
themselves upon our spears."
},
{
"Key": "cd2dc35e-fca6-42da-b7bc-b7021e04ec56",
"Value": "The Warden strategically sent several guards into the forest,
apparently in search of the demons. Meanwhile our main military forces set up an
ambush in a nearby village. When the demons attacked what they believed to be a
defenseless settlement, they were butchered before they could react. The peasants
who witnessed the battle praised the local soldiers."
},
{
"Key": "8bf68987-0fa8-4bcd-8914-05a317899659",
"Value": "A group of \"virtuous knights\" has intruded into your domain,
claiming that they have come to \"save the people from evil and chaos\" � by which
they mean, overthrow the {mf|baron|baroness|King|Queen} and set up their own empire
on the ruins of your {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "87bd6e58-2a37-44b7-a8a5-7d196ff8e057",
"Value": "False Virtue"
},
{
"Key": "e05bd3e3-1808-453a-9cfb-3de48554d806",
"Value": "The army bolstered their patrols and roadside guard posts. Sadly,
these isolated and unsupported defenses failed to hold against the invaders, who
continue to incite rioting, promote lawlessness, and execute your loyal servants."
},
{
"Key": "b028fae6-90a0-4d51-9060-f46f1ce9e686",
"Value": "Soldiers surrounded the group of knights and offered them a choice
between immediate execution, or retreat beyond our borders. The knights fled in
relief, unprepared to face such a large and determined army."
},
{
"Key": "712ca83e-c019-4389-b2ee-4462ca44b45c",
"Value": "A group of brave local soldiers managed to stage a nighttime
surprise attack which quickly became a slaughter. The knights were unprepared for
such a cunning attack, and their weapons and armor now are now prized as trophies
by the locals defenders."
},
{
"Key": "6bf3fe1e-48c7-4f1c-b1fa-9efc2e03c7f9",
"Value": "Our bards tried intimidating the intruders with promises of the
{mf|baron's|baroness'|King's|Queen's} harsh punishment, but to no avail. The
knights were emboldened by a silver-tongued priest called Milani, who encouraged
his comrades to have no fear. The knights continue to wreak havoc in the region."
},
{
"Key": "bc2134cd-e4bf-4477-8971-4952fe8f4dd5",
"Value": "Our sweet-voiced bards managed to persuade the dishonorable knights
that they'd chosen the wrong country to lay claim to. � There is no tyranny here,
and the people are content with their lot in life. Faced with a satisfied populace,
the knights left these lands."
},
{
"Key": "168c1ea0-11b7-477f-9448-dfe31ad60aed",
"Value": "Our sweet-tongued bards managed to persuade the invading knights
that they'd been cheated. Their arrival had been arranged by a treacherous
neighbor, and it was only the tyranny of nearby lands that manipulated them into
this invasion. The champions of virtue were outraged, and departed at once to
deliver punishment to our scheming neighbor. Our other neighbors learned the
futility of attempting to invade the {mf|barony|barony|kingdom|kingdom} of
{kingdomname}."
},
{
"Key": "dd64c450-d477-4fa7-a7ce-39e6f7c8f465",
"Value": "The advisor tried to establish cooperation between the militia and
the guard in Varnhold, but they refused to set aside their differences. The region
continues to suffer from bandit attacks, and there is still much simmering
animosity between the guard and the militia."
},
{
"Key": "10d414e0-ad2a-4a94-90e1-92f785b16b41",
"Value": "The advisor was unable to control the unruly militias. The officers
dispatched to Varnhold failed to achieve any results and had to return. The bandits
have free reign in the region."
},
{
"Key": "a66e05e1-1086-4663-b2fe-eb9f99375894",
"Value": "Varnhold has descended into mayhem. A bandit leader has risen to
power in the woods, and keeps gathering gangs under his iron command. Chasing him
is like chasing the wind, but he keeps busy striking the remote settlements in the
region. The guard and militia are holding fast, but they need reinforcements."
},
{
"Key": "9ed6f23e-e07f-417f-99b6-a554b6119677",
"Value": "Varnhold Besieged"
},
{
"Key": "2ae7ee74-a1ec-4a0f-97bc-0bf52018b433",
"Value": "The Councilor sent a group of kennelmen with a \"special\" breed of
hounds to help defenders. They might have picked up the bandits' trail and found
their camp. However, the locals were so terrified of Lamashtu's fearsome beasts
that they killed every one of them!"
},
{
"Key": "2383ae52-cd78-4bbf-8a16-1ef255acfe7c",
"Value": "The advisor was able to unify Varnhold's militia with their guard,
and their joint operations were swift and effective. United, the defenders of
Varnhold drove the bandits from the region and hunted the gang's leader back to his
own lair. Peace has been restored to Varnhold."
},
{
"Key": "2613e34b-5ab1-4562-a700-ea4718ce5ae2",
"Value": "The advisor broke the unruly militia like a wild steed, but they
submitted to the officers' command and became an unstoppable force. They drove the
bandits from the region and took care of the gang leader. Varnhold is celebrating
victory and praising their wise ruler."
},
{
"Key": "1cd20dfe-117d-4874-8ef8-c4f354e87149",
"Value": "The Councilor used her unique influence to gain the support of dark
cultists in the region. Soon, whole packs of bandits began to disappear without a
trace. The rest gave themselves up to the Varnhold militia, offering horrifying
stories of monster attacks in the night."
},
{
"Key": "4f8dcca5-3335-43dd-a216-a2bd1ba0359a",
"Value": "The advisor entrusted the commanders of the militia with a regiment
of guards from the capital. They struck out at the bandits with renewed force and
captured the gang's notorious leader! The outlaws have been driven out, and
Varnhold is celebrating a well-fought victory."
},
{
"Key": "dd098c8b-365e-4091-b5cf-89a3a4aa3e88",
"Value": "The advisor sent a regiment of guards to aid Varnhold.
Unfortunately, the locals are treating the newcomers with distrust, and refusing to
fight alongside them. Instead of defending Varnhold, they continue to quarrel among
themselves!"
},
{
"Key": "f567a595-8fc2-4887-b702-9b156301a0c2",
"Value": "A group of priests from Vudra have arrived at the capital. They
have come to collect a fellow citizen who gravely insulted a mighty sacred creature
in their home country. This woman is a skilful artisan, who has already proven her
use to the {mf|barony|barony|kingdom|kingdom}. The newcomers look like strange
vagabonds, and not entirely trustworthy."
},
{
"Key": "1eea367a-2d3b-4f47-994c-57f4327915a5",
"Value": "Artisan from Vudra: Uninvited Guests"
},
{
"Key": "fdd6018d-8e15-4983-850f-e3fce2a0f511",
"Value": "The advisor ordered the artisan extradited. She learned of the
order before it could be carried out, and went into hiding. The Vudrans are
scouring the city searching for her. According to a note she left in her workshop,
her \"fellow citizens\" are nothing but fanatics and assassins � and she won't come
out until she feels safe."
},
{
"Key": "3796b281-d517-4819-a201-beda3028778e",
"Value": "The advisor failed to make contact with any officials in Vudra. The
artisan was taken to a safe refuge, where she will be comfortable while our
outraged guests scour the capital looking for her. She won't return until she feels
safe."
},
{
"Key": "a83fb271-b4e2-4301-a985-0cb652805a80",
"Value": "They figured out the perfect solution! The artisan took a formal
oath, and is now officially a citizen of the {mf|barony|barony|kingdom|kingdom},
and subject to the {mf|barony|barony|kingdom|kingdom}'s jurisdiction. There's no
reason for her to obey some dubious visitors from Vudra. The people celebrate the
Crown for standing up for its subjects."
},
{
"Key": "671e60c1-d7a8-4291-80a0-47cdb5f4e387",
"Value": "The Grand Diplomat got in touch with the official Vudran embassy in
Absalom. Our visitors, it turns out, are ordinary fanatics and cheats. They were
quickly removed from the lands, and the artisan is happy to remain. The Vudrans
learned of the {mf|barony|barony|kingdom|kingdom}, and are offering profitable
deals!"
},
{
"Key": "7b7eab72-92ab-41b0-8552-a86d41864e5f",
"Value": "A strange woman from Vudra has been robbed. She's been visiting the
local lands, and crafting weapons for the {mf|barony|barony|kingdom|kingdom}. She's
outraged and intends to leave, unless she receives some help. It would do the {mf|
barony|barony|kingdom|kingdom} well to retain the skilful master."
},
{
"Key": "68cfa553-22b7-4bd2-8575-e554cf236d9d",
"Value": "Vudran Artisan Robbed"
},
{
"Key": "74e9bf0d-6b2b-45b9-9adb-cb6f951d039a",
"Value": "The Treasurer refused to compensate her for her loss, and the
enraged master stopped working. She won't get back to the workshop until she
receives proper assistance."
},
{
"Key": "b135cb52-ea29-4ba4-a5bd-42958d6428bf",
"Value": "The Treasurer offered to purchase tools to replace what has been
stolen, but the master keeps insisting that she must recover \"her own original
tools\". She continues to fill the most pressing orders, but has otherwise stopped
working."
},
{
"Key": "1663378f-5266-4384-955d-474740e22cc0",
"Value": "The Treasurer found the stolen tools on the black market and
returned them to her. Satisfied and restored, she returned to work. Moreover, the
talkative girl keeps telling everyone who will listen how generous the authorities
are!"
},
{
"Key": "f915ca49-8191-4ccd-8c08-4dc1581a0b8f",
"Value": "The advisor's agents were tasked with looking into the matter of
the tool thieves, as time permitted. Unfortunately, they couldn't find a single
clue. The master was outraged to discover that her problem was less urgent to the
authorities than \"state affairs\". She refuses to return to work until her problem
is properly addressed."
},
{
"Key": "e65019f5-d102-4dae-baab-6544192dbba0",
"Value": "An experienced detective was assigned to investigate the theft. He
was unable to track down the thieves, but he arrested the burglar who was hired to
open the workshop doors. Unfortunately, he's a hardened criminal and unlikely to
talk."
},
{
"Key": "6666cba5-64cc-448a-bad5-e97f081fe340",
"Value": "The advisor hired several pathfinders and found the stolen tools.
They also arrested a gang which was attempting to undermine the masters and
artisans of the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "f290cf5f-f430-4f39-8af3-c565b3aae904",
"Value": "A genie, an incredible magical creature from a faraway land, has
appeared in the capital to kidnap the master from Vudra. It abducted her and
escaped through a portal. This may all be connected with the priests that tried to
take her some time ago. She is imprisoned even now, somewhere in a different
dimension. She must be saved!"
},
{
"Key": "5f47162c-c717-4462-9caa-5b0363f22180",
"Value": "Vudran Artisan Kidnapped"
},
{
"Key": "af234673-7ec3-490d-a459-91f247ffbb75",
"Value": "Our priests went out on a bold expedition to save the Vudran
artisan. However, the genie was clever. He slipped through many worlds to confuse
the trail. The mission has failed. The artisan is still waiting for help, somewhere
in another dimension."
},
{
"Key": "d972109a-c99b-49e4-b41f-49946014af54",
"Value": "Our priests followed the genie on a chase through many dimensions.
It was an inspiring adventure, but the kidnapper was never found. The artisan is
still being held in captivity in some other world."
},
{
"Key": "2514b7a2-364d-41cb-94aa-c405c5dfba5f",
"Value": "The High {mf_HighPriest|Priest|Priestess} led the search expedition
and chased the genie down. His cunning tricks might have fooled someone else � but
not {mf_HighPriest|him|her}. The alien was defeated, and the woman was saved. In
addition to this, the victorious hunters returned with a curious trophy."
},
{
"Key": "f05b445c-3f1a-4f15-b460-c6ce507d9174",
"Value": "Our mages received orders to pursue the genie and rescue the master
artisan. However, the genie proved cunning. He led them on a chase through a
multitude of worlds, to cleverly confuse his trail. The hunters returned empty-
handed, while the Vudran woman still languishes in captivity."
},
{
"Key": "79c55f5a-495d-4b28-856c-34d2fe30902f",
"Value": "Our mages followed the genie on a chase through many dimensions. It
was an inspiring adventure, but the kidnapper was never found. The artisan is still
being held in captivity in some other world."
},
{
"Key": "ece091f2-fdaf-4f8d-a255-8d590ba9190f",
"Value": "Our mages, led by the Magister, trekked across several other worlds
in pursuit of the Vudran woman's abductor. The genie's tricky traps might have
stopped many, but not the Magister! The master has been saved, and the victorious
hunters have returned with a curious trophy."
},
{
"Key": "43bb8fc3-b042-4b35-91eb-1223019607f7",
"Value": "A stranger has arrived in the {mf|barony|barony|kingdom|kingdom}.
She claims to be a weaponsmith, a student of the Master of Masters in Vudra. It is
said that she seeks a noble patron. Her skill is beyond compare. Such a gift should
not be passed by!"
},
{
"Key": "0092ed26-a183-4d38-ad5c-d24172b14a72",
"Value": "Vudran Artisan's Masterpiece"
},
{
"Key": "8f096561-126c-4215-8943-2a76f17de569",
"Value": "It seems that ordering simple blades and spear-heads was taken by
the master as an insult. She has taken such offense that she's refused to serve.
Hopefully she will relent in time."
},
{
"Key": "d07bf757-c4c6-4c05-82f0-38180d1f4d4b",
"Value": "The master was introduced to wealthy officers who were interested
in ordering weapons from her. The Vudran woman thanked the General for the favor
but refused to serve."
},
{
"Key": "4d24852b-f51b-4658-97a4-ea908eb2cdc4",
"Value": "The Vudran woman received a major military order for the finest
gear in the army. With a job secured, she decided to serve the Crown."
},
{
"Key": "5a455bc4-f64c-4823-8b86-0da48913975b",
"Value": "The Treasurer failed to provide the master with substantial orders.
She prefers serving a wealthy merchant to working in the royal service, forging
horseshoes and plowheads for the local peasants. Hopefully she will relent in
time."
},
{
"Key": "54f9fbe1-c8a5-41af-ad60-329820e650c0",
"Value": "The Treasurer provided the Vudran master with orders from several
local merchants. He received his fee for the referral, but the Vudran master has
shown no interest in serving the Crown."
},
{
"Key": "24cfbdca-764b-4b5f-bbe5-951f8e3917d0",
"Value": "The Treasurer spread word of the Vudran master's skill, and she
received dozens of orders. She has accepted royal patronage, which has already
brought the Crown a substantial profit."
},
{
"Key": "31f2f94b-ec3d-446b-a582-d45f97406d34",
"Value": "The master's creations were put up for sale, but didn't attract
many buyers at auction. She was disappointed and refused to serve the Crown, and
continues her search for a patron. She might change her mind after a while."
},
{
"Key": "4dbd93fe-c897-4df4-acc3-92ac842d0031",
"Value": "The Curator organized a small exhibit of her creations. A couple of
fine blades were sold. The deal brought in a small amount for the treasury. But the
event was not well attended, and the master was not inspired to enter service to
the Crown."
},
{
"Key": "c93f439e-01ad-42b7-86b0-33092038b9c2",
"Value": "The Curator spread such good word about the master that many
wealthy merchants lined up to buy her magnificent weapons. Everyone wanted one of
her masterpieces over their fireplace! The master was flattered and decided to
accept the Crown's patronage."
},
{
"Key": "e10f0db0-cd0d-4667-8a4d-fdb7f3a1d3b2",
"Value": "Something strange is happening in the region. Residents are
complaining of strange misfortunes. Someone must be casting spells to harm the {mf|
barony|barony|kingdom|kingdom}'s subjects. The reason � and the culprit � must be
discovered."
},
{
"Key": "743e750b-b77f-4e2c-98c9-cecb7ae376c9",
"Value": "Something strange is happening in the region. Residents are
complaining of strange misfortunes. Someone must be casting spells to harm the {mf|
barony|barony|kingdom|kingdom}'s subjects. The reason � and the culprit � must be
discovered."
},
{
"Key": "2ce1b819-2043-4b28-a231-feb60f5fa164",
"Value": "Accursed Things"
},
{
"Key": "33e4231e-4e77-4173-a3d3-c93217c825a4",
"Value": "The advisor's agents traced the source of the corruption. All the
harmful items were purchased from Nazrielle, the weaponsmith!"
},
{
"Key": "ef7a6d03-649c-47ec-b9ec-9a791f712e39",
"Value": "The advisor's agents have failed to trace the source of the
corruption. So far the effects have only been minor annoyances, but where are they
coming from? The people continue to complain of their misfortunes. The
investigation is far from over."
},
{
"Key": "b206094d-4ede-4708-aaa7-f75b31ddd2ec",
"Value": "The advisor's agents have failed to trace the source of the
corruption. So far the effects have only been minor annoyances, but where are they
coming from? The people continue to complain of their misfortunes. The
investigation is far from over."
},
{
"Key": "e2b5f795-3288-4619-aab3-c976cf1d1cfd",
"Value": "The advisor's agents traced the source of the corruption. All the
harmful items were purchased from Nazrielle, the weaponsmith!"
},
{
"Key": "bca75561-570a-4ac5-95b4-b0eb3f29bb7f",
"Value": "Every day there is more and more mischief in the bogs! The people
are complaining of nasty swamp-dwellers."
},
{
"Key": "60d95067-b792-4e1d-b220-d61b3de15d00",
"Value": "Mysterious complaints are arising from the region where master Kimo
Tavon has recently settled! Water rises in the wells and floods the surrounding
homesteads, experienced hunters get lost in the woods, food and wine disappears
from cellars, and maidens awaken with their hair woven into impossible knots! The
people have asked the {mf|barony|barony|kingdom|kingdom}'s advisors to step in�"
},
{
"Key": "02cec8a8-47a4-4d6a-b37d-a34365a9bf56",
"Value": "Despite all efforts, the Regent's investigation is making no
progress."
},
{
"Key": "4d498881-855c-475e-b2a0-2c2aefd66fd5",
"Value": "The Regent's people set up an ambush, and witnessed a satyr
sneaking towards a clothesline with a bucket of paint! Unfortunately, the trickster
managed to escape. But it is certainly the fey who are to blame for all
the \"misfortunes\" that have beset the settlement. � Now it's just a matter of
finding out where they are hiding�"
},
{
"Key": "7876e244-9998-4933-93c7-73e6d577e8f2",
"Value": "The Regent's people set up an ambush, and witnessed a satyr
sneaking towards a clothesline with a bucket of paint! Unfortunately, the trickster
managed to escape. But it is certainly the fey who are to blame for all
the \"misfortunes\" that have beset the settlement. � Now it's just a matter of
finding out where they are hiding�"
},
{
"Key": "172ce14c-3d45-4c45-999e-1df907036b63",
"Value": "The Regent's people searched the forest by night, and stumbled upon
a glade teeming with feasting and frolicking nypmhs, nixies and satyrs! The source
of the problem has been established. It's time to pay these miscreants a visit."
},
{
"Key": "0a5487f8-5e05-4eb3-a4a7-0ccffdd273f9",
"Value": "The Regent's people searched the forest by night, and stumbled upon
a glade teeming with feasting and frolicking nypmhs, nixies and satyrs! The source
of the problem has been established. It's time to pay these miscreants a visit."
},
{
"Key": "f6dcf94d-a7c4-4f78-af8e-3141893d1b2a",
"Value": "The General's soldiers are running off their feet in search of the
culprits, but they haven't found anything yet!"
},
{
"Key": "98e2c88e-9d54-47b9-8f0d-ccf6edb2b46c",
"Value": "Deep in the night, a couple watchmen noticed a nymph sneaking into
one of the villages with a bucket of tar! The miscreant was able to escape capture,
but it seems that the fey are to blame for the villagers' troubles. � But where
could they be hiding?"
},
{
"Key": "f29e26a5-a51b-41fc-a500-a6c9b39e3de6",
"Value": "Deep in the night, a couple watchmen noticed a nymph sneaking into
one of the villages with a bucket of tar! The miscreant was able to escape capture,
but it seems that the fey are to blame for the villagers' troubles. � But where
could they be hiding?"
},
{
"Key": "2a336259-f4b7-4ff5-a3c0-9a3ab2ddc78d",
"Value": "One of the squads sent by the General lost its way in the forest,
and stumbled upon a fey camp! The source of the problem has been established. � Now
it's time to deal with the inhabitants of the camp."
},
{
"Key": "d3a87108-eebc-4ae9-8622-edf342f132ee",
"Value": "One of the squads sent by the General lost its way in the forest,
and stumbled upon a fey camp! The source of the problem has been established. � Now
it's time to deal with the inhabitants of the camp."
},
{
"Key": "957ce99e-f344-40ee-a811-5b38107252dc",
"Value": "The investigators hired by the Treasurer are not making any
progress."
},
{
"Key": "cfd9a117-fc3b-4a63-994f-e9b8c0134c36",
"Value": "The investigators hired by the Treasurer thoroughly questioned all
witnesses, and concluded that it is the fey who are behind the trouble in the
settlement! Now they just need to find the fey's hiding place�"
},
{
"Key": "300fd3b3-32dd-469d-a1cc-21a1480d9358",
"Value": "The investigators hired by the Treasurer thoroughly questioned all
witnesses, and concluded that it is the fey who are behind the trouble in the
settlement! Now they just need to find the fey's hiding place�"
},
{
"Key": "2683a207-2b18-417b-a644-0f6827dd04ec",
"Value": "A breakthrough! The investigators that were hired have located a
hidden camp in the forest. It belongs to the fey who have been causing trouble for
the villagers!"
},
{
"Key": "d6555a3b-9ce7-496f-90f4-af1d590df601",
"Value": "A breakthrough! The investigators that were hired have located a
hidden camp in the forest. It belongs to the fey who have been causing trouble for
the villagers!"
},
{
"Key": "b274bccb-737b-42ab-9f08-7a569b22cc08",
"Value": "Bandits are still robbing peasants and merchants in the region."
},
{
"Key": "1bad531d-4750-4ae5-b477-75c6101fda12",
"Value": "Several bandit encampments have emerged in the Narlmarches. They
plunder the peasants, rob travelers and merchants, and even attack tax gatherers!
These bandits need to be muzzled."
},
{
"Key": "bb7c72ca-20e3-4c2a-921b-f9e854d3a27d",
"Value": "Bandits' Outrage"
},
{
"Key": "bb61b3eb-d799-418c-978c-108aa07a4996",
"Value": "The squad gathered by the General was completely wiped out in their
fight with the bandits! This defeat has cost the {mf|barony|barony|kingdom|kingdom}
dearly: the local people must now pay tribute to the bandit lords."
},
{
"Key": "eab5f57e-d042-4908-a3f0-9aa7051c8c09",
"Value": "The squad gathered by the General cleared the bandits from the
Narlmarches. However a few managed to get away, carrying all their plunder."
},
{
"Key": "fe5264fa-e47a-493a-9a29-63f9169b2b85",
"Value": "The squad sent by the General defeated the bandit gang and returned
with a small portion of the plunder."
},
{
"Key": "df2dbad2-4b5a-46be-917f-a02120cf257d",
"Value": "The squad sent by the General defeated the bandit gang, returned a
portion of their plunder and discovered a secret cache of stolen jewelry."
},
{
"Key": "826e467a-8a12-46f4-b131-81ef887db434",
"Value": "The Treasurer's mercenaries were no match for the bandits of the
Narlmarches. Many of the area's inhabitants have pulled up roots and left the {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "d7b8d871-0530-47ec-9b96-d8c529f7178b",
"Value": "Relying on the services of mercenaries, the Treasurer managed to
put an end to the bandit attacks. However, this proved quite expensive."
},
{
"Key": "6af754f1-5476-4510-b0af-3279503ffc50",
"Value": "Relying on the services of mercenaries, the Treasurer managed to
put an end to the bandit attacks. The roads of the {mf|barony|barony|kingdom|
kingdom} are safer not only for the locals, but for merchants as well."
},
{
"Key": "9fa6c3ce-bee4-491e-bf95-b2643c12d1a2",
"Value": "Relying on the services of mercenaries, the Treasurer managed to
put an end to the bandit attacks. The roads are safer for peasants and merchants
alike. Regional markets and fairs attract more people than ever."
},
{
"Key": "8e606c24-c7a8-464a-93c8-53e2391c8831",
"Value": "The Warden's new recruits have fled the battlefield! The
settlements had no protection and were completely plundered."
},
{
"Key": "207ca47b-79c6-4c44-a1ef-28462642e64b",
"Value": "The Warden augmented the guard throughout the region. The soldiers
held off the attacks of the Narlmarches bandits, but this measure drew heavily on
the treasury."
},
{
"Key": "66be039a-b2fb-4d89-9abe-30b1d4458a8d",
"Value": "By augmenting the guard throughout the region and changing the
officers, the Warden first pushed the bandits back, and then captured their
encampment. Everything they had stolen has returned to the treasury!"
},
{
"Key": "9152afee-b9ad-463f-bf18-5b5d1d95b2d8",
"Value": "After filling out the ranks of the guards throughout the region and
promoting new officers, the Warden succeeded in pushing the bandits back, then
capturing their encampment. Everything they had stolen is back safely in the
treasury!"
},
{
"Key": "8b6a5a99-4831-4fb5-aab8-e6efd8574229",
"Value": "The locals are bored and don't know what to do with themselves.
This is the perfect moment to hold a celebratory event... but what exactly?"
},
{
"Key": "0bd1b8d4-b177-4f0e-ad04-e89c80875601",
"Value": "Event of the Month"
},
{
"Key": "4b8f062a-865e-450f-a209-c0db88d4f848",
"Value": "Only a few loiterers stopped to stare at the military parade."
},
{
"Key": "0dc7b417-6083-42f4-8f42-e0ed8100c96c",
"Value": "Only a few loiterers stopped to stare at the military parade."
},
{
"Key": "7459d4b6-84b8-4aef-bd62-4a3f203d35ce",
"Value": "The military parade made the locals proud: how strong the {mf|
barony|barony|kingdom|kingdom} has become over the past few months! A flood of
volunteers have joined the army."
},
{
"Key": "9ae4de72-7262-4ed5-891d-8d5b622e2fdc",
"Value": "The military parade made the local citizens proud: how strong the
{mf|barony|barony|kingdom|kingdom} has become over the past few months! A flood of
volunteers have joined the army."
},
{
"Key": "a7331f3d-4fb7-4c73-89bd-5305b65c530f",
"Value": "The locals are unimpressed by the luxuriant ritual procession. A
few look on it with cold eyes."
},
{
"Key": "bcf8ea80-b8ed-41da-a746-2c6ac82ead2d",
"Value": "The locals were unimpressed by the luxurious ritual procession. A
few looked on with cold eyes."
},
{
"Key": "570fc255-c7e9-45c6-afc7-7143ac220c97",
"Value": "The luxuriant ritual procession fascinates the locals.
Congregations fill the temples, and the citizens devote themselves to mindful
contemplation."
},
{
"Key": "03b5f087-bc94-491f-bd97-a8a2372981d4",
"Value": "The luxurious ritual procession fascinated the locals.
Congregations have flocked to the temples, and our citizens devote themselves to
mindful contemplation."
},
{
"Key": "bfb792a1-f052-463a-9025-45e859a50524",
"Value": "Rumor has it that an unknown self-taught master, crafting items of
extraordinary beauty and rare quality, has appeared in the region! Such people are
rare. � Something should be done to entice her to stay!"
},
{
"Key": "334a7fc8-27bb-479a-af89-b3a23144fed1",
"Value": "Hands of Gold"
},
{
"Key": "b002a737-a144-42ae-8906-73c9ac7f0a46",
"Value": "The Regent failed to offer an enticing agreement about the fair,
and the artisan decided to leave the Stolen Lands."
},
{
"Key": "664e3013-be40-44a4-8758-afe7a3dbdfb6",
"Value": "The Regent failed to make an enticing offer about the fair, and the
artisan decided to leave the Stolen Lands."
},
{
"Key": "ec59998e-ee4b-42c7-a03c-4fbe1746361d",
"Value": "The Regent organized a fair, and reserved the best spot for the
young artisan's tent."
},
{
"Key": "baeabd4d-4d95-4f18-a5a0-6cca0a8abe4b",
"Value": "The Regent organized a large fair, and placed a display of the
artisan's best works in the very center. The young artisan decided to stay in the
{mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "54fb577b-039f-4390-b931-f4b13f194211",
"Value": "Unfortunately, the Councilor couldn't inspire the artisan's
interest. She decided to leave the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "923bac38-44bb-4e0c-9365-8bb0a69fce13",
"Value": "Unfortunately, the Councilor couldn't inspire the artisan's
interest. She decided to leave the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "ab9d3941-0c57-4ddd-af9b-be3b93db5d8a",
"Value": "The Councilor commissioned the artisan to create the best item she
possibly could, and presented the master with a letter of appreciation when
{mf_Counsilor|he|she} collected the masterpiece."
},
{
"Key": "5b3d984d-0c9f-4aa3-a845-83e1630c1593",
"Value": "The Councilor commissioned the artisan to create the best item she
possibly could, and placed the masterpiece on public display! The young master
decided to stay in the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "ca28287a-6fd4-43fb-b19b-b3b98556a2c2",
"Value": "None of the General's offers interested the artisan, who decided to
leave the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "f434ac3a-5981-4830-bf06-bddeed6bad89",
"Value": "None of the General's offers interested the artisan, and she
decided to leave the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "7890693b-d065-4327-8433-176acbc96d3a",
"Value": "The General arranged for the young artisan to work for one of the
capital's weaponsmiths. The grateful master donated one of her works to the {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "0c2e5afa-2326-4aa9-938c-716190eb10c3",
"Value": "The General made the young artisan the master of one of the best
weapons workshops in the capital. The grateful master donated one of her
masterworks in return."
},
{
"Key": "06c4f633-692f-4fb9-805e-d16f7df12c23",
"Value": "A mysterious cult, promoting idleness and debauchery, has emerged
in the region. This depravation must be stopped!"
},
{
"Key": "eb91ae20-d1c6-4ed0-8364-37f6b9547ade",
"Value": "Mysterious Cult"
},
{
"Key": "c07f65b7-3be1-478b-8670-0b0b5c34eed2",
"Value": "The Regent urged the locals to turn over the leader of the
cultists, but his pleas led to nothing! The region sank into debauchery and sloth,
and some parishioners, maintaining their piety, thought it better to leave the
cursed lands!"
},
{
"Key": "bc704085-283d-4ea1-b87c-16549ea0fe23",
"Value": "The Regent urged the locals to turn over the cultists' leader, but
{mf_Regent|his|her} pleas led to nothing! The region sank into debauchery and
sloth, and some of the more pious parishioners thought it best to leave the cursed
lands!"
},
{
"Key": "d6f0b648-44ff-4e00-8edc-e20d61a5ac75",
"Value": "The Regent urged the locals to turn over the cultists' leader, but
{mf_Regent|his|her} pleas led to nothing! The region has sunk into debauchery and
sloth, and some of the more pious parishioners thought it best to leave the cursed
lands!"
},
{
"Key": "2d33984f-cb95-48b5-a56d-019b4023663e",
"Value": "Yielding to reason, the locals handed over the cult leader into the
custody of the Regent. Without its head, the sect is doomed to die out."
},
{
"Key": "82659bc1-bac5-48a4-8477-30f5d85a5ee3",
"Value": "Yielding to reason, the locals handed over the cult leader into the
custody of the Regent. Without its head, the sect is doomed to die out."
},
{
"Key": "61cc0757-45e8-457d-bcf6-e12dc8964e06",
"Value": "Yielding to reason, the locals handed over the cult leader into the
custody of the Regent. Without its head, the sect is doomed to die out."
},
{
"Key": "872acfe5-8cac-427b-a921-04eec56729e7",
"Value": "Pious admonitions have only made the cult more popular. The region
sinks into debauchery and sloth. The temples are empty, and the congregations have
turned their backs on the priests!"
},
{
"Key": "6c74f491-a542-4fda-b587-916f6c24067d",
"Value": "Pious admonitions have only made the cult more popular. The region
sinks into debauchery and sloth. The temples are empty, and the congregations have
turned their backs on the priests!"
},
{
"Key": "ecd8fb06-3170-476f-a0c5-1d6d436ff72b",
"Value": "Passionate denunciations from the priests moved the people to
detest the vile cult."
},
{
"Key": "a51f9b38-dd77-45a6-bb43-ccb4d225864e",
"Value": "Passionate denunciations from the priests moved the people to shun
the vile cult."
},
{
"Key": "623f104d-3d11-442a-b427-82ed05c8ff37",
"Value": "Unknown troublemakers are spurring the people to rebel against
their ruler. Grumblings of popular discontent can be heard in the capital. advisors
should either answer to the rabble-rousers or nip the rebellion in the bud."
},
{
"Key": "90790711-9c33-4f57-9a2f-3f5904d67fb8",
"Value": "Troublemakers"
},
{
"Key": "6a312bb6-ce55-475a-aa23-a7f68aacd2d4",
"Value": "The Regent has failed to resolve the situation peacefully. Angry
people are leaving the country or retreating into the woods to fight the usurper."
},
{
"Key": "1f035821-2feb-4000-90fa-f4df2dc4942c",
"Value": "The Regent managed to stamp out the smoldering fire, but many
disappointed citizens left the country."
},
{
"Key": "9a06c8ac-1887-4db0-84f4-8a1b6975c5b5",
"Value": "The people didn't want to fight � only to know that their voices
were heard in the capital. The instigators disappeared as quickly as they emerged,
once the locals' faith in their ruler was restored."
},
{
"Key": "b33c9c7a-2b0e-4c35-bc19-303d6b0d7775",
"Value": "The people didn't want to fight � only to know that their voices
were heard in the capital. The instigators disappeared as quickly as they emerged,
once the citizens' faith in their ruler was restored."
},
{
"Key": "cda4a5f2-a72d-4bd0-a4c5-3b5dea52107e",
"Value": "Violence has bred more violence. The flames of civilian riot have
spread throughout the region."
},
{
"Key": "a29863cd-edc6-4da3-ab3d-e4f590007cd3",
"Value": "The General failed to stop the rebellion in time. Victory was won,
but at the loss of countless innocent lives."
},
{
"Key": "fc4b627a-ba47-4eca-b882-bcad0882a0c3",
"Value": "Guards and soldiers managed to capture the instigators before the
region fell to full rebellion."
},
{
"Key": "f460256a-586d-4880-8c10-a29882b9db32",
"Value": "Our guards and soldiers managed to capture the instigators before
the region descended into full rebellion."
},
{
"Key": "b1fef41e-6c69-41cd-b387-80538400a23f",
"Value": "The Curator has failed to resolve the situation peacefully. Angry
people are leaving the country or retreating into the woods to fight the usurper."
},
{
"Key": "9b57f7be-fb2a-4af1-ad40-2de20a80c916",
"Value": "The Curator managed to prevent a riot, but the instigators had
praised anarchism, and these ideas survived among the people."
},
{
"Key": "724daf60-5ee6-4663-8b7d-3c0a2dc082a3",
"Value": "A few celebrations and a fair, and the happy people soon forget
their troubles, and instigators' words."
},
{
"Key": "cebc429a-9bab-4521-8295-0bf1c3724fc2",
"Value": "A few celebrations and a fair, and the happy people soon forget
their troubles, and instigators' words."
},
{
"Key": "5123e720-6823-47e7-bda4-4a6bff264ad3",
"Value": "News has arrived from the largest observatory in the Five Kings
Mountains. The enchanted lens of their main telescope broke! The destruction of
such a powerful artifact caused a gust of enchanted wind, which is now moving
towards a region of the {mf|barony|barony|kingdom|kingdom}. You should seize this
opportunity!"
},
{
"Key": "884bb872-a4c6-49f6-b61b-d21e1b154d2a",
"Value": "Enchanted Wind"
},
{
"Key": "6a2dddc0-ef81-4585-a212-2dcf0aa9d8b3",
"Value": "We openly invited well-known magic researchers to the {mf|barony|
barony|kingdom|kingdom}, but failed to draw the attention of any notable experts."
},
{
"Key": "e01b61fc-de51-410f-8d70-8f0a805935f1",
"Value": "Attempts to invite well-known magic researchers to the {mf|barony|
barony|kingdom|kingdom} have failed."
},
{
"Key": "c0f130f2-b82d-4dd4-a640-da07aa35f7d0",
"Value": "The Treasurer managed to invite several guests from the neighboring
countries. Many well-known wizards and magic researchers have visited the {mf|
barony|barony|kingdom|kingdom} to study this unique phenomenon."
},
{
"Key": "efd80d93-f18c-4c63-b31f-c87eb2024e3e",
"Value": "The Treasurer managed to invite several guests from the neighboring
countries. Many well-known wizards and magic researchers have visited the {mf|
barony|barony|kingdom|kingdom} to study this unique phenomenon."
},
{
"Key": "7f8ac301-b898-41f7-b9cb-431dccd2170e",
"Value": "The High {mf_HighPriest|Priest's|Priestess'} ceremony turned into a
farce! At the crucial moment, a cultist of Rovagug jumped out of the crowd, and his
praises to the cursed god were scattered throughout the {mf|barony|barony|kingdom|
kingdom} on the enchanted wind!"
},
{
"Key": "eeb2208b-9b50-437e-9639-43d3a86c6ecd",
"Value": "Alas, nothing of note occurred during the High {mf_HighPriest|
Priest's|Priestess'} special ceremony."
},
{
"Key": "ba64204f-4ce1-4aa9-86ff-2bfba4f51a80",
"Value": "The High {mf_HighPriest|Priest's|Priestess'} ceremony was a
success! The enchanted wind enhanced the prayers of the citizens."
},
{
"Key": "39abdc4c-ac53-485e-81d8-6d424891fa93",
"Value": "The High {mf_HighPriest|Priest's|Priestess'} ceremony was a
success! The enchanted wind enhanced the prayers of the citizens and raised them up
into the sky!"
},
{
"Key": "af3d5fb3-0adf-456f-9853-0c2b18e724d9",
"Value": "The Magister's experiment ended in a tragedy! The units designed
for extracting the enchanted wind's energy were overloaded. The explosion took the
lives of many wizards."
},
{
"Key": "bb24cb7b-451f-484d-bc4f-95b3d30d6b6a",
"Value": "The Magister's experiment led to nothing."
},
{
"Key": "e9865f10-ce9c-495a-85d4-68d504b32b61",
"Value": "The Magister's experiment was a success! A close study of the
movements of the enchanted winds allowed the wizards to better understand the
nature of magic."
},
{
"Key": "4538052a-14c4-41cd-93c6-7d7e86fbbfef",
"Value": "The Magister's experiment was a success! A close study of the
movements of the enchanted winds allowed the wizards to better understand both the
principles of creating enchanted lenses, and the nature of magic in general."
},
{
"Key": "9d64113d-9e13-4a30-bc98-b0048cc8a166",
"Value": "Some half-elf, trading fabric in the capital, discovered a loophole
in the law, which made it possible to avoid paying most taxes. The news spread
quickly through the merchants' guild. Measures should be taken immediately, or the
treasury will take a loss."
},
{
"Key": "0ea18a77-ed9d-40c2-869a-a752b4229d05",
"Value": "Trade Taxes"
},
{
"Key": "d0f3c6d5-ffca-4f46-abe9-6fbd0ce1c027",
"Value": "The merchants revolted against increased legislative pressure. The
{mf|baron|baroness|King|Queen} was declared a tyrant, and many traders left the
local lands."
},
{
"Key": "442cfcf6-67b6-4f11-8ea0-3a8aeb01f3d5",
"Value": "Increasing legislative pressure helped stem the loss of taxes, but
some merchants complained, while others simply left the {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "cf97b9af-7ad8-4ffb-a710-afe41af87d83",
"Value": "Reasonable changes in legislation made it possible not only to
close the loophole, but also to replenish all the losses to the treasury."
},
{
"Key": "6506e5f9-98fd-4d2d-b66a-168cbec7b768",
"Value": "Reasonable changes in legislation made it possible not only to
cover the loophole, but also to replenish the losses of the treasury."
},
{
"Key": "fdc47cd3-87e0-44b1-a323-f0004e8ec730",
"Value": "The Treasurer tried to cheat by changing the laws to favor the
treasury. Unfortunately, the plan didn't work � the treasury chests only grew
empty!"
},
{
"Key": "c8cb530c-4df3-40af-a307-641c0280a405",
"Value": "The Treasurer allowed merchants to pay lower taxes, hoping to
attract more traders to the {mf|barony|barony|kingdom|kingdom}. {mf_Treasurer|His|
Her} actions helped mitigate losses to the treasury."
},
{
"Key": "84e1c80e-4068-4a6a-916c-27244f662b64",
"Value": "The Treasurer not only left the loophole open, but deliberately
lowered other taxes, which made sales volumes across the {mf|barony|barony|kingdom|
kingdom} soar! This fully covered the losses to the treasury."
},
{
"Key": "d1d863aa-f56c-454e-bb91-888f61f49623",
"Value": "The Treasurer not only left the loophole open, but deliberately
lowered other taxes, which made sales volumes across the {mf|barony|barony|kingdom|
kingdom} soar! This fully covered the losses to the treasury."
},
{
"Key": "ccd8a0b0-5988-466b-80dc-744a0df9c784",
"Value": "This area of the {mf|barony|barony|kingdom|kingdom} is said to be a
breeding ground for bandits, brawlers and cutthroats. Perhaps one of your advisors
should set aside these rumors, and assure the people that the guard is able to
protect them."
},
{
"Key": "891e7126-9b9a-476f-b489-23ab968a477b",
"Value": "Troubled Lands"
},
{
"Key": "2e505341-f124-4268-86a0-0545926cf685",
"Value": "There were attempts to gather a militia and raise it to defend the
local citizens and roads, but they led to nothing."
},
{
"Key": "b6277013-06f5-41af-9ca2-cea4f97e10a0",
"Value": "There were attempts to gather a militia and raise it to defend the
local citizens and roads, but they led to nothing."
},
{
"Key": "ba4e3f52-7250-473b-bb9e-d566d24c326e",
"Value": "The Councilor helped the local citizens gather a militia to protect
their houses and main roads. The {mf|barony|barony|kingdom|kingdom} became a more
attractive home for migrants."
},
{
"Key": "278a4f7a-df6e-412c-bb54-f53aeb724a6b",
"Value": "The Councilor helped the peasants gather a militia to protect their
houses and secure settlements from bandit attack."
},
{
"Key": "03dd2d70-9218-484b-9f8a-19950b9026fc",
"Value": "The patrols that the General sent were of no use. The people of the
Stolen Lands still have no regard for the law."
},
{
"Key": "b1103045-cbae-4f91-9306-5f5195cfec20",
"Value": "The patrols sent by the General were of no use. The people of the
Stolen Lands still have no regard for the law."
},
{
"Key": "3d2891c4-8203-473f-a294-749f06f77a2e",
"Value": "The General's patrols instilled respect in the locals, and gave the
new recruits a chance to try themselves on the battlefield."
},
{
"Key": "f07bf358-a659-42dd-bf29-38680ed4af37",
"Value": "The General's patrols pushed the bandits into the depths of the
woods. The battlefield experience was good for the soldiers, and peasants from
other nearby lands started moving into the area."
},
{
"Key": "5a9e93c0-68fe-4ba0-a9f1-51559098ba3e",
"Value": "Three merchants from Absalom arrived in the region. They're ready
to do business with the {mf|barony|barony|kingdom|kingdom}, if their conditions are
met."
},
{
"Key": "5a4cbbf5-9df6-498e-9885-d5e474b8f103",
"Value": "Proposal for Cooperation"
},
{
"Key": "afb24d4c-1bdb-4f29-8a93-d3c34329c1a2",
"Value": "Unfortunately, negotiations between the Regent and the merchants
from Absalom led to nothing."
},
{
"Key": "561d0bf0-a4bf-41fa-8056-a3bc6ef8d248",
"Value": "Unfortunately, negotiations between the Regent and the merchants
from Absalom led to nothing."
},
{
"Key": "3176a8b7-61ad-48de-8c90-8cb3a8d137bd",
"Value": "The Regent promised the merchants help in resolving property
disputes, if any arise. In exchange, the merchants agreed to lower their prices on
timber, stone and ore."
},
{
"Key": "25e0e984-8e39-421a-9d47-06bee1e16cb0",
"Value": "The negotiations were a success: the Regent guaranteed the
merchants extensive support, and they agreed to supply construction materials at
significantly lower prices."
},
{
"Key": "c158ce9f-6c3c-46bb-84a6-44a5b9c1c51a",
"Value": "Unfortunately the Treasurer failed to come to an agreement with the
merchants. The deal fell through."
},
{
"Key": "ec781f15-f4df-413a-9393-465998e44de2",
"Value": "Unfortunately the Treasurer failed to come to an agreement with the
merchants. The deal fell through."
},
{
"Key": "a2d191b7-bb65-482f-9123-2ebb84fcbca8",
"Value": "A deal has been struck! Trade in the {mf|barony|barony|kingdom|
kingdom} has perked up, as more tools, machines and other craftsman's goods are
being imported to the capital."
},
{
"Key": "dab38d61-2542-4a8c-82d4-4d7dd12711ef",
"Value": "A deal has been struck! Trade in the {mf|barony|barony|kingdom|
kingdom} has perked up, as more tools, machines and other craftsman's goods are
being imported to the capital."
},
{
"Key": "c9a87b08-4262-4854-af10-e62c8d6a8473",
"Value": "Negotiations between the Grand Diplomat and the merchants from
Absalom have come to a standstill."
},
{
"Key": "88756598-8636-4d2c-8a2b-b3c317ba5d66",
"Value": "Negotiations between the Grand Diplomat and the merchants from
Absalom have come to a standstill."
},
{
"Key": "e4ef29c4-163a-402e-8887-e174436b8b3b",
"Value": "The Grand Diplomat helped the merchants receive a permit for
trading in Brevoy. In return, the merchants agreed to import rare goods from
Absalom to the {mf|barony|barony|kingdom|kingdom} � spices, frankincense, and
jewelry."
},
{
"Key": "c3a9a67f-50a3-4d24-b392-05d2384ad765",
"Value": "The Grand Diplomat composed letters for the merchants, addressing
them to the rulers of all the nearby lands. In return, the merchants significantly
lowered the prices for rare goods from Absalom � spices, frankincense, and
jewelry."
},
{
"Key": "23db5af4-f0c8-489f-a076-e09e5fb7419a",
"Value": "A giant weed is taking over more and more farmland. Someone must
persuade the peasants to start fighting this pest!"
},
{
"Key": "875c6058-e42e-4a2b-861c-cb09621182b7",
"Value": "Mysterious Weed"
},
{
"Key": "d6275bb2-f8cb-4201-8088-92febf42e437",
"Value": "Messengers were sent to every region, but their warnings fell on
deaf ears. The peasants refused to act, and even accused the messengers of inviting
disaster!"
},
{
"Key": "922561de-b07b-4aa5-b9d5-50fb16dce062",
"Value": "Messengers were sent to every region, but their warnings fell on
deaf ears. The peasants refused to act, and even accused the messengers of inviting
disaster!"
},
{
"Key": "2fad233f-fe1f-4426-bdfd-ea22fcd9493a",
"Value": "Some took to heart the messengers' warnings, and had enough time to
weed their fields. But many peasants acted too late, and accused the messengers
of \"inviting disaster\", blaming them for the lost harvest!"
},
{
"Key": "06888a67-b3b0-4beb-84c5-1c1f0226f668",
"Value": "The messengers managed to persuade the peasants to thoroughly weed
their fields. The crops were saved!"
},
{
"Key": "1fc7eb79-2b06-46fd-b387-017c3272511a",
"Value": "The messengers managed to persuade the peasants to thoroughly weed
their fields. The crops were saved!"
},
{
"Key": "25179ac5-c57b-4692-aa69-e24459a69e70",
"Value": "The messengers managed to persuade the peasants to thoroughly weed
their fields. The crops were saved!"
},
{
"Key": "c3202718-ff9d-4316-a491-5665faf82653",
"Value": "The priests warned the congregation of the coming disaster, but no
one would listen. The monstrous weed grew all over the fields, and the peasants
accused the {mf|baron|baroness|King|Queen} of inaction."
},
{
"Key": "2158bd28-3e57-452c-b264-d92775d22381",
"Value": "The priests warned their congregations of the coming disaster, but
not everyone started weeding on time. Those who lost their fields to the monstrous
weed accused the {mf|baron|baroness|King|Queen} of inaction."
},
{
"Key": "3da76bcf-5c0b-424b-949f-75416f12b040",
"Value": "The priests managed to convince the peasants that the weed must be
stopped. The crops have been saved!"
},
{
"Key": "c448f4c4-12b3-4503-8f0e-71cf3bfbd27a",
"Value": "The priests managed to convince the peasants that the weed must be
eradicated. The crops have been saved!"
},
{
"Key": "1d06c514-0080-4bd5-8077-ccdac3235280",
"Value": "Regent Waike, a paladin and a former Mendevian crusader, now
corrupted by power, has seized control of Artume. Queen Sovella and her young son,
Prince Edryd, who Waike swore to protect, have fled. With the support of the
patriots of Artume, they are gathering their forces to retake their throne. Will
the {mf|King|Queen} aid the deposed ruler?"
},
{
"Key": "9ddba650-afb7-4233-856d-bdf4ce89ac86",
"Value": "Guardian"
},
{
"Key": "0a7d4347-f31e-46c5-896f-7d5e3a146c95",
"Value": "Queen Sovella placed no faith in the advisor's intentions. She
feared that {kingdomname} would only become a new prison for her and her son, and
made haste to leave the Stolen Lands. But during her short stay, many of the locals
were inspired by the story of her struggle, and have left their homes to join the
ranks of Artume's legitimate ruler!"
},
{
"Key": "b718a43c-9000-4a39-bf24-f05f821c3236",
"Value": "The advisor convinced Queen Sovella that {kingdomname} would be a
safe haven for her and her son. The local priests took Prince Edryd under their
wings, swearing to bring him up as a worthy man and a king. In gratitude for her
protection, Queen Sovella granted the {mf|King|Queen} a sacred relic that once
belonged to Edryd's father."
},
{
"Key": "5f659f81-4ca5-49bb-b43c-1311b40ddabe",
"Value": "The advisor promised Prince Edryd the {mf|barony's|barony's|
kingdom's|kingdom's} protection, but refused to become involved in the feud between
Queen Sovella and Regent Waike. This did not suit the deposed ruler, who took her
son and continued her fight against the traitorous knight... supported by several
army regiments from the Stolen Lands, who have deserted and left with Queen
Sovella!"
},
{
"Key": "95e8236b-7a42-41a1-9d33-7ee3ba7e65a9",
"Value": "The advisor provided shelter to Queen Sovella and Edryd, but
refused to become involved in their feud with Regent Waike. The overthrown ruler
made peace with the inevitable, and gave the {mf|King|Queen} a family relic that
once belonged to her husband. The knights who remained loyal to Prince Edryd joined
ranks with the local army, awaiting the moment their ruler comes of age and calls
them under his banner."
},
{
"Key": "d30a3f2c-8054-46d6-abfe-5bebe8e2f356",
"Value": "The Regent offered Queen Sovella refuge, secretly hoping to
surrender them for a substantial reward. Alas, the cautious ruler saw through the
devilish plan, and escaped the from the spies who were meant to abduct her."
},
{
"Key": "8a733f96-2ef3-40d1-980b-ac4ba815eb21",
"Value": "The Regent invited Queen Sovella and her son to the castle,
promising them safe haven. But as soon as the noble guests crossed the threshold,
they were met by the knights of Regent Waike. Artume's envoys left the Stolen Lands
with their precious catch, and the Regent received from Waike a generous reward."
},
{
"Key": "789f30b9-c583-4b6e-8046-49a904c18bee",
"Value": "The Grand Diplomat offered Queen Sovella refuge, secretly hoping to
surrender them for a substantial reward. Alas, the cautious ruler saw through the
devilish plan, and escaped the from the spies who were meant to abduct her."
},
{
"Key": "bf17f90b-14ed-460a-a7ab-7f984a8a79c0",
"Value": "The Grand Diplomat invited Queen Sovella and her son to the castle,
promising them safe haven. But as soon as the noble guests crossed the threshold,
they were met by the knights of Regent Waike. Artume's envoys left the Stolen Lands
with their precious catch, and the Grand Diplomat received from Waike a generous
reward."
},
{
"Key": "f4b3abd5-d3e8-4f76-b270-aa302a40c975",
"Value": "The mage's soul was too black. It was impossible to convince him to
leave the vicious path he'd chosen. When the advisor's messengers attempted to
seize and restrain the mage, he summoned a horde of daemons, who went on a bloody
rampage through the region!"
},
{
"Key": "07ff1c07-e19b-4960-b37f-c2660d56a62b",
"Value": "The mage proved exceptionally devious: it turned out he had planned
to seize power in the kingdom, rather than serve its current ruler! The advisor's
envoys arrived too late: the mage held a ritual, summoning a horde of daemons. The
region has descended into bloody chaos."
},
{
"Key": "3acfbbe8-f3ce-489c-a167-bdb7a8da2139",
"Value": "The advisor's envoys outwitted the mage, who ended up as an
offering in his own ritual � albeit to a different Horseman than he'd intended to
summon! The mighty being graciously accepted the sacrifice, and bestowed a powerful
blessing upon the {mf|King|Queen}."
},
{
"Key": "cfaf6bce-1974-4e50-8b37-a4e57fc5cd92",
"Value": "The advisor's envoys managed to convince the mage that he had been
deceived, and that the path he had chosen would inevitably lead to his destruction.
At the last possible moment, the mage turned away from the Horseman, and bowed
before the gods of light. Grateful that he had been saved from taking such an
imprudent step, the mage granted the {mf|King|Queen} a powerful spell to aid {mf|
him|her} in battle."
},
{
"Key": "5e13cf91-dee5-462d-b248-c748325179dd",
"Value": "The advisor's envoys managed to convince the mage that serving
daemons is not something worth aspiring to. Carefully considering his priorities,
the magician relinquished his dangerous plan. In thanks to the {mf|King|Queen} for
the good advice, he cast upon {mf|him|her} powerful enchantments to aid {mf|him|
her} in battle."
},
{
"Key": "dacdfdc5-8a11-4a5a-84d3-c4402cfb74d3",
"Value": "One of the powerful mages from this area is preparing to sealing a
pact with one of the Four Horsemen. Such an extraordinary event cannot be allowed
to pass without royal attention."
},
{
"Key": "2121ebaf-49b6-43f5-822b-4ddf865d3e26",
"Value": "The Contract"
},
{
"Key": "db7aebae-e8b2-42e5-b522-e59d291fb59d",
"Value": "Scouts have just brought in a letter � a cry for help. The ruler of
a small nearby barony has been taken captive. His young wife, who turns out to be a
dangerous witch, locked the young baron in a tower and seized control of his lands.
He is imprisoned even now, but some of his subjects remain loyal, and plan to free
their ruler no matter the cost. The matter requires a delicate approach � an overt
intervention would not do. Will the Minister be able to manage this task?"
},
{
"Key": "eb1e37b8-253f-4726-a1f3-df765da63191",
"Value": "The Charmed Prince"
},
{
"Key": "a0c8471a-38d5-4620-ad38-41101a08ea21",
"Value": "The advisor tried to aid the baron, but clumsily revealed his plan
to the watchful servants of the witch. Now the baroness holds a grudge against the
advisor for trying to foil her devices, and she has used her spies to spread dirty
rumors about the {mf|King|Queen}."
},
{
"Key": "18e8677c-620a-49a9-a40f-e16aa081e0ab",
"Value": "The advisor sent warriors to aid the young baron. Disguised as
ordinary peasants, they blended in with faithful servants of the legitimate ruler
and dealt the baroness a swift blow. She was thrown in prison, and the baron is
celebrating his liberation!"
},
{
"Key": "bdaf0d53-40c5-4df2-8611-348b42006940",
"Value": "The advisor's spies tried to steal the young baron away, but the
operation failed miserably! The agents still haven't returned from their mission,
and their colleagues suspect that they were recruited by the baroness's henchmen."
},
{
"Key": "b8796432-ca70-41c9-922a-668b286a8533",
"Value": "One sunny day the baron simply vanished from his prison... and
showed up at the court of the {mf|King|Queen}, where he immediately began to gather
those still loyal to him under his banner. However, the advisor is in no hurry to
let the naive ruler go to war: so long as he remains under care of the {mf|King|
Queen}'s spies, the baroness grants all sorts of \"favors\" to the advisor."
},
{
"Key": "d0e4965a-fba8-4118-b21b-c4b2689fa77b",
"Value": "The advisor failed to inform the witch of her prisoner's plans. The
messenger came too late � he found the young baron standing over the corpse of his
wife. The baron shall no doubt remember who it was that nearly foiled his plans:
the diplomats have already noted a significant cooling in relations with
neighboring states."
},
{
"Key": "f37e0edc-d8a5-48c0-9fa1-5e65521fcf1f",
"Value": "The advisor informed the witch of her troublesome prisoner's plans
just in time. The liberation of the young baron was foiled, and the baroness
thanked the {mf|King|Queen} by entering an alliance with {mf|him|her} and signing a
number of rather lucrative trade treaties."
},
{
"Key": "164f4971-a956-4244-9648-341604685ccd",
"Value": "\nA deadly fog is terrorizing our people."
},
{
"Key": "0d1b415f-cf35-4864-beb6-395e123f664c",
"Value": "A sinister fog has entered our lands from neighboring Ustalav. The
crunch of bones and the hiss of horrid beasts fills the impenetrable veil. The
people are afraid to leave their homes. Are there enough brave men and women to
take up arms and torches, and venture forth into the fog?"
},
{
"Key": "93a0b176-64f7-4e0e-be2f-69f611ef7b41",
"Value": "The Fog"
},
{
"Key": "6645fc19-16e5-4351-8efa-97efb5c8e288",
"Value": "The advisor assembled a group of brave souls, and sent them out
into the fog, but none returned. The shroud is becoming ever thicker, and
unspeakable monsters are striking at settlements in the region, killing scores at a
time. Something must be done!"
},
{
"Key": "c281d853-1d0b-4388-8611-8bbc515dda96",
"Value": "The brave souls who stepped into the fog were able to rid the world
of many foul creatures, but many others yet survive, and we suffered heavy losses.
The shroud grows ever thicker, and the monsters continue to slaughter more and more
peasants..."
},
{
"Key": "078fb339-3a1d-47e2-8e1a-2c4e13874391",
"Value": "The brave souls who answered the {mf|King's|Queen's} call stepped
into the fog without hesitation � and won a glorious victory! The flames of their
torches dispersed the ominous shroud, and once the foul beasts were far easier to
face once they had nowhere to hide. The region's residents are breathing a sigh of
relief."
},
{
"Key": "81d00e94-786c-4c20-9537-133b28fbd49c",
"Value": "Our volunteers gathered to defend their homeland, and drove away
the mist with a flame that burned in their hearts. Every lowly beast that hid in
the shadows was put to the sword. The rescued villagers are praising their {mf|
King|Queen}, and all the surrounding lands have heard the heroic saga of a battle
between courageous defenders of {kingdomname} and the horrid creatures from the
fog."
},
{
"Key": "8c52c7bf-88ca-49f8-9585-0dc583c5c29e",
"Value": "A fearless priest of Milani has stolen a sacred relic of her
goddess, and smuggled it out of Cheliax, where it have been researched by the
inquisitors of Asmodeus. Now the half-elf and her party are seeking safe shelter
for themselves and their treasure � somewhere they won't be found by their
resourceful Chelaxian pursuers. Perhaps this is the perfect time to offer
assistance."
},
{
"Key": "12820138-826f-4cff-ad3b-fe22f32f4ef5",
"Value": "The Relic"
},
{
"Key": "0c63a110-f4c4-4fd9-b988-fff1b81f8f4c",
"Value": "Milani's faithful were suspicious of the {mf|King|Queen} and {mf|
his|her} servants. They left the kingdom at dawn."
},
{
"Key": "b39a6ae7-785d-44b2-972b-54c046ea4583",
"Value": "The {mf|King|Queen}'s envoys convinced the followers of Milani to
put their trust in the ruler of the Stolen Lands. The priests and the clerics
waited in a secure shelter for the threat to pass, and then went on their way. The
kingdom has been blessed by Milani herself! The {mf|King|Queen}'s subjects are
rallying together as a free nation under a strong ruler."
},
{
"Key": "1e0ee56d-227e-4ad5-934b-8a8199e1a200",
"Value": "Confusion and unrest reign over the city. In taverns, hotheads
speak of revolution, the abolition of the monarchy and the establishment of a
republic. Pamphlets calling for rebellion have already appeared in the streets.
Most likely, one of our neighboring states is behind this � hoping to seize these
lands for themselves. Right now, however, it's more important to rein in our
subjects before the unrest leads to open revolt."
},
{
"Key": "214c04f9-2042-46d5-87db-4bcc1a01ce10",
"Value": "Revolution"
},
{
"Key": "f54fd9d2-20c1-4579-ad7d-2ce7a0fc416a",
"Value": "The Regent was too late: violence has broken out all across the
city, and many shops and stores were looted. The guard eventually joined the crowd.
It will take the city a long time to recover from this incident."
},
{
"Key": "04ae3ea1-c405-4f3c-be96-eac821b6aec3",
"Value": "The Regent came to an understanding with the rebels, and appeased
the unhappy citizens by listening to their concerns. The unrest has been stemmed,
and the instigators have sat down at the negotiating table. The people are pleased
with all the attention that they're being given."
},
{
"Key": "9da3d780-72d7-4890-bff3-c229b9c63455",
"Value": "The Regent pacified the crowd, promising that all their problems
would be resolved, and sat down at the negotiating table with the leaders of the
simmering revolution. Other citizens decided to support their representatives by
setting out tables of food and wine... and a serious event turned into a feast!"
},
{
"Key": "b53f4f75-3606-49a2-80c6-f3326cb598aa",
"Value": "Under the Regent's orders, the guard stepped in to stop the crowd
from advancing. A bloody battle erupted, and the carnage took many lives. The
remnants of the rebels have hidden in their homes or fled into the forests. The
people are incensed with their {mf|King|Queen}."
},
{
"Key": "2e5d2033-ae80-4070-83b6-216465dfac4d",
"Value": "The guards violently suppressed the unrest. Anyone who questioned
the crown's authority was thrown into prison or otherwise severely punished.
However, the principle instigators remained in the shadows. They will certainly
continue to incite their supporters to rebellion."
},
{
"Key": "682bb060-bf10-4e88-af66-ceddcd2d7ca7",
"Value": "The crowd stopped in its tracks when they came face-to-face with
the guards. The commoners offered no resistance as the guards pulled the
instigators from their ranks and threw them behind bars. Thankfully, loss of life
was avoided. The revolt has ended, and the rebellion's leaders are already naming
those who were truly behind the unrest."
},
{
"Key": "87e271e5-df76-4608-92d0-ec0fd04d0d32",
"Value": "Demelza, the hag matriarch of the Stroud Sisters coven, has
announced that their next gathering will take place in our very own woods. More and
more hags are coming to the region to take part in the celebrations, which include
some rather gruesome rituals. They'll be terrorizing the locals with all manner of
vile deeds."
},
{
"Key": "e2c8c113-c0c1-4612-897a-13f37239fd49",
"Value": "Black Mass"
},
{
"Key": "7214d9e8-e774-43b2-89dd-6dac004ad31c",
"Value": "The High {mf_HighPriest|Priest|Priestess} could not discover the
secret gathering place for the black celebration. Some of our people, terrified by
the powerlessness of the priesthood, have taken to worshiping the newly-arrived
hags. Those who remained faithful to their gods are leaving in droves, disgusted
that their kingdom has stooped so low."
},
{
"Key": "7d60bfbf-9cb5-439e-927c-d3fcb67ca0f6",
"Value": "The High {mf_HighPriest|Priest|Priestess} gathered the best
inquisitors, and sent them out to hunt. Soon, the region was cleared of the hags
and their minions."
},
{
"Key": "5c681d66-1880-47b3-846b-67fa7b11e5b4",
"Value": "The High {mf_HighPriest|Priest|Priestess} was unable to reach an
agreement with the malevolent hag coven. Their interests do not lay in allying
themselves to the priests of other deities. They are masters of luring innocents
into their own faith � and their efforts have borne fruit! The temples in the
region are all but empty, and by night, unholy rituals are conducted by bonfire
light."
},
{
"Key": "dd9dcc49-46cd-4aa3-ab87-b3e39238a0cb",
"Value": "The hags gladly accepted the High {mf_HighPriest|Priest|
Priestess}'s offer. They promised not to bother the simple folk, so long as they
themselves were left alone. As payment they offered a small library of ancient
tomes, filled with forbidden knowledge."
},
{
"Key": "885bd0f8-ef7b-450e-85bf-d0841eab0ee0",
"Value": "In times immemorial, a band of underwater creatures, thanks to an
ancient magic, were able to travel to the very heart of the River Kingdoms. Today
the magister of Outsea � a town where underwater and terrestrial creatures live
side by side � is close to opening a way back to the open sea for his countrymen.
There is but one problem � the mighty spell would turn to brine all of the fresh
waters in the River Kingdoms, which would cause a natural disaster! The magister
must be stopped before it's too late!"
},
{
"Key": "55aac7bb-f33c-4254-8bba-f3da635a2a63",
"Value": "Salt"
},
{
"Key": "f439b32b-906c-4c7d-bc63-aed9e4c964cb",
"Value": "The General's threats gave pause to the Outsea magister. However,
the youth of Outsea, who have never seen the sea and yearn for its embrace, are
carrying out attacks in retribution. They're sinking ships � along with their crews
and all their cargo."
},
{
"Key": "aa66e010-f560-4b4a-a7d2-56673bc88f63",
"Value": "The General threatened war, and this cooled the Outsea magister's
ambitions. Outsea backed down, and the waters of the River Kingdoms are no longer
in danger."
},
{
"Key": "5e1620e9-caf1-4a58-b1ac-2b2c3950f97a",
"Value": "The Grand Diplomat convinced the magister of Outsea not to commit
this terrible mistake, telling him of the horrible loss of life this powerful spell
would lead to. However, the youth of Outsea still yearn for the embrace of the
ocean, and were outraged by this decision. The waters of the River kingdoms are no
longer safe. Merchants and fishermen are afraid to send their ships far from
shore."
},
{
"Key": "29806667-b593-4a38-9cf4-d59465ca2d03",
"Value": "The Grand Diplomat's words made a lasting impression on the
magister of Outsea. He realized that such a disaster would unite all of the River
kingdoms against the underwater denizens, and they would never live to reach the
sea. The magister decided to seek another way to solve his nation's problems � one
that wouldn't harm its neighbors."
},
{
"Key": "037e9957-7ef0-4107-ad9c-4cae9f48d531",
"Value": "The Magister, along with a group of mages, resisted the
spellcasters from Outsea. Their powerful incantation was dispelled, and for
astrological reasons it can never be reproduced. However, a small part of the magic
spilled over, poisoning the rivers in several regions. The people who live along
its banks have become ill, and their relatives are angry with the {mf|barony|
barony|kingdom|kingdom}'s leadership."
},
{
"Key": "02fe2fbc-632c-4404-89d1-0b8e649f88fc",
"Value": "The Magister managed to masterfully unravel the spell of the Outsea
mages. Their incantation was broken, and for astrological reasons it can never be
reproduced. All around the River kingdoms, the people praising their saviors, their
merriment drowning out the grumbling from Outsea."
},
{
"Key": "9df9e8ed-ee7a-4e8f-a4dd-96638a231da5",
"Value": "The Magister wove a spell of {mf_Magister|his|her} own, utterly
defeating the spell-casters of Outsea. Their spell was broken, and for astrological
reasons it can never be reproduced. However, the merfolk' magic has captured the
attention of other local arcanists, who will use this newfound knowledge to protect
themselves from future threats."
},
{
"Key": "2318f960-f465-429f-a2f7-c14fb7d83b79",
"Value": "The people of the capital are greatly alarmed: from underneath the
pavement, pickaxes, crumbling rocks and terrifying voices can be heard. Everything
points to the denizens of the Darklands. They must be digging an enormous tunnel,
to conquer the surface world... and it seems they intend to begin in the heart of
the Stolen Lands!"
},
{
"Key": "dfed64e3-4585-4b8f-a1be-a37f88ffe606",
"Value": "It Came from Under the Ground"
},
{
"Key": "e1430ed9-08a1-4a82-a425-3fa739acdd77",
"Value": "The General sent troops down into the dungeons, hoping to push back
the invaders. Alas, they perished to the last man, and the sacrifice did little to
hinder the enemy. The underground hordes struck the capital at night, destroying
many buildings and taking many slaves."
},
{
"Key": "87543cab-ead6-40f9-b823-f9f5c05e50d9",
"Value": "The General personally descended into the dungeons with
{mf_General|his|her} soldiers to prepare a warm welcome for the uninvited guests.
Alas, many warriors lost their way in the darkness, and wandered aimlessly in the
tunnels, easy prey for the underground invaders. Once the troops were thinned out,
the raiders from the Darklands rose and attacked the surface, swiftly and
ruthlessly, capturing many slaves."
},
{
"Key": "f09b58ee-11a7-483d-be0e-78245a20440e",
"Value": "On orders of the General, the soldiers blasted a secret tunnel of
their own. The underground invaders had no time to react: the surprise attack
caught them completely off guard! They were so shaken by the sudden and decisive
strike that they fled back to the Darklands, collapsing the tunnel behind them.
They abandoned many trophies as they fled..."
},
{
"Key": "2012a655-ddc8-4a77-a000-24ed663f6e9c",
"Value": "Negotiations with the denizens of the Darklands fell through. Our
envoys vanished without a trace, and the night after that, a whole army of invaders
swarmed into the city. The most populated quarters suffered the most, for many of
our residents were taken as slaves. There's no way to save them now: our attackers
collapsed the tunnel behind them."
},
{
"Key": "e677a939-6ac9-47e5-b6e2-4de058cd1f5b",
"Value": "Negotiations with the denizens of the Darklands fell through, but
the army stood ready, anticipating a surprise attack. They managed to protect the
most affluent quarters, but others were significantly damaged, with many of their
residents stolen away as slaves."
},
{
"Key": "4c503dee-4807-4484-b28e-c31f457edad5",
"Value": "Our envoys were able to strike a deal with the inhabitants of the
Darklands. Over the course of a few nights, most of the \"undesirables\" vanished
from the capital � tramps, thieves, hot-heads, enemies of the crown... Some
citizens are concerned about the disappearances. But the merchants and businessmen
have found the change most welcome."
},
{
"Key": "22751756-00ce-407e-a95d-f4a1c7b1f3b8",
"Value": "Under orders from the Treasurer, our brave miners tried to collapse
the tunnel, but they only managed to open another way to the surface for the
Darklanders. Panic has gripped the capital. Fires burn unchecked and the casualties
are massive. The raiders have already disappeared back under the ground � taking
many slaves with them."
},
{
"Key": "9b3d7480-4d55-4934-8f7b-cb9cc73628d4",
"Value": "The Treasurer hired some miners to collapse the invaders' tunnel,
but the hapless laborers ended up literally falling onto the heads of their
enemies, and were torn to pieces. As dusk turned to night, hordes of creatures
emerged from under the ground, striking at the heart of the capital. They have
already retreated back into the Darklands, leaving a trail of victims behind."
},
{
"Key": "a87a67f4-fd2b-44c4-8db7-4641b345f440",
"Value": "The Treasurer found a crew of experienced miners, who dug towards
the invaders and collapsed their tunnel, cutting them off from their main forces.
The invading army's vanguard was handily dispatched, and the evil plans of the
Darkland raiders were cut off at the root."
},
{
"Key": "126a38d7-a014-4d9a-bb12-f73c4362738c",
"Value": "The warrior-monks of Irori are seeking a secluded place to build
their monastery � somewhere they can meditate and hone their fighting skills. The
master who leads them claims that this region offers ideal conditions for such a
place. In reward for such support, he promises that his pupils will train the local
warriors, and has also agreed to take in any orphans."
},
{
"Key": "2f7b82ce-3669-4eba-b97d-67fa7a553397",
"Value": "White Tigers"
},
{
"Key": "03398d74-dd8c-4c86-b3ee-be418f34e7bb",
"Value": "The extraordinary demands that the crown placed on the monks only
drove Irori's followers to anger. Their master declared that the monastery shall be
erected wherever they desire, and they care little for the {mf|King|Queen}'s
opinion. However, the locals are not thrilled by such a neighbor, and they're doing
everything in their power to drive the monks from the region."
},
{
"Key": "7e53be5f-5381-4cb5-85c0-3c120c96d73c",
"Value": "With the support of the crown, the Irorans have founded a modest
monastery, and already opened its doors to all who sought knowledge and perfection.
The royal army will send their best fighters to the monastery for advanced
training, and children � some orphans, and others simply eager to learn � are
enjoying the lessons given by the master."
},
{
"Key": "c8781ea2-88c4-4ae4-bc3c-66cc44378f76",
"Value": "Animals are still attacking people on sight."
},
{
"Key": "b20e6e69-64e9-4709-8aa5-587e565e0052",
"Value": "Animals are flying into inexplicable rages. Wild beasts emerge from
the woods to attack people, livestock try to kick their owners, and even loyal dogs
bite the hands that feed them. Someone must find the cause of these strange events
� and put a stop to them!"
},
{
"Key": "d13465f6-925c-4e42-928d-f537c40fc1d3",
"Value": "Nature's Rage"
},
{
"Key": "25005284-fc8c-4536-ae5f-9322aa1fe026",
"Value": "The source of the animal rage was revealed to the High
{mf_HighPriest|Priest|Priestess} in a vision! The animals were exterminated, and
peace was established in the region."
},
{
"Key": "4912b30b-4a25-4c07-8cae-716b11b7c36f",
"Value": "Many innocent citizens have fallen to claw and fang, but a den
where the raging animals swarmed has at last been located and cleansed."
},
{
"Key": "c9255f70-8dc4-435c-bb4b-e554d1168b3d",
"Value": "It took the Councilor a long time, but a den where the raging
animals swarmed has at last been located and cleansed."
},
{
"Key": "e191e1af-c235-484a-8d34-047cf2dd6f0c",
"Value": "The Councilor managed to locate the place where the raging animals
swarm, and cleanse it. Significant losses have been avoided."
},
{
"Key": "82e34129-88d2-41da-b5a9-549c7ac02b64",
"Value": "The Councilor lost no time in tracking the raging animals back to
their lairs and slaughtering them. The remaining beasts have scattered and pose no
threat."
},
{
"Key": "f89cfb34-5fbd-4196-93a7-105a60ea005c",
"Value": "The gods are silent. The High {mf_HighPriest|Priest|Priestess}
cannot explain these attacks, and {mf_HighPriest|his|her} congregation's faith is
being sorely tested. The animals continue their carnage."
},
{
"Key": "e5ff5f35-3bea-4108-bd2c-aa6501b7ea13",
"Value": "The High {mf_HighPriest|Priest|Priestess} has made no progress
towards finding the reason behind the animals' continued rage!"
},
{
"Key": "45f9cc90-253d-4073-8944-a67ab3b4af9e",
"Value": "The veil is lifting. The animals continue to rage, but the High
{mf_HighPriest|Priest|Priestess} is close to solving the mystery."
},
{
"Key": "323994a8-600f-4ae5-a56b-5e195d9abcdb",
"Value": "The High {mf_HighPriest|Priest|Priestess} appealed to
{mf_HighPriest|his|her} god, who released the {mf|barony|barony|kingdom|kingdom}'s
animals from their rage. Meanwhile, the High {mf_HighPriest|Priest|Priestess} draws
close to discovering the origin of this affliction!"
},
{
"Key": "fd45b03e-b729-4028-8c6d-f9990cf2be60",
"Value": "The Magister's resources are running out, while the animals
continue to attack our citizens on the roads and even inside settlements."
},
{
"Key": "354a8fe1-4270-498e-be45-dd95064b927f",
"Value": "The mightiest wizards of the {mf|barony|barony|kingdom|kingdom}
have been dispatched to locate the source of the rage and suppress its influence.
So far, they've only been able to contain the effects."
},
{
"Key": "e230eb6f-61fd-4261-9fe3-3334a76828df",
"Value": "The wizards of the {mf|barony|barony|kingdom|kingdom} have managed
to calm the raging animals for now, but they still don't understand the nature of
this inexplicable phenomenon."
},
{
"Key": "89b3e873-bc8c-4a03-a314-0bc54b3ac263",
"Value": "The Magister managed to locate a magical trail, which led to the
source of the rage. The evil spell was lifted, and animals quickly returned to
their usual ways."
},
{
"Key": "c5874c19-72fa-4f4a-81a0-456f1136ae0e",
"Value": "The citizens wish to express their appreciation for their ruler and
protector. Someone must organize a presentation of gifts!"
},
{
"Key": "4e98a109-2c0a-4036-a16a-f65897004e4c",
"Value": "Testimony of Loyalty"
},
{
"Key": "cf4a3795-9d3c-4f82-a59a-272d991e3d32",
"Value": "The tired Councilor lost {mf_Counsilor|his|her} temper and called
the messengers \"thickheaded bumpkins\". The presentation of gifts has been ruined,
and people are in an uproar."
},
{
"Key": "a264adc7-597a-4e64-9014-34aa0c70209d",
"Value": "Alas, the Councilor made a mess of the gift presentation ceremony
with {mf_Counsilor|his|her} poor management."
},
{
"Key": "85b0a5a5-f059-4c97-af81-ec82e8fb958d",
"Value": "The ceremony which the Councilor organized was a success! The
neighboring settlements sent elected messengers, who brought an assortment of
gifts."
},
{
"Key": "5c5f74b3-0190-45f7-87d5-6f025808bde9",
"Value": "The Councilor promised to hold a feast for all who attend the gift
presentation ceremony. Visitors have flooded the city!"
},
{
"Key": "ef208d09-eb9a-4b5f-bb9f-d80345c43bcc",
"Value": ""
},
{
"Key": "190ebd5d-8336-414b-8f0b-b323899e8173",
"Value": ""
},
{
"Key": "997bcd56-0e2e-4c53-ac8e-0f627a0deed8",
"Value": ""
},
{
"Key": "99e2dbf4-b07e-4573-977a-4db80352c0e2",
"Value": ""
},
{
"Key": "5ea6d201-64a6-4140-9add-a876e8db7a4b",
"Value": "The Warden held a ceremony, but towards the end of the evening a
thief managed to steal some of the gifts! This blunder could only damage the
reputation of the {mf|barony|barony|kingdom|kingdom}'s ruler."
},
{
"Key": "8c6784fa-934a-4943-aa7e-6e406a5de512",
"Value": "The Warden held a ceremony, but towards the end of the evening a
thief managed to steal some of the gifts! Luckily, the Warden distracted the
guests' attention, and no one learned the embarrassing details of what happened."
},
{
"Key": "6bac00bc-927a-459b-ba3b-c216369edf97",
"Value": "The lavish ceremony was almost disrupted by a sly dwarven girl, who
tried to steal some of the gifts. The guards positioned by the Warden managed to
capture her immediately, and the guests were impressed by the {mf|baron|baroness|
King|Queen}'s efficiency."
},
{
"Key": "44ce9fdc-19ae-4e7b-b050-dc092d63e58e",
"Value": "The splendid ceremony was spectacularly lavish and triumphant. The
Warden managed to impress both honored guests and the ordinary citizens."
},
{
"Key": "d9044cc6-c8b9-4b81-a74f-0ebd12553b66",
"Value": "The stone mine has yet to be reopened, and the merchants are
refusing to lower their prices."
},
{
"Key": "0366835b-3bcd-4666-a443-f6079e992f7b",
"Value": "The local stone mine had a rockslide! The stone merchants have
jacked up the prices, and construction materials are running short."
},
{
"Key": "d64ebeae-2b17-4bf9-b992-2edc7c78099d",
"Value": "Tragedy at the Mine"
},
{
"Key": "e289a7bb-2436-41d6-aff1-4fec2ad7de1f",
"Value": "Inhabitants of the nearby villages were sent to clear the collapsed
mine. Craftsmen have left their workshops and farmers their fields. Commercial life
in the region has grown stagnant."
},
{
"Key": "46e59d83-e42a-40fd-bd43-b3efc13b38da",
"Value": "Inhabitants of the nearby villages were sent to clear the collapsed
mine. Craftsmen have left their workshops and farmers their fields, causing
commercial life in the region to stagnate."
},
{
"Key": "c7685e2f-6dc7-4380-8aac-6d052b6f0546",
"Value": "Inhabitants of the nearby villages answered the call for aid, and
flocked to the mine in support. The collapse has been cleared, and the stone trade
has resumed!"
},
{
"Key": "399c1ca4-2875-420e-85a0-8aa72d4f4d6d",
"Value": "Inhabitants of the nearby villages answered the call for aid, and
flocked to the mine in support. The collapse has been cleared, and the stone trade
has resumed!"
},
{
"Key": "4f6465a4-bed3-438b-a72d-0bcfb4dc7de6",
"Value": "The traders looked on coldly as the Treasurer attempted to appeal
to their consciences."
},
{
"Key": "3d1fdc31-6320-45cf-8097-42135dbc90ef",
"Value": "The Treasurer's attempts to appeal to the traders' conscience have
failed."
},
{
"Key": "5ac44969-ff7a-4c3f-829c-b153506003f0",
"Value": "Some of the merchants agreed to the Treasurer's pleas, but others
still refused to lower their prices."
},
{
"Key": "e3b5aa14-2c5b-4fea-ade3-2552a1a69513",
"Value": "Some of the merchants agreed to the Treasurer's pleas, but others
still refused to lower their prices."
},
{
"Key": "60f9b40b-9509-4882-a235-9e36a950154d",
"Value": "The negotiations about stone supplies from Brevoy have failed."
},
{
"Key": "73488a7d-5dab-4bbd-ac56-adcf5dc91197",
"Value": "The negotiations about stone supplies from Brevoy have failed."
},
{
"Key": "a891f74d-bf05-45f4-981e-dffae808782c",
"Value": "Negotiations continue about stone supplies from Brevoy. A
breakthrough is in the works."
},
{
"Key": "fb0cded9-7f24-49c4-acc0-92d72f199f04",
"Value": "Negotiations continue about stone supplies from Brevoy. A
breakthrough is in the works."
},
{
"Key": "7bb432c3-0007-4b73-8f48-e334772b071f",
"Value": "The Rusty Dogs � a team of mercenaries known for their rust-colored
armor � have arrived in the {mf|barony|barony|kingdom|kingdom}. The accountants
recommend hiring them, while the officers recommend simply \"coming to an
understanding\" with them."
},
{
"Key": "7077aad0-9368-4057-a6e2-6f71e16bb517",
"Value": "Rusty Dogs"
},
{
"Key": "ddb6bda3-ffe9-436a-9a5d-000ca297295b",
"Value": "Thinking not much of it, the General took the Dogs to the nearest
inn. Returning the next evening with a black eye, {mf_General|he|she} reported that
negotiations are at a standstill."
},
{
"Key": "1a54164c-68f0-4abe-8a0f-30979b3d9de1",
"Value": "Not thinking much of it, the General took the Dogs to the nearest
inn. Appearing the next morning with a black eye, {mf_General|he|she} reported that
negotiations are at a standstill."
},
{
"Key": "e4d73ca3-0053-4fd8-abb2-1378d6e883c0",
"Value": "Without another word, the General took the Dogs to an inn. The next
day a message came. The mercenary captain made flattering remarks about the
General's \"battle skills\", and promised to hold a few training sessions for new
recruits."
},
{
"Key": "ca6b4ceb-c0c6-4b8d-8250-ef8ddcda8104",
"Value": "The General personally invited the Rusty Dogs to the finest inn
around. The next day a message came. The mercenary captain sang praises of the
General's \"combative spirit\", whom the Dogs have already begun to serve!"
},
{
"Key": "c5ffe505-38b8-4056-b259-ef8409f55060",
"Value": "After much debate, the Treasurer managed to draw up a contract with
the mercenaries. By the next morning they'd vanished... taking their first payment
with them!"
},
{
"Key": "6b80c709-997d-41e8-80c6-2c801801cb82",
"Value": "The Treasurer managed to draw up a contract with most of the
mercenaries. However, some of them split off from the rest, and left the {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "5df6f317-5e8c-4c38-b3a0-473e3374be59",
"Value": "The Treasurer drew up a contract, and the band of mercenaries
entered service to the {mf|baron|baroness|King|Queen} at full strength!"
},
{
"Key": "1299aeda-28a7-4fc9-83b0-eb5a966d9668",
"Value": "The Treasurer didn't just persuade the mercenaries to serve the
{mf|baron|baroness|King|Queen}. � Now the Rusty Dogs will independently train new
recruits in one of the {mf|barony|barony|kingdom|kingdom}'s deserted buildings."
},
{
"Key": "9de2aeec-ba62-4bec-a6b6-14718217b2b8",
"Value": "\"Still Life with Lemon Peel\", drawn by a local artist, was
celebrated by the connoisseurs and art lovers. Such a masterpiece cannot go to
waste!"
},
{
"Key": "55ba4ec7-99e3-463e-a3cc-c1570519414b",
"Value": "A True Masterpiece"
},
{
"Key": "c0d8ceda-d85c-4cfa-88ed-fdfa6664efd2",
"Value": "The masterpiece was put up for sale at the special auction, but it
didn't stir up any particular interest."
},
{
"Key": "a01241df-1017-4929-b0ab-5e95f079bef2",
"Value": "The painting, displayed prominently at the capital, attracted many
guests from nearby lands."
},
{
"Key": "095a56de-3888-4a75-b845-4d592629f559",
"Value": "The Treasurer managed to organize a permanent exhibition for the
artist at the capital."
},
{
"Key": "ae6cc26b-fad1-4b9b-8d46-22ad44db881c",
"Value": "The exhibition at the capital, organized by the Treasurer, caused
quite a stir. The artist was appointed court painter, and has received plenty of
orders."
},
{
"Key": "6ead4d90-99dc-4a4d-afab-c8b9b5d736ab",
"Value": "The masterpiece was put up for sale at the special auction, but it
didn't stir up any particular interest."
},
{
"Key": "fc647591-0451-4b85-bd8a-728aa45936be",
"Value": "The masterpiece was put up for sale at special auction, but it
didn't generate any particular interest."
},
{
"Key": "63e0794e-e310-42c9-a659-a8e9fda4d1ce",
"Value": "The Curator made every effort to spread word of the masterpiece
throughout the {mf|barony|barony|kingdom|kingdom}. Citizens wishing to see this
still life, and apprentices wishing to learn from the master, have come to visit
the artist's home from many nearby lands."
},
{
"Key": "0c70a43f-1a79-4ded-a9c3-1ca9d004d443",
"Value": "The Curator succeeded in opening a personal workshop for the artist
in the capital. This studio has become quite an attraction for nobles, artists, and
wealthy idlers."
},
{
"Key": "0c66dfc8-adf6-4266-aab5-66805b3ab6d6",
"Value": "The locals could use a reminder of the greatness and power of the
gods. The High {mf_HighPriest|Priest|Priestess} should hold a solemn ritual, to
show both the congregation and the doubtful, that the {mf|barony|barony|kingdom|
kingdom} enjoys the blessings of the higher powers."
},
{
"Key": "bc1bf5c8-7640-4cb2-a4ce-60cd14f3c123",
"Value": "A Sign from Above"
},
{
"Key": "f598c33e-6d50-4046-93f6-3a586b2aa399",
"Value": "After gathering a crowd at the edge of the woods, Jhod prayed to
Erastil, touched the earth with his hand, and then� nothing happened. Some say the
birds sang louder and the skies grew brighter, but few truly believe it."
},
{
"Key": "f8103489-78a5-4639-b507-4e6f5d3c1efb",
"Value": "After leading a group of people into the cemetery, Jaethal stopped
and folded her arms. The next moment a giant swarm of flies surrounded the
priestess, and a bony hand, clenching a rotten apple, appeared from under the
ground."
},
{
"Key": "dc35c2eb-983c-4dc0-b662-b0d3321f0ab0",
"Value": "After leading a group of people into the cemetery, Jaethal stopped.
Suddenly a swarm of flies surrounded her, and a bony hand, reaching from under the
ground, offered her a rotten apple. Each of her congregation tasted the fruit, and
each was overcome by a burning hunger, and an insatiable desire for
overindulgence."
},
{
"Key": "839fb61b-190a-47d5-b946-e97f982890a3",
"Value": "After gathering a crowd at the edge of the woods, Jhod prayed to
Erastil, touched the earth with his hand, and then� nothing happened. Some say the
birds sang louder and the skies grew brighter, but few truly believe it."
},
{
"Key": "1f548cb4-2791-42ba-972f-13e410974f24",
"Value": "After gathering a crowd of people at the edge of the woods, Jhod
knelt on one knee and touched the ground with his palm. The birds started singing,
and a huge white elk, legs entwined with ivy, with branches for antlers, emerged to
greet the astonished people. After a moment, the elk vanished into thin air."
},
{
"Key": "c4adaa20-6046-4655-a163-8fb2bdc613ef",
"Value": "After gathering a crowd of people at the edge of the woods, Jhod
knelt on one knee and touched the ground with his palm. The birds started singing
and a huge white elk emerged to greet the astonished people. It struck the ground
with an ivy-entwined hoof, and a mighty apple tree sprang up from the earth."
},
{
"Key": "30824b35-7f4e-407d-9614-ff01a296a4cd",
"Value": "Late at night, a crowd of people surrounded a tall hill. Harrim
climbed to its top, threw his hands up to the sky� and nothing happened. The High
Priest shrugged and left the ceremony, without uttering a word to the puzzled
crowd."
},
{
"Key": "bfd776b2-83d0-4b72-837c-04d9782c883a",
"Value": "Late at night, a crowd of people surrounded a tall hill. Harrim
climbed to its top, threw his hands up to the sky� and nothing happened. The priest
shrugged and left the ceremony, without uttering a word to the puzzled crowd."
},
{
"Key": "45e1042a-626a-40c8-84e1-6e0147057496",
"Value": "After climbing the hill, surrounded by a crowd, Harrim threw his
hands up to the sky. Thick clouds cleared away and the moon came out... Its
morbidly pale face was reminiscent of an uncanny, grinning skull!"
},
{
"Key": "1da0184f-79eb-4d88-b764-93303fae6f9f",
"Value": "After climbing the hill, surrounded by a crowd, Harrim threw his
hands up to the sky. The clouds cleared away... and a blood-red moon emerged, its
face reminiscent of a grinning skull! The hearts of the people were filled with
dark gloom."
},
{
"Key": "81668fa9-07d9-4958-85db-fe17be3ecb5e",
"Value": "Jaethal led a crowd of people to the cemetery, then stopped
abruptly and folded her arms. However, no matter how hard she prayed, it all
amounted to nothing. The High Priestess blamed the people for angering the gods."
},
{
"Key": "37ac807f-e496-460b-8ae3-9e2d4d888e82",
"Value": "Jaethal led a crowd of people to the cemetery, then stopped
abruptly and folded her arms. However, no matter how hard she prayed, it all
amounted to nothing. The priestess blamed the people for angering the gods."
},
{
"Key": "6b402382-b05c-4582-8951-67c2e9224e14",
"Value": "People continue to be abducted and sold into slavery."
},
{
"Key": "a26e262d-a88c-4299-895c-5bb4dc65380c",
"Value": "People have begun to disappear from the area! Today, one of the
missing was found in the forest. She'd escaped from a gang of half-orc slavers from
the Hold of Belkzen. Their roving camp must be tracked down and wiped out!"
},
{
"Key": "f572c981-0b08-41c8-9156-8535297f2740",
"Value": "Devastating Raids"
},
{
"Key": "8c412ff5-8bb6-4917-a47e-87ec2ba8071a",
"Value": "The scouts in the {mf|baron's|baroness'|King's|Queen's} service
have so far been unable to locate the slavers' camp. The locals are afraid to leave
their houses."
},
{
"Key": "40058b36-5a6c-4bc1-936d-cc0b97ec83a4",
"Value": "The scouts in the {mf|baron's|baroness'|King's|Queen's} service
have so far been unable to locate the slavers' camp. The citizens are afraid to
leave their houses."
},
{
"Key": "fceb7948-e560-4514-89e3-2478cfd264d7",
"Value": "The Regent's scouts continue to track the slavers!"
},
{
"Key": "778468eb-8013-4543-9fea-e8a4daad2cc2",
"Value": "The scouts finally located the slavers' camp! Our soldiers
destroyed the evildoers and freed the slaves."
},
{
"Key": "6006ced5-ee76-4c9c-957a-a702f6588759",
"Value": "The soldiers of the {mf|barony|barony|kingdom|kingdom} have worn
themselves to exhaustion in a futile search for the missing. Such panic only wastes
time and invites chaos."
},
{
"Key": "971c7e97-dcf1-4c52-88c0-61ab8328cc89",
"Value": "The {mf|barony|barony|kingdom|kingdom}'s troops once more lost the
trail of the slavers' mobile camp."
},
{
"Key": "f09d99dd-f67d-402f-9b3c-bacd0181f1db",
"Value": "The troops of the {mf|barony|barony|kingdom|kingdom} have located
the den where the slavers are hiding! Success is near!"
},
{
"Key": "95457f59-5d7b-4f34-9684-eed2ed2ef5b1",
"Value": "The {mf|barony|barony|kingdom|kingdom}'s troops located the
slavers' camp! � And our soldiers destroyed the evildoers and freed the slaves!"
},
{
"Key": "ce28e83d-1ceb-44ff-94c3-449c87339db2",
"Value": "Every guard and soldier was sent out to search for the slavers! In
their absence, the streets quickly fell to chaos. Felons sensed their opportunity
and wasted no time."
},
{
"Key": "f84d19d3-1bb1-40a6-9982-01dc96ebec5b",
"Value": "The Warden and {mf_Warden|his|her} scouts are no closer to locating
the slavers' camp."
},
{
"Key": "00310230-6f11-40dd-95a5-45cd409e4cf6",
"Value": "The guard is close to catching up with the citizen-snatching
slavers."
},
{
"Key": "1ba14b7d-4ade-49d6-9bea-70bb206f5bc3",
"Value": "The slavers were located! Our soldiers destroyed the evildoers and
freed the slaves."
},
{
"Key": "b6a79225-4dd6-4162-88f6-1cf2b476888b",
"Value": "The subjects to the {mf|baron|baroness|King|Queen} pledge their
undying loyalty and support! This opportunity should be seized�"
},
{
"Key": "a554d3b5-e39c-4119-af34-10d1283377ba",
"Value": "Faith and Loyalty"
},
{
"Key": "ee027378-7c25-404f-994c-3cbabe1ca4a0",
"Value": "The Regent failed to use the favorable atmosphere to strengthen the
{mf|barony|barony|kingdom|kingdom} in any significant way."
},
{
"Key": "ad83d33f-2ae4-4e83-ba5b-4b9b62e0d695",
"Value": "The regent failed to use the favorable atmosphere to strengthen the
{mf|barony|barony|kingdom|kingdom} in any significant way."
},
{
"Key": "25341460-f56d-4fc0-b0cf-ffd0148de805",
"Value": "In a speech delivered before the citizens, the Regent linked the
prosperity of the {mf|barony|barony|kingdom|kingdom} to the warm hospitality of its
people. The audience agreed, and recognized that by helping the underprivileged
they would improve their own lives as well."
},
{
"Key": "e3f501b4-ee4a-4588-9670-9da55bea4fb0",
"Value": "Making a speech in front of the citizens, the Regent linked the
prosperity of the {mf|barony|barony|kingdom|kingdom} to the fact that newcomers are
always welcomed here. The locals felt proud of themselves � and embraced their
neighbors!"
},
{
"Key": "a394fffc-95a5-45d3-a979-2e80a41f80e9",
"Value": "It was high time to rewrite some obsolete laws! The locals weren't
so sure about the reforms, but didn't resist with their usual suspicion."
},
{
"Key": "11a254d3-4cc6-417f-96a2-43fcf2f0ada4",
"Value": "It was high time to rewrite some obsolete laws! The locals weren't
so sure about the reforms, but didn't resist with their usual suspicion."
},
{
"Key": "f0df785a-b46d-4f9a-b3d4-a15d98a1cd6e",
"Value": "The Councilor seized the opportunity to change a few obsolete laws.
The reforms were considered timely and fair."
},
{
"Key": "62b330e9-13f8-450d-b275-60a5dc92d01a",
"Value": "Sensing that the population was ready, the Councilor declared the
annulment of several obsolete laws. The reforms were greeted with cheer and
gratitude."
},
{
"Key": "1f795d9b-25b3-4439-a28c-b2276f7b8c40",
"Value": ""
},
{
"Key": "233b08dc-18f9-4f6a-a234-cbf0ff1c17e3",
"Value": ""
},
{
"Key": "fd394ea3-b4e2-4e52-a406-7f1ca4c09ee9",
"Value": ""
},
{
"Key": "d21a858d-3f92-4a54-87fa-f12e71d28d83",
"Value": ""
},
{
"Key": "c3c223ea-8b85-4918-90b2-12e3b232482e",
"Value": "Unfortunately, the Warden failed to harness the support of the
locals for the interests of the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "b080ae2f-18c7-4030-bef2-6e65cf423765",
"Value": "The Warden was quick to organize the visit by the Mivoni
ambassador. The attentive guests noted that the locals looked well-fed and
content."
},
{
"Key": "a58ee735-2c10-41e1-91cf-25983fcd8fba",
"Value": "The Warden was quick to organize the visit by the Mivoni
ambassador, drawing a fair amount of attention. The contented and leisurely
appearance of the gathered onlookers impressed the guests."
},
{
"Key": "1b019ab4-4887-4f00-83b6-b7fe12f69bed",
"Value": "The Warden provided an escort for the esteemed guests of the {mf|
barony|barony|kingdom|kingdom}. The Mivoni ambassador and her court were greatly
impressed by the hospitality and contentment of the locals!"
},
{
"Key": "e39f8e6c-0ec4-4c6e-964d-e099b3df07ba",
"Value": "An invitation to a celebrated folk festival was delivered to the
castle."
},
{
"Key": "bde2200b-1f5e-4800-b5b1-a1bade916c92",
"Value": "Ancient Tradition"
},
{
"Key": "40a8d4af-d752-41fb-a570-8a317b65ce0d",
"Value": "The Regent drank too much at the feast, and insulted a witch doctor
who the peasants hold in high esteem. In response, aasimar predicted that a hundred
years of disasters would befall the {mf|barony|barony|kingdom|kingdom}, and
encouraged the people to leave these hostile lands."
},
{
"Key": "cde2399a-4a10-48bc-b1b3-36edd01fbdfd",
"Value": "The Regent attended the folk festival and paid tribute to
tradition."
},
{
"Key": "b694edbd-401b-4ed4-ad5b-fda3fd04e763",
"Value": "The Regent attended the festival, making a celebratory speech and
promising to guard the traditions of the River Kingdoms. Such eloquence impressed
both the locals and their guests."
},
{
"Key": "36bb6616-3e41-4981-a44c-6bab1006a736",
"Value": "The Regent arrived at the festival driving a cart full of wine and
treats. {mf_Regent|He|She} offered the first cup to a respected local witch doctor,
who in turn predicted a hundred years of peace and prosperity for the {mf|barony|
barony|kingdom|kingdom}!"
},
{
"Key": "b289aa7e-868d-4fa9-9174-a6df3a87160f",
"Value": "At the festival, the Councilor was invited to participate in a
traditional ritual, devoted to the local spirits. The councilor refused with
indignation, which ruined the festival and angered the locals."
},
{
"Key": "bb4d03f7-5da6-4c79-8457-da3b197147a8",
"Value": "At the festival, the Councilor took part in a traditional ritual,
but accidentally spilled a sacramental cup, casting a shadow over the celebration."
},
{
"Key": "03c6c2d8-ed80-4db6-b476-cc61f746ecb1",
"Value": "Taking part in a traditional ritual, the Councilor made a favorable
impression on the locals."
},
{
"Key": "e41e3fae-136c-4247-9e1a-dba834ce1614",
"Value": "While the Councilor was taking part in a traditional ritual, a beam
of magical radiance shone down upon {mf_Counsilor|him|her}. The locals believe the
Councilor is favored by the gods, and have developed tremendous respect for
{mf_Counsilor|him|her}."
},
{
"Key": "b98d9f6a-8de1-477d-bb8d-a3fb9eaa50c6",
"Value": "The High {mf_HighPriest|Priest|Priestess} honored the folk festival
with {mf_HighPriest|his|her} presence."
},
{
"Key": "6edfd902-c9e9-4048-8c2a-304cd23afdb7",
"Value": "The High {mf_HighPriest|Priest|Priestess} honored the folk festival
with {mf_HighPriest|his|her} presence."
},
{
"Key": "ef27f3e6-1af8-4bea-b235-d0cf33e74677",
"Value": "The High {mf_HighPriest|Priest|Priestess} honored the folk festival
with {mf_HighPriest|his|her} presence. Before the feast began, {mf_HighPriest|he|
she} invited all the guests to pray to their gods."
},
{
"Key": "eef36855-594a-48e4-ab2c-9dfe148ca5b3",
"Value": "The High {mf_HighPriest|Priest|Priestess} arrived at the folk
festival, leading {mf_HighPriest|his|her} congregation in solemn procession.
{mf_HighPriest|He|She} blessed the feast table and invited the guests to pray to
their gods."
},
{
"Key": "cc4e3784-68ab-4c8a-ac3c-153557577023",
"Value": "This year, the gods had smiled upon the peasants. The grain crops
are doing well, and stalks are bowing to the ground under the weight of the food
they bear. Such fortune is rare. � Who will decide what to do with the sudden
wealth?"
},
{
"Key": "3e4d5d59-676b-46cf-b36b-e16db429983b",
"Value": "Bumper Harvest"
},
{
"Key": "b99d5151-cd6c-4924-afb8-a868b4fe5f4c",
"Value": "The Councilor ordered the excess grain be gathered, but couldn't
think of anything further to do with it."
},
{
"Key": "930be504-c2a2-4ed1-a92b-1ffe3ddc4494",
"Value": "The Councilor failed to come up with an idea about what to do with
the excess of grain, and ordered that it be left to the peasants."
},
{
"Key": "30ad23b7-2dfb-41f8-8464-97095e2b2573",
"Value": "The Councilor bought the excess grain from the peasants and ordered
huge granaries to be built, where it would be stored in case of future famine."
},
{
"Key": "56221eaf-5cec-4c96-9dd1-702502a03720",
"Value": "The Councilor bought the excess grain from the peasants and ordered
huge granaries to be built, where it would be stored in case of future famine. The
remainder will be sown to expand the farmlands."
},
{
"Key": "f3ac21c3-36f4-41e5-b602-c76bc65c2cf2",
"Value": "Unfortunately, the Treasurer's attempts to sell the excess grain
failed."
},
{
"Key": "2c766ee0-b402-43e3-b2be-29439433820c",
"Value": "Unfortunately, the Treasurer failed to find a buyer for the excess
grain."
},
{
"Key": "1d7b9b10-38ec-4290-abf5-d9eca38a48e6",
"Value": "The Treasurer managed to sell the {mf|barony|barony|kingdom|
kingdom}'s excess grain in Brevoy."
},
{
"Key": "814b8807-f773-4ad1-9f55-f0602ff0d6f9",
"Value": "The Treasurer managed to sell the excess grain at a very favorable
price. The restless people of Galt never have enough food."
},
{
"Key": "29128d5c-06e1-4705-86d6-2758bf37500b",
"Value": "Livestock is mysteriously dying off throughout the region! Ulcers
appear on the animals' muzzles, their hides grow damp with sweat, and they die
within the week. Whole herds are dying � the local people are facing famine!"
},
{
"Key": "59b8c846-c438-4a84-a301-a75c7d531b2a",
"Value": "Livestock Deaths"
},
{
"Key": "089bb40c-4de0-4d49-8b01-47005ac4f4ae",
"Value": "The Councilor is at a complete loss. {mf_Counsilor|He|She} can
think of no way to save the livestock! The indignation of the starving people knows
no bounds."
},
{
"Key": "41a26212-cc6b-4b26-bd96-2e17644166bb",
"Value": "The Councilor failed to find a witch doctor who could cure this
affliction! The peasants and small-town nobles are disappointed in their {mf|
baron's|baroness'|King's|Queen's} advisor."
},
{
"Key": "8184b024-2938-47c8-8a52-80ce762f8e8a",
"Value": "The Councilor ordered all the sick livestock slaughtered, and their
remains burnt to ash. These stern measures seem to have choked off the pestilence."
},
{
"Key": "351672ad-5c44-462a-8da3-89541cfdd43b",
"Value": "The Councilor ordered all sick livestock slaughtered, and their
remains burnt to ash. These stern measures seem to have choked off the pestilence."
},
{
"Key": "6eb8d3fe-e035-421f-9196-4faa7f24010a",
"Value": "The prayers of the High {mf_HighPriest|Priest|Priestess} led to
nothing. The local villagers have turned their backs on the faith."
},
{
"Key": "5e84c8e5-3ba6-488f-b67b-d0215013d0d3",
"Value": "The prayers of the High {mf_HighPriest|Priest|Priestess} saved only
a dozen out of hundreds of animals. Many peasants have begun to doubt their faith."
},
{
"Key": "9f5b43bf-6697-4972-8b40-61f3e12efbe7",
"Value": "The prayers of the High {mf_HighPriest|Priest|Priestess} were
answered, and all the sick animals fell dead in an instant. After grieving for a
while, the peasants agreed that this was the only way to stop the disease from
spreading."
},
{
"Key": "4ca699b5-f551-450e-ba14-77d2b851d9e1",
"Value": "The prayers of the High {mf_HighPriest|Priest|Priestess} were
answered, and all the sick animals fell dead in an instant. After grieving for a
while, the peasants agreed that this was the only way to stop the disease from
spreading."
},
{
"Key": "d53a2c1a-9c13-4be0-86ca-3ec6530958b5",
"Value": "The Magister's alchemists failed to identify the disease that was
killing the herds. The angry peasants have destroyed one of {mf_Magister|his|her}
field laboratories!"
},
{
"Key": "0c1e9f5d-039a-41ca-b313-5a2535c6b79a",
"Value": "The Magister's alchemists identified the disease that is killing
the herds, but failed to produce a cure. Dozens of boxes of precious ingredients
were wasted in attempts to develop one!"
},
{
"Key": "02452e85-8195-4d6f-816a-33292ce0e963",
"Value": "The Magister dispatched {mf_Magister|his|her} best alchemists, and
they managed to identify the disease and create an effective field cure!"
},
{
"Key": "a78e0218-c1f3-419b-bf2d-fa5da013f236",
"Value": "The Magister sent {mf_Magister|his|her} best alchemists, and they
managed to identify the disease and create an affordable cure in the field!"
},
{
"Key": "54811eaa-c753-429f-a245-d250de98cbba",
"Value": "A runaway prisoner from Pitax, an elf, convicted as the leader of a
dangerous gang, is hiding in the {mf|barony|barony|kingdom|kingdom}! Irovetti's
courts are not known to be beacons of justice�"
},
{
"Key": "906117fa-8ac7-444a-be9a-738676623f25",
"Value": "Fugitive from Pitax"
},
{
"Key": "6a3c49c8-253f-46ea-91d3-7be0c62b8dc6",
"Value": "The General met with the runaway and after interviewing him,
decided to appoint him as a squad commander. One week later, the elf had persuaded
his soldiers to break their oaths and leave with him for Numeria!"
},
{
"Key": "7b121fb7-5497-4e5f-a1f6-274f52752b54",
"Value": "The General met with the runaway and after interviewing him,
decided to appoint him as a squad commander. One week later, the elf had persuaded
his soldiers to break their oaths and leave with him for Numeria!"
},
{
"Key": "d56f1992-3cae-4390-a28f-7b17c13a7d55",
"Value": "The General thought it best to capture the felon and hand him over
to Pitax."
},
{
"Key": "b6d34002-3d1e-4ed1-9926-1feb5fe5b77d",
"Value": "The General thought it best to capture the felon and hand him over
to Pitax."
},
{
"Key": "9ce2c476-d3f5-487b-a7ee-f88c79fac310",
"Value": "The General delivered an inspired speech for the citizens of the
{mf|barony|barony|kingdom|kingdom}, saying that everyone who sets foot on these
lands is free of other laws and may count on our protection. The people are
excited, and celebrate the General and the ruler of the Stolen Lands."
},
{
"Key": "679a8a44-97ea-4b32-bb75-d134e4a76def",
"Value": "The General delivered an inspired speech for the citizens of the
{mf|barony|barony|kingdom|kingdom}, saying that everyone who sets foot on these
lands is free of other laws and may count on our protection. The people are
excited, and celebrate the General and the ruler of the Stolen Lands."
},
{
"Key": "86f805dc-30c2-4ec7-91d4-f67b4a858983",
"Value": "The Grand Diplomat agreed to see the fugitive. After hearing his
sad tale describing a humiliating show trial, the advisor released the elf � who
quickly organized a gang and hid in the woods of the {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "9f14d3b2-642c-4912-bcff-dbe41660b3b8",
"Value": "The Grand Diplomat agreed to see the fugitive. After hearing a sad
tale of a humiliating show trial, the advisor released the elf � who quickly put
together a gang and hid in the woods of the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "cc1aacf1-af32-402b-9607-9d40d5942cae",
"Value": "Whoever the runaway may be, only the courts can determine whether
he is guilty or innocent. The Grand Diplomat sent in the guards, and had the elf
brought to justice."
},
{
"Key": "24a81b61-adfd-4ab2-9a87-83ab7ada199d",
"Value": "Whoever the runaway may be, only the courts can determine whether
he is guilty or innocent. The Grand Diplomat sent in the guards, and had the elf
brought to justice."
},
{
"Key": "9a468d58-d6e2-438e-be78-eb98ed770861",
"Value": "The Grand Diplomat, unable to shed light on this shady case,
decided that inaction was the wisest course, and threatened a harsh punishment for
any investigators from Pitax who would trespass on the {mf|barony|barony|kingdom|
kingdom}'s lands."
},
{
"Key": "181b885f-2b14-441f-88a3-b5c4db822cc2",
"Value": "The Grand Diplomat made nothing of this shady case, deciding
inaction was the wisest course, while threatening to punish any investigators from
Pitax who would trespass on the {mf|barony|barony|kingdom|kingdom}'s lands."
},
{
"Key": "a2d2af38-e945-45fc-ae0e-315ee8ad828b",
"Value": ""
},
{
"Key": "6cdd2013-60f2-4dd2-b6fc-ba6aabe3a252",
"Value": ""
},
{
"Key": "08b69920-a780-42ff-82b2-4d0fc65ab402",
"Value": ""
},
{
"Key": "5a382918-1814-48da-9894-894f0eb93fd1",
"Value": ""
},
{
"Key": "b7296bd3-04c5-4c9d-b699-27364664d49c",
"Value": ""
},
{
"Key": "1aa1c7d0-b192-423a-bf13-b35b6125f035",
"Value": ""
},
{
"Key": "8fd438ea-cf82-48bb-9118-30e9f611735d",
"Value": "Mysterious news: the local citizens are complaining of gigantic
multi-colored mushrooms. First, circles of such mushrooms were found far away from
dwellings, but now they've begun to grow on the walls and roofs of local houses!"
},
{
"Key": "84ec6a5e-3eb7-4a42-8111-c044116d77d8",
"Value": "Mystic Circles"
},
{
"Key": "d66a0dfb-2dd2-468d-88ca-6fea3a24934d",
"Value": "The priests failed to slow the advance of the giant mushrooms. If
anything, their prayers only made the circles grow faster! The local citizens have
turned their backs on the gods, fearing further disasters."
},
{
"Key": "e1d5f88a-f00c-4655-86b9-9a015bcc6f57",
"Value": "The priests couldn't halt the advance of the giant mushrooms,
either by prayer or by axe! The saddened peasants had to abandon their houses
forever."
},
{
"Key": "9bca7ad2-76b7-4460-bad1-c5593f7994d5",
"Value": "The High {mf_HighPriest|Priest|Priestess} had a vision, telling
{mf_HighPriest|him|her} that the mushrooms had emerged from the First World!
{mf_HighPriest|He|She} and {mf_HighPriest|his|her} clergy held a ritual, and
managed to protect the peasants' houses from the strange growth."
},
{
"Key": "fd49f486-0d33-48be-b8d3-695252a522d4",
"Value": "The High {mf_HighPriest|Priest|Priestess} had a vision, telling
{mf_HighPriest|him|her} that the mushrooms had emerged from the First World!
{mf_HighPriest|He|She} and {mf_HighPriest|his|her} clergy held a ritual to restore
the borders between the worlds, and the giant mushrooms withered right before the
peasants' eyes."
},
{
"Key": "37e7d63c-b1d2-43e9-8f09-04c7b6de0039",
"Value": "The Magister attempted to identify the cause of the mushrooms'
spread, but these investigations led to nothing. Worse, the wizards {mf_Magister|
he|she} sent carried spores on their shoes and cloaks into the neighboring region!"
},
{
"Key": "45cefcd3-7717-4f66-a405-6dc8b8361f98",
"Value": "The Magister attempted to identify the cause of the mushrooms'
spread, but these investigations led to nothing. Worse, the wizards {mf_Magister|
he|she} sent had to be quarantined to prevent spores from spreading to the nearby
lands!"
},
{
"Key": "d7becd74-ec64-4f2c-8cd2-562253482e3c",
"Value": "Relying on intuition, the Magister built barriers around the
villages, impenetrable to creatures from other planes � and this helped! Later they
discovered that the giant mushrooms had emerged from the First World."
},
{
"Key": "512cf1b1-4fe0-4378-aa60-8eb9144fff3a",
"Value": "Relying on intuition, the magister built barriers around the
villages, impenetrable to creatures from other planes � and this helped! Later they
discovered that the giant mushrooms had emerged from the First World."
},
{
"Key": "ce99f3af-9f6c-416d-9612-aace5b36e083",
"Value": "Amazing news: one of the regions' peasants claim that benevolent
fey have blessed their crops and help treat their animals � and live with them as
neighbors! This is certainly worth investigating."
},
{
"Key": "b1162e66-7bbc-42eb-9a14-98c2eea41467",
"Value": "Forest Fey"
},
{
"Key": "a7ce9f50-b411-4218-b89d-c8192ba7d3b9",
"Value": "The High {mf_HighPriest|Priest|Priestess} personally visited the
mysterious region, and did, in fact, find fey there! However, this rude intrusion
enraged the magical creatures, and no one has seen them since."
},
{
"Key": "e3c29e71-7cc3-4581-86d6-ea2570a3f656",
"Value": "The High {mf_HighPriest|Priest|Priestess} discovered that the fey
do, in fact, frequent this area. After ensuring that they don't pose any danger to
the citizens, {mf_HighPriest|he|she} decided not to interfere."
},
{
"Key": "35d0a021-0b18-4825-b647-e97f7909b4e9",
"Value": "After attending a meeting between the locals and the fey, the High
{mf_HighPriest|Priest|Priestess} blessed their community."
},
{
"Key": "71467777-a1a6-433b-82b0-031e97724f76",
"Value": "After overseeing a meeting between the locals and the fey, the High
{mf_HighPriest|Priest|Priestess} blessed their community."
},
{
"Key": "2d24372f-ef9e-471b-9eb3-e2a2621cced5",
"Value": "Fearing for the peasants' safety, the Warden prohibited them from
coming into contact with the fey."
},
{
"Key": "92eb836f-753f-4ad8-a857-e2e477bd303c",
"Value": "Not trusting mysterious natives of the First World, the Warden
doubled the guard in the region."
},
{
"Key": "3d16dd34-8d8e-418d-a0fe-a5fc49ec097b",
"Value": "After making sure the natives of the First World meant no harm to
the peasants, the Warden promised to protect their lands from hunters and
woodsmen."
},
{
"Key": "1f3c04ff-b80c-42ee-b918-c78daa7bd12f",
"Value": "After making sure that the First World natives meant no harm to the
peasants, the Warden promised to protect their lands from hunters and woodsmen."
},
{
"Key": "4c288795-7864-4bc2-a5e3-9645484927cc",
"Value": "The Curator hired bards and tried to organize a concert for the
natives of the First World. They did not enjoy the people's music."
},
{
"Key": "0d9bdf53-04a1-45a2-8bb1-57753be858bf",
"Value": "The Curator could not think of anything to do about the strange
alliance between the locals and the fey."
},
{
"Key": "d9788458-d662-4fd3-8a40-dbf832016327",
"Value": "The Curator held a merry feast, where the best bards competed with
the best singers and musicians among the fey! The magical sounds continued until
morning."
},
{
"Key": "47c34e65-ad53-4497-bd5e-7a2bb8d14e91",
"Value": "The Curator held a merry feast, where the best of our bards
competed against the best singers and musicians among the fey! The magical revelry
went on until morning."
},
{
"Key": "6b730d76-cc32-4eb8-a876-e13ed5f31860",
"Value": "Craftsmen submitted a complaint against a tax collector. According
to the craftsmen, the tax collector demanded double payment this month! The
collector admitted that he'd taken some of the taxes he'd collected, then tried to
collect the tax again to hide his crime!"
},
{
"Key": "5ca3d48d-64fd-4724-8c1e-27a8f6c9b53d",
"Value": "Greedy Tax Collector"
},
{
"Key": "83bf4ef6-2d0e-4f97-8aba-640e29a27f26",
"Value": "No matter how hard the Treasurer tried, the tax collector wouldn't
say where he'd hid the money. After exiling him from the {mf|barony|barony|kingdom|
kingdom}, the Treasurer apologized to all who'd been deceived."
},
{
"Key": "c96ea83b-f1c5-46e8-81b9-d67b7e1afe0c",
"Value": "After torturing the tax collector, the Treasurer learned that the
money was hidden behind a tapestry on the wall of the treasury. Later, the felon
was found hanged in his cell."
},
{
"Key": "5da1a4c5-9798-42d7-9872-2da759334e72",
"Value": "After torturing the tax collector, the Treasurer learned that the
money was hidden behind a tapestry on the wall of the treasury. The next morning it
was announced that henceforth, all theft would be punished by death � and the
criminal was beheaded."
},
{
"Key": "988d648e-b57c-45b1-aaa4-7a31ea6950a7",
"Value": "Although the tax collector refused to say where he'd hidden the
money, the Treasurer managed to recover some of it. After exiling the criminal from
the {mf|barony|barony|kingdom|kingdom}, {mf_Treasurer|he|she} repaid the money to
the craftsmen."
},
{
"Key": "6a3cf954-c0e8-46bd-8e87-427e4f68448b",
"Value": "Foresight did not fail the Treasurer: the cheat had hidden the
money in the very wall of the treasury! All the funds were returned to the victims,
and the greedy tax collector was exiled from the {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "dce3042e-e042-4bce-b866-1af4243f4d12",
"Value": "The shrewd Treasurer discovered the stolen funds in the wall of the
treasury! All the money was returned to the victims, and the felon was exiled from
the {mf|barony|barony|kingdom|kingdom}. The Treasurer promised the citizens that
henceforth {mf_Treasurer|he|she} would personally appoint each new tax collector."
},
{
"Key": "123804f0-8fa3-4837-8840-f2ad850991ac",
"Value": "The Treasurer failed to find out from the tax collector where he
hid the money. After publicly shaming the criminal, {mf_Treasurer|he|she} dismissed
him from his position."
},
{
"Key": "3d574b1f-2256-4f48-b34a-3949b4f59230",
"Value": "The Treasurer failed to learn from the tax collector where the
money was concealed. After publicly punishing the criminal, {mf_Treasurer|he|she}
dismissed him from the position."
},
{
"Key": "34ac7c2a-41a9-43d1-8dab-c0ad2011d0d2",
"Value": "The Treasurer managed to replenish some of the treasury's losses by
selling off the felon's property. Then {mf_Treasurer|he|she} announced that the tax
collector was to be pardoned, and returned to service in recognition of his
ingenuity. The taxes would also be doubled, as the crafters had proven able to pay
it."
},
{
"Key": "7913d773-9c20-455f-949c-363e1c2629fd",
"Value": "After finding out he was to be executed, the felon told the
Treasurer, where he'd hidden the money. A few days later, the advisor announced
that the tax collector was to be pardoned, and returned to service in recognition
of his ingenuity. The taxes would also be doubled, as the crafters had proven able
to pay it."
},
{
"Key": "ae7e602b-dd03-417b-9ac2-f3a377ac64e0",
"Value": "The Treasurer failed to learn from the tax collector where he'd
hidden the money. The next morning the felon was quietly executed."
},
{
"Key": "b880c9ba-ae42-4ea4-bdc9-8fbb8698a59d",
"Value": "No matter how much they tortured him, the tax collector wouldn't
say where he'd hidden the money. The Treasurer ordered him publicly executed."
},
{
"Key": "431004b3-c004-4159-8b13-786b9e795bef",
"Value": "An old priestess of Pharasma has died in the region... and the dead
have risen from the graves! The nearby cemeteries grow emptier by the day, and the
forest wind is no longer fresh, but carries upon it the smell of wet soil and rot."
},
{
"Key": "42202cc2-3993-489d-9894-64565b8686cf",
"Value": "Undead Rising"
},
{
"Key": "1fd29233-2bf6-409a-a6b9-20f1b080bb47",
"Value": "The troops assembled by the General were completely unprepared to
face the dead! They suffered great losses, and the undead continue to wander the
region!"
},
{
"Key": "111ce63c-5e60-4458-ae59-549268bba44d",
"Value": "The troops assembled by the General defeated the undead horde, but
it was a bloody victory."
},
{
"Key": "9df00ab5-2770-4e87-b438-883c5951f9b5",
"Value": "The General's scouts lured the undead into the open, where they
were joined by the main troops and surrounded. The General is being celebrated for
a brilliant victory!"
},
{
"Key": "76f23828-071e-40ed-b87b-a0ac11285eb1",
"Value": "The General's scouts lured the undead out into the open, where they
were flanked by our main troops and surrounded. The General is being celebrated for
a brilliant victory!"
},
{
"Key": "e66fe48d-dad3-403b-8705-6bf29bae1fcf",
"Value": "The priests came forth from the walls of the temples and entered
the fight against the undead. The {mf|barony|barony|kingdom|kingdom} lost dozens of
preachers and priests, but the march of the undead has ended."
},
{
"Key": "6a4037bd-35b4-4301-9133-1a2833352539",
"Value": "The priests came forth from the walls of the temples and entered
the fight against the undead. The undead tide was repelled, but many congregations
lost their holy leaders."
},
{
"Key": "a5be9392-c2a9-427c-bd9c-de18ae2061d6",
"Value": "A united force of priests from several neighboring regions set off
on a sacred crusade against the undead. The victories of the priests brought hope
to peasants."
},
{
"Key": "3c1ea424-86c0-4f7f-80b3-9400d7183b5a",
"Value": "A sacred crusade against the undead struck out from the capital,
achieving a swift and decisive victory over the undead. The faith of the
congregation grew only stronger."
},
{
"Key": "8d36c289-dbac-4ee3-bfd6-155d70b3d63f",
"Value": "One of the most famous Mivoni bards is passing through a region of
the {mf|barony|barony|kingdom|kingdom}. Such a chance should not be missed!"
},
{
"Key": "a2695df4-3aff-44fd-bcce-182f4c357256",
"Value": "A Celebrity Visit"
},
{
"Key": "e783ddd9-3f90-44aa-b28a-37f19fc52ce1",
"Value": "The bard flatly refused to give a concert at the capital. Moreover,
he said he couldn't believe anyone would live in such a backwater!"
},
{
"Key": "eceedc83-4ab5-4661-96ce-5c793ca5b98b",
"Value": "The bard politely declined the invitation to perform at the
capital."
},
{
"Key": "c4860736-b20e-4554-95e4-148fc0f90082",
"Value": "The Regent convinced the bard by inviting him to give a concert in
the capital itself. The event was a success!"
},
{
"Key": "41f24f83-1d7b-40fd-97b2-e1baa9261ec8",
"Value": "The Regent convinced the bard to accept our invitation for him to
hold a concert at the capital. � And the event was a success!"
},
{
"Key": "dbb6b4be-1c75-4a17-9a2f-a2a0602320b7",
"Value": "What a failure! Not only was the Councilor unable to convince the
bard to perform for the people, but {mf_Counsilor|he|she} somehow made the bard
quite angry. Gnome's epigrams assailing the Councilor have become incredibly
popular among the citizens!"
},
{
"Key": "903d7208-cc36-4eed-b532-1bcedfeae5a2",
"Value": "The Councilor failed to convince the bard to appear before the
people."
},
{
"Key": "3be9adf0-44de-44b9-b226-5c7142165da5",
"Value": "The Councilor managed to engage the bard for a concert at one of
the local inns."
},
{
"Key": "f31c163c-d697-42ad-91c0-f19f59313000",
"Value": "Over a glass of wine, the Councilor told the bard all about the
complicated history of the {mf|barony|barony|kingdom|kingdom}, and aroused his
interest in the history of the region. In the week that's passed, the poet composed
a ballad about the Stolen Lands, and he's performing it in the central square of
the capital!"
},
{
"Key": "8b2e855d-c951-45ef-a367-09c3017d7dab",
"Value": ""
},
{
"Key": "2b7ca2c6-1f1e-4591-add0-e7c01e26615f",
"Value": ""
},
{
"Key": "08d5b460-5ef4-4dc8-a5c6-10e29255db36",
"Value": ""
},
{
"Key": "ad35dd1e-6154-4753-a978-d3d2d0013525",
"Value": ""
},
{
"Key": "e5470768-32fb-43ae-a1ea-52411ce11cb7",
"Value": "The bard grew angry and left the region, promising to tell everyone
what \"empty-headed bumpkins\" live in the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "31ae8024-2cee-4886-9f0c-2cceca63b307",
"Value": "The advisor failed to convince the bard to give a concert at the
capital."
},
{
"Key": "f3c23295-6a02-49e5-a71c-66cd619e3cd4",
"Value": "The Warden promised an escort, and the gnome reluctantly agreed to
give a concert at the capital."
},
{
"Key": "a27855ae-2884-421d-bb42-c0514327df56",
"Value": "The Warden promised to provide excellent security during the
concert at the capital, and invited ambassadors from neighboring lands. The bard
couldn't resist such an opportunity to perform!"
},
{
"Key": "f2f850a6-922b-4616-ae3e-37054084c99a",
"Value": "A crowd of enraged peasants is trying to lynch a young aasimar
girl. The people feel certain that she casts hexes and steals children, though
there is no real proof of this."
},
{
"Key": "f32dadc1-b104-4979-beea-67c589460760",
"Value": "Justice of the Crowd"
},
{
"Key": "496bd2b9-6150-404a-85b0-53ec23a165d2",
"Value": "The Regent failed in all attempts to calm the enraged crowd. The
woeful victim was burned at the stake, and soon a few other local wizards were
too!"
},
{
"Key": "cc4baadd-5a03-4044-b5db-2a063288c496",
"Value": "Waiting until the victim was burned at the stake, the Regent
planted evidence against her, and introduced strict laws against independent
wizardry. Peace was restored in the region."
},
{
"Key": "7665641f-22d3-4913-b2e0-0e741a6c227a",
"Value": "The careful manufacture and placement of a couple of pieces of fake
evidence, and the locals happily supported stricter laws against \"witches\" and
other wizards. Other users of magic, fearing worse, thought better of objecting and
instead supported the Regent's actions."
},
{
"Key": "cdaff332-87f2-4cba-8317-15489bb8a65a",
"Value": "The Regent did everything possible to talk sense to the peasants,
but to no avail: the poor girl was burned at the stake, and her torturers were
convinced that the government was a sanctuary for witchcraft."
},
{
"Key": "9a03294c-e5c5-4282-9844-c2b19d50f0ab",
"Value": "The peasants listened to the Regent and let the girl go. However,
no one ever found out who had actually stolen the children."
},
{
"Key": "2b9cda7e-b5de-4fa2-827d-14a8e73ea4be",
"Value": "The Regent not only talked the peasants out of the lynching, but
sent representatives to the region to investigate the missing children. Many of
them have been found alive."
},
{
"Key": "e2e3316c-a5b5-4e56-81f7-faf6c03d77c2",
"Value": "The Regent intervened too late: the peasants burnt the
alleged \"witch\", and then formed a mob which chased and killed other local
wizards!"
},
{
"Key": "752e3dba-b566-44d4-aeff-00b49498e870",
"Value": "The Regent failed to intervene in time, and the girl died at the
hands of the mob. The arrests of those who took part caused a stir among the
locals."
},
{
"Key": "ba43fc87-b817-4f3e-ba02-02fc004d61a6",
"Value": "The Regent acted in time, arresting the girl, and promised the
peasants a thorough investigation. This investigation has turned up nothing, and
the people are disappointed."
},
{
"Key": "2470e8c1-e01c-4ebe-9961-6a4ca658439d",
"Value": "The Regent managed to arrest the girl in before she could be tried
at the stake. The impartial investigation not only exonerated the \"witch\", but
also found those truly responsible: saboteurs from Pitax."
},
{
"Key": "9029a97b-13b1-4647-b79e-c43cfe7e2810",
"Value": "The Regent unwisely chose inaction. It has become common in the
region for \"witches\" and \"wizards\" to be burned at the stake. The relatives of
the falsely accused took up arms, and a feud has begun in the area!"
},
{
"Key": "c58d87a0-e787-461c-8905-e8a8e5f5a728",
"Value": "The Regent waited for the girl to die, and then manufactured
evidence against her, raising a wave of popular hatred against wizards. Many
families left the region, saving themselves or their spell-casting relatives."
},
{
"Key": "aaeeb5c7-7127-4501-a214-38b161a489f9",
"Value": "Citizens of the region are angry: the local guard demands
protection money, and promises trouble to anyone who doesn't pay."
},
{
"Key": "88e49159-2502-492b-a3f1-9c13837be8c8",
"Value": "Extortionist Guards"
},
{
"Key": "959c7d53-d030-4303-bdc3-ebc90be5099a",
"Value": "The guilty weren't arrested, so the locals took justice into their
own hands. The conflict has turned into a real civil war!"
},
{
"Key": "3509c92b-9ecc-4455-a41a-315f4c175096",
"Value": "The General conducted an internal investigation, but some of the
guards managed to escape. The locals secretly despise their new guards."
},
{
"Key": "d9ec6ad6-36d1-4688-976b-adcb312d1d55",
"Value": "The General was able to arrest and try nearly all the
extortionists. The episode has stained the guard's reputation, but the locals are
satisfied by the results of the investigation."
},
{
"Key": "c5a2c145-c13d-4686-b2c3-a0e20930da1d",
"Value": "The General personally intervened, and many arrests and trials
followed. The people, now free of the greedy guards, are satisfied by the advisor's
stern and fair measures."
},
{
"Key": "db1272cd-1627-4c35-8c2e-662093cc8933",
"Value": "The General failed to help the locals: seeing no other recourse,
the people decided to fight their assailants, and the region has descended into a
bloodbath."
},
{
"Key": "ea29a62b-d45b-44e4-b096-78055a1b3a59",
"Value": "The General failed to form the locals into a proper militia. But
they did take up arms, and these former cowherds and craftsmen began killing their
assailants!"
},
{
"Key": "aa8903fa-d9bb-400d-bb3b-3e6eed1a06f4",
"Value": "The General helped organize the locals into a militia. Former
cowherds and craftsmen stood up to the extortionists."
},
{
"Key": "d6b26282-ca3b-4de5-a6b5-739cfc160cb0",
"Value": "Under the General's personal orders, a militia was formed in the
region, which was more than capable of maintaining order and putting any attempts
at extortion to an end."
},
{
"Key": "dff1a289-77f6-47ee-a1f8-3e4efdb919d1",
"Value": "It's a catastrophe! The entire region's grain harvest is infected
with ergot! The local people are suddenly facing famine."
},
{
"Key": "2f74999c-1015-4ba1-a608-98f6f78ceb14",
"Value": "Ergot"
},
{
"Key": "029df3b0-633b-4cf7-8b38-fbe7aeeeb11f",
"Value": "Attempts to control the grain reserves have failed. The famine is
growing worse, and the people flee their very homes, seeking salvation. Life in the
region is at a standstill."
},
{
"Key": "7fc9e9bf-7169-490c-b15c-9dac162f9273",
"Value": "The Councilor decided to trust the people and let them handle the
disaster themselves. The famine has only grown worse, but the locals have organized
into groups, and have started battling the affliction on their own."
},
{
"Key": "783a30e2-5c16-4598-9f04-a38584dbee1c",
"Value": "The Councilor refused to interfere, declaring that this was a test
meant to harden the citizens! To everyone's astonishment, this strange plan worked:
the people, left to their own fate, united in the face of disaster. This attitude
continues even as fears of famine subside, and the region is flourishing!"
},
{
"Key": "3ac21126-2377-4955-9183-0a33090e47cd",
"Value": "The Councilor was able to gain control over the remains of
uninfected grains, so that all the citizens would be able to live through these
tough times. The people are grateful for this intervention, but the decision was
made too late: the famine is growing worse, and supplies are frequently stolen."
},
{
"Key": "9bc5133b-b6ec-4012-8baa-b6e493b1d16f",
"Value": "The Councilor ordered strict government control over the remaining
grain. The citizens of the region were saved from famine, but this solution was
bound to influence the area's economics."
},
{
"Key": "245a0582-e611-4263-9748-e1e51e635f2b",
"Value": "The Councilor's decision to impose government control over the
grain reserves made it possible to avoid famine. The people are praising the {mf|
baron|baroness|King|Queen} and {mf|his|her} wise and decisive advisor."
},
{
"Key": "4d5c509b-b975-46a3-b16a-3cd2c3db8431",
"Value": "Raising the taxes on the grain trade fixed nothing: the traders hid
their revenue, and the money taken in from honest merchants isn't nearly enough to
afford importing food. The people continue to suffer from the growing famine."
},
{
"Key": "e889842e-d24b-4359-8838-4b2d2ecffb7e",
"Value": "Raising taxes on the grain trade did raise some revenue, but the
imported food it afforded turned out to be rotten and inedible! Famine in the
region is growing worse, as its victims multiply."
},
{
"Key": "d9bdb280-a3ad-47dc-9d21-2b5d2fe9f77f",
"Value": "The Councilor moved to impose additional taxes on the grain
traders, to compensate for importing food from outside the region � and the plan
worked! The imported food stemmed the famine, and the locals are already recovering
from the disaster."
},
{
"Key": "642fbcdd-8c67-416e-8dc9-904e5c77a0f1",
"Value": "Doubling taxes on the grain trade not only made it possible to
import extra food from the neighboring regions, but also spurred local production."
},
{
"Key": "ad8edb87-a19e-4e49-8ab8-8a7a8b7e19de",
"Value": "The Councilor attempted to test the people, by giving them a chance
to face the disaster themselves. This decision was an enormous mistake: the region
is shaking from riots and growing famine."
},
{
"Key": "38c6ac10-1dcf-48a3-befd-da1d83b1570e",
"Value": "The Councilor decided that the loss of the harvest was simply a
test that the locals would have to withstand, and wished them well. With no hope of
help from the authorities, people have grown angry, and the famine only grows
worse."
},
{
"Key": "b7d06654-2c22-4517-807c-545e30173a94",
"Value": "Some locals found gold while panning along the river's sandy banks!
However, this part of the waterway is actively used to transport trade goods."
},
{
"Key": "bcfef2ca-20ea-4229-bae0-467581f21c45",
"Value": "River Gold"
},
{
"Key": "ce203b15-252a-4761-b492-cd4bfded0a05",
"Value": "Greed overcame the Treasurer's best efforts. Attempts to control
people panning for gold spurred a massive underground operation to extract the
metal � all without informing the authorities."
},
{
"Key": "d6d15bc0-73b2-432b-b300-abcc3a338e87",
"Value": "The Treasurer offered the locals a unique mechanism for panning for
gold. Gold extraction began, and the goods floated by, just as before."
},
{
"Key": "4d562b4f-be8b-4761-9b72-59fd6c23c577",
"Value": "The Treasurer engaged the best engineers of the {mf|barony|barony|
kingdom|kingdom} in solving the problem, and together they developed an automaton
for waterway gold extraction. This has just become an important deposit."
},
{
"Key": "aaef2287-2127-461b-abb5-b474d4623534",
"Value": "An attempt to make the locals pan for gold at night only led to
greater conflicts, and the emergence of underground gold workers."
},
{
"Key": "5815bbe1-1ba7-488f-ad4f-c5b28e24809e",
"Value": "The Treasurer employed no little influence in convincing the locals
that night work was necessary at the location where the gold was found. The
precious metal began to be extracted by moonlight and torch."
},
{
"Key": "ed67e863-7dc0-424c-af55-adf575650206",
"Value": "The Treasurer organized a nighttime gold panning operation, which
would not interfere with daily navigation. All the revenue from the company is
strictly controlled. Not a single grain of gold escapes the treasury!"
},
{
"Key": "6bf9df7f-f179-4774-934b-ad499b0d303e",
"Value": "All attempts to control the traffic failed. After finding out about
the gold, all manner of local and visitor started panning without permission, and
their carelessness has led to several casualties."
},
{
"Key": "cd45e9b9-8d98-43c7-8638-9430ac5e81c9",
"Value": "The ban on floating goods caused a conflict with the merchants, who
refused to look for alternate ways to transport their freight."
},
{
"Key": "5bcda8c0-a01c-4d8b-89da-3148bf7bea38",
"Value": "The Treasurer was able to use another branch of the river to
transport goods, and the gold panning operation has started in earnest."
},
{
"Key": "9988f38c-c437-45f9-8163-b28b8161a646",
"Value": "The search for an alternate path for transporting goods led to the
opening of a shorter and more convenient route. The grateful merchants invested in
the gold panning operation at the old location."
},
{
"Key": "637f353e-e995-4b6d-9e5b-d0dbd61cc35d",
"Value": "While the Treasurer considered ways to pan for gold without
interfering with the merchant traffic, the local citizens started managing to do it
on their own, leaving the advisor behind."
},
{
"Key": "ba3130c6-26ad-418a-9da9-4109ef96bdbd",
"Value": "The Treasurer failed to produce any technology useful for
extracting gold. However, the same research was used to develop another project."
},
{
"Key": "0a2ee6cd-58ee-42d9-bd48-84414eb2a179",
"Value": "The leisure boat of a noblewoman from Brevoy ran to ground on a
sand bank in the river. The foreign guest requests aid from the {mf|ruler|ruler}."
},
{
"Key": "02c8ea4a-2b81-4a53-817d-71136bcc2ad9",
"Value": "A Noble in Trouble"
},
{
"Key": "28b64a5c-5511-44b6-9ff0-23b450596b4d",
"Value": "The effort to aid the noble ended in tragedy: rather than hauling
the stuck boat from the sand bank, the soldiers toppled over the teetering boat and
sank along with it to the bottom of the river!"
},
{
"Key": "9e705239-20e8-4122-8889-03310a43f223",
"Value": "The desperate noble agreed to the General's demands. After
collecting a pretty sum, the General dispatched her soldiers to dislodge the stuck
boat."
},
{
"Key": "60093286-43da-4f96-b3fc-08ca7f0e7878",
"Value": "After two days laboring in the middle of the river, the noble was
ready to give everything she had to be rescued. After receiving {mf_General|his|
her} reward, the General sent {mf_General|his|her} soldiers to the river and to
release the noble from her predicament."
},
{
"Key": "3d710c9b-054b-4763-b726-9da024c98d96",
"Value": "The General's soldiers struggled but failed to release the stuck
boat from the sand bank. They merely got soaking wet, and embarrassed in front of
the onlookers who had gathered on the bank."
},
{
"Key": "f6cf8816-ce34-43c1-bad0-f00dea2ffe9c",
"Value": "The General's soldiers managed to rescue the noble from her watery
prison. The story became well known throughout the {mf|barony|barony|kingdom|
kingdom} and beyond its borders."
},
{
"Key": "6af86ecc-900b-4b81-9a08-f8f5cdfb8883",
"Value": "The General's rescue team brilliantly completed their task. The
delighted noble sang accolades to her rescuers."
},
{
"Key": "dd9194dc-b0ab-4061-a26d-67f8c940b02f",
"Value": "The soldiers which the General dispatched to help the noble,
unfortunately ran into bandits who were waiting in ambush near the stuck boat. All
were killed."
},
{
"Key": "5be9a7e3-9321-4f6b-858a-ffb7df6a146c",
"Value": "The General's soldiers struggled but failed to release the stuck
boat from the sand bank. They merely got soaking wet, and embarrassed in front of
the onlookers who had gathered on the bank."
},
{
"Key": "0b69a3ea-2eb6-41e9-b723-9d4402719830",
"Value": "The General's soldiers quickly and skillfully pushed the noble's
boat from the sandbank, showered by cries of admiration."
},
{
"Key": "cf6d6a16-dbd8-4d89-8bab-456443f0f26a",
"Value": "The soldiers which the General dispatched to help the noble quickly
rescued her from her watery prison, and granted her as an honorary escort to the
border of the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "ed09040b-408a-4f4b-8677-742eda383b8d",
"Value": "While the General negotiated payment for the noble's rescue, a gang
of bandits stuck onto the boat and killed everyone on board."
},
{
"Key": "48e47a54-c9c3-44eb-a28c-1c17e6b29f5c",
"Value": "The noble refused to pay the General for her rescue, and turned to
the locals for help. Responding generously to a neighbor's plea, they pushed the
boat from the sandbank. The citizens will long remember how the {mf|baron's|
baroness'|King's|Queen's} advisors are extortionists and blackmailers."
},
{
"Key": "b60441de-1228-4355-ba72-15d7a2f24a58",
"Value": "The locals speak of a healing spring, whose waters cure diseases
and grant new powers. This natural phenomenon should surely be investigated."
},
{
"Key": "f49b00dc-58b4-41c4-a5f3-a7e65e93584e",
"Value": "Mineral Spring"
},
{
"Key": "d5e9facd-76ed-49ba-a95c-fca88924dfbc",
"Value": "The Councilor's servants not only failed to find the mysterious
spring, but incited alarm across the whole area, enraging the locals."
},
{
"Key": "d5914fa0-25c1-48cb-9247-ca8567cbd55e",
"Value": "Upon finding the mineral spring, the Councilor immediately declared
it the property of the {mf|barony|barony|kingdom|kingdom}, and ordered the location
fortified to prevent the spring's destruction. The healing waters will be
indispensable in fighting the next pestilence."
},
{
"Key": "c75aaa76-44a4-466b-9019-53e3dbe3f00d",
"Value": "The mineral spring was located, and its source hidden from the
population. Its healing waters were declared government property and piped into a
secret underground reservoir. Henceforth, the {mf|barony|barony|kingdom|kingdom}
will be safe from all epidemics."
},
{
"Key": "9e9edfda-d0f7-4152-84b6-c19ccbac4147",
"Value": "The Councilor's servants failed to locate the spring. However,
during their search they found a lost boy and returned him home. Word of their kind
deed increased the {mf|baron's|baroness'|King's|Queen's} popularity among the
locals."
},
{
"Key": "408675fc-c1e3-4bdd-b968-f10c6398f6fe",
"Value": "Scouts found the mysterious spring, and paved a path to it for the
locals. More and more people come visit to the spring, seeking comfort from
whatever ails them. Rumors spread far and wide of this wonderful discovery."
},
{
"Key": "7b8f9176-6b26-4318-b21b-0beeb3912bc6",
"Value": "Finding the location of the healing source, the Councilor took care
to create a true pilgrim track to the spring, which was declared sacred by the
local priest. Its healing waters will be indispensable for fighting the next
pestilence."
},
{
"Key": "15b438a9-feff-46df-8044-3f6fbb35a1df",
"Value": "The Councilor's servants not only failed to find the mysterious
spring, but incited alarm across the whole area, enraging the locals."
},
{
"Key": "137648b7-fad5-4cce-acc3-1570a1dfd5f8",
"Value": "The Councilor's servants not only failed to find the mysterious
spring, but marched destructively across the entire area, enraging the locals."
},
{
"Key": "ee4e0bb0-6199-4a68-a3f2-2f1026f18322",
"Value": "Upon finding the healing spring, the Councilor told local
geologists and merchants of this discovery. The area around the spring was improved
for the convenience of its visitors, and soon small settlements began to appear in
the vicinity, full of those who come seeking comfort from their ailments."
},
{
"Key": "7b8e6a72-e5eb-4c7a-a80a-2fd0a2c2a241",
"Value": "As soon as the healing spring was found, the Councilor made its
location public. A large healing complex was built around the spring's source, and
right above it a chapel was erected, which is attracting many travelers and
believers. The healing waters will be indispensable for fighting the next
pestilence."
},
{
"Key": "f4e52dfc-0031-4fbf-9bf6-5377ee4cc97d",
"Value": "The Councilor's representatives aggressively pressed the citizens
for information about the spring's location, but the area's dwellers kept silent
out of spite for the {mf|baron's|baroness'|King's|Queen's} advisor."
},
{
"Key": "c769f35c-8e85-4146-8584-4af5da23f55a",
"Value": "The Councilor's servants not only failed to find the mysterious
spring, but incited alarm across the whole area, enraging the locals."
},
{
"Key": "99a17079-59ee-40b7-9119-86d71d6dcc34",
"Value": "A poltergeist has appeared in the local temple, terrifying the
area. It is rumored to be a wayward soul seeking revenge for an injustice."
},
{
"Key": "0a529e5a-4251-45a8-8830-b8e92be3bfc2",
"Value": "Poltergeist in the Temple"
},
{
"Key": "ba76b63a-4104-488d-8a18-ea07b6e338c5",
"Value": "The {mf_HighPriest|High Priest|High Priestess} entered the temple,
but failed to overcome the poltergeist. The local citizens witnessed the advisor's
disgraceful flight, and are now more sure than ever that nothing will protect them
from the forces of evil."
},
{
"Key": "d2741838-8c5f-42ec-8837-db6f267e3489",
"Value": "The {mf_HighPriest|High Priest|High Priestess} wove a net of spells
that the poltergeist could not break, thus bending the creature to {mf_HighPriest|
his|her} will. It became loyal servant of the advisor, who kept it in the region as
an otherworldly warden."
},
{
"Key": "a2cdfb4d-7d44-458a-8f47-799bb3507bff",
"Value": "After preparing a special ritual, the {mf_HighPriest|High Priest|
High Priestess} lured the poltergeist into a trap. The will of the captured ghost
was broken, and it became a loyal slave to the {mf_HighPriest|priest|priestess}.
The locals were filled with awe and respect, and knelt before the priestess, who
declared that her pet ghost would henceforth act as her lieutenant in the region."
},
{
"Key": "4a2327a1-aead-4917-9aae-e38d791515f7",
"Value": "All attempts to communicate with the ghost failed. The poltergeist
refused to deal with the {mf_HighPriest|High Priest|High Priestess}, and continued
its rampage."
},
{
"Key": "53f04f24-35a6-4474-a77b-2a8965402822",
"Value": "The {mf_HighPriest|High Priest|High Priestess} entered the temple
and disappeared inside. What exactly transpired within that sacred hall remains a
mystery, but the evil ghost has disappeared without a trace."
},
{
"Key": "788f79ac-4ec4-4b31-afa0-0ff1b01a6af0",
"Value": "The {mf_HighPriest|High Priest|High Priestess} communed with the
poltergeist, and used its knowledge to solve an old murder. The ghost was
satisfied, and left this world forever. The {mf_HighPriest|High Priest|High
Priestess} personally conducted the following service in the temple � to a full
congregation!"
},
{
"Key": "1d5f07cb-1710-417a-bfd3-412a14bb8024",
"Value": "The {mf_HighPriest|High Priest|High Priestess} attempted to drive
out the ghost, but failed utterly. The appearance of the beaten and barely-
conscious advisor filled the locals with terror and desperation."
},
{
"Key": "4e2992ec-045b-48eb-89fe-8e1b8914a28f",
"Value": "An attempt to trap the ghost failed. The poltergeist chased the
{mf_HighPriest|High Priest|High Priestess} from the temple, and remained inside for
months."
},
{
"Key": "12ba877c-cb40-42eb-9594-68a15b7fa343",
"Value": "The {mf_HighPriest|High Priest|High Priestess} entered the temple
and disappeared inside. What exactly transpired within that sacred hall remains a
mystery, but the evil ghost has disappeared without a trace."
},
{
"Key": "e99d93c9-b249-4d32-a708-64d5dd5d31da",
"Value": "The fight between the {mf_HighPriest|High Priest|High Priestess}
and the poltergeist drew the attention of the whole area! The great battle ended on
the steps of the temple with the victory of the {mf_HighPriest|Priest|Priestess},
who immediately blessed the building and invited everyone inside for a service."
},
{
"Key": "08bfa993-df76-4d23-9da3-ffe157bd911e",
"Value": "The {mf_HighPriest|High Priest|High Priestess} tried to subdue the
ghost, but instead was {mf_HighPriest|himself|herself} overwhelmed. Driven out of
{mf_HighPriest|his|her} mind, {mf_HighPriest|he|she} wrecked the whole temple! The
advisor was chased from the region, which now seems to have descended into
anarchy."
},
{
"Key": "23f5bf24-e09c-48a2-a196-51857180793e",
"Value": "An attempt to subdue the ghost failed. The poltergeist continues to
ravage the area and terrifies any who approach the temple."
},
{
"Key": "5a5584aa-274d-45bd-9599-db90ffdf8fc5",
"Value": "The local craftsmen refuse to return to their workshops. The
workers are demanding more money for their work."
},
{
"Key": "18415b1f-1695-472c-b6a4-1986e9d9ae2e",
"Value": "Craftsmen Strike"
},
{
"Key": "f86e409c-e49c-4bc8-adec-938d3bc73404",
"Value": "The Treasurer's personal visit to the region ended in
embarrassment. The strikers doubted {mf_Treasurer|his|her} good intentions and
pelted the advisor with vegetables!"
},
{
"Key": "0ee97168-a745-4ae7-9924-835632c3f28d",
"Value": "The Treasurer managed to break the strike, but unhappy grumbling
continues in the region. Nonetheless, the craftsmen, fearing persecution, are
returning to work."
},
{
"Key": "63e797dd-6d85-4869-b98c-a7aefe176692",
"Value": "The strike was broken under orders of the Treasurer, and its
leaders were arrested. The craftsmen returned to their places, having received
nothing for their pains, but so fearful of prison that they now work three times
faster."
},
{
"Key": "9c117d80-5889-431d-94f6-a18c67512acc",
"Value": "The Treasurer visited the region personally to sort out the
situation. However, after {mf_Treasurer|he|she} dined with the local merchants, the
simple craftsmen refused to hear {mf_Treasurer|him|her} and continued their
strike."
},
{
"Key": "b21fbf03-1872-45e5-88a0-926406f25c71",
"Value": "A personal visit from the Treasurer impressed the strikers so much
that they listened to {mf_Treasurer|him|her} and ended their strike. The advisor is
keeping {mf_Treasurer|his|her} promise and passing new laws to protect the
interests of the workers."
},
{
"Key": "7b4b56dd-b50b-4607-bd10-4600cdf8344d",
"Value": "The Treasurer compelled the merchants to agree on a higher price
for goods produced by the craftsmen. The people are singing praises of the {mf|
baron|baroness} and {mf|his|her} advisor."
},
{
"Key": "6bb7c10c-5900-401e-81c3-2c23964d58f7",
"Value": "The Treasurer tried to sort out the situation, but failed to
understand all its intricacies, and simply gave up! The region continues to lose
money by the day, and the tax collectors are at a loss: the people simply cannot
pay!"
},
{
"Key": "483015d9-e33c-4221-a399-38db9d1583c0",
"Value": "The Treasurer found a manufacturing solution in Galt, which would
lift a significant burden from the workers. Sadly, the locals didn't see the great
value in the proposal, and instead made the advisor a laughingstock."
},
{
"Key": "3f5f8930-a966-4f34-865d-11dd78c4269f",
"Value": "The Treasurer not only found a manufacturing process that would
make production significantly faster and easier; {mf_Treasurer|he|she} also managed
to persuade local merchants to invest in the project! The crafters ended their
strike and returned to work."
},
{
"Key": "c273986e-03e8-41ed-975d-a00f0026d9a7",
"Value": "The Treasurer ordered the purchase and import of machines from
Absalom, to make working with rough materials significantly easier. The craftsmen,
their tasks now much more convenient and simple, returned to work with enthusiasm."
},
{
"Key": "1e73b47b-77b4-4c57-b20b-fd30ddfad245",
"Value": "The Treasurer ignored the strike and it evolved into a massive
civil movement, grinding life to a halt across the whole region."
},
{
"Key": "0c77a8ec-b1f9-4a58-9583-33d55c16df23",
"Value": "The Treasurer ordered the strike broken. However, when the guards
confronted the picket-line, the conflict escalated into bloody fights."
},
{
"Key": "943b0d03-11a9-41c0-b933-23a0a28cf36d",
"Value": "A traveling hero has appeared in the Narlmarches � a paladin of
Iomedae. The half-orc kills monsters and rescues lost locals. Such a person cannot
fail to attract the attention of the {mf|baron|baroness|King|Queen}."
},
{
"Key": "b0443f6e-4875-49a9-9f79-bea3eb6df730",
"Value": "Protector of the Weak"
},
{
"Key": "425d3a66-128b-45a2-a2f2-29bf26e374c1",
"Value": "The {mf_HighPriest|High Priest|High Priestess} dismissed the
appearance of the unnamed hero."
},
{
"Key": "ec4ee505-dd27-4bc4-b293-82c465f6f336",
"Value": "After killing the paladin and resurrecting him as an undead, the
{mf_HighPriest|High Priest|High Priestess} obtained a personal hero, who is now
terrifying the area."
},
{
"Key": "fa3f9fdf-138f-462c-8377-7718d8780314",
"Value": "After killing the paladin and resurrecting him, the {mf_HighPriest|
High Priest|High Priestess} entrusted the living corpse with two platoons of undead
warriors, and commanded him to act as overseer of order in the Narlmarches."
},
{
"Key": "4b459da4-ed0f-4a72-b0f7-040fbff58580",
"Value": "Attempts to find and meet with the paladin failed."
},
{
"Key": "534343f3-4bd1-4f32-998d-3569c720b475",
"Value": "The {mf_HighPriest|High Priest|High Priestess} declared the paladin
a warrior or righteousness, and encouraged the local priests to aid him at every
opportunity."
},
{
"Key": "f8363a3b-e477-4d54-888d-f149902aa266",
"Value": "The {mf_HighPriest|High Priest|High Priestess} personally met with
the paladin, and after listening to him, declared him a hero favored of the gods.
Throughout the Narlmarches this paladin remains honored as a sacred protector and
the personal messenger of Iomedae."
},
{
"Key": "069426fc-e230-4ad6-ac33-9aeb73ed5ab2",
"Value": "The {mf_HighPriest|High Priest|High Priestess} dismissed the
appearance of the unnamed hero."
},
{
"Key": "917be7ef-3eaf-4187-aabb-cbcc60c77693",
"Value": "The agents of the {mf_HighPriest|High Priest|High Priestess}
attacked the paladin, but the half-orc defeated them and swore to defend the
dwellers of Narlmarches from the sinister {mf|baron|baroness|King|Queen}."
},
{
"Key": "8418edbc-45c3-4559-8b84-bf40d77c704e",
"Value": "Attempts to find and meet with the paladin failed."
},
{
"Key": "3d4bad08-5622-4f64-96fb-929ae4b0d528",
"Value": "The {mf_HighPriest|High Priest|High Priestess} declared the paladin
a sacred martyr, who was soon to meet his end for the sake of his righteous
mission. This news puzzled the locals, but they began to treat the unnamed hero
with renewed respect."
},
{
"Key": "f1316be7-4c05-4018-9118-216d842f9b93",
"Value": "The {mf_HighPriest|High Priest|High Priestess} included the paladin
among the sacred martyrs. The unusual title inspired the paladin to yet greater
feats."
},
{
"Key": "506e6f39-6fa0-483d-b973-2bd08f7f9baf",
"Value": "The agents of the {mf_HighPriest|High Priest|High Priestess}
tracked down and killed the paladin, however, {mf_HighPriest|he|she} failed to
resurrect him as an undead. The locals found out about the attempt, and now curse
the {mf|baron|baroness|King|Queen} and all {mf|his|her} advisors."
},
{
"Key": "55d17f79-e9b9-44db-812a-d5a1093715f4",
"Value": "Two eminent merchant families are joining in a highly celebrated
wedding. The {mf|baron|baroness|King|Queen} received a request that the splendid
ceremony be held in the main square of the capital."
},
{
"Key": "c9f6d171-4ca2-46cd-a999-2e51a4e9c84e",
"Value": "A High Society Wedding"
},
{
"Key": "d03e1d41-7982-4005-bd6a-ae1665dc3e96",
"Value": "The Regent sternly demanded that the old wedding traditions be
observed. One of the families refused to participate in the farce and left the {mf|
barony|barony|kingdom|kingdom} in disgust."
},
{
"Key": "d6a8db39-3681-475f-8a33-09231ab9e536",
"Value": "The Regent gave permission for the ceremony to be held, but refused
to participate in the wedding preparations."
},
{
"Key": "6fe87ba0-d053-41e4-b5c7-57a3e1f527b7",
"Value": "The Regent insisted that all the old wedding traditions be
observed. A splendid military and sacred procession drew the admiration of
onlookers and guests."
},
{
"Key": "473eb97e-d02b-4652-b267-fc0bc4db1ba8",
"Value": "The wedding, held according to all the old traditions, became the
event of the month. The splendor of the ceremony surpassed even Brevic
celebrations, and the military parade drew the attention of all the citizens of the
capital."
},
{
"Key": "304df82e-15a7-45d6-a9b2-d4d5ca623dd3",
"Value": "The Regent so obviously lobbied for his own interests while
organizing the wedding that both families dropped the idea."
},
{
"Key": "550c8f5b-c0a3-4b50-b034-f38a96a25763",
"Value": "The regent gave permission for the ceremony to be held, but refused
to participate in the wedding preparations."
},
{
"Key": "a6a96c47-f1c0-4b76-b46b-9fafa99ae203",
"Value": "The Regent held a lavish feast to honor the newlyweds. The ceremony
itself played second to the tables heaped with food."
},
{
"Key": "be45f0bf-be5c-4c8d-b1ad-51f0d6ebf527",
"Value": "The wedding celebration lasted for days, and involved all the
citizens of the capital without exception. News of the splendid ceremony spread
through the whole {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "8fc547dd-45ef-4259-812c-bcb084a07bdb",
"Value": "The peasants in one of your regions flatly refuse to pay their
taxes. This year the spring came late, and last year's harvest was poor. They
barely have enough food for themselves. The citizens of the neighboring regions are
watching the situation closely. Who should be put in charge of handling it?"
},
{
"Key": "94abdea1-91b2-437f-a641-f3ac320ced73",
"Value": "Arrears"
},
{
"Key": "cdff5c82-8193-43c0-9f45-75c5735c8c7e",
"Value": "Moved by the peasants' story, the Councilor immediately exempted
them from taxes for the year. Villages and cities across the {mf|barony|barony|
kingdom|kingdom} have begun to submit nearly identical petitions..."
},
{
"Key": "34fa008f-a06e-40b8-b5d6-37851e7585a2",
"Value": "The Councilor was moved by the peasants' story, and after some
hesitation, exempted them from paying taxes this year. Some neighboring villages
have begun to submit nearly identical petitions�"
},
{
"Key": "c2e89f51-d5aa-471f-bf7e-0be645089ba9",
"Value": "After hearing the peasants out, the Councilor prepared an agreement
with them � they would be exempt from paying taxes this year, but would pay double
on the following year."
},
{
"Key": "de1aac43-32fc-41a0-bfbe-3a76a2b52560",
"Value": "After hearing their complainants out, the Councilor exempted them
from paying taxes and made an impassioned speech about solidarity, and how those
who enjoy fortune's blessings today must help those who are in need."
},
{
"Key": "b3745ba2-d24d-4ac9-a21a-e68767e2a608",
"Value": "The Councilor threatened to demote the leaders of those villages
that failed to pay their taxes. They only laughed."
},
{
"Key": "2561d4a9-e4a9-4a54-9c87-5f79d4c7dc65",
"Value": "The Councilor threatened to demote the leaders of those villages
that failed to pay their taxes. {mf_Counsilor|His|Her} words had no response."
},
{
"Key": "07704419-3595-4855-8f2e-86f709a39fff",
"Value": "The Councilor threatened that when real famine struck,
{mf_Counsilor|he|she} wouldn't send assistance and grain to those villages that
failed to pay their taxes. The peasants backed down."
},
{
"Key": "57be68b7-733f-4af2-ac75-efec595a2232",
"Value": "The Councilor threatened that the villages which failed to pay
their taxes would be sent no healers if pestilence should strike, nor grain in the
face of famine. The peasants publicly repented and backed down."
},
{
"Key": "591fcf89-afa5-4648-93a2-f9ae2ec9f3b4",
"Value": "After considering the peasants' arguments, the Treasurer was moved
and exempted them from paying taxes for the year. Similar complaints began to
sprout up from villages and cities throughout the {mf|barony|barony|kingdom|
kingdom}�"
},
{
"Key": "54f0c758-b59e-41e1-b0be-825e0d1784e9",
"Value": "After hearing the peasants' arguments, the Treasurer reluctantly
wrote off their debts. Some the neighboring villages followed their example and
started sending the Treasurer letters with very similar petitions..."
},
{
"Key": "f30eca49-3ba3-451e-b8e4-bdc83f92ecf1",
"Value": "The Treasurer worked out a lenient plan together with the peasants,
according to which they will pay half their taxes over the next year."
},
{
"Key": "49aad0da-897d-4eab-9859-70fc069bfc3d",
"Value": "The Treasurer worked out a lenient plan together with peasants,
according to which they will pay all their taxes in installments over the next six
months."
},
{
"Key": "2327c07d-def5-4b8b-aa9e-45fec79d91fb",
"Value": "The Treasurer personally visited the troubled region, but couldn't
shake a copper coin out of the peasants. Peasants across the whole {mf|barony|
barony|kingdom|kingdom} are openly laughing at this failure."
},
{
"Key": "23c60714-0200-416d-b404-9d900d20cf1c",
"Value": "The Treasurer personally visited the troubled region, but could
only collect a quarter of the sum due. The subjects are making jokes at the show of
incompetence."
},
{
"Key": "e5735baa-e972-4264-80f3-7f4d326aefad",
"Value": "The Treasurer wrote an angry letter. As a result, taxes were paid
in full, though not on time."
},
{
"Key": "497be166-78f4-4590-a33b-de2886e951ad",
"Value": "The Treasurer made an angry speech, threatening to take twice as
much from peasants if all the taxes were not duly paid. The money came on time,
along with numerous letters of apology."
},
{
"Key": "ec2b0df7-215a-48b0-9763-56ef35cd5304",
"Value": "The Grand Diplomat listened to the peasants' complaints and, moved
by their troubles, exempted them from paying taxes for the year. Peasants from
around the {mf|barony|barony|kingdom|kingdom} started demanding exemptions as
well�"
},
{
"Key": "98c26a9f-a1f4-4359-a087-c94462c50cb4",
"Value": "The Grand Diplomat kept trying to make the peasants change their
minds, but without success. Feeling sorry for them, {mf_GrandDiplomat||s}he
yielded. Soon the neighboring villages also began to resist paying taxes as well�"
},
{
"Key": "e3c66daa-3f7c-47e3-b83c-9eb539113985",
"Value": "After meeting with the peasants, the Grand Diplomat exempted them
from paying taxes for the year. The same day, {mf_GrandDiplomat||s}he published
pamphlets where {mf_GrandDiplomat||s}he explained that if everyone stopped paying
taxes, the {mf|baron|baroness|King|Queen} wouldn't be able to pay the guard, and
there would be no one to protect {mf|his|her} subjects from monsters."
},
{
"Key": "f51473ce-e736-4c46-b856-10d24dbb57ef",
"Value": "After meeting with the peasants, the Grand Diplomat explained that
if everyone stopped paying taxes, the {mf|baron|baroness|King|Queen} wouldn't be
able to pay the guard, and there would be no one to protect {mf|his|her} subjects
from monsters. The peasants came to their senses and brought out their money."
},
{
"Key": "da544328-f6c2-416a-a448-51ce6081ac8d",
"Value": "After failing to convince the peasants, the Grand Diplomat ordered
the guard to go into the villages and collect the money by force. A tide of
discontentment has swept over the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "166f808a-8165-4993-9e96-a721115808cc",
"Value": "After failing to convince the peasants, the Grand Diplomat ordered
{mf_GrandDiplomat|his|her} guard to assemble outside the village. The frightened
peasants quickly brought out their money. Rumors of the ruler's cruelty are
spreading throughout the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "1c9d2789-6956-4a1c-b3b6-12815b1856a5",
"Value": "The Grand Diplomat brought {mf_GrandDiplomat|his|her} guards to the
meeting with the peasants. The negotiations were short � and the taxes will be paid
in full and on time."
},
{
"Key": "d44f4506-c940-4e04-a69a-e2b8e7d78b29",
"Value": "The Grand Diplomat met with the peasants alone. No one knows what
{mf_GrandDiplomat||s}he told them, but they publicly repented and paid their taxes
in full and on time."
},
{
"Key": "10725902-e2f4-4c0a-9c74-2e245ff0dd90",
"Value": ""
},
{
"Key": "f5656bbf-1b13-4d83-a410-fde0f59d1be2",
"Value": ""
},
{
"Key": "db2a0017-5b6c-48c1-8008-8b1fbb7dac3b",
"Value": ""
},
{
"Key": "df14a362-a84c-44cf-afaa-ffb8cedba613",
"Value": ""
},
{
"Key": "f304ce11-7da2-4eea-8955-d39ffa65872f",
"Value": ""
},
{
"Key": "89e95bba-73c6-4adc-934e-15990ac037b4",
"Value": ""
},
{
"Key": "73dcfb0b-98ea-4920-8666-a49061d71897",
"Value": ""
},
{
"Key": "63f64d0f-e2a6-43ef-aa3a-a7b258a2a8e6",
"Value": ""
},
{
"Key": "36b3c420-0365-4f34-85c5-54b139ceb5dc",
"Value": "These places have had a bad reputation for a while, but they became
even more dangerous after a group of grim, quiet travelers visited them. The plants
are dying, the animals are fleeing, and the undead have begun to roam the area."
},
{
"Key": "323db0db-81b6-4096-ac4b-7a4dfdbb5f5b",
"Value": "Black Ravine"
},
{
"Key": "e3950f0e-6835-4ab2-aa23-d17d7b4b8a42",
"Value": "The militia tried and failed to clear the undead from the area.
Their weapons were stripped from their hands, as roots and sprigs grabbed their
legs... Many died, and those who escaped were pursued by bad luck and woe."
},
{
"Key": "f21a5001-dcac-4578-a8ba-71559047b923",
"Value": "The militia tried and failed to clear the undead from the area.
Their weapons were stripped from their hands, as roots and sprigs grabbed their
legs... Many died, and those who escaped were pursued by bad luck and woe."
},
{
"Key": "a9867eaf-31e6-41c4-b1be-094fb6205161",
"Value": "The Councilor's militia managed to destroy most of the walking
dead, but a week later, the forest around the ravine is swarming with them again!"
},
{
"Key": "2c7af5d9-dd1b-4c50-96f6-6e262a99f64c",
"Value": "The Councilor's militia managed to destroy most of the walking
dead, but a week later, the forest around the ravine is swarming with them again!"
},
{
"Key": "98b88af2-dd23-4fcc-9921-83ac9f365638",
"Value": "The militia assembled by the Councilor reached the ravine and found
black candle-ends and a burner filled with incense. After destroying all traces of
the dark ritual, militiamen left the ominous place."
},
{
"Key": "fd685f22-fe11-42e1-be91-b2f53c2a760f",
"Value": "The militia assembled by the Councilor reached the ravine and found
black candle-ends and a burner filled with incense. After destroying all traces of
the dark ritual, militiamen left the ominous place."
},
{
"Key": "c0a8086f-b6bb-41f1-a519-b83bac6bab90",
"Value": "The militia assembled by the Councilor reached the ravine and found
black candle-ends and a burner filled with incense. The guards held back the undead
while the peasants filled the ravine with soil."
},
{
"Key": "b3588706-27eb-40cd-b198-19ce4c187003",
"Value": "The militia assembled by the Councilor reached the ravine and found
black candle-ends and a burner filled with incense. The tougher peasants held back
the undead while the others filled the ravine with soil."
},
{
"Key": "03bfc9d8-64eb-41e2-af1c-ecb9125c1926",
"Value": "A group of wizards and rangers were surrounded and overwhelmed
while trying to examine the ravine... Now their lifeless bodies have joined the
hordes of restless undead!"
},
{
"Key": "dbb0a213-0979-40d8-9ae3-367a2734840b",
"Value": "A group of wizards and rangers were surrounded and overwhelmed
while trying to examine the ravine... Now their lifeless bodies have joined the
hordes of restless undead!"
},
{
"Key": "01e2a2a0-f121-4ea2-820e-e186e95a3a31",
"Value": "A group of wizards and rangers couldn't reach the ravine. They had
to flee before the undead horde overwhelmed them!"
},
{
"Key": "2a07395c-b79f-43cb-89c7-033217adefba",
"Value": "A group of wizards and rangers couldn't reach the ravine. They had
to flee before the undead horde overwhelmed them!"
},
{
"Key": "0ae4f30f-37cd-4658-b298-c5459d81bf44",
"Value": "The rangers sent by the Magister reached the ravine to discover
that a ritual had been held there, which connected this place to the Negative
Energy Plane. Several powerful spells were enough to destroy the dangerous
anomaly."
},
{
"Key": "fd7a01f4-e604-40b6-ae31-22d1dff8aaaf",
"Value": "The rangers sent by the Magister reached the ravine to discover
that a ritual had been held there, which connected this place to the Negative
Energy Plane. Several powerful spells were enough to destroy the dangerous
anomaly."
},
{
"Key": "60250331-ac9f-450d-9519-1d9d35820a5a",
"Value": "The Magister personally led a delegation of wizards, who discovered
that an evil initiation ritual was held in the ravine! Once this secret was
revealed, it didn't take long to remove the cause of the trouble."
},
{
"Key": "79b08d83-3fef-4ffa-8c24-afe17fb27a95",
"Value": "The Magister personally led a delegation of wizards, who discovered
that an evil initiation ritual was held in the ravine! Once this secret was
revealed, it didn't take long to remove the cause of the trouble."
},
{
"Key": "7890d234-6089-48c6-b4da-cd9897fc09f7",
"Value": "Two competing merchant families have moved from insults to sharp
blades, and a real war has begun. Among the victims of the bloodshed are innocents,
who are now afraid to walk the streets of their own city!"
},
{
"Key": "f54ade72-19ef-48e7-ad5b-6ad061007178",
"Value": "Bloody Vendetta"
},
{
"Key": "b78ea154-5359-48d2-b837-c2425e390705",
"Value": "Hunters have found a small village in the woods. Its denizens have
lived in isolation from the rest of the world for dozens of years � they speak a
strange language, look like brothers to each other, and have never heard of the
Stag Lord or the {mf|baron|baroness|King|Queen}. Who will tell them they are not
free people occupying no one's land, as they thought only yesterday?"
},
{
"Key": "9fd4b306-c56d-4b5c-8c65-ae0d08a136f4",
"Value": "People from Beyond the Forest"
},
{
"Key": "251aa9e8-35b0-43d2-bb25-a28c3ec0c173",
"Value": "The village dwellers didn't like the Councilor's words at all. They
chased away {mf_Counsilor|his|her} delegation with sticks and stones!"
},
{
"Key": "90dd060b-96b8-441c-a13b-6f07dd4ecb63",
"Value": "The Councilor convinced the villagers of the {mf|baron's|baroness'|
King's|Queen's} power, and they were convinced that joining the mighty leader would
be their best decision. The peasants swore fealty, and promised to pay taxes and
obey the new ruler without question."
},
{
"Key": "d67d8c39-89f5-49a7-ad91-5aedeb5c3c7a",
"Value": "The Councilor failed to convince the villagers to swear fealty to
the {mf|baron|baroness|King|Queen}."
},
{
"Key": "ffb3932f-c359-4df6-b0d8-82eff2b99ff9",
"Value": "The Councilor managed to convince the villagers to acknowledge the
power of the {mf|baron|baroness|King|Queen}. Within the year they will begin to pay
their first taxes."
},
{
"Key": "fe63a3ee-d648-4f2d-8604-a3853d42fc2e",
"Value": "The Councilor managed to convince the villagers that they would be
much safer under protection of the {mf|baron|baroness|King|Queen}. They have sworn
fealty, and are ready to begin paying taxes within the month."
},
{
"Key": "5e3df063-8b67-41b5-969a-de549f0e0dab",
"Value": "The Councilor failed to convince the villagers of the power of the
{mf|baron|baroness|King|Queen}. Instead, the whole village packed up and left the
area."
},
{
"Key": "eac0f364-9e0d-40c2-96fa-9583b1252cbf",
"Value": "The Councilor talked to the villagers, bringing along a detail of
soldiers. The frightened villagers agreed to pay taxes."
},
{
"Key": "caa2a9fb-7770-43ac-bdcb-7db75facf3d0",
"Value": "The Councilor talked to the villagers, bringing along a detail of
soldiers. The frightened villagers swore fealty, and agreed to pay taxes and supply
recruits for the army of the {mf|baron|baroness|King|Queen}."
},
{
"Key": "cca79cbb-b092-44b7-97c5-438ef7fb0506",
"Value": "The Councilor failed to convince the peasants that they wouldn't
last long without the {mf|baron|baroness|King|Queen}. They laughed at the Councilor
and chased {mf_Counsilor|him|her} from the village along with the guards."
},
{
"Key": "4812f84f-a9bb-4697-8ecb-2c9a26b70f3a",
"Value": "The Councilor failed to convince the villagers that without the
{mf|baron|baroness|King|Queen} they would have much more difficult lives."
},
{
"Key": "61b85068-403e-4f58-a0ed-3421bfc8bfc5",
"Value": "The Councilor convinced the villagers of the power of the {mf|
baron|baroness|King|Queen}, and that joining the strong was the best decision for
the weak. The village will begin paying taxes within the month."
},
{
"Key": "293cd8d6-89fe-45e9-9069-a4e91772c7fe",
"Value": "A famous Galtan half-orc rebel has just crossed the border! She's
stirring up trouble, instigating the peasants to overthrow the {mf|baron|baroness|
King|Queen} and rob the nobility � and some are listening to her�"
},
{
"Key": "d5e24822-8423-45e5-a18d-dbf2f957b314",
"Value": "Freedom at Any Cost"
},
{
"Key": "5f93adc2-774e-40a0-8c30-426f2185cd25",
"Value": "The increased guard presence in border cities and villages has met
with little success, nor has any attempt at negotiation. More and more citizens are
going over to the troublemaker!"
},
{
"Key": "753aaffa-515a-45d5-b496-e5d94804955d",
"Value": "The guard that the Regent dispatched suffered significant losses in
battles with the rebels, and only a few of the peasants were convinced by the
Regent's pleas."
},
{
"Key": "9cf5906d-42ac-4ed9-baa7-ecdaf6248aa3",
"Value": "By increasing the guard's numbers, the Regent prevented mass riots,
and then gave an audience to the unhappy people, promising reforms."
},
{
"Key": "0135a876-255a-43e0-88fb-9b432666526d",
"Value": "Joining the guards for a night patrol, the Regent managed to
capture a couple of instigators. {mf_Regent|He|She} held public interrogations and
proved to the citizens that the rebels are no different from bandits. The people
turned away from the Galtan troublemaker."
},
{
"Key": "218ec7b4-a8ef-4f1a-b0aa-75cb20e19589",
"Value": "As the General's troops moved towards the rebels, their forces were
attacked from the woods, and the General suffered a shocking defeat!"
},
{
"Key": "1b1014e1-9899-4c95-81b9-2655125534c2",
"Value": "Soldiers roamed the woods and swamps for a week, but were
constantly harassed by the lightning-fast rebels. The General was forced to order a
retreat."
},
{
"Key": "74a74f44-a65e-49c1-9b58-8c53ccbd49c7",
"Value": "Victory! The General managed to maneuver the rebels into a full
scale battle, and defeated their untrained army!"
},
{
"Key": "5861b60c-51ed-49a7-ad6a-f22189f3818d",
"Value": "At night, the General dispatched the soldiers and surrounded the
rebel camp! They had no choice but peacefully surrender and give up the
troublemaker."
},
{
"Key": "34fe16b1-5076-4882-a364-6be007b42593",
"Value": "Pamphlets titled \"Our Savior, or an Ode to Autocracy\" has whipped
up indignation among the citizens! The Curator was slow to stop their spread."
},
{
"Key": "1048881f-7041-4206-89b1-df3afc80bcd2",
"Value": "Rumors about the troublemaker being a sad drunkard and a freak-a-
leak never took. Moreover, those who the Curator hired to spread these rumors were
caught and made to publicly repent!"
},
{
"Key": "37e9b5cf-1af6-4512-92fd-4b3e60b101e1",
"Value": "The Curator held a beer-brewing festival in the region! The
peasant's worries have been drowned in spirits."
},
{
"Key": "10b195ef-d151-46e0-80ae-eea7f67b039c",
"Value": "The Curator brought in bards from the capital, and they made fun of
the troublemaker. Only the deaf haven't heard the \"Ballad of the Galtan
Buzzard\"!"
},
{
"Key": "dfbedbdd-0c8c-49b2-b537-4e2246d335d5",
"Value": "A royal elk was spotted in the forest. This is sacred game, rarely
released by Erastil himself. The priests say it's a good sign. The patron of
hunters invites us to run the gorgeous beast down."
},
{
"Key": "1fa4b75b-c4a1-4dd7-937b-04eace144b39",
"Value": "Hunting Season"
},
{
"Key": "5d8f66f4-018a-4335-94d8-8a528abd061c",
"Value": "The Councilor decided to hold a big hunting tournament, open to
everyone! However, on the day of the tournament only a few participants showed up.
It looks like most of the {mf|barony|barony|kingdom|kingdom} never learned about
the tournament�"
},
{
"Key": "bf3379e7-4812-48af-8ee3-f7004c100737",
"Value": "The Councilor held a big hunting tournament, open to everyone! A
lot of hunters from around the {mf|barony|barony|kingdom|kingdom} tracked the noble
animal. At the end of the day, the one that shot the elk was awarded an elven bow."
},
{
"Key": "1b08eb31-4f29-4272-9599-dcf0604ebf7f",
"Value": "The Councilor held a big hunting tournament, open to everyone!
Dozens of hunters from around the {mf|barony|barony|kingdom|kingdom} tracked the
noble animal, and hundreds of guests came to the feast held in honor of the
winner!"
},
{
"Key": "da1d0c75-3a38-4ba9-9d3a-e7b7a05355db",
"Value": ""
},
{
"Key": "3ff5759c-1cfa-48c2-ad44-2b296eeb3461",
"Value": ""
},
{
"Key": "5412ea9e-3082-4e1a-bd16-80584216c5a4",
"Value": ""
},
{
"Key": "042e4748-aefe-4e2b-b52c-ccd012510df6",
"Value": "The {mf_HighPriest|High Priest|High Priestess} called upon
{mf_HighPriest|his|her} flock to hunt down the elk in honor of the gods and the
{mf|baron|baroness|King|Queen}. However, no matter how long the faithful roamed the
forests, the elk remained hidden from them..."
},
{
"Key": "a887365c-9813-498f-adfc-4f560a347980",
"Value": "The {mf_HighPriest|High Priest|High Priestess} called upon the
faithful to hunt down the noble animal. Fortune favored a dwarven cooper, who went
on to present the trophy to the {mf|baron|baroness|King|Queen}."
},
{
"Key": "8de6f20b-00e3-4a36-b0d4-71b5e74b4607",
"Value": "The faithful were called upon to hunt down the noble animal. The
{mf_HighPriest|High Priest|High Priestess} organized a ceremony in the victor's
honor, and the trophy was presented to the {mf|baron|baroness|King|Queen} before a
cheering crowd."
},
{
"Key": "1bc71c6a-ed99-4de6-8ff3-ab6f499f898d",
"Value": "The Warden sent out invitations to all the neighboring lands, and
many rulers visited the {mf|barony|barony|kingdom|kingdom} to take part in the
hunt."
},
{
"Key": "75de6ce8-890d-4924-b9ff-a004207a0a83",
"Value": "The Warden sent out invitations to rulers of all the neighboring
lands, and the royal hunt was a success! This event will long be remembered by our
neighbors."
},
{
"Key": "45301896-6207-4dd8-b553-bad47503761d",
"Value": "The Warden sent out invitations to the royal hunt to rulers of all
the nearby lands. However, in response {mf_Warden||s}he only received a variety of
polite refusals."
},
{
"Key": "22e1676c-0a1f-4d45-8223-d4fbabf5f1b0",
"Value": "People still believe that the {mf|baron|baroness|King|Queen} has
lycanthropy!"
},
{
"Key": "65990ab4-9cbd-4f2d-b0d2-365d62e89542",
"Value": "A strange theory is spreading through the capital � that the {mf|
baron|baroness|King|Queen} is secretly a lycanthrope! During the day {mf|he|she}
pretends to be a gracious ruler, and at night {mf|he|she} roams the city in the
shape of a wolf � devouring children!"
},
{
"Key": "377ee5b3-033d-4722-a605-c87e4ee8ee77",
"Value": "They're All in This Together!"
},
{
"Key": "c079a16c-579e-45f6-91cd-cb1b716caea0",
"Value": "The rumors finally ended!"
},
{
"Key": "f7949bfa-6564-4c91-b78e-307cf048f955",
"Value": "The Regent's clumsy attempts to quash the rumors only convinced the
public that the story might be true!"
},
{
"Key": "600ae55d-fdc6-4ecf-8181-9f874f75a6ee",
"Value": "The Regent failed to convince the citizens of the absurdity of the
rumor."
},
{
"Key": "dbbf8acd-6ac3-4d8d-b369-fae5d86087a0",
"Value": "The Regent failed to convince the citizens of the absurdity of the
rumor."
},
{
"Key": "12acdcb9-4b6d-4521-8c04-4027fdf81700",
"Value": "The Regent's eloquence took control. {mf_Regent|He|She} urged them
not to believe everything they hear on the streets, and the citizens were shamed
for their naivety and gullibility."
},
{
"Key": "dd982c6d-98d7-4291-8842-4f4eb54c13ca",
"Value": "Pamphlets from the court healer, distributed by the Councilor, only
added fuel to the fire!"
},
{
"Key": "78659547-2d9a-4daf-a8fb-641dd032fa6b",
"Value": "The Councilor convinced the court healer to speak before the
citizens, but his speech had no effect."
},
{
"Key": "46904acf-0708-45de-b791-c06d5027eee0",
"Value": "The Councilor convinced the court healer to testify before the
citizens, but his speech had no effect."
},
{
"Key": "d1cda9b3-247d-4fcc-858c-f9de30c61495",
"Value": "The Councilor held a public evaluation, where doctors, priests and
wizards were present. They assured the citizens that the {mf|baron|baroness|King|
Queen} was all right."
},
{
"Key": "ff4b0ba0-a01b-44a2-bd15-9b8525657bb6",
"Value": "The citizens are closely examining songs and odes created by bards
to praise the {mf|baron|baroness|King|Queen} � and finding in them hidden hints
about {mf|his|her} secret condition!"
},
{
"Key": "f8d74ec7-db4c-43a2-8d26-a43bbc725bab",
"Value": "On the streets they're saying that the {mf|baron|baroness|King|
Queen} is spending more and more money on charity to put the citizens off guard!
The Curator is at a loss."
},
{
"Key": "aa8a7cc9-2635-4963-b6d2-0a82efbc719c",
"Value": "On the streets they say that the {mf|baron|baroness|King|Queen} is
spending more and more money on charity just to put the citizens off guard! The
Curator is at a loss."
},
{
"Key": "8edb9dc4-2641-45c3-a576-ce54070f548e",
"Value": "On the night of the full moon, the Curator put tables with food and
drink in the city square. The {mf|baron|baroness|King|Queen} feasted with {mf|his|
her} subjects all night � and their fears were set aside for good!"
},
{
"Key": "493cac08-2840-4b21-a4d8-457b8982fb9f",
"Value": "Druma is famous for its wealth and prosperity. Their ambassador has
reported in secret that the court of Cheliax sometimes invites Druman bureaucrats
to audit and organize the chancellery. This sounds tempting � but what could we
offer the ambassador of Druma in return for their service?"
},
{
"Key": "2c7f11dd-5549-405d-bdb2-a167020532c0",
"Value": "Paper People"
},
{
"Key": "7ed91cf6-60da-4a5a-b115-d606519fd731",
"Value": "The Regent so angered the ambassador with his insolence, that the
ambassador threatened to cut off all diplomatic relations between the {mf|barony|
barony|kingdom|kingdom} and Druma until he was left alone!"
},
{
"Key": "c0391ad7-32bd-4977-94d4-a1186a925e90",
"Value": "Negotiations between the Regent and the Druman ambassador have come
to a standstill."
},
{
"Key": "c611b4ca-a7fb-4c1d-876b-118e2686b602",
"Value": "The Regent promised that the capital court would hear cases brought
by Druman merchants as a matter of priority, and with particular thoroughness. The
inspection from Druma will arrive within a few months!"
},
{
"Key": "ef80d615-c7cc-433a-932a-c82e676d7a43",
"Value": "The Regent promised that the capital court would hear cases brought
by Druman merchants as a matter of priority, and with particular thoroughness. The
inspection from Druma will arrive within the month, and visit the capital every few
years after that!"
},
{
"Key": "9ff088a7-b7fd-4313-b07a-3f76b76a887e",
"Value": "The Treasurer refused to continue negotiations with the ambassador,
calling his terms \"unachievable\"."
},
{
"Key": "fd57ebb8-fefb-4f36-a38d-42054a42af43",
"Value": "The Treasurer failed to come to an agreement with the ambassador."
},
{
"Key": "0b839013-4f2f-4d10-b360-95184ddfd2cb",
"Value": "The Treasurer offered to reduce duties on Druman merchants. The
capital chancellery is preparing for an upcoming visit from the inspectors!"
},
{
"Key": "d9412c4e-ab54-4ce2-aa9e-e183cd3fe959",
"Value": "The Treasurer offered to reduce duties on Druman merchants. The
capital chancellery is preparing for the first of a series of audits by experts
from Druma!"
},
{
"Key": "6920a4fe-cc97-4331-98ea-6aac68f6f642",
"Value": "The Grand Diplomat admitted his failure � the Druman ambassador
flatly refused to help."
},
{
"Key": "d7260882-3aa6-49b9-9db1-0218df5d4ea9",
"Value": "Lengthy negotiations between the Grand Diplomat and the ambassador
led to nothing."
},
{
"Key": "71108ef8-e276-4ad2-92fa-cd74d3f9fb89",
"Value": "The Grand Diplomat promised the Druman embassy a new, luxurious
carriage. {mf_GrandDiplomat|He|She} expects an inspection from Druma within a few
months!"
},
{
"Key": "9e078ba7-8ae5-4fb4-856b-678e95b1edfa",
"Value": "The Grand Diplomat promised the Druman embassy a new, luxurious
carriage and a pair of well-bred stallions. Experts from Druma will hold their
first inspection within the month, with repeated audits every few years after
that!"
},
{
"Key": "28a10ff8-598b-472e-8c59-5300c0ac09c6",
"Value": "People are still seeing rats on the streets of the capital."
},
{
"Key": "7522701f-e2fc-42a0-87d6-98c1a3a38d76",
"Value": "The capital is swarming with rats! Rumors describe creatures the
size of dogs, and hunched figures, roaming the catacombs. What is the reason behind
this invasion? The situation must be taken under control before the capital
granaries are emptied and plague sweeps the streets."
},
{
"Key": "bafc48e6-1984-4543-bb15-d73bb25006d8",
"Value": "Rats, Rats Everywhere!"
},
{
"Key": "c69c4e0c-a909-4a9f-a18a-335cd78fa438",
"Value": "The streets and sewers of the capital have been cleared."
},
{
"Key": "18658629-a66a-4d64-a287-98b359f7c7d9",
"Value": "The Treasurer held a meeting with famous parasite exterminators
from the Five Kings Mountains. Unfortunately, the dwarves wanted to charge an
enormous amount, so {mf_Treasurer||s}he refused their services. Meanwhile, the rats
only grow more and more numerous�"
},
{
"Key": "df6f0b50-cefd-422f-b8d9-5df952a76b4c",
"Value": "The Treasurer hired some famous parasite exterminators from the
Five Kings Mountains. However, they couldn't handle the task. A whole team of
dwarves has been lost in the catacombs!"
},
{
"Key": "fc3ae35f-1cde-4673-b301-bd06a5bdb1fc",
"Value": "The Treasurer hired some famous parasite exterminators from the
Five Kings Mountains. The team of dwarves found a nest of wererats in the
catacombs, and destroyed most of its dwellers!"
},
{
"Key": "4495cf4d-4207-4e46-9ef0-ef6069d85575",
"Value": "The Treasurer contacted some famous parasite exterminators from the
Five Kings Mountains. The team of dwarves easily cleaned the catacombs out
completely � including a whole nest of wererats!"
},
{
"Key": "733c7dad-c47b-4dcc-8921-5886dd5566a7",
"Value": ""
},
{
"Key": "dc930ff2-3994-4c98-a037-8b4987be8e86",
"Value": ""
},
{
"Key": "acccc297-be55-497b-9793-f8b4d89b04cd",
"Value": ""
},
{
"Key": "a8ff83ee-49b1-465f-90b8-6b7db37381b9",
"Value": ""
},
{
"Key": "329e83f3-aa8e-4784-8e1d-03344e1acf9b",
"Value": "A whole guard detail was lost while attempting to search the
capital's catacombs."
},
{
"Key": "f39d2a2b-9fdc-4436-9deb-1e1dcc525935",
"Value": "The Warden's people managed to find a whole swarm of wererats in
the capital's catacombs! Worse, the team sent to clear their lair was completely
defeated!"
},
{
"Key": "d65eb6e1-f5f3-4dc2-bcaf-45be119d5c1e",
"Value": "The Warden's people managed to find a whole swarm of wererats in
the capital's catacombs! The team sent down to clear the lair handled the task
without difficulty."
},
{
"Key": "a9de3405-170f-4adf-8a90-c804aca30d18",
"Value": "The Warden's people found a whole swarm of wererats in the
catacombs! A guard detail successfully destroyed their lair and cleared out the
rest of the catacombs while they were at it."
},
{
"Key": "85780a55-4376-4fcf-b137-8bc79284beaa",
"Value": "The agents sent by the Minister were lost in the city's catacombs."
},
{
"Key": "7c9c233f-6708-4172-ae45-726e49a9cfe5",
"Value": "The Minister discovered that a swarm of wererats had appeared in
the city! Unfortunately, {mf_Spymaster|his|her} agents failed to find their lair."
},
{
"Key": "ec22550f-d2e2-499b-9591-6c28840d91df",
"Value": "The Minister discovered that a whole swarm of wererats had appeared
in the city catacombs, and successfully contacted their leader. After intense
negotiations, the wererats agreed to leave the capital."
},
{
"Key": "ec7efa36-f226-4a25-9650-026355a4e172",
"Value": "The Minister discovered that a whole swarm of wererats had appeared
in the city's catacombs! {mf_Spymaster|His|Her} agents kidnapped their leader and
scared him so badly that the wererats fled the capital!"
},
{
"Key": "6ffa1698-5720-4d98-9a66-15e4a5ed5a05",
"Value": "Nixies and nereids have come to live in one of the rivers of the
{mf|barony|barony|kingdom|kingdom}! They claim that now these waters belong to
them, and have started sinking all the boats and ships that pass by."
},
{
"Key": "ae0d5ee0-88a2-49f2-9aed-54d388323cfd",
"Value": "River Tricksters"
},
{
"Key": "65e2c111-4f32-4974-9c6b-987ebc1607ce",
"Value": "The team sent to defend the ships proved to be too small! The
soldiers were killed, and the troublesome fey have spread into the nearby rivers
and lakes!"
},
{
"Key": "9cd5c928-c77d-4436-be34-ebf0df7611b2",
"Value": "There was a bloody fight against the water fey. Only a few of the
soldiers returned alive. There's been no news of the fey as yet�"
},
{
"Key": "bc71190c-5731-463b-aadf-e6d1327b0ed5",
"Value": "The General's army scared away the fey that had taken up residence
in the river. The way is clear for ships once more."
},
{
"Key": "fed7577e-12b2-4f82-88ac-b98045ddf2e3",
"Value": "Under the General's direction, the soldiers easily captured the
frolicking fey. This unusual task was well-liked by the recruits, who had a chance
to practice catching magical creatures."
},
{
"Key": "4ffbcc46-a5af-4aff-9d06-07afdee73255",
"Value": "The monster hunters hired by the Treasurer proved helpless! The
water fey have spread to the nearby rivers and lakes."
},
{
"Key": "a23ded54-5c2e-4a53-82af-da9dc49daa7d",
"Value": "The Treasurer's monster hunters only caught a few careless nixies.
The captains of river ships are still complaining of attacks."
},
{
"Key": "8ebf222f-92c5-4b9b-ac4b-1ec8e7bb766f",
"Value": "The Treasurer hired the services of monster hunters. A dozen water
fey were caught in their nets, and the others thought it better to leave the
river."
},
{
"Key": "0e12da4e-4665-48c4-b9fa-959effda6a0a",
"Value": "The Treasurer managed to gain the river dwellers' favor with gifts,
and now they protect all the ships that pass by!"
},
{
"Key": "e4e66ed7-6918-4ace-9e68-35ec4f17c145",
"Value": "The Grand Diplomat promised to handsomely reward anyone who could
clear the river of fey. However, this only attracted the greedy and short-sighted:
about a dozen hapless hunters were drowned, and the rest scattered, terrified."
},
{
"Key": "f2c4fcbc-1aea-4707-b054-170fe94e584f",
"Value": "The Grand Diplomat offered a reward for capturing the river fey.
However, the pay wasn't high enough and no one responded."
},
{
"Key": "791e5739-43ee-4dfc-beba-b4fc5fd0f879",
"Value": "While receiving a delegation from Brevoy, the Grand Diplomat
mentioned the problem with the river fey. A representative of house Lodovka gladly
offered help for a small fee."
},
{
"Key": "21a62a13-6440-46d2-8c4e-675f2888af0c",
"Value": "A tournament was held, and the river fey were its sport. This
attracted many famous warriors and distinguished guests. All the annoying nixies
were captured within the week!"
},
{
"Key": "7bb980ae-ed1d-4893-93db-f4567604d7e2",
"Value": "The {mf_HighPriest|High Priest|High Priestess} arrived at the
place, and tried to disperse the cloud of negative energy that hovered over the
ravine. Unfortunately, his powers were not enough."
},
{
"Key": "cb0d98b2-0946-4e0b-8c62-0bf54d21e429",
"Value": "The {mf_HighPriest|High Priest|High Priestess} could not discover
the truth behind this ominous place � only that it's somehow connected to the
Negative Energy Plane. Skeletons and zombies continue to roam around the ravine."
},
{
"Key": "29cf07fe-bc55-435c-853e-96abd0173b2a",
"Value": "The {mf_HighPriest|High Priest's|High Priestess'} prayers failed to
disperse the cloud of negative energy that hovered over the ravine. The undead
continue to stalk the area."
},
{
"Key": "a9ec8b52-25ff-435b-b29b-39dc56d8f65c",
"Value": "The prayers of the {mf_HighPriest|High Priest|High Priestess} went
unheard, and the nature of the ominous place was not revealed. There are now even
more skeletons and zombies in the area."
},
{
"Key": "ef5b2b4b-ea51-4c08-9551-db6e4defcc98",
"Value": "The {mf_HighPriest|High Priest|High Priestess} saw in a vision that
an evil ritual had been held in this place. Turning to the gods in prayer,
{mf_HighPriest|he|she} was able to dispel whatever magic had been woven there."
},
{
"Key": "bb596497-e99b-41a8-b411-f317a3fd65a0",
"Value": "It was revealed to the {mf_HighPriest|High Priest|High Priestess}
that dark travelers held an evil ritual in the ravine, unhallowing the ominous
place. The {mf_HighPriest|High Priest|High Priestess} redirected the flow of
negative energy that was nourishing the undead, and absorbed it {mf_HighPriest|him|
her}self. The walking simply dead fell into piles of ash."
},
{
"Key": "74bc3dfa-694c-4bdd-9f62-c0c9fe21de8f",
"Value": "The {mf_HighPriest|High Priest|High Priestess} called out to
{mf_HighPriest|his|her} god, and the dark place was encircled by a circle of
protection from evil."
},
{
"Key": "e6202cb5-cf74-4922-ad76-e646f3f0a965",
"Value": "The {mf_HighPriest|High Priest|High Priestess} saw that a flow of
negative energy had formed over the ravine. By reducing the mysterious spell's
scope, the priest managed to limit the movement of the undead."
},
{
"Key": "f820ab80-1c11-487a-a841-34b15698915f",
"Value": "The authorities decided to wait until the dust settled. The
families slaughtered each other. But the image of dying civilians beside an
apathetic guard � this was more than the people could bear. Many of them packed up
and left the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "05156a34-97a5-4a81-b65f-6e602a76e680",
"Value": "Those involved in the bloody fights finally made peace, but the
city dwellers had paid too high a price for it."
},
{
"Key": "9edbfa52-dfca-4891-bf59-f9021bc224f7",
"Value": "The authorities caught all the henchmen of the two families.
However, the real troublemakers managed to escape and hide in the city's chaos."
},
{
"Key": "e8081707-49d2-409c-b4aa-640e7c455056",
"Value": "The authorities' attempt to wait for the opponents to slaughter
each other failed. Now the local citizens know that their own ruler won't help
them!"
},
{
"Key": "2caadfc9-80a8-4bff-90ce-c10d1f38a8df",
"Value": "The conflicting parties are unreconciled: the bloody war keeps
raging, taking more and more lives."
},
{
"Key": "103342b9-34d8-4a94-9436-fe8937637df5",
"Value": "The law proved meaningless against the blood-lust. The death toll
only grows, now by guards who have died trying to arrest the perpetrators."
},
{
"Key": "438f9528-1b7d-4fb2-ac75-7b340b0747f1",
"Value": "The members of both families slaughtered each other mercilessly,
and the few remaining survivors were killed off by the guards. Their possessions
were taken by the Regent. A military regime was imposed on the city, which allowed
the people to sleep peacefully again."
},
{
"Key": "f9d2e3da-b1c7-4d43-a864-3dbcd4f2c677",
"Value": "The {mf|baron's|baroness'|King's|Queen's} envoy managed to do the
impossible: the families not only made peace, but together started restoring order
in the city!"
},
{
"Key": "ed96dadf-9ef7-4095-b6ed-21d309a72dc6",
"Value": "After many arrests, the warring families and their cohorts have
disappeared from the city streets entirely, and the city is safe once again."
},
{
"Key": "acdd0f3d-e4d2-4d2c-bfeb-877006c99fe4",
"Value": "Once the families slaughtered each other, and their remaining
possessions were taken by the Regent, peace and quiet returned to the city. Now the
city-folk can mourn the dead and return to their everyday lives."
},
{
"Key": "299d17a1-7455-4ef7-827b-3b4d727e7e8a",
"Value": "The {mf|baron's|baroness'|King's|Queen's} envoy managed to put an
end to the carnage, and reconcile the families. It will take time for the city to
recover from its wounds, but now its dwellers can mourn for the dead and return to
their everyday lives."
},
{
"Key": "08888422-130b-479c-ac71-4645288e9b11",
"Value": "The hand of the law is heavy: those involved in the bloodshed are
behind bars, and peace has returned to the city streets."
},
{
"Key": "9c3417a2-4059-4118-b80e-024ddf29ed27",
"Value": "The treasury has been robbed! Thieves broke into the treasury at
night and carried away many valuables. This brazen crime cannot go unpunished! �
It's not just the treasury's reputation on the line, but the reputation of the
whole {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "004cb139-432f-4746-ad32-7b40beee2aa9",
"Value": "Brazen Thieves"
},
{
"Key": "277bb536-02c7-4494-8435-df4711dffa30",
"Value": "The Treasurer offered a sizable reward for information about the
thieves. Following up on one report, the guards found some treasure chests stuffed
with coal."
},
{
"Key": "2dc05dca-b0d6-4bb1-b92a-cc05c70016f9",
"Value": "The Treasurer offered a sizable reward for information about the
thieves. Unfortunately, none of many reports were trustworthy."
},
{
"Key": "9f36ba98-a0ce-4b6f-b8db-f51e1fb0712c",
"Value": "The Treasurer offered to generously reward anyone who turned in the
thieves. Informers found the sum tempting, and the thieves were quickly caught."
},
{
"Key": "370b6696-83c2-4107-9a44-04d2a3d1f3ff",
"Value": "The Warden turned over the whole area, but couldn't find the
thieves. The people laughed at how helpless the guards were."
},
{
"Key": "932f434d-bab1-4edc-8bbf-2097de51383e",
"Value": "The Warden held a quiet investigation but couldn't find the
thieves. But at least the shameful incident was kept secret."
},
{
"Key": "4b85a73a-3eed-4858-87f8-a8ecb49cc14a",
"Value": "The guards held a raid against the thieves. The scoundrels were
captured and thrown in jail."
},
{
"Key": "792aaca9-bd4d-452c-ba41-9369dccd193e",
"Value": "The Minister's agents infiltrated the thieves' circles in the {mf|
barony|barony|kingdom|kingdom}. A few days later, all of them were found dead."
},
{
"Key": "32dfd0aa-8c14-4725-9a58-93788968861b",
"Value": "The Minister's agents infiltrated the thieves' circles in the {mf|
barony|barony|kingdom|kingdom}. Unfortunately, all of them were soon found out. The
thieves were never caught."
},
{
"Key": "959b0ef9-be2f-4cf9-af77-bc9b83109351",
"Value": "The Minister's agents infiltrated the thieves' circles in the {mf|
barony|barony|kingdom|kingdom} and skillfully discovered who the thieves were. The
gold was recovered, and the criminal trial was exemplary not only for the {mf|
barony|barony|kingdom|kingdom}, but also for the neighboring states."
},
{
"Key": "712ee8b1-0bcf-4241-a04c-030cf83f6ad5",
"Value": "A traveling circus arrived from Katapesh, full of performers with
amazing skills, and striking freaks. They've been everywhere during their travels,
and have much further yet to go. They possess fresh rumors and the most amazing
tricks. They could be useful for the {mf|barony|barony|kingdom|kingdom}..."
},
{
"Key": "39422dc2-4dc4-4c9b-87a7-d792757c55ba",
"Value": "The Circus!"
},
{
"Key": "87e1dc75-917f-4c97-86be-9229a28954cb",
"Value": "The Treasurer tried to convince the circus to stay, but was too
greedy, and the artists decided to leave the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "78235845-fe79-41a8-9907-2f7900d47f62",
"Value": "The Treasurer managed to convince the circus to stay in the {mf|
barony|barony|kingdom|kingdom}. The circus turned out to be both profitable and
very popular."
},
{
"Key": "aaff1d03-a2f3-4e20-9ed5-842391b09054",
"Value": "The Curator tried to convince the circus folk to stay, promising
them glory and respect, but they only laughed. Freedom and travel proved more
important to them."
},
{
"Key": "201d1890-a33a-4967-a3b5-068bab3202ac",
"Value": "The Curator managed to convince the circus to settle in the {mf|
barony|barony|kingdom|kingdom}. Your subjects are thrilled they can see these
amazing performances every day!"
},
{
"Key": "907d9a60-c837-4511-9938-c55d68cafd77",
"Value": "The Minister tried to recruit the circus members as spies, but they
wanted nothing to do with such a dangerous craft as espionage."
},
{
"Key": "081b2fde-ccc6-4d9f-85c4-695a0d435ec4",
"Value": "The Minister managed to recruit members of the circus as spies. Now
they will deliver rumors to the Minister from all the lands they visit!"
},
{
"Key": "14ec0c9f-24f2-4eca-87c7-df3420298c21",
"Value": "Hostilities have arisen between the priests of Abadar and Gozreh.
The priests of Gozreh are incensed that the followers of Abadar have no fear of
nature's wrath, while the followers of the god of cities consider them raving,
uncouth simpletons. The situation is heating up."
},
{
"Key": "2195642b-cc06-4fb6-a2e3-e87d3cf6392b",
"Value": "Clash of the Fanatics"
},
{
"Key": "140a934d-2d5a-41a2-ad36-ec070165ea15",
"Value": "All of the Councilor's attempts to settle the argument failed, and
the priests of both gods became angry with the ruler, along with {mf|his|her}
advisors!"
},
{
"Key": "e0d81e3d-826c-4653-98e8-1a79c8464e2c",
"Value": "The Councilor attempted to settle the argument between the priests,
but their animosity was too strong."
},
{
"Key": "a9de283a-7ecf-4d77-a34d-1b67f38a751e",
"Value": "The Councilor reconciled the priests with {mf_Counsilor|his|her}
wise advice. After some grumbling, they honestly set aside their arguments and
parted peacefully."
},
{
"Key": "92dace44-9172-417f-ba1a-8d6b0b93e605",
"Value": "The Councilor settled the priests' argument so wisely that they
thanked {mf_Counsilor|him|her} for {mf_Counsilor|his|her} interference and gave
{mf_Counsilor|him|her} their deepest respect. The priests solemnly made peace and
exchanged gifts, and the congregations returned to their temples."
},
{
"Key": "e975c53c-5fd0-47b0-926e-7e38e42c72aa",
"Value": "The Grand Diplomat attempted to end the threat of violence, but met
unexpected resistance. Followers of both priests have moved from words to action,
and the first blood has been shed in the streets."
},
{
"Key": "a3cac0b3-00bf-4725-8dec-a64b2d099544",
"Value": "The Grand Diplomat tried to soothe the fanatics, but the priests
could see nothing but adversaries. The people are keeping away from the temples
while passions are running so high."
},
{
"Key": "5e961a47-58da-4bcb-85b7-6e6fa5a705ea",
"Value": "The Grand Diplomat managed to re-establish order in the region. The
advisor's men have separated the followers of the different gods."
},
{
"Key": "41e14882-3286-4905-bfc3-1555df07bc43",
"Value": "The Grand Diplomat managed to pacify the priests on both sides.
After cooling off overnight, they came to their senses and solemnly made peace. The
congregations of both gods were greatly relieved, and returned to their temples."
},
{
"Key": "7d2f0ca2-7072-4a05-87d2-8e65d40c1f04",
"Value": "The {mf_HighPriest|High Priest|High Priestess} couldn't convince
the priests to end their feud. On the contrary, {mf_HighPriest|his|her} arguments
only added fuel to the fire!"
},
{
"Key": "c6fe515e-0bf3-4766-8957-7c450332aca1",
"Value": "The {mf_HighPriest|High Priest|High Priestess} couldn't resolve the
conflict. The followers of the different gods continue their feud, and the temples
are empty."
},
{
"Key": "85b5686d-853a-44e4-87ea-69f8feb822f6",
"Value": "The {mf_HighPriest|High Priest|High Priestess} was able to convince
priests to end their feud. Peace reigns in the region once more, and while the
priests continue to scowl at each other, at least they've set aside their hatred."
},
{
"Key": "88419e09-a24c-4e11-8e71-88a248bca7e8",
"Value": "The wise words of the {mf_HighPriest|High Priest|High Priestess}
impressed the priests so much that they made peace and exchanged generous gifts.
Their elated followers returned to the temples of the reconciled gods."
},
{
"Key": "3431f2a2-e341-424a-b98e-95f39ee92292",
"Value": ""
},
{
"Key": "8935e11b-f3f9-44a4-9ebe-c4ea74f519f0",
"Value": ""
},
{
"Key": "93b68fd5-b364-425d-b778-11031a5a52c9",
"Value": ""
},
{
"Key": "ed8ddd05-aa6e-456c-b92c-ea1ff7fd16cb",
"Value": ""
},
{
"Key": "7a241bc0-e0a3-4f64-94d4-a76cf4557c79",
"Value": "The raid against the Reclaimers ended in a catastrophe. Many
warriors died from elven arrows, and the troops failed to clear the woods of the
fanatics."
},
{
"Key": "b02b2dee-365a-46da-9847-6822a6e0f399",
"Value": "The Reclaimers didn't expect such a resolute and skillful response.
The raid on bandits was lightning-fast, and the guilty ended up in a dungeon."
},
{
"Key": "74c3bc45-6256-46e4-89c7-5d9115272355",
"Value": "Gangs of elven revolutionaries, the Reclaimers, have been getting
into more frequent skirmishes. The fanatics proclaim, first of all, that the world
needs to be cleared of non-elves � and the River Kingdoms are first in line. These
race-haters need to be put in their place."
},
{
"Key": "9b32645e-4372-488d-820c-3cd587707d63",
"Value": "Forest for the Elves"
},
{
"Key": "db79ca5b-0640-42c7-9724-14476bf1b7b9",
"Value": "The advisor managed to run a successful raid on the Reclaimers.
Many bandits shed their blood, and the troops suffered almost no losses at all."
},
{
"Key": "1118c560-dc78-4b13-8525-38debeaafe63",
"Value": "The Grand Diplomat sent ambassadors to Kyonin. The elves responded
with a polite promise to promote peace-making, but the attacks of the Reclaimers
only became more frequent!"
},
{
"Key": "47bd7270-18ad-438b-b2d8-cdd813c83b64",
"Value": "The Grand Diplomat failed to come to an agreement with Kyonin about
reining in the Reclaimers. The local citizens were left to deal with the fanatics
themselves."
},
{
"Key": "8812f99d-1b1f-4c0c-a59d-04e58a7e00f3",
"Value": "After a visit from the Grand Diplomat's ambassadors, Kyonin
promised to discipline the Reclaimers, and the attacks stopped."
},
{
"Key": "efc0cca2-8164-4d05-871e-24c496deef74",
"Value": "Kyonin not only responded to our request for help, but also sent
its troops to ensure the locals' safety. The Reclaimers were ousted."
},
{
"Key": "7bbd1f7d-7c9d-455a-b3b7-b1b5ce35d46c",
"Value": "A team of knights was walking along the rivers to Mendev, but
became lost and ended up here. There are quite a few experienced mercenaries and
daredevils among them, who fight not for faith, but for glory and loot. Some of
them can surely be convinced to stay."
},
{
"Key": "69ab6b2e-ad8f-40ac-ae19-780186885d63",
"Value": "Mendev Crusaders"
},
{
"Key": "d9372b8e-aed6-4b7b-adb0-1aa90fd8fb0e",
"Value": "The General made promises of command positions in the small and
underpowered army, but failed to attract any knights. They left the {mf|barony|
barony|kingdom|kingdom}, telling everyone they met that the army of {kingdomname}
is a pitiful sight."
},
{
"Key": "97465c45-1961-437a-9cc2-2924349eb92f",
"Value": "The General made promises of command positions in the army, but the
knights politely refused, insisting that their current expedition must be seen to
its end."
},
{
"Key": "d85b2194-c118-44ce-b1df-67042766c5a4",
"Value": "The General convinced a few warriors to join, with promises of
command positions."
},
{
"Key": "bc32df59-391c-4745-929b-f3d7fbdb725b",
"Value": "The General vividly described the many feats that the warriors
could accomplish in service to the {mf|barony|barony|kingdom|kingdom}, and the
whole group decided to remain."
},
{
"Key": "65dd0dbb-977f-40d2-89da-3d31c2b42dd1",
"Value": "The Treasurer failed to attract any of the warriors, despite
promises of a generous salary. They left the {mf|barony|barony|kingdom|kingdom},
telling everyone that {kingdomname} is a land of gluttons and misers."
},
{
"Key": "9cb38c1b-587e-432b-ac00-3218fd5f53fd",
"Value": "The Treasurer failed to make the right impression on the warriors.
They left the {mf|barony|barony|kingdom|kingdom} in search of lands whose rulers
were more generous."
},
{
"Key": "1a923734-866e-47b8-a434-c3961a6ba57d",
"Value": "The Treasurer precisely assessed the warriors' appetites, and
tempted them with generous pay. They decided to remain in the {mf|barony|barony|
kingdom|kingdom}."
},
{
"Key": "e124110c-9e06-49cb-9e61-6d15dea11f6e",
"Value": "The Treasurer so vividly described piles of gold that the warriors
could expect, that the whole group decided to stay in the {mf|barony|barony|
kingdom|kingdom}."
},
{
"Key": "6e1d892b-497a-49d2-ad92-7bb2f4b91027",
"Value": "The Curator promised them glory, and ballads praising their feats,
but failed to draw any of the warriors away from their quest. The travelers left
the {mf|barony|barony|kingdom|kingdom}, telling everyone they met that
{kingdomname} is a pathetic, provincial backwater."
},
{
"Key": "59a5d5f5-a2d2-4654-8819-95b9adf3bcb3",
"Value": "The Curator promised the warriors that in service to the {mf|baron|
baroness|King|Queen} they might become heroes of legend � but they refused,
explaining that duty called them to Mendev."
},
{
"Key": "e7bf6b57-acd7-4d34-a20f-d3c734b73ba2",
"Value": "Several ambitious and ardent warriors were captivated by the
Curator's stories of the feats and glory that would fill their lives, if they
stayed and served the {mf|baron|baroness|King|Queen}."
},
{
"Key": "c32c2a8e-3c0d-4718-865d-a82baa616eb5",
"Value": "The Curator so vividly described the feats and glory that awaited
the warriors in their service to the {mf|baron|baroness|King|Queen}, that the whole
group decided to stay."
},
{
"Key": "907337e8-2112-4308-8675-b6d27d668495",
"Value": "The advisor's servants spread magic nets throughout the region, but
still failed to capture the cultists. They completed their terrifying ritual and
then vanished into the night."
},
{
"Key": "47df1bb3-e841-4e2d-bbf1-4ae3304d3d7f",
"Value": "The advisor's servants carried out a raid against the cultists, but
were themselves lured into an ambush. They managed to slip away unscathed, but the
scoundrels vanished into the night, and escaped from justice."
},
{
"Key": "1f4fe13c-e25b-46b1-af0d-fc53d7510afe",
"Value": "The advisor's attacks against the cultists have had unexpected
consequences. Now most of the subjects are being spared, but innocent magic users
keep perishing. Rumors of a secret deal between the {mf|baron|baroness|King|Queen}
and the fanatics have spread like wildfire among the {mf|barony's|barony's|
kingdom's|kingdom's} spell-casters."
},
{
"Key": "0543a08c-83dc-42c0-ae7c-2fb34787e8e1",
"Value": "The advisor attempted to contact the cultists, to understand what
drives them. Alas, they had no wish to share their secrets, and carried on with
their dark deeds, killing more and more innocents."
},
{
"Key": "111bfa6f-b38a-45aa-b3af-d3fa3f9e6d98",
"Value": "The advisor's servants tried to drive the cultists out, but
themselves became the target of a counter-attack. The scoundrels vanished, many
people died, and several of the advisor's best people perished on the night of the
raid."
},
{
"Key": "f4fb13f8-980b-498f-b230-6514eccc04a9",
"Value": "The advisor carried out a raid against the cultists, and captured
almost half of them. Threatened by the advisor's power, the fanatics fell to their
knees and swore fealty."
},
{
"Key": "f8f1c158-1b10-429c-ba52-4a60d312ab30",
"Value": "The advisor's servants set up a cunning magical trap for the
cultists. Their followers were killed, and the cult leaders were captured and
tried."
},
{
"Key": "db00f4ad-cd0b-4f19-a19f-07b3af6b192f",
"Value": "The advisor met with the cultists responsible for the murders, and
convinced them that they'd misinterpreted their ritual. The cultists' leader went
out of her way to resurrect everyone who had been killed, and the story of these
extraordinary events became a true legend."
},
{
"Key": "7bc66e5d-63c2-4356-9951-2f845e80bfdb",
"Value": "Several accidental deaths have plagued the region. Wizards say that
a mystic system can be traced in these incidents � one not readily apparent at
first glance. It is a ritual of followers of Zyphus, the god of accidental death.
His fanatics must be stopped!"
},
{
"Key": "d2c8dcba-dcb7-41e2-8aa9-1d872a9b4bd3",
"Value": "Praise Zyphus!"
},
{
"Key": "c16c06b9-3008-4b9d-ae83-1ca279622f95",
"Value": "The advisor's servants led the most powerful spellcasters in the
lands on a night raid to terrify the cultists, who fled for their lives."
},
{
"Key": "1bfe9f87-1e51-452a-9736-6f882ef6ed50",
"Value": "The advisor's servants stepped into the night, and the flames in
their hands dispersed the darkness. The cultists were captured and suffered lawful
punishment."
},
{
"Key": "482d337d-72ff-4ea7-9bc3-f38b4ecab90b",
"Value": "The advisor managed to meet with the cultists who were performing
these dark deeds. After a long conversation, the fanatics peacefully left the {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "7e1df43c-fac9-4b62-966e-6a73c57fff32",
"Value": "A gang of malicious redcap fey has appeared in the region.
According to them, there are only two options: either they \"slaughter each and
every one of you, babes and elders first\", or they are allowed to enlist as a part
of the local ruler's army � for a modest fee, of course. Despite their terrible
temper, they are vicious and proficient fighters."
},
{
"Key": "ac6188ef-54cc-4ac1-bf1c-730fc2ac332f",
"Value": "The Redcaps"
},
{
"Key": "1a5ab49a-acf1-4320-89ce-afdb5ffc6224",
"Value": "Negotiations with the redcaps fell through, and the furious fey
attacked our innocent peasants, slaughtering many of them before the guard came and
drove the villainous lot from the land."
},
{
"Key": "696dfec5-9f76-4e31-8aaf-9a63def28d69",
"Value": "The advisor's servants negotiated with the redcaps, but they
couldn't agree on a price. Negotiations took several hours, and all the haggling
made the redcaps so weary that they just decided to go home, sighing and cursing
all the way."
},
{
"Key": "21d2b1c7-581a-4c1f-a412-0c5dbcdd7fb4",
"Value": "The redcaps struck a deal with the advisor. They became part of the
{mf|barony|barony|kingdom|kingdom}'s army, but they had to take up separate
lodgings. � No other soldiers want them as their neighbors. These bloodthirsty
savages will come as a most unsettling surprise for anyone who tries to attack the
Stolen Lands."
},
{
"Key": "eb1e3a77-bbfe-47bb-8225-2ef192cb4631",
"Value": "The redcaps struck a deal with the advisor. They quickly became a
regular part of the army, and have already taught our soldiers to swear most
obscenely at every possible opportunity. They've been useful too, however � they've
shown our warriors a few cunning fighting tricks."
},
{
"Key": "c5b2e422-e882-4f8f-831b-c5f336cc5b9c",
"Value": "The plans relating to the Sea Dragon raid ended badly for the {mf|
barony|barony|kingdom|kingdom}. The advisor attempted to frighten and subdue the
local pirates with the threat of a hunt, but the Sea Dragons caught word of this
and determined that the local authorities were unlawful and unworthy of
assistance."
},
{
"Key": "cdb5c58d-b96f-44a1-9066-495f60cba94b",
"Value": "The Sea Dragons' hunt didn't go so well. The assistance of the {mf|
baron's|baroness'|King's|Queen's} servants hindered them more than it helped."
},
{
"Key": "83341805-abdf-4829-ac02-5f79a2500bdf",
"Value": "The advisor failed to come to an agreement with the Sea Dragons on
jointly hunting the river pirates. Moreover, the whole interchange gave them a poor
impression of the locals."
},
{
"Key": "81730400-4e73-46f8-ae69-7b87c9634389",
"Value": "The {mf|baron's|baroness'|King's|Queen's} advisor managed to use
the raid of the Sea Dragons to their advantage. The terrified pirates, fleeing from
the servants of Abadar, fled right into the spears of the guards. Their treasures,
ships and lives were claimed by the {mf|baron|baroness|King|Queen} and {mf|his|her}
subjects."
},
{
"Key": "c58812c0-cf39-45fb-8688-7d9ef386cf7f",
"Value": "After their successful and rather bloody raid, the Sea Dragons were
convinced by one of the {mf|baron's|baroness'|King's|Queen's} advisors to leave a
couple of ships behind to patrol the rivers. The merchants want their routes safe
and secure, and the surrounding areas are only getting richer."
},
{
"Key": "a2491d9c-940a-4c2c-97e5-6834109af21e",
"Value": "The Sea Dragons � followers of Abadar who guard ship trade � are
planning a raid on the River Kingdoms, to teach the river pirates a lesson. Will
any of the {mf|barony|barony|kingdom|kingdom}'s advisors be able to use this raid
to their advantage?"
},
{
"Key": "0bdd46e6-08d5-4172-b8b5-09f323073684",
"Value": "Sea Dragons"
},
{
"Key": "bc4a0f40-969a-4c13-80c6-f87fb0dc64d2",
"Value": "The Sea Dragon raiders crushed the ranks of the river pirates. Only
those who sided with the {mf|baron|baroness|King|Queen} in time received their
privateer letters, and protection from the unforgiving bandit exterminators."
},
{
"Key": "b40b6b9d-b239-4955-a06a-674f0c5f4c13",
"Value": "The help of the {mf|baron's|baroness'|King's|Queen's} subjects in
the Sea Dragons' hunt was invaluable. The bold raid brought order to the waters and
the river pirates are now quietly hiding in backwater harbors."
},
{
"Key": "ca3e5a79-e85a-4224-b3bb-85b102d35285",
"Value": "In half a day, the sweep organized by the servants of the crown
cleared the woods of the disgusting beasts."
},
{
"Key": "3a31db89-ff71-4137-929e-7453ea254f5b",
"Value": "The call to go out to the woods to sweep for spiders was not
welcomed by the people. The civilians' fear of the monsters in the woods only
intensified."
},
{
"Key": "f6872adc-c7e7-4c86-bcf2-2a7053eb892e",
"Value": "Unfortunately, the call for a spider sweep successfully brought
many subjects out to the woods � who became easy prey for the ravenous beasts."
},
{
"Key": "b3b712dc-3bdf-4768-beaa-fe8913011550",
"Value": "The forests are filled with horrible giant spiders. Many
woodcutters and hunters have died in their webs. There are rumors that the way
things are going, soon it will become impossible to even walk near the edge of the
woods. It's time to clear the thicket of these predators."
},
{
"Key": "9a44f06a-6287-44d5-9d2f-e8c7e0d94db7",
"Value": "Spider Invasion"
},
{
"Key": "9f882f1c-df8b-4b37-a0a5-f4c65c01d46f",
"Value": "The General should have bore in mind that the soldiers faced not an
army, but horrible beasts skillfully hiding in the trees. The military raid led to
terrible losses."
},
{
"Key": "f00b4e38-bbd4-48dc-bf11-2520fe5cecd6",
"Value": "The military raid failed. The General managed to pull the troops
out of the woods before they were all lost in the traps of the disgusting
creatures. The subjects are keeping their distance from the thickets tangled with
webs."
},
{
"Key": "ed7d981f-a6fc-4ab0-802c-0108142ff090",
"Value": "The army went into the woods with torches and drawn swords. In half
a day, the last of the disgusting creatures had been cut down."
},
{
"Key": "b400a121-83bc-4d82-8baa-76e8cb70541f",
"Value": "Adventurers are gathering an expedition to Loric Fells, to mine
some precious quartz and marble. If they survive the troll woods and return with
the loot, they'll become rich. � This stone is valued by wizards who create golems.
Any who aid them can count on valuable trophies."
},
{
"Key": "bae6b999-89b3-4774-a81e-26492be09b48",
"Value": "The Trail of Daring Loric"
},
{
"Key": "3ce3c1d3-5e21-46ef-8537-d1b6242ce9ad",
"Value": "The General failed to come to an agreement with the adventurers.
They didn't like the regimen and combat rules of the army's volunteers. The
expedition set off without the General's support."
},
{
"Key": "a4e55ab0-38a6-4869-8535-67b170a5a978",
"Value": "The General supplied the adventurers with volunteer soldiers for
protection. Now the expedition is ready to face goblins and trolls."
},
{
"Key": "a379bb8c-893c-4545-92ab-4a3e52ca0959",
"Value": "The Treasurer tried to make a profitable deal with the adventurers,
but they decided that the terms were too unreasonable. The cooperation didn't work
out."
},
{
"Key": "136f4853-8f81-4a59-8123-ea4820538b3c",
"Value": "The Treasurer managed to strike a deal with the adventurers. He
provided them with supplies and helped them prepare for the dangerous expedition."
},
{
"Key": "33ce2847-c0ec-49dc-b667-2628c65fd3a9",
"Value": ""
},
{
"Key": "5e882547-dc52-44cf-a17a-1920404bd47c",
"Value": ""
},
{
"Key": "60f9d379-dfc6-41f8-afdd-46bb95369137",
"Value": "The local adventurers disliked the foreign thrill-seekers brought
in by the advisor. The deal fell through."
},
{
"Key": "cc48656e-ea40-4889-a6f8-db1e377f60c7",
"Value": "The Warden brought in some foreign thrill-seekers, who joined the
local adventurers. Their chances of success increased, and all the treasure hunters
who return alive will donate a portion of their shares to the treasury."
},
{
"Key": "3d4a316b-eb7b-4ec3-9a55-2055ca37b291",
"Value": "A shooting and close-combat contest will soon take place in the
capital. Skillfully announced, the festival would attract visitors and bring fame
to the {mf|barony|barony|kingdom|kingdom}. The festival might even compete with the
Rushlight tournament! � Who knows!"
},
{
"Key": "36dc1238-bb86-4cfb-a9ff-3ff469f117c7",
"Value": "Competition"
},
{
"Key": "f2a21410-250f-42c8-ba97-927ab1c4a5f5",
"Value": "The Regent's speech made the peasants angry. They didn't like the
image of knights breaking lances and crushing each other's skulls, and then
feasting and enjoying their rewards � all at the people's expense!"
},
{
"Key": "e9937b76-cab3-4ef3-ab61-f8e038936ea5",
"Value": "The Regent's announcement of the upcoming contest only annoyed the
people. Why would peasants care which self-absorbed peacocks brought down the other
peacocks?"
},
{
"Key": "9640952a-c2bd-458f-b65d-13aefac95e76",
"Value": "The citizens met the contest's announcement with great enthusiasm.
A mob of peasants arrived to watch the knights and the region's most wealthy youth
dragging each other through the mud. The contest was a rousing success!"
},
{
"Key": "5efff67e-b7e5-4ce4-a968-995be6bcf3c7",
"Value": "The Regent managed to gather so many spectators that the festival
even outshined the Rushlight tournament! Not only did knights take part in the
shooting and close combat contests, but the ordinary people joined in, too. They
were very happy to have such fun."
},
{
"Key": "c497b812-b005-409a-8ea6-06279ba9209d",
"Value": "The General's appeal to the famous knights of the River Kingdoms
went unanswered. They regard {kingdomname} as a backwater, and not worthy of their
precious time."
},
{
"Key": "183e650e-702e-4964-ad52-9047fd739774",
"Value": "The neighbors of {kingdomname} misunderstood the General's letter.
They thought that a military training exercise was planned, and they sent their
soldiers. The event was far from exciting. In fact, it was so boring that the scant
audience fell asleep on their feet!"
},
{
"Key": "c0232e34-80ba-4f81-afc6-9aa4ae725930",
"Value": "The General played to the pride inherent in all famous warriors.
Many well-known knights arrived for the contest to prove their superiority. The
spectacular show made a lasting impression on the audience."
},
{
"Key": "ee2c615b-16b6-4133-8407-040f34df0d94",
"Value": "Many famous knights responded to the General's call to demonstrate
their mastery. The spectacular contest gathered crowds of viewers, and afterwards,
some participants expressed a desire to serve under the General's command."
},
{
"Key": "eab7b567-b539-4ffa-a3f5-935330bda389",
"Value": "The Curator sent the bards on a mission to the local lands, to
announce the upcoming event. Alas, the poor musicians were simply laughed at.
Taking on the Rushlight tournament? They're so full of themselves out there in the
swamps!"
},
{
"Key": "8ceb2b3f-c904-4369-8ab7-62f6076b3d3c",
"Value": "The Curator sent the bards on a mission to the local lands, to
announce the upcoming event. The neighbors listened to their ballads politely, and
then asked if the contest could take place somewhere more civilized than
{kingdomname}."
},
{
"Key": "f6485680-9a1e-435a-9707-09a5392dab23",
"Value": "The Curator's plan worked! Many warriors and peasants gathered to
take part in the contest, which was advertised by the Curator's bards in the
neighboring territories. The festival was a success!"
},
{
"Key": "7ef2caee-f07c-4b69-9504-cd76c7f99a94",
"Value": "The Curator sent the bards on a mission to the local lands, to
announce the upcoming event. A great number of participants and spectators arrived
for the festival."
},
{
"Key": "c725c340-fc9a-4297-97fd-a40e2853a10a",
"Value": "The recent solar eclipse has the people frightened. Many of them
took it as a bad omen, referring to the Kellid shamans' calendars, which foretell a
bad year. The fear is turning into panic. The people must be made to hear reason.
The dangerous rumors have to be stopped!"
},
{
"Key": "ed974224-ee21-4493-9695-df0383e5d0f5",
"Value": "Eclipse"
},
{
"Key": "42a75128-0c75-44c4-9dc5-887db6437191",
"Value": "The Regent's appeal only made it worse. Even the {mf|baron|
baroness|King|Queen}'s own advisors are heeding the rumors. This is a bad sign. The
citizens have begun stocking up on every supply they can get. They'd be prepared if
Rovagug himself was set free tomorrow."
},
{
"Key": "3a25bff1-6983-4774-9293-7622b588a169",
"Value": "The Regent's appeal went unheeded, and the peasants are flouting
the laws. After all, they have to prepare for the end of the world!"
},
{
"Key": "2d756032-fa7b-45df-b1b7-7672325a3a43",
"Value": "The Regent's words managed to calm the citizens. Life goes on, and
the superstitions of fools are scorned or ridiculed."
},
{
"Key": "50c3107a-750a-4ebe-8ffd-3fa7a16865ce",
"Value": "The Regent persuaded people to unite and stand firm against any
hardship or misery. The citizens are pulling together. They're prepared for
whatever happens."
},
{
"Key": "f6365f9f-e627-4298-ad3a-6788d06d9798",
"Value": "The citizens believe the priests less than they believe their own
folk wisdom. The number of congregants in the temples has decreased. The people
have chosen to ignore the laws of their gods and their earthly lords, and prepare
for the end of the world."
},
{
"Key": "d8d17416-32ce-4166-9a85-858cb68dc33f",
"Value": "The people are set in their superstitious ways. The High
{mf_HighPriest|Priest's|Priestess'} words failed to find a way into their hearts.
The peasants are still preparing for a horrible catastrophe. They consider their
own survival more pressing than the law."
},
{
"Key": "38815bf9-8ee2-4e37-9857-b9ab96bd113d",
"Value": "The {mf_HighPriest|High Priest|High Priestess} talked people into
trusting their clerics. The panic subsided before it washed over the whole region."
},
{
"Key": "405c0e7c-0f79-4649-bfd2-7b0f6e96a503",
"Value": "The {mf_HighPriest|High Priest|High Priestess} found the right
words. The people turned away from their superstitions and hurried back into the
temples of their forlorn gods. The foretold cataclysm never came to pass, and the
citizens praise their {mf_HighPriest|High Priest's|High Priestess'} wisdom."
},
{
"Key": "17878f0d-2073-4f8d-a7f5-b0d85bd46758",
"Value": "The country fair hosted by the Curator was a failure. The furious
crowd doesn't approve of any sort of entertainment at a time like this."
},
{
"Key": "6ffc74a8-3ce6-4fc9-8996-82a233df8247",
"Value": "The country fair hosted by the Curator failed to take the citizens'
minds off things. The people are too worried and depressed about the coming
cataclysm to have any fun."
},
{
"Key": "40ae8d09-2c4a-4812-8d0f-28c016a4adb0",
"Value": "The Curator threw a magnificent fair. Clowns, musicians, conjurers
and other carnival acts managed to distract the people from the Golarion's imminent
end."
},
{
"Key": "6235aec1-dd07-466b-93ec-60cea77fa745",
"Value": "The Curator threw a magnificent fair! The people had so much fun
that a dozen good omens appeared, right on cue. They heralded a bountiful harvest,
peace on earth and a season free of ills. The citizens went home in great moods,
expressing their respects to their ruler for the fantastic feast."
},
{
"Key": "2a8d7acd-a578-491f-984a-e056ac0b1ffd",
"Value": "A large group of fugitive slaves from Razmiran approach the border.
There are numerous craftsmen and artisans among them. Will they find safe refuge
here?"
},
{
"Key": "01d53b00-69e7-4b87-840d-c7f476365216",
"Value": "Flight from a God"
},
{
"Key": "8991692d-1fcd-4aba-aa38-018f21e8e80d",
"Value": "The runaway slaves nearly confided in the messengers of the {mf|
baron|baroness|King|Queen}, but at the last moment they suspected a betrayal. They
attacked their escort and killed everyone, then fled into the morning mist."
},
{
"Key": "fa23144c-1deb-44ac-a87c-88a988ec15a8",
"Value": "The fugitives thanked the messengers of the {mf|baron|baroness|
King|Queen}, but didn't consider proffered shelter safe enough. They continued
onward, seeking a safer place � as far from Razmir's minions as possible."
},
{
"Key": "9b8e6ba0-4926-4609-b4a7-54c68ce4eb0b",
"Value": "The messengers of the {mf|baron|baroness|King|Queen} harbored the
slaves, covered their tracks, and started a rumor that they were seen somewhere
around Galt. Razmir's hounds took the bait."
},
{
"Key": "61238398-49b2-4176-bebf-17cda5c820bb",
"Value": "The messengers of the {mf|baron|baroness|King|Queen} gained the
slaves' trust by hiding them. They confided that a small group of rebels helped
them escape. It wasn't hard to get in touch with the resistance against Razmir's
tyranny, and they offered valuable cooperation."
},
{
"Key": "3efa1c9b-3565-4c96-9573-c25fad16aaed",
"Value": "The messengers of the {mf|baron|baroness|King|Queen} tried tricking
the slaves into accepting a safe refuge. They were supposed to be intercepted my
Razmir's minions along the way, but the trap was uncovered before it sprang, and
the fugitive slaves fought off their would-be captors and escaped. The agents
escorting them were the first to fall."
},
{
"Key": "49b14192-f5cd-4613-98dc-1d776e1f09a4",
"Value": "The fugitive slaves thanked the messengers of the {mf|baron|
baroness|King|Queen} for the offer, but decided to seek shelter as far from
Razmiran as possible."
},
{
"Key": "211ca254-d378-4b0e-baa3-24998e19fc4f",
"Value": "The messengers of the {mf|baron|baroness|King|Queen} persuaded the
fugitives to head to a safe place, where they \"accidentally\" came across a
Razmiran patrol. The crown's reputation remains unstained, but Razmir's priests
sent generous rewards for the invaluable help."
},
{
"Key": "7c46ba41-9f29-4183-9389-dde1b89af314",
"Value": "The slaves trusted the messengers of the {mf|baron|baroness|King|
Queen} and headed towards the proffered shelter. Not far from the border,
they \"accidentally\" fell into a trap laid by a Razmiran patrol. Nothing points
towards the advisor � except for the fact that he was handsomely rewarded."
},
{
"Key": "bf8c848c-e7cf-4185-8697-78e2b8c1482c",
"Value": "An ancient hermit's cabin, which used to belong to an old elven
mage, has been discovered in the marshes. The dusty library contains fascinating
books in an ancient language, now forgotten. A competent decryptor would be able to
decipher the knowledge contained in the books."
},
{
"Key": "7a4da3c8-3551-4d7a-b849-182f09e07ed2",
"Value": "Forgotten Knowledge"
},
{
"Key": "d9f7d003-04cf-4671-a69e-0c4ceca4ea5b",
"Value": "One of the army's commanders, a member of a respected local family,
has performed an outstanding feat. The heroine deserves a reward, but it mustn't
cause argument or envy."
},
{
"Key": "9414ca7b-b146-4daa-ab6f-abe67ad2afe1",
"Value": "The Hero's Reward"
},
{
"Key": "e3136f2a-0c6c-4c27-aa6e-9684befd3567",
"Value": "The soldiers are complaining about their abusive commanders. In
their defense, the commanders insist that their current training methods are best
for turning youngsters into true warriors. The General must restore order within
the ranks of the {mf|barony|barony|kingdom|kingdom}'s defenders."
},
{
"Key": "99a90cf5-8814-4ab3-b234-c268cf997e6e",
"Value": "Military Unrest"
},
{
"Key": "829e970a-3102-498e-8d4b-0a67dae1abd2",
"Value": "General's speech against the brutality toward the soldiers failed
to impress the commanders. The soldiers have realized that the authorities can't
protect them, and now they're deserting the ranks or joining the outlaws."
},
{
"Key": "e28a7978-f180-4844-ba24-70243460687d",
"Value": "The advisor's speech against cruelty toward the soldiers failed to
impress the commanders. They continue abusing the soldiers, who no longer have any
desire to risk their lives for the {mf|baron|baroness|King|Queen}."
},
{
"Key": "d674b748-eff9-423f-9e2e-bde59b4ae605",
"Value": "The advisor managed to persuade the commanders to treat the
soldiers with the respect they deserve. Their high-handedness was put to an end,
and a spirit of fraternity was restored to the ranks."
},
{
"Key": "25b36108-32f3-4c61-b9be-057eacc3eb8f",
"Value": "The advisor shamed the commanders into admitting they were acting
like tyrants. They were demoted to serve as privates for a few weeks, and this
unusual experiment did much good. The army reassembled their ranks and marches on."
},
{
"Key": "f2be5cbf-9e67-4b36-a6a2-8bb84a038016",
"Value": "The General delivered a speech showing that the enemy's cruelty was
far greater than the commanders' abuse. However, {mf_General|he|she} failed to
persuade the soldiers, who are deserting at a dramatically high rate."
},
{
"Key": "8192b137-1d30-4cbc-a82c-6a0c64dcdbc0",
"Value": "The General chose not to meddle in the conflict between the
soldiers and commanders. Discontentment within the ranks has escalated into
skirmishes."
},
{
"Key": "6469abcb-3576-48c2-b9b7-6ed5e934ecfc",
"Value": "The General stood by the commanders. The soldiers saw that no
changes were coming, resigned themselves to the tough drills, and the
discontentment faded."
},
{
"Key": "f49a83da-8d12-4521-9fc6-288f592fc9b5",
"Value": "The General gave a speech about how the hardest steel emerged from
the hottest flame. This really impressed the soldiers, who embraced this vision so
deeply that they greet even the most punishing drills as a chance to show their
worth, and endure them with iron will and determination."
},
{
"Key": "d4626a98-3f8b-4cc9-805d-c47d2c1c25c0",
"Value": "A foreign ambassador arrived in our lands, but went missing on the
way to the capital, together with their entire cortege. The guards have discovered
evidence of an assault, and an investigation is in order. Whoever committed this
crime must be found and punished, or the {mf|baron|baroness|King|Queen} {mf|
himself|herself} will be held responsible!"
},
{
"Key": "53e8e79b-f64d-4df2-83dc-5ac4988973bc",
"Value": "The Missing Ambassador"
},
{
"Key": "b08d6564-1570-4b9f-8936-d2eee819076b",
"Value": "Hellkinghts from Fort Inevitable, which is ruled by the Order of
the Pike, are invading the region to bring it to heel. They're conducting judgments
and executing people however they see fit. This is absolutely unacceptable!"
},
{
"Key": "ff7119f0-48f3-4552-a300-e7a5a524dbbb",
"Value": "The Law of the Pike"
},
{
"Key": "7326b4de-cc3c-46d3-b464-5cece48f64fb",
"Value": "The Order of the Pike only laughed at the Councilor's complaints,
which they saw only as a sign of weakness. The {mf|baron|baroness|King|Queen}
appeared powerless not only in the eyes of {mf|his|her} subjects, but also in the
eyes of {mf|his|her} neighbors."
},
{
"Key": "275d22b5-ee61-46ec-bcff-720ba57ea909",
"Value": "The Order of the Pike ignored the Councilor's complaints. The
people laughed at Councilor's poor attempts and are now treating the hellknights
with respect."
},
{
"Key": "84efa42a-982c-40af-b42e-107090f3d5de",
"Value": "The numerous complaints sent by the Councilor to the hellknights
had an effect. The Order of the Pike was recalled. The law works both ways."
},
{
"Key": "a4d3b88e-919e-4e01-aed3-22a34be1f58b",
"Value": "The hellknights were buried under a mountain of complaints and
letters sent by the Councilor. There was nothing left but recall their dogs, as
well as pay a significant amount in compensation."
},
{
"Key": "f2c0d3d0-caa7-461a-884b-c439f1aaf0d3",
"Value": "The Warden sent guards to notify the hellknights of their intrusion
into sovereign lands. They only mocked the guards' weakness, implying that if their
Warden were stronger, any intruders would simply be forced to leave. The people
aren't happy. They've even begun remarking that the Order of the Pike is a more
reliable lord than the {mf|baron|baroness|King|Queen}."
},
{
"Key": "10e037d3-e6fe-491c-92ff-ee68840a988b",
"Value": "Our guards surrounded the hellknights and drove them away. Justice
has been served."
},
{
"Key": "3ffbce87-ba07-452d-828f-c5341bc66e02",
"Value": "The guards captured and thrashed the hellknights for trespassing.
Some of the Order's younger squires saw who was stronger, and came over to serve
the {mf|baron|baroness|King|Queen}."
},
{
"Key": "7fa5c8df-15e8-497c-8125-ad54a9ed21f6",
"Value": "The Warden tried persuading the Order that they were invading
sovereign territory, but the hellknights simply continued with their operations
without minding the guards. The people are outraged by their powerlessness."
},
{
"Key": "163deb4b-8e96-491f-b364-55d9ba0b171a",
"Value": "The Warden pointed out that the hellknights' brutal incursion into
sovereign territory broke all sorts of laws. They were forced to leave under the
guards' supervision."
},
{
"Key": "264d7793-5e3c-44db-aa82-ea04042f4dd7",
"Value": "The Warden filed an official claim against the Order of the Pike
regarding the hellknights' incursion into sovereign territory, and their unlawful
self-appointment as judge and jury. The Order was forced to make an official
apology. This victory has elevated the image of the Warden and the guards."
},
{
"Key": "7fcbd6ef-197a-4f34-8b0c-a6c6344113c4",
"Value": "The guards tried helping the Order of the Pike, but were ridiculed
by the hellknights. They had little choice by stand by and watch as the Order
established their own law."
},
{
"Key": "439343cf-9c65-48a9-a18a-4f13ad5d665c",
"Value": "The Warden ordered the guards to help and support the Order of the
Pike, but they were only treated with contempt. The people are unhappy that anyone
could be allowed to conduct executions in these lands."
},
{
"Key": "92754051-633f-4d63-ad5c-09e29aa228e3",
"Value": "The guards stood alongside the hellknights and helped them
establish order. Many bandits were sent to the gallows."
},
{
"Key": "31bab764-e0eb-4b41-9251-3a7d059b968e",
"Value": "The Warden ordered the guards to grant the Order of the Pike their
aid and support. The hellknights got along so well with the guards that they've
started patrolling the neighboring territories together."
},
{
"Key": "24c63016-7502-4127-8791-c6fd670a0890",
"Value": "The Warden ordered the guards to arrest the hellknights, but they
returned empty-handed, whipped and humiliated. The people are outraged by the
guards' inability to protect them from foreign invaders."
},
{
"Key": "25f487be-1a83-4f9d-a172-16a883b44e26",
"Value": "The Warden commanded the guards to arrest the hellknights. They met
fierce resistance, and blood was shed, but still the Order of the Pike continue
their crusade unchecked."
},
{
"Key": "2fc7ac6b-b9d0-43ca-b852-2721a9e2b942",
"Value": "There are numerous barbarians in the {mf|barony|barony|kingdom|
kingdom}'s prisons � among them, participants in failed raids, and members of
defeated gangs A group of Kellids have arrived in the region, friends and families
of the prisoners, here to offer ransom in gold, iron, or other service."
},
{
"Key": "d3b9d74f-448c-42bc-92e8-c1e1de4bd3c3",
"Value": "Ransom in Gold or Iron"
},
{
"Key": "f7dd38ce-3d2e-4395-9aa9-1c61ee0929e7",
"Value": "The Councilor suggested that the prisoners might be set free
without ransom. The barbarians were offended, regarding this as an insult to their
military honor."
},
{
"Key": "576fbbfc-0ec3-41ed-bb4a-5117d70d1329",
"Value": "The Councilor let the prisoners free without ransom. The Kellids
appreciated the unusual generosity, and swore never to plunder these lands again."
},
{
"Key": "1ba1541b-6b7d-4633-8f23-2bdad80b56ff",
"Value": "The Councilor delivered the prisoners to their families without
demanding payment. The Kellids were surprised by this generosity, and sought a
meeting with the Councilor. As a result, a few of their families have decided to
stay in {kingdomname}."
},
{
"Key": "5e681fc1-c764-4c13-ba59-7417c5c441b0",
"Value": "The barbarians considered the Councilor's price too high. They
promised they'd have the requested amount within the year, though it would be
soaked in the blood of the local citizens."
},
{
"Key": "329dec35-3695-473a-a7cf-ef3b4979c772",
"Value": "The Councilor negotiated the Kellids into paying a substantial
ransom, which was supplemented by a curious artifact to cover their shortfall in
gold."
},
{
"Key": "16083fff-d1ff-44aa-abef-12ed8a7c42bd",
"Value": "To supplement the Kellids' shortfall in gold, the Councilor
demanded the ransom be paid in furs and precious metals. Both the barbarians and
the Councilor were very satisfied with the deal, and are already planning on future
trades."
},
{
"Key": "75b4ff06-5a44-4afd-b3fc-ce5faaae8d31",
"Value": "The barbarians saw the Councilor's conditions as nothing short of
slavery, and swore to destroy the evil order. Raids along the borderland have
already become more frequent."
},
{
"Key": "b30cef95-f0d4-4102-b7cb-464e75595523",
"Value": "The Kellid warriors were obliged to serve the {mf|barony|barony|
kingdom|kingdom} for a full year, and slay at least five enemies for every prisoner
released."
},
{
"Key": "1510d426-2d47-4090-b856-aeb6afe0dd25",
"Value": "The Kellid warriors were obliged to serve the {mf|barony|barony|
kingdom|kingdom} for a full year, and bring in at least ten enemy heads for every
prisoner released."
},
{
"Key": "73774457-b89d-408c-bece-13740df78e94",
"Value": "Brevoy's Great Houses have been fighting a silent war for
generations. When their homeland becomes too dangerous, House Orlovsky sends their
entire family abroad, along with all their servants. The Great House would surely
appreciate it if the {mf|baron|baroness|King|Queen} provided them safe refuge."
},
{
"Key": "b7a7abb7-3dfb-40ec-ab50-5a034882246c",
"Value": "Safe Refuge"
},
{
"Key": "b1e26823-0d72-446f-b57c-e09c7a1fac3b",
"Value": "The Regent was able to find a mansion worthy of housing the
Orlovsky. Unfortunately, they deemed it to be \"disgusting pigsty\" and angrily
rejected the invitation."
},
{
"Key": "9690ea6a-fe2d-42db-9517-ce5900f4b5e2",
"Value": "The Regent was able to find a solitary mansion where the Orlovsky
could move in. However, the runaways suspected there might be Surtovan spies hiding
in the house. They rejected the invitation at the last moment."
},
{
"Key": "e69a4f64-d290-4346-b63f-a064d96653da",
"Value": "Under orders of the Regent, the members of house Orlovsky were
allocated a well-protected mansion. The Orlovsky are grateful to receive such
considerate support."
},
{
"Key": "4cb89a69-b409-4ef8-a83c-1d8caef2664c",
"Value": "The Orlvosky were impressed by the mansion that the Regent provided
them as refuge. In luxury it surpasses the houses they keep back home, and the
well-guarded grounds inspire confidence. Not only are the Brevans grateful for this
refuge, but they also wish to take up trade with their prosperous neighbors."
},
{
"Key": "32d1f6b8-b187-4a9f-9e25-41c23269d1dd",
"Value": "House Orlovsky considered the Minister too simple-minded and not
cunning enough to protect their dear family. Rumors of a simpleton being in charge
of reconnaissance in {kingdomname} have had a bad impact on the {mf|barony|barony|
kingdom|kingdom}'s reputation."
},
{
"Key": "70f3773f-fe74-4323-880c-1c6ba9674132",
"Value": "House Orlovsky decided not to trust strangers with the lives of
their loved ones."
},
{
"Key": "490ddfdb-d3ba-45d1-8cf8-6892fedc01c4",
"Value": "House Orlovsky has been hiding out here for several weeks. The {mf|
barony|barony|kingdom|kingdom}'s reputation has benefited from the Minister's
excellent work."
},
{
"Key": "a7450faf-eda0-4aa9-8ad6-6d6bdbe2fe6f",
"Value": "House Orlovsky has been hiding out here for several weeks. Over
this time, the Minister managed to identify who among the family was secretly
working as Surtova's spy � and turn them."
},
{
"Key": "b6d67aae-9fa3-4aee-bdf9-d05f7b8cd34b",
"Value": "House Orlovsky accused the Minister of intending to deliver them
into the hands of House Surtova. They executed the spies in charge of the
operation. This was a hideous failure, and a blot on the {mf|barony|barony|kingdom|
kingdom}'s reputation!"
},
{
"Key": "80c2c258-8883-41f0-91b1-3427ca0b96d1",
"Value": "The Minister had a treacherous plan to deliver House Orlovsky into
the hands of House Surtova, but this was thwarted at the last minute. The Brevan
family suspected something was wrong, and canceled the deal."
},
{
"Key": "56370ff4-0f5f-4359-b1e9-56d7785ada39",
"Value": "The Minister welcomed the Orlovsky family, and then delivered them
into the hands of House Surtova. The Great House promised a share of the trade
network controlled by House Orlovsky � in exchange for their heads."
},
{
"Key": "9009f958-6416-4822-8bf6-e7f66948edd6",
"Value": "The decryptor hired by the advisor turned out an incompetent
scammer. Looking to impress, he spoiled the books beyond repair with alchemical
reagents."
},
{
"Key": "7ba5f381-ca0f-48d6-9132-3073770a65dc",
"Value": "The decryptor hired by the advisor turned out to be a spy! He stole
a book and several important scrolls from the magical library."
},
{
"Key": "a688013f-ad34-4906-9fbb-6342a9817fb7",
"Value": "The decryptor managed not only to translate a book from the dead
language, but also to grasp its gentle, delicate nuances. It was not only a book
about magic, but also about the gods and their connection with magical energies.
The mages and priests of the {mf|barony|barony|kingdom|kingdom} have taken great
interest in the tome."
},
{
"Key": "214c5885-c731-43d2-9ce7-9d7ed98e327d",
"Value": "The decryptor was able to figure out the tricky language. The
secrets of magic stored in the book proved very useful."
},
{
"Key": "a1544038-6252-46d8-aa7d-e44044cec62f",
"Value": "The plot of land designated as the reward had already been claimed
by another. To avoid a conflict, the commander did the honorable thing and rejected
the offer."
},
{
"Key": "f1b99a57-4d39-42c0-828d-531c9eaa72b5",
"Value": "The decision to reward the heroine with a plot of land offended
others who were interested in the property. The commander did the honorable thing
in rejecting the offer, but the nobility are still grumbling that such a reward was
unfair."
},
{
"Key": "39240d8e-0cc3-454e-b310-005920b77326",
"Value": "The young commander was awarded a plot of land near the border, in
a region notorious for its banditry. Nobody else would want this land, but the new
owner put things in order quickly, got rid of the bandits, and opened a trade
route. This set a fine example for the other subjects."
},
{
"Key": "41f00d66-fb26-4618-96da-4fc162408430",
"Value": "The heroine accepted the generous gift, a plot of land. Many
passionate knights and commanders are now excited to follow in her footsteps and
become landlords themselves."
},
{
"Key": "496e9d4e-d485-4b92-b78b-4390f1eed33e",
"Value": "The {mf|baron's|baroness'|King's|Queen's} servants looked
everywhere to find the murderers, but failed to turn up even the slightest clue.
Our neighbors are convinced that the {mf|baron|baroness|King|Queen} was somehow
behind the mysterious disappearance."
},
{
"Key": "41f51400-48b1-4eca-86cb-5e2ffb5c15a7",
"Value": "Regardless of all efforts, the murderers have not been found.
However, the {mf|baron|baroness|King|Queen}'s servants were so busy searching that
they aroused further suspicion themselves. Some merchants from neighboring
countries now choose to avoid the local trade routes."
},
{
"Key": "df14e694-e627-4979-a31a-39600686b9e2",
"Value": "The {mf|baron's|baroness'|King's|Queen's} servants managed to
arrest the murderers and identify their employer. Such effective action has earned
neighbors' respect."
},
{
"Key": "32b55d31-436d-470f-bb92-25ba901ab113",
"Value": "The {mf|baron's|baroness'|King's|Queen's} servants managed to find
the criminals responsible for the ambassador's disappearance. It was a local bandit
gang. The identity of their employer remains unknown, but the {mf|baron's|
baroness'|King's|Queen's} name has officially been cleared."
},
{
"Key": "d0d72890-b0fc-4cff-bcc8-53391a55c119",
"Value": "The highest-ranking priest of Abadar in the {mf|barony|barony|
kingdom|kingdom} has passed away! Now the clergy must elect a new leader. If any of
the candidates should win thanks to the {mf|baron's|baroness'|King's|Queen's}
support, their gratitude would be immeasurable."
},
{
"Key": "a03549c7-e5de-488a-8b7d-3e1da01b44e5",
"Value": "A New Priest of Abadar"
},
{
"Key": "52eca06f-1ff4-476c-bd14-a4ba61a8e655",
"Value": "A legendary scholar from Absalom is traveling the River Kingdoms,
giving a series of lectures about the circulation of souls in the universe. The
famous half-elf should be invited to the capital. � Such a visit would greatly
benefit the subjects of the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "c5d7e77b-9a2d-415f-82d1-da7b7bfb3f47",
"Value": "Celebrity"
},
{
"Key": "b643b61b-259b-4a63-ac2d-3747fb86943b",
"Value": "Devious crimes are being committed! Someone has been using false
beacons to lure vessels onto the shallow sandbanks of the rivers and lakes. Ships
wreck their hulls and sink, and the bandits wait for the goods to wash ashore.
Something must be done before trade begins to suffer."
},
{
"Key": "4f3c228b-cf15-485d-af38-23a80018eefc",
"Value": "False Lights"
},
{
"Key": "b256c1aa-698c-4a87-8bb5-b0af4e8ff5eb",
"Value": "Many of those at court are surprisingly pale as of late. Eerie
shadows dance along the palace's halls, and servants vanish every night without a
trace. They say this is all the doings of vampires, who are hiding among the
capital's aristocracy. But can such rumors be trusted?"
},
{
"Key": "74009d07-beb1-4dc4-b1da-b7e0946883d2",
"Value": "The Full-Blooded"
},
{
"Key": "a4fcac4a-a386-45bb-97a9-1fe0dbbccf91",
"Value": "The High {mf_HighPriest|Priest|Priestess} has been unable to either
confirm or disprove these rumors. But at least the disappearances seem to have
stopped for now. However, the people are still afraid of the shadows."
},
{
"Key": "015be9de-b04d-46e6-b293-5f17e4e6287b",
"Value": "The gods told the High {mf_HighPriest|Priest|Priestess} that the
undead gather around the castle each night! However, {mf_HighPriest|he|she} failed
to capture any of the creatures, and they fled the capital."
},
{
"Key": "9337707b-b858-405a-bcb4-3f89eb01de5c",
"Value": "The High {mf_HighPriest|Priest's|Priestess'} servants aided the
guard in identifying and destroying a few vampires!"
},
{
"Key": "d8393c74-80c1-4375-8761-d01efefd22cc",
"Value": "The High {mf_HighPriest|Priest's|Priestess'} servants uncovered a
whole network of vampires amongst the capital's aristocracy, and assisted the guard
in the capture and execution of their leader."
},
{
"Key": "e3757b3b-4556-4e16-93b7-761f08f089cf",
"Value": "The Warden placed a dozen extra sentries, but that very night,
three of them disappeared from their posts. In a week, the final sentry was found
dead. Soon thereafter, the disappearances stopped. However, the people still remain
afraid of the shadows."
},
{
"Key": "e0f2c585-08ab-41d9-b5d1-4aa6b2ef043d",
"Value": "The Warden dispatched a dozen extra sentries, but none of them
noticed anything out of the ordinary. Soon thereafter, the disappearances stopped;
however, the people are still afraid of the shadows."
},
{
"Key": "7882f179-b0b1-4283-964b-b72438d87755",
"Value": "The Warden increased the number of palace guards on night patrol.
Soon thereafter, reports of missing people stopped coming in."
},
{
"Key": "550132ee-caa0-47b5-bab1-e50e488d9c5a",
"Value": "The Warden increased the number of palace guards on night patrol.
They captured two nobles who turned out to be vampires!"
},
{
"Key": "3c4d79d3-8f00-4a73-bcaf-0d25571d3b41",
"Value": "The Minister entrusted the matter to his best agent. But since
then, the advisor has had no word from him�"
},
{
"Key": "c30a15b9-efe0-43d5-bedf-921067c05058",
"Value": "The Minister's best agent has been unable to either confirm or
disprove the rumors of vampires. But at least the disappearances seem to have
stopped for now. However, the people are still afraid of the shadows."
},
{
"Key": "26079392-6391-46db-9a0c-0916e8a7de32",
"Value": "The Minister's agents tracked down and arrested a few suspicious
nobles, and they turned out to be vampires!"
},
{
"Key": "db997467-600f-4515-b145-fd7d727f1339",
"Value": "The Minister's agents tracked down and arrested a noble who turned
out to be the leader of a whole network of vampires!"
},
{
"Key": "37161752-be2a-45cd-9181-55e463d64346",
"Value": "Many of those who inhabit the Stolen Lands are closely familiar
with the art of robbery. A few daredevils have decided to bring back the good old
days, and organize a raid on Qadira. Showing them support will make them share some
of the loot � off the books, of course."
},
{
"Key": "89cc6b04-f0f0-4544-b322-9f6c40291d3f",
"Value": "Going South"
},
{
"Key": "c809e121-d7f8-4d76-a332-daa067e1b1c2",
"Value": "The proud raiders declined the General's aid."
},
{
"Key": "c84e74ea-31eb-4660-9c79-0af4b88d1575",
"Value": "The General supplied the daredevils with weapons and armor.
{mf_General|He|She} didn't have to wait long for them to show their gratitude."
},
{
"Key": "3e136b68-3c3d-470f-9988-9da6b402dd35",
"Value": "The General supplied the daredevils with weapons and armor, and
gave them a few helpful tips along the way. Once the raiders returned, they
generously rewarded the advisor."
},
{
"Key": "dd975aa9-bce6-4bf3-a35f-c9751e516320",
"Value": "The daredevils declined to work with the mercenaries that the
Treasurer hired."
},
{
"Key": "5947f492-5f2f-4e69-bfe8-8ae28c00d12c",
"Value": "The Treasurer equipped the daredevils with supplies and foodstuffs.
On their return, they donated a part of their booty to the treasury!"
},
{
"Key": "ef78c121-a928-45cc-a8c3-49a40b8b6016",
"Value": "The \"peasants\" received a \"one-off monetary grant for the
restocking of inventory\". Armed to the teeth, the daredevils mounted a raid � and
donated half of their booty to the treasury!"
},
{
"Key": "6ec23bf8-1200-4778-a0c8-6fe32f07ad63",
"Value": "What a terrible fiasco! The daredevils caught wind that the
Minister was looking for them, and they promptly fled the {mf|barony|barony|
kingdom|kingdom}�"
},
{
"Key": "72e1a982-13a2-47f8-a714-cbd039cc2ae4",
"Value": "The Minister supplied the daredevils with helpful information
regarding Qadira and her armies. Once they returned from the raid, they made a
generous donation \"for the good of the {mf|barony|barony|kingdom|kingdom}\"."
},
{
"Key": "ad57930b-470c-45b4-a44c-55f8524b936f",
"Value": "The Minister supplied the daredevils with his own \"special\" map
of Qadira. When they returned from the raid, they made a generous donation \"for
the good of the {mf|barony|barony|kingdom|kingdom}\" � and returned the map, now
decorated with new notes and marks."
},
{
"Key": "132fbbdb-e4eb-4090-aecd-d0b344fe4d9e",
"Value": "Local dwarves claim that one of their own, a renowned monster
hunter, has perished in the {mf|baron's|baroness'|king's|queen's} domain, together
with an invaluable family relic. The leader of the clan requests permission to find
his kin's remains and return them to his family."
},
{
"Key": "882a3762-0cfb-4a80-ba93-b35dccf994bc",
"Value": "A Hero's Remains"
},
{
"Key": "cf5b1f3a-2da3-4956-9894-a38caf575a71",
"Value": "Pharasma's priests have been unable to reach the soul of the
deceased dwarf, or discover where his remains might lie."
},
{
"Key": "7d5d86fa-3aef-41de-9c51-db5023f2885d",
"Value": "Pharasma's priests were able to summon the spirit of the dead
dwarf. The spirit was not pleased, but helped them locate his remains on the edge
of a giant swamp � stripped clean of all his possessions."
},
{
"Key": "8a670653-ac07-45af-85e7-37f53f1e4e10",
"Value": "The priests of Pharasma summoned the spirit of the deceased. He was
flattered by the attention, and told them where to look for his body � as well as
for the lizardfolk who stole the shield with his family crest."
},
{
"Key": "1233b8dd-7a82-46ba-8608-bfce0a569418",
"Value": "None of the Magister's spells were able to reveal the location of
the missing hunter."
},
{
"Key": "3cc5922c-80b9-426d-8191-c80a21834847",
"Value": "The Magister's servants were able to locate the missing hunter's
body. � He'd perished on the fringes of a giant swamp."
},
{
"Key": "9b8aab52-41bc-413f-b4ab-a98906394879",
"Value": "The Magister ordered an oracle of Irori to search for the missing
dwarf. Not only did he help to find the hero's body, he also pointed the search
party towards a shield emblazoned with his family crest."
},
{
"Key": "d1a9cfea-1cbd-4f7e-a0ef-e7d3d0a8c0f5",
"Value": "The guard thoroughly searched all of the forests and caves in the
{mf|barony|barony|kingdom|kingdom}, but failed to find the body of the missing
hunter."
},
{
"Key": "53dfb9a7-948a-4a78-b4f8-319a51d85aaf",
"Value": "The Warden personally lead the search. The missing hero was found
on the fringes of a giant swamp, dead and stripped of his gear."
},
{
"Key": "8f6ce2f9-bf20-449b-83c5-951321d56d61",
"Value": "The Warden personally lead the search. After finding the missing
hero's body on the fringes of a giant swamp, he ordered the guards to check the
surrounding area for lizardfolk stashes. Soon after, a shield emblazoned with the
dwarf's family crest was found."
},
{
"Key": "7773f650-b8ad-4940-8a0d-4459a2622e63",
"Value": "Some halfling, one of the major landowners in the area, has gotten
it into her head that she should rule the {mf|barony|barony|kingdom|kingdom}.
What's more, she already has a whole army of mercenaries at her command! Her
appetite should be kept in check."
},
{
"Key": "7c826e61-1ac9-4a2b-bd87-ac697bec7aaa",
"Value": "The Hungry Vassal"
},
{
"Key": "a2518ab5-d146-46cb-be6c-7af1a854bffd",
"Value": "The Councilor's clumsy attempts at restraining the landowner's
ambitions have only stoked her fury!"
},
{
"Key": "f18ddc91-9177-4ccd-95dc-9a18e09582b2",
"Value": "Someone from the landowner's entourage killed her in her sleep!
They say her sons had been visited by the Councilor just before it happened�"
},
{
"Key": "d6a65453-aec2-4433-bf90-29a1398b19cd",
"Value": "One of the landowner's sons killed him in her sleep! During the
fierce infighting that ensued, all of the landowner's heirs mysteriously perished.
The family riches passed on to the {mf|baron|baroness|King|Queen}."
},
{
"Key": "71e8ce1d-16c2-4d0b-8119-e2d8a582fdc9",
"Value": "The Councilor has been unable to persuade the landowner to give up
her ambitions."
},
{
"Key": "498bb01e-d5c7-409b-b4b3-6ea2b44b4d84",
"Value": "The Councilor talked some sense into the landowner, persuading her
to place the interests of her people above her own, and incite no strife."
},
{
"Key": "a213e2ca-57d7-413a-a9be-aa15b3ce6003",
"Value": "The Councilor's words had a miraculous effect on the landowner. �
She dismissed her guard, divided her wealth among her peasants, and became a
wandering monk!"
},
{
"Key": "f97605a5-dbd3-4b95-a5c2-99d7457d558f",
"Value": "The Councilor tried to frighten the landowner into submission, but
{mf_Counsilor|his|her} threats were met with laughter!"
},
{
"Key": "94befdc8-2ad8-4ed4-82df-c0444819971e",
"Value": "The Councilor has been unable to frighten the landowner into
submission."
},
{
"Key": "908442c5-6397-4e1c-9d8c-0400c48fb37e",
"Value": "The Councilor spoke with the landowner in private. {mf_Counsilor|
He|She} persuaded the halfling that she greatly overestimated her power, and that
it was in her best interests to keep quiet from now on."
},
{
"Key": "b3f40913-cab7-484d-9f0f-1dfe63839522",
"Value": "During a private conversation, the Councilor subtly let the
landowner know that her behavior would only get her hanged. The troublemaker swore
her loyalty to the throne and dismissed half of her forces."
},
{
"Key": "6ffcf8a1-dc33-404b-9b15-c9e18c2fd53d",
"Value": "The Councilor tried to sow dissent between the troublemaker and her
allies, but {mf_Counsilor|his|her} schemes were discovered!"
},
{
"Key": "a6c90375-ded9-4d5d-9f28-58936fa254ab",
"Value": "The Councilor has been unable to sow dissent between the
troublemaker and her allies."
},
{
"Key": "dc872b04-94f8-47cb-aab1-31d152860d53",
"Value": "A renowned hematomancer � an alchemist who studies blood � wants to
find out how the gift of sorcery is passed down through the generations. The gnome
needs to collect a couple hundred blood samples, and she's looking for a generous
patron with whom she will share her results."
},
{
"Key": "33995cfd-4884-4d86-8507-88101fce92b3",
"Value": "The Power of Blood"
},
{
"Key": "9b55be18-b878-434c-9b03-6ff7b90b90a9",
"Value": "The Treasurer has been unable to entice the hematomancer with gold.
As a true scholar, she cares only for her research!"
},
{
"Key": "bb89e3cf-3d16-4eed-ae19-eef516dd3ffb",
"Value": "The Treasurer promised the hematomancer respect and untold
riches... and it worked! Even a scholars can be enticed by fine wine, exquisite
food and lavish clothing. The gnome has all but forgotten about her research, but
she sends flowery letters to his colleagues, telling them of the wonders of this
magnificent realm."
},
{
"Key": "27158a12-9699-4b63-8d77-e3e01f322bc6",
"Value": "The Treasurer showered the mage with money, shackling her with a
golden chain to the capital. She has all but forgotten about science, and wallows
in opulence. Still, she is useful. � She never tires of singing the kingdom's
praises in academic circles. She also mentors a few quick-witted apprentices,
chosen by the Treasurer, who write treatises and books for their master. It doesn't
matter if such a way of life would bring her to the Bleaching. In a few years, she
will teach them everything she knows, and there will be no more need for her."
},
{
"Key": "8fb97760-8f1d-46b8-8832-4276d674fe24",
"Value": "The talks between the Magister and the hematomancer fell through. �
An agreement couldn't be reached on the scholar's pay."
},
{
"Key": "c0e5cb9d-f843-463d-ae04-9006e51eea33",
"Value": "The Magister was able to strike a deal with the hematomancer!
Thanks to her research, a dozen children have discovered hidden magical talents,
and the Magister has found a mentor for each of them."
},
{
"Key": "98e2ceeb-6297-446b-b590-68c9041cbf66",
"Value": "The Magister was able to strike a deal with the hematomancer!
Thanks to her research, dozens of children with hidden magical abilities have been
discovered, and the Magister even found a philanthropist who agreed to fund a
school for the future sorcerers."
},
{
"Key": "1151ca38-b9f8-4945-87a2-33086cba325e",
"Value": "The scholar declined the Curator's offer. � She doubts that the
{mf|barony|barony|kingdom|kingdom} can provide all the facilities necessary for her
research."
},
{
"Key": "76f13c2e-7fcc-427a-8028-edc4fc9840ee",
"Value": "The Curator has persuaded the hematomancer to work with the
capital's alchemists!"
},
{
"Key": "36f56e86-737d-4ff2-a8c5-d48389a3086b",
"Value": "The hematomancer finished studying the samples she gathered, and
presented her findings at a forum organized by the Curator! Scholars from all the
neighboring lands have gathered to listen to her speak."
},
{
"Key": "b94803f4-df74-40a4-8c99-13c4ca459bd7",
"Value": "Gozreh, the god of sky and wind, seems to be angry. � The {mf|
baron's|baroness'|King's|Queen's} subjects don't pay the deity enough tribute! If
his wrath is not appeased, the {mf|barony|barony|kingdom|kingdom} will be beset by
hurricanes, tornadoes and floods� But how can one appease a god whose temper is
like a storm?"
},
{
"Key": "10739b63-7f58-49f0-bad2-0706a224238e",
"Value": "The Rage of Sky and Wind"
},
{
"Key": "0dec112d-1255-4ea7-8d95-f14d6c2f2b91",
"Value": "The grand ceremony was a success! The faithful flocked from every
corner of the {mf|barony|barony|kingdom|kingdom} to take part in the High
{mf_HighPriest|Priest's|Priestess'} magnificent ritual."
},
{
"Key": "ade80a02-9895-4027-9f4d-513700165d6a",
"Value": "The High {mf_HighPriest|Priest's|Priestess'} lavish gifts have
placated the wrathful deity."
},
{
"Key": "eea04e4e-ee41-4c75-89c4-4e496271ec85",
"Value": "Three woodcutters were caught in Gozreh's sacred grove. The High
{mf_HighPriest|Priest|Priestess} sacrificed them to the deity, and its wrath turned
to favor."
},
{
"Key": "aaec9432-6687-44e0-878f-4cef0afa44e0",
"Value": "The candidate favored by the {mf|baron's|baroness'|King's|Queen's}
advisors declined their offer. In her next sermon, she ridiculed the {mf|baron's|
baroness'|King's|Queen's} inept henchmen."
},
{
"Key": "514043df-2cab-4c00-9148-1f8fe6550b0c",
"Value": "One priestess accepted the offer of support. After successfully
assuming her new post, she called upon the faithful to rally behind the {mf|baron|
baroness|King|Queen}, the beacon of order and civilization in the realm."
},
{
"Key": "b7da1de0-5bc6-45a7-a592-47a49c7ac90d",
"Value": "One priestess accepted the offer of support, and successfully
assumed her new post."
},
{
"Key": "47457b92-3131-4622-9426-284c2b2feec8",
"Value": "The lector wasn't interested in visiting the capital, and soon left
the country."
},
{
"Key": "4bf62df7-cec5-4d60-a4d7-28f3d9e9a5e8",
"Value": "The lector gleefully accepted the invitation to speak in the {mf|
baron's|baroness'|King's|Queen's} palace before the brightest minds of the River
Kingdoms."
},
{
"Key": "d0e41897-978a-4790-8f41-a3e175538cba",
"Value": "After receiving a hefty payment, the lector agreed to speak at one
of the capital's magic schools."
},
{
"Key": "c7b7682b-0188-45f2-bbc2-2d5dd603dadd",
"Value": "The villains have been dealt with! � The guard tracked them down
and arrested them during a night raid!"
},
{
"Key": "77188c4b-1e47-43f5-9299-60fca7a54f69",
"Value": "The guard has been unable to track down those responsible. The
criminals continue to plague the region."
},
{
"Key": "50e2a029-1e6b-4130-b98e-a21bf34ee4b7",
"Value": "The guard has been dispatched to track down and arrest those
responsible, but when they caught up with their prey, the tables were turned, and
they suffered a crushing defeat!"
},
{
"Key": "c7a67e51-3c17-4d71-8e58-652896df5ba4",
"Value": "The ritual, led by the follower of a different deity, has enraged
Gozreh. The {mf|barony|barony|kingdom|kingdom} can now look forward to poor
harvests and all manner of cataclysms�"
},
{
"Key": "25aad309-20a3-4d0e-8848-cf7df805c556",
"Value": "Woodcutters have encroached on a sacred grove, stoking the wrath of
some treants who reside there! The enraged giants are now attacking anyone who
enters the forest. Someone must make peace with the keepers of the grove � or find
another way to deal with them."
},
{
"Key": "8d3ebe05-b39c-4740-adb3-22a23d6c7f58",
"Value": "The Wrath of the Forest"
},
{
"Key": "dce62b17-3cf8-4ed8-9144-4c9ee3bce033",
"Value": "One of the negotiators sent by the Regent foolishly brought an axe
to the meeting. Many of the delegation's members were unable to escape the forest
with their lives�"
},
{
"Key": "9800a489-13c1-4364-9b51-10e2123701cb",
"Value": "Negotiations with the treants achieved nothing. All the woodcutters
had to leave the region."
},
{
"Key": "17ee0343-cbd3-486b-9bc4-9357af07108d",
"Value": "The treants have agreed to allow the woodsmen do their jobs, so
long as they plant as many trees as they chop."
},
{
"Key": "1e40c613-3ed7-49cd-a620-522428d53a44",
"Value": "The Regent suggested the locals threaten the treants with a forest
fire. Only one of {mf_Regent|his|her} negotiators was able to flee the forest
alive!"
},
{
"Key": "1cbd4ec5-ce32-4678-b13d-7a331f06a5ec",
"Value": "The Regent suggested the locals threaten the treants with a forest
fire. The people barely managed to flee from the wrathful monsters!"
},
{
"Key": "c6bf04e6-c55e-4db6-adac-22a329448308",
"Value": "The Regent supplied the woodsmen and hunters with alchemist's fire.
After a few clashes, the monsters have fled the {mf|barony's|barony's|kingdom's|
kingdom's} forests!"
},
{
"Key": "5f757a2a-226a-426d-ad2d-01b19909d282",
"Value": "A greedy Nexian gnome mage is offering the sale of advanced
military magic technology. Given that Nex is always preparing for another military
encounter with Geb, it's bound to be useful � and deadly!"
},
{
"Key": "0f36df3d-8e87-43a7-a4c1-c946cb1e4d57",
"Value": "The Finest Assassins in the World of Magic"
},
{
"Key": "7e68a6cd-b523-4040-9333-6ca5e9e2008a",
"Value": "The General got {mf|his|her} hands on the magical weapon. However,
its demonstration frightened the soldiers. Several combat mages damaged the weapon
and ran off."
},
{
"Key": "d766ac2a-d800-4016-98f6-8ad8e957554e",
"Value": "The deal went wrong. The General and the opportunist mage couldn't
come to an understanding, as often happens with soldiers and scientists."
},
{
"Key": "8992669e-3d8a-4b14-b288-91ac55a914cf",
"Value": "The deal was a success. The army now has a new magical weapon."
},
{
"Key": "3106da3b-e438-4022-b628-3905feb6e9c5",
"Value": "An advanced Nexian magical weapon has been delivered to the army.
The news has spread throughout the region, and has even become the subject of a few
heroic ballads."
},
{
"Key": "a1913322-a74c-442f-afae-9ddf8fa40d80",
"Value": "The wizards received the designs of the magical weapon, but could
not fully understand them. Their first test went out of control, and the magic
explosion shook the whole region."
},
{
"Key": "46239567-1f81-4760-8e7b-fac1e3804209",
"Value": "The deal fell through because the seller turned out to be a
paranoid, and obsessed with secrecy."
},
{
"Key": "427d58c7-a901-42e0-aa96-ca0d8cbe4086",
"Value": "The Magister sealed the deal, and received a deadly magical weapon
for the army."
},
{
"Key": "fe543f34-6cf9-420a-a665-a05c175ffac2",
"Value": "The latest Nexian magical weapon has arrived at the capital. The
wizards have learned many secrets from it, significantly promoting local magic
research."
},
{
"Key": "6eaa8962-736a-46a6-bc2e-97c3b5268370",
"Value": "The Minister's people were so well informed that they frightened
the mage, and the deal fell through at the last moment."
},
{
"Key": "bc2b6053-3142-4ce8-bac8-5faab9bd3b3f",
"Value": "The Minister's people were so well informed that they frightened
the mage, and the deal fell through at the last moment."
},
{
"Key": "b1c24759-e5e2-4b01-a674-4872c1945f34",
"Value": "The Minister managed to seal the deal with the opportunist mage.
Our soldiers have received dangerous magic designs, which perhaps should have
remained secret forever."
},
{
"Key": "de908e3f-b76b-4560-ba24-6788a03d5c60",
"Value": "The Minister managed to purchase Nex's advanced weapon. It was
copied and sold to Geb's necromancers in exchange for their magical knowledge. Geb
is always willing to handsomely reward anyone who can tell them Nex's plans."
},
{
"Key": "3f9425ea-b407-4a19-8ec3-70c8a4b4259e",
"Value": "The advisor failed to use threats about the justiciars' raid to
intimidate and subdue the local criminals. But the assassins took the warning and
escaped the raid, so all of the justiciars' efforts were for naught."
},
{
"Key": "facf6fb3-7ecb-477a-a40f-6e53ce73d507",
"Value": "The agents of the advisor bought the assassins' loyalty by
promising to shelter them from the justiciars. But the justiciars indiscriminately
killed everyone in the advisor's shelter, both the criminals and the guards who
were there for their protection."
},
{
"Key": "b574677f-299f-4051-b678-486ddecfe5b5",
"Value": "Abadar's justiciars are offering to organize a full-scale raid on
the assassins hiding in the capital, and bring order to the darkest corners of the
city. It's the perfect opportunity to arrest some criminals who have been hiding
from justice for so long."
},
{
"Key": "c8124c0f-838d-4502-a5fc-4e5a0b00becb",
"Value": "Hunt the Hunters"
},
{
"Key": "80d191d2-406e-4432-8424-8dfad81b818c",
"Value": "The army supported the justiciars during the raid. Unfortunately,
the army's disrespectful behavior irritated the citizens. Discontentment grew into
unrest, and riots broke out. The justiciars could have handled the task much better
on their own."
},
{
"Key": "a2da9f75-6eac-4376-96b0-bc534e7dcac3",
"Value": "The General's army tried to support the justiciars, but all they
did was scare off any criminals who were in hiding."
},
{
"Key": "1b0245ca-7a37-4a9d-b3a6-e0df04813cb4",
"Value": "The justiciars' raid was a success. The General's soldiers
supported them, and arrested a dozen seasoned criminals."
},
{
"Key": "4af8655a-6de2-430b-ac2e-e910a4801968",
"Value": "Our soldiers went on the offensive, and took the fight to the
criminals even before the justiciars had the time to act. They were so impressed by
the soldiers' bravery that they even spared some personal bodyguards, to watch over
the brave officers and protect them from vindictive daggers."
},
{
"Key": "f3807d4f-0427-4084-b982-631b0cc6329f",
"Value": "The raid didn't go as planned. The assassins fled and went into
hiding. Enraged, the justiciars searched for a reason � and found one! There were
traitors within the ranks of the guards! In addition, they managed to escape
justice as well!"
},
{
"Key": "16c25ec9-c746-4352-8d93-459e39e6330b",
"Value": "The justiciars raided the capital, but failed because there were
traitors among the guards. It seems that false information was being fed to the
justiciars the entire time. They were looking for criminals in the wrong places."
},
{
"Key": "ea2ac2ee-b389-4e49-b257-bd6c79d54998",
"Value": "The justiciars successfully raided the capital city, and dealt with
any assassins who were hiding there. The guards provided them with excellent
support, by surrounding the most dangerous districts and arresting numerous
criminals."
},
{
"Key": "84a9f4c3-faad-429d-9753-581254feacb3",
"Value": "The guards proved themselves well during the raid. The justiciars
were so impressed that they commanded a few of their own guards to remain and keep
patrolling the streets."
},
{
"Key": "cc5d0d57-4d7f-477e-bfc3-bd9f7b94ca2f",
"Value": "The Minister's agents wanted to assist with the raid, but the
justiciars didn't distinguish between them and the criminals and simply killed the
advisor's servants! In the meantime, many of the true criminals had a chance to
escape."
},
{
"Key": "296cfa46-f5bc-46e4-9156-30ae19ce2d14",
"Value": "The Minister sent {mf_Spymaster|his|her} people to help the
justiciars during the raid. The latter disliked them, because they looked too much
like their usual prey. The raid failed."
},
{
"Key": "1bdc4b9b-07c2-4e07-a09e-0c10dfe5bc21",
"Value": "The raid was a success. All the assassins that managed to slip
through justiciars' fingers were killed by the Minister's agents. Peace and order
have been restored in the capital."
},
{
"Key": "764157d1-1f70-4ffa-ac3f-370b682b155d",
"Value": "The Minister's agents behaved perfectly during the raid. The
justiciars left several soldiers behind, to watch over the darkest corners of the
capital."
},
{
"Key": "b859a9c7-c08b-4e79-b219-6fdc1e18c99d",
"Value": "The advisor's agents turned all the assassins who were hiding in
the capital. Those who refused to cooperate were killed in the justiciars' raid.
The smart ones took refuge with the advisor, and from now on they protect the law,
not violate it!"
},
{
"Key": "92b1aef7-f7d8-4338-b8c2-dd7599f91026",
"Value": "A gang of dark fey from Uringen arrived at the capital. They're
poisoning sleeping townsfolk with midnight milk � a dangerous substance that grants
amazing dreams but shatters one's sanity. And indeed, the citizens are going
insane."
},
{
"Key": "6404b4de-0450-4981-b02c-ca0e13de069f",
"Value": "Contagious Madness"
},
{
"Key": "730e1713-074e-44d3-898b-62b28e11c91d",
"Value": "The priests tried to fight back the fey, but they were soundly
defeated. The nasty creatures defiled the temples, showing a startling indifference
to priests' religious symbols. Not only did this instill fear in the people, but it
turned them away from their gods."
},
{
"Key": "81163d1e-dabe-441b-baec-2c08d6a79a21",
"Value": "The priests failed to restrain the clever fey. They only continue
to spread their poison. Nightmares grip the capital."
},
{
"Key": "555ebc5a-d72c-4c3d-963d-fcd0962de6d0",
"Value": "The priests' prayers banished the dark fey from the capital. The
wild folk thought better of crossing such a serious foe."
},
{
"Key": "48fe860a-7385-42fe-8c07-884ac22c1442",
"Value": "Priests hunted down the dark fey. It was spectacular! They used
spell to drive the ruffians from their holes and chased them down the streets. The
subjects are impressed with this exertion of divine power."
},
{
"Key": "99a08e1e-5f99-4cda-8f40-3f7a8b7da1e3",
"Value": "Frustrated with the advisor's inaction, the officers of the guard
took charge in the fight against the midnight mischief-makers. They then stepped
bravely forth into the night � and vanished. Madness continues to stalk the
capital."
},
{
"Key": "de8422d6-a8cb-4025-b2a9-32ebe130844c",
"Value": "The guards arrested a couple of dark fey. They were crucified and
put on display, on the advisor's order. This taught the rest of them a lesson, and
scared them away."
},
{
"Key": "ad712edf-57b8-48f4-af20-fb5085d5cf1e",
"Value": "The guards arrested several of the dark fey. They were crucified
and put on display � all except their leader. Her life was traded for a promise to
leave the city."
},
{
"Key": "f3fdd43f-e0ed-4dce-bfa0-470471bee27f",
"Value": "Servants of the crown have failed to act decisively, and everyone
on the capital is now haunted by nightmares. The situation is growing volatile."
},
{
"Key": "4dd1f58c-f10a-40af-af31-ea81e4f2c0dc",
"Value": "The messenger somehow managed to find in Uringen a powerful fey who
agreed to help save the city from madness. She whispered to her brethren, and they
flew from the capital at full speed."
},
{
"Key": "7fccabf4-adc2-4c96-a759-02421e83a84c",
"Value": "The messenger managed to strike a deal with a notable fey, who
looked grim and scary. Rumor has it that it was Spring-Heeled Jack himself! His
arrival terrified the other fey, and they left the capital immediately. Some local
criminals, not as wise as the fey, fell into the hunter's traps. Watching them
struggle amused him no end. They won't be returning to the criminal life any time
soon."
},
{
"Key": "eede7ec4-15f0-4539-86b2-54299ce2fa59",
"Value": "The servants of the crown approached an Embeth Traveler for
assistance with the problem � only to discover that they were meeting with one of
the dark fey in disguise. The masked fey waited for just the right moment and then
raided the guards' barracks. The citizens of the capital continue to go insane."
},
{
"Key": "9fa0e9a7-2d00-479d-8ffa-aa054e744ce9",
"Value": "The servants of the crown tried persuading Embeth Travelers to hunt
the dark fey, but they were unwilling to leave their forest. Insanity continues to
stalk the capital."
},
{
"Key": "85fb9efa-d012-4e1a-861b-8f27b28ab37b",
"Value": "For a sizable fee, Embeth Travelers agreed to help the guard. They
used all the skill and experience they gained in the forest to drive the dark
creatures from the city."
},
{
"Key": "73219fdc-641c-4833-a0c1-c797af8f6a3c",
"Value": "Embeth Travelers gladly accepted the invitation to visit the
capital. Not only did they expel the dark fey, but they also had a fine time
fishing on their way back home. They cleared the local rivers of some fuaths who
had been sinking small merchant ships!"
},
{
"Key": "4717579b-e88a-4119-aae9-89895e51d9f6",
"Value": "The guards managed to capture a fey. She was crucified and put on
display, according to the advisor's orders. This only made the midnight thieves
angry. They changed their strategy: nightmares were now replaced with blinding rage
and a need to kill."
},
{
"Key": "7ed0fd7a-bd6f-42d2-8768-9b1891f25591",
"Value": "The advisor's servants arranged a midnight hunt for the dark fey.
The hunt failed so badly that it was the subject of ridicule for a long time
thereafter. Meanwhile, insanity still stalks the capital."
},
{
"Key": "63965fd6-2a53-4ece-92e7-488ea5a44533",
"Value": "Some local spellcasters have discovered an amazing and very
valuable location � an intersection of ley lines. In this place, magic powers are
especially strong. The mages wish to build a workshop for enchanting talismans
here."
},
{
"Key": "b982ec20-e56a-43a5-946b-2ef0859fbe79",
"Value": "Streams of Power"
},
{
"Key": "74715492-6aa5-4837-aaf6-3e2c0f89ae0b",
"Value": "Spellcasters built the workshop, but while enchanting a talisman,
something went wrong. The magical energy exploded, killing everyone in the area,
and the intersecting streams of power burned out."
},
{
"Key": "da40b5a2-cfab-4f35-b12d-7001e8d11c0d",
"Value": "The workshop was built, but soon the spellcasters became jealous of
the power there, and turned upon each other. They started by playing mean things on
one another, but eventually ruined the place, choking it with the magical waste
from their quarrels."
},
{
"Key": "f3906423-4b54-425e-bf39-47f862699162",
"Value": "The workshop was built and opened for work. It's amazing how well
the spellcasters cooperate, considering the power they wield. They managed to share
the power equally."
},
{
"Key": "667f50b6-4f95-4493-98b7-52b0e7392363",
"Value": "The workshop was quickly built, and work began. It has
significantly promoted magical skills in these lands. In addition, priests have
discovered that their prayers here become more powerful, and reach their gods more
easily. They've established several sanctuaries nearby."
},
{
"Key": "784ef826-1a84-4416-9d71-114ecc02db12",
"Value": "The advisor returned empty-handed. There are other countries in the
River Kingdoms that are more abundant, and where the people are happier, and life
is easier. Perhaps next time the {mf|barony|barony|kingdom|kingdom} will have
better luck!"
},
{
"Key": "032245f2-e26b-4915-bb7c-a9ea483655bc",
"Value": "A semi-annual Abundance Competition between the rulers of the River
Kingdoms will soon begin. Each monarch will display the wealth of their lands, and
the enlightenment and happiness of their people. The winner's domain will receive
blessings from Erastil's and Abadar's priests."
},
{
"Key": "059a0192-513b-411d-9b6c-25cf91109b8b",
"Value": "Rulers' Competition"
},
{
"Key": "594ce4f1-8174-4aee-b38e-891183ad40a6",
"Value": "The cheerful ambassadors have returned to the palace with glorious
news: victory! The {mf|barony|barony|kingdom|kingdom} has been blessed by the gods,
and the fame is spread across all the River Kingdoms!"
},
{
"Key": "40b991dc-369f-48e4-a6ea-94811cffa159",
"Value": "People who evade taxes can fool census takers. They introduce
themselves with fake names, or simply hide. Druma's pen pushers admitted their
defeat and left the region."
},
{
"Key": "b380977b-33bb-4b7b-b6a8-785d39f35036",
"Value": "Druma's advisors and bureaucrats did an excellent job. Not only did
the census identified tax evaders and other dodgers, but it led to the capture of
more dangerous criminals as well, as well as the foreign spies hiding from the
authorities."
},
{
"Key": "1e3752de-1292-4a00-8d50-44ca472f97dc",
"Value": "Druma's accountants, famous for their thorough nature, are offering
their services in counting all the {mf|barony|barony|kingdom|kingdom}'s subjects.
The census will lead to the discovery of tax evaders, refugees, and criminals
hiding from the authorities."
},
{
"Key": "1c5c151c-274b-4ea4-89a7-37e18c4aa521",
"Value": "Population Census"
},
{
"Key": "8c1ef85d-3fe4-450c-a0e0-73d4ba4d2ad6",
"Value": "The population census was a success. Not a single cheater escaped
the attention of the census takers and pen pushers from Druma."
},
{
"Key": "8d8d3417-8a8e-4427-a058-c32208413e50",
"Value": "A dangerous devil has appeared in these lands. He makes deals with
mortals, buying their souls and turning them into dangerous wretches, without
principles or honor. This otherworldly trader must be tracked down. It's time to
put to an end to his misdeeds."
},
{
"Key": "2c028e27-c810-4ff2-9dc4-38d43b7d5dee",
"Value": "The Price of a Soul"
},
{
"Key": "f68843ed-419b-4492-aa47-c937fefce802",
"Value": "The High {mf_HighPriest|Priest|Priestess} sent clerics after the
devil. All of them were later found soulless, no longer offering praise to their
gods. Just like the devil's other clients, all they care about now is pleasure and
vice."
},
{
"Key": "51edd707-26bf-422c-b293-29407e06344d",
"Value": "The priests who were dispatched to hunt the devil failed to
anticipate his evil plans. The hunt led to nothing, and there are more and more
dangerous and soulless wretches in the region."
},
{
"Key": "819526b0-a358-4629-aefe-195900f0cb16",
"Value": "The priests managed to pick up the devil's trail. At first it led
them to the fools who'd sold their souls and turned into monsters, but the lair of
the soul merchant was discovered soon after. The devil was swiftly dealt with."
},
{
"Key": "4849f7e3-adbe-43e8-ad33-11e931754947",
"Value": "A group of mages were sent after the devil, but they all went
missing. It turned out that they were seduced by the devil's tempting offers, and
sold their souls."
},
{
"Key": "4c18ef64-e410-4ffd-8acd-80b6ba840449",
"Value": "The devil was clever enough to avoid the mages' raid. Having lost
their souls, many citizens left their families and succumbed to vice, crime, and
their darkest desires."
},
{
"Key": "a277666f-3b15-4590-a1a3-d63773dff39c",
"Value": "The mages not only destroyed all the soulless mortals, but also
tracked down the devil himself."
},
{
"Key": "ab27567a-c029-45b7-9656-c90d3c91bff7",
"Value": "The officers of the guard sent to look for the soul merchant found
more than they bargained for. They abandoned their posts and took up new lives as
highway robbers. All the devil's clients lose their souls and turn into dangerous
wretches, who care for nothing but their own sinful desires."
},
{
"Key": "1bdd747a-8544-458f-afe2-ee874b2e6a34",
"Value": "The guards cannot compete with the devil's treachery. The fools who
sold their souls are turning into corrupt rascals, ready to shed blood and commit
any crime to satisfy their own sinful desires."
},
{
"Key": "e136c9dc-24ba-4e3b-a49f-57f353642520",
"Value": "The guards arrested the fools who signed deals with the soul
merchant � and even managed to figure out where the dangerous trader was hiding.
The devil was dealt with soon after."
},
{
"Key": "74325f8a-c994-472f-8bda-078c09d5ae60",
"Value": "The Steel Falcons ignored the advisor's offer to negotiate. They've
no reason to believe the offer of cooperation is sincere. They would rather simply
take as many local subjects to Andoran as they can."
},
{
"Key": "a6ad9ca8-cdd5-4571-8fc1-f8c623cb93b9",
"Value": "Despite the advisor's complaints, Andoran denies any connection
with the knights who are 'liberating' common people. They write hypocritical
denials and protestations of innocence, as our subjects are taken in by propaganda
and lured from the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "f6825e72-7c32-47b7-813f-b7a61a448753",
"Value": "The advisor's negotiation attempt was mistaken by the Steel Falcons
for an insidious ambush. The soldiers that we sent to ensure security were all
killed. Many peasants left the region and headed to Andoran."
},
{
"Key": "4705f237-1be5-4501-b463-a98bafd21dc8",
"Value": "The ultimatum the advisor delivered to Andoran had the opposite
effect than was intended. Many people rushed to the aid of the Steel Falcons! They
regard our threats as just more proof of the tyranny in these lands. Many subjects
yielded to the propaganda and left the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "53cb694d-c46f-4112-ac18-654605ea710d",
"Value": "The advisor talked to the head of the Steel Falcons, offered
cooperation, and invited several Andorans to stay and help maintain justice. They
might help us improve relations with common people."
},
{
"Key": "1568dfc9-1d02-4249-a668-57b33fe51b1f",
"Value": "The advisor's cold letter to Andoran made the local lords dampen
their appetites and recall their knights. Andoran provided significant benefits to
the {mf|barony|barony|kingdom|kingdom}'s merchants, as an apology for
the \"thoughtless insult\"."
},
{
"Key": "5b51be64-d918-44f2-9e73-f1dec161df5d",
"Value": "The Steel Falcons, Andoran's seekers of justice and patrons of the
people, have proclaimed that the peasants of the {mf|barony|barony|kingdom|kingdom}
are oppressed. Pretending justification, they have invaded Stolen Lands, and are
luring common people to Andoran, urging them to throw off their chains of
oppression and resist the legitimate enforcement of the law."
},
{
"Key": "28ead1a3-1fea-4411-aca7-e61558a1a725",
"Value": "The People's Defenders"
},
{
"Key": "68a53566-e4ad-4b8c-97ce-57da8dd89910",
"Value": "The army suffered heavy losses from the Steel Falcons, as they
tried to push them back to the border. In the end, the forces had no choice but
retreat, leaving the Andorans unchallenged to lure our people away with their
promises of freedom."
},
{
"Key": "4c72aa07-ed41-4e2d-8b59-eb73ca7d9924",
"Value": "The General's soldiers chased the Steel Falcons for a week, but in
the end it was all in vain. Perhaps they didn't have the heart to capture freedom
fighters. Many of common people have been lured to Andoran by promises of freedom."
},
{
"Key": "7ab99645-8cad-4daf-9354-5c55fa85bbe0",
"Value": "The General's army surrounded the intruders and drove them from the
{mf|barony|barony|kingdom|kingdom}. The region's tranquility is restored."
},
{
"Key": "dafeae49-f737-420f-8ecf-8ca4d0435f0f",
"Value": "The General's people surrounded the Steel Falcons' camp in the
middle of the night, and captured them before they could sound the alarm. In order
to avoid war with Andoran, they allowed these captives to return to their masters
alive, but their weapons and equipment were seized by the {mf|barony|barony|
kingdom|kingdom}'s army."
},
{
"Key": "8d53bd47-d1cb-4d2c-baa1-fe2d6112844c",
"Value": "The messengers met the Steel Falcons' leader and heard out their
claims, then promised to address the problem areas. The meeting satisfied the
Andorans, and they left."
},
{
"Key": "4301476e-a3e9-4d3a-8e33-965c8ae1fa6d",
"Value": "The ultimatum that the advisor sent to the Andoran government
finally brought them to their senses. The Steel Falcons were recalled before their
actions triggered a decisive response."
},
{
"Key": "c460bf8e-e204-4d50-a4bc-5c40e3aea731",
"Value": "A devastating epidemic from Iobaria has struck the local region.
It's not the first time Choking Death has desolated a country. Precautions must be
taken before the {mf|barony|barony|kingdom|kingdom} turns into a wasteland of dead
men and monsters."
},
{
"Key": "a11c4a1a-90ab-40bf-be19-6172acc67113",
"Value": "Choking Death"
},
{
"Key": "09a6d53c-9d52-4ea7-bd5c-636f8fe6ea7e",
"Value": "The priests tried to cure the diseased, but failed. Many brave and
devout healers were infected and died, along with many others."
},
{
"Key": "b4a6b43f-8aef-4fa9-a1aa-0a571903943a",
"Value": "The priests tried to stop the epidemic, but their magic wasn't
strong enough. Seeing that they were fighting a losing battle, the priests halted
their efforts and locked themselves in their temples, hoping at least to protect
themselves from disease. Many of our regular citizens are far less fortunate..."
},
{
"Key": "cb2cfb43-f1da-4386-ae95-04e1bc3a1de5",
"Value": "The priests summoned by the High {mf_HighPriest|Priest|Priestess}
managed to cure the diseased, and the epidemic stopped."
},
{
"Key": "d593c396-4f54-460e-b368-86d197eaa43e",
"Value": "The priests summoned by the High {mf_HighPriest|Priest|Priestess}
managed to cure the diseased, and the epidemic stopped. This impressed many
ordinary citizens, who turned to the temples with renewed interest."
},
{
"Key": "1c7f40a0-9c0e-4a63-9ee4-72f195ef1f50",
"Value": "The guards attempted to quarantine the infected. The latter
resisted, fearing they would be abandoned to their fate � or simply killed. Many
guards were infected during the brawl."
},
{
"Key": "bb646415-c55b-4fca-8d48-a6e9f51a8a4d",
"Value": "The guards are attempting to isolate the diseased people in camps,
but they are actively avoiding the quarantine because of a frightening rumor that
they will be disposed of. The epidemic has only spread, taking many lives."
},
{
"Key": "37254ea5-6e87-48fa-aff1-5b01ccb658ac",
"Value": "The guards managed to isolate all the contagious people. The
epidemic was quarantined before it had a chance to spread. Almost everyone who
caught the disease has died, but at least it was prevented from spreading across
all Golarion."
},
{
"Key": "69f99b03-8b0c-4fa4-ba30-7908970d992c",
"Value": "The guard placed the diseased people in camps under strict
quarantine, where they received proper treatment. Among the patients they found a
spy, who was the one who originally poisoned wells and caused the epidemic. She
possessed a cure for the Choking Death."
},
{
"Key": "68835564-2e7a-4445-ac58-9b8f50709f96",
"Value": "Our spies tried stealing the cure from an alchemical laboratory in
Absalom, but failed and were captured. Under torture they blurted out their
employer's name. This has given rise to a scandal � as if the epidemic wasn't
enough!"
},
{
"Key": "3c21d482-5f1c-47e3-901c-a4300dbba4eb",
"Value": "Our spies tried stealing the cure from an alchemical laboratory in
Absalom, but the operation failed. The agents managed to get away. The Choking
Death has since taken many more lives, before it started to fade."
},
{
"Key": "7500983a-5879-4f21-9be5-1993aacca49e",
"Value": "The Minister's agents recovered a cure for the Choking Death from a
private alchemical laboratory in Absalom. The epidemic was stopped."
},
{
"Key": "b0e1f0db-94b8-4ad3-9ba6-07d8fe7f1207",
"Value": "Our agents robbed an alchemic library in Absalom. They took cure
for the Choking Death and many other curious potions and concoctions. � Something
for local mages to think about..."
},
{
"Key": "086f3355-5a05-4a0c-a712-47004dbd396c",
"Value": "The Brevan Great Houses of Lebeda and Lodovka are fighting over
river trade. It isn't a full-blown war, only a disagreement, but the ships of the
two Houses are regularly sinking one another. Supporting one side may result in
relations with a rich trade partner."
},
{
"Key": "b4a00872-fefb-43da-8495-0310d02f1e59",
"Value": "The Waters, Our Fields"
},
{
"Key": "cd3884be-0769-46ca-baca-791a9ef023d2",
"Value": "The ships that were dispatched to aid House Lodovka were defeated.
After all, House Lodovka are a family of fishermen, while House Lebeda have been
breeding river pirates for centuries. Nobody would choose them for an enemy."
},
{
"Key": "a6b334ee-3e0a-4df0-93fe-6c7efba0c8c8",
"Value": "The fleet that joined House Lebeda tipped the scales. Sarrona
Lebeda might have been planning a double-cross, but the advisor took pains to
prevent this from happening, and the alliance remained an honest one."
},
{
"Key": "92e612c2-c7fa-4ac1-a46c-79242d6f362d",
"Value": "House Lebeda attempted a double-cross, but the advisor was one step
ahead. The fleet slipped Lebeda's nets at the last minute, but not before they
captured house Lebeda's commercial vessels! House Lodovka was victorious. This
might sound strange, but the move didn't anger Sarrona Lebeda. On the contrary, it
commanded her respect."
},
{
"Key": "9246d64d-1c3b-4e2d-acc5-52a20f8aeb00",
"Value": "The Lodovka greeted the advisor's ships coldly. They are never
quick to trust in good intentions � which is only natural. Wherever House Lebeda is
involved, every potential deal might be laced with poison. There will be no
alliance."
},
{
"Key": "a72ff415-e365-4e92-b674-eb1f47f26bc0",
"Value": "The ships dispatched by the advisor joined the Lodovka fleet and
ensured their victory. They will comply with every term of the deal, although
they've no doubt that the support was motivated by greed, not nobility."
},
{
"Key": "f3fc456f-03a5-41e7-a7f2-1fd8e7ab74e8",
"Value": "The fleet which the advisor dispatched to aid House Lodovka arrived
just in time. The House is grateful for the show of support. They are gladly
fulfilling their side of the agreement, and heaping praises on the advisor."
},
{
"Key": "f670299a-0955-423d-a9ee-71eb1d61d3c2",
"Value": "An attempt to interfere in the conflict and establish peace led to
nothing but trouble. Ships sent by the advisor are beset by both Houses. It is
often dangerous to meddle in the affairs of others..."
},
{
"Key": "5d5863da-3979-4cac-8d94-658d00190646",
"Value": "The ships sent by the advisor failed to establish peace on the
rivers. The Lodovka and the Lebeda will continue their petty war. Anyone who tries
to interfere will be severely punished."
},
{
"Key": "61eb4559-3728-4051-8793-0cfd675f0507",
"Value": "The forces sent by the advisor put an end to the war and
established a heavily-patrolled peace on the rivers. The traders now prefer to do
their business with the advisor's forces, rather than the aggressive Brevoy Houses
� and it turns out that such relations can be very profitable."
},
{
"Key": "f8a14ed7-7d36-4576-91a7-203931e784c9",
"Value": "The peacemaking fleet dispatched by the advisor established order
and put an end to the commercial war. Merchants prefer to be protected by the third
party. Being known as a peacemaker has only a positive effect on one's fame and
reputation."
},
{
"Key": "20596f14-5f78-4f4d-a1a5-dbcb82526a7b",
"Value": "The fleet allied with House Lebeda, which was a dangerous decision.
The treacherous Sarrona Lebeda exposed her new allies to the brunt of Lodovka's
forces, while her ships snuck behind them. The Lodovka were defeated, but Sarrona
was the only one to triumph. {kingdomname}'s fleet sustained all the damage."
},
{
"Key": "3f0593ac-2c06-472a-8931-3cbdd80fb8f6",
"Value": "The ships sent by the advisor joined House Lebeda's fleet. They
tried double-crossing our forces and sacrificing them to House Lodovka's attack,
but the vessels managed to escape unharmed. No losses were sustained, but the fleet
received no glory or loot either."
},
{
"Key": "d58457b1-7358-4e78-af9e-177b64282614",
"Value": "Huge eight-legged beasts continue to multiply and flood the barony
with their offspring!"
},
{
"Key": "137f1f23-cafc-4273-bf50-9aef196d1e7c",
"Value": "The rumors surrounding the Bald Hilltop proved true: the barony has
been flooded with monstrous spiders, attacking the locals and slaughtering the
cattle. Reports indicate that the huge arachnids spread a ghastly disease that
weakens the victim with fever and coats their body with blisters. This invasion has
to be stopped before panic and infection ravage the Stolen Lands."
},
{
"Key": "8eb47773-da4c-4df0-b45d-c5e8b60a03c3",
"Value": "Eight-Legged Plague"
},
{
"Key": "c74784b4-943b-4b9d-b582-dbcbaeda7cd0",
"Value": "An unexpected spider attack caught the Regent off guard. � By the
time help arrived, it was already too late. Already fattened on innocent victims,
the spiders turned their attention to the servants of the crown and slaughtered
every one of them!"
},
{
"Key": "64427c91-6b02-4caf-894e-eafef58609b7",
"Value": "The Regent's servants promised aid, but were delayed and failed to
arrive in time. This gave the spiders ample time to swell their numbers � and to
cause heavy losses among the population."
},
{
"Key": "27ee09ee-0676-4726-850d-879168d8b87a",
"Value": "The Regent's swift actions controlled the situation effectively:
support arrived just in time, exterminated the spider infestation and restored
order."
},
{
"Key": "d7aa0933-191b-4f0f-8f15-e321e924f726",
"Value": "The Counsilor's attempts to unite the common people in the face of
the plague have failed. The locals are fleeing from their villages, leaving their
family homes to be repurposed as spider dens."
},
{
"Key": "a3aa4f05-067c-4980-b368-7612cc7cd7f5",
"Value": "The Counsilor's servants failed to stop the rising panic. Instead
of uniting against the spider invasion, people lock themselves in isolation and
fear to come out."
},
{
"Key": "0913ebfb-91b4-46f8-b0ce-c94114f4244e",
"Value": "The Counsilor's servants excelled in their task, not only
persuading the locals to hold firm together against the invasion, but also
spearheading a militia that successfully eradicated all the spiders in the region."
},
{
"Key": "bf772b9f-1f24-4d78-a0d1-83aed5b2e97f",
"Value": "The priests' prayers were useless in the face of the ravenous
spiders. Worshippers were torn to pieces with the same fangs that consumed the
other mortals. Rumors have flooded the barony that the terrifying invasion is a
sign from above."
},
{
"Key": "225d305e-d750-4990-804f-28fe05dabe7e",
"Value": "The priests tried to stand firm against the carnivorous spiders,
but they were devoured. Their blood is mixed with the blood of the locals � all of
them, victims of the magical beasts."
},
{
"Key": "e67f1622-a315-4d2d-a01f-97a54359f994",
"Value": "Focusing their magic, the priests not only eradicated the entire
spider population, but also healed the wounds and infections of the local
villagers. The common people celebrate the gods who brought them salvation!"
},
{
"Key": "a925f4b2-0035-4f7f-83a4-773128986397",
"Value": "The death toll rises as the ravenous man-eaters swarm."
},
{
"Key": "99f4626a-599a-440b-ac36-dac1920677e2",
"Value": "The cursed Bald Hilltop makes its presence felt once more. Maddened
forest beasts, horribly warped by magical putrescence, are emerging from the
forests and attacking our peasants and travelers. These attacks have already
disrupted trade and damaged the harvest. � If they are allowed to continue, the
consequences will be dire."
},
{
"Key": "0caa9f09-17fe-4be6-b892-9b895629388e",
"Value": "Rotten Beasts"
},
{
"Key": "600dd36d-8d9a-4926-bff6-771da8cca44e",
"Value": "The Regent's decision to wait out the attacks has had terrible
consequences. In a bloody massacre, the man-eating creatures annihilated the
population of a whole village on the forest's edge. If nothing is done, the same
fate undoubtedly awaits other settlements!"
},
{
"Key": "99c7ce5a-5bf5-400b-ac1a-66d19cbd81ea",
"Value": "The Regent's servants arrived in the settlements beset by man-
eating animals, but were met with distrust and paranoia. The locals, tired of
waiting for help from the crown, now choose to lock themselves in isolation and
pray for a speedy salvation."
},
{
"Key": "eeddb0ef-9ffe-4620-a8b3-d4d5d77dee60",
"Value": "The Regent's servants arrived in the settlements under siege from
the man-eating animals and started organizing hunting parties. Well-trained and
heavily-armed teams drove off the man eaters, then tracked them into the woods to
ensure that none survived."
},
{
"Key": "63d371c0-b21a-45e6-b319-5692095e96f5",
"Value": "The General's soldiers expected ordinary predators, and were
unprepared for beasts to be so insidious and cunning. The ravenous animals attacked
them under cover of darkness, dividing their teams and killing the warriors one by
one. The death toll continues to rise."
},
{
"Key": "5847689b-dc23-4507-8f0d-9ded2353037b",
"Value": "The General's soldiers failed to track down the cunning bests in
the woods, giving them free reign to continue attacking the locals."
},
{
"Key": "e0c11f68-8076-4d02-b79e-56d14d1315a3",
"Value": "The General's soldiers decided to keep out of the tangled thicket,
which was the beasts' home turf, and instead strengthened the most severely
affected settlements, and prepared ambushes to trap the creatures. The stratagem
worked: the man-eating animals met with armed townsfolk on their next hunt!"
},
{
"Key": "5a8ff1a2-94b4-4acd-9e97-493b7d5dce0d",
"Value": "The Treasurer offered a reward for the heads of the man-eating
animals, but was overwhelmed with hunters attempting to scam money for the heads of
ordinary wolves and bears. While the servants of the crown waste their time with
swindlers, the twisted beasts continue to drag new victims into the woods."
},
{
"Key": "0bc437d8-1e7b-48cc-a980-ff377d99ead9",
"Value": "The Treasurer hired a band of ordinary hunters, but the twisted
man-eating animals outmatched them in the woods. The hunters fled in terror,
allowing the thinning of the local population to continue."
},
{
"Key": "aa61feb1-bb37-48d2-9fc9-7c2b2817b3fe",
"Value": "The Treasurer invested in a team of skilled hunters, equipped with
powerful magical traps and weapons. In under two days, most of the man-eaters had
been exterminated. The remaining beasts are cowering in the woods, where they
continue to be hunted down and slaughtered."
},
{
"Key": "d5f88c68-4560-4d8e-8756-5bb7a0dbf63b",
"Value": "Fearsome monsters led by horrific masters are terrorizing the
Stolen Lands, leaving nothing but mauled corpses in their wake."
},
{
"Key": "85d06a3e-e4ee-4863-8979-7869d27b8ca4",
"Value": "The Bald Hilltop has awakened again � and this time the locals are
being assaulted not by common beasts, but by legendary magical monsters! Wyverns,
owlbears and manticores, in a fit of fury, are ravaging the barony, led by a small
number of particularly large and vicious beasts. Perhaps the invasion can be ended
if their leaders are slain."
},
{
"Key": "a5048a6e-2e90-4562-bf0d-8885c5045c44",
"Value": "The Legendary Scourge"
},
{
"Key": "5ba4df0c-9fbd-457d-9ee1-541191cc10fd",
"Value": "The locals, still reeling from previous invasions, immediately
expelled the Counsilor's messengers who encouraged them to unite and fight
together. There are rumors that the {mf|baron|baroness|King|Queen} is hiding from
problems behind the backs of ordinary citizens..."
},
{
"Key": "0a4c8551-85c5-4636-b5a6-3ac87f6e3b7c",
"Value": "The Counsilor's servants succeeded in rounding up a few bedraggled
teams of volunteer militia, but the poor citizens were torn apart in a blink of an
eye. The beasts continue to plunder the Stolen Lands."
},
{
"Key": "58f1f88f-778b-474a-b8e8-fd378130a09a",
"Value": "The Counsilor decided to trust the local village chiefs, and his
faith was well rewarded: the chiefs chose the most experienced hunters from their
communities and sent them out to target the leaders of the invasion. Soon, the
heads of horrible monsters adorned the local taverns, and the remaining beasts,
without direction, bedded down quietly in their lairs."
},
{
"Key": "39b4a48b-f584-4055-9c20-9d4c50cb35f8",
"Value": "An effort by the priests to handle the magical monsters led to a
bloody massacre."
},
{
"Key": "13f237a0-c713-48ad-ac07-724dcdfb73a4",
"Value": "The priests might have been able to deal with the monstrous
leaders, but they couldn't chase down the fast-moving packs of wild beasts freely
roaming the lands. While the priests attempt to hunt down the monsters, the body
count continues to climb."
},
{
"Key": "3a6fe146-d4e3-499e-949a-51b1a6478b46",
"Value": "After several bloody failures, an acolyte of the {mf_HighPriest|
High Priest|High Priestess} managed to capture a living monster and determine the
driving force behind the creature's violent rage. After successfully casting a
spell to disperse the affliction, the blessed priest shared his knowledge with the
other holy servants � and the invasion was ended."
},
{
"Key": "1acd12fc-2cb4-4ea5-92d1-982d364c2652",
"Value": "Taken aback by the speed of the invasion, the Curator's slow
response wasted precious time. During a needless delay, the monsters slaughtered
entire villages!"
},
{
"Key": "d3f4f08f-ce5d-4294-9bd4-ba61dbaed472",
"Value": "The Curator tried to find heroes willing to do battle with the
monstrous leaders � for no greater reward than glory and ballads of praise. Alas,
none were willing to risk their lives for such questionable compensation � the
locals were already too worn down from the previous attacks."
},
{
"Key": "e8a5c873-0029-4b0c-88e7-398e0aabbe54",
"Value": "The Curator flooded the surrounding lands with heralds carrying
news about the attacking monsters, which were worthy trophies for any hunter. Soon
the Stolen Lands were flooded by glory seekers who tracked down and slaughtered not
only the monster leaders, but the majority of their packs!"
},
{
"Key": "360339f5-4088-4868-a446-edf44663d133",
"Value": "Fey 'pranks' are costing many lives."
},
{
"Key": "56a9727c-83ac-4a52-9ea1-b3d8c671a4be",
"Value": "The cursed place known as the Bald Hilltop has brought hardship and
woe to the lands once more. Fey of all kinds have appeared, marked by the same
raging hatred that fueled the magical beasts preceding them. They seem to have
declared war on all mortals. Their normal tricks have been replaced with cruel and
dangerous jokes, and their pranks, more often than not, now end in death. One could
attempt to free the fey from whatever affliction is driving them insane... or
simply drive the vicious creatures from the Stolen Lands."
},
{
"Key": "0acb39ff-e497-415c-9a2b-6506e02b7a4c",
"Value": "Evil Pranksters"
},
{
"Key": "d2234c01-ae06-4d37-be82-443d3fa9c6cf",
"Value": "The Grand Diplomat sent an appeal for aid to all the nearby lands,
but received no response. The fey continue to abuse our people, and the number who
have met with horrifying 'pranks' continues to rise."
},
{
"Key": "53788c34-be4c-4842-b2f1-82499a9046c1",
"Value": "The Grand Diplomat sent an appeal for aid to all the nearby lands,
but received no response. The fey continue to abuse our people, and the number who
have met with horrifying 'pranks' continues to rise."
},
{
"Key": "ba2da622-8746-4273-9462-b26b02cbe67b",
"Value": "A few people, who describe themselves as specialists on the fey,
replied to an appeal for help which was sent by the Grand Diplomat to all the
nearby lands. The experts arrived at the Stolen Lands and successfully discovered
the root of the affliction that was turning the fey into ruthless killers. The
deadly pranks quickly stopped."
},
{
"Key": "b6ebad23-32d3-43b4-b298-a2c3e940e6e4",
"Value": "Our wizards tried to disperse the evil spell affecting the fey, but
suffered a terrible revenge: all who helped the Magister had their children
replaced with warped monstrosities!"
},
{
"Key": "ff18d3d5-00ac-451a-9135-ba5896f96d73",
"Value": "Our wizards failed to free the fey from the evil spells that were
driving them to violence. They continue tormenting our innocent people with their
deadly pranks, spreading death and panic."
},
{
"Key": "a6eaf319-85ff-42d1-a442-c21b7bdba9e7",
"Value": "Our Wizards were able to break the magic that was driving the fey
insane. Those whose senses were successful restored helped the Magister's servants
deal with their less fortunate kin."
},
{
"Key": "4d85b32b-d7f3-4423-9451-4e0bf46c8351",
"Value": "The guards proved useless against the magical creatures. Each guard
who attempted to interfere with an agitated fey inflated like a bubble, then burst.
The horrendous sight wreaked panic among all who witnessed it, further worsening
the situation."
},
{
"Key": "34155665-8a3a-4f74-b56a-7c9a2bd5d465",
"Value": "The guards failed to catch the troublemaking fey. Many fighters
lost their lives in the unsuccessful hunt, themselves becoming targets of fatal
pranks."
},
{
"Key": "a86bfd40-3b8d-4227-acbb-61f303725d9f",
"Value": "Tormenting peaceful peasants is far simpler than overwhelming
hardened warriors. Many fey were killed in their struggle against the guards, and
those who survived went deep into hiding."
},
{
"Key": "94b0a9ea-2a90-4387-9d0a-6ae3aa048d00",
"Value": "The magic forest keeps growing, coating entire villages and
swallowing fields."
},
{
"Key": "26ff93ba-be42-41a5-bae0-72447220ff12",
"Value": "Impassable thickets full of poisonous plants and dangerous
creatures have sprung up overnight, and rooted themselves even in the streets of
local villages! Countless subjects have already fallen victim to giant flytraps and
other monsters which have emerged from the magical woods. This insanity from the
Bald Hilltop must be stopped!"
},
{
"Key": "034d6331-c80f-4c36-be4f-2528e9158141",
"Value": "Creeping Death"
},
{
"Key": "9977d3e3-d1fe-41a6-96a4-854803bee81e",
"Value": "The Minister's agents, unfamiliar even with non-magical wilderness,
were quickly lost in the thicket. The magical expansion of the woods continues."
},
{
"Key": "0d405876-55b9-412e-b2f6-77cfe140fed1",
"Value": "The Minister's agents failed to find any way to slow the invading
forest. While the advisor's people waste precious time, innocent citizens continue
to perish."
},
{
"Key": "ab7c8390-e11b-468e-bb3c-d045a007af26",
"Value": "The Minister's agents discovered a circle of insane druids, who
were using their magic agitate the forest into a frenzy. Once these fanatics were
dealt with, the magical forest and its carnivorous denizens retreated."
},
{
"Key": "a1df56ef-7f7c-40f7-bc9f-0a15050df0f9",
"Value": "The Wild Hunt continues to terrorize the kingdom, tracking down and
killing peasants, merchants, and even guards."
},
{
"Key": "57033d92-c38d-439b-aa39-20e0fb776fca",
"Value": "The kingdom's villages are being decimated by the Wild Hunt.
Frightened citizens speak in hushed voices about bands of fey hiding in the
greenish fog, announcing their arrival with the sounds of a bugle. It's almost
impossible to fight these hunters, who never miss and leave no tracks... unless one
somehow comes to an understanding with the commanders of the hunt, and their
monarch!"
},
{
"Key": "ad4b1de3-474b-4117-b05f-bebafc5f9187",
"Value": "Hunting the Wild Hunt"
},
{
"Key": "be631a4d-0974-48ee-9139-0474dfc98c48",
"Value": "The Treasurer barely escaped with his life after insulting the Wild
Hunt by offering to pay them off. The enraged fey are destroying everything in
their path!"
},
{
"Key": "cd5bf43f-ff9c-449a-b6ca-44efbfb5a1b8",
"Value": "The Treasurer is helpless: the fey are not interested in material
rewards, and the advisor had no other ideas for reining in the Wild Hunt. The fey
continue massacring citizens in the outskirts of the kingdom."
},
{
"Key": "a714b0be-4fd5-4127-a82d-a0385c5c6581",
"Value": "The Treasurer managed to win over the critical fey leaders, who
agreed to leave the Stolen Lands in return for a collection of precious magical
items from the treasury."
},
{
"Key": "b087aafe-6d53-456d-9072-1fa87cb61aca",
"Value": "The art of persuasion failed the Grand Diplomat in negotiations
with the Wild Hunt. The fey commanders merely laughed at the ridiculous mortals...
before slaughtering the diplomat's envoy."
},
{
"Key": "d1d1dbe6-84cf-46c0-aeac-16f8d1167e61",
"Value": "The Grand Diplomat failed to establish contact with the commanders
of the Wild Hunt, who gave no response to the many letters and missives they were
sent."
},
{
"Key": "1c2d05c8-f374-4015-885a-fedfbfce4afa",
"Value": "The Grand Diplomat surpassed {mf_GrandDiplomat|himself|herself} by
persuading a few commanders of the Wild Hunt to relinquish their new sport. The fey
came to doubt their leaders, and departed the Stolen Lands, taking their entourage
with them."
},
{
"Key": "4ae701d4-c54e-4087-805b-e1e8cd3b8bc3",
"Value": "The fey realized the true intentions of the Minister's agents
before they were able to infiltrate the ranks of the Wild Hunt. Terrified locals
discovered their mangled bodies, pinned to the trees by dozens of arrows."
},
{
"Key": "5968a226-cde7-4656-b9f7-9e6c37951a25",
"Value": "The Minister's agents infiltrated the ranks of the Wild Hunt but
were discovered before they could act. Only a few managed to escape."
},
{
"Key": "2af6db4e-d707-4475-8272-2a9e4a005f22",
"Value": "The Minister's agents were able to deceive the overconfident fey.
They infiltrated the ranks of the Wild Hunt, and slaughtered their commanders when
the opportunity arose. Deprived of command, the bands of fey scattered across the
nearby lands, and were hunted down by guards and soldiers."
},
{
"Key": "62722c75-6f97-4b46-8af3-c35e0b8dd799",
"Value": "The invasion from the First World continues! It will be necessary
to bolster the defenses of the Stolen Lands will spellcasters to repel this
assault."
},
{
"Key": "c53dc55d-a238-4a74-87b7-bea598d2a905",
"Value": "Nyrissa has set the strongest armies of the First World upon the
Stolen Lands. Countless fey and hordes of monsters are rushing down from the Bald
Hilltop, single-mindedly seeking to erase the kingdom from the map of Golarion! Our
troops will need powerful magical support, if they're to weather the attack and
storm the Bald Hilltop!"
},
{
"Key": "7025e3a9-4e82-448a-bc31-ab845d9b3365",
"Value": "Battle for the Bald Hilltop"
},
{
"Key": "3c2fd6a7-6a1f-4c03-91da-d2a0be91cf9b",
"Value": "The gods, hearing a cacophony of appeals from their servants,
brought their wrath down upon the heads of the First World invaders. Fire storms,
ice blizzards, and indescribable magical fury tore through the ranks of the
attacking hordes. Fey and monsters alike fled for their lives!"
},
{
"Key": "d9e05bbf-7e50-4aef-b9e5-eb5321bb319b",
"Value": "The arrogant denizens of the First World obviously underestimated
the combined magical power of the mortals. Upon facing the kingdom's enraged
wizards, fey and monsters alike abandoned the scorched bodies of their comrades and
fled!"
},
{
"Key": "869734c6-6e8f-4d64-8a6a-d0cd787f8d8c",
"Value": "Teams sent by the advisor into the depths of magical woods were
swallowed by the thickets and disappeared without a trace. Retaliatory attacks from
the woods came crashing down on nearby settlements, taking the lives of dozens."
},
{
"Key": "e0c85c55-44ef-4e7a-a24b-d4bb10117179",
"Value": "Only a handful of warriors remained from teams dispatched by the
advisor to the depths of the magic forest. Those who returned were left mute and
shivering, while the woods themselves continue the assault."
},
{
"Key": "87c3a130-449b-483d-998a-f3d4e6a1c964",
"Value": "Teams sent by the advisor into the depths of the magical woods
successfully cleansed the forests of predators and other dangers. Getting rid of
the remaining harmless vegetation is a task for our cheerful wood-cutters, who have
already enthusiastically begun their work."
},
{
"Key": "8b44cb41-f25c-4a56-8555-a2b6bed3a7be",
"Value": "It's time to discuss the events related to the Bald Hilltop."
},
{
"Key": "4f5d873d-4134-4d86-bbd4-8ae7fb3f436e",
"Value": "The {mf|Barony|Barony|Kingdom|Kingdom} struggles with the challenge
without any apparent success."
},
{
"Key": "5c428fe3-391f-4aca-bdbe-9164eabf9398",
"Value": "The {mf|Barony|Barony|Kingdom|Kingdom} miserably failed to overcome
the challenge!"
},
{
"Key": "43105b7f-3a78-4f48-a52f-ef470194d21f",
"Value": "The {mf|Barony|Barony|Kingdom|Kingdom} managed to persevere, and
enjoys peace once again."
},
{
"Key": "8d674649-2101-4362-9404-8f74ecdcd0b2",
"Value": "Our spellcasters could do nothing against the magical creatures of
the First World. Nyrissa's servants continue to press forward."
},
{
"Key": "1b735662-6c0c-4744-8bc4-10c000afbe30",
"Value": "Our spellcasters failed to reinforce our main troops in time.
Nyrissa's servants continue to slaughter the locals, who no longer have anywhere to
hide from the bloodthirsty magical creatures."
},
{
"Key": "1f4d9fb8-82b6-4910-955a-9ed83207f7fd",
"Value": "A group of bards has offered to praise their ruler � for a modest
fee. Their songs will spread the news in the remote villages of Stag Lord's death
and the shift in power. Their songs in praise of the new {mf|baron|baroness|King|
Queen} will keep the peasants loyal."
},
{
"Key": "8e23faa4-1051-4f21-b04b-30a8506a2df8",
"Value": "Cheap Publicity"
},
{
"Key": "a43b098b-184e-430c-9c1e-ce4f34707afd",
"Value": "The advisor failed to come to an agreement with the bards on the
lyrics of the ballads. Alas, the free-thinking artists turned out to be too
independent."
},
{
"Key": "7fcbaa07-3b3a-473a-974b-0d04d4f21316",
"Value": "The bards listened carefully to the advisor's suggestions, and then
they took to the road. Now, songs of praise can be heard in taverns across the {mf|
barony|barony|kingdom|kingdom}!"
},
{
"Key": "26e096f2-6997-47ad-ae7a-193c1c2fccb6",
"Value": "The citizens are concerned about their safety. They wish to raise
funds to build fortifications around their villages."
},
{
"Key": "01ab13b1-570b-451f-b788-5b457228c523",
"Value": "Every Little Bit Helps"
},
{
"Key": "a48e1162-9432-47d7-8bcf-e2b49073b2e2",
"Value": "The advisor failed to organize the peasants. Everyone wanted the
best protection for their own homes, with no regard for their neighbors'. As a
result, construction never even began, and the fundraisers were frustrated with
their government's incompetence."
},
{
"Key": "ba689d49-0fe2-4c7c-aafa-3b40e381f504",
"Value": "The advisor failed to come to terms with the subjects. Everyone
wanted the best protection for their own homes, with no regard for their
neighbors'. The funds were never even raised."
},
{
"Key": "bc2639c5-3927-4ef4-946a-773913340aad",
"Value": "The advisor was able to determine where the fortifications were
most needed. The subjects agreed on the wisdom of the decision. The people
collected money for a palisade and delivered the funds to the treasury."
},
{
"Key": "a240af2a-692b-4c86-961f-bc840801912d",
"Value": "A fey magician visited a settlement, and made everyday things come
to life! The people seem to be more frightened than amused by the minor and
generally harmless anomaly."
},
{
"Key": "9f0cf26e-1f96-43ca-b048-5038884a9652",
"Value": "Fey Magic"
},
{
"Key": "3152a189-7217-4b44-bda9-e8a70aa820aa",
"Value": "The Councilor's servants set off after the mischievous fey, with
plans to arrest him. He learned of the hunt and decided to sabotage the settlement
in spite. The harvest is withered, and the poeple have decided to leave these lands
forever."
},
{
"Key": "1b3aa03c-9a31-401f-ad17-1c42d024bdf8",
"Value": "The Councilor's servants failed to arrest the mischievous fey.
Meanwhile the people became so alarmed by his stunts that they abandoned their
homes and left their harvests behind."
},
{
"Key": "b056b309-784f-4460-a9df-00d071c5fa4b",
"Value": "The Councilor's servants arrested the mischievous fey and compelled
him to repair the damage he'd done."
},
{
"Key": "003958e1-6735-40c2-a8fd-05aa54380867",
"Value": "The priests tried to banish the fey's magic from the settlement,
but failed. The people have already begun abandoning their homes, leaving their
harvests behind. They have given up on their gods, who they'd trusted to protect
them."
},
{
"Key": "fe068e82-930a-498e-b0d6-5ae3ee2f2a80",
"Value": "The priests failed to lift the fey's curse from the settlement. The
people are so alarmed by the anomaly that have already begun abandoning their
homes, leaving their harvests behind."
},
{
"Key": "d58ff299-4466-4768-9f28-0e0f89c04601",
"Value": "The priests were able to lift the fey's curse, and the people in
the settlement are heaving a sigh of relief."
},
{
"Key": "5cac5a0b-efd7-4046-b38c-7650ad057063",
"Value": "The priests not only lifted the fey's curse, but cast a protective
spell over the settlement. Any further First World visitors to this settlement are
in for a very unpleasant surprise! There is no doubt that order in these lands has
been restored."
},
{
"Key": "aa413d4a-0f7f-4a7b-91cb-53c674667ba3",
"Value": "A nasty rumor is spreading, injurious to the {mf|baron's|baroness'|
King's|Queen's} reputation. It is said that Brevoy wants more territory, and that
Lady Jamandi Aldori's people have already been dispatched to get rid of the local
population, and free up the lands for the colonizers."
},
{
"Key": "2d9e3b19-b553-4c4e-8473-a9c9201957e8",
"Value": "A Nasty Rumor"
},
{
"Key": "adf597a5-402a-4781-ab8a-301af2ac721f",
"Value": "The advisor's attempts to dispel the rumors only solidified the
people's belief in the truth of the stories they'd heard. The disturbance is
growing in the region."
},
{
"Key": "1039a838-a12e-4268-aa59-93cf73c8c0eb",
"Value": "The advisor's servants failed to persuade the people that the
rumors were nonsense and vilification of the government. The people are worried."
},
{
"Key": "3d94d92a-e21b-48aa-bb65-e9d0eb447726",
"Value": "The advisor's people managed to denounce the rumors, and cast its
makers as drunkards, slackers, and big mouths who have nothing better to do. They
were under pay by a merchant, whose business was doing worse under the new ruler
than it did under the old one, and he was holding a grudge against the {mf|King|
Queen}."
},
{
"Key": "14bd2458-9ae3-4306-86fe-f35154db735e",
"Value": "The advisor reassured the people. On a positive note, the people
now believe that with the new ruler on their side, they will have the power to
overcome any future obstacle."
},
{
"Key": "33f75995-40a6-4c9c-b6b3-04bb345743cd",
"Value": "A group of volunteers have arrived from Brevoy. They are looking to
help bring order to these lands. Their people would make a welcome reinforcement
for the guards, if they could be persuaded to join the ranks."
},
{
"Key": "3780350e-61e7-4315-a932-e842d2c201a2",
"Value": "In the Name of the Law"
},
{
"Key": "a70736c4-ec2b-4572-b5ce-af04363b7be8",
"Value": "The advisor talked the volunteers into enrolling in the guard, to
help maintain law and order in these lands."
},
{
"Key": "e72064f6-c61a-45fd-bb4b-e91128c69147",
"Value": "They were approved and hired, and their help will come in handy.
They have written glowing letters back home, describing the warm welcome they
received. The reputation of the young {mf|barony|barony|kingdom|kingdom} continues
to advance."
},
{
"Key": "98d18aa7-7b87-459f-94c5-620475c15a33",
"Value": "The volunteers found the advisor's requirements too strict. They
declined to enroll in the guard. They say they would rather support law and order
on their own terms."
},
{
"Key": "678b2f5a-41b6-48f3-b263-ed9a2906b3c0",
"Value": "Wolves are breeding at a surprising rate. The local forests are
full of the ravenous beasts, and there's not enough quarry to feed them all. The
starving wolves howl at night, to gather into packs and attack the villages."
},
{
"Key": "13f6b061-f605-46f2-8dec-e27e37010799",
"Value": "The Howling Wolves"
},
{
"Key": "16f30a96-ca0d-4e78-b14f-524b36e9d298",
"Value": "The people answered the Regent's call for a great hunt. But many of
the would-be hunters fled at the sight of the wolves. Those who remained to face
them were overwhelmed, and died. The monsters feasted off the cattle and the
farmers alike."
},
{
"Key": "e127689d-c1b5-4e14-bd8b-863f649cc476",
"Value": "The people answered the Regent's call to unite and slaughter the
wolves. However, when the wolves approached the village walls on the night of the
raid, the would-be hunters fled to their homes in fear. The beasts ran through the
settlement unchallenged, and devoured the helpless livestock."
},
{
"Key": "cae449a2-7a4f-46e3-ada7-5237b03da643",
"Value": "The Regent was able to recruit hunters from among the peasants.
They went into the thicket on a big raid and killed many wolves, reducing their
numbers to a sustainable level."
},
{
"Key": "c650baad-af05-496a-ac40-2b4ab379b636",
"Value": "The Regent recruited the people for a hunt. Our pathfinders tracked
the wolves to their lairs and killed them all. It turns out that a bloodthirsty
warg had formed a whole wolf army. His head and skin have made a fine decoration
for the town hall, and is already a symbol of pride for the people."
},
{
"Key": "dca57e6a-d842-44c3-ae09-aea9176ea776",
"Value": "Our soldiers faced the wolves bravely, but were overwhelmed in a
bloody slaughter. The beasts were too crafty and unpredictable. They devoured the
soldiers and then all the cattle, as if their appetite knew no bounds."
},
{
"Key": "985e2c86-4568-4753-9bf5-bb7b6963bb45",
"Value": "Our soldiers tried to ambush the wolves, but the beasts proved
amazingly clever. While some of them distracted the soldiers near the palisade,
another group found their way into the settlement, killed all the cattle, and
escaped. It's hard to believe that ordinary wolves could be capable of such
sophisticated tactics."
},
{
"Key": "c07fcb9e-8cd7-4296-abcb-4e3aa050f5fd",
"Value": "Our soldiers ambushed the wolves in settlements. They hid in the
homes of ordinary citizens, and emerged all at once when the wolves approached.
None of the beasts escaped with their lives."
},
{
"Key": "ad394ada-7a20-425a-a744-71813415465a",
"Value": "Our soldiers chased the wolves straight back to their lairs. They
destroyed all the beasts, as well as their leader, a bloodthirsty warg. His skin
now hangs on a banner, inspiring the soldiers with courage and pride."
},
{
"Key": "a051dffc-bcf5-4e83-b251-48434e36e2ca",
"Value": "There is a mermaid in a river where trade ships operate. She's
begun to sink passing vessels. She must be chased away from there before she scares
off all the merchants."
},
{
"Key": "74b31f33-6f55-4d01-a073-62599a21ecee",
"Value": "The River Maiden"
},
{
"Key": "128934ef-7568-4fec-b6b5-8a729866fa4c",
"Value": "The Councilor's dispatched a servant to persuade the mermaid to
move along, but he's gone missing. The people fear that the {mf|barony|barony|
kingdom|kingdom} might be conspiring with the dangerous creature. Merchants have
all but stopped using this trade route."
},
{
"Key": "682297dc-8499-4103-88ed-0661c524a4b2",
"Value": "The Councilor's servant failed to convince the mermaid to leave the
area. The merchants have stopped using this trade route. They prefer safer waters."
},
{
"Key": "2e334006-225c-40c2-8cef-956c1e0c0eba",
"Value": "The Councilor's servant convinced the mermaid to leave the area.
The river maiden listened to good advice, and relented before the situation
demanded a full raid."
},
{
"Key": "902420d5-1bae-4cda-8ae7-3e3724d678d6",
"Value": "The ambassador charmed the mermaid with gifts of magnificent
jewelry. He promised yet further gifts, delivered regularly, if she would look
after trade ships and scare away fuaths and any other small river spirits.
Merchants now prefer this safe water route over the others."
},
{
"Key": "4d7395f4-4443-44d7-9146-3f270d8f97d7",
"Value": "The soldiers sent after the mermaid have gone missing. They could
only have died, but no one knows how. The merchants are scared, and have stopped
using this water route."
},
{
"Key": "86b8d056-1a35-47e7-842e-f2f14d1f5db0",
"Value": "Our soldiers attempted to banish the mermaid by setting a couple
river ambushes. The river maiden only laughed at their botched attempt. The
merchants have already stopped sailing these waters."
},
{
"Key": "8f4d9657-8674-43f1-adb1-e00d04be052b",
"Value": "Our soldiers assaulted the mermaid from boats using bows and
slingshots, and chased her off."
},
{
"Key": "f5b39af1-1984-4d8b-9d6b-1e967e0eef36",
"Value": "Our soldiers stormed into the mermaid's waters and scared her off.
She's abandoned the whole river, and merchants now choose this safe route over the
others."
},
{
"Key": "eb275565-8d04-41ce-b0ee-1787d0e81131",
"Value": "The priests' blessings didn't protect the brave fishermen from the
mermaid. They staged a raid, but many of them drowned. The merchants have stopped
using this route. Our people were disappointed by the protection that the gods
provide."
},
{
"Key": "17e09bab-d680-4260-aca5-97976c138e35",
"Value": "The priests were unable to assemble the fishermen and log drivers
to force out the mermaid. The peopled wouldn't believe they were protected by
blessings and divine support. The merchants have stopped using this water route."
},
{
"Key": "54dfc74c-1e4b-48ae-b4ee-10c4d1f5cb0e",
"Value": "The priests assembled the fishermen and log drivers, and expelled
the mermaid from her watery 'meadows'."
},
{
"Key": "3803b4c4-8e17-4231-a850-7fa98efb77ca",
"Value": "Priests blessed the local fishermen which emboldened them to stand
up for their river. They expelled the mermaid, proving that divine support is a
mighty advantage in any endeavor."
},
{
"Key": "c0d089dd-a05e-4f91-8dee-b6a92d50fc8b",
"Value": "The position of Chairman has just opened up on the Outlaw Council �
a one-year term. Before the political infighting begins, one of the advisors should
persuade the rest of the council that the {mf|King|Queen} is the best candidate for
the position. Becoming an influential policy shaper of the River Kingdoms would be
very beneficial for foreign relations, opening political doors on the level of
Avistan's major countries."
},
{
"Key": "8500fa3e-8576-4ed1-a009-98ec370793ec",
"Value": "Chairman of the Outlaw Council"
},
{
"Key": "bf894618-0f13-4213-b401-11141bd01790",
"Value": "After a long and exhausting exchange of pledges and empty promises
of loyalty, the advisor ultimately failed to put the {mf|King|Queen} forward for
the position. Perhaps next year, with the benefit of experience, the {mf|King|
Queen} will be able to secure the title."
},
{
"Key": "427c9682-4cd6-49ec-a6ec-e8893d0353e3",
"Value": "The advisor's agents successfully entered into negotiations.
Through a series of well-placed bribes and ingenious political maneuvers, the
position of Chairman of the Outlaw Council went easily to the {mf|King|Queen}."
},
{
"Key": "b20a650a-3dd2-483b-a835-a2be6ef68bce",
"Value": "Despite a fierce round of negotiations and diplomacy, the
Minister's agents failed to promote the interests of the kingdom and secure the
{mf|King|Queen} leadership of in the Outlaw Council. Perhaps next year, with the
benefit of experience, the {mf|King|Queen} will be able to secure the title."
},
{
"Key": "b5ee1b39-c828-4f25-9b8a-dc6c2252e6a5",
"Value": "The Minister's agents bribed a few key players, pulled off a
brilliant deception, successfully navigated multi-party negotiations. The new
Chairman of the Outlaw Council has just been announced: it's the {mf|King|Queen}!"
},
{
"Key": "77bd94d5-72a9-4a29-9ade-8562263b5569",
"Value": "The Eldest Ragadahn, Water Lord and Father of Dragons, chose these
lands to carry his eggs. Soon, his brood of young predatory dragons will hatch �
and can be sated only by flesh. The eggs must be cleared away before the rivers run
red with blood."
},
{
"Key": "34c0f892-87c3-4148-975b-5613c478c262",
"Value": "Ragadahn's Eggs"
},
{
"Key": "276db679-31bc-4efb-951e-6364d58b200c",
"Value": "The Treasurer was able to find a few water spellcasters, willing to
provide aid for a modest fee. Alas, they offered only empty promises � the dragons
hatched, and the river massacre began. It will take a long time to hunt the
hatchlings down and ensure the safety of the rivers once more."
},
{
"Key": "2a6f09d6-b790-4681-bac1-5982f03dcddb",
"Value": "The Treasurer was able to find a highly reputable, if expensive,
water charmer. The spellcaster succeeded in his task, and all the fey's eggs washed
up onto the shore. The unborn dragons melted into the sand, decaying into nothing
but black mold."
},
{
"Key": "e93cdddc-1fc6-4ebb-a633-bce1382683fd",
"Value": "The Magister's agents purchased an advanced poison from their
foreign contacts, which was intended to kill the eggs wherever they grew on the
riverbed. Unfortunately, the poison was a failure. � The eggs have hatched, and the
young have begun terrorizing the river. It will take a long time for the local
fishermen to hunt the hatchlings down and make the rivers safe once more."
},
{
"Key": "6a91198b-0393-4852-a4bc-d1169ad6ba48",
"Value": "The Magister appointed mages to concoct a special poison, which
would be placed directly in the waters of the river. It was a great success! � It
killed the eggs without harming any other river life."
},
{
"Key": "da16ea5f-0d95-41ab-b59c-897958899396",
"Value": "Rovagug's followers have carried out an act of terror in the city.
A tavern was engulfed in flames, burning to ash along with dozens of citizens. The
minions of the beast god seek to shatter society and cause discord, and they've
chosen our lands from which to embark on their quest to destroy the world. The
local people are terrified, preferring to stay at home for fear of another attack.
It is time to put an end to this nightmare."
},
{
"Key": "6dbdbe7e-72fd-4cb6-a32d-d91823c8d298",
"Value": "An Act of Terror"
},
{
"Key": "d29ee3cc-c95c-4ca1-8163-d47d3d7aeeb1",
"Value": "The advisor's servants set out to capture those responsible. They
managed to locate the criminals' lair, but met with immediate and violent
resistance. By the time the conflict settled down, the streets were piled high with
the steaming bodies of local soldiers and cultists alike. The ordinary folk are
scared, and no longer believe that their government can safely protect them."
},
{
"Key": "64ab0201-56f7-4a27-9dfd-ebca0fd2f36f",
"Value": "Despite the best efforts of the advisor's servants, the criminals
evaded capture. Under threat of arrest they fled the city, but promised to return
when they're least expected. The people are worried, and popular opinion is that
there will soon be another such attack."
},
{
"Key": "26598a01-9ba5-4bcd-a556-bb6c79bf8036",
"Value": "The criminals lair was discovered and immediately turned into a
bloody battlefield. Several loyal warriors lost their lives, but not one fanatic
escaped, all preferring death to prison. Their followers should stay away from
these lands, fearing an equally swift fate."
},
{
"Key": "e171b189-d538-43f2-b510-fbc905cafe7b",
"Value": "The criminals were found and arrested. The sleeping powder sprayed
over their camp successfully put them all to sleep. Once they were brought back to
the city, a huge crowd gathered to watch their execution. The citizens in
attendance praised the kingdom, and claimed nothing could break their spirit."
},
{
"Key": "86729eb1-ddc2-4b58-b454-1a74b4ad087d",
"Value": "A caravan of settlers has entered the region. These are people
dreaming of a better life, seeking a new home. Perhaps they will find happiness in
the Stolen Lands."
},
{
"Key": "d509285d-2f9e-455b-82bf-bc8e64d73a26",
"Value": "New Settlers"
},
{
"Key": "58c18b7f-c230-40d3-a511-cd3f6fb19b35",
"Value": "The Regent failed to reassure the colonizers that the local
population would be glad to embrace them. In fact, at the reception there were only
scowls and disappointed glances. They moved on, spreading word of the unpleasant
denizens of {kingdomname}."
},
{
"Key": "af3d4c2b-bf7f-4c99-8beb-8cbefd5aed77",
"Value": "The Regent failed to persuade the settlers to stay. They moved on
to find happiness elsewhere."
},
{
"Key": "4d3ecbf0-0d2c-49b7-890f-61f4cd6e2269",
"Value": "The settlers listened to the Regent and agreed that these lands
would make a fine shelter. They're ready to invest in the future of the region."
},
{
"Key": "97d73a99-7f87-4d3b-85e1-b86f9b3f1d95",
"Value": "The Regent tempted the settlers with an offer of perfect farmlands
and a tax waiver until they settle in. They decided to stay. This hospitable
reception will do good for the {mf|barony|barony|kingdom|kingdom}'s reputation."
},
{
"Key": "ccbf5319-9fda-4807-9995-bafce198f371",
"Value": "Some of our dissatisfied subjects are packing their belongings and
leaving for more peaceful lands. But the young {mf|barony|barony|kingdom|kingdom}
needs these people. They will have to be stopped."
},
{
"Key": "886218e6-a113-4304-af8b-d0951607b1fa",
"Value": "Refugees"
},
{
"Key": "11f726f1-3efc-4312-9ba9-5263a1651559",
"Value": "The advisor's servants encouraged the people to stay, reassuring
them that today's problems will end in tomorrow's blessings. The villagers returned
to their homes and crops."
},
{
"Key": "84e2396d-152c-46ef-83f6-e9572220f66d",
"Value": "The advisor managed to convince the people to stay, and struggle on
for the good of their land! His words stirred the patriotism in their hearts."
},
{
"Key": "45765fc2-32a4-4a9e-aa90-067f9d0598fa",
"Value": "The advisor's servants couldn't reassure the people, and they
decided to abandon their homes and seek happiness in foreign lands."
},
{
"Key": "73448ab9-42b1-4537-bddf-6b92e65330e8",
"Value": "The guards' attempt to halt the exodus descended into a massive
brawl, and the people fled the lands regardless. Those who remained are very
unhappy about the guards' brutality."
},
{
"Key": "814b196d-fad9-4d80-b6a3-bc8e3625b7a0",
"Value": "The guards attempted to stop the citizens from abandoning the {mf|
barony|barony|kingdom|kingdom}, but they packed up and left. There's little use
looking for them. They do not travel in convoy, and each one knows the area like
the backs of their hands."
},
{
"Key": "762188f7-88b5-4311-ad9c-a4a04af6ffa0",
"Value": "The refugee caravan was blocked by the guards, who ordered the
fearmongers to return to work and stop trying to run away. The people were appalled
at the threat of force, but didn't risk engaging in a fight with the armed
guardsmen. Humbled, they returned to work."
},
{
"Key": "0cc70d67-2b9d-425e-af32-e50b63d623e0",
"Value": "The guards talked to the refugees, and reassured them that the
authorities would protect everyone in the region. � Whereas elsewhere they would be
defenseless. The people weighed their options and decided to remain where it was
safe. They now appreciate their royal protection even more."
},
{
"Key": "10d758cb-5885-4459-97e3-d7fe4c899b05",
"Value": "The gambler departed, in search of more naive fools in other lands
� but only after he robbed all the locals and escaped several attempts on his
life."
},
{
"Key": "919cef82-41b1-4cc9-a4d4-1365adec639f",
"Value": "The advisor's agents were eventually able to drive the gambler
away, but it took them some time. Again and again, he kept slipping through their
fingers. But once he was sure he'd robbed everyone he could, the mischievous fey
disappeared."
},
{
"Key": "7c0ead67-4edc-475b-a3ff-1a52420570f5",
"Value": "The fey robbed the local citizens of all their savings. The
advisor's servants made several attempts on his life, but this only drove him to
outrage. The gambler called a rally where he gave away all the money he'd won, and
called for a rebellion against tyranny. The peasants have begun to listen to his
words."
},
{
"Key": "2c163449-e797-4f0b-8f00-7669329b850c",
"Value": "The advisor's servants tried to expel the fey, but failed. The
gambler hired mercenaries, who defended him and gave the guards a proper beating!
The fey left the region, but not before he cleaned out the pockets of all the local
citizens."
},
{
"Key": "0566d4b8-f120-4837-aa7a-a79ea0c523d3",
"Value": "The gambler was found in a ditch near one of the taverns, his
throat cut and his pockets empty. All his winnings went to the treasury."
},
{
"Key": "0d05324e-271d-4368-8136-45b5e3bcded4",
"Value": "The advisor's people captured the fey in the act, confiscated his
gold and drove him out of the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "ff4ab9e4-e1a6-44ad-8ca9-b92d28ad3fd5",
"Value": "A fey came to visit the region. He seems to love gambling more than
life itself. He tempts people into playing with him, and then squeezes them dry.
The fey is already dragging around a cart full of gold he's won. It's time someone
stop him, before he bankrupts the whole region."
},
{
"Key": "d8720a0f-b5d1-4c5c-8383-a67e6f2a706b",
"Value": "The Gambler"
},
{
"Key": "16bbc392-afb1-40f5-a3dd-847b024bd569",
"Value": "A dose of poison inexplicably made its way into the scoundrel's
goblet. He survived, but took the hint and left the region."
},
{
"Key": "86157804-8cf5-42ac-bfd0-20f248690bd5",
"Value": "The advisor's people hunted the gambler down and chased him from
the region at full gallop. Now the local population can return to their lives,
untroubled by tricksters."
},
{
"Key": "f581d72b-6652-41c4-aa1a-5a100440c831",
"Value": "The region is rich in natural resources, but lacking in manpower. A
group of foreign merchants begs permission to gather the local herbs and other rare
ingredients, which they can sell for a hefty price at home. To secure this
permission, they would be willing to pay a fee to the treasury."
},
{
"Key": "f829b4d3-d280-4e79-880f-83d02f73ccbf",
"Value": "Herbalists"
},
{
"Key": "61903a05-8e15-4aee-b1f3-330116193370",
"Value": "The advisor's strict conditions put off the merchants, and the deal
soured. Rumor spread that the rulers of these lands are too greedy."
},
{
"Key": "e6dac61b-86d2-4824-8db1-d10ea66c9885",
"Value": "The advisor failed to come to terms with the foreign dealers, and
the deal soured."
},
{
"Key": "82e531e8-e011-4f1c-80fa-c9a618ebf011",
"Value": "The advisor was able to forge a good deal with the foreign
visitors. The earth is bearing fruit, the treasury is being filled, and everyone is
happy."
},
{
"Key": "f0a499ea-5079-4963-9109-e9d6b51b1d67",
"Value": "The advisor bargained such a sophisticated and mutually-beneficial
deal that the news spread like fire. More fortune hunters have already arrived,
seeking their fortune, and bringing profit to the treasury."
},
{
"Key": "0ac30b81-13d8-412f-aa92-8a01ad59d160",
"Value": "Your faithful people have raised a large sum of money to build a
sanctuary. Now they only have to handle the funds wisely, and see that the work is
done."
},
{
"Key": "07ac74b7-2bb9-4a8a-ba78-b99adacd40bd",
"Value": "A Temple for the People"
},
{
"Key": "835883d3-1e20-4e76-9a9c-c80e3b86f3a3",
"Value": "The advisor failed to come to an agreement with the people and
their priests about how the sanctuary should be constructed. Discussion between the
parties ended in a quarrel. The pathetic squabble played out before the eyes of the
larger population, who looked on with indignation. Many have stopped visiting the
temples altogether."
},
{
"Key": "3d08a541-d0e7-4b29-bc1f-3744cab66679",
"Value": "The advisor was competent enough to organize the construction. Not
a single coin was pilfered or wasted."
},
{
"Key": "f5b359dc-878d-49c9-bc00-d72ea3ee77e9",
"Value": "Some foreign treasure hunters found an amazing artifact at a dig
site. It would be nice to obtain it, but how?"
},
{
"Key": "72b89e5a-73a2-4244-8525-60d6541fbed5",
"Value": "An Amazing Discovery"
},
{
"Key": "b64e2820-f046-4c83-9c1a-99f3c8c6c611",
"Value": "The treasure hunters ridiculed the notion that their discovery
belonged to the land as a part of its cultural heritage."
},
{
"Key": "0bea92e5-0a0f-4337-9982-f7a1b08b05b4",
"Value": "The advisor persuaded them to hand over the unique discovery. After
all, it's an integral part of the land's cultural heritage."
},
{
"Key": "89117749-e370-4cb0-a68b-5c729bd28a56",
"Value": "The Minister's agents attempted to steal the artifact, but were
captured in the attempt, which led to a huge scandal. Apparently, the archeologists
have well-placed friends in Brevoy, who were appalled at the attempted theft."
},
{
"Key": "aeef1f9f-cf03-4695-89a6-a738ee86f0e0",
"Value": "The Minister's agents tried to steal the artifact, but its guards
were wide awake and alert. At least the thieves escaped with their lives."
},
{
"Key": "c16f0e1a-c14e-408b-938f-abb47277f1e8",
"Value": "In the middle of the night, the artifact inexplicably vanished from
the treasure hunters' chests. It was later discovered in the treasury. No one
witnessed the Minister's agents stealing the artifact as the archeologists slept."
},
{
"Key": "8064d77e-8588-4916-953a-f0d90579c9e0",
"Value": "A promising magician and scientist has arrived in the region from
abroad. He is looking for a quiet place where he won't be disturbed. The
authorities may benefit from cooperation with him."
},
{
"Key": "936aa362-25e3-44ed-b4e2-b9e006f28653",
"Value": "The Wise Man"
},
{
"Key": "a60669e4-30e0-49d3-88ed-3d1451e3af08",
"Value": "The advisor couldn't convince the scientist to take up service."
},
{
"Key": "6007dcf5-a6c0-463c-beca-f16fd1547e6b",
"Value": "The scientist accepted the advisor's offer to aid the {mf|barony|
barony|kingdom|kingdom}. His work will surely promote the magical arts in these
lands."
},
{
"Key": "327a131a-297b-4b1a-8d9b-175a5a03125e",
"Value": "Several priests of various deities have volunteered to join the
army. They are to become combat priests, and use their spells to enhance the
soldiers. However, the army's regulations may sometimes contradict the religious
obligations of their followers."
},
{
"Key": "6918316e-129f-4803-948d-7a55e311f12c",
"Value": "Combat Priests"
},
{
"Key": "c97258b4-7d99-4587-b52d-b2cf86e4a65c",
"Value": "The officers were demanding that the priests follow all army
regulations. The priests noted irreconcilable differences, and quit the army. Their
gods were deeply offended at the disrespect."
},
{
"Key": "cc956b40-f360-4957-ad07-0c2c30de9c0c",
"Value": "The priests couldn't bow to the army regulations. Alas, the
soldier's duty is incompatible with priests', for in truth they serve different
masters."
},
{
"Key": "6f785901-26a7-4a9f-b2c2-abcb6009b245",
"Value": "The priests were able to acclimate themselves to the military
routine. Their magic enhances our warriors, and their healing spells will cure many
wounded soldiers."
},
{
"Key": "7df86c0d-409e-46be-bdcf-4049fb4c5b16",
"Value": "The druids have noticed that one of the settlements is poorly
located, and creates an obstacle to the natural flow of energy through the region.
The druids can fix this, and lift the unpleasant atmosphere in the settlement."
},
{
"Key": "8aed8495-acb1-4ecf-b35c-0d12eac2b333",
"Value": "Disrupted Harmony"
},
{
"Key": "1ff0db91-355d-4f48-9d3b-99e935b3ccdb",
"Value": "The servants of nature and the townsfolk fell into a quarrel. The
citizens hated the improvements that the druids offered. They were ridiculed and
kicked out. In revenge, the druids ruined the harvest."
},
{
"Key": "0d183288-28fa-4f50-b652-ebef06a810ba",
"Value": "The High {mf_HighPriest|Priest|Priestess} couldn't engage druids
and townsfolk in dialogue. The citizens thought that the change suggested by the
druids were too big and abrupt."
},
{
"Key": "515788c7-acef-4b63-82c2-11c48b20be75",
"Value": "The druids, guided by the High {mf_HighPriest|Priest|Priestess},
altered the landscape surrounding the settlement, and its architecture. They
already promise a better harvest."
},
{
"Key": "f99bd835-4c12-442b-95de-f304b7b77730",
"Value": "The druids, guided by the High {mf_HighPriest|Priest|Priestess},
significantly altered the landscape surrounding the settlement, and its
architecture. This has already been a blessing for the harvest, and has lifted the
people's souls, making them happier and more cheerful."
},
{
"Key": "628bcf40-3a80-4794-955b-79050c01eaed",
"Value": "A terrible fire struck the settlement, consuming many buildings.
The people need immediate help!"
},
{
"Key": "c42daf5c-71fc-41c9-ad31-5c3c8115bf56",
"Value": "The Fire"
},
{
"Key": "5192f86e-436d-4bb7-af7c-ae2ad4969495",
"Value": "The advisor's aid arrived just in time. The settlement is being
rebuilt after the awful fire."
},
{
"Key": "bfb00437-5aaf-45fe-8e7a-dd96e44dcd11",
"Value": "Thanks to the advisor's help, the settlement has survived. The
subjects weren't abandoned in their hour of need. They celebrate their {mf|baron|
baroness|King|Queen} and offer their thanks and gratitude."
},
{
"Key": "ea8a1faa-62c2-4b82-a269-f360f9c35e4c",
"Value": "The advisor couldn't organize support in a timely manner. The
people have abandoned the settlement for good. This loss will doubtless have an
impact on the treasury."
},
{
"Key": "71768941-a94f-4926-baab-bbadaf16f107",
"Value": "Several peasants have decided to abandon the field and become
warriors, seeking careers as mercenaries. If they could be persuaded to join the
army, they would make excellent soldiers."
},
{
"Key": "1f1a4db8-c627-40e7-a834-cf69135c804b",
"Value": "Freed Swords"
},
{
"Key": "f02c6674-b486-4c3e-a4ec-ef0c3d17a1a9",
"Value": "The peasants joined the army, but military order was too harsh for
them. They left for foreign lands, hoping to become wealthy mercenaries. Many of
our soldiers followed them, taken in by their tales of glory, gold, and booze."
},
{
"Key": "2181a42e-7c3b-4c3a-b056-d705da30cd7e",
"Value": "The peasants didn't like the soldier's life. They departed for the
border, hoping to become mercenaries in neighboring lands."
},
{
"Key": "fc4edeb1-90ff-415f-a9b7-0bf9d1dcc5c0",
"Value": "The General successfully convinced the peasants to joining the
ranks. They've already started training."
},
{
"Key": "caa3c1f1-e4f1-4878-a647-1cceb1b95461",
"Value": "The peasants accepted the General's invitation, and they've already
begun training. Our people's patriotism only grows."
},
{
"Key": "96489c2f-2935-4d8c-86a9-456f0323b470",
"Value": "The advisor's agents could not persuade the peasants to end their
rebellion. The affected area is growing. Perhaps stricter measures are in order."
},
{
"Key": "dceb1527-7761-4e5e-a042-5041cbddd1f2",
"Value": "The advisor's servants went out to bring the peasants into
submission. They fled into the forests, where they continue to mount their struggle
against the authorities."
},
{
"Key": "db9ba723-d616-4f09-aa27-3ce01ec55f63",
"Value": "The advisor's investigation revealed that rebellious ideas had been
spread by a foreign spy, and the villain was arrested. The people saw that they'd
been manipulated, and they repented their petty rebellion. They're now filled with
a desire to prove their loyalty and redeem themselves in the eyes of their {mf|
baron|baroness|King|Queen}."
},
{
"Key": "567d8b8e-a798-4e97-ab56-c128c0652792",
"Value": "The advisor's people captured the settlement and brought the
villagers into submission. The instigators were rooted out and arrested. It turned
out that the trouble was started by a gang of outlaws who'd been prowling the
roads."
},
{
"Key": "345a24be-fe40-4a10-b1b4-f3dec533d810",
"Value": "One of the villages refuses to recognize the authorities. They wish
to live on their own, as they did under the Stag Lord's rule. If they get away with
this, their neighbors will surely follow their example and deny their oaths to the
{mf|baron|baroness|King|Queen}. The state would collapse without its subjects."
},
{
"Key": "96b24abd-3be0-4ad5-bd73-5f3cde75ba3b",
"Value": "Free Thinkers"
},
{
"Key": "1c0194ab-0272-42ac-a858-5cbc1f6c142a",
"Value": "The advisor's ambassadors persuaded people to give up their
thoughts of rioting. They agreed to pay their taxes and obey the law, and returned
to work."
},
{
"Key": "0167133a-5829-4b88-aed3-2019d72323ef",
"Value": "The advisor's servants forced the peasants into obedience. The
instigators were punished by flogging, while the others were shown to their work."
},
{
"Key": "7511ef78-dfd4-4414-a25b-3d90a097e7e0",
"Value": "A fey prophetess has made camp at a crossroad. She reveals the
future to all who come past, but only the dark side of the future. She may not be
lying, but her stories are making the people miserable, and they look to the future
with a sense of doom. It's time to put an end to this."
},
{
"Key": "9762164c-4b23-4522-b056-ea88662778aa",
"Value": "The Grim Prophetess"
},
{
"Key": "43978e3d-6ef4-47fe-a2b9-b2690d0cb50a",
"Value": "A dark prophecy has come to pass. The home of one of the peasants
burned down in the middle of the night. The advisor sent a priest to organize the
people to build a new house. The people pulled together, and came to see that they
could face together any disaster that the future might bring."
},
{
"Key": "30c6f9ce-a2bd-434a-9184-945283247910",
"Value": "A dark prophecy has come to pass. One of the woodcutters was
injured by a falling tree. The priest dispatched by the advisor healed the poor
fellow and proved that one can overcome any predestined obstacles, if one trusts in
the gods and worships them."
},
{
"Key": "5849a7f4-be70-4dd5-95af-156b381b8cb7",
"Value": "A priest tried to weave a charm to prevent a gloomy prophecy, but
suffered its terrible consequences himself. The people have grown bitter, sensing
they've no hope of divine protection. Word is spreading that the fey are stronger
than gods, and some have begun to worship them."
},
{
"Key": "7f1d0392-aa35-46e7-a928-a2b9abb03ec9",
"Value": "A bard was sent to mock the prophetess, but she revealed to him his
own son's horrendous fate. He died of grief on the spot. This filled the people
with even greater dread. His death was a great loss, felt across the whole {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "a4eff0bd-ff94-42d4-8642-0c0d0b59c693",
"Value": "The bard sent by the Curator had hoped to make light of the
prophetess and reassure the people with a bit of laughter. But she told him all
about his gloomy future, and he was found drunk in a cheap tavern not long after.
Mobs of depressed and troubled people are wandering listlessly."
},
{
"Key": "54214344-3925-4f55-aad5-65a288a22344",
"Value": "A bard was dispatched to play a game of words with the prophetess.
She foretold for him a dark and gloomy future. He listened quietly until the grim
prophecy was finished, then told her how much good he could do before his death.
The bard reminded everyone gathered that death awaits them all, and it's no good to
dig a grave before it's time."
},
{
"Key": "ad45cb3f-4fb6-4684-8743-08a99103e409",
"Value": "The bard sent by the Curator listened to the prophecy, and then �
on the spot � he composed a ballad in response! He sang of all the good things in
life, mixed with the bad things. The ballad was smart and bright, and so catchy
that it's now sung in every tavern. Nobody listens any more to the grim prophecies
of the fey. There's always room for sorrow and tragedy in life. That's nothing
new."
},
{
"Key": "84c77d3e-4ff5-4e2b-8182-314cffb98b34",
"Value": "The fey predicted her own violent death in such minute detail that
even non-believers began to wonder after her corpse was found. Now people are
whispering that the fey's last prophecy was of the {mf|barony|barony|kingdom|
kingdom}'s imminent demise."
},
{
"Key": "3aaf891c-da44-4c9b-bf23-cd523e548c8a",
"Value": "The Minister's agents tried to assassinate the prophetess � but of
course she foresaw this. The crowd protected her from the assassins, and her grim
prophecies continue to haunt the people's minds."
},
{
"Key": "72a2e342-50f6-4482-95a4-0ee93c66d1e3",
"Value": "The prophetess has disappeared, and the peasants are wondering
where she has gone. The only ones who know the truth are the Minister's agents who
dealt with the unpleasant situation."
},
{
"Key": "7a92049e-d0ad-4914-ac3b-99e2f4a0024f",
"Value": "The Minister's agents kidnapped the prophetess and threw her into
prison. The intelligence service is already making good use of her talents. She'll
warn them if a threat materializes."
},
{
"Key": "8e03134c-7812-48cd-be43-fc870d7e9d8e",
"Value": "Poachers are hunting animals illegally, and their traps are snaring
the locals. This must be brought to an end."
},
{
"Key": "1bece5b5-dafb-44ac-a931-5546955e1772",
"Value": "Illicit Hunters"
},
{
"Key": "486e7bad-c52b-4b96-ac47-31c850062089",
"Value": "The people expected far more from the Regent's servants, but all
they could muster was an open plea to the general public not to poach � words that
fell on deaf ears. The {mf|barony's|barony's|kingdom's|kingdom's} subjects are
wondering why they should obey authorities that can't even protect them against
poachers."
},
{
"Key": "75613580-b844-4995-bf62-367b93f1dda8",
"Value": "The Regent's people failed to persuade the poachers to stop. The
ordinary people now stay away from the forest as much as possible. They're afraid
of getting shot by an arrow, or stumbling into a trap set by a hidden hunter."
},
{
"Key": "ddd51dc0-1465-441d-b620-9593b93fcb30",
"Value": "The Regent's people were able to persuade the poachers to stop. The
rule of law has been restored to the forest."
},
{
"Key": "76438565-765f-45e0-b7ec-3302b71eb026",
"Value": "The Regent's servants explained to the hunters that illegal hunting
drives the forest animals away forever, which is bad for everyone. The poachers
understood and obeyed, and the people are grateful to the authorities for solving
the problem mercifully and without violence."
},
{
"Key": "28911766-d8bc-4246-94fc-d61b6c3adc77",
"Value": "The guards attempted to mount a raid against the poachers, but only
ended up in their traps. The people are now even more frightened to venture into
the forest."
},
{
"Key": "a14aaae2-f352-474b-a60e-d6a27fa09fb1",
"Value": "The guards failed to track down the poachers, who after all have
been hunting on those lands since they were children. The people now refuse to go
into the forest, in fear that you'll get caught in a trap."
},
{
"Key": "5a07c86c-c492-4c7b-a7a9-eefb0efd5bef",
"Value": "The Warden's guards arrested the poachers and punished them
harshly. The illegal activities abruptly ended."
},
{
"Key": "38771a89-2577-4854-80c3-dd0699ce51af",
"Value": "The guards arrested the poachers, and prison made them talk. The
guards will make good use of their knowledge of secret forest paths."
},
{
"Key": "0faeb832-bfde-4bc7-a20e-5e477736bba8",
"Value": "The wealthy man didn't want to trust the authorities with his gold.
He was afraid that the money would be stolen or wasted."
},
{
"Key": "322fdeef-6195-400c-92df-816a98fceeb2",
"Value": "The wealthy fool handed over his riches, but the money never made
it to the poor. It went to the treasury instead, where it was most needed."
},
{
"Key": "9b1dd34f-200d-4649-8ed5-31a5b9bfe462",
"Value": "The advisor's people made sure that not a single coin was stolen or
wasted. The people greatly appreciated the much-needed gold � as well as the fact
that the money wasn't embezzled by the government."
},
{
"Key": "17b7ffe9-dbef-43c3-a0d9-d04fbf254d64",
"Value": "The advisor failed to obtain the rich man's money. He sensed deceit
and decided that he'd rather spend the money as he saw fit."
},
{
"Key": "4d2ead5e-7abf-4cf7-8830-ac2144156c9b",
"Value": "The advisor shouldn't have tried to embezzle the charity money. The
wealthy man uncovered the deception and refused to donate the gold. The hypocrisy
has made the people furious."
},
{
"Key": "09a95056-2d2b-484c-9b49-be99b71c3737",
"Value": "A wealthy subject is seeking redemption of his past sins. He wishes
to donate a large amount of money to charity. It should be spent on the right
things."
},
{
"Key": "d3e2ff8d-3b7d-4736-ae1b-0e2cd42d4346",
"Value": "Redemption"
},
{
"Key": "b6203156-2068-43df-b94a-c41aef6bbd70",
"Value": "An outstanding local mage made an important magical discovery. He's
going to Absalom to present his research to his foreign colleagues. There is no
doubt that this will enjoy glory and wealth there. But if he could be persuaded to
stay and work for the crown, his research could advance the knowledge of the local
magicians."
},
{
"Key": "288f4c02-ad72-4d11-aa04-03f37401fc10",
"Value": "Eureka!"
},
{
"Key": "1d9a570b-d4a7-4a38-a6cd-d9df6c2aeda2",
"Value": "The advisor's servants failed to convince the mage to stay. He
dreams of the glory that his invention will bring him in Absalom."
},
{
"Key": "da51a9b0-1fcd-4cfe-bd75-fd6c609f1ee0",
"Value": "The advisor's servants came to an agreement with the mage. His
discovery now belongs to the local mages, and they are studying it with great
interest."
},
{
"Key": "7085f642-c778-4850-aa6a-4da2a2b6af4b",
"Value": "Several slightly wild giants have wandered into a settlement. They
wish to be hired as hands. They are powerful and might be useful, but they frighten
the people. They are wild and not very intelligent, and their great strength makes
them dangerous neighbors."
},
{
"Key": "57a80816-53f7-4408-81f1-2ec414faab4c",
"Value": "The Giants"
},
{
"Key": "14754aca-8aef-4f47-9440-e9d644bf6a49",
"Value": "They accepted the advisor's offer, and were hired to chop down
trees and dig canals. However, they turned out to be too clumsy and foolish, and
their job caused more damage than good. They were fired in dismay."
},
{
"Key": "ee27fca8-11e7-4c10-8182-7bc1cadf6865",
"Value": "The giants balked at the advisor's rules. They were supposed to
work every day � and couldn't destroy everything, or take away the little people's
things. They left for foreign lands."
},
{
"Key": "9d41a43d-a04d-4fa5-a6b4-24e50bdf1c2e",
"Value": "The advisor was able to explain clearly what was needed. They have
been hired to chop down trees and dig canals. The mighty and obedient workers are
greatly contributing to the success of the region."
},
{
"Key": "cde45168-bb85-4f66-b4e4-b04d7f074d4d",
"Value": "The General invited the giants to join the army. Unfortunately,
they were too clumsy and foolish, and soon had to leave the ranks � but not before
they wounded a number of soldiers during training."
},
{
"Key": "9ab2248c-43ed-4b47-90ff-0e5fc38ceb19",
"Value": "The General's promise of food and good pay couldn't lure the giants
into the army. They might be strong, but they're not so brave."
},
{
"Key": "a7853bab-7ef7-4bab-ba56-2efbd479e02f",
"Value": "The General's promise of abundant food and decent pay lured the
giants into the army. The powerful soldiers will come in handy on the front lines."
},
{
"Key": "20efc6ba-a3b1-4be3-ab00-59915fc6942b",
"Value": "A local leader and a loyal servant to the crown has died. He was a
pillar of the community and the embodiment of stability. His death has stirred the
community and raised questions about the future."
},
{
"Key": "d6550808-f47f-4d3f-8ccb-beed5a73145d",
"Value": "Rest in Peace"
},
{
"Key": "7b80d422-45b0-4ef5-bb1f-0dd63be06ab9",
"Value": "The Councilor was able to find a noble successor to the deceased.
The people are reassured that the world remains stable and life goes on."
},
{
"Key": "f3d57f61-2a3e-44fe-9eb9-6903880d1cf1",
"Value": "The successor chosen by the Councilor promised to carry on what the
deceased had begun. The people were cheered to see that life goes on, and the
future promises to be happier than the past."
},
{
"Key": "c141f99c-8fcc-4447-9e46-88c29f6deec1",
"Value": "The successor presented by the Councilor failed to impress the
people, who have begun to whisper that the old guard is gone, and the youth will
never know the blessings of the community's great leaders. The people are worried,
and the situation is heating up."
},
{
"Key": "ed2f17b5-f5ca-4eaf-a097-5d2e3424f67b",
"Value": "The authorities erected a modest but thoughtful monument to the
deceased. It is symbolic, and means that the people's hero will remain with them
forever."
},
{
"Key": "7504da49-1e77-4b23-b086-3d2fc4bd447b",
"Value": "A memorial to the deceased was opened in the city. This symbol
means a lot to people. It also means a lot that the authorities respect and
celebrate their loyal servants."
},
{
"Key": "ecda8a7d-86f6-4bd6-b90a-fbf143e7fbaf",
"Value": "The people do not like the memorial that was erected for the
deceased. They think it's too pretentious and ugly. They whisper that the
authorities don't understand them, and this is causing some unrest."
},
{
"Key": "a7385200-df21-42a1-b10f-aea47412faf8",
"Value": "Some troublemaking bards found an easy way to win fame among the
ordinary people. They've taken to singing insulting songs about the {mf|baron|
baroness|King|Queen}, painting things over {mf|his|her} portraits, and vandalizing
{mf|his|her} statues. The rabble love it, and foreigners snort at the sight. But
it's more than just a joke. The one who gets laughed at doesn't get any respect.
They're one step away from a riot."
},
{
"Key": "e35ae954-268d-41f9-8bd7-6c2674ff7828",
"Value": "Troubled Minds"
},
{
"Key": "7752a47a-4610-4a6b-9459-aedd97be0994",
"Value": "The vandals mocked one of the Councilor's speeches, which was meant
to pacify the troublemakers. The people saw only weakness in the {mf|baron's|
baroness'|King's|Queen's} toothless response."
},
{
"Key": "d4b1bf3d-a0fc-4d22-94cc-4fbcd6d3a0f9",
"Value": "The Councilor failed to persuade the troublemakers to end their
mischief. They continue showing disrespect and inciting others."
},
{
"Key": "0f009911-bce1-4dc2-9154-86edb2b024f0",
"Value": "The Councilor silenced the troublemakers with numerous penalties.
With every insulting tune costing them gold, they soon turned to safer topics."
},
{
"Key": "17fa080b-44d4-4949-845b-629775c1445f",
"Value": "The Councilor and the people were able to find common ground. The
people realized that even the pettiest vandalism does harm to all of them. The
vandals were taught not to ridicule the authorities. Even the criminals are acting
more carefully now."
},
{
"Key": "c08a944c-7ebb-41e8-ae6e-2cfac466a24e",
"Value": "An attempt to arrest the troublemakers led to broad social unrest.
Ordinary people sympathetic to the \"street artists\" decided to stand up for them.
The mob and the guards had a massive brawl. The situation in the region has become
volatile."
},
{
"Key": "5fd312e1-11cb-45c2-9a5c-0f4b3a3a641e",
"Value": "The guards who tried to arrest the troublemakers were showered with
rotten vegetables. The citizens ridiculed them for their failure. Respect for
authority is dwindling."
},
{
"Key": "1a081811-270c-436f-9b0c-b928e52190be",
"Value": "The guards arrested and punished all the mischief makers. The acts
of vandalism have stopped."
},
{
"Key": "20d19807-09ca-4edc-bfb2-f547796d88aa",
"Value": "The guards arrested and severely punished all the mischief makers.
This taught people a firm lesson, and they have become much more obedient. The
number of petty crimes has reduced."
},
{
"Key": "ccf883a2-43d2-4938-b10c-16398cfc9c07",
"Value": "The bards hired by the Curator attempted to mock the troublemakers,
but the vandals were smarter and wittier, and the people took their side. They're
continuing to make fun of the authorities."
},
{
"Key": "e652d0a0-75c5-477e-aeb6-3de7d28eb481",
"Value": "The bards hired by the Curator mocked the vandals, but this didn't
impress the people. Perhaps it would have been better to bribe the troublemakers."
},
{
"Key": "b8a26cea-1e48-4b0f-8a46-3ba983414233",
"Value": "The Curator's bards ridiculed the vandals in a witty ballad.
Publicly shamed, they halted their mischief."
},
{
"Key": "47c7552c-697e-4a61-a411-240516315c09",
"Value": "The bards humiliated the mischief makers with a ballad. The lesson
was learned, and the number of petty crimes has reduced. No one wants to become a
subject of ridicule."
},
{
"Key": "918e81df-554c-4573-87ce-42cb4a2fb146",
"Value": "A mob of monsters invaded the region, then dispersed into the woods
and wilds. The lands must be cleared of them before they cause great harm."
},
{
"Key": "d14d32cd-b5bc-4b72-bd97-ae3060849bbf",
"Value": "Wandering Monsters"
},
{
"Key": "218e08e1-7917-44fc-b6b9-ca0556e50784",
"Value": "Our warriors failed to deal with the monsters. They swept across
the countryside, killing many people."
},
{
"Key": "2bafa095-2c68-4d86-90b9-b67860a05d3d",
"Value": "Our warriors failed to kill all the monsters, but they did at least
get rid of some of them. For now the monsters are quiet, and there's only an
occasional raid of a settlement or a missing caravan."
},
{
"Key": "84077ca6-1244-40a0-b6cd-eef4bdca48be",
"Value": "Our hunters drove the monsters from the region, and order has been
restored."
},
{
"Key": "6646f422-2eba-45d4-aeef-0e9833d37ae0",
"Value": "Our warriors mounted a large-scale raid and slaughtered all the
monsters. Their bodies were stuffed and mounted in the chambers of the town hall,
symbols of a strong and glorious {mf|barony|barony|kingdom|kingdom}, and an
inspiration to the people."
},
{
"Key": "9c89ad36-862a-423d-a6a2-de81560177af",
"Value": "The advisor found the offer unacceptable, and the druid was driven
from the country. � But not every subject approves of this decision�"
},
{
"Key": "188b101e-1226-4a6f-8cc5-c424232a94d4",
"Value": "Outraged, the peasants disrupted the druid's ritual. The outlander
was chased away by the crowd before he had a chance to begin his sorcery. It seems
the locals disapprove of bloody sacrifices."
},
{
"Key": "bf43e6e5-338f-4759-8f16-a689a7d7d6f3",
"Value": "The advisor disapproved of his bloody rituals, and the druid was
driven out of the country. In revenge, the malicious druid used his sorcery to ruin
the harvest."
},
{
"Key": "e1396a29-b57c-446c-bdb6-34dacb7a7b30",
"Value": "The ritual was approved, but the rabble disliked the idea of a
public sacrifice. The crowd trampled the druid while the ritual was underway. The
magic spell went out of control and poisoned the fields. The harvest was ruined."
},
{
"Key": "ad7b959d-9515-4bbf-85e4-7259e3037e1b",
"Value": "The druid was driven from the region in disgrace. The local
population detests bloody sacrifices, and have given their full support to the
authorities. No one appreciated this more than the kind-hearted servants of nature,
who predict a bountiful harvest."
},
{
"Key": "d74beafc-47bb-4c48-aef7-5a90c84b7a48",
"Value": "The braided man was ceremonially incinerated. The people were
unsure how to feel about the sacrifice, but at least they loved the following
festival. We are now looking towards a bountiful harvest."
},
{
"Key": "9acbb5b8-1c0f-4899-a6fd-0f899b5ca45a",
"Value": "A druid from the Lands of the Linnorm Kings is offering to perform
a bloody ritual called the Braided Man, which involves a human sacrifice. The
ritual promises to grant a bountiful harvest. But is it ethical to burn someone to
ashes for the sake of an abundant harvest?"
},
{
"Key": "3bfe34b8-2e87-4bca-bac1-2ed3c0793352",
"Value": "The Braided Man"
},
{
"Key": "3121664c-093e-48e2-869a-167659e668e4",
"Value": "The druid was expelled in disgrace. There is no place for bloody
rituals in these lands. The people supported this decision. They appreciate the
fact that the authorities are concerned about morality."
},
{
"Key": "bea02914-6c7b-40e6-a331-8b64b3747517",
"Value": "The ritual was performed, and the Braided Man's ashes fertilized
the fields. The future harvest will be bountiful."
},
{
"Key": "60e44451-e10c-4f8d-813b-217396aa020e",
"Value": "Some soldiers on leave have been bullying the peasants. Regular
clashes have been occurring in the streets and taverns. Such brutality gives the
army a bad name, and these fights will end up in a massacre sooner or later. The
peasants have been forming gangs to catch and punish the drunken soldiers one by
one. It's time to put an end to this."
},
{
"Key": "d4274fb7-901f-48d7-8739-aa90b8e1ff9c",
"Value": "Military Outrage"
},
{
"Key": "e3dde9b1-aa3a-476d-be0d-bf667c3fd1f9",
"Value": "The advisor's servants publicly announced that provocations and
clashes with soldiers are unacceptable. Those who retaliated against the soldiers
were declared traitors and mutineers. The people were outraged to hear this. Now
many taverns forbid entrance to soldiers and other servants of the crown."
},
{
"Key": "55c76c80-6b95-4a81-b160-ecb57cb177e0",
"Value": "The advisor's servants talked to the soldiers, and encouraged them
to band together and give the peasants a proper thrashing! That very night,
soldiers appeared in every tavern and crushed the local bullies. The people wiped
off their bloody faces and agreed that the ruler's servants are more privileged
than the rabble."
},
{
"Key": "1df576cc-28b1-469d-8b6c-97b913413270",
"Value": "The peasants continued to bully the soldiers, but the advisor's
bodyguards suddenly came to their rescue. Side by side with the soldiers, they
explained to the rabble that the country's military must be respected. The lesson
was learned, and the people were humbled."
},
{
"Key": "5c5584f5-f5ca-4048-91db-3b55ff4e3ae7",
"Value": "The advisor's servants talked to the soldiers and asked them to
stop bullying the citizens � by way of a long and boring lecture. The soldiers were
annoyed that the authorities failed to support them, and began to wander the city
in large groups and challenge the townsfolk, showing their superiority."
},
{
"Key": "877adefd-60cd-4423-8570-eb5f78bf499e",
"Value": "The advisor's servants arrived at the military camps and punished
all participants involved. The troublemakers were deprived of holidays and placed
on indefinite duty. It was explained to all soldiers that military service doesn't
grant them the right to harass the ordinary citizens!"
},
{
"Key": "e83d9f8a-08d0-4133-8bec-6c6dc4286786",
"Value": "The soldiers were punished for their behavior. The most reckless
troublemakers were expelled from the army in disgrace, and all remaining soldiers
were reminded that their military service imposes certain duties and high standards
of conduct. The townsfolk appreciated this approach and glorified the {mf|baron|
baroness|King|Queen}."
},
{
"Key": "686f3d5b-f07c-4fca-b8d1-ad20e1ae580c",
"Value": "There has been a riot in the region � people rebelling against a
corrupt mayor. Their accusations may be justified, or they may be nothing but
baseless defamation. This must be decided and dealt with; the region requires a
stable administration, or the rioting will soon spread."
},
{
"Key": "13438378-8361-4d8d-a1d7-f98a854d68c8",
"Value": "The People's Wrath"
},
{
"Key": "c45caea2-cd38-4c8e-a074-136e0a35bca9",
"Value": "The advisor's servants removed the mayor without trial and
attempted to reassure the people. Perhaps they shouldn't have followed the rioters'
demands so closely, as their respect for the authorities has lowered even further.
The people feel sure that they can get away with any disobedience."
},
{
"Key": "4954dd01-ae06-4dba-aebb-e471b4ce5fa5",
"Value": "The advisor's servants conducted an investigation, punished the
mayor, and appointed a successor, thus showing that justice always prevails. The
new mayor might be more honest and efficient than his predecessor."
},
{
"Key": "6eaa8ddf-1748-4b18-bdcb-4cc91c1d8f5f",
"Value": "The advisor's servants conducted an investigation and removed the
mayor. His holdings were transferred to the community he betrayed. The position was
given to an honorable man of the people. The community is satisfied that it is
being led by someone they trust."
},
{
"Key": "2003bc09-752e-48c8-81d1-82a284ab0dbf",
"Value": "The advisor's servants arrived in the region to harshly punish the
rioters. The mayor maintained his office. � Appointed by the crown, he was not to
be overthrown by the rabble. This enraged the people and prompted even worse
rioting."
},
{
"Key": "b9ced3c6-4759-450b-93f7-ec1038c53031",
"Value": "The advisor's servants arrived in the region to conduct a trial.
The mayor might have been guilty, but the charges could not be confirmed, and he
maintained his position. The peasants were shamed, and they apologized and returned
to work."
},
{
"Key": "07e160cf-1dc1-44a8-bb0e-123a8916f4e8",
"Value": "The advisor's servants discovered that the accusations against the
mayor were only slander, devised by an envious man who wanted to become mayor
himself. Regardless of whatever truth might be found in the accusations, the proper
judgment was clear. The criminal was punished harshly, and everyone involved in the
outcry was charged a hefty penalty � as a reminder to all that the law must be
obeyed."
},
{
"Key": "4af65a9a-b4ea-471e-94e7-896fd30866c5",
"Value": "Guards raided the streets in the dead of night. They corralled
every pauper and sent them to special labor camps, where they could earn their food
and shelter through honest labor � separated from the honorable townsfolk. The
camps are tightly secured, preventing any paupers from escaping."
},
{
"Key": "e93c20be-b62c-46d3-82f5-4b6f90a27058",
"Value": "The guards were sent to gather the paupers and accompany them to a
special labor camp, where they could earn their food through honest work. For some
reason, the paupers objected to this \"slavery\" as they described it. They
scattered and managed to slip away, screaming about some sort of violation of their
rights. The guards were undermanned, and only managed to recapture two dozen."
},
{
"Key": "f4dd5071-cf97-422a-94c6-c308c3815aa3",
"Value": "The advisor managed to relocate the paupers to shelters set up by
the priests. Each shelter was headed by a tough, bad-tempered priest, quick with
their hands. The paupers quickly fled, preferring their life of freedom and
poverty. They filled the streets once again, although at least now they avoid
encroaching on the property of churches and temples."
},
{
"Key": "3fc7fcb0-0856-4330-8125-299d3abac85b",
"Value": "The paupers were sent away to the barren wastelands to tame them
and start new lives as pioneers. However, they didn't appreciate the opportunity,
and soon escaped to continue begging and harassing honorable citizens."
},
{
"Key": "28efd62f-1c27-4f41-9367-bc8ff985d51a",
"Value": "The paupers were arrested by the guards and sent to labor camps,
where they could earn their food and shelter. Unfortunately, the camps weren't
sufficiently secured. The enraged paupers escaped, destroying the camps and
scattering across the region to spread turmoil."
},
{
"Key": "9aac249e-9e23-47bd-9eab-51c73ad4e91e",
"Value": "The idea of relocating the paupers to church shelters ended in
failure. The mob desecrated the temples, robbed the priests, and quickly fled � to
trade stolen treasures for drink. The gods are enraged at the blasphemy."
},
{
"Key": "efb603ed-c266-4b90-a569-e2a55fc8b9de",
"Value": "The paupers were sent to the wastelands along the border, to settle
down and begin new lives. Alas, this only led to the paupers to form gangs, and
prey on remote farms and villages!"
},
{
"Key": "583c3dd6-63f8-4832-be9d-fdcd828b1d90",
"Value": "The paupers found new homes in temple shelters, headed by wise and
merciful, though strict, priests. They have seen a lot in their lives, and were
easily able to find common ground with their new wards. The crime rate has
significantly reduced, and many paupers have begun new lives as servants of the
gods."
},
{
"Key": "3102a202-827f-4a3f-90b4-0e9034b3cb4c",
"Value": "All the paupers were sent out to tend fertile land in the
countryside. This has already brought new income to the treasury. These former
criminals and beggars appreciate their new homes, and are prepared to protect their
farms from any intruders."
},
{
"Key": "91a80c97-c03c-4b53-9bf9-2221d2821f01",
"Value": "In any region, there are beggars, vagabonds, and paupers that roam
the streets and refuse work � but the problem here has grown out of control. They
beg for money, commit crimes, and spread disease and filth. The paupers seem to
multiply by the day, and threaten our honest citizens. They fill the slums and turn
towns into grimy underworlds. This problem must be addressed before the prosperous
city turns into a shanty town."
},
{
"Key": "366e66c2-4e57-4ec0-be2a-57455ee29230",
"Value": "Slum Dwellers"
},
{
"Key": "dccb2a37-4972-425b-a3f6-596bfb99cd44",
"Value": "The paupers were relocated to church shelters. They are taken care
of by priests, and guards have been placed there to ensure that they don't escape
or steal church property. Crime has decreased, and the streets have become much
cleaner and safer."
},
{
"Key": "6c2635f2-eea8-4132-992f-54217cdb63f1",
"Value": "The paupers were conscripted into the army, where they can earn
their food, shelter, and wages. Strange as it may seem, most of them looked upon
this as a favorable opportunity. Many have engaged in service on the home front,
and every one of them has a role to play."
},
{
"Key": "0e7a2e1f-eada-45cc-9dcb-b9b178423a43",
"Value": "According to an old tradition, all shipwrecked goods belong to the
inhabitants of the shore on which they wash up. The guards made sure that the goods
were shared equally without any fighting. The people appreciated the fact that the
authorities respected the tradition and the people's freedoms."
},
{
"Key": "3c683863-e057-4e5a-ac37-63b498526af4",
"Value": "The advisor secured the river bank and warned the local mayors that
all the goods would be recovered by the crown, and methodically inventoried and
returned to their rightful owners. Word is spreading about this region's excellent
reputation."
},
{
"Key": "6e2650a3-bdf7-474d-b14d-4970a0917927",
"Value": "The advisor ordered all goods collected and transported to the
treasury. The former owners didn't take this well, but the local mayors were warned
that all the goods would be recovered from their villages' property. It worked, and
nothing went missing."
},
{
"Key": "6911b9b1-4947-43d1-93b4-de15119bf391",
"Value": "The authorities decided to follow tradition, according to which all
drowned goods belong to the inhabitants of the shore on which they wash up. The
local mayors were informed of the decision, but the rabble fought over their
winnings and unfortunately spoiled most of the goods."
},
{
"Key": "c2a941bc-faaa-43b4-80a7-5c81486bf547",
"Value": "The advisor sent their servants to collect the goods and distribute
them to their rightful owners. Unfortunately, most of the goods ended up being
stolen by the light-fingered villagers, because guards were never dispatched to
secure the site."
},
{
"Key": "390a42b1-886c-4c11-a2a6-dd4144a92a55",
"Value": "The advisor's servants tried to recover the goods and deposit them
in the treasury. Unfortunately, most of the goods were taken, since guards were
never dispatched to secure the site. A declaration alone was not enough to contain
the greed of the rabble."
},
{
"Key": "f2d871f8-1f1b-47ae-8b3a-b66b798064c4",
"Value": "The authorities decided to maintain an old tradition, according to
which all drowned goods belonged to the inhabitants of the shore on which they were
washed up. Heralds announced the decision to the public. The foreigners regarded
this as a violation of natural law, and the merchants who owned the wrecked ships
resented the decision. They sent their private guards to recover their goods from
the rabble."
},
{
"Key": "e6a2de2f-8aab-484d-a5f2-48d4a1d04e63",
"Value": "The advisor gave the order to secure the goods at the river bank
and return them to their rightful owners, using guards to drive away opportunistic
crooks. Some were beaten up in defense of the wreck. The local people are annoyed
because their \"right to salvage\" was violated, which changed the way of life for
many coast-dwellers."
},
{
"Key": "3a096544-7904-4547-99eb-b72f79d70152",
"Value": "The attempt to seize the goods for the treasury failed. The angry
coast-dwellers drove away the guards and plundered everything, saying that the
authorities were violating their right to salvage. They clearly demonstrated their
new lack of respect for the authorities."
},
{
"Key": "0056438a-10f4-4af1-8bf4-26eadd856238",
"Value": "A trade fleet was lost to a sudden nighttime storm. Water washed up
a wealth of goods on the river bank. People gathered in the morning to pick through
the ownerless goods."
},
{
"Key": "6e03346c-2496-4c83-a506-3717f0c556a5",
"Value": "The Shipwreck"
},
{
"Key": "53c74413-3acd-4e43-af6b-31d7e3473de2",
"Value": "A wandering master strategist promises teach the art of war to the
local officers � provided that they're smart enough to understand the lessons, of
course."
},
{
"Key": "89434e8e-b576-428b-8068-69893df6845b",
"Value": "The Strategist"
},
{
"Key": "d1bea391-b7ee-47f9-9726-b4c32ed7b8b6",
"Value": "The strategic lessons were very good. � Too good, in fact. The
officers were so impressed that they decided to quit the army and become
mercenaries in more powerful countries."
},
{
"Key": "b8a46746-08e7-4fb3-9c7c-8127f99bf16b",
"Value": "The officers were too ignorant and poorly educated. The training
didn't do them any good. They'll just have to keep fighting the old-fashioned way."
},
{
"Key": "3f313753-1f54-4eca-9c8a-99c4ef04cd45",
"Value": "The local officers proved themselves very bright and clever. They
internalized the lessons, and the army's strength has increased."
},
{
"Key": "abf27b1b-1fe3-488f-91f6-4e43ee51b9b8",
"Value": "The local officers learned the strategic lessons. Moreover, they
had some things to teach the strategist in return. Impressed, he said he would
spread word of the local army's wise leadership."
},
{
"Key": "708e929f-029b-42cc-b47c-8193d0ebde13",
"Value": "Crippled and wounded soldiers discharged from the army aren't
willing to return to their farms, and instead form gangs and resort to highway
robbery. There's no use arresting them, as new gangs will just take their place."
},
{
"Key": "0c5a8d5e-2a8a-408d-9ffe-d4e33b8efdcd",
"Value": "Veterans"
},
{
"Key": "972eef18-7d3c-4232-9a12-cb15cfe3400d",
"Value": "The Regent gave an order to allocate areas of fertile land to the
veterans. They built new homes, started families, and became respectable farmers
and subjects."
},
{
"Key": "ea732fc4-1ff8-4115-8837-9efaa7d7e1c0",
"Value": "The Regent gave an order to allocate patches of land to the
veterans. They settled down, began to cultivate the wild land, and formed a
reliable line of defense against foreign invaders."
},
{
"Key": "5aae6691-eb3a-465b-9430-069520876b05",
"Value": "Patches of land in a barren wasteland were distributed among the
veterans. The former soldiers took this as an act of disrespect, and continue to
refuse to farm. Instead, they've formed into gangs, and plunder remote farms and
villages."
},
{
"Key": "12ce2170-beb2-4f9a-b931-b4b11351b8e0",
"Value": "The veterans were taken back into the army, permitted to serve as
quartermasters, grooms, and other technical staff. This proved a bad idea, as the
enterprising veterans began instead to steal ammunition and supplies."
},
{
"Key": "12b499d2-3c6d-46c0-bf5e-9e91ea05de8b",
"Value": "The General shouldn't have returned the veterans to the army �
especially not to the vanguard infantry. They capitalized on their experience and
began to bully their younger comrades, ordering them around and creating a new
despotic hierarchy in the army. This decreased the regular soldiers' respect for
the officers. The veterans were soon dismissed from the ranks to avoid even greater
damage, but word had already spread. Recruiting will be more difficult as a
result."
},
{
"Key": "5fb657d9-c5f2-420e-84af-231c3c35bf5d",
"Value": "The General's idea to return the veterans back to the army has paid
off. They became sergeants and instructors and passed their knowledge on to the
younger recruits. Their valuable experience has made the army stronger. Officers
were present to ensure that the veterans didn't overstep their bounds with their
younger comrades."
},
{
"Key": "4bb67f33-cfe7-40d5-8bc1-167e6d11d367",
"Value": "The people responded to the Treasurer's call to take care of the
veterans. All have been offered work, and the problem is solved."
},
{
"Key": "68942b57-9cf6-4f8a-9437-2bc01db05cd4",
"Value": "The unemployed veterans have been hired to work in military
workshops that supply the army with weapons and gear. Thus their combat experience
has been put to good use by their superiors. These veterans know perfectly well how
best to improve the army's military gear."
},
{
"Key": "0ac29d41-96f1-475a-a83d-ad877a98b2c2",
"Value": "The Treasurer failed to resettle the veterans as civilians. They
resent honest work, and are once more forming gangs to get money the easy way."
},
{
"Key": "23a54751-a0e9-4ee6-8c4e-f617e3835c3d",
"Value": "Daggermark spies have infiltrated the palace and are trading in its
secrets. Fortunately, all information about camps and troop formations has so far
been kept safe. However, rumor has it that information about the palace's secret
passages and court politics will soon be available to the highest bidder. The whole
country will be at risk unless this leaking is stopped."
},
{
"Key": "2d5bd463-0a62-446b-9e70-583c24834404",
"Value": "The Walls Have Ears"
},
{
"Key": "aa16198f-6b49-4779-acbb-82bb007d1473",
"Value": "The advisor's agents purchased the palace's secrets through a third
party. This allowed the spy to be traced and arrested, and the security crisis was
averted."
},
{
"Key": "623ed3a6-1bee-4be1-92bc-bf6fd2d9ba8b",
"Value": "The advisor's agents set a careful watch around the palace and
managed to trace the spy. This was done so cleverly that he never even noticed. He
continues to broker information, and neither he nor his customers suspect that it
is now entirely fabricated."
},
{
"Key": "11229690-af91-4c70-b9ae-7c21eeb30c20",
"Value": "The advisor's agents were dispatched to Daggermark, but couldn't
root out the spy. Palace secrets continue to leak across our borders and into
neighboring countries. Many of our intelligence agents had to be hastily withdrawn
from assignment, their work wasted. Unfortunately, several of our spies have not
reported in, and may have been captured or killed."
},
{
"Key": "5a0bc393-9e3c-4ff5-befd-dee53857b158",
"Value": "A group of traveling slave traders is looking for \"human
commodities\" to sell in Cheliax. They're offering a good price for any criminals
and other prisoners. They're clearly willing to take risks, if they're willing to
travel so deeply in the River Kingdoms, where slavery is forbidden. People will be
outraged if they find out that their government supports the slave trade... but
need not ever learn about this deal."
},
{
"Key": "9ed19f04-0cef-473d-a23d-4e08c9573d45",
"Value": "Like Livestock"
},
{
"Key": "8ec3ca26-402d-4f2f-8ea1-29d55d40b9bb",
"Value": "The advisor's agents boarded the slavers' ship disguised as
the \"human stock\". They didn't bring any weapons so they wouldn't be compromised.
They were supposed to capture the ships and free the other slaves. Their attack
must have failed. The slave traders are gone, and there's still no word from the
agents."
},
{
"Key": "34a61699-6f75-4268-891c-1ffb71be8049",
"Value": "The advisor's agents attempted to board the slave traders' ship
disguised as the \"human stock\". They'd hoped to free the slaves. Unfortunately,
the slave traders found weapons on them. They reacted quickly, and set sail before
the guards could board their vessel."
},
{
"Key": "1c83ad15-7cd3-41f8-8652-683cb3ea71bd",
"Value": "The slave traders received a delivery of slaves. As soon as they
descended to the cargo hold, these \"captives\" � carefully selected for their
skill in hand-to-hand combat � engaged the slavers and captured the ship with their
bare hands. They brought the ship to shore and provided the true captives with
shelter and care."
},
{
"Key": "e068d044-6041-4b99-b4fe-967bd0be86a0",
"Value": "The people are outraged at the advisor's attempt to sell the {mf|
barony's|barony's|kingdom's|kingdom's} criminals to the slave traders. The
prisoners' families gathered at the dock and drove the slave traders away, nearly
sinking their ships. They are outraged by authorities' defiance of the tradition of
the River Kingdoms."
},
{
"Key": "3b15074a-3701-4e77-ba59-09facd196e29",
"Value": "To avoid a public outcry, the advisor ordered only vagabonds and
beggars with no families to be delivered to the slave traders. No one would be
looking for them. However, the \"quality of the product\" disappointed the slave
traders. They refused to buy the poor specimens."
},
{
"Key": "086cc900-a7df-4fba-8d39-3ac0158e66ab",
"Value": "The advisor was able to empty the dungeons by selling the prisoners
to the slave traders. This was done in secrecy, so the subjects wouldn't learn of
the deal. With any luck, years will pass before people start looking for the
missing prisoners. Not only did this bring a hefty profit, but it also improved
relations with Cheliax."
},
{
"Key": "047622c9-1b7b-4807-b8d6-388129decfea",
"Value": "Our merchants are negotiating with the houses of Brevoy, in hopes
of winning commercial privileges. Supporting them will increase profits. The river
trade grants great power, and the houses of Brevoy will fight fiercely for every
corner."
},
{
"Key": "965d5513-ea5f-4674-9d39-7d555fba4023",
"Value": "Commercial Advantage"
},
{
"Key": "7db7a4fa-5082-4cb0-914f-31f435559339",
"Value": "The advisor's servants were arrogant and cheeky. It was their
intention to demonstrate that they represented a strong and independent country.
Alas, the houses of Brevoy did not appreciate their boldness. The deal soured, and
the {mf|barony's|barony's|kingdom's|kingdom's} reputation was damaged."
},
{
"Key": "41049148-dbb4-49e3-a3bb-2212cecc6156",
"Value": "The advisor's agents remained quiet and reserved during the
negotiations, trying not to offend the representatives from Brevoy. The houses saw
their soft attitude as a sign of weakness, and their demands increased until it
became clear there was no benefit to be had from the alliance. In the end, the deal
died on the table."
},
{
"Key": "1c8dfce3-0972-4333-ba23-1c9f40ae3b23",
"Value": "The advisor's agents hosted the negotiations. They were polite but
made it clear that Brevoy was not their only commercial partner, and that the
interests of other noble houses were equally invested in regional trade. The
negotiations resulted in the lifting of several duties. This will bring in a
fortune!"
},
{
"Key": "19b415cd-6b70-479e-9b96-734ebc1568db",
"Value": "The advisor's agents deftly handled the negotiations. The secret of
their success was the information they'd secured in advance, from their spies,
about the houses of Brevoy. The negotiators played to the weaknesses and
idiosyncrasies of their opponents, and it paid off. The deal was finalized, and the
houses of Brevoy are discussing the promising new and interesting country to the
south."
},
{
"Key": "a3dd4470-322d-4c1c-8fc4-f51d11e97dec",
"Value": "Wild horsemen, howling and riding huge stallions, emerged from the
fog in the night. The Wild Hunt has arrived in the local lands, pursuing a
mysterious traveler. Their blades, magic, and deadly arrows have killed most
witnesses, but the few who lived say that the Wild Hunt's prey fought back fiercely
and he battle raged hot. The fog had lifted by morning, along with the fey. But
they left behind a trail of destruction and heaps of dead bodies."
},
{
"Key": "a72a109d-ff0c-4ac2-b8c1-254c481fd6b4",
"Value": "Tracking the Path of the Wild Hunt"
},
{
"Key": "98e7af63-7b6e-4149-9b19-82169ef5387c",
"Value": "The advisor's servants were dispatched to conceal the damage that
had been done. The peasants were forbidden to speak of what had happened. The last
thing that the {mf|barony|barony|kingdom|kingdom} needed was people worrying about
the return of the Wild Hunt! Unfortunately, the peasants were too terrified to
control themselves. They abandoned their homes and fled, spreading news of the
massacre."
},
{
"Key": "085c433d-8569-4943-9c82-cd1264d159ad",
"Value": "The advisor's servants were sent to aid the affected people.
Financial help was provided to the families of the victims. The houses destroyed in
the battle are already being built. This hit the treasury hard, but the authorities
showed that the peoples' lives are more important than gold."
},
{
"Key": "22ae2c5d-cf6f-4c79-974e-3e04ae15d221",
"Value": "The advisor's servants arranged funeral services to commemorate the
victims. The government pledged to rebuild the buildings that were destroyed, and
promised the peasants significant funds for the future development of their
settlement. The children of the victims will receive free education at the capital.
The people are grateful that they weren't left to fend for themselves."
},
{
"Key": "4a8634a2-dcec-4ad3-b7b5-df7d25482224",
"Value": "Many of Brevoy's patriots dislike the fact that these lands have
become an independent state. They're spreading rumors and advocating against the
{mf|King|Queen}. They insist that these lands are governed by a criminal, whose
regime must be overthrown, and whose lands should be reclaimed by Brevoy. These
statements are undermining the kingdom's legitimacy, casting it as a criminal
domain."
},
{
"Key": "ca8ab455-1223-46a2-bf93-e89a003980b4",
"Value": "Former Friends"
},
{
"Key": "70baee3d-9d6c-40a7-8f66-3c17887737b8",
"Value": "The Brevan muckrakers demanded a fortune to keep quiet. But when
they received the money, they merely invested it in their struggle against the {mf|
King|Queen}! They hired agitators and mercenaries and sent them out into the
kingdom. A struggle is now unfolding in the kingdom against the separatists who
wish to be subjects of Brevoy."
},
{
"Key": "3f3d5b89-af4a-464d-9649-7d3fbf997664",
"Value": "The people of Brevoy insist that the motherland's interests are
more important to them than gold. They continue to harm the kingdom, turning
neighbor against neighbor. Many people listen to the muckrakers and have begun to
complain that these lands are filled with bandits and rogues. The bribe offered by
the Treasurer to the muckrakers appeared to have been too small."
},
{
"Key": "df5a1b1c-36fe-43fc-bbc0-b76507f06f3d",
"Value": "The Treasurer was able to bribe the patriots of Brevoy. � Not with
gold, but with gifts that could not be reinvested in their efforts against the
kingdom. The modest gift quickly silenced them."
},
{
"Key": "df855826-0b1d-47a6-b56e-5de72140da45",
"Value": "The Brevan patriots were nothing but corrupt opportunists! They
were more than ready to accept a bribe, and the Treasurer's servants first obliged,
then turned the deal around and blackmailed them for it. Brevan intelligence has
gained several new agents, who are widely known to be patriots!"
},
{
"Key": "70ef9728-bf82-4e8d-a6c2-53020fba22fb",
"Value": "Brevoy's aristocracy was outraged by the Grand Diplomat's letters.
The proud and arrogant swordlords took them as a challenge, and they unleashed a
propaganda campaign against the local authorities. Many of our subjects were taken
in by their lies."
},
{
"Key": "f6f4a76f-488b-442e-a8e4-cba4b1cd2f12",
"Value": "The Grand Diplomat could not compel the Brevan nobility to rein in
their subjects. The aristocrats instead took offense at the threats and stayed as
far away from the situation as they could. Meanwhile, our kingdom remains under
attack."
},
{
"Key": "8de90952-3ac7-4512-af59-cab630ab1522",
"Value": "The Grand Diplomat's flattery and promises persuaded the Brevan
nobility that their troublemaking subjects should be curbed. The mouths of the most
audacious muckrakers quickly fell silent. The kingdom has friends in Brevoy, after
all."
},
{
"Key": "2ff32f59-9707-4c51-a726-f73c5aebaf2f",
"Value": "The Grand Diplomat's agents spoke in person to the kingdom's Brevan
enemies, and the words they spoke were of wisdom. The arrogant patriots admitted
that their judgment was hasty and wrongheaded. The young kingdom now has even more
friends in Brevoy."
},
{
"Key": "ca794589-9e15-414f-8d2a-248e118da589",
"Value": "Our agents were dispatched to deal with our enemies in Brevoy.
Sadly, they had little success. Their leader was successfully assassinated in his
own bed, but the others rallied and have waged a vile propaganda campaign in the
local lands, in revenge for the death of their comrade. Many of our subjects have
been taken in by their wicked lies."
},
{
"Key": "b396171f-7242-4258-849e-2344189730dd",
"Value": "The Minister's agents attempted to set our Brevan enemies against
each other, but they merely joined forces and continue troubling our young kingdom.
Many of our subjects have been taken in by their lies."
},
{
"Key": "ff14d7ec-4c6c-418e-a894-a0fa50f77132",
"Value": "The Minister's agents sent the muckraking Brevans a warning: that
they would pay for their words with blood, and all of them were now targets. Their
courage failed them, for none of them wanted to die for their deceptions. The
propaganda campaign against our young kingdom has come to an end."
},
{
"Key": "8cefb532-604e-455e-918a-8c6f707f999e",
"Value": "The Minister's agents severely pressured our enemies. Ultimately
they were brought to heel by threats of blackmail and violence to their families.
In the end they became reliable informers, and very useful for our intelligence
agents."
},
{
"Key": "f5767925-c312-4ec0-b46a-c4c31fc10a89",
"Value": "A druid fanatic, and defender of the forests, has appeared in the
kingdom. He sets wild animals to attack woodcutters, grows forests over the roads,
and destroys sawmills. His actions are damaging the local communities, and those
who express outrage have only suffered his wrath. He must be stopped, or the lands
will soon turn into a dense forest!"
},
{
"Key": "bc9728ff-8b30-42c2-a9d3-cf64b6881e12",
"Value": "Defender of the Forest"
},
{
"Key": "f7bc0384-11b3-4920-b19f-c1a69c68616c",
"Value": "The priests opened a public dispute with the druid, and denouncing
his methods. But they failed to persuade him to end his war on civilization.
Moreover, he has tricked many of our people into following him. They are joining
him in his struggle against the kingdom's advancement � all in the name of nature."
},
{
"Key": "be482c0a-44b8-40bc-9c99-62cafe80f958",
"Value": "Our priests went into the woods to persuade the druid to abandon
his violent path, but their efforts were in vain. He continues his struggle,
wreaking havoc across the region."
},
{
"Key": "8befc725-859a-489e-af76-c87f8fdee7b1",
"Value": "The High {mf|Priest|Priestess} spoke to the druid in person, and
make him see that he'd gone too far. It worked. The fanatic came to his senses, and
his violent crusade came to an end."
},
{
"Key": "12e5ae7d-9312-4900-827b-e49a25018da5",
"Value": "Some peaceful druids were invited to convince him that the path he
had chosen was in error. He came to realize that doing violence to the people and
their works was a crime. He then became a healer, began caring for the fields and
groves, ensuring that the people have a bountiful harvest. This will prevent them
from ruining the wild forests."
},
{
"Key": "a3810d92-9def-44b6-8985-61d3a1f39ccd",
"Value": "The Minister dispatched agents to recover the druid's head. They
attempted to kill him right in the middle of a heartfelt sermon, right in front of
a group of villagers. The peasants stood up for him and beat his assassins to
death. The fanatic is continuing to wreak havoc, as if he hopes to drive every
civilized creature from these lands."
},
{
"Key": "1bf121c8-10ed-4c76-b0c7-86f568b2b1e4",
"Value": "The Minister's loyal assassins were dispatched to the sacred grove,
but they couldn't defeat the wild druid. His magic granted him protection against
their arrows and blades. The fanatic continues his campaign for the glory of
nature, sowing death and destruction across the region."
},
{
"Key": "c6c2e868-aa09-477f-be76-7e82e4799283",
"Value": "Our loyal assassins were joined by a mercenary priest of a dark
god. They went out after the druid's head. As the priest's blood magic struggled
against the druid's spells, the assassins' blades finished him off. In the morning
he was found dead in his own grove. It is a good lesson for anyone who thinks
themselves above the law!"
},
{
"Key": "1e1be099-57cc-414f-a307-c47ee12bfb78",
"Value": "Our scouts slipped into his circle and gave the druid a sleeping
potion. He was then seized and imprisoned, and his will was broken by torture and
captivity. He's ready to do anything to regain his freedom. He remains prisoner,
but is occasionally allowed out to bless the local fields and enjoy the singing
birds."
},
{
"Key": "31d62619-1102-41fb-97cf-b13424dfa2a3",
"Value": "The priests of the Clockwork Cathedral in Absalom have offered to
send us a unique servant. It is a clockwork sentinel, built of gears and cogs. It
cannot be bribed and will always be ready to protect the law. Such a miracle in the
capital would greatly impress the people."
},
{
"Key": "bfb35194-8b89-4fb0-bcb1-a6d2597af8bd",
"Value": "The Sentinel"
},
{
"Key": "f7972d10-cb30-4190-9824-8892a5729c19",
"Value": "The new \"comrade-in-arms\" startled many of our warriors, but they
were ordered not to show any reservations and stand watch as usual. The frightened
guards decided they would rather quit the service, and the local criminals took
note that the streets had been left unprotected."
},
{
"Key": "baed6129-c877-4917-b074-b85f30a2a52c",
"Value": "Their new clockwork \"comrade-in-arms\" startled many of our
guards. Its behavior seemed strange and new. Unfortunately, there was little hope
that the soldiers would eventually get used to the sentinel. The guards broke it
during their very first patrol."
},
{
"Key": "b810364b-733b-4fb6-a2bf-56008f59e487",
"Value": "At first, the new clockwork \"comrade-in-arms\" startled many of
our guards. But it was sent to do the most dangerous tasks, and proved itself well,
showing both vigilance and readiness to put itself at risk for its comrades. It has
already saved the lives of many guards, and they've accepted it into their ranks."
},
{
"Key": "cf3712b6-e7ba-48cf-98af-5a73939a21a9",
"Value": "The townsfolk have fallen in love with the new sentinel! It has
proven to be an incorruptible and tireless law enforcer. The advisor has charged
the sentinel with making decisions in court. It has become famous for its bare
honesty."
},
{
"Key": "375f1810-4a98-4317-be06-f7135b4aa7b8",
"Value": "The people are frightened by the ways in which the sentinel differs
from them. Our mages have decided not to interfere with its inner workings, and
have made no attempt to change its behavior. But the people are still scared. They
whisper that \"golem-ocracy\" will soon be the new law of the kingdom."
},
{
"Key": "246ba5b0-9746-4814-bcc7-0597511175ce",
"Value": "The Magister's servants decided to alter the sentinel, to make its
behavior less frightening to the common people. Alas, something went wrong, and the
machine could no longer distinguish the legitimate from the criminal. Now its only
concern is in pleasing people. It would make someone a fair butler, but aside from
being a curiosity, it now has little value."
},
{
"Key": "91e41dbc-a89b-44d9-bff9-e1e6b6d25cc3",
"Value": "Our mages thought that the clockwork sentinel's behavior might
embarrass and even scare the people. They asked Absalom's magicians to assist in
improving it, and the clockwork sentinel was redesigned and made more human. It has
already returned, and continues to tirelessly protect order."
},
{
"Key": "05d92149-3008-44b2-8397-6e7287e7600f",
"Value": "The sky was shining all through the night. It was the eve of a
merry fey festival! Drunk and raving, the fey retreated to their world come
morning, but they left chaos behind. One of the rivers has changed its course, a
forest has disappeared, and a hill has turned into a gaping hole in the ground. The
changes have terrified the peasants. To make matters worse, our mages agree that
nature will soon revolt against the blatant interference, and unleash its wrath
upon the villagers."
},
{
"Key": "f3a94331-8c2e-4285-a8fe-5cd14fb20be5",
"Value": "The Morning After"
},
{
"Key": "21fce067-b0e9-4d50-8f85-6fe49fb3a159",
"Value": "The advisor's servants couldn't repair the damage. They hired mages
who claimed to be experts on fey magic, but they were nothing but charlatans and
their advice only made things worse. The river that had changed course was turned
into a swamp, and immediately became a breeding ground of diseases and nasty
insects. An epidemic soon broke out. Gozreh was enraged by the audacious
interference, and turned his fury upon the spellcasters, ending all their lives in
a wild lightning storm."
},
{
"Key": "59e3361a-12b9-4e49-a901-7d044fef4a25",
"Value": "The advisor's servants tried desperately to repair the damage, but
they couldn't manage to overcome the strange fey magic. The displacement of the
river caused a drought in several villages., and a thunderstorm destroyed several
houses. Many frightened people fled the lands."
},
{
"Key": "585d5552-627a-46f2-ab53-039485852b11",
"Value": "The advisor's people hired a friendly fey, who explained how to
repair the damage. The spellcasters returned the river to its former bed, raised
the hill again where it used to be, and addressed the other problems."
},
{
"Key": "087dc7b6-e3f4-4e10-8a66-50b2b3941221",
"Value": "One of the neighboring rulers is in a difficult situation. He faces
war, but he has no means to wage it. He asks that you provide him with soldiers for
his mercenary army. Of course, the pay he offers is generous, but are our soldiers'
lives worth only gold? Is it worth the risk to make our country more vulnerable, by
sending our soldiers to fight for someone else?"
},
{
"Key": "6ae09fa1-5f4a-4024-b53b-40cf2afb8636",
"Value": "The Mercenary Army"
},
{
"Key": "96ec80bd-a9ed-45f9-87fb-349dfeb74b0d",
"Value": "Under the advisor's orders, our untrained recruits whose lives are
worth relatively little were seconded to the mercenary army. In their very first
battle, they fled the battlefield in a panic. The whole campaign ended in a
humiliating defeat. Nearly every soldier died in the battle, and dead mercenaries
are not paid."
},
{
"Key": "b1e0ea8e-307e-46c6-adff-86dfb5be2b33",
"Value": "Only our young soldiers were sent to take part in the battle. They
were trained, but not battle-hardened. Their loss would not be so hard on our
regular army. Unfortunately, their would-be employer was dissatisfied with the
quality of his troops, and he withdrew his offer. It doesn't look like he's going
to pay."
},
{
"Key": "b4530cfb-8d2e-43dc-be53-f84ed72741f1",
"Value": "Only our finest and most experienced warriors went into battle.
They fought like lions, and earned much glory. The campaign was quick and
victorious � and quite profitable!"
},
{
"Key": "499f53e8-482e-4f82-942b-fd365fa7b6d8",
"Value": "Our experienced veterans went into battle, with our new recruits at
their heels. They defeated the enemy skillfully and decisively, and our recruits
gained valuable combat experience from the brief campaign. In addition, the
mercenaries received generous pay."
},
{
"Key": "b983e2a7-3301-4fff-bebd-7628fef94aad",
"Value": "Tension is growing in the region. Rumor has it that a doppelganger
sits upon the throne! The rabble are ready to grab their weapons, overthrow the
false ruler, and liberate the true {mf|King|Queen}. This madness must be stopped
before they devastate the country with their good intentions!"
},
{
"Key": "5485a009-8263-4564-9ac5-fc9d8b9d97dc",
"Value": "Doppelganger on the Throne"
},
{
"Key": "e0dd00c5-fce4-464d-8a87-2a697bf60974",
"Value": "The Regent's representatives failed to reassure the people that
their idea was absurd. The peasants only concluded that the Regent was conspiring
with the \"traitors\". They're ready to take up arms and seize the palace! The
guards continue to arresting the misguided rebels, but their numbers grow by the
day."
},
{
"Key": "cfdb3d24-55ac-4584-b91b-817120270beb",
"Value": "The Regent arranged a meeting between the ruler and {mf|his|her}
people. They're finally convinced that the true {mf|King|Queen} sits upon the
throne. Thoughts of rebellion quickly faded, and the drunkards who began the stupid
rumor were arrested and punished."
},
{
"Key": "eb293ab5-ea69-4533-8191-ebfb775a3bf8",
"Value": "The rebellious movement was curbed by the guards. The rebels
remained determined so long as the matter remained one of words. But once it came
to for naked steel, they lost their courage. Whatever thoughts they may have had,
whatever rumors they believed, they lack the spirit for rebellion."
},
{
"Key": "4bc340be-0b3e-4c59-a1dc-92d465286950",
"Value": "The guards performed night raids. They broke into the houses of the
notorious rebels and delivered them to the palace. Seeing the {mf|King|Queen} in
person convinced them that there was no doppelganger. They repented, gave up their
rebellious ideas, and returned home ashamed. The decisive measure sent a message �
that it was a dangerous thing to rebel against the crown."
},
{
"Key": "9c764640-2745-492f-938a-183412b93fd0",
"Value": "The guard gently tried to persuade the rebels to lay down their
weapons, but their attitude was taken as a sign of weakness. Besides, many of the
guards actually listened to the nonsense and joined with the rebels. The rioting is
already spreading."
},
{
"Key": "18e7f05c-f91b-4b61-a457-9deb9a16a841",
"Value": "The Minister's agents poisoned the rebel leader, who was also the
source of the rumors. Without their leader, the movement has fallen apart and
ceased to pose a threat."
},
{
"Key": "d3d1fe66-6f1a-4b33-9e10-2abfa3f35970",
"Value": "The rebel leader was assassinated by the Minister's agents, and the
remaining captains were set against one another. They did us the favor of killing
each other as they struggled for power amongst themselves."
},
{
"Key": "82ffa866-879e-4f7b-87f0-db9c61f8249a",
"Value": "The public assassination of the rebel leader only fuelled the
rebellion. The people are only more convinced that their beliefs must be true. His
death has made him a martyr, and more people join the rebellion by the day. Tension
is growing in the region."
},
{
"Key": "2444c2a8-0d47-4fba-b925-64cc90903b72",
"Value": "A famous philosopher has paused in his travels to debate the wisest
of our local advisors on the correct governance of a country. Victory in this
dispute would be an honorable badge, while defeat would be resounding and
disgraceful."
},
{
"Key": "da13d6ac-2041-41a4-b6bf-fed0f93c2a74",
"Value": "The Debate"
},
{
"Key": "20a54247-231e-40d4-bb4f-e20e811cf9ea",
"Value": "The debate ended in an inglorious defeat. The philosopher's sly
nature and sharp tongue bested our advisor. Neighboring countries whisper that
these lands are ruled by an incompetent and narrow-minded {mf|King|Queen}."
},
{
"Key": "a015432a-65d4-48d0-8a5c-f1b24badf875",
"Value": "The dispute was long, intense, and tiresome. The advisor saw the
tide turning against him, and argued well against inevitable defeat. It's
impossible to tell who was ultimately successful, but the contest was honorable."
},
{
"Key": "f590214f-0e56-4a19-a27c-3ac108e29939",
"Value": "The advisor demonstrated extraordinary knowledge and expertise. The
visiting philosopher quickly accepted defeat, and expressed respect for his
talented opponent."
},
{
"Key": "24db7847-d8c7-427d-807f-27caa33c2856",
"Value": "A mage from the College of Dimensional Studies in Katapesh has
discovered a series of dimensional breaches, through which the mischievous fey can
pass into our domain. Alas, they permit only one-sided travel, from the First World
to our dimension. The local people are already suffering from these otherworldly
invasions, but fortunately the mage is prepared to begin sealing the breaches."
},
{
"Key": "689dd2f1-e3fe-41de-94fc-3de87d3581b9",
"Value": "Fey Backdoors"
},
{
"Key": "b85224c8-beb1-4c0b-93b2-326eb7aa2296",
"Value": "The mage tried to seal several breaches, but succeeded only in
tearing open new ones! A legion of angry fey poured across these new planar
bridges, wreaking havoc in the local lands. The helpless mage was forced to flee,
but promised that he would work tirelessly to expand his knowledge, and return to
fix his mistake."
},
{
"Key": "4bc351cd-4ca2-47c6-a523-0d8131edc0e5",
"Value": "The mage failed to seal the breaches, and the flow of fey into this
land continues. This territory seems to be tied to the First World with a special
bond, and the mage insists that a fey from the First World must be working against
him to keep the breaches open."
},
{
"Key": "120a4fc6-465e-4581-acb9-f99952b797da",
"Value": "The mage from Katapesh neatly sealed many of the dimensional
breaches, which produced beautiful aurora in the night sky. The local peasants
noted that there are now fewer fey, and the chaos they've caused is being
repaired."
},
{
"Key": "f3c4b32b-e9db-4e75-b781-463a748f5dd7",
"Value": "The mage from Katapesh was able to seal several dimensional
breaches from the First World. In one, he discovered a loathsome fey which
resembled a giant mole. Under interrogation, the strange fey spoke in slurred
speech of a powerful individual from the First World who commanded her to create
the dimensional rifts. The mage has begun training the local mages to protect the
kingdom against such invasions."
},
{
"Key": "9f7df9f9-ce9d-4289-bacf-c8fe719411c7",
"Value": "The Mendev Crusaders are doing their best to hold the line, but
their defenses are imperfect. Several demons from the Worldwound slipped past the
Crusaders, infiltrated the local lands, and immediately began to hunt our citizens.
If this breach is not addressed, the demons will breed until they are prepared to
strike Mendev in the back. Then, hordes of demons will pour into this world and
overwhelm the River Kingdoms � and after that, perhaps all of Golarion. This cannot
be allowed to happen!"
},
{
"Key": "c4456d20-3875-4126-88fb-e3035f88be5e",
"Value": "Guardians of the Worldwound"
},
{
"Key": "f5f2736b-6621-435e-a890-660f56d1ab63",
"Value": "Mercenary squads were dispatched to meet the demonic horde. They
succeeded in ambushing the demons, but unfortunately they weren't skilled enough to
compete with the demons in combat. All the mercenaries were killed, and the
Worldwound minions continue their massacre throughout the surrounding lands."
},
{
"Key": "db5dd5f1-e16f-4af5-a17e-0207da34c639",
"Value": "The General's army met the demons on the battlefield, and bravely
fought to the death to halt the demons' progress. Their arrows and blades defeated
the Worldwound minions, but it was a dear victory, and the lives of many soldiers
were lost. Victory came at a great price."
},
{
"Key": "8ed6047b-c3b9-41af-9567-fd9b52d1edc8",
"Value": "Knights from across the country answered the General's call, and
gathered in a glorious army. Dozens of banners flew over the troops, as their
devastating attack smashed the demonic hordes. Despite their attempts to retreat,
every last demon was hunted down and killed."
},
{
"Key": "cd4b1832-a531-4385-a3e5-aa0faae7afbe",
"Value": "The General's warriors met the demonic hordes in battle. Then, at a
critical moment, the Mendev Crusaders, hastily summoned from the Worldwound, struck
the demons in their flank. Working together, the combined forces killed each and
every demon. The Mendev Crusaders were grateful for the assistance, and left
singing praises of the kingdom's army."
},
{
"Key": "e3f5388a-1009-4c29-bb1f-f23458d2134c",
"Value": "Our priests banded together to meet and halt the demonic horde.
Unfortunately, even their combined efforts weren't enough to match the demons. Many
lost their lives, and their failure allowed the horde to continue its the massacre
throughout the surrounding lands."
},
{
"Key": "26e999fd-78af-4acb-b984-d92dff19efa9",
"Value": "Our priests joined together to stop the demonic horde, supported by
an assembled army of devoted peasants and rabble. Unfortunately, these ragtag
soldiers were unprepared to face the awful minions of the Worldwound. After a
prolonged battle, the horde was defeated and pushed back � but at a great cost of
human life."
},
{
"Key": "5419107c-c366-4e1b-a2ec-2208f403e589",
"Value": "The priests appealed to their followers to stand in the way of the
horde, delivering sermons full of rage and fire. The peasants were ecstatic,
supported by divine blessing and filled with holy strength. The demons has no
chance against such an army, and were easily eradicated."
},
{
"Key": "d90c8e69-2378-442e-91ab-e1dfd3c92fa7",
"Value": "The priests prayed to their gods for aid, and their piety was
rewarded. Divine servants appeared from portals in the heavens � amazing,
otherworldly creatures. They met the demonic hordes and easily destroyed them.
Seeing this, the peasants praised the skies and flocked to the temples."
},
{
"Key": "fff08d6d-1fce-486a-9133-8ea190030d49",
"Value": "The mages could not refresh the ancient protective spells which
were intended to contain the demons. They were able to conjure a new barrier, but
it lasted less than a day. Following a concerted effort from the demons, the
barrier fell again, and they were once more free to raze the surrounding
settlements."
},
{
"Key": "3c235cb8-f7e5-43f1-896b-71cbe57c00d2",
"Value": "Our mages faced the demonic horde in the open field, meeting them
with a surge of destructive spells and deadly magic. Unfortunately, they
underestimated the horde's strength. � The demons were defeated, but many warriors
also lost their lives in the bloodbath."
},
{
"Key": "ad094b7f-33c9-40c9-9eb1-f2508d7979a4",
"Value": "Our mages cast spells of invisibility on our army, allowing them to
attack when the horde was least prepared. Deadly spells and arrows appeared from
all sides. Not a single demon lived to bear witness to their crushing defeat."
},
{
"Key": "d7d4e460-5889-462c-8fad-f53aa80ca5de",
"Value": "Our mages enchanted the site of the coming horde invasion, turning
it into a massive magical trap. As soon as the demons arrived, the trap was sprung,
and they were reduced to nothing but dust."
},
{
"Key": "69dbd87e-38e1-4148-8f5c-0f2e29856894",
"Value": "Throughout the region, little children are being kidnapped from
their cribs! No one has seen the villains, but there are rumors of dark forces
crawling through the settlements. We need to find the culprits immediately, before
panic grips the area."
},
{
"Key": "0ce9829b-0531-4c48-a62c-3c532686e51a",
"Value": "Blacker than Black"
},
{
"Key": "3c69ad07-0359-457a-820c-e043cede4950",
"Value": "The {mf_HighPriest|High Priest's|High Priestess'} attempt to pacify
the region's inhabitants ended in tragedy. The locals were only angered by the
empty promises, and took up arms. They say that they will never obey a spineless
{mf|baron|baroness|King|Queen}!"
},
{
"Key": "5a411f9b-58fa-4fec-a83d-f4a06e5ea732",
"Value": "No words of the {mf_HighPriest|High Priest|High Priestess} could
console the grief-stricken parents or calm the outraged locals. The true culprits
were soon discovered � they servants of the dark gods, using the blood of innocents
for their dark rituals. But even now, the rumors continue to spread. This dark sect
has taken refuge somewhere in the Stolen Lands � and must be dealt with as soon as
possible!"
},
{
"Key": "b8dad741-9885-4568-aab9-96d83c5063f8",
"Value": "The {mf_HighPriest|High Priest|High Priestess}'s prayers did not
fall on deaf ears. Soon, the {mf_HighPriest|High Priest|High Priestess} reported
that {mf_HighPriest|he|she}'d received a vision of a dark sect, whose followers
gather the blood of the innocent, and hold ominous rituals in one of the Stolen
Lands's many dark, hidden corners. This location must be investigated, and the
sect's plans thwarted!"
},
{
"Key": "74571251-79ea-467e-9b04-0d131288ac36",
"Value": "The Magister exhausted all of {mf_Magister|his|her} magical talents
and tricks, but came no closer to finding the culprits. The local population feel
that the {mf|baron|baroness|King|Queen} has little care for their problems, and
have started an uprising in earnest."
},
{
"Key": "60003906-214e-45ad-97c1-2df412fc298e",
"Value": "The Magister drew upon all {mf_Magister|his|her} substantial
magical abilities to seek out the culprits. However, the search took too long.
Eventually a secret hideout was discovered, where a dark sect has been conducting
rituals using the blood of infants. Rumors abound that the {mf|baron|baroness|King|
Queen} is somehow involved in these nefarious acts."
},
{
"Key": "0ce141fa-d2c9-429f-a7ba-c0f8f56c34d2",
"Value": "A magic ritual aided the Magister in divining the location of the
stolen children. More, it turns out that the kidnappers are a part of a dark sect,
bent on using the blood of innocents for an evil ritual. This location must be
investigated � and their plans thwarted!"
},
{
"Key": "4cf8d2e3-8d11-4cc6-befe-c0094225a763",
"Value": "With several new shrines to Desna now placed throughout the {mf|
barony|barony|kingdom|kingdom}, theft and robbery have become more frequent on the
roads. The people demand an answer to this problem � or they will take justice into
their own hands."
},
{
"Key": "dd4252a0-82e8-4dea-a955-e89e54b52778",
"Value": "By Desna's Paths"
},
{
"Key": "2ce80ba6-4a4b-4c13-90a1-06664c558056",
"Value": "The advisor's forces arrived to oust the foreigners, but their
attempts quickly descended into a riot. Many of the locals happily joined in the
massacre, and lynched several vagrants. Foreigners are quickly fleeing the {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "7c9cf88d-f760-417e-bf21-47c6ae48f624",
"Value": "Several public executions reminded the foreigners that the law is
not to be trifled with. However, many foreign merchants took this as a sign of
darker things to come, and hurried to leave these lands. But few enterprising
travelers decided to earn the favor of the local authorities by betraying the
thieves. They're hiding in the Varisian camp outside of a shrine of Desna. It's
time to pay them a visit."
},
{
"Key": "58b6bd13-c190-4476-aa4f-37c1fb0b7a22",
"Value": "The advisor's men tracked down several fences among the vagrants,
and dealt with them in brutal fashion. Having learned their lesson, and fearing
further reprisals, the other vagrants quickly pointed to a Varisian camp outside of
a shrine of Desna. They believe that the thieves are hiding there. It's time to
have a chat with the local travelers."
},
{
"Key": "6242a51a-07bb-48cc-bbb2-7e4acd798bf3",
"Value": "The advisor's servants were too late to defend the foreigners. The
locals took justice into their own hands. Fearing for their lives, visitors of all
stripes are swiftly fleeing the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "da8cfc27-1473-4340-84b2-55bbeb57eefa",
"Value": "The advisor's servants managed to halt the local mob, which seemed
intent on razing whole neighborhoods. The crowd had to be pacified with the use of
batons. The peasants are sure to hold a grudge, though a massacre was avoided. The
foreigners who were rescued gratefully pointed out a Varisian camp outside of a
shrine of Desna. They believe that the thieves are hiding out there. It's time to
pay them a visit!"
},
{
"Key": "e8a3f6f0-8236-48ee-94af-a7279c4ae739",
"Value": "The advisor's servants reasoned with the peasants and halted the
lynching of foreigners. Grateful for the protection, the vagrants hurried to the
palace with news: it appears that the thieves are hiding out in a Varisian camp
near a shrine of Desna."
},
{
"Key": "89e314a4-ce28-445b-aeeb-55de385fbb28",
"Value": "The guard has tracked down a band of the Calistrian hunters, a
secret guild involved in assassinations. The head of the guild, the half-elf Invri,
sends the {mf|baron|baroness|King|Queen} a note, reminding {mf|him|her} about an
old obligation to protect {mf|his|her} \"friends\" from persecution. The Regent can
help shield the Calistrians from the guards... while the Warden will direct the
guards to their door."
},
{
"Key": "9534bb09-d43a-42e9-ba2b-db0deafb6e7d",
"Value": "On the Edge"
},
{
"Key": "725e8a42-d3dc-4478-853c-54da9df343bc",
"Value": "It took too long for help to arrive: the guards managed to capture
all the Calistrian hunters, and they were sent to the gallows."
},
{
"Key": "e800d15f-2ff2-4e1b-bd5b-93bf49a4cc28",
"Value": "The advisor clumsily failed to draw the people's attention away
from the Calistrian hunters. The assassins managed to escape, but the anger of
people turned on the {mf|baron|baroness|King|Queen} and {mf|his|her} advisor."
},
{
"Key": "b98e2a97-31d7-4a1a-81b9-e351b5fb9425",
"Value": "By a special decree, the guards were transferred to a different
region of the {mf|barony|barony|kingdom|kingdom} and had to give up their pursuit
of the Calistrian hunters. The assassins returned to their business after a short
break, and the {mf|baron|baroness|King|Queen} continued to receive fair
compensation."
},
{
"Key": "36971404-a7b6-4cf3-ad8f-675be31f7091",
"Value": "The guard failed to arrest the hunters of Calistria. The assassins
chose the right moment, then moved their operation and managed to disappear without
a trace. To thank the {mf|baron|baroness|King|Queen} for {mf|his|her} assistance,
Invri has included a substantial bonus along with the usual share."
},
{
"Key": "c54615a2-db78-4c76-8ddd-a26fe64f28be",
"Value": "Calistrian hunters are infuriated by rumors that the {mf|baron|
baroness|King|Queen} has betrayed their trust. They vanished without a trace, while
managing to leave behind a couple nasty surprises."
},
{
"Key": "66f82874-0bc1-41b5-bfd1-da635504d3ef",
"Value": "The Calistrian hunters were captured and executed, but the people
continue to murmur of a possible connection between the assassins and the {mf|
baron|baroness|King|Queen}."
},
{
"Key": "b58755c1-68ff-4ce4-a4f6-695e90f83daa",
"Value": "The Warden did everything in {mf_Warden|his|her} power to capture
the Calistrian hunters and soon the assassins paid for their misdeeds."
},
{
"Key": "55ccfc0e-2967-4ec6-8923-2741cb87d492",
"Value": "The guard failed to arrest the hunters of Calistria. The assassins
chose the right moment, then moved their operation and managed to disappear without
a trace. To thank the {mf|baron|baroness|King|Queen} for {mf|his|her} assistance,
Invri has included a substantial bonus along with the usual share."
},
{
"Key": "20a46ea8-fcf8-4abc-b0cf-4954d3777484",
"Value": "Renown Across Golarion"
},
{
"Key": "d29a61ad-9ecd-479a-8ff4-de9da0a98364",
"Value": "The news of Stag Lord's fall has spread across the neighboring
lands like ripples on a pond. It seems that the Stolen Lands has entered a new age,
its future history to be written by its new ruler's actions and decisions. The
fledgling barony already begins to attract attention from across the distant realms
of Golarion. Some factions already take a keen interest in the affairs of the {mf|
baron|baroness}, and may even pay {mf|him|her} a visit�"
},
{
"Key": "42ba5c08-d0f6-4a50-836a-8e24ad245472",
"Value": "The news of Stag Lord's fall has spread across the neighboring
lands like ripples on a pond. It seems that the Stolen Lands has entered a new age,
its future history to be written by its new ruler's actions and decisions. The
fledgling barony already begins to attract attention from across the distant realms
of Golarion. Some factions already take a keen interest in the affairs of the {mf|
baron|baroness}, and may even pay {mf|him|her} a visit�"
},
{
"Key": "7c7abf37-f652-4d16-8565-e50c06c7aa27",
"Value": "The barony has gained some renown across Golarion"
},
{
"Key": "a098d6f2-9783-48c1-bc57-ac34bb56931b",
"Value": "The {mf|Barony|Barony|Kingdom|Kingdom} has gained some renown
across Golarion."
},
{
"Key": "784b33c0-a10d-496a-8891-5dacb3efd89e",
"Value": "The kingdom of Stolen Lands and its ambitious ruler are attracting
renewed attention from across all of Golarion. Some new factions have taken a keen
interest in the affairs of the {mf|baron|baroness|King|Queen}. � Some interesting
developments are surely about to unfold..."
},
{
"Key": "c23c996a-38d9-4a00-b9a3-d749e8f378d0",
"Value": "The barony has gained some renown across Golarion"
},
{
"Key": "35f927cf-2ada-489c-888a-1f1da8ecc608",
"Value": "The kingdom of Stolen Lands and its ambitious ruler are attracting
renewed attention from across all of Golarion. Some new factions have taken a keen
interest in the affairs of the {mf|baron|baroness|King|Queen}. � Some interesting
developments are surely about to unfold..."
},
{
"Key": "d8a5205c-299d-4058-8844-4dc6832023aa",
"Value": "The kingdom has gained a substantial reputation, and is now well-
know across Golarion. Some might view the rising kingdom in the Stolen Lands as a
potential ally with great potential."
},
{
"Key": "da190c2f-a726-4f1f-a9ce-9a88512b9e1f",
"Value": "The kingdom has gained renown across Golarion."
},
{
"Key": "d6b57c92-3ec7-4de5-9ed6-151f4b35e5be",
"Value": "A troop of hellknights from the Order of the Nail appeared in the
Stolen Lands, and immediately began to bring the people to order � Chelish style.
The locals were appalled for the cruel methods of the Order, and they've taken up
arms against them, intent on resisting the invaders!"
},
{
"Key": "79335a2e-aec0-4203-a151-213f8b3294f8",
"Value": "Feast of Nails"
},
{
"Key": "b1985916-87b6-44e2-aba1-e981da23e65e",
"Value": "Despite all efforts, the mob's anger overflowed into the streets.
Dozens of people died in clashes with the Hellknights, and their plans to place a
garrison for the Order of the Nail in the Stolen Lands will never come to pass."
},
{
"Key": "1aeea13d-4109-4010-a14e-e7218af103d0",
"Value": "The {mf|baron's|baroness'|King's|Queen's} servants barely managed
to calm down the riotous crowds, who were preparing for battle against the Order.
{mf|He|She} also prevented the Hellknights from launching a full-scale assault
against the locals. Civilian casualties were not entirely avoided, and the Order of
the Nail has managed to secure its position in the region."
},
{
"Key": "162c59f3-4fb1-4cad-afc2-ca12b3b97fba",
"Value": "The {mf|baron's|baroness'|King's|Queen's} servants halted the
bloodshed on both sides. The Order of the Nail has secured itself in the region,
and the locals will soon get used to the new way of things."
},
{
"Key": "3f9dffa1-bcc5-42db-b096-d1bc556d0028",
"Value": "The General suppressed the riots without resorting to excessive
force. The Order of the Nail has secured its place in the capital, and the people
will soon get used to the new way of things."
},
{
"Key": "bd67b021-8323-4ff9-b13e-6a53fad1f2bd",
"Value": "A few well-timed raids and a couple dozen imprisonments � and the
riots subsided. Once the people were pacified, the General handed law enforcement
over to the Hellknights, who immediately made themselves at home in the capital,
and turned to their duties."
},
{
"Key": "15caa0ab-863d-41d9-8ecb-52b8b3f04842",
"Value": "Once they saw soldiers in the streets, the rebels hid their swords.
The General locked up the most violent among them, while the others were taken care
of by the Hellknights. The Order of the Nail was impressed by the prowess of the
{mf|baron|baroness|King|Queen}'s army. The Hellknights swore to prove their
devotion to order, and entrenched themselves in the capital."
},
{
"Key": "b29cacef-95b4-48e7-8147-c87aca982b8a",
"Value": "Those who opposed the new laws were subject to public execution and
other violent measures, which have plunged the Stolen Lands into a dumbfounded
horror. The Hellknights have entrenched themselves in the capital and continue to
use the General's methods to keep everything in perfect order."
},
{
"Key": "6a146df5-e781-45d9-ac42-9ce1945c5fde",
"Value": "The royal troops entered the settlements and commenced a reign of
terror. The streets were flooded with blood. At last, the General called off
{mf_General|his|her} dogs, and handed law enforcement over to the Hellknights, and
the simple folk greeted them as saviors."
},
{
"Key": "1a339338-d720-47be-9b8f-dac5f3b16abf",
"Value": "The glory of the noble {mf|baron|baroness|King|Queen} has attracted
recruiters from Mendev � a land famous for its war against the demons from the
Worldwound. Many a young man and woman from our {mf|barony|barony|kingdom|kingdom}
decided to join these defenders of Golarion, but this has sown discontent among the
people. Many grumble at the influence these strangers have over the minds of our
young. A nobler advisor would assist the Mendevian agents, while an advisor
indifferent to the ideals of chivalry would be inclined to throw them out."
},
{
"Key": "68f7f517-3244-4aa7-97f8-3f1abe0476d5",
"Value": "Honor and Duty"
},
{
"Key": "328e112d-9d5a-4609-98ce-656cc2182f35",
"Value": "The advisor encouraged the locals to support the crusaders of
Mendev, but this only further angered them. They have no wish to perish in a
foreign land. The Mendevians have had to flee the {mf|barony|barony|kingdom|
kingdom} in fear for their lives."
},
{
"Key": "08256fa7-d0d5-419c-a8cb-210711f9ded4",
"Value": "The advisor's impassioned speeches convinced many young men and
women to join the crusaders of Mendev. Their families, however, are not happy at
all: they feel betrayed by their {mf|baron|baroness|King|Queen}."
},
{
"Key": "1eeb40b2-036d-4c15-a914-b0da3107e846",
"Value": "The advisor inspired the locals to a greater purpose � to protect
the whole world from the spawn of the Worldwound. The number of recruits that are
joining the crusaders is growing, and the subjects praise the {mf|baron|baroness|
King|Queen} for {mf|his|her} valiant heart."
},
{
"Key": "239f2531-a539-4337-bef9-1757449c36be",
"Value": "The {mf|baron|baroness|King|Queen}'s servants expelled the
Mendevian crusaders from the Stolen Lands, but not before they spoke to a large
crowd in the main square. They took with them a host of new recruits."
},
{
"Key": "00216cb1-3d66-415d-89a0-4e17fec701d6",
"Value": "The advisor's servants intercepted the Mendevian agitators at the
border. The crusaders didn't have a chance to poison the peasants' minds with their
speeches, but their battle against the guard left many dead � including a few
Mendevian nobles."
},
{
"Key": "a4c4e884-db43-42fe-aac5-5458a2d123c9",
"Value": "Despite the crusader's resistance, they were escorted from the {mf|
barony|barony|kingdom|kingdom} by the advisor's people. This likely averted unrest
among the locals, and perhaps even an international scandal."
},
{
"Key": "9beb113f-a74d-42ff-9342-a0d7e38bcd77",
"Value": "Someone's been hunting the members of Dri Stinvag's dwarven mining
crew. Whenever a worker is left alone or leaves the camp by himself, he disappears.
The dwarves suspect their competitors. The locals fear that the mysterious
kidnappers might take them next."
},
{
"Key": "9d58ba2e-68bb-44c2-91e9-fa7c70d8a8dd",
"Value": "Nature's Wrath"
},
{
"Key": "7f27609a-deed-47e0-b3b1-5df79b76d995",
"Value": "The bounty offered for the heads of the kidnappers led to nothing.
The miners fled the {mf|barony|barony|kingdom|kingdom}, and the locals are
trembling with fear, refusing to leave their houses."
},
{
"Key": "8cc1332b-f273-4d18-af45-bf885abd3c8c",
"Value": "The treasurer offered a bounty for the heads of the kidnappers, but
for a long time there was no reply. But the advisor has just received information
about a camp of druids, who have been harassing the miners. It's time to visit to
their camp and deal with them!"
},
{
"Key": "3a4d3c77-7a72-4526-84da-c7b2fae2daa0",
"Value": "The treasurer offered a bounty for any information about the
kidnappers, and his approach proved successful. Soon after, the castle learned of a
camp of druids, who have been harassing the miners. Time to go to their camp and
stop them!"
},
{
"Key": "a79b50bd-978a-4a47-8c24-424912ea5a2a",
"Value": "The treasurer offered a bounty for any information about the
kidnappers. The locals pulled together to track down the druids, who have been
harassing the miners. Time to go to their camp and stop them!"
},
{
"Key": "e6567d71-f27c-4608-9a5f-4597a141e401",
"Value": "The minister's failed to uncover any information about the crimes.
The head of the dwarven mining crew blamed the {mf|baron|baroness|King|Queen} for
{mf|his|her} inaction, gathered her miners and left the {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "4cb47a38-1aef-43fc-a057-3b5fac51df5e",
"Value": "The minister tried to gather the necessary information from gossip
and idle rumor, but for a while the taverns spoke little of use on the matter.
After another two disappearances, word spread of a camp of strange druids that have
been harassing the miners. The {mf|baron|baroness|King|Queen} must find out what
drives these loners to attack the dwarves."
},
{
"Key": "3959ff18-732a-40e5-a5ad-666b02333445",
"Value": "The minister's agents proved themselves reliable sources of
information. Apparently, somewhere out there in the {mf|baron's|baroness'|King's|
Queen's} domain, there's a camp of druids that have been harassing the miners. We
must find out what's making these druids attack the dwarves."
},
{
"Key": "5d5e7012-2dff-40e0-9dd6-547745620d81",
"Value": "The minister's agents proved themselves reliable sources of
information. Apparently, there's a camp of druids that have been harassing the
miners. The {mf|baron|baroness|King|Queen} should go there at once and halt the
attacks!"
},
{
"Key": "38f571d2-45a8-42d9-ab65-e5b79548df2d",
"Value": "The minister's agents proved themselves reliable sources of
information. Apparently, somewhere out there in the {mf|baron's|baroness'|King's|
Queen's} domain, there's a camp of druids that have been harassing the miners. We
must find out what's making these druids attack the dwarves."
},
{
"Key": "da1de10e-abe4-45db-90c0-6f65775af90c",
"Value": "A letter arrived at the castle from Areena Korvosh, a noble Jadwiga
from cold and faraway Irrisen. She seeks official support in catching and
destroying Kaleena, a troublemaker and rebel who is hiding somewhere in the Stolen
Lands. The Jadwiga is offering a lucrative trade contract with Irrisen, but will
not yet discuss details. An advisor must be assigned to this task, provided that
the {mf|baron|baroness|King|Queen} is interested, of course."
},
{
"Key": "6a5a08e9-6710-47cc-ae33-2458df0106d4",
"Value": "Cold Diplomacy"
},
{
"Key": "e3ffca9e-a962-4429-a7a5-be3221560035",
"Value": "A bounty was posted for information about the rebel from Irrisen,
but no one was tempted. The advisor wasted too much time waiting for reports that
never came, and the fugitive managed to escape from the Stolen Lands � shattering
any hope for an agreement with Areena Korvosh."
},
{
"Key": "7619330e-f5d3-4dc8-b4e7-016f75960a11",
"Value": "The Treasurer posted a huge bounty for information regarding the
rebel of Irrisen. A merchant came forward who had sold groceries to a group of
people with an unusually pale skin. Their whereabouts are now known. It's time to
pay her a visit!"
},
{
"Key": "641d9919-eb0b-4797-880a-324be0368106",
"Value": "The Treasurer posted a huge bounty for information regarding the
rebel of Irrisen. A merchant came forward who had sold groceries to a group of
people with an unusually pale skin. Their whereabouts are now known. It's time to
pay her a visit!"
},
{
"Key": "3d782a6c-cf03-4505-b250-a38c3c04f3dc",
"Value": "The bounty for information regarding the rebel of Irrisen was so
tempting that the treasurer was nearly trampled with would-be informants! Finally,
the advisor managed to learn where the rebel was hiding. It's time to pay her a
visit!"
},
{
"Key": "71ff9beb-df2b-4ce8-888c-971a95d300ff",
"Value": "The scouts that the minister dispatched have returned empty-handed.
It appears that the rebel of Irrisen has managed to escape � shattering any hope
for an agreement with Areena Korvosh."
},
{
"Key": "a0515adc-e32c-436e-a3f3-23e0176e4d72",
"Value": "The minister's scouts turned half of the {mf|barony|barony|kingdom|
kingdom} upside down, but in the end they managed to locate the rebel from Irrisen.
We know where she and her sidekicks are hiding. It's time to pay her a visit!"
},
{
"Key": "5395501c-c5aa-48e7-b3db-a34a4bee1e69",
"Value": "The minister sent {mf_Spymaster|his|her} scouts to trace the
movements of the rebel from Irrisen. We have learned where she and her sidekicks
are hiding. It's time to pay her a visit!"
},
{
"Key": "247120a3-d29b-462d-827b-ad434b0ca387",
"Value": "There's a mysterious hero in the area, championing the plight of
the poor and oppressed. His face remains hidden behind the visor of his helmet. He
calls himself Osprey, but nobody knows his real name. The locals are happy to have
this new protector, but the rich merchants have accused him of robbing their
caravans dressed as a hero. The Regent will side with the locals, while the Warden
will drive the mysterious hero away."
},
{
"Key": "ea09cc3f-c9a8-4fa9-83e9-512d320dae3a",
"Value": "The Osprey's Claws"
},
{
"Key": "bbe62966-e9dc-4539-a959-0a54472e2e98",
"Value": "The Councilor failed to take any action, and the mysterious hero
vanished without a trace."
},
{
"Key": "a6b56ad7-6274-4ed1-8461-245ad2aeacc9",
"Value": "The people only laugh at the Councilor's humble attempts to support
the mysterious hero. � Such a champion of the people's justice needs no approval
from anybody!"
},
{
"Key": "31be59ca-cfac-44cd-a038-147add7afc72",
"Value": "The Councilor publicly announced {mf_Counsilor|his|her} support to
the mysterious knight, and promised not to impede his work. The locals are
delighted."
},
{
"Key": "fca20ffe-f4d2-47a8-85ac-477d736e78d6",
"Value": "The Councilor publicly announced his support to the mysterious
knight, and promised not to impede his work. The locals are delighted, but the
merchants are most displeased."
},
{
"Key": "3630b9f3-990f-46ec-b9a0-f570d23071f7",
"Value": "The mysterious hero easily shook his pursuers and disappeared. The
Warden has begun to hear laughter behind {mf_Warden|his|her} back."
},
{
"Key": "75171c1f-b077-4a24-beb6-fc5ce6cea7e0",
"Value": "The Warden posted a bounty on the mysterious hero's whereabouts and
mobilized {mf_Warden|his|her} troops. Rumors of the champion soon quieted down, but
the locals are holding a grudge against the Warden."
},
{
"Key": "c332c25d-aab5-48b3-beb9-43a117d1be80",
"Value": "The Warden managed to hunt down the mysterious hero and drive him
from the {mf|barony|barony|kingdom|kingdom}. The merchants are embracing the
advisor as a true protector of the Law."
},
{
"Key": "c31411b8-c8fe-4fb0-9e5e-dcb89a242cc1",
"Value": "A group of Pathfinders who snuck into the Valley of the Dead have
caused an uprising of the undead! We must do something immediately to protect the
locals from the awakened zombies � and protect the hapless Pathfinders from the
angry crowd!"
},
{
"Key": "b8bfa24e-ec6d-488e-9fe3-73f6f0024599",
"Value": "Tipping the Scales"
},
{
"Key": "ffa8c388-9fb9-494b-9725-e69cbf47b8a8",
"Value": "The neighboring rulers ignored the cry for help. Many locals died
at the hands of the undead, and the Pathfinders responsible for the uprising were
butchered by the angry townsfolk. The region's rivers are running red with blood."
},
{
"Key": "053370d8-44a2-435b-b78f-50a8e64ef19e",
"Value": "Many knights from the neighboring lands responded to the Grand
Diplomat's call for help. They arrived in numbers and exterminated all of the
undead. Unfortunately, many of the locals died before help arrived. The
Pathfinders, who were responsible for the uprising, gave their lives trying to
protect the villagers."
},
{
"Key": "ebb988f0-414b-4e1f-8cb0-d19faf8f470f",
"Value": "The Grand Diplomat informed the Pathfinder Society of the horror
awakened by their colleagues. The Society immediately dispatched help, and the
undead were destroyed before they had a chance to decimate the region. The lives of
the hapless adventurers who had awakened the undead were likewise saved � from the
justice of the angry mob."
},
{
"Key": "54755ecc-23d0-405a-8bd2-437cdf8d1804",
"Value": "The Grand Diplomat sent news of the disaster far and wide � and
many Pathfinders, upon hearing of their colleagues' mistake, rushed to the region!
The undead were soon exterminated, and the locals are singing the praises of their
heroes."
},
{
"Key": "ef68eab3-7f45-45f4-8e14-c9f7b7c557cf",
"Value": "The priests blessed the soldiers and guards before they entered
battle with the undead. Alas, these blessings were not enough to hold back the
monsters, and or protect the Pathfinders from their claws."
},
{
"Key": "b2dd1b2f-6a9d-4eee-a5bb-76b3011e6024",
"Value": "The High {mf_HighPriest|Priest|Priestess} assembled all the clerics
and faithful in the region, and stood with this force against the army of the
undead. They suffered heavy losses, but the threat was destroyed, and the
Pathfinders were saved at the last possible moment."
},
{
"Key": "081582a7-27d0-47c2-b186-16a09a9cc826",
"Value": "The High {mf_HighPriest|Priest|Priestess} held a highly complicated
ritual, calling upon divine forces to smite the army of the undead. The
abominations perished, and the Pathfinders were rescued from their clutches. The
locals regard the High {mf_HighPriest|Priest|Priestess} as a true hero."
},
{
"Key": "d9858c59-abe2-4d4d-99b5-82a595972df6",
"Value": "The High {mf_HighPriest|Priest|Priestess} held a highly complicated
ritual, calling upon divine forces to smite the army of the undead. The
abominations were destroyed in one fell swoop, and the locals are regarding the
advisor as a true hero. News of the hapless Pathfinders and their brave protector
have spread far and wide, far beyond the borders of the Stolen Lands."
},
{
"Key": "b9a396ef-f5b5-4264-9cef-c5f0172c2a70",
"Value": "A group of Hellknights has appeared in the capital. Their leader
requests an audience with the {mf|baron|baroness|King|Queen}."
},
{
"Key": "723c9b8d-5377-4b9a-80eb-b6c0d649f568",
"Value": "Hellknights Arrived at the Castle"
},
{
"Key": "d15f3f37-7992-4228-ba1f-77dbeaef7b18",
"Value": "Linzi has a message for the {mf|baron|baroness|King|Queen}."
},
{
"Key": "0c173d9c-7588-4262-bf8a-d4229db7fba8",
"Value": "A Mysterious Letter has Arrived at the Castle"
},
{
"Key": "cb3852e9-cc30-4ab7-9ac7-02f8a2a21642",
"Value": "A traveler insists on seeing the {mf|baron|baroness}."
},
{
"Key": "22cdf001-0596-42db-b9bb-13b38cb4f447",
"Value": "A heartbroken mother begs for help."
},
{
"Key": "51d0d5f5-9570-415e-9efe-3b2745318d26",
"Value": "Linzi is angrily demanding an audience with the {mf|baron|baroness|
King|Queen}!"
},
{
"Key": "157e79cd-80f0-4489-9fa6-e697d672c170",
"Value": "The bard raised an awful commotion in the castle � it's time to
learn what has happened."
},
{
"Key": "04d4a3d8-d200-49a5-bcf2-d5c2a45060bd",
"Value": "Linzi is Terrified!"
},
{
"Key": "9159eb2b-d203-4a54-91c8-ca0ffe8ddb21",
"Value": "The cause behind the commotion was established."
},
{
"Key": "49bfa296-948f-48a4-a19a-129cfa564c1c",
"Value": "Harrim is gloomy. Yes, even more gloomy than he usually is."
},
{
"Key": "339bd636-8566-4eb6-832f-d51b87b6a9ec",
"Value": "Harrim Is Upset"
},
{
"Key": "8a9dc7a4-3d55-44a2-84ac-da06ddd5de05",
"Value": "Harrim seems to be worried and wants to discuss something."
},
{
"Key": "eb990b39-1f83-499d-9414-924dcc32009d",
"Value": "Harrim Has a Request"
},
{
"Key": "349bca90-72c3-447d-a681-6c522546b7a9",
"Value": "Jaethal is demanding an audience with the baron{mf||ess}. Something
serious happened and enraged the undead elf."
},
{
"Key": "bb42aa54-9a8b-4a2b-b80f-c35638288c3c",
"Value": "Jaethal in Fury"
},
{
"Key": "5b6db406-1a9a-4906-8b91-7b4d7e21ed41",
"Value": "Jaethal is angrily demanding a personal audience."
},
{
"Key": "efc4009a-32e5-4dfe-afc1-c2f2d03821e6",
"Value": "Jaethal's Ire"
},
{
"Key": "b0540751-b537-4e13-8e63-1444d215f554",
"Value": "New merchants have arrived in the capital."
},
{
"Key": "cf9cdf35-7b20-4684-908e-a80eada7ee2b",
"Value": "Merchants in the Capital"
},
{
"Key": "957e8d17-d03a-4213-be27-f507e98a7b18",
"Value": "Traders have already set up their stalls and are waiting for new
customers."
},
{
"Key": "f39709e6-12df-4cc5-bf1d-fcbb9136d0a3",
"Value": "An interesting article awaits in the castle."
},
{
"Key": "17de323d-9ca8-43b5-bc59-c790680d092c",
"Value": "Important Essay Published"
},
{
"Key": "4c3ab902-9ebb-429e-a9a9-0ac589088c7e",
"Value": "Linzi managed to flee the slavers, and is dying to tell her story!"
},
{
"Key": "60b9b616-0d0e-4e35-afb6-a2cee3ea03cb",
"Value": "The Return of the Bard"
},
{
"Key": "059007c8-914b-4a2a-ad87-be7955d02ac2",
"Value": "Linzi is waiting for an audience."
},
{
"Key": "c4b607eb-8208-4984-9196-4f289528c425",
"Value": "Linzi Wants to Talk"
},
{
"Key": "2ebfbb76-87af-4673-af2f-00b42db604af",
"Value": "The Councilor and Linzi are eagerly waiting for an audience."
},
{
"Key": "024e6f7c-485e-4276-ba77-659faf721d06",
"Value": "Linzi Has Something to discuss."
},
{
"Key": "22e0d280-b42d-4395-ba43-56e804340d7d",
"Value": "It seems that a neighboring state continues to collect taxes from
your subjects."
},
{
"Key": "6d96235b-91a0-46f7-9ba1-9193f0fa607c",
"Value": "Problem with Taxes"
},
{
"Key": "bb56aab6-10df-4795-a128-b8db0b8bfa7f",
"Value": "A message from the Swordlords awaits at the castle."
},
{
"Key": "583a0563-6855-483b-9fe2-8cf126e5df1e",
"Value": "Letter from Brevoy"
},
{
"Key": "cd9a78aa-00ce-45f2-88ac-b8f11a6b742d",
"Value": "An important visitor has arrived at the castle and demands an
audience at once."
},
{
"Key": "d79d4c41-d56d-420b-a8fc-d3973866394b",
"Value": "Kesten wants to discuss the situation in the Narlmarches."
},
{
"Key": "103ac97e-de04-4e53-bd4f-c87406a4d8cd",
"Value": "New Troll Sightings"
},
{
"Key": "0256314e-020d-4eef-af8e-ebb92dffc87d",
"Value": "Kesten arrived at the castle with reports of strange trolls
swarming the Narlmarches."
},
{
"Key": "abc0ec75-46b1-416b-9226-d1eddba40716",
"Value": "Troll Invasion"
},
{
"Key": "654f153b-5a86-4f80-b519-049ccb497a79",
"Value": "It seems the warrior has some news."
},
{
"Key": "0883c429-dbf5-40f5-bcb8-fa3045be78c7",
"Value": "Valerie Wants a Word"
},
{
"Key": "e02c0301-055f-4d9c-b097-090564cc44e5",
"Value": "The baron of a neighboring land sent an invitation."
},
{
"Key": "ca7601db-80d3-4044-b072-2d1f93bc4bab",
"Value": "Letter from Maegar Varn"
},
{
"Key": "abc32d86-ac88-46e3-accb-122d37095f76",
"Value": "Amiri is angrily demanding a personal audience."
},
{
"Key": "2c653889-3d76-4e5d-b8ef-99ca59fe0057",
"Value": "Amiri's Ire"
},
{
"Key": "c75b5f4e-9dce-4634-9ecc-75664c1d6aac",
"Value": "Amiri insists on meeting the baron{mf||ess} in the throne room."
},
{
"Key": "adff6868-9033-4f82-acff-6f3c216eaca0",
"Value": "Amiri Wants to Talk"
},
{
"Key": "6f6191f6-c42f-4347-a889-d266ffad8c19",
"Value": "The people are gradually losing faith in their {mf|baron|baroness}.
Your associates anxiously await you in the castle, ready to discuss the current
situation."
},
{
"Key": "f08ebc28-73b3-4bc2-8701-4cbf34ef3bbb",
"Value": "Unrest in the Streets"
},
{
"Key": "5f91d18c-6fb7-40cb-a2b9-f82ce01ea08c",
"Value": "A message from Silverstep awaits you."
},
{
"Key": "666472b3-94d2-4bad-9d3b-09216aa25464",
"Value": "Letter for the {mf|Baron|Baroness}"
},
{
"Key": "84239c0c-74fe-40b0-83bd-f6744f4764db",
"Value": "Jhod insists you need to intervene in an important matter, and
awaits you at the castle."
},
{
"Key": "fe5f1c9a-04d0-44fd-b27b-672529071e84",
"Value": "Doomsayer Scares Townsfolk"
},
{
"Key": "e4cdcec0-317e-43e2-8349-4f049455417d",
"Value": "Something upset the cheerful bard."
},
{
"Key": "e5d0691f-1008-44c9-bc38-8ddff6e5f40f",
"Value": "Crestfallen Linzi Wants to Talk"
},
{
"Key": "1cee3b14-d5f3-47d3-815e-e40af57f0ea8",
"Value": "The bard is worried about one of your friends."
},
{
"Key": "2ada7698-5449-47eb-a991-3b8284ee681f",
"Value": "Linzi Has a Suggestion"
},
{
"Key": "2914e92e-6b38-4d48-8a7d-7af031a65522",
"Value": "The Embeth Travelers sent an interesting offer."
},
{
"Key": "2f0c5321-caf8-4cec-834e-aae0347d56e1",
"Value": "Invitation for the {mf|Baron|Baroness}"
},
{
"Key": "f22dd185-5b83-4b23-bf52-ec5d8c52a1d5",
"Value": "It's time to pay tribute to those who fell while fighting against
the Bloom."
},
{
"Key": "460868f2-c148-4e45-a3fa-c6fb19e4499e",
"Value": "Honor the Fallen"
},
{
"Key": "30fb141d-6a16-4c7c-b199-a997b48aa3ba",
"Value": "Monsters are erupting from the bodies of fallen citizens! Your
subjects need their baron{mf||ess} in the capital!"
},
{
"Key": "1b10458f-b5c5-45d7-b32a-c2e2116059d7",
"Value": "Monster Invasion"
},
{
"Key": "d84e83cb-1c1b-4c69-8ce1-8283740090cc",
"Value": "Tristian wants to talk."
},
{
"Key": "04aafb60-8d50-4d2e-aac7-e6d82fcd26f0",
"Value": "Tristian's Plea"
},
{
"Key": "adecadc3-686f-4bc1-b3f3-b89d0af01b9a",
"Value": "Tristian wants to share something."
},
{
"Key": "b66e7589-74b4-4480-af32-8fc78157d56b",
"Value": "Tristian Has Some News"
},
{
"Key": "cb7aa7a7-0852-46f5-b3a3-b5a55456ab37",
"Value": "A neighboring baron heard of your strife and sent help."
},
{
"Key": "95c5bae8-d6ea-4e0e-8f10-764628cbc816",
"Value": "Letter from Maegar Varn"
},
{
"Key": "7b98dc0b-6818-40fa-a658-777634d1c5c3",
"Value": "The worried woman has some disturbing news."
},
{
"Key": "58b73d77-be19-4d69-9a6c-1a825808c4cf",
"Value": "Elina Begs for an Audience"
},
{
"Key": "49f71b87-4a20-4ecc-838d-6719e8a10107",
"Value": "The leader of the Swordlords asks for help."
},
{
"Key": "a431f7cf-bbfe-4b14-8e24-720fbe74bf69",
"Value": "Message from Jamandi Aldori"
},
{
"Key": "998793c3-487d-4da5-bae5-b3367feed8d7",
"Value": "Harrim wants to share some thoughts. He seems to be more pensive
than usual."
},
{
"Key": "b60a6de8-68ca-4d1c-bab6-19332b5b9c70",
"Value": "Harrim Has Something to Discuss"
},
{
"Key": "ecc6ad03-d811-45bc-a688-1def3ba7341b",
"Value": "A visitor is awaiting at the castle, but Harrim is opposed to the
meeting."
},
{
"Key": "7ace0f85-a300-415d-9a7a-6445acfb79b0",
"Value": "Harrim Unhappy to See Guests"
},
{
"Key": "85dc8271-f149-4907-ad57-674baad9874b",
"Value": "Leader of Swordlords answered your bold letter."
},
{
"Key": "2304c05f-0939-46ac-903e-2d35546c6470",
"Value": "Letter from Jamandi Aldori"
},
{
"Key": "a9020122-73e8-483c-952c-92419326754f",
"Value": "Jubilost wants to discuss your adventure!"
},
{
"Key": "4209d442-720d-4423-ad7e-04e70fad9704",
"Value": "The Consequences of the Inconsequent Debates"
},
{
"Key": "8ab96ec1-2f30-4847-85f6-e547c1e042b4",
"Value": "The renowned explorer seems to be agitated and wants to discuss
something important."
},
{
"Key": "c3edf82b-1126-4446-8610-d8f81c1da096",
"Value": "Jubilost Demands an Audience"
},
{
"Key": "15e7557b-7625-4155-b14a-c47c299cf06c",
"Value": "Linzi is waiting for the {mf|baron|baroness|King|Queen} in the
castle."
},
{
"Key": "196421c9-dbd8-46e1-89bf-7aaffc22ca0b",
"Value": "Linzi Wants To Talk"
},
{
"Key": "d803bc28-eee2-46b6-adf7-a8b15c32c34d",
"Value": "Linzi is waiting for a personal audience."
},
{
"Key": "55957a04-0132-409e-9c67-571f3282e3a5",
"Value": "Linzi's Friends"
},
{
"Key": "ce3d5865-c1a6-4eff-a9fa-129922027e20",
"Value": "A noble visitor requests an audience with the {mf|baron|baroness}."
},
{
"Key": "2d1c094f-ab6a-4b71-876c-4fc04689d086",
"Value": "An unexpected visitor awaits in the castle."
},
{
"Key": "c68cd060-9051-4e84-b831-bf72d1954501",
"Value": "You'll Never Guess Who Is Back"
},
{
"Key": "88ea9dda-3bb8-4c3a-a31b-6630235c76c6",
"Value": "Poor little goblin. Nok-Nok is so disappointed!"
},
{
"Key": "39b9f3d1-21b9-4b60-8241-3c2d802afac8",
"Value": "Nok-Nok Is Sad"
},
{
"Key": "855ab665-4564-4a91-b039-49b80e5f1a99",
"Value": "Your goblin acquaintance is causing a ruckus in the castle!"
},
{
"Key": "fc0163dc-a28d-49eb-82e2-4e35f7edf04d",
"Value": "Nok-Nok Has Something in Mind"
},
{
"Key": "b4614ad2-c1ef-446c-89bd-69b553073982",
"Value": "Octavia and Regongar are eager to tell you about a dangerous person
they saw in the capital."
},
{
"Key": "4fa09947-8d09-4189-9b91-e4aafb6d1f80",
"Value": "Octavia and Regongar have Spotted Someone Suspicious!"
},
{
"Key": "87e59157-4d64-4a79-abdf-3da27e92fabb",
"Value": "Octavia and Regongar are upset because of a missed opportunity."
},
{
"Key": "1299282c-4d36-4158-8b03-1317fb132679",
"Value": "Octavia and Regongar have Disheartening News"
},
{
"Key": "3214a414-243e-46c2-a344-0b61757c579c",
"Value": "Something is happening in the capital and you should know about
it."
},
{
"Key": "eb6bd28b-48e2-46bf-837c-10ccc2b16b9a",
"Value": "Brevan Envoy Awaits"
},
{
"Key": "1ab2036a-3de6-4024-98f0-f1023805dd9a",
"Value": "Some interesting news brought the loyal captain to the castle."
},
{
"Key": "6f6330a8-e822-41ca-b800-99661c331afb",
"Value": "Guard Captain Has Something to Report"
},
{
"Key": "a4d4afee-4270-41f1-b0cd-a9d445e994a6",
"Value": "The guard captain brought the instigators to the castle."
},
{
"Key": "0800b29f-1aa6-4c75-b2bf-e598f0a44373",
"Value": "There Is a Scandal In The Capital!"
},
{
"Key": "98bd33da-63dd-4925-80cb-67fc9dc572d0",
"Value": "Your subjects eagerly await the official ceremony."
},
{
"Key": "a2ea0339-1543-4530-add0-3b0827cd4e32",
"Value": "The time has come to crown the ruler of the Stolen Lands!"
},
{
"Key": "05347419-6180-4841-afa0-2cfeceab58a9",
"Value": "Everything Is Ready for the Coronation"
},
{
"Key": "a4f1cdbf-a916-4955-b6e2-54181fa359fc",
"Value": "{name} has become the {mf|King|Queen} of the Stolen Lands!"
},
{
"Key": "2182de00-3398-47d7-ac87-cb43ece087da",
"Value": "The ranger once thought lost is now waiting in the castle."
},
{
"Key": "e77f34c4-0f47-4e58-a340-f7c2a62077a8",
"Value": "Ekun Has Returned"
},
{
"Key": "7bbf2dca-aa30-495a-905e-223f565bef3f",
"Value": "Your advisors await their baron{mf||ess} at the capital."
},
{
"Key": "6ec6a9c3-f790-4c8c-94b0-0cc55d63c7a8",
"Value": "Troubles in the Barony"
},
{
"Key": "16c6049c-0980-44d9-ad3a-fc0b9460474b",
"Value": "Jaethal demands an audience. She seems extremely displeased."
},
{
"Key": "88ce7731-a582-4bd1-ac33-6b2a06678a00",
"Value": "Jaethal is Disappointed"
},
{
"Key": "412ebac3-34b6-463c-8bb9-b42438780c3e",
"Value": "Jaethal learned something important about Enneo, the merchant that
fled from you. She wants to discuss it with you."
},
{
"Key": "4ed4906d-443c-4478-acbc-38eb230907f5",
"Value": "Jaethal Has News"
},
{
"Key": "5b3e9fcc-7be5-4c2b-8c14-b47dfdfb9216",
"Value": "Jubilost seems to be disappointed. He has something to say to the
baron{mf||ess}."
},
{
"Key": "80a21c54-f13a-4bec-b02b-c09a8e237263",
"Value": "Jubilost Has Something to Say"
},
{
"Key": "b567dece-510a-469b-a033-d6268ba353cf",
"Value": "A strange occurrence has the subjects agitated � it's time to learn
what happened."
},
{
"Key": "04ffab06-9c53-4a3d-8f0c-c8173b5fe029",
"Value": "Uncanny Well"
},
{
"Key": "a0bd66f1-063a-4f3e-8049-2498708bd778",
"Value": "People are still talking about the strange well."
},
{
"Key": "d38c54e3-6a00-4e1e-a8bd-372edf65e05b",
"Value": "A noble visitor requests an audience with the {mf|baron|baroness}."
},
{
"Key": "5a63987e-c000-45a7-8d3f-be6738caf0a8",
"Value": "Goblin agitators are causing trouble. What could they be doing
now?"
},
{
"Key": "9a31b85b-976b-41a4-a2c6-c653696c9312",
"Value": "News About the Goblins"
},
{
"Key": "cf38e7ba-d3df-48f5-b25f-0902967911fe",
"Value": "Your advisor has something to report about the goblins in the {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "ffc73267-0262-48b2-abdc-888b31dbbdeb",
"Value": "Goblin Problem"
},
{
"Key": "d134a9b2-c115-4276-94c3-834970d75d60",
"Value": "It's time to discuss the search for Armag's tomb."
},
{
"Key": "91767a2d-6b88-4eac-afb6-a8be0da27f6b",
"Value": "Linzi Waits in the Castle"
},
{
"Key": "a6c195fd-6c58-4bd2-be2c-fcc129b29a8d",
"Value": "The bard has some unpleasant news."
},
{
"Key": "fb5bb242-d2df-44b4-b4cc-307829c329ec",
"Value": "Linzi Wants To Talk"
},
{
"Key": "1b6fc278-ca1b-4283-8fb1-3c4303853d61",
"Value": "Amiri is angrily demanding a personal audience."
},
{
"Key": "86571520-a04c-4878-945d-b903ae5d1523",
"Value": "Amiri's Ire"
},
{
"Key": "5c7183cb-5dd0-4ce7-8849-a9354a645dbb",
"Value": "Amiri insists on meeting the baron{mf||ess} in the throne room."
},
{
"Key": "b76e4c7e-a4ef-4cef-9d34-fe30d1716460",
"Value": "Amiri Wants to Talk"
},
{
"Key": "8bbba009-45fc-44d7-b885-dd2576e73436",
"Value": "Linzi and the Storyteller are waiting in the castle."
},
{
"Key": "0e58c5dd-7ac9-4139-9e7d-56fa148d1534",
"Value": "Your companions have come up with an unusual idea."
},
{
"Key": "f9750394-687e-4918-aee7-57c8860e551a",
"Value": "Linzi and the Storyteller Await in the Castle"
},
{
"Key": "9f29f89d-83e7-4a6e-b58c-86d3691e6cad",
"Value": "Linzi and the Storyteller met with the {mf|King|Queen}."
},
{
"Key": "c1d873b6-6368-48ac-a476-4532191c8ad3",
"Value": "Dwarves from the Skjegge clan wish to present the {mf|King|Queen}
with a reward."
},
{
"Key": "95981481-919a-4864-8ddb-c5945858ddf5",
"Value": "Rudrin Skjegge Asks for an Audience"
},
{
"Key": "dfc15e40-2eb3-4159-9b2e-006fbb69bf40",
"Value": "The dwarves left without seeing the ruler."
},
{
"Key": "c919c452-e40e-4d6e-94fb-48692e4aa343",
"Value": "Someone wants your attention � and that someone is a golem!"
},
{
"Key": "4c2fbcf5-affc-4db3-bd60-9266ee45d99e",
"Value": "An Unusual Visitor has Arrived!"
},
{
"Key": "8926c2ce-f428-4e2c-8722-0763dd338007",
"Value": "A new threat has appeared at your door, and Jaethal wishes to
discuss it."
},
{
"Key": "7bf763f0-2c10-4bc5-bf18-d0b7b82692f7",
"Value": "Jaethal Brings Disturbing News"
},
{
"Key": "0c3e260a-8e33-4711-8168-b2f3ab05877b",
"Value": "It seems that Jubilost has succeeded in solving the fey riddles. He
has something to discuss with the {mf|baron|baroness|King|Queen}."
},
{
"Key": "44dce616-c462-4517-8067-cb0f148e3695",
"Value": "Jubilost Is Waiting for an Audience"
},
{
"Key": "64fddbd2-55f5-42b5-91ac-37515433d579",
"Value": "Linzi wants to discuss something with you. Perhaps it's about her
new book on the Academy."
},
{
"Key": "9bac73f5-2b8d-49fd-9c20-5b29a5ea4713",
"Value": "Linzi Has News"
},
{
"Key": "ef324507-37c5-4f1f-a1f6-75c8e1672211",
"Value": "You don't expect someone like Nok-Nok to ever be confused, but he
is."
},
{
"Key": "c1b327c3-2f83-4c35-be6e-375cdcd845d0",
"Value": "Nok-Nok Is Confused"
},
{
"Key": "25ecb2d6-e7d2-4835-b4aa-4f8246456560",
"Value": "He disappeared from the city. Your advisor might be able to shed
some light on this."
},
{
"Key": "f282b06f-137b-42f3-9329-c549c0c679cf",
"Value": "Nok-Nok Is Up to Something"
},
{
"Key": "412ef3f4-0701-408e-9d2c-65089013bac2",
"Value": "Strange happenings are disturbing the capital's citizens."
},
{
"Key": "61568416-1c41-4b49-a6ed-ed96456d8179",
"Value": "These happenings have to be seen to be believed!"
},
{
"Key": "f595ad23-2f62-44cb-9281-587d9eeecbbd",
"Value": "Strange Happenings In The Capital"
},
{
"Key": "24434d38-93b8-4767-a493-65d83fe6be79",
"Value": "Nyrissa visited the dreams of the {mf|King|Queen} again."
},
{
"Key": "875c984a-b38c-4040-b0cb-ca21609c8205",
"Value": "The strange happenings have ceased."
},
{
"Key": "72e81e56-4614-4f6a-88c3-c4e3e92f9e5f",
"Value": "Octavia and Regongar deeply disturbed. What could be troubling
them?"
},
{
"Key": "92bdd0ab-36c5-4833-8a1e-05840f5808e0",
"Value": "Octavia and Regongar Want to Talk"
},
{
"Key": "81cb3683-d867-452f-ac8b-bd878140a081",
"Value": "The crowd is still there, waiting patiently for the {mf|King|
Queen}."
},
{
"Key": "5988bcd5-820e-4338-9ca9-54395b4ee7b3",
"Value": "It's time to decide the fate of Pitax."
},
{
"Key": "cc00e636-2f9f-4f0d-81cc-bb14257b8d45",
"Value": "Pitaxian Crowd Awaits an Audience"
},
{
"Key": "6b3a7167-a82d-4427-91a8-26b85c45e4f5",
"Value": "The fate of Pitax is sealed: the region is now a part of
{kingdomname}!"
},
{
"Key": "69d0b585-78ae-4a92-9b95-a08ed49a47a5",
"Value": "Linzi has urgent correspondence for the {mf|King|Queen}."
},
{
"Key": "efedf9b8-bf7f-4201-9a1d-cc8ddf175d69",
"Value": "Linzi Brought an Invitation"
},
{
"Key": "34dc801b-3dd1-43f9-9791-70096c7360e8",
"Value": "Irovetti's invitation to the Rushlight Tournament has expired."
},
{
"Key": "058ae08b-14b8-456e-ae8c-33c06ebce352",
"Value": "A familiar face from Pitax wants to discuss the current state of
affairs."
},
{
"Key": "326e382d-6bca-4ce1-b786-f9cd25d657de",
"Value": "Pitaxian Envoy Awaits Inside the Castle"
},
{
"Key": "a78baf1c-7abe-4a40-9f1b-27038b33203f",
"Value": "An envoy from Pitax wants discuss the current state of affairs."
},
{
"Key": "c16e7e7d-b1c7-4acd-9563-6e27a101c0bd",
"Value": "Pitax Envoy Waits in the Castle"
},
{
"Key": "f6569b99-afeb-499a-9947-c192eccef58c",
"Value": "The cleric of Sarenrae awaits in the castle."
},
{
"Key": "99a2a6cf-737a-482b-b450-9df7be1c36f0",
"Value": "Tristian Is Upset"
},
{
"Key": "a680c4d3-9e47-4c77-b908-dd4f60312fb7",
"Value": "Tristian wants to discuss something privately."
},
{
"Key": "d2e743f3-ec6c-443f-abdf-392d185969d1",
"Value": "Tristian Has Some News"
},
{
"Key": "b1afd6f7-7cfe-4ca9-aa8b-83ea39a45182",
"Value": "It's time to visit the Pitaxians and participate in their
challenges."
},
{
"Key": "6f67ca03-df17-45d5-9e8b-1b97df45c1cb",
"Value": "The Rushlight Tournament Has Begun!"
},
{
"Key": "e9ae519e-b035-48fc-b50c-02efb63fcc9e",
"Value": "The Rushlight Tournament is over!"
},
{
"Key": "2f77136a-c1a0-4f1f-8a04-40a160d5380d",
"Value": "The Rushlight Tournament has ended. Sadly, the {mf|King|Queen}
didn't make it in time."
},
{
"Key": "cae1dd80-2ab5-45d3-8191-9147adf86a79",
"Value": "Linzi wants to see the {mf|King|Queen} immediately!"
},
{
"Key": "193d61c6-3fed-43f1-adb9-f7a164633edb",
"Value": "The bard demands an immediate audience with the {mf|King|Queen}!"
},
{
"Key": "f03aadde-c086-4cd1-bbe2-110f6f50dbb9",
"Value": "Linzi Brought Bad News"
},
{
"Key": "f860e410-3442-4440-a0e5-70373d7f8e7d",
"Value": "Your subjects are still waiting for their {mf|King|Queen}."
},
{
"Key": "add7809d-75d0-4f17-b578-0d746f1e7f84",
"Value": "Your subjects wish to see their {mf|King|Queen}."
},
{
"Key": "ca424bcf-ff75-451d-a698-512f82a5b1b9",
"Value": "Your Companions Await in the Castle"
},
{
"Key": "94d8e124-eb44-48b9-841d-30b5411e6857",
"Value": "Your subjects have met with their {mf|King|Queen}."
},
{
"Key": "f98110e1-06e6-428c-98ae-4ab5e9cad87f",
"Value": "There is news for the {mf|King|Queen} concerning another River
Kingdom."
},
{
"Key": "995e0685-e5c2-47b7-8c56-b3a7fda6f389",
"Value": "An Advisor Wants a Word"
},
{
"Key": "ac930f6e-7cfb-48b0-8d0c-3d9472e186b1",
"Value": "The advisor had to leave the capital to attend to other matters."
},
{
"Key": "e2b89292-6ef0-4a91-bc0b-b3f724816b5e",
"Value": "The document was read and sent to the archives."
},
{
"Key": "f48dd73c-d721-4b08-a7bf-af0f51537143",
"Value": "An important document is still waiting for the {mf|baron|baroness|
King|Queen}'s attention."
},
{
"Key": "ef87d594-4585-4195-8a24-279f1625938f",
"Value": "A letter was delivered to the castle."
},
{
"Key": "b9d55714-6168-4f97-b70f-d24a831fb8c4",
"Value": "Letter for the Ruler"
},
{
"Key": "56afc9e4-c4a7-4617-ab3d-5b4587079372",
"Value": "Linzi has met with the {mf|baron|baroness|King|Queen}."
},
{
"Key": "b7353e4b-4b4f-4d88-8f3d-a97e253193c6",
"Value": "The document was lost among other papers."
},
{
"Key": "9da7e6fb-ee8b-4494-906e-e7903da15f3f",
"Value": "The visitor has met with the {mf|baron|baroness|King|Queen}."
},
{
"Key": "7f6c75c7-27ef-4b4d-b11b-9153c3391636",
"Value": "The visitor left the castle without seeing the {mf|baron|baroness|
King|Queen}."
},
{
"Key": "0753ff39-c6e7-4f92-b53f-691c20e43a7b",
"Value": "The visitor is still waiting in the castle."
},
{
"Key": "f436ece3-dab5-4560-b43e-be45776c4cf5",
"Value": "Visitor Waits in the Castle"
},
{
"Key": "c5a02034-81a7-4c67-a8ba-0006b18a6b09",
"Value": "Our scouts discovered a notable location in the region of Pitax.
This hill looks just like all the others in the area, but it exudes a sinister and
frightening feeling. That might indicate the presence of evil magic � or a
dangerous creature."
},
{
"Key": "fe36416f-313d-4ec8-bb1c-24ca79a02e7e",
"Value": "Wicked Hill Discovered"
},
{
"Key": "fc58c9c8-ab45-43c3-9a8c-f75e5272f97a",
"Value": "Our scouts discovered a notable location in the hills by Silverstep
Lake. A narrow path runs along the edge of a cliff � a perfect place for ambushes.
It might attract bandits, or other more dangerous creatures."
},
{
"Key": "b10e0c0a-5334-4b5a-b6a4-fb0f8698557b",
"Value": "Precipice Trail Discovered"
},
{
"Key": "8b1b7ac3-9846-4eea-9887-0922eea6d4de",
"Value": "Our scouts discovered a notable location in the Tors of Levenies. A
strange building, gloomy and abandoned, was found tucked away near a spring, which
is itself the headstream of the Little Sellen River. Unlike most of the ruins in
the Tors of Levenies, this structure seems to have been built by humans � or at
least creatures of human size. It might be worth exploring."
},
{
"Key": "92492c7c-dec2-405b-b01a-f8d8d427f2c5",
"Value": "Source of the Little Sellen Discovered"
},
{
"Key": "787fe395-0d7e-4c14-87dd-86bbd7c3471d",
"Value": "Our scouts discovered a notable location in the crags of Glenebon.
Long ago, in times immemorial, the Numerian barbarians buried their dead here. Now,
abandoned and forsaken, the place serves as a refuge for travelers and beasts
alike. It might be worth exploring."
},
{
"Key": "5c0e877b-2004-4e57-a9a6-b5b61108aad4",
"Value": "Desecrated Cairn Discovered"
},
{
"Key": "9393d603-d419-434e-9194-7137a72d6542",
"Value": "Our scouts discovered a notable location in the Shrike Hills: a
huge, flat-topped rock which serves as a landmark in the area. It might be worth
visiting."
},
{
"Key": "88a59dfc-b76c-43ec-a67e-2c9ea4b1e1d6",
"Value": "Old Mesa Discovered"
},
{
"Key": "a3a20227-c52f-45df-8d2b-49ba1b29e424",
"Value": "Our scouts discovered a notable location in the Shrike Hills. That
place got its name � and its nasty reputation � when rats swarmed it in vast
numbers. It might be worth exploring."
},
{
"Key": "02eb1dbc-ba1b-4715-be70-398ecd5306e4",
"Value": "Ratnook Hill Discovered"
},
{
"Key": "fe7a21f3-bba8-4feb-ba3d-60c76f83e3fe",
"Value": "Our scouts found a treasure in the Central Regions. They're sure
they've covered the area, and there no more points of interest in the South
Narlmarches and Shrike Hills."
},
{
"Key": "d904ba1f-929d-4e02-b43b-aa73966b9e9c",
"Value": "Secret Cache in the Central Regions"
},
{
"Key": "86e9f2be-0e06-4761-8fd8-a9ff88828d43",
"Value": "Exploration of the Central regions complete!"
},
{
"Key": "f43969a9-6041-418e-a2e7-a93cb12a9ecf",
"Value": "Our scouts discovered a notable location in the North Narlmarches.
The river makes a sharp bend, widening into a deep pool. There were several
freshly-felled trees along the shore, and traces of both humans and fey in the
area. It might be worth visiting."
},
{
"Key": "8cdb955b-d7e6-47c5-90c1-459545be0f7c",
"Value": "Overgrown Pool Discovered"
},
{
"Key": "010dac32-5357-4e23-a9e8-f5c0265c7e7e",
"Value": "Our scouts discovered a notable location in the Dire Narlmarches.
The ruins rising from the mire could not possibly appear more perilous, but brave
adventurers were seen entering them. None have returned. It might be worth
exploring."
},
{
"Key": "8e935733-84e1-4051-925f-2344c3144bfd",
"Value": "Swamp Ruins Discovered"
},
{
"Key": "0d9193f1-0da8-4a7f-802d-b1d3a7eacc0a",
"Value": "Our scouts found a treasure in the Dire Narlmarches. They're sure
they've covered the area, and there are no more points of interest in the region."
},
{
"Key": "0fbb917f-3a91-4025-a0ed-71d61a29689c",
"Value": "Secret Cache in the Dire Narlmarches"
},
{
"Key": "467d6854-95c6-4013-8ccb-38da62784a90",
"Value": "Exploration of the Dire Narlmarches complete!"
},
{
"Key": "094172a4-73d9-4325-b3af-30bc52e1beb6",
"Value": "Our scouts discovered a notable location in the hills by Silverstep
Lake. The Little Sellen River narrows there, as it passes between two rocky
hillsides and flows around an oblong island. A few travelers have gone missing in
the area. Perhaps someone should discover the cause..."
},
{
"Key": "56079274-7c22-448e-a5a9-51372c9fd4e9",
"Value": "Dragonleaf Gulch Discovered"
},
{
"Key": "9e17fadf-e3f2-4bd9-a445-17ed141f8be0",
"Value": "Our scouts discovered a notable location in the Outskirts. A lonely
oak tree in the heart of a pine grove has the look of a wandering stranger in a
foreign land. The place bears the hallmarks of fey magic. It might be worth
visiting."
},
{
"Key": "4636936c-d689-4eaa-bceb-df08f84d4302",
"Value": "Errant Oak Discovered"
},
{
"Key": "fd5bc6c0-d696-44ba-90c5-3095f9289b7c",
"Value": "Our scouts discovered a notable location in the Shrike Hills. A
cave hides within a flaky rock, which travelers call \"the Arbor\". It might be
worth exploring."
},
{
"Key": "5975f787-1e83-44d1-b20c-ee75292f9ad1",
"Value": "Arbor Rock Discovered"
},
{
"Key": "de04f86b-cc40-4438-99f9-a62456e4963b",
"Value": "Our scouts found a treasure in the Eastern Regions. They're sure
they've covered the area, and there are no more points of interest in the region of
the Kamelands and Silverstep Lake."
},
{
"Key": "0d09b978-9782-4b14-97b4-d8eabd59f940",
"Value": "Secret Cache in the Eastern Regions"
},
{
"Key": "2e8f61dc-0884-4f58-aff9-4be67e780164",
"Value": "Exploration of the Eastern Regions complete!"
},
{
"Key": "0d927a5b-40ea-4114-877e-1879ca4c8c70",
"Value": "Our scouts discovered a notable location in the Shrike Hills � a
gloomy, soggy lowland leading into a swamp. Travelers avoid the place. The swamp is
dangerous on its own, but it also tends to attract monsters and other unpleasant
creatures. The area might be worth exploring."
},
{
"Key": "6b4073f2-b349-4c98-8f08-a63a5e132720",
"Value": "Waterlogged Lowland Discovered"
},
{
"Key": "dc313802-95a1-4abc-8e66-7a0c7b534040",
"Value": "Our scouts discovered a notable location in the Glenebon Uplands.
Boulders scattered around the place bear the marks of some creature's fangs and
claws � some old, and some very recent. It might be worth investigating."
},
{
"Key": "145b493f-5709-4dfb-be76-f2cf4f5d538b",
"Value": "Gnawed Rocks Discovered"
},
{
"Key": "09e1a000-98a1-4774-8dd9-26bf0773f3b1",
"Value": "Our scouts discovered a notable location in the forest west of
Pitax. A gloomy thicket in the Thousand Voices forest is bursting with the vivid
colors of the Bloom. This place might be worth exploring."
},
{
"Key": "9df6ebd1-51cf-4e30-b0e6-b7918de56082",
"Value": "Carnival Glade Discovered"
},
{
"Key": "daaafbc8-ad2a-4717-b12b-8ecb09eed28a",
"Value": "Our scouts discovered a notable location in the Dire Narlmarches,
an area where the marshy mud becomes unnaturally viscous and slimy. It might be
worth investigating."
},
{
"Key": "755a3c41-05fe-4805-bd54-d54e8bb09452",
"Value": "Sticky Marsh Discovered"
},
{
"Key": "0b064cfc-fa41-4fb4-838e-4b560ec5429c",
"Value": "Our scouts found a treasure in Glenebon. They're sure they've
covered the area, and there are no more points of interest in the region."
},
{
"Key": "346728c8-c154-40b1-bab3-1a93ea72c347",
"Value": "Secret Cache in Glenebon"
},
{
"Key": "a3f31ca7-e0b1-431c-87b1-45e0f8475c51",
"Value": "Exploration of Glenebon complete!"
},
{
"Key": "3d0dc07b-e6c8-4322-ab7f-e800d5f7abe8",
"Value": "Our scouts discovered a notable location in the region of Pitax � a
mansion upon a hill, that once stood proudly upon its crest. But as the centuries
passed, it has slowly sunk into the soil. It might be worth exploring."
},
{
"Key": "8c339c00-cd95-43fc-b90e-0a6adf3101ed",
"Value": "Ornate Ruins Discovered"
},
{
"Key": "a403753f-29d1-4cdb-b60f-a8af9743642b",
"Value": "Our scouts discovered a notable location in Glenebon. A dark and
silent old building has almost entirely collapsed in ruin, apparently after
suffering a fire. However, part of it seems to be hidden underground, and is likely
better preserved. It might be worth exploring."
},
{
"Key": "3591440b-f44f-4262-965c-64bb6fa149b9",
"Value": "Charred Ruins Discovered"
},
{
"Key": "6f0526d9-e0f6-44a3-930d-820b788b4e71",
"Value": "Our scouts discovered a notable location in Glenebon, a road used
by travelers wending their way from Pitax to Brevoy or Numeria. People are reported
to have gone missing while traveling along this road. It might be worth
investigating the cause."
},
{
"Key": "53db8f4a-8403-4fc0-b558-cbdd56ff312b",
"Value": "Country Road Discovered"
},
{
"Key": "5710d8a5-377e-414b-9014-7060bf0754c6",
"Value": "Our scouts discovered a notable location in the forest west of
Pitax. That glade seems unremarkable, but travelers swear to have witnessed
graceful young women dancing there in the moonlight, then disappearing when
strangers approached. It might be worth investigating."
},
{
"Key": "d8972be2-cc8b-490f-8c82-fef022d85cb6",
"Value": "Forest Ballroom Discovered"
},
{
"Key": "3b848d09-85fa-4127-b6c5-a78172ab6ed9",
"Value": "Our scouts discovered a notable location in the swamps of the South
Narlmarches. It's the lair of a hodag � a huge and dangerous flesh-eating lizard.
The fame of the bloodthirsty hodag has spread rapidly among the merchants, who
started taking the road around the woods to avoid this place."
},
{
"Key": "c28e311d-3ae5-4aaf-9fca-1fb06007367e",
"Value": "Hodag Lair Discovered"
},
{
"Key": "640bc177-eacc-4de4-87ed-2574c17259a1",
"Value": "Our scouts discovered a notable location in the Dire Narlmarches.
It's a pond in the bog, with many reeds and bushes lying bent or broken, crushed
into the mud and murk. Some dangerous creature might reside there. The place could
be worth exploring."
},
{
"Key": "fce65db2-eaf4-487d-b48d-a2c5a01227fe",
"Value": "Dappled Quagmire Discovered"
},
{
"Key": "5971b5e2-0a18-4993-ad2c-3ac19de71d10",
"Value": "Our scouts discovered a notable location in Glenebon: a strange
trail, which looks almost as if a giant snake had slithered through the hills. It
might be worth exploring."
},
{
"Key": "de224756-293e-4e59-a483-4a4a202cae3e",
"Value": "Serpent Trail Discovered"
},
{
"Key": "b387aeb3-8bb4-4992-b4e3-c66f317eb524",
"Value": "Our scouts discovered a notable location in the Shrike Hills. It is
a formerly well-worn trail, now all but overtaken by the surrounding wilderness.
Travelers passed through on the way to Nettles' Crossing, but with its destruction,
the trail has been abandoned. It could be worth exploring."
},
{
"Key": "51139776-ebc5-44ed-8cd8-f3280a6a0d3f",
"Value": "Trail in the Hills Discovered"
},
{
"Key": "fcb1b731-7f7b-4ef9-904f-9e10cbb22a0b",
"Value": "Our scouts discovered a notable location in the Dire Narlmarches.
Numerous travelers have gone missing while passing through this area. Survivors
speak of hissing shadows that rise from the mire and attack with incredible speed
and ruthlessness. It might be worth investigating."
},
{
"Key": "0619449b-c935-413a-9d66-399accc36280",
"Value": "Baneful Bog Discovered"
},
{
"Key": "b9b6053a-cfc5-45da-a3c9-cab645857203",
"Value": "Our scouts discovered a notable location in the Dire Narlmarches.
In the old times, this deep and dangerous cave was called the \"Devil's Gullet\",
but a traveling cleric of Sarenrae told the local populace that the name was
blasphemous and could bring great misfortune. Grateful, the people renamed the cave
in the cleric's honor. The place might be worth visiting."
},
{
"Key": "e59311a4-06c1-440f-9963-644eb29fcced",
"Value": "Saint Galvan's Gullet Discovered"
},
{
"Key": "0e2dac4a-2340-4eb5-a450-b0efa7a2f2e2",
"Value": "Our scouts discovered a notable location in the hills by Silverstep
Lake. For ages, a mysterious burial ground has lain hidden and untouched. But a
recent landslide has revealed the entrance to the underground complex. In fact,
someone has already entered the barrow � the massive door that once barred access
is ajar even now, and the darkness beyond smells damp and cool. It might be worth
exploring."
},
{
"Key": "0d25ea68-13fd-4394-be71-47472967d8cc",
"Value": "Lonely Barrow Discovered"
},
{
"Key": "b6c5d05d-3381-4120-b40a-5e034d1e38d3",
"Value": "Our scouts discovered a notable location in the forest west of
Pitax � a seemingly unremarkable glade. But on a recent night, a local huntress saw
it crowded with numerous tiny shadows, fussing about the area. The huntress dared
not approach, but claimed that the mysterious creatures had a strange scent,
reminiscent of a grocery stall packed with fresh vegetables. The place might be
worth exploring."
},
{
"Key": "4f9ae256-1d12-4633-bac2-64f3f0c16e1a",
"Value": "Grocery Stalls Discovered"
},
{
"Key": "80286bf7-3843-490a-a96e-344abaa6ff0c",
"Value": "Our scouts discovered a notable location in the rolling hills of
Varnhold. It's a crumbling rock formation reminiscent of a giant jaw with most of
its teeth missing � and the rest terribly rotten. The place would make the perfect
lair for a dangerous creature."
},
{
"Key": "e066f08b-23f7-4157-8da8-80187324406b",
"Value": "Crooked Teeth Discovered"
},
{
"Key": "4c0f9a5f-5789-4d46-b6aa-4582aa4f064c",
"Value": "Our scouts discovered a notable location in Glenebon. People keep
finding natural curiosities in the area: petrified birds, smashed on the rocks,
broken fragments of petrified animals, and even people. Archaeologists from Brevoy
once came to study the phenomenon, but they disappeared without a trace. It might
be worth investigating."
},
{
"Key": "c877a802-2e6b-4525-a784-f0a9e6b4f6aa",
"Value": "Fossil Fields Discovered"
},
{
"Key": "385969c3-15da-42fb-b58c-9bd90243b90a",
"Value": "Our scouts discovered a notable location in the region of Pitax.
The place seems to attract water. Travelers swear that even the rain falls harder
there than in any nearby area. It might be worth exploring."
},
{
"Key": "90f54abd-ff99-4a33-ac21-201573254765",
"Value": "Rill-and-Spill Discovered"
},
{
"Key": "235d27ea-52c9-40b9-be3f-d5688a19aa86",
"Value": "Our scouts discovered a notable location in the Kamelands � a rocky
river bank with little vegetation aside from a few bushes. Its shores are
overwhelmed whenever the Little Sellen River floods, which preventing any trees
from taking root there. Our scouts report that they've seen a strange horse-like
shadow moving among the stones. It might be worth investigating."
},
{
"Key": "316c071c-db27-40f6-96e1-f64709f54f56",
"Value": "Bald Stones Discovered"
},
{
"Key": "f0739c2f-abaa-4ea9-8a55-e0c117cc9831",
"Value": "Our scouts found a treasure in the Northeastern Regions. They're
sure they've covered the area, and there are no more points of interest in
Varnhold, Dunsward and the Tors of Levenies."
},
{
"Key": "c6572360-f8d6-4826-b28d-048a38c889e7",
"Value": "Secret Cache in the Northeastern Regions"
},
{
"Key": "b2cd3946-bcb9-4f29-84bb-be5239976782",
"Value": "Exploration of the Northeastern Regions complete!"
},
{
"Key": "8159ab68-a3d5-4847-8d5c-a142adb5a360",
"Value": "Our scouts discovered a notable location in the Shrike Hills. A
prominent landmark, Riverine Rise, can be seen from afar. The bank of the river
rises to a quaint, picturesque hill. The place might be worth visiting."
},
{
"Key": "14098122-b11e-473f-a80a-77e584ecd44e",
"Value": "Riverine Rise Discovered"
},
{
"Key": "5289b204-aa81-4ff5-b149-89ec3c7c5870",
"Value": "Our scouts found a treasure in the North regions. They're sure
they've covered the area, and there are no more points of interest in the Outskirts
and North Narlmarches."
},
{
"Key": "476d6e51-b0fb-4538-913c-a7f172de0b87",
"Value": "Secret Cache in the North Regions"
},
{
"Key": "e69afc71-2b75-4712-8269-d09e5902b8a8",
"Value": "Exploration of the North regions complete!"
},
{
"Key": "4f5d78bb-a8ab-48a5-85a4-6e6fe8cffe2a",
"Value": "Our scouts discovered a notable location not far from Varnhold � an
old, partly-collapsed cave can barely be seen through the heavy vegetation. It
might be worth exploring."
},
{
"Key": "a697d935-2b52-4cf6-a55b-cc8ea92ba561",
"Value": "Overgrown Cavern Discovered"
},
{
"Key": "1ba7e823-c337-4004-8eb9-fa7688d14269",
"Value": "Our scouts found a treasure near Pitax. They're sure they've
covered the area, and there are no more points of interest in the region of Pitax
and the Thousand Voices forest to its west."
},
{
"Key": "012a8e7f-de07-445a-8f70-a29db7379c75",
"Value": "Secret Cache in the Pitax Region"
},
{
"Key": "0663b391-a2e1-48d1-b663-e5251f28a232",
"Value": "Exploration of the region of Pitax complete!"
},
{
"Key": "c379ceb6-cc40-4e42-9538-941ddd645ba8",
"Value": "Exploration of the region of Pitax complete!"
},
{
"Key": "bed2e597-96f0-4d77-bb4e-3489ca0120cf",
"Value": "Our scouts discovered a notable location in the Outskirts. A quiet
and unremarkable area not far from where the Crooked River joins the Shrike, where
no trails or roads cross. However, smoke from bonfire was seen rising there. It
might be worth investigating."
},
{
"Key": "87e429f9-bfc8-44dd-8c6d-22d1b48b1343",
"Value": "Two-Rivers Field Discovered"
},
{
"Key": "f9bc96c7-95e8-4578-87a1-0eb7803c661a",
"Value": "Our scouts discovered a notable location in the region of Pitax.
Voices and laughter � or screams of pain � can sometimes be heard from the muddy
holes under this hill. Some of the nearby villagers have disappeared. It might be
worth investigating."
},
{
"Key": "4d95b068-9f15-4fa9-afcc-65b1b8ca40b9",
"Value": "Giggling Hill Discovered"
},
{
"Key": "0559881f-0d70-4f81-854c-fede80bc20a0",
"Value": "After a short respite, the scouts could return to their duties and
continue exploring the Central regions."
},
{
"Key": "89fb61e9-46fc-412d-a631-ab0120470ea0",
"Value": "After a short respite, the scouts could return to their duties and
continue exploring the Dire Narlmarches."
},
{
"Key": "d4b04f0e-2347-41ea-bc84-612df2c2d784",
"Value": "After a short respite, the scouts could return to their duties and
continue exploring the Eastern regions."
},
{
"Key": "f23ad4c3-61e9-472e-9bcc-34b96ee3e762",
"Value": "After a short respite, the scouts could return to their duties and
continue exploring Glenebon."
},
{
"Key": "8060fa2e-5ea5-4c1e-aa4d-6839fd9c926e",
"Value": "After a short respite, the scouts could return to their duties and
continue exploring the Northeastern regions."
},
{
"Key": "865f1e64-5a1e-470c-9336-64c95fcfd1bc",
"Value": "After a short respite, the scouts could return to their duties and
continue exploring the Northern regions."
},
{
"Key": "6daf840d-3364-45a6-9702-52372b38d68f",
"Value": "After a short respite, the scouts could return to their duties and
continue exploring the region of Pitax."
},
{
"Key": "107d238a-ac6c-4134-b301-1499b14c651a",
"Value": "Our scouts discovered a notable location in the region of Varnhold.
Sulfuric gas rises there, filling the vicinity with an unbearable stench. It might
be worth exploring."
},
{
"Key": "1f88fe4a-aaa7-4cc6-9dcc-ba1d068b6bf1",
"Value": "Rotten Cave Discovered"
},
{
"Key": "d21099bb-08d7-4f05-8fb5-ca982f824d84",
"Value": "Our scouts discovered a notable location in Glenebon. A chain of
stone pillars that vaguely resemble giant, wrinkled fingers emerge from the ground.
The place might be worth exploring."
},
{
"Key": "1d233009-b709-4900-9996-b389f6b973bf",
"Value": "Giant's Palm Discovered"
},
{
"Key": "e24de432-2a88-4fa6-90e6-a68d60bf9462",
"Value": "Our scouts discovered a notable location in the Tors of Levenies.
Even in warm weather, a traveler passing through this place will feel a
supernatural chill crawl across their skin. On top of that, an eerie silence
dominates the area. � No bird songs or even buzzing insects can be. It might be
worth exploring."
},
{
"Key": "3b9c9bc9-1ab3-4190-985b-422421d47141",
"Value": "Shivering Glade Discovered"
},
{
"Key": "c7985681-16f0-4509-8102-6b00c39573ab",
"Value": "Our scouts discovered a notable location on the plains of Dunsward.
Decades ago, during a cattle pestilence, the locals buried dozens of infected
carcasses there. Since then, grass has grown upon the site, but something sickly
still lingers in the air. It might be worth exploring."
},
{
"Key": "cd54ba33-5838-4cce-ade6-067dd19fb15a",
"Value": "Rinderpest Burial Ground Discovered"
},
{
"Key": "f617e083-3c41-4700-bd8f-20b41815f4a7",
"Value": "Our scouts discovered a peculiar location on the outskirts of
Dunsward, inhabited by giant spiders � dangerous monsters the size of a pony."
},
{
"Key": "e1866ce0-09cc-4b33-b50b-74c5a1abc0c4",
"Value": "Spider Lair Discovered"
},
{
"Key": "02131383-458f-4cbd-b022-d6b844f685ca",
"Value": "Our scouts discovered a notable location in the North Narlmarches �
a small islet in the middle of the Skunk River, topped by three pine trees, one of
which is diseased and dying. Local fisherman are fighting over the name. Some think
it should be called \"Two-and-a-Half Pine Islet\". The place might be worth
visiting."
},
{
"Key": "2a4714f0-0296-40da-ac28-e2ba0c7793d9",
"Value": "Three-Pine Islet Discovered"
},
{
"Key": "68343921-d7e8-40e2-a596-7abaf670cd8a",
"Value": "Our scouts discovered a notable location in Glenebon. Glenebon is a
harsh and unfriendly region, but this place seems grimmer yet. It radiates fear and
evil, though none can say what causes this feeling. It could indicate the presence
of evil magic � or a dangerous creature."
},
{
"Key": "794b653f-1bdf-46e5-9960-9a83daf6767a",
"Value": "Wicked Field Discovered"
},
{
"Key": "6273af73-1bca-40c4-9762-bf02051f7a18",
"Value": "Our scouts discovered a notable location in the Outskirts. A great
old tree dominates the area, rising from the remains of a waterlogged pine forest.
The place might be worth visiting."
},
{
"Key": "fde25843-ebfd-4b83-9c83-f2a12c70dfe5",
"Value": "Old Oak Discovered"
},
{
"Key": "e077791f-5a6e-461d-811b-0c609fc91f32",
"Value": "Our scouts discovered a notable location in the Kamelands � a rock
resembling the skull of a bizarre creature, half buried in the ground. The two eyes
are dark cave entrances, gaping downwards. The place is ill spoken of, and seldom
visited. It might be worth exploring."
},
{
"Key": "9656d956-d671-4b27-a659-ad17c1d0004d",
"Value": "Empty Skull Rock Discovered"
},
{
"Key": "31862ec3-809a-413d-84fd-14ccb9017f68",
"Value": "Our scouts discovered a notable location in the North Narlmarches.
All the hunters in the Greenbelt know the name of the great boar \"Tuskgutter\", as
well as the location of its lair."
},
{
"Key": "73ed7bb3-78b6-4613-9921-7c97f68c0588",
"Value": "Tuskgutter's Lair Discovered"
},
{
"Key": "4277c5cb-2037-44b9-9981-b0f5ff70b868",
"Value": "Our scouts discovered a notable location in Glenebon. The hilltop
cave looks like the perfect place to camp � not to mention the perfect place for a
wild beast to make its lair. It might be worth exploring."
},
{
"Key": "ec279bc9-2fa8-4b13-8317-f2c473d6ead8",
"Value": "Two-Faced Hill Discovered"
},
{
"Key": "7f409e91-ac7a-4c2d-bdee-19cf1abebf0a",
"Value": "Our scouts discovered a notable location in the North Narlmarches.
Wildlife thrives in this part of the marshes, and a wide variety of beasts can be
found there. This attracts many hunters, but it scares off other travelers � and
beast attacks are fairly common in the area. It might be worth exploring."
},
{
"Key": "264fbb6e-81aa-4572-a42f-8715c084f446",
"Value": "Glade in the Wilderness Discovered"
},
{
"Key": "ab6c4b37-0a7f-4f69-87f6-7bc257ab43ae",
"Value": "Our scouts discovered a notable location in the Kamelands � a wolf
lair. The pack, led by a powerful alpha, terrorizes even distant settlements, and
is a curse to lonely travelers."
},
{
"Key": "6d96c9c5-0bae-41e7-be15-aab8711405e5",
"Value": "Wolf Lair Discovered"
},
{
"Key": "21210ac8-2b6a-414f-8554-1b3814c37756",
"Value": "Our scouts discovered a notable location in the region of Varnhold.
Many years ago, the locals were clearing the wood here, in hopes of laying a road.
Nobody remembers what suddenly halted their efforts. Some say bandits, while others
say wolves, but traces of the abandoned clearing are still barely visible among the
undergrowth. The place might be worth exploring."
},
{
"Key": "a9303e4a-b956-4a53-ae21-3ec7fd9b2b2a",
"Value": "Unfinished Clearing Discovered"
},
{
"Key": "dc39dcb8-c857-4fcd-b34a-c4b9dc144388",
"Value": "Our scouts discovered a notable location in the Tors of Levenies �
a narrow underground passage, long ago collapsed. It still seems possible to
squeeze through it, but who knows what awaits inside�"
},
{
"Key": "0c1d8f09-93f6-4c69-b3f5-6d8fb467d7c9",
"Value": "Collapsed Passage Discovered"
},
{
"Key": "c8682cba-c084-41c7-bf27-62efa2d9e7f3",
"Value": "A group of mages allowed their magic to slip out of their control,
leading to widespread disaster. Unpredictable magical effects are cropping up all
over!"
},
{
"Key": "be41969b-7878-4564-87e9-a69b36f94b88",
"Value": "Magical Anomaly"
},
{
"Key": "f910902b-3d16-4e51-99d2-d06065cf3428",
"Value": "The local mayor opened chests sent by the Treasurer, and his jaw
dropped. The gold coins had turned into lead."
},
{
"Key": "5ee62340-2d67-4f6c-9f24-497aa7fa7b6f",
"Value": "In the turmoil, most of the money sent by the Treasurer was
wasted."
},
{
"Key": "391b58b6-f2a3-4e1d-ba00-ff5fe04f7924",
"Value": "The money sent by the Treasurer didn't prevent any casualties, but
it did help the region rebuild once the crisis had ended."
},
{
"Key": "1e2355bc-424b-4776-bd34-6c5928b78e36",
"Value": "The Treasurer ordered the evacuation of everyone within the
anomaly's range, and brought them to a tent camp in the safe zone. The subjects
bless the advisor's quick wits."
},
{
"Key": "61e071c2-4cb5-4c1d-8a99-c9d225cc5cc7",
"Value": "As soon as the holy rescue party crossed the region's borders, most
of them disappeared into thin air with a loud popping sound. It seems they were
teleported to an unknown location!"
},
{
"Key": "be36aa78-bd4c-41a1-a39b-aae1d6e5e110",
"Value": "The priests sent for rescue couldn't handle the crowds of affected
citizens."
},
{
"Key": "9dd6e9be-9796-4d88-bb5e-09e7e817c783",
"Value": "The priests worked day and night, and managed to keep the casualty
count low."
},
{
"Key": "6a46683c-44c9-483a-adbc-422ebefe90ae",
"Value": "The priests aided the victims who had already been effected, while
managing to prevent further destruction. The grateful subjects flocked to the
temples."
},
{
"Key": "0f6c9a44-9bb8-48b8-ba79-982b9884bb11",
"Value": "A toxic gas leak spread from the mages quarters during the night.
Dozens of people have been injured, and something must be done to help them!"
},
{
"Key": "160de471-5fff-4633-a1b1-4039fae98456",
"Value": "Silent Death"
},
{
"Key": "8ff0d707-cfbe-42bb-abae-c1fd1eba8d40",
"Value": "An unscrupulous treasury clerk stole the gold intended to
compensate the victims! There is internal discord in the capital."
},
{
"Key": "958aa284-7974-498e-8385-fd2792e1ba55",
"Value": "The administration fell into chaos, and the Treasury failed to
complete their task. Many victims never saw a single coin."
},
{
"Key": "b0da4200-3b3b-4e13-bac9-5603504f1439",
"Value": "The mistakes of the past couldn't be corrected, but the victims
made good use of the gold sent by the Treasurer."
},
{
"Key": "ec30eb67-931b-4566-a6bf-fea62463eaec",
"Value": "Every family that suffered received a generous compensation
directly from the treasury, in addition to publically raised funds. The capital
came together to support their fellows in need."
},
{
"Key": "a6a62e7c-c74d-4419-95a7-a6328c542c17",
"Value": "The priests weren't prepared for a catastrophe of this scale. The
wounded are dying without aid..."
},
{
"Key": "5c2502b8-37ce-481a-be2a-24c98b0c8f61",
"Value": "The priests worked tirelessly, but the healers were too few, and
the wounded were too many."
},
{
"Key": "a7428cc6-fddb-4640-a956-905535b8604d",
"Value": "Every available priest in the capital was sent to fight the
consequences of the leak. Most of the wounded were saved."
},
{
"Key": "86ca7d2a-6827-41d0-8ec8-634bcc94912a",
"Value": "In a display of solidarity, every priest in the capital turned
their attention to the victims. Nearly all the afflicted were saved. Once they had
done all they could, a ritual was held to pay solemn respects to all those who
didn't survive the catastrophe."
},
{
"Key": "8f2a3767-b037-4a61-a527-485fcb921fce",
"Value": "Davor the Grey is raising a rebellion in the Narlmarches. He
intends to overthrow the {mf|baron|baroness|King|Queen} and seize power."
},
{
"Key": "5d9af211-cea0-418a-a44f-66ab7c5f9a6a",
"Value": "The Grey Rebellion"
},
{
"Key": "73bc312a-ab06-44a9-be75-d46fc306ee27",
"Value": "Negotiations initiated by the Councilor with the inhabitants of the
Narlmarches have failed. Davor lost control and rebellion broke out in the
neighboring regions as well."
},
{
"Key": "8807895b-6b11-4091-ad85-9d5afda58f3b",
"Value": "The people chose to believe the Councilor, and turned their backs
on Davor. The bandit and his gang were captured and executed on the spot."
},
{
"Key": "e8d70a69-4bd9-4366-9324-384a45528f81",
"Value": "Military suppression of the rebellion has failed, but Davor was
killed in one of the clashes. However, without a leader, the rebellion has spread
to neighboring regions."
},
{
"Key": "c34f7920-0a66-4fdd-a2f9-4dfb567747a8",
"Value": "The rebellion was suppressed with force. Many locals lost their
lives, along with Davor the Grey and his gang."
},
{
"Key": "f21a1614-17a3-483c-9bd9-f6d4ea84acd6",
"Value": "The suppression of the rebellion was fast and bloodless. The
General ordered that the common folk be left unharmed, for they were only Davor's
pawns. The local population hardly suffered, and the bandits were swiftly
punished."
},
{
"Key": "5bbc0cfa-e648-4f61-a9ef-8805b8ec10b4",
"Value": "The Treasurer managed to sway a few chieftains, promising them a
reward for Davor's head. Davor sensed treachery and fought back, then fled in the
chaos. Left without a leader, the rebellion fell into anarchy and spread to the
neighboring regions."
},
{
"Key": "45a13a6c-90a1-4672-bc93-a571cc11c472",
"Value": "Several chieftains were tempted by the reward and turned over
Davor. The rebellion languished without direction."
},
{
"Key": "7b4cdfdb-fa24-43fe-b623-977d6678d950",
"Value": "The chieftains, bribed by the Treasurer, killed Davor and
suppressed the rebellion. They recognized and swore allegiance to the {mf|baron|
baroness|King|Queen}."
},
{
"Key": "ff66e35f-0942-4b67-bd85-6ac19157885f",
"Value": "Adepts of a bizarre cult insist that the forests are disappearing,
and that Erastil demands a human sacrifice. Apparently, the trees will return to
life if the soil is fertilized with blood. The cultists have armed themselves with
bows and set out for the forest, murdering every passer-by for the glory of
Erastil. The people are terrified, and now avoid woods and thickets."
},
{
"Key": "ccca1fe3-a050-4ce7-ab58-141e67e0f308",
"Value": "Gardeners of Faith"
},
{
"Key": "f3dc2533-84cf-40a7-8daf-a3cd8365817b",
"Value": "The Councilor's outraged speech denouncing the new cult inspired a
wave of anger in the local peasants. Calling to Erastil, they rushed into the
forest to face the fanatics � but were unprepared for the cultist's weaponry.
Dozens were killed in the thickets."
},
{
"Key": "e3c94be8-bec8-4115-9780-6625a93c74a5",
"Value": "The Councilor's outraged speech denouncing the new cult was
welcomed by the inhabitants of the cities, so the fanatics turned to the poorly
informed villagers, who welcomed the fanatics as brothers. They scattered among the
local villages, where they recruit new followers from among the hardened
inhabitants. Meanwhile, the murders continue."
},
{
"Key": "cf4388e2-5d76-4b57-86e4-ffbe09c6d1b8",
"Value": "The Councilor's outraged speech denouncing the {mf|baron's|
baroness'|King's|Queen's} fanatical enemies stirred the community to action. The
people overcame their fears, grabbed their pitchforks and axes, and hunted down the
cultists in the dark of night."
},
{
"Key": "80ca0248-2d9f-4f86-a542-099ec9d0c6c8",
"Value": "The Councilor united the {mf|baroy|barony|kingdom|kingdom}'s
communities in opposition to the cult. The fanatics were soon given up by their
watchful neighbors and taken to prison. The people were united by the hunt, and
feel like members of a truly unified nation."
},
{
"Key": "5f83a500-a658-42b4-8e93-31a70be533ac",
"Value": "The General's hunt for the cultists failed completely. The bloody
priests hide like shadows in the thicket, and their arrows fly true to their
targets. Encouraged by their successes against the forces of law, they've stepped
up their attacks."
},
{
"Key": "e2b747d1-083e-4453-aa8c-b203e20d115c",
"Value": "The General's hunt for the cultists led to a bloodbath in the
thicket. Some of the cultists were eliminated, but their companions only seem
encouraged by their deaths. They continue to kill everyone who crosses their path."
},
{
"Key": "cb99471e-d09a-4a83-9f2a-5423d99720a0",
"Value": "The General's army raided the forests and killed the most fanatic
of the cultists. The others have gone into hiding, postponing their \"service to
Erastil\" to a more opportune time. Order has been restored."
},
{
"Key": "66377d8b-aa3c-47a2-ab5f-06344958da06",
"Value": "The General's soldiers combed the woods thoroughly, crushing the
cult's resistance with ease. The cultists who were captured were brought to
Erastil's temple and made to beg for forgiveness on their knees."
},
{
"Key": "bf03065a-2427-4ff6-90dd-fa77bcb61c17",
"Value": "The Treasurer attempted to bribe the fanatics, but word of these
secret dealings spread to the common people. Erastil's priests have denounced the
Crown's attempted conspiracy with the cultists. But the people are disturbed by
these developments, and visit the temples less often."
},
{
"Key": "bb39565e-ce78-4316-a222-761e2d46c7a5",
"Value": "The Treasurer tried to buy a solution, offering the fanatics a
bribe to cease their activities. Their leader mocked the offer, and the murders
continue. The people are afraid to go outside."
},
{
"Key": "c8d0ae4f-40d2-4e09-b914-781803233ec3",
"Value": "The Treasurer managed to reach an agreement with the cult leader,
whose loyalty to Erastil was outmatched by his greed. He accepted a hefty payment,
and is now leading his followers away from the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "2ccf0430-1d4a-4808-a775-006b1f05574a",
"Value": "The Treasurer managed to quickly reach an agreement with the cult
leader, who received a respectable bribe and told his gang that they had succeeded
in saving the local forests. They left to spread Erastil's word. Conveniently, as a
parting gift they devastated a few rogue camps that had been troubling the
Treasurer's trade caravans."
},
{
"Key": "e0443be8-2614-4168-8372-077c48f406a3",
"Value": "Mysterious cultists are bringing human sacrifices to ancient idols
around the capital. The bloody offerings terrify the local subjects, and the guards
haven't been able to track down the dangerous fanatics."
},
{
"Key": "cff3a8b3-d8e7-46a1-9403-2c50705137af",
"Value": "Cult Sacrifice"
},
{
"Key": "3329e901-9ac0-440e-8872-2af4f7a5ad22",
"Value": "Holy inquisitors of the Gods of Light, invited by the Grand
Diplomat, stumbled into an ambush set by the cultists. Rumors are spreading that
the trap was actually set by the {mf|baron|baroness|King|Queen} {mf|himself|
herself}. The ongoing sacrifices have driven many to flee the region in terror."
},
{
"Key": "7d0a3328-1b57-4089-87b4-511ec414f366",
"Value": "The Grand Diplomat invited holy inquisitors of the Gods of Light to
hunt down the cultists. Though experienced in such matters, they were nevertheless
forced to admit that the power of the cultists was beyond their abilities. When
they left, many of our local citizens followed, frightened by the ongoing bloody
sacrifices."
},
{
"Key": "f72769ea-caa7-4c26-b659-e698eb8638e5",
"Value": "Holy inquisitors of the Gods of Light, invited by the Grand
Diplomat, tracked down the cultists and put them to death. None of them survived to
testify which god the sacrifices were for."
},
{
"Key": "61d14022-aadf-42c5-9ca6-2baac629d37c",
"Value": "Holy inquisitors of the Gods of Light, invited by the Grand
Diplomat, tracked down the cultists and put them to death with ease. The
inquisitors were so impressed by the {mf|barony|barony|kingdom|kingdom}'s
hospitality that they decided to frequent the local lands � and help keep an eye on
them."
},
{
"Key": "5c879d2b-2ed4-42cc-b1ce-71e4a1b7c5f5",
"Value": "The Minister's people were slow in tracking the cultists, and their
sacrifices continued for a long time."
},
{
"Key": "1d1d93ca-17a2-485f-a3e4-dfc928de3bf1",
"Value": "The Minister's assassins located the cultists, but found they were
not strong enough to face the priests of the abandoned gods. The murders continue,
and people still flee the region for safer lands."
},
{
"Key": "b2c8c8bd-8fc8-46e5-b0eb-51f7b36ffc65",
"Value": "The Minister's agents tracked down the cultists and executed them
one by one. Their lair was consumed by a raging fire."
},
{
"Key": "109779d1-0caf-496b-95dd-c1bb72061209",
"Value": "The Minister's agents exterminated the cultists. In the fanatics'
lair they found ancient scrolls, passed on to mages and the followers of dark gods
to study."
},
{
"Key": "6b0fab6d-9bd3-435b-8911-68473231084a",
"Value": "Magical portals have begun to appear, centered around decaying
idols from the distant past. Beasts pour from them, then scatter throughout the
land, stalking its citizens as prey. They must be stopped before the kingdom is
left barren and abandoned. The local soldiers are untrained in forest combat, so an
alternative solution must be found."
},
{
"Key": "a6c84d06-420a-484c-a26e-081ee104d82f",
"Value": "Portal Beasts"
},
{
"Key": "56db8b46-784a-4970-9cbe-2c5fb2862964",
"Value": "The Magister tried to restore the abandoned idols and close the
portals, but failed. Every daredevil that volunteered for the task died in a
monster's maw."
},
{
"Key": "3efd0621-0e19-4a02-b9cc-2179e1269c0e",
"Value": "The Magister restored the idols to their former glory, then
returned them to their proper places. The portals were closed, and any remaining
monsters were killed."
},
{
"Key": "cbfe787b-e63d-45a1-9fce-f8c37de41704",
"Value": "The Magister restored the idols to their former glory, then
returned them to their proper places. The portals were closed, and our mages
captured several beasts for study."
},
{
"Key": "68373478-67b6-46e8-9dbb-d94af6b3bd89",
"Value": "The Warden's call to unite and face the beasts together only
frightened the people. Even those capable of fighting locked themselves in their
homes. The beasts continue their rampage through the country."
},
{
"Key": "a37e8092-5410-430b-9f94-c1cdfd3c777d",
"Value": "The Warden summoned the militia to fight the monsters. It was a
great battle, and the {mf|barony|barony|kingdom|kingdom}'s subjects were
victorious."
},
{
"Key": "3b319564-00a9-4df6-aa9f-306389d00783",
"Value": "The Warden summoned the militia to fight the monsters in a
brilliant raid. The monsters were killed, and people celebrated the effectiveness
of their attack. The {mf|baron's|baroness'|King's|Queen's} reputation is quickly
growing."
},
{
"Key": "bde40cb8-e632-4cb9-b335-2072b7cb2b53",
"Value": "There are too many spies in the kingdom's intelligence service.
While the Minister with a meaningless quarrel with the neighboring lands, someone
infiltrated our intelligence service with their own agents. To catch every mole
will require outside assistance. The High {mf_HighPriest|Priest|Priestess}
recommends negotiating with the oracles of Irori, the Treasurer has spoken with to
the Sleepless Agency, and the Grand Diplomat has contacted the Twilight Talons."
},
{
"Key": "e48009de-7a6c-40da-92f9-ee567ae216c3",
"Value": "Purge the Ranks"
},
{
"Key": "4f1cf9ec-052f-4a73-869f-7b0955d9cd51",
"Value": "The Treasurer was too greedy in negotiating with the Sleepless
Agency, and their detectives refused to work with {mf_Treasurer|him|her}. Cleaning
the ranks without their aid lead to unnecessary casualties."
},
{
"Key": "51f3be0b-9471-43b1-a13f-7daec95db744",
"Value": "The Sleepless Agency asked for a sizeable fee, but the Treasurer
negotiated an agreement. The skilled mages conducted their investigation and
tracked down every foreign agent among the Minister's servants."
},
{
"Key": "109935ce-aee8-4c63-bffa-8c0c525274a1",
"Value": "The Twilight Talons politely declined the Grand Diplomat's offer,
as they serve only Andoran. The Minister was forced to solve the problem on
{mf_GrandDiplomat|his|her} own, and paid for this with the lives of many good
agents."
},
{
"Key": "03f70f7d-f74a-44d1-9b9f-13224c245883",
"Value": "The Grand Diplomat persuaded Andoran that {kingdomname} needed
their help. The Twilight Talons arrived in the capital and quickly tracked down the
traitors in the intelligence service."
},
{
"Key": "dfef91ba-98f3-4c9b-a691-18a8e864067d",
"Value": "Irori's followers took no interest in the High {mf_HighPriest|
Priest's|Priestess'} library, leaving the intelligence to clean up the ranks on its
own. Many decent agents died during the raids."
},
{
"Key": "f2de4d07-1598-4ccf-8796-0b3837fede89",
"Value": "Irori's followers agreed to help in exchange for access to the High
{mf_HighPriest|Priest's|Priestess'} library. They performed their rituals and
isolated every servant who worked for a foreign master."
},
{
"Key": "d4a9d1a1-eae1-4f30-8c83-3f69b2150e9a",
"Value": "The merchants are conspiring against the {mf|baron|baroness|King|
Queen}. Through their wealth and influence, they can both hire mercenaries and
bribe {mf|His|Her} Highness's servants. A preemptive, cautionary strike is in
order."
},
{
"Key": "3d13c081-a238-4aa1-b9ea-011b1f2e33dc",
"Value": "Merchant Conspiracy"
},
{
"Key": "4a68bc43-e79b-44d2-b8d9-341a62dac02d",
"Value": "The Regent's call to protect the {mf|King|Queen} led to riots and
lynching. The guard had to intervene to restore order, and the assassins hired by
the merchants were never found."
},
{
"Key": "66c0f2b7-6997-4b73-adbf-9d3db4492775",
"Value": "The people, fearing the merchants' vicious mercenaries, turned away
from the Regent's call to protect the {mf|King|Queen}. The merchants continue to
plot an attack on their {mf|King|Queen}."
},
{
"Key": "6d48884b-7151-4e77-ad6d-49da5bc5bccc",
"Value": "The people answered the Regent's call to protect the {mf|King|
Queen}. The watchful subjects identified and detained the merchants' assassins."
},
{
"Key": "f59e37d7-8c9b-41a7-a074-e3cd797a85b5",
"Value": "The Treasurer tried in vain to bribe several of the conspirators.
Word of this failure spread, and the people began to doubt the power of the {mf|
King|Queen}."
},
{
"Key": "e3ccd097-03ae-4437-b2d5-4df2ec73b6f3",
"Value": "The Treasurer tried bribing several conspirators, but they
anticipated much more gold from overthrowing the {mf|King|Queen} and seizing
power."
},
{
"Key": "b778632a-c6be-4368-b1dd-3280365308eb",
"Value": "The Treasurer bribed several influential conspirators with gold and
promises of power. They betrayed their comrades, and the whole scheme collapsed
before any real harm was done."
},
{
"Key": "a57c4aac-5f91-4593-813e-16abf5be8278",
"Value": "The merchants bribed the Minister's agents, alarming the people
with their brazen power. The people fear for the worst."
},
{
"Key": "9e10cac4-99ce-42ac-b54b-1f6394a392d7",
"Value": "The conspiring merchants had paid for highly trained guards. The
agents dispatched by the Minister were hunted down and killed."
},
{
"Key": "0aabd381-ccd8-4e80-a6db-91ce2bfa263d",
"Value": "The agents sent by the Minister identified and arrested the would-
be coup's main conspirators. All that remains is to arrest their leaderless fellow
conspirators and bring them to justice."
},
{
"Key": "e6b6ef2a-fbb5-483c-ba00-746854ca0ba7",
"Value": "An angry mob of poverty-stricken citizens is headed towards the
wealthy neighborhoods, intending to kill the rich and burn down their homes. This
massacre must be prevented!"
},
{
"Key": "efc0851e-a700-4576-8b4b-8568b487fd66",
"Value": "Peasants' Revolt"
},
{
"Key": "f9b50479-edc4-4220-90c2-e9170bcfce30",
"Value": "The Treasurer attempted to soothe the mob by doling out gold, but
failed. Once the rich neighborhood suffered their wrath, the instigators were heard
whispering that it's time to teach the {mf|King|Queen} a lesson!"
},
{
"Key": "8801c84d-94e6-45b7-a680-3e78957cb4d3",
"Value": "The Treasurer distributed gold to the poor, and they calmed down.
The guards then went in and arrested the riot's instigators."
},
{
"Key": "9144a2cd-e2be-443c-894b-eb18582b34f8",
"Value": "The Treasurer soothed the mob by distributing gold. Their anger
ceased, and the leaders were left without support. The peasants sang praises to the
{mf|King|Queen} who understood their plight."
},
{
"Key": "14833ee4-e2cd-48b0-b53d-1f44a03eeb66",
"Value": "Guards sent to suppress the riot instead joined the crowd. The rich
neighborhood suffered their wrath, and the people then whispered that it's time to
teach the {mf|King|Queen} a lesson!"
},
{
"Key": "e7842f8f-cb69-4b42-8148-7c77347e5a12",
"Value": "The guards sent in to suppress the riot failed to do so. The
commoners were determined, and the guards didn't want to kill their neighbors. The
rich neighborhood suffered their wrath, and then the hotheads declared that the
palace should be next!"
},
{
"Key": "11b42c20-1b03-48f0-b325-ef247dc87d55",
"Value": "The Warden sent guards to disperse the mob. The rebels were stopped
and driven back to their homes, and there were no casualties. The people were
afraid to stand against the imposing guards."
},
{
"Key": "889b6aa0-ec48-47a0-b9b7-ac273de94671",
"Value": "The Minister's agents, sent in to take the instigators' heads, were
themselves grabbed and torn to pieces by the crowd. The wealthy neighborhood
suffered their wrath, and the rioters declared that the palace is next."
},
{
"Key": "a2b92add-4c5e-4107-b4b0-db7cda363403",
"Value": "The Minister's agents couldn't get close to the leaders, and
retreated for fear of being torn to shreds by the mob. The wealthy neighborhood
suffered significant damage."
},
{
"Key": "e2615a34-741f-44da-89d7-ebc6fc75fd5c",
"Value": "The Minister's agents intercepted the leaders of the riot before
they could take up their key positions in the crowd. Without their leaders, the
crowd dispersed long before it reached the wealthy neighborhood."
},
{
"Key": "fa5eddac-3847-4c8c-91fa-1f849709bf5f",
"Value": "Stirred up by Kyonin propaganda, the elves are preparing to leave
the Stolen Lands. Among them are many artisans and skilled soldiers, whose
departure will greatly affect the kingdom."
},
{
"Key": "fb00b21e-95f2-4b26-9e29-a8e011d435e0",
"Value": "Exodus to Kyonin"
},
{
"Key": "c2b1aeb0-b0bb-4c66-93b8-9acc70e75baa",
"Value": "The General's soldiers have closed the border to prevent the elves
from leaving, but they're still trying to get through. The battles along the
frontier fill the locals with anxiety. Many wonder why they're remaining in this
country themselves."
},
{
"Key": "f77b963d-cb76-413f-8634-5e46b91d2b74",
"Value": "The General's soldiers closed the frontier, but the elves continue
to slip through at night."
},
{
"Key": "849f4094-dcef-4442-bf18-7bc8db3787ea",
"Value": "The General's soldiers are guarding the border. They halt any elves
leaving for Kyonin, giving them no choice but to return to their settlements."
},
{
"Key": "cf1fce87-ac1c-4475-9fd4-c4fd8776c094",
"Value": "The Warden's travel ban failed to stop the elves from leaving the
country. On the contrary, it drove the more aggressive of them to even greater
rage, which has led to brawls and assaults."
},
{
"Key": "bb5d1178-3bb6-4690-a18e-d983699c2142",
"Value": "The guards failed to stop the elves from leaving the country. Many
artisans and soldiers left their homes and joined the exodus from the Stolen
Lands."
},
{
"Key": "5f692be6-8448-4838-9730-377cf0cf53c9",
"Value": "The Warden and their guards halted the exodus of the elves, by
persuasion and as needed, by force. Kyonin's treacherous plan failed."
},
{
"Key": "44293efb-9202-40c8-8f7b-a44531eec645",
"Value": "The Curator's anti-Kyonin propaganda had no effect on the elves.
They continue to flee the Stolen Lands. Our other subjects are left uneasy, and
begin to doubt the power of the law."
},
{
"Key": "99eb5058-9875-4208-87a0-2cab128c5e51",
"Value": "The Curator's anti-Kyonin propaganda had no effect on the elves.
They simply won't believe that they're being manipulated. Numerous masters and
warriors are leaving the Stolen Lands."
},
{
"Key": "4929f7bf-af83-4bf1-849f-d72777637c8e",
"Value": "The Curator's anti-Kyonin propaganda worked. It seems the elven
country's reputation is not untouchable after all. The exodus was soon forgotten."
},
{
"Key": "31930c10-4273-44a7-aa5a-85678e8ca845",
"Value": "Sevenarches has cut off our food supply, and their druids are
spoiling the harvest in our own kingdom. In the face of approaching famine, the
people are panicking and stockpiling food."
},
{
"Key": "4838947a-2a1f-4b62-bbdb-70293d9a4109",
"Value": "The Wrath of Sevenarches"
},
{
"Key": "5393e738-ff16-45ba-8c46-6815bb37943a",
"Value": "The General's soldiers, sent to Sevenarches' outskirts, faced their
own army at the border. Unfortunately, our forces bore heavy losses and had no
choice but retreat. When the people learned that the {mf|King|Queen}'s plan was
failing, they began to flee to more prosperous regions."
},
{
"Key": "dc8e0a50-b0d4-4c4c-b494-d578f6a63e8a",
"Value": "Information about the General's raid leaked to Sevenarches, and
their farmers hid their stocks."
},
{
"Key": "26832fb7-f45f-464f-8584-14a20959e97b",
"Value": "The General's soldiers returned from the outskirts of Sevenarches,
a large caravan of bread in tow. The people are reassured that there will be no
famine. The General can always go on another raid!"
},
{
"Key": "a2e025bb-ab0d-4bf6-8654-179964d133b7",
"Value": "Sevenarches' farmers were greatly surprised by the General's visit.
Staring into the faces of countless soldiers, they agreed to sell their goods for a
fair price, and admitted that they weren't so happy about the trade ban imposed by
their rulers."
},
{
"Key": "6a3dedc7-1b70-4ca8-be08-bf4e9519845b",
"Value": "The High {mf_HighPriest|Priest|Priestess} couldn't convince the
druids to help fight the upcoming famine. The druids refused to interfere in the
natural order. The people have taken this as a sign of inevitable famine and begun
to flee."
},
{
"Key": "91fae2fb-8745-4f44-a4b8-17d8617405ab",
"Value": "The High {mf_HighPriest|Priest|Priestess} failed to persuade the
druids to help with the famine. They're stubbornly refusing to meddle in politics."
},
{
"Key": "3a6e15c1-b6d0-406e-b415-c434a0a36ffc",
"Value": "The druids heard what the High {mf_HighPriest|Priest|Priestess} had
to say about the suffering people and the upcoming famine. They promised to nurture
and protect the upcoming harvest. The local people are reassured."
},
{
"Key": "700ede1a-f7c4-4e6c-8bce-7407df10f6c8",
"Value": "The High {mf_HighPriest|Priest|Priestess} negotiated with the
druids. Appalled by Sevenarches' actions, they promised to take good care of the
upcoming harvest. The kingdom is at peace once more."
},
{
"Key": "dd80f52c-3154-4cd3-bec7-c074fbae39db",
"Value": "Appropriation of the local bread stores for redistribution resulted
in violent protest. The people feel certain that the Warden is stockpiling their
bread for {mf_Warden|him|her}self and the {mf|baron|baroness|King|Queen}. Markets
are being vandalized, and mobs are attacking storehouses."
},
{
"Key": "7ba93ee5-28bb-4923-a9af-38323c6b27ee",
"Value": "The Warden ordered that all bread be collected and redistributed,
even as the people struggle to hide their hoarded supplies from the authorities.
Very little has been collected so far, and mass hysteria is growing. Many flee the
lands for fear of starvation."
},
{
"Key": "95348531-41c4-473e-b8c8-8af905f3ebf0",
"Value": "The Warden organized the collection and redistribution of bread.
The sight of barns filled with bread and protected by guards was reassuring to the
people. The panic subsided."
},
{
"Key": "ef095172-c2a7-43c4-9dfd-c3d0ba23bfe4",
"Value": "The guards collected bread and supplies to distribute in even
shares. The barns are full, and the people united in the face of adversity. They
inform the authorities about any who hoard food, and are prepared to face hardships
as a united nation, shoulder to shoulder."
},
{
"Key": "4318a4ed-aee9-42eb-b92e-0887fda0b923",
"Value": "Bulettes continue to terrorize the region."
},
{
"Key": "0efd6892-5142-4f3b-9e6d-300cb9a4c1e6",
"Value": "The region is besieged by bulettes, huge underground monsters that
have run out of their usual prey and started hunting the locals. The smaller
settlements have been hit hard by the aggressive predators!"
},
{
"Key": "32b8e73a-9902-446f-be7d-02e30784894d",
"Value": "Culling the Herd"
},
{
"Key": "f6e631b0-2fdb-47da-bc53-f3574ab98cad",
"Value": "The soldiers dispatched from the capital to aid the locals were
instead torn to shreds by bulettes. The monsters continue to terrorize the
villagers, who cower and cringe at every underground rumble."
},
{
"Key": "a594df0a-0547-401c-882f-511faafdbfa6",
"Value": "The soldiers dispatched from capital to aid the locals managed to
hunt down several bulettes. Their nasty fellows returned to the wilderness, leaving
the settlements in peace."
},
{
"Key": "0a771a56-19cc-4485-a47e-8c90844e0648",
"Value": "The guards dispatched from the capital to aid the locals were
instead torn to shreds by bulettes. With every passing day the death toll rises.
Regular life in the region has come to a standstill."
},
{
"Key": "eca9f9d1-d890-4ef2-b173-fd3ac1b67f52",
"Value": "Guards were dispatched from the capital to assist the locals in
setting numerous traps near their settlements. After several bulettes were captured
and slaughtered, the rest of the monsters returned to the wilderness, leaving the
settlements in peace. The local people are celebrating their deliverance."
},
{
"Key": "acf87aa1-5b5f-462d-8925-b28b4c6db1a5",
"Value": "It's a nightmare! Bulettes continue to devour the local peasants."
},
{
"Key": "1e18b6cf-a131-4411-a9cb-fa2d1395403c",
"Value": "The locals whisper of an especially large and vile bulette, a
bloodthirsty underground predator of an unusual pale color. The creature is the
leader of the local pack, and it's up to the Warden to personally track down the
monstrous beast and end its career of terror."
},
{
"Key": "2dba8231-3acd-4326-9547-487a1ce874c6",
"Value": "Tracking the Great White Bulette"
},
{
"Key": "711f634f-6e40-4b89-95ba-66324b2ffd70",
"Value": "Our guards and hunters were preparing a trap for the enormous
bulette, but made a critical error and were themselves slaughtered by the trap.
Nevertheless, the Warden is keen to continue the hunt."
},
{
"Key": "94abe667-5fe8-4df2-991a-864135b0dada",
"Value": "The unusually clever beast continues to elude our trackers and
hunters, attacking only defenseless prey. The Warden believes they need to give it
a little time in order to lull the bulette into a sense of easy confidence. Then it
might drop its guard."
},
{
"Key": "0eb9015e-8fc2-40b5-81a4-d3c708301171",
"Value": "The hunt was a bloody mess. Many hunters fell victim to the
enormous bulette, but in the end, the Warden managed to corner and kill it. The
other monsters fled the nearby settlements, fearing the same fate."
},
{
"Key": "14b1d5c6-8592-476b-b695-e0cde707c28a",
"Value": "Our trackers managed to pick up the enormous bulette's trail, which
led the Warden right back to its lair. The Warden personally faced the monster, and
emerged victorious. The hunters found many of the bulette's victims remains in its
lair, along with several valuable treasures."
},
{
"Key": "524e86c4-c705-4941-b83d-ffb58697a46a",
"Value": "Displeased with previous attempts to deal with the enormous
bulette, the Warden personally led forth a pack of hunters � but this only resulted
in more casualties among his men."
},
{
"Key": "c6a656f3-7a07-4a60-891e-53cfac780491",
"Value": "The enormous bulette has eluded all hunters who are intent on
finding its lair."
},
{
"Key": "2dfee1bb-4d7e-4fe6-9557-1c27d6f1c998",
"Value": "Our hunters tracked down the enormous bulette. The cost of victory
was high, but at least the locals are no longer living in fear for their lives."
},
{
"Key": "410a14ab-180b-46b2-b740-f84ae7a5af80",
"Value": "An advisor wants to discuss an urgent matter that concerns the {mf|
barony|barony|kingdom|kingdom}'s future."
},
{
"Key": "dadd427e-e182-4af8-98ba-dd26ae3f0e5c",
"Value": "Magister Asks for an Audience"
},
{
"Key": "deba51f3-1c1d-440b-ad13-6ac5262a8eef",
"Value": "Curator Needs Your Help"
},
{
"Key": "2324ffb7-c0fb-4fe1-8810-46a28a696657",
"Value": "High Priest Seeks Your Advice"
},
{
"Key": "faf85e72-2e5b-4efb-86bd-642716cb534e",
"Value": "Treasurer Requests Your Attention"
},
{
"Key": "662f3903-ecd0-4fe3-9070-91c16b0f1b72",
"Value": "A Minister Demands Your Attention"
},
{
"Key": "b9e2d577-1ef6-4647-bf35-68400a0b59c9",
"Value": "The Minister wants to discuss an important matter."
},
{
"Key": "c1f9bb64-1211-44d5-8443-5c8515b38184",
"Value": "Councilor Awaits in the Throne Room"
},
{
"Key": "5ce75160-5c39-4081-90fb-e5fdc41c2b78",
"Value": "General Requests an Audience"
},
{
"Key": "d5fceea4-5317-4069-b34b-0dca773821c1",
"Value": "Regent Demands Your Presence"
},
{
"Key": "1202597b-15ee-41fe-bd0f-ef3e054c42d9",
"Value": "Grand Diplomat Wants to Discuss Important Matters"
},
{
"Key": "30979cda-78dd-41fa-a6b2-444e686baeea",
"Value": "Warden Needs Your Advice"
},
{
"Key": "64a93c69-26ce-43ce-b55b-ce5815d2fc29",
"Value": "The baron{mf||ess} granted the advisor an audience to discuss the
matter at hand."
},
{
"Key": "6afce0d1-f4e9-4957-a878-73c94e44f196",
"Value": "Savage trolls regularly come to terrorize the barony. The citizens
are living in fear."
},
{
"Key": "13d83765-2995-4d16-a0fa-8c8b3dea7d6d",
"Value": "Troll Threat"
},
{
"Key": "aa907038-0bf9-4340-969e-e7f158f94142",
"Value": "If left unchecked, the troll bands will overrun the barony in just
one month."
},
{
"Key": "cb90bccd-d2a3-4cf7-b908-3c49bb6453e8",
"Value": "Savage trolls keep returning to the barony. The citizens are
frightened."
},
{
"Key": "4fbb8082-c96a-4e8e-a5c4-64d6387f38ca",
"Value": "Troll Threat"
},
{
"Key": "5db716fe-0a71-49df-8406-abfc932a4b23",
"Value": "If left unchecked, the troll bands will overrun the barony in just
one week. If immediate action isn't taken, the state will be lost! Reports indicate
that a majority of the attacks are coming from the south-west."
},
{
"Key": "7673851f-b828-438b-bcb5-c9524ce311fd",
"Value": "Savage trolls keep appearing across the barony. The citizens are
frightened."
},
{
"Key": "2b890b5d-f569-43d4-9574-fe1737aa5454",
"Value": "Troll Threat"
},
{
"Key": "8c31e29f-e50b-4290-a37e-2f289f5c422b",
"Value": "If left unchecked, the troll bands will overrun the barony in just
one month."
},
{
"Key": "844ae987-d368-4e9e-bbcc-95b83912fc3b",
"Value": "Savage trolls keep returning to the barony. The citizens are
frightened."
},
{
"Key": "72f9c878-9631-477d-9d1f-68ff9df76b99",
"Value": "Troll Threat"
},
{
"Key": "39e9f236-32cd-4a6c-b8ca-f19c7d4254ba",
"Value": "If left unchecked, the troll bands will overrun the barony in just
two weeks. If immediate action isn't taken, the state will be lost! Reports
indicate that a majority of the attacks are coming from the south-west."
},
{
"Key": "def80c20-641d-45b1-85f9-f7500d54ca87",
"Value": "Savage trolls keep returning to the barony. The citizens are
frightened."
},
{
"Key": "86c4bae8-a276-4ff6-83f5-c7714cb06729",
"Value": "Troll Threat"
},
{
"Key": "2bdee8ab-6223-40cf-a4e2-fb682fc56eee",
"Value": "If left unchecked, the troll bands will overrun the barony in just
three weeks. If immediate action isn't taken, the state will be lost! Reports
indicate that a majority of the attacks are coming from the south-west."
},
{
"Key": "17cd0194-8a29-4e41-8561-5e1fdeb346b5",
"Value": "There have been cases of a strange disease in the region, spreading
concern throughout the resident citizens."
},
{
"Key": "3cd24806-8170-46bc-9ccd-ff92895e8ae0",
"Value": "Blighted Disease"
},
{
"Key": "268d9e77-7967-406c-9d38-82d83e35199e",
"Value": "The strange phenomenon keeps spreading, and the people are no less
terrified of the monsters that spring from the bodies of the infected -- which are
now overflowing the region!"
},
{
"Key": "652dda1d-17b7-4ecd-be18-282809b5b3ad",
"Value": "The mysterious disease was successfully contained."
},
{
"Key": "d4a11fde-caad-4fbe-80d3-eb4dd518e2c1",
"Value": "The prayers of the {mf_HighPriest|High Priest|High Priestess} were
not able to stop the disease. People in the region are afraid of both the disease
and the monsters in the area."
},
{
"Key": "4e1ea4b2-751e-4307-a2f3-fef2195b7337",
"Value": "The prayers of the {mf_HighPriest|High Priest|High Priestess}
managed to halt the spread of the disease. The people are returning to their
regular lives."
},
{
"Key": "edd7d76b-d64d-4711-84d4-47ae2199d27f",
"Value": "There are almost no uninfected people remaining in the barony. The
Bloom continues to flood the Stolen Lands with violence and death."
},
{
"Key": "a7e91583-fdd7-41ac-b3e6-0f73a7bc660a",
"Value": "The Barony Was Consumed By The Bloom"
},
{
"Key": "878e25fa-5542-4a73-afc0-8ee70677ef97",
"Value": "Monsters are emerging from the bodies of infected people all over
the barony. The land has plunged into complete anarchy and disarray. {kingdomname}
is destroyed."
},
{
"Key": "be9b33a8-7850-4345-8be4-19374933c21c",
"Value": "Between the monsters and the disease, many lives are being lost
each day."
},
{
"Key": "322a10ed-7c99-40e6-831a-80df9992ab3f",
"Value": "The disease is devastating the region. People are dying horribly
while monsters wreak havoc in the nearby settlements."
},
{
"Key": "d1d40938-73e1-424f-93cd-1f16e2338943",
"Value": "Dark Epidemic"
},
{
"Key": "c333f87f-aed6-41b1-8f41-8a933190da5d",
"Value": "Epidemic keeps getting worse. The locals are terrified of the
mysterious disease and the raging monsters."
},
{
"Key": "b77d7bde-7946-4589-83d8-ac256f10be84",
"Value": "The spreading epidemic was successfully stopped."
},
{
"Key": "6e9b8865-368b-47bb-a45f-b06ab3690d6c",
"Value": "Epidemic keeps getting worse. The locals are terrified of the
mysterious disease and the raging monsters."
},
{
"Key": "0f711221-6449-4372-bea5-4a4eb07e925a",
"Value": "The spreading epidemic was successfully stopped."
},
{
"Key": "ff7d6d79-eda7-488a-84c2-80d5a639f163",
"Value": "Between the monsters and the disease, many lives are being lost
each day."
},
{
"Key": "8b297f22-fa72-4a73-8f07-e91dc02bc996",
"Value": "The disease is devastating the region. People are dying horribly
while monsters wreak havoc in the nearby settlements."
},
{
"Key": "61fdd28d-6cac-4ff7-972f-739edcd20cb6",
"Value": "Dark Epidemic"
},
{
"Key": "01beafd6-7de6-480e-ad4c-1d1f8801497c",
"Value": "The epidemic keeps getting worse. The locals are terrified of the
mysterious disease and the raging monsters."
},
{
"Key": "d438376b-7d7a-40c1-b1b4-312a894f3ca0",
"Value": "The spreading epidemic was successfully halted."
},
{
"Key": "b5b36441-8290-42c8-9b8f-f5f6caa90a15",
"Value": "The epidemic keeps getting worse. The locals are terrified of the
mysterious disease and the raging monsters."
},
{
"Key": "6194ce13-00bc-4f22-8b93-62c81a8e588a",
"Value": "The spreading epidemic was successfully halted."
},
{
"Key": "a860eb65-4eca-4e60-8236-aea5142f0734",
"Value": "The strange disease keeps spreading, claiming new lives and
bringing forth new monsters. Panic is rising in the region."
},
{
"Key": "56802195-36d2-4422-bf06-6aae8c94704d",
"Value": "Local Plague"
},
{
"Key": "1efed5e2-022b-43f8-9dd9-c7f8b1302dd9",
"Value": "All efforts were in vain: the heavy casualties from the disease
were only worsened by the monster attacks."
},
{
"Key": "6e0a6298-20c3-46f8-be2b-1021cd7a24de",
"Value": "The advisor took measures and managed to protect several
settlements, but the monsters continue to ravage the region."
},
{
"Key": "60ed0deb-6706-4181-ae8a-dff60fa759bb",
"Value": "The fearsome disease was contained. All remaining monsters were
either slain or driven into the woods."
},
{
"Key": "f1dbfb31-f267-446b-820a-d0bc6e6cd6e3",
"Value": "All efforts were in vain: the heavy casualties from the disease
were only worsened by the monster attacks."
},
{
"Key": "0ae8a639-8672-4d20-ad40-a1f2100b18db",
"Value": "The Advisor took measures and managed to protect several
settlements, but the monsters continue to ravage the region."
},
{
"Key": "6470ae86-adb1-4e19-bc3b-60829e7c2544",
"Value": "Prayers from the {mf_HighPriest|High Priest|High Priestess} managed
to stop the spread of the disease. Finally, the fearsome plague has been
contained."
},
{
"Key": "16d88420-4d2f-48b4-b81e-756b3fa57ccb",
"Value": "More and more subjects are killed daily by the mysterious disease."
},
{
"Key": "50b50fcf-57a3-4dea-a637-3bf77645536a",
"Value": "Disease Keeps Spreading"
},
{
"Key": "9a129ed2-ef54-49f5-a25b-b29cd7dbc94d",
"Value": "Our healers predict that in one month this epidemic will completely
destroy the barony."
},
{
"Key": "1eae29be-693c-4114-8ccc-40496ba1bdd8",
"Value": "More and more subjects are killed daily by the mysterious disease."
},
{
"Key": "d40ffae0-56e7-4f58-ae88-9f3df42856b7",
"Value": "The disease continues to spread."
},
{
"Key": "e2c45eb4-c96f-4be6-802e-7da36f336020",
"Value": "Our healers predict that in just one week, this epidemic will have
completely destroyed the barony. It seems the illness originated somewhere to the
east of the capital, along the river."
},
{
"Key": "9327fb1f-6196-4c0e-81d8-99cf5e89ae38",
"Value": "More and more subjects are killed daily by the mysterious disease."
},
{
"Key": "8ffe2eae-de76-43b1-96e7-1087f97b21ca",
"Value": "The disease continues to spread."
},
{
"Key": "1072e35e-5d62-4249-9a11-0489538988b7",
"Value": "Our healers predict that in just two months, this epidemic will
completely destroy the barony."
},
{
"Key": "10590248-5e5e-43e5-865f-d1aa3eb933de",
"Value": "More and more subjects are killed daily by the mysterious disease."
},
{
"Key": "7c10f78e-79db-4cf9-b403-1ca35cd4895c",
"Value": "The disease continues to spread."
},
{
"Key": "582fd45e-2fa4-4bd9-88b4-0cf728c0da06",
"Value": "Our healers predict that in just two weeks, this epidemic will
completely destroy the barony. It seems the illness originated somewhere to the
east of the capital, along the river."
},
{
"Key": "9741ab10-7013-49d0-a123-3bdaa349de66",
"Value": "More and more subjects are killed daily by the mysterious disease."
},
{
"Key": "9c3fea7c-9d53-44ce-bc45-eb7c82d0def8",
"Value": "The disease continues to spread."
},
{
"Key": "5d4c4e7e-ae41-48e6-bf9b-24f612fb34f1",
"Value": "Our healers predict that in just three weeks, this epidemic will
completely destroy the barony. It seems the illness originated somewhere to the
east of the capital, along the river."
},
{
"Key": "0fe0ab07-921b-4335-b133-958b8ec79d95",
"Value": "Fearsome monsters are hunting the local inhabitants, leaving our
people too afraid to even leave their own houses!"
},
{
"Key": "f66b48b1-acf2-44c9-be52-41b1c402095f",
"Value": "Predatory Beasts"
},
{
"Key": "dfee7987-d9d6-4d79-a9d0-6762aa5a7987",
"Value": "Hordes of bloodthirsty creatures roam the capital, killing any poor
wanderer on sight!"
},
{
"Key": "e588ac4d-39c3-4bd7-a991-0a6144161e9a",
"Value": "Monsters Are Roaming the Stolen Lands"
},
{
"Key": "048c8c6d-dbcd-4a2c-a758-bb39610dd252",
"Value": "The streets are flooded with the blood of the capital's defenders."
},
{
"Key": "b0de3f6e-aa28-4c11-8b8d-153f867b20d3",
"Value": "The forces of the barony suffered heavy losses, but failed to
completely eradicate the monsters."
},
{
"Key": "b4515ba2-41aa-4bcd-9f11-88e1bc1dfa7c",
"Value": "The Capital is protected � for now, at least. This uneasy peace was
paid for with the lives of many brave defenders."
},
{
"Key": "e72390db-b76d-4c02-894e-7eee377adb58",
"Value": "The Capital is protected � for now, at least. The brilliant tactics
and bravery of the defenders prevented heavy losses."
},
{
"Key": "3ded5612-1877-4342-837d-603a1fd7a010",
"Value": "The streets are flooded with the blood of the capital's defenders."
},
{
"Key": "5dd14493-82d8-4ce3-b028-1661ba7c8427",
"Value": "The forces of the barony suffered heavy losses, but failed to
completely eradicate the monsters."
},
{
"Key": "4075f7b2-36fe-4551-89f2-3b94478746f4",
"Value": "The Capital is protected � for now, at least. This uneasy peace was
paid for with the lives of many brave defenders."
},
{
"Key": "e585c2cd-3057-43b4-8830-ebec0d41017c",
"Value": "The Capital is protected � for now, at least. The brilliant tactics
and bravery of the defenders prevented heavy losses."
},
{
"Key": "a5eb777f-d3ed-4caa-8310-307a34f92a84",
"Value": "Hordes of monsters following an enormous owlbear overcame your
defenders."
},
{
"Key": "e7759e7d-f591-4126-b581-3b330cea72c0",
"Value": "Capital Lies in Ruins"
},
{
"Key": "bb4561a1-d68c-4c61-8d29-06478bce35c1",
"Value": "A horde of monsters led by an enormous owlbear completely ravaged
the barony! {kingdomname} is destroyed."
},
{
"Key": "d3df054f-96f2-462f-b946-4cbf6efc1492",
"Value": "Hordes of monsters are ravaging the region, destroying settlements
and tearing our people to pieces. The locals need help from their ruler!"
},
{
"Key": "01ee8266-90cf-442d-8816-376a521886b3",
"Value": "Monstrous Gathering"
},
{
"Key": "28866380-ce3b-43b2-bdb7-01ecfd3021d2",
"Value": "The locals are terrified. Their lands have become a beacon for all
varieties of monsters! There have been multiple owlbear and wyvern sightings in the
area."
},
{
"Key": "38f84da2-0310-4d0e-9655-e5875134891c",
"Value": "Monster Sightings"
},
{
"Key": "569ecdf4-78a5-47d1-9e68-4e92f55347f9",
"Value": "The region is under attack! Undead cyclopes are ravaging the
settlements in the area; the locals are begging for help!"
},
{
"Key": "0acd88a6-4b2f-4cac-8475-681152ae563f",
"Value": "Undead Cyclopes Attack"
},
{
"Key": "bd666e4a-3bc8-4685-a9c5-8e5c3c15ffec",
"Value": "The priests who were sent out to destroy the monsters were defeated
and viciously killed. The region is slipping deeper into despair, and the death
count continues to rise."
},
{
"Key": "006c2aa8-b3d7-45a8-85f4-cddcfaf01ed6",
"Value": "The priests who were sent out to destroy the monsters suffered
heavy losses, and failed to completely clear the area."
},
{
"Key": "63ee34b0-81db-4907-88fe-bf7ebadce8c5",
"Value": "Our priests successfully repelled the undead attacks and defeated
the intruders. Peace has been restored to the region."
},
{
"Key": "ddacf4b8-833f-4f20-bc2e-9d100d4ac4db",
"Value": "A band of hulking undead creatures was seen in the region. The
locals are terrified of the dark of night � and of the strange sounds they hear
coming from the shadows."
},
{
"Key": "17aed795-94bd-406b-a538-922b0508bedf",
"Value": "Undead Sightings"
},
{
"Key": "f50f31e4-ec72-4311-ba56-fb8367e162ad",
"Value": "The priests sent to confirm the sightings have gone missing."
},
{
"Key": "2748ff1c-8fa8-4290-966d-a125e27afd4e",
"Value": "The priests sent to confirm the sightings found nothing."
},
{
"Key": "3143b3a3-a141-41d5-aa68-ac3e2d3ebad1",
"Value": "Our priests confirmed the presence of the monsters, and local
militia successfully eliminated the undead."
},
{
"Key": "c8be372f-a20c-40a6-b41c-4500b6eb0528",
"Value": "As predicted by the arcane specialists, the capital was shrouded
with powerful magic."
},
{
"Key": "e86a6cc4-d17b-4409-949e-344e77bd67f2",
"Value": "Call of Abaddon"
},
{
"Key": "e203f3e5-d8b9-4a82-a226-ad9153d55b7b",
"Value": "Enthralled by a magical compulsion, the people left their houses
and wandered away, led by an unseen force. The barony was emptied in a matter of
hours. {kingdomname} is destroyed."
},
{
"Key": "162dcd65-74ab-4af3-b07d-adf5ccff7d7c",
"Value": "The arcane specialists are apprehensive: according to their
observations, in one month a powerful arcane spell will blanket the capital and its
surrounding lands."
},
{
"Key": "b726681d-d662-4c1e-9a96-2477d0e7ed26",
"Value": "The arcane specialists are fleeing the Stolen Lands. They say that
in just one week, a powerful arcane spell will blanket the capital and the
surrounding lands. The attack seems to be coming from somewhere near the Tors of
Levenies."
},
{
"Key": "6388263d-119c-404b-b959-1c0ec193a257",
"Value": "The arcane specialists are puzzled. According to their predictions,
in two months a powerful arcane spell will blanket the capital and the surrounding
lands."
},
{
"Key": "25f1c080-9107-43f4-be7b-c16041231ca8",
"Value": "The arcane specialists are terrified: according to their
predictions, in two weeks a powerful arcane spell will hit the capital and the
surrounding lands. The coming attack seems to be originating from somewhere near
the Tors of Levenies."
},
{
"Key": "1fa9522d-2d97-49ea-b87c-231b45560bdf",
"Value": "The arcane specialists are terrified: according to their
predictions, in three weeks a powerful arcane spell will hit the capital and the
surrounding lands. The coming attack seems to be originating from somewhere near
the Tors of Levenies."
},
{
"Key": "de429fe8-52ae-4b0e-a4bc-5233854d333d",
"Value": "Vast barbarian hordes are approaching the region. The terrified
locals are fleeing their homes, while our guards brace for the worst."
},
{
"Key": "8e4ce210-c74e-4d7e-943d-0b46a2105b69",
"Value": "Barbarian Horde"
},
{
"Key": "666fde89-5618-42f4-8780-0e8bf2fd72b7",
"Value": "The battle with the barbarians was lost. The whole region is being
raided and pillaged."
},
{
"Key": "443d607e-f173-43d5-ab71-938896994e51",
"Value": "The forces of the {mf|barony|barony|kingdom|kingdom} managed to
repel the invading barbarians. For now, the region is at peace once more."
},
{
"Key": "42eca19e-cb0a-480f-a285-d1c0efb4d43e",
"Value": "The Warden knew that common guards would be no match for the
approaching barbarians. Rather than bolstering defenses, he focused on evacuating
the locals from the region they were marching toward. There was no loss of life,
but the region was thoroughly pillaged."
},
{
"Key": "c6daebc1-a83b-4c3a-92b1-d727df1ba56b",
"Value": "The forces of the {mf|barony|barony|kingdom|kingdom} managed to
repel the invading barbarians. For now, the region is at peace once more."
},
{
"Key": "d6752e67-06e5-421e-8835-737efba2c2eb",
"Value": "The settlements are burning, and the locals are dead or fleeing the
lands."
},
{
"Key": "7e56d55a-6f87-4491-86b5-b96b3064d1eb",
"Value": "Barbarians Overrun the Barony"
},
{
"Key": "5cac4efa-1e05-4ebe-a4ba-76d61d0726c4",
"Value": "Led by Armag himself, the barbarians have razed the capital and put
an end to any lawful reign. {kingdomname} has been destroyed."
},
{
"Key": "b4b49d3d-b19c-4bf3-9ace-c483b9349849",
"Value": "The barbarian armies harass the region, burning settlements and
taking everything they can."
},
{
"Key": "f8bac354-ce18-4414-814c-4440d25dc59c",
"Value": "Barbarian Raid"
},
{
"Key": "3f33a13a-c968-42f4-b76b-181275523a81",
"Value": "The forces sent by the General marched into a barbarian trap! The
entire regiment was smashed in a surprise attack, and the barbarians returned to
their plundering unopposed."
},
{
"Key": "9852f199-b0e3-4f71-864b-38f8004a09a5",
"Value": "The forces sent by the General were defeated, and fled the
battlefield. The barbarians continue to pillage the region."
},
{
"Key": "f97f01bf-be60-4c9a-9480-d40afdbc43fe",
"Value": "The forces sent by the General successfully cut down the barbarian
raiders."
},
{
"Key": "1851ecd1-b20e-4acf-af8e-b66d6a8647c2",
"Value": "The forces sent by the Warden marched into a barbarian trap! The
entire regiment was smashed in a surprise attack, and the barbarians returned to
their plundering unopposed."
},
{
"Key": "19126b10-0d9d-4bf0-bac4-3c8c067760de",
"Value": "The forces sent by the Warden were defeated, and fled the
battlefield. The barbarians continue to pillage the region."
},
{
"Key": "877cae13-0595-4d29-a7b9-2d178f5c0af7",
"Value": "The forces sent by the Warden successfully cut down the barbarian
raiders."
},
{
"Key": "68603cde-14d3-4149-80f4-80025fc0eb8d",
"Value": "The locals have sighted small bands of barbarians scouting the
area. The people are worried that these intruders are only forerunners to an
impending invasion. Someone should investigate further."
},
{
"Key": "0edea8d8-9e64-47b2-ba9b-a6ac8e1e13a5",
"Value": "Kellid Scouts"
},
{
"Key": "91b7fec2-83b5-4add-96f0-1911fbd04c09",
"Value": "The guard failed to find any barbarians in the region."
},
{
"Key": "cf9af0a3-147e-4bbf-9291-386caeb8a5f9",
"Value": "The guard found and executed some barbarian scouts. It seems the
scouting party was on patrol from a larger Kellid force."
},
{
"Key": "7944bd9d-c76e-42dc-855a-f4aecb45e5b9",
"Value": "The guard failed to find any barbarians in the region."
},
{
"Key": "3fccb418-c0f2-4fea-98fb-b73cb2f33deb",
"Value": "Some barbarian scouts were found and executed by the guards, who
picked up signs of a larger Kellid force on the move. It seems the scouting party
was only the beginning..."
},
{
"Key": "655f77e5-706b-49c1-8a9c-97b3abc4915f",
"Value": "Barbarians are relentlessly raiding along the borders of the
barony, murdering anyone who has the misfortune to cross their path."
},
{
"Key": "81fbdac5-1755-42e9-b831-45d7fe1b745a",
"Value": "Barbarian Threat"
},
{
"Key": "61d9b64f-dc9f-4041-88c7-cb48a17c4808",
"Value": "The army's commanders have determined that the barony's forces will
be entirely depleted in one month."
},
{
"Key": "49795e56-b5d5-4f65-a2a3-e15bd7b18680",
"Value": "Barbarians are relentlessly raiding along the borders of the
barony, murdering anyone who has the misfortune to cross their path."
},
{
"Key": "46791f50-2f0f-4d1d-95d6-680374d0dd36",
"Value": "Barbarian Threat"
},
{
"Key": "1bc1db05-7149-4694-a3f2-78264c4dc03d",
"Value": "The council of officers has determined that the barony's forces
will be entirely depleted in one week. The only hope in this crisis is to find the
legendary tomb of Armag in Glenebon � as soon as possible!"
},
{
"Key": "275b2eef-716f-4932-9a75-31f414f1e358",
"Value": "Barbarians are relentlessly raiding along the borders of the
barony, murdering anyone who has the misfortune to cross their path."
},
{
"Key": "d05a1b00-cfa6-4614-9bd5-b234bfdf096e",
"Value": "Barbarian Threat"
},
{
"Key": "11ec379b-f61e-4dd2-8cc6-dfcccfe66327",
"Value": "The council of officers has determined that the barony's forces
will be entirely depleted in two months."
},
{
"Key": "8e69db13-54ee-4b7c-9840-48a2256cfa63",
"Value": "Barbarians are relentlessly raiding along the borders of the
barony, murdering anyone who has the misfortune to cross their path."
},
{
"Key": "cdd8be3b-ac9e-4a80-b73e-8b28b5bdbeac",
"Value": "Barbarian Threat"
},
{
"Key": "b1feb274-f56d-4e49-a055-0ae6bf670b25",
"Value": "The council of officers has determined that the barony's forces
will be entirely depleted in two weeks. The only hope in this crisis is to find the
legendary tomb of Armag in Glenebon � as soon as possible!"
},
{
"Key": "51f38253-da2f-4b3f-8739-23aec5782ceb",
"Value": "Barbarians are relentlessly raiding along the borders of the
barony, murdering anyone who has the misfortune to cross their path."
},
{
"Key": "c369ca73-066c-462f-a4ea-22b84b2ffb6a",
"Value": "Barbarian Threat"
},
{
"Key": "a57e21b8-d0ef-40bc-a302-3d3b90b4c1aa",
"Value": "The council of officers has determined that the barony's forces
will be entirely depleted in three weeks. The only hope in this crisis is to find
the legendary tomb of Armag in Glenebon � as soon as possible!"
},
{
"Key": "f5abaf09-fcf5-49b0-b152-8119d158a2a3",
"Value": "The likeliest outcome of the war seems to favor Pitax."
},
{
"Key": "75e7ba47-2e04-4752-8937-d99b83a77697",
"Value": "Pitax is Winning the War"
},
{
"Key": "a2404c57-0bd5-4218-8feb-7cfc9ff226f5",
"Value": "Our worried leaders report that the kingdom can persevere for one
more month. � After that the government will fall, and Pitax will emerge
victorious."
},
{
"Key": "2c8c19cc-46c8-4879-b6ae-48bffe6c649b",
"Value": "The likeliest outcome of the war seems to favor Pitax."
},
{
"Key": "c467f8d7-3c25-4bb7-a1e6-44d33c28de34",
"Value": "Pitax is winning the war"
},
{
"Key": "3b7a6262-a2c0-4503-aa7c-7694e91a5f78",
"Value": "Our worried leaders report that the kingdom can persevere for one
more week. � After that the government will fall, and Pitax will emerge victorious.
The only hope is to bring the war to Irovetti's doorstep, and confront the sly king
personally!"
},
{
"Key": "96c6a15a-d4f2-4f55-9c42-a5c72b6a0ee5",
"Value": "The likeliest outcome of the war seems to favor Pitax."
},
{
"Key": "7c20cf6e-44b9-4d16-8079-91d36727524f",
"Value": "Pitax is winning the war"
},
{
"Key": "fabb5098-7e6f-460d-bfb0-4a1e702f623f",
"Value": "Our worried leaders report that the kingdom can persevere for two
more months. � After that the government will fall, and Pitax will emerge
victorious. The only hope is to bring the war to Irovetti's doorstep, and confront
the sly king personally!"
},
{
"Key": "43606bac-771a-4239-8514-9cfb1ba93bf5",
"Value": "The likeliest outcome of the war seems to favor Pitax."
},
{
"Key": "f87544d6-3f51-4bbb-b040-777dba724152",
"Value": "Pitax is winning the war"
},
{
"Key": "378a185d-03e2-42f6-ae64-54904d7e6fbb",
"Value": "Our worried leaders report that the kingdom can persevere for two
more weeks. � After that the government will fall, and Pitax will emerge
victorious. The only hope is to bring the war to Irovetti's doorstep, and confront
the sly king personally!"
},
{
"Key": "7735bcc9-d62a-4a25-9645-36927a3a96f8",
"Value": "The likeliest outcome of the war seems to favor Pitax."
},
{
"Key": "81f9a640-cceb-489a-b490-ff11a4af9a12",
"Value": "Pitax is winning the war"
},
{
"Key": "53ff7801-b533-4a2d-b0de-e52f7386d01b",
"Value": "Our worried leaders report that the kingdom can persevere for three
more weeks. � After that the government will fall, and Pitax will emerge
victorious. The only hope is to bring the war to Irovetti's doorstep, and confront
the sly king personally!"
},
{
"Key": "7b176c3a-c8bc-4ebe-aa2f-2e9309757461",
"Value": "The war-ravaged kingdom is in ruins. The ragged locals are
gradually leaving the Stolen Lands, to find a new life in Pitax."
},
{
"Key": "4cf1785d-1e28-465a-9d60-b390a071148b",
"Value": "Pitax Emerged Victorious"
},
{
"Key": "1e02b0b8-7690-4bef-8110-1a3e0f71071b",
"Value": "Irovetti won the war against the Kingdom of the Stolen Lands!"
},
{
"Key": "db229c51-e45f-4fd0-a27e-e18cef80502e",
"Value": "Your ravaged kingdom lies in ruins. The nymph queen has stolen your
lands, as she did with so many others before you."
},
{
"Key": "8bf81357-307d-4a48-83ce-9e6c5db0460f",
"Value": "The Kingdom Fell to the Fey Assault"
},
{
"Key": "7fd62c14-2de3-4268-a7ab-d965330732aa",
"Value": "Nyrissa achieved her malevolent goal by destroying your kingdom."
},
{
"Key": "8d2e9a3e-cfb3-4559-9187-a7f6c4101c63",
"Value": "The fey grow stronger by the day. It will take at least one more
month for them to crush our defenses completely."
},
{
"Key": "ca7a1692-ffa6-4cb9-a990-ac57f26985c8",
"Value": "The full might of the First World looms above us, ready to fall
like an anvil upon our kingdom. In just one week, the fey will crush our defenses
completely."
},
{
"Key": "4b893974-4c51-4211-8663-7826689c31fb",
"Value": "The fey attacks grow in power, but the kingdom still stands. Our
defenses can hold for at least two more months."
},
{
"Key": "ca569a2f-8c78-4861-bb01-ab2e38a80af8",
"Value": "The fey are preparing to unleash the full might of the First World
upon our kingdom. � But it will take at least two weeks for them to crush our
defenses completely."
},
{
"Key": "e7ae85b7-c5e2-4132-87eb-2570decbe34f",
"Value": "The merciless fey attacks are testing our kingdom to its limits. We
can hold on for three more weeks, before they crush our defenses completely."
},
{
"Key": "b253996e-b84e-4e9c-829d-e8c209aa654a",
"Value": "The Order of Prisms continues to condemn your {mf|barony|barony|
kingdom|kingdom}."
},
{
"Key": "0ee843ec-2806-4ef1-a592-9a0fa65bdee6",
"Value": "The Order of Prisms discredits your {mf|barony|barony|kingdom|
kingdom}, calling it a place where culture is forgotten and practitioners of the
arts are endangered. This slander could not be resolved by your advisors. It is up
to you to handle it."
},
{
"Key": "5ccd8e63-8c15-4d4b-b700-d20272c5de02",
"Value": "Order of Prisms Condemnation"
},
{
"Key": "823e69de-49ea-44e6-bcaa-82e96f77cdeb",
"Value": "You have dealt with Order of Prisms and their attempts to slander
you."
},
{
"Key": "51007830-6612-4df9-ac53-1983ed1600bf",
"Value": "Linxia's interrogations dismay your subjects"
},
{
"Key": "45717294-dee4-427f-9e3a-e522c9aa2fcd",
"Value": "Linxia aggressively interrogates your people, greatly distressing
them."
},
{
"Key": "be9adaa6-604c-4662-b21c-71e1b70ccdbe",
"Value": "Linxia Terrorizes Your People"
},
{
"Key": "8ba88183-a000-4070-af49-29a34870fb87",
"Value": "Linxia has ceased her acts of aggression."
},
{
"Key": "ebb6afa9-21f2-49a6-87ec-c80bdbb76cb8",
"Value": "The people are unhappy about the Hellknights' actions. Their zeal
has gone too far."
},
{
"Key": "5c0c3907-eeb4-4a7f-9d7e-e1cdb1d53767",
"Value": "Linxia still interrogates your people, but with less aggression and
frequency."
},
{
"Key": "3d1bba17-30f2-4637-a3c5-d8a32c684d47",
"Value": "Linxia is Asking Around About Darven"
},
{
"Key": "30a7e518-11ea-42db-bd71-13c20e4d3c9d",
"Value": "Linxia ceases interrogating your people."
},
{
"Key": "d927890e-556d-46d0-90c7-d549431b6544",
"Value": "A drunken giant is scaring our peasants."
},
{
"Key": "51cdd0d1-2d08-4cc4-b19b-d79139d00f10",
"Value": "We have to deal with Munguk and get him out of the {mf|barony|
barony|kingdom|kingdom} by whatever means possible � ideally without killing the
melancholy giant."
},
{
"Key": "88f199eb-4713-4246-a993-67619ba6bb06",
"Value": "Munguk's Drunken Rage"
},
{
"Key": "24658726-9f51-4bd6-a1e4-637469867582",
"Value": "Munguk has finally been exiled from your lands. The people are
sighing with relief."
},
{
"Key": "0f023887-4849-48bb-aa59-0f3b36180b35",
"Value": "The food that the Councilor gathered didn't attract the giant's
attention."
},
{
"Key": "e1910efa-841f-41f3-b85a-1786ea96dd3a",
"Value": "The Councilor planted a stash of cheap spirits and simple food to
lure the giant closer to the border."
},
{
"Key": "e615c2b1-162a-49ae-b7ee-4d4ca21f847b",
"Value": "Our troops didn't encounter Munguk."
},
{
"Key": "bbab539a-faf7-4044-831d-c1a4a780b55c",
"Value": "Our troops drove Munguk closer to the borders."
},
{
"Key": "5044f491-6cc0-4f70-aeac-53aa441f0fdd",
"Value": "The guards never encountered Munguk."
},
{
"Key": "95580d82-e007-45f1-9361-dbfbf83e97bb",
"Value": "The guards drove Munguk closer to the borders."
},
{
"Key": "2248f93d-0103-4143-ab1d-a6bb36636c5b",
"Value": "Several influential citizens have been killed in their own homes.
It seems that Pitaxian assassins do not limit their targets to those on the
battlefield!"
},
{
"Key": "e0b9ca95-4125-426b-afdc-b3a318074574",
"Value": "Pitaxian Assassins"
},
{
"Key": "ed54fa54-7ccb-41ac-bd6a-6334ea3bf59f",
"Value": "The Warden's guards were gruesomely murdered."
},
{
"Key": "232906c5-6967-44d9-948a-7d9c023b84d2",
"Value": "The Warden's guards failed to completely root out and destroy the
assassins, and suffered heavy losses."
},
{
"Key": "b817e7e0-24e5-4b79-be03-154b1be522ac",
"Value": "The Pitaxian assassins were destroyed before they could manage to
claim another victim."
},
{
"Key": "efdbd674-6714-41e2-8ec0-0ad54470272b",
"Value": "The Minister's agents were gruesomely murdered."
},
{
"Key": "b7843496-1d00-47ac-88e4-ba883f66a969",
"Value": "The Minister's agents failed to completely root out and destroy the
assassins, and suffered heavy losses."
},
{
"Key": "64ddc126-e157-456f-a4a6-ab0d20943788",
"Value": "The Pitaxian assassins were destroyed before they could manage to
claim another victim."
},
{
"Key": "0670789e-53d8-4c76-9470-61dee4daff53",
"Value": "Pitaxian bards are spreading lies about the Stolen Lands,
instigating unrest against its government."
},
{
"Key": "389459a0-beaf-41ca-950c-e71c83b8ed7e",
"Value": "Songs of Pitax"
},
{
"Key": "86156208-9ca9-4e04-8ebb-6230d5263d27",
"Value": "The sermons of priests urging reason have failed: the locals made a
laughing stock of them, before turning to their new \"friends\" from Pitax."
},
{
"Key": "e91b0054-7e91-42ce-8259-f982b8872180",
"Value": "The sermons of priests urging reason, paired with a couple of well-
placed spells, produced the desired result: at least some of the locals have turned
away from the Pitaxian agitators."
},
{
"Key": "9aff2ded-10e4-4ebf-9ac2-93d69d9ae9ac",
"Value": "Our priests gave sermons urging reason, and along with some careful
counter-spells to neutralize the Pitaxian bards' charms, it worked: the locals have
driven the Pitaxian agitators from the region."
},
{
"Key": "ff983d2a-b1b2-47d3-a8bf-66960a241af1",
"Value": "The royal bards recited tales of a grand future that awaits
everyone in the Stolen Lands, but they failed to sway anyone: the locals just made
fun of them, then turned to their new \"friends\" from Pitax."
},
{
"Key": "1fac7bb9-83b9-4cb0-a695-0d3264b395f5",
"Value": "Tales of a grand future that awaits everyone in the Stolen Lands
failed to sway anyone: the locals still prefer the sweet lies of the Pitaxian
agents."
},
{
"Key": "4ba7cb74-7e83-49a3-88a1-088f86999dd4",
"Value": "The royal bards' hilarious songs about Irovetti's past drove every
listener to laughter. Even the Pitaxian agents cracked a smile!"
},
{
"Key": "bb184288-ec3d-48b1-8b92-b43c86d2d66a",
"Value": "Pitaxian agitators are trying to lure locals away from the Stolen
Lands, promising a golden age under Irovetti's rule. Several families have already
left, and the rest are seriously considering the proposal."
},
{
"Key": "9cf42c00-ff6b-4db0-b2f5-f372b7e90c4d",
"Value": "Weak Pitaxian Influence"
},
{
"Key": "11b2b3bc-060c-43de-be40-067ad36c2f4d",
"Value": "The Regent's people failed to persuade all the locals to remain.
Two more families have left the kingdom for Pitax."
},
{
"Key": "e4e1ac73-d7c6-4a67-b536-b65c57c1af58",
"Value": "The Regent's people successfully persuaded the locals to remain.
Several who left the kingdom for Pitax have already returned."
},
{
"Key": "521e1cde-4eb4-473a-8198-29e681c983f1",
"Value": "The Grand Diplomat's people failed to persuade all the locals to
remain. Two more families have left the kingdom for Pitax."
},
{
"Key": "7bbddb5c-a483-4bcc-844c-d06e14aa1b4b",
"Value": "The Grand Diplomat's people successfully persuaded the locals to
remain. Several who left the kingdom for Pitax have already returned."
},
{
"Key": "dcc3dd3b-8f5a-4f40-85e0-dd197d1c9cc7",
"Value": "Pitaxian agitators are trying to lure locals away from the Stolen
Lands, promising a golden age under Irovetti's rule. Several families have already
left, and the rest are seriously considering the proposal."
},
{
"Key": "d8229a56-2f49-4b6e-8448-7751ddc32fc4",
"Value": "Weak Pitaxian Influence"
},
{
"Key": "56115dd4-0b6e-4cde-bc15-dd40d62a4cd7",
"Value": "The Regent's people failed to persuade all the locals to remain."
},
{
"Key": "9682e0ac-c8f2-4899-8847-601dd18aafea",
"Value": "The Regent's people successfully persuaded the locals to remain."
},
{
"Key": "1965a38d-2e97-4e2b-9b6f-6243775acb9e",
"Value": "The Grand Diplomat's people failed to persuade all the locals to
remain."
},
{
"Key": "39bb87ce-b5c6-4f61-b816-1e6a60f41f9a",
"Value": "The Grand Diplomat's people successfully persuaded the locals to
remain."
},
{
"Key": "aa178100-c783-42d2-96b4-8c8f92cd1363",
"Value": "Pitaxian agitators are trying to lure locals away from the Stolen
Lands, promising a golden age under Irovetti's rule. Some have already left, and
the rest are considering the proposal."
},
{
"Key": "b8e06885-e2e1-4a13-bcbb-75bb1c9c2353",
"Value": "Moderate Pitaxian Influence"
},
{
"Key": "97dd0e93-ef1c-4b94-ac76-c47f09edfa96",
"Value": "The Regent's people failed to persuade all the locals to remain."
},
{
"Key": "5c545cc0-0f0f-443f-8848-fdf36267c98e",
"Value": "The Regent's people successfully persuaded the locals to remain.
Several who left the kingdom for Pitax have already returned."
},
{
"Key": "16c9acd2-d39c-4f3b-8050-30baa5ebe157",
"Value": "The Grand Diplomat's people failed to persuade all the locals to
remain."
},
{
"Key": "5da20ce5-ace9-4a48-95d0-3a9adb9c73a2",
"Value": "The Grand Diplomat's people successfully persuaded the locals to
remain. Several who left the kingdom for Pitax have already returned."
},
{
"Key": "bac0b78f-157c-4ae5-a59f-72f10bef1469",
"Value": "Numerous Pitaxian agitators are working to lure the locals away
from the Stolen Lands, promising a golden age under Irovetti's rule. Tens, if not
hundreds of subjects have already left for this 'promised land', and many more are
contemplating the journey."
},
{
"Key": "a6626ee9-9dd0-4573-874e-f73535a46387",
"Value": "Overwhelming Pitaxian Influence"
},
{
"Key": "e37a4abe-89f3-42e2-87ed-1213eb0d8db1",
"Value": "The Regent's people failed to persuade all the locals to remain."
},
{
"Key": "26029901-30b4-4ae3-bbbb-6cba2c881cf2",
"Value": "The Regent's people successfully persuaded the locals to remain.
Several who left the kingdom for Pitax have already returned."
},
{
"Key": "779209ab-1ca0-4be2-b300-b26397d83480",
"Value": "The Grand Diplomat's people failed to persuade all the locals to
remain."
},
{
"Key": "7fcb8d1a-a2cf-40db-a350-2f2c1d13374e",
"Value": "The Grand Diplomat's people successfully persuaded the locals to
remain. Several who left the kingdom for Pitax have already returned."
},
{
"Key": "22d4c4f9-2590-42d9-965a-1f0e9f6b067a",
"Value": "Pitaxian agitators are trying to lure locals away from the Stolen
Lands, promising a golden age under Irovetti's rule. Several have already left, and
the rest are considering the proposal."
},
{
"Key": "99b68e09-2af2-4cd6-97cc-3f7e0b4b61d5",
"Value": "Weak Pitaxian Influence"
},
{
"Key": "451e9b7a-92bf-4c41-aaf5-173ff72f47c6",
"Value": "The Regent's people failed to persuade all the locals to remain."
},
{
"Key": "31ae2917-541e-4095-a882-99169fe96028",
"Value": "Efforts by the Regent's agents to persuade the people to remain
were so successful that some Pitaxian families moved to the Stolen Lands as well!"
},
{
"Key": "982f1287-5736-4b6b-b3e8-acd1a7b905d9",
"Value": "The Grand Diplomat's people failed to persuade all the locals to
remain."
},
{
"Key": "66ca3984-f206-4ca9-a357-afff13546a84",
"Value": "The Grand Diplomat's agents to persuade the people to remain were
so successful that some Pitaxian families moved to the Stolen Lands as well!"
},
{
"Key": "bc0a9e25-110a-4e84-ada4-0f0ea435f70e",
"Value": "Pitaxian agitators are trying to lure locals away from the Stolen
Lands, promising a golden age under Irovetti's rule. Many families have already
left, and the rest are seriously considering the proposal."
},
{
"Key": "ada6e2d8-4097-4faa-86c3-16eb2df58a1d",
"Value": "Widespread Pitaxian Influence"
},
{
"Key": "f91baa93-c591-4714-bd3b-df67efe31d3f",
"Value": "The Regent's people failed to persuade all the locals to remain."
},
{
"Key": "a95bdda4-48c8-4045-894f-a2080fac3254",
"Value": "The Regent's people successfully persuaded the locals to remain.
Several who left the kingdom for Pitax have already returned."
},
{
"Key": "dc6e6225-f2c6-429a-b53e-6d3eed8ea6e5",
"Value": "The Grand Diplomat's people failed to persuade all the locals to
remain."
},
{
"Key": "ca1a0de0-a2d4-409f-aadb-751ceafbf240",
"Value": "The Grand Diplomat's people successfully persuaded the locals to
remain. Several who left the kingdom for Pitax have already returned."
},
{
"Key": "a0a0bad0-7a45-41aa-991c-2637a6fe2a62",
"Value": "Pitaxian agitators are trying to lure locals away from the Stolen
Lands, promising a golden age under Irovetti's rule. Many families have already
left, and the rest are seriously considering the proposal."
},
{
"Key": "cde0142b-ed27-4f7c-a12b-07ee5f38a628",
"Value": "Widespread Pitaxian Influence"
},
{
"Key": "74f6bfdf-9887-4282-9845-b554eade2ca3",
"Value": "The Regent's people failed to persuade all the locals to remain."
},
{
"Key": "131199f2-3b51-4c9a-a386-569d9fd5599c",
"Value": "The Regent's people successfully persuaded the locals to remain.
Several who left the kingdom for Pitax have already returned."
},
{
"Key": "a5a2c91f-0ab2-4fe3-8162-fbf6537c8215",
"Value": "The Grand Diplomat's people failed to persuade all the locals to
remain."
},
{
"Key": "06b38790-99d4-435b-a7de-b35077ac4cb2",
"Value": "The Grand Diplomat's people successfully persuaded the locals to
remain. Several who left the kingdom for Pitax have already returned."
},
{
"Key": "8cb13bca-32af-427f-b871-dae36f66a40a",
"Value": "Pitaxian agitators are trying to lure locals away from the Stolen
Lands, promising a golden age under Irovetti's rule. Many families have already
left, and the rest are seriously considering the proposal."
},
{
"Key": "66b2e4e6-6b1b-4aef-80ab-de13699a13c5",
"Value": "Widespread Pitaxian Influence"
},
{
"Key": "a020b238-eef0-4543-b38d-bdbac8db5780",
"Value": "The Regent's people failed to persuade all the locals to remain."
},
{
"Key": "a7b2b735-c923-46ef-9e29-d3bacac11727",
"Value": "The Regent's people successfully persuaded the locals to remain.
Several who left the kingdom for Pitax have already returned."
},
{
"Key": "b1fa098d-4bfb-40bb-8417-6ccfff33963a",
"Value": "The Grand Diplomat's people failed to persuade all the locals to
remain."
},
{
"Key": "53074db0-b5c9-4be9-9b52-bd2e8eda5fe2",
"Value": "The Grand Diplomat's people successfully persuaded the locals to
remain. Several who left the kingdom for Pitax have already returned."
},
{
"Key": "3c007ff0-030e-4d73-b7b3-b2a309fcd4da",
"Value": "Pitaxian agitators are trying to lure locals away from the Stolen
Lands, promising a golden age under Irovetti's rule. Some have already left, and
the rest are seriously considering the proposal."
},
{
"Key": "cbd3260c-9f8f-49c3-a1c8-52de7dea2d0a",
"Value": "Moderate Pitaxian Influence"
},
{
"Key": "68ccc2e0-0841-4478-8a67-4982d7bb1d67",
"Value": "The Regent's people failed to persuade all the locals to remain."
},
{
"Key": "001695e6-1505-4b5e-bfd0-023f4a9b2344",
"Value": "The Regent's people successfully persuaded the locals to remain.
Several who left the kingdom for Pitax have already returned."
},
{
"Key": "068a6953-14f5-4f96-9727-4c7159c30333",
"Value": "The Grand Diplomat's people failed to persuade all the locals to
remain."
},
{
"Key": "dcfd349a-3e1c-42ef-b8e6-64490c605321",
"Value": "The Grand Diplomat's people successfully persuaded the locals to
remain. Several who left the kingdom for Pitax have already returned."
},
{
"Key": "49540307-b608-40e5-9b85-f3e12af8b781",
"Value": "Numerous Pitaxian agitators are working to lure the locals away
from the Stolen Lands, promising a golden age under Irovetti's rule. Tens, if not
hundreds of subjects have already left for this 'promised land', and many more are
contemplating the journey."
},
{
"Key": "01e601e2-aa20-4679-9746-c05f27c77d47",
"Value": "Overwhelming Pitaxian Influence"
},
{
"Key": "592472ad-8c51-409c-9880-8cedd1e45449",
"Value": "The Regent's people failed to persuade all the locals to remain."
},
{
"Key": "0391b60b-1e00-490e-936b-8d3d279b84ba",
"Value": "The Regent's people successfully persuaded the locals to remain.
Several who left the kingdom for Pitax have already returned."
},
{
"Key": "b359bdab-f9df-41c8-bd0e-a3cabb3a12fd",
"Value": "The Grand Diplomat's people failed to persuade all the locals to
remain."
},
{
"Key": "eee57268-8450-4538-bbea-ad7ae7b3b971",
"Value": "The Grand Diplomat's people successfully persuaded the locals to
remain. Several who left the kingdom for Pitax have already returned."
},
{
"Key": "6a50e579-3727-44bc-bd72-50c41731d6ce",
"Value": "The whole region is being overwhelmed by monsters that appear from
thin air! Something must be done to counter the magic behind this invasion!"
},
{
"Key": "56ef11ee-9fd7-4757-8976-c011ca33e743",
"Value": "Pitaxian Presents"
},
{
"Key": "382fb754-1b93-4bfe-9af9-93a6db2a46a8",
"Value": "The soldiers sent by the General were defeated! Monsters continue
to ravage the region."
},
{
"Key": "15d55383-569d-4a89-a1fb-f69b8306320d",
"Value": "The soldiers sent by the General were defeated, but managed to take
the majority of the monsters with them."
},
{
"Key": "37633f7f-38ef-4f28-a22d-fe23bc73dfd7",
"Value": "The soldiers sent by the General slayed the vile monsters without
suffering any losses."
},
{
"Key": "3fda2fb3-9ff8-493f-bbd6-dd4e4fc14072",
"Value": "The Magister's mages failed to dispel the sinister magic. The
monsters continue to ravage the region."
},
{
"Key": "bd5924c5-3764-4832-9dc8-b6b43e5c0099",
"Value": "It took a while for the Magister's mages to locate the source of
the sinister magic and dispel it. But then the monster attacks quickly subsided."
},
{
"Key": "942e54a4-e573-4520-a19e-7783828b8c53",
"Value": "The Magister's mages dispelled the sinister magic, and the monsters
fled the region."
},
{
"Key": "2c698667-efbe-4915-a78d-c09c64d4c764",
"Value": "Nyrissa's actions led to the merging of the First World and the
Stolen Lands. The very matter of Golarion bends to the rules of the First World.
The people of the region will have to find a way to adapt to the new order of
things, or fall prey to it."
},
{
"Key": "ff2be1d4-c7a5-495f-b098-250700c4d724",
"Value": "Chaos of the First World"
},
{
"Key": "1846ce57-ef14-40b0-848e-65be4480414a",
"Value": "The First World is imposing its own rules upon the very fabric of
Golarion."
},
{
"Key": "79f9a3f5-aee4-4110-91b5-af2782587e6f",
"Value": "The world has shattered, and there's nothing we could do about it.
It appears that the gods have failed us. All is lost."
},
{
"Key": "5bada9b4-7625-4b3b-bbb5-9af2d1bd6830",
"Value": "The most powerful mages and clerics in the kingdom are holding the
chaos of the First World at bay. Under such protection, the region is sure to
survive."
},
{
"Key": "d0300b19-cabf-4ea2-9cab-2c559383d528",
"Value": "The most powerful mages and clerics in the kingdom have gathered
together to halt the incursion of the First World. So far they've barely held the
chaos of the First World at bay."
},
{
"Key": "a5fbc901-d248-48f9-8f8e-2dba1ea03fe3",
"Value": "Nyrissa is sending her most cunning fey agents to demolish our
roads and destroy the kingdom's bridges. With our supply lines cut off, the regions
will be easy prey to the fey."
},
{
"Key": "20a8b02b-f67a-45a5-9558-4491809aa438",
"Value": "Guile of the First World"
},
{
"Key": "ea42f905-dbde-4be5-a4eb-5eacc1b76c24",
"Value": "The fey are demolishing the region's bridges and roads."
},
{
"Key": "1603c279-dfeb-4903-b2c2-de0e3792aa97",
"Value": "The fey saboteurs destroyed the roads and bridges faster than we
could repair them. With our supply lines completely cut, the region is falling to
chaos."
},
{
"Key": "9220a87f-4562-4558-8587-98d022acfe86",
"Value": "We managed to catch all the saboteurs and repair the damage they
caused."
},
{
"Key": "24f4733f-13b7-41d0-9432-d30edf2030b8",
"Value": "We managed to catch most of the saboteurs and repair the damage
they caused, but some still linger in the region, plotting their next move."
},
{
"Key": "c31ea78f-a8c7-4892-9079-5a8e4b9d1e04",
"Value": "The fey invasion is taking quite a toll, and the kingdom is
suffering. We have to find a way to stop the fey, or we'll be facing certain ruin."
},
{
"Key": "f81fa1bf-fd8c-48ea-bc18-9df501428685",
"Value": "Relentless Fey Attacks"
},
{
"Key": "ae96be23-e455-4d1a-927b-d771fd9b1d20",
"Value": "Nyrissa is sending her most charismatic fey to lure our people from
the region with promises of peace and prosperity that awaits them in the First
World, once our kingdom falls. Bewildered, the people don't know who they should
trust."
},
{
"Key": "b2ac6744-c8cd-41db-95b4-ca279095926d",
"Value": "Lure of the First World"
},
{
"Key": "7b73a6aa-1b22-45b4-bf7a-24f32ad78fc7",
"Value": "The fey are confusing the region's people."
},
{
"Key": "77742e00-f6e0-4404-881a-fb129bea655c",
"Value": "The fey's promises were so tempting that many fell under their
influence, saying that they would rather bow to Nyrissa than die with their {mf|
King|Queen}. Some are already actively working against us!"
},
{
"Key": "80b345d1-282c-40f2-88cc-d22fb894f937",
"Value": "The fey's promises were tempting, but your subjects remained
resolute. Meeting only failure, the fey retreated back to the First World."
},
{
"Key": "6775c4d1-2f71-4280-8fb5-65e178a3b525",
"Value": "The fey's promises were tempting, and they achieved some success
among the populace. They'd already caused quite a bit of chaos before the people
caught on to their insidious plan. But in the end their little game failed, and the
fey have retreated back to the First World for now."
},
{
"Key": "22b16f5e-8aea-42de-a636-24a197e4a1f4",
"Value": "Nyrissa is assaulting the region with fey forces from the First
World. The people are bracing themselves for their final stand against almost
certain doom."
},
{
"Key": "65b85900-2532-4ec5-b21b-c6039049ca8f",
"Value": "First World Assault"
},
{
"Key": "040f25a2-a178-47bb-97f0-672e34e01350",
"Value": "The fey are assaulting the region in force."
},
{
"Key": "f85ceb81-963d-4d41-b2f6-34012dbdeb8e",
"Value": "We failed to repel the attacks. The fey army seems far more
maneuverable than our own, and they simply avoided the battle. Their forces still
linger in the region."
},
{
"Key": "6fc8f29e-6376-40ff-868a-eafa68e6d8de",
"Value": "We repelled the attacks and defeated the fey force."
},
{
"Key": "2d064429-1628-4623-a3a5-aebf5e083b45",
"Value": "We repelled the attacks, and defeated the fey's main force. Their
survivors retreated, but still remain in the region."
},
{
"Key": "8302f0dd-fc68-4645-91be-0827b8dd92cd",
"Value": "Our arcane specialists are researching the strange and ominous
magic phenomenon."
},
{
"Key": "3f8ea624-76d4-41bf-9996-e35a283fda81",
"Value": "Magical Energy Keeps Building Up"
},
{
"Key": "496af15f-1446-4847-93ed-535faeb3895c",
"Value": "The scouts sent to confirm the sightings found nothing."
},
{
"Key": "f635ae5c-adec-49ce-9be5-d85764f93f59",
"Value": "The scouts sent to confirm the sightings have gone missing."
},
{
"Key": "767e32a0-9247-49e0-9047-bc92baefdf29",
"Value": "Our scouts confirmed the presence of monsters, and local militia
successfully eliminated the threat."
},
{
"Key": "f9ff7c5b-3aec-4d5c-82f8-9e5e0e8d3b3c",
"Value": "Our soldiers, guards and local militia clashed with the monsters,
and the battle ended in heavy losses on both sides."
},
{
"Key": "73431700-86f1-4e2f-82e9-eebdcfa5704f",
"Value": "The combined forces of our soldiers, guards and local militia made
one last stand against the monsters... and were defeated."
},
{
"Key": "c3510e7f-9c5a-4a35-b414-b13bd3d3daa1",
"Value": "Our soldiers, guards and local militia combined their forces and
stood united against the monsters. The beasts were successfully destroyed."
},
{
"Key": "f3e33f0f-ba06-4a73-a2fd-e8e328a43d55",
"Value": "The troops sent to destroy the monsters suffered heavy losses, and
failed to clear the region."
},
{
"Key": "de3b9a3d-66e4-4eb5-8530-e48a07a28718",
"Value": "The troops sent to destroy the monsters were defeated and viciously
slaughtered. The region continues to be ravaged, and the death count keeps
climbing."
},
{
"Key": "bc1383d8-415e-4318-aede-6f53dcea0c2e",
"Value": "The troops successfully repelled the attacks and slaughtered the
raiders. Peace has been restored in the region."
},
{
"Key": "7e6c221c-9142-44b3-83ec-d50e1aaff4f7",
"Value": "A massive troll force led by Hargulka is staging one final attack
against the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "ffb94e90-a4a2-49d2-9238-b740d4f972a2",
"Value": "Massive Troll Attack"
},
{
"Key": "cafe30ee-0599-4c84-bc45-ccae7199c836",
"Value": "The trolls completely ravaged the {mf|barony|barony|kingdom|
kingdom}! {kingdomname} is destroyed."
},
{
"Key": "448b7e7c-0a8c-41ef-8ff9-1ea501a4523b",
"Value": "Troll bands are rampaging in the region. Somebody must stop them!"
},
{
"Key": "36e45fb0-4a8b-4b9b-9940-eacc96911516",
"Value": "Troll Raids"
},
{
"Key": "8e4f6bbb-c967-4023-92f2-705e42edea05",
"Value": "Trolls continue to destroy everything in the region."
},
{
"Key": "184d15f4-4049-4091-a016-5c642656eb99",
"Value": "Massive bands of trolls are rampaging through the region,
destroying everything in their path."
},
{
"Key": "7c20f93f-466a-4778-a34e-9675bc175f0a",
"Value": "Troll Rampage"
},
{
"Key": "78045984-3126-4682-beb5-32dcd749e34a",
"Value": "The combined forces of troops, guards and local militia made one
final stand against the troll forces � but they were outnumbered and quickly
overwhelmed. Trolls continue to wreak havoc in the region."
},
{
"Key": "eb61519c-fc3d-4c8c-b936-c9f63b54eaf0",
"Value": "A savage war between trolls and soldiers rages throughout the
region. It seems as though the battles and ambushes will never cease."
},
{
"Key": "9e982be3-c3ed-4f2a-ac81-718a0cf616a5",
"Value": "The General's troops defeated the trolls and banished them from the
region. The locals can enjoy peace once again."
},
{
"Key": "b6acceec-7438-4cec-a1ad-56f0b724378d",
"Value": "The combined forces of troops, guards and local militia made one
final stand against the troll forces � but they were outnumbered and quickly
overwhelmed. Trolls continue to wreak havoc in the region."
},
{
"Key": "a1a712b5-faaf-45a2-8175-b8fb12afe0de",
"Value": "A savage war between trolls and soldiers rages throughout the
region. It seems as though the battles and ambushes will never cease."
},
{
"Key": "e2324b11-3034-40b9-b9d4-68faf788f1ba",
"Value": "The General's troops defeated the trolls and banished them from the
region. The locals can enjoy peace once again."
},
{
"Key": "bd5d5044-1e90-470f-9cf5-bde42c8cb682",
"Value": "Bands of marauding trolls have been seen throughout the region. The
people are frightened and beg for protection."
},
{
"Key": "c6e47fd6-b664-42d7-8c61-976e2160ea1b",
"Value": "Troll Sightings"
},
{
"Key": "b39d8df3-e9f3-4d0d-8ecd-42b13d8b57d3",
"Value": "Artisans sent a token of gratitude for paying special attention to
the industrial growth of the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "db54f85c-b887-42a1-a721-213304e21bdf",
"Value": "Artisans sent a token of gratitude for paying special attention to
the problems of the subjects."
},
{
"Key": "d7cd34fe-bb80-45d9-afa0-5a941e971b9d",
"Value": "Artisans sent a token of gratitude for paying special attention to
the economic well-being of the {mf|barony|barony|kingdom|kingdom}'s citizens."
},
{
"Key": "a3b0dff6-894b-4954-8bb5-acf4263eca32",
"Value": "Artisans sent a token of gratitude for paying special attention to
the culture and education of the {mf|barony|barony|kingdom|kingdom}'s citizens."
},
{
"Key": "2d43db12-f81d-48e6-a161-b1b228412ec6",
"Value": "Artisans sent a token of gratitude for paying special attention to
the development of magic in the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "f4c296c3-ff88-442d-adda-3f92829356cd",
"Value": "Artisans sent a token of gratitude for paying special attention to
the safety of the people of the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "869b4bd4-fa07-4583-b910-3724075f12e6",
"Value": "Artisans sent a token of gratitude for paying special attention to
diplomatic efforts."
},
{
"Key": "634e3553-1d2b-43c0-be13-942eef86cb2d",
"Value": "Artisans sent a token of gratitude for paying special attention to
the problems of religion."
},
{
"Key": "5f7240a7-cc0c-4b61-99e4-9b1b22390749",
"Value": "Artisans sent a token of gratitude for paying special attention to
the protection of the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "b10b617a-a47d-4262-a191-3b647f10834c",
"Value": "Artisans sent a token of gratitude for paying special attention to
the well-being of the subjects."
},
{
"Key": "34363856-50ae-4958-b6aa-e6a0fdab5778",
"Value": "The time has come to claim the Stolen Lands as your own."
},
{
"Key": "da8bf1f5-c912-4bc6-8fce-b0b15a13f567",
"Value": "Barony is Founded"
},
{
"Key": "96ac91be-aa0d-46de-8e64-adb3437925a2",
"Value": "The {mf|baron's|baroness'|King's|Queen's} birthday is a special
date for our young nation. It is thanks to {mf|him|her} that we had the opportunity
to claim the Stolen Lands, and establish a new country in Golarion. Today is a day
to forget about our troubles and revel in celebration. Today is a day to
remember!\nJamandi Aldori has sent her best swordlords to participate in friendly
combat and demonstrate their skill. Without a doubt, this will be a feast for the
eyes!"
},
{
"Key": "feb5ac87-d371-46d7-9029-90ec4333ef96",
"Value": "Happy Birthday to You, {mf|Baron|Baroness|King|Queen}!"
},
{
"Key": "a1d1d7f2-df31-4d02-a32a-c1c6fde4b7d1",
"Value": "The celebrations were spectacular! Everyone participated in the
revelries � from the peasants to the {mf|baron's|baroness'|King's|Queen's}
entourage."
},
{
"Key": "f8ece65f-f0a4-4eb5-9d8a-e62e410578d9",
"Value": "The {mf|baron's|baroness'|King's|Queen's} birthday is a special
date for our young nation. It is thanks to {mf|him|her} that we had the opportunity
to claim the Stolen Lands, and establish a new country in Golarion. Today is a day
to forget about our troubles and revel in celebration. Today is a day to
remember!\nOfficial visitors have come from all across the River Kingdoms � except
Pitax. Their loss!"
},
{
"Key": "ed8c6666-099c-48c5-86d9-ced4413c8e54",
"Value": "Happy Birthday to You, {mf|Baron|Baroness|King|Queen}!"
},
{
"Key": "dc2d3157-29af-4a9b-87cf-c44a90276e4a",
"Value": "The celebrations were spectacular! Everyone participated in the
revelries � from the peasants to the {mf|baron's|baroness'|King's|Queen's}
entourage."
},
{
"Key": "0bbcc8a8-9439-4e50-a181-b31d901dc792",
"Value": "The {mf|baron's|baroness'|King's|Queen's} birthday is a special
date for our young nation. It is thanks to {mf|him|her} that we had the opportunity
to claim the Stolen Lands, and establish a new country in Golarion. Today is a day
to forget about our troubles and revel in celebration. Today is a day to
remember!\nOur celebrations have inspired wandering traders from across Golarion to
pay us a visit! They brought in rare wares and baubles from overseas to please the
local customers, and forged profitable contracts with our merchants."
},
{
"Key": "5f7d6376-8805-4dad-998e-90bd16f1225c",
"Value": "Happy Birthday to You, {mf|Baron|Baroness|King|Queen}!"
},
{
"Key": "93af3f9b-af0e-4f19-9a9b-a1a935017018",
"Value": "The celebrations were spectacular! Everyone participated in the
revelries � from the peasants to the {mf|baron's|baroness'|King's|Queen's}
entourage."
},
{
"Key": "eb702d0c-8417-4878-ae22-9feb19fbc83f",
"Value": "The {mf|baron's|baroness'|King's|Queen's} birthday is a special
date for our young nation. It is thanks to {mf|him|her} that we had the opportunity
to claim the Stolen Lands, and establish a new country in Golarion. Today is a day
to forget about our troubles and revel in celebration. Today is a day to
remember!\nLoyal subjects from across the country have gathered in the capital to
participate in the celebrations � and, with luck, to look upon the {mf|baron|
baroness|King|Queen} with their own eyes."
},
{
"Key": "65ff5489-b7f5-477c-922f-c24cfc1b6fc3",
"Value": "Happy Birthday to You, {mf|Baron|Baroness|King|Queen}!"
},
{
"Key": "4346a589-436f-4e7d-b032-590600edf545",
"Value": "The celebrations were spectacular! Everyone participated in the
revelries � from the peasants to the {mf|baron's|baroness'|King's|Queen's}
entourage."
},
{
"Key": "d2b3db00-8a91-4bf5-bf69-e9c87b7ea9aa",
"Value": "The {mf|baron's|baroness'|King's|Queen's} birthday is a special
date for our young nation. It is thanks to {mf|him|her} that we had the opportunity
to claim the Stolen Lands, and establish a new country in Golarion. Today is a day
to forget about our troubles and revel in celebration. Today is a day to
remember!\nDuring these troubled times, any relief is welcome. Attendants from
every region of our country have rallied around the {mf|baron|baroness|King|Queen}
for better or worse, ready to carry out the will of their ruler."
},
{
"Key": "2a558a71-2174-46be-af1a-62ecade9cb0b",
"Value": "Happy Birthday to You, {mf|Baron|Baroness|King|Queen}!"
},
{
"Key": "fc268188-c3ae-47c0-9d65-f16aca8207e4",
"Value": "The celebrations were spectacular! Everyone participated in the
revelries � from the peasants to the {mf|baron's|baroness'|King's|Queen's}
entourage."
},
{
"Key": "a64a7ee8-3ad0-48b4-b10c-954dbb8eadbe",
"Value": "Artisans sent gifts to the ruler of the land. They would be happy
if these tokens of appreciation pleased the {mf|baron|baroness}."
},
{
"Key": "dd51194d-37ba-4734-adb1-cdc23b291319",
"Value": "Token of Gratitude for the Baron{mf||ess}"
},
{
"Key": "1b2c6cff-eea3-4f3d-af2c-8beb67a463ef",
"Value": "Gifts for the Baron{mf||ess}"
},
{
"Key": "0a756b30-3ade-4806-86af-72ace6f6aa36",
"Value": "Gifts of artisans were placed in the personal vault of the {mf|
baron|baroness}."
},
{
"Key": "d73da3d4-4ff8-405a-a7a0-51136015d088",
"Value": "The barony went through important changes during the last month."
},
{
"Key": "294d4b04-2ff7-46e9-b842-5a38d850faa9",
"Value": "Caring about the state and the subjects is bearing fruit."
},
{
"Key": "2a111b53-2cf5-4391-996a-deba9dd5fa83",
"Value": "Barony Keeps Growing"
},
{
"Key": "9f6b3997-8286-4a14-a0e4-54a5575d57f2",
"Value": "The riots spreading across the {mf|barony|barony|kingdom|kingdom}
must be addressed at once. One of the advisors can speak to the enraged people and
ask for their support, which the state so badly needs in these dark times."
},
{
"Key": "9a62055f-9f13-46af-b1a2-7a0e11e9236c",
"Value": "Address the {mf|Barony|Barony|Kingdom|Kingdom}"
},
{
"Key": "41de800c-9512-4196-89ba-6a77fc5205c4",
"Value": "The crowd booed the {mf|baron's|baroness'|King's|Queen's}
ambassador. The guards struggled to keep back the crowd, who are fed up with their
ruler's excuses."
},
{
"Key": "6d5be0cf-7ec1-4a02-a159-b4d696d0077b",
"Value": "The crowd heeded the call for mercy and patience. The riots in the
{mf|barony|barony|kingdom|kingdom} subsided. The people have decided to give their
ruler a second chance."
},
{
"Key": "b2c4a627-3902-41d2-bf44-b1e055bc8b6f",
"Value": "The crowd booed the {mf|baron's|baroness'|King's|Queen's}
ambassador. The guards struggled to keep back the crowd, who are fed up with their
ruler's excuses."
},
{
"Key": "767f089c-8aed-4e62-8e5b-8df2112f284c",
"Value": "The crowd heeded the call to mercy and patience. The riots in the
{mf|barony|barony|kingdom|kingdom} subsided. People decided to give their ruler the
second chance."
},
{
"Key": "77419786-72f9-4bde-bf46-cfed22a6819a",
"Value": "The crowd booed the {mf|baron's|baroness'|King's|Queen's}
ambassador. The guards struggled to keep back the crowd, who are fed up with their
ruler's excuses."
},
{
"Key": "77c7418b-1d51-4feb-9397-cebb0a5aa860",
"Value": "The crowd heeded the call to mercy and patience. The riots in the
{mf|barony|barony|kingdom|kingdom} subsided. People decided to give their ruler the
second chance."
},
{
"Key": "50a2a444-af2a-4626-9103-640d57f3bd0d",
"Value": "The people of the {mf|barony|barony|kingdom|kingdom} are unhappy,
and wish for their pleas to be heard. The Treasurer could distract the citizens
from their troubles by throwing a glorious festival, with entertainment and a feast
for everyone. If these measures are taken within five days and the treasury
allocates an incredible amount of resources, the riots will surely subside."
},
{
"Key": "6cf8373c-2e7d-4482-a7f6-83226ee3c357",
"Value": "Feast for the Afflicted"
},
{
"Key": "d5947a0b-ecb5-4cd9-ad17-dc5b2f3f818c",
"Value": "The Treasurer arranged a fancy festival, which was attended by {mf|
hundreds|hundreds|thousands|thousands} of citizens! The people forgot all about
their troubles while they drank wine and had some fun."
},
{
"Key": "5abb4a23-88d5-422d-a69b-83666071857b",
"Value": "There's rioting in the towns and villages. The people are taking to
the streets to unite against their common enemy � the {mf|baron|baroness|King|
Queen} and {mf|his|her } supporters! It's time to act firmly! An advisor must solve
the problem through force of arms."
},
{
"Key": "72752fb1-0ae1-49b4-a5af-f407a2023cb0",
"Value": "The Last Resort"
},
{
"Key": "8163e04a-fa51-4c5a-bed5-61f9fe08add6",
"Value": "The army failed to hold back the angry crowd. The rioters
indiscriminately cut down anyone who remained on the side of the {mf|baron|
baroness|King|Queen}."
},
{
"Key": "f9be887a-0b65-4f93-aa65-719729095430",
"Value": "A show of force quickly brought the rioters back to reality. Those
who managed to escape are hiding in their homes, afraid to show their faces in the
streets. A fragile peace is beginning to take root in the {mf|barony|barony|
kingdom|kingdom}."
},
{
"Key": "3c1ef009-8e35-4247-998e-717d43b1e740",
"Value": "The guards failed to hold back the angry crowd. The rioters
indiscriminately cut down anyone who remained on the side of the {mf|baron|
baroness|King|Queen}."
},
{
"Key": "03059034-e0dc-430c-9150-e73d5c97e10b",
"Value": "A show of force quickly brought the rioters back to reality. Those
who managed to escape are hiding in their homes, afraid to show their faces in the
streets. A fragile peace is beginning to take root in the {mf|barony|barony|
kingdom|kingdom}."
},
{
"Key": "5405e7ca-3372-4e9d-96e6-b7bd50468dc8",
"Value": "The agents failed to hold back the angry crowd. The rioters
indiscriminately cut down anyone who remained on the side of the {mf|baron|
baroness|King|Queen}."
},
{
"Key": "e7bf420d-8d9c-4108-a8e5-97ef5f7f1012",
"Value": "A show of force quickly brought the rioters back to reality. Those
who managed to escape are hiding in their homes, afraid to show their faces in the
streets. A fragile peace is beginning to take root in the {mf|barony|barony|
kingdom|kingdom}."
},
{
"Key": "97f04b0f-a47f-4d15-aaf4-2a75e870926e",
"Value": ""
},
{
"Key": "3671c186-91ce-428d-b961-2aa4695a6717",
"Value": ""
},
{
"Key": "412dc5f8-4069-4819-86af-c6c8af2f8a5f",
"Value": "Completing this project allows you to receive a random item from
one of your Black Markets. This project is available once every 3 months for each
Black Market building in one of your settlements. Only one such project can be
active at a time."
},
{
"Key": "8c093f24-dc2d-497c-8e70-7ff8b48b8c77",
"Value": "Extraordinary Goods from the Black Market"
},
{
"Key": "90314f96-705b-4fe2-9f20-863411df837a",
"Value": "You've acquired a new item! Check your treasury to see what it is."
},
{
"Key": "1e65e249-a72f-4867-9694-92f6486adb2f",
"Value": "Rare Goods from the Black Market"
},
{
"Key": "5c82cc86-945f-4e10-8241-ad8993b03890",
"Value": "Goods from the Black Market"
},
{
"Key": "97e9c010-8b23-494c-a238-9f9b5f60f7a9",
"Value": "[Draft] You"
},
{
"Key": "13a6907d-ed1d-4fff-bea6-61dd28f418a0",
"Value": "For a reasonable fee, wizards from Nex can provide us with
extremely loyal golems to use as guards for the capital."
},
{
"Key": "5cc1b71b-1423-45fc-944f-e572bcb74a93",
"Value": "Eternal Guardians"
},
{
"Key": "9e382a61-a5be-445b-9973-5833fed045f7",
"Value": "The golems stand ready to protect the capital."
},
{
"Key": "7b24b14c-9cd6-4784-83e6-db8ac4ecc69c",
"Value": "Materials from the Library of Nethys allowed research that will
advance the understanding of magic. +2 bonus to Divine and Arcane."
},
{
"Key": "0d76d5ef-09e0-4d81-b7cb-1b0983750301",
"Value": "Research into the Origins of Magic"
},
{
"Key": "1a5fc94c-3cb0-4266-9c07-62c2c14b5795",
"Value": "Research completed!"
},
{
"Key": "f5756bf6-cbc5-46aa-b665-ef51c63b8906",
"Value": "For a reasonable fee, skilled necromancers can provide us with
extremely loyal undead guards."
},
{
"Key": "cfbae6e9-b680-4935-8de8-1f69af0f9a04",
"Value": "Undead Guards"
},
{
"Key": "5b78c94b-339d-49b6-a283-129ad9bfa97e",
"Value": "The undead guards are ready to protect the capital."
},
{
"Key": "8f31bcc3-534f-4111-a896-dddb0b16d821",
"Value": "Amiri's Training"
},
{
"Key": "cf02f8eb-d416-44f9-a677-0215fc2e0f8f",
"Value": "Your companion has leveled up."
},
{
"Key": "add018ae-0a5b-4da7-9cef-f2f2a7606fd5",
"Value": "Intensive training and expeditions into the wilderness improve your
companion's proficiency. This increases your companion's level, making them
suitable to join your current party."
},
{
"Key": "0c894799-bf79-4e77-9974-2efeff55b5f9",
"Value": "Ekundayo's Training"
},
{
"Key": "938768ab-78b0-4ca0-b35e-da0a93a12c3b",
"Value": "Harrim's Training"
},
{
"Key": "5f8d5957-932c-4162-85b1-368be1c82f2d",
"Value": "Jaethal's Training"
},
{
"Key": "65300ac6-8861-49e6-aa06-1a45bc75f693",
"Value": "Jubilost's Training"
},
{
"Key": "13307c80-7dcb-47e0-88ac-cd63efe6b41c",
"Value": "Linzi's Training"
},
{
"Key": "d6608a78-f918-4aa2-aba9-3b5aebcd512f",
"Value": "Nok-Nok's Training"
},
{
"Key": "34214978-a1c0-4e8c-be55-bc6e14f31aef",
"Value": "Octavia's Training"
},
{
"Key": "308acb63-5292-46bc-9ab0-14e78869519a",
"Value": "Regongar's Training"
},
{
"Key": "6d4ff008-671f-4482-97d1-897fd52ea41a",
"Value": "Tristian's Training"
},
{
"Key": "5d26923a-0adf-48b2-87cd-9e5e23824b45",
"Value": "Valerie's Training"
},
{
"Key": "cc4a3159-9848-43ed-9fcb-56bf2c463d55",
"Value": "Cost of buildings with static Economy bonus (Academy, Alchemist,
Exotic Garden, Library, Mage's Tower, Magic Shop, Magical Academy, Nethys' Academy,
Nethys' Library, Pathfinder Lodge, University) is reduced by 10%."
},
{
"Key": "bc4867dd-907d-4abb-8349-ee79b451e6d7",
"Value": "Arcane Lobby"
},
{
"Key": "c7003b38-bee3-45ad-9187-295f2dbeef3d",
"Value": "The project is complete."
},
{
"Key": "7f3af830-bd6c-4b8f-809c-fcb0c441474c",
"Value": "Undead workers are tireless and precise. They construct buildings
20% faster."
},
{
"Key": "523cc05f-734f-4e43-a8a9-efc07dd5cc99",
"Value": "Undead Builders"
},
{
"Key": "a3bbe028-f29d-4ff8-8551-d935e329a2f3",
"Value": "Project is completed."
},
{
"Key": "0e5f23cb-c1f3-41f6-8581-ed6757c8eac2",
"Value": "Magic protection with a state-wide area of effect. Provides
immunity to compulsions while fighting in the claimed regions."
},
{
"Key": "d2c2793c-93fb-40b3-99b0-4347db359610",
"Value": "Arcane Protection from Compulsions"
},
{
"Key": "7d8b0795-d4f1-4512-b008-559aa30f892e",
"Value": "Project is completed."
},
{
"Key": "44ef5e4d-2830-4673-bb11-7f17198308c4",
"Value": "Latest researches uncover the new secrets of spell resistance.
Provides 16 spell resistance to the baron and companions while fighting in the
claimed regions."
},
{
"Key": "8546a20d-c34c-4dae-bdcd-14922a08524f",
"Value": "Spell Resistance Discovery"
},
{
"Key": "9aef117c-8085-45be-8bfd-1cb008d57323",
"Value": "By paying attention to the community and heeding every call of
distress, Regent solves problems with +1 bonus."
},
{
"Key": "44de3ad0-49cc-4c97-a18d-841d13bb0648",
"Value": "Heeding to the Poor and Weak"
},
{
"Key": "206a8746-030f-4cff-a9df-6bbb9598a928",
"Value": "Project is completed."
},
{
"Key": "e632346b-b718-4921-8f83-756d2e3407ff",
"Value": "Cost of buildings with static Community bonus (Bardic College, City
Hall, Courthouse, Dwarven Bastion, Granary, Longhouse, Luxury Store, Mansion,
Monument, Noble's Villa, Pathfinder's Lodge, Temple of Abadar, Town Hall, Trade
Shop, Waterfront) is reduced by 10%."
},
{
"Key": "15f2f39e-960c-466e-b1b1-4f4eb7510802",
"Value": "Strong Nation"
},
{
"Key": "a6de0067-b0fe-4bdb-b8c9-49550684a51b",
"Value": "Project is completed."
},
{
"Key": "b9604764-ddf7-409a-8572-c4c565178905",
"Value": "Additional increase of Community by +1 when Great Success is
achieved in any event by Regent."
},
{
"Key": "9471f276-2fe6-46ea-8a31-fdee2f08e118",
"Value": "Favored by the People"
},
{
"Key": "507a7597-03d2-4b90-8357-4fde2ccca285",
"Value": "Project is completed."
},
{
"Key": "98577ba1-88b1-4b9b-ace9-21c5b7a14176",
"Value": "Provides +1 morale bonus to Armor Class and Saving Throws while
fighting in the claimed regions."
},
{
"Key": "988186c5-bcf8-4832-8841-b3b40f6952f5",
"Value": "Protectors of the Land"
},
{
"Key": "20f873e4-126f-47e2-b567-c3cc631979fc",
"Value": "The project is complete."
},
{
"Key": "183fbaa1-7027-43cd-b212-8a8ab0d66fd6",
"Value": "Cost of buildings with static Community bonus (Bardic College, City
Hall, Courthouse, Dwarven Bastion, Granary, Longhouse, Luxury Store, Mansion,
Monument, Noble's Villa, Pathfinder's Lodge, Temple of Abadar, Town Hall, Trade
Shop, Waterfront) is reduced by 15%."
},
{
"Key": "b3e05a6d-5ab2-47f5-9bb4-d97866ffe7d6",
"Value": "Blue Blood Community"
},
{
"Key": "b7e37a37-a840-4a80-8ab9-89d0e8fba628",
"Value": "Project is completed."
},
{
"Key": "e6e72f11-9a5d-4eb8-8725-2961872d4ee1",
"Value": "Increase Loyalty by +1 whenever the Regent has a Success or
Triumph."
},
{
"Key": "3b2f7b29-9932-4847-877f-782fb0558ed6",
"Value": "Loyalty of the Masses"
},
{
"Key": "bac6e034-58d7-4123-9d47-4acdacf09591",
"Value": "The project is complete."
},
{
"Key": "4dacc226-3865-4721-97ff-085dbd94e06e",
"Value": "The Regent has a +2 bonus when resolving situations."
},
{
"Key": "5bcd7609-5dc8-41a8-badc-f37f757cf551",
"Value": "Community of Loyalists"
},
{
"Key": "d6e0f9e2-a8d7-4227-98a1-b6ae982b3459",
"Value": "The project is complete."
},
{
"Key": "fcb0108c-b6f9-41c4-bd5e-4e84470cc1cd",
"Value": "Increase Stability by +1 whenever the Regent has a Success or
Triumph."
},
{
"Key": "9ac7c589-19ac-42aa-a665-24504df0a9d0",
"Value": "Stability by Nobility"
},
{
"Key": "583c45d2-c3fb-4657-910b-e5bf17f937d2",
"Value": "The project is complete."
},
{
"Key": "c43cfe3f-f2fe-411d-b745-ffddf1af0aa4",
"Value": "Cost of buildings with static Culture bonus (Barbarian Arena,
Bardic College, City Hall, Festival, Longhouse, Mansion, Museum, Pathfinder's
Lodge, Royal Museum, Theater, Town Hall, University, Waterfront) is reduced by
15%."
},
{
"Key": "93bd2f23-158b-440b-8a78-0675ab8b5818",
"Value": "Improving Cultural Development"
},
{
"Key": "b53d2fc0-d0e6-452a-b1be-9ca7fbe1f40f",
"Value": "The project was a success."
},
{
"Key": "ca4eaeec-630e-4de9-8eca-313659d16ff5",
"Value": "Divine protection from poison. Provides immunity to poisons while
fighting in the claimed regions."
},
{
"Key": "49453774-8c64-4cca-9bcc-333cda000ad4",
"Value": "Divine Protection from Poison"
},
{
"Key": "c5fad7f6-b45d-4707-8f4a-95c619079e53",
"Value": "Project is completed."
},
{
"Key": "8dddd14d-9244-4eef-8eb4-491314a1c38a",
"Value": "Divine protection from fear. Provides immunity to fear effects
while fighting in the claimed regions."
},
{
"Key": "c89bf631-4e1d-4376-b92d-0814f822eea3",
"Value": "Divine Protection from Fear"
},
{
"Key": "053ef680-6109-4b9e-957f-ca6be7949645",
"Value": "Project is completed."
},
{
"Key": "ff275ae5-2029-4394-ad23-8de5fec53029",
"Value": "Cost of buildings with static Economy bonus (Academy, Alchemist,
Exotic Garden, Library, Mage's Tower, Magic Shop, Magical Academy, Nethys' Academy,
Nethys' Library, Pathfinder Lodge, University) is reduced by 15%."
},
{
"Key": "75a5fc20-bf01-4c48-aeff-c820672faf57",
"Value": "Improving Economic Status"
},
{
"Key": "a5cdf86a-cae3-4167-bc6d-ce3b4bdbc8ef",
"Value": "Project is completed."
},
{
"Key": "29b736e3-b05e-4180-85b2-0237dfebf596",
"Value": "Allows easier solution of economic opportunities, providing +2
bonus to solve any opportunity with Treasurer."
},
{
"Key": "b1f9c07b-8da4-4599-99a3-77b6175a07fe",
"Value": "Legal Contraband"
},
{
"Key": "cfd3ed70-34a2-40ed-979f-93ab7ff67e43",
"Value": "Project is completed."
},
{
"Key": "dac8caaf-b208-4a8b-bf58-96bc2559a86c",
"Value": "Allows easier solution of economic problems, providing +2 bonus to
solve any problem with Treasurer."
},
{
"Key": "81f893fc-8ee4-4cdd-8411-92a5715a1d71",
"Value": "Customs"
},
{
"Key": "a740c949-4aba-41fd-bded-0a16e8c6b479",
"Value": "Project is completed."
},
{
"Key": "060f0b6c-9d93-48c1-b2fd-ef43b0bdfc92",
"Value": "Provides +1 BP per day for each 1000 BP in treasury at that time
(not more than 5 BP per day)."
},
{
"Key": "16aa8724-69cf-42c4-b02c-d35ea1cbbc46",
"Value": "Minting Coin"
},
{
"Key": "189f8414-313f-48aa-b57c-6ae59a8fdcbf",
"Value": "Project is successful."
},
{
"Key": "55cccb12-672e-40a0-b842-22496f0d0e40",
"Value": "Provides +2 BP per day for each 1000 BP in treasury at that time,
not more than 10 BP per day. Make Espionage DC 25 check with current Minister each
week, reducing Economy, Loyalty, Community and Relations by 3 on any fail."
},
{
"Key": "70886be1-1ce1-4375-a48d-8ddf43faf3b5",
"Value": "Minting Half-Weight Coins"
},
{
"Key": "50e87cbe-12d0-4888-af41-d97c1c6a6a71",
"Value": "Send scouts to the Shrike Hills and the South Narlmarches to
uncover potential threats and points of interest."
},
{
"Key": "0f750fee-7ab2-4b67-8c53-613d66914462",
"Value": "Scouting the Central Regions"
},
{
"Key": "b9f5c8d3-34ee-4b9c-b0dd-668782886835",
"Value": "Our scouts have returned with news."
},
{
"Key": "bbbee128-d53f-4fd1-bdc5-6b62d841fae7",
"Value": "Send scouts to the Outskirts and the North Narlmarches to uncover
potential threats and points of interest."
},
{
"Key": "4a900b28-a6cc-41d3-b456-547872a65d7a",
"Value": "Scouting the Northern Regions"
},
{
"Key": "9758faf8-82dd-4034-b3fd-09d68ed5ae16",
"Value": "Send scouts to the Kamelands and Silverstep to uncover potential
threats and points of interest."
},
{
"Key": "183b7cf3-5050-4e2f-ae80-e66d60ad520a",
"Value": "Scouting the Eastern Regions"
},
{
"Key": "974eb691-4310-46f6-ae00-66122618410f",
"Value": "Send scouts to Dunsward, the Tors of Levenies and Varnhold to
uncover potential threats and points of interest."
},
{
"Key": "428be2cd-5e5f-4ea4-8264-18dd5d5f000a",
"Value": "Scouting the Northeastern Regions"
},
{
"Key": "118fce46-3153-4ba5-b463-e7ba2eb156ab",
"Value": "Send scouts to the Dire Narlmarches to uncover potential threats
and points of interest."
},
{
"Key": "cf7177be-ab37-443b-94cb-0edd4bccb188",
"Value": "Scouting the Dire Narlmarches"
},
{
"Key": "1de4bbfa-a248-4f63-9368-c9fa763ba843",
"Value": "Send scouts to the Glenebon Uplands to uncover potential threats
and points of interest."
},
{
"Key": "ec5ea72a-9978-477e-927b-1ec4ec4ad177",
"Value": "Scouting Glenebon"
},
{
"Key": "b329bf55-9012-4e4b-95d8-40a8616f122e",
"Value": "Send scouts to Pitax to uncover potential threats and points of
interest."
},
{
"Key": "49af692a-8cc7-47b9-a0f7-1a6df3c5bf34",
"Value": "Scouting Pitax"
},
{
"Key": "c55d8da5-301c-4a89-9d57-11f324b5f79c",
"Value": "Receive +1 to Espionage every time Minister fails to solve event."
},
{
"Key": "d3c396e6-1b71-42be-ae85-75ae0148070b",
"Value": "Loyal Spies"
},
{
"Key": "3e63f685-1fe9-49b6-b408-cdd70776a938",
"Value": "Project is completed."
},
{
"Key": "74235d5c-e7b9-4f71-b2d0-ec143f7ded3c",
"Value": "Cost of buildings with static Loyalty bonus (Alchemist, Bardic
College, City Hall, Everflowing Spring, Exotic Garden, Herbalist, Magic Shop,
Monument, Park, Swordlords' Academy, Temple of Caiden, Town Hall) is reduced by
10%."
},
{
"Key": "b837c6fc-c340-414d-b0b1-74f04e67fe7b",
"Value": "Love of the Folk"
},
{
"Key": "392731bf-c72d-4ac5-aefa-303ed8d74d74",
"Value": "Project is completed."
},
{
"Key": "db372f68-a9c1-4319-8942-dcbc5f5b1661",
"Value": "Provides the Councilor a +2 bonus when resolving situations."
},
{
"Key": "607f2b27-3730-4472-b338-a221eed6fc83",
"Value": "The Helping Hand"
},
{
"Key": "e9ceff6b-d26f-413f-bc2f-be5a3a0eab15",
"Value": ""
},
{
"Key": "c50ab42b-6692-4ff0-af7f-25e28011caa3",
"Value": "Project is completed."
},
{
"Key": "8d57d187-78f6-4502-938d-dc9488caf0dd",
"Value": "Provide +2 bonus to solve events with General, but every time
result is Failure or Great Failure Military is reduced by 1."
},
{
"Key": "295696bd-0376-40ba-9d17-374403e94626",
"Value": "Ambitious Recruits"
},
{
"Key": "44c29e47-fbcf-4926-afef-6229afc6fc97",
"Value": "Project is completed."
},
{
"Key": "f2aaad7b-4c1e-47fe-8a95-f89c6aea4d5a",
"Value": "Gives the General a +1 bonus for taking advantage of an
opportunity."
},
{
"Key": "ca88d5ec-32c1-4175-84bd-09f24ffec9f5",
"Value": "Strength in Numbers"
},
{
"Key": "b582c156-4bd9-4110-9ace-38d9dfe8514c",
"Value": "Project is completed."
},
{
"Key": "9b33206e-b21a-485a-ba6f-1f860b035615",
"Value": "Provides +1 bonus to solve any problem with General."
},
{
"Key": "c7d9f73e-42a6-4813-ab2c-32d91a968924",
"Value": "Talented Recruits"
},
{
"Key": "45d5e41b-77aa-43cb-9a00-7d9ab0e3117b",
"Value": "Project is completed."
},
{
"Key": "c658e8a9-0372-4e3e-9a27-ca63ec79127d",
"Value": "Provides lucrative trade agreement that brings BP depending on
Relations value. 1-3 Relations ranks provide 1 BP/week, 4-5 ranks provide 2
BP/week, 6-7 ranks � 3 BP/week, 8-9 ranks � 4 BP/week, 10th rank� 5 BP/week."
},
{
"Key": "df5c4809-8d56-439d-a496-cf79b532a34d",
"Value": "Alkenstar Manufactory"
},
{
"Key": "62ad38ad-7fc8-4ccc-ad53-925aafb3d4a3",
"Value": "The project is complete."
},
{
"Key": "2c6b2644-b286-45a6-b2c1-ee3855b101de",
"Value": "Provides +1 bonus for solving problems with Warden and Magister."
},
{
"Key": "fb0f8c99-d4a7-4fe9-855a-bac07b2e8e26",
"Value": "Arcanamirium Sanctuary"
},
{
"Key": "27f127c8-4c9c-42be-af70-ff3a417525c0",
"Value": "The project is complete."
},
{
"Key": "a4c10ae9-464b-42da-9c7b-7d3aac8a798b",
"Value": "Provides +1 bonus to Community for any problems solved with result
of Failure of Great Failure by Regent. Provides +1 bonus to Stability for any
problems solved with result of Failure of Great Failure by Warden."
},
{
"Key": "c9260d77-b58f-4bdc-95c8-b3cf2d394cd4",
"Value": "Temple of Kurgess"
},
{
"Key": "2f3888c4-1ec8-4b6d-bba3-2d2f65b98dc6",
"Value": "The project is complete."
},
{
"Key": "d7004e0a-5f29-414b-9bb6-2cd258a8a4e5",
"Value": "Training camps near the capital allow for easier deployment of the
military should the need arise. Gives the General a +2 bonus for taking advantage
of opportunities."
},
{
"Key": "4971a1d0-b482-4026-ada4-221e017004a2",
"Value": "Training Camps near the Capital"
},
{
"Key": "0e840cfa-489a-4838-8213-84bd71eff83e",
"Value": "Project is completed."
},
{
"Key": "b3dbafad-f951-40e2-9fdc-661e8d0921de",
"Value": "Military camps at the border allow for immediate solutions to
military problems. Provides the General a +2 bonus when resolving problems."
},
{
"Key": "285633f7-56eb-45b6-be9b-a3803a5de24c",
"Value": "Border Training Camps"
},
{
"Key": "145d41e3-fbb0-49c3-bba1-b8c3514335f3",
"Value": "Project is completed."
},
{
"Key": "ddb6a7d1-6473-4a3b-973e-d13a5dbf1fea",
"Value": "Provides +1 morale bonus to attack and damage rolls while fighting
in the claimed regions."
},
{
"Key": "35b1bf78-b3b5-45c7-a457-3ade50c8f816",
"Value": "Land Defenders"
},
{
"Key": "db730e65-31bd-4393-a7c3-40976c8c0cae",
"Value": "Project is completed."
},
{
"Key": "63bb30c6-1289-40b7-94a2-0c10a4106242",
"Value": "Provides +1 morale bonus to attack and damage rolls while fighting
in the claimed regions."
},
{
"Key": "e04e16bd-7e6d-41be-8388-d316d30f3660",
"Value": "Land Defenders II"
},
{
"Key": "988cb0cb-f066-4d53-a9b7-c9436c3a4828",
"Value": "Project is completed."
},
{
"Key": "e298111c-17ac-4819-803b-10791a07abb9",
"Value": "Provides General with bonus to solve any event. Bonus value depends
on the Arcane rank, for ranks 1-4 it provides 0 bonus, for ranks 5-7 it provides +1
bonus, for rank 8-9 it provides +2 bonus and for rank 10 � +3 bonus."
},
{
"Key": "e2702906-e087-4c8a-b1c4-f7a68b2a4c41",
"Value": "Arcane Mastery"
},
{
"Key": "aa4ff8f8-a2f1-4bfa-b00a-dc44783aaf62",
"Value": "The project is complete."
},
{
"Key": "297457fa-8cda-4534-aa6f-034ce31c42bb",
"Value": "Provides General with bonus to solve any event. Bonus value depends
on the Relations rank, for ranks 1-4 it provides 0 bonus, for ranks 5-7 it provides
+1 bonus, for rank 8-9 it provides +2 bonus and for rank 10 � +3 bonus."
},
{
"Key": "a9d5bea5-5adc-4841-b0b9-f3115af2258d",
"Value": "Swordplay Mastery"
},
{
"Key": "ea36ada2-bd96-4882-bdbb-4557d17d7b92",
"Value": "The project is complete."
},
{
"Key": "c37b66d9-c604-4868-8bb9-03d9987d320a",
"Value": "+3 BP each time the Grand Diplomat successfully resolves a
situation."
},
{
"Key": "eb217d49-c1bb-4276-bff1-02e999a19c18",
"Value": "Improved Diplomacy"
},
{
"Key": "88bbb6d4-6a63-464a-8a81-183770733607",
"Value": "In the future, diplomats will bring in additional resources."
},
{
"Key": "469d05e4-51e0-4890-960f-ca094dbb3261",
"Value": "Region claims and upgrades cost 15% less."
},
{
"Key": "2fc97688-3ea5-4540-84db-caf3187e71be",
"Value": "Easier Claim"
},
{
"Key": "8bddfdaa-7dba-44d6-b837-80bf0640dac5",
"Value": "The project is complete."
},
{
"Key": "8c99d63d-bf72-4da0-9974-3be830d63c78",
"Value": "Region claims and upgrades cost 25% less."
},
{
"Key": "be9a2f0c-c9e9-42dd-91fc-f7bb7d9549b1",
"Value": "Easier Upgrades"
},
{
"Key": "d23d700f-d736-4fba-9f7c-b4f05d6528c4",
"Value": "The project is complete."
},
{
"Key": "afe891d7-df3a-4124-9852-939f7af3c39c",
"Value": "On lawful-chaotic axis: provides +3 to solve events with Warden for
kingdom with Lawful alignment; provides +3 to solve events with General for kingdom
with Neutral alignment; provides +3 to solve events with Minister for kingdom with
Chaotic alignment.\nOn good-evil axis: provides +3 to solve events with Regent for
kingdom with Good alignment; provides +3 to solve events with Treasurer for kingdom
with Neutral alignment; provides +3 to solve events with Councilor for kingdom with
Evil alignment."
},
{
"Key": "0279c2c1-ace8-4ab5-a339-bdbcf8878553",
"Value": "Wigmold's Prevention System"
},
{
"Key": "71ff39b8-c040-4247-a916-2357aeed10f5",
"Value": "The project is complete."
},
{
"Key": "41690224-2feb-47e6-b3f3-6f101bd75323",
"Value": "Cost of buildings with static Loyalty bonus (Castle, Cistern,
Courthouse, Dwarven Bastion, Everflowing Spriing, Fort, Hellknights' Castle, Jail,
Justiciaries' Garrison, Lighthouse, Military Academy, Swordlords' Academy, Temple
of Asmodeus) is reduced by 10%."
},
{
"Key": "6f3e86b9-90c1-4700-b7e2-4e97489c9b19",
"Value": "Laying the Foundation"
},
{
"Key": "56889bc8-5f49-4a43-9fa2-b53f770c8ce6",
"Value": "Project is successful."
},
{
"Key": "e2acfae4-bb83-4549-8c07-580939ef64af",
"Value": "Provides +2 bonus to solve any opportunity with Warden."
},
{
"Key": "4cf47a50-96e2-4f87-82f7-199e475b273f",
"Value": "Crime Prevention"
},
{
"Key": "3f079200-e9dc-4d4a-89d6-bbb1ddabf24d",
"Value": "Provides +2 bonus to solve any problem with Warden."
},
{
"Key": "9853ce7d-84c7-44ef-aaa1-51159444e938",
"Value": "Crimefighters"
},
{
"Key": "c373b6eb-f12b-4d81-944f-ff883a2cdfae",
"Value": "Project is completed."
},
{
"Key": "147c1acd-4947-486f-831e-2ab13064f679",
"Value": "Reduces the chance of random encounters in claimed regions by 40%."
},
{
"Key": "e32a9c89-b261-497f-a6e1-d922092d9841",
"Value": "Kingdom Defense"
},
{
"Key": "9521560b-4e89-46f8-ac54-afe9c38e4dc4",
"Value": "Project is completed."
},
{
"Key": "d4b23131-229c-424e-b353-39b2da528356",
"Value": "Cost of buildings with static Loyalty bonus (Castle, Cistern,
Courthouse, Dwarven Bastion, Everflowing Spriing, Fort, Hellknights' Castle, Jail,
Justiciaries' Garrison, Lighthouse, Military Academy, Swordlords' Academy, Temple
of Asmodeus) is reduced by 15%."
},
{
"Key": "70c4db3d-6e9c-4d9d-a93f-551b4a3d3e64",
"Value": "Fortifying the Foundation"
},
{
"Key": "8c516991-8012-435a-bd33-8c2f6b9e71a2",
"Value": "Project is completed."
},
{
"Key": "d0d0e8a0-3b40-405e-b19e-5c8b6a46831f",
"Value": "Reduces the chance of a random encounter in claimed regions by 60%.
Together with Kingdom Defence, completely eliminates random encounters in claimed
regions."
},
{
"Key": "dd8df71f-da4e-45ec-b51a-7a45157a3494",
"Value": "Kingdom Protection"
},
{
"Key": "c495ec91-8be8-4365-b16c-a874f90f9833",
"Value": "Project is completed."
},
{
"Key": "55aafa35-9451-4cd4-9f55-1cdfa8c65470",
"Value": "Long ago, the Abandoned Keep was a glorious dwarven outpost that
protected travelers and merchants in the region. It's time to restore it to its
proper name � the Silvershield Fortress � and commence reconstructing it, along
with that section of the Road of Shields."
},
{
"Key": "b65b721f-73ef-4fc5-a90c-2c440510a934",
"Value": "Restoration of the Silvershield Fortress"
},
{
"Key": "2822a74c-0285-48b6-b7f5-6722245fdbf9",
"Value": "You've made progress in the restoration work. A region upgrade
featuring this fortress is now available."
},
{
"Key": "30c0a69c-f8f9-4ac2-b95a-717b8fc47056",
"Value": ""
},
{
"Key": "2345c2a1-0022-4f2a-b4c6-d42010f3ac82",
"Value": ""
},
{
"Key": "e6ceb3fa-fb9a-437d-8701-451adf7d90bd",
"Value": ""
},
{
"Key": "a0e8e682-ad15-4047-8d99-953d082d509c",
"Value": "Allows for faster region claims and upgrades, reducing the time
required by half."
},
{
"Key": "624772a3-5c6d-4049-bdfc-315efcfdc11e",
"Value": "Aggressive Expansion"
},
{
"Key": "2068db51-9e63-41df-b119-32e81e4b07c6",
"Value": "It now takes less time to claim and upgrade regions."
},
{
"Key": "48222a89-2e9e-4c8b-b876-192659540775",
"Value": "Allows faster rank ups, reducing the time required by half."
},
{
"Key": "be3ca1f0-694d-46ce-805f-c6fdcdedb64b",
"Value": "Faster Development"
},
{
"Key": "85cc2a0d-7208-48a0-82ec-639e41184aed",
"Value": "It now takes less time to raise rank."
},
{
"Key": "527b5a10-4a31-4ace-b586-8ec9fc11b040",
"Value": "A bold and daring creation of the region's dwarven settlers, the
Road Of Shields has still idle for centuries, waiting for someone to revive its
glory. Effect: provides +20 Economy and +10 Stability and Relations. Increases
income by 5 BP per week. Situations resolved by the Warden or Treasurer in all
Narlmaches regions have a +3 bonus."
},
{
"Key": "d2e74949-f0d3-436b-a6b9-75bee0b28ca3",
"Value": "A bold and daring creation of the region's dwarven settlers, the
Road Of Shields has still idle for centuries, waiting for someone to revive its
glory. Effect: provides +20 Economy and +10 Stability and Relations. Increases
income by 5 BP per week. Situations resolved by the Warden or Treasurer in all
Narlmaches regions have a +3 bonus."
},
{
"Key": "d71f0326-9c89-4061-b390-e496c5b28777",
"Value": "Restoration of the Road of Shields"
},
{
"Key": "90086bc1-a88a-4afa-8939-6295ab2a807f",
"Value": "Restoration of the Road of Shields"
},
{
"Key": "3d5991b6-78df-4ce1-8495-160c0a02451e",
"Value": "The Road of Shields has been restored."
},
{
"Key": "81955c8f-0acb-47ea-8cb7-85915d0d2a9a",
"Value": "The newly restored Road of Shields welcomes its first merchants and
travelers."
},
{
"Key": "2d4f7300-3e86-456d-bcdb-ae949162230f",
"Value": "Pay tribute to the land's long-gone dwarven settlers. � Begin
restoration of the old Bronzeshield Fortress and that section of the Road of
Shields."
},
{
"Key": "bd9cf451-8da2-469b-93d2-2dcddebdf5b2",
"Value": "Restoration of Bronzeshield Fortress"
},
{
"Key": "0550dd21-5e97-466d-a957-5076d39908d7",
"Value": "You've made progress in the restoration work. A region upgrade
featuring this fortress is now available."
},
{
"Key": "9f3025d0-e5ef-4613-b6c7-da2bdf107f65",
"Value": "These shrines provide weary travelers with a safe place to rest and
pray. +2 to Loyalty and Divine."
},
{
"Key": "35d15cfb-607c-43f5-a705-645d1d991751",
"Value": "Desna's Wayside Shrines"
},
{
"Key": "52662a3d-0f24-412f-bfc4-07f81acf024b",
"Value": "The shrines have been built!"
},
{
"Key": "2bce1285-5b6a-4941-b773-9f0f82649a90",
"Value": "Varisian forces will patrol the roads to protect travelers and
wayside shrines from monsters and thugs. +3 to Economy and Stability."
},
{
"Key": "15a82954-64d9-452b-996f-ac391c3819ce",
"Value": "Varisian Patrols"
},
{
"Key": "c399fb12-2c8e-436b-8cd1-7574e48353f7",
"Value": "Varisian forces have started patrolling the roads."
},
{
"Key": "fda69e88-915c-4c86-b941-5e19a319595d",
"Value": "A group of dwarven miners offer to increase the output of mines
throughout the whole {mf|barony|barony|kingdom|kingdom}. +1 BP per week."
},
{
"Key": "c2b875f9-408c-4f97-adfe-d8b593b697a9",
"Value": "Dri Stinvag's Miners"
},
{
"Key": "02d94cd8-581c-48fe-89c3-0c17c2bae6fe",
"Value": "The dwarves have improved the mines."
},
{
"Key": "187a2ccf-97e3-43db-9093-84568f63a7bc",
"Value": "Working out the details of a trade agreement with Areena Korvosh
and signing it. +1 BP per week."
},
{
"Key": "09d37557-fc93-4325-a48e-4bbaafc2e8ba",
"Value": "Trade Agreement with Irrisen"
},
{
"Key": "750bc9f3-51c3-4684-9691-eddddd415d7b",
"Value": "The agreement has been signed!"
},
{
"Key": "4a81ee4c-9584-40c8-9084-6a0474aeb1ff",
"Value": "Working out the details of a trade agreement with Kaleena Korvosh
and signing it. +2 BP per week."
},
{
"Key": "fb0d2a7f-76ec-45a9-aac6-f1d5e616111d",
"Value": "Trade Agreement with Irrisen"
},
{
"Key": "de00bd78-b2ac-4edb-bcec-47248e345258",
"Value": "The agreement has been signed!"
},
{
"Key": "0b845108-b646-4dc4-a14c-bf926df71285",
"Value": "Working out the details of a trade agreement with Kaleena Korvosh
and signing it. +3 BP per week."
},
{
"Key": "20ef8ebc-8790-442a-87ad-fcd3459f0008",
"Value": "Trade Agreement with Irrisen"
},
{
"Key": "d71de9b2-4d33-4e45-92b4-b82a72b518f0",
"Value": "The agreement has been signed!"
},
{
"Key": "e6d88108-fcca-4da4-ba17-1620df1137a5",
"Value": "Carry out the investigation of the mysterious disappearance of a
craftsman from the capital, accused of murdering intelligent lizardfolk for money.
The guards sent after him will discover Morhalan's whereabouts, and then let the
{mf|baron|baroness|King|Queen} personally confront the villain."
},
{
"Key": "2e88671f-50be-4b08-9c63-57b19ff9f05e",
"Value": "Hunting for Morhalan"
},
{
"Key": "731d0ac0-164e-4931-81b0-a8c0f764f00e",
"Value": "Morhalan's current location has been discovered!"
},
{
"Key": "2e166f1e-2fdc-4dd9-be07-a0a465921602",
"Value": "Tirval has asked for help in creating Varnhold's own militia � an
independent force that would help protect Varnhold from bandits and keep peace in
the region."
},
{
"Key": "274c3896-21c8-4bfa-9d11-5d048b0e0db6",
"Value": "Varnhold Militia"
},
{
"Key": "af67fe54-ac12-4bfb-af28-93207df8517f",
"Value": "The Varnhold militia is ready for duty! Tirval is grateful, and
ready to start working as a leatherworker � if we can provide her with a suitable
workshop."
},
{
"Key": "308764e2-ed12-49e7-a0d1-b5a94ee79294",
"Value": "The advisor learns new nuances of their craft and becomes more
efficient in their post."
},
{
"Key": "71e3facf-fdb3-44a5-a212-e492ccfdadcf",
"Value": "Strengthen Bartolomew's Skills as a Diplomat"
},
{
"Key": "d813be8b-8dc1-4df7-ab5c-aa71f8c4b172",
"Value": "Bartolomew's training is complete."
},
{
"Key": "d352e266-cedb-4855-acc0-766dcf1bbce1",
"Value": "Strengthen Bartolomew's Skills as a Treasurer"
},
{
"Key": "f663d08e-c319-4def-b699-014ec87ac37b",
"Value": "Strengthen Jhod's Skills as an Advisor"
},
{
"Key": "7b255cf8-1c7a-4266-8160-2d1c0ebc2c02",
"Value": "Jhod's training is complete."
},
{
"Key": "85e4c484-5193-446c-a695-64e9275bf106",
"Value": "Strengthen Kassil's Skills as an Advisor"
},
{
"Key": "1a1ec20b-2aa0-42e4-b46a-87fa2706bf56",
"Value": "Kassil's training is complete."
},
{
"Key": "d85ae348-4ccc-4722-b1c1-fce2d4f08e14",
"Value": "Strengthen Kesten's Skills as an Advisor"
},
{
"Key": "ffaeab9d-9f01-4655-8acc-a01006c12c11",
"Value": "Kesten's training is complete."
},
{
"Key": "b4a7fabe-a490-44b9-8be5-0b50a74b0eb4",
"Value": "Strengthen Lebeda's Skills as an Advisor"
},
{
"Key": "b2da8d27-4610-4be1-a2c7-b921df1bbfc4",
"Value": "Lebeda's training is complete."
},
{
"Key": "0ae3343e-b582-449b-a842-22717a752f2d",
"Value": "Strengthen Maegar's Skills as an Advisor"
},
{
"Key": "775bf611-6fb6-4b15-8b28-7f56f037f140",
"Value": "Maegar's training is complete."
},
{
"Key": "97ec9fe6-ebb8-421c-9594-790310eaff03",
"Value": "Strengthen Shandra's Skills as an Advisor"
},
{
"Key": "638c7e8f-abd9-44d5-9394-b6acbfb59877",
"Value": "Shandra's training is complete."
},
{
"Key": "c62d415f-ae15-4f33-831b-8331fdf61704",
"Value": "Strengthen the Storyteller's Skills as a Curator"
},
{
"Key": "6f98f784-3b22-407b-9ddf-ea2df4a24604",
"Value": "The Storyteller's training is complete."
},
{
"Key": "49f67c82-bab8-4baa-ad35-7d45da6ef78b",
"Value": "Strengthen the Storyteller's Skills as a Magister"
},
{
"Key": "b2aecb9f-0508-4123-a9c6-1550eadbd857",
"Value": "Strengthen Tsanna's Skills as a Councilor"
},
{
"Key": "549e1c43-638e-495f-b453-e757170da382",
"Value": "Tsanna's training is complete."
},
{
"Key": "faeff71a-5471-4be2-8fdd-15929696c6a8",
"Value": "Strengthen Tsanna's Skills as a High Priestess"
},
{
"Key": "1aadc765-9bb6-4f2d-8a6e-4ac0c65df5d8",
"Value": "Strengthen \"Maegar's\" Skills as an Advisor"
},
{
"Key": "ec1ce31f-e0fc-4294-aebe-09d7d2ee99ae",
"Value": "\"Maegar's\" training is complete."
},
{
"Key": "5b8ce2b0-70be-4b4a-8085-7ebe911dfffb",
"Value": ""
},
{
"Key": "299b9a1c-6131-4359-b908-0699a8e17fe7",
"Value": ""
},
{
"Key": "594611e4-ac16-4f51-a6df-a18a86530b0a",
"Value": ""
},
{
"Key": "7c285c91-7811-4c5c-9549-5abcff6bf2f6",
"Value": ""
},
{
"Key": "3bdb4572-3cfe-46ed-a31c-0a48637dc18f",
"Value": ""
},
{
"Key": "6c4e3376-8c84-47c1-8e84-0debc733c328",
"Value": ""
},
{
"Key": "afd32995-62fe-44bb-b914-41ed87a3a0e2",
"Value": "Spend two weeks resolving problems that concern the industry of the
{mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "67efaed0-7171-40c8-94ec-9830e993e427",
"Value": "Support the Minister's Endeavors"
},
{
"Key": "32f907e1-ca89-4f71-bc24-db6662f30c4f",
"Value": "Thanks to the Minister and the {mf|baron|baroness|King|Queen}, the
{mf|barony|barony|kingdom|kingdom}'s industries reached new heights."
},
{
"Key": "48d45041-abab-4939-8c12-43d0663b83e5",
"Value": "Thanks to the Minister and the {mf|baron|baroness|King|Queen},
industry in the {mf|barony|barony|kingdom|kingdom} reached new heights."
},
{
"Key": "b96aed45-1d6f-4b83-a9f9-359cfa12368b",
"Value": "Spend two weeks resolving difficulties with industry in the {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "247990d6-0bbb-45ee-9d63-29bccceedec9",
"Value": "Support the Minister's Endeavors"
},
{
"Key": "09462e24-dc10-4917-aae3-cdbdf0236e78",
"Value": "Thanks to the Minister and the {mf|baron|baroness|King|Queen},
industry in the {mf|barony|barony|kingdom|kingdom} reached new heights."
},
{
"Key": "0c5cc3ba-69f5-4a5b-9c93-7b732c89ec8a",
"Value": "Thanks to the Minister and the {mf|baron|baroness|King|Queen},
industry in the {mf|barony|barony|kingdom|kingdom} reached new heights."
},
{
"Key": "e7d6f307-e8c6-4963-8424-2ff06780142b",
"Value": "Thanks to the Regent and the {mf|baron|baroness|King|Queen},
quality of life in the {mf|barony|barony|kingdom|kingdom} has reached new heights."
},
{
"Key": "41dae8ba-9d56-4085-a888-2b494d85d5f6",
"Value": "Thanks to the Regent and the {mf|baron|baroness|King|Queen},
quality of life in the {mf|barony|barony|kingdom|kingdom} has reached new heights."
},
{
"Key": "49d8db70-3985-4a39-a22a-b84228e4a6b7",
"Value": "Spend two weeks resolving problems concerning magic and sorcery in
the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "8d45a165-011e-4b03-99fe-1065ab77d983",
"Value": "Support the Magister's Endeavors"
},
{
"Key": "6fe87cad-aeb3-4300-b1b1-89ec414778bf",
"Value": "Thanks to the Magister and the {mf|baron|baroness|King|Queen}, use
of magic in the {mf|barony|barony|kingdom|kingdom} has reached new heights."
},
{
"Key": "d60dec39-0b09-464a-9b96-1403e20141de",
"Value": "Spend two weeks resolving problems concerning cultural development
in the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "9b85e8eb-9e31-4578-a2d0-2cc19010c3c0",
"Value": "Support the Curator's Endeavors"
},
{
"Key": "2c81bf2c-0ea6-4ff6-ac53-7abb16eacb87",
"Value": "Thanks to the Curator and the {mf|baron|baroness|King|Queen},
cultural development in the {mf|barony|barony|kingdom|kingdom} has reached new
heights."
},
{
"Key": "5be472ae-dd0a-40d8-b329-8ba2d239fe28",
"Value": "Spend two weeks resolving religious problems in the {mf|barony|
barony|kingdom|kingdom}."
},
{
"Key": "11aaf5e4-45db-4268-adb1-8da5b41b20cc",
"Value": "Support the {mf_HighPriest|High Priest|High Priestess}'s Endeavors"
},
{
"Key": "d6e79561-2475-4e96-b505-5212edb6a741",
"Value": "Thanks to the High Priest and the {mf|baron|baroness|King|Queen},
piety and faith in the {mf|barony|barony|kingdom|kingdom} is stronger than ever."
},
{
"Key": "1af58504-ccd3-4b7e-96f9-c4a56139ced6",
"Value": "Spend two weeks resolving economic problems in the {mf|barony|
barony|kingdom|kingdom}."
},
{
"Key": "91484dbc-9fa8-4d8d-8cf2-972031b1897c",
"Value": "Support the Treasurer's Endeavors"
},
{
"Key": "b0511e7b-8ee0-4900-a468-725a36e317df",
"Value": "Thanks to the Treasurer and the {mf|baron|baroness|King|Queen}, the
{mf|barony|barony|kingdom|kingdom}'s economy reached new heights."
},
{
"Key": "58c83d8c-cb9c-458e-a665-57858caf63e8",
"Value": "Spend two weeks resolving the {mf|barony|barony|kingdom|kingdom}'s
espionage methods."
},
{
"Key": "e4946c5f-58b8-4908-8092-4844b113d247",
"Value": "Support the Minister's Endeavors"
},
{
"Key": "e24dd4d4-aa5b-40a5-8737-a8d6cb2b183f",
"Value": "Thanks to the Minister and the {mf|baron|baroness|King|Queen}, the
{mf|barony|barony|kingdom|kingdom}'s intelligence network has expanded and
improved."
},
{
"Key": "ea1d8fdd-eaf6-45b6-b707-bf1b90f900a4",
"Value": "Spend two weeks resolving the loyalty of citizens in the {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "c7e36dc7-23e7-44ab-85de-d10d3f3b3f9b",
"Value": "Support the Councilor's Endeavors"
},
{
"Key": "a168b67e-ba74-48ba-a53a-48ad875d9c8d",
"Value": "Thanks to the Councilor and the {mf|baron|baroness|King|Queen},
subjects' loyalty to their ruler has reached new heights."
},
{
"Key": "317b7278-fac4-45ef-ace0-cf23b78e2b97",
"Value": "Spend two weeks resolving the {mf|barony|barony|kingdom|kingdom}'s
military difficulties."
},
{
"Key": "ee52b2cd-02e0-4ce8-a610-f01cd0abda3e",
"Value": "Support the General's Endeavors"
},
{
"Key": "867f6cba-eb7c-4ee2-a3cb-67a0546acfe9",
"Value": "Thanks to the General and the {mf|baron|baroness|King|Queen}, the
{mf|barony|barony|kingdom|kingdom}'s military has reached new heights."
},
{
"Key": "299815a1-d41d-4271-8584-850149a07217",
"Value": "Spend two weeks resolving population problems in the {mf|barony|
barony|kingdom|kingdom}."
},
{
"Key": "3309959d-ae6e-4c22-aed3-6156f567b7ce",
"Value": "Support the Regent's Endeavors"
},
{
"Key": "cae6d3a3-e62d-44c6-94c6-2b986dd116ad",
"Value": "Thanks to the regent and the {mf|baron|baroness|King|Queen},
quality of life in the {mf|barony|barony|kingdom|kingdom} has reached new heights."
},
{
"Key": "1325b9bb-f7ff-4189-8ec5-debf02d44d35",
"Value": "Spend two weeks resolving the {mf|barony|barony|kingdom|kingdom}'s
foreign relations difficulties."
},
{
"Key": "1bc108ec-669a-4e3c-819b-c82835e32932",
"Value": "Support the Grand Diplomat's Endeavors"
},
{
"Key": "8aeb6fd4-738b-496e-a322-9e49fd6459b2",
"Value": "Thanks to the Grand Diplomat and the {mf|baron|baroness|King|
Queen}, the {mf|barony|barony|kingdom|kingdom}'s relationship with foreign powers
has reached new heights."
},
{
"Key": "dddab14e-4589-4dff-8fa5-2538702a9fd1",
"Value": "Spend two weeks resolving problems concerning the {mf|barony|
barony|kingdom|kingdom}'s stability."
},
{
"Key": "6ff5045f-fa8b-4293-863f-6b1acd809bb9",
"Value": "Support the Warden's Endeavors"
},
{
"Key": "00c7adc2-35f7-4685-8211-d33eb8687634",
"Value": "Thanks to the Warden and the {mf|baron|baroness|King|Queen}, the
{mf|barony|barony|kingdom|kingdom}'s stability has reached new heights."
},
{
"Key": "febc9d3d-634c-4347-b08a-6e6cbc1e98a5",
"Value": "Thanks to the Warden and the {mf|baron|baroness|King|Queen}, the
{mf|barony|barony|kingdom|kingdom}'s stability has reached new heights."
},
{
"Key": "484519c7-1e5b-4b3d-ad05-4a34fc833bd9",
"Value": "Thanks to the Warden and the {mf|baron|baroness|King|Queen}, the
{mf|barony|barony|kingdom|kingdom}'s stability has reached new heights."
},
{
"Key": "e3e21ad1-9478-4f5e-84de-5aad32a823e4",
"Value": "Thanks to the Warden and the {mf|baron|baroness|King|Queen}, the
{mf|barony|barony|kingdom|kingdom}'s stability has reached new heights."
},
{
"Key": "011c77c6-1a96-4617-b7ea-9aa1ce74cee9",
"Value": "Rebuild your capital into magnificent city. It's time to grow and
evolve."
},
{
"Key": "3f0e4b46-5c9c-4464-934c-38c407219180",
"Value": "A New Phase in the Life of Your Capital"
},
{
"Key": "4be77ba7-d252-480e-bd3a-b0ea3f965983",
"Value": "Your capital is now a busy city."
},
{
"Key": "b9e5240d-7585-478c-b948-4c517c8320f5",
"Value": "Rebuild your capital into a lively town. It's time to grow and
evolve."
},
{
"Key": "a398abe4-f7ac-4ed2-872b-07a7e4c435d2",
"Value": "A New Phase in the Life of Your Capital"
},
{
"Key": "4cd2c71c-ea8d-4814-91b8-a6c99daff1e7",
"Value": "Your capital is now a lively town."
},
{
"Key": "6e9894ad-a6a5-4950-a6e3-8878fd9592ab",
"Value": "Rebuild one of your villages into a lively town."
},
{
"Key": "d94374b2-141b-482a-8deb-a3cd382e70da",
"Value": "Build a Town"
},
{
"Key": "bf3c8369-5ca1-48b9-9411-9a4c513e52ed",
"Value": "A village was rebuilt into a town."
},
{
"Key": "fcd35d65-483e-4292-b40f-b5ae63f142e7",
"Value": "Ezvanki Keegh, High Priest of Erastil from Restov, has a strong
interest in spreading the Stag God's faith across the region. He is eager to build
a shrine dedicated to Erastil on your lands � but at his own expense. Accept his
offer if you wish to gain a useful ally and a place of worship for Erastil."
},
{
"Key": "f6f91848-4f17-4b14-85a0-aab6f8af12ad",
"Value": "Ezvanki's Offer"
},
{
"Key": "f80cd575-ad58-40dc-846d-2aa8a82b332e",
"Value": "The first Shrine in your capital will be built free of charge."
},
{
"Key": "9f4d233b-5e14-46f6-aed5-41a1177875cc",
"Value": "The Lord Mayor of Restov has offered 500 BP in \"financial
assistance\" in exchange for your promise to work exclusively with Restov's
builders guild. It's a generous offer, but who knows what consequences this would
have for the {mf|barony|barony|kingdom|kingdom}?"
},
{
"Key": "85c617ad-c1ba-4c6b-a59b-2abf54f818eb",
"Value": "Agreement with Ioseph Sellemius"
},
{
"Key": "12dde2bf-5652-47d7-9e39-8e5eed3a84c9",
"Value": "We've made a deal and received \"financial assistance\"."
},
{
"Key": "982dcc2b-20c5-4022-997a-f543e78d1165",
"Value": "Jamandi Aldori is eager to send Swordlord mentors to your lands as
a token of support and friendship. Effect: All Military Academies in the {mf|
barony|barony|kingdom|kingdom} provide an additional bonus of +3 to Loyalty and +2
to Stability and Military. All Sworldlord Academies in the kingdom provide an
additional bonus of +3 to Loyalty, Community, Military and Stability."
},
{
"Key": "656cc136-eab6-40b3-9fda-13171515ab6b",
"Value": "Aldori Fighting School"
},
{
"Key": "fc9f7c89-dc11-46f2-a482-07b4bdf9bf6f",
"Value": "Aldori mentors have arrived in the {mf|barony|barony|kingdom|
kingdom}. They use their knowledge and techniques to improve military education in
your lands."
},
{
"Key": "c7d3708c-347e-43f1-a8c9-6124dd5eea78",
"Value": "You proved yourself a trustworthy ally to the young kingdom of
Brineheart. Trade between your nations will benefit both sides. Effect: increases
Economy by 7 and provides 5 BP per week."
},
{
"Key": "3cd5e8cd-d0e0-44dd-a9a0-ab19db78d627",
"Value": "Trading with Brineheart"
},
{
"Key": "3ffff8fa-9603-490c-990d-55c6b9f9855f",
"Value": "Your merchants have begun to trade with Brineheart."
},
{
"Key": "076495bc-b01d-46e2-985f-5ebb3f4df594",
"Value": "It seems you have pleased the merciless hellknight. Linxia is
prepared to establish an Order of the Rack embassy in your {mf|barony|barony|
kingdom|kingdom}. The Order will help in fighting outlaws and rebels. Effect:
increases Stability by 1 per week. Each week, if the kingdom's Unrest is lower than
Worried, there is a chance that it will improve. The more unrest there is, the
greater the chance of relief. Also, when the Last Resort event is successfully
resolved, if the kingdom's Unrest is Worried or worse, then the situation will
improve by one step."
},
{
"Key": "fda39281-a30a-4d75-88d2-34d49c1bf015",
"Value": "Alliance with Linxia"
},
{
"Key": "29aab487-c8f2-4b9f-9305-e18b5a70e422",
"Value": "The {mf|barony|barony|kingdom|kingdom} has allied with Linxia's
Hellknights."
},
{
"Key": "7a093f86-4f5e-4c29-8602-908303b02c70",
"Value": "As a new chieftain, Amiri orders her tribe to defend your {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "b8e37f28-c1b5-473c-8dfc-cea5fd902322",
"Value": "Amiri's Tribe Serves the {mf|Barony|Barony|Kingdom|Kingdom}"
},
{
"Key": "48b7835b-6568-497a-b5b7-35bc3bbf2037",
"Value": "The barbarian defense of the {mf|barony|barony|kingdom|kingdom} has
increased its stability and lessened its Unrest."
},
{
"Key": "8fad03a4-0c60-4032-92d7-4a669c971c42",
"Value": "After duel with Armag, Amiri's sword has become unstable and
unusable. It must be repaired."
},
{
"Key": "388193f2-4567-4069-81dc-f42dfdcfeab3",
"Value": "Reforging the Sword"
},
{
"Key": "1a15d3a1-c9af-4af1-afda-61bffd9f7e8e",
"Value": "Amiri's sword was successfully reforged."
},
{
"Key": "72594229-d076-4a4f-be63-79106dd074c4",
"Value": "The time has come to break the agreement with Sellemius and end the
building cost inflation."
},
{
"Key": "c8155134-7ce1-4197-9f18-690770733c26",
"Value": "Break the Agreement with Sellemius"
},
{
"Key": "dd901264-059b-4607-bc18-945249362346",
"Value": "The barony has been freed from its unconscionable agreement with
Sellemius!"
},
{
"Key": "4f41928e-43af-439c-a00b-a2d30c7768a9",
"Value": "Plunder the Temple of the Elk and rob it of all remaining treasure.
+150 BP. Prevents future restoration of the Temple."
},
{
"Key": "1ea52241-7dac-471d-b32d-c27c7670fecf",
"Value": "Pillage the Temple of the Elk"
},
{
"Key": "4f33c699-1ed5-4941-855d-72bec4cb244f",
"Value": "All valuables from the Temple of the Elk have been moved to the
treasury."
},
{
"Key": "7532c559-2278-4c58-9605-2805bbf530d9",
"Value": "Restore the Temple of the Elk to its former glory, making it the
center for Erastil's worship in all the surrounding areas. Unlocks a special region
upgrade. Prevents pillaging the Temple."
},
{
"Key": "ff42b4fb-8c2b-4393-9a25-fdb7f4aa1c0c",
"Value": "Rebuild the Temple of the Elk"
},
{
"Key": "c9acf2db-66b2-46a1-a4e3-c66b655c4d5a",
"Value": "The Temple of the Elk has been restored! Erastil's faithful flock
to the sacred place, to pay their respects to their god and patron."
},
{
"Key": "9d80d692-6ece-4296-8cda-6df19b6d380d",
"Value": "Order your trackers to start looking for the hunter Ivar."
},
{
"Key": "6846d954-b278-449f-bde7-1c4994b40d6a",
"Value": "Finding Ivar"
},
{
"Key": "1f5febaa-1489-4c32-b79f-7b6a76690e77",
"Value": "Your trackers have discovered where Ivar is hiding!"
},
{
"Key": "b7690505-906e-4563-a525-30d51a564659",
"Value": "Reinforce your border with a special perimeter guard unit. +1 to
Military and Stability for each region along the Brevan border that has a Garrison
or Fort. +2 if it has both."
},
{
"Key": "06761a50-a90f-484e-9010-3d503ac48429",
"Value": "Border Guards"
},
{
"Key": "e1582f2c-8cf9-404c-97fd-56754b542a68",
"Value": "Garrisons and Forts near the Brevan border are reinforced with
members of a special guard unit."
},
{
"Key": "e56cecb0-c33e-4125-93fb-c744fefb4563",
"Value": "It was a curse that ripped the Oculus of Abaddon from Vordakai's
eye. Surely, if we understood how that happened, we would learn a lot about
curses."
},
{
"Key": "5f428747-99b5-4847-b060-e88ecaecf459",
"Value": "Research into the Nature of Curses: Vordakai"
},
{
"Key": "c3fc7b1a-be4b-4048-b285-35122c6a3bee",
"Value": "Many forces were at play during the battle for the Oculus of
Abaddon. But we learned that in order to curse someone, one has to know their true
essence, the thing that defines their being. � Without this, the curse will have
much less power over its victim. This research has increased our understanding of
arcane magic."
},
{
"Key": "c880e883-5dac-4b66-aff4-29177ff37759",
"Value": "The story of Tristian's fall and enslavement to Nyrissa is strange
and mysterious. Could a curse be somehow involved in it?"
},
{
"Key": "dab6201a-2de1-4816-a0a4-e0f3ae3e627b",
"Value": "Research into the Nature of Curses: Tristian"
},
{
"Key": "17520b02-47e6-41a7-829d-91942d7acbfe",
"Value": "Although there's no evidence that Nyrissa actually cursed Tristian,
it seems that the nymph has some special power over creatures that have lost
something vital to them. This could be a clue to the nature of Nyrissa's own curse.
This research has increased our understanding of arcane and divine magic."
},
{
"Key": "7a95d5ba-5cc5-4ed0-81e2-6f4da2769330",
"Value": "The Bald Hilltop has been the source of much strife for the young
{mf|barony|barony|kingdom|kingdom}. The locals say that there's some kind of
ancient curse behind it all. We should learn if there's any truth to the belief."
},
{
"Key": "fc5b4d4f-d263-4d8c-b8fa-996292bfa078",
"Value": "Research into the Nature of Curses: Bald Hilltop"
},
{
"Key": "ed786d92-68a3-446e-bbd4-c4a2d2fe4f03",
"Value": "It seems the Bald Hilltop is indeed cursed from ancient times. This
happened when dark rituals and the powers whose names are long forgotten held sway
over this domain. The curse remains active even today. It withers any plant that
would grow into the soil, and makes the very air around the place heavy and full of
sorrow. However, the curse's target is just a small patch of land on top of the
hill. It is unlikely that the curse caused any of the attacks on the {mf|barony|
barony|kingdom|kingdom}."
},
{
"Key": "1d3d3479-3c1f-4de9-add5-9c5143ca5193",
"Value": "After entering the tomb of his legendary predecessor, Armag clearly
went mad, but in the end overcame the burden of the ancient curse. What could have
transpired inside?"
},
{
"Key": "54abf9a3-7483-47df-bf1d-6eef9ec8bff7",
"Value": "Research into the Nature of Curses: Armag"
},
{
"Key": "433a58e7-d6ee-4bbc-a2c4-e22e7eeadf18",
"Value": "We are now sure: Armag was affected by the cursed sword Ovinrbaane.
The curse was the source of his madness, but somehow it also showed him the truth,
and in it he found the strength to fight against the lies that surrounded him. The
nature of curses is truly amazing and rewards careful study. This research has
increased our understanding of arcane and divine magic."
},
{
"Key": "2098fe35-a02b-49dc-94df-09d5c89fc6ba",
"Value": "Briar is truly a unique and astonishing artifact, filled with the
awesome power of the First World. Or perhaps it is even more than just powerful
artifact? By studying Irovetti's attempts to use Briar, we could possibly discover
something ourselves."
},
{
"Key": "5f99aa1a-cc73-4f70-a3b6-962c149bd720",
"Value": "Research into the Nature of Curses: Briar"
},
{
"Key": "a75964fc-52f3-4498-bc34-40269f42e71a",
"Value": "All evidence suggests that Briar is strongly connected with Nyrissa
� and with strong feelings, like love, passion and affection. It's not just magical
charm, but something more, which effects different creatures differently. It could
even twist one's mind, but isn't it what love often does? Our research supposes
that the subject's willingness could be the key to the riddle. Only when given and
accepted willingly does Briar show its true potential.\nThis research has increased
our understanding of arcane and divine magic."
},
{
"Key": "ad121556-0568-4c86-a21f-53a7aa9a9c13",
"Value": "The villagers believe that the lake is cursed. Or the island in the
center of it is, at least. Or, at the very least, the tower on the island. �
Surely, if nothing else, the tower must be cursed..."
},
{
"Key": "81840881-64f1-4751-8ee4-d90bbbcfdac3",
"Value": "Research into the Nature of Curses: Candlemere"
},
{
"Key": "2bfc28bf-eef7-4773-9db2-f1c8649e8c2c",
"Value": "Curses are mysterious, to be sure, but there is no curse at play in
Candlemere. Its reputation stems from the strange portal located on the island and
the will-o'-wisps that once lived around it. This research has increased our
understanding of arcane and divine magic."
},
{
"Key": "be0a5cee-6a52-4953-854a-b7f6065c311d",
"Value": "The mysterious Defaced Sisters, beautiful nymphs whose beauty was
stolen by some unnatural force... But who are they really, and what is their sad
tale?"
},
{
"Key": "39ca8de9-dfec-4897-b308-8007a4ce2d9b",
"Value": "Research into the Nature of Curses: the Defaced Sisters"
},
{
"Key": "f6e0a5cd-2f95-42f7-b9ce-d1eaa2f1fe68",
"Value": "Now we know for sure that the Defaced Sisters' affliction was the
result of a curse, which affected both their faces and their souls, corrupting and
ruining them. And yet this curse affected each of the Sisters differently. While
some succumbed to evil without hesitation, others managed to retain some parts of
their souls, and kept them safe from the curse's power. This leads us to the
interesting conclusion that the power of curses is not absolute. There is some way
to fight it, although we don't know yet how � at least, not yet.\nThis research has
increased our understanding of arcane and divine magic."
},
{
"Key": "c2221c2c-8d04-4877-912d-7b0ba646bc13",
"Value": "With the First Crown in your hands, you can look into the nature of
this artifact and the spirit trapped within."
},
{
"Key": "e8dc54aa-ec7d-4ac3-a640-1864a8d23154",
"Value": "Research into the Nature of Curses: the First Crown"
},
{
"Key": "fd4b99e4-81e2-4dc8-9157-72855948f9ce",
"Value": "There is no trace of the elven king having been cursed. And yet the
First Crown itself seems to be mystically connected to Nyrissa and her curse. Its
creation helped Nyrissa destroy her first kingdom, and gain the first grain of dust
for the accursed cup known as the Apology.\nThis research has increased our
understanding of arcane and divine magic."
},
{
"Key": "ff5f02e7-d000-484e-b7a5-10715d30e143",
"Value": "Some believe that the misfortune that beset the Hanvakis was the
result of a curse. This might prove worth looking into�"
},
{
"Key": "545172af-853d-4485-89b9-b159575fd1b1",
"Value": "Research into the Nature of Curses: the Hanvaki Family"
},
{
"Key": "1327768c-61a1-4c05-b685-fe7fa644ab4e",
"Value": "It is unclear whether anyone ever actually cursed the Hanvakis.
Even if so, it must have been a very old familial curse � so old that all traces of
the original magic have long faded in time. Still, this research has increased our
understanding of arcane and divine magic."
},
{
"Key": "9a39ec9c-7e1b-4970-911e-4e178b7ddbb5",
"Value": "Some believe that the misfortune that plagued the Village on the
Marches was the result of a curse. It might be worth looking into�"
},
{
"Key": "a20e84e0-143d-42a5-b21c-62e99596425b",
"Value": "Research into the Nature of Curses: Village on the Marches"
},
{
"Key": "696254aa-44f3-4e2e-ae05-05868c023ffe",
"Value": "Our investigation found that the \"cursed wishing well\", which the
locals believed was the source of their misfortune, is totally harmless and is not
troubled by any magic. Dorsy, the rejected fiancee of a local girl, tried to use
the well to curse the fey who he thought had bewitched his bride. The girl, Nyta,
also used the well to curse her own father. Both of these curses bore fruit, but
the well was clearly not the reason. Some other power may have intervened, to give
the curses their power. Other theories are more complex: perhaps the curses don't
require and binding power at all. � Perhaps Nyta and Dorsy somehow managed to bring
them to life of their own will, though neither of them was a mage. That's all we
know for now. Perhaps we shall learn more as our research continues.\nThis research
has increased our understanding of arcane and divine magic."
},
{
"Key": "14af1df5-5f07-4dbc-8323-3d1b981cde3f",
"Value": "Could a mother have cursed her own child? Even unwittingly?"
},
{
"Key": "bfb46e83-e4fa-461e-a08d-7f45de4806da",
"Value": "Research into the Nature of Curses: Jenna Tannersen"
},
{
"Key": "9657f535-693f-45b0-945f-982b01efa808",
"Value": "This case proves beyond any reasonable doubt that words possess
true power: even a person with no magical ability at all can place a curse upon
someone � even without knowing what they're doing. This research has increased our
understanding of arcane and divine magic."
},
{
"Key": "db5e0bc8-9d7b-4697-9748-3ec4a679e354",
"Value": "Now that the undead engineer's curse has been lifted, it might be
prudent to study it and be more prepared next time."
},
{
"Key": "00a07958-6d35-4967-b2a8-1fc6d4a48b12",
"Value": "Research into the Nature of Curses: Davik Nettle"
},
{
"Key": "f8915a29-6fed-4e53-998f-defdda268e09",
"Value": "It appears that curses are a mysterious, little-understood magical
phenomenon. They can have devastating effects on their victims, but the source of
their power is virtually unknown. Perhaps it would be well to keep an eye open for
any other curses we might encounter: this research has increased our understanding
of divine magic."
},
{
"Key": "038c02ae-7e10-4c57-a2ed-de9a9724e446",
"Value": "Some of our druids have suggested that the Everblooming Flower was
the result of a curse. Our experts disagree, but it may be worth looking into."
},
{
"Key": "5f893ca6-d655-4a75-af9a-f0da4ba13382",
"Value": "Research into the Nature of Curses: the Everblooming Flower"
},
{
"Key": "c2f6e2b5-0147-4212-b970-ae11f07c1526",
"Value": "We found no evidence that the Everblooming Flower came into being
as the result of a curse. However, we do know that the mysterious woman who created
the Flower was herself cursed, and that this curse demanded that she \"make ruins
of kingdoms\". Perhaps the Flower was not the direct result of curse, but an
instrument designed to fulfill its demands. As for the Flower itself, it is a most
exceptional species. It comes from the First World and is infused with magic.
Thanks to this research, it is now possible to cultivate plants from the First
World in the Exotic Garden."
},
{
"Key": "1379a518-ac4c-495a-a0f5-037345df2898",
"Value": "Tartuccio's transformation into the kobold shaman Tartuk was truly
remarkable. Could it have been the result of a curse?"
},
{
"Key": "b7d7f275-481b-4fb3-8f57-0f7d01dd9c31",
"Value": "Research into the Nature of Curses: Tartuk"
},
{
"Key": "94f9035c-e058-42c1-aa66-939afe523c1b",
"Value": "It appears that Tartuk truly has been cursed. As usual, very little
actual magic seems to have been put into the curse. How such a meager magical force
could have such binding and dramatic results is beyond comprehension. Still, this
research has advanced our knowledge of arcane magic."
},
{
"Key": "424aae98-952b-46a8-a027-e3b5644b4f98",
"Value": "The Scythe Tree came about as the result of a curse. Perhaps by
studying what's left of it we might learn something..."
},
{
"Key": "8510a3dc-446e-453d-9607-ef45b056d0ef",
"Value": "Research into the Nature of Curses: the Scythe Tree"
},
{
"Key": "5e3bf41f-b51a-41be-bc06-f9a49ec27406",
"Value": "It appears that this curse warped the very essence of its victim,
turning a benevolent dryad into a ruthless monster, and trapping what was once good
within an evil, twisted form. It is not clear, however, whether it might have been
possible to release the one trapped inside. This research has increased our
understanding of arcane magic."
},
{
"Key": "200f4f18-ed4a-4da3-9861-30c58c922f97",
"Value": "According to his own words, the werewolf Ivar has learned to
control his curse. This might be worth looking into�"
},
{
"Key": "0207bec3-e62f-41ea-8da5-9f07a30865d9",
"Value": "Research into the Nature of Curses: Ivar"
},
{
"Key": "c11ed3b9-e7b7-44ec-ba90-f02dabd56979",
"Value": "Ivar denies undergoing any magic ritual, and he bears no traces of
any known spells. It seems the only thing that's changed is his own attitude
towards his condition. � He's discovered that it can be a source of good as well as
evil. In any case, this research has increased our understanding of divine magic."
},
{
"Key": "ddf13fea-c455-4dae-a182-db8aa245f437",
"Value": "It is wise to know one's enemy. Our masters of arcane and divine
arts are joining forces with Linzi and the Storyteller to look into the possibility
of entering Nyrissa's dream. Nyrissa's lock of hair, which she granted to the {mf|
baron|baroness|King|Queen}, could help them establish a bond with treacherous nymph
and complete their research more quickly."
},
{
"Key": "db669876-3278-487e-8aa2-d04101b6d036",
"Value": "A Way into Nyrissa's Dream"
},
{
"Key": "a7e9649f-e3b2-47cb-9030-559c125794c5",
"Value": "We've discovered a way to enter Nyrissa's dream. Linzi and the
Storyteller are ready to perform the ritual."
},
{
"Key": "2d89f6d9-93e0-49e1-8587-213ca13a5c84",
"Value": "It is wise to know one's enemy. Our masters of arcane and divine
arts are joining forces with Linzi and the Storyteller to look into the possibility
of entering Nyrissa's dream."
},
{
"Key": "d743dc14-96f0-419d-a6a1-87fb733ca596",
"Value": "A Way into Nyrissa's Dream"
},
{
"Key": "3a06cb2b-9072-4adc-8807-8a5764888b68",
"Value": "We've discovered a way to enter Nyrissa's dream. Linzi and the
Storyteller are ready to perform the ritual."
},
{
"Key": "3729f95a-c875-4979-80bd-f5ac80016d9e",
"Value": "We've managed to maintain good relations with both Surtova and
Aldori, and can now put this partnership to good use. Effect: provides +2 bonus to
resolve any situation that develops in the regions along the Brevan border.
Improves Relations by 10."
},
{
"Key": "9b4d0029-6caf-4ea2-9e0c-e3a810a269b5",
"Value": "Enhanced Border Control"
},
{
"Key": "d6b272c1-5472-4bd7-ad33-41750e652d49",
"Value": "Our Brevan partners are help use with any problems and
opportunities that arise in the border regions."
},
{
"Key": "0678fdfb-c341-43e5-a185-c7d60bc0d8b9",
"Value": "Our good relations with Aldori allows us to commence trading with
Restov on favorable terms. Effect: every region along the Brevan border with a non-
military upgrade provides 2 BP per week."
},
{
"Key": "7a110574-4ae0-4567-b181-1ea0470149c8",
"Value": "Trading with Restov"
},
{
"Key": "cd34e604-3d2b-4785-bcff-fc1d6272544a",
"Value": "Trade with Restov is flourishing."
},
{
"Key": "3779aa00-e964-4dca-b2ed-fa1cbcd535f4",
"Value": "Our alliance with House Surtova allows us to conduct trade with New
Stetven on favorable terms. Effect: increases each settlement's income by +1 when
trading with Surtova."
},
{
"Key": "eca641de-f0a8-427c-a607-b439c9c0520d",
"Value": "Enhanced Trade with New Stetven"
},
{
"Key": "16f0c664-0dd5-4767-a3a6-736fb9435f10",
"Value": "Trade with New Stetven is flourishing."
},
{
"Key": "9ff17b7a-a3bc-4e39-aca0-0d2112a0fd5a",
"Value": "Monsters sent by Irovetti are attacking your kingdom, appearing
literally from out of nowhere. This threat must have some source, and a group of
rangers has offered their services in finding it."
},
{
"Key": "dc110728-654d-4c2d-b519-93caa19f2240",
"Value": "On the Trail of Monsters"
},
{
"Key": "421c028f-f29c-43ad-a420-856934fe3775",
"Value": "The rangers report that all the monsters are being teleported into
your kingdom from a place they call \"The Menagerie\"."
},
{
"Key": "8e4fbfdd-6826-413d-83be-3c841aff5440",
"Value": "Ioseph Sellemius' offer seems less profitable than we initially
thought. The payment that Restov's building guild is demanding for their services
is unduly high. It will require time and resources to resolve this situation
peacefully."
},
{
"Key": "df382db9-8783-473d-b02c-0f2e64daa309",
"Value": "Fixing the Consequences of the Agreement with Ioseph Sellemius"
},
{
"Key": "d6e2123b-04fa-4a82-b246-7e84473cf02e",
"Value": "Our merchants and diplomats settled the problem. There will be no
more unfair pricing, and our Economy will continue to develop!"
},
{
"Key": "1f335078-4579-4ce6-a23d-845b4338b688",
"Value": "Jhod Kavken fought valliantly protecting the people of the capital
from monsters. Honor him by opening a new hospital in his name."
},
{
"Key": "8c15dfc2-5a78-4f6b-8c4b-d0ac6993d6b1",
"Value": "Open a Hospital"
},
{
"Key": "26106d87-8c0c-4595-9e2d-77375d18eeee",
"Value": "The hospital opened its doors to its first patients. Jhod's name
and dedication will never be forgotten."
},
{
"Key": "2f5398c2-f4bb-42e5-8823-32587c74ac95",
"Value": "Kesten Garess fought valliantly holding back the monster invasion.
Honor him by naming the new Guard Headquarters after him."
},
{
"Key": "a24a2b24-17e2-4a2c-b501-0fd30a72a10a",
"Value": "Open Guard Headquarters"
},
{
"Key": "c55ba5b4-43e9-4259-8b92-8af002a8e3a4",
"Value": "With the Guard Headquarters, the streets of the capital are safer
than ever. Kesten's name and courage will never be forgotten."
},
{
"Key": "125de0db-f2af-4f05-8cb1-9212bddae18f",
"Value": "As a part of your agreement with Natala Surtova, you've established
a special garrison at Nivakta's crossing. This is mostly just a public gesture to
remind the rebellious Aldori Swordlords that House of Surtova has powerful allies
in the region. Surtova will surely be grateful for the solidarity. Effect: increase
Military and Stability by +4; further increase Military by +2 and Stability by +1
for each region along the Brevan border which has a military upgrade."
},
{
"Key": "6dde36e4-b3ea-4ddf-af6b-4ec6d2700c13",
"Value": "Garrison at Nivakta's Crossing"
},
{
"Key": "c93d76d6-bda7-47a6-bc2a-4daebf5134b2",
"Value": "You have established a special garrison at Nivakta's crossing, and
received the support of House Surtova."
},
{
"Key": "880d9c44-e152-49ee-9da7-850b7f7999e2",
"Value": "According to the agreement with Jamandi Aldori, a safe and reliable
road to Oleg's trading post must be built by the barony. Someone must be appointed
to look into it."
},
{
"Key": "8937ca44-239f-4c6e-adc4-b7cc9fd854ae",
"Value": "Road to Oleg's Trading Post"
},
{
"Key": "347ad370-8bb6-4bbb-823a-bd309eabc45e",
"Value": "We have honored our agreement with Jamandi Aldori to build a proper
road to Oleg's trading post."
},
{
"Key": "e409a87a-05f9-4d83-97c7-12d73aa9312d",
"Value": "Oleg uses an old fort as his trading post. By restoring the
fortification, the barony will gain a reliable northern outpost."
},
{
"Key": "a16507a9-10bf-47a0-9b8f-d0bc375517d0",
"Value": "Return of the Past Glory"
},
{
"Key": "efdcfac4-c547-4eb0-b264-bef3d6540a6d",
"Value": "We've fortified Oleg's trading post."
},
{
"Key": "e480b944-cdf7-46b5-857d-95406330c59a",
"Value": "Jamandi Aldori is displeased Oleg stopped paying taxes to Restov.
It's time to make amends before relations with Restov become worse."
},
{
"Key": "993a083e-8224-485b-a25b-7edee42a4555",
"Value": "Diplomatic Crisis"
},
{
"Key": "9cead749-16aa-4b03-bb46-c42dbc167d28",
"Value": "The Aldori have accepted our apologies, and officially allowed Oleg
to join our {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "d2357714-90c7-463f-bc68-acf53812d9f5",
"Value": "Oleg will pay taxes to Restov. In return, the barony deserves a
safe and reliable road to the trading post on its northern border. Somebody should
make sure Aldori keeps the promise to build one."
},
{
"Key": "1bdc5cfb-5f93-4501-8668-8a80c4d23e90",
"Value": "Road to Oleg's Trading Post"
},
{
"Key": "45c5e61a-2216-4890-96ea-b180575c0f8d",
"Value": "Under our watch, the Aldori have built a proper road to Oleg's
trading post."
},
{
"Key": "10f82fd9-e3bd-461b-80ba-c490c26c5cb9",
"Value": "Constructing a road is expensive and difficult. Somebody should
create the illusion of progress until Aldori loses interest in watching over the
project."
},
{
"Key": "5d3e0ff4-faa7-4167-8b6d-29575a7575d0",
"Value": "Phantom Road"
},
{
"Key": "885365aa-090f-4e13-bc44-dbb6544caf7f",
"Value": "We successfully created the illusion progress in building the road,
until the Aldori lost interest in watching over the project."
},
{
"Key": "c21a98b4-2d2e-4e80-8676-f7f2a3a05a94",
"Value": "The peaceful solution to Oleg's tax crisis laid the groundwork for
future improved relations with Restov. We should take advantage of the situation."
},
{
"Key": "540ed0c1-6ea7-4be9-bf3f-c05d92ea3535",
"Value": "Union with Restov"
},
{
"Key": "5b476350-44b6-4610-9a56-7d0e07a14f8c",
"Value": "The Aldori were pleased with our decision concerning Oleg's trading
post."
},
{
"Key": "2264605e-6e19-4b84-8704-3df91e6d9469",
"Value": "We've found a secret section of the library in the Abandoned Keep.
What secrets does it hide?"
},
{
"Key": "d9130125-fede-4ac2-a9cc-fd0c1c547fba",
"Value": "Lost Dwarven Knowledge"
},
{
"Key": "307277f8-43c7-4429-835a-b7742f521c7a",
"Value": "We've found a unique dwarven engineering treatise that should help
greatly in the restoration of dwarven buildings!"
},
{
"Key": "80b4dd4e-46d2-4cb3-aac1-53b3a8ef181d",
"Value": "As a part of our agreement with Jamandi Aldori, we've halted our
patrols along our shared border. This is the kind of confidence-building gesture
that our Aldori allies appreciate. Effect: +2 bonus when pursuing any opportunities
in the regions along the Brevan border; also improves Relations by 5."
},
{
"Key": "acb426e7-2eaf-4e7f-b15d-c8c53ab7b735",
"Value": "Lighter Border Control"
},
{
"Key": "250be4a1-6fd0-4f51-91de-612f4c62efee",
"Value": "Our Brevan partners aid us in the border regions whenever we ask."
},
{
"Key": "706e22b0-3b58-415b-af93-eea70ecd8eb4",
"Value": "Pitaxians are not very fond of you after certain events. Still, a
big helping of propaganda and some lavish displays could improve their attitude
towards you."
},
{
"Key": "3f22e7e6-7ae7-4c3c-815a-849a0e51bb7e",
"Value": "Pacify Pitax"
},
{
"Key": "1b26fd36-170c-4cd8-9079-9dfc24b3d94e",
"Value": "The Pitaxians have forgotten all about those unfortunate events. Or
they pretended to forget. But it's something, at least."
},
{
"Key": "df705946-7c75-47ed-a784-29388cff9c5c",
"Value": "You chose to be independent of any Brevan factions and turned your
lands into one of the truly free River Kingdoms. Effect: increases Loyalty by 10
and Espionage by 5; also provides 3 BP per week for each Espionage Rank above 8."
},
{
"Key": "01e5dade-576b-489a-990d-f91d656f520a",
"Value": "Independence"
},
{
"Key": "7600252f-b370-4192-8ede-6a1c001320a8",
"Value": "Our country has been recognized as one of the independent River
Kingdoms!"
},
{
"Key": "4d84259e-f6c1-437a-ae1d-59cd59b3a0fb",
"Value": "Lander Lebeda, the unfortunate little traitor, planted spies in
your realm. We should find them or suffer the consequences of their plots. With
spies in the {mf|barony|barony|kingdom|kingdom}, all events that could be solved by
the Grand Diplomat or Minister roll 2 checks with a penalty of -2, and pick the
worse result."
},
{
"Key": "d0ba2c81-ed68-46e5-8978-6e5f3f5da18f",
"Value": "Lander's Last Gift"
},
{
"Key": "900a45d8-5cde-4547-9098-0b8814e5029c",
"Value": "We've found most of Lebeda's agents, and the others have scattered
in fear. We'll have no more trouble from those spies."
},
{
"Key": "24f64b41-914c-43ab-8307-a7a9dc9f88fb",
"Value": "Varnhold is a ghost town now. We need to somehow encourage people
to return to a land that they now consider haunted and cursed. It could be helpful
to provide financial assistance for the settlers, and offer them whatever resources
they need."
},
{
"Key": "ce89a6c6-0822-4a37-b2da-99bd17b8cd74",
"Value": "Repopulate Varnhold"
},
{
"Key": "f5c1a661-a8f5-4bd1-a205-0651af318c7e",
"Value": "The people have returned to the town. Varnhold lives once again!"
},
{
"Key": "dbde72dd-13c4-4746-acb6-0687c304c5ef",
"Value": "Specialists in the divine and arcane arts joined with lore
collectors and bards to attempt to discover the location of Armag's Tomb. The
library of the Abandoned Keep could provide some useful information."
},
{
"Key": "1b2c6887-38d8-4e9d-a5f1-cf41a4eeb9b8",
"Value": "Find Mention of Armag's Tomb"
},
{
"Key": "ec760987-11ad-4830-9ddf-cdda3abc7ef0",
"Value": "While studying some manuscripts from the library, our specialists
found some useful pieces of lore. They suspect that the tomb is located somewhere
in central Glenebon, to the south of Flintrock Grassland."
},
{
"Key": "ce5aee3c-b8dc-48ee-ae57-0244c5b07573",
"Value": "Send your best scouts to search for the Armag's Tomb. It's a
difficult task � the barbarians have already been searching for months. But we can
pick up their trail and catch up with them!"
},
{
"Key": "a44b9e61-fddd-46b9-b822-7598a88dd7d5",
"Value": "Find Any Hint on the Location of Armag's Tomb"
},
{
"Key": "a58e983e-ed49-405f-8e99-464e3696857c",
"Value": "Our scouts report that most of the barbarian parties focused their
search around the central part of Glenebon, west of the East Sellen River bend.
Perhaps we should explore these lands as well."
},
{
"Key": "0db752d5-430a-48dc-8599-bb66eba40e15",
"Value": "It's a difficult task to sell something as evil as Vordakai's Soul
Jars. There are plenty of powerful entities, such as Pharasma's church, who would
be unhappy to learn of such acts, so it would be wise to proceed as discretely as
possible."
},
{
"Key": "b4a9227f-2f68-49f5-9b49-7ad7346cda83",
"Value": "Sell the Soul Jar"
},
{
"Key": "1831f72a-dfd4-4820-8c88-19551655755d",
"Value": "Soul Jar sold on the foreign Black Market. We can sell the next one
in 2 months, otherwise we can gain unwanted attention."
},
{
"Key": "a7bf919f-3f1d-4800-b1af-b3472e8b9732",
"Value": "Now when the kingdom is strong and prosperous we can discuss
strategic partners with Brevoy. Effect: increases Economy and Relations by 7 and
provides 1 BP per week for each Relation Rank above 6."
},
{
"Key": "913838e2-4746-4f02-ac33-e086d2800655",
"Value": "Strategic Partnership with Brevoy"
},
{
"Key": "893cb31c-cc77-463b-962c-9db861f0dfc2",
"Value": "Our partnership with Brevoy has borne fruit."
},
{
"Key": "2df03115-ad1b-42ff-a46b-b759ae29af71",
"Value": "As a part of our agreement with Natala Surtova, we should soften
customs controls along our common border. Our Brevan allies would appreciate this
confidence-building gesture. Provides +2 bonus to resolve any situation that arises
in regions along the Brevan border; also improves Relations by 5."
},
{
"Key": "9ef2e574-a0d2-49ee-a73a-76d42e40c090",
"Value": "Lighter Customs Control"
},
{
"Key": "34a8bc9f-2570-4cd3-ac07-347a41b65fd5",
"Value": "Our Brevan partners are happy to assist our endeavors in the border
regions, should the need arise."
},
{
"Key": "3cfc9624-fa6d-47c4-88fc-d9a0c6af361e",
"Value": "Selling goods that please Cayden and his followers brings a decent
income. Provides 1d10 BP per 30 days. Provides additional 1d10 BP per 30 days for
8th and 10th rank of Loyalty. Provides additional 1d10 BP per 30 days for 6th and
8th and 10th rank of Relations. Provides additional 1d10 BP per 50 stat value of
combined Loyalty and Relations above 400, but not more than 5d10 BP."
},
{
"Key": "e000cc88-e937-4611-9d78-e26342f64099",
"Value": "Trade in Wine"
},
{
"Key": "6f4c39ed-21f1-47d1-894b-14e153f512a7",
"Value": "Trade agreement signed."
},
{
"Key": "ebf52752-e30c-4a06-9704-e2eb10b74d87",
"Value": "Provides 4 BP per 30 days; for each consecutive 30 days this value
increases by +4 if at that time Community Rank is 10, Stability rank is greater
than 7 and Unrest state is at least Worried. Maximum value is 40 BP per month."
},
{
"Key": "d674c979-4c83-4e37-9d89-0db39ea57813",
"Value": "Trade Agreement with Cheliax"
},
{
"Key": "dddb1d31-0ddc-4926-9868-9469065f7bec",
"Value": "Trade agreement signed."
},
{
"Key": "2d378309-00cd-4c49-89c9-a0d88cdc2499",
"Value": "Provides 10 BP per week, but reduces income by 1 for each rank of
Stability and Espionage below 10."
},
{
"Key": "4243691c-13bc-4ab2-ab16-9023abc2a3fd",
"Value": "Trade Agreement with Daggermark"
},
{
"Key": "7cc0d159-b5b7-4a5d-a736-b9fc80e8eec1",
"Value": "Trade agreement signed."
},
{
"Key": "f78dd0ff-28ee-469a-8100-38657d2b2c52",
"Value": "Speculation allows the cunning and experienced to turn a profit
even during times of strife. Brings in up to 2 BP per week at times of Unrest. The
worse the Unrest, the more BP this agreement provides."
},
{
"Key": "166cd71b-a9f4-4b62-821e-8d0b7bd881c5",
"Value": "Trade Agreement with Galt"
},
{
"Key": "ac2a8ca0-7f2f-4659-a0a7-4c792ce181f8",
"Value": "The agreement has been signed!"
},
{
"Key": "093da4be-303e-43e3-a5ef-21475da63d51",
"Value": "By abolishing all trade tariffs on imported goods from Gralton, we
will forego all immediate profits. However, this will provide a solid foundation
for stable long-term growth. +5 to Economy."
},
{
"Key": "42bb592c-2972-4f05-acd3-4d29e22b3fc9",
"Value": "Trade Agreement with Gralton"
},
{
"Key": "57f43db7-3891-4f7e-8ca4-1c768c201c9b",
"Value": "The agreement has been signed!"
},
{
"Key": "47d233a3-07c8-4239-ad04-25692486e819",
"Value": "Mivon will dispatch troops to watch the trade routes that connect
it with our capital. +1 BP per week."
},
{
"Key": "738e8705-e5a9-4602-8e24-09678bf88fc2",
"Value": "Mivon will dispatch troops to watch the trade routes that connect
it with our capital. +1 BP per week."
},
{
"Key": "c4754aea-15ba-4514-ae09-7cbe1c29a174",
"Value": "Trade Agreement with Mivon"
},
{
"Key": "f5da9ec3-4b1f-4f35-bfea-f4136cf589ea",
"Value": "Trade Agreement with Mivon"
},
{
"Key": "721c0d84-d72f-4582-a84e-c5466e4a74ad",
"Value": "The agreement has been signed!"
},
{
"Key": "48b5d33f-96d1-49bd-be6a-9595dc1e34b9",
"Value": "The agreement has been signed!"
},
{
"Key": "5820b3ab-9908-4153-820d-bbe5ad235ab7",
"Value": "Pitax will allow our merchants to pay significantly lower trade
tariffs. +3 BP per week."
},
{
"Key": "39a4d73d-39e9-48fe-b4e1-35b55ced7ba5",
"Value": "Pitax will allow our merchants to pay significantly lower trade
tariffs. +4 BP per week."
},
{
"Key": "83ee2c37-5444-483f-a9c8-deebf2be73ea",
"Value": "Trade Agreement with Pitax"
},
{
"Key": "3a3d2556-6b1e-4aff-b3e8-69a6266151af",
"Value": "Trade Agreement with Pitax"
},
{
"Key": "cc67c82f-c246-4ec2-a74b-7f81ddf85ed8",
"Value": "The agreement has been signed!"
},
{
"Key": "d299a3cc-6780-46c3-a6f1-9ff72f822ec7",
"Value": "The agreement has been signed!"
},
{
"Key": "a963a30d-f429-48dc-80ca-dccc14b32b8d",
"Value": "Razmiran will allow us to open an embassy in their capital. +3 BP
each time the Grand Diplomat successfully resolves any situation."
},
{
"Key": "90516e3d-37a2-49e8-bd33-76a5c1606376",
"Value": "One of our merchant guilds will become the main supplier of
Razmiran's army. Increases Economy and Relations by +5 and provides +4 BP per
week."
},
{
"Key": "c7584a24-fa83-4d9a-824a-f0c0dee25624",
"Value": "Trade Agreement with Razmiran"
},
{
"Key": "cd0e5073-06ca-49ba-8226-b1276e4e8581",
"Value": "Trade Agreement with Razmiran"
},
{
"Key": "84b6c9a6-bf21-44d6-ab68-260a314ccee6",
"Value": "The agreement has been signed!"
},
{
"Key": "c9ccbff5-88a9-4e42-9e59-b21bec8237f4",
"Value": "Our merchants will receive the right to establish a sizeable
trading post in the heart of New Stetven. Each city in the {mf|barony|barony|
kingdom|kingdom} gains an extra +5 BP per week; +2 BP for each Town; and +1 BP for
each village."
},
{
"Key": "9d8071f1-aa5b-40b5-a5e7-3974d6e1664e",
"Value": "Trade Agreement with Surtova"
},
{
"Key": "248faeb6-9452-49de-9d69-5b7de88a808a",
"Value": "The agreement has been signed!"
},
{
"Key": "45dc2b56-53df-4546-95fc-d51be25b2638",
"Value": "A heavily-guarded caravan will now carrying goods between our
capital and Varnhold. +2 BP per turn."
},
{
"Key": "abf6c907-0633-4aa8-9f88-21a05729ff32",
"Value": "Trade Agreement with Maegar Varn"
},
{
"Key": "15882699-f6f8-4ae0-8956-7dde62d0ec81",
"Value": "The agreement has been signed!"
},
{
"Key": "d998efe8-227a-4a69-a0b6-3fc0d2a991c4",
"Value": "We can increase our people's loyalty in this region."
},
{
"Key": "cb66dadf-285b-403a-80dd-ce339c95fd7a",
"Value": "Improve Loyalty"
},
{
"Key": "0f1cc117-4204-455a-bca5-1559b6e12ee3",
"Value": "The people in the region of the capital are very fond of their
ruler."
},
{
"Key": "657e23de-a27c-46a1-9c26-5dbddeb2b3fe",
"Value": "Upgrade the capital to increase profits."
},
{
"Key": "5b6ccab7-d5d3-4daf-8d94-88dd57e59e3e",
"Value": "Increase Income"
},
{
"Key": "bfcb88fc-ac41-4273-8d52-395414d807a9",
"Value": "The capital region is prosperous."
},
{
"Key": "8807bad1-aeba-4e90-91b7-34048f408b9d",
"Value": "All the secrets of this forest have been uncovered. This region is
ready to be claimed."
},
{
"Key": "ac6af594-0451-4502-9585-147f4f4c8beb",
"Value": "The ancient keep in the heart of this region is full of mysteries.
Until it is free of its evil presence, this region cannot be claimed."
},
{
"Key": "1126afe6-13d4-49b0-a081-108b90901380",
"Value": "Declare the Dire Narlmarches a part of your kingdom."
},
{
"Key": "a25f234c-6916-41d3-a3ce-9ebfc2a37f5a",
"Value": "Claim the Dire Narlmarches"
},
{
"Key": "49e433de-45da-4961-8de3-49c170747604",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. Now it
includes the Dire Narlmarches."
},
{
"Key": "7083e352-d162-4b16-8e6b-4522a7680752",
"Value": "The Dire Narlmarches were added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "5c7bfbcf-388c-43dd-a7a0-94c3055f10b2",
"Value": "The Dire Narlmarches were added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "69d3d6b1-8822-41f9-9a9b-978a7d3212d2",
"Value": "This region is too dangerous and unknown to be claimed right now."
},
{
"Key": "bbd5bd37-0a4f-4d3e-bb3a-2a30f1c5b82c",
"Value": "An otherworldly power once nested under the dome of the Abandoned
Keep. Study it to provide your arcane specialists with new knowledge and
experience. Effect: +2 Arcane to Academies of Magic and +1 Arcane to Mage's Towers
everywhere in the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "78f6256d-a551-4593-9b4f-5bbc3cf38855",
"Value": "Magic of the Abandoned Keep"
},
{
"Key": "f88952e2-ca7d-4c25-8d77-3e46a27f7074",
"Value": "The Magister invited researchers to study the First World's
influence on the Abandoned Keep, and its extensive library."
},
{
"Key": "c252117f-71c2-4b9f-b936-23d3c3788a19",
"Value": "Many arcane specialists are coming to study of Abandoned Keep's
library. It has become the region's center for arcane research."
},
{
"Key": "e2267d5b-c063-4705-9c01-a08ff31e6cee",
"Value": "The Magister invited researchers to study the First World's
influence on the Abandoned Keep, and its extensive library."
},
{
"Key": "cdc42aec-47e5-4c1f-8953-e7dbf9f665b4",
"Value": "Restoring Silvershield Fortress will make it the center of region's
infrastructure. A prerequisite for the \"Restoration of the Road of Shields\"
project. No special effect."
},
{
"Key": "a3f9fba2-bfe0-4527-be18-201b428850fc",
"Value": "Silvershield Fortress"
},
{
"Key": "4dcf06b8-4ba7-4535-bb71-1cb86a6fb12d",
"Value": "Restoration of the dwarven fortress is complete, and region is
already becoming safer. This fragment of the once-glorious Road of Shields has been
made whole again."
},
{
"Key": "6455136c-572b-4726-bd02-a992eb72fed2",
"Value": "Restoration of the dwarven fortress is underway, and region is
becoming safer. This fragment of the once-glorious Road of Shields will be made
whole again."
},
{
"Key": "7e1930af-e2ff-4d5c-a9f9-139c1991d3f5",
"Value": "Dunsward is ready to be claimed."
},
{
"Key": "82fbc769-e1ef-4caf-abb5-57929e07298f",
"Value": "You must improve Relations before claiming this region."
},
{
"Key": "462fce84-c2e0-4401-a780-16c7b917e3ca",
"Value": "Declare Dunsward a part of your kingdom."
},
{
"Key": "47140a62-2524-42b8-b46c-73161bdd7644",
"Value": "Claim Dunsward"
},
{
"Key": "09eb9cf4-6e8a-4ad7-b74d-9c66ffb90d8f",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. Now it
includes Dunsward."
},
{
"Key": "e95283b3-2645-410b-92d3-48d7e36cb5dc",
"Value": "Dunsward has been added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "c6791c60-ba07-4425-8215-a5610822b84c",
"Value": "Dunsward has been added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "65416ead-26e4-4243-a3b7-5c314d7f7142",
"Value": "This region is too dangerous and unknown to be claimed right now."
},
{
"Key": "d3448e47-3af9-46e4-92a3-04ccd7d31ef1",
"Value": "Give the grassy plains of Dunsward a new life. Let the crops and
gardens flourish among the frightening ruins of the cyclopean empire. Effect: +1
Community and Loyalty for every Brewery, Granary and Windmill in this and all
adjacent regions."
},
{
"Key": "77b1c708-2282-416b-9c0b-4af24fadc10f",
"Value": "Belly of the Stolen Lands"
},
{
"Key": "7337e1cc-1a1a-4051-9af2-556d2e989a90",
"Value": "Dunsward has become the key agricultural center of the Stolen
Lands. Gloomy cyclops ruins are barely visible among its fields of golden crops and
blooming gardens."
},
{
"Key": "c5d4d8c2-4e78-4ecb-9672-adf133b1624d",
"Value": "Secure the borders and enhance military presence in the region.
Effect: greatly enhances Military and Espionage, but reduces the number and
frequency of opportunities in all regions adjacent to Brevoy. All opportunities
that could be solved by Treasurer, Warden or Grand Diplomat in regions adjacent to
Brevoy, roll 2 checks for resolution and pick the worse result."
},
{
"Key": "2697109e-4c3a-4c4f-996e-aad17f33fc0d",
"Value": "Enforced Border"
},
{
"Key": "5d5c8635-2ab7-4f17-901a-e1f490724a43",
"Value": "The border region of Dunsward has become one of the most fortified
areas in the {mf|barony|barony|kingdom|kingdom}, a bulwark against potential
invasion from Brevoy."
},
{
"Key": "7f5cc573-8ad4-42a6-b170-be8e8f4398c4",
"Value": "Armag has been vanquished, and your {mf|barony|barony|kingdom|
kingdom} has expanded. Now it includes Glenebon."
},
{
"Key": "8e4c67b0-6984-476e-8811-24333badf624",
"Value": "An aggressive tribe of barbarians lead by Armag has settled in this
region. Until this problem has been solved, this region cannot be claimed."
},
{
"Key": "1e26002e-b86b-424c-8ab7-81c7254ff750",
"Value": "Declare Glenebon a part of your kingdom."
},
{
"Key": "a12799ed-6ba8-4d28-b975-02c0d09621ee",
"Value": "Claim Glenebon"
},
{
"Key": "15633d40-6c50-4a76-9524-edd45b96e36d",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. Now it
includes Glenebon."
},
{
"Key": "2b2cb126-19a3-49e3-9ddc-3de878a60d87",
"Value": "Glenebon has been added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "625d54e8-5c8e-4522-8f8a-05b88107ac0f",
"Value": "This land is too wild and dangerous to be claimed. There are rumors
of several barbarian tribes in the area."
},
{
"Key": "b9424a88-9422-4aae-b0c6-882b4b2e5b65",
"Value": "The harsh and unforgiving region of Glenebon seems the perfect
place to worship Gorum, the raging god of battle. Effect: Military Academies
provide +2 Divine; Cathedrals provide +2 to Military; the Arenas and Temples of
Gorum each provide +1 to Military and Divine. All events that could be solved by
the General or High Priest in this and adjacent regions roll 2 checks for
resolution and pick best result. Also provides +4 sacred bonus to damage."
},
{
"Key": "a9ec39d0-880b-421d-bd9b-d7d373457d37",
"Value": "Gorum's Holy Place"
},
{
"Key": "7a67c4b7-e1b5-4eaa-97f2-dabdcb68d99e",
"Value": "Glenebon became the center of Gorum faith. Followers of the god of
battle are coming here from distant lands to train in martial arts and fight each
other in sacred duels."
},
{
"Key": "0acb744a-184b-4190-8df7-d6725d13a6fe",
"Value": "Training in the harsh hills of Glenebon could provide your troops
with survival skills and endurance. Effect: this region's Military, Stability and
Espionage scores increase by 2 for each other region with Military upgrades
(excluding Training Grounds)."
},
{
"Key": "248786b3-7cd2-47b2-9d4a-0879009eac93",
"Value": "Training in the harsh hills of Glenebon could provide your troops
with survival skills and endurance. Effect: this region's Military, Stability and
Espionage scores increase by 2 for each other region with Military upgrades."
},
{
"Key": "a6b4510b-af04-4fad-a8f9-4d40effa2fc3",
"Value": "Training Grounds"
},
{
"Key": "ecc8971f-52db-47d5-9516-d3f934c7bcdb",
"Value": "Training Grounds"
},
{
"Key": "11e7cdb8-fb87-44de-87e0-5dab53ef0768",
"Value": "Glenebon has become a proper military training ground, where all
the troops of your {mf|barony|barony|kingdom|kingdom} carry out military
exercises."
},
{
"Key": "ca80446e-506a-41df-9836-32b99177b9d0",
"Value": "Glenebon's rugged terrain and harsh weather conditions makes the
region a perfect training ground for troops and guards."
},
{
"Key": "3a210d1f-c1d1-4802-8b89-3b2e3896917a",
"Value": "The Kamelands are ready to be claimed."
},
{
"Key": "23f25fdc-1c6c-4dc6-8242-c39f054e8b24",
"Value": "You need to gain the people's Loyalty before claiming this region."
},
{
"Key": "5bc10290-7661-49d5-8df3-56e3404d514d",
"Value": "Declare the Kamelands a part of your kingdom."
},
{
"Key": "1130e6a7-2b7b-4661-8170-5c639706e33b",
"Value": "Claim the Kamelands"
},
{
"Key": "f2f8f741-68e0-4eba-ae48-c811e5350b99",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. Now it
includes the Kamelands."
},
{
"Key": "fa0bc369-4f5a-40d2-89e6-94995219a8c0",
"Value": "The Kamelands were added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "1c27cb82-a579-4b3b-9284-8311a21b6579",
"Value": "The Kamelands were added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "977fe348-212e-4292-b393-44377a434122",
"Value": "Horses from the Kamelands are valued for their strength, speed, and
sure-footedness. Support its horse-breeders and you'll have the finest mounts in
the region for yourself and your companions. Effect: +20% to overland movement
speed within the {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "b39f8526-06b3-4565-baad-98c685c63d6e",
"Value": "Horse-breeding Center"
},
{
"Key": "d22a2c86-44a3-4d46-b257-95cec427f128",
"Value": "Horse-breeding is popular in the region once again, with Kameland
horses finding their ways to the finest stables across the continent."
},
{
"Key": "3383ce1c-2a1b-4418-977f-20cfa35cbdc1",
"Value": "The Kamelands might become a vast open-air archaeology museum, and
attract travelers from other countries and inspiring locals to study history.
Effect: all Museums in the {mf|barony|barony|kingdom|kingdom} provide +2 Culture."
},
{
"Key": "04b20e82-0e98-4dbd-8f6a-c734c051fb3d",
"Value": "National Treasure"
},
{
"Key": "52f29440-5f74-4aba-a7d3-bf4c09300f9a",
"Value": "The Kamelands became an open-air museum and memorial to all the
civilizations and kingdoms of its varied past. � A monument to the rich history of
the Stolen Lands!"
},
{
"Key": "e2bc1fe1-0775-43d8-8163-3bde598b912f",
"Value": "The North Narlmarches are ready to be claimed."
},
{
"Key": "8a2cd9b5-f449-4410-a279-4ef3765510da",
"Value": "You need to improve your realm's Community before claiming this
region."
},
{
"Key": "7582fa13-c4e7-4658-9fee-0b678bf9a633",
"Value": "Declare the North Narlmarches a part of your kingdom."
},
{
"Key": "e8048fb1-a9cd-4c69-bab2-aa6a055b1b9a",
"Value": "Claim the North Narlmarches"
},
{
"Key": "4e1414bb-ffcd-459a-91c0-1a7227bd1709",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. Now it
includes the North Narlmarches."
},
{
"Key": "7ad043ce-b912-4af8-80b3-b16225692ef2",
"Value": "The North Narlmarches were added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "8e680b3e-1884-490f-a98e-949b8d8719bc",
"Value": "The North Narlmarches were added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "deb4ea81-f2e8-455c-814a-57efb112b665",
"Value": "With the Temple of the Elk at its heart, the North Narlmarches
could become a true home for Erastil's followers. Effect: +2 sacred bonus to attack
and damage against animals and magical beasts while within the kingdom. Also
provides +5 bonus to Lore (Nature) checks while within the {mf|barony|barony|
kingdom|kingdom}."
},
{
"Key": "fd455bff-68f8-4e7e-a2fc-fda433479f96",
"Value": "Erastil's Holy Place"
},
{
"Key": "f9f68fd6-e4d6-4f4e-bade-9fa6e1a72782",
"Value": "Erastil's Temple is restored to its place as the center of the
region's life. The Stag God, pleased, bestows his blessing upon the whole {mf|
barony|barony|kingdom|kingdom}."
},
{
"Key": "dfdbe34f-e2e0-4676-92d7-155e013bd92e",
"Value": "A hunt is a form of entertainment that nobles consider essential.
There is no special effect."
},
{
"Key": "583ed271-9c10-488f-8d4f-98bf60137439",
"Value": "Royal Hunting Grounds"
},
{
"Key": "e4138300-3145-4549-8da6-bcc2c4c7276e",
"Value": "The North Narlmarches have become the ideal grounds for the royal
hunt, complete with comfortable hunting lodges and skillful gamekeepers."
},
{
"Key": "4425bcfb-cf33-46a6-ab0a-b9354e5a7ba2",
"Value": "After the death of the Stag Lord, the bandits released this region
from their iron grip."
},
{
"Key": "165d58f4-d2d9-4040-bc3a-70c0bd0dc578",
"Value": "The Stag Lord controls this region, with the help of the local
bandits."
},
{
"Key": "173f16a6-a708-4bbd-b0b1-d6ec919924db",
"Value": "Declare the Outskirts a part of your kingdom."
},
{
"Key": "6e047aa8-09b5-46bd-a231-112624971d7a",
"Value": "Claim Outskirts"
},
{
"Key": "a26ef1c4-df52-498e-8f4d-3d6aa67e0ef8",
"Value": "The Outskirts joined your {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "3ae19a28-1cd0-42de-80d7-18d8518723c3",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. Now it
includes the Outskirts."
},
{
"Key": "67fabdac-9b92-40a6-90d7-29a942ae6702",
"Value": "The Outskirts were added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "6a78fc78-1350-4821-8ca5-37231deaa100",
"Value": "The Outskirts were added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "32e06f0f-ee26-4cee-ad88-8239361b769f",
"Value": "Oleg Leveton's example could encourage others to pursue a
merchant's life in the region. With your help, the Outskirts could become a center
of trade between the merchants and the local hunters. There is no special effect."
},
{
"Key": "bcde2776-c899-49ec-bdd8-530a7166b59d",
"Value": "Trading Ground"
},
{
"Key": "de905266-0e4a-4e17-ad67-1a7ca9d50271",
"Value": "Oleg's Trading Post has become the center of trade between {mf|
barony|barony|kingdom|kingdom}, Brevoy and River Kingdoms. The busy din and sounds
of bargaining never cease."
},
{
"Key": "ae0fd91a-b56c-4151-ac4e-fa483c3a86ae",
"Value": "Secure the borders and enhance military presence in the region.
Effect: your land's military and protection increase greatly, at the cost of the
relations with Brevoy. This leads to -2 penalty to solve any event in the region,
adjacent to Brevoy."
},
{
"Key": "977bc085-d158-45c3-9c28-3be56fdfa6b5",
"Value": "Military Outpost"
},
{
"Key": "6909ac1f-41a9-4185-8237-b6d40ae23567",
"Value": "Oleg's Trading Post resumed its original function, becoming one of
the many forts defending the country's border. It's hard to tell whether Oleg
himself is satisfied with the situation � he continues to grumble and complain in
his usual manner."
},
{
"Key": "eec31b91-5631-4a2c-9dd8-51f03fc00643",
"Value": "Partnership with Brevoy could bear fruit � if you establish a
proper center for relations. Effect: +3 bonus to solve any problem in regions
adjacent to the Brevan border."
},
{
"Key": "99611400-897c-4e1c-9504-dd4c42b55ed1",
"Value": "Good Neighbors"
},
{
"Key": "d191d9da-0a24-4d9a-a52a-730d1b8f8918",
"Value": "Oleg's Trading post became a center of diplomatic relations with
Brevoy. Svetlana's famous cooking has brightened up many Important meetings and
negotiations."
},
{
"Key": "91c1e338-f8a3-4f89-a662-c8fd8437d9e9",
"Value": "Irovetti has fallen, and Pitax eagerly joined your {mf|barony|
barony|kingdom|kingdom}."
},
{
"Key": "b66d769b-893d-4650-8b23-14b0c5a94641",
"Value": "Pitax is waging war against your kingdom. You must win this war
before you can try to claim Irovetti's lands."
},
{
"Key": "f2513b2a-1e1b-4863-9021-d08b6c4fa69f",
"Value": "Declare Pitax a part of your kingdom."
},
{
"Key": "b2c27c85-7a59-4cbf-95c7-5f22209fc772",
"Value": "Claim Pitax"
},
{
"Key": "0300bda1-3295-46b4-ba95-8e45fb3eb15f",
"Value": "This region belongs to Pitax, one of the River Kingdoms."
},
{
"Key": "1e1d0fce-58ec-46eb-9482-81b07b78a949",
"Value": "If you can't beat the criminals, lead them. Pitax has everything
one could hope for � if one means to build a capital of crime. Provides 500 BP. All
crime-related town buildings provide full bonuses, as if you had supported the
bandits more than the common folk as Community rank grew.\nEvery 30 days, reduces
Community, Stability and Economy by 1 and provides 50 BP � as well as a special
project to acquire a powerful random item through the black markets. Only one such
project may be active at a time."
},
{
"Key": "4b720d50-d3ea-451f-9887-be00c949da6f",
"Value": "Capital of Crime"
},
{
"Key": "a3228d46-9a0b-49ce-823e-cad098d7ace9",
"Value": "Pitax remains true to its roots, and the crime syndicates have made
it their own. Strange as it may seem, it's one of the safest cities in the
kingdom."
},
{
"Key": "b365532b-b472-4dae-8afb-97c4f3e02d12",
"Value": "King Irovetti somehow managed to turn his bandit kingdom into
flourishing center for the arts. You can do even better, and turn Pitax into the
true cultural heart of your lands and of all the surrounding kingdoms. Effect: each
Longhouse in the kingdom provides +1 Culture, each Town Hall in the kingdom
provides +2 Culture, each City Hall in the kingdom provides +3 Culture."
},
{
"Key": "7091b37c-d0f1-47fe-9cd9-469ee89c8410",
"Value": "In the Name of Art"
},
{
"Key": "086a52a2-e72c-4779-87dd-a02112cfb157",
"Value": "Pitax has become the cultural center of the kingdom, famous for its
artists, bards and architects. Its influence inspires the arts across the whole
{mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "33a42174-9a9b-4adf-afae-734fa1d42eb2",
"Value": "The first word that comes to mind when someone mentions Daggermark
is 'spies'. Or 'assassins'. But Pitax has the potential to steal its fame. Effect:
all events that could be resolved by Minister in the entire kingdom, roll 2 checks
for resolution and pick the best result. In addition, all of the Minister's
opportunities have +5 check bonus."
},
{
"Key": "7239d4e3-d03d-46bb-b813-8b16f9b6d298",
"Value": "Daggermark's Rival"
},
{
"Key": "116a893d-6217-4a3b-bcc9-06a87ec89ad8",
"Value": "Pitax has become a city of spies, famous for the trade of secrets,
and the safe haven that crafty-minded folk find there. It rivals Daggermark
itself!"
},
{
"Key": "ed0cee28-98fe-4a35-9aec-116af81c6307",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. It now
includes the Dire Narlmarches."
},
{
"Key": "1eac9ea3-369b-41f3-a3cf-8061488172ad",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. It now
includes Dunsward."
},
{
"Key": "f18fc1fc-3e00-4a97-b62d-46e5fca5b986",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. It now
includes Glenebon."
},
{
"Key": "18516932-2d28-49f4-aa34-e17ba6c37a20",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. It now
includes the Kamelands."
},
{
"Key": "745ba416-ec73-48d2-933e-4b2a1784d7a3",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. It now
includes the North Narlmarches."
},
{
"Key": "c0c5fd41-1c38-42e0-a43d-7d3aaa306594",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. It now
includes the Outskirts."
},
{
"Key": "6d762ed7-64c2-4bcf-9c8b-6e85872fec4a",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. It now
includes Silverstep."
},
{
"Key": "3c248332-f0ac-448c-9476-1407ef798898",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. It now
includes the South Narlmarches."
},
{
"Key": "6312fd4a-b82b-4390-9ea2-bebbb8982778",
"Value": "Your {mf|barony|barony|kingdom|kingdom} has expanded. It now
includes the Tors of Levenies."
},
{
"Key": "70ff1786-d5a8-487f-9c89-d13c604b5508",
"Value": "The Shrike Hills are the heart of your land, and they should become
a true trading and cultural center. Effect: every 2-slot building in this or
adjacent upgraded regions that provides bonuses to Economy, Relations or Culture
increases those bonuses by 1. Every 4-slot building in this or adjacent regions
that provides bonuses to Economy, Relations or Culture increases those bonuses by
2."
},
{
"Key": "b3074a6e-da59-4095-ae83-2eafb29a7880",
"Value": "Diamond in the Rough"
},
{
"Key": "c181755a-4f6c-4a59-848c-a247581db69e",
"Value": "The Shrike Hills and the capital have become a famous trade and
cultural center, well known for a luxurious lifestyle."
},
{
"Key": "e194563a-866e-49cd-8afd-b60ddd279324",
"Value": "Turn the whole region into your stronghold, safe from all enemies,
foreign or domestic. Effect: +3 bonus to resolve any situation with the General,
Warden or Minister in this and all adjacent regions."
},
{
"Key": "fc50df49-0a6e-4af4-9e82-e55be060d9e4",
"Value": "Iron Heart of the Land"
},
{
"Key": "bc9031b8-6ec1-4418-bd1e-4ce7f29ffe4e",
"Value": "Shrike Hills and the capital are now a well-fortified military
region, ready to stand against any enemy army."
},
{
"Key": "4776ff48-2e3d-4c0f-b2e1-000066ce3b5a",
"Value": "The Stolen Lands are a place of magic and mystery, and your capital
and environs are its true heart. Turn the region into a center for arcane studies
and a pilgrimage destination. Effect: +5 bonus to resolve any situation with the
Magister or High Priest in this region. Also provides +5 competence bonus to
Knowledge (Arcana) and Lore (Religion) everywhere in the entire {mf|barony|barony|
kingdom|kingdom}."
},
{
"Key": "312f553f-3086-4c16-acd8-7463508a8559",
"Value": "It's a Magical Place"
},
{
"Key": "f03dde20-22b8-4edd-9ef8-73e5db305177",
"Value": "Shrike Hills and the capital have become a famous center for arcane
research and divine practices."
},
{
"Key": "9d0e195e-46e8-4b58-b3c5-4de86846c6b0",
"Value": "Silverstep Village agreed to join your {mf|barony|barony|kingdom|
kingdom}, bringing with it the surrounding region."
},
{
"Key": "692c824f-6cc2-4b15-a40d-af2609cbe060",
"Value": "Silverstep Village refuses to join the {mf|barony|barony|kingdom|
kingdom}, claiming that a dragon protects them. Until they are persuaded otherwise,
this region cannot be claimed."
},
{
"Key": "ef93ee4b-0263-460e-a793-35404051ff52",
"Value": "Declare Silverstep a part of your kingdom."
},
{
"Key": "b65f49c1-c0ab-4d03-9fa8-3d6ae958e767",
"Value": "Claim Silverstep"
},
{
"Key": "fbc7aa85-8e21-45a9-8279-f5a3e9066d5f",
"Value": "Silverstep was added to your {mf|barony|barony|kingdom|kingdom}."
},
{
"Key": "953f0c4e-1bb1-4ff1-b3f5-18f0f60f64e7",
"Value": "Silverstep has been added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "fd31e9b9-ae9f-4506-860a-eff29a51faed",
"Value": "Silverstep has been added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "3e4da90a-de96-4335-9ee9-ff6eadd42a76",
"Value": "This region is too wild and dangerous to claim. There are strange
rumors about a dragon in the area."
},
{
"Key": "35494c50-1229-4ef9-89c9-7766763dc548",
"Value": "Although Silverstep fishermen prefer to see a fish jumping into the
boat by itself, you can still teach them a proper techniques for fish farming.
Effect: any village buildings in this or any adjacent region that grants either a
Community or Loyalty bonus, now grants a minimum +1 bonus for both."
},
{
"Key": "3cf14e58-cd89-4c12-97e7-85a08dcf2e40",
"Value": "Fish Farm Village"
},
{
"Key": "16b02c80-db09-4306-b4ac-639e1875ff09",
"Value": "Silverstep supplies all the neighboring regions with delicious
fish."
},
{
"Key": "51575617-9fa8-475c-8584-4caccf18e72a",
"Value": "All around the River Kingdoms, people are sharing tales of gems and
dragon silver in the region of Silverstep. With your help, these tales could be
harnessed into a promotion for local jewelry. Effect: Attracts jewelry makers to
the region."
},
{
"Key": "1119ca23-2ce2-45e4-b632-c4e62c7ecc17",
"Value": "Jewelry Center"
},
{
"Key": "41a79e12-f101-47eb-9d2c-cfc2b3d82a09",
"Value": "Silverstep mines gems and silver, and the local craftsmen produce
the finest jewelry in the country."
},
{
"Key": "44b9a9d7-f869-40c6-a12c-0b91d0650333",
"Value": "The region of Silverstep is home to many mysteries. Even the fey
have their own tales of this place. You could turn it into source of inspiration
for your mages and priests. Effect: each Cathedral in the {mf|barony|barony|
kingdom|kingdom} provides +3 Divine; each Magical Academy in the {mf|barony|barony|
kingdom|kingdom} provides +3 Arcane."
},
{
"Key": "9c31ae7b-9aa1-4660-b900-a1e9de585f48",
"Value": "Enigmatic Tales"
},
{
"Key": "1a490e16-392c-4792-91d5-1caf1b1dee0e",
"Value": "Silverstep embraces its mystical past, attracting and inspiring
travelers from far and wide."
},
{
"Key": "be454b86-04e2-4a9f-9547-c0c6f805e656",
"Value": "Trobold is vanquished, and the region has become much safer. It is
ready to be claimed."
},
{
"Key": "a087eaf5-a8b4-4b7a-befe-90a8bc29d781",
"Value": "Bands of trolls keep attacking people in this region. Until
something is done about this problem, this region cannot be claimed."
},
{
"Key": "8f393313-0c03-41db-b41e-c30d629cf7fc",
"Value": "Declare the South Narlmarches a part of your kingdom."
},
{
"Key": "8167b393-216d-44e8-a7e2-ccb27d32a485",
"Value": "Claim the South Narlmarches"
},
{
"Key": "09d7960d-4fcf-4ff0-bfd8-c9f53acc7e93",
"Value": "Your {mf|barony|barony|kingdom|kingdom} is ready to claim the South
Narlmarches."
},
{
"Key": "d2d00e37-c15a-48af-8190-4897d8f2e7f2",
"Value": "The South Narlmarches were added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "f4b79f64-0b13-47b6-aff7-4e7b7b54b96c",
"Value": "The South Narlmarches were added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "31a26458-1c90-40c9-b90b-bf4fc5d795c0",
"Value": "This land is too wild and dangerous to claim. There are rumors of
trolls wandering the area."
},
{
"Key": "4552814d-63de-4091-a3aa-d3b85c3ffb92",
"Value": "You've made significant progress with the restoration of
Bronzeshield Fortress. It will soon be the center of the whole region."
},
{
"Key": "982fb344-b092-4173-9887-d5a908657f0d",
"Value": "You've made significant progress in the restoration of Bronzeshield
Fortress, and it is quickly becoming the center of the whole region. A prerequisite
for the \"Restoration of the Road of Shields\" project. No special effect."
},
{
"Key": "1f0f5c4f-5838-48f2-ae43-7be33e3f479d",
"Value": "Restoration of Bronzeshield Fortress"
},
{
"Key": "f24d3af0-a30a-40b4-bfbf-3a38997eada8",
"Value": "Bronzeshield Fortress"
},
{
"Key": "0709eac7-4c16-486e-bb33-f9a40a2022e6",
"Value": "Restoration of the dwarven fortress is complete, and region is
already becoming safer. This fragment of the once-glorious Road of Shields has been
made whole again."
},
{
"Key": "462e78f2-c0bf-4a77-a334-385c6bfb31d9",
"Value": "Restoration of the dwarven fortress is underway and region become
safer. Fragment of once glorious Road of Shields is restored."
},
{
"Key": "19ccf4f4-5e4b-4fe1-a6ff-78ff7173d153",
"Value": "Although the ancient cult that built Candlemere Tower disappeared
thousands years ago, traces of strange magic still linger there. Study these
secrets and your arcane specialists will gain valuable new knowledge and
experience. Effect: +3 bonus for the Magister to take advantage of opportunities in
this and all adjacent regions. The Mage's Tower provides additional +1 to Divine
and Arcane."
},
{
"Key": "834cc29e-4253-49a8-bec0-6279c6c77c47",
"Value": "The Magic of Candlemere Tower"
},
{
"Key": "4ec943d4-641d-45dd-8bc8-b945fd82d3a5",
"Value": "Many arcane specialists have come to study Candlemere Tower's
magic. They've became the driving force behind this region's development."
},
{
"Key": "3bbd0476-77fa-4948-a1e1-e9b9ad363a03",
"Value": "The Tors of Levenies are ready to be claimed."
},
{
"Key": "eb874f4c-9ed9-4ef0-aaf7-9a54de627423",
"Value": "You need to improve Arcane and Culture before claiming this
region."
},
{
"Key": "15c3c4ad-07a5-458c-9859-c61c01bd6398",
"Value": "Declare the Tors of Levenies a part of your kingdom."
},
{
"Key": "a3257bd2-86e5-40f4-81a0-5f2538bf083e",
"Value": "Claim the Tors of Levenies"
},
{
"Key": "b8bc6d45-1444-42de-ab50-7fc44182e927",
"Value": "The Tors of Levenies now lie within your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "850c47ca-b0cb-491e-9dc1-535144eec95a",
"Value": "The Tors of Levenies were added to your {mf|barony|barony|kingdom|
kingdom}."
},
{
"Key": "75974865-b9fd-491b-9f46-70c863233b8f",
"Value": "This region is too dangerous to claim right now."
},
{
"Key": "32568082-6dde-409e-8065-2cd6744f911b",
"Value": "Instruct the guards in the region to pay no attention to the many
reports of disappearances or the suspicious strangers. The cultists of Charon will
be grateful. Effect: in this and all adjacent regions, all buildings that provide
either Community or Loyalty bonuses now reduce that bonus by -1, and instead
provide +1 to Divine, Arcane and Espionage. Applies doubly to buildings that give a
bonus to both Community and Loyalty."
},
{
"Key": "9a615281-6629-486b-aeb7-219c763956c2",
"Value": "Daemonic Cult"
},
{
"Key": "05b10c04-5759-45f4-a2f1-b01a15aac0a8",
"Value": "An ancient daemonic cult of Charon worshipers has settled in the
region."
},
{
"Key": "c39cad02-d6d8-4496-9554-25e817db967f",
"Value": "Beautiful sights, mineral water and fresh air make this mountain
region a perfect place for a resort. And don't forget exciting excursions into the
sinister cyclopean ruins! No special effect."
},
{
"Key": "33dccc26-c883-411f-86e8-5a8942f155a6",
"Value": "Mountain Resort"
},
{
"Key": "faff141a-002a-40e3-b682-bb02177fabba",
"Value": "The Tors of Levenies became a prestigious mountain resort. Guests
from all across the River Kingdoms pay a visit to rest, relax, and gaze upon
cyclops ruins."
},
{
"Key": "d0839523-4b83-420e-a567-ec3d2c3e7165",
"Value": "This region joins the {mf|barony|barony|kingdom|kingdom} after
being purged of Vordakai's evil influence."
},
{
"Key": "c7573103-2019-4d0e-b692-951604f74014",
"Value": "All communications with the region abruptly ended. Until this
mystery is solved, this region cannot be claimed."
},
{
"Key": "c048b262-73b0-4d21-a2dc-fc644736da82",
"Value": "Declare Varnhold a part of your kingdom."
},
{
"Key": "cc08f71d-6f90-4d06-baf6-57153d2fc097",
"Value": "Claim Varnhold"
},
{
"Key": "ce6d5f95-13f5-482d-985b-b34fdad1b54d",
"Value": "This region belongs to another barony, that of Maegar Varn, an
emissary of Jamandi Aldori."
},
{
"Key": "ac18d518-56fb-4650-a301-cc8990aec38b",
"Value": "Varnhold has suffered enough. Make safety this region's top
priority. Effect: for any problem that could be resolved by the Warden in this or
any adjacent region, roll 2 checks and pick best result."
},
{
"Key": "ea2ac50d-11b7-4244-91a5-a51693ec76be",
"Value": "Guard Headquarters"
},
{
"Key": "2b6ce648-e9ff-4a0d-aaa1-bffbeb8faf2c",
"Value": "With numerous guards training and living in the area, Varnhold has
become one of the safest regions in the country."
},
{
"Key": "b8a2427b-93d4-4121-a7e1-53fab36cdf29",
"Value": "Giving Varnhold an opportunity to host fairs would provide the
region a sense of hope for future prosperity. Effect: any building in the town that
provides a bonus to either Community or Loyalty also provides +1 to Economy."
},
{
"Key": "0ffd8535-b89e-4c2d-8508-3d939dbaaf8d",
"Value": "Bread and Circuses"
},
{
"Key": "56bc06a2-e54b-47e6-894b-4c3d8e0215f1",
"Value": "Varnhold has become a trade city and host of fairs, attracting
people from the neighboring villages and nearby regions. Little by little, its sad
past slips from the people's memory, replaced by the bright colors of fair tents
and the vivid sounds of laughter and music."
},
{
"Key": "db6b29bd-c1ac-4661-a13e-3e090163b32e",
"Value": "Direburg"
},
{
"Key": "fe1f133e-14ec-4e08-a2dd-8757d29393db",
"Value": "Dire Narlmarches"
},
{
"Key": "838d34d0-af5f-4a19-ad7b-5b5a216dc27c",
"Value": "Plainsgard"
},
{
"Key": "31dc9605-2f44-4b5a-a69b-78071036b93b",
"Value": "Dunsward"
},
{
"Key": "a8a7cf77-b426-40bf-a07f-dfef84c1da3f",
"Value": "Glenshire"
},
{
"Key": "4a28d77a-21f7-4339-af17-1d08c745eafd",
"Value": "Glenebon"
},
{
"Key": "e864d500-0d32-46ba-a2a3-beede7adbd7d",
"Value": "Shambling Steps"
},
{
"Key": "d7086fa3-adcf-43bc-901b-61d52e795831",
"Value": "Kamelands"
},
{
"Key": "b18c0dc8-8e4a-480b-9f35-afded5aecc11",
"Value": "Tatzlford"
},
{
"Key": "2054cbd6-50b2-4959-ae22-a6b649c0e5b5",
"Value": "North Narlmarches"
},
{
"Key": "d54f9b7d-3cdb-49da-b156-856dfcd46522",
"Value": "Tradegard"
},
{
"Key": "e0215735-e621-42d9-a21e-30e324f4009f",
"Value": "Outskirts"
},
{
"Key": "3f59d916-9590-4f4a-a48b-56409f0200f3",
"Value": "Pitax"
},
{
"Key": "140f8d5a-7ffb-472a-884a-1bc679414176",
"Value": "Pitax"
},
{
"Key": "2771d155-c27c-4b34-a35c-7fd564a556cc",
"Value": "Tuskdale"
},
{
"Key": "0d085718-0d7d-44fb-93c5-cc970272c12c",
"Value": "Shrike Hills"
},
{
"Key": "99f2d8b8-924e-497f-ae6d-7ae08344ae2c",
"Value": "Upgrade the capital to increase income."
},
{
"Key": "c39db87e-20d7-43d9-9b3b-64e19916044b",
"Value": "We can improve our people's loyalty in this region."
},
{
"Key": "bb4f6737-ca02-4b67-ab5b-1c60460c4673",
"Value": "Silvershire"
},
{
"Key": "0ce32edc-cf07-447e-9687-af91750e2252",
"Value": "Silverstep"
},
{
"Key": "a37e8fdf-c5db-4321-9013-78929d7c7b6b",
"Value": "Narlkeep"
},
{
"Key": "7c0815c8-bc4a-4b91-bf97-3bebb1822180",
"Value": "South Narlmarches"
},
{
"Key": "605bd0c3-6ad6-4271-9078-6baca17c28d4",
"Value": "Thousand Voices"
},
{
"Key": "1dfc6757-c65c-48cc-bdca-711689fb18c5",
"Value": "The Peak"
},
{
"Key": "646b5fcf-3fe9-4142-aa16-74fe944d9e84",
"Value": "Tors of Levenies"
},
{
"Key": "1f19e1bd-714d-4d48-a1a9-81f1bfe65b9c",
"Value": "Varnhold"
},
{
"Key": "abd22cf0-0f2e-46fb-974f-4b1d9c1dcc7f",
"Value": "Varnhold"
},
{
"Key": "aafe8cd7-3108-4223-95fb-070b89f00f9d",
"Value": "Aasimar"
},
{
"Key": "639dc54f-d60f-4129-9d7b-34e212083413",
"Value": "Aasimars are humans with a significant amount of celestial or other
good outsider blood in their ancestry. While not always benevolent, aasimars are
more inclined toward acts of kindness rather than evil. Aasimar heritage can lie
dormant for generations, only to appear suddenly in the child of two apparently
human parents. Most societies interpret aasimar births as good omens, though it
must be acknowledged that some aasimars take advantage of the reputation of their
kind, brutally subverting the expectations of others with acts of terrifying
cruelty or abject venality.\nAasimars look mostly human except for some minor
physical trait that reveals their unusual heritage. Typical aasimar features are
hair that shines like metal, unusual eye or skin color, or others."
},
{
"Key": "25fd05db-6edb-402e-9726-8a441eb7ec7e",
"Value": "Dwarves are a stoic but stern race, ensconced in cities carved from
the hearts of mountains and fiercely determined to repel the depredations of savage
races like orcs and goblins. More than any other race, the dwarves have acquired a
reputation as dour and humorless craftsmen of the earth. It could be said that
dwarven history shapes the dark disposition of many dwarves, for they reside in
high mountains and dangerous realms below the earth, constantly at war with giants,
goblins, and other such horrors.\nDwarves are a short and stocky race, and stand
about a foot shorter than most humans, with wide, compact bodies that account for
their burly appearance. Male and female dwarves pride themselves on the length of
their hair, and men often decorate their beards with a variety of clasps and
intricate braids. A cleanshaven male dwarf is a sure sign of madness, or worse � no
one familiar with their race trusts a beardless dwarf."
},
{
"Key": "44e0a2b8-8390-4310-8424-d88704775fb6",
"Value": "Dwarf"
},
{
"Key": "6475b1f0-b107-4a65-9315-6401e5edbe93",
"Value": "The long-lived elves are children of the natural world, similar in
many superficial ways to fey creatures, yet different as well. Elves value their
privacy and traditions, and while they are often slow to make friends, at both the
personal and national levels, once an outsider is accepted as a comrade, such
alliances can last for generations. Elves have a curious attachment to their
surroundings, perhaps as a result of their incredibly long lifespans or some
deeper, more mystical reason. Elves who dwell in a region for long find themselves
physically adapting to match their surroundings, most noticeably taking on
coloration reflecting the local environment. Those elves that spend their lives
among the short-lived races, on the other hand, often develop a skewed perception
of mortality and become morose Forlorn, the result of watching wave after wave of
companions age and die before their eyes.\nAlthough generally taller than humans,
elves possess a graceful, fragile physique that is accentuated by their long,
pointed ears. Their eyes are wide and almond-shaped, and filled with large,
vibrantly colored pupils. While elven clothing often plays off the beauty of the
natural world, those elves that live in cities tend to bedeck themselves in the
latest fashion."
},
{
"Key": "29050eda-b92e-4073-ac0f-436d52818332",
"Value": "Elf"
},
{
"Key": "4a54aef7-32d3-4830-8363-deb1b5a7fb75",
"Value": "Gnomes trace their lineage back to the mysterious realm of the fey,
a place where colors are brighter, the wildlands wilder, and emotions more primal.
Unknown forces drove the ancient 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 or adapted to mortal culture. As a result, gnomes are widely
regarded by the other races as alien and strange.\nGnomes are one of the smallest
of the common races, generally standing just over 3 feet in height. Their hair
tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant
green of forests at springtime, or the deep reds and purples of wild flowers in
bloom. Similarly, their flesh tones range from earthy browns to floral pinks,
frequently with little regard for heredity. Gnomes possess highly mutable facial
characteristics, and many have overly large mouths and eyes, an effect which can be
both disturbing and stunning, depending on the individual."
},
{
"Key": "e9a4f7a0-8e74-459c-a6ba-2b221c2881ee",
"Value": "Gnome"
},
{
"Key": "c90b8fc7-ffac-41a1-92be-20a21b6e2dce",
"Value": "Goblins are a race of ugly creatures with a destructive and
voracious nature that makes them almost universally despised. Weak and cowardly,
goblins are frequently manipulated or enslaved by stronger creatures that need
destructive, disposable foot soldiers. Those goblins that rely on their own wits to
survive live on the fringes of society and feed on refuse and the weaker members of
more civilized races. Most other races view them as virulent parasites that have
proved impossible to exterminate.\nThese creatures stand barely three feet tall,
their scrawny, humanoid body dwarfed by their wide, ungainly head. Goblins prefer
to dwell in caves, amid large and dense thickets of thistles and brambles, or in
structures built and then abandoned by others."
},
{
"Key": "ca6f2b43-4f05-4a80-a191-94e6712578b2",
"Value": "Goblin"
},
{
"Key": "138c51e4-1ec9-429b-ab6d-bc4a8645812e",
"Value": "Elves have long drawn the covetous gazes of other races. Their
generous life spans, magical affinity, and inherent grace each contribute to the
admiration or bitter envy of their neighbors. Of all their traits, however, none so
entrance their human associates as their beauty. Since the two races first came
into contact with each other, the humans have held up elves as models of physical
perfection, seeing in the fair folk idealized versions of themselves. For their
part, many elves find humans attractive despite their comparatively barbaric ways,
drawn to the passion and impetuosity with which members of the younger race play
out their brief lives. Sometimes this mutual infatuation leads to romantic
relationships. Though usually short-lived, even by human standards, these trysts
commonly lead to the birth of half-elves, a race descended of two cultures yet
inheritor of neither. Half-elves can breed with one another, but even
these \"pureblood\" half-elves tend to be viewed as bastards by humans and elves
alike.\nHalf-elves stand taller than humans but shorter than elves. They inherit
the lean build and comely features of their elven lineage, but their skin color is
dictated by their human side. While half-elves retain the pointed ears of elves,
theirs are more rounded and less pronounced. A half-elf 's human-like eyes tend to
range a spectrum of exotic colors running from amber or violet to emerald green and
deep blue."
},
{
"Key": "28b1b973-6832-4aaf-a23b-31a60b5b41cc",
"Value": "Half-Elf"
},
{
"Key": "dbc6cef6-7926-4e94-a8f3-5752e60b575a",
"Value": "Optimistic and cheerful by nature, blessed with uncanny luck and
driven by a powerful wanderlust, halflings make up for their short stature with an
abundance of bravado and curiosity. At once excitable and easy-going, halflings
like to keep an even temper and a steady eye on opportunity, and are not as prone
as some of the more volatile races to violent or emotional outbursts. Even in the
jaws of catastrophe, a halfling almost never loses his sense of humor. Halflings
are inveterate opportunists. Unable to physically defend themselves from the rigors
of the world, they know when to bend with the wind and when to hide away. Yet a
halfling's curiosity often overwhelms his good sense, leading to poor decisions and
narrow escapes. Though their curiosity drives them to travel and seek new places
and experiences, halflings possess a strong sense of house and home, often spending
above their means to enhance the comforts of home life.\nHalflings rise to a humble
height of 3 feet. They prefer to walk barefoot, leading to the bottoms of their
feet being roughly calloused. Tufts of thick, curly hair warm the tops of their
broad, tanned feet. Their skin tends toward a rich almond color and their hair
toward light shades of brown. A halfling's ears are pointed, but proportionately
not much larger than those of a human."
},
{
"Key": "961bb357-8bd5-4b28-a324-3237713ddda7",
"Value": "Halfling"
},
{
"Key": "5775e987-5875-4e59-bbdc-aed4940dfeb0",
"Value": "Half-orcs get the worst of both worlds. Still, while not exactly
accepted, half-orcs in civilized societies tend to be valued for their martial
prowess. They are usually forced to grow up hard and fast, constantly fighting for
protection or to make names for themselves. Feared, distrusted, and spat upon,
half-orcs still consistently manage to surprise their detractors with great deeds
and unexpected wisdom � though sometimes it's easier just to crack a few
skulls.\nBoth genders of half-orc stand between 6 and 7 feet tall, with powerful
builds and greenish or grayish skin. Their canines often grow long enough to
protrude from their mouths, and these \"tusks,\" combined with heavy brows and
slightly pointed ears, give them their notoriously bestial appearance. While half-
orcs may be impressive, few ever describe them as beautiful."
},
{
"Key": "3777e434-d2c7-46c7-953e-380b67a5d303",
"Value": "Half-Orc"
},
{
"Key": "ddc907bb-5206-4e48-b54a-05cc0b846c72",
"Value": "Humans possess exceptional drive and a great capacity to endure and
expand, and as such are currently the dominant race in the world. Their empires and
nations are vast, sprawling things, and the citizens of these societies carve names
for themselves with the strength of their sword arms and the power of their spells.
Humanity is best characterized by its tumultuousness and diversity, and human
cultures run the gamut from savage but honorable tribes to decadent, devil-
worshiping noble families in the most cosmopolitan cities. Human curiosity and
ambition often triumph over their predilection for a sedentary lifestyle, and many
leave their homes to explore the innumerable forgotten corners of the world or lead
mighty armies to conquer their neighbors, simply because they can.\nThe physical
characteristics of humans are as varied as the world's climes. From the 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. Generally speaking, humans' skin color assumes a darker hue the
closer to the equator they live."
},
{
"Key": "9f5a3eb6-c751-4bd8-b56e-3cfc928dfc8e",
"Value": "Human"
},
{
"Key": "709b7d12-d28d-4d44-8efa-0e1410bc7c34",
"Value": "Recipe: Cheese Crostata"
},
{
"Key": "b4ce36ad-17a7-422b-ab22-0f5a57ae1001",
"Value": "Recipe: Fish-on-a-stick"
},
{
"Key": "fd388a52-c3c5-4c3e-86c7-c799efaf24e8",
"Value": "Recipe: Galt Ragout"
},
{
"Key": "eacfdb50-67dc-424d-bb40-4c216dc23b5c",
"Value": "Recipe: Grilled Silver Eel"
},
{
"Key": "9ae74270-1400-4b4d-9747-a3b29b225bbd",
"Value": "Recipe: Jeweled Rice"
},
{
"Key": "d8e4fdba-9804-45c4-a2fd-7a2b12aed679",
"Value": "Locked"
},
{
"Key": "e4c7a0a5-dc33-45f1-bcf2-f030690c50e4",
"Value": "Key needed"
},
{
"Key": "05a25157-3258-4c2c-b36d-46b98939309b",
"Value": "Unlocked!"
},
{
"Key": "07e43e1f-5a92-45df-8444-aa832badb832",
"Value": "Unlocked!"
},
{
"Key": "0f0163ad-c158-43f6-8b8f-fe2fa8fff87c",
"Value": "Evade"
},
{
"Key": "7bc42e68-a10a-4d72-a9fb-c312f11b8c8f",
"Value": "You failed to sneak past the enemies. Prepare for battle."
},
{
"Key": "ae5df996-5fc7-40ca-aaa6-7d6f971011cb",
"Value": "You have successfully evaded the enemies!"
},
{
"Key": "38e72e58-2db4-403a-8dd4-305eab311873",
"Value": "Fight!"
},
{
"Key": "5b920322-ae40-4f99-83df-f284fca59506",
"Value": "Approach"
},
{
"Key": "ae138bea-7f8f-4ed5-9895-11c649e1aeef",
"Value": "Enter"
},
{
"Key": "f8379ab4-a39e-4693-8ea7-829d08e23d01",
"Value": "Travel"
},
{
"Key": "cd4ce53d-b719-4780-886b-9a7a941a0bd8",
"Value": "You have visited this location on {0}."
},
{
"Key": "c2cdef51-3d62-43b5-aaa6-dfb054fb1f6d",
"Value": "You've never been in this location."
},
{
"Key": "53959b16-8671-48e8-9098-b0015963224d",
"Value": "You've spotted the enemies!"
},
{
"Key": "0029e1bf-7c15-4533-ac08-4455bd8db58b",
"Value": "There is someone on the road. Get ready!"
},
{
"Key": "9b88448e-2cf2-4f98-ba01-c6beb1e8c5f7",
"Value": "You've spotted peaceful travelers."
},
{
"Key": "01b152c3-97f3-4581-b532-6e5515977350",
"Value": "There's someone on the road. Get ready!"
},
{
"Key": "7e0a1e9d-9c03-49b6-bc3c-1b2a287803d8",
"Value": "Random Encounter"
},
{
"Key": "12b129d2-f351-4777-b15e-ddd8f028293b",
"Value": "Hint: {0}"
},
{
"Key": "96060759-a010-4615-afbb-08855c654c55",
"Value": "Try to avoid"
},
{
"Key": "284d16eb-8d2e-4581-8614-e4b70b4064dd",
"Value": "Sunday"
},
{
"Key": "b3ef56e3-03ad-4a1f-ae51-511073ef9be4",
"Value": "Moonday"
},
{
"Key": "50099a4e-9fd1-419c-ae8e-e54fbefb2310",
"Value": "Toilday"
},
{
"Key": "32240da2-2cdc-4711-8fef-3d14a8f6e8ab",
"Value": "Wealday"
},
{
"Key": "46e2010a-c3f8-42ce-9f2e-2ffd6f85f57e",
"Value": "Oathday"
},
{
"Key": "da7cd9f9-1f42-4749-a3db-359b3f3b152e",
"Value": "Fireday"
},
{
"Key": "91fb855b-5ecd-42cc-97ce-89c7922c9084",
"Value": "Starday"
},
{
"Key": "f7c5d422-b06b-42d9-b07d-53952a05524c",
"Value": "Abadius"
},
{
"Key": "6706012f-3d98-4e83-8143-fc1d2295bee9",
"Value": "Neth"
},
{
"Key": "d447f1b0-1c7c-4014-98c2-bd65defef807",
"Value": "Kuthona"
},
{
"Key": "d728807d-391b-4f4f-8a72-72a99091c352",
"Value": "Calistril"
},
{
"Key": "83396ea7-ad2c-4157-85e5-79042ef6322c",
"Value": "Pharast"
},
{
"Key": "fa7794d6-b054-4d3b-9a62-a758f78aa37a",
"Value": "Gozran"
},
{
"Key": "1bf37264-2ede-48fe-b5e7-b57ec8ac69e5",
"Value": "Desnus"
},
{
"Key": "b368aa79-9fff-4959-bfb8-4cbbc372b3c1",
"Value": "Sarenith"
},
{
"Key": "e788aeb4-1a22-4a4c-a70d-6b5b862bf4e5",
"Value": "Erastus"
},
{
"Key": "790e4d02-3cc8-4095-9de0-8d99ff9a5741",
"Value": "Arodus"
},
{
"Key": "ae9278f2-cfe2-4f99-8f66-5e2691c8cf70",
"Value": "Rova"
},
{
"Key": "5f86ec94-b418-42ad-8406-18a8d97f040e",
"Value": "Lamashan"
},
{
"Key": "b148c221-df87-4ee9-830a-0076b8a700cc",
"Value": "and"
},
{
"Key": "1fa37476-3fce-4a80-9bfb-df423b1fd523",
"Value": "d"
},
{
"Key": "46836c2c-2098-4149-a788-ddedd2a17f8f",
"Value": "h"
},
{
"Key": "2b666609-5c57-493c-9846-8e9c50dabfe4",
"Value": "m"
},
{
"Key": "41c0ba7e-4a2b-493d-8f0c-8d7c3a03382e",
"Value": "s"
},
{
"Key": "b8d371e4-ec7a-40c0-aaee-ba46761d90ff",
"Value": "days"
},
{
"Key": "20c1a7a0-47ef-406e-953d-8e7a93a0e4c7",
"Value": "days"
},
{
"Key": "cc2189c3-8978-4c37-b3ef-54c2a334f88f",
"Value": "hours"
},
{
"Key": "786d5c6e-a2ba-4722-a314-bd3a5bae1b16",
"Value": "hours"
},
{
"Key": "2021cb44-8858-4c0e-9654-69a6cb613f73",
"Value": "less than an hour"
},
{
"Key": "6074699d-4375-4628-a241-d5b1159752df",
"Value": "day"
},
{
"Key": "9e1c63ca-8608-4751-a26e-c105702dfbbd",
"Value": "hour"
},
{
"Key": "e1288d99-683d-4b11-b83f-0b062dfb64bf",
"Value": "days"
},
{
"Key": "bd52df5a-dd0d-4e6b-9e49-b3c9cdec4b7d",
"Value": "hours"
},
{
"Key": "0f73fca3-af78-41f9-98c4-a172008b2ed0",
"Value": "days"
},
{
"Key": "5abc8d5a-eb28-4c0b-b5c7-32c3af153edb",
"Value": "hours"
},
{
"Key": "a67c127d-9fb3-4eb4-b7e6-21af5bcac5d9",
"Value": "Continue"
},
{
"Key": "9204f2c6-5c24-4a85-bb99-a19e947df343",
"Value": "Continue"
},
{
"Key": "524dc07d-6b6c-42c8-971e-546b4b38276c",
"Value": "Close"
},
{
"Key": "34edfabf-8adb-4a8f-93f8-0de39d1a7bfe",
"Value": "End Dialogue"
},
{
"Key": "bba2e8fb-3b6e-4394-8f4d-f72804c283dc",
"Value": "The damage you suffer from enemies and traps is <b>reduced by
20%</b>. Enemies <b>inflict reduced damage on critical hits</b>.\nYour character
<b>will not die after suffering a deadly injury</b> for the first time. Instead,
they'll be afflicted by the <b>Death's Door</b> condition. If a character with this
condition suffers a deadly injury, they will then die. Resting in a comfortable and
safe place, such as Oleg's Trading Post, removes the Death's Door condition. Your
character can still die from an instant death effect, energy drain, poison, or
other similar condition.\nIf your main character dies, the game is over. If a
companion dies, you can resurrect them with Raise Dead or a similar spell � an
extremely expensive service unavailable to most adventurers."
},
{
"Key": "60176daf-5aeb-40b3-aa55-2c350fe1258c",
"Value": "Normal mode"
},
{
"Key": "92e52eb1-9e66-4c5a-9fa9-7413cb0514b4",
"Value": "Your character will suffer <b>full damage</b> from enemies and
traps. Enemies will fight at <b>full power</b> and will have the <b>usual chances
of inflicting critical hits</b>.\nYour character <b>will die after suffering a
deadly injury</b>.\nIf your main character dies, the game is over. If a companion
dies, you can resurrect them with Raise Dead or a similar spell � an extremely
expensive service unavailable to most adventurers."
},
{
"Key": "f8a0c100-8e8e-457d-a5ad-7e6436dd8a01",
"Value": "Challenging mode"
},
{
"Key": "2c1ef854-1cab-4e9f-b415-d297ce97935a",
"Value": "Custom mode"
},
{
"Key": "9909a820-c748-4234-b15a-97c2b84e8a83",
"Value": "The damage you suffer from enemies and traps is <b>reduced by
60%</b>. Enemies have <b>decreased power and cannot critically hit you.</b>\nYour
character <b>will not die after suffering a deadly injury</b> for the first time.
Instead, they'll be afflicted by the <b>Death's Door</b> condition. If a character
with this condition suffers a deadly injury, they will die. Resting in a
comfortable and safe place, such as Oleg's Trading Post, removes the Death's Door
condition. Your character can still die from an instant death effect, energy drain,
poison, or other similar condition.\nIf your main character dies, the game is over.
If a companion dies, you can resurrect them with Raise Dead or a similar spell � an
extremely expensive service unavailable to most adventurers."
},
{
"Key": "8dbf4260-6c81-4410-bd4b-91f87fe1b3ca",
"Value": "Easy mode"
},
{
"Key": "632e9ad5-ec35-41be-910e-1de3d3373e74",
"Value": "Your character will suffer <b>full damage</b> from enemies and
traps. Enemies will have <b>increased power</b> and will have the <b>usual chances
of inflicting critical hits</b>.\nYour character <b>will die after suffering a
deadly injury</b>.\nIf your main character dies, the game is over. If a companion
dies, you can resurrect them with Raise Dead or a similar spell � an extremely
expensive service unavailable to most adventurers."
},
{
"Key": "0b53ac8e-394f-4572-9a64-3af60c2d571b",
"Value": "Hard mode"
},
{
"Key": "e6bd12d5-6573-44f6-bad7-20c1db31618e",
"Value": "The damage you suffer from enemies and traps is <b>reduced by
80%</b>. Enemies have <b>significantly decreased power and cannot critically hit
you.</b>\nYour character <b>will not die after suffering a deadly injury</b>.
Instead, they'll fall <b>unconscious</b> until the end of the battle.\nIf all your
characters fall unconscious, the game is over."
},
{
"Key": "3f56276e-8f98-4ed5-84ee-b7e89a900cb1",
"Value": "Story mode"
},
{
"Key": "252da926-b86f-4ae2-81ec-f916c13aa9b6",
"Value": "Your character will suffer <b>double damage</b> from enemies and
traps. Enemies will have <b>significantly increased power</b> and will enjoy the
<b>usual chances of inflicting critical hits</b>.\nYour character <b>will die upon
suffering a deadly injury</b>.\nIf your main character dies, the game is over. If a
companion dies, you can resurrect them with Raise Dead or a similar spell � an
extremely expensive service unavailable to most adventurers."
},
{
"Key": "8467b793-fca6-4c48-bd72-6bed92075a97",
"Value": "Unfair mode"
},
{
"Key": "e5fc9347-3c01-406d-8461-500a7e50d2ae",
"Value": "Custom Formation 1"
},
{
"Key": "56acfe2a-4535-4a48-8062-27cd01129b19",
"Value": "Custom Formation 2"
},
{
"Key": "3af8b36c-8305-4c4b-aa5f-0b26cf756aee",
"Value": "Custom Formation 3"
},
{
"Key": "448f2f87-9c68-4561-b990-e4f14fdd1bbe",
"Value": "Default Formation"
},
{
"Key": "3025aa60-8562-480d-8683-67b0d6ef9e5f",
"Value": "Triangle Formation"
},
{
"Key": "5d787897-0f82-4667-9e32-7dba8b28c174",
"Value": "Action bar 1"
},
{
"Key": "9de5d04b-808f-4f5b-b1af-6734977f348e",
"Value": "Action bar 2"
},
{
"Key": "ca72515c-d065-40e5-9449-b458666384b9",
"Value": "Action bar 3"
},
{
"Key": "e7999ec2-1ee1-4f16-86e3-7df06811a6d9",
"Value": "Action bar 4"
},
{
"Key": "b8419951-e92f-48e9-ae84-8b8465306f74",
"Value": "Action bar 5"
},
{
"Key": "29311000-714a-46fb-a4dd-4aa3a1db51b9",
"Value": "Action bar 6"
},
{
"Key": "157df3ee-938e-44eb-bc57-40db1b77f815",
"Value": "Action bar 7"
},
{
"Key": "8065e3ab-6e7a-4dd5-a55d-061ac62a6d9c",
"Value": "Action bar 8"
},
{
"Key": "39eca236-0afe-404b-9644-da86f97672fb",
"Value": "Action bar 9"
},
{
"Key": "17d50d37-9aa5-4ac9-8a06-5402913dc6a2",
"Value": "Action bar 10"
},
{
"Key": "94683149-f105-43a0-ba2c-4704703ea2ed",
"Value": "Action bar 11"
},
{
"Key": "baa17f19-8786-4f29-8267-99d0385a5b4a",
"Value": "Action bar 12"
},
{
"Key": "46cdbce2-ca1d-4b44-9f35-28c9cad723ad",
"Value": "Action bar 13"
},
{
"Key": "0d9e0336-e742-46b2-94e6-7a99b7a22e4c",
"Value": "Action bar 14"
},
{
"Key": "6274c0da-4f1b-48e9-9431-7b7f330dae18",
"Value": "Additional action bar 1"
},
{
"Key": "2712a0db-dfc5-4ccc-8e3d-7e559afa935d",
"Value": "Additional action bar 2"
},
{
"Key": "451d1b2b-c8bc-47ff-9d79-cdea0924b019",
"Value": "Additional action bar 3"
},
{
"Key": "7fc598da-fec1-4f90-baf2-36b018210733",
"Value": "Additional action bar 4"
},
{
"Key": "cc159c96-2539-4eaa-872e-2c95abd82ff0",
"Value": "Additional action bar 5"
},
{
"Key": "f1f1f699-50e3-48a3-8b97-ae065f8c1a9f",
"Value": "Additional action bar 6"
},
{
"Key": "fd0bd3a6-2521-4016-94f9-92fe5221bb47",
"Value": "Additional action bar 7"
},
{
"Key": "084be864-39e3-4eb4-b4d8-59730b473158",
"Value": "Additional action bar 8"
},
{
"Key": "f7fd6b8d-a9f3-4e00-a591-96163221d694",
"Value": "Additional action bar 9"
},
{
"Key": "f13d55f1-cca5-4805-bffe-61f4bbcb4870",
"Value": "Additional action bar 10"
},
{
"Key": "3f8b5328-90f3-4656-9225-2a4d8179e6f3",
"Value": "Additional action bar 11"
},
{
"Key": "e137f12f-e5b0-4a1a-9879-24be79ba15fd",
"Value": "Additional action bar 12"
},
{
"Key": "69e942b8-39e5-467f-8a93-06c98d834ab2",
"Value": "Additional action bar 13"
},
{
"Key": "ca5debd0-2faa-4cfb-906b-352562fa44e6",
"Value": "Additional action bar 14"
},
{
"Key": "6c82e4d2-b520-4014-be06-c3e2b87d3923",
"Value": "Additional action bar 15"
},
{
"Key": "b77875c5-23ce-4b36-9e9e-a85583c4f3a2",
"Value": "Additional action bar 16"
},
{
"Key": "1b07ecc3-140b-489f-a455-9f07fc45b94e",
"Value": "Additional action bar 17"
},
{
"Key": "6c1cf661-f86b-4489-984d-06fedc6ff760",
"Value": "Additional action bar 18"
},
{
"Key": "bfb0ab66-765b-43ec-bbb9-542bdd19e356",
"Value": "Additional action bar 19"
},
{
"Key": "87d09cb8-80c8-4297-be17-20813d79023f",
"Value": "Additional action bar 20"
},
{
"Key": "6d5afc63-8432-4bf7-a58d-7111cd3d04bf",
"Value": "Additional action bar 21"
},
{
"Key": "8fcc66e7-7a45-41b1-8297-956d1cd584fb",
"Value": "Additional action bar 22"
},
{
"Key": "43da6798-8078-4051-bc20-d6df4222e296",
"Value": "Additional action bar 23"
},
{
"Key": "9ea4f2ff-bec5-48ad-aba0-bcae72b15c2c",
"Value": "Additional action bar 24"
},
{
"Key": "a1857341-34ed-4265-bdc6-4dc51538572d",
"Value": "Additional action bar 25"
},
{
"Key": "d9328fb5-be2d-40ee-9d47-3cc5720d3f0a",
"Value": "Additional action bar 26"
},
{
"Key": "c751a61b-3647-45d1-8b8a-862ead509763",
"Value": "Additional action bar 27"
},
{
"Key": "e1ad8c33-61d5-48c1-ba43-418eb58d333b",
"Value": "Additional action bar 28"
},
{
"Key": "56fc7cda-3c3b-42d3-9654-be8b67ece019",
"Value": "Dialogue choice 1"
},
{
"Key": "d485c9b5-edbf-47d4-97c0-c7b720c8038b",
"Value": "Dialogue choice 2"
},
{
"Key": "f0fc3248-290f-4d52-8548-8a767056ed93",
"Value": "Dialogue choice 3"
},
{
"Key": "e30447fd-9244-49a0-956e-e1dad28ad5be",
"Value": "Dialogue choice 4"
},
{
"Key": "4d6c56c6-2700-405d-88b6-81d939a9066d",
"Value": "Dialogue choice 5"
},
{
"Key": "1fcc5060-04e2-4a2f-861d-eaa97ccda022",
"Value": "Dialogue choice 6"
},
{
"Key": "5d9bbe61-c47b-4709-9b1d-355c6930cf26",
"Value": "Dialogue choice 7"
},
{
"Key": "24c96436-5667-474d-af3f-9111fa7f3036",
"Value": "Dialogue choice 8"
},
{
"Key": "fab4516a-cc1e-46a5-b759-a4c757622f10",
"Value": "Dialogue choice 9"
},
{
"Key": "98efe0e1-e533-422f-bcde-f5094c5f42db",
"Value": "Dialogue choice 10"
},
{
"Key": "a6581f57-4f5c-4ecc-bae9-0d0af1368ff6",
"Value": "Continue/end dialogue"
},
{
"Key": "a1f109b5-ef16-4871-a69e-9f40eb4a25d6",
"Value": "Move Camera Down"
},
{
"Key": "d380b0ee-259b-4844-a497-3a185804a9a6",
"Value": "Move Camera Left"
},
{
"Key": "a17aab78-df7e-4e93-a91a-c45688841860",
"Value": "Move Camera Right"
},
{
"Key": "1f289a1c-1c82-4323-96a2-6fd5e9eeb2fe",
"Value": "Move Camera Up"
},
{
"Key": "b347c9bb-4214-4e96-b7f5-6c538929c8d3",
"Value": "Hold position"
},
{
"Key": "dd52abad-ac8c-4df4-bb9f-3267bf7dda0a",
"Value": "Mute music"
},
{
"Key": "ce0f5a79-1e77-4e7f-91f8-91e46c5b20ae",
"Value": "Mute sound"
},
{
"Key": "1836d69a-244a-46b2-87e3-b77043f47c86",
"Value": "Character"
},
{
"Key": "f1e5cccc-6f62-4dc7-9575-1ac75a93988f",
"Value": "Inventory"
},
{
"Key": "d1031be3-f08b-48a8-a692-ffded36b19ff",
"Value": "Journal"
},
{
"Key": "453c5c63-930c-4618-9736-91c72af736f0",
"Value": "Map"
},
{
"Key": "587c810e-d282-4785-9c48-a3da5cc65991",
"Value": "Camp"
},
{
"Key": "2330a099-d24c-4eb3-9b5e-e6ba5dcfc30f",
"Value": "Spells"
},
{
"Key": "af345d9c-73ae-4740-82ff-570f72a8a5f5",
"Value": "Pause"
},
{
"Key": "6d90e34d-7339-426e-bf9f-a7288e98fe7a",
"Value": "Quick Load"
},
{
"Key": "2b445a05-daaa-4a60-aea9-37c9a3865432",
"Value": "Quick Save"
},
{
"Key": "50705eb7-254e-4234-887a-8a84154ee209",
"Value": "Screenshot"
},
{
"Key": "a74fbb7d-1585-4845-8bb9-98efd1da0cff",
"Value": "Stop"
},
{
"Key": "5e9387fe-4eaa-4132-8695-7114121f4521",
"Value": "Tactical time flow"
},
{
"Key": "dd470415-3075-44f3-b8ad-e70256e48aa9",
"Value": "Select character 1"
},
{
"Key": "81260ed6-e80f-4a18-995e-a4fa3d5918e6",
"Value": "Select character 2"
},
{
"Key": "ceb029a5-2b07-4869-b798-3365e2066e0e",
"Value": "Select character 3"
},
{
"Key": "86937032-a336-417b-a7dd-929e83d00d4f",
"Value": "Select character 4"
},
{
"Key": "49092c92-649f-44ce-b6f8-1c69a52e7f70",
"Value": "Select character 5"
},
{
"Key": "92cbb41d-7298-4f75-ade7-ddc3d345f17d",
"Value": "Select character 6"
},
{
"Key": "002b97fb-671c-4390-b5fc-5f585b5d6df1",
"Value": "Select all characters"
},
{
"Key": "bc3ec88f-b9ef-42f9-aa17-e2de3c0aa4ab",
"Value": "Calendar"
},
{
"Key": "972ac81f-23b2-4150-9040-fa7fc84b11e0",
"Value": "Events"
},
{
"Key": "e211dc9c-df92-4bb4-88b0-ce7d615352f7",
"Value": "Advisors"
},
{
"Key": "13e7f417-3185-45c4-8960-fb8f434f79f0",
"Value": "Map"
},
{
"Key": "2a170194-586a-4f04-ba86-5a6a3eaf934d",
"Value": "Projects"
},
{
"Key": "984dca85-2f17-49e2-8bf6-0600298345c5",
"Value": "Claim"
},
{
"Key": "b9b9ddd6-b9b9-4661-8a47-d0abd0998b40",
"Value": "Enable scrolling beyond the game window"
},
{
"Key": "c652b2cd-9c62-41e9-9008-9fadf6b092ac",
"Value": "Enabling this option allows the camera to scroll when the cursor
leaves the game window."
},
{
"Key": "71ca84a1-dd6e-4b1d-9466-d08f58f150c8",
"Value": "Screen edge scrolling speed"
},
{
"Key": "bfdf3aac-e1cc-4220-9544-4367a847c6ee",
"Value": "Camera scroll speed when the cursor approaches game window's
edges."
},
{
"Key": "e6ac30f9-a329-40e3-92d1-3365e788bc51",
"Value": "Keyboard scrolling speed"
},
{
"Key": "a4741cd7-5243-445f-9413-cecb3caabb16",
"Value": "Camera scroll speed while using the keyboard scrolling."
},
{
"Key": "3954dffd-3f73-49bf-b03c-c43590b9cf18",
"Value": "AoE spells snap to the nearest target"
},
{
"Key": "9c33194f-94c3-4886-9316-37722627ea2d",
"Value": "Enabling this option will allow the AoE spells to snap to the
nearest target. You will be able to aim the spell manually by holding down the Ctrl
key."
},
{
"Key": "a8219621-dfb2-4358-ac79-1c523b13a74c",
"Value": "Force move"
},
{
"Key": "61ccf27c-5d02-4ab1-bf63-5c6ec9a7f54c",
"Value": "Mouse sensitivity"
},
{
"Key": "bddc3335-765b-4d21-ba21-4b2771d78294",
"Value": "Cursor moving speed."
},
{
"Key": "5736adc5-b1fe-4b78-8209-8b933339d9c3",
"Value": "Right mouse button function"
},
{
"Key": "be56e0cb-fdd8-4673-8c68-7d2899f48731",
"Value": "Standard � right mouse button click duplicates the left mouse
button click\nForce move � right mouse button click issues the \"move\"
command\nRTS cursor � right mouse button click functions according to the classic
real-time strategy algorithm: it issues either \"move\" or \"attack\" commands
depending on the objects it hovers over"
},
{
"Key": "80ad0aba-45a1-42ec-911a-9d326c9e57f3",
"Value": "Standard"
},
{
"Key": "8b379002-d428-45e8-9100-e0ea6bb9b442",
"Value": "Force move"
},
{
"Key": "63a33178-ea67-4930-80e8-0baea26affa5",
"Value": "RTS cursor"
},
{
"Key": "0a639d35-7131-4e3d-8904-4f17c641a770",
"Value": "Screen edge scrolling"
},
{
"Key": "8073fd3e-f27f-4325-9afd-e8aceeed8fde",
"Value": "Enables camera scrolling when the cursor approaches game window's
edges."
},
{
"Key": "62fa2756-1f6f-4417-a305-01fd434840d4",
"Value": "Show status notifications"
},
{
"Key": "b4470c4e-a785-4849-bee6-f7f78c1e37e9",
"Value": "Auto Level Up"
},
{
"Key": "c162741b-3342-485d-9d54-77cb6e39986d",
"Value": "Off"
},
{
"Key": "0db5accb-df5f-4dd8-9d9b-7ae02d344ecc",
"Value": "Companions"
},
{
"Key": "6c919326-b4fd-408d-80fc-343ddc7863c1",
"Value": "All possible"
},
{
"Key": "0d396ea6-ed41-4e83-a778-9cff2e40fe6d",
"Value": "Toggles automatic leveling-up for party members. When on, gaining
levels happens automatically, and you can monitor how the hero's skills and
abilities develop. You can turn off automatic leveling-up for any companion, but
then you'll have to manage their development for the remainder of the
game.\n<b>Off</b> � custom leveling-up of all characters.\n<b>Companions</b> �
custom leveling-up of player's character. Companions are leveled-up
automatically.\n<b>All possible</b> � all characters are leveled-up automatically."
},
{
"Key": "b10ca09b-a037-4703-8a15-3df0b2f88493",
"Value": "Critical Hits"
},
{
"Key": "9a30f614-2b92-49a8-be41-8ddac5fad7b9",
"Value": "Off"
},
{
"Key": "76d0e295-9258-4df4-9ecc-7c1db359c513",
"Value": "Weak"
},
{
"Key": "b4c9b5a9-d5d1-434a-b487-b48ad6d179cc",
"Value": "Normal"
},
{
"Key": "e5f8decf-9a93-49aa-a26d-773bc7a92803",
"Value": "This option determines the power of all critical hits inflicted
upon members of your party.\n<b>Off</b> � members of your party do not suffer
critical hits.\n<b>Weak</b> � damage bonuses are not multiplied on critical hits
suffered by your party, making critical hits significantly less
deadly.\n<b>Normal</b> � members of your party receive full damage from critical
hits."
},
{
"Key": "b90a8f05-64be-4465-918f-ba0bcb75d6cd",
"Value": "Damage to party"
},
{
"Key": "e6d51e69-b15e-4f95-bdaa-0047eecb7764",
"Value": "This option determines how much damage members of your party will
receive from all sources."
},
{
"Key": "5dca0c5c-5118-42b9-a066-788c8bc7823a",
"Value": "Dead companions rise after combat"
},
{
"Key": "b4fa2706-8384-4eab-a897-c440f7611131",
"Value": "With this option switched on, neither your character nor your
companions will ever die from any damage or effect. They will only become
unconscious, and will rise after combat is over."
},
{
"Key": "88195892-5a7e-470c-8b28-e83955452a48",
"Value": "Death's Door"
},
{
"Key": "4bde229e-9527-4407-b8af-89d29df9182f",
"Value": "With this option enabled, your character and companions will not
die after suffering a deadly injury, and will instead receive a \"Death's Door\"
condition. If they suffer a deadly injury while under the effects of that condition
� then they will die. If your main character dies, the game is over. Certain
conditions and effects can kill a character without triggering Death's Door."
},
{
"Key": "42e9a4ec-b6d2-48bf-8541-579fe36e5290",
"Value": "The party's speed depends on the weight you're carrying"
},
{
"Key": "974a7fac-405c-4686-9be1-d6f5ec3ea51f",
"Value": "Toggles the encumbrance effect on a character's movement speed."
},
{
"Key": "4776b56b-5037-4899-8090-47a84a39892c",
"Value": "Enemy difficulty"
},
{
"Key": "be5c5526-b72e-496f-abca-f4b09812dcb1",
"Value": "Weak"
},
{
"Key": "6de13a7a-3715-4dc4-88a4-637458917087",
"Value": "Normal"
},
{
"Key": "6ff3eace-f9e3-475d-884d-8209113db0d0",
"Value": "Strengthened"
},
{
"Key": "bdd9c282-1167-4809-9fd5-f142a629fab7",
"Value": "Insane"
},
{
"Key": "302c1033-9baa-4135-a428-4ef3df66fb45",
"Value": "This option determines whether the ability values of enemies are
diminished or increased."
},
{
"Key": "a042394d-cdfc-4b42-bede-390b518bd9b1",
"Value": "Game difficulty"
},
{
"Key": "0661dfcd-f364-446e-8177-b80924e1116b",
"Value": "Kingdom management"
},
{
"Key": "628dadda-b323-4141-b84e-cc8113c5e5b6",
"Value": "Auto"
},
{
"Key": "3009707b-b57e-4744-b651-353c8b82c9d7",
"Value": "Easy"
},
{
"Key": "f5f6d5fa-c059-4b84-82aa-4270bc8cafc7",
"Value": "Normal"
},
{
"Key": "97823eb9-5413-47ea-b1ff-373d679491b8",
"Value": "Hard"
},
{
"Key": "35e32cac-6601-40f2-b3bb-4ff9e606f42a",
"Value": "Affects the difficulty of kingdom management. In 'Auto' mode, the
kingdom is managed without the player's participation. Once enabled, the 'Auto'
mode can not be disabled."
},
{
"Key": "32fb9ff1-7572-4fad-8edb-43917f3ffc8f",
"Value": "KingdomManagementMode (MechanicOption, not showed in UI)"
},
{
"Key": "e22ab319-c166-46c6-8907-c4903be8de67",
"Value": ""
},
{
"Key": "b986952e-cbfd-4b4d-91fb-c6a043a47d9e",
"Value": "Only active companions receive experience"
},
{
"Key": "872833c0-80c4-4de7-b60e-fd45cdcfd22e",
"Value": "If you enable this option, only companions in your current party
will gain experience. If there are less than six companions, each of them will
receive increased experience.\nDisable this option for all companions to gain
experience, even if they are not in your current party."
},
{
"Key": "90e31f10-d58c-4da3-9ddb-9a642ceb8179",
"Value": "Remove negative effects on rest"
},
{
"Key": "245649c5-8240-4aa6-b74f-1ec007e7b075",
"Value": "With this option switched on, blindness, ability damage and
numerous other negative effects will be removed immediately upon resting."
},
{
"Key": "70de39cc-ede0-4dfa-b3e4-986572f73236",
"Value": "Enemy stat adjustments"
},
{
"Key": "63a09126-59d3-49e3-a250-122313b3ec96",
"Value": "Much easier enemies"
},
{
"Key": "0ae59b12-5e3d-49bd-8349-f965e8562827",
"Value": "Moderately easier enemies"
},
{
"Key": "9032db40-a507-40aa-8546-7ba8c5237db9",
"Value": "Somewhat easier enemies"
},
{
"Key": "3446dd3b-36e7-4b70-bbd9-07e65783678a",
"Value": "Normal enemies"
},
{
"Key": "a7a334fc-6119-4a17-ae99-af8b068d0f53",
"Value": "Somewhat tougher enemies"
},
{
"Key": "5d95fc71-7fd4-40bf-9bbc-20c44a940968",
"Value": "Moderately tougher enemies"
},
{
"Key": "9bb622a3-5458-4363-9813-8bcdb2161501",
"Value": "Much tougher enemies"
},
{
"Key": "d27f5bfa-a88c-40fe-9f9f-e807e2431613",
"Value": "This option adjusts the Difficulty Class of all rolls in the game,
and the abilities of enemies."
},
{
"Key": "119af221-f330-435e-a231-2292aa41a6b4",
"Value": "Pause on combat start"
},
{
"Key": "04148b74-039d-46d8-98f0-f9b011da0dba",
"Value": "Keep moving after combat start"
},
{
"Key": "d52d2957-5121-475a-8483-32073d53afa9",
"Value": "Enable this option to force the party to continue moving to the
specified point, even if combat begins."
},
{
"Key": "f3808477-76d2-4be5-ba93-34174b37db52",
"Value": "Pause when ally is down"
},
{
"Key": "2298de7b-57ff-4a85-8fc2-d09556577cab",
"Value": "Pause when attack of opportunity is triggered"
},
{
"Key": "2762419f-d372-48c1-9e23-58cc8d5eee69",
"Value": "Pause when effect, condition or summon ends"
},
{
"Key": "dd99efd8-dea0-4b63-b239-65706d8816a8",
"Value": "Pause each round when all party member's turns are over"
},
{
"Key": "6612250a-b616-4af9-be5e-8b40927c5699",
"Value": "Pause at the end of each round"
},
{
"Key": "6d75edcd-7c9b-4116-b184-ff96101751ca",
"Value": "Pause when an enemy is down"
},
{
"Key": "583aa188-1ea0-43b3-870f-d6827fbb4076",
"Value": "Pause when an enemy is spotted"
},
{
"Key": "7449e1dc-5477-47bf-8612-be77248b1f04",
"Value": "Pause when a hidden object is detected"
},
{
"Key": "aeed7788-6386-4a21-a7f5-6cfc214362c3",
"Value": "Pause when a party member has low HP"
},
{
"Key": "a7b4e19f-f8e8-4806-8e6b-924ea5e123ba",
"Value": "Pause when a new enemy appears"
},
{
"Key": "78994d22-b07c-403e-b1f9-5172442d0ba4",
"Value": "Pause on lost focus"
},
{
"Key": "fbec71d0-2251-4f6d-8970-6d2dfb7eed9a",
"Value": "Pause on melee combat start"
},
{
"Key": "15b2dbf1-f44a-4c34-a56b-5a4446eb3774",
"Value": "Pause when the party is attacked"
},
{
"Key": "03a1cb2b-f56e-4989-82e1-79ff8a3b2e77",
"Value": "Pause when a party member uses an ability"
},
{
"Key": "13a842d8-5044-4e11-95c0-8d0dcfc9e93f",
"Value": "Pause when a party member runs out of consumables"
},
{
"Key": "3c3dcdd7-2b3f-437f-acfa-375950cd3956",
"Value": "Pause when spellcasting is finished"
},
{
"Key": "02e39927-ea17-4970-ae80-9fba38961d5e",
"Value": "Pause when spellcasting commences"
},
{
"Key": "8eed4cf6-2800-45aa-af87-6f9133acc902",
"Value": "None"
},
{
"Key": "c0050449-70e4-4185-8b5d-0204fc2b6429",
"Value": "Enemies"
},
{
"Key": "3141467f-4ec9-4cb6-bf08-abd8d64994dd",
"Value": "Party"
},
{
"Key": "4e470def-b8af-4641-8d72-b9b8c5957de4",
"Value": "All"
},
{
"Key": "1836a8a3-5b38-4c25-ae3f-e69170b29652",
"Value": "Pause when spellcasting is interrupted"
},
{
"Key": "f6be98c5-7cfa-4e44-b020-eda1c3c846f1",
"Value": "None"
},
{
"Key": "f8a73d45-5de9-4e13-91bc-fbd5e4512a8b",
"Value": "Enemies"
},
{
"Key": "b04a6c02-e7da-4108-8742-8ffc3030cae9",
"Value": "Party"
},
{
"Key": "78cfdf9f-cf06-408d-a108-08790d1696ff",
"Value": "All"
},
{
"Key": "774b0cb9-154b-4999-b579-71eba5f28729",
"Value": "Off"
},
{
"Key": "cf554426-afc7-491e-b9c7-7358ee111ace",
"Value": "Anyone"
},
{
"Key": "2ba8c0e9-231a-422f-9a39-9a49a2a7f0af",
"Value": "Enemies/Allies"
},
{
"Key": "58844818-74f1-4c41-9667-c92a76d46352",
"Value": "Enemies only"
},
{
"Key": "9bdeb5c1-558f-4616-a5cd-71f1daa4c89e",
"Value": "Pause when weapon is ineffective"
},
{
"Key": "c9ad5033-51e4-451a-be0b-71f5d2ea0430",
"Value": "Pause when ally is unconscious or dead"
},
{
"Key": "f74c9033-66cd-4058-af94-7490a12a6557",
"Value": "Pause when an enemy is unconscious or dead"
},
{
"Key": "c048afbe-16d4-4e2b-a84d-69c8b0d5cda3",
"Value": "Pause when a trap is detected"
},
{
"Key": "987b47c9-bebe-414d-bb30-8fe601307d40",
"Value": "Reset all commands on autopause"
},
{
"Key": "84f0186f-faa1-4df5-957c-f561047c985a",
"Value": "Never"
},
{
"Key": "c4912c2f-7170-4351-93c5-649cb5d8da64",
"Value": "On pause"
},
{
"Key": "f3a84b41-b283-4d8e-8bb2-243321441e5f",
"Value": "Always"
},
{
"Key": "65acadf7-5fef-457f-8f2c-4f9cebef1f98",
"Value": "(not used)"
},
{
"Key": "d1e1f136-d5e2-4774-bbd2-191008f0aa85",
"Value": "Show combat text for attack of opportunity"
},
{
"Key": "ed0283b6-e6b4-4ad4-bbd7-ee3a0a0cdf0d",
"Value": "Off"
},
{
"Key": "cbd80f31-aa80-4588-bed7-ee4c3523a3f4",
"Value": "Enemies"
},
{
"Key": "0b4822cd-3f7b-4ea0-ad38-879cdf95efab",
"Value": "Party members"
},
{
"Key": "72f7e277-a96e-47b5-91c1-a6fef106d9b7",
"Value": "All"
},
{
"Key": "478d100e-5e09-4f88-9732-4760df8efcf7",
"Value": "Toggles attack of opportunity notifications over your character in
combat."
},
{
"Key": "8e42c685-3cac-4541-9be7-8926b8013999",
"Value": "Off"
},
{
"Key": "c7549142-43ed-4bb0-ba73-0878429cc014",
"Value": "Enemies"
},
{
"Key": "b9a88704-cf34-4f50-9e57-9779e1906078",
"Value": "Party members"
},
{
"Key": "148a8e1c-1d06-4ea8-826a-540890b7beae",
"Value": "All"
},
{
"Key": "88bfb2e3-ff88-4359-968c-9ba3f3436b49",
"Value": "Show combat text when character avoids something"
},
{
"Key": "dc53a155-869d-4296-be22-a71d66ce91f0",
"Value": "Show combat text when character avoids something"
},
{
"Key": "3b1d879c-891f-4f88-8c77-49f25f966622",
"Value": "Off"
},
{
"Key": "cb1d2459-aa75-49c2-aa7b-c6fbe5b041ea",
"Value": "Enemies"
},
{
"Key": "34937e50-f6e5-4cc3-be39-57dd54fc46e1",
"Value": "Party members"
},
{
"Key": "b5c392f5-25fb-4ca4-9cc6-b3f405a18c5d",
"Value": "All"
},
{
"Key": "1d01fd99-43c6-40d3-9667-e02a9cedeef0",
"Value": "Toggles dodge notifications over your character in combat."
},
{
"Key": "b3983936-da28-46e4-b4b6-973ea88a5f35",
"Value": "Off"
},
{
"Key": "30e710a0-a43b-4747-864d-acfd88575695",
"Value": "Enemies"
},
{
"Key": "209cb128-7101-457c-b001-6c067aa98b5d",
"Value": "Party members"
},
{
"Key": "0cc1cb36-2602-44a0-9fa3-a3381d09b7e4",
"Value": "All"
},
{
"Key": "797c9c3b-f02f-4a30-880d-a9158149d360",
"Value": "Show combat text for critical hits"
},
{
"Key": "adc0e187-8659-4140-9051-86ef363915df",
"Value": "Show combat text for critical hits"
},
{
"Key": "4a17e580-d538-49cf-8a75-1f08c3a961dd",
"Value": "Off"
},
{
"Key": "a18a1581-813c-4008-a31d-cbaf1850ca69",
"Value": "Enemies"
},
{
"Key": "44586b37-68eb-4a7e-91c6-c31ad43ff6d6",
"Value": "Party members"
},
{
"Key": "4d3c3efe-a761-4745-bff7-183225ff5182",
"Value": "All"
},
{
"Key": "97245073-8f8e-470f-89f2-a3e5ae0140b6",
"Value": "Toggles incoming critical damage notifications over your character
in combat."
},
{
"Key": "f5c6b330-11e9-46ea-b445-4e55a7ce9467",
"Value": "Off"
},
{
"Key": "4435371f-4cff-4bf5-b75a-97abf89971d5",
"Value": "Enemies"
},
{
"Key": "839eceda-6089-4585-9c2c-091da08a8f80",
"Value": "Party members"
},
{
"Key": "e2c8f54f-0c91-4ce6-90a5-7110c352f0d0",
"Value": "All"
},
{
"Key": "53417b79-bfae-4040-8b27-36985375501f",
"Value": "Show damage information in combat text"
},
{
"Key": "53a1a763-2a2d-439a-ba62-ca1f5e00f7fc",
"Value": "Show damage information in combat text"
},
{
"Key": "2d276b2a-5cbc-488e-83cf-4bff3f08fe9c",
"Value": "Off"
},
{
"Key": "d30c61db-d2b1-4bd3-bdab-b1658dc78365",
"Value": "Enemies"
},
{
"Key": "87eed4e4-cb9b-4740-bf4c-dc0a734175b0",
"Value": "Party members"
},
{
"Key": "67ab81a0-6bd7-4ea9-97d8-63bc8e542e85",
"Value": "All"
},
{
"Key": "82c17e9d-2afc-4626-8732-1aecd600b189",
"Value": "Toggles incoming damage notifications over your character in
combat."
},
{
"Key": "6d2ae9e2-df40-4677-9d18-27cda91b0d9d",
"Value": "Off"
},
{
"Key": "b5da1b05-473b-4311-aa6e-55b56ca9db6e",
"Value": "Enemies"
},
{
"Key": "b2b53ec2-4c4b-4661-91e3-7853464dc84b",
"Value": "Party members"
},
{
"Key": "400f66c6-d382-4f29-a058-5c780441a3e4",
"Value": "All"
},
{
"Key": "f9c15c31-f38b-4a5e-964a-83b64147a085",
"Value": "Show enemy HP"
},
{
"Key": "1d0bd1d2-9f73-4f16-aff4-4d245b0554b8",
"Value": "Never"
},
{
"Key": "54c4c539-f790-403b-9bb0-cb364618cc71",
"Value": "On pause"
},
{
"Key": "ba483d1a-1690-4a3a-9b86-77db0bd75837",
"Value": "Always"
},
{
"Key": "e8bd962d-279a-4663-925b-a8db9f9aa365",
"Value": "Highlight hotkey"
},
{
"Key": "99106f8e-c7fd-4ac2-a488-f2d367778e28",
"Value": "On mouse-hover"
},
{
"Key": "dcb31da3-b54c-4b37-9ebb-a50099b5709d",
"Value": "When idle"
},
{
"Key": "7d5df0ce-1115-40fa-9816-40aefd828c08",
"Value": "On pause"
},
{
"Key": "391a3430-1d9c-4c2e-b94d-a98218ead169",
"Value": "Highlight hotkey"
},
{
"Key": "da1c19dd-d62a-47d8-909b-fdcb9a602d13",
"Value": "On mouse-hover"
},
{
"Key": "4469b3c2-eb29-40ac-9dc9-0d4d36942f5f",
"Value": "On mouse-hover"
},
{
"Key": "e953b7a2-a48c-41c6-866c-2be8f748c3f8",
"Value": "Always"
},
{
"Key": "a223e7b0-1ff3-498d-a533-71f9d2ea4a25",
"Value": "On pause"
},
{
"Key": "66848277-df4f-4cb3-8dc7-a7674061c690",
"Value": "Highlight hotkey"
},
{
"Key": "875b372c-bbb9-4d60-9445-37eeeae5d552",
"Value": "Highlight hotkey"
},
{
"Key": "776fa643-b807-4011-9e90-ce50e56f1ca4",
"Value": "On mouse-hover"
},
{
"Key": "e4298fba-9be7-46e1-86da-99f68dd42a39",
"Value": "Always"
},
{
"Key": "c2bf6c67-a569-4c47-ae9d-692fa8774f3d",
"Value": "On pause"
},
{
"Key": "c5f266cd-b669-45db-8193-fbeb65d5e897",
"Value": "On pause"
},
{
"Key": "9c34c598-0ec4-4b4e-9f24-e20aede76764",
"Value": "Always"
},
{
"Key": "4a0e959c-a03c-409b-9d1e-131b5053b709",
"Value": "Always"
},
{
"Key": "06d2d213-14c1-4e88-885b-30adf68eb727",
"Value": "Show \"Miss\" in combat text"
},
{
"Key": "6eb49960-dbe8-4166-b9c2-d4fd8e9b4d7d",
"Value": "Show \"Miss\" in combat text"
},
{
"Key": "6defd26d-960b-415a-8c5f-2527b3706b46",
"Value": "Off"
},
{
"Key": "5b8db1b7-1a11-4275-8cc5-5cd62a046e02",
"Value": "Enemies"
},
{
"Key": "edba536f-1b69-4d1e-861b-38a1a3c0e890",
"Value": "Party members"
},
{
"Key": "e8740c95-4bc7-4c8b-898b-5e3e6240f0b8",
"Value": "All"
},
{
"Key": "f6eb8e74-a0ad-44ec-affe-3bd555a0deeb",
"Value": "Toggles \"Miss\" notifications over your character in combat."
},
{
"Key": "41c4847f-63e3-4613-8f71-3a08d60bccc9",
"Value": "Show saving throw notifications in combat text"
},
{
"Key": "4ed94b88-4ebc-40f1-a321-db1d8e7dfdcc",
"Value": "Off"
},
{
"Key": "a1e4f15d-afe7-42f0-ae25-9c0ea1f2c181",
"Value": "Enemies"
},
{
"Key": "6e242679-4a55-47ae-b584-66baacd9fb58",
"Value": "Party members"
},
{
"Key": "b3f0cb31-739a-4c14-973d-2c7a7df88dc0",
"Value": "All"
},
{
"Key": "b56d86f3-b4bb-4991-8dee-90ec7a8cd312",
"Value": "Toggles saving throw result notifications over your character in
combat."
},
{
"Key": "6cee43b2-f008-494e-b3f9-803299b21d51",
"Value": "Show combat text for sneak attack"
},
{
"Key": "80b30fd7-9d4c-4cc3-83b4-9fc60f6f2ec0",
"Value": "Off"
},
{
"Key": "7c040eb0-4c1a-4a19-a13d-44aeaf923b50",
"Value": "Enemies"
},
{
"Key": "abcc33fe-50a0-4e7c-9c47-b83a845c24c8",
"Value": "Party members"
},
{
"Key": "2e557fab-1432-4650-b489-8579424a7fb1",
"Value": "All"
},
{
"Key": "3222afa2-c7e5-4f01-b9a2-4c84991975c4",
"Value": "Toggles incoming surprise attack notifications over your character
in combat."
},
{
"Key": "dcea0833-2298-4f24-bb63-5aef6fb8f6ff",
"Value": "Show spell name over character"
},
{
"Key": "fb95dd16-cc9a-411b-b990-61c2a96bf283",
"Value": "Show spell name over character"
},
{
"Key": "1628aa1d-1c06-4224-ae7e-ccd06072b55b",
"Value": "Show spell name over character"
},
{
"Key": "337ed305-9f90-4d85-b7ae-dfcc24a57491",
"Value": "Off"
},
{
"Key": "5b37e13c-78e1-44fe-8aa5-6d012448ee35",
"Value": "Enemies"
},
{
"Key": "fede06d5-195b-45e3-90bd-d5df6425da50",
"Value": "Party members"
},
{
"Key": "0f9ef218-3240-443c-bf1f-63eb1da02904",
"Value": "All"
},
{
"Key": "0585300b-a7ce-4d13-a045-26dfdc4b208e",
"Value": "Toggles incoming spell damage notifications over your character in
combat."
},
{
"Key": "7cc5bd47-a933-458b-a14f-54d949b9cecc",
"Value": "Off"
},
{
"Key": "011165d3-8462-48a2-9ff1-bfc1e15db478",
"Value": "Enemies"
},
{
"Key": "3245d5ae-4266-4891-bf17-028a907c44c7",
"Value": "Party members"
},
{
"Key": "0787b86a-53d2-4fcc-8319-629edef5e35d",
"Value": "All"
},
{
"Key": "4cf7ced7-47dd-4deb-a140-4525c970961c",
"Value": "Show text HP instead on HP bar for enemies"
},
{
"Key": "010084b6-272a-4e26-8496-b100977e2288",
"Value": "Toggles between health bar and text over enemies in combat."
},
{
"Key": "7e37e766-9f80-42a8-987f-aacde9b5f8ab",
"Value": "Show enemy actions"
},
{
"Key": "873314a9-2476-4107-af0d-210baf7a070f",
"Value": "Never"
},
{
"Key": "acbf4f7e-0db6-4d68-81a3-b0da938706f7",
"Value": "On mouse-hover"
},
{
"Key": "c9eba9a4-6481-4cc1-97c4-8e745641f833",
"Value": "On highlight hotkey"
},
{
"Key": "6bb8685d-7a3e-499e-a688-fbe7e0b2e312",
"Value": "On pause"
},
{
"Key": "e8db2659-c8e6-4342-affb-c2f105b15cc8",
"Value": "Always"
},
{
"Key": "12a24c0a-ae94-491a-8f7d-2f215cc7eddf",
"Value": "Toggles action icons on enemies:\n<b>Never</b> � they will never
appear.\n<b>On mouse-hover</b> � they will appear on mouse-hover, or if a companion
is selected individually.\n<b>On highlight hotkey</b> � they will appear upon
pressing and holding the highlight button.\n<b>On pause</b> � they will appear if
you pause the game.\n<b>Always</b> � they will appear in combat.\nThe available
options work only on enemies in combat."
},
{
"Key": "ecfcbf55-cf3c-489d-9a6e-c5a6001f37aa",
"Value": "Show enemy HP"
},
{
"Key": "a47d2313-258c-4d6a-93c8-65c5bf294bde",
"Value": "Never"
},
{
"Key": "e9e4f8a4-810e-4799-aa28-cbfb0d3ff3ff",
"Value": "On mouse-hover"
},
{
"Key": "48e89fbf-b2d2-4138-a832-a1ae3fe1c8cd",
"Value": "On highlight hotkey"
},
{
"Key": "d6d50088-ad11-4095-902a-b052f5f7c05f",
"Value": "On pause"
},
{
"Key": "f5317411-2781-492f-8057-d8087de150a0",
"Value": "Always"
},
{
"Key": "4639dde3-519a-4bf9-84e1-7eb6027ab1fa",
"Value": "Toggles health bars over enemies:\n<b>Never</b> � they will never
appear.\n<b>On mouse-hover</b> � they will appear on mouse-hover or if a companion
is selected individually.\n<b>On highlight hotkey</b> � they will appear upon
pressing and holding the highlight button.\n<b>On pause</b> � they will appear if
you pause the game.\n<b>Always</b> � they will appear in combat.\nThe available
options work only on enemies in combat."
},
{
"Key": "769739fb-5c21-4c7a-8104-1f5994900429",
"Value": "Show enemy intentions"
},
{
"Key": "3a5344c9-3034-4820-bfee-a962246fe51f",
"Value": "Never"
},
{
"Key": "9a38ac94-b18d-4393-8beb-55401a0f7d1d",
"Value": "On mouse-hover"
},
{
"Key": "e388cdd0-f0be-41d8-ad0a-4970dae2ca08",
"Value": "On highlight hotkey"
},
{
"Key": "f55991e8-8079-4a7f-8bd7-e593bf2541c1",
"Value": "On pause"
},
{
"Key": "09e14a88-e9ef-4ca3-91bf-14169afd5d19",
"Value": "Always"
},
{
"Key": "bcfbed53-b485-4fab-9608-05a17ac5cbc8",
"Value": "Toggles enemies' targets and lines of attack:\n<b>Never</b> � they
will never appear.\n<b>On mouse-hover</b> � they will appear on mouse-hover or if a
companion is selected individually.\n<b>On highlight hotkey</b> � they will appear
upon pressing and holding the highlight button.\n<b>On pause</b> � they will appear
if you pause the game.\nThe available options work only on enemies in combat."
},
{
"Key": "857c9166-d189-4c37-bdc2-a33ce1391954",
"Value": "Show enemy name"
},
{
"Key": "8638a56b-bf7c-47f4-a364-55902224a903",
"Value": "Never"
},
{
"Key": "12ecf4f1-fdec-49f5-8aad-34e6c58e5319",
"Value": "On mouse-hover"
},
{
"Key": "a0b69e43-2fa3-4354-b29a-dffb3e74b23b",
"Value": "On highlight hotkey"
},
{
"Key": "d2e6c9dd-5f2c-4af8-ac1d-0c5af483f02f",
"Value": "On pause"
},
{
"Key": "b02f0c52-4ac9-46b7-8b44-a4d768d3aa85",
"Value": "Always"
},
{
"Key": "ca4a3ead-5882-4356-9e7e-ec23fcc346d9",
"Value": "Toggles enemy names:\n<b>Never</b> � they will never appear.\n<b>On
mouse-hover</b> � they will appear on mouse-hover or if a companion is selected
individually.\n<b>On highlight hotkey</b> � they will appear upon pressing and
holding the highlight button.\n<b>On pause</b> � they will appear if you pause the
game.\n<b>Always</b> � they will appear in combat.\nThe available options work only
on enemies in combat."
},
{
"Key": "c893f50e-c555-4faa-9b67-ec8788afb13d",
"Value": "Show cooldown timers for enemies"
},
{
"Key": "70aa4f88-95f9-43e4-96f8-9b3969401a76",
"Value": "Never"
},
{
"Key": "7f89ebde-97c3-4189-9d87-66a155027221",
"Value": "On mouse-hover"
},
{
"Key": "91dfaea9-77cc-4cce-9e0d-d6c362f58e28",
"Value": "On highlight hotkey"
},
{
"Key": "35a31416-6a69-4ef2-8ea2-cf1c02e274c1",
"Value": "On pause"
},
{
"Key": "64494b66-9e71-48e5-bef3-97a977ed02aa",
"Value": "Always"
},
{
"Key": "65ad2d51-a84a-423f-9dbc-f20483e4162c",
"Value": "Toggles the cooldown timers on enemies:\n<b>Never</b> � they will
never appear.\n<b>On mouse-hover</b> � they will appear on mouse-hover or if a
companion is selected individually.\n<b>On highlight hotkey</b> � they will appear
upon pressing and holding the highlight button.\n<b>On pause</b> � they will appear
if you pause the game.\n<b>Always</b> � they will appear in combat.\nThe available
options work only on enemies in combat."
},
{
"Key": "b9250063-e1d7-44e8-890a-54e2bd90b63c",
"Value": "Show text HP instead on HP bar for party members"
},
{
"Key": "9a492c66-23dd-4ac1-a2ed-3e8c94622232",
"Value": "Toggles between health bar and text over allies in combat."
},
{
"Key": "d36fb5f8-76ee-4548-8b40-0deb0b03ca75",
"Value": "Show names of party members"
},
{
"Key": "07322abb-9515-4f61-be43-9c01d27bb13d",
"Value": "Never"
},
{
"Key": "efb95582-c078-4829-9b5b-bbde10b5fd09",
"Value": "On selection"
},
{
"Key": "5227331b-a4d7-4516-960c-bce706811cf0",
"Value": "On highlight hotkey"
},
{
"Key": "c130258a-59b9-4f5e-9ec9-687565621435",
"Value": "On pause"
},
{
"Key": "22ec13cb-7733-49ba-a8cf-ba73ba3c820b",
"Value": "Always"
},
{
"Key": "4c6ac19a-573a-40af-b84c-e9340d72b190",
"Value": "Shows the names of party members:\n<b>Never</b> � party members'
names will never appear, in or out of combat.\n<b>On selection</b> � party members'
names will appear if a companion is selected individually.\n<b>On highlight
hotkey</b> � party members' names will appear upon pressing and holding the
highlight button.\n<b>On pause</b> � party members' names will appear if you pause
the game."
},
{
"Key": "322b46fe-0ed0-4132-ac02-eccf1d4b89c3",
"Value": "Show cooldown timers for party members"
},
{
"Key": "7e21c0e6-91b0-4634-ac15-668fafbb4308",
"Value": "Never"
},
{
"Key": "0730d514-9241-4627-a892-86a61d3aea3c",
"Value": "On selection"
},
{
"Key": "508b3e16-869c-43ca-b199-af8e105edb17",
"Value": "On highlight hotkey"
},
{
"Key": "300637fe-4936-45a8-8b9a-b28e1796c9e8",
"Value": "On pause"
},
{
"Key": "0b396d68-996c-4b00-86e2-807960cde1cb",
"Value": "Always"
},
{
"Key": "3d91f7bf-cb32-473d-953f-661151f93fa1",
"Value": "Toggles cooldown timers on allies:\n<b>Never</b> � they will never
appear.\n<b>On selection</b> � they will appear on selection.\n<b>On highlight
hotkey</b> � they will appear upon pressing and holding the highlight
button.\n<b>On pause</b> � they will appear if you pause the game.\n<b>Always</b> �
they will appear in combat.\nThe available options work only on allies in combat."
},
{
"Key": "04444986-7832-486e-85a3-2ab194e37857",
"Value": "Show party members' actions"
},
{
"Key": "478d7e7c-4fea-4a38-bef3-1be1887e4a87",
"Value": "Never"
},
{
"Key": "921a0468-6750-4530-93bb-02a8a8dbfee9",
"Value": "When idle"
},
{
"Key": "e970a1b8-b89d-41cd-874b-ec160fba84a1",
"Value": "On selection"
},
{
"Key": "c46639b1-f6d3-497a-a9bf-86c4bf4dc6a8",
"Value": "On highlight hotkey"
},
{
"Key": "91b77e37-1244-43ce-a12a-c42960eee96c",
"Value": "On pause"
},
{
"Key": "a55ed679-7eb0-40c7-993b-e3026bd6fb00",
"Value": "Always"
},
{
"Key": "21d0b5b3-0623-452c-a9d5-01750d6a4768",
"Value": "Toggles action icons on allies:\n<b>Never</b> � they will never
appear.\n<b>On idle</b> � they will appear if a companion is idle or selected
individually or in a group.\n<b>On selection</b> � they will appear if a companion
is selected individually or in a group.\n<b>On highlight hotkey</b> � they will
appear upon pressing and holding the highlight button.\n<b>On pause</b> � they will
appear if you pause the game.\n<b>Always</b> � they will appear in combat.\nThe
available options work only on allies in combat."
},
{
"Key": "e84deb51-a958-4352-8f42-289d44b54e28",
"Value": "Show attack intentions of party members"
},
{
"Key": "3297362e-bc93-407a-9b46-ec7045f77f9e",
"Value": "Never"
},
{
"Key": "52f4a4dd-f218-4971-aeed-bcaedc6cda8d",
"Value": "On selection"
},
{
"Key": "28262af8-c5c7-4a17-9993-7d6a455ce00a",
"Value": "On highlight hotkey"
},
{
"Key": "6f564854-f01d-4bf3-be73-842d8dc166bd",
"Value": "On pause"
},
{
"Key": "c749a97f-b2f7-4be3-a6ec-6cb05db6b388",
"Value": "Always"
},
{
"Key": "01d97625-c183-4535-a279-5b93ccea4855",
"Value": "Toggles allies' targets and lines of attack:\n<b>Never</b> � they
will never appear.\n<b>On selection</b> � they will appear if a companion is
selected individually.\n<b>On highlight hotkey</b> � they will appear upon pressing
and holding the highlight button.\n<b>On pause</b> � they will appear if you pause
the game.\nThe available options work only on allies in combat."
},
{
"Key": "6afd1344-b148-4eca-a9fc-cf4ed0a686e6",
"Value": "Show spellcasting intentions of party members"
},
{
"Key": "52aeb6a7-ef12-48b7-b13b-213ad3a9b4bb",
"Value": "Never"
},
{
"Key": "244f8dfc-0701-4aa8-9667-30219aa8d1b3",
"Value": "On selection"
},
{
"Key": "d5da6b3a-7bc0-4d17-be6d-0f62d19c4156",
"Value": "On highlight hotkey"
},
{
"Key": "bab6608b-9089-4bcf-bac0-cf6d8b2997f3",
"Value": "On pause"
},
{
"Key": "1fd4d9f9-c035-4594-9bd9-491022725e4d",
"Value": "Always"
},
{
"Key": "1f8784b8-1d2e-4701-bb97-af39bc144f9c",
"Value": "Toggles allies' spells and abilities targets:\n<b>Never</b> � they
will never appear.\n<b>On selection</b> � they will appear on mouse-hover or if a
companion is selected individually.\n<b>On highlight hotkey</b> � they will appear
upon pressing and holding the highlight button.\n<b>On pause</b> � they will appear
if you pause the game.\nThe available options work only on allies in combat."
},
{
"Key": "3b09112b-c05c-4dcc-9c77-ee923421ac93",
"Value": "Show party member HP"
},
{
"Key": "6de89e21-11e3-42d1-b0e9-c34df0709685",
"Value": "Never"
},
{
"Key": "ae73f1f2-1e56-4650-8691-20429cc7a1fb",
"Value": "On selection"
},
{
"Key": "f91511c6-678e-4cdb-96e8-09976d9d1316",
"Value": "On highlight hotkey"
},
{
"Key": "41b0cd58-9e78-4566-a023-0b4c42c8ca66",
"Value": "On pause"
},
{
"Key": "1ae5c2f1-3c0e-4834-b070-5505b7a371d2",
"Value": "Always"
},
{
"Key": "65dd69e7-f5a8-4bf4-9601-9bf65c08eec2",
"Value": "Toggles health bars over allies:\n<b>Never</b> � they will never
appear.\n<b>On selection</b> � they will appear if a companion is selected
individually.\n<b>On highlight hotkey</b> � they will appear upon pressing and
holding the highlight button.\n<b>On pause</b> � they will appear if you pause the
game.\nThe available options work only on allies in combat."
},
{
"Key": "02bdc64d-c9ff-467e-b3ef-a81258548f50",
"Value": "Show alignment requirements in dialogues"
},
{
"Key": "8abf6591-c05d-4862-9f54-77abb4e6ae7f",
"Value": "Show alignment shifts in dialogues"
},
{
"Key": "54899c3a-6132-4807-b158-cfaff3347356",
"Value": "Show alignment shift notifications"
},
{
"Key": "7d791045-e065-49f2-b6c8-23361c59ee29",
"Value": "Show notifications about received items"
},
{
"Key": "1fabeeed-1ae1-467f-b04e-f969a2dfbbb4",
"Value": "Show kingdom notifications"
},
{
"Key": "6a20f367-9593-40ff-a5af-b0fc1bfd45e8",
"Value": "Show notifications about revealed location"
},
{
"Key": "1a7de790-6996-4b8f-8dc6-961fe126e22b",
"Value": "Show skill check's result in dialogues"
},
{
"Key": "523354a4-09bb-4179-99c2-2919ef431788",
"Value": "Show skill check DC in dialogues"
},
{
"Key": "76e90283-b0b2-453d-b6cd-dffa3dd7c55b",
"Value": "Show experience points gained in dialogues"
},
{
"Key": "0e383f61-327e-4fe0-b164-c50e23a52f92",
"Value": "Enable looting during combat"
},
{
"Key": "d310159f-4655-4df6-9190-f99d48b50058",
"Value": "With this option enabled, you will be able to search fallen enemies
and loot them right in the middle of battle."
},
{
"Key": "78fa1005-3612-4669-b76c-85302f6334a8",
"Value": "Action bar slots auto-fill"
},
{
"Key": "766b142e-1f5b-4fd6-8b9b-a490cf3dda0c",
"Value": "Enable this option to automatically add new spells and abilities to
empty slots on action bars.\nDisable this option to manually add new spells and
abilities to empty slots on action bars."
},
{
"Key": "8dea6009-ea9b-4621-b0fc-715de1424d61",
"Value": "AI doesn't use expendable spells"
},
{
"Key": "66163d6e-3259-4191-8208-250072322f1a",
"Value": "Enable this option for AI-controlled companions to use only
unlimited actions, spells, and abilities in combat.\nDisable this option for the
AI-controlled companions to use all available actions, spells, and abilities in
combat, including those which require rest to restore.\nThey still cannot use any
items."
},
{
"Key": "b2321340-788b-44ee-8206-3448f80ec8f1",
"Value": "Language"
},
{
"Key": "ba150816-23c9-40a1-9a13-5d3c39c35c4b",
"Value": "English"
},
{
"Key": "dbe166e6-d7dd-46ef-94d7-f73d4ce586f9",
"Value": "???????"
},
{
"Key": "a66d9c40-163d-41b3-8fc8-a05bdb301435",
"Value": "Language"
},
{
"Key": "294fa0a2-31ad-4e8d-aa02-8f6a1960aee1",
"Value": "English"
},
{
"Key": "7874fcf6-67cc-41b6-8626-66cab3cb800a",
"Value": "???????"
},
{
"Key": "30cdcd7a-1d5f-45c7-b53d-e8d9c7684b2b",
"Value": "Fran�ais"
},
{
"Key": "8724ddce-9cc7-46b5-b94c-c4cb74ed8b0e",
"Value": "Deutsch"
},
{
"Key": "99c88acb-6c94-4643-ad7c-fdc1a64f34d1",
"Value": "????"
},
{
"Key": "37a5ba98-7319-40a5-8af8-5f105b8b33a0",
"Value": "Only skill user receives skill check experience"
},
{
"Key": "67dd5e7c-2ff1-48de-b03a-44def6b9e53b",
"Value": "If you enable this option, only the character who rolls an ability
check will gain experience for its success.\nDisable this option for the whole
party to gain experience for a successful ability check."
},
{
"Key": "451336bf-47e4-4578-93e2-54756bff9530",
"Value": "Allow sending the game statistics"
},
{
"Key": "6daecf61-09d9-4db4-ac42-cdd4c1a66c40",
"Value": "We, as developers, are always striving to improve our work. To this
end, we need information that we can only get from you. By allowing sending the
game statistics to us, you can help us learn more about the way you play, and what
difficulties you encounter in our game.\nOnly our developers will have access to
your game experience data and bug reports."
},
{
"Key": "198009c8-c2b5-4f0c-a9d2-12d053cd869a",
"Value": "Allow sending the saved games"
},
{
"Key": "7b258f85-0d7f-45bc-bf39-e3d8c88c6a3b",
"Value": "Allow the game to send the most recent saved game to the developers
occasionally, but not more often than hourly. Thank you for keeping this option on!
It helps us to address the game bugs and develop the fixes sooner rather than
later."
},
{
"Key": "460d6746-5e85-4614-89eb-bc77eb02c4b3",
"Value": "Tutorial messages"
},
{
"Key": "45be66e5-6586-4624-8cc6-a93753e4adad",
"Value": "None"
},
{
"Key": "f1803d16-64b3-40ee-99f0-63fc3a856b53",
"Value": "Only for kingdom"
},
{
"Key": "5d88e03b-3507-4ee5-a344-371d0a0e639c",
"Value": "Only short tips"
},
{
"Key": "30810308-8a5a-4152-bd28-59075f31c792",
"Value": "All"
},
{
"Key": "33d8313f-8a7b-4b3a-ade5-9f4eea95dda0",
"Value": "<b>All</b> � all tooltips will be shown during the game: on game
mechanics, character controls, and interface.\n<b>Only for kingdom</b> � only
tooltips about kingdom will be shown during the game: on game mechanics
peculiarities and certain interfaces, such as camping and kingdom.\n<b>Only short
tips</b> � only short tooltips will be shown during the game: on game mechanics
peculiarities and certain interfaces, such as camping and kingdom.\n<b>None</b> �
no tooltips will be shown."
},
{
"Key": "bc007cad-a834-4416-9fe8-660ba52f012a",
"Value": "Auto Save Enabled"
},
{
"Key": "498d14aa-d29d-46c6-9eee-406fb2517de2",
"Value": "Auto Save Slots"
},
{
"Key": "fe21dfa6-e225-43d8-ab2d-3622c35ef14b",
"Value": "Quick Save Slots"
},
{
"Key": "06e5453d-b900-4c2f-9a01-43412eebc67f",
"Value": "Class-specific outfits for the party"
},
{
"Key": "853c3886-e2bf-4d8d-b860-6ca2060c27e4",
"Value": "The party members appear to be wearing class-specific outfits
instead of their actual equipment."
},
{
"Key": "a029acb9-5545-4136-9c7f-bc45699e257b",
"Value": "Drobyshevsky's shirt for companions"
},
{
"Key": "ea31a1a6-f4d2-49ad-abaf-142e8318a7f1",
"Value": "Dress all companions in Drobyshevsky's Mesmerising shirt."
},
{
"Key": "74e08520-a386-4d3f-a9a5-db3c803b62c8",
"Value": "Feed Critters ability"
},
{
"Key": "0e569a08-71a2-4be1-83bf-587ae256abcb",
"Value": "Allows the main character to lure all the critters in the current
area with a special ability."
},
{
"Key": "6de672cc-adfd-4c6e-8d20-442d8d233e9c",
"Value": "Critters instead of blood"
},
{
"Key": "58603aca-5ba3-439e-a5e2-ca0bc5b31021",
"Value": "Random critters will occasionally appear instead of blood
splatters."
},
{
"Key": "f6b63ac1-6719-40d1-b496-20ddf8a63507",
"Value": "Owlcat on the global map"
},
{
"Key": "a608d988-a77d-4c1d-bc4b-bb0d10868452",
"Value": "Place an owlcat on the global map."
},
{
"Key": "f164b6be-6db6-4dec-8373-95c5c7f2c41d",
"Value": "Equipment comparison delay (sec)"
},
{
"Key": "a682204d-ad5e-4844-b4f3-92849eb8edff",
"Value": "Determines the time lag before showing tooltips for equipped items,
after the item tooltip appears."
},
{
"Key": "e705e24c-ae67-44ec-90f1-ce00caa92dff",
"Value": "Simplified Spell Descriptions"
},
{
"Key": "07b7a7a4-9f43-4e06-868f-82414cd9b015",
"Value": "Enable this option to hide non-essential information in
descriptions of spells and abilities. You will still be able to read full spell
description by right clicking the spell in Spellbook window and
selecting \"Info\".\nDisable this option to show full tooltips in all situations."
},
{
"Key": "cb925658-2c1f-40b4-b381-e73a3af35e83",
"Value": "Show equipment comparison"
},
{
"Key": "0baae72f-4be8-46fe-9c47-eb3f25be9a3b",
"Value": "Toggles tooltips for equipped items in the inventory and vendor
interface."
},
{
"Key": "2b510268-00be-4aea-a6b7-f78c2f018cb2",
"Value": "Tooltip delay (sec)"
},
{
"Key": "b0b910b4-1e6e-47ef-bf9d-3dbe5ba7051f",
"Value": "Defines the time lag before showing the tooltip on mouse-hover."
},
{
"Key": "2b0826bd-0ff8-4bb4-a046-9fd3befa9571",
"Value": "Antialiasing"
},
{
"Key": "acbb4994-af6b-443b-90da-5329dcf59a71",
"Value": "Disabled"
},
{
"Key": "cc3e51af-2c1b-4fb5-958f-7b9cbc4e9260",
"Value": "2x multisampling"
},
{
"Key": "df1a11ef-6ccf-4e7d-87db-d7bae92efd5d",
"Value": "4x multisampling"
},
{
"Key": "9707dfe9-dd29-4d16-b940-b41eb4d50a89",
"Value": "8x multisampling"
},
{
"Key": "fa347ae7-73dd-421b-99f4-8492b16dd723",
"Value": "Multisample anti-aliasing (MSAA) improves image quality."
},
{
"Key": "2d07b83e-28d5-4128-9393-5e3d0e154e01",
"Value": "Bloom"
},
{
"Key": "d64d291d-76e1-4662-97d4-ceea8e00b619",
"Value": "Fullscreen post-effect. Creates the light-blurring effect on bright
edges."
},
{
"Key": "48c0577f-6018-4219-b427-d1ea3dd46dde",
"Value": "Camera shake effects"
},
{
"Key": "84b07fbb-6a6d-4189-b8da-60f63f8b8860",
"Value": "Enables camera shake effects on spells, abilities, weather, etc."
},
{
"Key": "3bf71537-718d-46ae-829b-45f2e5a7b442",
"Value": "Character texture atlas resolution"
},
{
"Key": "23a1dc2b-a9c5-4bd7-867a-ee2efa15b073",
"Value": "Medium"
},
{
"Key": "35355b05-ff4c-4044-aa54-99e648da0149",
"Value": "High"
},
{
"Key": "227731d7-54c9-412c-8ed9-ec17015f9157",
"Value": "Affects characters' features. The bigger the map size, the more
detailed features your character will have."
},
{
"Key": "91d634c1-73af-4184-b2e8-7e8d1eed7cd8",
"Value": "Cloth physics quality"
},
{
"Key": "6a26d012-7656-4003-821b-fc5ce9b9e2e4",
"Value": "Low"
},
{
"Key": "470833f2-c4da-48a5-b1d4-4c817e7681b9",
"Value": "Medium"
},
{
"Key": "73a0f24f-9f03-4189-9822-cf36b52be304",
"Value": "High"
},
{
"Key": "096e9f92-7242-46f5-984e-0e42e37ca2ac",
"Value": "Ultra"
},
{
"Key": "36058aac-506c-4b5f-88f9-774f3f358b20",
"Value": "Affects the accuracy of the physical model simulation of clothing."
},
{
"Key": "2ab0e785-72f6-4cc6-a5ca-79592540229e",
"Value": "Dynamic lighting"
},
{
"Key": "10282d49-5f0c-441a-9d6f-e18adbacd7f5",
"Value": "Dynamic lighting"
},
{
"Key": "818d0503-e7f1-4a05-b03f-67a000d383dc",
"Value": "Activates additional light sources, created together with visual
effects."
},
{
"Key": "43c77051-cf5f-4e2c-b92d-ea745368be5f",
"Value": "Activates additional light sources, created together with
explosions and other effects."
},
{
"Key": "4da38b4a-3c12-4993-9b50-756fde696b2a",
"Value": "Decals"
},
{
"Key": "382fe069-f8c9-4e44-be8d-dc4db8674801",
"Value": "Low"
},
{
"Key": "9d15eafe-c38b-4672-b0da-def8ef15a36b",
"Value": "Medium"
},
{
"Key": "68a0834f-3dc9-432e-b348-0e037dec3393",
"Value": "High"
},
{
"Key": "123cf807-e1b1-4063-aedc-9b3c4538c8ea",
"Value": "Affects the accuracy of decal application to various surfaces."
},
{
"Key": "60d66012-9d68-4c67-a0a6-25b45a2ed0cf",
"Value": "Depth of field"
},
{
"Key": "6279200c-1ea7-4d9e-bed6-f38021ff7662",
"Value": "Depth of Focus (DoF). Objects will look sharp only in the focal
field and blurred if they're closer or farther away."
},
{
"Key": "2720f736-acb4-4f41-8aa5-9f6306e7335f",
"Value": "Display mode"
},
{
"Key": "1f503546-6fde-44ac-9c32-d33e7a7d179e",
"Value": "Game window operation mode in the OS."
},
{
"Key": "afc3bd06-7474-4ac5-939c-e021738cd77f",
"Value": "Exclusive fullscreen"
},
{
"Key": "0814cc6e-e641-4ab0-9efb-5fd9d3d1241a",
"Value": "Fullscreen borderless window"
},
{
"Key": "91c02ae9-cd4a-4194-9423-4ab8d2ca0f80",
"Value": "Window"
},
{
"Key": "9d6eeb41-4122-4b9e-a037-026cfa109d71",
"Value": "Window"
},
{
"Key": "016abf0d-3b02-4108-8dc3-e905d8c5f72f",
"Value": "Display"
},
{
"Key": "da3ba607-8eda-410f-b1e8-626e6d6fe8de",
"Value": "Screen selection if multiple screens are available."
},
{
"Key": "aae6bfbc-621e-48ca-a3dc-90477246481e",
"Value": "Default"
},
{
"Key": "785a4585-0d4c-48a5-8abd-761a875a5fb8",
"Value": "Fog and fluid simulation"
},
{
"Key": "dc27644e-f7f5-44fa-9d91-9f52eec91139",
"Value": "The fog and fluid simulation allows, for example, for more
realistic blood spills on water surfaces."
},
{
"Key": "a2a3181d-3a2a-44c5-849f-4dd8fb9bc387",
"Value": "Gamma correction"
},
{
"Key": "de4f8dc6-a962-4e9c-b593-7cf293e81885",
"Value": "Adjusts the color scheme to your monitor."
},
{
"Key": "570442ed-77f7-49cd-914b-05bde127b071",
"Value": "Custom"
},
{
"Key": "880970cd-3834-454c-9b32-a000bdd3074a",
"Value": "Graphics quality <color=#C14646FF> (reduce to improve performance)"
},
{
"Key": "c6fa4798-0c5e-49b6-9f59-584cf41eac91",
"Value": "Overall graphics quality. Affects several settings."
},
{
"Key": "c73569bc-c0bb-4d6a-bd79-3ef00d52c016",
"Value": "Grass density"
},
{
"Key": "d98479e3-74ee-4b0d-a185-40fceeb1ce7b",
"Value": "Off"
},
{
"Key": "166a8bc8-28ec-4043-9f71-31e653d7534f",
"Value": "Medium"
},
{
"Key": "360909e8-f93b-4c0c-b7ce-ecc6e3395306",
"Value": "High"
},
{
"Key": "5214a324-f2ac-4df1-88dc-0be877ad5a53",
"Value": "Lower grass density means higher performance."
},
{
"Key": "6eda5cc3-e868-45ae-aa21-46f3b4994066",
"Value": "Realtime lighting"
},
{
"Key": "3c3fcbd4-7d30-4bb5-aa97-97ac84adf1da",
"Value": "Low"
},
{
"Key": "8a4b774a-7fa4-409d-bc15-ea8f725513b2",
"Value": "Medium"
},
{
"Key": "5031c558-fa2e-4c65-b7c9-544f9629d764",
"Value": "High"
},
{
"Key": "b9faee85-be93-4dc1-a13b-c6eb1767d615",
"Value": "Affects the number of lights the party can use, such as torches.
(Reduce this to improve performance.)"
},
{
"Key": "6bb270c3-6cce-4223-a076-0af4d5b5169e",
"Value": "Realtime environment shadows"
},
{
"Key": "c4223326-3ba8-418f-85fc-96269dd3c867",
"Value": "Enables dynamic shadows for static objects. Enhances image quality
when the character is inside a static object's shadow."
},
{
"Key": "e6298b29-faf3-4f8e-81da-354c63100c5c",
"Value": "Screen resolution <color=#C14646FF> (reduce to improve
performance)"
},
{
"Key": "f6419c6b-62c3-4c59-b443-af80e886b8fe",
"Value": "1920x1080"
},
{
"Key": "80209fa5-5310-400b-b1e0-12ec2eaca41b",
"Value": "Shadow quality"
},
{
"Key": "08be2f63-ea75-4945-90db-dfb053e45ac9",
"Value": "Off"
},
{
"Key": "310924e7-c006-4773-a382-89896bc606ae",
"Value": "Medium"
},
{
"Key": "63492ed2-b85b-4878-968e-3deca40c3ca9",
"Value": "High"
},
{
"Key": "1337e7a9-ed20-44ad-8590-c51974573b78",
"Value": "Affects shadow texture size and shadow antialiasing."
},
{
"Key": "fb393da2-92c6-4a49-8fc0-93590cf596de",
"Value": "HBAO"
},
{
"Key": "1a5e9f2b-efb8-4f17-8f11-1a566b191baf",
"Value": "Low"
},
{
"Key": "b0f09fa7-1b11-49aa-8304-030330a45ecf",
"Value": "Medium"
},
{
"Key": "3b26bcf2-33ab-4358-baa5-ab12167f8058",
"Value": "High"
},
{
"Key": "f21e1623-7d6e-4e5c-9a87-d180dcf3adf7",
"Value": "Fullscreen post-effect. Simulates the intensity of light and
shadow."
},
{
"Key": "a7c5c615-2569-4a22-8d36-d87a384c212b",
"Value": "Texture"
},
{
"Key": "6fc1c271-dee1-4dc8-996a-631be9a7dbbc",
"Value": "General texture resolution. The higher the texture resolution, the
more detail the image has."
},
{
"Key": "fd471976-5bd4-47f3-8cdd-449eba9dba9e",
"Value": "Low"
},
{
"Key": "0d5c3bf9-b4ef-4878-abbc-8db949c6ff56",
"Value": "Medium"
},
{
"Key": "558290a8-fa3d-4447-98b4-513b3dff76c3",
"Value": "High"
},
{
"Key": "96c3235a-31b6-4e8c-8e91-38eaa2b26a55",
"Value": "V-Sync"
},
{
"Key": "43337c49-4632-4b3a-9c98-17e98390b99c",
"Value": "FPS and screen frame rate syncronization."
},
{
"Key": "969bffa8-ceef-404c-9f02-1f3a8718b22d",
"Value": "Water reflections"
},
{
"Key": "6094dcaf-1fa1-411c-81b8-c5c01b830ab3",
"Value": "Affects overall performance."
},
{
"Key": "92ef8800-2b8c-47e1-a9cc-19e238be5d86",
"Value": "Lock mouse inside window"
},
{
"Key": "c8a237cb-8c2b-4396-b6f9-7793d43ddb63",
"Value": "High"
},
{
"Key": "28cbfd59-293b-4755-b12c-a20ae8401d6c",
"Value": "Low"
},
{
"Key": "bc28a1b2-6d0a-4112-9732-d0d4649a381d",
"Value": "Medium"
},
{
"Key": "949713e6-d50f-4cfe-954c-5124fed1982b",
"Value": "Immersive mode"
},
{
"Key": "fe635764-ae83-493e-bb25-55a685b1e475",
"Value": "This mode disables almost all interface hints in combat: lines of
attack, current enemy actions, cooldown timers. It shows your characters' actions
and enemies' health bars.\nAdditional options are available in the game."
},
{
"Key": "4338961a-9507-4767-b384-b6efdc3b152a",
"Value": "Last Azlanti Mode"
},
{
"Key": "fd45f4bc-c5a8-4319-845a-85472c492082",
"Value": "Only one save slot is available in this mode. The game saves
automatically in key points and upon game exit."
},
{
"Key": "42a558ee-9f44-4fd3-959e-cb41dcfe68c2",
"Value": "Show tutorial"
},
{
"Key": "227a189e-a708-4998-8f04-d1284fb6c4ab",
"Value": "Enable to view the tutorial at the beginning of the game. You can
turn this option off during the game at any time."
},
{
"Key": "e61f226d-347a-4b87-8159-b74800893bc6",
"Value": ""
},
{
"Key": "d2558d20-9c58-42c5-892c-431e78a212ef",
"Value": ""
},
{
"Key": "b2d58e5b-a64c-4d27-96f7-b1e8dc57fc1a",
"Value": ""
},
{
"Key": "ff0aaa44-fb11-4cf0-be29-2f91eab6d5d9",
"Value": ""
},
{
"Key": "acfa4852-28fa-4407-b52d-850a20e0cac4",
"Value": ""
},
{
"Key": "6e8c31b0-7730-48ae-abec-426fe2bd6fa7",
"Value": ""
},
{
"Key": "143dcb05-9020-4ec6-8bf5-4bc594faeb6c",
"Value": ""
},
{
"Key": "15cd3123-b7a1-40da-a194-29cb0a2ca41e",
"Value": "Ambient volume"
},
{
"Key": "c660273d-5ce1-4bdf-a2d2-f43fd7e6b7dc",
"Value": "Move slider to change the volume of ambient sounds."
},
{
"Key": "315e3250-3794-49d1-a9cf-0e0d39634f15",
"Value": "Magic chants volume"
},
{
"Key": "1a8162ef-8985-4a6e-8b4d-b2a3af449c67",
"Value": "Move slider to change the volume of magic chant sounds."
},
{
"Key": "3d746102-61f1-4dc7-b2bf-d708f40c4395",
"Value": "Master volume"
},
{
"Key": "24a238f1-7f27-40dc-95be-e82811f6baf8",
"Value": "Move slider to change the volume of all voices and effects."
},
{
"Key": "eda33b6b-416a-46b3-a675-c2c1d909639a",
"Value": "Music volume"
},
{
"Key": "e8cfeaab-457b-4a71-9f6e-dc353c3daa01",
"Value": "Move slider to change the music volume."
},
{
"Key": "5a8c419e-bb91-4d5f-9cd3-2161316c9f9d",
"Value": "Voice volume"
},
{
"Key": "a1149d18-3b82-4171-94e8-9090818c18ce",
"Value": "Move slider to change the volume of voices."
},
{
"Key": "41486f96-f869-4140-94b7-857b4c2434a5",
"Value": "Frequency of character voice response"
},
{
"Key": "8b8c5a8b-1912-4cfd-bbfd-02d68d6c2beb",
"Value": "Sets the frequency of companion remarks in the game."
},
{
"Key": "c435c02b-2e3d-4f3a-8c77-9842d8638955",
"Value": "Never"
},
{
"Key": "41b587ea-ec20-4a95-b97d-d8fd9844080c",
"Value": "Occasionally"
},
{
"Key": "ace704bb-5a69-44d9-be67-e446552fabae",
"Value": "Frequently"
},
{
"Key": "ac776e49-14b4-4298-aabf-351e2dee9d38",
"Value": "Constantly"
},
{
"Key": "bf5e3dbb-167d-43a8-8d9f-da9e8e643a7b",
"Value": "Constantly"
},
{
"Key": "dc91d1e7-3d92-4211-b023-ee839eb1552f",
"Value": "Mouse Settings"
},
{
"Key": "75487543-aba7-4c82-b55b-fdd33d9e4912",
"Value": "Game Difficulty"
},
{
"Key": "268800ac-ece6-42aa-bf44-c5379b15bea4",
"Value": "Autopause"
},
{
"Key": "266e790a-66c9-44cd-a19d-958393b87e0d",
"Value": "Combat Text"
},
{
"Key": "8f53434f-9f7d-4859-9822-9fcfb0782ed1",
"Value": "Dialogue Settings"
},
{
"Key": "39fa10df-f533-4960-8df5-093b9390b77e",
"Value": "Game Settings"
},
{
"Key": "90715593-8275-45fc-b7e6-aadc0d1239e0",
"Value": "Enemy Information in Combat"
},
{
"Key": "d777eb0f-e3b7-4ccd-b02b-dff692a8fb1f",
"Value": "Party Information in Combat"
},
{
"Key": "4d6957dc-fe58-49df-a526-b8d0a6417cc8",
"Value": "Save Settings"
},
{
"Key": "6722328e-6060-4d8f-92eb-225593bfad77",
"Value": "Tooltips"
},
{
"Key": "ccf43c5c-86cf-448f-b806-7ae59930c904",
"Value": "Graphics"
},
{
"Key": "12d98b70-293d-4a19-95b4-e61bf88ecb28",
"Value": "Video Settings"
},
{
"Key": "ed7a6cc5-837d-4cdb-9924-491e881cb851",
"Value": "Action Bar"
},
{
"Key": "4cf88ac4-2562-49a3-97a2-60affa778db3",
"Value": "Dialogue"
},
{
"Key": "8fb08688-fc65-4d4d-9494-2efabffc1d49",
"Value": "General"
},
{
"Key": "95a2e049-fff0-4a79-9db9-101d7582a266",
"Value": "Kingdom Controls"
},
{
"Key": "a3484060-362c-4544-a169-ddfb7abf1cf4",
"Value": "Party"
},
{
"Key": "6bec8c3c-b4f9-489f-a3da-07f305395e59",
"Value": "Special options"
},
{
"Key": "3e9698ac-7b27-4a04-93ac-2cf7a07fba72",
"Value": "Other"
},
{
"Key": "fe85af60-34a9-4e8f-ada9-b3ba7095dd68",
"Value": "Audio"
},
{
"Key": "4e2d10df-0941-49ac-b35c-a6ef5ea13389",
"Value": "Difficulty options"
},
{
"Key": "9936092d-dd0b-419d-87cd-3629a59bdab4",
"Value": "Spell"
},
{
"Key": "0e4371d6-3b8b-43c3-8003-2e54b1c067e3",
"Value": "Spell-like Ability"
},
{
"Key": "9cca5397-303e-47f7-891d-d270140f6578",
"Value": "Extraordinary"
},
{
"Key": "b456326e-0bac-4b60-95f4-08829d051510",
"Value": "Supernatural"
},
{
"Key": "4c9e0334-ba61-415e-a72e-bfb7853ed1b4",
"Value": "Combat Maneuver"
},
{
"Key": "0d1c30e8-3722-4d0c-b979-4dbcfbf6506a",
"Value": "Special"
},
{
"Key": "8f38a00b-ce87-4393-bbae-ad7d249e8953",
"Value": "Racial"
},
{
"Key": "7901b076-42d2-401e-a8e3-9ce0d4aa12df",
"Value": "Shield enhancement"
},
{
"Key": "29d22d5b-84f4-4264-91cf-5607a2b2faf7",
"Value": "Inherent"
},
{
"Key": "f6ac1e75-a061-4be3-818c-fea18a72367c",
"Value": "Insight"
},
{
"Key": "cb5ba53a-0b3d-48a3-8f0f-dc84599fb5dd",
"Value": "Luck"
},
{
"Key": "3a16e5c3-e1b4-4ee8-b98e-f257850e4d2b",
"Value": "Morale"
},
{
"Key": "3d317ad4-de7b-438c-89fc-2333d4e2595b",
"Value": "Natural armor"
},
{
"Key": "64f7fae4-a525-45ce-948d-338277b6a18e",
"Value": "Natural armor enhancement"
},
{
"Key": "b04f37fd-d667-43a1-a825-70c68a841f17",
"Value": "Profane"
},
{
"Key": "d9b3de62-697f-4f9e-895a-f819d6bd5ffb",
"Value": "Sacred"
},
{
"Key": "5e31f44b-ca26-42b8-8a22-3038b42948b6",
"Value": "Size"
},
{
"Key": "c1b3ba42-409b-4d5d-b0fc-d2c3ceb7d478",
"Value": "Dodge"
},
{
"Key": "bca9f1a1-6479-4ad8-8f2a-1618b10e2329",
"Value": "Trait"
},
{
"Key": "28a47065-5d76-4664-919c-eca78bbd1055",
"Value": "Resistance"
},
{
"Key": "92228fde-5f67-4959-8ddc-22ea4b09d3dd",
"Value": "Fear"
},
{
"Key": "da73dc4d-1ccf-4150-a1c0-f6dfc193cfdc",
"Value": "Negative energy"
},
{
"Key": "34559b81-2c11-41b6-9a9a-48ecfd1002e8",
"Value": "Dexterity bonus"
},
{
"Key": "adac7180-0046-48f2-a99b-80baa93f9f26",
"Value": "Other"
},
{
"Key": "0580aa68-e72d-44eb-ba8c-c7f8eaa8fb1b",
"Value": "Constitution bonus"
},
{
"Key": "fae1ac0b-e9cf-4ccb-9d1a-a5d970029b05",
"Value": "Fatigued"
},
{
"Key": "45ceb1ad-8912-467b-b551-cb88e07a3455",
"Value": "Crippled"
},
{
"Key": "d82ece0c-3c8d-4da3-9fa0-c6431240aaa4",
"Value": "Feat"
},
{
"Key": "26e25a51-7318-4dde-bce9-8f214b075284",
"Value": "Competence"
},
{
"Key": "993e3b95-0d9e-469a-adf4-4d6651c02230",
"Value": "Ability damage"
},
{
"Key": "a4e2e495-4bc1-4636-bd5a-6d5faecd1c4c",
"Value": "Ability drain"
},
{
"Key": "2ef8834d-4586-4bd2-bed4-97fbd017d4e0",
"Value": "Focus"
},
{
"Key": "a3a90870-c80e-4b0e-842f-15a70493b202",
"Value": "Difficulty"
},
{
"Key": "caaaef71-106a-48fa-888d-6480c614d9ac",
"Value": "Penalty"
},
{
"Key": "81209261-c111-43d7-adeb-0bf182103c50",
"Value": "Focus"
},
{
"Key": "4d426cdb-d86c-43a2-b378-98391417926e",
"Value": "Meal"
},
{
"Key": "c63911c2-cb8a-47b3-a2fe-a8a6b6d98317",
"Value": "Polymorph"
},
{
"Key": "9183c2a9-131c-40d3-84a8-527ad1d09530",
"Value": "Helpless"
},
{
"Key": "99d4ca00-bf3d-4d42-bf9c-aac1f4a407d6",
"Value": "Armor"
},
{
"Key": "9963f0ad-b60e-4a58-948a-3825bc4eb6f6",
"Value": "Encumbrance"
},
{
"Key": "3fce2370-34a8-4090-96f9-dbc406fc28d0",
"Value": "Favored enemy"
},
{
"Key": "0793afb3-8972-42b3-bce1-8a1513b72717",
"Value": "Other"
},
{
"Key": "2b7d794c-310c-4d8b-ad18-ae33c2489daa",
"Value": "Shield"
},
{
"Key": "43190791-b32a-4df1-b278-91cbbc25592a",
"Value": "Alchemical"
},
{
"Key": "bdf049e7-9b8b-4d3f-a23f-07d98345d4c6",
"Value": "Circumstance"
},
{
"Key": "10f0872b-4b8f-46e1-b25d-6a95c0b73115",
"Value": "Deflection"
},
{
"Key": "696d7c0e-f960-4b92-a703-01d8ff9c0674",
"Value": "Enhancement"
},
{
"Key": "6620ac4a-61b1-43fa-b6d9-69ed34009422",
"Value": "Armor enhancement"
},
{
"Key": "370f44e2-3212-473c-a1f0-9a1ad74c8dd8",
"Value": "within touch range"
},
{
"Key": "0bea0c6c-e591-4b9c-ac81-200b3c830ae4",
"Value": "within close range"
},
{
"Key": "3fb5db27-b12c-4adc-aea5-f73b659ae7db",
"Value": "within medium range"
},
{
"Key": "b84ca9b1-e20e-4dbb-abf2-a34444b13ae4",
"Value": "within long range"
},
{
"Key": "a966895b-5f9a-429a-800a-677486f75bbd",
"Value": "within any range"
},
{
"Key": "be0e0913-733f-4d10-8461-e3de3ea13416",
"Value": "within weapon range"
},
{
"Key": "0315b6a9-84d6-4cab-be58-99c755463224",
"Value": "All allies"
},
{
"Key": "099f9c2e-b1eb-41e9-84cd-7de0ac574015",
"Value": "All creatures"
},
{
"Key": "d3ecf6e8-a4df-4f6c-9f66-a27b1ecc479d",
"Value": "All enemies"
},
{
"Key": "95f884a1-4b42-4b18-9f14-08535d8a05e7",
"Value": "caster"
},
{
"Key": "3d63e4cd-50bf-4f7b-8b7b-73e39e65b238",
"Value": "target creature"
},
{
"Key": "640f7e89-21d2-4451-912c-848f253f37fb",
"Value": "target point"
},
{
"Key": "9c261c9b-d356-41f0-a796-97fb5fdfdb0c",
"Value": "One creature"
},
{
"Key": "34f57809-e7fc-4a9e-b850-c13ba797c54d",
"Value": "One enemy creature"
},
{
"Key": "cd9d38bd-6507-48f6-8d38-94bc20a6e386",
"Value": "One friendly creature"
},
{
"Key": "8a243db9-8df1-4ce5-aa7b-6e9c0c871418",
"Value": "Personal"
},
{
"Key": "dbc6c9f5-e31c-4a97-9eca-09d3ff4389ad",
"Value": "Target point"
},
{
"Key": "2e05b972-2977-4112-b9df-10a57550bb3c",
"Value": "within a {0} foot burst, centered on"
},
{
"Key": "ff9e752e-7540-483b-8e6a-b7f5caf681dc",
"Value": "within a {0} foot cone"
},
{
"Key": "3c4ab542-2320-4ab2-a0f4-8bc1b68b7afd",
"Value": "within {0} feet"
},
{
"Key": "e9078e3a-e3a4-404e-b7c2-f34892828629",
"Value": "along a {0} foot line"
},
{
"Key": "148c7bdf-fbb1-4dcf-b646-4627dd700bcb",
"Value": "Melee"
},
{
"Key": "74187454-ed77-4c5b-ae6b-da3f10324788",
"Value": "Touch"
},
{
"Key": "cfc53f23-1b9f-4108-885f-f3d292fcd170",
"Value": "Ranged"
},
{
"Key": "d8051538-574d-41dd-b029-34bf234eac62",
"Value": "Ranged touch"
},
{
"Key": "17cb02c6-a5aa-4189-8975-994996e1a063",
"Value": "Base value"
},
{
"Key": "709078cf-56f5-40bc-8be9-c60ff37b923d",
"Value": "Attack number penalty"
},
{
"Key": "804c2e43-c76d-4cd2-9e5b-02b3fd51e065",
"Value": "Blindness"
},
{
"Key": "c8125114-9675-4de0-8ac8-9bb81f23a7b6",
"Value": "Class skill"
},
{
"Key": "2b7fa4c7-794d-4ced-bf3a-174010609a22",
"Value": "Concealment"
},
{
"Key": "0bddb2d5-e314-4938-8f49-548e191bdb99",
"Value": "Flanking"
},
{
"Key": "3bb71ca3-5d64-481d-b3b1-0d414f94a70b",
"Value": "Helpless"
},
{
"Key": "e3fc4c97-a85e-4d94-b8c6-89e0efc7c74c",
"Value": "Prone"
},
{
"Key": "0f890b7e-877b-4c60-b71a-48ca9ac4be64",
"Value": "Secondary weapon"
},
{
"Key": "23a46031-d968-4192-b421-e4c92d44f67f",
"Value": "Shooting into combat"
},
{
"Key": "e1aa99c6-6af9-4b16-adfd-f3a37cfb2e42",
"Value": "Combat Maneuver: Trip"
},
{
"Key": "06f5fe5c-625e-458f-8966-0addd725e7f9",
"Value": "Fire"
},
{
"Key": "87c55c49-e964-482e-a0c3-748e749cc0c1",
"Value": "Cold"
},
{
"Key": "ce123806-bd0e-431d-8cc9-f914f33e1629",
"Value": "Sonic"
},
{
"Key": "7992ac1f-502c-4a4b-b49f-ab81af7a5bc1",
"Value": "Electricity"
},
{
"Key": "06c62053-9fb8-4fda-a6db-d9fe4ad9b692",
"Value": "Acid"
},
{
"Key": "094e8df1-7b0c-4493-a394-c471332ebfcd",
"Value": "Negative"
},
{
"Key": "4d18cf84-eaac-45b7-bd4f-d0695603dead",
"Value": "Positive"
},
{
"Key": "1a743ec0-707b-43bc-89cd-2ebda7ed8a7e",
"Value": "Holy"
},
{
"Key": "05cf6248-0131-4cba-bac6-33948d052eb3",
"Value": "Unholy"
},
{
"Key": "2c767904-d0b6-4289-a11e-72b88ab86b39",
"Value": "Divine"
},
{
"Key": "36fd06e9-55d2-48c7-82c4-47046824ff96",
"Value": "Slashing"
},
{
"Key": "62716ba2-a4be-4b58-8cb5-b623f8caf8dc",
"Value": "Bludgeoning"
},
{
"Key": "77ad3c4a-1411-46de-a73a-205f64e09756",
"Value": "Piercing"
},
{
"Key": "aead3835-1773-440e-86c5-ae99a535450e",
"Value": "Cold Iron"
},
{
"Key": "28efe9ff-4335-4fba-946c-61099352d42b",
"Value": "Silver"
},
{
"Key": "9025b106-14d7-4217-a16d-7882f169441e",
"Value": "Adamantite"
},
{
"Key": "6d1610d8-de48-4040-8d1d-a191da0aa980",
"Value": "Corporeal"
},
{
"Key": "a8815c50-b2c6-4aa9-919c-a2de1767d419",
"Value": "Ghost"
},
{
"Key": "6642357b-e615-4874-a58f-f9b4dfbc0b64",
"Value": "One of the harsher regions of the Stolen Lands, if not the entire
River Kingdoms, the region of Glenebon, also called the Glenebon Uplands, is
characterized by rolling black hills, tall gray grass, and tangled scrub.\nThere is
little shelter to be found in this unforgiving land. Wildlife includes beetles,
snakes, rodents, and ragged wolves, but it is said that prides of manticores have
taken to the region, ranging from the Branthlend Mountains, across the hills of
Glenebon and into Numeria."
},
{
"Key": "c9f23152-243f-4d0c-b75f-e89eeeb49422",
"Value": "King Noleski Surtova has reigned over the nation of Brevoy since
4699 AR, when the entirety of the ruling House Rogarvia mysteriously vanished. He
succeeded King Urzen Rogarvia. Prior to taking the crown and the Dragonscale Throne
within the Ruby Fortress in New Stetven, Surtova ruled Port Ice, as have members of
House Surtova for more than a thousand years."
},
{
"Key": "82804a49-c38f-47d5-92d2-d2948b0a7db1",
"Value": "King Noleski Surtova"
},
{
"Key": "cfd0b451-8360-4051-ba74-c2cfc9a27947",
"Value": "The Order of the Rack is a Hellknight order founded in 4638 AR. It
was one of several new or re-established orders created in the aftermath of the
disbanding of the various Hellknight orders previously charged with the defence of
Cheliax's frontiers. The order has a reputation for raiding the homes of those who
speak out against the status quo, and for breaking up groups of malcontents before
they become guilds, unions, or revolutionaries. They are the enemies of foreign
ideals and innovations. Art and technology are viewed as wasteful or dangerous,
especially when they meet in union."
},
{
"Key": "7448366c-adc5-4499-bf2e-589a10c4c755",
"Value": "Order of the Rack"
},
{
"Key": "d99dec14-345b-475a-b572-1528652b13f8",
"Value": "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. Though they are considered some of the finest sword fighters in the Inner
Sea region, they are also obsessed with personal standing and honor."
},
{
"Key": "f971e7b3-6f6b-4656-9f92-d8c5393b04cf",
"Value": "Swordlords"
},
{
"Key": "e17d8faa-82f5-4adb-9af5-8f2f47afff39",
"Value": "The Technic League is a group of arcanists and other lore-seekers
obsessed with unlocking the mysteries of the Silver Mount, an ancient alien
artifact that crashed long ago near the Numerian capital city of Starfall. Through
their indirect control over the nation's ruler, the Black Sovereign Kevoth-Kul, the
Technic League also has strong influence over the laws, policies, and economy of
Numeria."
},
{
"Key": "e7c5e672-a50b-404c-8fdf-a0917494a5ed",
"Value": "Technic League"
},
{
"Key": "8e92ba02-360f-472a-b8e4-b1cec1b23921",
"Value": "Formed at the dawn of the Age of Darkness, the Umbral Court is the
name for the Kuthite aristocracy who rules the nation of Nidal with an iron fist."
},
{
"Key": "7bbbe19f-8bc4-455a-906f-ab81eb83264a",
"Value": "The Umbral Court"
},
{
"Key": "dd2b6170-805f-4a59-9c7e-b6b24ac3aa1e",
"Value": "The Tiger Lord barbarians are a tribe of Kellids along Brevoy's
borderlands who trace their lineage to an Age of Destiny band of conquerors that
once swept from the Realm of the Mammoth Lords to southeastern Numeria behind the
warlord Armag. Even today, they are the Kellid tribe with the broadest range of
travel, providing mercenaries to such places as the Realm of the Mammoth Lords in
the west to Iobaria in the east. The Tiger Lords draw their inspiration from dire
tigers and revere an immense smilodon named Speartooth as their totem."
},
{
"Key": "4015a20c-24d1-4ada-b518-1c81d0d8b780",
"Value": "Tiger Lords"
},
{
"Key": "8a026d26-113f-4c83-87a5-c7cb74a53f47",
"Value": "Abadar, the god of cities, law, merchants, and wealth, also
called \"The God of Walls and Ditches\" in the eastern Dragon Empires, is known to
be a patient deity. Maintaining a strong neutral stance in his actions, he sets
forth to expand civilization and order among the peoples of Golarion."
},
{
"Key": "9b1ed7b7-8802-4630-ac91-0afe0c4ee676",
"Value": "Abadar"
},
{
"Key": "eb5d2c07-4d54-4e56-8bec-40bc5365a123",
"Value": "Aroden was the immortal Azlanti who raised the Starstone from the
bottom of the Inner Sea in 1 AR, and in so doing founded the city of Absalom and
ascending to godhood. Prophesy told of his return to Golarion and the beginning of
a new Age of Glory. On the eve of his return, however, his clerics were cut off
from his power, and terrible storms wracked the world. Now presumed dead, Aroden's
demise ushered in the current Age of Lost Omens."
},
{
"Key": "024b336d-430f-4646-a2e2-ed390dd7980c",
"Value": "Aroden"
},
{
"Key": "64f40efa-5105-4bb2-8572-3e8854a82593",
"Value": "Asmodeus, also known as \"King of Hell\", \"Master of Witches\" and
\"Prince of Law\", is the most powerful of the nine archdevils that inhabit Hell,
and the only one of Hell's rulers to claim full divinity. It was he who is credited
with the penning the contract of creation, within which his followers believe is
hidden the means for their patron's eventual rise to supremacy."
},
{
"Key": "c3340d27-289f-4674-bb9a-8444e3b638f6",
"Value": "Asmodeus"
},
{
"Key": "674fa71f-5e37-4f23-84be-a09690aa1f4f",
"Value": "Calistria, also known as \"The Savored Sting\" and \"The
Unquenchable Fire\", is the goddess of lust and revenge who takes on many faces and
guises. She is held in especially high regard by elves, who often identify with her
mercurial moods and changeable nature. A fondness for wasps has earned this
vengeful deity the title of \"Savored Sting\"; such creatures live on after harming
their enemies, a trait Calistria's followers hope to emulate when pursuing their
goals."
},
{
"Key": "5fafc3e0-8e07-429c-b910-259f8c6eb8c9",
"Value": "Calistria"
},
{
"Key": "9a741e4b-55ec-4a83-99fb-71f1609bc504",
"Value": "Cayden Cailean, god of alcohol, bravery, and freedom, is one of the
Ascended: those mortals who achieved godhood by passing the Test of the Starstone.
Because legend tells that he passed the test while intoxicated, he is also known as
\"The Lucky Drunk\", \"The Drunken Hero\", or \"The Accidental God\"."
},
{
"Key": "36d5ccc6-d93b-47f2-ae88-11ba31c2aadf",
"Value": "Cayden Cailean"
},
{
"Key": "53e2c0a3-778f-48ec-8f25-81983b9e167c",
"Value": "Embeth Forest rises from a fecund area in the River Kingdoms full
of stagnant marshes and low hills. A band of rangers called the Embeth Travelers
makes its home in the dense, marshy forest. The group maintains a number of camps
throughout the forest, and they make the best guides in that area."
},
{
"Key": "55ae36b3-1cf0-4d76-83fe-dbd638d7fd68",
"Value": "Embeth Travelers"
},
{
"Key": "21398a44-7a11-4546-9286-c710241cda79",
"Value": "Charon is the Horseman of Death, an ancient, and possibly the most
powerful, archdaemon of Abaddon. He is the lord of the River Styx, and the ferryman
for lost souls."
},
{
"Key": "b543e7f7-1965-49d8-9352-b5fb67de9ab8",
"Value": "Charon"
},
{
"Key": "26943325-b1e4-4ace-9b68-a5bf50bf7028",
"Value": "Desna, also known as \"The Great Dreamer\", \"Lady Luck\"
and \"Mother Moon\", goddess of dreams, luck, stars, and travelers, is among the
most ancient of deities. While her peers burdened themselves with the task of
creating Golarion, she spent her time building the heavens. She knew that there
would be plenty of time for her and her followers to explore the many wonders of
the world later. She's changed little since those earlier days, and she and her
followers delight in exploring the world."
},
{
"Key": "cfd9d948-4b1d-4d84-8c01-9df7e1eaefd3",
"Value": "Desna"
},
{
"Key": "5efb9f3e-272b-4264-bf60-a151fd7b594f",
"Value": "Droskar is a minor dwarven deity with a very limited following
among the surface-dwelling peoples of Golarion. He believes that sufficient toil
leads to eventual success, and that those who fail simply weren't trying hard
enough. In the pursuit of this goal, Droskar teaches that one should be free to do
whatever is necessary to accomplish one's goal, even if that includes lying,
cheating, the exploitation of others, or even worse crimes."
},
{
"Key": "2ec244ca-3dc7-4a37-b482-c7e476e5da31",
"Value": "Droskar"
},
{
"Key": "fed911c6-d746-4412-9676-7a795e2ccec2",
"Value": "Erastil, also known as \"Old Deadeye\" and \"The Stag God\", is one
of the oldest human gods still worshiped in the Inner Sea region, and is concerned
with family, farming, hunting, and trade. During the Age of Creation, Erastil was
among the gods who battled Rovagug when he sought to destroy Golarion, and were
eventually able to contain him in the Dead Vault at the planet's core. His religion
dates back to before the Age of Darkness, when small farming communities and
hunter-gatherers prayed to him for bountiful harvests and successful hunts. Legends
claim that it was Old Deadeye himself who crafted the first bow and gifted it to
humans to overcome the challenges of the world. Even as the accomplishments of
civilization mount, Erastil continues to embrace and represent the simpler
pleasures life has to offer."
},
{
"Key": "3a605d44-5215-4688-845e-802789571647",
"Value": "Erastil"
},
{
"Key": "15d89f05-196a-45fd-b98b-413395cdeba4",
"Value": "Gogunta is a demon lord of fetid swamps and serves as the sole
goddess of the swamp-dwelling boggards. Gogunta appears as a frog with many heads
and even more eyes and tongues. Boggards portray her as a huge queen of their
kind."
},
{
"Key": "da5427f6-fffe-4b58-8762-caf1a9bc61b3",
"Value": "Gogunta"
},
{
"Key": "819cee55-0bc8-4fd0-95fc-c0cddbf27b99",
"Value": "Gorum, also known as \"Our Lord in Iron\", is a god of battle above
all other pursuits; it is said that he would rust away into nothingness if there is
ever a time with no more conflicts to be fought. His faithful believe he is present
in every iron weapon of war that is forged."
},
{
"Key": "3a26000f-4c3d-4bae-addb-de4eb947d001",
"Value": "Gorum"
},
{
"Key": "4be47489-48ae-4ede-bc22-c34791d6d8e9",
"Value": "Gozreh is a dualistic deity of nature, a god of the storm and sky
and also a goddess of the wave and surf. Born of the ocean's fury and the wind's
wrath, Gozreh is a fickle deity."
},
{
"Key": "4c200db9-5647-4a86-a377-7e924c5c1d06",
"Value": "Gozreh"
},
{
"Key": "3c9e1e33-d353-4c9f-8378-2baa39550d1c",
"Value": "The Green Mother is one of the Eldest, a divine fey creature of
tremendous power, able to reshape the very fabric of the First World on a whim. She
is probably the most manipulative entity of the First World, often using seduction
to get her way. She is a creature of great beauty, typically depicted as tall, with
green hair, and a combination of elf, dryad, and nymph characteristics."
},
{
"Key": "b82a2289-02e0-4cc8-8ab2-286e1c7f60e6",
"Value": "Green Mother"
},
{
"Key": "0c944873-5460-41f3-9d96-374b6f01c433",
"Value": "The Hellknights are a collection of knightly orders with a unique
focus on the promulgation of law. They are interested less in the social goodness
and charity typical of paladins, but rather in the foundation and stringent
maintenance of order at all costs. If people cannot be trusted to obey the law out
of their own senses of civility and social righteousness, Hellknights provide the
need to obey out of fear of a master's stern hand."
},
{
"Key": "6bc88179-05a8-48dc-be4d-5195b7356ebb",
"Value": "Hellkinghts"
},
{
"Key": "f0c78310-1ea2-40ef-9f41-8ed8340d47ca",
"Value": "Groetus is the god of the End Times, a sentient and cruel moonlet
that looks down upon the Boneyard and waits for the last living soul to die. When
Pharasma judges the last soul after the last living body dies on the Material
Plane, Groetus will descend to the Boneyard and move on to the Material Plane
to \"clean up\" and pack the dust away for another reality. No one really knows
what Groetus is going to do once the last soul is judged, but it is generally
accepted that it will not be pleasant."
},
{
"Key": "10a8586c-20b1-42b7-96d2-d74232d0124d",
"Value": "Groetus"
},
{
"Key": "6a1ce6d8-626f-4d89-a580-62289532263b",
"Value": "The goddess Gyronna is also known as \"The Angry Hag\", and for
good reason. She is not a popular deity, as many fear her and her clergy, which is
entirely female. These are usually the victims of the unforgiving and closed-
minded, outcasts of society: disfigured prostitutes, wives caught in adultery, or
pregnant teenagers disowned by their parents. Priestesses are renowned for their
ability to foster hatred and turn friend against friend. Her priestesses are also
known to swap young babies for hideous monstrous creatures birthed from their own
womb."
},
{
"Key": "e22cb3c3-0f46-4089-96e8-2cd0e33ce345",
"Value": "Gyronna"
},
{
"Key": "86e2c5b1-871b-45f2-9869-272793bf0095",
"Value": "Apollyon is the ram-headed Horseman of Pestilence and one of the
most powerful archdaemons in Abaddon. Sometimes referred to as the Prince of
Locusts, Apollyon sends forth plagues and diseases throughout the planes in an
effort to increase his power above his fellow archdaemons."
},
{
"Key": "a843b25e-0690-4c44-b79e-b6b936efe5dc",
"Value": "Horseman of Pestilence"
},
{
"Key": "dde44190-47d9-4453-b74a-b6d661bd9431",
"Value": "Iomedae, also known as \"The Inheritor\", \"Light of the Sword\"
and \"Lady of Valor\", is the goddess of righteous valor, justice, and honor.
Having served as Aroden's herald, she inherited many of the Last Azlanti's
followers upon his death, and continues to espouse the ideas of honor and
righteousness in the defense of good and the battle against evil."
},
{
"Key": "ae014d6d-2d1c-4feb-a5f3-cb2d6028348c",
"Value": "Iomedae"
},
{
"Key": "6374fdb7-db10-4b2c-9340-1911cdd1193f",
"Value": "Irori, also known as \"Master of Masters\", \"The Enlightened One\"
and \"The Perfect Human\", is the god of enlightenment, self-perfection, knowledge,
healing, and inner strength. His followers claim that he was once a mortal who
achieved absolute physical and mental perfection and thus attained divinity of his
own volition. He is one of the core gods, if not the most powerful deity, of the
Vudrani pantheon, but has an increasing following in the Inner Sea region as well."
},
{
"Key": "978b0059-8c3f-48a8-afaf-fc2fffe8fc33",
"Value": "Irori"
},
{
"Key": "7a3e9a58-409e-462e-bbca-c837e06d351e",
"Value": "Lamashtu, also known as \"Mother of Monsters\", \"Mistress of
Insanity\" and \"Grandmother Nightmare\", is the goddess of madness, monsters, and
nightmares. She is the only demon lord to attain true divinity. She is the mother
and patroness of many misshapen and malformed creatures that crawl, slither, or
flap on, above, or below the surface of Golarion. Her unholy symbol is a three-eyed
jackal head, which may be represented in many ways, and her sacred animal is the
jackal."
},
{
"Key": "185dd939-e189-4eac-bc8b-c24fd2a0e8e5",
"Value": "Lamashtu"
},
{
"Key": "e1dd9f69-2c52-4e75-9f8d-2fde133a78b5",
"Value": "The archdevil Mammon is Hell's accountant and treasurer. He rules
over the lightless realm of Erebus, and is generally worshiped by greedy and
corrupt mortals. His unholy symbol is an azure coin with the head of Mammon stamped
on it."
},
{
"Key": "478de97f-3fa2-4d22-b031-9119609b4614",
"Value": "Mammon"
},
{
"Key": "85989308-f98f-478f-a84c-79e6bd924a16",
"Value": "Nethys, also known as \"The All-Seeing Eye\", is a Garundi god who
holds knowledge and magic above all things. He gained enough power to witness all
things, and this both fueled his divinity and shattered his mind. He is a god of
magic, torn between destroying the world with one hand and saving it with the
other."
},
{
"Key": "c3fb819a-0d80-4b43-8b8d-b7a91a03a2cc",
"Value": "Nethys"
},
{
"Key": "9798ef5c-d31b-4873-ae14-3a44c2c62c52",
"Value": "Norgorber is known as the once-mortal god of thievery and
assassination, as well as a keeper of secrets. He is called the \"Reaper of the
Reputation\" by some, but he has more insidious titles among worshipers who
venerate his other three aspects: \"Blackfingers\", \"Father Skinsaw\", and
the \"Gray Master\". He remains an enigma to most, and his true motives are
unknown. Many of his own followers remain ignorant of his plans and designs.
Norgorber is the only evil god amongst the Ascended."
},
{
"Key": "46a1f32d-8f49-438f-ab43-5e3d625ed1f0",
"Value": "Norgorber"
},
{
"Key": "97e451bd-c76a-4c94-bf14-50863920a938",
"Value": "House Garess is based in the western part of Brevoy, in the
foothills of the Golushkin Mountains. It is led by Lord Howlan Garess, who is a
widower. His adoptive heir is Toval Golka, a dwarf and son of the clan-chief of the
Golka dwarves' holding. House Garess had a good relationship with the Golka dwarves
until the dwarves vanished. Members of the house worked the metal that the dwarves
mined.\nThe House's motto is \"Strong as the Mountains.\""
},
{
"Key": "fc211206-d0c1-4352-bf24-508b8155a1c0",
"Value": "House Garess"
},
{
"Key": "659de093-ba13-4651-8738-ac6f57c8f381",
"Value": "\"The Lady of Graves\", \"Mother of Souls\", \"Gray Lady\",
Pharasma is the goddess of birth, death, and prophecy. She shepherds Golarion's
recently departed souls to their final reward. Upon death, souls migrate via the
River of Souls to Pharasma's Boneyard in the Outer Sphere, which sits atop an
impossibly tall spire that pierces the Astral Plane. She is among the most ancient
deities in the multiverse, but keeps her knowledge of the fate of all souls closely
guarded."
},
{
"Key": "e0dd007d-756e-4c59-9a64-5be13d9f5711",
"Value": "Pharasma"
},
{
"Key": "036cc3dd-4498-47f6-bc15-ae06814ebd3e",
"Value": "Imprisoned since the Age of Creation, the god Rovagug, also known
as \"The Rough Beast\", \"The Great Destroyer\" and \"The Worldbreaker\", seeks
only to destroy creation and the other gods. Believed to be imprisoned in a state
of torpor somewhere deep within Golarion, his increasingly restless stirrings are
taken by many to be the cause of volcanic activity and earthquakes. His worshipers
are known for embodying the god's dominion over destruction, disaster, and wrath."
},
{
"Key": "270054de-0f46-41e4-a8a1-0b2730470cdb",
"Value": "Rovagug"
},
{
"Key": "24d4d7d3-0a27-4c04-a17a-53a17f199a6b",
"Value": "Known to her faithful as the \"Dawnflower\", \"The Healing Light\",
and \"The Everlight\", Sarenrae is a goddess who teaches temperance and patience in
all things. Compassion and peace are her greatest virtues, and if enemies of the
faith can be redeemed, they should be. Worship of this goddess of healing, honesty,
redemption, and the sun began far to the east of the Inner Sea, in the vast
Padishah Empire of Kelesh, but her worshipers can now be found throughout the
world."
},
{
"Key": "19197426-2d1d-4da8-bc32-2e28b72997ef",
"Value": "Sarenrae"
},
{
"Key": "6aacd0f0-7cfa-49d3-8820-36bcba515dd3",
"Value": "Shelyn, also known as \"Eternal Rose\", \"The Eternal Maiden\"
and \"The Incorruptible\", is the goddess of art, beauty, love, and music, and the
half-sister of Zon-Kuthon. Shelyn focuses just as much attention on internal beauty
as external. As aspects of her role as goddess of beauty, Shelyn also promotes the
creation of art and the composing and performance of music. Clerics of Shelyn
frequently are artists themselves. As the goddess of love, Shelyn encourages the
proliferation of that feeling in all its forms. She is not the goddess of
sexuality, lust, or fertility, and makes a very clear distinction between love and
sexuality, although she does not in any way discourage erotic love. The few
paladins who worship her practice courtly love."
},
{
"Key": "b847d469-1862-42e0-8c88-113c2774fde1",
"Value": "Shelyn"
},
{
"Key": "2cbc920b-866c-492f-946d-b65599f9ddf6",
"Value": "Torag, also known as \"Father of Creation\", is a stoic and serious
dwarven god of the forge, protection, and strategy who values honor, planning, and
well-made steel. He is an often distant deity, lending magical power to his
clerics, but leaving his followers to make their own way through life, knowing that
this will make them strong and determined."
},
{
"Key": "df285a41-8711-43d9-812f-893729ea6897",
"Value": "Torag"
},
{
"Key": "d498999d-5b84-4bbe-955e-ac88a1283d18",
"Value": "Urgathoa, also known as \"The Pallid Princess\" and \"Lady
Despair\", is the goddess of physical excess, disease, and the undead. She is
mostly worshiped by dark necromancers, the undead, and those wishing to become
undead. Sometimes those who live gluttonous lifestyles make supplication to her, as
do those suffering from a serious illness. Her faithful believe she was the first
creature to defy Pharasma and return, unnaturally, from the Boneyard and break free
from the cycle of souls."
},
{
"Key": "75a4b48c-8947-45a2-bcd9-bcae0bcf4f87",
"Value": "Urgathoa"
},
{
"Key": "5b631625-e1bd-4a2a-94ac-67ad8e7516ba",
"Value": "The deity Zon-Kuthon, also known as \"The Midnight Lord\", \"The
Dark Prince\" and \"The Prince of Pain\", god of darkness, envy, loss, and pain,
possesses one of the most twisted and evil minds in the Great Beyond. His position
as god of pain is well earned, and he has been the root of countless tortures,
murders, and worse throughout time. He was once a benevolent demigod named Dou-
Bral, but was corrupted when he traveled to the far, dark places between plains and
returned in his current form. His half-sister, Shelyn, still holds out hope that
she can redeem him, though the lord of shadows shows no sign of remorse or
compassion."
},
{
"Key": "377f1ac0-a647-4039-ab0a-3d1b2951576c",
"Value": "Zon-Kuthon"
},
{
"Key": "ba0ee968-00cd-4b1b-9268-606d57669061",
"Value": "If the First World can be said to have a trickster god � no easy
feat in a world where capricious, reality-bending mischief is standard practice for
many natives � then the title belongs to the Lantern King, also known as \"The
Laughing Lie\". Generally appearing as a foot-wide ball of ?oating light, the
Lantern King has been pointed to by some as the progenitor of all will-o'-wisps,
but such allegations meet with derisive laughter from the King himself. Forgoing an
established realm of his own, the Lantern King roams as he wills through the fields
and forests of the First World, and those lives he touches are rarely the same
aferward, for though the Lantern King's sense of humor is vast, it can easily turn
dark or incomprehensible."
},
{
"Key": "c9246057-59d8-404c-9a1f-cdf60c4760f3",
"Value": "Lantern King"
},
{
"Key": "c0d187da-3ea8-4f80-a497-57dc56c3c6f1",
"Value": "Shyka the Many is one of the Eldest, a divine fey creature of
tremendous power said to be able to reshape the very fabric of the First World on a
whim. Shyka could be considered a title or a role, for many entities, both male and
female, have borne this name over the ages. All have been chronomancers with
mastery over time; time acts strangely within the First World, but Shyka seems able
to manipulate it. Indeed, his or her many forms and personalities over time, past
and future, may well sit within Shyka together, out of time, as they all seem to
speak with the same voice."
},
{
"Key": "081c8a13-779b-407d-95e7-c361e2375b9c",
"Value": "Shyka the Many"
},
{
"Key": "79724cb4-c665-482d-8677-cdfc00c0fe5c",
"Value": "House Lebeda is based to the southwest of Lake Reykal in Brevoy,
controlling the plains and significant portions of the lake's shipping. They are
considered to be the Brevic noble family that epitomizes Rostland, having
significant Taldan blood, an appreciation for fine things, and a love of sword
fighting.\nThe family motto is \"Success through Grace.\""
},
{
"Key": "76fe5a54-3fde-4d3d-b284-be983db5e7fa",
"Value": "House Lebeda"
},
{
"Key": "15ed9996-d002-4720-9b5b-af98b8879c55",
"Value": "The�Pathfinder Society�is a globe-spanning organization based out
of�Absalom. The membership consists primarily of�Pathfinders,�adventurers�who
travel throughout�Golarion � usually inconspicuously � and explore, delve, and
otherwise experience the lesser-seen parts of the world. They send journals
documenting their travels back to their�venture-captains, who also assigns them new
missions and suggests new places to explore. The most exciting and illuminating of
these journals are compiled in the�Pathfinder Chronicles, an ongoing series of
books that collect the history and mystery of Golarion for its membership and the
general public."
},
{
"Key": "765bc8be-c601-49b2-ac78-2bfd126abae6",
"Value": "Pathfinder Society"
},
{
"Key": "14135592-8f2a-4df7-91d4-8a133c9be3b4",
"Value": "The�Order of the Nail�is an order of�Hellknights�based in�Citadel
Vraid�near�Korvosa. It concerns itself with quelling \"savage\" practices and
bringing their idea of civilization to the inhabitants of the wild frontier. Beyond
the bulwarks of cities and national borders lies an endless expanse of wilderness
populated by those who, all too often, shun the rules of settled, lawful societies
and follow their own callings. The Order of the Nail stands staunchly against what
it views as barbarity."
},
{
"Key": "5be05d01-0eba-410b-aba7-7e6c7d6b1a3d",
"Value": "Order of the Nail"
},
{
"Key": "6926e1ca-17bf-4990-94a3-65f31a7d936d",
"Value": "The�Hellknight�Order of the Pike�was founded prior to the�Chelish
Civil War, and officially disbanded in one of the post-war reorganisations.
However, its members continued to operate as Hellknights and, in�4688 AR, it was
recognised once more as an official (albeit minor) order. The Order of the Pike
seeks to slay monsters that jeopardize peace and innocent lives. More than mere
killers, these hellknights often take a naturalist's approach to their monster
hunting, learning about their prey and extensively documenting this information."
},
{
"Key": "5a1bcdcc-1c4a-4075-af9b-9c1695361c9c",
"Value": "Order of the Pike"
},
{
"Key": "4428cbc9-888b-4ea9-b6aa-283188b31448",
"Value": "A mysterious order, whose members you first met not far from the
Castle of Knives. They offered a sequence of trials, that you might prove your
worthiness to possess the secret knowledge of Suramgamin."
},
{
"Key": "6a8558cd-ec7b-4b86-a0b2-78c946cc1463",
"Value": "House Lodovka is a noble family of Brevoy with their headquarters
on Acuben Isle on the Lake of Mists and Veils. They have traditionally been a power
on the lake. Led by Lord Kozek Lodovka, both their fleet size and influence along
the lake continue to increase. The fleet primarily catches fish and freshwater
crabs.\nThe House's motto is \"The Waters, Our Fields.\""
},
{
"Key": "c5a985c2-a242-4476-9357-c78fa84e85b5",
"Value": "House Lodovka"
},
{
"Key": "4e731807-c72b-416c-88a4-dcc809742286",
"Value": "House Medvyed is a noble house of Brevoy that holds authority over
the eastern lands that border and contain the Icerime Peaks and Gronzi Forest. They
have maintained the traditions of worshiping nature, the \"Old Way\". Lord Gurev
Medvyed heads the Stoneclimb-based house.\nTheir motto is \"Endurance Overcomes
All.\""
},
{
"Key": "bd09fd26-e626-48ce-bf7e-145f4135ff07",
"Value": "House Medvyed"
},
{
"Key": "297ba1ee-65df-4e0d-bd2b-41b93baee7fb",
"Value": "House Orlovsky controls northeastern Brevoy from Eagle's Watch on
Mount Veshka. They try to rise above petty political maneuvers. As staunch allies
of the now disappeared House Rogarvia, this has landed them in a prickly situation.
If Lord Poul Orlovsky chooses to rebel against Noleski Surtova, they could
potentially align with House Garess and House Medvyed. These three houses could
disrupt supply and travel routes between House Surtova's two power bases, Port Ice
and New Stetven.\nThe House's motto is \"High Above.\""
},
{
"Key": "657f380c-76ee-466b-94b3-417ceb4ed5dd",
"Value": "House Orlovsky"
},
{
"Key": "05780686-952a-42eb-9850-19bdc30bdcbb",
"Value": "The former ruling house of Brevoy, House Rogarvia was founded by
the descendants of Choral the Conqueror and Myrna Rogarvia, daughter of Nikos
Surtova. Most members of the House disappeared mysteriously in 4699 AR, in an event
called the \"Vanishing\".\nThe House built the Ruby Fortress in New Stetven on the
shores of Lake Reykal as their stronghold. The Rogarvians were known to be ruthless
rulers who did their best to hold Brevoy's disparate houses and factions
together.\nThe House's motto is \"With Sword and Flame.\""
},
{
"Key": "de9cd8bd-ec58-4c75-a839-60a960122bba",
"Value": "House Rogarvia"
},
{
"Key": "0c63bf4d-bdff-4990-b999-f5cabddfb2ac",
"Value": "House Surtova, the current ruling family of Brevoy, is also the
oldest Brevic noble family and the most influential. Their original holdings are
the environs of Port Ice in northern Issia on the shores of the Lake of Mists and
Veils.\nThe Surtovas are known as careful and cunning diplomats. Before Choral the
Conqueror invaded, the Surtovas were known as pirates and raiders, and the family
still has many connections with the pirates and brigands of the region, many of
whom are distant relations of the Surtova clan.\nTheir family motto is \"Ours Is
the Right.\""
},
{
"Key": "9a2b6ecd-9b60-4be7-9d92-da1aeaacf586",
"Value": "House Surtova"
},
{
"Key": "df1ba540-d576-46b0-93d3-3618ef0dc7f9",
"Value": "You helped Valerie save people from the fire at Jamandi Aldori's
residence."
},
{
"Key": "a65d7946-ab2d-43cc-baa9-194917a8487b",
"Value": ""
},
{
"Key": "9bceb326-f316-498c-9b1e-19b7ba4042dc",
"Value": ""
},
{
"Key": "0680810c-a9fd-4cfa-a60d-09e81dd6847c",
"Value": "You couldn't stop Tristian from escaping with the Oculus of
Abaddon."
},
{
"Key": "2b37cb4c-7271-4938-b5b1-f0a3ec8a2b4a",
"Value": "You persuaded Tristian to destroy the Oculus of Abaddon."
},
{
"Key": "1f0bc643-2296-42d0-9494-7badf14461bd",
"Value": "You killed the Defaced Sister who you found in a tomb in the City
of Hollow Eyes. Another one of the Sisters was already dead when you arrived."
},
{
"Key": "f12e1d48-9900-4dcf-8f14-8b75fe9de734",
"Value": "You killed both of the Defaced Sisters you met, in the Sepulcher of
Forgotten Heroes and the City of Hollow Eyes. The third was already dead when you
found her."
},
{
"Key": "51fb86ba-5be1-4500-8596-c73e6ef9ac4b",
"Value": "You managed to save two Defaced Sisters, in the Sepulcher of
Forgotten Heroes and the City of Hollow Eyes. A third Sister was already dead when
you found her."
},
{
"Key": "2c2b10f5-f5c7-4e2b-8df2-24f3513c2600",
"Value": "At the barbarian camp in Dunsward, you met Dugath, a revered priest
of Gorum. It seems you failed to earn his trust or respect."
},
{
"Key": "8aa76ab6-70b4-405b-9636-d23a0b3ab85c",
"Value": "At a barbarian camp in Dunsward you met Dugath, a revered priest of
Gorum. It looks like you managed to earn his trust and respect."
},
{
"Key": "db9f5568-4dfc-4d22-ad8f-6a583d2b0285",
"Value": "You saved Maegar Varn, the founder of Varnhold, from the terrible
magic of a cyclops lich named Vordakai."
},
{
"Key": "b5400e0a-89a7-436b-a35d-e19297547586",
"Value": "You took the money the bandits stole from Oleg."
},
{
"Key": "9914b839-1652-4a6d-a610-7656583dd67e",
"Value": "You sacrificed Maegar Varn to make Vordakai your advisor."
},
{
"Key": "c67af2f8-140f-420c-bcfc-48f91cef3636",
"Value": "Vordakai told you that curses are significantly stronger if you add
a piece of the cursed one's essence."
},
{
"Key": "92054b94-7d64-4464-8394-451a43c3e4cf",
"Value": "In the Sepulcher of Forgotten Heroes, you met a Defaced Sister and
appealed to her conscience, pointing out that she ruined everyone who followed her.
The Sister was alarmed by your words and left, saying that she had something
important to do."
},
{
"Key": "18b93b99-9616-4a63-a936-c7f708229f5f",
"Value": "You spared Agai, the leader of the spriggans, who you met in
desolated Varnhold."
},
{
"Key": "c7da2de1-d762-47fe-80e9-4eb11c88e887",
"Value": "You tried to kill the bard Annamede for singing songs meant to
ridicule you and your advisors."
},
{
"Key": "54dcfa09-4d57-4d30-8993-03f4f5a68771",
"Value": "You tried to talk to the mysterious nymph who lured you into an
ambush, to better understand her motives."
},
{
"Key": "a2bd9b58-5f17-4e9c-813b-a8fce6e7fa44",
"Value": "Sparing no words, you attacked the insidious nymph, who had lured
you into a trap."
},
{
"Key": "65316d07-402e-4c5a-a862-4811eaf05f9a",
"Value": "You expressed outrage at the demands of Jamandi Aldori, who asked
you to clarify the fate of Varnhold."
},
{
"Key": "f998f9ff-2fc8-4f65-bd58-97ac17a9b28f",
"Value": "You met Akiros, the right hand of the Stag Lord, at a camp near the
Thorn Ford, and talked peacefully with him. Unfortunately, you failed to come to an
agreement."
},
{
"Key": "a999f865-ec2a-41a9-a381-e846a2a5bf72",
"Value": "Choosing between two important tasks � chasing Tristian and dealing
with a barbarian invasion to Brevoy, you opted to commence your pursuit of
Tristian."
},
{
"Key": "53404728-c9c0-4a2c-bb3b-5fcbbe0cc349",
"Value": "Choosing between two important tasks � chasing Tristian and dealing
with a barbarian invasion to Brevoy, you decided to follow Amiri and help your
Brevan allies."
},
{
"Key": "c5e14bbe-0ca6-4245-9839-e630152a162b",
"Value": "Amiri challenged Armag to a fight � and won!"
},
{
"Key": "25f30de1-dbe3-4e29-8c14-f4ed2249c80f",
"Value": "Amiri challenged Armag to a fight, but lost."
},
{
"Key": "cf54b83a-7274-4c6a-b69e-4f9c43c0eaad",
"Value": "Your words made the barbarians rebel against Armag."
},
{
"Key": "016b1ef6-d9c2-4e68-a79e-d2ee3c331b87",
"Value": "You let Lander Lebeda's relatives resurrect him, even though he
betrayed you."
},
{
"Key": "9e2abf7e-b02c-40fd-b326-4a7736b76567",
"Value": "You didn't let the relatives resurrect the traitor, Lander Lebeda."
},
{
"Key": "8e4074df-5017-41d5-a596-d72e6e5053ea",
"Value": "During a battle in Jamandi Aldori's residence, you discovered the
soldiers' wages, and decided to keep them."
},
{
"Key": "9256753d-97d5-4dfc-845c-5fbac9e5c880",
"Value": "You let Lander Lebeda's relatives resurrect him, even though he
betrayed you, but only after paying you tribute."
},
{
"Key": "39d3a1ed-b9f3-40aa-bfb7-68135060de10",
"Value": "You supported Jamandi and the Swordlords in their conflict with
Surtova."
},
{
"Key": "3308940b-bb69-4b76-9a32-860ca2ace99e",
"Value": "You supported Natala and the ruling dynasty in their conflict with
the Aldori."
},
{
"Key": "254c69c3-2007-4285-ba22-a0f9bea77d97",
"Value": "You insisted that the Aldori and Surtova stop fighting and engaging
in intrigues against each other."
},
{
"Key": "54a3fe30-46c7-4a2b-9b7c-818578c628f1",
"Value": "After defeating the barbarians, you chose to break free from
Brevoy's control and declared the independence of your kingdom."
},
{
"Key": "e0eeaaf7-ad5b-409b-92c8-1380e31b9b12",
"Value": "You spared Armag, the barbarian chief who invaded Brevoy."
},
{
"Key": "a466b701-9db5-442b-b0ab-649abeeea6d8",
"Value": "You killed Armag, the barbarian chief who invaded Brevoy."
},
{
"Key": "4acd3183-eb5e-428c-bb86-1dc39bd283e9",
"Value": "You decided Armag must continue on as chief of the Tiger Lords."
},
{
"Key": "36f106e2-1d85-4c5a-beb6-8b4e9942e1a2",
"Value": "You decided that Amiri should become the new chief of the Tiger
Lords."
},
{
"Key": "796af33e-a52f-45dc-b8d8-a48a67840aef",
"Value": "At a camp near the Thorn River, you tried to convince Kressle to
give up banditry and stop serving the Stag Lord."
},
{
"Key": "eacd3c3c-467f-48fc-8c5f-5ba5e0c75cc5",
"Value": "You decided that Dugath, priest of Gorum, must become the new chief
of the Tiger Lords."
},
{
"Key": "f9c777d9-bb50-471d-8333-57b03835f51e",
"Value": "You decided that Gwart, a young priest and apprentice of Dugath,
must become the new chief of the Tiger Lords."
},
{
"Key": "dd708994-0a33-4bdb-86d7-db4fd6ad3094",
"Value": "After the Defaced Sister repented her actions, you recommended she
cast a spell of Imprisonment on herself, to break free from Nyrissa."
},
{
"Key": "5494f1ef-8671-4278-aec9-8c57c537b8e2",
"Value": "You allowed Linxia, of the Order of the Rack, to search your
dominions for the criminal known as Darven."
},
{
"Key": "cb0071fe-5c35-4be9-a22c-343984e96680",
"Value": "When Linxia, of the Order of the Rack, appeared in your dominions
to search for an alleged criminal named Darven, you chose to stand by his side."
},
{
"Key": "e0113e17-0949-420a-ad55-b7789ff3bc77",
"Value": "You helped Darven defend Brineheart against the Order of the Rack,
and now have a reliable ally on your southern border."
},
{
"Key": "d2d3abf6-8789-4aba-9bdc-c1752947cab1",
"Value": "You quickly managed to find Armag's tomb. If you had come any
later, the evil force trapped in the sword might have overwhelmed the barbarian
warlord once and for all."
},
{
"Key": "7bd1ee5c-34c0-4159-9895-da310af33809",
"Value": "You appeared at the Temple of the Elk just in time to save
Tristian, a priest of Sarenrae, from the claws of a monstrous bear."
},
{
"Key": "ea39cd54-3747-4a68-a39b-541128d95fdf",
"Value": "It took you too long to reach Armag's tomb. Perhaps if you'd come
earlier, the evil force trapped in the sword wouldn't have overcome the barbarian
warlord."
},
{
"Key": "a8e71d7c-eb46-42bd-81f6-215230c3219d",
"Value": "Talking to Armag, a barbarian warlord gone mad, you learned that
he'd found the strength in his own curse to fight the lies and hypocrisy that he
suffered, and accepted himself the way he is."
},
{
"Key": "ebe6f142-bb51-4100-9fd1-9f09cff4d1fe",
"Value": "You were late to arrive at the Temple of the Elk, and barely
managed to save Tristian from the claws of a bear. The priest was severely
wounded."
},
{
"Key": "260a99ef-bee7-4815-957a-f19ce6fce07d",
"Value": "You and Kressle decided to go to the Stag Lord openly, rather than
looking for ways to secretly invade the fortress and weaken his forces. But in
carrying out this bold plan, Kressle was killed."
},
{
"Key": "5914be58-f122-4918-9a2d-34e75962ef86",
"Value": "Your arguments convinced Akiros Insmort, and he joined you in
battle against his former chief, the Stag Lord."
},
{
"Key": "8185dfb1-8acf-4c9c-9507-5caf4ebc0b72",
"Value": "During the battle in the Stag Lord's fortress, you agreed to spare
Dovan, one of the bandit chiefs."
},
{
"Key": "c022836b-1da9-483f-b656-329918cf3b67",
"Value": "At the Stag Lord's fortress you found and killed Nugrah, his insane
druid father."
},
{
"Key": "2c3527ba-4ae9-41c1-ba24-06575bd5302d",
"Value": "During the fire at Jamandi Aldori's residence, you talked Valerie
out of saving people from the fire."
},
{
"Key": "5327dc57-dce3-45fa-adad-db724ffc73a1",
"Value": "After the battle at the Stag Lord's fortress, you gave no thought
to the fate of Nugrah, the insane druid."
},
{
"Key": "43ecc38c-41e1-47b0-8271-2c01b752be61",
"Value": "Something seemed to be weighing heavily upon the conscience of
Akiros Insmort, the Stag Lord's right hand. At least you managed to convince him to
quit banditry and surrender to justice."
},
{
"Key": "d1448e45-30c8-433a-a1c6-6799240f6bf4",
"Value": "In the clash between the kobolds and mites, you sided with the
former."
},
{
"Key": "08534d0a-fb64-4ba2-a4c7-1af3bcf28aaf",
"Value": "In the clash between the kobolds and mites, you sided with the
latter."
},
{
"Key": "ec995805-7790-4407-885b-a7d42023d1cd",
"Value": "In the clash between the kobolds and mites, you decided to fight
both."
},
{
"Key": "e39dae34-f70c-4417-8daf-816794f19637",
"Value": "In the clash between the kobolds and mites, you acted as neutral
arbitrator of their dispute."
},
{
"Key": "3a3051ee-1508-4f9f-8bff-d55a88f9689c",
"Value": "In the clash between the kobolds and mites, you sided with the
former and remained loyal to this alliance."
},
{
"Key": "751920e1-f721-4676-8218-5b87006586c4",
"Value": "In the clash between the kobolds and mites, you sided with the
latter and remained loyal to this alliance."
},
{
"Key": "2787b8f2-1773-4520-a73f-5eca65138251",
"Value": "In the clash between the kobolds and mites, you acted as neutral
arbitrator of their dispute and managed to reconcile the two little tribes."
},
{
"Key": "1c132c71-ef3e-4e86-8fd2-c1033d3654f6",
"Value": "At the beginning of the battle in the mansion, Tartuccio gave you a
ring of protection. You kept it."
},
{
"Key": "1e028aaf-3901-4239-b6d4-ea700ccc02ff",
"Value": "During the reception in Restov, you chose Kassil Aldori, a protege
of Jamandi Aldori, to act as Brevoy's envoy in your barony."
},
{
"Key": "e2e31084-1434-4b12-ba41-bc959d138ff2",
"Value": "During the reception in Restov, you chose Shandra�Mervey, Natala
Surtova's advisor, to act as Brevoy's envoy in your barony."
},
{
"Key": "988aaabc-abdc-4e23-85ab-725597df2240",
"Value": "During the reception in Restov, you chose Lander Lebeda, a young
nobleman, who is unconnected to any fractions, to act as Brevoy's envoy in your
barony."
},
{
"Key": "82dc95ea-451d-403e-98bc-e162b2ca5cd4",
"Value": "You completed Jamandi Aldori's task of destroying the Stag Lord �
with amazing speed and efficiency."
},
{
"Key": "ba6ddfd4-0e46-48f8-b8d6-c1b2eec36a1f",
"Value": "You went to the meeting arranged with a nymph known as the Guardian
of the Bloom � and walked right into a trap!"
},
{
"Key": "bcfafaa6-751a-49ab-888e-5bd236b2c5b3",
"Value": "You threatened Jubilost Narthropple with violence when he
threatened to write a less than flattering article about your barony."
},
{
"Key": "fc7353b9-3315-4355-ab1f-d9eeceaa463c",
"Value": "When Jubilost Narthropple said he'd write a less than flattering
article about your barony, you reminded him about having helped him twice."
},
{
"Key": "75541403-30bb-4185-bb03-115bf7d5edbd",
"Value": "You hired the remains of the Stag Lord's former gang, on condition
that the money they gather goes to the treasury."
},
{
"Key": "1b009481-53ce-445e-aea2-33d4b68f18a0",
"Value": "You decided not to wear the suspicious ring that Tartuccio gave
you."
},
{
"Key": "652804b8-5238-483a-bf75-8ed0c4e52d44",
"Value": "You ordered the mad prophet Remus banished, after he predicted the
speedy fall of your barony at the hands of some Goddess."
},
{
"Key": "8cf7447a-b42e-4d05-871e-b525cfc042a8",
"Value": "You ordered the mad prophet Remus thrown in the dungeon, after he
predicted the speedy fall of your barony at the hands of some Goddess."
},
{
"Key": "bc98a142-704c-47dd-9ee1-de18a8898ad9",
"Value": "You ordered that no harm should come to the mad prophet Remus, even
after he predicted the speedy fall of your barony at the hands of some Goddess."
},
{
"Key": "05291dcf-47a8-4fff-9b76-16853675165b",
"Value": "You ordered the mad prophet Remus executed, after he predicted the
speedy fall of your barony at the hands of some Goddess."
},
{
"Key": "94c577b3-6851-4650-b0a1-053a169e3408",
"Value": "In a dispute with the Swordlords about who should collect taxes
from Oleg's Trading Post, you chose to peacefully convince Jamandi to pass the post
into your jurisdiction."
},
{
"Key": "31138d43-6785-4e84-b3d6-c3294d5f57a5",
"Value": "In a dispute with the Swordlords about who should collect taxes
from Oleg's Trading Post, you chose to send guards and take the trading post from
the Aldori by force."
},
{
"Key": "32954588-d81f-4a23-b8e9-5c802db3bf9f",
"Value": "In the dispute with the Swordlords about who should collect taxes
from Oleg's Trading Post, you decided to allow the trading post to remain under
Restov's control."
},
{
"Key": "cd795bd5-be83-418d-bdec-3aeabc96ac1f",
"Value": "You chose to inform your subjects about a mysterious disease
spreading in the barony, which causes the victim to be literally ripped into pieces
by a monster that emerges from inside. You decided that warning them about the
threat was more important than preventing panic."
},
{
"Key": "92aad9cb-7a03-4b80-b2e3-4b5aea354435",
"Value": "You chose to hide the truth from your subjects about the mysterious
disease spreading in the barony, which causes the victim to be literally ripped
into pieces by a monster that emerges from inside. You decided it was better to
avoid panic."
},
{
"Key": "e091645c-456d-447d-af31-7a15ab25204a",
"Value": "In a conversation with Jamandi, you described your motives in a way
that seemed too chaotic and not credible to Valerie."
},
{
"Key": "1c9ce588-0d3e-47c8-b109-c220449c8c53",
"Value": "You helped two fey, Falchos and Tiressia, by sparing them from the
Scythe Tree."
},
{
"Key": "8a9e43f0-3ca0-41a8-96a5-7b9b2f1d19c6",
"Value": "Upon meeting peasants who were searching for treasure, you picked a
random direction just for fun, and told them they'd find hidden gold there."
},
{
"Key": "08bcf0fb-b1ad-4f96-9bea-a6f599ce11b8",
"Value": "You didn't kill the young trolls, children of Kargadd."
},
{
"Key": "1367260e-e519-47b2-857d-6692aa5b0b5e",
"Value": "You killed the young trolls, children of Kargadd."
},
{
"Key": "41483fe7-7e8d-4aac-b40b-97391a2f0cd4",
"Value": "You delivered a letter and an expensive brooch to the wife of the
dead merchant Leksen."
},
{
"Key": "4cf84a6c-7948-41ff-acf3-a06e35e5eafd",
"Value": "Winning the battle, you decided to spare Tartuk's life, and allowed
him to rule the remains of the Trobolds."
},
{
"Key": "e4814de9-bab1-40ea-bc00-2e7bb39778fb",
"Value": "Winning the battle, you decided to spare Tartuk's life, but
banished him from your lands."
},
{
"Key": "afb3120f-8ac8-46df-a478-d70bc60ad061",
"Value": "Winning the battle, you decided to spare the life of Hargulka, the
chief of the Trobold trolls."
},
{
"Key": "670cb4e3-e939-4d9f-96e9-f544a5feaf46",
"Value": "Harrim considered the sentiments you revealed in a conversation
with Jamandi, and found in them a pointless insistence on the letter of the law. He
found this foolish."
},
{
"Key": "4aedb77b-bb10-4356-8087-ad412a5b0232",
"Value": "Winning the battle, you decided to spare the life of Hargulka, the
chief of the Trobold trolls, but banished him from your lands."
},
{
"Key": "884b84a5-bea6-41ea-8bfe-068b2c0ad622",
"Value": "The former gnome, Tartuccio, told you he'd been turned into a
kobold as an evil joke, or a curse by some unknown force. But somehow this new life
has turned out more desirable to him than his former one."
},
{
"Key": "197dfe04-e646-48b0-afc9-35bfad178d20",
"Value": "You allowed Bartholomew the wizard to continue his cruel
experiments on trolls."
},
{
"Key": "4313f5ec-ff85-4ad5-9dc4-96fa5402ffd0",
"Value": "You didn't allow Bartholomew the wizard to continue his cruel
experiments on trolls."
},
{
"Key": "a4d36663-6a5a-4528-bc8a-d97d07102c7c",
"Value": "After finding it in the troll lair, you returned his whip to
Bartholomew the wizard."
},
{
"Key": "115f919a-d7f5-4e40-bf89-20e55f1e3172",
"Value": "You didn't return his whip to Bartholomew the wizard, though you
found it in the troll lair."
},
{
"Key": "d98414f4-e01f-402b-b5b4-b9752217dbc1",
"Value": "Jaethal considered the thoughts you shared in your conversation
with Jamandi, and found too much pointless kindness. She was unimpressed."
},
{
"Key": "0e12a075-d3c5-45a5-abc2-a5dbad973766",
"Value": "You met a woman near a bridge over the Gudrin River, who'd been
robbed by a goblin, and helped her recover her pearl necklace."
},
{
"Key": "5e6b3cb0-056f-4f7a-ba27-3d3382cfc11f",
"Value": "You got rid of the fake Stag Lord who tried to impose taxes on your
subjects."
},
{
"Key": "4924d97a-17bb-461a-81d3-afb879d4ae23",
"Value": "You met a sick old man near the bridge over Gudrin River, and sent
him to Jhod for help."
},
{
"Key": "d66e88c5-2721-408f-b6b0-2d300ebac4a4",
"Value": "You intercepted refugees on their way to Galt, fleeing the epidemic
and the monster invasion, and convinced them to return to the capital."
},
{
"Key": "3dc2d1f9-4762-404c-8918-be18cce10d90",
"Value": "You met two men arguing in the capital, one of whom wanted to leave
your lands because of the danger. You sided with the other and convinced them both
to stay."
},
{
"Key": "3ce68aeb-3dc1-40cc-84d3-feaeb83c22c2",
"Value": "You met two men arguing in the capital, one of whom wanted to leave
because of the danger, and the other who wanted to stay. You permitted them to
leave the city."
},
{
"Key": "cee8da38-f045-4930-a350-3d73a3ac0597",
"Value": "Linzi watched what you revealed in your conversation with Jamandi,
and got a glimpse of someone who is egoistical and evil. She doesn't like this."
},
{
"Key": "54d0988c-b7ad-42a3-9b7f-dcdd285ea6c1",
"Value": "You used threats to win the grand prize in the competition, and
made the Embeth Travelers give you their trophy."
},
{
"Key": "34ee65e4-232f-4156-a03b-35d9f38d25ef",
"Value": "Faced with a choice between searching for the source of the disease
that plagues the barony and protecting the capital, you opted to secure the city
first � which allowed you to save many citizens, including Jhod Kavken, from the
clutches of the monsters. Unfortunately, Kesten Garess was left to die alone in the
Womb of Lamashtu."
},
{
"Key": "29859f1d-9add-4c88-95e5-b6e58d7c0f84",
"Value": "Faced with a choice between searching for the source of the disease
that plagues the barony and protecting the capital, you opted to seek out the
problem at its root � and you were able to save the life of Kesten Garess.
Unfortunately, many of the capital's defenders died, including Jhod Kavken."
},
{
"Key": "82f21592-d6c9-462f-b581-5c93bbc98b05",
"Value": "You managed to talk some sense into Kesten Garess. � You dissuaded
him from making a dangerous expedition, and convinced him to return to the capital,
and protect it from the monster invasion. Thus you were able to safeguard both your
loyal advisors, Jhod and Kesten, in the face of the monster attack."
},
{
"Key": "49ac646c-98e9-46b8-939d-0688d2925078",
"Value": "Conducting a surgery quickly and skillfully, you managed to save
the life of Madla Stasek, a brave peasant who volunteered in an experiment to seek
out the source of the disease."
},
{
"Key": "b95a3440-b26a-4fe5-b1c3-d84039a2fcca",
"Value": "You ordered the execution of all of Lamashtu's secret followers,
who you found in Dumra's lodge."
},
{
"Key": "50a09bc6-70ca-4788-8d24-fd4cbb4c3012",
"Value": "After finding a secret group of Lamashtu worshippers in Dumra's
lodge, you ordered the execution of their leader, priestess Tsanna."
},
{
"Key": "d17a2616-531b-4f7d-92cd-2dd97c94f9ef",
"Value": "You spared the life of Tsanna, priestess of Lamashtu, who was
leading a secret cult dedicated to the cruel goddess."
},
{
"Key": "b8306b76-d83b-416b-b791-6794696aa0ff",
"Value": "You convinced the old alchemist Bokken to help you in your struggle
against the bandits."
},
{
"Key": "b6821f7c-5873-4b10-a57e-0a5fbe1d70ee",
"Value": "You allowed Tsanna, priestess of Lamashtu, to perform the ritual to
help the unborn child of Olika, the widow of the merchant Leksen."
},
{
"Key": "50322354-5bbc-477e-9952-ef4e420b7b95",
"Value": "You spared the lives of the frightened goblins who were hiding from
you behind Lamashtu's statue."
},
{
"Key": "fdc7171c-cc80-48ce-8dfa-b1d89bb41024",
"Value": "You slaughtered the frightened goblins who were hiding from you
behind Lamashtu's statue."
},
{
"Key": "53b71c12-3311-4134-a911-536604779a7c",
"Value": "After discovering the secret of the werewolf hunter Ivar, you let
him go, wishing him to find peace with himself."
},
{
"Key": "7b27d618-7e00-477c-8c1e-b0dbaff7c602",
"Value": "After discovering the secret of the werewolf hunter Ivar, you
spared his life but told him to be gone and keep out of your way."
},
{
"Key": "31b60f55-cab0-4b75-bd69-e2be9ec0065a",
"Value": "Visiting the First World, you learned about a curse cast upon a
mysterious \"goddess\". This curse took from her something very important, and made
her destroy kingdoms until she'd brought a thousand of them to ruin."
},
{
"Key": "d9f04188-7e18-461b-8b42-9a1f42e3c11c",
"Value": "Talking to Tristian, you repeatedly mentioned how important it is
for you to fight evil and how important Tristian is to you."
},
{
"Key": "d14ce195-4012-471d-9790-1326ddc0a237",
"Value": "The old alchemist Bokken, who you'd convinced to join you in your
fight against the bandits, died in battle."
},
{
"Key": "4ee46037-c1df-4c0d-b198-4f556731cde3",
"Value": "You chose to spare the bandit Ilora's life, who you met at a camp
of invaders who attacked your lands under Irovetti's orders."
},
{
"Key": "71613aef-b3b9-4c53-9ab9-392dfe3458bf",
"Value": "Discussing his past and future with Ekun, you advised him to find
peace with himself."
},
{
"Key": "442b8fa6-65f2-4d8d-9e0a-1f5c1ba78cfe",
"Value": "You decided Ekun should conduct a ritual to say farewell to his
dead family, and find peace."
},
{
"Key": "6a71a090-ec08-45e7-8ca4-3896d64eeb33",
"Value": "You decided Ekun and Ntavi should go hunting trolls, and not
exchange revenge for peace of mind."
},
{
"Key": "66483d00-364d-4c58-8de7-691707caac7e",
"Value": "You've come a long way with Harrim, and seem to have convinced him
to let go of his issues with dwarves, and accept his place in the cycle of creation
and destruction."
},
{
"Key": "c05fba15-8917-465f-9780-73e5ac6af5ee",
"Value": "You and Harrim sided with Jarmuld Skjegge and helped him defeat the
ghost of his ancestor."
},
{
"Key": "f866f5de-57e9-4512-b296-5e1bb941c065",
"Value": "You and Harrim sided with Offeld Skjegge and helped him defeat his
undeserving offspring."
},
{
"Key": "54943428-add2-4d96-af3f-cff2bc3c044f",
"Value": "You decided Harrim should destroy the hall where Jarmuld Skjegge
fought Offeld, the ghost of his ancestor � burying them both and sealing the
passage forever. This finally separated Harrim from the other dwarves, and probably
brought him closer to Groetus."
},
{
"Key": "ef54f797-d036-41b1-a4e1-30436d675e61",
"Value": "The playwright Eimar Deschamps tricked you into attacking some
peaceful merchants from the Vascari house. Regardless, you managed to talk to their
leader, Renshala, and explain the situation to her."
},
{
"Key": "e7a760d3-3d20-4a70-bfd3-5b5096458fc4",
"Value": "You refused to allow an elven girl to die, after Jaethal turned her
into an undead."
},
{
"Key": "6e6afab2-1bda-49dc-88dc-1611c89aa9c7",
"Value": "You insisted that Jaethal let the elven girl die, after she turned
her into an undead."
},
{
"Key": "067a3ef9-9bf3-4e55-8a2e-b4c8bd2bbd8d",
"Value": "You didn't allow Jaethal to break her word to Taneka, the old
priestess of Urgathoa. Jaethal raised her as undead, as she agreed."
},
{
"Key": "0e272187-739c-4fde-ae41-cce8558a04f4",
"Value": "You allowed Jaethal to break her agreement with Taneka, the old
priestess of Urgathoa. Jaethal left her to rot."
},
{
"Key": "d1139eae-ff0a-45df-8c3c-b9b8163504ba",
"Value": "You refused to hand Jaethal over to Pharasma's inquisitor, and
fought and killed him."
},
{
"Key": "04eaca09-b61b-4054-b642-6dbc0c39b9d8",
"Value": "You allowed Jaethal to sacrifice her daughter to Urgathoa. This
allowed Jaethal to receive the goddess's blessing, and remain a powerful undead."
},
{
"Key": "f0bd2763-5a9a-4e13-8ef9-166c5a105903",
"Value": "You allowed Jaethal to begin preparations for a dark ritual, which
will enable her to transfer her soul into the body of her helpless daughter."
},
{
"Key": "da4e92da-be4a-48f2-a66b-9ea705216bf2",
"Value": "The playwright Eimar Deschamps tricked you into attacking some
peaceful merchants from the Vascari house. Renshala, one of the Vascari leaders,
was killed in the fight."
},
{
"Key": "b24361a0-f2cb-4da9-9b03-4d4845fce553",
"Value": "You managed to convince Jaethal stop serving Urgathoa and protect
her daughter's life. In making this decision, your undead companion finally
abandoned the unlife she'd clung to for so long, and died."
},
{
"Key": "74ce805d-fe17-4156-bedd-979d13157b67",
"Value": "You appreciated Jubilost's desire to help gnomes who suffer from
Bleaching, even at the cost of making a fool of himself."
},
{
"Key": "a9b20a97-8303-4e2e-ba49-615b31d90a52",
"Value": "You disapproved of Jubilost making a fool of himself, despite the
fact that the was trying to help gnomes who suffer from Bleaching."
},
{
"Key": "6bdc4716-1bb9-418f-8e30-070a37407e43",
"Value": "You convinced Jubilost not to reject the gift of immortality, and
be reconnected to the First World."
},
{
"Key": "17cf7d38-77f2-41ec-a983-895918c1404c",
"Value": "In a dungeon under the Candlemere, you recommended Jubilost pass
the gift of immortality to any random gnome who was suffering from Bleaching."
},
{
"Key": "e8269a62-4f82-4240-902e-f00353b3cb6e",
"Value": "You recommended Jubilost to pass the gift of immortality to Xae,
the ghost of the miserable gnome wizard."
},
{
"Key": "25781b78-404f-44cc-a612-f5d96e7f5c0b",
"Value": "You recommended Linzi start publishing light and entertaining
popular books."
},
{
"Key": "a74c562d-567f-4e19-921d-a6394a350ebb",
"Value": "You recommended Linzi publish books that are banned in Pitax."
},
{
"Key": "6733e960-dd85-4bed-8846-4cc8b9babb50",
"Value": "You recommended Linzi publish a particularly inspiring and
wonderful book."
},
{
"Key": "69cec8b0-19c2-4467-bc74-3013ebc50594",
"Value": "You recommended Linzi publish Eobald's book without any changes,
thereby sugar coating what's happening at the Academy of Grand Arts."
},
{
"Key": "f271835d-3644-416e-96a4-dd130c7b50fa",
"Value": "You recommended Linzi to publish an honest book about the Academy
of Grand Arts, revealing all its problems."
},
{
"Key": "944cf4fb-0307-4917-913c-e4841675660e",
"Value": "You allowed an angry crowd to wreck the Academy of Grand Arts."
},
{
"Key": "09daa924-a563-4107-b2a4-68b3b306530a",
"Value": "You prevented an angry crowd from wrecking the Academy of Grand
Arts."
},
{
"Key": "0868f511-5c15-4c2e-8eec-d253e9ee11fc",
"Value": "You ordered the execution of Nok-Nok the goblin."
},
{
"Key": "b6c8f5ba-5aee-4c69-8119-ceb23016bf47",
"Value": "You allowed Nok-Nok the goblin to become one of your companions."
},
{
"Key": "007429e1-e1cc-4644-af5f-e99c2ff799ee",
"Value": "You released Kalannah, an agent of the Technic League, who attacked
you to gain a new slave."
},
{
"Key": "9c96b4c0-9f09-4f4d-a1d9-cc5269afd99e",
"Value": "You killed Kalannah, an agent of the Technic League, who attacked
you to gain a new slave."
},
{
"Key": "3ecac744-50b6-421d-898d-16e24c256f00",
"Value": "You refused to allow Octavia and Regongar to follow Janush,
deciding to save the slaves burning in the cages instead."
},
{
"Key": "dc9e52b8-6ae5-43ea-a809-e22c8bde3a03",
"Value": "You didn't let Octavia and Regongar save the slaves burning in the
cages, deciding it was more important to pursue Janush."
},
{
"Key": "6cd29897-0b6c-4a33-9539-9052a34e9507",
"Value": "You showed mercy and didn't slaughter all the cultists from the
Kingdom of the Cleansed."
},
{
"Key": "09ad5e05-5874-465a-843b-4517ebe8065f",
"Value": "You slaughtered all the cultists from the Kingdom of the Cleansed."
},
{
"Key": "69d3c93f-26ed-4dcf-87c9-73f46574acde",
"Value": "You managed to awaken the mind in Ruthgert the cultist, and
convinced him not to sacrifice his own daughter, Amalia."
},
{
"Key": "8ba7d800-2bc1-4800-880e-99ccff2f8e3c",
"Value": ""
},
{
"Key": "4597dbba-d785-47dd-bb0a-74cfbe4bfc7d",
"Value": "You killed the cultist Ruthgert before he could sacrifice his
daughter Amalia."
},
{
"Key": "648193ed-faa8-43e0-a143-c4d1a0aca008",
"Value": "You allowed the cultist Ruthgert to sacrifice his daughter Amalia."
},
{
"Key": "ea6da942-e204-4220-a47c-b97d5a0d5374",
"Value": "You recommended Tristian not reject his mortal half, and live the
life of an ordinary man."
},
{
"Key": "dc9273bd-da38-4422-80a0-d128f2642f3c",
"Value": "You recommended Tristian return to his life as a deva, and the
embrace of his goddess Sarenrae � after you defeat Nyrissa."
},
{
"Key": "706fa1ae-acc1-4305-93c7-97703bb976db",
"Value": "You prevented Valerie from dueling Shelyn's paladin Fredero � by
attacking him first. However, Valerie was insulted by this move."
},
{
"Key": "1fc6bede-d226-4933-b52b-4bb96a8ba4dc",
"Value": "You agreed to a duel between Valerie and Shelyn's paladin Fredero."
},
{
"Key": "4d2f7c49-d282-4b8f-8840-8a9d3bd519d1",
"Value": "After he dueled with Valerie, you decided to end the life of
Shelyn's paladin Fredero."
},
{
"Key": "6e2de472-8165-4aa0-b18a-1a9574c935cf",
"Value": "You didn't follow Fredero, Shelyn's paladin, after his duel with
Valerie."
},
{
"Key": "26a018bd-0937-41b3-a977-8631436214bc",
"Value": "You recommended Valerie place greater value in those around her and
respect their feelings."
},
{
"Key": "08672f34-8177-4b6b-b069-8c89c0e23d18",
"Value": "You recommended Valerie to pay less attention to other people and
their feelings about her."
},
{
"Key": "0c834a13-64b7-4f3c-bb39-05ad9a528f3e",
"Value": "In the quarrel between Valerie and the bard Eveld, you sided with
Valerie and demanded that Eveld apologize."
},
{
"Key": "454e7c29-5cf8-4912-b56f-47e07246ef1a",
"Value": "In the quarrel between Valerie and the bard Eveld, you sided with
Eveld and demanded that Valerie apologize."
},
{
"Key": "e397ecdb-ffab-4aec-9c91-9856039b1c87",
"Value": "You didn't take sides in the quarrel between Valerie and the bard
Eveld."
},
{
"Key": "e7d33b77-0b74-4cd2-9d9a-c3b44fa4b373",
"Value": "You've come a long way with Valerie, and helped her reconcile with
the goddess Shelyn. Valerie did not return to serving the arts, but admitted that
she respects those who choose that path."
},
{
"Key": "7a0b9f8e-7097-47c1-82ef-3ff265dac082",
"Value": "You've come a long way with Valerie, and helped her finally break
all ties with the goddess Shelyn. Valerie refused to accept divine judgment, and
only confirmed her desire to remain independent."
},
{
"Key": "d42ef48f-b8cd-401b-9090-c242a579d47f",
"Value": "Under your influence, Nok-Nok discovered in himself a jester's
gift, and realized that he could achieve much through his clever skill of making
others laugh."
},
{
"Key": "6f50e1ad-1161-423e-91c9-0cd4c40a70d4",
"Value": "Under your guidance, Nok-Nok finally realized he could become the
hero he's always dreamed of."
},
{
"Key": "8f1ea89a-9b94-4766-8b6a-e6054fd3ffc6",
"Value": "You allowed Nok-Nok to keep the \"statue\" depicting both of you as
heroes."
},
{
"Key": "cd16fd11-e9e2-4b36-9d7f-54cb8d81fdce",
"Value": "You didn't allow Nok-Nok to keep the doubtful \"statue\" he built,
which depicted both of you as heroes."
},
{
"Key": "f31d8ffa-6dab-4369-b4fc-6a970bdec7fc",
"Value": "You ordered Nok Nok the goblin be thrown into the dungeon."
},
{
"Key": "95361255-8747-44a5-9330-ff291f126f3a",
"Value": "While talking with Linzi about the book she printed and the events
in Pitax it covers, you convinced Linzi that even the harsh truths must see the
light."
},
{
"Key": "de07a5c2-4948-44f6-92bd-d0d719171e0a",
"Value": "While talking with Linzi about the book she printed and the events
in Pitax it covers, you convinced her that stories are meant to help people and
make the world a better place."
},
{
"Key": "117e2f41-5b40-4b1e-b946-6dc022d900c5",
"Value": "While talking with Linzi about the book she printed and the events
in Pitax it covers, you convinced her that the book didn't have a particular
effect, and literature shouldn't expect to do more than entertain."
},
{
"Key": "80421a5b-156d-4843-b897-8d503ea2522d",
"Value": "Your skillful performance at the Rushlight Tournament, and repartee
with the audience, charmed the citizens of Pitax and made your own subjects proud."
},
{
"Key": "3e8d57ac-b410-4702-a057-db82e6f29797",
"Value": "In the Whiterose Abbey. you freed Evindra the nereid from
imprisonment but chose to make her leave."
},
{
"Key": "9eaa36a5-d209-4d1f-ad09-a880e43a1c67",
"Value": "You gained the support of Atalia Gitaren by opening her eyes to the
abominable actions of Irovetti."
},
{
"Key": "d39a9802-a676-4264-b90c-a313ca95504a",
"Value": "You gained the support of Irsei Caelysse, captain of the Pitax
guard, by opening his eyes to the abominable actions of Irovetti."
},
{
"Key": "c60067f8-be15-4f62-ab0d-94e74abb981d",
"Value": "You gained the support of Kharne Vereel and his thieves' guild by
playing to his suspicions and fear."
},
{
"Key": "4d0927ee-5951-4ed3-b87c-aae3ed779424",
"Value": "You gained the support of Drey Yarnes, the high priest of
Calistria, by pointing out how undesirable Irovetti's actions were to the goddess."
},
{
"Key": "0009d89b-00dc-429f-8ccb-d808d72c3224",
"Value": "A playwright named Eimar Deschamps tricked you into attacking some
peaceful merchants from the Vascari house. Unfortunately, you failed to convince
their leader Renshala that you had been deceived."
},
{
"Key": "8d00a786-ff5c-4be0-b930-aaf2392f6a21",
"Value": "You gained the support of Annamede Belavarah and the bards of Pitax
by promising to make Annamede the head of the Academy of Grand Arts after
Irovetti's defeat."
},
{
"Key": "925895d7-64f8-4062-b3e1-8f994bbd5be8",
"Value": "You have the blood of peaceful citizens of Pitax on your hands.
They are unlikely to forgive you for that."
},
{
"Key": "c034d76a-9d9e-4e2e-a8ab-9674aa4c84fc",
"Value": "At Whiterose Abbey you freed Evindra the nereid from imprisonment
and offered her shelter at your capital."
},
{
"Key": "e5850fa6-11ac-4500-af1e-97089174aea0",
"Value": "Neither your performance at the Rushlight tournament, nor your
communication with the audience, made any particular impression on the citizens of
Pitax � or your own subjects."
},
{
"Key": "4520630e-cf84-4da7-a549-5435b1cfb3fe",
"Value": "At the Whiterose Abbey you freed Evindra the nereid from
imprisonment � by ending her life."
},
{
"Key": "48e9c10a-fa3c-41fb-ab25-e001cc25969f",
"Value": "At Irovetti's castle you met Vyar and Luar Zottenropple, two gnomes
suffering from Bleaching who you'd previously met at the Inconsequent�Debates. They
were ready to attack you but were stopped by Nyrd Zottenropple, who'd been
miraculously cured from Bleaching. You advised Jubilost to give the gift of
immortality to a \"random gnome\" � and it looks like this is how it worked out."
},
{
"Key": "888f8a35-0b48-4cbe-a2da-c94105aaa297",
"Value": "After defeating Irovetti and taking control of Pitax, the governor
you chose was Gasperre Liacenza, brother of the former Pitax kings."
},
{
"Key": "4e1c661d-356d-4596-be4a-909a60c3d663",
"Value": "After defeating Irovetti and taking control of Pitax, the governor
you chose was Kharne Vereel, head of the thieves' guild."
},
{
"Key": "cbdcd734-be86-452d-bbc6-0647af35da27",
"Value": "After defeating Irovetti and taking control of Pitax, the governor
you chose was Stefano Moskoni, an arrogant nobleman who had visited your lands
before."
},
{
"Key": "0ac68c40-2c45-4c58-b6eb-183b5d181728",
"Value": "After defeating Irovetti and taking control of Pitax, you had no
wish to leave the region in the hands of one of its natives, and chose as governor
a representative from your own kingdom."
},
{
"Key": "8e3874d9-0a71-4c87-872c-1066fb9eeafc",
"Value": "You kept Atalia Gitaren on as headmaster of the Academy of Grand
Arts."
},
{
"Key": "5c00ed5f-080b-4658-8b03-15e63c8e768a",
"Value": "You made Annamede Belavarah headmaster of the Academy of Grand
Arts."
},
{
"Key": "25b6a4ba-cd8a-43c9-bb75-d8101cf87fc9",
"Value": "You decided that the new head of the Academy of Grand Arts should
be chosen by the students."
},
{
"Key": "0702773f-2adf-42b6-976a-bad0c24670dd",
"Value": "You eliminated the Pitax Academy of Grand Arts."
},
{
"Key": "b2f764de-958d-46f2-afb1-9d1c5b90c0e5",
"Value": "Your behavior at the Rushlight tournament was met with disapproval
by the citizens of Pitax � and by some of your own subjects as well."
},
{
"Key": "9d030e66-8d2a-4291-aa10-41303ab6b261",
"Value": "You eliminated Pitax's city guard."
},
{
"Key": "6dbe595b-b903-4b23-837d-a5877a357e9d",
"Value": "You allowed Kharn Vereel into your kingdom to sell a Numerian drug,
an extract of bloodbrush."
},
{
"Key": "962e48e1-4329-44c2-8664-c779475d5447",
"Value": "You obtained a mysterious artifact � the crown of the very first
kingdom destroyed by Nyrissa. Nyrissa used the crown to trap the spirit of a ruler,
whose disappearance led to the fall of his dominion. You decided to give the crown
to Shyka the Eldest, who promised they would be able to use it to punish Nyrissa �
if you allowed the insidious nymph to meet the conditions of her curse, and gather
the dust of a thousand kingdoms."
},
{
"Key": "cd763ac0-e77e-43a4-8109-30273d572a43",
"Value": "At the Rushlight tournament you met Atalia Gitaren, head of the
Pitaxian Academy of Grand Arts. You found out that Atalia is worried about the fate
of her students, who were sent By Irovetti to Littletown for an unknown reason."
},
{
"Key": "45e37567-5213-4125-9704-918db580d9d9",
"Value": "Not far from the Castle of Knives, Nyrissa's servants quarreled and
broke an artifact � the First crown. You managed to trick the treants who guard a
piece of the crown, and take it from them."
},
{
"Key": "5802cd9e-80c3-4634-82a1-275137835241",
"Value": "Your kingdom proved resilient enough, and Nyrissa's plots failed to
do any serious damage � up to the moment you set off to fight the insidious nymph!"
},
{
"Key": "2bf0f758-b129-4f58-bbb8-b1406c422886",
"Value": "Your kingdom was not strong enough, and besides, Nyrissa was
working to undermine it, even up to the moment you set off to face the nymph in the
First World."
},
{
"Key": "7175eeb3-74af-4769-bd64-c8a572bc9233",
"Value": "By solving the riddle of mirrors, you discovered that the Wriggling
Man used to be a wizard � Nyrissa's enemy � who was killed by her and the Knurly
Witch. His memory has been stolen by magic."
},
{
"Key": "9316588b-b65a-4164-8389-2a32e257aeff",
"Value": "At the Rushlight Tournament you met Gasperre Liacenza � head of the
Iron Fox Trade House, and brother of the former Kings of Pitax. You learned from
him that after taking power, Irovetti took all the representatives of the trade
houses hostage, including Gasperre's brothers. Irovetti keeps the trade houses in
line by threatening to kill the hostages."
},
{
"Key": "f4004d1b-1021-45c6-9149-78aa5b75c807",
"Value": "Love already lives in your heart, but not for Nyrissa."
},
{
"Key": "3308d445-efca-4f06-8d74-506def7bbfe2",
"Value": "Your feelings for Nyrissa led you to return the Briar to her � a
stolen part of her soul. And she accepted the gift."
},
{
"Key": "cfbc2bfe-c319-4bb2-ac77-26edd3af8299",
"Value": "After defeating Nyrissa in battle, you allowed her to depart to
face the judgment of the Eldest, carrying with her the Apology, filled with the
grains of dust of a thousand kingdoms."
},
{
"Key": "5bbb3590-8d9f-420a-a42c-df9deab5d9e2",
"Value": "After defeating Nyrissa in battle, you ended the life of the
insidious nymph."
},
{
"Key": "939360fb-eaaa-4595-a655-4f5df21c4c0f",
"Value": "You managed to return to Nyrissa her lost ability to love, and
healed her soul which had been so poisoned with evil. But you failed to find a way
to release her from the curse forever."
},
{
"Key": "88a8f07a-f351-4a91-9b5b-713e68b227e3",
"Value": "You managed to return to Nyrissa her lost ability to love, and
healed her soul which had been so poisoned with evil. Together you decided to find
a way to overcome the Lantern King's curse."
},
{
"Key": "1bb6687d-7bf2-4351-bcfe-a898ad2c6593",
"Value": "After defeating Nyrissa, you spared the life of the insidious nymph
and formed an alliance with her. Now that she has lost all hope of being forgiven,
Nyrissa is ready to help you overthrow the Lantern King."
},
{
"Key": "44325bfe-18d8-4d49-b059-aae3d897980c",
"Value": "You failed to finish searching for a way to free Nyrissa from her
curse."
},
{
"Key": "7e917b46-f71b-4392-becd-56bee40e280b",
"Value": "You banished the recruiters for the Mendev crusaders."
},
{
"Key": "aab4595d-7361-4da5-904c-097577d48a03",
"Value": "You allowed the Mendev crusaders to recruit volunteers in your
lands."
},
{
"Key": "b5a0d94b-96da-44c4-adce-8801a0037668",
"Value": "At the Rushlight Tournament you received information about Kharne
Vereel � the head of the thieves' guild who is supplying Numerian drugs to Pitax.
Kharne himself was very apprehensive when you tried to talk to him."
},
{
"Key": "3ae47fd2-d0d5-4b4c-9fad-caad5bc6067f",
"Value": "During your rule, you often relied on criminals and used criminal
methods yourself, dashing the hopes of your law-abiding citizens."
},
{
"Key": "c99b524b-6a4d-41bb-9c15-86d7960f8563",
"Value": "During your rule, you supported the law and didn't allow criminals
to infringe upon peaceful citizens."
},
{
"Key": "97257e68-462d-44f5-baf9-384d1f9470de",
"Value": "During your rule, you heeded the requests and interests of the
people, not the merchants."
},
{
"Key": "ecdc9aef-7140-4113-a1d8-d656b5d92ff0",
"Value": "During your rule, you heeded the interests of the merchants, not
the ordinary people."
},
{
"Key": "b2d2baae-c75a-4ee9-a8a3-a9db2c89ca4a",
"Value": "In developing your kingdom's army, you relied on soldiers, not
magic."
},
{
"Key": "e466faee-c222-4993-baec-639ec6346f79",
"Value": "In developing your kingdom's army, you relied on magic, not
soldiers."
},
{
"Key": "d8bdf6ee-89a1-42f7-bad2-fbca2271090d",
"Value": "In managing your treasury, you often sacrificed the people's short-
term interests for increasing your wealth and pursuing long-term goals."
},
{
"Key": "fe838bec-4a64-4b47-8459-200c13293fe3",
"Value": "In managing your treasury, you were more concerned about the
people's short-term interests than increasing your wealth and long-term prospects."
},
{
"Key": "c784b280-d314-4285-b641-71a30d3a57aa",
"Value": "You didn't try to tighten control over your subjects' faith, and
supported religious freedom."
},
{
"Key": "0a1735cd-f585-4176-92e2-22ac28c5cf8f",
"Value": "During your rule, you relied on representatives of stable,
traditional religions, and made no room for free-thinking and uncommon faiths."
},
{
"Key": "d58e3bfe-ead3-4081-878b-16a281d5a0ee",
"Value": "At the Rushlight Tournament you met Irsei Caelysse, captain of the
city guard of Pitax. While talking to him, you realized that King Irovetti is in
conflict with the guard � which does not, in fact, serve him, but rather the city
as a whole. Irsei is unhappy that Irovetti has a personal corps or mercenaries � or
that the sales of bloodbrush extract is thriving, with the king's permission."
},
{
"Key": "11144e1c-6d7e-4f2e-bf22-795a24245183",
"Value": "During your rule, your decisions tended to promote the isolation
and independence of your kingdom."
},
{
"Key": "fc2db09b-a647-445c-910a-4f439a2edf3a",
"Value": "During your rule, your decisions tended to promote open boundaries
and good relations with other countries."
},
{
"Key": "fc285581-75fb-48af-9025-6578e11687dc",
"Value": "Regarding most issues regarding the use of magic in your lands, you
chose to allow wizards freedom, and not prohibit dangerous magic experiments."
},
{
"Key": "783338a5-a9db-4e6f-be46-4f96fefe8132",
"Value": "Regarding most issues regarding the use of magic in your lands, you
chose to stop dangerous magic experiments and keep wizards under control."
},
{
"Key": "92093c66-0542-40a7-b666-be1ad89bfd80",
"Value": "As for issues regarding the kingdom's safety, you most often opted
to strengthen your defenses, and rely on control and order."
},
{
"Key": "ff5d6a9f-3a5c-40dc-a6ba-208f0c986ea4",
"Value": "As for issues regarding the kingdom's safety, you most often opted
to react to threats quickly and firmly, rooting them out at their origin."
},
{
"Key": "50e820ae-8c37-48ba-93ce-23976c630c44",
"Value": "You preferred art in your kingdom to be independent from the
government, and didn't try to fund it directly."
},
{
"Key": "8358bb09-a04b-43e2-ac7a-a5323a8a428a",
"Value": "You gladly contributed to the development of art, without fear that
this would make it dependent on the government."
},
{
"Key": "76d67345-caa9-4294-8d0b-c3050df281ae",
"Value": "In situations involving spying and politics, you relied on intrigue
and cunning tricks."
},
{
"Key": "dba7d5a0-1a14-4cde-b696-253563db495e",
"Value": "In situations involving spying and politics, you relied more on
strong measures and bold threats."
},
{
"Key": "c9c9279a-9e3e-4c5a-bd20-4753a3c60365",
"Value": "At the Rushlight Tournament you met Drey Yarnes, the high priest of
Calistria. You managed to find out that the priest has no love of King Irovetti,
owing to his pridefulness, and harassment of the young priests and priestesses,
which is an outrage to Calistria."
},
{
"Key": "5f3dbeea-ba84-4c86-ae3b-3d251e39fcd3",
"Value": "You allowed Amiri to kill the chief of her tribe, Akaia."
},
{
"Key": "b598e471-bea2-480b-9d4e-e18a5f585ab0",
"Value": "You prevented Amiri from killing the chief of her tribe, Akaia."
},
{
"Key": "0c96a6a8-f6ab-46c1-bd3d-b9c67c004703",
"Value": "When a sacrifice was required to save the Six Bears, you talked
Amiri into killing her friend Nilak."
},
{
"Key": "7a61b57b-5180-403b-bcbc-3700b50ad399",
"Value": "When a sacrifice was required to save the Six Bears, you talked
Amiri into killing chief Akaia."
},
{
"Key": "b84c3f0c-aa92-469f-abd6-8804a77fb966",
"Value": "When a sacrifice was required to save the Six Bears, you allowed
Amiri to sacrifice herself."
},
{
"Key": "368f3b4b-316f-4197-a037-acf965ee1c65",
"Value": "You convinced Amiri not to do the bidding of ice giant Fionn, or
make the sacrifice he demanded � but instead fight him, in spite of the risk that
another monstrous giant, Kean, might return to life."
},
{
"Key": "4b187a07-cabf-4402-9604-216d346a44bd",
"Value": "You agreed with Linzi's proposal to throw a party to make Ekun feel
better."
},
{
"Key": "35ad9c0f-39c9-40d5-b715-a1746fe6368b",
"Value": "While speaking with Ekun about his past and future, you fed his
rage and thirst for revenge."
},
{
"Key": "37400b91-d7a5-4920-ab42-8585a4708aa9",
"Value": "In the place where monsters were appearing in your kingdom, you
found a gnome wizard Nyrd Zottenropple, who was behind the malicious magic. You
fought and killed her."
},
{
"Key": "4687b2f4-a970-4ce0-85b1-ad99c66e3ec4",
"Value": "Letter from Jamandi Aldori"
},
{
"Key": "734d7afe-a091-4463-b40d-ceb879c8da42",
"Value": "Letter from Jamandi Aldori"
},
{
"Key": "b1dd3474-607f-4aea-bb8f-c0022ecb6092",
"Value": "Letter from Jamandi Aldori"
},
{
"Key": "01dcdd7b-36f1-4130-a823-071186555b61",
"Value": "The first month of the year, named in honor of Abadar."
},
{
"Key": "01c1353d-8296-4155-8c5f-6649262cc368",
"Value": "Abadius"
},
{
"Key": "4e1a09ae-9cb4-4942-95ee-1b411e69a5cf",
"Value": "The eleventh month of the year, named for Nethys, the two-faced god
of magic."
},
{
"Key": "01877cbd-bbb2-45d6-a4f4-d8f9a4846424",
"Value": "Neth"
},
{
"Key": "4bc2240b-fc96-40ca-afcd-a464f6d7902e",
"Value": "The last month of the year, named after the god of darkness, Zon-
Kuthon."
},
{
"Key": "e45f5f81-bc2d-4465-a2b7-642e004273a6",
"Value": "Kuthona"
},
{
"Key": "feb1b68f-c984-41e0-b56c-8acf4d88ddbe",
"Value": "First day of the week. Generally a work day with some religions
holding ceremonies at night."
},
{
"Key": "abb454d5-ce06-42b2-9cde-dfb0c041de2a",
"Value": "Moonday"
},
{
"Key": "a3af4793-e08a-47f6-b90f-6838573e4d7d",
"Value": "Second day of the week. A work day."
},
{
"Key": "1e8fd0bb-77f2-4012-b9ec-bde8cf333e22",
"Value": "Toilday"
},
{
"Key": "fcec3a16-5918-4fda-ae0e-c535f95cf4de",
"Value": "Third day of the week. A work day."
},
{
"Key": "4d766250-b11b-4021-9d19-3814d048c420",
"Value": "Wealday"
},
{
"Key": "ce71b8d5-3ee0-4e42-a6d1-5a9ad342e380",
"Value": "Forth day of the week. A work day on which it is often considered
advantageous to sign contracts and oaths."
},
{
"Key": "8e15acf4-5b45-45dd-8455-6a3995a0bc46",
"Value": "Oathday"
},
{
"Key": "aac55e7b-60a7-4481-a6ff-7e3dd31201b1",
"Value": "Fifth day of the week. A work day that is most often the market
day."
},
{
"Key": "b10fab2e-be68-44a1-96d7-b99d241a6233",
"Value": "Fireday"
},
{
"Key": "684d8d88-ada8-471b-8b39-1db3502150ba",
"Value": "Sixth day of the week. A work day."
},
{
"Key": "26d9d5fe-5d12-4971-9d30-02808552fe24",
"Value": "Starday"
},
{
"Key": "28ff8533-1ec5-40c3-9604-d50c15d992cd",
"Value": "Seventh day of the week. Generally a day of rest and one devoted to
religious observances."
},
{
"Key": "463b945d-fc98-4d61-a829-be393bd82cc9",
"Value": "Sunday"
},
{
"Key": "bc4eb1e9-af7c-4dee-8ef5-6d06524d38dc",
"Value": "Abaddon is a wasteland of infinite and apocalyptic proportions that
is home to the daemons. It is dominated by the citadels of the Four Horsemen, but
includes vast stretches of uninhabited wastelands, and smaller holdings of minor
warlords and vassals. Abaddon holds the headwaters of the River Styx, which flows
through the Maelstrom, often touching Hell and the Abyss to eventually pool below
Pharasma's spire."
},
{
"Key": "429cf4df-5f1a-491e-8e46-55ba2fc6a0a8",
"Value": "Abaddon"
},
{
"Key": "9d66b178-65a1-4827-8716-13bba130d60f",
"Value": "The second month of the year, named for Calistria, goddess of
revenge."
},
{
"Key": "c8268f65-679d-45ce-8c2e-a5dc49d06878",
"Value": "Calistril"
},
{
"Key": "92af6100-8b4d-4a9e-8852-b9311d32d3d4",
"Value": "The Abyss is a plane in the Outer Sphere dedicated to the rule of
evil unfettered by law. It is accessible through huge rents in the Maelstrom,
opening into fiendish depths, vast beyond imagining. The Abyss is possessed of many
layers, strung together by the River Styx. Its inhabitants are demons, its rulers
demon lords, who wrested control of the plane eons ago from the primordial
qlippoth."
},
{
"Key": "28bd3224-fd04-4bf7-b717-90c938dd81fd",
"Value": "Abyss"
},
{
"Key": "d2c8744c-d8a3-4b2a-b683-1f4a67ca9270",
"Value": "The First World is so called because it is believed to be the gods'
first draft of a subsequent plane that would later split into the Material Plane
and the Shadow Plane. It is coterminous with the Material Plane and the Shadow
Plane, but exists outside the standard cosmology, being somehow 'behind' the other
two planes.\nThe unfinished First World lacks universal, fixed laws of physics.
Regions of the First World remain as test grounds for different, unfinished, and
sometimes mutable and evolving physical properties; gravity is inconsistent between
parts of the First World, and the speed of light is arbitrary and variable. Where
these regions overlap, the reactions between these inconsistent laws can be
unpredictable.\nThe First World is home to all manner of strange creatures,
apparently prototype versions of the plants and animals of the Material Plane,
although its chief inhabitants are fey, the most powerful of which are the
creatures known as the Eldest."
},
{
"Key": "4828b80a-a71f-48bd-aa6b-66e059699932",
"Value": "First World"
},
{
"Key": "991103d0-7a93-4c1c-b9f4-66e0b6e0d5a5",
"Value": "The planet Golarion orbits a yellow sun in the far reaches of the
Material Plane. Third of eleven in orbit, this blue planet contains vast oceans and
lush green lands, the perfect environment for countless cultures to thrive. Indeed,
Golarion is the most populous planet in its solar system. Due to its innately
hospitable and life-sustaining environment compared to other worlds, presumably the
work of the gods, astronomers sometimes refer to Golarion as 'the Child'.
Astronomers on other planets, however, often refer to Golarion as 'the Cage' in
reference to its cosmic role as the prison of the mad god Rovagug, who lies bound
at the world's core."
},
{
"Key": "be3d6c3f-2351-45df-a82e-b38e1c35f624",
"Value": "The planet Golarion orbits a yellow sun in the far reaches of the
Material Plane. Third of eleven in orbit, this blue planet contains vast oceans and
lush green lands, and is the perfect environment for countless cultures. Indeed,
Golarion is the most populous planet in its solar system. Its innately hospitable
and life-sustaining environment is presumably the work of the gods, so astronomers
sometimes refer to Golarion as 'the Child'. Astronomers of other planets, however,
often refer to Golarion as 'the Cage', in reference to its cosmic role as the
prison of the mad god Rovagug, who lies bound at the world's core."
},
{
"Key": "f46ea0e9-cff0-478b-bdfa-a0ffa88a8abd",
"Value": "Golarion"
},
{
"Key": "c17abccb-9a11-48a3-a894-6f97b7f6f0ec",
"Value": "The plane of Hell is the ultimate expression of evil order in the
Great Beyond, of the weak subjugated to serve the strong, of complete obedience,
and unquestioning faith. Its tortures are not willful and random like the torments
of the Abyss, or purely sadistic and spiteful like those of Abaddon. Evil and
obedience here are honed to a razor's edge in service to a greater purpose: that of
bending the will of souls, and the very architecture of creation itself to the
greater glory of the lord Asmodeus and his perfect order. Divided into nine
distinct layers, each ruled by an archdevil, and loyal to Asmodeus, Hell is the
home of myriad devils and other evil outsiders, and sadly the final destination for
countless mortal souls."
},
{
"Key": "cee7746c-9051-4ff3-a69b-c78b3a24bb1c",
"Value": "Hell"
},
{
"Key": "b31fab50-69d8-409d-818e-59484a5b18e0",
"Value": "The Material Plane is the Inner Sphere reality in which the planet
of Golarion finds itself, along with its sun and its 10 sister planets. It is an
unending void, occasionally harboring life on terrestrial planets or other less-
stable celestial bodies."
},
{
"Key": "5e1e59cd-db04-4628-bc82-6bde49e0063c",
"Value": "Material Plane"
},
{
"Key": "4de4641f-41fc-44b5-99e1-f1df0e0bd818",
"Value": "While not as popular as some of the great bardic schools of the
Inner Sea, Pitax's Academy of Grand Arts still manages to attract some students
seeking greater specialization."
},
{
"Key": "4325e364-cb4c-4c97-abd9-9b24d58ea831",
"Value": "Academy of Grand Arts"
},
{
"Key": "8a6f6f95-3f18-4485-93a5-141c89fa6754",
"Value": "The Throne of Flies is the palace and stronghold of the archdaemon
Apollyon on the Outer Plane of Abaddon. Apollyon's seat of power is a gigantic
monolith, built from the bones of an impossibly massive corpse. Adorned with its
eons-old innards, it is as hideous as it is immense. The identity of the body is
one of the many dark mysteries of Abaddon, alternatively claimed to be a dead god
of healing, a rival patron of pestilence, or a protean lord of leviathan
proportions dragged from the depths of the Maelstrom."
},
{
"Key": "5c3abcba-3c20-4741-a455-cd01348cdc59",
"Value": "Throne of Flies"
},
{
"Key": "45655e43-1ad8-441e-a187-de274091c969",
"Value": "The roughly 800 year period starting in -4294 AR when the skies
finally cleared of the dust of Earthfall. This age was characterized by the
conflicts of primitive peoples in a desperate struggle for survival and domination
in a world left shattered by the Age of Darkness. The end of the Age of Anguish,
and the beginning of the Age of Destiny, was marked by the founding of the Osirion
civilization in circa -3470 AR, and the slow re-establishment of human
civilizations across the world."
},
{
"Key": "820fae25-56d8-4c56-bc8e-21011fa01d8f",
"Value": "Age of Anguish"
},
{
"Key": "72b9df7c-9e75-4576-8f75-70376517eeb4",
"Value": "The Age of Creation is a term used to describe the uncounted years
of mythic time, beginning with the creation of Golarion and ending with the
emergence of mortal races upon its face (the Age of Serpents). It was a time when
the gods of Golarion played a much more active role than they do today."
},
{
"Key": "02253f46-6380-4d5e-8885-b459bbb1e3e7",
"Value": "Age of Creation"
},
{
"Key": "01978ab4-640d-40e3-a7dd-b528a34586b1",
"Value": "A thousand-year period in which the sun's light was blocked by the
ash knocked into the atmosphere by the meteoric impacts of Earthfall. It began with
a rain of meteorites summoned from the sky by powerful magic in -5293 AR and lasted
until the sun's light had been restored, roughly a millennia later. During the Age
of Darkness, all major civilizations across Golarion were destroyed, ushering in a
time of anarchy and destruction."
},
{
"Key": "2da76c76-f073-49b3-9b7e-99dd948a159c",
"Value": "Age of Darkness"
},
{
"Key": "2fcb5ad7-0d91-4208-8ced-8a62b1fe8282",
"Value": "The third month of the year, named after Pharasma, the goddess of
birth and death."
},
{
"Key": "fadda2b8-1c46-463a-b73c-f570b006c855",
"Value": "Pharast"
},
{
"Key": "9e8750f2-7194-411f-8f5e-a5b2f26c5169",
"Value": "The Age of Destiny (-3470 AR � 1 AR) began with the founding of the
Osirian civilization and spanned three and a half millennia until Aroden raised the
Starstone from the bottom of the Inner Sea and founded the great city of Absalom.
It was marked by the re-emergence of human civilization after the barbarism of the
Age of Darkness and the Age of Anguish. Other notable occurrences included the
founding of the nations of Taldor and of the Lands of the Linnorm Kings."
},
{
"Key": "fc99aead-a217-4620-b6c2-582d5411030c",
"Value": "Age of Destiny"
},
{
"Key": "ada74ae8-4a7c-43aa-82b2-f65f95fcdaf3",
"Value": "The Age of Enthronement began with the founding of Absalom, and its
inception is also the starting point for the Absalom Reckoning dating system. It
spans the years from 1 AR until 4606 AR when Aroden, the god of humanity, died.
This age is characterised by the emergence of a number of gods who ascended to
divinity through the Test of the Starstone."
},
{
"Key": "fb26150e-62a1-4af3-aa75-96915c22f79b",
"Value": "Age of Enthronement"
},
{
"Key": "c573da1d-0619-461a-b992-fc524c92b3ef",
"Value": "Age of Legend is a general term used to refer to the 'prehistoric'
time before the destruction of Earthfall precipitated the Age of Darkness. It is
marked by the rise of the first human civilization on the lost continent of Azlant,
the establishment of the Thassilonian Empire on Avistan's mainland, the rise of the
dragon rulers in Tian Xia, and the creation of the cyclops nation of Koloran on the
continent of Casmaron."
},
{
"Key": "2568c7d0-4562-4c0f-9fba-f28226b53fb2",
"Value": "Age of Legend"
},
{
"Key": "021bfa53-b876-4bee-be55-a8aa3fd7a5ea",
"Value": "The Age of Lost Omens is one of the five major historical ages of
the Inner Sea region. It is the age in which we find ourselves today, having
supplanted the Age of Enthronement in 4606 AR when the death of the god Aroden
threw the entire planet into decades of turmoil and confusion."
},
{
"Key": "c7585cc6-a913-486d-ac72-26bb744999ca",
"Value": "Age of Lost Omens"
},
{
"Key": "5d8270c4-7dd7-4e17-b13f-c1b176c3f106",
"Value": "The Age of Serpents is a term used primarily in the Inner Sea
region by those who use the dating system known as Absalom Reckoning for the length
of unmeasured time which preceded the rise of humanity on the continent of Azlant.
It was marked by the rise of one of Golarion's first mortal race to gain control of
large parts of the world and from whom the Age is named: the serpentfolk. Some
scholars postulate that the rule of the serpentfolk in this Age stretched across
continents and beyond to nearby planetoids."
},
{
"Key": "e4456d51-9318-4dae-b429-db0bab58e380",
"Value": "Age of Serpents"
},
{
"Key": "44f27122-7534-43d3-8e41-7df78b0aa04b",
"Value": "After emerging on the surface of Golarion from the Darklands at the
end of the Age of Darkness (-5102 AR), the orcs were driven back into the desolate
regions of north-central Avistan by their ancient enemies, the dwarves. One
particular orc warlord known as Belkzen counterattacked, vowing to reclaim lost
holdings and drive the dwarves back underground. His determination and success
rallied thousands of orcs to his banner of a black sun."
},
{
"Key": "5c6c9a1d-c512-42dd-84d1-a0b12a9da6bf",
"Value": "Belkzen"
},
{
"Key": "810c2e92-c415-427c-a8e6-3640292f3a65",
"Value": "Choral Rogarvia, or as he became to be known, Choral the Conqueror,
invaded the area that would become modern-day Brevoy in 4499 AR, destroying all who
opposed him with the aid of firebreathing dragons. Choral disappeared around 4509
AR, leaving his descendants to rule Brevoy from the Dragonscale Throne at the Ruby
Fortress in New Stetven for exactly two hundred years from his conquest. Every
member of the noble house disappeared in 4699 AR."
},
{
"Key": "cb31963c-8c78-4b3a-a731-32d9e1e62307",
"Value": "Choral the Conqueror (Choral Rogarvia)"
},
{
"Key": "8ddd2b91-3d24-4c8e-80b8-dc26c7dd1ee2",
"Value": "Earthfall is the name given to the cataclysmic event in which of a
swarm of meteorites impacted Golarion in -5293 AR. It resulted in the destruction
of the human empires of Thassilon and Azlant, which were consumed by earthquakes
and massive tidal waves, and the creation of the Inner Sea. The cloud of dust
thrown up by Earthfall's impact settled in Golarion's upper atmosphere and blotted
out the sun for 1,000 years, creating the Age of Darkness."
},
{
"Key": "30459c49-11ee-48b1-9bae-b3bc5425e172",
"Value": "Earthfall"
},
{
"Key": "fbbd3086-4729-4367-82d2-1ba4400d7168",
"Value": "The lost kingdom of Ghol-Gan is an ancient cyclops empire, which
included what is today known as the Shackles and Mediogalti Island, as well as the
southern part of the Sodden Lands and a section of the western Mwangi Expanse. It
pre-dates the rise of Azlant, having been at its height during the Age of Serpents.
Because its magic-users infused their craft into the buildings and other structures
they built, some have have survived the ravages of time. Most of the information
known today about Ghol-Gan was obtained by expeditions into these extremely
dangerous ruins."
},
{
"Key": "8c8c78c2-d28c-47d6-b48b-5e6e166f81c4",
"Value": "Ghol-Gan"
},
{
"Key": "6a5bae10-7776-49e7-8893-da7ea60b90b0",
"Value": "Koloran was the name by which an ancient cyclops empire was known
in the records of Iblydos, which itself is one of the oldest human civilizations of
Casmaron. The empire was founded by exiled cyclopes escaping from brutal Ghol-Gan
but did not last long; today, the area that was Koloran is part of Iobaria. The
empire was destroyed in the event known as Earthfall and hte ensuing chaos of the
Age of Darkness."
},
{
"Key": "cb557aa0-6120-44e9-a7ee-f05ab713983d",
"Value": "Koloran"
},
{
"Key": "45639614-4f0a-4c84-a11f-c60b2b2b55cd",
"Value": "The fourth month of the year, named for the god of the wind,
Gozreh."
},
{
"Key": "667e3199-fdd2-45b2-a229-4dc48f54f3cb",
"Value": "Gozran"
},
{
"Key": "36a26bc3-10a3-49c6-9200-1624eecac8b6",
"Value": "Tar-Baphon was a powerful wizard-king who ruled central Avistan at
the end of the 9th century AR. Killed by the god Aroden himself, he rose as the
lich known as the Whispering Tyrant, and ruled the country of Ustalav for
centuries. He was finally defeated by the Shining Crusade in 3827 AR and imprisoned
within his capital of Gallowspire."
},
{
"Key": "64d6a0ed-01dd-4f6b-8936-e9bbae9321d6",
"Value": "Tar-Baphon (Whispering Tyrant)"
},
{
"Key": "e9fde0bd-2d6e-4b78-b611-e1922182049b",
"Value": "The Quest for Sky is the ancient dwarven migration to the surface
of Golarion from their original homes in the Darklands. Their god Torag had given
them a prophecy: when the ground shook beneath their feet, they must press upward
to the surface. They took the massive tremors caused by Earthfall in -5293 AR as
this sign and began their journey towards the surface, finally emerging there in
-4987 AR."
},
{
"Key": "585b516c-1db9-4044-8fcf-1307a18a05bf",
"Value": "The Quest for Sky"
},
{
"Key": "fb987bcd-33d8-4dd7-9760-316da51f0146",
"Value": "Xalekti was a legendary tyrant in Ghol-Gan. Ancient cyclops
writings tell that she led her troops to a glorious victory in the Battle of
Sekrysdia beneath the cyclops city of Garkotar, wielding the mighty blade Ilthsgar.
After beheading the serpentfolk high priest of Sekrysdia, Xalekti mounted the skull
on the right arm of her throne as a trophy. The long-lived Xalekti ruled well into
the waning years of the classical period."
},
{
"Key": "ca45d362-8b8d-43c8-a42f-2e8c704c828e",
"Value": "Xalekti"
},
{
"Key": "79977987-be3b-4e6a-bc81-fc36ae5b92e6",
"Value": "The Boneyard, sometimes referred to as Purgatory, is a neutral
plane where the souls of dead mortals from the Material Plane are judged by the
goddess Pharasma."
},
{
"Key": "354c7265-60d9-4217-83d7-46ba9f7701d8",
"Value": "Boneyard (Purgatory)"
},
{
"Key": "75dd00b8-233f-47ee-bb74-4288c64930fd",
"Value": "The Bleaching is the name given to the physical decolorization and
aging of a gnome, and is caused by a lack of exposure to new and exciting
experiences. This bleaching of color is accompanied by a psychological decline
first into depression and apathy, and eventually into madness and death. Gnome
efforts to fend off the Bleaching only serve to fuel their racial curiosity and
whimsy, giving it somewhat of a manic edge. Some claim that the Bleaching is a
result of the gnomes' leaving the First World thousands of years ago. Rare gnomes
survive the Bleaching, and develop an enigmatic wisdom and connection to the
natural world, earning them the name, \"bleachlings.\""
},
{
"Key": "3b16fc2c-34c3-4b61-b53a-063691d3dbb8",
"Value": "Bleaching"
},
{
"Key": "04fa312c-fb8c-4779-9649-f492c8870516",
"Value": "The Starstone is a unique gemstone meteorite that was part of a
massive meteor shower that struck Golarion in -5293 AR. This event, known as
Earthfall, caused the destruction of many ancient empires including Azlant,
Thassilon, and Koloran; it created the Inner Sea; and it ushered in the Age of
Darkness."
},
{
"Key": "02ba6b90-3d8a-471c-b6e3-898a636a7ac0",
"Value": "Starstone"
},
{
"Key": "b9aa7dc6-9330-4c5f-977a-82b02233ab3b",
"Value": "The Dead Vault is a demiplane within Golarion's molten core that
some say can be found thousands of miles below the center of the Windswept Wastes
on the continent of Casmaron. Connected to the surface through the Pit of Gormuz,
the Dead Vault is the eons-old prison for the god Rovagug."
},
{
"Key": "2ac2ab1e-699e-4545-abcf-27f63f52d736",
"Value": "Dead Vault"
},
{
"Key": "278ac25c-43c5-4363-9d84-28e0a7682039",
"Value": "No beings rule the chaotic and changeable plane known as the First
World, the home of the fey, but its most powerful residents are the mighty beings
known as the Eldest, sometimes known as the fey-lords or the shapers. They each
pursue their own mysterious goals, and have little interest in the doings of lesser
creatures."
},
{
"Key": "883c4a73-fab7-43b2-8abc-5bc3bfdbebba",
"Value": "Eldest"
},
{
"Key": "a28ebda9-e512-4824-88af-43b08658aa9b",
"Value": "The�River of Souls�is the name given to the constant migration
of�mortal�souls�from the�Material Plane�to�Pharasma's�Boneyard�in the�Outer Sphere,
where they are judged and sent to their eternal fate.\nOn the Astral Plane, the
River of Souls appears from a distance like a massive, winding silver thread. Those
who approach can see the countless souls moving through a silver haze, like so many
schools of fish. The esoteric tradition considers the River of Souls to be a ley
line, and simply one part of the multiverse's network of magical pathways."
},
{
"Key": "bc1e573f-aa2e-468e-afb2-7f5831aa1f91",
"Value": "River of Souls"
},
{
"Key": "db45f890-3060-4cc0-b43b-889876392704",
"Value": "The Great Beyond is a term that encompasses all the planes of
existence that make up the known multiverse. These realities beyond our reality are
the domains of the gods, and play home to non-godly powers fit for worship, planar
dragons, and entirely alien races."
},
{
"Key": "652a91fe-1ff8-4e37-9d87-52b536555fc4",
"Value": "Great Beyond"
},
{
"Key": "5bccfd0e-2c49-4220-8a3e-d132a667ed0a",
"Value": "The fifth month of the year, named for the goddess Desna."
},
{
"Key": "d18ae69d-d067-406e-b51e-6a310678dfb7",
"Value": "Desnus"
},
{
"Key": "09da42aa-c342-4483-ac8d-009ded99aa0e",
"Value": "There are nineteen major planes that comprise the Great Beyond,
modeled as two spheres: the Inner Sphere and the Outer Sphere. Connecting the two
spheres is the Astral Plane.\nWhile the Inner Sphere contains the elemental planes,
the Outer Sphere contains nine planes, each with a strong link to a particular
philosophy and alignment. These are the dwelling places of Golarion's gods."
},
{
"Key": "54e5285c-722b-43ce-a303-32d4536f6657",
"Value": "Outer Sphere"
},
{
"Key": "e8bf5018-5935-4e6c-bb4e-281706df52dd",
"Value": "Hell's third layer is known as Erebus, an endless dungeon beneath
the the Infernal City of Dis. It is here that the archdevil Mammon keeps Hell's
books, accounting for all that is spent in the infernal realm."
},
{
"Key": "61f76d82-4cff-4e3a-8053-ab534b9fd3c1",
"Value": "Erebus"
},
{
"Key": "b3018ae7-4f86-4a92-ad6a-d1b1e8ced4d8",
"Value": "The sixth month of the year, named for the sun goddess Sarenrae."
},
{
"Key": "2b81a0ed-7230-4f96-834f-97e4614e6114",
"Value": "Sarenith"
},
{
"Key": "fc0d8f7a-ff72-43bf-8581-638019cbf811",
"Value": "The seventh month of the year, named in honor of Erastil."
},
{
"Key": "2e00f802-7dbe-4921-8cca-ebf11d3e22de",
"Value": "Erastus"
},
{
"Key": "32fbf786-6eaf-4b4b-8f35-4d189b16e8aa",
"Value": "The eighth month of the year, named for the dead god Aroden."
},
{
"Key": "a99df763-60b5-4c02-9e05-e3b135b4f243",
"Value": "Arodus"
},
{
"Key": "375eb517-a3f5-4431-93b5-9509ee531fa6",
"Value": "The ninth month of the year, named after the violent god Rovagug.
Dwarves dispute naming a month after such a destructive and evil deity and instead
name the ninth month Torawsh after their creator god, Torag."
},
{
"Key": "928b7456-a5ab-4ac8-9474-d32c2768f86d",
"Value": "Rova"
},
{
"Key": "c6d6a9a4-0ce8-414a-8518-9958927577de",
"Value": "The tenth month of the year, named for Lamashtu, the goddess of
monsters."
},
{
"Key": "00f949f1-9ac4-4af5-81a2-8e78fb507324",
"Value": "Lamashan"
},
{
"Key": "1489c75e-2a28-4f0b-84a7-e730b03ec0bf",
"Value": "An old cleric of Erastil, who you saved from bandits in the camp
near the Thorn Ford."
},
{
"Key": "26be61da-5340-4c74-8a03-a503bb8d3b61",
"Value": "Jhod Kavken"
},
{
"Key": "0b047f8b-9c36-4fad-9adc-efb9abc62c73",
"Value": "Lord mayor of Restov and an ally of Jamandi Aldori. Together with
her, he dispatched contenders for the baron's title to the Stolen Lands."
},
{
"Key": "86e412a7-e909-4ec2-9403-13a41149acae",
"Value": "Ioseph Sellemius"
},
{
"Key": "1eac8d1d-8f83-46c5-91a5-b78d7630e17f",
"Value": "An arrogant nobleman from Pitax who attended your reception."
},
{
"Key": "25960fd7-65d6-4226-8db2-2317c1df0ada",
"Value": "Stefano Moskoni"
},
{
"Key": "d3b87772-80ab-472d-bc7c-710b76ac4119",
"Value": "Waine's partner, a merchant, who was killed by bandits not far from
the house of Bartholomew the wizard."
},
{
"Key": "d402c69a-182f-4cfa-ac66-f6063d25db35",
"Value": "Leksen"
},
{
"Key": "bd191bbe-a3d5-4e5c-88b1-07e82c8b98bf",
"Value": "Wife of Leksen, a merchant killed by bandits not far from the house
of Bartholomew the wizard."
},
{
"Key": "f3ba9f18-f5fd-4afa-a52d-41562f2dcd5d",
"Value": "Olika"
},
{
"Key": "60e43e68-e03d-4f60-b8a4-9e22238eb262",
"Value": "A famous Pitaxian bard, who has visited your lands in the past."
},
{
"Key": "f4a25712-eec3-4e41-99da-aa1d5a56ce34",
"Value": "Annamede Belavarah"
},
{
"Key": "74faf8f4-5a87-4873-828f-a1b61da4a126",
"Value": "A barbaric goblin king, who intended to sacrifice Nok-Nok to
Lamashtu."
},
{
"Key": "3570ac46-3942-41a3-8320-b75cc3379039",
"Value": "Goblin King"
},
{
"Key": "216f8fa4-fc41-40d0-b462-bc522ccee28a",
"Value": "A werewolf-hunter from Silverstep village, who you defeated and
then allowed to live."
},
{
"Key": "05bae55d-ccde-4984-8958-7e6178321dd3",
"Value": "Ivar"
},
{
"Key": "b9d25cb2-f5fe-462c-ad62-d111e9e37de7",
"Value": "A peasant who voluntarily agreed to vivisection, in order to
discover the reasons behind the mysterious affliction."
},
{
"Key": "bfabd483-e2de-4f0a-ab20-220a7055ab6d",
"Value": "Madla Stasek"
},
{
"Key": "16eb8908-6167-4f79-a8a9-cbb76360a0b8",
"Value": "A respectable priest of Gorum from the Tiger Lords, and leader of
the barbarians."
},
{
"Key": "0d7c018a-9344-4cde-9f77-38874b838e8b",
"Value": "Dugath"
},
{
"Key": "23c8ae8b-31a5-4d97-820c-aecfdd062311",
"Value": "A young priest of Gorum, and apprentice of Dugath from the Tiger
Lords tribe. He agreed to help in the rebellion against Armag."
},
{
"Key": "0fbde1a9-067d-4f61-a777-e0805ab9d612",
"Value": "Gwart"
},
{
"Key": "e2453f26-7bc4-4855-af72-d4703e7d70d4",
"Value": "A fighter who previously served Jamandi Aldori, who you first met
during the attack on her mansion."
},
{
"Key": "d8559039-48b3-47cd-9799-e4b317d55dbe",
"Value": "Kesten Garess"
},
{
"Key": "2bf33bd8-9347-4ba2-afc0-62dea9bf1fda",
"Value": "An influential Hellknight from the Order of the Rack. She arrived
on your lands in search of Darven, dangerous criminal."
},
{
"Key": "5cb9a97d-0cf5-42f8-99df-6560e67feeb6",
"Value": "Linxia Benzekri"
},
{
"Key": "a87be06e-8131-4de5-9885-3a2ce8b31692",
"Value": "A fugitive pursued by the Order of the Rack, and accused of serious
crimes. Linxia came to your lands in search of him."
},
{
"Key": "2e9bd2bb-6f09-4f21-9a1a-65c167314f07",
"Value": "Darven"
},
{
"Key": "254571e8-be11-4e8b-b880-209e7bd0af2b",
"Value": "A bandit from the River Razors gang, who attacked your lands under
Irovetti's orders. She surrendered to you and was allowed to go."
},
{
"Key": "4aa4caca-d1db-41ec-b498-98e81a5462ba",
"Value": "Ilora Nuski"
},
{
"Key": "eb9af83d-d489-4b53-a447-418a4691cdd5",
"Value": "Head of Pitax Academy of Grand Arts."
},
{
"Key": "1d5c7e7d-613a-4bd9-b3d8-e5cc5d944e36",
"Value": "Atalia Gitaren"
},
{
"Key": "8b1ef60a-53bb-4c3d-b6d4-027c47f381cc",
"Value": "Head of Pitax city guard."
},
{
"Key": "c517b907-ef39-4848-b1ce-bff03563577b",
"Value": "Irsei Caelysse"
},
{
"Key": "04648599-7105-49d7-8a4b-61caeeba68e2",
"Value": "Representative of the trade house that ruled Pitax before King
Irovetti seized power."
},
{
"Key": "fda18143-0277-47bf-8782-875b01e7a890",
"Value": "Gasperre Liacenza"
},
{
"Key": "9ed38dfd-55b9-4f73-ba1c-99b4c482aef5",
"Value": "Head of the thieves' guild in Pitax."
},
{
"Key": "c86e8594-9644-4b93-8b1f-685aa4c6a23b",
"Value": "Kharne Vereel"
},
{
"Key": "b2fd3956-e43b-4e77-b248-7ca0b825d9ee",
"Value": "The High Priest of Calistria in Pitax."
},
{
"Key": "53092ca1-6434-49b9-847f-d20a1f76104c",
"Value": "Drey Yarnes"
},
{
"Key": "571255d5-439d-4ee4-a669-b16102ea7292",
"Value": "A bleaching gnome wizard who cast an enchantment on the
Inconsequent�Debates rules just for fun."
},
{
"Key": "6a33bcff-0a41-449d-b2fa-c08631d56f02",
"Value": "Nyrd Zottenropple"
},
{
"Key": "18ebb0e9-85fe-46f0-9340-32a346a30c16",
"Value": "Brother of Nyrd and Vyar Zottenropple, and participant in the
pranks at the Inconsequent�Debates."
},
{
"Key": "97c6a0b7-a270-4dd0-a2b1-2ec9ee4032a2",
"Value": "Luar Zottenropple"
},
{
"Key": "9b0be0a5-36e2-4c23-9c0f-972824073bf8",
"Value": "A strange old man, obsessed by visions, who you first met on the
road not far from Oleg's Trading Post."
},
{
"Key": "7d534d2f-f8a1-4882-8d0a-58fbe1482529",
"Value": "Remus"
},
{
"Key": "cd50b8fc-58f5-40b8-9c64-fc8358aac6ce",
"Value": "Brother of Nyrd and Luar Zottenropple, and participant in the
pranks at the Inconsequent�Debates."
},
{
"Key": "15b55bfb-9fe3-485f-a30f-42200d1e0eac",
"Value": "Vyar Zottenropple"
},
{
"Key": "928c63d8-8abf-4e06-b5ef-df56b0b09c7a",
"Value": "A playwright you met during the Rushlight Tournament. He asked you
to handle a problem with the river pirates."
},
{
"Key": "f1738007-1d4f-414c-90be-4fcb96de0d29",
"Value": "Eimar Deschamps"
},
{
"Key": "4d5aa3ca-f727-41bd-a193-1c4fccd6f064",
"Value": "A guard from Pitax who you met at the Rushlight Tournament, as he
was arguing with playwright Eimar Deschamps."
},
{
"Key": "f8671255-c4b1-4ede-a06d-25433043269d",
"Value": "Talwyn Halmarion"
},
{
"Key": "b46066b1-9959-42c7-8cb2-f870ec9387de",
"Value": "A leader within the Vascari trade house. You met at a camp of
alleged river pirates, who in fact turned out to be peaceful merchants."
},
{
"Key": "c5e399b2-2855-461e-b37f-b4077cf169e5",
"Value": "Renshala Vascari"
},
{
"Key": "aea7b2f9-d62e-4d8b-9010-22299616d0e0",
"Value": "Magistrate of Pitax, concerned with important matters of court."
},
{
"Key": "1832bc38-63d8-4d5a-9a12-0ef4bfcb2bfc",
"Value": "Walsh Celvoway"
},
{
"Key": "eacf363f-be89-4050-ad93-6174a7b425b0",
"Value": "A nereid, formerly a friend of Nyrissa, then imprisoned by her at
Whiterose Abbey."
},
{
"Key": "4a0bfa69-6b0f-4389-af2d-d5fdf33abbe5",
"Value": "Evindra"
},
{
"Key": "653ecc2c-b6eb-468a-b631-82f47f5ca6ea",
"Value": "The Eldest of Time from the First World, who you've met on multiple
occasions, in a variety of situations."
},
{
"Key": "ad5399db-1bb1-47f5-897f-92bcef8abb04",
"Value": "Shyka the Many"
},
{
"Key": "0db09e7c-9b3f-4b31-bef9-a1786dc981d1",
"Value": "An Inquisitor of Pharasma, who hunts for the First Crown. You met
him not far from the Castle of Knives."
},
{
"Key": "5e58dac2-4b1e-42d5-a425-2a6a5bd51d09",
"Value": "Salim Ghadafar"
},
{
"Key": "c7728517-c0a5-44a4-af21-662c37208623",
"Value": "A dark servant of Nyrissa, who you saw arguing with the Wriggling
Man near the Castle of Knives."
},
{
"Key": "9c3c86d3-b8d6-4370-acae-5382519d9a7f",
"Value": "Knurly Witch"
},
{
"Key": "c517c67b-12e1-46b2-af3d-268e32352475",
"Value": "A servant of Nyrissa, who you saw fighting with the Knurly Witch
near the Castle of Knives."
},
{
"Key": "55bb9dd2-b837-448e-be98-0db552c9eb01",
"Value": "The Wriggling Man"
},
{
"Key": "f77d7147-40eb-422d-8a93-e6c2927b0105",
"Value": "A bandit responsible for \"collecting taxes\" for the Stag Lord.
One of the first dwellers of the Stolen Lands who you met on your arrival."
},
{
"Key": "e5ac0012-9172-466a-a06f-de5d63b1fe2b",
"Value": "Kressle"
},
{
"Key": "224be00e-850e-4c3f-beae-255105fa5021",
"Value": "The Tane, a monster serving the Eldest of the First World. During a
journey through Nyrissa's dream, you saw him defeating the self-proclaimed queen of
fey."
},
{
"Key": "fa332685-a3e2-411e-b524-efaba2a2bf97",
"Value": "Jabberwock"
},
{
"Key": "bb6fcb4e-c088-4668-a603-a3fc38ec3b26",
"Value": "A dwarf artisan, a blacksmith from the Woradash clan, who came to
you demanding compensation for your use of the Road of Shields and its Fortresses."
},
{
"Key": "cfdd3f44-e722-46fe-adc5-e3b473e03846",
"Value": "Dragn"
},
{
"Key": "9bb0dca4-a530-4b91-9bf8-350900e2a016",
"Value": "An elf artisan who offered to supply you with weapons."
},
{
"Key": "ce6f3e1a-9f56-480b-a45c-9126b6439087",
"Value": "Nazrielle"
},
{
"Key": "2b5c30b9-1a4a-40b0-9388-5d84e88257f4",
"Value": "An elf artisan who asked you to acquire a rare flower for him,
which can be found in the swamps."
},
{
"Key": "d2dfb46c-d97c-40c0-8735-07d414e9b2e3",
"Value": "Kimo Tavon"
},
{
"Key": "48f4ab27-af7c-4403-ac3f-0eef6fbde6af",
"Value": "A gnome artisan, who claims to be the best jeweler in Restov. She
came to your lands to escape from the fuss of the city."
},
{
"Key": "453ed2c0-db90-4fd4-904a-4372a9338e7e",
"Value": "Mim Wobblegander"
},
{
"Key": "ea0b4a66-6e0f-4e9b-9fa2-68e20be616b2",
"Value": "A half-orc artisan, who you met in the Kamelands. You helped him
recover his tools, which he pawned to a merchant."
},
{
"Key": "734a8169-6f43-4bb5-9641-3b38237e8173",
"Value": "Varrask the Wildfist"
},
{
"Key": "2eccded0-5926-4c8f-9502-d9f4a28fa180",
"Value": "A quirky old alchemist who lives at Oleg's Trading Post. You met
him during your memorable first visit to the trading post."
},
{
"Key": "069a5571-ca1a-4478-9b6b-49a18edcb6b9",
"Value": "Bokken"
},
{
"Key": "08e060d5-b4c2-420e-a0de-8743199f6faf",
"Value": "A half-elf artisan, a tailor, who you met while he was being held
by the guards. He claimed to have been slandered."
},
{
"Key": "bf18a851-d1b9-474d-8a3f-d0679b27239e",
"Value": "Shariel"
},
{
"Key": "9952aad3-cfa3-409c-9ee7-cca85d80a67f",
"Value": "A young half-elf artisan from Varnhold, a leatherworker. She came
to you asking to form a militia in Varnhold."
},
{
"Key": "482bbd32-58d1-4c84-8eb5-e7efb7290c3b",
"Value": "Tirval"
},
{
"Key": "cb4732b9-e2da-487b-b380-4b1a100c984b",
"Value": "A Vudrani artisan, and master or exotic weapons, who you met in the
Northern Narlmarches when she asked to be introduced to a worthy writer."
},
{
"Key": "40c5c264-0bab-4319-b98c-9ec23f7be54c",
"Value": "Shaynih'a"
},
{
"Key": "c7864a24-2ad3-46bf-a796-c8c407a55de4",
"Value": "The Stag Lord's right hand, and one of the most influential bandit
lords in the Stolen Lands. You met at a camp near the Thorn Ford."
},
{
"Key": "df99ddb5-8616-4cfe-af3d-9237f0e64240",
"Value": "Akiros Insmort"
},
{
"Key": "d516bb1b-2e51-4706-a8d7-7b7bdd6041d0",
"Value": "A halfling, and assistant of the artifact collector, who offered to
arrange deliveries of rare and dangerous items."
},
{
"Key": "095ee7d2-ee69-46ef-b209-cf9e48d533d4",
"Value": "Irlene Greyridge"
},
{
"Key": "7673688b-1b4d-489b-8d29-21687d9041b6",
"Value": "A close friend of Amiri, from her native Six Bears tribe."
},
{
"Key": "0afff377-53ff-4788-8650-58aad2ab7ca3",
"Value": "Nilak"
},
{
"Key": "25aa3ab2-cc6f-4bc2-bd55-d8c44404d12e",
"Value": "Chief of the Six Bears tribe, who has little liking for Amiri. You
met at the tribe's camp."
},
{
"Key": "66fb442c-cea3-42fe-91f2-c5a58f55bc45",
"Value": "Chieftain Akaia"
},
{
"Key": "6e26b691-88ba-4319-b4d3-6cc6e4ffb4b9",
"Value": "A powerful giant, who is pursuing the Six Bears tribe."
},
{
"Key": "a7f8fda9-2442-4a1e-9729-9a74dc803e26",
"Value": "Fionn"
},
{
"Key": "010a55fc-3321-4b20-97a0-7a55d0487f4e",
"Value": "The brother of the giant Fionn, whose spirit, according to his
brother, is trapped within Amiri's sword."
},
{
"Key": "b8fb22c1-354e-4f75-a4b1-24a9ac3aca0d",
"Value": "Kean"
},
{
"Key": "5ca68512-a411-4ebf-a2f6-b69e63ad533a",
"Value": "An old friend of Ekun, who you met at Elina's tavern."
},
{
"Key": "d299dab8-a68d-49e9-be58-ce6b7a3aaa0d",
"Value": "Ntavi"
},
{
"Key": "ff09b6cc-3984-4ecf-b83d-48e20e3c57bd",
"Value": "An angry rock troll who led the attack on Ekun's village and killed
his family."
},
{
"Key": "1c5f1be1-b34a-42cd-92ff-e0c97a21c742",
"Value": "Kargadd"
},
{
"Key": "689a50fe-8135-4989-9f0d-dbf259ec0e6a",
"Value": "Torag's paladin from the Skjegge clan, who you and Harrim rescued
from the adamantine golem."
},
{
"Key": "b2e3771b-59df-442e-89f2-251fa91fc054",
"Value": "Jarmuld Skjegge"
},
{
"Key": "592cca57-065a-471c-9605-d8fec79b5ede",
"Value": "A half-elf merchant who drew you into a complex story connected to
Jaethal's murder."
},
{
"Key": "727adeb2-4508-4443-9491-6ec531cfede7",
"Value": "Enneo"
},
{
"Key": "4a5c2a01-8319-4cb3-8818-4a482a64e307",
"Value": "Jaethal's daughter, who she's mentioned a few times in your
conversations."
},
{
"Key": "9e7d62ff-68e8-4a4b-b2c9-728e69f23150",
"Value": "Nortellara"
},
{
"Key": "2251cf43-89fd-440b-848e-1860b7c87cf7",
"Value": "An insane druid, and father of the Stag Lord. His story was first
revealed to you in a vision near the desolated hut."
},
{
"Key": "e32c6b49-3a1f-4493-8ac0-f6108f474a90",
"Value": "Nugrah"
},
{
"Key": "64c4bbbb-dbcf-4a28-a81f-89d2aa1b08c1",
"Value": "A wizard, and one of the first gnomes to visit Golarion from the
first World. You spoke with her ghost in the dungeon under the Candlemere, and
suggested that Jubilost give her the gift of immortality offered to him by Shyka
the Eldest."
},
{
"Key": "b1bb1033-edd5-4d51-b2b6-e9acb36ebaae",
"Value": "Xae"
},
{
"Key": "8fbc18a8-b29e-42c6-93ce-1c98e6b48aed",
"Value": "A bard from Pitax's Academy of Grand Arts, Eobald's protege � and
Linzi's bully."
},
{
"Key": "8cd9d1d2-2a1a-4bf8-8a4e-5a006771d016",
"Value": "Alondi"
},
{
"Key": "91f93d00-0d59-4e96-bcf2-ae6cc87bb0e8",
"Value": "Linzi's mentor from Pitax's Academy of Grand Arts."
},
{
"Key": "4b9d15f8-8514-4bc2-80a3-987139beac3d",
"Value": "Eobald"
},
{
"Key": "0a464f86-9fa7-4163-ad05-0c2a6592bb00",
"Value": "In his own words � a researcher and adventure seeker, specializing
in treasures of all epochs and cultures. You first met in the capital where he'd
come for help."
},
{
"Key": "01180187-8822-4ef8-af74-11ed4238725a",
"Value": "Willas Gunderson"
},
{
"Key": "112913a1-6540-4285-b94e-a2d6c7b29f45",
"Value": "An arrogant nobleman who you met briefly in Restov. Like you and
Maegar Varn, he received a domain in the Stolen Lands from Jamandi Aldori."
},
{
"Key": "01242f84-69c3-4264-bf6a-24b8364cd1b3",
"Value": "Hannis Drelev"
},
{
"Key": "8fbe35fe-e3a5-4ba7-9eb6-cb5974352aaa",
"Value": "Sexy Shoeless God of War!"
},
{
"Key": "205becf5-48f9-4dcc-817a-14b43ce93838",
"Value": "Deadn't"
},
{
"Key": "16ab3185-b1c6-45ca-8b05-22a064ae2233",
"Value": "Gazebo"
},
{
"Key": "d5e23a1a-0491-402c-977a-e89908d2c0a7",
"Value": "One of the Stag Lord's three main henchmen. You agreed to spare his
life after storming the bandit fortress."
},
{
"Key": "5f746254-177b-4dba-9a35-b9c570d40a87",
"Value": "Dovan from Nisroch"
},
{
"Key": "9397a6b5-6394-4e20-9322-636820951d83",
"Value": "Alter-ego of the gnome Tartuccio. Until recently, you thought you'd
killed him."
},
{
"Key": "1335f093-82b6-4c93-a78d-31b828085c23",
"Value": "Tartuk"
},
{
"Key": "8fa51bf1-67c3-4c71-a760-1fe7d351e802",
"Value": "Sister of King Noleski and one of the most influential politicians
in Brevoy."
},
{
"Key": "657f967e-3b4c-488d-aee3-28fb7b70217d",
"Value": "Natala Surtova"
},
{
"Key": "2fe24989-ce52-456d-a8bf-b5f136d69aec",
"Value": "One of the competitors, who, like you, successfully completed
Jamandi Aldori's task, and received a Barony as a reward."
},
{
"Key": "631b55d3-37fe-4a82-b60b-cf2b5887a93e",
"Value": "Maegar Varn"
},
{
"Key": "d8a0ffe1-c1e7-47c2-95c6-2dd3318f6c44",
"Value": "Brevoy is a relatively young nation, having only existed since 4499
AR. The history of Brevoy before this time is the history of two often-warring
nations, Issia and Rostland. The coming of Choral the Conqueror changed all this.
After securing the defeat and surrender of the two nations, Choral christened his
family House Rogarvia. Its rule ended with the mysterious disappearance of every
member of House Rogarvia in 4699 AR, leaving Brevoy in a precarious political
position."
},
{
"Key": "02c492e7-6e9f-424f-917f-40476da1a704",
"Value": "Brevoy"
},
{
"Key": "fbb8ec06-b40a-4e95-ad34-a35cfef40d15",
"Value": "The Immortal Principality of Ustalav is a fog-shrouded nation of
countless horrors, and a once-proud realm that suffered under the clawed hands of
the Whispering Tyrant for centuries."
},
{
"Key": "404883a9-ed3c-4a2b-b86c-95a0790fbc0f",
"Value": "Ustalav"
},
{
"Key": "530303ff-8838-4f4b-8e9b-b5ebd10f3f24",
"Value": "Beyond the warning wall of bone totems, the valley doesn't seem
much different than the surrounding foothills of the eastern Stolen Lands. Yet the
further one travels toward the mountains, the more a strange feeling of oppression
grows; the wind seems oddly muted as it flows through the trees and grass, the
birds and insects grow quiet, and the unusually regular crags along the surrounding
mountains seem almost to crouch in expectation of the traveler's approach."
},
{
"Key": "b10c4e09-9e9d-4015-9b8b-85b354dd1287",
"Value": "Valley of the Dead"
},
{
"Key": "65e15f2c-2f28-4aa2-8f7c-04d77173020b",
"Value": "Only recently settled by colonists from Chelaiax, the wild frontier
of Varisia is composed of rural communities, independent city-states, cyclopean
ruins, and uncharted wilderness. Prior to Earthfall, Varisia comprised much of the
ancient empire of Thassilon."
},
{
"Key": "e1719b2b-10bb-46d2-954a-faa6488e07a5",
"Value": "Varisia"
},
{
"Key": "b8e0de2c-6a6f-4018-a26e-f490f34cf78a",
"Value": "Varnhold"
},
{
"Key": "65a9f5b6-6c9e-45bb-9e90-587acc7b3f81",
"Value": "Whisper River"
},
{
"Key": "cbbb769f-1bc0-442d-988e-d7f4cc985164",
"Value": "Mivon is one of the most stable River Kingdoms. Mivon began as a
refuge for the Aldori swordlords fleeing Rostland during the era of Choral the
Conqueror. Many swordlords settled in Mivon, bringing with them the experience and
knowledge of the ancient art of the swordlords. Warriors from as far away as Garund
make pilgrimages to Mivon to learn the secrets of the swordlords. In order to do
this, the applicant must best a series of increasingly tough duels."
},
{
"Key": "3925b9f1-f323-4a96-8298-e56d263c7fdf",
"Value": "Mivon is one of the more stable of the River Kingdoms. It began as
a refuge for the Aldori swordlords, who fled Rostland during the rule of Choral the
Conqueror. Many swordlords settled there in Mivon, bringing with them the
experience and knowledge of the ancient discipline of the swordlords. Warriors from
as far away as Garund make pilgrimages to Mivon to study their secrets. To earn the
right to stay, the applicant must pass a series of increasingly difficult duels."
},
{
"Key": "ab1d5a17-4280-4677-b755-863a3179994b",
"Value": "Mivon"
},
{
"Key": "56932bfb-4b7c-4bdf-a894-936a9650a97f",
"Value": "Jalmeray�is a large island-nation in the�Obari Ocean�off the coast
of�Nex. Being the Inner Sea's only link to the legendary Kingdoms of the
Impossible, Jalmeri have a unique mystique.\nThe religions that dominate Jalmeray
are also unique. While Irori has many worshipers across the region, his religion is
at its strongest on the island, along with the worship of the thousand other
deities of Vudra.\nThe inhabitants of Jalmeray include an unusually high number of
monks, the prowess of their martial artists is renowned across continents, and the
three Houses of Perfection are the most sought-after monasteries of the Inner Sea
region."
},
{
"Key": "ba7be8c8-f503-4275-8661-07bce79df4a6",
"Value": "Jalmeray"
},
{
"Key": "9b05912b-23f2-46c9-a8ba-a1eb4a6826df",
"Value": ""
},
{
"Key": "85278c42-0da8-4f43-8b93-329a7214bf26",
"Value": "Skunk River"
},
{
"Key": "9fda142e-253d-4659-9a34-6d63fdc16f95",
"Value": "Murque River"
},
{
"Key": "8070c658-96cd-43d1-86b3-eeeafade459d",
"Value": "Dire Narlmarches"
},
{
"Key": "4bc0e5fe-65ba-48e5-9e76-2e0120db6213",
"Value": "Shrike River"
},
{
"Key": "95a120fb-4474-443c-a6d7-10081fcc5ad7",
"Value": "Little Sellen River"
},
{
"Key": "7bc50a7b-5ba6-42a3-9a87-646e17f16e3c",
"Value": "Gudrin River"
},
{
"Key": "18451ed8-cc3a-4a4d-a9f3-8e93e4232ded",
"Value": "Kamelands"
},
{
"Key": "ce3306fc-ad7f-4d45-ac86-d99b32883ad2",
"Value": "For more than 4,000 years, Absalom has been the City at the Center
of the World, a metropolis-sized showcase of the greatest treasures in all
Golarion. The city not only holds a key strategic position for both commercial and
military endeavors in the region, but encompasses the site of the ascension of four
deities and claims to have been founded by none other than the Last Azlanti, the
god Aroden."
},
{
"Key": "aa717965-0d2e-41fd-acad-bc5980a6ed6e",
"Value": "Absalom"
},
{
"Key": "58a7db6e-be7f-4b24-8d78-92ad2eaf9016",
"Value": "Andoran is a nation of the people, governed by the principles of
Common Rule which grant every citizen a voice. Andoran holds the reins of its own
destiny in the strong hands of its people; it considers itself the birthplace of
freedom."
},
{
"Key": "c96fd63a-1e82-46a0-9b75-281fc0c2f49c",
"Value": "Andoran"
},
{
"Key": "d97e1806-27fa-404c-b10a-474382353838",
"Value": "Avistan is a continent on the world of Golarion. One of the most
heavily-settled areas on the planet, Avistan possesses as many varied cultures and
environments as any other continent in the world and an ancient history stretching
back tens of thousands of years. Brevoy, the River Kingdoms, Numeria, and the
Stolen Lands are all situated on Avistan."
},
{
"Key": "c40e383a-1e62-4c4d-932f-0cd0af36013a",
"Value": "Avistan"
},
{
"Key": "44856b67-04a5-4562-ae51-84d6f1bda5f0",
"Value": "Restov"
},
{
"Key": "4fd09ea0-1066-4f85-9c8d-05bbc21676e9",
"Value": "Azlant is a lost continent in the Arcadian Ocean that was the first
center of human culture on Golarion. Brought together by the intelligence of the
ancient aquatic race of aboleths, Azlanti society and culture grew by leaps and
bounds until their arrogant leaders began to think of themselves as superior to
their inhuman masters. In retribution, the aboleth called down the meter shower
known as Earthfall in -5293 AR, sinking the entire continent and condemning
Golarion to the Age of Darkness. Now all that remains of the once-mighty continent
are a string of islands and atolls spread across a large swath of the mid-Arcadian
Ocean."
},
{
"Key": "e57bd72b-b484-43e1-82e7-4ed0e4085167",
"Value": "Azlant"
},
{
"Key": "64b9e788-65d8-4026-be73-416af441cc3c",
"Value": "The Branthlend Mountains are situated in the Stolen Lands'
northwesten reaches, on their border with Numeria. They are crowned by Mount
Branthlend, also known as the Peak of Broken Promises � the highest mountain in the
whole region, with a bare, knob-like pinnacle of white stone, resembling a monk's
shaven head."
},
{
"Key": "b20aedb3-5aac-4d65-a026-3530ab3daf40",
"Value": "Branthlend Mountains"
},
{
"Key": "a4401494-391c-406f-b207-3867fb45cc75",
"Value": "Bronzeshield Fortress is one of a series of keeps built by the
dwarves of past ages to protect their trade routes from and to the Five Kings
Mountains. Centuries have passed since it was constructed and the dwarves have
largely abandoned these trade routes and the myriad fortresses along the way,
ceding them to new occupants. The keep once known as the Bronzeshield Fortress was
taken over by the dwarves' bitter enemies, the trolls, along with kobolds, who gave
it a new name: Trobold."
},
{
"Key": "1b25bfde-ccc4-4bf7-81d0-cc9bc89d97b7",
"Value": "Bronzeshield Fortress"
},
{
"Key": "10cc592c-5b10-40b2-b300-4de3021c1e9e",
"Value": "Casmaron is the large continent to the east of both Avistan and
Garund. It is dominated politically by the Empire of Kelesh, a vast realm that
extends even into Avistan: Qadira is its westernmost satrapy."
},
{
"Key": "925149e5-aeba-4584-bd2a-bef812b02627",
"Value": "Casmaron"
},
{
"Key": "fba0f4ca-e71b-4187-a2c0-564ef7a1ccc9",
"Value": "Infernal Cheliax remains one of the most powerful nations
militarily in the Inner Sea region. Its control of the Arch of Aroden, the passage
between the Inner Sea and the Arcadian Ocean, also gives it a vital role in much of
the region's trade. Nevertheless, as important as the nation may be today, it pales
in comparison to its former Imperial glories. Today, Cheliax suffers from extreme
diabolism and a tyranny which prevent it from truly achieving its full potential.
Internal observers, including the new nobility of Cheliax, firmly believe that
Asmodeus and Hell serve Cheliax and assist in maintaining the power necessary for
Cheliax to assume its rightful role among the leading nations of the Inner Sea."
},
{
"Key": "fc4d8233-bad9-4b09-9c38-0b2ba9d575e7",
"Value": "Cheliax"
},
{
"Key": "5a6e85f4-0bba-4d56-bcc5-a177c1a670dc",
"Value": "City of Hollow Eyes"
},
{
"Key": "ea6b90bb-32af-4a93-99a6-428ee070a6f3",
"Value": "Cordelon is a small, independent country on the Sellen River in the
southern River Kingdoms. Long ago, Cordelon was a staging area for the return of
the elves of Kyonin from their self-imposed exile in Sovyrian. Some of them stayed
behind and eventually began intermarrying with the local human population. Although
the large majority of the people living in Cordelon now can be considered human,
strong elven traits and features can be seen in most of them. The locals distrust
outsiders, but welcome elves."
},
{
"Key": "2603d764-684a-4e38-abdb-8f3529913a60",
"Value": "Cordelon"
},
{
"Key": "52d81297-a2ca-4485-bc60-cc7fd7fee592",
"Value": "Crooked River"
},
{
"Key": "8c06fb9e-f4f3-45d2-88d0-8f71a394d14e",
"Value": "The Darklands are an immense series of caverns, vaults, and
passages under the surface of Golarion. While entrances to the Darklands can be
found throughout the world, it is not common for travelers to venture into the
almost universally unsafe depths."
},
{
"Key": "c0934f6c-8061-4a07-ac72-21b3f5516e6f",
"Value": "Darklands"
},
{
"Key": "33d993dc-3061-43c7-a0d8-506a44328384",
"Value": "The Little Sellen River narrows here as it passes through a gully
between two rocky hillsides, flowing around an oblong island thick with
vegetation."
},
{
"Key": "70ea49db-fd64-43dd-b480-21d35c076479",
"Value": "Dragonleaf Gulch"
},
{
"Key": "b44681dc-7244-4a79-a678-33b33045bb7c",
"Value": "The Stolen Lands are an almost wholly unsettled region in the
northeastern section of the River Kingdoms, bordering the nation of Brevoy and
serving as a buffer between Brevoy and the River Kingdoms. Traditionally the haunt
of bandits and monstrous humanoids, the Stolen Lands are regarded as 'stolen' by
all nations along their border, even though none have ever been able to keep these
realms under their control for long."
},
{
"Key": "0d94715d-bc6e-4603-b915-fe70ceb9efc3",
"Value": "Stolen Lands"
},
{
"Key": "a3cd0f6e-a9a2-401d-a73f-dc78e5197479",
"Value": "Droon is one of the coastal nations of southern Garund, beyond the
Inner Sea region. It is generally considered to be one of the region's most
powerful nations. The land consists mainly of swampy river deltas, and is ruled by
dinosaur-riding lizardfolk."
},
{
"Key": "31420523-1d36-44d9-bc06-13f6e2179413",
"Value": "Droon"
},
{
"Key": "71d952b8-fe81-433c-9794-3fbe0deb8b4a",
"Value": "Zelshabbar is a satrapy of the Empire of Kelesh, situated on the
edge of the Empire's imperial lands. Its claim to fame is that it is the location
of the Everlight Oasis, a site of pilgrimage for followers of Sarenrae."
},
{
"Key": "8b935a69-1a9b-47c4-8394-ba3a05c1ddb7",
"Value": "Zelshabbar"
},
{
"Key": "31646877-922e-4293-8b5b-7604f0edf181",
"Value": "The Kalistocracy of Druma is a land glutting itself on the wealth
of trade, ruled by the high prophet of a strange, secular religion that values
wealth and trade above any deity. This religion permeates every level of Drumish
society, as followers of the Prophecies of Kalistrade favor each other in all
business deals. While other religions are tolerated in Druma, their followers
rarely go far, as the majority of the Resplendent Bureaucracy which runs Druma is
made up of followers of the Prophecy."
},
{
"Key": "72c012b7-028d-44f0-a8af-4fc34d4dd9e4",
"Value": "Druma"
},
{
"Key": "cedf710c-18ef-4310-96bd-128f9fba4c66",
"Value": "Dunsward"
},
{
"Key": "8e7c5af1-c349-46d2-a568-c5a080e8cf5b",
"Value": "The Five Kings Mountains are tall and imposing peaks, rich with ore
and ironbloom mushrooms. Heavily populated by dwarves, they are the largest center
of dwarven culture on or beneath Golarion. Highhelm, the largest dwarven city on
Golarion is located under one of its peaks."
},
{
"Key": "be0e0565-6c41-487b-a2ad-9709ae05b987",
"Value": "Five Kings Mountains"
},
{
"Key": "24528461-098d-4541-bff5-4c77821cbd93",
"Value": "Forsaken Mound"
},
{
"Key": "b54e24b5-74bd-446c-8b66-8408041a1051",
"Value": "Garund is the continent found south of Avistan, across the Inner
Sea, and west of Casmaron, from which it is separated by the Obari Ocean.\nDuring
the late Age of Anguish and Age of Destiny, central Garund was the heart of
civilization in the hemisphere, and this legacy of arcane discovery remains even
today in the nations of Osirion, Nex, Nantambu, and Holomog. Beyond these bastions
of civilization, Garund is overrun by dangerous wilds, from expansive deserts to
impenetrable jungles."
},
{
"Key": "ffd3c657-3515-4c7e-8523-4b8a4f7481c4",
"Value": "Garund"
},
{
"Key": "981c4f48-d93f-46bc-8224-e4363ba5a23c",
"Value": ""
},
{
"Key": "1a23de42-b752-4fed-aae7-6b7278d2450e",
"Value": ""
},
{
"Key": "e309128e-4af9-42a0-9929-c31762d9e547",
"Value": "Glenebon"
},
{
"Key": "b2771731-0e46-4f1e-9e9c-1e808c18628f",
"Value": ""
},
{
"Key": "a74e64c5-60de-4fec-b734-8368d9a20cd6",
"Value": "The River Kingdoms have long been a haven for inland pirates,
anarchists, exiles, and anyone who cannot seem to make it in more civilized
nations. The Kingdoms are by no means a unified nation, but rather a constantly
shifting group of city-states and fiefdoms, each at war with the others both to
gain more power and prevent their own demise. The River Kingdoms are located in the
marshy lowlands of the Sellen River basin, where its three branches combine in
their journey south to the Inner Sea. There are few roads throughout the land, and
the branching web of the Sellen and its tributaries provide the primary means of
transportation through and within the region."
},
{
"Key": "e3a9a34d-1fac-46cf-a89f-b58a2601de51",
"Value": "River Kingdoms"
},
{
"Key": "87df7ce0-ce66-44a4-a12d-2bb68d7772b2",
"Value": "Misinterpreting their goddess's warnings to avoid its location,
instead believing Gormuz to be a holy city of Sarenrae, people from all over
Casmaron flocked there for millennia, but were slowly corrupted by the imprisoned
god Rovagug's dreams. Sarenrae continued sending portents and visions to her
faithful in Gormuz during this period, but they were ignored or misinterpreted. She
finally sent her herald Kohal to the people of Gormuz in -3923 AR, but they had
been so corrupted that they destroyed him instead. In an act of great wrath,
Sarenrae smote Gormuz with her scimitar, destroying it completely, and creating an
enormous rent in the earth that eventually became known as the Pit of Gormuz. From
this great chasm have emerged some of the most powerful and destructive creatures
in the world's history, known collectively as the Spawn of Rovagug."
},
{
"Key": "c9ddbb51-0de3-4a7e-b500-04a85434e2d1",
"Value": "Gormuz"
},
{
"Key": "f50c4f90-b162-4b43-be53-2659041b993a",
"Value": "The Greenbelt is a swath of land in the Stolen Lands of the River
Kingdoms. The Greenbelt consists of some of the rolling hills of the Kamelands and
is dominated by a large woodland known as the Narlmarches. It is also criss-crossed
by numerous major rivers that wind their way through the Stolen Lands."
},
{
"Key": "a55fd0b6-446e-43e9-ab2c-b84cfa137f26",
"Value": "Greenbelt"
},
{
"Key": "936f71d6-17b0-40a0-8bfc-c34702cfcadf",
"Value": "The port city of Greengold is the second largest settlement in
Kyonin, and the only official entry point into the elven kingdom for non-elves.
Situated on Lake Encarthan, it is a popular port of call for traders and diplomats.
Greengold generally appears as any other human dockside settlement, except that
trees grow in strange places throughout and the yellow roofs on all the buildings
makes the city quite distinct."
},
{
"Key": "aa9420e7-8026-47ca-b27f-221c69906da6",
"Value": "Greengold"
},
{
"Key": "e4a68595-e1e1-48d6-9544-50e996d024c4",
"Value": "A small trade city in Numeria, not far from its border with the
River Kingdoms. Most Crusaders pass it on their way from the Inner Sea to the
Worldwound. After Kevoth-Kul, the Black Sovereign of Numeria, banished the
Pathfinder Society from its capital and burned their lodge to the ground, they
founded a new one in this city."
},
{
"Key": "fc4459d3-7139-4f1d-bfd2-2bb3db13b20f",
"Value": "Hajoth Hakados"
},
{
"Key": "bf48e085-4c02-469c-9ec5-87529d92ca75",
"Value": "Highhelm is among the ancient and expansive dwarven settlements
recognized as a Sky Citadel. Constructed during the Age of Darkness within and
beneath lofty Emperor's Peak in the Five Kings Range, it has remained the center of
dwarven culture on Avistan for millennia."
},
{
"Key": "6cbf5856-f882-4406-90df-6015adcd0ca7",
"Value": "Highhelm"
},
{
"Key": "11a1e2b9-7c37-44ef-a20b-957945e933e5",
"Value": "While orcs can be found throughout Golarion, nowhere else are they
as plentiful or live in as densely populated settlements as in the Hold of Belkzen.
Belkzen is an unforgiving wasteland filled with shrub brush, steep mountains, and
uneven badlands, where water is scarce and generally limited to the seasonal Flood
Road."
},
{
"Key": "0b8b2895-8d91-4733-be30-1b93dae15c6c",
"Value": "Hold of Belkzen"
},
{
"Key": "a78c50a6-9d13-4eb9-9672-bdf275a4de39",
"Value": "The Inner Sea is one of the most heavily traveled and populated
bodies of water in Golarion. Formed when the sky fell during Earthfall in -5293 AR,
reshaping the face of the planet, the Inner Sea rests between Avistan and Garund.
Before Earthfall, the two continents had been joined by a wide land bridge. The
impact collapsed the connection, allowing water from the Arcadian Ocean to flow
in."
},
{
"Key": "b53e5f0b-7f2b-4929-a175-162fac4f01cf",
"Value": "Inner Sea"
},
{
"Key": "5316b278-7bf2-435c-bf47-26e726dc7d0a",
"Value": "Irrisen is a harsh, cold northern land covered in the snow and ice
of a winter that has lasted centuries. The snow never melts and the feeling of
dread that pervades the nation is perhaps even more everpresent than the ice, for
as harsh and unforgiving as the land is, it is nothing compared to those who rule
it. The land is governed by the White Witches of Irrisen, the descendants of the
terrible crone, Baba Yaga. All the White Witches are obedient to their queen, who
is a daughter of Baba Yaga herself."
},
{
"Key": "7ef749ce-1954-4cef-bd47-bdee48b34f0a",
"Value": "Irrisen"
},
{
"Key": "f9420c8c-619e-4fa3-9604-733b2602df0e",
"Value": "One of two former nations that now comprise Brevoy, the pirate
nation of Issia was known and feared all along the length of the Sellen River.
Perched on the edge of the Lake of Mists and Veils, Issia had an unforgiving
geography that forced its people to be cunning and brutal in order to survive."
},
{
"Key": "4ae18835-f1e2-4053-ac4a-72148fdf30ed",
"Value": "Issia"
},
{
"Key": "f280834b-13a2-412d-9a42-18624846f073",
"Value": "Katapesh is a nation of trade, selling all conceivable goods, no
matter how mundane or exotic. Traders converge on the nation's bazaars from around
the world, even from other planes. Pesh and slaves are two of its major exports."
},
{
"Key": "b2a7e03e-4ca3-460b-b733-98e1a82d0636",
"Value": "Katapesh"
},
{
"Key": "f1038097-57b8-4763-9841-4b6878345f06",
"Value": "Pitax"
},
{
"Key": "49500471-467c-4a04-a416-59aa0912d416",
"Value": "Kiravoy River"
},
{
"Key": "2934e22f-637c-4d7a-9d82-78ba51ec3c18",
"Value": "The homeland of the elven race on Golarion, Kyonin was almost
completely evacuated by the elves just before the fall of the Starstone. They only
recently (by elven standards) returned to Golarion to reclaim their ancient
homeland and have become an isolationist realm, allowing few non-elven visitors
into their mist-shrouded capital, Iadara."
},
{
"Key": "3f97fc13-e073-48f5-a500-f11cfc8eb6ff",
"Value": "Kyonin"
},
{
"Key": "41ce1171-4f71-4f29-882e-2883279b8f2f",
"Value": "Lake Reykal is a grand lake in Brevoy, 90 miles wide and 45 miles
tall at its widest point. Two great rivers empty into it, the Awzera from the West,
flowing down from the Golushkin Mountains and the lands of House Garess, and the
East Sellen River, flowing down from the Icerime Peaks and through the Gronzi
Forest."
},
{
"Key": "42272616-ddb4-4935-9512-0a3f81b4c56a",
"Value": "Lake Reykal"
},
{
"Key": "7e1bd19b-caa0-4351-b533-06685901474b",
"Value": "Lake Silverstep"
},
{
"Key": "7f36d2a4-b704-4734-b645-788a8a68b973",
"Value": "The Lands of the Linnorm Kings are kingdoms as wild and untameable
as the people who live there. Nestled on the northwestern tip of Avistan, it is a
realm of taiga and marshland that spends much of the year frozen beneath layers of
snow, a place utterly inhospitable to all but the hardiest people. The region is
ruled by a small group of Linnorm Kings, each having earned his or her crown by
killing a linnorm."
},
{
"Key": "b2e15453-61ec-43fd-90a2-00b5c2943a62",
"Value": "Lands of the Linnorm Kings"
},
{
"Key": "eec3e281-d804-4f27-9b1a-b07ce48386c2",
"Value": "Littletown"
},
{
"Key": "2bdacded-ae16-4574-8878-ce6547131d9e",
"Value": "Mud Bowl"
},
{
"Key": "e782aa20-8080-40fe-92cd-5d02e5fb385b",
"Value": "The Mwangi Expanse is the catch-all term given to the wild interior
of the continent of Garund. While the untamed jungle is dangerous and unwelcoming
to outsiders, it is home to myriad advanced and ancient civilizations whose mastery
of magic and nature are unparalleled beyond the Expanse's borders. Foreigners (most
notably the Aspis Consortium) travel into the Expanse in search of treasure. The
usual hazards of jungle exploration are made worse by the existence of evil
spirits, sentient plants, and juju cults but legends of lost cities of gold and
incredible riches continue to attract visitors."
},
{
"Key": "986134cb-8d65-4c98-a787-0775c0a33cc8",
"Value": "Mwangi Expanse"
},
{
"Key": "6270c664-3361-4e06-bc7b-573751b1622f",
"Value": "New Stetven stands on the southern bank of Lake Reykal in central
Brevoy and serves as the nation's capital. Today, New Stetven is a bustling trade
city, acting as a hub for exporting Brevoy's rich supply of grain, fish, timber,
and ore to the rest of the northern kingdoms."
},
{
"Key": "b7207539-ad5b-4edf-bc1f-a63045c29fbc",
"Value": "New Stetven"
},
{
"Key": "8655b132-e426-4705-8ea8-9ec32dfb4d50",
"Value": "Pitax's origins lie with brigands from their neighbor to the north,
Brevoy, who sought sanctuary amid the forests of the River Kingdoms. A band of
vicious thieves made a hideout in a riverside hamlet known as Pitax. As they
visited there year after year, their ill-gotten gold slowly transformed Pitax into
something considerably larger than a simple, sleepy fishing village. Eventually,
the bandits settled in Pitax permanently, building walls\naround the village,
hiring sellswords to help defend against their enemies, and crowning themselves
kings of a newfound realm. With this, Pitax became a permanent fixture of the River
Kingdoms, able to survive and thrive for nearly four centuries while others around
it withered and decayed."
},
{
"Key": "a59b73c8-5677-4e47-aa87-79ec2b17c8ab",
"Value": "Pitax (City)"
},
{
"Key": "e46849f4-e037-484a-be1d-422c41020a17",
"Value": "Nidal is one of the oldest surviving countries in Avistan, having
been founded during the uncounted years of the Age of Darkness. Even though it is
now beholden to the neighboring infernal realm of Cheliax, it retains significant
autonomy to pursue its own shadowy goals."
},
{
"Key": "52a59b80-88fe-4b9d-84b8-c0730b52ddd1",
"Value": "Nidal"
},
{
"Key": "2b2524e4-d9d2-480b-84c8-de5e1958c9be",
"Value": "Nivakta's Crossing is a village at the very southern edge of
Rostland, protected by a wooden palisade wall surrounding it. The South Rostland
Road runs through the village, as does the road leading to the newly established
settlement at Varnhold. This place is home to trappers, anglers, hunters and
tradesmen. The locals are a serious bunch and very suspicious of strangers
especially those from the the Stolen Lands."
},
{
"Key": "2581b7f0-fc70-4152-a0a4-dc4ab0f956ba",
"Value": "Nivakta's Crossing"
},
{
"Key": "e387a0fa-63ce-4cd8-b6ff-bd210d8d6d72",
"Value": "Once a rising power poised to unite its neighbors under its banner,
Numeria's leadership has fallen into decay. Here, savagery and science exist side
by side. Amid the wreckage of a crashed starship from a distant world,
technomancers from across Golarion flock to research and exploit the technological
wonders found within the otherworldly ruins; meanwhile, tribes of primitive
barbarians cling to an age-old tradition and eschew technology in favor of their
own raw skill and martial prowess. This is a nation where, under the auspices of
technological advancement and the betterment of civilization, a select few rule a
subjugated nation as despots and tyrants, placing their own power and continued
reign above the well-being of their citizens."
},
{
"Key": "b335c1ed-ad01-4bed-9de2-948598d2dc62",
"Value": "Numeria"
},
{
"Key": "cfb3d4af-1ce6-49ac-aff4-1a73a2b047f9",
"Value": "Oleg's Trading Post"
},
{
"Key": "ccfdb49a-b98a-4781-bab2-1b1e198a7410",
"Value": "Oppara is the capital of Taldor, and by far the largest city in the
realm. It is an ancient and thriving city which earned the title the Gilded City
because of the many roofs, spires, and domes that once glittered with gold plating
in the high afternoon sun. Even though the metal was long ago stripped away, Oppara
remains the example of what the empire once was, though today it is plagued with
mismanagement, selfish aristocrats, poverty, and crime."
},
{
"Key": "8ed4e854-7141-4c55-9554-c86be066861c",
"Value": "Oppara"
},
{
"Key": "8e8fb0e5-8263-4eb1-a69c-dd3f19ba48d0",
"Value": "One of the first civilizations to rise in the wake of Earthfall,
Osirion is also one of the greatest empires in the history of Golarion, a nation of
great knowledge, wealth, and power. This ancient land harbors pyramids, mummies,
terrible curses, and endless sand, as well as a culture steeped in proud
traditions: devout respect for the gods, dedication to communal service, and
unswerving devotion to its rulers. Osirion today is just emerging from millennia of
Keleshite rule and regaining the legacy of the pharaohs supplanted by these foreign
oppressors."
},
{
"Key": "056aa3ab-dd68-4523-9516-08ec5fcd6c6a",
"Value": "Osirion"
},
{
"Key": "10800440-6055-4bf4-bf67-705ba823ab65",
"Value": "A region of the Stolen Lands bordering with Brevoy. It has fewer
monsters than the woods or marshes, but is plagued by numerous bandits. For many
years, Oleg Leveton's trading post has served as the only bastion of civilization
in this inhospitable realm."
},
{
"Key": "caea6462-a55f-469a-86df-d90253d1ea22",
"Value": "Outskirts"
},
{
"Key": "b23e8761-c3bc-41a6-8b87-e933723c7c55",
"Value": "The vast Padishah Empire of Kelesh dominates much of south-central
Casmaron. It grew during the Age of Destiny, and its line of emperors has been
unbroken for thousands of years. Half a dozen satrapies the size of countries
separate Qadira from the imperial heartland of Kelesh. Each satrapy pays homage to
the decrees of the empire, but the the grip of the empire is looser the farther one
goes from its heart."
},
{
"Key": "ede4cc6d-8d44-4a9c-b126-f3d31fcdbfda",
"Value": "Padishah Empire of Kelesh"
},
{
"Key": "d3f49974-9db0-4ab2-a0b0-5fe452125693",
"Value": "The Pit of Gormuz is a 20-mile-wide chasm located in the Windswept
Wastes of eastern Casmaron. Over thousands of years, a dozen Spawn of Rovagug have
emerged from the Pit to threaten Golarion, and legends tell that the god Rovagug
himself is bound at the bottom of the Pit in time immemorial."
},
{
"Key": "fd9bedd9-9fed-4d4a-87b3-e07bd5e8773e",
"Value": "Pit of Gormuz"
},
{
"Key": "f5678032-bb5f-43b8-b6c3-15dd225f820e",
"Value": "One of the numerous tributaries of the great River Sellen � a fast
stream known for its treacherous rapids, and an even more treacherous city by the
same name standing on its shore."
},
{
"Key": "0e4f79dc-e2fb-43f2-9af2-3dee7a4aec15",
"Value": "Pitax River"
},
{
"Key": "69ef25a2-f454-454e-86cb-78496cf3e21e",
"Value": "A nation of free thinkers and radicals renowned for brilliant
poets, artists, and philosophers whose ideas shaped the politics of the whole of
Avistan. Galt was once a vassal nation of Cheliax. After the death of Aroden and
the rise of House Thrune in Cheliax, the people of Galt decided to throw off their
foreign rulers, along with their own nobles who had colluded with them. The
executions did not end the bloodshed and within five years, the severed heads of
the ministers of the first government rolled down the steps of the guillotine. In
the forty years since, over a dozen governments have ruled Galt, rising and falling
like the waves of a stormy sea."
},
{
"Key": "015c212f-4ae6-46e5-a398-1313dd78ca55",
"Value": "Galt"
},
{
"Key": "61a196da-b3c5-48d2-bb8c-abe26681b188",
"Value": "The westernmost province of the Padishah Empire of Kelesh, Qadira
is a kingdom with the power of the sprawling empire at its back. Qadira is Kelesh's
doorway to the Inner Sea region, and is perhaps the single most valuable piece of
real estate on Golarion."
},
{
"Key": "9c4fb977-c5b7-4456-b180-601cd9935c43",
"Value": "Qadira"
},
{
"Key": "e3b415e7-2274-4974-b2d1-199f2d8873aa",
"Value": "The nation of Rahadoum in northwestern Garund is unusual in that it
is the only nation known to have forbidden the practice of any and all religions in
the wake of the Oath Wars, which raged centuries ago between the faiths of Nethys,
Norgorber, and Sarenrae."
},
{
"Key": "2a2cf6c1-3f34-442d-acca-d3098157e8fc",
"Value": "Rahadoum"
},
{
"Key": "9ccc2e10-368c-489f-b254-1c1ac3cc49fb",
"Value": "The realm known as Razmiran was once just another turbulent,
violent River Kingdom, the Arch-Duchy of Melcat, where leadership changed as often
as the years. This ended in 4661 AR when the land was conquered by Razmir, a tyrant
claiming to have ascended to godhood."
},
{
"Key": "3af92f08-a4cf-45c9-8331-4610b03acf8c",
"Value": "Razmiran"
},
{
"Key": "9eba4609-49dc-4290-a515-d01ab770f751",
"Value": "A realm of megafauna inhabited by humans almost as savage as the
pre-historic beasts surrounding them, the Realm of the Mammoth Lords is a land in
Avistan's far-north that is home to myriad nomadic tribes of Kellid barbarians."
},
{
"Key": "61c583cd-30ff-4c08-89b7-ced0578480e0",
"Value": "Realm of the Mammoth Lords"
},
{
"Key": "c0e1819b-57b7-4457-b8d6-e85b903bc20a",
"Value": "Red Kiravoy"
},
{
"Key": "d927baf6-d3fa-48d7-bae9-c06913779665",
"Value": "An ancient trade route, built centuries ago by the dwarves form the
Five Kings Mountains. Since their departure, the road has deteriorated, thick grass
has grown between its cobblestones � but it will take a lot of time for this
specimen of dwarven craft to disappear completely."
},
{
"Key": "49443ced-003b-4081-916c-de57c1e59290",
"Value": "Road of Shields"
},
{
"Key": "4b921c93-96ac-4233-b9ea-efd298fbcc7d",
"Value": "The fertile region of Rostland is one of the two nations
conglomerated into the modern day state of Brevoy in northeastern Avistan. Known
for its master swordsmen and proud, defiant citizenry, Rostland stands on the verge
of civil war with its northern neighbor Issia, which has gained political control
of the region since the disappearance of Brevoy's ruling House Rogarvia in 4699
AR."
},
{
"Key": "fe159e8a-fc26-45e9-9b96-0843278d55a5",
"Value": "Rostland"
},
{
"Key": "7916a44b-9c9f-4fdc-82c2-16f2bf35062a",
"Value": "Runoff Creek"
},
{
"Key": "cc73b666-cfa3-4ff7-bed3-a60bb3b9b51c",
"Value": "The Rushlight is a small yet unusually deep lake located about a
dozen miles north of Pitax, but still technically within the Stolen Lands. It has a
paradoxical reputation for bestowing both great and terrible luck. Its name comes
from the lights that dance upon its surface, spectral flames of green and blue that
whisk into life, slash across the water, and then disappear. During the day the
lights are hard to see, but occasionally one can see flashes of brilliance that
streak across the water's surface. Witnessing these \"daylights\" is thought to
bring good luck. At night the lights are easy to see, and local legend holds that
to look upon their eerie glow is to be coaxed by the spirits of the lake, charmed
into entering the water and drowning amid the spectral flames."
},
{
"Key": "f6c6d721-749b-40a0-a5fe-3502f7212586",
"Value": "Rushlight"
},
{
"Key": "b09b7505-4002-4c5f-8716-7d62b363cfbc",
"Value": "A small branch of the Pitax River, flowing into the Rushlight. For
years, Irovetti, the king of Pitax, chose its shore as the place for his awe-
inspiring annual tournament."
},
{
"Key": "fdf0f3cc-c8d4-4152-b359-3b83a58969a8",
"Value": "Rushlight River"
},
{
"Key": "27ab7b1c-693b-4eba-9464-038e56fa17c2",
"Value": "Narlmarches"
},
{
"Key": "fbc96c19-5d6a-4809-9a3b-86ac717cb160",
"Value": "The cyclopes entombed here used to perform unbelievable feats in
the name of their liege. He decided to immortalize their names and deeds � but
nothing is immortal. The glyphs on crumbling stones have worn away, and now there
is no way to learn who is entombed here and what wonders they accomplished in
life."
},
{
"Key": "ce634eff-e412-47ff-8d3a-2ec600fe77f9",
"Value": "Sepulcher of Forgotten Heroes"
},
{
"Key": "f9bfaa41-b52a-417e-9bf7-534dbaab0288",
"Value": "The Shrike Hills are named after the Shrike River, winding along
them, which, in turn, got its name from the numerous flocks of birds that nest
along its length. Deep and affluent, it could have made a great trade route if not
for its numerous and deadly rapids. The hills are equally deceptive � green and
lush, they shelter countless monsters and bandits."
},
{
"Key": "ae5a1e5b-5034-4da4-8c6f-120de9010aa7",
"Value": "Shrike (Region)"
},
{
"Key": "ecbd06e8-6f76-45c5-ba1f-10e4508165af",
"Value": "A demon-haunted wasteland that lies at the northern-most reaches of
central Avistan, the Worldwound is an unnatural blight: it is a rift to the Abyss
opened on the Material Plane. It appeared shortly after the death of the god Aroden
at the beginning of the Age of Lost Omens, and is probably the greatest threat to
life on the face of Golarion."
},
{
"Key": "12a239e8-d697-4a89-be19-3c7d34628ee3",
"Value": "Worldwound"
},
{
"Key": "c1394fe8-f010-4b8f-9c7a-5115ebb2a7a1",
"Value": "Whiterose Abbey"
},
{
"Key": "5c790909-c28a-4120-bd97-34c9b127d051",
"Value": "Silverhall is a city that is located on the Awzera River in Brevoy,
just before the river empties into Lake Reykal."
},
{
"Key": "5f3c4df9-d4d2-47ad-a4ee-fd9538f1facc",
"Value": "Silverhall"
},
{
"Key": "bf16ad94-9a3f-4388-898c-f2f056c6e562",
"Value": "The cleanest and clearest source of water in the Stolen Lands, Lake
Silverstep draws from countless pristine streams and rivulets cascading down the
steep tors to the east. Dozens of small waterfalls and foamy cascades make the
lake's eastern shores places of eldritch beauty, where ancient willows spread mossy
canopies over islands of flowering reeds and lilies. More than one eager wanderer,
incited by fairy tales of gems and dragon silver, has discovered the caverns hidden
behind several of the lake's falls, just at its waterline, and below. Those who
return speak of connections with caverns that run deep beneath the Tors of
Levenies, of monstrous ossuaries, and of strange eyes that glow in the depths.
Most, however, are never seen again."
},
{
"Key": "cb338782-82b2-48e0-ac96-a9abda49c054",
"Value": "Silverstep (Region)"
},
{
"Key": "f81945d2-75f9-4c20-b58f-d68d90421824",
"Value": "Mighty dwarven fortresses that can be found throughout Avistan and
Garund, the first to be built by the stout folk when they emerged onto the surface
world during the Age of Darkness. Although ten citadels were built in total, only a
few have survived intact to the present day, and fewer still are held by the
dwarves."
},
{
"Key": "02d4ed8d-2405-4c08-9d9c-5af3283f878b",
"Value": "Sky Citadels"
},
{
"Key": "c41e7797-9e96-4528-a19b-1c8e8d35f47a",
"Value": "This old track starts in Restov and goes west along the border
between Brevoy and the Stolen Lands. In the spring it becomes so muddy that a horse
could drown on it along with the carriage. No matter what season it is, travelers
are menaced by monsters of every size, from mosquitoes to wyverns."
},
{
"Key": "1436c707-0fd7-4b23-a16c-5e2f687550e8",
"Value": "South Rostland Road"
},
{
"Key": "115ad1bc-6b74-4e74-a416-3113bb0d39a6",
"Value": "A city just as brutal and as harsh as the unforgiving Numerian land
that it is capital of. The place is a mockery of the soft capitals of the south,
with a level of decadence which would put even Taldor to shame. This decadence is
surrounded by the filthy reek of human misery. Here the Black Sovereign, Kevoth-
Kul, rules at the whim of the Technic League, while the rest of city suffers under
his harsh rule."
},
{
"Key": "bcb17444-73e6-4d74-9745-0b943b503ddd",
"Value": "Starfall"
},
{
"Key": "2c42520a-b9bb-4b04-80e1-0df32f4d3cef",
"Value": "Knights, fair maidens, heroic adventures, and righteous quests �
these are the legends of Old Taldor. But the once-powerful empire has fallen from
its former glory. Now rival nobles battle each other with bitter knights and proxy
armies for personal power rather than honor."
},
{
"Key": "fcbec699-c95e-4741-bcb6-bc33b3a450c7",
"Value": "Taldor"
},
{
"Key": "92068ef2-4f1d-4281-b236-6e422ac5b24a",
"Value": "Tuskwater"
},
{
"Key": "bbc0ff72-d08c-46ad-acb1-28d614d234be",
"Value": "Talon Peak"
},
{
"Key": "25f9d0e3-6853-4587-b4ec-8f12cab29029",
"Value": "Temple of the Elk"
},
{
"Key": "5d6a2908-b2bd-41ba-aaaa-2fc1334a849e",
"Value": "The ancient empire of Thassilon existed in the waning years of the
Age of Legend, and occupied parts of what today are the nations of Varisia, the
Hold of Belkzen, and the Lands of the Linnorm Kings. While its power was great,
struggles for control within the nation were near-constant, and it was finally
destroyed by the devastation of Earthfall. All that now remains are mysterious
ruins scattered throughout its former territories."
},
{
"Key": "83c57f90-efd8-4bef-8608-67418473e6c4",
"Value": "Thassilonian Empire"
},
{
"Key": "70e8f1e5-de5b-4251-a944-0ef119a1477a",
"Value": "A holy site for followers of Sarenrae. It is situated in
Zelshabbar, a satrapy of the Empire of Kelesh in Casmaron. The oasis is said to
have healing and rejuvenating qualities, and followers of the sun goddess come from
far and wide to bathe in the water and to commune with fellow members of the faith
from other lands. Unfortunately, with the pilgrims come those who wish to prey upon
them, and some of them end up robbed or beaten, or worse."
},
{
"Key": "89ca887e-2612-4f74-9342-2fdf2d07f30e",
"Value": "The�Everlight Oasis"
},
{
"Key": "61ef2125-2713-439f-b98c-c9fcf9d98f5d",
"Value": "Thorn River"
},
{
"Key": "857c6b37-bb9e-4b6d-a9dc-216affb5f665",
"Value": "Lying in the Stolen Lands, the Thousand Voices is one of the
densest wildernesses in the River Kingdoms. It features a great variety of life,
and an even greater number of mysteries."
},
{
"Key": "98a464a1-ba09-4ce1-8315-de331790081b",
"Value": "Thousand Voices"
},
{
"Key": "8284867f-540f-4dd2-8283-65bf441bfa0e",
"Value": "The Thousand Voices is a mysterious and strange place, filled with
tall beech, white oak, and hemlock groves. Those who speak of it are quick to
mention the tales of unexplained disappearances, ghosts, and winding paths which
encircle and confuse those who dare to walk the forest path."
},
{
"Key": "092d5336-aa02-483c-a09a-3f07e2c8b7cb",
"Value": "Thousand Voices"
},
{
"Key": "7207a8e7-e85e-4e0e-964d-586f0dbd0bf4",
"Value": "Situated on the southern edge of the Inner Sea, between ancient
Osirion and godless Rahadoum, Thuvia is a land focused almost entirely on the
export of a single product. For over three thousand years it has been the sole
manufacturer of sun orchid elixir, an alchemical brew which, if taken regularly,
will stop the aging process."
},
{
"Key": "82b6fb42-a939-44b0-99ef-8c094df48e3b",
"Value": "Thuvia"
},
{
"Key": "f725ab00-164b-447b-986c-90dc94f0ac7e",
"Value": "Tors of Levenies"
},
{
"Key": "2f558b8f-4af9-4065-9831-0d3a22d91de1",
"Value": "An abandoned dwarven keep where two races � trolls and kobolds �
settled together, attempting to create their own kingdom. Such an unlikely union
could have been created only by a true genius � at least by kobold standards."
},
{
"Key": "1a3cef89-f673-43d2-a170-f21b2934b2af",
"Value": "Trobold"
},
{
"Key": "7611f0db-08c1-45a6-89a0-fa43f91bc9c3",
"Value": "Candlemere"
},
{
"Key": "6d80e22c-3b5e-4acd-a788-903a5a3cc223",
"Value": "The planet Golarion orbits a yellow sun in the far reaches of the
Material Plane. Third of eleven in orbit, this blue planet contains vast oceans and
lush green lands, the perfect environment for countless cultures to thrive. Indeed,
Golarion is the most populous planet in its solar system. Due to its innately
hospitable and life-sustaining environment compared to other worlds, presumably the
work of the gods, astronomers sometimes refer to Golarion as 'the Child'.
Astronomers on other planets, however, often refer to Golarion as 'the Cage' in
reference to its cosmic role as the prison of the mad god Rovagug, who lies bound
at the world's core."
},
{
"Key": "39611291-1036-4c22-b204-3b03ba04afd8",
"Value": "�"
},
{
"Key": "e0d91160-6c3c-4ae0-82d9-a08d392562dd",
"Value": "Weight (in descending order)"
},
{
"Key": "032285dc-9254-4e68-8123-55ef752a1bcd",
"Value": "Quality"
},
{
"Key": "e5e94f49-4bf6-4813-b4d7-8e4e9ede3d11",
"Value": "Weapon"
},
{
"Key": "b43922c2-5435-45eb-bdf9-6e33e6bef0ae",
"Value": "Armor"
},
{
"Key": "a0a78ba8-656c-46df-b0b5-c9c2261d3b06",
"Value": "Accessories"
},
{
"Key": "98a2cdaa-2880-4aef-b5be-9e4b2ff88803",
"Value": "Usable"
},
{
"Key": "9af8dd49-cb0d-4137-8d2e-a0fccdeeca0c",
"Value": "Quest"
},
{
"Key": "48022917-a71e-4d08-ab67-483c9f3f1466",
"Value": "Type (in ascending order)"
},
{
"Key": "c5f12e1e-448d-4d12-96ec-967fa14dcb89",
"Value": "Type (in descending order)"
},
{
"Key": "d24b2212-8e5d-48cd-af13-81e91873e1a2",
"Value": "Price (in ascending order)"
},
{
"Key": "1948c9c0-6776-499d-b418-711cf05e7bbd",
"Value": "Price (in descending order)"
},
{
"Key": "9afea6ec-6716-434f-a2df-8d012736ebaa",
"Value": "Name (from A to Z)"
},
{
"Key": "eb8a7fdd-8612-46b0-b425-46f69588bb8b",
"Value": "Name (from Z to A)"
},
{
"Key": "b05b17ea-d0ae-4967-8c60-0ce47fa3d9dd",
"Value": "Date (from oldest to newest)"
},
{
"Key": "933ed4cb-a136-4738-8fdd-eeb010c67fb9",
"Value": "Date (from newest to oldest)"
},
{
"Key": "c66985b8-d020-4926-91fe-83cccfb281f9",
"Value": "Weight (in ascending order)"
},
{
"Key": "520d46ae-9cf3-42e6-a88e-e6f8956e5522",
"Value": "Copy"
},
{
"Key": "4c19debe-4ac5-4d65-9c44-d4a47718518b",
"Value": "Copy Recipe"
},
{
"Key": "f78e099c-ad11-4402-b8d5-deac7ab140b8",
"Value": "Copy to Spellbook"
},
{
"Key": "29197da2-2bd7-48a8-9c29-52fb5932afb0",
"Value": "Potion of"
},
{
"Key": "02127d26-b682-49be-af74-4b5ab9a07ca3",
"Value": "Scroll of"
},
{
"Key": "7e951a61-9a79-45bb-b8d8-3056b1d14595",
"Value": "Wand of"
},
{
"Key": "e43de05a-754c-4fa4-991d-0d33fcf1c767",
"Value": "Bracers"
},
{
"Key": "832b5ae0-1a3f-4e8a-a0f8-740b09e5b2ff",
"Value": "Some sort of magical item"
},
{
"Key": "52cd9e19-e66f-48e5-8e7b-fe774651776f",
"Value": "Some sort of magical item"
},
{
"Key": "dfa95469-ed91-4fc6-b5ef-89a466c50d71",
"Value": "Shield"
},
{
"Key": "04d0daf3-ba89-44d5-8b6e-84b544e6748d",
"Value": "Ring"
},
{
"Key": "ec07d8b6-9fca-4ba2-82b6-053e84ca9875",
"Value": "Belt"
},
{
"Key": "1ea53023-2fd8-4fd7-a5ca-99cbe0d91728",
"Value": "Boots"
},
{
"Key": "628bab11-aeaf-449d-859e-3ccfeb25ebeb",
"Value": "Gloves"
},
{
"Key": "45aa1b41-2392-4bc5-8e9b-400c5926cfce",
"Value": "Helmet"
},
{
"Key": "71cc03f0-aeb4-4c0b-b2da-9913b9cab8db",
"Value": "Amulet"
},
{
"Key": "823f1224-8a46-4a58-bcd6-2cce97cc1912",
"Value": "Cloak"
},
{
"Key": "b1512daf-5b70-4dc0-b82a-4d3afd4958eb",
"Value": "{0} BP"
},
{
"Key": "f5c9828b-d310-427f-a9a5-d946eb682c84",
"Value": "{0} BP / month"
},
{
"Key": "aae84f72-e6ca-4829-a670-81da1410cf80",
"Value": "Strength measures a character's physical power. This ability is
important for those who engage in hand-to-hand combat, such as fighters, monks,
paladins, and some rangers. Strength also determines the maximum amount of weight
your character can carry.\nIf a character's Strength falls to 0, they become too
weak to move, and fall unconscious. Some creatures (such as incorporeal ghosts) do
not possess a Strength score and have no modifier at all to Strength-based skills
or checks.\nYour character's Strength modifier applies to:\nMelee attack
rolls.\nAthletics and Strength checks (for breaking down doors and the
like).\nDamage rolls when using a melee weapon or thrown weapon, including a sling.
Note that off-hand attacks receive only half the character's Strength bonus, while
two-handed attacks receive 1.5 times the Strength bonus. A Strength penalty, but
not a bonus, applies to attacks made with a bow, unless it's a composite bow."
},
{
"Key": "8cd8dcd2-4c70-405d-be6d-1368bb9ece00",
"Value": "Strength (Str)"
},
{
"Key": "0057761a-1d08-4de4-903d-56d503f4e227",
"Value": "You can never have more ranks in a skill than your total number of
Hit Dice."
},
{
"Key": "34ccc432-9d06-4c2d-9755-77eb0bdd4466",
"Value": "Max rank"
},
{
"Key": "5b72c34b-170a-4b92-a3f5-67999493f6be",
"Value": "[need description]"
},
{
"Key": "ba516db3-1d33-4bc4-835e-9c80c7756bd5",
"Value": "Points for increasing skills."
},
{
"Key": "25ed673a-ab8c-4f2b-b5d0-7628836d385c",
"Value": "Skills points"
},
{
"Key": "b9f8b797-4a04-498b-bc57-056482348f11",
"Value": "Your attack bonus with a melee weapon is the following:\nBase
attack bonus + Strength modifier + size modifier"
},
{
"Key": "b16fb4ba-1de2-44ea-ac9b-6fac14a8439e",
"Value": "Melee Attack Bonus"
},
{
"Key": "cf4dd20b-54ad-4296-ba9c-373b150c81b4",
"Value": "Your attack bonus with ranged weapon is the following:\nBase attack
bonus + Dexterity modifier + size modifier + range penalty"
},
{
"Key": "c4d94652-97ca-4328-acab-941dca4bb3a2",
"Value": "Ranged Attack Bonus"
},
{
"Key": "7f7441eb-5680-4262-92e4-6d5112254303",
"Value": "As a character overcomes challenges, defeats monsters, and
completes quests, he gains experience points. These points accumulate over time,
and when they reach or surpass a specific value, the character gains a level."
},
{
"Key": "9b2e5eda-e242-4436-873f-14dc91409d93",
"Value": "Experience Points"
},
{
"Key": "2a180fcb-a771-4952-9c8a-a25e9901d01e",
"Value": "Each class has a number of favored skills, called class skills. It
is easier for your character to become more proficient in these skills, as they
represent part of his professional training and constant practice. You gain a +3
bonus on all class skills that you put ranks into. If you have more than one class
and both grant you a class skill bonus, these bonuses do not stack."
},
{
"Key": "50de6557-4a23-4b3a-8a33-a95c5ed6e1d2",
"Value": "Each class has a number of favored skills, called class skills. It
is easier for your character to become more proficient in these skills, as they
represent part of his professional training and constant practice. You gain a +3
bonus on all class skills that you put ranks into. If you have more than one class
and both classes grant you a class skill bonus, these bonuses do not stack."
},
{
"Key": "c2be184c-c6a0-480c-8c1e-7628ee18799a",
"Value": "Class skills"
},
{
"Key": "4d95959c-32f5-4fd4-94c8-0c9a55bbe30c",
"Value": "Class skill"
},
{
"Key": "9825841d-0c53-4fa5-8bdc-a38b4e9b1708",
"Value": "Overcoming target's spell resistance requires a successful check."
},
{
"Key": "7de1802d-0fd3-452c-bd29-b6d0c987e1a1",
"Value": "Spell penetration"
},
{
"Key": "e1b039ff-45fd-417a-8143-68b823b979fc",
"Value": "A special modifier, granted for being a member of a specific race."
},
{
"Key": "3d5cbb57-f625-4d67-9505-01848eb8e737",
"Value": "Race modifier"
},
{
"Key": "61aedbc0-9396-4f18-b996-92925e47de48",
"Value": "Each creature has a base attack bonus, representing overall combat
skill. As a character gains levels or Hit Dice, his base attack bonus increases.
When a creature's base attack bonus reaches +6, +11, or +16, it receives an
additional attack when it makes a full attack."
},
{
"Key": "b54b9aa3-2890-48b1-a625-44541f869e67",
"Value": "Base Attack Bonus (BAB)"
},
{
"Key": "55d911c0-c5c3-4485-a284-6b83fdc84c5c",
"Value": "A spell's effects (such as range, duration, and damage dealt)
typically depend on its caster's level, which for most spellcasting characters is
equal to their class level.\nSometimes a class feature or other special ability
provides an adjustment to your casting level. In that case, the adjustment applies
not only to the spell's effects, but also to the spell's chances of overcoming your
target's spell resistance, and the level used in dispel checks (and the DC of the
check)."
},
{
"Key": "c49ecae7-7046-4190-b64b-081746b431ee",
"Value": "Caster Level"
},
{
"Key": "85d9ff5a-01a2-4329-a2e1-063e53c2f0b7",
"Value": "A character's class is one of his or her most defining features.
It's the source of most of their abilities, which determine the character's role in
any adventuring party."
},
{
"Key": "8e4f5fd5-6c91-42a0-98c7-88ef9d1056b8",
"Value": "Character Class"
},
{
"Key": "565dc587-8e8f-4f3e-995c-52ea40276276",
"Value": "Every character has a Combat Maneuver Bonus (or CMB) that
represents their skill in performing combat maneuvers. A character's CMB is
determined using the following formula:\n<b></b>\n<b>CMB = Base attack bonus +
Strength modifier + size modifier</b>\n<b></b>\nCreatures that are size Tiny or
smaller use their Dexterity modifier in place of their Strength modifier to
determine their CMB. The size modifier for a creature's Combat Maneuver Bonus is as
follows:\nFine �8\nDiminutive �4\nTiny �2\nSmall �1\nMedium +0\nLarge +1\nHuge
+2\nGargantuan +4\nColossal +8\nSome feats and abilities grant a bonus to your CMB
when performing specific maneuvers."
},
{
"Key": "ef42d4e6-4bc6-49e5-a78e-a430f134a8ac",
"Value": "Combat Maneuver Bonus"
},
{
"Key": "d415b46e-b552-47ef-9029-97b69f0cc26a",
"Value": "Every character has a Combat Maneuver Defense (or CMD) that
represents their ability to resist combat maneuvers. A character's CMD is
determined using the following formula:\n<b></b>\n<b>\nCMD = 10 + Base attack bonus
+ Strength modifier + Dexterity modifier + size modifier + miscellaneous
modifiers</b>\n<b></b>\nThe size modifier for a creature's Combat Maneuver Bonus is
as follows:\nFine �8\nDiminutive �4\nTiny �2\nSmall �1\nMedium +0\nLarge +1\nHuge
+2\nGargantuan +4\nColossal +8\nSome feats and abilities grant a bonus to your CMD
when resisting specific maneuvers.\nA creature can also add to its CMD any bonuses
to its AC based on circumstance, deflection, dodge, insight, luck, morale, and
profane and sacred bonuses. Any penalties to a creature's AC also apply to its CMD.
A flat-footed creature does not add its Dexterity bonus to its CMD."
},
{
"Key": "222dc739-e028-43aa-ab61-564538af978f",
"Value": "Combat Maneuver Defense"
},
{
"Key": "d83cf69e-b218-4e7b-8403-8a6bc973e856",
"Value": "To cast a spell, you must concentrate. If something interrupts your
concentration while you're casting, you must pass a concentration check or lose the
spell. When you make a concentration check, you roll d20 and add your caster level
and the ability modifier used to determine bonus spells of the same type. Clerics,
druids, inquisitors and rangers add their Wisdom modifier. Bards, paladins, and
sorcerers add their Charisma modifier. Finally, wizards add their Intelligence
modifier. The more distracting the interruption and the higher the level of the
spell you are trying to cast, the higher the DC. If you fail the check, you lose
the spell just as if you had cast it to no effect."
},
{
"Key": "db4db3f3-9299-47f1-9e35-0cf58feac009",
"Value": "Concentration"
},
{
"Key": "cafd8d27-4184-48c1-a3b9-b14e3a165981",
"Value": "Some magic creatures have the supernatural ability to instantly
heal damage suffered from weapons, or ignore blows altogether as though they were
invulnerable. Sometimes Damage Reduction (DR) represents such instant healing.
Sometimes it represents the creature's tough hide. In any case, when a character
sees that their attacks are failing, they may switch to a different type of
attack.\nA creature's DR is the amount of damage the creature ignores from normal
attacks. Usually, a certain type of attack can overcome this reduction. This
information is separated from the damage reduction number by a slash. For example,
DR 5/magic means that a creature takes 5 less points of damage from all weapons
except magical ones. If a dash follows the slash, then the damage reduction is
effective against any attack, except those that ignore DR.\nWhenever damage
reduction completely negates the damage from an attack, it also negates most
special effects that accompany the attack, such as injury, poison, a monk's
stunning, and injury-based disease. Damage Reduction does not negate touch attacks,
energy damage dealt along with an attack, or energy drains. Nor does it affect
poisons or diseases delivered by inhalation, ingestion, or contact. Attacks whose
damage is cancelled by the target's DR do not disrupt spells.\nSpells, spell-like
abilities, and energy attacks (including non-magical fire) ignore damage
reduction.\nIf a creature enjoys damage reduction from more than one source, the
two forms of damage reduction do not stack. Instead, the creature receives the
benefit of the better damage reduction given the situation."
},
{
"Key": "4a463aaa-fb2f-4d3d-a260-02840382caaf",
"Value": "Damage Reduction (DR)"
},
{
"Key": "0b65f2cf-0838-4b5a-b6fb-ac0d5217006a",
"Value": "As a character overcomes challenges, defeats monsters, and
completes quests, he or she gains experience points. These points accumulate over
time, and when they reach or surpass a specific value, the character gains a
level."
},
{
"Key": "eec4b5a0-ec81-4883-b582-d3372f4aa3cd",
"Value": "Experience Points (XP)"
},
{
"Key": "5a23d329-6bc5-4e4e-8f21-046855572ac5",
"Value": "Feats represent abilities outside of the normal scope of a
character's race and class. Many of them alter or enhance class abilities or loosen
class restrictions, while others may apply bonuses to statistics, or grant the
ability to take actions otherwise prohibited by the rules."
},
{
"Key": "fb2d7868-e15c-4531-bb9e-c61b3624155d",
"Value": "Feats"
},
{
"Key": "722b9e03-a76e-47ac-ae7e-8bf3c5cb63f8",
"Value": "Hit points represent how robust and healthy a creature is. Wounds
subtract hit points, while healing (both natural and magical) restores hit points.
Some abilities and spells grant temporary hit points that disappear after a certain
duration. When a creature's hit points drop below 0, it becomes unconscious. When a
creature's hit points reach a negative total equal to its Constitution score, it
dies."
},
{
"Key": "3012e7e5-22a6-496c-a950-ad5f1bf42c40",
"Value": "Hit Points (HP)"
},
{
"Key": "ec9a802a-97d2-409e-a8f6-3610d7b3da01",
"Value": "Dexterity measures agility, reflexes, and balance. This is the most
important ability for rogues, and is vital for characters seeking to excel with
ranged weapons, such as the bow or sling. It's also useful for characters who wear
light or medium armor � or no armor at all.\nIf a character's Dexterity falls to 0,
they become immobilized.\nYour character's Dexterity modifier applies to:\nRanged
attacks made with bows, crossbows, throwing axes, and many ranged spell attacks
like scorching ray or searing light.\nArmor Class (AC), provided that the character
is able to react to the attack.\nReflex saving throws, for avoiding fireballs and
other attacks that you can escape by moving quickly.\nMobility, Trickery, and
Stealth checks."
},
{
"Key": "4236efd1-0f9d-48ed-b7e2-de171da9f078",
"Value": "Dexterity (Dex)"
},
{
"Key": "59be1a14-2c4d-4795-a93c-ff20f2fbd1cd",
"Value": "When combat begins, all creatures involved in the battle make an
initiative check to determine the order in which creatures act during combat.
Initiative is a d20 roll + Dexterity modifier + any bonus modifiers. The higher the
result, the earlier you can act."
},
{
"Key": "58e48fa8-34a8-4a05-b0f8-aa00f72a2558",
"Value": "Initiative"
},
{
"Key": "d8a5ad2f-e984-4692-acb3-a18f78bd9da6",
"Value": "The total level of the character, which is the sum of all class
levels held by that character."
},
{
"Key": "ff389383-1f53-4c7c-b3b5-1498fa8f55c0",
"Value": "Character Level"
},
{
"Key": "1216780c-f0d5-4756-8909-2b85ce66308c",
"Value": "The level of a character in a particular class. For a character
with only one class, class level and character level are the same."
},
{
"Key": "59031d42-faa4-410e-954a-bda80e71bfb4",
"Value": "Class Level"
},
{
"Key": "abc6a5e4-2655-4802-8d64-6841e6543bcd",
"Value": "A skill represents a creature's ability to perform an ordinary
task, such as climb a wall, sneak down a hallway, or spot an intruder. The number
of ranks possessed by a creature in a given skill represents its proficiency in
that skill."
},
{
"Key": "fc62e6ac-27b2-4c12-8564-f104d0df9f5f",
"Value": "Skill"
},
{
"Key": "ecef418e-5c02-4115-bceb-c050b8a5e3ca",
"Value": "This skill represents a character's talent for balance and
coordination, including aerial maneuvers, gymnastics and tumbling.\nYour
character's Mobility skill enables you to move near opponents without provoking
attacks of opportunity, keep your balance, escape from restraints, break your
falls, squeeze through tight spots, and so on."
},
{
"Key": "bed1c2a2-4180-4ae9-8cbc-41b65dd4df89",
"Value": "Mobility (DEX; Armor Check Penalty)"
},
{
"Key": "07786568-3589-442c-96ae-d0fe819f75ee",
"Value": "This skill represents a character's physical ability in such things
as leaping, scaling walls, and swimming.\nYour character's Athletics skill enables
you to catch objects, climb obstacles, jump, and so on."
},
{
"Key": "157281e2-e559-44a6-b372-74cc70747600",
"Value": "Athletics (STR; Armor Check Penalty)"
},
{
"Key": "70f51879-0289-44a3-8ec1-970bbb35e736",
"Value": "This skill represents a character's ability to perform tasks that
require delicate manipulation.\nYour character's Trickery skill enables you to
disarm traps or devices, open locks, pilfer objects from creatures, and so on."
},
{
"Key": "387adb06-6d2b-4e97-97d7-e05411c53683",
"Value": "Trickery (DEX; Armor Check Penalty; Trained Only)"
},
{
"Key": "c9244d9f-2eff-47ea-b1c2-3664af7f4212",
"Value": "This skill represents a character's ability to manipulate other
people through negotiation, deceit, or intimidation. Your character's Persuasion
skill enables you to change others' attitudes, create diversions, gather
information, intimidate and lie, and so on."
},
{
"Key": "7cd8378c-98b3-43e0-b039-bf2176ea1944",
"Value": "Persuasion (Cha)"
},
{
"Key": "e65cea84-9f83-4a03-b3dd-d9a231b0895a",
"Value": "This skill represents a character's knowledge about the natural
world. Your character's Lore (Nature) skill enables you to hunt, identify monsters,
recall knowledge about dungeons or nature, avoid random encounters, and so on."
},
{
"Key": "70d1bfa0-4156-442f-8204-a90d7bd42e5d",
"Value": "Lore (Nature) (WIS; Trained Only)"
},
{
"Key": "e5a5d23e-6423-4373-b16b-5532d01026b1",
"Value": "This skill represents a character's acuity, which enables them to
notice fine details, see danger coming, and tell when people are lying or otherwise
behaving suspiciously. Your character's Perception skill enables you to read secret
messages, get hunches, notice creatures and details, search locations, sense
motives, and so on."
},
{
"Key": "c7672377-79f1-4693-ae69-56a01d00d612",
"Value": "Perception (Wis)"
},
{
"Key": "8f84e162-e448-491e-a8bc-ca6f7f5ab652",
"Value": "Constitution represents your character's health and stamina. A
higher Constitution increases a character's Hit Points, so the ability is important
for all classes. Some creatures, such as undead and constructs, do not have a
Constitution score. Their modifier is +0 for any Constitution-based checks. If a
character's Constitution falls to 0, the character dies.\nYou apply your
character's Constitution modifier to:\nEach roll of a Hit Die. (Note that
Constitution penalties can never drop the result below 1. Thus, a character always
gains at least 1 hit point each time he advances in level.)\nFortitude saving
throws for resisting poison, disease, and similar threats.\nIf a character's
Constitution score changes enough to alter his or her Constitution modifier, the
character's hit points also increase or decrease accordingly."
},
{
"Key": "967b46e3-71d4-460e-b790-fec8f8ca31e3",
"Value": "Constitution (Con)"
},
{
"Key": "8a67d102-cce1-4e7f-86e5-ee48139632af",
"Value": "This skill represents a character's knowledge about the secrets of
deities, holy lore, and extraplanar realms. Your character's Lore (Religion) skill
is useful to identify monsters (outsiders and undead), recall knowledge about the
planes or religions, etc."
},
{
"Key": "c4eb1a0a-9770-4ad1-b654-e0b025f8372a",
"Value": "Lore (Religion) (WIS; Trained Only)"
},
{
"Key": "a416c61c-031d-465a-86b1-6ae38539db94",
"Value": "This skill represents a character's knowledge about spells, magic
items and numerous bits of magical lore. Your character's Knowledge (Arcana) skill
enables you to identify magic items and monsters (such as constructs, dragons, and
magical beasts), learn or borrow spells from spellbooks and scrolls, and recall
knowledge (about arcana)."
},
{
"Key": "67f8cf09-22f3-4d2b-a553-7b29becc3a87",
"Value": "Knowledge (Arcana) (INT; Trained Only)"
},
{
"Key": "bd2825ad-3736-41a8-bc3b-8d68afe0e2aa",
"Value": "This skill represents a character's ability to avoid detection,
allowing the character to slip past foes or strike from an unseen position. This
skill covers hiding and moving silently. Your character's Stealth skill enables you
to avoid being noticed."
},
{
"Key": "9a0c0370-0a5d-4bf0-ba34-c5447d7999cd",
"Value": "Stealth (DEX; Armor Check Penalty)"
},
{
"Key": "3b06023f-cbba-4527-98b9-2b3e491abc12",
"Value": "This skill represents a character's ability to activate magic
items, even if you are not otherwise trained in their use. Your character's Use
Magic Device skill enables you to activate wands and scrolls that you would
normally be unable to use, equip magic items that you would normally be prohibited
from equipping, and avoid the negative consequences of using dangerous magical and
cursed items."
},
{
"Key": "4acbacdf-d770-4fed-9410-056f1db103b4",
"Value": "Use Magic Device (CHA; Trained Only)"
},
{
"Key": "d9548b5c-948f-44a1-9aea-ba4e432567b8",
"Value": "This skill represents a character's knowledge about people, systems
that make civilization run, and historical events that made societies what they are
today. Your character's Knowledge (World) skill enables you to create or detect
forgeries, decipher writing, identify monsters (humanoids), and recall knowledge
about geography, history, people and places."
},
{
"Key": "fc508481-3951-421f-b688-505941be4be3",
"Value": "Knowledge (World) (INT; Trained Only)"
},
{
"Key": "dd84a7f6-6d1b-4079-b5d9-406415f3dc9f",
"Value": "Your Will reflects your resistance to mental influence as well as
many magical effects.\nGenerally, when you are subject to an unusual or magical
attack, you get a saving throw to avoid or reduce the effect. Like an attack roll,
a saving throw is a d20 roll plus a bonus based on your class and level, and an
associated ability. Your Wisdom modifier is added to your Will saving throws."
},
{
"Key": "096ce5af-5d61-4a18-b85e-753b27f1c752",
"Value": "Will"
},
{
"Key": "fe512fcc-ad27-4d76-82db-44168f7c442f",
"Value": "Your Fortitude reflects your ability to stand up to physical
punishment or attacks against your vitality and health.\nGenerally, when you are
subject to an unusual or magical attack, you get a saving throw to avoid or reduce
the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on
your class and level, and an associated ability. Your Constitution modifier is
added to your Fortitude saving throws."
},
{
"Key": "7343da18-f92b-4572-bf49-12d4947458b6",
"Value": "Fortitude"
},
{
"Key": "595734c4-3f3a-4f24-a1a1-0a89180d400d",
"Value": "To prove your ability to dodge area attacks and unexpected
situations, you must roll a successful a Reflex saving throw.\nGenerally, when you
are subject to an unusual or magical attack, you get a saving throw to avoid or
reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus
based on your class and level, and an associated ability. Your Dexterity modifier
is added to your Reflex saving throws."
},
{
"Key": "a9f44004-1f83-44b1-99b2-e776ec2f987c",
"Value": "Reflex"
},
{
"Key": "37a1e1ab-9a19-452e-bccf-ecbac8563d23",
"Value": "Character traits are abilities that are not tied to your
character's race or class. They can enhance your character's skills, racial
abilities, class abilities, or other statistics, enabling you to further customize
them."
},
{
"Key": "880cea75-f7ab-43d7-9a55-3053cdb94781",
"Value": "Traits"
},
{
"Key": "15ee6226-865b-4964-9188-49c192fe7c26",
"Value": "Special abilities are additional abilities that a character gains
by the virtue of their race, class, feats, and other means."
},
{
"Key": "daffa8b7-9ae5-4d06-a89a-8b736468a587",
"Value": "Special Ability"
},
{
"Key": "ee02989a-83fc-4d3a-9dc8-976f769234e0",
"Value": "Intelligence determines how well a character learns and reasons.
This ability is important for wizards because it affects their spellcasting ability
in many ways.\nIf a character's Intelligence falls to 0, the character loses
consciousness. Some creatures do not possess an Intelligence score. Their modifier
is +0 for any Intelligence-based skills or checks. Creatures of animal-level
instinct have Intelligence scores of 1 or 2. Any creature capable of understanding
speech has a score of at least 3.\nYour character's Intelligence modifier
affects:\nThe number of skill points gained each level. Your character always gains
at least 1 skill point per level.\nKnowledge checks.\nNote that wizards and
alchemists gain bonus spells based on their Intelligence scores. The minimum
Intelligence a wizard needs to cast a spell is 10 + the spell's level."
},
{
"Key": "728dca32-89e6-4ca0-aabf-d5a1828032b9",
"Value": "Intelligence (Int)"
},
{
"Key": "787cf617-82e9-491c-ac83-c76bd3e1a8e3",
"Value": "Creatures can be separated into different size categories ,
depending on how large they are. � Fine, Diminutive, Tiny, Small, Medium, Large,
Huge, Gargantuan and Colossal. For example, humans are of Medium size, while
halflings and gnomes are Small."
},
{
"Key": "cdd28339-8174-4785-8000-decc477f2310",
"Value": "Size"
},
{
"Key": "1a66ed3b-7e73-43e3-b024-64c9958c9611",
"Value": "Speed measures how fast a character can move in combat. It is
measured in the amount of feet that a character can move in 3 seconds."
},
{
"Key": "3d6c537b-8276-4bb4-baad-306d792a68c6",
"Value": "Speed"
},
{
"Key": "1b78e976-fbbb-4a27-9dfb-9fc2c50feafd",
"Value": "Some creatures and characters may have additional or alternative
means of perceiving the world around them, allowing them to see in complete
darkness, to locate objects by ultrasound, and so on."
},
{
"Key": "5171f962-9e2f-4638-b50c-a4c21932ffe2",
"Value": "Senses"
},
{
"Key": "22f867a5-e793-4879-a6b1-6bb81abe5e8a",
"Value": "Greater than the wars of armies and empires, beyond the ambitions
of revolutionaries and tyrants, more devastating than the fury of magic or
monsters, is the power of faith. Apart but not aloof from the races of Golarion
stand a legion of deities: merciful guardians, impassive observers, vile
destroyers, and inscrutable entities, all with designs they seek to make manifest
upon the mortal world. Awesome beings of unfathomable power, these divinities sow
their influence across the planes, whether in direct displays of miraculous might
or through the acts of their countless servants. Every deity knows that the power
of faith sets the course of a life, the shapes of a nations, and the destinies of
whole worlds. The gods seek followers among mortals � champions to take up their
banners, give voice to their doctrines, and thwart their foes. The gods seek
worshipers, and they offer to those who please them the ability to work great
miracles. All they ask in return is faith and allegiance."
},
{
"Key": "01a2f2f7-32ec-4104-bb40-d54a39807ace",
"Value": "Deity"
},
{
"Key": "59b2461d-c7bc-4956-b2a9-fd5ee936540f",
"Value": "Your attack roll represents your attempt to strike your opponent
when it's your turn to act. When you make an attack roll, you roll a d20 and add
your attack bonus. (Other modifiers may also apply.) If the result equals or
exceeds your target's Armor Class, you hit them and inflict damage."
},
{
"Key": "b0615acf-5199-45e7-974d-84b39f27ccbf",
"Value": "Attack"
},
{
"Key": "7c566759-fbd9-4504-9079-d5d79719db1e",
"Value": "If your attack succeeds, you deal damage. Your choice of weapon
determines the amount of damage you deal.\nDamage reduces a target's current Hit
Points."
},
{
"Key": "e21ffa31-a729-4c67-ae73-3847a5a8ec3c",
"Value": "Damage"
},
{
"Key": "32d7fbf5-b3be-43e1-bd8f-f56338be4476",
"Value": "When your attack roll turns up a natural 20 (the d20 shows 20),
you'll hit regardless of your target's Armor Class, and you have scored
a \"threat\", which means the hit might be a critical hit. To find out if it's a
critical hit, you immediately attempt to \"confirm\" the critical hit � by rolling
another attack roll with all the same modifiers as the attack roll you just made.
If the confirmation roll also results in a hit against the target's AC, your
original hit is a critical hit. If the confirmation roll is a miss, then your hit
is just a regular hit.\nA critical hit means that you roll your damage more than
once, with all your usual bonuses, and add the rolls together. Unless otherwise
specified, you roll for damage twice."
},
{
"Key": "de767cb3-8811-4a6f-8364-1cdd1c2627b6",
"Value": "Critical Hit"
},
{
"Key": "ff81a9d3-5fab-42dc-a1ce-05d262b1b308",
"Value": ""
},
{
"Key": "18ae657e-073d-4e7b-93e5-deff6e661af0",
"Value": "Character Class"
},
{
"Key": "3d7fd6d4-264a-489d-ba59-778b1a6a3a80",
"Value": ""
},
{
"Key": "482f31f9-972d-4abb-9d41-ad39935cb4c3",
"Value": "Race"
},
{
"Key": "c1a8f15f-bd57-4aed-ac70-490c401052e4",
"Value": ""
},
{
"Key": "44d22fba-21db-4fce-838c-c85a64246bda",
"Value": "Range"
},
{
"Key": "22d2a91b-00d4-4bfb-9dc1-04cee44100b4",
"Value": "Wisdom describes a character's willpower, common sense, awareness,
and intuition. Wisdom is the most important ability for clerics and druids, and it
is also important for monks and rangers. If you want your character to have acute
senses, strive for a high Wisdom.\nEvery creature has a Wisdom score. If a
character's Wisdom falls to 0, the character loses consciousness.\nYou apply your
character's Wisdom modifier to:\nWill saving throws (for negating the effects of
charm person and other spells).\nPerception and Lore checks.\nClerics, druids,
inquisitors and rangers get bonus spells based on their Wisdom scores. The minimum
Wisdom score needed to cast a cleric, druid, or ranger spell is 10 + the spell's
level."
},
{
"Key": "f7eab873-418e-49c1-b840-d7e5d6c4b71f",
"Value": "Wisdom (Wis)"
},
{
"Key": "f7361ea8-8fdd-49f5-beff-6de48515be0d",
"Value": ""
},
{
"Key": "443ba324-4a92-4d2c-9c40-c123d7afa1de",
"Value": "Sex"
},
{
"Key": "5c3c21ca-c1d3-49dd-9f64-f47029f27d03",
"Value": ""
},
{
"Key": "7354818c-1909-49b3-8c26-02d58e2d5c62",
"Value": "Name"
},
{
"Key": "439561fd-2f79-484d-864a-6f063d957a13",
"Value": ""
},
{
"Key": "1bd6a2f2-5789-4f70-855a-62327bb6e159",
"Value": "Description"
},
{
"Key": "d3cd9d2d-3833-4363-a726-ec9a139d2ef4",
"Value": ""
},
{
"Key": "0807d531-c698-4ae8-8442-6a004fac306e",
"Value": "Number"
},
{
"Key": "dc14dc89-f38e-4dbe-bad6-8c7ad77736e5",
"Value": ""
},
{
"Key": "71d5edc0-16d6-4393-90d7-03c12a2aa42f",
"Value": "Type"
},
{
"Key": "67996ceb-e7ac-4122-ab31-c9f3f8713e21",
"Value": ""
},
{
"Key": "632cbfb4-6ff6-4087-9d2b-6577ca047256",
"Value": "Group"
},
{
"Key": "ed998ca8-c638-43e7-97d8-0e47bb988d11",
"Value": ""
},
{
"Key": "0542371c-c5e6-4309-a2ec-451b468b81b9",
"Value": "Price"
},
{
"Key": "b38af777-6cc5-42ab-aaae-13f90841e27d",
"Value": ""
},
{
"Key": "f1164fe8-a74a-4599-856d-dfa0dd437361",
"Value": "Sell price"
},
{
"Key": "b5d794dd-8e54-4ae8-97d5-d6015784a606",
"Value": ""
},
{
"Key": "2596952b-d4e3-45d7-8f63-e4b1df6c32fb",
"Value": "Weight"
},
{
"Key": "8db7371b-7f8a-4585-bede-7148b0e3037f",
"Value": ""
},
{
"Key": "33ec1967-d8e8-4701-8580-d8fba1fdf227",
"Value": "Wielder"
},
{
"Key": "1a24d15a-4ea3-47ab-b241-e3798f5bba90",
"Value": "Charisma reflects a character's personality, personal magnetism,
their ability to lead, and their appearance. It's the most important ability for
paladins, sorcerers, and bards. It's also important for clerics, since it affects
their ability to channel energy. For undead creatures, Charisma is a measure of
their unnatural \"life force.\" Every creature has a Charisma score. If a
character's Charisma falls to 0, the character loses consciousness.\nYour
character's Charisma modifier enables you to:\nUse Magic Devices.\nInfluence
others.\nChannel energy DCs � for clerics and paladins attempting to harm undead
foes.\nBards, paladins, and sorcerers gain a number of bonus spells based on their
Charisma. The minimum Charisma needed to cast a bard, paladin, or sorcerer spell is
10 + the spell's level."
},
{
"Key": "07d760f9-d741-4252-8741-04082904642f",
"Value": "Charisma (Cha)"
},
{
"Key": "99363ec6-8ba4-41c8-a420-9c9622a44124",
"Value": ""
},
{
"Key": "3b294d97-7acc-401c-816f-50d5339bd9f7",
"Value": "Equipped slot"
},
{
"Key": "37b7c515-97ea-4a7a-ad55-d4f28e83426b",
"Value": ""
},
{
"Key": "440b4c12-4252-479b-938c-ce209929449d",
"Value": "Cannot be equipped"
},
{
"Key": "fc2dcc09-148b-49db-9494-af44f8314bc2",
"Value": ""
},
{
"Key": "fb027932-09d2-432d-8aa8-83c3144b4fd6",
"Value": "Proficiency Group"
},
{
"Key": "262106f3-1c12-4354-a418-41098348c801",
"Value": ""
},
{
"Key": "9b9890a5-1deb-4b74-8b18-280c74fcd66d",
"Value": "Size"
},
{
"Key": "0731e3c1-3f2b-433f-b32e-1c4ee4a96ee5",
"Value": ""
},
{
"Key": "9be37e3f-661a-4f9e-a4d7-e9b76b53a176",
"Value": "Two-handed"
},
{
"Key": "854f3d6d-45e3-4722-9241-3aa38ceb2e47",
"Value": ""
},
{
"Key": "ab24a682-f792-47f4-849e-26e4c44b8f45",
"Value": "Attack type"
},
{
"Key": "c64283a8-2ca4-4a91-a230-3f4c63d89d00",
"Value": ""
},
{
"Key": "ab2f552a-a252-44e1-90d7-c27c128fff07",
"Value": "Critical modifier"
},
{
"Key": "d876cf04-4cf1-4f22-850f-4f93dc1d2313",
"Value": ""
},
{
"Key": "a6a557e3-2ddd-40a7-89a3-76812f59afe4",
"Value": "Critical damage"
},
{
"Key": "07b8e136-ef56-4be1-b938-a816387da96f",
"Value": ""
},
{
"Key": "02dc5147-510c-45dc-8911-847dd4f9009b",
"Value": "Defense"
},
{
"Key": "4bd4e308-04f1-480c-b24d-52f1e87b8bff",
"Value": ""
},
{
"Key": "46539d6d-4944-4aee-8503-21bc8fbdf90d",
"Value": "Damage provided by equipment"
},
{
"Key": "c5d008cc-aac2-40be-91d1-0eea3e4389af",
"Value": "A creature's overall moral and personal attitudes are represented
by its alignment: lawful good (LG), neutral good (NG), chaotic good (CG), lawful
neutral (LN), neutral (N), chaotic neutral (CN), lawful evil (LE), neutral evil
(NE), or chaotic evil (CE). Good characters protect innocent life. Evil characters
debase or destroy it, whether for fun or profit. Lawful characters tell the truth,
keep their word, respect authority, honor tradition, and judge those who fall short
of their duties. Chaotic characters follow their consciences, resent being told
what to do, favor new ideas over tradition, and keep their promises only if they
feel like it."
},
{
"Key": "2768abf6-ba1f-4983-a3be-d6f7007c742a",
"Value": "Alignment"
},
{
"Key": "389a3ed7-1a6f-42c9-a7ca-db6375fd1670",
"Value": ""
},
{
"Key": "a5175b78-03b5-4714-bb2b-a91d1d651627",
"Value": "Enhancement bonus"
},
{
"Key": "9c9ca05f-fbea-4c8c-aa03-83dd35b51e26",
"Value": ""
},
{
"Key": "42472056-e893-4c09-b806-2c0224b54ca6",
"Value": "Armor class"
},
{
"Key": "cfc606b1-726f-49fe-aece-91ab342d3745",
"Value": ""
},
{
"Key": "994f6ef5-4fe2-4734-a4ae-f297196420e1",
"Value": "Max Dexterity"
},
{
"Key": "96829327-4a38-4677-946a-5ffcd43a5f67",
"Value": ""
},
{
"Key": "a0d23879-226e-42f9-b1a7-a741a5411caa",
"Value": "Armor check penalty"
},
{
"Key": "a35d3888-0338-479f-abbf-8c6708d6d384",
"Value": ""
},
{
"Key": "cd83437b-6e2a-4b83-b1d6-7f5389bbbff9",
"Value": "Arcane spell failure"
},
{
"Key": "63211630-f8e8-4cc7-9698-4dd2a745d100",
"Value": "Physical Damage"
},
{
"Key": "23eb5837-bb00-48e8-9b24-1907534494ea",
"Value": "Enhancement"
},
{
"Key": "ec9a0a4c-0b79-4cd4-ad93-b59d327f10a7",
"Value": "Critical Hit"
},
{
"Key": "0f84fde9-14ca-4e2f-9c82-b2522039dbff",
"Value": "Qualities"
},
{
"Key": "259e8cad-991e-4ae4-95a8-9d8cd204ceb4",
"Value": "Two-Handed"
},
{
"Key": "eeea0973-8a91-4c89-8f03-f64a83e1eab7",
"Value": "Your Armor Class (AC) represents how hard it is for opponents to
land a solid, damaging blow.\nYour AC is equal to the following:\n10 + armor bonus
+ shield bonus + Dexterity modifier + other modifiers\nNote that your armor may
limit your Dexterity bonus, so if you're wearing armor, you might not be able to
apply your whole Dexterity bonus to your AC."
},
{
"Key": "9a45503f-aa39-4a6d-b916-5664f9b9c2fc",
"Value": "Armor Class (AC)"
},
{
"Key": "6d7d4356-c548-4fc8-a720-b32189b79d3b",
"Value": "One-Handed"
},
{
"Key": "4730a50a-bfc8-4d5b-85ca-89e801192a83",
"Value": "Energy Resistance"
},
{
"Key": "7f366099-a41c-4fc2-a9df-ddb927199cb2",
"Value": "Duration"
},
{
"Key": "bb3e1a7f-0c0c-4e7a-a779-8b818fa5f00e",
"Value": "Saving Throw"
},
{
"Key": "639f8bf7-9d34-4b7b-9e2a-1976e13b6899",
"Value": "Masterwork"
},
{
"Key": "69b09da3-394a-4041-ad87-446e8862d68f",
"Value": "Gems"
},
{
"Key": "6758191e-ddef-4b57-b62c-205ebc07dbf2",
"Value": "Non-Magical"
},
{
"Key": "846abe25-e4b7-4586-8b17-55285b13aeff",
"Value": "Animal parts"
},
{
"Key": "db51721a-3b93-4bd3-a964-2a2b7aab3e84",
"Value": "Target"
},
{
"Key": "6485434d-c783-4c63-91db-241f89b2930a",
"Value": "Base Armor Class"
},
{
"Key": "4567da98-a1c1-4e59-942b-571f4338ab51",
"Value": "Certain attacks completely disregard armor, including any shields
and natural armor. The aggressor need only touch a foe for such an attack to take
full effect. In such cases, the attacker makes a touch attack roll (either ranged
or melee). When you are the target of a touch attack, your AC doesn't include any
armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as
your size modifier, Dexterity modifier, and deflection bonus (if any) apply
normally. Some creatures have the ability to make incorporeal touch attacks. These
attacks bypass solid objects, such as armor and shields, by passing through them.
Incorporeal touch attacks work similarly to normal touch attacks except that they
also ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses
granted by force effects, such as mage armor and bracers of armor."
},
{
"Key": "91f1554a-2b6e-41c7-8177-c4a57b21c41f",
"Value": "Touch AC"
},
{
"Key": "298d10ae-8ea2-4f3e-a74e-f6408febb92e",
"Value": "Other"
},
{
"Key": "a77370b4-1f9c-41f4-b948-a9bc9e31a20a",
"Value": "A character's class represents a profession, such as a fighter or a
wizard. If this is a new character, he or she starts at the 1st level in this
chosen class. As the character gains experience points (XP) for defeating monsters,
he goes up in level, granting him new powers and abilities."
},
{
"Key": "1537db24-d6a3-4ecc-981f-986ac9057a05",
"Value": "Character Class"
},
{
"Key": "59931cb9-57f1-45a2-875a-a4a9913de4a7",
"Value": "Each character has six ability scores that represent his most basic
features, his raw talents and prowess. While a character rarely rolls a check using
just an ability score, these scores, and the modifiers they create, affect nearly
every aspect of a character's skills and capabilities."
},
{
"Key": "a25a316e-c35c-4926-b4c6-69b9fc08cbba",
"Value": "Ability score"
},
{
"Key": "0b3eb1a9-40df-4ff3-9318-c32446de839c",
"Value": "The modifier is the number you apply to the die roll when your
character attempts to do something. The modifier is sometimes used to determine
other values � for example, spell DC."
},
{
"Key": "84578d60-8b2e-483d-ad94-d3c399c23015",
"Value": "Ability modifier"
},
{
"Key": "d3911416-3d78-4483-8b76-3e5c0c79c9a5",
"Value": "Each level, your character gains a number of skill ranks depending
on your class plus your Intelligence modifier. Investing a rank in a skill
represents a measure of training in that skill."
},
{
"Key": "212bfd9a-db63-4bed-b6a3-55239da69ff7",
"Value": "Skill rank"
},
{
"Key": "d212e94c-cb26-48a5-8f4b-3d9167bd9cde",
"Value": "The sum of a particular skill's rank and all applicable modifiers."
},
{
"Key": "703220a1-a58d-4a9b-a5e8-345d52765f02",
"Value": "Total skill value"
},
{
"Key": "b4835cff-4ffd-46f5-ba23-2f5cedee8128",
"Value": ""
},
{
"Key": "0749ed00-5691-4423-8b54-835f06309ec3",
"Value": "Each character receives a number of points to spend on increasing
their basic abilities. All abilities start at a base of 10."
},
{
"Key": "de63cad6-c76e-4873-b19f-19cb07a29f90",
"Value": "Ability score points"
},
{
"Key": "a4a17fb8-69ba-428f-8d0d-b04cd81526aa",
"Value": ""
},
{
"Key": "f7db2ab6-c705-4c6f-9f99-8c6a76668693",
"Value": "Points for increasing abilities."
},
{
"Key": "f7ff6f7d-0cf6-44d4-a9d6-de171f5bf8de",
"Value": "Points"
},
{
"Key": "bbbda1a2-2f65-404e-9d33-b31c709db6b9",
"Value": ""
},
{
"Key": "bb70371c-45ee-47dc-b74d-d638e0b0433f",
"Value": "Racial modifiers are adjustments made to your ability scores due to
your character's race."
},
{
"Key": "ab88fe6b-a708-4057-b2f2-e4d971d3a272",
"Value": "Race bonus"
},
{
"Key": "1de82dfc-7f13-4283-be02-920f69649113",
"Value": ""
},
{
"Key": "329df5f5-b3ee-47f1-b9b9-3e69f90f056b",
"Value": "The sum of particular skill's rank and all applicable modifiers."
},
{
"Key": "a29df255-54c4-487e-98d6-b46b4ca6d068",
"Value": "Total skill value"
},
{
"Key": "5a9707bf-4571-4a37-a089-8958df6999a8",
"Value": "If you're attacked in some way that you can't react to, any
Dexterity bonus you have does not apply. In this case, your AC is calculated
without adding your Dexterity bonus."
},
{
"Key": "a31d2c52-c9bd-47ae-acce-da52fa796535",
"Value": "Flat Footed AC"
},
{
"Key": "f772cb0b-40c7-4daa-86fb-eb4b78fa23d4",
"Value": "Empowered"
},
{
"Key": "564b5264-9ff3-4389-9eaf-195f1913fc01",
"Value": "Quickened"
},
{
"Key": "6af4c562-0ca9-48bd-9a1d-7fd9f533d21c",
"Value": "Extended"
},
{
"Key": "16d9e4c2-70a5-4597-9b6e-a7183af4c43b",
"Value": "Heightened"
},
{
"Key": "bf23d322-37ee-4ff7-9cde-5f845f893382",
"Value": "Reach"
},
{
"Key": "0856ea0e-fa86-4130-afd0-6d0f75ee538e",
"Value": "Ability usage is forbidden"
},
{
"Key": "81d38d5a-125f-4a62-b358-bc55f5c67b87",
"Value": "Ability disabled"
},
{
"Key": "33139f7b-b005-4583-9bab-472e00c99418",
"Value": "Caster is polymorphed"
},
{
"Key": "2f875f9c-0f64-40de-9d86-e7f39fea75e5",
"Value": "Caster is staggered"
},
{
"Key": "6dc52fb7-2f1e-469a-a285-c6687ff811f8",
"Value": "Spellcasting forbidden"
},
{
"Key": "e87a5c7e-d1ed-4da0-8b29-82bf790007fe",
"Value": "Chosen weapon required"
},
{
"Key": "ce292895-0f67-4fda-b5bf-1aa9f92fdff4",
"Value": "Material component missing"
},
{
"Key": "88bd89eb-acde-434a-9c00-da0d2a58af4f",
"Value": "Melee weapon required"
},
{
"Key": "d4e419d9-68b4-428d-9dfa-95f654dbf120",
"Value": "A condition hasn't been met"
},
{
"Key": "4535d1bd-a134-4643-a6d5-ba08322d3273",
"Value": "Out of resources"
},
{
"Key": "1fd0fce2-cda7-409f-a2bb-2ff3d2ee8dad",
"Value": "Not in spell list"
},
{
"Key": "ce754b3d-14bf-4eec-bb73-04f82f96c449",
"Value": "No suitable spell slots"
},
{
"Key": "ec2af672-c30f-40eb-89b1-8d7d39251416",
"Value": "A specific alignment is required"
},
{
"Key": "33a0f7aa-1f8c-4c6a-944b-dab6903fce4d",
"Value": "A specific weapon required"
},
{
"Key": "9dd91632-780b-44d8-a27e-8c2e14d9f11c",
"Value": "Spells disabled"
},
{
"Key": "b9081de9-a61b-45b3-bbb2-cb563b9ed314",
"Value": "Spells disabled: wrong alignment"
},
{
"Key": "8a8548f8-abf9-4fc4-8f4c-dbe0264ae3a7",
"Value": "Spells disabled: wrong armor"
},
{
"Key": "3ac88d9c-63e1-4189-a800-a32f63f6942b",
"Value": "Two-handed weapon required"
},
{
"Key": "a4e3666b-7ba3-4028-a016-f14b7f087235",
"Value": "Unavailable"
},
{
"Key": "1b8e1ff2-d137-402b-83d0-60c82c79fe67",
"Value": "Tiny"
},
{
"Key": "7266d912-6bab-4a1d-afab-e218f231429a",
"Value": "Small"
},
{
"Key": "485ccfc5-1107-480a-9614-63692e2d9b28",
"Value": "Medium"
},
{
"Key": "8da7c769-c04f-4b16-92bb-f65f05e7f1a3",
"Value": "Large"
},
{
"Key": "c6e8323e-68cf-4ffb-a095-fcaf2f257c48",
"Value": "Huge"
},
{
"Key": "92e7a9d6-da3b-413c-b9ef-39aad9d6c8e6",
"Value": "Gargantuan"
},
{
"Key": "edd2124f-5463-4b73-9747-f74d1ac84d03",
"Value": "Colossal"
},
{
"Key": "f4b97731-8070-4791-8c11-a8a7a3119d8e",
"Value": "None"
},
{
"Key": "a53188cc-4df2-433f-967a-3aece2e4d38e",
"Value": "Abjuration"
},
{
"Key": "5c5f4fe2-85ea-4742-a875-3870b49c1e75",
"Value": "Conjuration"
},
{
"Key": "675ddbbc-2c58-461f-b786-b713db6789aa",
"Value": "Divination"
},
{
"Key": "6a70e75e-5ddc-4c06-a257-13479da4c7e6",
"Value": "Enchantment"
},
{
"Key": "d24070f1-2287-4e11-a632-3e41d95bfbbf",
"Value": "Evocation"
},
{
"Key": "655bde4d-a3a7-4eae-af7f-2e744c900315",
"Value": "Illusion"
},
{
"Key": "5a0ed910-29a0-4f5a-a70c-204ec757bf88",
"Value": "Necromancy"
},
{
"Key": "65d2fb29-5498-45a5-9c3d-eac6732d5701",
"Value": "Transmutation"
},
{
"Key": "e61b01c2-b8f1-4896-866e-0894abfc4b36",
"Value": "Universalist"
},
{
"Key": "799f288b-7107-4c46-ab4a-81cff127541a",
"Value": "No Armor Proficiency"
},
{
"Key": "575a5361-d078-47e5-ba8f-5c1802d37e7e",
"Value": "Armor Proficiency (Light Armor)"
},
{
"Key": "a791fd42-b60c-4006-9296-d3bb26bab900",
"Value": "Armor Proficiency (Medium Armor)"
},
{
"Key": "ca0ae1c5-ba1f-44fa-80a8-d0f2d878a5bc",
"Value": "Armor Proficiency (Heavy Armor)"
},
{
"Key": "43a0614d-4646-47d6-8b5b-a8b607905c3c",
"Value": "Buckler Proficiency"
},
{
"Key": "ee09786c-f675-43c5-8c74-62c83b48e4bb",
"Value": "Light Shield Proficiency"
},
{
"Key": "b3dc7d5b-65bf-4a43-9726-a6788ac14dc4",
"Value": "Heavy Shield Proficiency"
},
{
"Key": "790b13ce-397c-46ae-90f0-96f1e3353d42",
"Value": "Tower Shield Proficiency"
},
{
"Key": "daa6a9d1-9c60-4140-b7e6-c5240dd77dc0",
"Value": "Bluff"
},
{
"Key": "aceb6ec6-e97a-436e-8ae7-2e1ed021253d",
"Value": "Will"
},
{
"Key": "59662421-3c18-4c43-ae7a-5e2569117234",
"Value": "Reflex"
},
{
"Key": "afa39917-011f-4e09-b44c-d8451d923687",
"Value": "Mobility"
},
{
"Key": "55b798bb-0bb9-4c55-8b2d-a02ed17bfd38",
"Value": "Athletics"
},
{
"Key": "7cb007fe-69de-4ac7-939d-3c5514687bc4",
"Value": "Perception"
},
{
"Key": "75941008-1ec4-4085-ab6d-17c18d15b662",
"Value": "Knowledge (Arcana)"
},
{
"Key": "c9a55fe4-eed1-47d7-9125-0687fec69a60",
"Value": "Knowledge (World)"
},
{
"Key": "379c76c7-7af4-4c0b-af9f-dfdcc99ba30b",
"Value": "Lore (Religion)"
},
{
"Key": "7eacb9bc-dc59-4f03-81dd-43ba4c0bf394",
"Value": "Lore (Nature)"
},
{
"Key": "bc26493d-da03-4c9f-b674-00971706474c",
"Value": "Trickery"
},
{
"Key": "099ade97-238b-4e7a-9597-5a946cb0e4ff",
"Value": "Diplomacy"
},
{
"Key": "27537f23-85d7-4dad-a53b-f9e92cd43ff5",
"Value": "Stealth"
},
{
"Key": "2041dca2-e9bb-482f-b9ae-81712542f2ef",
"Value": "Persuasion"
},
{
"Key": "e9652d12-9c96-4e6e-b088-3b3709241896",
"Value": "Use Magic Device"
},
{
"Key": "c0f1c260-ee7b-4619-9452-f2c1bd8d8ed4",
"Value": "Armor Class"
},
{
"Key": "9e9ac834-b5e2-4ba1-af20-a6558afb3e08",
"Value": "Additional CMB"
},
{
"Key": "6d1a9b9d-a767-46fa-9912-a4bbe787c90d",
"Value": "Initiative"
},
{
"Key": "079038c6-1394-469a-9118-fd1b9f9db9ac",
"Value": "Hit Points"
},
{
"Key": "b6696647-73be-4218-b584-98ed1af3bd32",
"Value": "Temporary Hit Points"
},
{
"Key": "ed0f18f3-773e-449e-859e-26a8813065e7",
"Value": "Base Attack Bonus"
},
{
"Key": "318ea3ab-fd73-447e-bd18-dfed0052b81d",
"Value": "Additional Attack Bonus"
},
{
"Key": "e9301030-d2bf-4bea-ac5a-fdffa0df95b4",
"Value": "Intimidate"
},
{
"Key": "ef0b1994-48d3-43a1-887c-4d77ae6bdb1a",
"Value": "Additional Damage"
},
{
"Key": "b28983f1-0e00-4b83-a864-5179295b6e49",
"Value": "Attacks of Opportunity per Round"
},
{
"Key": "7f44e387-973c-4168-a8b9-319c0fc58eaa",
"Value": "Speed"
},
{
"Key": "585f6b09-8e1f-46c3-bff6-183fe1829434",
"Value": "Sneak Attack"
},
{
"Key": "69f1bf21-2155-4ff4-ad2b-39f29202bae1",
"Value": "Reach"
},
{
"Key": "759bf6f7-77f5-49d0-b3fa-f90501f3fda4",
"Value": "Additional CMB"
},
{
"Key": "ea54df73-d3bb-4691-8ee2-f7d15ce57ccd",
"Value": "Unknown"
},
{
"Key": "2156f682-594a-4c38-9c70-140957b962c9",
"Value": "Strength"
},
{
"Key": "ca914160-39ab-4baa-9117-2aae4e7de2f9",
"Value": "Dexterity"
},
{
"Key": "b1017cf3-9bc3-49c2-8993-97bd6cbd3257",
"Value": "Constitution"
},
{
"Key": "2ca44da1-edcd-4a93-991f-4e0b28f27949",
"Value": "Intelligence"
},
{
"Key": "f24ce3fd-7376-441a-bcad-09303f442bb9",
"Value": "Wisdom"
},
{
"Key": "32425518-0da3-4ab2-be53-a4f4e8aa5a4e",
"Value": "Charisma"
},
{
"Key": "7f8c083d-8654-4835-9d28-14056942c420",
"Value": "Fortitude"
},
{
"Key": "b4a1d850-bbd9-498e-b479-2160cef4b42c",
"Value": "Unarmed Strike"
},
{
"Key": "4d7d79e6-ea7b-406e-999f-6f7fae3d0192",
"Value": "Spear"
},
{
"Key": "c641ed0c-67f2-4837-8869-1362334ce67f",
"Value": "Trident"
},
{
"Key": "74300a5a-b1a6-4b39-90e5-3d67ef442df6",
"Value": "Dart"
},
{
"Key": "f5492f3d-3228-4a32-b4f0-b22b5070d80e",
"Value": "Light Crossbow"
},
{
"Key": "2ccae1e3-05fb-4470-a287-729a27054daa",
"Value": "Heavy Crossbow"
},
{
"Key": "b066a49b-0702-4486-bf75-d1c92fd6ddaf",
"Value": "Javelin"
},
{
"Key": "de48b007-04d0-4180-bbf1-a0e26ceb17c0",
"Value": "Sling"
},
{
"Key": "bf1957d6-b88c-4bc4-ad1f-00d5364edb50",
"Value": "Hand axe"
},
{
"Key": "c7e42597-2c70-44eb-90ef-bdaec8b5cb6b",
"Value": "Kukri"
},
{
"Key": "a6b902ec-88e4-4f00-982a-35375a32817d",
"Value": "Light Hammer"
},
{
"Key": "d5b40349-ac66-43f5-aaef-27f4fc727b8d",
"Value": "Dagger"
},
{
"Key": "67d0d694-8505-4155-bdff-e22f8235ded2",
"Value": "Light Pick"
},
{
"Key": "3b541b41-61fc-4f59-8fbd-734f6f3e8966",
"Value": "Short Sword"
},
{
"Key": "8613589d-c0ee-4069-90cf-276c4b73c64d",
"Value": "Starknife"
},
{
"Key": "2a22ef88-c4e0-4fda-b9c3-7b328b29e3b7",
"Value": "Light Shield Bash"
},
{
"Key": "f8344ee6-9528-4107-84c2-f95fcd37d870",
"Value": "Spiked Light Shield Bash"
},
{
"Key": "58b93a6f-bfa9-4780-bf63-08cfeae16694",
"Value": "Battle Axe"
},
{
"Key": "ca41197e-16eb-4719-a5da-b6205e230b71",
"Value": "Flail"
},
{
"Key": "5e13c413-7e17-4fd3-b707-e2d6bd09fecc",
"Value": "Heavy Pick"
},
{
"Key": "ba3ed684-8235-46ff-8bd7-bab32a27985d",
"Value": "Longsword"
},
{
"Key": "27aeb7d5-d73e-42ef-b933-fad02d1c90e5",
"Value": "Rapier"
},
{
"Key": "9ae5be76-a817-4581-80b2-db9370c05b44",
"Value": "Light Mace"
},
{
"Key": "75ef6317-f1cb-4859-bde6-b0a1f5a1124b",
"Value": "Scimitar"
},
{
"Key": "dde2984d-effa-4bbf-92c6-ffde096a41f0",
"Value": "Warhammer"
},
{
"Key": "a50b7476-3184-470f-9ac4-49e3b95f644b",
"Value": "Heavy Shield Bash"
},
{
"Key": "0b652c86-c7a8-437e-b65d-60052b785ff6",
"Value": "Spiked Heavy Shield Bash"
},
{
"Key": "6db0bd68-7267-4afb-8a69-13dc7bfdb458",
"Value": "Earth Breaker"
},
{
"Key": "4b44cc9a-0175-43be-9566-9e85910031f4",
"Value": "Falchion"
},
{
"Key": "3dead802-911e-4999-9162-1587dd205091",
"Value": "Glaive"
},
{
"Key": "69495e86-de2c-4aae-88e3-bc787da296fb",
"Value": "Greataxe"
},
{
"Key": "6667b79f-8f55-44ac-b004-31864bbc6834",
"Value": "Greatsword"
},
{
"Key": "7f5b75c5-40df-482e-b2e2-ceaef242fa4d",
"Value": "Heavy Flail"
},
{
"Key": "4bbdda3c-c1c9-4791-938a-b2f67d889c99",
"Value": "Punching Dagger"
},
{
"Key": "3bcb14af-8013-47a2-b7f5-57a75e4e320c",
"Value": "Scythe"
},
{
"Key": "31e2cb84-1a2d-49a0-8d28-af602e1d954e",
"Value": "Short Bow"
},
{
"Key": "7c03ddbe-8c65-4f91-acfd-712e158242c8",
"Value": "Long Bow"
},
{
"Key": "ea28ef5c-a65e-4371-9f21-4962ecf5fa7f",
"Value": "Kama"
},
{
"Key": "b4ba5d90-3ea8-48c6-ba9a-c4548b5c30d5",
"Value": "Nunchaku"
},
{
"Key": "390f7c20-f3b4-40db-b2cf-50a18ef5fdc3",
"Value": "Sai"
},
{
"Key": "d2e713d6-0a2d-40e6-a70d-37c2631f2832",
"Value": "Siangham"
},
{
"Key": "de008907-710d-4512-bf7b-f40b327b90ef",
"Value": "Bastard Sword"
},
{
"Key": "d64497cf-5cf7-4492-b3af-fd7edeee8cc5",
"Value": "Dueling Sword"
},
{
"Key": "e7deb91a-8bbd-4e5f-b731-1ed7a52804bf",
"Value": "Dwarven Waraxe"
},
{
"Key": "0a502428-837d-4bc6-b938-fb61720f4e58",
"Value": "Sickle"
},
{
"Key": "067b9995-abeb-4331-a270-ead63668b017",
"Value": "Estoc"
},
{
"Key": "b96f752a-98b1-453c-8ca2-791d01cab633",
"Value": "Falcata"
},
{
"Key": "f3299b0b-4c19-4219-a3c3-fbb2f5c32951",
"Value": "Tongi"
},
{
"Key": "bf5f3577-6eea-48b3-94b1-2389f3a3a180",
"Value": "Elven Curve Blade"
},
{
"Key": "a25e50d0-6233-4e56-a21d-449e32fcfc39",
"Value": "Fauchard"
},
{
"Key": "599bc25a-416d-41b1-828a-adb2b30de705",
"Value": "Hand Crossbow"
},
{
"Key": "996d64a2-6aba-4e08-9358-e964457d835d",
"Value": "Light Repeating Crossbow"
},
{
"Key": "311fac46-dd1c-4dfd-a5df-203b40b11514",
"Value": "Heavy Repeating Crossbow"
},
{
"Key": "7f27ae17-6d88-4635-b137-748e66af1413",
"Value": "Shuriken"
},
{
"Key": "aca836b5-c91b-4e83-9402-fd5d4189ebc6",
"Value": "Sling Staff"
},
{
"Key": "24341be9-ad21-4456-b88b-0e52e20f4317",
"Value": "Club"
},
{
"Key": "cffd8906-adab-41dd-af63-b50f61e0c6af",
"Value": "Touch"
},
{
"Key": "e8a1eae7-7044-49ec-9425-18b62820990b",
"Value": "Ray"
},
{
"Key": "4fc594c3-cf08-4046-aa03-480492a7379d",
"Value": "Bomb"
},
{
"Key": "01365b2b-a2da-4458-b948-12b8fab1ffb1",
"Value": "Bite"
},
{
"Key": "9dfe61e0-5f10-4464-8271-0031126f84f3",
"Value": "Claw"
},
{
"Key": "650ce94a-c6bb-4e8c-971f-e662577f2fc2",
"Value": "Gore"
},
{
"Key": "7be664a9-e82f-4681-8488-ff096b5bcd18",
"Value": "Other Natural Weapons"
},
{
"Key": "fea1e713-9b3a-4da5-bc51-8cada5d2c4e2",
"Value": "Bardiche"
},
{
"Key": "1e6a6e0c-0512-44b5-809e-715667de09dc",
"Value": "Heavy Mace"
},
{
"Key": "8c56c7bd-bd40-4f17-8605-30779f46fbe4",
"Value": "Shortspear"
},
{
"Key": "d8f61a46-b394-4eb1-8c1b-714965b488c5",
"Value": "Longspear"
},
{
"Key": "bad8b3f5-7551-4a0f-8225-eb43e8844d44",
"Value": "Quarterstaff"
},
{
"Key": "8d4ae8a8-a892-4cf8-9b6d-e53f3cd45d41",
"Value": "A class ability is the most useful ability for characters of
corresponding classes. It affects skill checks and modifiers of the character. One
class may have several class abilities. It is advised to concentrate on developing
these primarily."
},
{
"Key": "84263557-bb46-468f-b9fa-b7d3be515982",
"Value": "Non-recommended feature"
},
{
"Key": "3d395541-786e-4a19-8255-1d1393bdaa74",
"Value": "A recommended feature is any feature of the character, which has
the best impact on the character in the current environment. It may be a feature, a
spell, or any other character's ability or aspect worth developing first and
foremost."
},
{
"Key": "99dc1062-f910-47a9-b2e6-17b002942f0d",
"Value": "Recommended feature"
},
{
"Key": "59a9de8b-0034-40ce-b93c-2175968742f3",
"Value": "Abilities"
},
{
"Key": "a003af19-2868-45ca-88f8-2e3e5911ff9d",
"Value": "Usable Items"
},
{
"Key": "11f52d5d-1b41-471c-b50d-37b1a5c0c8d4",
"Value": "Spellbook"
},
{
"Key": "f0a8ae5e-35fc-4fc8-944c-89238f5aab3e",
"Value": "Attack"
},
{
"Key": "3d954000-7045-4e7c-8b5d-54320f128167",
"Value": "Interact"
},
{
"Key": "3c97a778-2764-48e6-b136-c8b4e605da0e",
"Value": "Move"
},
{
"Key": "eaab418d-1bdf-4eea-9f4a-0bda1658cfa3",
"Value": "Awaiting command"
},
{
"Key": "d4957525-4897-48c3-8c9f-7d88975045f2",
"Value": "any"
},
{
"Key": "b414b3a1-7bff-4663-91ff-cfdafca03a01",
"Value": "any Chaotic"
},
{
"Key": "56a11b93-6156-48d6-bbb3-f3e09d260645",
"Value": "Neither Lawful, nor Chaotic"
},
{
"Key": "b88efd2c-e9cc-4da4-931f-bcb89bc660bb",
"Value": "any Evil"
},
{
"Key": "1aac9e5f-be95-4170-b905-efee2fe797cf",
"Value": "any Good"
},
{
"Key": "ca9d225d-ff92-4bfb-a381-7a754fd856b4",
"Value": "any Lawful"
},
{
"Key": "ab04a678-f15f-453e-8e90-e40fc6988edc",
"Value": "Neither Good, nor Evil"
},
{
"Key": "780ea2b0-b4d8-4020-a626-b2e3d6dabaf1",
"Value": "any Neutral"
},
{
"Key": "1ebc2017-f77a-4daf-a252-8145940d9f10",
"Value": "Abilities"
},
{
"Key": "3133f24d-1720-45cc-93cc-bbfb714942e4",
"Value": "AC"
},
{
"Key": "42400bbf-6a42-489d-9c83-8c8b1c3b5315",
"Value": "Alignment"
},
{
"Key": "cfb3b1a8-8393-4173-9b1f-a48515c655af",
"Value": "Alignment shifted to"
},
{
"Key": "8fff2389-1576-42e2-825b-45e0c0522b0e",
"Value": "Alignment Shifts"
},
{
"Key": "b6090fc4-f141-4a4d-85aa-9c229604ffa8",
"Value": "Armor class and saving throws"
},
{
"Key": "54f35357-e01f-4b48-a817-4c562c35ac80",
"Value": "Attack"
},
{
"Key": "809f369c-d109-4cb7-a8e7-28204f184cd8",
"Value": "ATTACK"
},
{
"Key": "6c8a1845-e01f-495b-bd38-500e29bcf775",
"Value": "Base Attack Bonus"
},
{
"Key": "2a5247e2-efac-4f4e-997f-655314744b57",
"Value": "Melee attacks"
},
{
"Key": "be5b6f55-8c2f-4c8e-9c89-ab9849a1949a",
"Value": "Ranged attacks"
},
{
"Key": "3f7897ab-1fd2-479a-86ec-6f7b0e315a8a",
"Value": "Alignment"
},
{
"Key": "afc6a4d2-18f6-4e51-a5c0-731bd8a66347",
"Value": "Bonus"
},
{
"Key": "33b61d25-1f26-47f8-8c3e-71fe1291fd53",
"Value": "Effects And Conditions"
},
{
"Key": "13687b5b-cc29-497b-a7e4-53b131436c0f",
"Value": "CE"
},
{
"Key": "da6d255e-2ae9-4f28-af8f-29e0dd6eb0fa",
"Value": "CG"
},
{
"Key": "cd93c7b6-5402-4e74-8464-4692864bfc78",
"Value": "CHA"
},
{
"Key": "592c4fc6-7d93-4bb8-a3c9-75b84c67fd91",
"Value": "Charisma"
},
{
"Key": "7fa4cdb2-16a9-4e2b-905c-1d7fbfa9432e",
"Value": "Class"
},
{
"Key": "d6cc2f2d-48a7-47b0-861b-a011afffbe58",
"Value": "Class progression"
},
{
"Key": "b4ac65ce-faf7-4e4a-9a81-1d1c21f43fd7",
"Value": "Class skills"
},
{
"Key": "f6d6bfbe-905e-4146-9955-937c4626d481",
"Value": "CMB"
},
{
"Key": "03bb277b-d4b0-4cc8-a0bf-35a3c79be28a",
"Value": "CMD"
},
{
"Key": "be5fe764-9cdf-43b5-aed4-30ef9740e6a4",
"Value": "CN"
},
{
"Key": "583900cf-0f86-419e-8dcd-e192f23edbfc",
"Value": "Combat Maneuver"
},
{
"Key": "8d8b735b-82d1-4877-bd31-db9868101e2a",
"Value": "CON"
},
{
"Key": "368365b2-42f9-459d-b47e-847b25f0169d",
"Value": "Constitution"
},
{
"Key": "301c8b58-d799-44df-bcaa-65cfe46fec62",
"Value": "CRITICAL"
},
{
"Key": "128de8cd-c01d-480c-9b57-9965847e4ee0",
"Value": "DAMAGE"
},
{
"Key": "c7a3abeb-4a5d-4e95-a257-27bae7d12771",
"Value": "Damage Reduction"
},
{
"Key": "3e2f867b-5dfb-4f00-8f8c-8c94e36db7cb",
"Value": "Deactivated"
},
{
"Key": "82a216a2-19aa-47de-bfdc-0e90dfc61fc1",
"Value": "Defense"
},
{
"Key": "0b165051-bcf7-496b-bd5b-5a0c7d999f62",
"Value": "DEX"
},
{
"Key": "ae11aa4f-4689-42a1-9fa1-c34c32fd2340",
"Value": "Dexterity"
},
{
"Key": "800f40cc-0fae-49bc-97a5-b6b59a2ee512",
"Value": "Exceptions"
},
{
"Key": "69706ca0-2da3-4659-a666-c93ee0d548b0",
"Value": "Value"
},
{
"Key": "237c9e35-485e-47b2-b106-bb403c6f4aae",
"Value": "Energy Resistance"
},
{
"Key": "0f38e080-b1ba-4376-ba2c-8c57df29b58a",
"Value": "Types"
},
{
"Key": "081dd535-0b40-4216-b958-a4cde5d18a98",
"Value": "Value"
},
{
"Key": "d7b44b2c-eef2-40f5-8a35-f5aab7c4ca74",
"Value": "Experience"
},
{
"Key": "0be874f1-eda6-41c2-a60d-a98508406441",
"Value": "Feats"
},
{
"Key": "62f7e29f-7561-4a86-915d-001a7e47ca67",
"Value": "Features and Abilities"
},
{
"Key": "b8812e8f-fe33-4c3e-b8ab-82d15aee9a00",
"Value": "Flat-footed"
},
{
"Key": "f96daf78-9e8f-460b-ab93-9502ff1165da",
"Value": "Fortitude"
},
{
"Key": "77479515-d909-40e2-b343-33b25cb444a5",
"Value": "Fortitude"
},
{
"Key": "0a3c89d9-7d6e-4653-b606-4895b772770e",
"Value": "feet"
},
{
"Key": "d4457ab6-e81f-4743-bc8c-9122f00d9bd6",
"Value": "HP"
},
{
"Key": "0e3271cf-8de2-4601-9500-9997ec043801",
"Value": "Initiative"
},
{
"Key": "336992cf-a022-4033-9ed2-6c2b36a2a558",
"Value": "INT"
},
{
"Key": "f4c13eba-dc2c-40c8-b5ec-5414fa0b9606",
"Value": "Intelligence"
},
{
"Key": "a903dc3b-4600-4750-989f-7e1732098c98",
"Value": "LE"
},
{
"Key": "83100730-164e-4056-87bb-81da43df90e4",
"Value": "Level"
},
{
"Key": "15deebe9-fac2-4dbe-8c19-0e50f2391d42",
"Value": "LG"
},
{
"Key": "5ec86cf7-5205-4b9e-99bf-f9e0131397a3",
"Value": "Off-hand"
},
{
"Key": "452717d9-4bc0-43bd-a132-e1eeb77e4f38",
"Value": "LN"
},
{
"Key": "b9e86b55-a8fd-4317-8ba8-f6f0e896ad1a",
"Value": "Magic"
},
{
"Key": "2639d1e6-fa3c-4ab7-b4a9-1739d1d153a5",
"Value": "feet"
},
{
"Key": "b5d6b8fe-6023-4dbe-b097-b99538acf29c",
"Value": "Martial"
},
{
"Key": "e01b80f6-a909-4f67-b48d-4d9ba99354bc",
"Value": "Martial Qualities"
},
{
"Key": "26a9a729-5600-44a2-a3fc-bd420efe9d17",
"Value": "Max Dex Bonus"
},
{
"Key": "06a9a3a0-2b01-4f02-9117-153bc4157e87",
"Value": "Melee"
},
{
"Key": "1f0aed8e-5549-4a9c-8b57-66ad32e56eee",
"Value": "Melee"
},
{
"Key": "b0f8176b-d14b-4c6b-8051-d9372c7b98fb",
"Value": "NE"
},
{
"Key": "0e3c3231-099c-40a0-991a-c4129370e58b",
"Value": "NG"
},
{
"Key": "6da6544e-0cc7-4161-a2c4-73bd4b08eb57",
"Value": "Character has no effects or conditions."
},
{
"Key": "4ebe6417-3730-4ea9-a281-34ba4293b0f2",
"Value": "foot"
},
{
"Key": "2297c8e6-b3ee-4c85-aa3b-6e88e8047ecb",
"Value": "Permanent"
},
{
"Key": "fd6c42b0-10c4-4e71-91c1-ee524b413a41",
"Value": "Range"
},
{
"Key": "aeb8c425-14d4-44ad-8214-3f2076924f7d",
"Value": "Ref"
},
{
"Key": "049f514c-62b4-42f1-970d-3a6beeaf4905",
"Value": "Reflex"
},
{
"Key": "15bde987-5b72-4835-b7e9-1d6d61c2b9e6",
"Value": "Main Hand"
},
{
"Key": "38041603-89d6-4612-87bc-2eff34ad6510",
"Value": "Saving throw"
},
{
"Key": "514622f3-16a2-4410-a9f1-58cf0027874a",
"Value": "Size"
},
{
"Key": "8bd39105-def6-4f82-8b5d-7c58cc545ec9",
"Value": "Skills"
},
{
"Key": "d338558f-12c3-4ebc-9fb4-cdc015573b95",
"Value": "Special Abilities"
},
{
"Key": "69ae74d5-5078-47bf-9af8-6bd8f219d8df",
"Value": "Speed"
},
{
"Key": "5b891c38-7a8b-4cf6-b1d8-e9d13026b5e7",
"Value": "Speed"
},
{
"Key": "dafb1961-92bf-409c-9728-925ac5085490",
"Value": "Spells"
},
{
"Key": "08ec22ef-5b76-4696-99ad-ba588cf983a3",
"Value": "Story"
},
{
"Key": "b7a318bb-6579-4156-9916-05ea5caa0749",
"Value": "STR"
},
{
"Key": "1d0cc44b-e0b5-4dd8-8563-099e6f1ad5e8",
"Value": "Strength"
},
{
"Key": "e420283e-c217-4593-8375-b8e7793fc004",
"Value": "Summary"
},
{
"Key": "a76adb2a-45df-45d5-9e75-869c2a30074d",
"Value": "Temporary HP"
},
{
"Key": "1dcaf00b-e508-44b9-a4f5-52a3f231c930",
"Value": "feet"
},
{
"Key": "e30bce74-c1ec-46b0-a7d7-735b2276eaf0",
"Value": "N"
},
{
"Key": "3ebb9663-1096-4ce2-8988-7210d4b998bd",
"Value": "Touch"
},
{
"Key": "a1efa88e-ea46-4009-b022-cb8f4e8961d8",
"Value": "Traits"
},
{
"Key": "a1421e5b-1d87-4e6a-8968-dc8bbf1a6877",
"Value": "feet"
},
{
"Key": "a4237179-69f9-49c5-b3fd-193d21f7b43b",
"Value": "Vision"
},
{
"Key": "d0c1cb00-e0df-49e7-9d78-e69820f33969",
"Value": "Darkvision"
},
{
"Key": "308d5588-fc76-4a5d-9f9d-2b767abe6bae",
"Value": "Low-light"
},
{
"Key": "eda78401-e03f-403d-860d-785a6858ce95",
"Value": "Normal"
},
{
"Key": "29e153f4-e945-4522-b63e-99f34d5893e6",
"Value": "Weapon Proficiency"
},
{
"Key": "af466a97-bbff-4b0a-af21-c8a6bc470398",
"Value": "Will"
},
{
"Key": "b5112f94-559e-44e9-8a4a-76288dd0ff45",
"Value": "Will"
},
{
"Key": "f044644b-b30d-4f32-8bda-5eed380ea457",
"Value": "WIS"
},
{
"Key": "bd45126b-2d68-4fe8-b46a-9a2eb7b4c80c",
"Value": "Wisdom"
},
{
"Key": "ff36ea7a-da60-446c-8793-8557716fa0e9",
"Value": "Nothing is known about this character."
},
{
"Key": "0528aa4f-6adc-4ba5-8abb-ea899da46be3",
"Value": "Abilities"
},
{
"Key": "b9f40be0-6e9d-427a-bbcb-5d82be0f43ab",
"Value": "<b>+2 to one ability score</b>: at creation, the character gets a
+2 bonus to an ability of their choice."
},
{
"Key": "91c57fa7-e544-4c03-8aa7-da46f89ce297",
"Value": "Alignment"
},
{
"Key": "9f949b14-6359-4a8d-b6e9-12e3dcdd74cd",
"Value": "Allocate ability points"
},
{
"Key": "46d558ea-4d7c-4ab6-b8f2-3d3271a96e17",
"Value": "Allocate skills points"
},
{
"Key": "e9fe00d1-fce2-47c2-a81a-05f6e35f7088",
"Value": "Animal Companion"
},
{
"Key": "a21bad64-423e-4707-bcd3-3b94af424909",
"Value": "Appearance"
},
{
"Key": "6b9c58f6-004e-40db-a966-2fed549ad53e",
"Value": "Premade build was loaded, and auto level-up was activated."
},
{
"Key": "cb46f2b3-b2a3-4539-953d-ab3f5855c564",
"Value": "Back"
},
{
"Key": "08b02473-03ea-4d66-b691-05cc07df72c2",
"Value": "Beard"
},
{
"Key": "d279e1e2-e5fb-41ce-a1e9-ea15a205f398",
"Value": "Birth date"
},
{
"Key": "39f5a1e6-4d0c-45a9-ac6b-9b12c49e97d5",
"Value": "Bloodline"
},
{
"Key": "88ef3d39-70d3-47f4-b397-ff07a88cda50",
"Value": "Body type"
},
{
"Key": "ed7a9b75-11ef-40b6-b127-27f3e92386dc",
"Value": "Bond"
},
{
"Key": "067b0f4b-e31d-4bbf-9b36-350ac1b8dda6",
"Value": "Ability points"
},
{
"Key": "91ba32d8-e72e-470c-b3ff-7e5727c9e688",
"Value": "Altering this value will disable automatic leveling-up for this
character for the remainder of the game. Are you sure you wish to proceed?"
},
{
"Key": "61b0278e-cb1a-4598-8f4f-0405f40bd0cc",
"Value": "Channel energy"
},
{
"Key": "b9586451-47ec-4074-956a-8390a2c0c889",
"Value": "Character"
},
{
"Key": "d60b9211-409d-4a3b-bfbb-4c91df6862bb",
"Value": "New character"
},
{
"Key": "b86f5404-88ae-4de3-9df9-75ac496af857",
"Value": "Choose abilities"
},
{
"Key": "b54c8596-edf1-450c-9ec7-8d2824a08ed3",
"Value": "Choose alignment"
},
{
"Key": "7bd2113a-34d9-4a62-9a01-9812f0f9b8b7",
"Value": "Choose animal companion"
},
{
"Key": "d4e9424e-533b-4cb8-8700-d133e401baff",
"Value": "Choose bloodline"
},
{
"Key": "42e7f2e2-5017-4a51-bc05-ca2df8c7c6be",
"Value": "Choose bond"
},
{
"Key": "e0e76128-1afd-44b2-bf1e-ce375f0fdcd5",
"Value": "Choose channel energy type"
},
{
"Key": "553293a6-be0c-471f-ac47-df57146e6c47",
"Value": "Choose class"
},
{
"Key": "aab43c35-ee13-4b24-bdb8-0c9ca5eff3cb",
"Value": "Choose deity"
},
{
"Key": "311011a0-1f1a-479c-bb35-b83d0f2462e4",
"Value": "Choose discovery"
},
{
"Key": "cf69ff7e-0144-4ea3-b94a-2a6152d75841",
"Value": "Choose deity and domain"
},
{
"Key": "79965a57-7d52-4ba8-8dc1-f14f2c93f781",
"Value": "Choose heritage"
},
{
"Key": "6ccdc3f5-7837-4e02-9bca-89981c64b1f9",
"Value": "Choose inquisition"
},
{
"Key": "8d7e16de-c4df-4e06-9cd2-b60689bdb8e1",
"Value": "Choose name"
},
{
"Key": "cf19114b-c766-4449-96f0-27c1ed96475e",
"Value": "Choose portrait"
},
{
"Key": "a386186f-d088-449a-b839-69a13fd5ca51",
"Value": "Choose race"
},
{
"Key": "7bb72ff4-1e32-4ae0-887b-4d5462708302",
"Value": "Choose school"
},
{
"Key": "dee6ca43-03b8-47db-a65e-7bbff81464b1",
"Value": "Choose skills"
},
{
"Key": "2d1eed6c-f3f3-47b8-8cfd-4c5ee3b58647",
"Value": "Choose spellbook"
},
{
"Key": "45979dc8-c81b-44be-b8d8-b68b920d4cd7",
"Value": "Choose spells"
},
{
"Key": "6d37ce5d-44c2-4c60-9b02-d4f136c5e1cd",
"Value": "Choose portrait"
},
{
"Key": "6bb8d269-2ccb-41fa-ad26-dd95e344c2c6",
"Value": "Class"
},
{
"Key": "716315d3-af51-46d5-9269-50b2e82bf593",
"Value": "Pick your character's class. Classes give a host of bonuses and
allow characters to take actions that they otherwise could not, such as casting
spells or changing shape."
},
{
"Key": "fc8e4c16-a39e-4822-86c1-480cd6fb6815",
"Value": "Complete"
},
{
"Key": "f23bd729-e18e-40cc-b566-aebd59307008",
"Value": "Cost"
},
{
"Key": "4001ca02-3f04-45c7-bbba-f3dce4215624",
"Value": "Day"
},
{
"Key": "0d71b8f9-7a4c-4f30-8be6-d6d6c0e35187",
"Value": "Deity"
},
{
"Key": "337175b4-6ad7-4643-9dd3-876e68e5d189",
"Value": "Discovery"
},
{
"Key": "faae7513-c7e2-4763-b6b4-4476ccd3abe4",
"Value": "Domain"
},
{
"Key": "996306bd-3321-4154-9c5f-b379fe294125",
"Value": "New mercenary"
},
{
"Key": "5df9a9aa-47e6-4dd4-b295-295c8fe12e41",
"Value": "Enabling the premade build will activate the auto level-up for the
character. This may affect the difficulty settings. Do you wish to proceed?"
},
{
"Key": "23bb11ed-764d-462c-9829-a667976d2773",
"Value": "Face"
},
{
"Key": "0b366596-b224-4a21-a8d0-3e45e8ea62e2",
"Value": "Gender"
},
{
"Key": "6ef2c8c7-d8c7-431d-b7b1-ed8e8999a6ff",
"Value": "Hair color"
},
{
"Key": "8c8a270e-fb03-49d9-ad4c-453b4b15d104",
"Value": "Hair style"
},
{
"Key": "0089a051-7916-444a-bf96-281c16030fbb",
"Value": "Heritage"
},
{
"Key": "47fc09b1-ec4b-4f64-8c8c-4aa31514b5b1",
"Value": "Show other levels"
},
{
"Key": "e320e184-6ead-4cce-90cd-ff575ba8a32a",
"Value": "Hide"
},
{
"Key": "151e916e-4bc9-4ed4-ad9c-c10a69380706",
"Value": "Hide unavailable"
},
{
"Key": "44ace27d-2761-435b-a767-3c345540dc3a",
"Value": "Hit points"
},
{
"Key": "440bbdde-3be8-40b3-b751-54173ea0bc31",
"Value": "Inquisition"
},
{
"Key": "c0bce7bc-f59a-4d52-9010-74a1d5617186",
"Value": "Left hand"
},
{
"Key": "02880fba-2bc4-4631-89f1-d1cfc2e2d3eb",
"Value": "Level up"
},
{
"Key": "774a9087-ca97-4e31-b10d-92928dfd57e8",
"Value": "Premade build"
},
{
"Key": "66a11f5e-4a33-4f9e-8181-f125bcb4f003",
"Value": "Load premade build"
},
{
"Key": "a967110c-3471-44b6-a078-8cb564d0ccd2",
"Value": "Main hand"
},
{
"Key": "fa1b4860-fd07-4bdb-802c-8ef1edc32bb2",
"Value": "Max rank value"
},
{
"Key": "62cec413-bcf2-4b66-9f3d-5240be483ed1",
"Value": "Modifier"
},
{
"Key": "c02cebcb-2b79-4531-bad4-6bd10f362d37",
"Value": "Month"
},
{
"Key": "9d2eac81-c8fa-4c08-97b7-8289053dfb87",
"Value": "Name"
},
{
"Key": "92bf6297-2347-49f5-bde7-683068e43d02",
"Value": "New abilities"
},
{
"Key": "a0e189be-4788-4613-8741-21599f511a83",
"Value": "New spells"
},
{
"Key": "6400272a-3aa9-46bf-a81d-9afbedc1dc80",
"Value": "Next"
},
{
"Key": "457d7333-1f5c-4dcc-be04-d09795cd68c4",
"Value": "Character doesn't use spells"
},
{
"Key": "5d30df66-aa32-41f7-8442-752ced424c3e",
"Value": "Nothing to choose"
},
{
"Key": "4decf49d-4de4-4472-a628-c6f98ee7ccf0",
"Value": "Points"
},
{
"Key": "8c1b7459-a61d-4d00-9d5b-abdb85424ff4",
"Value": "Portrait"
},
{
"Key": "57777400-aefc-4518-81ad-7612c9c985da",
"Value": "Primary color"
},
{
"Key": "b7fbfd5a-ad42-46be-a442-31ef34b418df",
"Value": "Race"
},
{
"Key": "08a30f14-9de8-42a9-afea-53329283c62a",
"Value": "Racial bonus"
},
{
"Key": "7eea6810-e3e0-4d33-96df-7bed81a53e1d",
"Value": "Pick your character's race, noting any modifiers and other racial
traits."
},
{
"Key": "a88ea4f3-f348-40df-a02b-4da3dabd4bb1",
"Value": "Race traits"
},
{
"Key": "815437f6-8a17-448d-9eaa-7a299c6a194e",
"Value": "Rank"
},
{
"Key": "1f064aee-583a-49af-9d01-440d97cea845",
"Value": "Right hand"
},
{
"Key": "00acc1b7-adf8-42e3-948a-aedc812ee9d7",
"Value": "School"
},
{
"Key": "71a22ed7-765d-4cc4-892a-aed2b68271d5",
"Value": "Score"
},
{
"Key": "8176892c-6b56-4a99-b1ad-094f2d684ba2",
"Value": "Secondary color"
},
{
"Key": "9e7dc5df-28a1-40fa-9f10-a488bd186fbd",
"Value": "Show unavailable"
},
{
"Key": "85ba26fc-c13e-4ef6-b5e6-7dbd73c244f1",
"Value": "Hide other levels"
},
{
"Key": "c0c16871-c782-40c1-8440-a98c431d26e6",
"Value": "Skills"
},
{
"Key": "e316c6a6-efbd-492c-9c0a-08e9f013823e",
"Value": "Skin tone"
},
{
"Key": "e07eccfa-24ac-48c4-81ea-fef165c90540",
"Value": "Spellbook"
},
{
"Key": "9d6f4689-6fb7-4be1-a166-a49cfe2ed4f1",
"Value": "Spells"
},
{
"Key": "56b4c9af-287c-42c2-b524-2b00f9a1b652",
"Value": "Result"
},
{
"Key": "eeb8775e-35e5-422a-b765-e1adc09c53c8",
"Value": "Total"
},
{
"Key": "569cb77c-d823-4373-9003-7bc8c5f2e43a",
"Value": "To use your own set of portraits, change the images in the
folder:\n<b>{portraits_path}</b>\nFor proper operation, do not change the names,
formats, or sizes of the images."
},
{
"Key": "77825012-e278-403c-9c08-5e057b1147ac",
"Value": "Choose voice"
},
{
"Key": "72c9f8c4-51af-406b-89c9-37ee57aa3484",
"Value": "Attack of opportunity"
},
{
"Key": "ecf2ad69-a7a0-4854-bedd-1af6bc6a31bf",
"Value": "Miss"
},
{
"Key": "7dbc9243-2acf-4ca9-bc7d-dde7c881ec6a",
"Value": "Critical hit"
},
{
"Key": "db61ac20-4058-41a2-929c-65fe1d2d31bd",
"Value": "Badly injured"
},
{
"Key": "565a088d-7075-4a3b-a6c4-554f746e1354",
"Value": "Barely injured"
},
{
"Key": "78733f8b-2b27-4726-a7cf-72bd8b1043aa",
"Value": "Dead"
},
{
"Key": "26729034-f220-41fb-bd1a-e7cffb02eb3c",
"Value": "Injured"
},
{
"Key": "834e1dc3-aec3-4713-a2d1-90e62ba740e0",
"Value": "Near death"
},
{
"Key": "3a9e3bc5-006d-4ba9-a1de-062860443b60",
"Value": "Uninjured"
},
{
"Key": "ba3615e9-5dbb-4dc8-8121-e4bba2db089f",
"Value": "Level"
},
{
"Key": "3d8d8e3d-5ea1-47bc-96cb-d4823ab4a464",
"Value": "Sneak Attack"
},
{
"Key": "22923f24-c443-43d1-9669-00551558dd5c",
"Value": "Spell failed"
},
{
"Key": "e91ca30e-3615-4687-8435-fe8a93fb2fc2",
"Value": "{0} Save"
},
{
"Key": "b9a12d45-9b44-4549-8a36-43d822ad4d4b",
"Value": "Date: {0}\nTime: {1}"
},
{
"Key": "044fedc5-bf64-44a5-bfb8-3b23e1dd6a29",
"Value": "This item will be lost forever. Are you sure?"
},
{
"Key": "82c0217f-cfe3-4406-a48d-ef8864f7012d",
"Value": "We, as developers, are always striving to improve our work. To this
end, we need information that we can only get from you. By allowing sending the
game statistics to us, you can help us learn more about the way you play, and what
difficulties you encounter in our game.\nOnly our developers will have access to
your game experience data and bug reports. You may disable telemetry in the
settings menu at any time.\nWould you like to enable sending the game
statistics?\nBy clicking \"OK\", you confirm that you have read and agree to our
<link=\"tou\">Terms of Use</link>, <link=\"payment\">Payment Terms</link> as well
as the <link=\"privace\">Privacy Policy</link>."
},
{
"Key": "2b51937f-91c3-4d44-9bb3-8b315429d2f8",
"Value": "Permanent"
},
{
"Key": "53eb5cb8-b451-43e7-a837-a96e3e7673d5",
"Value": "All unsaved progress will be lost."
},
{
"Key": "b5434f8b-559a-43e1-9836-528f74e47714",
"Value": " All unsaved progress will be lost."
},
{
"Key": "ad565782-c657-4281-a885-c00a272f3761",
"Value": "Quit to desktop?"
},
{
"Key": "f879c3e1-94e6-4cec-a741-61a4eb56e95c",
"Value": "Quit to main menu?"
},
{
"Key": "04f80002-10a1-4186-8203-a1b0bba974c0",
"Value": "<align=center>Left Click to select formation.\nRight Click to open
the formation manager.</align>"
},
{
"Key": "1ab9fbb5-3146-4998-a097-7769363c7775",
"Value": "Thank you for reporting a bug!"
},
{
"Key": "d2d10cfd-d72f-41a0-848f-052b7e633864",
"Value": "Grab"
},
{
"Key": "11935290-a8de-45fc-b71e-e5846c02a23b",
"Value": "({0})"
},
{
"Key": "202912da-7e7b-4bc7-afa3-d883cbf34959",
"Value": "[Requires {0}]"
},
{
"Key": "56fef8fd-ee2d-44bd-b472-25b3da1d32a8",
"Value": "{0}. {1}"
},
{
"Key": "ab1cbca0-703d-48cd-9c2b-adaaf8f846b8",
"Value": "<color=#A9FF80>[{0} check passed]</color> {1}"
},
{
"Key": "13762cef-4d3b-4305-8963-dd92beaae0ec",
"Value": "<color=#694c13><link=\"{0}\">[{1} {2}]</link> </color>"
},
{
"Key": "2edf0693-7be7-46bb-9c88-48e4bf2da016",
"Value": "<color=#063411><link=\"{0}\">[{1} {2}]</link> </color>"
},
{
"Key": "cdd66104-f6c7-4093-bdba-1ccf3dc88ab1",
"Value": "Specific alignment required."
},
{
"Key": "024166d4-0f1a-45e2-97e6-f34ee83cf334",
"Value": "[<b><color=#{1}>{0}</color></b> a <b>{2}</b> check]"
},
{
"Key": "59acc5e5-f742-4e77-bf96-a48cd3bbf1e7",
"Value": "Failed"
},
{
"Key": "0b437c0b-88c8-443f-a9a7-cc49b9d463d6",
"Value": "[<b><color=#{1}>{0}</color></b> at a <b>{2}</b> check]"
},
{
"Key": "80942ba5-2bfb-4bb2-8187-79725b4e5d12",
"Value": "Succeeded"
},
{
"Key": "d5afcdd1-3722-440c-80a3-2851c990d472",
"Value": "{0} is dead!"
},
{
"Key": "ef22946d-fb6b-43b5-9484-a3cf267ceb82",
"Value": "Your kingdom has been destroyed!"
},
{
"Key": "370dffbd-e83c-41ba-8c8c-f4ea9d8ca53f",
"Value": "{0} is dead!"
},
{
"Key": "054768e0-8d61-4ea5-add7-ac56246a9b4b",
"Value": "Your party has been defeated!"
},
{
"Key": "66874208-461a-4a1a-bb7c-de7b7b1214e8",
"Value": "You've failed to complete your quest in time. Your story ends
here."
},
{
"Key": "81353054-f1e0-42e5-996a-37b3841ab854",
"Value": "You have already played this book episode."
},
{
"Key": "9a7cc934-579d-4dfd-bc44-725f7a282846",
"Value": "Changing the group will take {0}. Continue?"
},
{
"Key": "0a8fe08f-a129-46e2-a4e0-11e1bdc760a3",
"Value": "Claim"
},
{
"Key": "0d36416a-61d5-4e32-9f31-2deb9013cec1",
"Value": "{0}"
},
{
"Key": "da1a369f-f67e-469b-99d9-ab7119c2ce0c",
"Value": "Enter"
},
{
"Key": "308742dc-0d31-4eaa-99c8-99cb583246c9",
"Value": "Do you want to enter this location?"
},
{
"Key": "fcbacdf8-d6b1-4202-9954-44c9b7f2bcbf",
"Value": "Would you like to manage your {mf|barony|barony|kingdom|kingdom}?"
},
{
"Key": "d5834e3a-407e-483c-8965-84be38bdcfc4",
"Value": "The {mf|barony|barony|kingdom|kingdom} requires your attention.
Would you like to manage your {mf|barony|barony|kingdom|kingdom}?"
},
{
"Key": "a1d387d2-d919-4d80-9a79-de8f72d8d645",
"Value": "Do you want to enter this location?"
},
{
"Key": "c80f7770-a28b-4b65-b0d8-cd0f56b4053d",
"Value": "The journey will take {0}."
},
{
"Key": "53817183-41a2-40e5-bf08-19d29fc40977",
"Value": "Party traveling"
},
{
"Key": "24945115-4f99-402b-9489-261c511bce09",
"Value": "World"
},
{
"Key": "58004b31-8cc4-49dc-a6c8-ddfe70f8a729",
"Value": "less than one hour"
},
{
"Key": "23a6bd69-d87b-4782-81db-3fa43f8b7302",
"Value": "some time"
},
{
"Key": "1b1f2982-cfbd-47c5-80ab-a25ab8dadbed",
"Value": "Travel"
},
{
"Key": "6c13fd6f-3063-4482-be3d-b363dcdf6503",
"Value": "The journey will take some time."
},
{
"Key": "a06c5452-4eaa-48cb-9d79-83382290c06b",
"Value": "Your {mf|barony|barony|kingdom|kingdom} is in auto mode. Access is
limited."
},
{
"Key": "34410ea3-80c7-41ca-a4ca-54067743dda1",
"Value": "Do you want to skip the time until the next event?"
},
{
"Key": "97213e27-3ef3-4476-82cb-91d82875eb59",
"Value": "You've never been to this location."
},
{
"Key": "02e08129-0edd-4a16-9e2f-3937da4305aa",
"Value": "You last visited this place on {0}."
},
{
"Key": "7f432bda-eea3-4799-ad34-026b04330902",
"Value": "Location is not available."
},
{
"Key": "e1bac659-73cc-4003-b862-d199e765c81c",
"Value": "The path to this location is unknown."
},
{
"Key": "a3169328-b4fb-479a-9ec5-3047e0ec504e",
"Value": "You need the following companion to enter this location: {text}."
},
{
"Key": "e57ba58d-6a5f-46d8-b76b-994e90ad1499",
"Value": "You need the following companions to enter this location: {text}."
},
{
"Key": "bc7a9e1a-d2ad-4b22-aa26-3de7abe30947",
"Value": "This place cannot be visited right now."
},
{
"Key": "8c0f8990-b759-477d-8d50-e971729d2223",
"Value": "Party is traveling"
},
{
"Key": "b68a686b-38c4-4066-8eaf-73385000d48e",
"Value": "World"
},
{
"Key": "3415c2d7-cfbd-44e1-b0b6-15b2f69951b8",
"Value": "All your characters are exhausted.\nAn exhausted character moves at
half speed, cannot charge, and takes a �6 penalty to Strength and Dexterity. After
a complete rest, exhausted characters are no longer exhausted.\nWould you like to
begin resting?"
},
{
"Key": "13f05681-a89b-4ba7-b382-52405e6f0f02",
"Value": "All your characters are fatigued.\nA fatigued character cannot
charge, and takes a �2 penalty to Strength and Dexterity. After a complete rest,
fatigued characters are no longer fatigued.\nWould you like to begin resting?"
},
{
"Key": "86999f65-bd84-467e-895f-e237ed727d7c",
"Value": "You're under attack! Prepare for battle!"
},
{
"Key": "0df8e1ce-db6d-40c5-992e-7e5dc04bd35f",
"Value": "Ambush!"
},
{
"Key": "68025f90-46de-40e7-9bcd-723e16ebb882",
"Value": "Pay <b>{0}</b> BP (<b>{1}</b> BP in treasury) to claim this
resource."
},
{
"Key": "793cc496-9084-4cde-8344-b7c1bb2fca8c",
"Value": "This resource is in your lands."
},
{
"Key": "b7a3a2c1-8261-414e-a378-117dd5146a96",
"Value": "This resource isn't in your lands and cannot be claimed."
},
{
"Key": "a3b6b6eb-dec8-4741-981d-2504c1e89af2",
"Value": "0"
},
{
"Key": "91ea93bf-39f3-41c5-a832-f6ae5d5673ba",
"Value": "1"
},
{
"Key": "e7c966fe-42a2-48c7-a958-c4b7fe2fc8fa",
"Value": "2"
},
{
"Key": "a2dcc0e3-43e7-4733-9278-d911239a326d",
"Value": "3"
},
{
"Key": "cf1e117d-4b02-4869-a209-9fc38277d777",
"Value": "4"
},
{
"Key": "10ac415d-ed35-4f80-aec2-703f0f307cf6",
"Value": "5"
},
{
"Key": "a98c66a6-10ad-4cc9-b0c9-1a41066a8929",
"Value": "6"
},
{
"Key": "aad8f0d8-1da7-4312-b01d-91026776c99f",
"Value": "7"
},
{
"Key": "dc98004b-35db-43ae-bbb5-70d4bdd26dcf",
"Value": "8"
},
{
"Key": "d95e7ee0-4841-41e8-8107-ce50a772db28",
"Value": "9"
},
{
"Key": "f4e06e75-4748-4e5b-b1fd-3a66597347a2",
"Value": "Collect all"
},
{
"Key": "8de0e45f-2611-4feb-94bf-2a2142be9366",
"Value": "Collect all and leave"
},
{
"Key": "ceb45666-2a50-42c8-9fef-3068d7f58493",
"Value": "Items"
},
{
"Key": "af1a4d6a-4a3d-4460-8ab1-fe260f397ee5",
"Value": "Items"
},
{
"Key": "33d3f9b3-f459-432a-bd60-facfa562abe0",
"Value": "Leave"
},
{
"Key": "03285a2a-d9a5-47e6-85dc-778d1636d350",
"Value": "Goods"
},
{
"Key": "cb374cc9-ef10-413b-95f2-7ffffd2c4dc7",
"Value": "Trophies left at {area_name}"
},
{
"Key": "23e3b22f-aa79-4227-8905-c38e475bbf9d",
"Value": "Skin"
},
{
"Key": "6f53adad-e479-414b-8445-f6133fe07c91",
"Value": "Continue"
},
{
"Key": "77c562b0-f42c-4065-bec6-09d42ff9be1d",
"Value": "Credits"
},
{
"Key": "97601121-c4dc-47ff-844c-98ab0ff2e92c",
"Value": "Exit"
},
{
"Key": "a31ce288-4569-4423-a689-3cefd462aa53",
"Value": "License"
},
{
"Key": "aab6a4e1-1293-4689-ab1b-50d78134e567",
"Value": "Load game"
},
{
"Key": "0c6d5277-78db-4fdf-b111-814424e8e7cd",
"Value": "New game"
},
{
"Key": "e6185756-c6ed-4169-9396-016bff5eb904",
"Value": "Settings"
},
{
"Key": "ff621b81-3a51-4c20-812d-4d1688a63e6f",
"Value": "Select a difficulty"
},
{
"Key": "e797105c-4190-4e49-8e07-3b86359efccb",
"Value": "Select pre-generated character"
},
{
"Key": "9aaba895-1d8e-4bc6-bd0f-f304d75058b3",
"Value": "Select a character"
},
{
"Key": "951522fe-1ea3-4daa-9d3b-73b816407fb7",
"Value": "Class"
},
{
"Key": "89e05389-b14c-4d4f-9cb0-3b6ad9d1c5d7",
"Value": "Create new character"
},
{
"Key": "54320894-b4a3-4821-a1d9-753950a05c54",
"Value": "A character advances in level as soon as he or she earns enough
experience points. The process of advancing a character works much the same way as
generating a character. Adding a level generally gives you new abilities,
additional skill points to spend, more hit points, and the possibly of increasing
an ability score or learning an additional feat. Over time, as your character rises
in level, he or she will become a truly powerful force in the world, capable of
ruling nations � or bringing them to their knees!"
},
{
"Key": "0520dd42-0d72-45b8-a6c0-bd8a8a799b78",
"Value": "Create your champion from scratch! Choose their race, class, gender
and alignment, customize their appearance, and finely tune their abilities, skills
and feats."
},
{
"Key": "97fed38d-e49d-488f-adb5-a95db7ea10e7",
"Value": "Create a new character"
},
{
"Key": "80a3c052-9301-4875-b879-8447a0d92682",
"Value": "or"
},
{
"Key": "b8b210c7-0cb0-48c3-ae46-8f4d1d19e903",
"Value": "or"
},
{
"Key": "2b3c330c-e35f-42b9-9472-50a2162f381a",
"Value": "Role"
},
{
"Key": "baf29681-e1a8-4ab3-9d20-b181b9a89556",
"Value": "<color={0}>You've performed a {1} action</color>"
},
{
"Key": "182ad35e-f67d-4ad9-8085-8d19bdc6e030",
"Value": "\"I can't move! I carry this much!\""
},
{
"Key": "2b7bf4f8-3a8d-43ec-8f34-849a23377704",
"Value": "{0} suffered a crippling wound in the battle. This condition can
only be lifted by resting in a safe place."
},
{
"Key": "3b49e042-ad7f-410f-9336-9c1a72cb3af6",
"Value": "You must gather your party before venturing forth."
},
{
"Key": "fc5f4899-7ea2-44ee-9bcb-aa0325e0e642",
"Value": "You cannot travel. Your inventory's weight is too great."
},
{
"Key": "b9146474-7e4a-40d4-aabb-8119ad052c76",
"Value": "<b>Items lost</b>: {0}"
},
{
"Key": "2bbf46df-863e-4629-886e-c0d5db41f33b",
"Value": "<b>Items received</b>: {0}"
},
{
"Key": "e473abc4-9c83-4b9c-af53-6e2bbe1a717e",
"Value": "Gained {0} BP"
},
{
"Key": "499aac68-772d-43c6-9e44-c12e015dc6eb",
"Value": "Lost {0} BP."
},
{
"Key": "49e51cbf-c80a-450b-b60c-c1e3e0d298e7",
"Value": "{0} BP each turn"
},
{
"Key": "a5d4a0dc-4ac3-448b-94f1-af89da4f054d",
"Value": "Free building:"
},
{
"Key": "ab788d7c-abff-425f-a65e-3c3a00c515a6",
"Value": "New event:"
},
{
"Key": "9271a863-0068-4969-9b50-717b441c22cb",
"Value": "{mf|Barony|Barony|Kingdom|Kingdom} effects: {0}."
},
{
"Key": "a70bd4ce-b41e-470a-a0a5-a7b0dfd0ca25",
"Value": "<color={0}>Your new alignment is {1}</color>"
},
{
"Key": "e2b6685c-c428-4ed3-bc54-5e75a670f641",
"Value": "{0} has been revealed!"
},
{
"Key": "7b3f2039-1ee9-4d8e-818f-c8bec21b03e7",
"Value": "New locations revealed: {0}"
},
{
"Key": "3f0add75-7349-43a5-afe4-380e8aa94484",
"Value": "Character is over encumbered"
},
{
"Key": "10733e0d-aa33-4f63-aec4-9a717ee5e96b",
"Value": "Party is over encumbered"
},
{
"Key": "8163d072-eabe-41d4-8266-ba5ab2e2a7fc",
"Value": "Are you sure you want to kick {0} out?"
},
{
"Key": "16e88d99-5cd9-47be-8558-80f98148e6d5",
"Value": "<b>Gained {0} Experience</b>"
},
{
"Key": "b5a63ab3-b399-42fd-8cde-26b5564eb0e7",
"Value": "Complete"
},
{
"Key": "f2d398fa-595c-4474-8b85-f838a3e70140",
"Value": "Failed"
},
{
"Key": "56ac3540-8c3a-4c5a-a548-a8423253d447",
"Value": "Will fail in {0}"
},
{
"Key": "58273399-3974-4547-807b-79578695a9c9",
"Value": "Quest Complete"
},
{
"Key": "5ee0c8f4-e289-4c7f-b82d-df5a626b6c56",
"Value": "Quest Failed"
},
{
"Key": "97d74086-fd90-4e7e-866f-181efd332374",
"Value": "New Quest"
},
{
"Key": "8b3e511f-c301-41ad-b159-36a3042595c1",
"Value": "Quest Update"
},
{
"Key": "ff30ae26-eeef-418a-9914-eb06a9eb8658",
"Value": "Ok"
},
{
"Key": "e7e9eda2-e38f-4ac7-a3a5-23b03cac1b2a",
"Value": "Camp Camouflage"
},
{
"Key": "8c8afb04-1c70-4765-8566-e872fe97f6c2",
"Value": "Not enough rations"
},
{
"Key": "c4dd7e49-5e06-4c80-afab-82ce386a36f7",
"Value": "Continue adventuring"
},
{
"Key": "0ab42233-1e1a-4552-a860-e14e16d03789",
"Value": "Assign someone to camouflage the camp to avoid being attacked."
},
{
"Key": "615e9b27-3e15-4bf7-8d4e-8fe1e04f7ae6",
"Value": "The probability of attack is reduced."
},
{
"Key": "4d7ae138-12d8-4f7b-bee8-c0f43eba4f02",
"Value": "The probability of attack is reduced."
},
{
"Key": "76d70c46-7a87-4983-90bf-c44660093fb2",
"Value": "Successful camouflage will reduce the probability of attack."
},
{
"Key": "befef941-4532-49ca-b52a-7478b47f06f2",
"Value": "Camp"
},
{
"Key": "7663b517-b9ca-4b1d-b338-d6194e11a84c",
"Value": "Continue"
},
{
"Key": "ffe269fe-4159-47a7-a49a-4e7142ad2a07",
"Value": "Cooking"
},
{
"Key": "7afdc1ea-2279-4c29-b670-c4931000679d",
"Value": "You may receive a bonus if you appoint a cook."
},
{
"Key": "0d5563de-c2d3-4c6e-8e34-8c3229945966",
"Value": "<color={0}>Ability scores</color> restored."
},
{
"Key": "3e52ce57-8121-4c61-a4e7-86d20c940828",
"Value": "<color={0}>Fatigue</color> has worn off."
},
{
"Key": "5fd3980a-4b31-48be-b623-5a78bb6bc01b",
"Value": "Use healing spells before resting"
},
{
"Key": "231b6598-f1bd-4a32-8c4b-ae8ee3c537d7",
"Value": "Natural healing"
},
{
"Key": "d36522cb-cd1d-4ddc-8e5b-9887db652c08",
"Value": "<color={0}>Animal companion</color> was resurrected."
},
{
"Key": "e02135fd-61d6-4f9e-93b2-79347d8cbfee",
"Value": "<color={0}>Spells</color> are recovered."
},
{
"Key": "d3d55a1d-724b-48a6-892c-31e158923c40",
"Value": "Watch Order"
},
{
"Key": "e42b2d4f-3a36-4f93-bb7d-e32de7ab6b55",
"Value": "Appoint someone to stand watch. They will sound the alarm if the
camp is attacked."
},
{
"Key": "326df54f-fd85-4138-b217-a4f5e08e7309",
"Value": "The person on watch duty will detect enemies."
},
{
"Key": "4605aaa7-f604-4a38-87af-6089c8c2663c",
"Value": "The person on watch duty will guard you during the whole rest
period."
},
{
"Key": "047a37ab-9424-4c1d-a2dc-354d72ad8c2c",
"Value": "The person on watch duty will guard you during half the rest
period."
},
{
"Key": "ed67cbae-eef6-47c3-b12f-9a2b380e574f",
"Value": "The person on watch duty will warn you in case of danger."
},
{
"Key": "df6d370f-925f-4c70-88f0-2b0a1871563f",
"Value": "The person on watch duty will raise an alarm in case of an attack."
},
{
"Key": "5c9ca221-819c-47af-b62b-1b02b546179e",
"Value": "Guards"
},
{
"Key": "cdbb5b57-5a66-41d4-bde8-791b5654c204",
"Value": "Total"
},
{
"Key": "1b812e65-d98d-4590-b341-ea960ab3d716",
"Value": "Healing"
},
{
"Key": "b835b0de-1045-455e-8a24-0ecbbb66476f",
"Value": "Natural healing"
},
{
"Key": "a2df0266-4aa8-4121-a195-121b89548460",
"Value": "Use healing spells and abilities before resting"
},
{
"Key": "b224d70d-ec88-43c1-bbd0-a080741db675",
"Value": "Hunting"
},
{
"Key": "3c9d2caf-e73d-4771-9f62-42095172a574",
"Value": "You were attacked while hunting!"
},
{
"Key": "8e511470-4e0e-43b0-a9ea-e20f79d989e8",
"Value": "Hunting will take {0} to {1} hours. You will receive {2} rations."
},
{
"Key": "d1aafe6e-4f13-4bae-a70d-4e090b166ea2",
"Value": "{0} rations"
},
{
"Key": "142c4512-f12f-4018-b5e3-2ed9d3693037",
"Value": "You might save some rations, if you sent someone on a hunt."
},
{
"Key": "f71fadc5-f4e5-420e-b0c5-ab49f9a4bedd",
"Value": "A successful hunt will bring you <b>{0} � {1}</b> rations."
},
{
"Key": "bbcfc015-f462-4d24-aceb-07f8b7b29e34",
"Value": "{0} � {1} rations"
},
{
"Key": "2f9ead21-56db-4f3a-baa1-080626f851a3",
"Value": "A successful hunt will bring you <b>{0} � {1}</b> rations."
},
{
"Key": "eab525ef-7da2-4bb2-9d73-819787b5480d",
"Value": "Camp camouflage failed. Chances of ambush are increased."
},
{
"Key": "3815fcdd-667f-4d84-8c7e-1813311afe58",
"Value": "Camp camouflage failed."
},
{
"Key": "c3af4de8-c3e9-45a7-9e1e-872a68268bb1",
"Value": "Camp camouflage is successful. Your chances of being attacked have
been lowered."
},
{
"Key": "ce6e6725-12da-4403-9058-2b73e271fe9f",
"Value": "The Cook hopelessly spoiled {recipe}. The smell of burnt food might
reveal your camp."
},
{
"Key": "389826dd-d1e7-4f62-9400-4fc76627fb4f",
"Value": "Main Cook spoiled {recipe}."
},
{
"Key": "a4ca0699-1a82-4bd1-b0f4-607aab551845",
"Value": "You cannot cook here."
},
{
"Key": "0e846b3c-cdef-46ca-bdb6-d1324fa3cba3",
"Value": "Not enough rations for a rest."
},
{
"Key": "e0165291-dc8d-45e7-938c-53e87db2ba78",
"Value": "Main Cook prepared an excellent {recipe}."
},
{
"Key": "1e179618-646b-4335-b34f-e66dac1b05c6",
"Value": "{source} healed {count} hit points."
},
{
"Key": "a7eed4b6-e76c-43d8-8ea0-989cf0944edd",
"Value": "Hunters returned empty-handed."
},
{
"Key": "e12eb379-4b47-4331-bc30-38206845a1f4",
"Value": "You cannot hunt here."
},
{
"Key": "cd76edda-cb98-47b7-907c-6e7cc5782aa1",
"Value": "A hunter should be appointed."
},
{
"Key": "7d5ae9ba-3265-4e97-accd-1726943d3e67",
"Value": "Hunters foraged food equal to"
},
{
"Key": "79be06b5-185e-4b12-b279-9469f9b9b76e",
"Value": "{rations} rations."
},
{
"Key": "c13c68a2-172f-40da-9ea1-446edb8fa826",
"Value": "The hunting took {text}."
},
{
"Key": "dbccfc91-7c64-4feb-bf58-b6b608190663",
"Value": "Hunters were attacked."
},
{
"Key": "17322385-a663-42b7-a7ca-2c2232402017",
"Value": "Camp"
},
{
"Key": "ff00ee27-cc2b-4b63-9829-d038c23c80b7",
"Value": "Camouflage Aide"
},
{
"Key": "06334449-a32f-4eb3-a0f4-920c4782e08c",
"Value": "Main Cook"
},
{
"Key": "fd5ad948-f689-4405-87f2-fe4694f4132a",
"Value": "Main Guard"
},
{
"Key": "81d4d674-ddde-4360-9b01-dee959bd5858",
"Value": "Main Hunter"
},
{
"Key": "78e0130b-05ab-4f5d-94f9-13d1da5a51be",
"Value": "Manage"
},
{
"Key": "564bff02-f630-4f70-892e-e799711613c5",
"Value": "Rations needed"
},
{
"Key": "c1f52b49-7ca5-4998-acfd-bd3c46aab2c7",
"Value": "Unknown number of rations required."
},
{
"Key": "ee82131e-7c72-47e9-9530-caffd2b7bccc",
"Value": "After {0} hours of rest you were attacked!"
},
{
"Key": "6b5ecf6e-4879-40ae-8be0-463dadd62eec",
"Value": "Rations"
},
{
"Key": "cedfca46-7f4b-4e4f-ae8e-5c52d47331fe",
"Value": "Recipes"
},
{
"Key": "987ee34e-a9cb-4bb6-9cd9-66cbf0b07b99",
"Value": "Rations"
},
{
"Key": "d96c80ed-0ae5-47c3-a0dd-0d3e4e07bc18",
"Value": "Summary"
},
{
"Key": "89f25c76-1c09-40d4-9bec-183fc515aa45",
"Value": ""
},
{
"Key": "ef52aec4-79b1-436a-b545-fd1d975d8381",
"Value": "Summary"
},
{
"Key": "4b35a3aa-fe12-4745-9f94-54e8d5974044",
"Value": "Summary"
},
{
"Key": "6db1447b-43e4-443a-bca3-5f3c9c950042",
"Value": "Use one of your companions' special abilities."
},
{
"Key": "ffc87c23-c1f8-4fcb-9589-745206bdbe7c",
"Value": "Special roles"
},
{
"Key": "b6376823-0a50-4547-8242-057cf1c13d3b",
"Value": "Begin resting"
},
{
"Key": "54a928ad-56e4-4d60-8041-0be8c34f229f",
"Value": "Resting will take"
},
{
"Key": "afba15dc-ed81-4845-8223-debf4847dc45",
"Value": "It takes time to restore companions to full health while resting."
},
{
"Key": "551bf200-b627-49b2-b15a-afc8933f929b",
"Value": "Hunting is required for a rest. The rest will take some time."
},
{
"Key": "2448b66d-4c96-492f-97c6-88b789882a65",
"Value": "The party will not rest"
},
{
"Key": "47aefc35-f813-449c-94a1-9772113e4eff",
"Value": "Use rations"
},
{
"Key": "af49e2f2-a5b4-4989-82dc-2f1e6979fc2a",
"Value": "Delete"
},
{
"Key": "1bd2a802-b024-4237-aa39-592b42d35aad",
"Value": "Delete save ''{0}''?"
},
{
"Key": "82e5d69d-43b6-49ac-9add-41af3b9779f1",
"Value": "In game: {0}"
},
{
"Key": "b0bccce2-4784-42c4-aa1b-45ee717b921e",
"Value": "Load"
},
{
"Key": "2084e0f9-56f5-44d7-a7b1-8c62391c47ce",
"Value": "Loading save ''{0}''.\nUnsaved game will be lost.\nContinue?"
},
{
"Key": "23c53ac1-3547-4083-8ef7-eec551d58656",
"Value": "Rewrite existing save?"
},
{
"Key": "ec862a9f-82de-4038-8a60-a4500f154151",
"Value": "<i>(Click to edit)</i>"
},
{
"Key": "788b6249-2439-445a-a8ac-19590e799eb8",
"Value": "New Save"
},
{
"Key": "416093bf-28d6-40c8-b2ca-8818f32b4cb6",
"Value": "Save"
},
{
"Key": "c50a34b2-9c4a-4bc2-bc7c-62a93b4cc6c3",
"Value": "Autosave"
},
{
"Key": "1a9e52f2-ed10-4054-b550-93ed0af37a86",
"Value": "Last Azlanti mode save"
},
{
"Key": "f14cf94c-9491-4030-a7ad-4d7bad090fa1",
"Value": "Quicksave"
},
{
"Key": "0b0e37df-7393-42a7-97f0-ad61c6c23e85",
"Value": "Apply"
},
{
"Key": "3e2b6e0a-0fd6-4d13-89cb-0ecd089c058f",
"Value": "Apply all settings in {0}?"
},
{
"Key": "83d7f779-f7d2-43d6-99fb-4399565c3640",
"Value": "You have already begun ruling your kingdom. If you turn on the
automatic management mode, you won't be able to turn it off and go back to managing
your kingdom manually again."
},
{
"Key": "1faca86c-ddb8-44c6-8286-2a9bddbf6202",
"Value": "Default"
},
{
"Key": "a0caf052-d79c-4357-8f12-91f0bc9a39a2",
"Value": "Apply"
},
{
"Key": "3101d9d8-a8e2-4ca5-b449-dc57dda3cec7",
"Value": "Cancel"
},
{
"Key": "f45956f8-d8b6-4488-879a-6a1363cf17a3",
"Value": "No"
},
{
"Key": "cb1c2958-a929-40b3-99da-3c32a8794a57",
"Value": "OK"
},
{
"Key": "696ca47e-5e03-45bb-8703-82fa13c5b379",
"Value": "Revert"
},
{
"Key": "f343b81c-42ba-475c-bf02-4a50107f7158",
"Value": "Save"
},
{
"Key": "49ca939d-9182-4632-9842-9959fd929fdb",
"Value": "Yes"
},
{
"Key": "5f6235bf-00b7-4b67-ad3d-c13c77f581ab",
"Value": "Save current graphics settings?\nThe previous settings will be
applied in <b>{0}</b> seconds."
},
{
"Key": "4580dff9-ae75-4221-9407-3e9245e5b2a8",
"Value": "Hotkey is in use and cannot be assigned."
},
{
"Key": "451540e2-cbae-4fb8-b857-21a677642907",
"Value": "Some changes will be applied next time you start the game. Restart
the game now? All unsaved progress will be lost!"
},
{
"Key": "fcfe0857-664c-41c2-a618-2c67025931f1",
"Value": "Restore all settings in {0} to their defaults?"
},
{
"Key": "c588d774-571e-40ad-9368-c5d5d4b5ab4c",
"Value": "Save"
},
{
"Key": "d5cac22b-ca6f-4e6c-99f4-30af29ea2a6e",
"Value": "Save all changed settings in {0}?"
},
{
"Key": "636602dc-bfb3-4c56-9877-b84ea1b59aa4",
"Value": "Controls"
},
{
"Key": "f9797354-5532-4b4e-9625-62a0ac0c868e",
"Value": "Difficulty"
},
{
"Key": "1502c752-b74f-481a-99d0-056d7fe50f20",
"Value": "Game"
},
{
"Key": "18622935-b726-4eff-8719-0bed9cfcb337",
"Value": "Graphics"
},
{
"Key": "3d668402-49ba-42b1-b310-40fd65026836",
"Value": "Sound"
},
{
"Key": "3e08f55c-8515-4ba2-be03-8bb5219d18e2",
"Value": "Off"
},
{
"Key": "77c933e2-06f0-4f96-a477-24807f2308ce",
"Value": "On"
},
{
"Key": "c5ec193c-1da5-44b2-bf1d-7ec5ed891e9e",
"Value": "against"
},
{
"Key": "acfb566a-1546-461c-b95e-a6fe94fa565c",
"Value": "DC"
},
{
"Key": "fef1192f-c3d0-440c-8101-c97e82e2a4ce",
"Value": "Difficulty Class"
},
{
"Key": "87a65379-937f-428b-8d69-347cef02737f",
"Value": "Result"
},
{
"Key": "c0eaf9ff-4e60-493c-aa66-00bab5c84a60",
"Value": "Roll d20"
},
{
"Key": "58a38f29-f2b9-4fcf-9be4-5f39a87b23f9",
"Value": "Roll result"
},
{
"Key": "6ad2f180-b261-4454-9711-f55929060e21",
"Value": "Skill check"
},
{
"Key": "cde06815-134a-4a27-a273-1c64987e8de7",
"Value": "Skill value"
},
{
"Key": "601427a1-35ff-46b1-9488-9273cebaf094",
"Value": "This spell or ability can be used in automatic mode. To activate
it, right-click its icon on the active panel."
},
{
"Key": "eba7d8ce-c583-45a9-8d78-a84055fecda5",
"Value": "The character can not cast spells of this level."
},
{
"Key": "6eab4a9d-e2a2-49fd-8c71-5a3ade0da8c7",
"Value": "Cantrips are cast like any other spell, but they are not expended
when cast and may be used again."
},
{
"Key": "24389884-8726-461e-a7ba-28d67f6e8968",
"Value": "Caster level"
},
{
"Key": "84fb7983-1e67-461d-8784-9f3ea07e283a",
"Value": "Companion can't cast spells"
},
{
"Key": "2b3c15c7-d934-4a5f-beeb-9fa60ff4de4a",
"Value": "The character does not have spell slots to memorize spells of this
level."
},
{
"Key": "1d169f93-d6ed-4f31-9a87-f33486fe32eb",
"Value": "Concentration"
},
{
"Key": "105aa41d-0f2a-4cde-ad43-48c88e55dbc8",
"Value": "Decoration"
},
{
"Key": "140a0076-9c86-4790-b9ae-0854a333155a",
"Value": "Domain slots"
},
{
"Key": "d48660a3-0140-4112-97cc-0bd361d5a391",
"Value": "You have no available spells"
},
{
"Key": "ebf8125e-97cf-4f45-8b9a-ab1454634af0",
"Value": "You can't memorize spells from the \"Favorites\" section"
},
{
"Key": "45fb40bc-4b20-4fc4-9484-70d10164f36f",
"Value": "Favorite school slots"
},
{
"Key": "adf2f14f-8371-4ead-ab5a-452de23a03d1",
"Value": "<sprite name=\"star\" color=#ccb793FF>"
},
{
"Key": "c27fc1c1-9342-4c03-83c3-6ea0b174307c",
"Value": "Left-click to forget"
},
{
"Key": "6b72ddd3-8a5c-40d9-875b-0abec95a29f2",
"Value": "Left-click to memorize"
},
{
"Key": "e57290fd-9c5f-4b28-a92e-91a6e3444e5e",
"Value": "Level"
},
{
"Key": "e2b9e25e-f605-46e2-be6b-ff079e0e1fe7",
"Value": "Memorized spells"
},
{
"Key": "c7e05da0-f09a-45f2-9258-80713f2ba65e",
"Value": "Each day, wizards can prepare a number of cantrips, or level-0
spells. These spells are cast like any other spell, but they are not expended when
cast and may be used again."
},
{
"Key": "aa39dbed-19b8-4b0b-a327-0a78ece6eaca",
"Value": "Each day, clerics can prepare a number of orisons, or level-0
spells. These spells are cast like any other spell, but they are not expended when
cast and may be used again."
},
{
"Key": "053be193-ef70-471e-9f5b-feef8f2cd6d5",
"Value": "<sprite name=\"star\" color=#ffe9deFF>"
},
{
"Key": "8bbeea44-4adc-4694-8b18-bb9cb34f1ac5",
"Value": "Metamagic"
},
{
"Key": "1c44ce34-62da-4932-a328-ea97bc34755f",
"Value": "Rest to restore spells"
},
{
"Key": "0a3f559b-6be4-46ac-840f-67739a213481",
"Value": "You don't have metamagic feats"
},
{
"Key": "44d18fb9-4d16-4553-99fb-a82ed4f00321",
"Value": "Your <b>{0}</b> score is less than <b>{1}</b>, so you cannot cast
spells of this level."
},
{
"Key": "9ac6ecf8-837c-4248-b646-1c160c7d5a5e",
"Value": "<color=#FF0000><b>Opposition school</b> (Requires 2 spell slots to
memorize)</color>"
},
{
"Key": "5a5eff37-0da7-4dbe-a467-193e29af4273",
"Value": "Result spell level"
},
{
"Key": "79486d32-79ee-4bd3-b01e-5c559c35cf0f",
"Value": "<color=#008000><b>Specialization school</b> (Uses special slots
first, when memorized.)</color>"
},
{
"Key": "9f3832fa-028f-4d55-aac9-368782481983",
"Value": "Spellbook"
},
{
"Key": "797e6b3e-4f42-4b12-95c5-bdace70be47b",
"Value": "Spell failure chance"
},
{
"Key": "7562a2ee-3a73-45ee-a174-f98bf201e9a5",
"Value": "Spell penetration"
},
{
"Key": "9a56d386-894f-42d9-b351-0af89fd999c5",
"Value": "Potion preparing"
},
{
"Key": "a4484bf0-60fa-41d4-bed3-80956ab445e9",
"Value": "Spells prepared"
},
{
"Key": "e1a10df0-871b-4774-9299-8336184d2e06",
"Value": "Spells memorized"
},
{
"Key": "8c13d09c-075f-4d98-9f2d-ec8b72296456",
"Value": "Spontaneous casting"
},
{
"Key": "c4cf5460-4ee2-4a12-8561-80c1256df4d9",
"Value": "Available spell uses per day:\n<size=120%><b>{0}</b></size>/{1}"
},
{
"Key": "b4d5cb68-6aa5-4b70-8f20-5c216b10bee8",
"Value": "There are no limits on this spell's daily use."
},
{
"Key": "5af94d53-c85c-43af-bb51-75346ff54a60",
"Value": "Write spell"
},
{
"Key": "af5fa82d-25ea-49ac-b50f-52966dd5af63",
"Value": "I Accept"
},
{
"Key": "22e04236-a470-4318-b5b2-8b15581a78d9",
"Value": "I Decline"
},
{
"Key": "188bed80-61d0-4b70-b9bf-ec2b942da424",
"Value": "<color=#9C2809FF>T</color>erms of <color=#9C2809FF>U</color>se"
},
{
"Key": "68dc99c9-1dcd-418d-b598-b75f4fa7b7d4",
"Value": "END USER LICENSE AGREEMENT FOR USE OF SOFTWARE TITLED \"PATHFINDER
KINGMAKER\"\nThis EULA is an agreement between you, an individual with full legal
capacity and My.com B.V. (hereinafter \"MY.COM B.V.\") regarding \"Pathfinder
Kingmaker\" software and all related documentation, any updates and upgrades that
replace or supplement the software in any respect and which are not distributed
with a separate license (collectively \"Software\" and/or \"Game\"))
(hereinafter \"the Software\").\nAcceptance of the terms and conditions of this End
User License Agreement (hereinafter referred to as the \"EULA\" or \"Agreement\")
is obligatory for you to use the Software. Please read the terms and conditions of
the EULA carefully before installing the Software on your personal computer
(\"Device\"). If you disagree with the terms and conditions of this Agreement or
you cannot use the Software according to the terms and conditions of this
Agreement, please abort the Software installation and/or immediately delete the
Software from your Device.\nDownloading, installation of the Software (as described
below) and/or any use of the Software shall mean your full consent to the terms and
conditions of this Agreement and any other related documents. Use of the Software
in violation of this EULA is subject to prosecution.\nYou must also accept and
comply with all rules of external platforms applicable to Software. Any breach of
any rules of the external platforms shall also be regarded as a fundamental breach
of this Software.\nA separate terms and conditions may govern your use of online
services in connection with the Software. You may view such terms and conditions at
owlcatgames.com or any other official website of the Software.\nPlease note that
the Software includes Open Content available under Open Game License
(owlcatgames.com\\OGLPFKM ). The full description of Open Content and all related
information you can find locally in PDF format (check <game installation
folder>\\OGL) or on our site (owlcatgames.com\\PFKMCRPGRD). All corresponded
information are also available in the game Credits window.\n1. GENERAL
PROVISIONS\n1.1. MY.COM B.V. has all necessary rights to enter into this Agreement.
MY.COM B.V. hereby notifies that MY.COM B.V. uses all libraries contained in the
Software under relevant conditions and applicable licenses (if any), access to
which may be obtained at the web site of their owners. Any use of the Software
shall be subject to the Agreement of the MY.COM B.V. The User may not change or
delete copyright notices and/or any trademarks contained in the Software.\n1.2. The
Users can find on the official website of the Software the minimum and recommended
Device's system requirements for proper use of the Software. Due to potential
programming changes and improvements, the minimum and recommended system Device's
requirements for the Software may change over time, and the Software may become
unavailable on some types of Devices.\n2. LIMITED LICENSE\n2.1. From the moment of
acceptance of this EULA the User receives personal, limited, non-exclusive license
to install and use the Software for your non-commercial use solely as set forth in
this Agreement. MY.COM B.V. does not provide any rights to you for Software use,
except for the rights expressly stated in this EULA.\n2.2. The User is prohibited
from:\n� distributing, renting, leasing the Software or its copies for payment
among any third parties;\n� altering, merging, adapting, decompiling,
disassembling, modifying, translating into other languages or in any way changing
the Software or any of its components;\n� creating derivative works based upon the
Software;\n� using the Software in other ways that are not expressly stipulated in
this EULA.\n2.3. The User may use the Software during the term of validity of this
EULA in the above-mentioned ways anywhere in the world.\n2.4. The Software is
intended solely for the User's private non-commercial use.\n2.5. All rights not
expressly granted in this EULA are reserved.\n2.6. The Users are forbidden to
decompile, decode, and reverse engineer data, to bypass data security systems, to
crack or attempt to crack the software components of the Software. The following is
forbidden: (inter alia) any modification, change, decompilation, decoding, sale, or
distribution of modified materials of the Software as a whole or in parts (or the
means and materials required for performing such actions), using programming
errors, making changes in the program code.\n2.7. You are forbidden to falsify,
remove or disconnect any copyright information; specifically, references to the
author, legal confirmations of the copyright or any other messages or instructions,
as well as any notes on the origin or source of the software or other
content.\n2.8. Subject to compliance with this Agreement, you are entitled to
stream, record and publish video content of the gameplay of the Software for
commercial and non-commercial reasons. For avoidance of doubt, you are entitled to
include advertisements in such streaming/recorded video content and otherwise
monetize such video content by means allowed by corresponding streaming or video
sharing websites.\n3. USE OF DATA\n3.1. The User hereby agrees that MY.COM B.V. may
collect, store for an indefinite term and otherwise process anonymous information
on the Software using by the User, information on hardware and software installed
on the User's Device, and any other anonymous technical and statistical
information, which MY.COM B.V. needs in order to identify and eliminate problems
with operation of the Software, to improve the Software, and for marketing
purposes. Thereby, the User hereby agrees that MY.COM B.V. has the right to upload
software program files to User's Device, that will record CPU, RAM, operating
system, video card, sound card, software and application of the other developers,
peripherals, geolocation and any other anonymous technical and statistical
information from User's computer.\n3.2. At all times any information collected and
being processed under this EULA will be treated in accordance with our Privacy
Policy available at http://legal.my.com/us/games/privacy/ incorporated in this
Agreement by the reference. All information collected is completely anonymous and
cannot be traced back to an individual user.\n4. WARRANTY DISCLAIMER\nTO THE MAXIM
EXTENT ALLOWED BY APPLICABLE LAW MY.COM B.V. EXPRESSLY WAIVES ANY WARRANTIES,
DIRECT OR INDIRECT, TOWARDS THE USER REGARDING THE SOFTWARE, INCLUDING BUT NOT
LIMITED TO ANY INDIRECT WARRANTIES TOWARDS QUALITY, SUITABILITY FOR SPECIFIC
PURPOSES AND OBSERVATION OF RIGHTS. THE SOFTWARE SHALL BE PROVIDED \"AS IS\"
WITHOUT FURTHER WARRANTIES OF ANY NATURE. THE USER SHALL ASSUME ALL RISKS RELATED
TO ANY DAMAGE AND LOSSES ARISING FROM USE OR IMPOSSIBILITY OF USING THE SOFTWARE.
MY.COM B.V. DOES NOT GUARANTEE THAT THE SOFTWARE MEETS THE USER'S REQUIREMENTS AND
THAT SOFTWARE OPERATION WILL BE UNFAILING AND ERROR-FREE.\n5. LIMITATION OF
LIABILITY\nTO THE MAXIMUM EXTENT ALLOWED BY APPLICABLE LAW NEITHER THE MY.COM B.V.
NOR ITS LICENSORS AND/OR PARTNERS SHALL BEAR ANY LIABILITY TO THE USER FOR ANY
DAMAGE (INCLUDING BUT NOT LIMITED TO IT, ACTUAL LOSSES, INCIDENTAL LOSSES, INDIRECT
LOSSES, LOST PROFIT OR LOST DATA, REGARDLESS OF WHETHER SUCH DAMAGE WAS PREDICTABLE
OR NOT) ARISING IN CONNECTION WITH THIS EULA AND WITH THE USER'S OPERATION OF THE
SOFTWARE AND OF OTHER MATERIALS PROVIDED TO THE USER BY THE MY.COM B.V..\nMY.COM
B.V. SHALL NOT BEAR LIABILITY FOR INABILITY TO INSTALL OR LAUNCH THE SOFTWARE ON
THE USER'S PERSONAL COMPUTER AND ALSO FOR POSSIBLE ERRORS AND FAILURES IN THE
SOFTWARE OPERATION. THE USER MUST CONNECT TO THE INTERNET IN ORDER TO USE THE
SOFTWARE. ALL COSTS OF THE INTERNET CONNECTION SHALL BE INCURRED BY THE USER.
MY.COM B.V. SHALL NOT BE LIABLE FOR ANY DAMAGE CAUSED TO THE USER AS A RESULT OF
CONNECTION TO THE INTERNET OR INSTALLATION OF MALICIOUS SOFTWARE ON THE USER'S
COMPUTER.\n6. APPLICABLE LAW. JURISDICTION\nThis EULA shall be governed by the laws
of the England and Wales. All disputes arising in connection with this EULA should
be resolved by the parties without recourse to a court and, in case the parties
fail to come to agreement without recourse to a court, disputes shall be resolved
by a court of relevant jurisdiction in the MY.COM B.V.'s location.\nEach User must
observe the law of the England and Wales and the law of his/ her country of
residence. Every User is solely responsible and liable for his/ her violation of
such regulations.\n7. MISCELLANEOUS\n7.1. Termination. This Agreement is effective
until terminated. Your rights under this Agreement will terminate immediately and
automatically without any notice from MY.COM B.V if you fail to comply with any of
the terms and conditions of this Agreement. Promptly upon termination, you must
cease all use of the Software and destroy all copies of the Software in your
possession or control. Termination will not limit any of MY.COM B.V's other rights
or remedies at law or in equity. Sections 4 � 7 of this Agreement shall survive
termination or expiration of this Agreement for any reason.\n7.2. MY.COM B.V. may
at its own discretion at any time assign and/or delegate its rights and obligations
under this EULA or any part of them to any third party without notice to you. Your
rights are personal and are not subject to assignment.\n7.3. This Agreement,
constitutes the entire agreement between you and MY.COM B.V. of the Parties
regarding use of the Software by the User and substitute any previous oral and
written agreements or oral and written agreements that are simultaneous with the
making of this Agreement regarding the subject hereof that are united in this
Agreement.\n7.4. If any provision of this Agreement shall be held by a court of
competent jurisdiction to be contrary
to law, that provision will be enforced to the maximum extent permissible, and the
remaining provisions of this Agreement will remain in full force and effect.\n7.5.
MY.COM B.V. reserves the right to revise the terms of the Li by updating the EULA
on the website located at www.my.com or by notifying the Users by email. The
revised EULA comes into force on the date on which it is published. Users are
advised to check the website periodically for notices concerning such revisions.
Your continued use of the Software shall be deemed to constitute acceptance of any
revised terms.\nOn all issues related to this Agreement, please use the e-mail
address legal@corp.my.com.\nOnly the English version of this document has legal
effect. Any translations of this document to other languages are provided for your
convenience only.\n�MY.COM B.V., 2017."
},
{
"Key": "3007be54-cb80-424e-a7c2-b51d10410356",
"Value": "Close"
},
{
"Key": "1d4edb3e-4c7c-4bde-81a8-8020eaadfd60",
"Value": "Pathfinder: Kingmaker includes Open Content available under Open
Game License (owlcatgames.com\\OGLPFKM). You can find a complete description of
Open Content and all related information locally in PDF format (<game installation
folder>\\OGL) or on our site (owlcatgames.com\\PFKMCRPGRD)."
},
{
"Key": "50be8c23-06aa-4d0f-8df0-14e3894274b5",
"Value": "Modifier"
},
{
"Key": "5aba2616-eaa8-4584-b393-ba2a7a8d4127",
"Value": "and"
},
{
"Key": "c5790f96-2da4-470e-bbb3-4bdf7b758c93",
"Value": "Arcane caster"
},
{
"Key": "d71d4fda-d6bc-4683-ad0a-d16bc3735860",
"Value": "Back"
},
{
"Key": "e40f6e0b-7df1-44e2-85e3-2e6cb3013828",
"Value": "Base value"
},
{
"Key": "f34983fe-6cc9-474e-8c1e-0b3a72081922",
"Value": "Can be equipped"
},
{
"Key": "a9d997f1-14f6-4ebe-ae04-03f30685e4fd",
"Value": "Can be used by this character."
},
{
"Key": "311512ab-8286-479e-8711-df3d42f6ad96",
"Value": "Can be used with skill check."
},
{
"Key": "440bb758-c15b-4f64-9954-7dcb2a9276dc",
"Value": "Ability to cast arcane spells"
},
{
"Key": "ea2f673c-85c9-4f70-8c7a-e3f29483dd6a",
"Value": "Ability to spontaneously cast arcane spells"
},
{
"Key": "f1a682d7-b623-4d25-82f6-a0a2ba135bcb",
"Value": "Ability to cast"
},
{
"Key": "04a044e3-cbb3-426d-805f-6441f09e6eb8",
"Value": "Ability to cast divine spells"
},
{
"Key": "f60b88f3-7a74-48e1-a887-3e3e94c65250",
"Value": "Ability to spontaneously cast divine spells"
},
{
"Key": "cc988b09-36dc-4f01-84b2-3a3f79335d46",
"Value": "Available for cooking"
},
{
"Key": "05149060-2347-4eb9-8018-89f45b2d8b12",
"Value": "Can't be equipped by this character"
},
{
"Key": "f4f9f4b1-6e26-43cc-a5c0-2fce6a5ae5fe",
"Value": "Can't be used by this character"
},
{
"Key": "45a9b0a1-eee8-4662-ad9f-f72846b6c99d",
"Value": "Not enough ingredients"
},
{
"Key": "af967631-2a3c-4458-bc9b-7df4246700c5",
"Value": "Character level"
},
{
"Key": "303328c4-0d1e-4c85-9403-4d91b1162b12",
"Value": "Class bonus"
},
{
"Key": "c1657275-1563-4112-af58-096a05b6002d",
"Value": "Collect"
},
{
"Key": "07409ff8-79fb-4a63-82d9-dc8fcddc5b4d",
"Value": "Meal bonus"
},
{
"Key": "39e8e45a-56a5-44d2-b3af-4124deeebe4d",
"Value": "Divine and arcane caster"
},
{
"Key": "02e731f9-83fa-434c-b98c-f8ae2b457aab",
"Value": "Divine and arcane caster"
},
{
"Key": "808ae324-4336-47e9-a205-25d6850cbb51",
"Value": "Divine caster"
},
{
"Key": "1d6c92a5-df52-4ea2-b5e0-92255b223117",
"Value": "Don't show tutorial"
},
{
"Key": "a0aea768-8f63-4c33-ac8c-2f736610cae2",
"Value": "Close"
},
{
"Key": "5fb19e12-3f12-40d1-929e-5b770d13e014",
"Value": "Open"
},
{
"Key": "aba069d0-9d3b-4c93-8ee0-8ada90b339ca",
"Value": "Door"
},
{
"Key": "940e4c2e-376d-407c-b28a-1f0b62b5e360",
"Value": "Light"
},
{
"Key": "cd9c4572-f65a-4533-8324-0fbbf97d0552",
"Value": "Medium"
},
{
"Key": "2ab5ad4f-45e8-4d08-bc3d-4130effe6893",
"Value": "Heavy"
},
{
"Key": "cd202dfc-7ad8-49bc-9062-e531a5e52a80",
"Value": "Overloaded"
},
{
"Key": "f3c11dcd-0061-4109-a5fa-bfd22f7b20a2",
"Value": "{slotname} {wielder}"
},
{
"Key": "cfb4e266-9137-4362-b7a8-338332eccbbd",
"Value": "{0}'s favorite dish"
},
{
"Key": "9365f99a-9298-44f4-9fe0-4acdd05afd09",
"Value": "GP"
},
{
"Key": "79c571e5-80df-4f21-b8d6-52c1d7b931f9",
"Value": ""
},
{
"Key": "8c2aad0d-69fd-4cfc-b37c-79e2d4305def",
"Value": "Has animal companion"
},
{
"Key": "e752a092-061b-4f9d-bbfe-d4301f30d0d4",
"Value": "Proficiencies"
},
{
"Key": "b8f0d290-65f9-4803-a992-ad0ddb9d5dac",
"Value": "Ingredients"
},
{
"Key": "7d687519-e31a-4989-b2a2-84f4e11549ff",
"Value": "Ability to cast arcane spells"
},
{
"Key": "3d47508e-46b2-4145-898f-d7a91f9b7ae4",
"Value": "You already know this recipe"
},
{
"Key": "a9f14892-e1ea-4fb2-be69-fa8eb0bcd82f",
"Value": "lbs"
},
{
"Key": "cbf1c9cb-8f41-4f02-bc52-e62071a5be99",
"Value": "level"
},
{
"Key": "6c5b7d99-bbc4-42dd-aa30-a51824760771",
"Value": "Loot"
},
{
"Key": "710950c1-33c5-4fb3-894b-3f91f4857fd0",
"Value": "Modified value"
},
{
"Key": "9da98314-282c-4f64-b98f-8c7dc175483f",
"Value": ""
},
{
"Key": "c7b6a6e5-1901-47c9-a1e5-88d21b37d8bc",
"Value": "Next"
},
{
"Key": "1881cbc8-270a-45c5-a515-ecc4bca3a72c",
"Value": "Has no levels in the {0} class"
},
{
"Key": "01390848-2fb9-457e-bcae-baefc9d81b8b",
"Value": "Required features:"
},
{
"Key": "89ea9095-bc3b-48fb-98cf-67fc6a2ee768",
"Value": "No animal companion"
},
{
"Key": "cbb33d84-f995-4d90-80c8-523917b92df0",
"Value": "Doesn't have the following proficiencies:"
},
{
"Key": "08eff7ff-b0fa-48e4-9008-5cd16eaee620",
"Value": "Ability to cast divine spells"
},
{
"Key": "6d911cfe-5425-4033-8604-30d14edf990b",
"Value": "Has one of the following features:"
},
{
"Key": "a2fbdc0d-7ee4-4b90-aba5-e60d85e652e8",
"Value": "or"
},
{
"Key": "b206ea1c-d430-43a2-affd-12038ffb3115",
"Value": "Party Encumbrance"
},
{
"Key": "a77a4ebf-ff3e-4757-aec7-97300b09ee9c",
"Value": "Your encumbrance inside settlements does not affect your movement,
but you may be asked to leave or sell things before leaving the location."
},
{
"Key": "dc3fe10d-af88-4765-b6c6-985d171a4c8b",
"Value": "You are in safe zone. Penalties are temporarily lifted."
},
{
"Key": "d96e7c97-7575-4d80-aefd-775aaebdb69f",
"Value": "Try getting rid of some items."
},
{
"Key": "06f85e64-236c-43d4-b798-14dfcd71839e",
"Value": "A medium load will reduce the party's movement speed across the
global map by 20%. The party will become exhausted 20% faster.\nThe party with a
heavy load will move at a speed of 20 feet outside of combat. The party's movement
speed across the global map will be reduced by 66%, and the exhaustion will happen
50% faster.\nExceeding the maximum weight load will slow down the party out of
combat even further."
},
{
"Key": "ffff3e7d-fe22-4b81-9255-46a5cd6279d1",
"Value": "Encumbrance: {0}"
},
{
"Key": "325c1b7a-e6b2-47bd-bcfa-a763c539fa07",
"Value": "Try getting rid of some items."
},
{
"Key": "23d7f313-2aad-4882-b87b-dd2a366f1fbb",
"Value": "If a character's encumbrance is Medium or Heavy, the character's
movement speed in combat will be reduced. They will also suffer a limit on their
maximum AC bonus, and they will receive penalties to Athletics, Mobility, and
Trickery checks. Their speed is reduced to 20 feet (or 15 for small characters).
Their maximum dexterity bonus to AC is limited to +3 if they're carrying a Medium
load and +1 for a Heavy load. The penalties to Athletics, Mobility and Trickery
checks are -3 at Medium and -6 at Heavy. These penalties do not stack with
penalties from armor. If a character's encumbrance is greater than their maximum
carrying capacity, then the character will be unable to move."
},
{
"Key": "4b4b160b-10e1-47ac-8de1-80cca5f78f36",
"Value": "Penalty"
},
{
"Key": "0ebaa30d-ff96-4d0d-8287-26525e8d26d4",
"Value": "Result"
},
{
"Key": "086d2f8d-4e94-49ec-afb5-40cf038d0fc3",
"Value": "Prerequisites"
},
{
"Key": "dd37432c-c253-43bb-aa25-a2ffd6f20a61",
"Value": "Ranks"
},
{
"Key": "b2977945-407e-4ea3-8c82-a842b4f28d8c",
"Value": "Recipe"
},
{
"Key": "7c4b2eac-1fa8-4d2e-9e5a-c8d23a00cc82",
"Value": "Cooking DC: {0}"
},
{
"Key": "6b298b59-6ad0-49c5-8015-c47b95a5af0c",
"Value": "Right-click this spell in Spellbook window and select \"Info\" for
more information."
},
{
"Key": "c874ab09-5829-4f35-aa9e-39ff30d00ea8",
"Value": "cantrips"
},
{
"Key": "cd082202-5d6e-4f5f-a5fc-417a145deb16",
"Value": "1st level spells"
},
{
"Key": "ca2bbf16-426f-4500-9d69-7c65b7d36538",
"Value": "2nd level spells"
},
{
"Key": "04f9669a-f79c-4d74-8afb-dcd6507f3401",
"Value": "3rd level spells"
},
{
"Key": "8c6a98d4-529b-4d3b-8e65-463a8221ddfb",
"Value": "4th level spells"
},
{
"Key": "303fad04-48b4-41c9-b477-4767568bccea",
"Value": "5th level spells"
},
{
"Key": "78e729d2-6629-49f1-b651-c97e3d9ffeba",
"Value": "6th level spells"
},
{
"Key": "137b3e55-40b6-4abc-ada6-62a3c7a6c6cf",
"Value": "7th level spells"
},
{
"Key": "87623520-879c-49a9-9f8a-1cbf590a7eea",
"Value": "8th level spells"
},
{
"Key": "e96aa4a2-427c-4af8-90dd-0338c2066f31",
"Value": "9th level spells"
},
{
"Key": "4ad4c066-7504-4595-9d52-76801369b315",
"Value": "(Show best character for this action)"
},
{
"Key": "d68e182d-e64c-4b75-87da-293197e7fb6b",
"Value": "{0}, DC: {1}"
},
{
"Key": "f1b41bfe-a3c6-4b20-8a5e-bdb05212c8a8",
"Value": "Total value"
},
{
"Key": "a516b766-da65-4ae5-84d9-b8905cc61732",
"Value": "Disarm"
},
{
"Key": "1644911d-cab3-4d33-8e9f-94626a00fe69",
"Value": "Trap"
},
{
"Key": "bf7f89d2-5d60-475e-abb8-963628e58ea6",
"Value": "Unidentified"
},
{
"Key": "356a97dc-7714-4a5f-8566-df955a778fea",
"Value": "You don't know this recipe."
},
{
"Key": "4b576345-70d3-4427-b229-f686a6b811d7",
"Value": "The deal is not complete. Are you sure you want to leave?"
},
{
"Key": "67e72d69-dd73-4fdf-b705-cb7d52395a24",
"Value": "Deal!"
},
{
"Key": "1f46058b-7e4e-4e8d-8a05-e464cf17e434",
"Value": "Offer"
},
{
"Key": "cd16383c-038f-4c1f-b6b8-00dad8d6739a",
"Value": "Return"
},
{
"Key": "f3c1f0c2-9c19-4b7d-8ba1-85087b36ae1b",
"Value": "Accessories"
},
{
"Key": "886fa11b-f21a-4b72-90dc-ea4c2d15552d",
"Value": "Armor and shields"
},
{
"Key": "eed09591-6aca-4522-a197-6c966c0950ed",
"Value": "All items"
},
{
"Key": "1ee9ea8f-203c-4e70-8256-5e4369a7b212",
"Value": "Other"
},
{
"Key": "dba5192d-2a39-48e1-a1fd-a66b57a06210",
"Value": "Notable"
},
{
"Key": "6f22a0fb-f0d5-47c2-aa03-a6c299e85251",
"Value": "Usable"
},
{
"Key": "9b9f1000-d9ea-4902-b489-222c11b4e980",
"Value": "Weapons"
},
{
"Key": "f03f4c4d-a968-47b6-bc43-50553d8dc673",
"Value": "<align=center>Press [J] to open</align>"
},
{
"Key": "cc216901-cf93-4e16-b823-9f5dd25adff8",
"Value": "Journal"
},
{
"Key": "69c74d8c-b230-46fd-a08e-deea1cb48b3e",
"Value": "The party gets tired faster by {0}."
},
{
"Key": "18d76261-bd5e-4298-a807-881680e8f2f0",
"Value": "The party's common inventory burdens all the members of the group.
If you want to move around the world without speed penalties and fatigue, get rid
of your excess weight!"
},
{
"Key": "ac7f0b3e-36ba-489f-b2ac-ce14666b25a6",
"Value": "The party gets tired faster by {0}."
},
{
"Key": "5ea13a4e-6d84-4f3c-b16b-566cf8f2f0f9",
"Value": "Penalty"
},
{
"Key": "551e33ac-22c5-45ad-8881-04518e9cff72",
"Value": "The party gets tired faster by {0}."
},
{
"Key": "d20fdf68-61a0-48c1-889e-feef1a993b58",
"Value": "You are in {0}. Encumbrance has no effect on your movement speed."
},
{
"Key": "6b86f02e-3aec-46fe-8a65-d9ce9eb9cddc",
"Value": "Group speed (outside of combat)"
},
{
"Key": "8b99401b-f7be-49ff-86be-1728b723165d",
"Value": "Fatigue period"
},
{
"Key": "75949097-59da-4c5e-b8f7-96f10e401144",
"Value": "This is one of the option sets. The options are inter-related, so
changing option sets or individual options may update others."
},
{
"Key": "530574cf-d0a6-4dae-8749-28fe03773276",
"Value": "Party penalty"
},
{
"Key": "c1327ad3-7185-4489-9f5e-0dee5873e81f",
"Value": "Options set"
},
{
"Key": "3b7f88e8-4f1b-44ad-8293-08949a8f6c4a",
"Value": "Party speed is limited"
},
{
"Key": "a9e39c2e-73f8-40d0-85fe-52923c911542",
"Value": "Recommended ability score"
},
{
"Key": "8096edf2-ac84-4c69-8adc-53cdb7199289",
"Value": "A class ability is the most useful ability for a character of that
class. It affects the character's skill checks and other modifiers. One class may
have several class abilities. It is advised to concentrate on developing these
primarily."
},
{
"Key": "9b5a8e8f-e4c8-4fc6-b9dd-3bfda4f51dfe",
"Value": "Personal penalty"
},
{
"Key": "284a7bdb-aaf2-4c0b-acd0-d133c0d91f9b",
"Value": "Class Ability Score"
},
{
"Key": "d1adbce9-a10a-4d1b-ba5c-b0c57d0f8a77",
"Value": "A non-recommended feature is any feature which has little or no
impact on the character. Adequate character development doesn't involve developing
such features."
},
{
"Key": "b3ae52bb-ddf3-49f7-ae99-43ffb32b8560",
"Value": "Non-recommended Feature"
},
{
"Key": "ed21b651-4a48-459b-956e-8866ac2d23d2",
"Value": "If you wish to skip complex character creation, you may instead
select a fully prepared character build for your preferred class. This prepared
build has all the ability scores and skills already distributed, and all the
features, feats, and spells are already selected. A prepared build will also allow
you to automatically level-up the character throughout the whole game, if Auto
Level-Up in Difficulty Options is set on \"All Possible.\""
},
{
"Key": "061c76d2-b23d-4d57-a1ed-a79038f9c2e7",
"Value": "A recommended feature is any of the character's important features,
which have a positive impact on the character. These could include spells,
abilities, or any other features worth developing."
},
{
"Key": "f10554f3-f5ca-4253-9a6d-b9a9ca244b25",
"Value": "Recommended feature"
},
{
"Key": "bd069b63-27cf-478b-8316-9c309ef79e85",
"Value": "Continue traveling"
},
{
"Key": "4ae39bd9-34a4-4b97-a426-ca44a4a3e14f",
"Value": "<align=center>Click to expand weapon sets</align>."
},
{
"Key": "c840383e-e460-432e-868d-7bcb4f0358bc",
"Value": "Weapon sets"
},
{
"Key": "313d7dbc-dd08-4178-a3d8-7ff44b9b9791",
"Value": "Stop traveling"
},
{
"Key": "ca870614-ea19-4cff-a70a-9d34c94407fb",
"Value": "<align=center>Changing the group while traveling may require extra
time.</align>"
},
{
"Key": "5d91e72e-5597-446d-9301-42ea0ba656dc",
"Value": "Group Manager"
},
{
"Key": "1ab9d976-ade4-4077-ab11-b1104ec101b8",
"Value": "The chance to lose a spell while casting it. Greatly affected by
equipped items."
},
{
"Key": "48a83c2c-8852-4e84-b97b-679230070719",
"Value": "Spell Failure Chance"
},
{
"Key": "275075dd-df22-40be-97e1-39f8bc9840ec",
"Value": "No penalty"
},
{
"Key": "8fffa24e-834f-4a81-9542-8f1eaf261434",
"Value": "Material Component"
},
{
"Key": "acf0865e-fa7e-4dad-ae5f-b9a32e86f44e",
"Value": "Recommended feature"
},
{
"Key": "3b40c21b-4143-4217-a640-bb6e916507c5",
"Value": "Non-recommended feature"
},
{
"Key": "845bfaf2-5988-4c7c-990d-378be47e0664",
"Value": "A useful feature is any of the character's features, which have a
mediocre positive impact on the character. These could include spells, abilities,
or any other features."
},
{
"Key": "0900dc35-3b43-4bed-ab92-f1e6cde35ad1",
"Value": "Useful feature"
},
{
"Key": "030c7c7b-991e-46c4-9834-118e7f75e0f8",
"Value": "Turn off all filters"
},
{
"Key": "c7c7b22e-fe76-4316-808c-83db227de0d4",
"Value": "All"
},
{
"Key": "c373d77c-fdd9-4dd8-848e-bd5c7208fabc",
"Value": "<align=center>Click to try hide in shadows</align>."
},
{
"Key": "5b32f52d-e087-4fa0-b770-28d4a5d83611",
"Value": "Stealth"
},
{
"Key": "9cd3331f-3b5a-4ae7-8159-3317f07e43c6",
"Value": "<align=center>Click to activate AI</align>."
},
{
"Key": "61d1749f-bfd1-497d-8720-664d4f52eb86",
"Value": "Artificial Intelligence"
},
{
"Key": "85bf9e3d-76aa-4012-a101-c110b063265b",
"Value": "<align=center>Click to deactivate AI</align>."
},
{
"Key": "468540e2-52b9-4a2b-a8a5-07781d452f14",
"Value": "Artificial Intelligence"
},
{
"Key": "ff2f8a3e-937f-418d-8a80-5b0ce4f66685",
"Value": "<align=center>Click to cancel stealth</align>."
},
{
"Key": "145c13b8-ade5-409e-8346-17decead9c81",
"Value": "Stealth"
},
{
"Key": "fcfbda1e-aade-44d6-b930-982e0c9f0442",
"Value": "<align=center>Click to expand spells bar</align>."
},
{
"Key": "0ebd60a5-6c57-4d97-b915-d98ab1714fb4",
"Value": "Spellbook"
},
{
"Key": "c6dd000b-5970-4629-a0b7-abc133e2ea04",
"Value": "<align=center>Character doesn't have spells</align>."
},
{
"Key": "d7cba7c6-faa1-4596-b8f1-540309dceb9e",
"Value": "Spellbook"
},
{
"Key": "4f7c86a0-2355-45bc-aa41-83d694fcd980",
"Value": "<align=center>Click to expand abilities bar</align>."
},
{
"Key": "9c708112-56fa-4728-83ad-d674deb3dfb5",
"Value": "Abilities"
},
{
"Key": "2b9a9ec9-86f4-4ebf-889a-d161fd114a8b",
"Value": "<align=center>Character doesn't have abilities</align>."
},
{
"Key": "3665c14f-0875-41d4-81b8-8afda41c8ab4",
"Value": "Abilities"
},
{
"Key": "8d0caf4d-237a-423b-adb6-547a22931deb",
"Value": "<align=center>Click to expand usable items bar</align>."
},
{
"Key": "ff37b1b6-9eb6-4cdc-a654-2462bb1dfe49",
"Value": "Belt"
},
{
"Key": "e49fdd16-2f50-4962-b012-8aa80f0e8e2d",
"Value": "<align=center>Press [I] to open</align>."
},
{
"Key": "fc313e98-3546-4f3b-b418-66cf2515e80e",
"Value": "Inventory"
},
{
"Key": "3be62b95-1298-442c-800b-20bd55647978",
"Value": "<align=center>Character doesn't have usable items</align>."
},
{
"Key": "c715651a-2924-42ca-ab3f-d02bee769f45",
"Value": "Belt"
},
{
"Key": "0e6f2519-2ede-4e43-b254-e413d029b47f",
"Value": "<align=center>Click to minimize weapon sets</align>."
},
{
"Key": "a3b9055d-e412-4a08-9d4f-56fcfc09a4dc",
"Value": "Weapon sets"
},
{
"Key": "755e394a-a001-4cbc-bee3-b818184b8d5f",
"Value": "<align=center>Click to open</align>."
},
{
"Key": "4aaee33b-e3aa-4730-88d8-6ff6ea4af25f",
"Value": "Summary"
},
{
"Key": "d845ab9f-f3d6-4416-9eb2-4c76d1a57729",
"Value": "<align=center>Click to open</align>."
},
{
"Key": "1f1d0ae3-93b2-4b48-9553-c420af91387b",
"Value": "Abilities"
},
{
"Key": "2d6efe33-88ad-4316-9d6d-fb487530514d",
"Value": "<align=center>Click to open</align>."
},
{
"Key": "5cf70093-ca47-4243-9f57-353cf4cd2b3f",
"Value": "Martial"
},
{
"Key": "c861ce9a-1af2-4703-82f8-ba6f511d01bf",
"Value": "<align=center>Click to open</align>."
},
{
"Key": "4bff770d-fa5e-4866-888b-4054b2e58ef5",
"Value": "Class"
},
{
"Key": "87de72e4-cd12-4675-918a-d2bd3ed38253",
"Value": ""
},
{
"Key": "8beaa3b7-727c-4770-95dc-afd925ba7458",
"Value": "In the main hand of"
},
{
"Key": "c18b64dc-1595-4272-b7f3-93429d055660",
"Value": ""
},
{
"Key": "e69c9307-96dc-4006-9490-195bbd3b2656",
"Value": "In the off-hand of"
},
{
"Key": "9aec9935-a105-43eb-a6bc-70be100d3f90",
"Value": ""
},
{
"Key": "2a36a5e4-8e74-4c8a-a998-6bf6c00de3ef",
"Value": "Equipped by"
},
{
"Key": "228ae0e4-c848-49e8-b22d-e171a16cde09",
"Value": ""
},
{
"Key": "0f12209f-b312-4530-9eb8-92de19c95b17",
"Value": "Equipped by"
},
{
"Key": "b8edb3df-890d-48a1-a3eb-674f74610f79",
"Value": "<align=center>Press [M] to open</align>."
},
{
"Key": "2b72df3a-c909-4b28-b588-1281a4c5dfe6",
"Value": "Map"
},
{
"Key": "4b0a5c94-2bdd-4392-89ce-e2c44d42ed4b",
"Value": ""
},
{
"Key": "28d42cee-535f-4ab3-8c8c-83514bfc9bc0",
"Value": "Equipped by"
},
{
"Key": "af2b4f19-f5e2-40e1-bb7b-2dd5d24d9a85",
"Value": ""
},
{
"Key": "441e01da-efc3-4ee3-bd21-13785211eb98",
"Value": "Equipped by"
},
{
"Key": "1ad44c13-d4cd-49c8-8b51-84d7b326de1b",
"Value": ""
},
{
"Key": "62290a14-c731-4930-b1d5-a610d5700ae9",
"Value": "Equipped by"
},
{
"Key": "818e0a99-3d19-4650-bbef-55d533d3ffe0",
"Value": ""
},
{
"Key": "5abc35b8-a9ce-4928-8606-8c71ddffb215",
"Value": "Equipped by"
},
{
"Key": "b08a9c07-30d5-49f7-bcba-78c2ac355e5b",
"Value": ""
},
{
"Key": "3b80ecbd-cac4-46a5-a1df-70f88e6f5ecc",
"Value": "Equipped by"
},
{
"Key": "65a65df5-122e-472b-88d3-1985c3a2e268",
"Value": "Equipped by"
},
{
"Key": "7751602d-8a72-46e8-927f-d87e5f274f51",
"Value": ""
},
{
"Key": "257f736d-ef96-41a3-a918-e08bce5859b1",
"Value": "Equipped by"
},
{
"Key": "c6be5e32-c14b-4e47-871a-4143fe68cd36",
"Value": ""
},
{
"Key": "71d55d09-d0ea-47b8-bc76-562b97de0985",
"Value": "Equipped by"
},
{
"Key": "79b56767-9cfd-499e-871f-deec098f40ce",
"Value": ""
},
{
"Key": "a58e9529-1149-4f0f-8b54-e33fe6f4b2db",
"Value": "Equipped by"
},
{
"Key": "e99ce72d-a825-4d62-8ec4-03eb063c8e9e",
"Value": ""
},
{
"Key": "d1f0623d-1b36-42c9-b66f-ead44424d2b4",
"Value": "Equipped by"
},
{
"Key": "326f26ef-2cdb-4d0b-8077-4da9ca86cd6c",
"Value": "<align=center>Press [C] to open</align>."
},
{
"Key": "6a040821-166e-4e9f-af1b-74d45c3ebcd9",
"Value": "Character"
},
{
"Key": "c785102e-bffe-4a80-8d74-6a51c39e90a7",
"Value": ""
},
{
"Key": "a4c16fdc-aadd-432c-a089-0c12dbf70d5a",
"Value": "Equipped by"
},
{
"Key": "ce287243-991d-4249-b8c4-11871cf7b3ac",
"Value": ""
},
{
"Key": "b213bd36-3242-4b1b-8d81-9bd89de71d9b",
"Value": "Equipped by"
},
{
"Key": "45128324-a4c0-464d-9bf3-ae3869c5072e",
"Value": ""
},
{
"Key": "b230c41d-9dc9-4b2f-9f66-32ae73b0eb7f",
"Value": "Equipped by"
},
{
"Key": "40c45718-9ae2-414e-9c32-dac63da3fd13",
"Value": "<align=center>Click to open formation
selector.</align>\n<align=center>Right click to open formation window.</align>"
},
{
"Key": "0dbe3c51-67b3-44fe-ad69-78d8158c40b6",
"Value": "Formations"
},
{
"Key": "d620e547-6b99-4292-9caf-e85698f0b992",
"Value": ""
},
{
"Key": "becb5c43-32f9-42ae-9370-9f3102ac88d8",
"Value": "Charges"
},
{
"Key": "798865c0-1253-4937-9f3b-c27f1249d53f",
"Value": ""
},
{
"Key": "2c1a788c-f587-44e1-a318-c9d7920aa49d",
"Value": "Difficulty Class"
},
{
"Key": "5b5282e0-0c2e-430f-8f5d-785502d929a2",
"Value": "A spell's effects (such as range, duration, and damage dealt)
typically depend on its caster's level, which for most spellcasting characters is
equal to their class level.\nSometimes a class feature or other special ability
provides an adjustment to your casting level. In that case, the adjustment applies
not only to the spell's effects, but also to the spell's chances of overcoming your
target's spell resistance, and the level used in dispel checks (and the DC of the
check)."
},
{
"Key": "c14ecd00-0d78-4451-997d-8a0620465273",
"Value": "Caster level"
},
{
"Key": "3ff3f0f2-011a-4ab4-ae87-f415789b1374",
"Value": ""
},
{
"Key": "d9493a71-ad27-4c66-b1b3-907be2f500f5",
"Value": ""
},
{
"Key": "b2e67a88-adfb-4352-8871-1a37215cae0b",
"Value": ""
},
{
"Key": "bc2746df-ad90-45f9-a4e9-05241e4a9629",
"Value": "<align=center>Press [Esc] to open.</align>"
},
{
"Key": "709b3162-2169-4e46-bc94-9e250f926c87",
"Value": "Menu"
},
{
"Key": "5986922d-3c8c-44cc-9d0b-f7ded0f7d541",
"Value": ""
},
{
"Key": "ff02d444-8b87-446b-9dad-92929f150a35",
"Value": ""
},
{
"Key": "7efc0b78-840b-498e-9b91-b004edc0b019",
"Value": ""
},
{
"Key": "65d9c20a-4af7-4817-864f-32bec5419266",
"Value": "Sort"
},
{
"Key": "aab967d2-70c7-46ba-a980-b500af20e9d4",
"Value": ""
},
{
"Key": "836f97e7-5797-488c-861b-0126a402aa07",
"Value": "Equipped by"
},
{
"Key": "c5aca2b8-311a-4835-a5dd-225701963611",
"Value": ""
},
{
"Key": "2f57a9b2-4693-4028-b778-e9721f696f20",
"Value": "Memorize"
},
{
"Key": "644ba968-4ae0-4cbf-a00d-9602a15758f0",
"Value": "Resulting level of current spell with metamagic applied"
},
{
"Key": "6221aa8e-5d21-44d8-9c1f-921e081c4ae3",
"Value": "Spell level"
},
{
"Key": "d5ce113b-b7e4-438b-be72-9c738e689197",
"Value": "To write the spell into your spellbook you need to reduce its
effective level."
},
{
"Key": "895c86d1-b92b-4902-a633-54f8bfd39345",
"Value": "Reduce spell level"
},
{
"Key": "ec5521db-620a-4db1-8281-4af2d8e346d6",
"Value": "Click to write the spell into your spellbook."
},
{
"Key": "4527c00a-a107-4c0e-a36a-760d817df0ec",
"Value": "Write the spell"
},
{
"Key": "9551548f-c16b-4071-b2b0-dc7997990bd6",
"Value": "No spell chosen to write into your spellbook."
},
{
"Key": "1ec7151c-f19c-48af-a1aa-687ceef430b8",
"Value": "Choose spell"
},
{
"Key": "9cf56b99-0a1b-4130-9461-c44ea771d170",
"Value": "<align=center>Press [B] to open.</align>"
},
{
"Key": "ec0b58ff-038d-43ee-a7e3-2960ae5c0f37",
"Value": "Spellbook"
},
{
"Key": "70c5a718-8243-4a6f-9c9b-e6b7f9da9db3",
"Value": "To write the spell into your spellbook you need to reduce its
effective level."
},
{
"Key": "6e2c4879-1307-44b1-a9d4-ca4383e9caf0",
"Value": "Reduce spell level"
},
{
"Key": "d10e0ddf-29bc-455f-b0bf-fbbaa93e3cb3",
"Value": "Metamagic"
},
{
"Key": "e819ff52-bf85-4e31-b7b9-fded35440953",
"Value": "Portrait"
},
{
"Key": "d4101cdd-79f7-48e8-a383-e555d98e3647",
"Value": "Race"
},
{
"Key": "a9d809a7-e041-4241-9725-5308bbb36a44",
"Value": "Class"
},
{
"Key": "9b94868d-535d-46da-bfbf-1a4a43514488",
"Value": "Domain"
},
{
"Key": "239777d2-2342-43be-921a-609bb0623433",
"Value": "School"
},
{
"Key": "0903047f-0844-4985-863d-1eeb4267b451",
"Value": "Inquisition"
},
{
"Key": "ed5d3704-65a6-47e4-8ef0-afaf747cf78b",
"Value": "Bloodline"
},
{
"Key": "81acbb3d-47f7-4641-8262-8a46c559fa02",
"Value": "<align=center>Changing the group during a trip may require extra
time.</align>"
},
{
"Key": "cb81723a-7a36-4888-a011-19093069f2d0",
"Value": "<align=center>Press [G] to stop selected units. If combat AI is on,
characters will act according to their AI pattern.</align>"
},
{
"Key": "03e65192-b1c4-4f67-8aaa-d0c577b4c316",
"Value": "Group Manager"
},
{
"Key": "53e5368c-77f2-4561-9a0c-890e4aab8a32",
"Value": "Stop"
},
{
"Key": "efc068d9-fe01-4d89-9e36-218a60c86310",
"Value": "Skills"
},
{
"Key": "70952726-6033-4439-9a35-1c9537628803",
"Value": "Abilities"
},
{
"Key": "4f593dee-1561-4d5a-a3e0-b6334e0b3f98",
"Value": "Spells"
},
{
"Key": "ceafed4f-19f9-489d-9aa5-67641862552b",
"Value": "Total"
},
{
"Key": "4d0ea428-95b3-4c91-8f65-9f4704c5d3b1",
"Value": "Your characters attempt to hunt the surrounding area, gathering
rations. The Main Hunter makes a roll against the area DC to determine the outcome.
Each additional character helps the Main Hunter by increasing the roll value."
},
{
"Key": "196b726d-030e-4f51-86cd-26635c20a9d9",
"Value": "Hunting"
},
{
"Key": "6be9c981-9771-41f2-a86b-48a27a653344",
"Value": "Your characters attempt to hide the camp to reduce the chance of a
night encounter. The Camouflage Aide makes a roll against the area DC to determine
the outcome. Each additional character helps the Camouflage Aide by increasing the
roll value."
},
{
"Key": "c4c0a06f-0fdc-4968-8900-412adeb001d7",
"Value": "Camp camouflage"
},
{
"Key": "1fe7a6c7-cb6b-4bf4-a418-d2e0efe1f54e",
"Value": "Your characters attempt to prepare a nourishing meal for the party,
granting lasting beneficial effects. The Main Cook makes a roll against the area DC
to figure out the outcome. Each additional character helps the Main Cook by
increasing the roll value."
},
{
"Key": "15f84e0e-7ec7-4309-9650-cf2c6dd7d5d5",
"Value": "Cooking"
},
{
"Key": "26968055-6fff-4693-9a0d-0fa87bfaf4e5",
"Value": "Spellcasters attempt to spend all their remaining healing spells to
heal injured companions."
},
{
"Key": "8a72596e-af14-4522-8f10-1d7504c6b664",
"Value": "Healing"
},
{
"Key": "47030192-a97d-4640-8c5f-4dc7d70934f5",
"Value": "The character attempts to make use of their special camping
ability, making a roll against the area DC."
},
{
"Key": "5b055b1a-871b-4f50-ab87-94d08fc08442",
"Value": "Special ability"
},
{
"Key": "a444ce22-d307-422f-b36d-2d632f7e0a69",
"Value": "Your characters attempt to guard the camp, taking turns according
to the Guard Order. If a night encounter occurs, an active guard makes a Perception
roll against the enemies' Stealth DC. Succeeding at this roll allows the guard to
awaken the party before the fight. Failing the roll results in a surprise attack."
},
{
"Key": "b3dea952-9425-4224-a810-dc5f497e4d70",
"Value": "Guards"
},
{
"Key": "47bd00be-a16c-4b72-a6e4-85e859e55731",
"Value": "<align=center>Press [H] to hold selected units. They will continue
to attack enemies with long-range weapons and spells.</align>"
},
{
"Key": "b980184f-2078-49b9-a563-e39df6a01ec5",
"Value": "Hold"
},
{
"Key": "01970a40-b435-4fda-bdf4-ab9efd0fee13",
"Value": "Recipes used for cooking."
},
{
"Key": "702ad5f5-0d52-4f6f-a828-d545d1710827",
"Value": "Recipes"
},
{
"Key": "a31fdea1-3074-4133-b0f1-922a8533b4b1",
"Value": "The more roles companions play in camp, the more fatigued they
become."
},
{
"Key": "23e9ed83-c0c8-4905-8079-7dc0a9d833bd",
"Value": "Roles counter"
},
{
"Key": "44e7a60f-4742-4384-9f41-4baeb463e2d0",
"Value": "If there are no rations left, all camp activities except Hunting
are disabled."
},
{
"Key": "78f8d2df-0782-463f-98be-f9173548003f",
"Value": "Rations"
},
{
"Key": "fce1bf95-8154-497f-9a0d-294713e12b93",
"Value": "Show exits from the location"
},
{
"Key": "73af4fc3-559d-468a-9bac-0fe7728ed1ec",
"Value": "Show loot in the location"
},
{
"Key": "1a2d84e8-bea4-43e9-8136-857566a53dbf",
"Value": "Show points of interest"
},
{
"Key": "c2193619-cf76-42be-98b5-5c0c1ea9632a",
"Value": "Show significant characters and objects"
},
{
"Key": "dddcfed3-5d73-4f66-90c7-aca4705daa8c",
"Value": ""
},
{
"Key": "ab80f16b-3f3c-4f56-9cc8-41b20bfdc5e8",
"Value": "Continue traveling"
},
{
"Key": "ce662ec6-a2c8-4d2f-8a0a-fc23de2f924b",
"Value": "Class"
},
{
"Key": "3b1cf68d-95ea-4e4f-8b86-62920130540b",
"Value": "<align=center>Click to open.</align>"
},
{
"Key": "77b775f8-b979-4c10-b951-7400c90b7958",
"Value": "Biography"
},
{
"Key": "3b3d8147-ce86-4653-acbf-702be8d5155d",
"Value": "<align=center>Press [R] to open.</align>"
},
{
"Key": "ce38963d-bdf5-4752-91b4-4f36a2067dfc",
"Value": "Camp"
},
{
"Key": "eec7090b-a47a-4964-bde3-bf0af69d64e9",
"Value": "Difficulty"
},
{
"Key": "37b44a20-eff3-4408-871e-dc3f5e3d7756",
"Value": "Character"
},
{
"Key": "4d0e43eb-6930-4849-b591-875b30a738ff",
"Value": "Armor check (exclude shield)"
},
{
"Key": "a7924ba9-af4f-4143-942d-ad08c6236837",
"Value": "Max Dexterity bonus"
},
{
"Key": "9fb77491-6b75-4762-ae5f-dfb384c694a0",
"Value": "Speed penalty"
},
{
"Key": "abf52906-2c47-4660-877b-3cd45e4b65fc",
"Value": "Group speed (outside of combat)"
},
{
"Key": "c502681b-22c9-421e-afa5-581406904943",
"Value": "Travel speed reduced."
},
{
"Key": "dd836502-f781-4517-8483-88a3e00c5e70",
"Value": "Time before fatigue reduced."
},
{
"Key": "023a6323-7fb8-4c78-a1e9-e6be23af0f30",
"Value": "Travel speed on the map is reduced by {0}."
},
{
"Key": "4ee4c257-abb6-4c3a-81b1-0f3941f5e805",
"Value": "Exiting to global map is <b>blocked</b>."
},
{
"Key": "957eebb4-0aad-449d-81b9-474447b48409",
"Value": "Encumbrance slows down the character and increases fatigue."
},
{
"Key": "93729468-22b0-4d26-9433-e63d08826d49",
"Value": "<align=center>Press [Backspace] to select all characters</align>"
},
{
"Key": "d8063400-158b-4a59-ae95-5127b3810a55",
"Value": "Select all characters"
},
{
"Key": "500cfa46-2975-4cc5-a790-605724637418",
"Value": "Usable item"
},
{
"Key": "017d4f8d-08bb-4859-bc56-2cc73aab0fb4",
"Value": "Wand"
},
{
"Key": "92f72bcd-5598-4aef-b943-51910a0d519c",
"Value": "Scroll"
},
{
"Key": "c5b3aeb3-891c-4346-8bbf-28da41434011",
"Value": "Potion"
},
{
"Key": "bff0ca93-cc46-497e-8eed-a136f001bbc5",
"Value": "You can't camp when enemies are nearby."
},
{
"Key": "067657f4-a8db-4a66-a80a-2758d910e8bb",
"Value": "You can not save in the Last Azlanti mode."
},
{
"Key": "69b02c71-b95a-4007-92b2-140afdfd3f5d",
"Value": "Saving..."
},
{
"Key": "d668ec1c-4c36-4bdd-a0b6-eb2d9f4f3750",
"Value": "Game loaded"
},
{
"Key": "654b66ff-8bf1-4de0-84cf-77e0475f2fc2",
"Value": "Game saved"
},
{
"Key": "a74b5fbe-71cd-47e1-816b-a62a539d32f4",
"Value": "Game quick saved"
},
{
"Key": "dab5bb94-bace-4deb-9b1c-910f72a68829",
"Value": "Game autosaved"
},
{
"Key": "d667f6e8-33e4-4bcc-b760-00ebeadf6fe3",
"Value": "Saving game is impossible"
},
{
"Key": "76ee95a7-cb61-49b0-8e9a-176c0c817338",
"Value": "Difficulty is changed."
},
{
"Key": "dcf26a49-a452-42ea-b1a2-97d2e82cad39",
"Value": "You cannot save during combat."
},
{
"Key": "4ef61d45-ed39-41cb-9663-f68f63d26595",
"Value": "You cannot rest during combat."
},
{
"Key": "3531dad0-dbfd-428c-a9b1-4109156eee26",
"Value": "You cannot rest here."
},
{
"Key": "21d4f223-f2e1-42d0-a04f-ad7410e90de3",
"Value": "Simple"
},
{
"Key": "16878322-a6ee-4094-aaac-e9a4404f4c59",
"Value": "Martial"
},
{
"Key": "d6b810a1-5bf4-4df5-9d97-722ae5fff7b7",
"Value": "Exotic"
},
{
"Key": "d862df26-b298-4c9e-9f2e-1212e5c89960",
"Value": "Chaotic Evil"
},
{
"Key": "347b04b3-b061-47b2-b75d-c46257306107",
"Value": "Chaotic Good"
},
{
"Key": "b27f25f0-7f2f-4af0-ad59-5af20fa37d72",
"Value": "Chaotic Neutral"
},
{
"Key": "be292d34-2adb-45dd-a42b-40184dcb56f4",
"Value": "Chaotic"
},
{
"Key": "a8e1dd22-0b79-490a-a184-e63b487447a2",
"Value": "Evil"
},
{
"Key": "87a75e6f-5887-4bfb-ae30-15d0c06d0601",
"Value": "Good"
},
{
"Key": "9edc7206-ea21-42e3-a3d9-b3b7cf29c246",
"Value": "Lawful Evil"
},
{
"Key": "fe4a6606-0ae1-46bd-ac75-63999deb03ac",
"Value": "Lawful Good"
},
{
"Key": "af57f066-eb4f-4b02-a4e2-e30f75216aa9",
"Value": "Lawful Neutral"
},
{
"Key": "b1693e2b-dc90-4eee-8645-c9706949a4ac",
"Value": "Lawful"
},
{
"Key": "3b10e51b-232b-424e-8de7-0d52e37199d9",
"Value": "Neutral Evil"
},
{
"Key": "6a59fa0a-edf5-43bb-b526-f1bc19a5c92f",
"Value": "Neutral Good"
},
{
"Key": "2e1dcf3d-d5ba-4881-90cc-a1c664fe633f",
"Value": "Neutral"
},
{
"Key": "4c1d2f72-5cd5-444f-b321-4252ee1af348",
"Value": "Chaotic Evil"
},
{
"Key": "1cc209c7-ce3f-4245-a323-bdc22dbb9abb",
"Value": "Chaotic Good"
},
{
"Key": "543a4c0a-7de5-4c41-9792-0f96068fb799",
"Value": "Chaotic Neutral"
},
{
"Key": "5ca20174-92e0-495b-8266-3ed1ddb9ab5c",
"Value": "Chaotic"
},
{
"Key": "433e65c1-b424-4936-8f86-7759fbaad33f",
"Value": "Evil"
},
{
"Key": "d1316a7b-bbec-484d-b4ea-4e01fbca2773",
"Value": "Good"
},
{
"Key": "c2ce29ef-e7bd-49f6-b73d-a9b9f9384488",
"Value": "Lawful Evil"
},
{
"Key": "3dd83b37-21e9-4bc0-ad0d-48bb027f3d66",
"Value": "Lawful Good"
},
{
"Key": "ee2dd037-8386-43db-ad43-07e7d7479729",
"Value": "Lawful Neutral"
},
{
"Key": "110d3159-9e43-497f-9a7d-f19d1034b4a5",
"Value": "Lawful"
},
{
"Key": "2d2aace7-9384-40a7-9f21-c152bfaebb97",
"Value": "Neutral Evil"
},
{
"Key": "1195a65d-67e8-4fd9-8727-eed4ae25d99a",
"Value": "Neutral Good"
},
{
"Key": "7ee74a5e-05a3-47c0-ad59-752a0a71ce69",
"Value": "Neutral"
},
{
"Key": "4700d805-5974-459e-a94a-b883b67f07ed",
"Value": "Amiri sharpens her weapons, increasing their damage by +1 in the
first battle within the next 12 hours. The effect extends to +1 additional battle
for every four levels that Amiri gains after reaching Level 3."
},
{
"Key": "30c837b8-c346-4c47-8d6a-e96fa6da26e3",
"Value": "Sharpen Weapons"
},
{
"Key": "b50c7156-32d7-49d1-b3fa-be32dda4efe5",
"Value": "Ekun gathers mushrooms, roots, berries and other edibles,
decreasing ration consumption by 2."
},
{
"Key": "26cb87b3-a2b2-4f01-8950-3521ff764749",
"Value": "Wilderness Survival"
},
{
"Key": "ceea90c2-e0be-4ee2-bd9b-b76b94372b9c",
"Value": "Harrim's gloomy mood and love of solitude mystically reduces the
party's chances of attracting monsters and enemies. The chance of attack decreases
for every guard shift that begins during the night."
},
{
"Key": "04fb8c3c-5078-4cd8-b238-37708ddad1ba",
"Value": "Blend into the Night"
},
{
"Key": "c859d7b3-ba60-46ed-bc50-c68fdb03fbda",
"Value": "Two undead warriors come to protect Urgathoa's chosen and her
allies. They cannot be used as guards in guard shifts, but will fight on the
party's side in case of an attack."
},
{
"Key": "5923be68-2a7f-485c-9cf6-e484216770f7",
"Value": "Undead Guardians"
},
{
"Key": "ec8ae5e9-a73e-4a3b-ac8d-cc2ba7881c7c",
"Value": "Jubilost organizes all the party members, offering the most
efficient ways to performing camping routines. Camping time is reduced by 1 hour."
},
{
"Key": "d5ed2a1f-92eb-4e9d-ab0b-d3d991846a70",
"Value": "Effective Management"
},
{
"Key": "e7428f6e-795c-41bf-a29c-7570b7752877",
"Value": "Linzi's enthusiasm inspires her comrades, giving them a +2
competence bonus on their camp duty skills. This bonus increases by +1 for every
four levels that Linzi gains after reaching Level 3."
},
{
"Key": "59791683-0aab-4e17-b284-8aeb89dac4ad",
"Value": "Inspire Competence"
},
{
"Key": "0536d3c6-f9b0-4e91-aec8-86de1bce1876",
"Value": "Nok-Nok sets several traps that will protect the camp from
monsters, which will spring if an enemy attacks."
},
{
"Key": "e5d3bbc2-258a-49eb-a952-15581015d2de",
"Value": "Set Traps"
},
{
"Key": "ed73533c-09c9-46e4-a691-0cfb5bd2f08b",
"Value": "Octavia casts an Alarm spell, which lasts for one guard shift and
warns of any enemy in the area."
},
{
"Key": "cd1633c2-7f56-4370-8799-f3a790d525de",
"Value": "Set Alarm"
},
{
"Key": "bbe2a098-bc95-4f31-98a0-192086e67d0d",
"Value": "Most enemies who are weaker than Regongar will avoid facing him and
won't attack your camp."
},
{
"Key": "b52a626d-9a55-4bc1-8de3-448fe3451ec3",
"Value": "Intimidating Posture"
},
{
"Key": "d122116b-455d-4464-9108-08058e0a4bbf",
"Value": "Tristian prays to merciful Sarenrae, doubling HP recovery and
regeneration from ability damage."
},
{
"Key": "ec21c3c7-872a-4831-81ed-72eaa9af7553",
"Value": "Everlight's Blessing"
},
{
"Key": "9b2c3560-0d7f-48bd-8099-afae87ad6ef9",
"Value": "Valerie adjusts and repairs her armor and gains a +1 circumstance
AC bonus in the first battle within 12 hours. The effect extends to +1 additional
battle for every four levels Valerie gains beyond Level 1."
},
{
"Key": "17b7bfd4-7154-49d7-9290-63b9a342fbd1",
"Value": "Maintain Armor"
},
{
"Key": "0e4b67d5-51c4-4a28-bc19-7d6791a17da5",
"Value": "Back"
},
{
"Key": "8f49eaab-c121-4d04-aff4-b9224d7a7156",
"Value": "Buy"
},
{
"Key": "e3d25fe3-5169-405b-bf31-f631eada64a1",
"Value": "Drop"
},
{
"Key": "7c20280a-a847-4775-a0cf-99dc37c780e3",
"Value": "Equip"
},
{
"Key": "3ff14c74-7b0b-461d-946e-b44b14b3b574",
"Value": "Forget"
},
{
"Key": "cdb72084-39ab-4b91-b390-7ebc33dfb718",
"Value": "Info"
},
{
"Key": "228047fa-bb47-4ae2-b90b-9b29189aa120",
"Value": "Open Inventory"
},
{
"Key": "6d218922-d895-4c33-aae4-be9ff45c94fb",
"Value": "Open Spellbook"
},
{
"Key": "674b3426-a719-434b-8277-36c8200911fb",
"Value": "Open Character Screen"
},
{
"Key": "54a5576d-afc6-4bc0-8707-391c9ed81c69",
"Value": "Memorize"
},
{
"Key": "35f215bc-ce48-4daf-801f-9b9f7149cc48",
"Value": "Sell"
},
{
"Key": "bc6eed8d-2b40-4036-bf06-c161d0abcc0c",
"Value": "Split"
},
{
"Key": "1318dd7b-60cf-4273-9066-e9ea15130683",
"Value": "Take off"
},
{
"Key": "0bfa3393-7da8-4591-aafe-21ca24c5e66b",
"Value": "Copy to Spellbook"
},
{
"Key": "e3f2b95e-46ef-4d7b-b8ad-c140b66c05fb",
"Value": "Use"
},
{
"Key": "97b283fd-941b-4e8d-9491-729e92cc047d",
"Value": "Check result: {roll} (roll {d20} + modifiers: {mod}).\nDifficulty
(DC): {dc}.\nResult: failure."
},
{
"Key": "152c7b03-7c22-4f49-90d7-d8a08c646930",
"Value": "Check result: {roll} (roll {d20} + modifiers: {mod}).\nDifficulty
(DC): {dc}.\nResult: success."
},
{
"Key": "ab545938-fc42-4289-8a08-025a4b7a1247",
"Value": "Attack result: {roll} (roll: {d20} + modifiers: {mod}).\nTarget's
CMD: {dc}."
},
{
"Key": "9be2b056-a11a-4933-82e3-82f4a7becfe7",
"Value": "Concealment miss chance � {chance_dc}%, roll: {d100} � failed"
},
{
"Key": "daf354cd-7dc3-4791-b4a5-f3c83525f111",
"Value": "Concealment miss chance � {chance_dc}%, roll: {d100} � successful"
},
{
"Key": "6de77862-0509-4db7-be4d-90fcbd71c2e3",
"Value": "<b>{text}</b>\n{description}"
},
{
"Key": "304a7f2e-816f-46b1-bbbd-f69657e7a600",
"Value": "<b>{source}</b> already failed to pick this lock."
},
{
"Key": "4c460a53-443c-421a-88b7-5ca610466f8f",
"Value": "<b>{source}</b> spell was lost due to Arcane Spell Failure."
},
{
"Key": "c4efa677-2c9b-480e-a096-3d5751280f1d",
"Value": "Check: {d100}\nArcane Spell Failure chance: {chance_dc}\nResult:
Failure"
},
{
"Key": "ff4aa264-9220-44b7-b71f-7515a5e2c712",
"Value": "Armor Class"
},
{
"Key": "4dcb3956-4b7b-4edc-bbf0-8207a27ca4cd",
"Value": "Attack Bonus"
},
{
"Key": "4dd15e00-1891-414d-9b35-c0a798236c4e",
"Value": "Attack harmlessly passes through"
},
{
"Key": "e0145fed-d30f-4803-87f2-a8a0609d7a37",
"Value": "Critical hit!"
},
{
"Key": "73ff9046-01b7-4eff-97f7-a5bd3ac4a3cc",
"Value": "Flat-footed"
},
{
"Key": "266d6b63-d932-4ee8-a276-769a3be1b004",
"Value": "Fortitude save chance: {chance_dc}%, roll: {d100} � fail"
},
{
"Key": "e8880b7b-5de8-4e47-9339-e01f1e252dde",
"Value": "Fortitude save chance: {chance_dc}%, roll: {d100} � additional
damage negated"
},
{
"Key": "bad7cdf1-2704-4596-a879-bdf958fb431b",
"Value": "Hit!"
},
{
"Key": "36ddb9ca-d26d-4b88-9c0b-22aa81da9599",
"Value": "<b>{source}</b> attacks <b>{target}</b> with <b>{text}</b>."
},
{
"Key": "61f9eb2e-b061-4a75-801a-df60c7f5d2da",
"Value": "Miss"
},
{
"Key": "84b96973-c07a-40c7-bd65-2b17d5ff97c7",
"Value": "{source} failed to parry an attack from {target}"
},
{
"Key": "9406853d-299c-4d57-b91b-33786996322e",
"Value": "{source} successfully parried an attack from {target}"
},
{
"Key": "f17961b4-b318-473a-9a58-bb68982768e4",
"Value": "{source}\nAttack roll: {roll} (roll: {d20} + modifiers: {mod})"
},
{
"Key": "fcf23ca5-b00b-47aa-9d71-50b5c77289c3",
"Value": "{target}\nAttack roll: {roll} (roll: {d20} + modifiers: {mod})"
},
{
"Key": "7c7a62db-6893-45ba-bb1a-d293e55b653e",
"Value": "Sneak attack!"
},
{
"Key": "86b690ea-d1fb-435a-a90f-0c93c2bbf8cb",
"Value": "Attack result: {roll} (roll: {d20} + modifiers: {mod}).\nTarget's
Armor Class: {dc}."
},
{
"Key": "b622d9b2-1a57-4f43-8397-c98ec1f1c15b",
"Value": "Attack result: Natural 20.\nTarget's Armor Class: {dc}."
},
{
"Key": "623ee37d-9de9-48c6-91d5-e6bccd64618b",
"Value": "Critical confirmation result: {roll} (roll: {d20} + modifiers:
{mod})."
},
{
"Key": "c365fe58-9fa1-4423-8874-046046598ed6",
"Value": "Critical confirmation result: Natural 20."
},
{
"Key": "c996e431-163c-4b27-91b9-a9bc7553d5e5",
"Value": "Result: critical hit confirmed"
},
{
"Key": "4dc44cc9-1cf5-421f-b03d-348dd4b92941",
"Value": "Result: critical hit not confirmed"
},
{
"Key": "e79960aa-afa0-43e8-95ce-7d6f5e58a638",
"Value": "Result: hit"
},
{
"Key": "f5afd74e-fa99-4f46-b6f4-cdedbdc23fe2",
"Value": "Result: miss"
},
{
"Key": "8ce7a152-6295-475d-91d7-a6e68d7efa14",
"Value": "Touch"
},
{
"Key": "a0bebec9-7f2f-428e-b270-f9045fe04fed",
"Value": "<b>{source}</b> makes attack of opportunity against
<b>{target}</b>"
},
{
"Key": "7dc9feab-9a3f-47cf-b799-0a11b80cfb1d",
"Value": "Event finished"
},
{
"Key": "8715abe3-04c6-478d-8fdc-52adb247db83",
"Value": "Event started"
},
{
"Key": "f1b2422d-7ae5-4382-b8a1-37a4472e38f1",
"Value": "Hunters were attacked!"
},
{
"Key": "1ec36b75-67b9-4f89-bc79-9f2c62d06119",
"Value": "Rest was interrupted after {text}."
},
{
"Key": "6ca8b46a-9c0a-424b-ad16-2d38e4507be2",
"Value": "Rest took {text}."
},
{
"Key": "dc2e5fcf-f8cc-4739-b33e-fc9b75e7a267",
"Value": "<b>{source}</b> can't disarm the trap."
},
{
"Key": "4bffb019-c9af-4c79-b100-8abf4c2ec38a",
"Value": "<b>{source}</b>: casting defensively check failed"
},
{
"Key": "a5e24336-6210-418d-bda3-c383dfdfee82",
"Value": "<b>{source}</b>: casting defensively check succeeded"
},
{
"Key": "fa4899df-3e2d-4127-9f78-9c8d6dc2d66e",
"Value": "<b>{source}</b> casts <b>{text}</b>."
},
{
"Key": "175e8e45-d7f4-4c32-b792-f6640f154eda",
"Value": "Combat is finished."
},
{
"Key": "f7233d5c-2f7f-4f86-80d6-af2285d9f723",
"Value": "<b>{source}</b> tries to use <b>{text}</b> against <b>{target}</b>
and fails."
},
{
"Key": "a353098e-01cd-4d17-b0d9-f18df3f72803",
"Value": "<b>{source}</b> uses <b>{text}</b> against <b>{target}</b>!"
},
{
"Key": "19f7ca9b-10f1-4ef0-8bcd-1b98f7d3b4e5",
"Value": "Combat started."
},
{
"Key": "00aaa1b2-1aec-4019-be3c-775ada4af082",
"Value": ""
},
{
"Key": "ac572f15-1bb6-41a8-8ac3-9d3722237d53",
"Value": "<b>{source}</b> failed concentration check."
},
{
"Key": "456e1aad-060c-4abb-94de-0259c1a7c929",
"Value": "<b>{source}</b> made concentration check."
},
{
"Key": "4d1cfe1f-52af-4dff-bec4-284900605c29",
"Value": "Direct"
},
{
"Key": "fbf56f1d-0881-456c-82f0-80613b9ec195",
"Value": "(Durability)"
},
{
"Key": "548f93fb-4e91-4e6e-9840-7c9055c23482",
"Value": "(Empowered)"
},
{
"Key": "1d3fa05f-61f0-4271-98ca-a364a98a1a8b",
"Value": "Force"
},
{
"Key": "474fde1d-b9b1-4571-b4c9-2626e0013943",
"Value": "(Immune)"
},
{
"Key": "ade530c6-1fc6-4a34-9b5c-cdd3fa93096c",
"Value": "(Maximized)"
},
{
"Key": "0fd76be7-34f4-4d96-994b-5284bc4641dd",
"Value": "(Precision)"
},
{
"Key": "29fb2f4a-bac6-45e7-8522-651945c8b03f",
"Value": "(Reduced to {0})"
},
{
"Key": "1c08dfeb-7eaf-4ba8-9d13-31c48bb089b2",
"Value": "(Sneak)"
},
{
"Key": "3a537ff3-88fd-4764-b044-9d74c39d921f",
"Value": "(Vulnerability)"
},
{
"Key": "d1725727-ceb7-4f6f-989a-1dabaaa4f5ae",
"Value": "<b>{source}</b> deals <b>{count}</b> damage to <b>{target}</b>."
},
{
"Key": "317116fe-6d73-4986-abdc-b8b9078acb78",
"Value": "<b>{target}</b> receives <b>{count}</b> damage due to a failed
check."
},
{
"Key": "69989fbb-15f2-4f42-bf41-0512d19c63df",
"Value": "<b>{source}</b> deals <b>{count}</b> damage (reduced) to
<b>{target}</b>."
},
{
"Key": "bc38fbd0-5988-45d9-a925-cf3edd0f7a19",
"Value": "<b>{target}</b> receives <b>{count}</b> damage."
},
{
"Key": "5d7c17f9-5430-444b-8d2c-42fd83437168",
"Value": "Damage result: <b>{count}</b>."
},
{
"Key": "b783aedc-1dd9-46f0-a344-1ac9985b7e2d",
"Value": "Current difficulty settings adjusts damage to <b>{count}</b>."
},
{
"Key": "c0d3ce7e-2c12-4b79-b7d6-580aa051f6d9",
"Value": "Improved Evasion halves the damage."
},
{
"Key": "acbc24bb-b3ab-479c-8337-c5466552ca1b",
"Value": "Successful saving throw halves the damage."
},
{
"Key": "36986f5d-fec9-4ff7-baea-52b5dddbcfb2",
"Value": "Damage to <b>{target}</b> was reduced to <b>{count}</b>."
},
{
"Key": "744a6931-0c02-4d4f-bc11-9f819747368a",
"Value": "<b>{count}</b> precision damage is dealt due to sneak attack."
},
{
"Key": "ab186e48-1532-4cc1-b54b-beafc340e626",
"Value": "Damage source: <b>{text}</b>."
},
{
"Key": "3544c89c-03e3-4adc-809a-559e5bf36361",
"Value": "{target} deflects projectile!"
},
{
"Key": "422ca7b0-a7bb-4136-826f-c778233f6ad8",
"Value": "Dialogue finished."
},
{
"Key": "b9807166-97b8-4694-bdfb-216b59eaf5a8",
"Value": "Dialogue started."
},
{
"Key": "fdbf7ca5-3e98-4f83-9c8e-49cf45d53c54",
"Value": "<b>{source}</b> fails to disarm the trap and accidentally triggers
it."
},
{
"Key": "822498da-f9d5-4c2c-86f0-cc8dfa70c908",
"Value": "<b>{source}</b> fails to disarm the trap."
},
{
"Key": "4885fa05-33f7-4951-832b-87135d19e13d",
"Value": "<b>{source}</b> successfully disarms the trap."
},
{
"Key": "e8eae248-e167-4023-b55f-1241b62d329b",
"Value": "<b>{source}</b> fails to dispel <b>{text}</b> from
<b>{target}</b>."
},
{
"Key": "8977d772-462c-4898-9ac6-4a55985366b4",
"Value": "Difficulty (DR): {dc}.\nCaster level check: {roll} (roll {d20} +
modifiers: {mod}).\nResult: fail."
},
{
"Key": "236942d0-28a8-4423-ab2f-f64157acfd34",
"Value": "<b>{source}</b> dispel <b>{text}</b> from <b>{target}</b>"
},
{
"Key": "bd93872e-2b6b-4884-bdee-f87abf80cc67",
"Value": "Difficulty (DR): {dc}.\nCaster level check: {roll} (roll {d20} +
modifiers: {mod}).\nResult: success."
},
{
"Key": "c530abc7-682a-41a2-83d9-5934021125e4",
"Value": "<b>{source}</b> spots a secret door."
},
{
"Key": "621dbea9-964d-4d97-a041-c5617db74408",
"Value": "<b>{source}</b> evades the effect of <b>{text}</b>."
},
{
"Key": "1057a184-34f7-43ab-af94-0c9da411ea40",
"Value": "{source} restores {count} permanent negative {count_form|level|
levels} to {target}."
},
{
"Key": "b81dd48b-a91d-4db8-b384-9c36eb8e5cf5",
"Value": "{source} restores {count} temporary negative {count_form|level|
levels} to {target}."
},
{
"Key": "8106a3f7-1f4a-40d6-a554-d8c79ebe33ae",
"Value": "{target} is immune to energy drain."
},
{
"Key": "fdad0bca-6d1a-424c-9f40-1c190c69278a",
"Value": "{source} permanently drains {count} {count_form|level|levels} from
{target}."
},
{
"Key": "60105a00-2f13-4c8c-bc52-d49e328b9315",
"Value": ""
},
{
"Key": "e224c76b-8aec-4c6b-9065-6d130b5fb839",
"Value": "{source} temporarily drains {count} {count_form|level|levels} from
{target}."
},
{
"Key": "8d066567-9749-4467-965e-e29f5867cc69",
"Value": "<b>{source}</b> heals <b>{target}</b> for <b>{count}</b> hit
points."
},
{
"Key": "b0a122d3-1bf7-47e5-b1c4-89878f86052b",
"Value": "<b>{source}</b> heals for <b>{count}</b> hit points."
},
{
"Key": "6f04663f-50f0-4ce0-b72b-eca3f96f0194",
"Value": "<b>{source}</b> restored <b>{count} {description}</b> damage to
<b>{target}</b>."
},
{
"Key": "6c8a1950-825d-427d-a8c6-3fd0684b0f60",
"Value": "<b>{target}</b> had <b>{count} {description}</b> damage restored."
},
{
"Key": "6381e747-4976-4057-bdff-fb4636c15dc3",
"Value": "<b>{source}</b> restored <b>{count}</b> drained
<b>{description}</b> to <b>{target}</b>."
},
{
"Key": "603d67a0-55bf-490f-9ba6-7d67b2a8047b",
"Value": "<b>{target}</b> had <b>{count}</b> drained <b>{description}</b>
restored."
},
{
"Key": "b7cbbb0e-c915-4dfd-9474-8da2e645a797",
"Value": "<b>{target}</b> gains <b>{count}</b> hit points from unknown
source."
},
{
"Key": "9eb800a5-4d71-479c-b4c1-d226af4c6983",
"Value": "<b>{source}</b>: Initiative check <b>{roll}</b>."
},
{
"Key": "bdc36cb6-422f-482a-8b86-c1e1dd72a4e3",
"Value": "Check: {roll} (roll: {d20} + modifiers: {mod})."
},
{
"Key": "ee65b61a-52cc-44ee-a6b0-9769bf3324a9",
"Value": "<b>{source}</b> equips <b>{text}</b>."
},
{
"Key": "99c4964b-9040-4328-8de2-a411541a880b",
"Value": "Received item: <b>{text}</b>."
},
{
"Key": "1e0ef02f-6805-41c2-9f5c-da8625624d2d",
"Value": "<b>{source}</b> identifies <b>{text}</b>."
},
{
"Key": "eca20cdd-8265-4b8f-be46-d63df2290281",
"Value": "<b>{text}</b>\n{description}"
},
{
"Key": "67766d1b-5b3d-4dc0-aaf0-6a43bcfb3ade",
"Value": "Lost item: <b>{text}</b>."
},
{
"Key": "a029839b-d627-4a36-8240-ce5daf88b737",
"Value": "Received items: <b>{text} x{count}</b>."
},
{
"Key": "95c42752-0e46-4aa0-b68c-59e1c3e587e1",
"Value": "Lost items: <b>{text} x{count}</b>."
},
{
"Key": "92f92f19-7e26-48b1-a198-ef1479edd090",
"Value": "<b>{source}</b> removes <b>{text}</b>."
},
{
"Key": "07ee1721-8e83-41d3-a40c-cab342dce9eb",
"Value": "New location found: <b>{text}</b>."
},
{
"Key": "d480ae6c-e448-43e9-aa9f-68d1ba2626d9",
"Value": "Gained <b>{count} GP</b>."
},
{
"Key": "a44f0bea-3130-4a94-9b93-12176adef44b",
"Value": "Lost <b>{count} GP</b>."
},
{
"Key": "31f0024c-04d5-4fea-88f7-bb7e281770b8",
"Value": "{text}"
},
{
"Key": "512baeb1-9526-40fd-8662-0005c3134e07",
"Value": "The party suffers from heavy encumbrance."
},
{
"Key": "e9957937-e8fe-49e2-942a-8301bc02eb1a",
"Value": "The party suffers from light encumbrance."
},
{
"Key": "9ebeccc4-7217-416c-aed9-6713357596a6",
"Value": "The party suffers from medium encumbrance."
},
{
"Key": "9919fc91-cbb2-457f-aa06-00d1aa782cec",
"Value": "The party is overloaded and cannot travel."
},
{
"Key": "6cb02bce-6bcf-42a4-845b-58aa2f2c6599",
"Value": "<b>{source}</b>: <b>{text}</b> check failed."
},
{
"Key": "40b33d2c-33e3-4dff-ac31-f502cc47cf24",
"Value": "<b>{source}</b>: <b>{text}</b> check succeeded."
},
{
"Key": "ab74807a-6e28-40ab-9e4c-8d82bcc1a189",
"Value": "<b>{source}</b> fails to pick the lock."
},
{
"Key": "7defb529-d8c9-4553-89ca-6dfb6849730c",
"Value": "<b>{source}</b> successfully picks the lock."
},
{
"Key": "38085c3a-ba41-4562-9bd4-ac5d9192d586",
"Value": "<b>{source}</b>: <b>{text}</b> saving throw failed."
},
{
"Key": "d701199d-0be8-4cef-acf7-419ab81ae352",
"Value": "Saving throw result: {roll} (roll {d20} + modifiers:
{mod}).\nDifficulty (DC): {dc}.\nResult: failure."
},
{
"Key": "1fd0a1e3-52b8-4d05-b494-975fa6ad74ce",
"Value": "Effect: <b>{0}</b>"
},
{
"Key": "49b6da79-3991-41f7-92cb-57d34835f07e",
"Value": "<b>{source}</b>: <b>{text}</b> saving throw succeeded."
},
{
"Key": "f9326820-eefb-4454-9c5b-da8a32afa655",
"Value": "Saving throw result: {roll} (roll {d20} + modifiers:
{mod}).\nDifficulty (DC): {dc}.\nResult: success."
},
{
"Key": "4d5d1259-68ed-45e7-819a-8ab0ef00ca6e",
"Value": "<b>{source}</b>: <b>{text}</b> check failed."
},
{
"Key": "a83ddb2c-8ebe-4cd3-a0aa-4f1b5103900b",
"Value": "<b>{source}</b>: <b>{text}</b> check succeeded."
},
{
"Key": "c03314f7-61e6-4e6f-ba3e-bde33d3d5593",
"Value": "{source} tries skinning {target}."
},
{
"Key": "59cf93e2-a431-4cec-8aeb-e4bb15d83a06",
"Value": "<b>{source}</b> spell was lost."
},
{
"Key": "99bee009-b9e0-4f5b-b6f8-e57e5020e04f",
"Value": "Check: {d100}.\nSpell Failure chance: {chance_dc}.\nResult:
failure."
},
{
"Key": "3b94c1b4-725e-4d64-860b-6c609fcb3afb",
"Value": "<b>{target}</b> is immune to <b>{text}</b>."
},
{
"Key": "7e5fc7b1-c273-4d7b-a518-b326e363599a",
"Value": "<b>{source}</b> fails to overcome the spell resistance of
<b>{target}</b>."
},
{
"Key": "0ab13989-cd78-46b0-96b3-c89a6c0e954b",
"Value": "Check: {roll} (roll: {d20} + modifiers: {mod}).\nSpell Resistance
(SR): {dc}.\nResult: failure."
},
{
"Key": "f83aaa49-e70a-4756-bb4b-604466d5a190",
"Value": "<b>{source}</b> overcomes the spell resistance of <b>{target}</b>."
},
{
"Key": "5bffdd24-5e14-48b4-996e-3fd67cc55fdc",
"Value": "Check: {roll} (roll: {d20} + modifiers: {mod}).\nSpell Resistance
(SR): {dc}.\nResult: success."
},
{
"Key": "a239a6c7-c8b7-4de2-8dab-188a08d340ac",
"Value": "{}"
},
{
"Key": "ea43c9cd-91d3-44ea-9b9d-b3477fadc7fb",
"Value": "<b>{source}</b> deals <b>{count} {description}</b> damage to
<b>{target}</b>."
},
{
"Key": "a710ca9e-22c5-4b77-a17e-3551ad6f4ebf",
"Value": "{text} deals {count} {description} damage to {target}."
},
{
"Key": "21533e2c-c87c-42fc-b7a3-6a419d3a0d46",
"Value": "{text} deals {count} {description} damage to {target}."
},
{
"Key": "c2666bd4-18c4-4b6b-8a99-f07c98c6fedb",
"Value": "<b>{target}</b> received <b>{count} {description}</b> damage from
unknown source."
},
{
"Key": "a0e64f5f-9790-4cf7-90d7-ad6e8020bc1e",
"Value": "<b>{target}</b> suffered <b>{count} {description}</b> drain from
<b>{source}</b>."
},
{
"Key": "5a58f84c-4d0a-4ff7-bb03-6d28a527b31f",
"Value": "<b>{target}</b> suffered <b>{count} {description}</b> drain from
unknown source."
},
{
"Key": "51db536c-91f8-467b-bc49-ed99468d45ae",
"Value": "<b>{source}</b> can't pick locks."
},
{
"Key": "12f75e5f-fd39-4b15-acec-426835ef55cd",
"Value": "<b>{source}</b> spots a trap."
},
{
"Key": "2ef2b59d-e390-45e3-9dba-030f7259271c",
"Value": "<b>{source}</b>: {text}."
},
{
"Key": "7d6592b4-53e0-4243-aed7-a35f856e1d2e",
"Value": "<b>{source}</b> dies!"
},
{
"Key": "04594b6a-c605-4fd0-8b81-16d3117ca381",
"Value": "<b>{source}</b> is heavily encumbered."
},
{
"Key": "a21acb88-f7fb-466c-980a-9f0d2a88a230",
"Value": "<b>{source}</b> is lightly encumbered."
},
{
"Key": "dd08fdd5-e37a-4c59-adf9-27cd6f56cef9",
"Value": "<b>{source}</b> is encumbered."
},
{
"Key": "575cb161-1a88-4ec5-9c37-0fe2ab2022e3",
"Value": "<b>{source}</b> is overloaded and cannot move."
},
{
"Key": "7d9e91d7-ba63-4ae3-b137-ecb98e9465ff",
"Value": "{source} spots {target}!"
},
{
"Key": "f5b7da82-ace7-467d-a473-acdfcd421256",
"Value": "{source} gains <b>{count}</b> experience."
},
{
"Key": "8adf2cb0-8541-4b98-bc1c-af1ee50f7e7f",
"Value": "<b>{source}</b> uses ability: <b>{text}</b>."
},
{
"Key": "be7942ed-3af1-4fc7-b20b-41966d2f80b7",
"Value": "<b>{source}</b> uses item: <b>{text}</b>."
},
{
"Key": "0baca1d5-a855-4ae7-aa9f-14723f52f1f0",
"Value": "Gained experience: <b>{count}</b>."
},
{
"Key": "bcc07d0d-5f20-4162-8a05-6e8064b7155e",
"Value": "Ability"
},
{
"Key": "21b132a2-674a-4b7e-a03a-168316e5a374",
"Value": "Belt"
},
{
"Key": "596236af-358e-4b90-a7bd-1e37f97ce1e0",
"Value": "Spellbook"
},
{
"Key": "56e70129-5b4a-4a17-90be-b7a72c59dd06",
"Value": "Choose Character"
},
{
"Key": "3504dbfb-67e4-4597-a64a-c8faf3531855",
"Value": "Upgrade"
},
{
"Key": "7e0d3299-f15c-4726-bc88-5a4d24702bea",
"Value": "Build"
},
{
"Key": "bfd04e5a-bf06-4c16-9f16-8897abbf9fc6",
"Value": "Calendar"
},
{
"Key": "19cb2668-2572-4e5d-b4c1-70692a8af4e1",
"Value": "Cancel"
},
{
"Key": "69d2cdea-7508-489b-891b-ad798312186f",
"Value": "Attack"
},
{
"Key": "bfbad722-719e-42b3-afac-3321429c10c7",
"Value": "Enter name..."
},
{
"Key": "f42e18da-716b-47de-82a2-a825f1febc63",
"Value": "Reset"
},
{
"Key": "eb6c03cd-fd2a-456f-8c3a-5ddbcf921aab",
"Value": "All"
},
{
"Key": "031c6795-5982-4b46-ad79-5b5c9c58a8c7",
"Value": "Combat"
},
{
"Key": "84d2b99d-7443-4adf-af41-df4f8bc27acf",
"Value": "Dialogue"
},
{
"Key": "4087542d-0070-432b-a446-8f868629ece1",
"Value": "Events"
},
{
"Key": "c17a4799-d340-44b1-9f0c-1f54d43272c1",
"Value": "Party Manager"
},
{
"Key": "9a7f9702-282d-4991-8eaa-d9c24343b01f",
"Value": "Strike Team"
},
{
"Key": "e1925a72-11b0-450f-9011-24d90efd9414",
"Value": "Cancel"
},
{
"Key": "d4a07117-493d-48fe-af14-04dde7e5eb76",
"Value": "Accept"
},
{
"Key": "57b64298-f66a-425a-abb7-978fb9614760",
"Value":
"<font=\"Saber_Dist32\"><size=140%><color=#983f1d>E</color></size></font>quipment"
},
{
"Key": "6152c11c-7bcf-40c0-8092-fb565efacf58",
"Value":
"<font=\"Saber_Dist32\"><size=140%><color=#983f1d>E</color></size></font>ncyclopedi
a"
},
{
"Key": "d3fa6272-a6a7-4712-86a2-b79e7eed1095",
"Value": "Exit To Desktop"
},
{
"Key": "8cd1f239-a20a-4fa7-a765-aba835a7274b",
"Value": "Exit To Desktop"
},
{
"Key": "94659594-871f-4fd0-998e-612480d62a7e",
"Value": "Menu"
},
{
"Key": "17df3206-b791-4113-b997-6e30b3fee5b2",
"Value": "Menu"
},
{
"Key": "c580e408-d4c6-451b-9109-dbe9d311e9c5",
"Value": "Options"
},
{
"Key": "f1c3cf19-3326-4acd-9bff-a7f9a6edf76d",
"Value": "Options"
},
{
"Key": "67e1a218-f71f-4a7d-83f6-a3559cc8e68f",
"Value": "Save Game"
},
{
"Key": "b8e16f0c-891d-4768-a5c5-ea68d07a456a",
"Value": "Press Shift to snap to the grid"
},
{
"Key": "36b81444-1e6e-455d-8463-4e1a05f8c32c",
"Value": "Load last save"
},
{
"Key": "730f1551-6ffc-4555-baf7-ae9e627fd3aa",
"Value": "Load Game"
},
{
"Key": "d609859b-cbe3-4487-bbe3-e2bfe534a56e",
"Value": "Main Menu"
},
{
"Key": "01d15d43-6928-46e8-a31b-df49ddb5149d",
"Value": "View last report"
},
{
"Key": "68ea8b77-5c9a-4d17-997a-3609073c4355",
"Value": "Show location names"
},
{
"Key": "053ffc40-d3ec-4f25-88cb-da1bb9902102",
"Value": "Continue"
},
{
"Key": "c03797e0-58cd-429f-991c-037b4c3edded",
"Value": "Continue"
},
{
"Key": "2d1f147e-02d3-4444-ada6-c39151a32a30",
"Value": "Kingdom"
},
{
"Key": "d65b4932-ff6b-464c-8280-db86b9c5da52",
"Value": "Required companions"
},
{
"Key": "db41beca-beba-4fc8-a1cc-7724b952ad5a",
"Value": "{mf|Barony|Barony|Kingdom|Kingdom} Resources"
},
{
"Key": "1c719a25-6ea3-4589-bef7-a5eb8d24a955",
"Value": "Stop"
},
{
"Key": "5c08ccd3-1fe1-4bd6-8927-6615e00e8612",
"Value": "companions"
},
{
"Key": "1bd98755-1950-4c0d-9d19-98b2ad106381",
"Value": "Current Group"
},
{
"Key": "c1028514-a69e-414c-8d89-a79c6d9d0522",
"Value": "Group manager"
},
{
"Key": "d0eba513-dce5-4797-ab8a-65255cc29697",
"Value":
"<font=\"Saber_Dist32\"><size=140%><color=#983f1d>Q</color></size></font>uests"
},
{
"Key": "f742d055-bdc3-4e28-b57b-71ddd6b4ba17",
"Value": "Show complite quest"
},
{
"Key": "483293dd-6e77-4460-87d1-a8745e407793",
"Value": "Available"
},
{
"Key": "a89442b1-6052-40bc-8ae9-ab97fe187929",
"Value": "Completed"
},
{
"Key": "46040d02-ada5-4a27-9916-49571523bc6a",
"Value": "In progress"
},
{
"Key": "a69ad72d-704a-4b04-933d-f87de3bcf265",
"Value": "The event can be cancelled during the day it was begun."
},
{
"Key": "d15a23eb-6bb6-4d7e-b73c-2824eda48ef2",
"Value": "Ignore"
},
{
"Key": "29d76212-c460-48d3-a313-a5c19c91f3eb",
"Value": "This event can only be resolved by visiting the throne room."
},
{
"Key": "ceda98df-029e-49a1-a1f2-2a2fe3b65dba",
"Value": "Start Event"
},
{
"Key": "c468e765-d433-4442-b728-0c34b4fcc690",
"Value": "Attend to matter"
},
{
"Key": "f7d062ac-9cc1-4b31-af36-e255a4c9a78d",
"Value": "Advisors"
},
{
"Key": "d6b32889-1b03-4d1f-8ad1-d12747e46e22",
"Value": "Visiting the throne room"
},
{
"Key": "56d5386c-fe60-4a69-ac09-6ab2fce54284",
"Value": "Events"
},
{
"Key": "d07263bd-fc58-4efb-a900-4be05bc360b1",
"Value": "Need to visit the throne room"
},
{
"Key": "e8fc3451-35e1-4682-926e-9906cb7945fb",
"Value": "Build Points"
},
{
"Key": "84d198d3-7a2c-4d29-b9b8-75f70732d260",
"Value": "Stats"
},
{
"Key": "8808e181-0101-42b8-ba4d-a3225f330450",
"Value": "Projects and Events"
},
{
"Key": "c337705e-6853-4d54-bbe1-47381d212689",
"Value": "Build Points Per Week"
},
{
"Key": "2a891a4a-0a52-4949-85c0-2f0dd4c3e030",
"Value": "Total changed"
},
{
"Key": "9c6c3a1f-f2ef-4d4a-9571-0827b2dcb281",
"Value": "You can claim this region."
},
{
"Key": "29273537-eaf5-4b1b-a99c-6b5caae57e04",
"Value": "Claim Region Project"
},
{
"Key": "42cb50ea-20b3-406e-b133-9bcf6d6c1d1f",
"Value": "This region will be available to claim in the future."
},
{
"Key": "5dffbc12-d44d-459b-a5be-8c6dc7cf964e",
"Value": "Resources"
},
{
"Key": "c87b5eb9-db72-4041-a0fb-f3fb1d3f5b4e",
"Value": ""
},
{
"Key": "9ac6d91e-d866-4696-93d7-3de8f80a3bfd",
"Value": "Buildings"
},
{
"Key": "729b3854-7601-4711-855b-bcab1dccf1f7",
"Value": "Build"
},
{
"Key": "2c060b6a-91ca-4bb4-8f2d-51c4f643c8f0",
"Value": "Nothing is built yet."
},
{
"Key": "a52628cd-fc6c-455f-bce4-f3648263f7f6",
"Value": "Enter"
},
{
"Key": "71211746-ddbd-4952-85fe-30dd38eaf610",
"Value": "Only one settlement can be established in the region."
},
{
"Key": "86264696-2182-4010-a601-e0bdb378e226",
"Value": "Name the settlement"
},
{
"Key": "9f01c2dd-055c-4d27-9fc7-73c1f7751641",
"Value": "Stats"
},
{
"Key": "c52a8a5e-3017-4888-927e-027c8046cf3f",
"Value": "Name"
},
{
"Key": "7426f9d7-5ff7-4dc2-bdd2-ffda587f747e",
"Value": "Rank"
},
{
"Key": "de6a6c97-9cc1-4a4c-80a6-52eee586709c",
"Value": "Value"
},
{
"Key": "901bef8d-6e04-4d69-8049-34007de1eabf",
"Value": "Built"
},
{
"Key": "c9cdfd0c-9e73-4521-9aec-92178d0a10a6",
"Value": "Skip Day"
},
{
"Key": "a6301910-aa8d-47a9-835a-9c4879b0ec48",
"Value": "Stats"
},
{
"Key": "e1b481df-1ab9-4c66-8e2d-a6a2924e0e9c",
"Value": "Stats"
},
{
"Key": "1aad8b26-a243-4a52-9b97-203b7070632d",
"Value": "Back"
},
{
"Key": "dba33fc0-ba18-42d4-affb-be209978e1a8",
"Value": "Build"
},
{
"Key": "d77c595b-2ea6-4292-9ecf-ecb58025e13e",
"Value": "Built"
},
{
"Key": "a2fe9093-933e-49b8-88d2-5879ede0de1a",
"Value": "Build List"
},
{
"Key": "d63937da-6fd2-486a-91d5-975b8dd4eefa",
"Value": "Level"
},
{
"Key": "975772db-a159-46d6-940c-f5a0dc2039d3",
"Value": "Pause"
},
{
"Key": "365f6ce0-d505-4b20-a39d-682af793ffbe",
"Value": "Advisors"
},
{
"Key": "8dac7618-5292-4c2a-80be-e64c71bf75b9",
"Value": "Loading"
},
{
"Key": "360da728-853e-4bbf-9705-e1927f0b5501",
"Value": "Load"
},
{
"Key": "da2e89da-06d2-492f-af37-f7553d228dca",
"Value": "Map"
},
{
"Key": "915445cd-2c94-49db-9ffe-65045ef3615d",
"Value": "New events!"
},
{
"Key": "d1c3acee-91bf-49cb-b7c9-cb9f9657f81c",
"Value": "A very small percentage of individuals may experience epileptic
seizures or blackouts when exposed to certain light patterns or flashing lights.
Exposure to certain patterns or backgrounds on a television screen or when playing
video games may trigger epileptic seizures or blackouts in these individuals. These
conditions may trigger previously undetected epileptic symptoms or seizures in
persons who have no history of prior seizures or epilepsy.\nIf you, or anyone in
your family, has an epileptic condition or has had seizures of any kind, consult
your physician before playing. IMMEDIATELY DISCONTINUE use and consult your
physician before resuming play."
},
{
"Key": "5a27d3c9-dc2f-4c8e-80f6-a8144b50e696",
"Value": "Photosensitivity Warning"
},
{
"Key": "6f90439c-ae7e-47ed-b20b-b14e937bba79",
"Value": "(Click to edit)"
},
{
"Key": "b754e45d-05cd-4223-8b2c-6b461b9864dc",
"Value": "Enter save name"
},
{
"Key": "b50de6a1-7ef0-4bb1-bf7d-24949be7c0c9",
"Value": "Possible Outcome"
},
{
"Key": "13759681-c756-47f6-8229-831df38dad67",
"Value": "Projects"
},
{
"Key": "9ab7e9cd-89cb-4a05-929f-d27ca0bb0814",
"Value": "View"
},
{
"Key": "4836cbe4-6223-47cb-b17c-00e0a3c55fb6",
"Value": "{mf|Barony|Barony|Kingdom|Kingdom} state"
},
{
"Key": "3ada847f-4d27-4114-9f5c-584237384ebb",
"Value": "Regions"
},
{
"Key": "a0e6437c-5f65-4d1a-825b-17a091e0a497",
"Value": "Reset"
},
{
"Key": "007d162e-dd2e-4643-8ede-29e5a180bd73",
"Value": "II"
},
{
"Key": "48769d1f-fd85-42f7-94cd-590a968be717",
"Value": "II"
},
{
"Key": "3184a09f-29d1-446d-b235-2c53e1d6c1d5",
"Value": "Delete"
},
{
"Key": "22a83601-3ad6-4605-b8dd-b79a6a1f097d",
"Value": "Save"
},
{
"Key": "3e0a1038-e3f1-4d2c-a15b-a5a6ec2ccda8",
"Value": "Selling..."
},
{
"Key": "e958849a-de4a-4024-af5e-14a7c63c3c57",
"Value": "Sell"
},
{
"Key": "149a39ae-9a40-415b-9221-0e9642b7a627",
"Value": "Armor Class & Saving Throws"
},
{
"Key": "91468fe8-9353-4ea7-8e3e-ca76f706fe17",
"Value": "Character"
},
{
"Key": "76c62c13-0a95-41ca-8d88-40ac6a9d7675",
"Value": "Encyclopedia"
},
{
"Key": "23b5debf-dc6a-421d-a4fb-45fdf0ccc604",
"Value": "Encyclopedia"
},
{
"Key": "34ac1790-f507-425b-b94c-13b361ff4eb0",
"Value": "Inventory"
},
{
"Key": "9f0c7666-b9a8-4b0d-a77d-de2d5b6bda86",
"Value": "Linzi's Journal"
},
{
"Key": "194adaf4-81f1-4f2f-9f58-6612dc273f8c",
"Value": "Map"
},
{
"Key": "cea5f1ef-1175-4609-a014-dd4a21a3ed79",
"Value": "Spellbook"
},
{
"Key": "8a801da7-0e8e-434e-b5f7-cedf78cd853b",
"Value":
"<font=\"Saber_Dist32\"><size=140%><color=#983f1d>S</color></size></font>hared
Stash"
},
{
"Key": "cb2085c5-a1fc-486f-8f9f-7b1ad2876b0a",
"Value": "Reset"
},
{
"Key": "8a5bc909-ee95-435e-8ad7-6393a0d3a457",
"Value": "Controls"
},
{
"Key": "63faf974-833e-43c3-bd83-114eb76bc7de",
"Value": "Difficulty"
},
{
"Key": "475a1e28-003a-4c32-accd-2e09ee5e201c",
"Value": "Game"
},
{
"Key": "88d837d5-e540-488c-a0c4-522c01f28cef",
"Value": "Graphics"
},
{
"Key": "9050cf8b-db62-4a65-b502-1d8d7967e453",
"Value": "Sound"
},
{
"Key": "5da70ebe-2214-4913-90d7-548cbea3b4ba",
"Value": "This settlement can be upgraded to the next level."
},
{
"Key": "0f712459-3947-4315-97be-95085cfcf4ad",
"Value": "Upgrade"
},
{
"Key": "548dafc6-061d-4680-bf8e-446de404c25a",
"Value": "Built"
},
{
"Key": "7acb5888-7a01-4d24-9c96-15fca77b585f",
"Value": "We dedicate this game to <b><color=#FFFFFF>all our
backers</color></b> and supporters on Kickstarter, RPG Codex, OwlcatGames.com,
Steam and GoG.\n<b><color=#FFFFFF>Thank you for believing</color></b> in us and for
making our dream become reality. We would also like to thank our families and loved
ones for all their patience with us."
},
{
"Key": "a1e50a63-8c2b-4af5-b311-c34f4c16aa69",
"Value": "Drop"
},
{
"Key": "ea80c241-0f02-4ee8-89bf-bb960269dc29",
"Value": "Move"
},
{
"Key": "d554a88d-b191-4b3f-93a5-088b9e47ef31",
"Value": "Split"
},
{
"Key": "c1e057b8-b001-47d0-a628-6874e36e55e9",
"Value": "<sprite name=RightMouseBTN>"
},
{
"Key": "060e8b82-6195-4b0f-9d59-27434635f701",
"Value": "<sprite name=RightMouseBTN>"
},
{
"Key": "4996de84-92f7-458b-a58a-612e1155c65d",
"Value": "Shared Stash"
},
{
"Key": "1d245a6f-73c8-47c2-941c-40cc1188e9ec",
"Value": "Deal"
},
{
"Key": "9de21731-a7ed-4770-819a-788bfd505e79",
"Value": "Deal"
},
{
"Key": "437e48b3-855b-4d78-9eca-7c09ee0cf570",
"Value": "Offer"
},
{
"Key": "25272d16-072d-4206-a4c0-c81797017956",
"Value": "Clear"
},
{
"Key": "cef4d581-8fed-477c-b867-540576c773e9",
"Value": "Offer"
},
{
"Key": "1a670bfb-48b2-4530-be81-61e30d205e93",
"Value":
"<font=\"Saber_Dist32\"><size=140%><color=#983f1d>Y</color></size></font>our Offer"
},
{
"Key": "ce797f7c-0d0b-4f88-aeaf-ec862a18582d",
"Value":
"<font=\"Saber_Dist32\"><size=140%><color=#983f1d>Y</color></size></font>our Offer"
},
{
"Key": "8783d4ee-72b6-4f4c-a4e0-3ff43dc71a3c",
"Value":
"<font=\"Saber_Dist32\"><size=140%><color=#983f1d>V</color></size></font>endor's
Offer"
},
{
"Key": "f99a0c18-a8c5-40af-ada9-0830588d037a",
"Value":
"<font=\"Saber_Dist32\"><size=140%><color=#983f1d>V</color></size></font>endor's
Offer"
},
{
"Key": "73f86eb2-e69c-4ab9-9cb7-133979221daa",
"Value": "Weapon Set"
},
{
"Key": "16ce4893-2c3c-42b2-b43f-80fe9ba4cfbf",
"Value": "Reset"
},
{
"Key": "60cf2d0d-2935-437f-820c-850fbc73bde3",
"Value": "Refresh portrait"
},
{
"Key": "3b866f01-bdb0-41ea-be8b-9821f77f1ab4",
"Value": "Default progression"
},
{
"Key": "49a67bc6-2d52-4d37-885d-ac13f0a0450a",
"Value": "Open portraits folder"
},
{
"Key": "a1278bf5-44b8-41f9-ad5c-1b1f579b6125",
"Value": "Charging is a special action that allows you to move up to double
your normal speed and attack during the same action.\nYou must move before your
attack, not after. You must move at least 10 feet, directly toward the designated
opponent.\nYou must have a clear path toward the opponent.\nAfter moving, you may
make a single melee attack. You get a +2 bonus on the attack roll and take a �2
penalty to your AC until the beginning of your next turn."
},
{
"Key": "972f3036-b125-4565-baf1-4ca544cdbcab",
"Value": "Charge"
},
{
"Key": "e5a38b29-158a-424c-b705-e225fd8b35e4",
"Value": "Trample"
},
{
"Key": "e1fd712b-8200-4a16-9592-fd0cb88656d7",
"Value": "You can attempt to run over your target, trampling them
underfoot.\nIf your maneuver is successful, you will move through the target's
space and deal damage to it. If your attack exceeds your opponent's CMD by 5 or
more, you move through the target's space, deal damage to it, and the target is
knocked prone.\nIf your attempt fails, you halt in the space directly in front of
the opponent, or the nearest unoccupied space in front of the target."
},
{
"Key": "a84d411c-5a60-479d-860f-71be62dad056",
"Value": "Overrun"
},
{
"Key": "d9c9c742-d404-4616-8789-98e5eeb6955b",
"Value": "Charging is a special action that allows you to move up to double
your normal speed and attack during the same action.\nYou must move before your
attack, not after. You must move at least 10 feet (2 squares), directly toward the
designated opponent.\nYou must have a clear path toward the opponent.\nAfter
moving, you may make a single melee attack. You get a +2 bonus on the attack roll
and take a �2 penalty to your AC until the beginning of your next turn."
},
{
"Key": "b768aace-3408-47fb-b01b-5fc7914a5b39",
"Value": "Charge"
},
{
"Key": "7368cf30-b879-4c6f-9da8-4afed8bcadb3",
"Value": "Charisma Damage"
},
{
"Key": "e78817a2-28a6-485c-97aa-d5d693d6d53f",
"Value": "Charisma Drain"
},
{
"Key": "d1008821-cb27-4f88-8dc5-6b2734e40c93",
"Value": "Constitution Damage"
},
{
"Key": "174903d1-bef9-4ed5-851c-2e12d1828f39",
"Value": "Constitution Drain"
},
{
"Key": "cd8a5651-f308-4063-8984-757459a7e888",
"Value": "Character is at the death's door, and escaped a deadly blow only by
sheer luck. If their hit points fall below their negative Constitution modifier
again, then they will truly die. This condition can be removed by visiting a healer
at the capital or by Greater Restoration."
},
{
"Key": "0ac742ef-c7e1-47e5-8bcd-5409ec517807",
"Value": "Death's Door"
},
{
"Key": "5dbbb2b4-9189-4049-9d87-9e0b380355a8",
"Value": "Dexterity Damage"
},
{
"Key": "d26aeb15-cdb9-469a-aea9-f0bc1e29afd6",
"Value": "Dexterity Drain"
},
{
"Key": "271f7241-b1a9-4883-bd95-8950c693635c",
"Value": "When a character is entangled, they can only move at half speed,
they cannot run or charge, and they suffer a �2 penalty on all attack rolls and a
�4 penalty to Dexterity. An entangled character who attempts to cast a spell must
pass a concentration check (DC 15 + spell level), or lose the spell."
},
{
"Key": "330aa5f1-2b5d-46b2-b191-01f5e5592c73",
"Value": "Entangled"
},
{
"Key": "f3d0e6a4-89d6-4fa7-8238-e3f0750670a0",
"Value": "Doesn't wear armor."
},
{
"Key": "497de5d3-3813-4f3e-bbbe-4dec3f6fcc02",
"Value": "Doesn't wear armor."
},
{
"Key": "99e5dadb-961d-469d-8051-425ca7861c80",
"Value": "Main hand is disarmed."
},
{
"Key": "369104e6-904c-4116-8eb1-254b458e841f",
"Value": "Main hand is disarmed."
},
{
"Key": "6f9b1646-54c5-4244-b43d-2395efebad92",
"Value": "Off-hand is disarmed."
},
{
"Key": "eb4b586e-ed9e-4475-b5b7-75dade03b1d7",
"Value": "Off-hand is disarmed."
},
{
"Key": "aae6b19e-bf31-473a-a963-a37da4e7a9b7",
"Value": "Entangled"
},
{
"Key": "60d3ef68-1c04-4e37-b73d-2563ca9e0c84",
"Value": "A frightened creature flees from the source of its fear as best it
can. If it's unable to flee, it may fight, but a frightened creature suffers a �2
penalty on all attack rolls, saving throws, skill checks, and ability checks."
},
{
"Key": "d67212d7-5306-4cb9-8d03-6312f60f60c8",
"Value": "Frightened"
},
{
"Key": "98434b5d-eb57-4d3d-8c69-fcfb7454f47a",
"Value": "Intelligence Damage"
},
{
"Key": "e3415773-430d-4fc4-976f-8238ffa011a9",
"Value": "Intelligence Drain"
},
{
"Key": "6ee2a1f8-32eb-430a-98a7-452bddcfe50b",
"Value": "For each negative level a creature suffers, it takes a cumulative
�1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat
Maneuver Defense, saving throws, and skill checks. In addition, the creature
reduces its current and total hit points by 5 for each negative level. The creature
is also at a reduced level for the purposes of level-dependent actions (such as
spellcasting). Spellcasters do not, however, lose any prepared spells or slots as a
result of suffering negative levels. If a creature's negative levels equals its
total Hit Dice, it dies.\nNegative levels can be removed through spells like
restoration. A creature whose permanent negative levels equal its Hit Dice cannot
be brought back to life through raise dead spell, it can only be done through
resurrection spell which removes all negative levels after a dead creature is
restored to life."
},
{
"Key": "656185d5-4f37-4d81-a44c-18a1fd3b740f",
"Value": "Negative level"
},
{
"Key": "484865dd-b2d7-44af-87ba-abc214f5e055",
"Value": "A petrified character has been turned to stone and is considered
unconscious."
},
{
"Key": "31035050-d91d-4c3c-9137-d5b8260143bf",
"Value": "Petrified"
},
{
"Key": "4fbf11f7-79cc-4a56-a82f-0fa62812b757",
"Value": "A shaken character suffers a �2 penalty on attack rolls, saving
throws, skill checks, and ability checks. Shaken is a less severe state of fear
than frightened or panicked."
},
{
"Key": "f91434aa-00af-499b-b138-f11c58ed8d6d",
"Value": "A shaken character suffers a �2 penalty on attack rolls, saving
throws, skill checks, and ability checks. Shaken is a less severe state of fear
than frightened or panicked."
},
{
"Key": "0af89abb-1a70-46ad-b4ed-9d42270e0cdb",
"Value": "Shaken"
},
{
"Key": "f0d82e7a-7e51-4b2e-93fe-6077f9bbbe9b",
"Value": "The character suffers a �2 penalty on all attack rolls, weapon
damage rolls, saving throws, skill checks, and ability checks."
},
{
"Key": "d3a7c30a-bf21-4908-8924-3e09394d6952",
"Value": "Sickened"
},
{
"Key": "d20cde5f-9ef7-48e0-bba6-501a0abcad61",
"Value": "Strength Damage"
},
{
"Key": "ba3a591f-e1b2-45e8-86c6-a38ce93de017",
"Value": "Strength Drain"
},
{
"Key": "0409c24d-2faa-453b-bfc6-de2c1fcca08b",
"Value": "Stunned"
},
{
"Key": "e089103e-0f95-43d0-9b25-8fb05b15c88e",
"Value": "Summoned"
},
{
"Key": "12f4f4e9-9d2e-42cc-8fb2-b519ed1bd0a2",
"Value": ""
},
{
"Key": "ab923ef0-5d47-4ba5-8483-fb4285838ef4",
"Value": "Sunder Armor"
},
{
"Key": "57bf4a79-5071-43b9-9501-73c1096477fb",
"Value": "Wisdom Damage"
},
{
"Key": "2011fc6f-89e8-416d-aa5a-7ecdb595ba4b",
"Value": "Wisdom Drain"
},
{
"Key": "bc85f77c-195d-45ec-9667-bdbfa6d07061",
"Value": "None"
},
{
"Key": "f3c677cd-ba5e-4a66-8a22-8881d7bf59da",
"Value": "Aggressive"
},
{
"Key": "4302a893-227c-4926-8122-480da959857a",
"Value": "Brave"
},
{
"Key": "e00a24f7-7668-45b7-9e9e-87ced822b5c2",
"Value": "Confident"
},
{
"Key": "1697ab15-282f-478c-bd2e-350088701806",
"Value": "Madman"
},
{
"Key": "ba7d4f56-63cb-4d7a-a4ba-2aa68d550dc7",
"Value": "Pious"
},
{
"Key": "6b047e44-7dc5-4c43-a90c-4456b505a0e1",
"Value": "Pragmatic"
},
{
"Key": "ef59883b-3715-4207-a6ae-ab6198fff7b9",
"Value": "Reserved"
},
{
"Key": "639ade53-20cf-4b31-9650-c5b90a164846",
"Value": "Reserved"
},
{
"Key": "3eafa7f6-f9c8-4ddf-aad8-357434a919a9",
"Value": "Aggressive"
},
{
"Key": "5bb7f569-8092-47b1-8a49-08d7abe16d53",
"Value": "Brave"
},
{
"Key": "8238c58f-6397-472a-beab-fd0c99396e20",
"Value": "Confident"
},
{
"Key": "adaef0b3-f7aa-425a-a6ba-a7485cc55241",
"Value": "Madman"
},
{
"Key": "1c9b75eb-0876-4bee-ae80-2c3f911ff3e5",
"Value": "Pious"
},
{
"Key": "9bf8fdee-bb43-457d-a5d6-8d18c40615f0",
"Value": "Pragmatic"
},
{
"Key": "6d68ef1d-751d-43f7-b54b-9c7c8e8d38d1",
"Value": "Reserved"
},
{
"Key": "87dcd31e-fda3-48dd-a77f-8e433c770556",
"Value": "Using this scroll absolves you of your sins and returns your
alignment to the state it was at the 1st level."
},
{
"Key": "e87d1222-71e0-4f5c-9708-a300453afa47",
"Value": "Atonement"
},
{
"Key": "5b997239-2744-4db8-badd-6fcca9975129",
"Value": "This spell grants you a powerful sixth sense. Once foresight is
cast, you receive instantaneous warnings of impending danger or harm to the subject
of the spell. You are never surprised or flat-footed. In addition, the spell gives
you a general idea of what action you might take to best protect yourself and gives
you a +2 insight bonus to AC and on Reflex saves."
},
{
"Key": "47d00e6d-12e4-423a-a9a8-973abbe22e33",
"Value": "Foresight"
},
{
"Key": "feb41853-b29a-4ff6-b3ad-807af4694492",
"Value": "You can sense your foes' weak points, granting you greater damage
with critical hits. Whenever you score a critical hit, roll the attack's damage
dice (but not extra or precision damage dice) twice and take the highest result."
},
{
"Key": "e2f68472-5824-46d9-af90-354fa81f44a7",
"Value": "Locate Weakness"
},
{
"Key": "3258c60b-5fcf-41aa-b958-b2f7c50365d4",
"Value": "Affected creatures gain tactical knowledge and maximize their
efficiency on the field of battle. Each gains a +1 insight bonus to AC and Reflex
saves. Against attacks of opportunity, the insight bonus to AC increases to +3."
},
{
"Key": "cd694a79-758b-4bd1-9fbe-995a21948b95",
"Value": "Perfect Placement"
},
{
"Key": "1893195f-61a7-4ced-9275-18ef3b75628c",
"Value": "This spell functions like raise dead, except that you are able to
restore life and complete strength to any deceased creature, even the ones killed
by death effect or disintegration.\nUpon completion of the spell, the creature is
immediately restored to full hit points, vigor, and health, with no loss of
prepared spells."
},
{
"Key": "25c550cb-96d6-4d3e-b498-9b7ac90844a0",
"Value": "Resurrection"
},
{
"Key": "dd9a33ca-b78b-4f80-a9bc-2d32b22a684d",
"Value": "This spell restores a petrified creature to its normal state,
restoring its life."
},
{
"Key": "f0443a20-a99e-4078-ad46-333c6a0a1f5f",
"Value": "Stone to Flesh"
},
{
"Key": "7b2fb29e-d164-468b-8621-11f400d5994c",
"Value": ""
},
{
"Key": "288fe54a-0e12-4c5f-aa3a-932e78eb567d",
"Value": "You can throw a flask of alchemist's fire as a splash weapon with a
range increment of 10 feet.\nA direct hit deals 2d6 points of fire damage. Every
creature within 5 feet of the point where the flask hits takes 1 point of fire
damage from the splash."
},
{
"Key": "178510b1-7494-4ae0-a906-e241d3aa0ae5",
"Value": "Alchemist's Fire"
},
{
"Key": "6e4470d8-3b5c-4134-9a4b-8ca1c1d04111",
"Value": "This spell causes an arc of flame to leap from your fingers,
burning a number of enemies nearby. It deals 1d6 points of fire damage per caster
level (maximum 10d6). For every additional target the discharge arcs to, reduce the
number of damage dice by half (rounded down). Therefore, at 9th level, your burning
arc deals 9d6 points of fire damage to the primary target, then 4d6 points of fire
damage to a secondary target, then 2d6 points of fire damage to an additional
target.\nEach target can attempt a Reflex saving throw for half damage."
},
{
"Key": "d409323f-4569-4389-be1f-d27cf8b9a9b4",
"Value": "Burning Arc"
},
{
"Key": "17d92db2-d82a-469b-a360-03d8b177ed10",
"Value": "Shield creates an invisible shield of force that hovers in front of
you. It negates magic missile attacks directed at you. The disk also provides a +4
shield bonus to AC. This bonus applies against incorporeal touch attacks, since it
is a force effect. The shield has no armor check penalty or arcane spell failure
chance."
},
{
"Key": "15df80d3-2767-456b-a0ad-1c091de32314",
"Value": "Shield"
},
{
"Key": "21ab091f-4eeb-4298-81f0-66d2afb6d70c",
"Value": "Summon"
},
{
"Key": "65198e0d-3e95-4dbf-9f9c-82f04a1a1c54",
"Value": "Summon"
},
{
"Key": "fb3be6de-be37-4175-bd50-4a2bef6e6539",
"Value": "Dimension Door"
},
{
"Key": "60709266-a94f-4f19-9c5d-04d11674ff25",
"Value": "Rage"
},
{
"Key": "c63541ea-8416-41f0-bb99-3c72c2b289fd",
"Value": "When laying your hand upon a living creature, you channel positive
energy that cures 3d8 points of damage + 1 point per caster level (maximum +15).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds.[LONGSTART] An undead creature can apply spell
resistance, and can attempt a Will save to take half damage.[LONGEND]"
},
{
"Key": "6ee1f124-7e45-4cc6-bad5-aebb16ead189",
"Value": "Cure Serious Wounds"
},
{
"Key": "5905b220-c553-4699-a2a9-0a683d883781",
"Value": "Alchemist's Fire Trap"
},
{
"Key": "a4bde50e-4c57-4440-93e4-aad75d681a6c",
"Value": "Fire Bomb"
},
{
"Key": "89265a9d-2cc4-40af-8e12-54e56698afa0",
"Value": "Dimension Door"
},
{
"Key": "2e92e648-9d24-4d4c-98e4-d4b0de412862",
"Value": "The subject becomes paralyzed and freezes in place. It is aware and
breathes normally but cannot take any actions, even speech. Each round on its turn,
the subject may attempt a new saving throw to end the effect. This is a full-round
action that does not provoke attacks of opportunity."
},
{
"Key": "36774469-cc0a-46ed-82fe-78523f25fe9f",
"Value": "Hold Person"
},
{
"Key": "e34850a5-1bb5-4065-adb0-593e9a7ccada",
"Value": "The creature or object touched becomes invisible.\nIf a check is
required, a stationary invisible creature has a +40 bonus on its Stealth checks.
This bonus is reduced to +20 if the creature is moving. The spell ends if the
subject attacks any creature.[LONGSTART] For purposes of this spell, an attack
includes any spell targeting a foe or whose area or effect includes a foe. Exactly
who is a foe depends on the invisible character's perceptions. Actions directed at
unattended objects do not break the spell. Causing harm indirectly is not an
attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon
monsters and have them attack, cut the ropes holding a rope bridge while enemies
are on the bridge, remotely trigger traps, open a portcullis to release attack
dogs, and so forth. If the subject attacks directly, however, it immediately
becomes visible along with all its gear. Spells such as bless that specifically
affect allies but not foes are not attacks for this purpose, even when they include
foes in their area.[LONGEND]"
},
{
"Key": "66a8f53a-3c21-4119-acfe-1c059f63f50f",
"Value": "Invisibility"
},
{
"Key": "6b804ff7-82c5-49b6-addb-1f6c9eba3be9",
"Value": "This spell causes a touched party member to glow like a torch,
shedding normal light in a 20-foot radius from the point touched.[LONGSTART]\nYou
can only have one light spell active at any one time. If you cast this spell while
another casting is still in effect, the previous casting is dispelled.[LONGEND]"
},
{
"Key": "41f85670-3420-4c21-b940-17df63b64dde",
"Value": "Light"
},
{
"Key": "602def56-a678-4c11-ad22-514fadcda2ec",
"Value": "Shield creates an invisible shield of force that hovers in front of
you. It negates magic missile attacks directed at you. The disk also provides a +4
shield bonus to AC. This bonus applies against incorporeal touch attacks, since it
is a force effect. The shield has no armor check penalty or arcane spell failure
chance."
},
{
"Key": "b3f7c8ff-e315-4f40-8b22-abd43fbafedd",
"Value": "Shield"
},
{
"Key": "e224fddd-e7f9-42bd-b919-d14f2c881e2a",
"Value": "Three missiles of magical energy dart forth from your fingertip and
strike their target, dealing 1d4+1 points of force damage each.\nThese missiles
strike their targets unerringly, even if the target is in melee combat, so long as
it has less than total cover or total concealment."
},
{
"Key": "5cf88ff9-fe31-415a-b039-36d6e6ebf82e",
"Value": "Magic Missile"
},
{
"Key": "cc3709be-a680-4cf1-a22a-4df1b2f7dbbb",
"Value": "Three missiles of magical energy dart forth from your fingertip and
strike their target, dealing 1d4+1 points of force damage each.\nThis missiles
strike their targets unerringly, even if the target is in melee combat, so long as
it has less than total cover or total concealment."
},
{
"Key": "fb4bcd37-3bb7-4c70-9730-abc287238ee2",
"Value": "Magic Missile"
},
{
"Key": "224b0d74-657a-4387-9e44-4939fb2cb380",
"Value": "NonTargetBuff"
},
{
"Key": "bc90225a-beab-445a-ad9e-2a5b905087cf",
"Value": "Summon"
},
{
"Key": "d72cc044-7cb0-4757-87ae-ef51b5841c45",
"Value": "HoldPrecast"
},
{
"Key": "92994581-d244-4776-8d35-b44bc6b4801d",
"Value": "HoldPrecast"
},
{
"Key": "dccb354e-c7bb-425f-99c1-78b7b195ca2e",
"Value": "HoldPrecast"
},
{
"Key": "1af6a433-46e1-47b1-9e34-310494f90238",
"Value": "HoldPrecast"
},
{
"Key": "ce5e3900-3881-49bf-a407-aebd9e7e37b1",
"Value": "Fake Protection from Energy"
},
{
"Key": "c749c0a9-2975-4787-8cf1-bf890a7c6eb6",
"Value": "Fake Protection from Evil"
},
{
"Key": "f5cb36b9-f761-4f33-b6ff-6ec9e98aada1",
"Value": "You blast your enemies with a searing beam of fire. You may fire
one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of
three rays at 11th level). Each ray requires a ranged touch attack to hit and deals
4d6 points of fire damage. The rays may be fired at the same or different targets,
but all rays must be aimed at targets within 30 feet of each other and fired
simultaneously."
},
{
"Key": "12928b4b-32f8-4b91-a94b-f85a7fd8c5f8",
"Value": "Scorching Ray"
},
{
"Key": "ce1e7050-1bcc-4021-adbb-1976e599066d",
"Value": ""
},
{
"Key": "7fb5dbc2-5cc2-4b6e-8a73-1a5a86e88182",
"Value": "Ancient Curse"
},
{
"Key": "2ec60db4-9851-4500-9dc1-0da39d22fb01",
"Value": "Rage"
},
{
"Key": "5b7d494f-9ae3-47a1-988a-6f7041b9490e",
"Value": "Summon Death"
},
{
"Key": "e04325d6-df63-45d3-82c4-1e1f229ffa0b",
"Value": "This spell summons an extraplanar creature (typically an outsider,
elemental, or magical beast native to another plane). It appears where you
designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability. If you can communicate with the creature, you
can direct it not to attack, to attack particular enemies, or to perform other
actions. The spell conjures one of the creatures from the 1st Level list on Table:
Summon Monster. You choose which kind of creature to summon, and you can choose a
different one each time you cast the spell.\nA summoned monster cannot summon or
otherwise conjure another creature, nor can it use any teleportation or planar
travel abilities. Creatures cannot be summoned into an environment that cannot
support them. Creatures summoned using this spell cannot use spells or spell-like
abilities that duplicate spells with expensive material components (such as wish)."
},
{
"Key": "36f90b17-a0ce-4a78-984f-5ef90a45495b",
"Value": "Summon Monster II"
},
{
"Key": "95c00afc-e070-4f8d-a249-5349e3726dfa",
"Value": "This spell summons an extraplanar creature (typically an outsider,
elemental, or magical beast native to another plane). It appears where you
designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability. If you can communicate with the creature, you
can direct it not to attack, to attack particular enemies, or to perform other
actions. The spell conjures one of the creatures from the 1st Level list on Table:
Summon Monster. You choose which kind of creature to summon, and you can choose a
different one each time you cast the spell.\nA summoned monster cannot summon or
otherwise conjure another creature, nor can it use any teleportation or planar
travel abilities. Creatures cannot be summoned into an environment that cannot
support them. Creatures summoned using this spell cannot use spells or spell-like
abilities that duplicate spells with expensive material components (such as wish)."
},
{
"Key": "b8385331-69f9-44a5-b99b-ee8c801e30d2",
"Value": "Summon Monster II"
},
{
"Key": "a9ba8f37-71ea-4a56-a327-59888d2da727",
"Value": "Rock Throw"
},
{
"Key": "9f8c01e1-c31d-43eb-9e92-1229a0dc9060",
"Value": "Fake Rock Throw"
},
{
"Key": "a1c0116a-948c-4a7e-8cce-b06fbd27e076",
"Value": "Intensified Maximized Fireball"
},
{
"Key": "9bc64923-72dd-49a9-9e7e-91c1076d8502",
"Value": "Fire Storm"
},
{
"Key": "f0fa9e3e-3fe8-4334-b997-0316d3e7295f",
"Value": "Intensified Maximized Lightning Bolt"
},
{
"Key": "d1d18605-2c2e-4aff-b2ce-1c2460eb2b8b",
"Value": "Volcanic Storm"
},
{
"Key": "280ed287-1aa9-4683-b000-ac78f234199e",
"Value": "Wail of the Banshee"
},
{
"Key": "fbf591ab-3ea7-4927-96c4-8ac18503ae20",
"Value": "Summon Monster IX"
},
{
"Key": "160ce370-ce04-4597-adae-23789a7fb817",
"Value": "Summon Monster IX"
},
{
"Key": "18422ee3-dc8b-4945-a738-4539ad20cf74",
"Value": "Summon Monster IV"
},
{
"Key": "8cd607ca-845d-42a5-b8fe-8018735eca52",
"Value": "Summon Monster IV"
},
{
"Key": "5e362084-2af8-43f8-8582-76c8b2490ddb",
"Value": "Summon Monster IV"
},
{
"Key": "b7ec6450-4506-4da2-b3ae-e14c8c315160",
"Value": "Summon Monster IV"
},
{
"Key": "270fd121-877d-441a-b209-fbf336e76e67",
"Value": "Summon Monster IV"
},
{
"Key": "6ec375fe-d844-4c96-9e55-3f38c8fede95",
"Value": "Summon Monster IV"
},
{
"Key": "c54a08b1-89ac-4b19-bee2-446c5c34a63b",
"Value": "Summon Monster IV"
},
{
"Key": "3ced046a-2e1a-4be5-a0ce-f9aac033bf6a",
"Value": "Summon Monster IV"
},
{
"Key": "294b0446-69a6-423c-9892-4b4dbfd4be44",
"Value": "Summon Monster IV"
},
{
"Key": "1c2cbe99-2383-4c9d-8a63-625e3d476782",
"Value": "You fire a small orb of acid at the target. You must succeed on a
ranged touch attack to hit your target. The orb deals 1�3 (1d3) points of acid
damage."
},
{
"Key": "db1909ac-3e26-4875-9afb-6e65d97bdb22",
"Value": "Acid Splash"
},
{
"Key": "00de71a0-c6f8-4bcc-95df-f6ded5f37239",
"Value": "The creature is unable to act normally. A dazed creature can take
no actions, but has no penalty to AC.\nA dazed condition typically lasts 1 round."
},
{
"Key": "09e2cdb8-1cf9-46bd-b7c0-95a81ba6d620",
"Value": "Daze"
},
{
"Key": "13726f0a-c050-4146-b248-37898b4e2934",
"Value": "Daze"
},
{
"Key": "c0e86d7a-781f-4a36-bedf-443d46c88a35",
"Value": "This spell clouds the mind of a humanoid creature with 4 or fewer
Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected.
[LONGSTART] A dazed subject is not stunned, so attackers get no special advantage
against it. After a creature has been dazed by this spell, it is immune to the
effects of this spell for 1 minute.\nDazed Condition: The creature is unable to act
normally. A dazed creature can take no actions, but has no penalty to AC.[LONGEND]"
},
{
"Key": "4aee55cb-613f-4f33-9d4c-f2abaae01edf",
"Value": "The creature is unable to see well because of overstimulation of
the eyes. A dazzled creature takes a �1 penalty on attack rolls and sight-based
Perception checks."
},
{
"Key": "120b9059-3ccf-4847-895d-b53e4f1d8ef7",
"Value": "Dazzled"
},
{
"Key": "b453b512-2b56-4e15-8ae0-53df07a87235",
"Value": "You direct a ray of positive energy. You must make a ranged touch
attack to hit, and if the ray hits an undead creature, it deals 1d6 points of
damage to it."
},
{
"Key": "80f65935-660a-4fc5-ae8a-b5d9f577e992",
"Value": "Disrupt Undead"
},
{
"Key": "d1b98530-5e3b-454f-9196-a8770a89a935",
"Value": "This cantrip creates a burst of light. If you cause the light to
burst in front of a single creature, that creature is dazzled for 1 minute unless
it makes a successful Fortitude save.[LONGSTART] Sightless creatures, as well as
creatures already dazzled, are not affected by flare.[LONGEND]"
},
{
"Key": "e82c9dd2-ae02-46fe-8b2c-963d34bfc908",
"Value": "Flare"
},
{
"Key": "2d502322-67ae-402c-ad1a-821a0ebd0a8b",
"Value": "This spell imbues the subject with a touch of divine guidance.\nThe
creature gets a +1 competence bonus on a single attack roll, saving throw, or skill
check."
},
{
"Key": "7fc2af69-c1fa-40b6-989d-843f1b441cf7",
"Value": "Guidance"
},
{
"Key": "f4f7dab9-067a-4e11-a768-34f8661cd7c1",
"Value": "This spell imbues the subject with a touch of divine guidance.\nThe
creature gets a +1 competence bonus on a single attack roll, saving throw, or skill
check."
},
{
"Key": "31302206-62ba-47c4-8fe7-98411d2e5577",
"Value": "Guidance"
},
{
"Key": "cbb6a346-fa69-4b58-83e2-ce5f47eb9709",
"Value": "1 minute or until discharged"
},
{
"Key": "fe620403-5b61-4d77-9e8d-2fbd58c4c22f",
"Value": "You cause a spark of electricity to strike the target with a
successful ranged touch attack. The spell deals 1d3 points of electricity damage."
},
{
"Key": "a4f040f3-b734-4f84-bbe9-2b3237174015",
"Value": "Jolt"
},
{
"Key": "bf9a69ce-8093-4b2e-9e76-2c0742f82270",
"Value": "Light"
},
{
"Key": "a9bf0aa2-7885-4845-b920-38e2d1e941e7",
"Value": "This spell causes a touched party member to glow like a torch,
shedding normal light in a 20-foot radius from the point touched.[LONGSTART]\nYou
can only have one light spell active at any one time. If you cast this spell while
another casting is still in effect, the previous casting is dispelled.[LONGEND]"
},
{
"Key": "0520c90c-a828-4772-9f1c-894839a83044",
"Value": "Light"
},
{
"Key": "9cc61d11-0709-4c46-b1ee-7ed3acc6e89f",
"Value": "A ray of freezing air and ice projects from your pointing finger.
You must succeed on a ranged touch attack with the ray to deal damage to a target.
The ray deals 1d3 points of cold damage."
},
{
"Key": "2886fe5b-4211-46c8-a760-8112db3c7270",
"Value": "Ray of Frost"
},
{
"Key": "95ba86c7-31a3-4516-97bd-a963f9d5dbfc",
"Value": "Resistance"
},
{
"Key": "b5e7ea3a-da12-410d-a1e0-a15d8a7b2079",
"Value": "You imbue the subject with magical energy that protects it from
harm, granting it a +1 resistance bonus on saves."
},
{
"Key": "e67e3c96-278c-4b81-8b80-8a0d660b0d33",
"Value": "Resistance"
},
{
"Key": "5d694b8c-38c8-457e-aced-41966f02d04c",
"Value": "Upon casting this spell, you target a living creature that has �1
or fewer hit points. That creature is automatically stabilized and does not lose
any further hit points. If the creature later takes damage, it continues dying
normally."
},
{
"Key": "12676a55-6f20-47b7-bed3-96022295d51c",
"Value": "Stabilize"
},
{
"Key": "7b5435a9-c8ce-415c-bc61-cc25bafcbe42",
"Value": "You channel negative energy through your touch, fatiguing the
target. You must succeed on a touch attack to strike a target. The subject is
immediately fatigued for the spell's duration.\nThis spell has no effect on a
creature that is already fatigued. Unlike with normal fatigue, the effect ends as
soon as the spell's duration expires."
},
{
"Key": "c75b0ca8-f5e9-4f68-b6aa-156c7619ffb3",
"Value": "Touch of Fatigue"
},
{
"Key": "b3cd4454-ffa2-4be6-9dc9-19d359ae9495",
"Value": "You channel negative energy through your touch, fatiguing the
target. You must succeed on a touch attack to strike a target. The subject is
immediately fatigued for the spell's duration.\nThis spell has no effect on a
creature that is already fatigued. Unlike with normal fatigue, the effect ends as
soon as the spell's duration expires."
},
{
"Key": "58629f2b-2c91-46b7-9364-42a30f361da8",
"Value": "Touch of Fatigue"
},
{
"Key": "88539372-5e86-4596-8020-89b2b1255508",
"Value": "With a touch, you infuse a creature with a tiny surge of life,
granting the subject 1 temporary hit point."
},
{
"Key": "06bc4c3a-81d3-4fef-a0af-9bc54e2c270f",
"Value": "Virtue"
},
{
"Key": "e0956857-560a-48f8-9219-4453326fa2df",
"Value": "With a touch, you infuse a creature with a tiny surge of life,
granting the subject 1 temporary hit point."
},
{
"Key": "85594d79-a3e6-49fc-ac8d-bd6d7e5fbbbf",
"Value": "Virtue"
},
{
"Key": "e2f394ce-bfb7-4fad-acd4-531dbac6e21c",
"Value": "Acid Maw"
},
{
"Key": "c00523c2-05af-4636-b707-7f1d8fe2eb1d",
"Value": "Acid Maw"
},
{
"Key": "f3474697-f580-4255-9624-e2be5eccea76",
"Value": "Acid Maw"
},
{
"Key": "b83d61d7-87bf-41ca-b696-9eefd9f0e3ad",
"Value": "Your animal companion's bite attack deals an additional 1d4 points
of acid damage, and the acid deals another 1d4 points of acid damage to the target
on the next round.[LONGSTART] The acid continues to deal damage for 1 additional
round per 4 caster levels (to a maximum of 6 total rounds at caster level 20th).
This ongoing acid damage doesn't stack from multiple attacks, but the duration
resets if a newer bite would cause the ongoing damage to last longer than the
duration remaining from a previous one. The acid does not harm the animal
companion.[LONGEND]"
},
{
"Key": "75086de4-af6b-4be0-a51d-f3e182e4e407",
"Value": "You fire a shimmering arrow of pure order from your holy symbol at
any one target in range as a ranged touch attack. A chaotic creature struck by an
arrow of law takes 1d8 points of damage per two caster levels (maximum 5d8). A
chaotic outsider instead takes 1d6 points of damage per caster level (maximum 10d6)
and is dazed for 1 round. A successful Will save reduces the damage to half and
negates the daze effect. This spell deals only half damage to creatures that are
neither chaotic nor lawful, and they are not dazed. The arrow has no effect on
lawful creatures."
},
{
"Key": "204f59b0-2569-4406-916d-99722a754092",
"Value": "Arrow of Law"
},
{
"Key": "1140c1c7-d0ed-430b-b67c-fcd3ddded97f",
"Value": "Aspect of the Falcon"
},
{
"Key": "f589bafe-68ed-44b4-bf4b-507ead5b68b9",
"Value": "Aspect of the Falcon"
},
{
"Key": "b1f3b3b8-3d15-410d-aa3d-eb13235fda44",
"Value": "[LONGSTART]You take on an aspect of a falcon. Your eyes become wide
and raptor-like, and you grow feathers on the sides of your head. [LONGEND]You gain
a +3 competence bonus on Perception checks, a +1 competence bonus on ranged
attacks, and the critical multiplier for your bows and crossbows becomes 19�20/�3.
[LONGSTART]\nThis effect does not stack with any other effect that expands the
threat range of a weapon, such as the Improved Critical feat or a keen weapon.
[LONGEND]"
},
{
"Key": "4a7fd9d3-e32f-417d-a16f-3c6064ad6ed4",
"Value": "Bane"
},
{
"Key": "3e8f1959-d69d-4339-bd0e-b7d66552c088",
"Value": "Bane fills your enemies with fear and doubt. Each affected creature
takes a �1 penalty on attack rolls and a �1 penalty on saving throws against fear
effects. Bane counters and dispels bless."
},
{
"Key": "023509d4-0079-4943-a2a8-4bacdf355a1e",
"Value": "Bane"
},
{
"Key": "ecda07a0-ba57-4115-a636-458f172e8bb3",
"Value": "Bless"
},
{
"Key": "00cecd31-6da8-4782-bd0e-ba3c11e0a91a",
"Value": "Bless Weapon"
},
{
"Key": "07a80aaa-15c5-4754-9dbb-3e499478a014",
"Value": "This transmutation makes a weapon strike true against evil foes.
The weapon in your primary hand is treated as a magic weapon for the purpose of
overcoming DR. The weapon also becomes good-aligned, which means it can overcome
the DR of certain evil creatures. In addition, all critical threats against evil
foes automatically confirm, so every threat is a critical hit."
},
{
"Key": "dfc876e1-e274-4345-841c-7f02444ec4f9",
"Value": "Bless Weapon"
},
{
"Key": "79dc5808-fe78-4ce9-9ff2-16f130854a32",
"Value": "Bless fills your allies with courage. Each ally gains a +1 morale
bonus on attack rolls and on saving throws against fear effects.\nBless counters
and dispels bane."
},
{
"Key": "0a82c7f7-4287-4bdd-a096-39e9138aab4b",
"Value": "Bless"
},
{
"Key": "b9e892a9-d483-4791-beef-63a95a6fe273",
"Value": "This extract allows you to throw weapons farther and more
accurately. While this extract is in effect, increase the range of alchemist's
bombs and alchemical weapons by 10 feet. In addition, you receive a +1 insight
bonus on attack rolls made with thrown weapons."
},
{
"Key": "e9831675-952f-4d2a-9fcc-f4f376f42baf",
"Value": "Bomber's Eye"
},
{
"Key": "843c195d-ca95-4af9-9375-5c5f9a18f44f",
"Value": "Any creature in the area of the flames takes 1d4 points of fire
damage per caster level (maximum 5d4)."
},
{
"Key": "e4cad700-cda6-487a-9967-8c74552c9a88",
"Value": "Burning Hands"
},
{
"Key": "f6438b8a-6c0e-4c9c-a314-de6015bc7914",
"Value": "1d4 rounds or 1 round"
},
{
"Key": "ec0628d5-4596-4191-96f6-2dec6cffa58d",
"Value": "The affected creature becomes frightened. If the subject succeeds
at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to
this effect.[LONGSTART] Cause fear dispels remove fear.[LONGEND]"
},
{
"Key": "8b246ec4-d681-4028-a29b-36d2d34526cc",
"Value": "Cause Fear"
},
{
"Key": "7c7e6488-d3a1-4502-acc2-be4fc67f4c1e",
"Value": ""
},
{
"Key": "f6eb7d5b-7afd-443d-a6e1-91eddb04450a",
"Value": "Challenge Evil"
},
{
"Key": "9e0ab095-7cca-4edc-b717-943e99897468",
"Value": "Challenge Evil"
},
{
"Key": "2feb0c89-27ae-4da3-b509-0d09cb9061f0",
"Value": "Challenge Evil"
},
{
"Key": "e3d7f74a-9f75-4ecf-a130-c111285e8293",
"Value": "You challenge an evil creature to bring the fight to you, or suffer
the consequences. You gain a +2 sacred bonus on all melee attacks against the
subject of the spell. Every round if the target has not made at least one attack on
you, it becomes sickened. If you move away from the target, the spell ends."
},
{
"Key": "6371bc45-593c-4a36-ab22-e04ce3032dc0",
"Value": "This charm makes a humanoid creature regard you as its trusted
friend and ally (treat the target's attitude as friendly). If the creature is
currently being threatened or attacked by you or your allies, however, it receives
a +5 bonus on its saving throw."
},
{
"Key": "1402ead4-0b86-4a7f-b3ad-67657c1a26f4",
"Value": "Charm Person"
},
{
"Key": "429e36a9-c583-4db4-ae9c-54d00fdc6961",
"Value": "This charm makes a humanoid creature regard you as its trusted
friend and ally (treat the target's attitude as friendly). If the creature is
currently being threatened or attacked by you or your allies, however, it receives
a +5 bonus on its saving throw."
},
{
"Key": "eb337855-cf54-4f6f-b02a-8b0e47318a7c",
"Value": "Charm Person"
},
{
"Key": "149fa416-28d6-4f29-895c-ccb275d36114",
"Value": "Blindness"
},
{
"Key": "b4348c30-6184-4390-a10a-9820e9daf50f",
"Value": "Blindness"
},
{
"Key": "fd2b424b-fd5b-4fcd-b2a5-ba99a5046f90",
"Value": "Based on targets' HD"
},
{
"Key": "81e54296-8e03-489b-a15d-a73a4a27a84d",
"Value": "A vivid cone of clashing colors springs forth from your hand,
causing creatures to become stunned, perhaps also blinded, and possibly knocking
them prone. Each creature within the cone is affected according to its HD.\n2 HD or
less: The creature is blinded, stunned, and knocked prone for 2d4 rounds, then
blinded and stunned for 1d4 rounds, and then stunned for 1 round.[LONGSTART] (Only
living creatures are knocked prone.)[LONGEND]\n3 or 4 HD: The creature is blinded
and stunned for 1d4 rounds, then stunned for 1 round.\n5 or more HD: The creature
is stunned for 1 round.[LONGSTART]\nSightless creatures are not affected by color
spray.[LONGEND]"
},
{
"Key": "799b51f4-d25b-41cc-85f4-792082fcbe94",
"Value": "Color Spray"
},
{
"Key": "a5e13068-ccf7-4aa3-8c38-feddcae6b97b",
"Value": "Your successful melee touch attack deals 1d4 points of acid damage
per caster level (maximum 5d4)."
},
{
"Key": "e4a77765-3479-48d1-ab05-090f33508f33",
"Value": "Corrosive Touch"
},
{
"Key": "87484964-dde0-45cc-915b-3ee4083d6895",
"Value": "Your successful melee touch attack deals 1d4 points of acid damage
per caster level (maximum 5d4)."
},
{
"Key": "4721dd88-5f75-413c-8d82-8a12cf419b3f",
"Value": "Corrosive Touch"
},
{
"Key": "22ddc161-86fb-4a3d-a4a5-8e349afd6908",
"Value": "Cure Light Wounds"
},
{
"Key": "1e7287c8-ec96-4102-84a2-136fa466a58f",
"Value": "When laying your hand upon a living creature, you channel positive
energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds.[LONGSTART] An undead creature can apply Spell
Resistance, and can attempt a Will save to take half damage.[LONGEND]"
},
{
"Key": "d932993b-053c-4b8f-a7ce-22f4fdf133d4",
"Value": "When laying your hand upon a living creature, you channel positive
energy that cures 1d8 points of damage + 1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds.[LONGSTART] An undead creature can apply spell
resistance, and can attempt a Will save to take half damage.[LONGEND]"
},
{
"Key": "eab1c532-7f48-4919-b2a2-c5f841d080a7",
"Value": "Cure Light Wounds"
},
{
"Key": "10cbc403-5a51-487f-97ee-73bb28b43d09",
"Value": "Divine Favor"
},
{
"Key": "ac6c8ecb-07ea-4e8a-8554-c7a3f851bc35",
"Value": "Divine Favor"
},
{
"Key": "7201365f-49c4-4628-8037-0ec5b684aa24",
"Value": "Calling upon the strength and wisdom of a deity, you gain a +1 luck
bonus on attack and weapon damage rolls for every three caster levels you have (at
least +1, maximum +3).[LONGSTART] The damage bonus doesn't apply to spell damage.
[LONGEND]"
},
{
"Key": "16079214-6ce4-4a56-94d7-264e3a06198c",
"Value": "This spell fills a single subject with a feeling of horrible dread
that causes it to become shaken."
},
{
"Key": "fc3e0c29-fa06-4404-8e16-0966ef877f4f",
"Value": "Doom"
},
{
"Key": "c7e080a6-a29b-4381-b433-4bda6dc74b4b",
"Value": "1 round (dazed condition)"
},
{
"Key": "3b7749d2-a5c7-4b01-9be6-a2affdb1327d",
"Value": "You unleash a powerful scream, inaudible to all but a single
target. The target is dazed for 1 round and takes 1d6 points of sonic damage per
two caster levels (maximum 5d6). A successful save negates the daze effect and
halves the damage."
},
{
"Key": "d795196b-be09-451c-8047-6f5fbd198aee",
"Value": "Ear-Piercing Scream"
},
{
"Key": "302fd3b2-fccc-4df0-af41-efd7a41bc0fb",
"Value": "Enlarge Person"
},
{
"Key": "ef5e656d-9287-4926-a6b8-bba79f4fccb3",
"Value": "Enlarge Person"
},
{
"Key": "98e96c12-faa0-46d9-b5bc-bced6058b77c",
"Value": "This spell causes instant growth of a humanoid creature, doubling
its height and multiplying its weight by 8. This increase changes the creature's
size category to the next larger one. The target gains a +2 size bonus to Strength,
a �2 size penalty to Dexterity (to a minimum of 1), and a �1 penalty on attack
rolls and AC due to its increased size. Melee and ranged weapons used by this
creature deal more damage.[LONGSTART]\nA humanoid creature whose size increases to
Large has a space of 10 feet and a natural reach of 10 feet. This spell does not
change the target's speed.\nEnlarge person dispels reduce person.[LONGEND]"
},
{
"Key": "7a4fd9f0-b295-4e06-bc8a-c32b9b85f7a9",
"Value": "Entangled"
},
{
"Key": "71afb990-423e-4bf4-938c-601f42c7bc5a",
"Value": "An entangled creature moves at half speed, cannot run or charge,
and takes a �2 penalty on all attack rolls and a �4 penalty to Dexterity. An
entangled character who attempts to cast a spell must make a concentration check
(DC 15 + spell level) or lose the spell."
},
{
"Key": "9b1b21c7-c6e2-477c-a774-04eed1396f59",
"Value": "This spell causes tall grass, weeds, and other plants to wrap
around creatures in the area of effect or those that enter the area. Creatures that
fail their save gain the entangled condition. Creatures that succeed at their save
can move as normal, but those that remain in the area must save again each round.
Creatures that move into the area must save immediately.\nEntangled creatures can
break free by making a combat maneuver check, Athletics check, or Mobility check
against the DC of this spell every round.\nThe entire area of effect is considered
difficult terrain while the effect lasts."
},
{
"Key": "7d6c766e-40a6-4d24-ae4d-30553fa87939",
"Value": "Entangle"
},
{
"Key": "4381c214-9203-4a11-9b48-54cda34411db",
"Value": "Expeditious Retreat"
},
{
"Key": "d4132e95-3e7e-42c8-b223-e15446ff0c55",
"Value": "Expeditious Retreat"
},
{
"Key": "faed24b1-ae64-4899-b11a-c75331fbb3f6",
"Value": "This spell increases your base speed by 30 feet. This adjustment is
treated as an enhancement bonus. There is no effect on other modes of movement,
such as burrow, climb, fly, or swim."
},
{
"Key": "b5b3a1eb-1304-44a4-9535-655423290b00",
"Value": "Face of the Devourer"
},
{
"Key": "c4930bb7-614a-4c0d-aa91-3afd5054b2cf",
"Value": "Face of the Devourer"
},
{
"Key": "ac119c47-0366-40a8-b2ff-dd682b430bee",
"Value": "You transform the target's face into a hideous shape, such as a
half-melted visage with insect legs instead of teeth, seeping pits instead of eyes,
and suckered tongues dangling from its misshapen mouth. You do not choose what
shape the target's face takes, and the shape is different every time you cast the
spell. This transformation does not interfere with the target's senses or its
ability to breathe, though it might prevent it from speaking. The target gains a +4
circumstance bonus on Persuasion (intimidate) checks.\nIf the target does not
normally have a bite attack, it gains a bite attack as a natural weapon for the
duration of the spell. This bite attack deals 1d6 points of damage if the target is
Medium, 1d4 points of damage if the target is Small, or 1d8 points of damage if the
creature is Large. The target may use this bite as a primary attack or a secondary
attack."
},
{
"Key": "abb14e36-f6bd-4251-a36a-208248dc9323",
"Value": "A pale glow surrounds and outlines the subjects. Outlined subjects
shed light as candles. Creatures outlined by faerie fire take a �20 penalty on all
Stealth checks. Outlined creatures do not benefit from the concealment normally
provided by darkness (though a 2nd-level or higher magical darkness effect
functions normally), blur, displacement, invisibility, or similar effects."
},
{
"Key": "74dfeaf1-af77-4196-8aee-8ac7b170fd67",
"Value": "Faerie Fire"
},
{
"Key": "48f78120-5ac9-40d5-8b27-5bd6787472f2",
"Value": "Faerie Fire"
},
{
"Key": "d48f1fd6-d6eb-4463-8d01-ff209ea4e687",
"Value": "A pale glow surrounds and outlines the subjects. Outlined subjects
shed light as candles. Creatures outlined by faerie fire take a �20 penalty on all
Stealth checks. Outlined creatures do not benefit from the concealment normally
provided by darkness (though a 2nd-level or higher magical darkness effect
functions normally), blur, displacement, invisibility, or similar effects.
[LONGSTART] The light is too dim to have any special effect on undead or dark-
dwelling creatures vulnerable to light.[LONGEND]"
},
{
"Key": "e35d8630-79b9-4a0f-948f-bc647937083b",
"Value": "For the duration of this spell, the subject ignores the adverse
movement effects of difficult terrain."
},
{
"Key": "012fc518-2ada-443b-b69b-bb9902ed41ce",
"Value": "Feather Step"
},
{
"Key": "28f11c6f-1bb8-430e-9d26-73b6c732f0fe",
"Value": "For the duration of this spell, the subject ignores the adverse
movement effects of difficult terrain."
},
{
"Key": "283b24c6-d3f1-44ba-a208-d3db8566fbe2",
"Value": "Feather Step"
},
{
"Key": "1294a62e-a249-4ac1-9877-d712032adfb5",
"Value": "A magical fire warms your belly, granting you fire resistance 5 and
making your gut hot to the touch (but not enough to damage you or anything else).
As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points
of fire damage (Reflex half, SR applies). Each time you use this breath weapon, the
remaining duration of the spell is reduced by 1 minute."
},
{
"Key": "8a489dae-ef21-48da-974f-32d5ccba5e9b",
"Value": "Firebelly"
},
{
"Key": "6c97fb32-9005-4a7d-b6bf-7c0e5bc7c104",
"Value": "This spell functions as flare, except it affects all creatures in a
10-foot-radius burst from the target point."
},
{
"Key": "1a994a95-d9a6-47d8-ae6e-6a9d14738b26",
"Value": "Flare Burst"
},
{
"Key": "b1fa1342-29b1-4772-9ea1-0a80e21aeb61",
"Value": "A grease spell covers a solid surface with a layer of slippery
grease. Any creature in the area when the spell is cast and every round after that
must make a successful Reflex save or fall prone."
},
{
"Key": "d43e8eac-16b1-49c3-b236-4453418a0b57",
"Value": "Grease"
},
{
"Key": "4d06e006-82d0-4618-bea8-1ab1d49d5602",
"Value": "Hurricane Bow"
},
{
"Key": "a15fe870-0ca5-478c-a302-910c82af8429",
"Value": "[LONGSTART]Hurricane bow significantly increases the weight and
density of arrows or bolts fired from your bow or crossbow the instant before they
strike their target and then return them to normal a few moments later.
[LONGEND]Any arrow fired from a bow or crossbow you are carrying when the spell is
cast deals damage as if one size larger than it actually is. For instance, an arrow
fired from a Medium longbow normally deals 1d8 points of damage, but it would
instead deal 2d6 points of damage if fired from a hurricane bow."
},
{
"Key": "9a9167b1-cc62-4216-a80e-5b2bca21ab3a",
"Value": "Hurricane Bow"
},
{
"Key": "d0776561-aec6-41eb-ae76-88cce891dc89",
"Value": "The creature is unable to act normally. A dazed creature can take
no actions, but has no penalty to AC. It stops being dazed if wounded."
},
{
"Key": "9f52537a-81f1-46c8-814f-bc276f0eb485",
"Value": "Hypnotism"
},
{
"Key": "478ed10f-b9c9-4580-a830-aa00dbf97607",
"Value": "Inflict Light Wounds"
},
{
"Key": "cf6fdbbe-0346-4055-b8b0-ef53393b3984",
"Value": "When laying your hand upon a creature, you channel negative energy
that deals 1d8 points of damage + 1 point per caster level (maximum +5).\nSince
undead are powered by negative energy, this spell cures such a creature of a like
amount of damage, rather than harming it."
},
{
"Key": "6d0c919e-a10b-4250-8dd0-19cb4541f336",
"Value": "When laying your hand upon a creature, you channel negative energy
that deals 1d8 points of damage + 1 point per caster level (maximum +5).\nSince
undead are powered by negative energy, this spell cures such a creature of a like
amount of damage, rather than harming it."
},
{
"Key": "39ba974f-f1ce-4b9e-a1ac-78e11c09395d",
"Value": "Inflict Light Wounds"
},
{
"Key": "bd3e2d90-7933-449a-a241-5a97db12420e",
"Value": "Ironbeard"
},
{
"Key": "480672c9-a1d2-4444-9ad8-ac636fc29466",
"Value": "Ironbeard"
},
{
"Key": "efd558c1-529f-4e09-8ace-7ec6022dc4ae",
"Value": "This spell causes a brushy beard of stiff iron to erupt from the
face of a willing target. The ironbeard grants a +1 armor bonus to AC, and this
bonus stacks with any armor worn by the creature. The ironbeard makes it difficult
to speak, so any spellcasting with a verbal component has a 20% spell failure
chance."
},
{
"Key": "681361b9-899b-4041-8a38-5f00a0e5676d",
"Value": "Lead Blades"
},
{
"Key": "48b3056e-ba4c-4936-beb8-2d6054186bba",
"Value": "Lead Blades"
},
{
"Key": "7bbbf6f1-3c12-4f1c-b55a-a7938b8f520a",
"Value": "[LONGSTART]Lead blades increases the momentum and density of your
melee weapons just as they strike a foe. [LONGEND]All melee weapons you are
carrying when the spell is cast deal damage as if one size category larger than
they actually are. For instance, a Medium longsword normally deals 1d8 points of
damage, but it would instead deal 2d6 points of damage if benefiting from lead
blades.[LONGSTART] Only you can benefit from this spell. If anyone else uses one of
your weapons to make an attack, it deals damage as normal for its size.[LONGEND]"
},
{
"Key": "39b106dd-5450-46af-9c31-ae51db576e8d",
"Value": "This spell gives you a +10-foot enhancement bonus to your base
speed. It has no effect on other modes of movement, such as burrow, climb, fly, or
swim."
},
{
"Key": "ac55b56f-5627-4dc5-81d4-ad857ec70a39",
"Value": "Longstrider"
},
{
"Key": "74538bee-2588-4f36-af00-fa6a981883c2",
"Value": "Mage Armor"
},
{
"Key": "982fa282-ee63-4d45-be6b-52e631bbf6bb",
"Value": "Mage Armor"
},
{
"Key": "c565bd89-a79c-41ca-94c0-e396713b8d7f",
"Value": "An invisible but tangible field of force surrounds the subject of a
mage armor spell, providing a +4 armor bonus to AC.[LONGSTART]\nUnlike mundane
armor, mage armor entails no armor check penalty, arcane spell failure chance, or
speed reduction. Since mage armor is made of force, incorporeal creatures can't
bypass it the way they do normal armor.[LONGEND]"
},
{
"Key": "19e00b82-6fb8-4907-ad51-f21f4ef0452e",
"Value": "Mage Armor"
},
{
"Key": "a72de515-1e5d-4762-bedb-832cee89640a",
"Value": "Shield"
},
{
"Key": "7ef7c696-e925-4cff-b5f2-fe179119ed27",
"Value": "Shield"
},
{
"Key": "38d4754e-8a88-49e3-9f66-d2be86c0b44a",
"Value": "Shield creates an invisible shield of force that hovers in front of
you. It negates magic missile attacks directed at you. The disk also provides a +4
shield bonus to AC.[LONGSTART] This bonus applies against incorporeal touch
attacks, since it is a force effect. The shield has no armor check penalty or
arcane spell failure chance.[LONGEND]"
},
{
"Key": "d0c0da13-9798-4b7f-925f-90ac9a34e81a",
"Value": "Shield"
},
{
"Key": "c249d0f9-19ac-476a-b1c0-bd4b0d4cf86f",
"Value": "Magic fang gives all natural weapons or unarmed strikes of the
subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a
slam attack, fist, bite, or any other natural weapon."
},
{
"Key": "bb033b22-2309-49cb-a16f-fdade9dc6c37",
"Value": "Magic Fang"
},
{
"Key": "9262fe33-f425-4d4f-b9d8-4544e29138ba",
"Value": "A missile of magical energy darts forth from your fingertip and
strikes its target, dealing 1d4+1 points of force damage.[LONGSTART]\nThe missile
strikes unerringly, even if the target is in melee combat, so long as it has less
than total cover or total concealment. Specific parts of a creature can't be
singled out. Objects are not damaged by the spell.[LONGEND]\nFor every two caster
levels beyond 1st, you gain an additional missile � two at 3rd level, three at 5th,
four at 7th, and the maximum of five missiles at 9th level or higher."
},
{
"Key": "b576364f-f55a-4272-83ed-2d9ee8d51777",
"Value": "Magic Missile"
},
{
"Key": "b14adc2a-b6f0-474d-b4e9-f35ab48c52f5",
"Value": "Obscuring Mist"
},
{
"Key": "e5aed15a-060e-4a0f-ab21-b12e20d34d31",
"Value": "Obscuring Mist"
},
{
"Key": "f90ce4da-0fa3-46eb-bdc1-725384788476",
"Value": "A misty vapor arises around you. It is stationary. The vapor
obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has
concealment (attacks have a 20% miss chance). Creatures farther away have total
concealment (50% miss chance, and the attacker cannot use sight to locate the
target)."
},
{
"Key": "b6ea9a69-117b-48ef-bfb0-f613c95742a8",
"Value": "The subject gains a +2 deflection bonus to AC and a +2 resistance
bonus on saves. Both these bonuses apply against attacks made or effects created by
creatures with the corresponding alignment."
},
{
"Key": "279936b0-8e19-426f-a205-694212b40f7c",
"Value": "Protection from Alignment"
},
{
"Key": "7d3b5acf-0ec6-408a-9a46-c2bf3396250e",
"Value": "Protection From Chaos"
},
{
"Key": "655b6a31-1a29-415a-9a60-40ee756f4fbd",
"Value": "The subject gains a +2 deflection bonus to AC and a +2 resistance
bonus on saves. Both these bonuses apply against attacks made or effects created by
creatures with corresponding alignment."
},
{
"Key": "7855f342-4536-4cb9-ac8c-6e6711d97916",
"Value": "Protection from Chaos/Evil"
},
{
"Key": "d064c281-9f97-43f1-9920-bdc77be2381a",
"Value": "Protection from Chaos"
},
{
"Key": "dffecc75-1ba1-4434-acdb-4dfc1e4c05a9",
"Value": "The subject gains a +2 deflection bonus to AC and a +2 resistance
bonus on saves. Both these bonuses apply against attacks made or effects created by
chaotic creatures."
},
{
"Key": "9a864bb2-d1e6-4699-9ab1-fd7a5ac6fb15",
"Value": "Protection From Evil"
},
{
"Key": "da701a00-4092-4689-8ddd-7bb8ca90b75a",
"Value": "Protection from Evil"
},
{
"Key": "109691b9-6aa9-4da1-9037-17a4a0a049eb",
"Value": "The subject gains a +2 deflection bonus to AC and a +2 resistance
bonus on saves. Both these bonuses apply against attacks made or effects created by
evil creatures."
},
{
"Key": "363b5bc0-f868-4801-93f1-b4b4ce28e5a3",
"Value": "Protection From Good"
},
{
"Key": "9d3ff885-9516-4716-9115-19d6b047c651",
"Value": "Protection from Good"
},
{
"Key": "1b442cf1-86be-4ee1-a6f8-d0de30135a4f",
"Value": "The subject gains a +2 deflection bonus to AC and a +2 resistance
bonus on saves. Both these bonuses apply against attacks made or effects created by
good creatures."
},
{
"Key": "9c1cf7b4-a7c1-4cae-af5e-7ad67a10c675",
"Value": "Protection From Law"
},
{
"Key": "d0c7e9de-0e83-448c-bca4-3e1625c5efaf",
"Value": "Protection from Law"
},
{
"Key": "4327bd8c-58da-46c5-ad83-b530f311c11a",
"Value": "The subject gains a +2 deflection bonus to AC and a +2 resistance
bonus on saves. Both these bonuses apply against attacks made or effects created by
lawful creatures."
},
{
"Key": "f770f644-f6c9-41b6-92f1-f1bb1ce23115",
"Value": "Enfeeblement"
},
{
"Key": "1e6eed87-edf5-4144-9dca-c896b2ce1364",
"Value": "Fortitude halves strength penalty"
},
{
"Key": "eda236ca-e525-4e67-bbeb-fd8205dd1832",
"Value": "A coruscating ray springs from your hand. You must succeed on a
ranged touch attack to strike a target. The subject takes a penalty to Strength
equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score
cannot drop below 1. A successful Fortitude save reduces this penalty by half. This
penalty does not stack with itself. Apply the highest penalty instead."
},
{
"Key": "b50ab7ce-e9dd-4e91-9a9f-fdfc19b0c4eb",
"Value": "Ray of Enfeeblement"
},
{
"Key": "4389b8ec-44a7-443a-b78d-d818f2e2cfee",
"Value": "The subject is immediately sickened for the spell's duration. A
successful Fortitude save negates the effect."
},
{
"Key": "6c11ad85-6d4d-438c-a559-4213636d3bd9",
"Value": "Ray of Sickening"
},
{
"Key": "2494e606-e1d9-4f99-b7a1-0243ce66809c",
"Value": "Reduce Person"
},
{
"Key": "0d320bc2-4e11-4a79-8837-d9607205f27a",
"Value": "Reduce Person"
},
{
"Key": "23f2921f-8b3f-40af-9cf0-2cf7d963c82f",
"Value": "This spell causes instant diminution of a humanoid creature,
halving its height, length, and width and dividing its weight by 8. This decrease
changes the creature's size category to the next smaller one. The target gains a +2
size bonus to Dexterity, a �2 size penalty to Strength (to a minimum of 1), and a
+1 bonus on attack rolls and AC due to its reduced size. Melee and ranged weapons
used by this creature deal less damage.[LONGSTART]\nA Small humanoid creature whose
size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet
(meaning that it must enter an opponent's square to attack). A Large humanoid
creature whose size decreases to Medium has a space of 5 feet and a natural reach
of 5 feet. This spell doesn't change the target's speed.\nReduce person dispels
enlarge person.[LONGEND]"
},
{
"Key": "58b49186-cf05-436e-85fb-0923a3e7b1a3",
"Value": "Remove Fear"
},
{
"Key": "0a4d2b48-ccac-4a52-8e13-6755abbdf058",
"Value": "Remove Fear"
},
{
"Key": "7dd7378d-68ac-4bd1-8287-f15d2c51fe3c",
"Value": "You instill courage in the subject, granting it a +4 morale bonus
against fear effects for 10 minutes.[LONGSTART] If the subject is under the
influence of a fear effect when receiving the spell, that effect is suppressed for
the duration of the spell.[LONGEND]"
},
{
"Key": "4e071907-0719-4802-9a0f-31465cfc1f60",
"Value": "You quell feelings of illness and nausea in the target, giving it a
+4 morale bonus on saving throws against disease, nausea, and sickened effects. If
the subject is already under the influence of one of these effects when receiving
the spell, that effect is suppressed for the duration of the spell."
},
{
"Key": "bbe13133-5887-4ce1-81f7-6a9ccf31c028",
"Value": "Remove Sickness"
},
{
"Key": "6718ea7a-560d-4fb7-89b6-691975607267",
"Value": "Remove Sickness"
},
{
"Key": "f51110df-10db-48c2-9171-4cad892b4185",
"Value": "You quell feelings of illness and nausea in the target, giving it a
+4 morale bonus on saving throws against disease, nausea, and sickened effects.\nIf
the subject is already under the influence of one of these effects when receiving
the spell, that effect is suppressed for the duration of the spell."
},
{
"Key": "2350be55-f4a2-4a04-b0c3-5fe883a2e603",
"Value": "Shield of Faith"
},
{
"Key": "466d7328-8d76-427d-ab06-f3743647ed87",
"Value": "Shield of Faith"
},
{
"Key": "0117ed73-d023-4ec8-80b5-770a7fe50a67",
"Value": "This spell creates a shimmering, magical field around the target
that averts and deflects attacks. The spell grants the subject a +2 deflection
bonus to AC, with an additional +1 to the bonus for every six levels you have
(maximum +5 deflection bonus at 18th level)."
},
{
"Key": "b783e8b6-2b6d-4396-abb7-4250758df620",
"Value": "Your successful melee touch attack deals 1d6 points of electricity
damage per caster level (maximum 5d6)."
},
{
"Key": "cf547a90-6f7e-41b0-a91a-9b093907ab88",
"Value": "Shocking Grasp"
},
{
"Key": "2d46df6b-1922-4769-bd75-d9820c47551a",
"Value": "Your successful melee touch attack deals 1d6 points of electricity
damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3
bonus on attack rolls if the opponent is wearing metal armor (or is carrying a
metal weapon or is made of metal)."
},
{
"Key": "9aca1e74-62f6-46fa-9206-4754ac8902fe",
"Value": "Shocking Grasp"
},
{
"Key": "0403cee2-e271-4dc4-a1f0-d6bf27050d2b",
"Value": "Sleep"
},
{
"Key": "18fd68a7-f721-4512-8f21-08f09ca9a3a5",
"Value": "A sleep spell causes a magical slumber to come upon 4 HD of
creatures, and those who are closest to the spell's point of origin are affected
first. HD that are not sufficient to affect a creature are wasted. Sleeping
creatures are helpless. Wounding awakens an affected creature, but normal noise
does not. Sleep does not target unconscious creatures, constructs, or undead
creatures."
},
{
"Key": "69114a7a-4421-4b6e-941e-c225ad1569e0",
"Value": "Snowball � Staggered"
},
{
"Key": "5d614fb7-b73b-488e-a9d5-555f19181a84",
"Value": "1 round (staggered condition)"
},
{
"Key": "c4e47d2a-7ca8-4d74-bf6d-4b295584f591",
"Value": "Fortitude negates staggered condition"
},
{
"Key": "009f7ed0-8602-4c9c-b044-adcceb41e0fb",
"Value": "You conjure a ball of packed ice and snow that you can throw at a
single target as a ranged touch attack. The snowball deals 1d6 points of cold
damage per caster level (maximum 5d6) on a successful hit, and the target must
succeed at a Fortitude saving throw or be staggered for 1 round."
},
{
"Key": "bc1d7d7d-222b-43ea-a6bb-5ea0ec2cbf78",
"Value": "Snowball"
},
{
"Key": "d9e40d46-4c32-4178-b26a-a897580b01f6",
"Value": "This spell transforms your hands into living stone. While this
spell is in effect, your unarmed strikes do not provoke attacks of opportunity and
deal 1d6 points of bludgeoning damage (1d4 if you are Small)."
},
{
"Key": "ac58f383-d2b3-4f57-88a8-efb85f552c48",
"Value": "Stone Fist"
},
{
"Key": "7df03566-25c8-4f16-90ac-30037b1eea2f",
"Value": "This spell transforms your hands into living stone. While this
spell is in effect, your unarmed strikes do not provoke attacks of opportunity and
deal 1d6 points of bludgeoning damage (1d4 if you are Small)."
},
{
"Key": "d7bbce1a-31b9-4175-be5c-136dd00acdca",
"Value": "Stone Fist"
},
{
"Key": "d3457efb-14fb-442c-925b-7ad014e82750",
"Value": "Stunning Barrier"
},
{
"Key": "16110848-5b45-4b17-9385-5b05da6ea332",
"Value": "Stunning Barrier"
},
{
"Key": "dac675fa-51f0-4bb6-bd6a-c4d967143f18",
"Value": "Will negates (stun)"
},
{
"Key": "f651a25b-b0c8-4a54-8eee-dfdb6b94ed92",
"Value": "You are closely surrounded by a barely visible magical field. The
field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any
creature that strikes you with a melee attack is stunned for 1 round (Will
negates). Once the field has stunned an opponent, the spell is discharged."
},
{
"Key": "9d35674a-a9aa-40ae-bd0f-a3ab9368004a",
"Value": "This spell summons an extraplanar dog. It appears where you
designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability."
},
{
"Key": "1447bd83-9a84-4831-b4a0-3f6683c0db66",
"Value": "Summon Monster I"
},
{
"Key": "7c543e5f-8bde-45e1-9d1b-bf09cc8269a1",
"Value": "This spell summons to your side a natural mite. The summoned ally
appears where you designate and acts according to its initiative check results. It
attacks your opponents to the best of its ability."
},
{
"Key": "abbe1571-d744-4048-aee8-d9ce0ed9ca00",
"Value": "Summon Nature's Ally I"
},
{
"Key": "eb5ef9db-74ee-4c7e-af7e-3524bdaa130f",
"Value": "This wand summons an extraplanar murder pony to your side once per
day."
},
{
"Key": "e54921f0-d52d-4ef6-bee6-9f53a62c3b83",
"Value": "Wand of Summon Monster Zero"
},
{
"Key": "bbcab436-e2fc-4347-a50f-52b4eac0ec52",
"Value": "When you throw bombs, they can only hit a direct target; they do
not splash. However, the bomb deals its base damage plus double your Intelligence
modifier instead of just its base damage plus your Intelligence modifier."
},
{
"Key": "443cecd8-d7b2-4d5c-b4c3-6a0592d63472",
"Value": "Targeted Bomb Admixture"
},
{
"Key": "0e7c0803-ed79-4f7c-a834-84c2d72764fb",
"Value": "When you throw bombs, they can only hit a direct target; they do
not splash. However, the bomb deals its base damage plus double your Intelligence
modifier instead of just its base damage plus your Intelligence modifier."
},
{
"Key": "5308102d-3f2f-4eee-9aa9-3c4664b52d6b",
"Value": "Targeted Bomb Admixture"
},
{
"Key": "d3a35d6c-7980-4603-a5d9-a3d8facbad5b",
"Value": "Touch of Gracelessness"
},
{
"Key": "5decb72b-fb62-44a6-8380-14fb400dbee0",
"Value": "Fortitude halves dexterity penalty and negates the movement speed
penalty."
},
{
"Key": "f38b4110-fcca-49c3-81ee-b86a0c719412",
"Value": "With a single touch, you reduce a creature to a fumbling
clown.\nThe target takes a penalty to its Dexterity equal to 1d6 + 1 per two caster
levels (maximum 1d6+5).[LONGSTART] This penalty cannot drop the target's Dexterity
score below 1.[LONGEND]\nA successful Fortitude save halves the penalty to
Dexterity."
},
{
"Key": "40c1f42c-fab6-46a3-8837-6ad3edb9c8d2",
"Value": "Touch of Gracelessness"
},
{
"Key": "a16518d8-7733-4a22-8631-b52e50867c14",
"Value": "Touch of Gracelessness"
},
{
"Key": "495dad58-424e-48ef-9c75-a1a622d4b29e",
"Value": "Fortitude halves dexterity penalty and negates the movement speed
penalty"
},
{
"Key": "6d9e5ab0-db3f-4ea0-847f-f5047ec831ad",
"Value": "With a single touch, you reduce a creature to a fumbling
clown.\nThe target takes a penalty to its Dexterity equal to 1d6 + 1 per two caster
levels (maximum 1d6+5) and has its speed reduced by half.[LONGSTART] This penalty
cannot drop the target's Dexterity score below 1.[LONGEND]\nA successful Fortitude
save halves the penalty to Dexterity."
},
{
"Key": "4bc50252-0f07-48ee-8274-9d96c8514301",
"Value": "True Strike"
},
{
"Key": "b23c4a8a-50a8-4500-af53-2221c4ceab5e",
"Value": "You gain temporary, intuitive insight into the immediate future
during your next attack. Your next single attack roll (if it is made before the end
of the next round) gains a +20 insight bonus. Additionally, you are not affected by
the miss chance that applies to attackers trying to strike a concealed target."
},
{
"Key": "8f400fb1-0f8e-4a0c-bc2c-ea585e82d2e8",
"Value": "True strike"
},
{
"Key": "68905099-ef31-4c33-a7ac-c1a85d57be89",
"Value": "Unbreakable Heart"
},
{
"Key": "1c039356-5653-4878-8cd8-8c56fb40ba58",
"Value": "Unbreakable Heart"
},
{
"Key": "43b45969-6823-47f8-bb59-54feceb1517b",
"Value": "Will negates (harmless)"
},
{
"Key": "29b674f8-26e2-4323-ab8b-a57f2f8e4bf2",
"Value": "The target creature gains a +4 morale bonus on saving throws
against mind-affecting effects that rely on negative emotions (such as crushing
despair, rage, or fear effects) or that would force them to harm an ally (such as
confusion). If the target is already under such an effect when receiving this
spell, that effect is suppressed for the duration of this spell. It does not affect
mind-affecting effects based on positive emotions (such as good hope or the inspire
courage bard ability)."
},
{
"Key": "741e5564-cb2e-4b35-99a2-63c85796458d",
"Value": "Vanish"
},
{
"Key": "70f5c751-cefd-4f73-86ec-1b80f1862821",
"Value": "Vanish"
},
{
"Key": "6a6e6b8e-be4c-40df-8b80-16234ca56a3b",
"Value": "The touched creature becomes invisible for a short time.\nIf a
check is required, an invisible creature has a +20 bonus on its Stealth checks. The
spell ends if the subject attacks any creature.[LONGSTART] For purposes of this
spell, an attack includes any spell targeting a foe or whose area or effect
includes a foe. Exactly who is a foe depends on the invisible character's
perceptions. Actions directed at unattended objects do not break the spell. Causing
harm indirectly is not an attack. Thus, an invisible being can open doors, talk,
eat, climb stairs, summon monsters and have them attack, cut the ropes holding a
rope bridge while enemies are on the bridge, remotely trigger traps, open a
portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as
bless that specifically affect allies but not foes are not attacks for this
purpose, even when they include foes in their area.[LONGEND]"
},
{
"Key": "b7e99501-3102-4a0a-bf18-4b023ac2b594",
"Value": "Veil of Heaven"
},
{
"Key": "38cd997b-3737-4415-981d-baec1d17906f",
"Value": "Deals 1d8 points of damage + 1 point per paladin level to all evil
outsiders within 5 feet. A Will save halves this damage."
},
{
"Key": "40cdf30a-bceb-489e-8d84-669fa8e3cfa6",
"Value": "Veil of Heaven (Swift)"
},
{
"Key": "8a076374-4408-48f7-abda-f93617f9ed24",
"Value": "Veil of Heaven"
},
{
"Key": "e521ad0c-3c4d-41b6-9e53-fb6248b1c1e2",
"Value": "For the duration of this spell, you gain a +2 sacred bonus to AC
and on saves. Both of these bonuses apply only against attacks or effects created
by outsiders with the evil subtype. You can dismiss this spell as a swift action to
deal 1d8 points of damage + 1 point per paladin level to all such outsiders within
5 feet. A Will save halves this damage."
},
{
"Key": "5b7576ac-1d33-42ad-aa4f-7a48af9c03d5",
"Value": "Veil of Positive Energy"
},
{
"Key": "9ce26745-200d-44f5-9898-e203dfa89bbb",
"Value": "Deals a number of points of positive energy damage equal to your
level to all undead creatures within 5 feet of you."
},
{
"Key": "4b846395-a9f5-4f7e-9c84-10c022790148",
"Value": "Veil of Positive Energy (Swift)"
},
{
"Key": "6c73afb5-d614-4a3f-94de-f8101d4203cc",
"Value": "Veil of Positive Energy"
},
{
"Key": "31146960-6d1f-416b-a8ea-b64d0930f576",
"Value": "When under the effect of this spell, you gain a +2 sacred bonus to
AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks
or effects created by undead creatures. You can dismiss this spell before its
normal duration as a swift action on your turn to deal a number of points of
positive energy damage equal to your level to all undead creatures within 5 feet of
you."
},
{
"Key": "a61ed586-ee58-4051-ade0-175828a4de81",
"Value": "Acid Arrow"
},
{
"Key": "03365303-4f7a-4f99-ae9f-75ed90546ab4",
"Value": "Acid Arrow"
},
{
"Key": "4df8ce12-a3ac-4e44-9969-8c0e2df40874",
"Value": "1 round + 1 round per three levels"
},
{
"Key": "83733c1b-9fc4-4ddb-9eaa-90300e0a5095",
"Value": "An arrow of acid springs from your hand and speeds to its target.
You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4
points of acid damage with no splash damage. For every three caster levels you
possess, the acid, unless neutralized, lasts for another round (to a maximum of 6
additional rounds at 18th level), dealing another 2d4 points of damage in each
round."
},
{
"Key": "1a998b9e-4b32-478a-a8d4-b76f1d6b20d8",
"Value": "Aid"
},
{
"Key": "ed08f544-58bc-4c7b-981d-7a8a1c53f5e6",
"Value": "Aid grants the target a +1 morale bonus on attack rolls and saves
against fear effects, plus temporary hit points equal to 1d8 + caster level (to a
maximum of 1d8+10 temporary hit points at caster level 10th)."
},
{
"Key": "9ff810dd-425f-4b72-b96b-b2ebb82aea70",
"Value": "Aid"
},
{
"Key": "43dae5d7-ae11-4682-877b-5a3c78a6b29e",
"Value": "This creature has taken on an aspect of a bear."
},
{
"Key": "4aee3320-8eee-4983-8cfe-d4bc5e101b8d",
"Value": "Aspect of the Bear"
},
{
"Key": "cba2624a-c940-4f7c-b03d-70209d03b22a",
"Value": "Aspect of the Bear"
},
{
"Key": "3886baf3-2a5d-4ebf-8162-1e8e5dc382a9",
"Value": "You take on an aspect of a bear. You gain a +2 enhancement bonus to
natural armor and a +2 enhancement bonus on CMB rolls. You also gain the ability to
perform a bull rush combat maneuver."
},
{
"Key": "ae55c36a-8171-4974-a21f-1f9c54258d9c",
"Value": "When you cast this spell you strengthen your paladin�s aura of
courage. Until the end of its duration, all allies within that aura are immune to
fear (magical or otherwise). If you do not have the aura of courage class feature,
aura of greater courage has no effect."
},
{
"Key": "76845566-c21b-4363-8b87-78f8308bc957",
"Value": "Aura of Greater Courage"
},
{
"Key": "6ed42b72-f2f5-46ad-a59b-dc60984c08aa",
"Value": "Aura of Greater Courage"
},
{
"Key": "54c7e8e7-0d14-4ac2-9457-6eef24198f6c",
"Value": "10 minutes per level"
},
{
"Key": "373e25c4-1810-4eb5-9247-d60f7c3fb036",
"Value": "When you cast this spell you strengthen your paladin�s aura of
courage. Until the end of its duration, all allies within that aura are immune to
fear (magical or otherwise). If you do not have the aura of courage class feature,
aura of greater courage has no effect."
},
{
"Key": "76cf32ca-4031-4058-8561-133da4960b84",
"Value": "Barkskin"
},
{
"Key": "09138b64-7f0b-434e-a18b-1b50409fd370",
"Value": "Barkskin"
},
{
"Key": "a1560d91-35c7-4c2b-9fe5-dd2697e34241",
"Value": "Barkskin toughens a creature's skin. The effect grants a +2
enhancement bonus to the creature's existing natural armor bonus. This enhancement
bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at
12th level.\nThe enhancement bonus provided by barkskin stacks with the target's
natural armor bonus, but not with other enhancement bonuses to natural armor. A
creature without natural armor has an effective natural armor bonus of +0."
},
{
"Key": "ffdb5c58-f6fc-4f06-b776-0190746592ba",
"Value": "Bear's Endurance"
},
{
"Key": "a4dc7e2e-fc16-45a3-85b4-f6b754c6a716",
"Value": "Bear's Endurance"
},
{
"Key": "ed2d37ff-64bd-4505-8b22-32ea4887c0a7",
"Value": "The affected creature gains greater vitality and stamina. The spell
grants the subject a +4 enhancement bonus to Constitution, which adds the usual
benefits to hit points, Fortitude saves, Constitution checks, and so forth.
[LONGSTART] Hit points gained by a temporary increase in Constitution score are not
temporary hit points. They go away when the subject's Constitution drops back to
normal. They are not lost first as temporary hit points are.[LONGEND]"
},
{
"Key": "143b13cb-8e09-41a3-b2fd-b1c01aa07a09",
"Value": "Bestow Grace"
},
{
"Key": "2c191624-d114-46b0-a2ad-6733ede0e548",
"Value": "With this spell you can bestow your divine grace on another good
creature for a short amount of time, infusing that creature with a portion of your
holy virtue. When you touch the subject, you grant that creature a sacred bonus to
its saving throws equal to its Charisma bonus (if any) on all saving throws."
},
{
"Key": "afadb15c-6384-4900-8423-6d8230590f22",
"Value": "Bestow Grace"
},
{
"Key": "49de1cf1-1c97-4894-96c7-5f5329c804e1",
"Value": "With this spell you can bestow your divine grace on another good
creature for a short amount of time, infusing that creature with a portion of your
holy virtue. When you touch the subject, you grant that creature a sacred bonus to
its saving throws equal to its Charisma bonus (if any) on all saving throws."
},
{
"Key": "642ea542-e0ee-434e-b3f6-8e3caf39e141",
"Value": "Bestow Grace"
},
{
"Key": "927e3c5f-ba2f-4cf2-8f03-4432cf11db1f",
"Value": "Blessing of Courage and Life"
},
{
"Key": "a15db669-22c7-4947-9109-890b35dde149",
"Value": "The target loses the saving throw bonus, but is healed of 1d8
points of damage + 1 point per caster level (maximum +10)."
},
{
"Key": "3a3b2085-422f-45f4-92f5-986ae5099d2f",
"Value": "Blessing of Courage and Life (Swift)"
},
{
"Key": "32c23f2f-d28f-4566-95fc-b02a16b3754b",
"Value": "Blessing of Courage and Life"
},
{
"Key": "3e88d006-4795-481f-bea6-519394a45b39",
"Value": "With this prayer you provide long-lasting succor to a wounded
creature. For as long as the effect lasts, the target receives a +2 morale bonus on
saving throws against fear and death effects. At any time while the spell is in
effect, the target can choose to end the spell as a swift action for a burst of
healing energy. The target loses the saving throw bonus, but is healed of 1d8
points of damage + 1 point per caster level (maximum +10)."
},
{
"Key": "1ea97bdf-c7f8-4518-9e62-26a529824f49",
"Value": "This creature has a +2 morale bonus on saving throws against fear
effects. If it has the fearless racial trait, it is immune to fear instead. If the
target fails a saving throw against fear, it rerolls the save with a +4 morale
bonus and takes the new result, even if it is worse. After that the spell's effect
ends."
},
{
"Key": "846fe659-8818-47e4-b057-f113264b6746",
"Value": "Blessing Of Luck And Resolve"
},
{
"Key": "ba231311-0708-481e-85e8-ffd9339be682",
"Value": "A favored blessing of halfling clerics, this spell grants its
target a +2 morale bonus on saving throws against fear effects. If the target fails
a saving throw against fear, it rerolls the save with a +4 morale bonus and takes
the new result, even if it is worse. After that the spell's effect ends."
},
{
"Key": "dc71f18c-7d35-4b36-b787-b9087ad582aa",
"Value": "Blessing Of Luck And Resolve"
},
{
"Key": "682eeae9-4e84-488a-a9d3-493681ed7afa",
"Value": "Blessing of Luck and Resolve"
},
{
"Key": "97fbb64a-bbd8-45ca-900f-447fdd5be594",
"Value": "A favored blessing of halfling clerics, this spell grants its
target a +2 morale bonus on saving throws against fear effects. If the target fails
a saving throw against fear, it rerolls the save with a +4 morale bonus and takes
the new result, even if it is worse. After that the spell's effect ends. If the
target has the fearless racial trait, it is immune to fear instead."
},
{
"Key": "f1dfb086-fd66-4c30-b026-5af72e4fc845",
"Value": "The creature cannot see. It takes a �2 penalty to Armor Class and
loses its Dexterity bonus to AC (if any). All opponents are considered to have
total concealment (50% miss chance) against the blinded creature.\nBlindness can be
removed by remove blindness spell."
},
{
"Key": "ebd0b4c5-c76f-4c3b-bd50-1b1a736888c4",
"Value": "Blindness"
},
{
"Key": "d90b63e7-035a-4ed7-a882-c675d93ce636",
"Value": "You call upon the powers of unlife to render the subject blinded."
},
{
"Key": "174a937e-3764-4e9f-93a1-f404abe77da5",
"Value": "Blindness"
},
{
"Key": "8cdb2e0a-2de8-4a74-9915-a417d83c9b83",
"Value": "Blur"
},
{
"Key": "04360c1a-a19d-468e-89e5-e07b4a6c3ade",
"Value": "Blur"
},
{
"Key": "f88e2406-2f47-4eb1-908c-680158d7adda",
"Value": "The subject's outline appears blurred, shifting, and wavering. This
distortion grants the subject concealment (20% miss chance).[LONGSTART]\nA see
invisibility spell does not counteract the blur effect, but a true seeing spell
does.\nOpponents that cannot see the subject ignore the spell's effect (though
fighting an unseen opponent carries penalties of its own).[LONGEND]"
},
{
"Key": "cd7cbee9-c66a-44e6-9485-380b7fc7b2f8",
"Value": "You take control of a target living creature's skeleton. A creature
has its skeleton rattle within its flesh, causing it grievous harm. The target
takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster
levels."
},
{
"Key": "011b09b7-3b9e-4b01-ab0c-058a03822035",
"Value": "Boneshaker"
},
{
"Key": "f435b32b-7aaf-427e-afd0-1733fa4c9b5e",
"Value": "Bull's Strength"
},
{
"Key": "b63ae3f1-05f7-4be3-b5eb-dc9ab9e0ce63",
"Value": "The subject becomes stronger. The spell grants a +4 enhancement
bonus to Strength, adding the usual benefits to melee attack rolls, melee damage
rolls, and other uses of the Strength modifier.[LONGSTART] Enhancement bonuses do
not stack with other enhancement bonuses, for example with bonuses from belts.
[LONGEND]"
},
{
"Key": "d3409456-064e-450d-b39d-b201b5fd6a81",
"Value": "Bull's Strength"
},
{
"Key": "f9114e33-b3e3-472e-8b86-b60b850cb8db",
"Value": "This spell causes an arc of flame to leap from your fingers,
burning one enemy nearby plus one additional enemy per 3 caster levels, each of
which must be within 15 feet of the primary target.\nIt deals 1d6 points of fire
damage per caster level (maximum 10d6) to the primary target. For every additional
target, reduce the number of damage dice by half (rounded down).\nEach target can
attempt a Reflex saving throw for half damage."
},
{
"Key": "8f702b2a-c6c7-44bc-8bdd-a75e864b101c",
"Value": "Burning Arc"
},
{
"Key": "c41bb561-bfad-406a-92b3-fb535403a368",
"Value": "You fill your target's mind with a blaring cacophony of discordant
sounds, making it hard for the target to act and concentrate. The creature gains
the nauseated condition for the duration of the spell if it fails its Will save."
},
{
"Key": "b1661285-327c-4baf-8c1a-8a73b22582d8",
"Value": "Cacophonous Call"
},
{
"Key": "6cb255aa-c19e-47e2-a783-d4ecdcd86764",
"Value": "This creature is cowering in fear."
},
{
"Key": "eb09264b-8fe4-4e85-bb0b-14ebe957ead5",
"Value": "Castigate"
},
{
"Key": "07874a18-e46d-40ba-80b2-fe989b942ad9",
"Value": "Castigate"
},
{
"Key": "1035efbd-2846-480a-ae8a-4593fe3c63d8",
"Value": "Will partial (save each round)"
},
{
"Key": "0a7c4cdc-d8ee-4520-b15d-7f578a99c430",
"Value": "You compel the target to beg for forgiveness. On a failed save, the
target cowers in fear. On a successful will save, it is shaken for 1 round. Each
round after, a cowering subject may attempt a new save to end the effect."
},
{
"Key": "95f080ec-75a8-401f-892a-553e589a62b9",
"Value": "Cat's Grace"
},
{
"Key": "b68794fa-9faf-4b90-bca6-cbeefc4b31b9",
"Value": "Cat's Grace"
},
{
"Key": "2ee5091f-5f67-4534-bdd2-b00719553a73",
"Value": "The transmuted creature becomes more graceful, agile, and
coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual
benefits to AC, Reflex saves, and other uses of the Dexterity modifier."
},
{
"Key": "a44e3fe0-5a5c-4040-b042-f0b13993b13a",
"Value": "This creature is hard to pinpoint due to its translucent state."
},
{
"Key": "35d2973b-5b1c-49c3-a411-e3b5629d4d87",
"Value": "Chameleon Stride"
},
{
"Key": "a3797752-830c-42d0-9c9d-086eed707dfb",
"Value": "Chameleon Stride"
},
{
"Key": "26aa562c-cbd7-4bc9-9e4d-27d383d6195e",
"Value": "You fade into the background, and while you are not truly
invisible, you are hard to pinpoint due to your translucent state. While under the
effects of this spell, you gain a +4 bonus on Stealth checks and have concealment
from creatures more than 5 feet away (attacks have a 20% miss chance)."
},
{
"Key": "ba303b2c-e568-465c-aa26-64ae6dfbe9e2",
"Value": "Cure Moderate Wounds"
},
{
"Key": "7d2a20ca-ed2c-4e02-ac86-87e7599043b0",
"Value": "When laying your hand upon a living creature, you channel positive
energy that cures 2d8 points of damage +1 point per caster level (maximum +10).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds.[LONGSTART] An undead creature can apply Spell
Resistance, and can attempt a Will save to take half damage.[LONGEND]"
},
{
"Key": "4e3a5564-a460-47fe-a169-852b2683b750",
"Value": "When laying your hand upon a living creature, you channel positive
energy that cures 2d8 points of damage + 1 point per caster level (maximum +10).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds.[LONGSTART] An undead creature can apply spell
resistance, and can attempt a Will save to take half damage.[LONGEND]"
},
{
"Key": "19d0ec7c-3cf2-4d39-b164-854610e460f5",
"Value": "Cure Moderate Wounds"
},
{
"Key": "6f8a2ec6-6a4d-420e-b00a-b942f4c1a6d0",
"Value": "Delay Poison"
},
{
"Key": "55dfbf54-db7d-46ab-9270-2f2eb2d248b3",
"Value": "The subject becomes temporarily immune to poison. Any poison in its
system or any poison to which it is exposed during the spell's duration does not
affect the subject until the spell's duration has expired. Delay poison does not
cure any damage that poison may have already done."
},
{
"Key": "6ccc694c-5fbe-49b3-8bb8-d2615ce9caf8",
"Value": "Delay Poison"
},
{
"Key": "68cc0efc-1208-48e2-899a-da88e9ef7123",
"Value": "Eagle's Splendor"
},
{
"Key": "c3f2ce65-41be-4fdb-9918-d262eddc9fc1",
"Value": "Eagle's Splendor"
},
{
"Key": "396a43b9-61c7-4164-9937-03e1c87577b8",
"Value": "The transmuted creature becomes more poised, articulate, and
personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding
the usual benefits to Charisma-based skill checks and other uses of the Charisma
modifier.[LONGSTART] Bards, paladins, and sorcerers (and other spellcasters who
rely on Charisma) affected by this spell do not gain any additional bonus spells
for the increased Charisma, but the save DCs for spells they cast while under this
spell's effect do increase.[LONGEND]"
},
{
"Key": "ba8aa63a-8ae3-4280-b30f-b9009ac12521",
"Value": "Armor you wear no longer reduces your speed. You also reduce the
armor's armor check penalty by 1 + 1 per five caster levels (maximum 5)."
},
{
"Key": "223eab56-16d8-4c02-9136-6b6beef13397",
"Value": "Armor you wear no longer reduces your speed. You also reduce the
armor's armor check penalty by 1 + 1 per five caster levels (maximum 5)."
},
{
"Key": "c985f7df-6505-425d-bf41-198ab0a73363",
"Value": "Effortless Armor"
},
{
"Key": "a920c083-b8cc-490c-8dd4-b86769aebbfa",
"Value": "Armor you wear no longer reduces your speed. You also reduce the
armor's armor check penalty by 1 + 1 per five caster levels (maximum 5)."
},
{
"Key": "1f5a8b31-3396-4453-9e85-c5726fe2ee88",
"Value": "Effortless Armor"
},
{
"Key": "cbcf6ef3-f3c0-4c35-813c-346e86d204a6",
"Value": "False Life"
},
{
"Key": "f7cb2cbc-b34a-4703-96e0-d11a4dfa8196",
"Value": "You harness the power of unlife to grant yourself a limited ability
to avoid death. While this spell is in effect, you gain temporary hit points equal
to 1d10 + 1 per caster level (maximum +10)."
},
{
"Key": "4dfffe17-4a6a-4039-a78d-311c21d34bdb",
"Value": "False Life"
},
{
"Key": "c93eeed2-e49c-4d2c-b18e-ac47c1a17949",
"Value": "You gain intuitive insight into the workings of traps. You gain an
insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks
while the spell is in effect."
},
{
"Key": "8f55f67c-f789-496b-99a5-7af719c13749",
"Value": "Find Traps"
},
{
"Key": "8e311b01-6eff-4788-8525-2de845ccd274",
"Value": "You gain intuitive insight into the workings of traps. You gain an
insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks
while the spell is in effect."
},
{
"Key": "76ca94c2-8066-4bef-a6ff-3674a3737508",
"Value": "Find Traps"
},
{
"Key": "6f38ca8e-95dd-4cfa-bfe2-1de0957ab7ab",
"Value": "Fox's Cunning"
},
{
"Key": "ae78f5fa-4876-437f-87a6-5ca4d7a3c589",
"Value": "Fox's Cunning"
},
{
"Key": "2068da3d-b478-4316-8749-b712622c4b44",
"Value": "The target becomes smarter. The spell grants a +4 enhancement bonus
to Intelligence, adding the usual benefits to Intelligence-based skill checks and
other uses of the Intelligence modifier.[LONGSTART] Wizards (and other spellcasters
who rely on Intelligence) affected by this spell do not gain any additional bonus
spells for the increased Intelligence, but the save DCs for spells they cast while
under this spell's effect do increase. This spell doesn't grant extra skill ranks.
[LONGEND]"
},
{
"Key": "b6ef7f8f-5784-4eb4-aff4-b3c9e2fd93fb",
"Value": "Your melee touch attack deals 4d6 points of cold damage and causes
the target to be staggered for 1 round. If the attack is a critical hit, the target
is staggered for 1 minute instead."
},
{
"Key": "47acdfa4-36a2-4874-afe5-ecc69d07fb2f",
"Value": "Frigid Touch"
},
{
"Key": "f44736db-6210-42dd-99ed-420956d75dd9",
"Value": "Your melee touch attack deals 4d6 points of cold damage and causes
the target to be staggered for 1 round. If the attack is a critical hit, the target
is staggered for 1 minute instead."
},
{
"Key": "3811bd34-2949-4c84-abd4-dd0d756131d5",
"Value": "Frigid Touch"
},
{
"Key": "baa35fad-d093-4555-94d6-2db8da62a02b",
"Value": "Blindness"
},
{
"Key": "f0b1c58c-5128-4bde-b2f8-319bbb9314f7",
"Value": "Glitterdust"
},
{
"Key": "89cc62f8-316c-45cf-8b3b-89d66820b5c7",
"Value": "A cloud of golden particles covers everyone and everything in the
area, causing creatures to become blinded and visibly outlining invisible things
for the duration of the spell. All within the area are covered by the dust, which
cannot be removed and continues to sparkle until it fades. Each round at the end of
their turn, blinded creatures may attempt new saving throws to end the blindness
effect.\nAny creature covered by the dust takes a �40 penalty on Stealth checks."
},
{
"Key": "c6c04089-7724-400c-9ac2-25237e7919f2",
"Value": "Glitterdust"
},
{
"Key": "c5f52a3a-a0f2-46c4-833d-3c916ec50d6f",
"Value": "Will negates (blinding only)"
},
{
"Key": "a23d125f-7c14-4448-8436-30ca089fdab9",
"Value": "Until the end of the round, your movement does not provoke attacks
of opportunity."
},
{
"Key": "92bd5caa-8e84-4213-8713-4fec34fe8ac6",
"Value": "Grace"
},
{
"Key": "abc41aff-2182-47d0-8a25-fcf0cd561b97",
"Value": "Hideous Laughter"
},
{
"Key": "47b3bf1f-185c-4f88-9964-2dea1b846810",
"Value": "This spell afflicts the subject with uncontrollable laughter. It
collapses into gales of manic laughter, falling prone. The subject can take no
actions while laughing, but is not considered helpless. After the spell ends, it
can act normally. On the creature's next turn, it may attempt a new saving throw to
end the effect.[LONGSTART] A creature with an Intelligence score of 2 or lower is
not affected.[LONGEND]"
},
{
"Key": "e7a1f254-57e7-4114-8d38-096cab9e678b",
"Value": "Hideous Laughter"
},
{
"Key": "39da9f41-d00e-4251-a673-f7d6aa22fc64",
"Value": "Hold Animal"
},
{
"Key": "0c3eba9c-c80e-401a-9db1-3445ad864b9d",
"Value": "Hold Animal"
},
{
"Key": "b73c8d23-1102-49d7-ba68-47f834018ab4",
"Value": "[LONGSTART]This spell functions like hold person, except that it
affects an animal instead of a humanoid.\n[LONGEND]The subject becomes paralyzed
and freezes in place. It is aware and breathes normally but cannot take any
actions, even speech.[LONGSTART] Each round on its turn, the subject may attempt a
new saving throw to end the effect.[LONGEND]"
},
{
"Key": "62908c82-e401-4806-9c4b-18be043a6464",
"Value": ""
},
{
"Key": "b74522aa-b666-414b-827e-6ca3b3dbbda2",
"Value": "2d4 rounds"
},
{
"Key": "e0b70443-90cc-4710-a3fa-687c230a4558",
"Value": "Your gestures and droning incantation fascinate nearby living
creatures, causing them to stop and stare blankly at you in a dazed condition. Roll
2d4 to see how many total HD of creatures you affect."
},
{
"Key": "c88dd249-d47c-47ed-bc33-c2ebe00111a8",
"Value": "Hypnotism"
},
{
"Key": "153b6bc1-fdb9-4f91-81b9-a9489ab9b14b",
"Value": "Inflict Moderate Wounds"
},
{
"Key": "1547a897-d650-435c-af3d-8c4492fbe4e5",
"Value": "When laying your hand upon a creature, you channel negative energy
that deals 2d8 points of damage + 1 point per caster level (maximum +10).\nSince
undead are powered by negative energy, this spell cures such a creature of a like
amount of damage, rather than harming it."
},
{
"Key": "b4494078-cdb8-4922-b7ea-fa5bd0248743",
"Value": "When laying your hand upon a creature, you channel negative energy
that deals 2d8 points of damage + 1 point per caster level (maximum +10).\nSince
undead are powered by negative energy, this spell cures such a creature of a like
amount of damage, rather than harming it."
},
{
"Key": "f87c222c-da40-4d35-a482-18cfe9c5e69e",
"Value": "Inflict Moderate Wounds"
},
{
"Key": "b4b0b393-1700-469b-b3a1-8801137f0b03",
"Value": "Invisibility"
},
{
"Key": "a35563d1-c869-4aa9-a8aa-4aad2f437102",
"Value": "The touched creature becomes invisible.\nIf a check is required, an
invisible creature has a +20 bonus on its Stealth checks. The spell ends if the
subject attacks any creature.[LONGSTART] For purposes of this spell, an attack
includes any spell targeting a foe or whose area or effect includes a foe. Exactly
who is a foe depends on the invisible character's perceptions. Actions directed at
unattended objects do not break the spell. Causing harm indirectly is not an
attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon
monsters and have them attack, cut the ropes holding a rope bridge while enemies
are on the bridge, remotely trigger traps, open a portcullis to release attack
dogs, and so forth. If the subject attacks directly, however, it immediately
becomes visible along with all its gear. Spells such as bless that specifically
affect allies but not foes are not attacks for this purpose, even when they include
foes in their area.[LONGEND]"
},
{
"Key": "0ce9348d-5eaf-4dd4-b974-f3793906f72c",
"Value": "Invisibility"
},
{
"Key": "3f2ad43d-6eb0-421e-8f8a-7e3dd511a5b6",
"Value": "Litany of Eloquence"
},
{
"Key": "659a58dd-afd0-4e76-9057-6fd47ea76543",
"Value": "Litany of Eloquence"
},
{
"Key": "5992ed29-7422-4cea-b65f-aeac5fcca9d0",
"Value": "Your litany is a fascinating diatribe of grace, causing your target
to do nothing but listen. The target is fascinated. Any damage to the target
automatically breaks the effect."
},
{
"Key": "a1ea8dae-3c61-498a-91e9-9cf088dda314",
"Value": "Litany of Entanglement"
},
{
"Key": "e2bba57e-d0e0-4cfe-aaaf-ed9774204945",
"Value": "Litany of Entanglement"
},
{
"Key": "21cb0c60-c383-434f-85ba-4fe860a026e0",
"Value": "Your litany conjures chains of energy that lash upward from the
ground and hamper the target's movement. The target is entangled."
},
{
"Key": "7566d574-319a-4c89-94ff-43dd655f145a",
"Value": "Mirror Image"
},
{
"Key": "420782e4-c269-4e9c-a72d-f5b2ac832050",
"Value": "Mirror Image"
},
{
"Key": "99c58d16-b733-45e9-a8d2-90f64a8342ef",
"Value": "This spell creates a number of illusory doubles of you that inhabit
your square. These doubles make it difficult for enemies to precisely locate and
attack you.\nWhen mirror image is cast, 1d4 images plus one image per three caster
levels (maximum eight images total) are created.[LONGSTART] These images remain in
your space and move with you, mimicking your movements, sounds, and actions
exactly.[LONGEND] Whenever you are attacked or are the target of a spell that
requires an attack roll, there is a possibility that the attack targets one of your
images instead.[LONGSTART] If the attack is a hit, roll randomly to see whether the
selected target is real or a figment. If it is a figment, the figment is destroyed.
If the attack misses by 5 or less, one of your figments is destroyed by the near
miss. Area spells affect you normally and do not destroy any of your figments.
Spells and effects that do not require an attack roll affect you normally and do
not destroy any of your figments. Spells that require a touch attack are harmlessly
discharged if used to destroy a figment.\nAn attacker must be able to see the
figments to be fooled. If you are invisible or the attacker is blind, the spell has
no effect (although the normal miss chances still apply).[LONGEND]"
},
{
"Key": "f2eb74c1-e8a2-4daa-ad83-a8758c3a950e",
"Value": "You create a fist-sized, red-hot ball of molten metal that you
immediately hurl as a splash weapon. A direct hit deals 2d6 points of fire damage.
Every creature within 5 feet of where the ball hits takes 1d6 points of fire damage
from the splash (Reflex half). Each of these creatures takes an additional 1d6
points of fire damage each round for the next 1d3 rounds."
},
{
"Key": "bd20545b-6fe2-47c0-a893-b17ce3516a61",
"Value": "Molten Orb"
},
{
"Key": "9c9bbd93-2f3e-4172-8dd4-0466bde81426",
"Value": "Natural Rhythm"
},
{
"Key": "79eeec96-f042-46b1-b218-8173df1e46db",
"Value": "Each time the creature successfully strikes an opponent with a
natural attack, each consecutive hit against the same opponent deals extra damage
equal to the number of previous consecutive hits you have made against that
opponent this turn. This damage is multiplied on a critical hit."
},
{
"Key": "9947675b-85ab-477f-b84f-05a974854a8c",
"Value": "Natural Rhythm"
},
{
"Key": "2dcf2b51-4482-4862-8bd2-1a5487fed3b6",
"Value": "Each time the creature successfully strikes an opponent with a
natural attack, each consecutive hit against the same opponent deals extra damage
equal to the number of previous consecutive hits you have made against that
opponent this turn. This damage is multiplied on a critical hit."
},
{
"Key": "99bc43a3-417d-46e5-b26b-154d94512cd8",
"Value": "Natural Rhythm"
},
{
"Key": "a8e3e6cd-4c6d-4f21-9057-692b1bc0712a",
"Value": "Owl's Wisdom"
},
{
"Key": "45b12504-74e8-44d3-84c8-7368e3cdb56f",
"Value": "Owl's Wisdom"
},
{
"Key": "964c812c-3d81-40e5-a248-1e7d36bc6995",
"Value": "The transmuted creature becomes wiser. The spell grants a +4
enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills.
[LONGSTART] Clerics, druids, and rangers (and other Wisdom-based spellcasters) who
receive owl's wisdom do not gain any additional bonus spells for the increased
Wisdom, but the save DCs for their spells increase.[LONGEND]"
},
{
"Key": "df03ef94-ca45-4a20-96dd-d23c1c3ad770",
"Value": "You weaken the target's defenses against poison. The target gains a
�4 penalty on saves against poison. Attempts to cure the poisoned target with skill
or magic take a �4 penalty."
},
{
"Key": "16cbdd13-5c4a-4234-a95d-40f5302f9127",
"Value": "Pernicious Poison"
},
{
"Key": "a4686474-d27b-4f17-b263-940e6929caca",
"Value": "Pernicious Poison"
},
{
"Key": "e0ff4a37-f03f-4aa1-aa1c-cc232616346c",
"Value": "You weaken the target's defenses against poison. The target gains a
�4 penalty on saves against poison. Attempts to cure the poisoned target take a �4
penalty."
},
{
"Key": "61e0df77-d133-42d2-8b76-97da657eb0fc",
"Value": "You inflict a painful, itching rash on the target creature. The
target is sickened and takes a -4 penalty to Dexterity (this penalty cannot lower
Dexterity below 0)."
},
{
"Key": "47359e76-31f1-4cf5-b3c1-20ea0ff0201f",
"Value": "Pox Pustules"
},
{
"Key": "d7486745-d397-42cd-9533-bfe610f0c772",
"Value": "You inflict a painful, itching rash on the target creature. The
target is sickened and takes a �4 penalty to Dexterity (this penalty cannot lower
Dexterity below 0)."
},
{
"Key": "e08adee5-e23e-44f3-b4c8-32a792064c44",
"Value": "Pox Pustules"
},
{
"Key": "e29cc3c9-42b2-436d-bf76-4835f07f5566",
"Value": "All allies within 30 feet gain a +2 deflection bonus to AC and a +2
resistance bonus on saves. Both these bonuses apply against attacks made or effects
created by creatures with corresponding alignments."
},
{
"Key": "d60b59a4-8c32-4760-a16f-9ecdf9546056",
"Value": "Protection from Alignment, Communal"
},
{
"Key": "5f993c85-fb92-4e21-8019-1fde65d37961",
"Value": "Protection from arrows"
},
{
"Key": "cefb7f66-499f-4b49-907a-07712f359683",
"Value": "Protection from Arrows"
},
{
"Key": "317826d7-cf0b-4a5f-abc9-04ff1157971d",
"Value": "The warded creature gains resistance to ranged weapons. The subject
gains damage reduction 10/magic against ranged weapons.[LONGSTART] This spell
doesn't grant you the ability to damage creatures with similar damage reduction.
[LONGEND]Once the spell has prevented a total of 10 points of damage per caster
level (maximum 100 points), it is discharged."
},
{
"Key": "84b67713-cdbb-4a0d-8b4a-179a2b0cbc3b",
"Value": "All allies within 30 feet gain a +2 deflection bonus to AC and a +2
resistance bonus on saves. Both these bonuses apply against attacks made or effects
created by chaotic creatures."
},
{
"Key": "03b922f4-4582-43f0-873f-7c6ae63dae35",
"Value": "Protection from Chaos, Communal"
},
{
"Key": "f6b40ec3-25ed-4860-9a27-bfee7a24eb78",
"Value": "All allies in 30ft gain a +2 deflection bonus to AC and a +2
resistance bonus on saves. Both these bonuses apply against attacks made or effects
created by creatures with corresponding alignment."
},
{
"Key": "9ab88fe3-efa3-484c-a062-1a07970ca393",
"Value": "Protection from Chaos/Evil, Communal"
},
{
"Key": "92b50816-6ea8-479d-b534-0ab9aa8c0220",
"Value": "All allies within 30 feet gain a +2 deflection bonus to AC and a +2
resistance bonus on saves. Both these bonuses apply against attacks made or effects
created by evil creatures."
},
{
"Key": "cb190979-9779-44d5-a5b4-9a68081976e2",
"Value": "Protection from Evil, Communal"
},
{
"Key": "23ca4c4f-5ff8-4169-8327-275277039e12",
"Value": "All allies within 30 feet gain a +2 deflection bonus to AC and a +2
resistance bonus on saves. Both these bonuses apply against attacks made or effects
created by good creatures."
},
{
"Key": "b2cb38b5-d99c-4339-aa2b-8242a6acb275",
"Value": "Protection from Good, Communal"
},
{
"Key": "b142ef4f-3963-40ad-96ec-857003c2d79a",
"Value": "All allies within 30 feet gain a +2 deflection bonus to AC and a +2
resistance bonus on saves. Both these bonuses apply against attacks made or effects
created by lawful creatures."
},
{
"Key": "4b493392-6397-4dd8-9bad-8568e563d173",
"Value": "Protection from Law, Communal"
},
{
"Key": "72e097b9-9ba4-4a0d-abfc-72b07c1dd5e2",
"Value": "Removes paralysis from target creature."
},
{
"Key": "e96d76e9-ac5d-4c1e-a117-2b0237cae7ac",
"Value": "Remove Paralysis"
},
{
"Key": "a9c22819-9f03-4bbb-b769-094c98e28119",
"Value": "Resist Acid"
},
{
"Key": "74f4ede8-4f4e-4b95-92c4-dd53e1ad9fc2",
"Value": "Resist Acid"
},
{
"Key": "cc7c5b42-eb78-4b91-8b20-acd6080a2dd1",
"Value": "Resist Cold"
},
{
"Key": "fcbf6f72-f628-474f-918a-990e48c879a4",
"Value": "Resist Cold"
},
{
"Key": "984e64ee-09f4-43a6-ae8d-6725dcbf614f",
"Value": "Resist Electricity"
},
{
"Key": "5c52542e-3265-4201-8f07-024f05c28ac9",
"Value": "Resist Electricity"
},
{
"Key": "7126cf3d-6e94-4d3d-bd22-ac87690e05f5",
"Value": "This abjuration grants a creature limited protection from damage of
whichever one of five energy types you select: acid, cold, electricity, fire, or
sonic. The subject gains resist energy 10 against the energy type chosen, meaning
that each time the creature is subjected to such damage (whether from a natural or
magical source), that damage is reduced by 10 points before being applied to the
creature's hit points. Resist energy absorbs only damage. The subject could still
suffer unfortunate side effects. Resist energy does not stack with protection from
energy. If a character is warded by protection from energy and resist energy, the
protection spell absorbs damage until its power is exhausted.[LONGSTART] The value
of the energy resistance granted increases to 20 points at 7th level and to a
maximum of 30 points at 11th level.[LONGEND]"
},
{
"Key": "a8ca6070-739b-49f8-8575-728d334520e5",
"Value": "Resist Energy"
},
{
"Key": "a709b641-9b18-492c-9c42-7bd34dfba59a",
"Value": "Resist Fire"
},
{
"Key": "6f487862-a7d1-4ce8-b2f9-c8f4868968af",
"Value": "Resist Fire"
},
{
"Key": "6827a694-5621-4b8a-b506-2d1bc4a1b445",
"Value": "Resist Sonic"
},
{
"Key": "a9535d7d-788b-4a79-8947-9969c8035f9a",
"Value": "Resist Sonic"
},
{
"Key": "4b7bf98d-b1df-43e6-a1b1-1c359b26443d",
"Value": "Lesser restoration dispels any magical effects reducing one of the
subject's ability scores or cures 1d4 points of temporary ability damage to one of
the subject's ability scores. It also eliminates any fatigue suffered by the
character. It does not restore permanent ability drain."
},
{
"Key": "5c326089-2e9f-4493-a556-525436428d44",
"Value": "Restoration, Lesser"
},
{
"Key": "e8a87b4a-e0f7-4aa1-9e8c-93640da9d9ec",
"Value": "All targeted living creatures of less than 6 HD become frightened.
If a creature succeeds at a Will save, it is instead shaken for 1 round. Creatures
with 6 or more HD are immune to this effect.[LONGSTART]\nScare dispels remove fear.
[LONGEND]"
},
{
"Key": "bce8e1cc-d37a-4217-b411-27f0f016d716",
"Value": "Scare"
},
{
"Key": "f57bab25-a084-4cc8-83c4-1068166e3822",
"Value": "You blast your enemies with a searing beam of fire. You may fire
one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of
three rays at 11th level). Each ray requires a ranged touch attack to hit and deals
4d6 points of fire damage."
},
{
"Key": "d6bda7b7-9b69-4dfc-b50e-11b6cb71485a",
"Value": "Scorching Ray"
},
{
"Key": "f804bed5-c734-4841-b1fb-a7e683fd5029",
"Value": "See Invisibility"
},
{
"Key": "1eb94e67-bb2b-44bd-94e2-c695af6fbd8e",
"Value": "See Invisibility"
},
{
"Key": "a25c8bfb-ad4e-4f86-b047-61606309f4c7",
"Value": "You can see any objects or beings that are invisible within your
range of vision."
},
{
"Key": "bb58303a-d2f1-470b-85ea-98f3dd2dc188",
"Value": "You can see the vital areas and weak points of creatures within 30
feet of you as a warm glow."
},
{
"Key": "73071a9b-e4cb-4603-b92d-deb053b9a20e",
"Value": "This creature can see the vital areas and weak points of creatures
within 30 feet."
},
{
"Key": "aca7207f-f2a7-4d13-b29d-d4701f1458dd",
"Value": "Sense Vitals"
},
{
"Key": "2f8cdb5a-4f0f-4e11-86d6-17f319a224bc",
"Value": "Sense Vitals"
},
{
"Key": "dd7a797c-7086-4987-a09b-4524d43bd36e",
"Value": "This spell makes your eyes shine blood red and allows you to see
the vital areas and weak points of creatures as a warm glow. This allows you to
make sneak attacks, as the rogue ability of the same name, dealing an additional
1d6 points of damage; this additional damage increases by 1d6 for every 3 caster
levels you possess beyond 3rd, to a maximum of +5d6 at 15th level. This additional
damage stacks with other sources of precision damage."
},
{
"Key": "75eea8e1-a064-43b3-90cc-f1e2416619af",
"Value": "Sickened"
},
{
"Key": "ade0e312-fe72-49dc-98c1-8432cce50a86",
"Value": "The character takes a �2 penalty on all attack rolls, weapon damage
rolls, saving throws, skill checks, and ability checks."
},
{
"Key": "1f93aa9e-8c41-4086-8132-fbf7d296a6ed",
"Value": "Sickened"
},
{
"Key": "f3c15a4f-c04d-4071-9c0c-259fe37e4762",
"Value": "Reflex partial and Fortitude negates"
},
{
"Key": "c232e91c-c618-4c9e-995a-14473a3f34a2",
"Value": "This spell functions as entangle, except the plants are coated with
an irritating sap that creates a painful, itching rash on creatures that touch
them. Any creature that enters the area must succeed at a Fortitude save or be
sickened as long as it remains in the area and for 1d4 rounds afterward. Creatures
that remain in the area must save each round. This is a poison effect.\nEntangle:
This spell causes tall grass, weeds, and other plants to wrap around creatures in
the area of effect or those that enter the area. Creatures that fail their save
gain the entangled condition. Creatures that make their save can move as normal,
but those that remain in the area must save again each round. Creatures that move
into the area must save immediately.\nEntangled creatures can break free by making
a combat maneuver check, Athletics check, or Mobility check against the DC of this
spell every round.\nThe entire area of effect is considered difficult terrain while
the effect lasts."
},
{
"Key": "96b87331-2526-4b8a-b567-9c7b463bca57",
"Value": "Sickening Entanglement"
},
{
"Key": "208e7987-c5fb-40fe-bdb8-0fd4e458de61",
"Value": "You blast an area with a tremendous cacophony. Every creature in
the area takes 1d8 points of sonic damage and must succeed at a Fortitude save to
avoid being stunned for 1 round."
},
{
"Key": "26cd073d-19a8-40b1-84c7-d844c7c10421",
"Value": "Sound Burst"
},
{
"Key": "295f8940-2c6c-439f-818d-8b1ff7dc6d40",
"Value": "A rain of dirt, gravel, and small pebbles fills the area, dealing
2d6 points of bludgeoning damage to every creature in the area. This damage only
occurs once, when the spell is cast.\nFor the remaining duration of the spell, this
debris covers the ground, making the entire area difficult terrain."
},
{
"Key": "d67d9448-19c4-451b-989f-5846b558c97d",
"Value": "Stone Call"
},
{
"Key": "2dac9f4f-0c71-422a-9d5b-95345ffa6b57",
"Value": "This spell summons to your side a small air elemental. The summoned
elemental appears where you designate and acts according to its initiative check
results. It attacks your opponents to the best of its ability."
},
{
"Key": "158ed64d-95e8-402a-bac9-97ca172e1be5",
"Value": "Summon Small Air Elemental"
},
{
"Key": "5253fb67-9a2d-4bf5-a8d3-c1a30792ff01",
"Value": "This spell summons to your side a small fire, water, air, or earth
elemental. The summoned elemental appears where you designate and acts according to
its initiative check results. It attacks your opponents to the best of its
ability."
},
{
"Key": "d7cd6ec0-63e5-40b8-9d57-02cabd06ad31",
"Value": "Summon Small Elemental"
},
{
"Key": "267b187b-957e-4e39-8187-c9aca5dbcaf3",
"Value": "This spell summons to your side a small earth elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "95690094-00b3-4619-9cff-8b411d1848af",
"Value": "Summon Small Earth Elemental"
},
{
"Key": "dbddcc09-40bb-484b-963a-f3db285c5c91",
"Value": "This spell summons to your side a small fire elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "0677ac87-d683-422a-a0a3-13fdb5c45e5c",
"Value": "Summon Small Fire Elemental"
},
{
"Key": "383deee1-2bcd-4550-9ab3-a51196017498",
"Value": "This spell summons to your side a small water elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "a1f9ed60-8471-4352-a687-9c893024bc8b",
"Value": "Summon Small Water Elemental"
},
{
"Key": "e6a3b2c2-c691-4fe2-b666-3ffd9d2ea3f4",
"Value": "This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The
summoned monsters appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "e5417ab2-dbd8-45e5-8678-99c638fa7f6d",
"Value": "Summon Monster II"
},
{
"Key": "dd36bd6c-23d5-4a95-924a-181321e06a08",
"Value": "This spell summons 1d3 extraplanar dogs. They appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "6300221c-7eef-4098-a3ac-397f4e1ca545",
"Value": "Summon Monster II (1d3 Dogs)"
},
{
"Key": "10949c32-7549-4dc7-abf5-af8409195a03",
"Value": "This spell summons an extraplanar wolf. It appears where you
designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability."
},
{
"Key": "309fd807-b2ba-41f0-b7b4-23ad9aaf3f53",
"Value": "Summon Monster II (Wolf)"
},
{
"Key": "7c1c1e6b-4d96-4e85-9700-c05e6ca01bea",
"Value": "This spell summons to your side 1d3 natural mites. The summoned
allies appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability."
},
{
"Key": "b2053d53-cae4-4ef8-98aa-ad3a42fd82e1",
"Value": "Summon Nature's Ally II (1d3 Mites)"
},
{
"Key": "3c22db5b-b23c-4e6d-8f08-89eb649f7a4f",
"Value": "This spell summons to your side a natural giant frog. The summoned
ally appears where you designate and acts according to its initiative check
results. It attacks your opponents to the best of its ability."
},
{
"Key": "9b810cef-db4d-4b86-a06f-aa198cc1b018",
"Value": "Summon Nature's Ally II (Giant Frog)"
},
{
"Key": "d8e9c69e-e4d8-4184-a6f0-c0ccf85395ec",
"Value": "This spell summons to your side a natural giant frog or 1d3 natural
mites. The summoned allies appear where you designate and act according to their
initiative check results. They attack your opponents to the best of their ability."
},
{
"Key": "927c8dc7-0fc0-4a8f-8178-06eb17acbde8",
"Value": "Summon Nature's Ally II"
},
{
"Key": "be937064-2b6a-4d26-8f5e-ffccb6f3992f",
"Value": "Web creates a many-layered mass of strong, sticky strands. These
strands trap those caught in them. The strands are similar to spiderwebs but far
larger and tougher. Creatures caught within a web become grappled by the sticky
fibers.\nAnyone in the effect's area when the spell is cast must make a Reflex
save. If this save succeeds, the creature is inside the web but is otherwise
unaffected. If the save fails, the creature gains the grappled condition, but can
break free by making a combat maneuver check, Athletics check, or Mobility check as
a standard action against the DC of this spell. The entire area of the web is
considered difficult terrain. Anyone moving through the webs must make a Reflex
save each round. Creatures that fail lose their movement and become grappled in the
first square of webbing that they enter."
},
{
"Key": "c2f08183-5a92-407e-b1c3-66ec8416cf88",
"Value": "Web"
},
{
"Key": "44b9e9ce-0dba-48b3-b6b0-45d20aed7978",
"Value": "Angelic Aspect"
},
{
"Key": "b26f1398-c33b-4287-b325-65e369e40a1c",
"Value": "Angelic Aspect"
},
{
"Key": "7264687e-5999-455d-a44c-3b5786e7531a",
"Value": "You take on an aspect of an angelic being, including some of its
physical characteristics. You gain resistance to acid and cold 10, and DR 5/evil.
You also gain a +2 deflection bonus to AC and a +2 resistance bonus on saves
against attacks made or effects created by evil creatures. In addition, your
natural weapons and any weapons you wield are considered good-aligned for the
purpose of overcoming damage reduction."
},
{
"Key": "9f86cd86-7cd0-4c46-9b0e-828eb33234bb",
"Value": "Archon's Aura"
},
{
"Key": "df52f7a6-3d76-43b3-b206-d8b410d4f10f",
"Value": "A �2 penalty on attack rolls, saving throws, and to Armor Class."
},
{
"Key": "665e8214-d848-4a2f-ac00-eed46c4f0025",
"Value": "Archon's Aura"
},
{
"Key": "b22d2c87-a169-4425-844e-76e39997e458",
"Value": "Archon's Aura"
},
{
"Key": "9d0a04b2-da8f-40f6-90a3-2e756b08db44",
"Value": "You gain a powerful aura, similar to an archon's aura of menace.
Any hostile creature within a 20-foot radius of you must succeed at a Will save to
resist the effects of this aura. If the creature fails, it takes a �2 penalty on
attack rolls and saving throws and to Armor Class for the duration of this spell,
or until it successfully hits you with an attack. A creature that has resisted or
broken the effect cannot be affected again by this particular casting of archon's
aura."
},
{
"Key": "79b602bf-e1d9-4194-8efd-fad03d25dd4c",
"Value": "Beast Shape I"
},
{
"Key": "1285e436-574f-4508-a128-b5126e18104a",
"Value": "�4 penalty on attack rolls, saves, ability checks, and skill
checks"
},
{
"Key": "df7a5cde-366a-42db-990f-12d7eb370a83",
"Value": "Curse of Deterioration"
},
{
"Key": "0c843535-3f3d-4c05-9ac4-dfeb781f906f",
"Value": "The subject suffers a �4 penalty on attack rolls, saves, ability
checks, and skill checks."
},
{
"Key": "d4b532b7-b1d9-4920-a496-695957bab564",
"Value": "Curse of Deterioration"
},
{
"Key": "af659286-958a-44d8-abe2-45c8b0ffc7f3",
"Value": "The subject suffers a �6 penalty to Intelligence, Wisdom, and
Charisma scores."
},
{
"Key": "a809d98a-9037-4fcb-84fc-0e934e8475fd",
"Value": "Curse of Deterioration"
},
{
"Key": "8de386df-0a7e-4a2a-88c4-95bbf2092664",
"Value": "�6 penalty to Constitution score"
},
{
"Key": "e99bed8d-a6a3-491a-b1e5-15836ecebb14",
"Value": "Curse of Feeble Body"
},
{
"Key": "02eb1a17-34a9-4b1f-b4da-6d3e497278b0",
"Value": "The subject suffers a �6 penalty to Constitution score."
},
{
"Key": "973391c9-1372-4308-a08c-24e20eadfc31",
"Value": "Curse of Feeble Body"
},
{
"Key": "322cdd3a-e3e1-4566-8a6a-00d0c32b46ef",
"Value": "The subject suffers a �6 penalty to Constitution score."
},
{
"Key": "5a8df626-6b6f-4112-bc3f-9caa31b7c048",
"Value": "Curse of Feeble Body"
},
{
"Key": "bdbf2ba5-6adf-4ea3-b054-d08717d924bc",
"Value": "�6 penalty to Intelligence, Wisdom, and Charisma scores"
},
{
"Key": "9c109d66-b4c6-4f0f-a889-2edcba5d96d2",
"Value": "Curse of Idiocy"
},
{
"Key": "9e7be25c-4e2e-4359-96a6-835217fe3377",
"Value": "The subject suffers a �6 penalty to Intelligence, Wisdom, and
Charisma scores."
},
{
"Key": "2c98defb-85cb-4c99-8c5d-2694088877c1",
"Value": "Curse of Idiocy"
},
{
"Key": "b1733048-4d3b-4033-9a6f-3ce9a68e2367",
"Value": "The subject suffers a �6 penalty to Intelligence, Wisdom, and
Charisma scores."
},
{
"Key": "b4f18d14-4f63-41ed-8fff-80af61bb5f4b",
"Value": "Curse of Idiocy"
},
{
"Key": "f65fd37b-3d16-4db3-846d-d23b352bf4da",
"Value": "�6 penalty to Strength and Dexterity scores"
},
{
"Key": "50b00006-6764-4278-b3b7-29faf62f4e1b",
"Value": "Curse of Weakness"
},
{
"Key": "5b5c50bb-ff5f-4a25-a5f2-ddaf9a81660a",
"Value": "The subject suffers a �6 penalty to Strength and Dexterity scores."
},
{
"Key": "6dc8b8e3-8e0c-4305-a52c-963c8b22fb66",
"Value": "Curse of Weakness"
},
{
"Key": "2f914e1f-6052-4cc3-b62e-93d587d6285e",
"Value": "The subject suffers a �6 penalty to Strength and Dexterity scores."
},
{
"Key": "00d33994-b7dc-47a2-b55e-86ee238a9988",
"Value": "Curse of Weakness"
},
{
"Key": "8cb73393-d513-4c45-9cc4-3781a495c763",
"Value": "You place a curse on the subject. Choose one of the
following:\nCurse of Feeble Body � The subject suffers a �6 penalty to Constitution
score.\nCurse of Weakness � The subject suffers a �6 penalty to Strength and
Dexterity scores.\nCurse of Idiocy � The subject suffers a �6 penalty to
Intelligence, Wisdom, and Charisma scores.\nCurse of Deterioration � The subject
suffers a �4 penalty on attack rolls, saves, ability checks, and skill checks."
},
{
"Key": "0263659a-305b-42d6-af17-080ad0b2e47e",
"Value": "Bestow Curse"
},
{
"Key": "035a9bad-a7d6-47f9-899d-577eb07ffe6f",
"Value": "The subject suffers a �2 penalty to Constitution score."
},
{
"Key": "c3c0733e-cbcf-4b41-8355-44e6488fcafa",
"Value": "Curse of Feeble Body"
},
{
"Key": "ba9ae6c6-52dc-49f5-b42f-7b478b0ffcd3",
"Value": "You release a burst of barbed, acid-filled nettles. Creatures
caught in the burst take 3d6 points of damage plus 1d6 points of acid damage on the
next round. Those that save take half damage from the initial burst and no damage
on the next round."
},
{
"Key": "d8a181f0-d443-45a4-80ca-0fafe59781de",
"Value": "Burst of Nettles"
},
{
"Key": "bf108b76-bc80-48df-944b-970f3dfbbf2f",
"Value": "You release a burst of barbed, acid-filled nettles. Creatures
caught in the burst take 3d6 points of damage plus 1d6 points of acid damage on the
next round. Those that save take half damage from the initial burst and no damage
on the next round."
},
{
"Key": "212f7058-2033-4e92-888b-df6ebee1d62b",
"Value": "Burst of Nettles"
},
{
"Key": "6bbe4c51-eebc-4acc-a99b-ea29b7b9e507",
"Value": "You may call down a 6-foot-wide, 30-foot-long, vertical bolt of
lightning that deals 3d6 points of electricity damage. The bolt of lightning
flashes down in a vertical stroke at whatever target point you choose within medium
range."
},
{
"Key": "90216dff-f88f-47ac-8c96-52fc51763dc1",
"Value": "Call Lightning"
},
{
"Key": "7a219b76-1d37-45d7-99a8-41e9e1d69854",
"Value": "This creature may call down lightning bolts."
},
{
"Key": "b9b35c93-e33e-4ecc-b035-2b798dbb95dd",
"Value": "Call Lightning"
},
{
"Key": "549638ac-0898-4d45-8deb-9358eb105c0c",
"Value": "Call Lightning"
},
{
"Key": "89e8ae84-776b-4fdc-b005-7db3d5fb1f32",
"Value": "Immediately upon completion of the spell, and once per round
thereafter, you may call down a 6-foot-wide, 30-foot-long, vertical bolt of
lightning that deals 3d6 points of electricity damage. The bolt of lightning
flashes down in a vertical stroke at whatever target point you choose within the
spell's range (measured from your position at the time). Any creature in the target
square or in the path of the bolt is affected. You need not call a bolt of
lightning immediately; other actions, even spellcasting, can be performed first.
Each round after the first you may use a standard action (concentrating on the
spell) to call a bolt. Each time you cast a bolt, the spell's duration is reduced
by one minute."
},
{
"Key": "51dc81fd-0789-4fb6-92a5-b74362db9572",
"Value": "This creature is hard to pinpoint due to its translucent state. If
it moves more than 10 feet away from the caster of this spell, it will lose this
effect."
},
{
"Key": "8258496a-e0bf-4757-a291-a90f0df92b1e",
"Value": "Chameleon Stride, Greater"
},
{
"Key": "24132630-cbfd-4412-9955-cd3fda0770e1",
"Value": "Chameleon Stride, Greater"
},
{
"Key": "96ce1a8e-ef0f-48b0-9033-be0425cf2948",
"Value": "This spell functions as chameleon stride, except it confers its
bonuses upon all allies within 10 feet of you at the time the spell is cast. If an
affected creature moves more than 10 feet away from you, it loses the benefit of
the spell. Creatures that move into the area after the spell is cast do not gain
its benefit."
},
{
"Key": "67751b07-6866-4a78-938b-2d3ee05c1443",
"Value": "Blindness"
},
{
"Key": "0bb2ae76-52d5-4e5a-8568-9214d3cc49d5",
"Value": "Frequency: 1/day; Save Fortitude\nEffect: 1d4 Str damage, target
must make an additional Fort save or be permanently blinded\nCure: 2 consecutive
saves"
},
{
"Key": "7ec303be-ad91-4f1e-a895-72899bbd3ae8",
"Value": "Blinding Sickness"
},
{
"Key": "16e7e4fe-0151-4516-b767-54e71f44be77",
"Value": "The subject contracts the following disease: Blinding Sickness.
[LONGSTART] The disease is contracted immediately (the onset period does not
apply).[LONGEND]\nFrequency: 1/day\nEffect: 1d4 Str damage, target must make an
additional Fort save or be permanently blinded\nCure: 2 consecutive saves"
},
{
"Key": "9b8c3580-ba6d-473f-8cee-f4704d79212e",
"Value": "Contagion: Blinding Sickness"
},
{
"Key": "fa25765f-b23d-4aa5-96dc-479eb4f47677",
"Value": "Frequency: 1/day; Save Fortitude\nEffect: 1d4 Con damage and target
is fatigued\nCure: 2 consecutive saves"
},
{
"Key": "d4ede022-5790-42f4-ade2-0d064d7627ae",
"Value": "Bubonic Plague"
},
{
"Key": "24f0a47c-b379-4d4a-8a0e-0ca033d85574",
"Value": "The subject contracts the following disease: Bubonic Plague.
[LONGSTART] The disease is contracted immediately (the onset period does not
apply).[LONGEND]\nFrequency: 1/day\nEffect: 1d4 Con damage and target is
fatigued\nCure: 2 consecutive saves"
},
{
"Key": "2701dd2d-d4b6-4f0c-b808-75c24510c8c3",
"Value": "Contagion: Bubonic Plague"
},
{
"Key": "5a61dfd4-6078-4278-9f9c-2b9d25f113d6",
"Value": "Frequency: 1/day; Save Fortitude\nEffect: 1d6 Wis damage\nCure: 2
consecutive saves"
},
{
"Key": "8cb71b55-81d4-4601-afdd-4a2da679a57b",
"Value": "Cackle Fever"
},
{
"Key": "77fa8b21-c6d6-4189-956b-39bc4cae7e27",
"Value": "The subject contracts the following disease: Cackle Fever.
[LONGSTART] The disease is contracted immediately (the onset period does not
apply).[LONGEND]\nFrequency: 1/day\nEffect: 1d6 Wis damage\nCure: 2 consecutive
saves"
},
{
"Key": "4b663d19-8820-4b4b-8858-a315762e1c30",
"Value": "Contagion: Cackle Fever"
},
{
"Key": "70782063-fe54-4ee7-b36f-d9272006f9ff",
"Value": "Frequency: 1/day; Save Fortitude\nEffect: 1d4 Int damage\nCure: 2
consecutive saves"
},
{
"Key": "e0350013-7298-4765-96f5-04efc4ef49ee",
"Value": "Mindfire"
},
{
"Key": "691952c2-0ec0-40a0-b0da-dcff6f86a3ce",
"Value": "The subject contracts the following disease: Mindfire.[LONGSTART]
The disease is contracted immediately (the onset period does not apply).
[LONGEND]\nFrequency: 1/day\nEffect: 1d4 Int damage\nCure: 2 consecutive saves"
},
{
"Key": "a12319d6-a6fa-4cd0-bc62-f34c3ccd772c",
"Value": "Contagion: Mindfire"
},
{
"Key": "af5e73f3-f289-444f-94f7-51afba60f280",
"Value": "Frequency: 1/day; Save Fortitude\nEffect: 1d8 Dex damage\nCure: 2
consecutive saves"
},
{
"Key": "9a36b89d-f1b9-4079-bbc2-afb84e4be622",
"Value": "Shakes"
},
{
"Key": "4ed7fe41-bc41-43ff-b9f7-04d7d8c6f624",
"Value": "The subject contracts the following disease: Shakes.[LONGSTART] The
disease is contracted immediately (the onset period does not apply).
[LONGEND]\nFrequency: 1/day\nEffect: 1d8 Dex damage\nCure: 2 consecutive saves"
},
{
"Key": "d0841ed3-79a5-46d0-973a-094c7e907051",
"Value": "Contagion: Shakes"
},
{
"Key": "f9bb377b-0e66-4924-9576-16af20fc2ba2",
"Value": "The subject contracts one of the following diseases: blinding
sickness, bubonic plague, cackle fever, mindfire, or shakes. The disease is
contracted immediately (the onset period does not apply).\nBlinding Sickness
effect: 1d4 Str damage, target must make an additional Fort save or be permanently
blinded\nBubonic Plague effect: 1d4 Con damage and target is fatigued\nCackle Fever
effect: 1d6 Wis damage\nMindfire effect: 1d4 Int damage\nShakes effect: 1d8 Dex
damage."
},
{
"Key": "f84de1ec-17bc-4f64-9f60-f5d444e25917",
"Value": "Contagion"
},
{
"Key": "4b301c2b-3b50-4806-a9d7-d0989e659a9a",
"Value": "An invisible cone of despair causes great sadness in the subjects.
Each affected creature takes a �2 penalty on attack rolls, saving throws, ability
checks, skill checks, and weapon damage rolls.\nCrushing despair dispels good
hope."
},
{
"Key": "b552495b-c1f1-4cc9-8a06-69f6bb0921b8",
"Value": "Crushing Despair"
},
{
"Key": "e8b51c6c-4f56-42b5-98c5-f986cd68270b",
"Value": "An invisible cone of despair causes great sadness in the subjects.
Each affected creature takes a �2 penalty on attack rolls, saving throws, ability
checks, skill checks, and weapon damage rolls.[LONGSTART]\nCrushing despair dispels
good hope.[LONGEND]"
},
{
"Key": "50599bf4-f6c3-4e87-82bd-f92db7bbcc6a",
"Value": "Crushing Despair"
},
{
"Key": "b1ae7408-70aa-4746-b308-ff445514c844",
"Value": "Cure Serious Wounds"
},
{
"Key": "1e758320-668a-4310-851f-0f452c67c8b5",
"Value": "When laying your hand upon a living creature, you channel positive
energy that cures 3d8 points of damage +1 point per caster level (maximum +15).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds.[LONGSTART] An undead creature can apply Spell
Resistance, and can attempt a Will save to take half damage.[LONGEND]"
},
{
"Key": "166e344b-fe3c-48ca-9870-24374fb29ae6",
"Value": "When laying your hand upon a living creature, you channel positive
energy that cures 3d8 points of damage +1 point per caster level (maximum +15).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds.[LONGSTART] An undead creature can apply Spell
Resistance, and can attempt a Will save to take half damage.[LONGEND]"
},
{
"Key": "61248160-2689-4c91-a5b6-12ee8aac87e3",
"Value": "Cure Serious Wounds"
},
{
"Key": "6288ac06-1ebf-4ccb-863e-5336e9fb843b",
"Value": "Light"
},
{
"Key": "ab62f7ff-a7b8-474c-80ba-f62e808145ae",
"Value": "You touch an object when you cast this spell, causing the object to
shed bright light in a 60-foot radius. This illumination increases the light level
for an additional 60 feet by one step (darkness becomes dim light, dim light
becomes normal light, and normal light becomes bright light).[LONGSTART] Creatures
that take penalties in bright light take them while within the 60-foot radius of
this magical light. Despite its name, this spell is not the equivalent of daylight
for the purposes of creatures that are damaged or destroyed by such light.
[LONGEND]"
},
{
"Key": "0af7656d-20d3-4055-980e-15b9aa7781b9",
"Value": "Daylight"
},
{
"Key": "f7004a79-277a-48c5-aa75-11afcbcd9084",
"Value": "This spell functions like sleep, except that it affects 10 HD of
targets.\nSleep: A sleep spell causes a magical slumber to come upon 4 HD of
creatures, and those who are closest to the spell's point of origin are affected
first. HD that are not sufficient to affect a creature are wasted. Sleeping
creatures are helpless. Wounding awakens an affected creature, but normal noise
does not. Sleep does not target unconscious creatures, constructs, or undead
creatures."
},
{
"Key": "d3367033-caff-4be8-93ed-45c231628724",
"Value": "Deep Slumber"
},
{
"Key": "1d6b769c-1991-4d03-86e6-cb8fcd88979c",
"Value": "Any ally within 30 feet becomes temporarily immune to poison. Any
poison in its system or any poison to which it is exposed during the spell's
duration does not affect the subject until the spell's duration has expired. Delay
poison does not cure any damage that poison may have already caused."
},
{
"Key": "370cc583-ab08-4719-93d1-abaa07830c17",
"Value": "Delay Poison, Communal"
},
{
"Key": "a2573421-1256-4211-a225-1d89bf3ba581",
"Value": "You can use dispel magic to end one area effect from a spell in the
selected point.\nYou make one dispel check (1d20 + your caster level) and compare
that to the spell with highest caster level (DC = 11 + the spell's caster level).
If successful, that spell ends. If not, compare the same result to the spell with
the next highest caster level. Repeat this process until you have dispelled one
area effect in the selected point, or you have failed to dispel every area effect."
},
{
"Key": "4ce6b8a3-c2b4-45ba-a03d-4a5123bbc296",
"Value": "Dispel Magic (Point)"
},
{
"Key": "5c57b422-f70c-4db0-92c1-1684b2a41471",
"Value": "You can use dispel magic to end one ongoing spell that has been
cast on a creature.\nYou make one dispel check (1d20 + your caster level) and
compare that to the spell with highest caster level (DC = 11 + the spell's caster
level). If successful, that spell ends. If not, compare the same result to the
spell with the next highest caster level. Repeat this process until you have
dispelled one spell affecting the target, or you have failed to dispel every
spell."
},
{
"Key": "e886b1ec-83e4-4bb9-a13a-853f1f0734a3",
"Value": "Dispel Magic (Target)"
},
{
"Key": "1f6aa2a5-5151-4601-85a0-030a6ca4f5d1",
"Value": "You can use dispel magic to end one ongoing spell that has been
cast on a creature or one area effect from a spell in the selected point."
},
{
"Key": "ccc0dce7-795c-4822-9b50-71fa475bf3c2",
"Value": "Dispel Magic"
},
{
"Key": "9bd3120e-9f99-4352-94a5-63bf0fb8cda8",
"Value": "Displacement"
},
{
"Key": "90742439-d796-4817-94b7-d4867c56a6ac",
"Value": "Displacement"
},
{
"Key": "1381b09d-bea6-4503-86ff-772f6f7852b3",
"Value": "The subject of this spell appears to be about 2 feet away from its
true location. The creature benefits from a 50% miss chance as if it had total
concealment.[LONGSTART] Unlike actual total concealment, displacement does not
prevent enemies from targeting the creature normally. True seeing reveals its true
location and negates the miss chance.[LONGEND]"
},
{
"Key": "d4e9ddd1-a36a-418d-8905-6553eacfae53",
"Value": "This spell functions like dominate person, except that the spell is
restricted by creature type: animal.\nDominate Person: You can make any humanoid
creature fight on your side as if it was your ally. It will attack your opponents
to the best of its ability. However, this creature will try to throw off the
domination, making a Will save each round."
},
{
"Key": "43ed5054-16ce-420b-963c-742b21b63d88",
"Value": "Dominate Animal"
},
{
"Key": "d4972d74-f311-4f3f-9237-6a1e5e5eb42f",
"Value": "As feather step, except this spell affects multiple
creatures.\nFeather Step: For the duration of this spell, the subject ignores the
adverse movement effects of difficult terrain."
},
{
"Key": "7637a5e6-fdee-4d17-9590-da38edffcca8",
"Value": "Feather Step, Mass"
},
{
"Key": "54fe91e7-df39-41b8-9d39-e7ebf8dfae6d",
"Value": "This creature has spell resistance against effects that restore hit
points or grant temporary hit points."
},
{
"Key": "a202fb2d-16d3-4d21-8004-afbc2a994ace",
"Value": "Fester"
},
{
"Key": "86c3fda2-ce5b-4f64-aa98-10e523bd1b75",
"Value": "1 round/level or 1 round; see text"
},
{
"Key": "138f73af-2e15-4f55-b749-56b35ed59acd",
"Value": "Necrotic energy permeates the target, blocking healing abilities.
The subject gains Spell Resistance equal to 12 + your caster level against effects
that restore hit points or grant temporary hit points. If the target succeeds on a
Fortitude saving throw, fester lasts only a single round."
},
{
"Key": "3a122c0e-db1a-4d71-9bff-c377bb0b66c4",
"Value": "A fireball spell generates a searing explosion of flame that
detonates with a low roar and deals 1d6 points of fire damage per caster level
(maximum 10d6) to every creature within the area.[LONGSTART] A successful Reflex
save halves this damage.[LONGEND]"
},
{
"Key": "a0693eb2-1c02-4efd-afc1-a397298bd265",
"Value": "Fireball"
},
{
"Key": "ea700d15-8d0d-47d2-b6a4-ab6803eba275",
"Value": "Good Hope"
},
{
"Key": "3b00cebe-39f7-46ca-b866-3ba9a1e92922",
"Value": "This spell instills powerful hope in the subjects. Each affected
creature gains a +2 morale bonus on saving throws, attack rolls, ability checks,
skill checks, and weapon damage rolls.[LONGSTART]\nGood hope dispels crushing
despair.[LONGEND]"
},
{
"Key": "053d5508-65f5-470f-b37e-3d92f824553e",
"Value": "Good Hope"
},
{
"Key": "07b09a4f-12d5-46a4-a18a-614e997db94a",
"Value": "Haste"
},
{
"Key": "90f2416a-6a46-4ae8-a3f2-6261acc14d19",
"Value": "Haste"
},
{
"Key": "5ba63feb-296d-4ac6-b3f3-37eec78c301e",
"Value": "The transmuted creatures move and act more quickly than normal.
[LONGSTART] This extra speed has several effects.[LONGEND]\nWhen making a full
attack, a hasted creature may make one extra attack with its main weapon.
[LONGSTART] The attack is made using the creature's full base attack bonus, plus
any modifiers appropriate to the situation. (This effect is not cumulative with
similar effects, such as that provided by a speed weapon, nor does it actually
grant an extra action, so you can't use it to cast a second spell or otherwise take
an extra action in the round.)[LONGEND]\nA hasted creature gains a +1 bonus on
attack rolls and a +1 dodge bonus to AC and Reflex saves.[LONGSTART] Any condition
that makes you lose your Dexterity bonus to Armor Class (if any) also makes you
lose dodge bonuses.[LONGEND]\nA hasted creature's speed increases by 30 feet, to a
maximum of twice the subject's normal speed.[LONGSTART] This increase counts as an
enhancement bonus. Multiple haste effects don't stack. Haste dispels slow.
[LONGEND]"
},
{
"Key": "26ff1ac2-9cca-4beb-8f9b-beaaac959d99",
"Value": "You fill an enemy's head with waking dreams, a reminder of the
pleasures, delights, and terrors to be found in the dream world. While in this
strange dream state, the target moves at half its normal speed. Multiple haze of
dreams effects do not stack, nor does this spell's effect stack with slow."
},
{
"Key": "aa2d55c0-92a8-4c96-8671-3c6dbb7b3854",
"Value": "Haze of Dreams"
},
{
"Key": "7c6dbc2d-444e-4ce6-be9d-567dcc240350",
"Value": "Heroism"
},
{
"Key": "51f214e0-8c0c-45b8-b5e2-627d69631c99",
"Value": "Heroism"
},
{
"Key": "ca8cc82f-e0e3-4c74-a041-61b4f6c12f14",
"Value": "This spell imbues a single creature with great bravery and morale
in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill
checks."
},
{
"Key": "d42926d5-36a6-4749-9fec-90125efa3c47",
"Value": "Hold Person"
},
{
"Key": "8d68b708-30f9-4af3-a835-876e3eceaa69",
"Value": "The subject becomes paralyzed and freezes in place. It is aware and
breathes normally but cannot take any actions, even speech. Each round, the subject
may attempt a new saving throw to end the effect."
},
{
"Key": "1bcb0e47-4850-4ab6-a9ac-49bb03025d56",
"Value": "Hold Person"
},
{
"Key": "f321c4e9-82e5-4ee8-bbbe-d939d08b0824",
"Value": "Holy Whisper"
},
{
"Key": "9650db6f-f897-4c97-8278-4fe55ae053cd",
"Value": "Holy Whisper"
},
{
"Key": "0ba922c9-2d45-4b67-99cf-e4159bcf111d",
"Value": "Fortitude negates; see text"
},
{
"Key": "46506c39-8f3c-489c-bb8c-6ae3a3c92d22",
"Value": "You whisper a single word in the primordial language of good that
is anathema to the minions of evil and strengthens the resolve of good creatures.
Evil creatures within the burst must make a Fortitude saving throw or become
sickened for 1 round/level. Evil outsiders with the evil subtype, evil-aligned
dragons, and undead in the burst also take 2d8 points of damage if they fail their
saves. Good-aligned creatures in the burst gain a +2 sacred bonus on attack and
damage rolls for 1 round."
},
{
"Key": "fcba118c-55f6-48e6-8ddf-08d92d6f0450",
"Value": "Inflict Serious Wounds"
},
{
"Key": "8e167775-02f1-4ddd-9303-27494911a46f",
"Value": "When laying your hand upon a creature, you channel negative energy
that deals 3d8 points of damage + 1 point per caster level (maximum +15).\nSince
undead are powered by negative energy, this spell cures such a creature of a like
amount of damage, rather than harming it."
},
{
"Key": "f02e8bf5-b00a-413d-a94d-8ebc0451c9d1",
"Value": "When laying your hand upon a creature, you channel negative energy
that deals 3d8 points of damage + 1 point per caster level (maximum +15).\nSince
undead are powered by negative energy, this spell cures such a creature of a like
amount of damage, rather than harming it."
},
{
"Key": "7704ca0a-1ac8-4d92-81c4-e6d0949980aa",
"Value": "Inflict Serious Wounds"
},
{
"Key": "01d607ee-becd-4abc-9e9f-3cfa191fa598",
"Value": "Your call lightning, call lightning storm, and storm call deal more
damage."
},
{
"Key": "79f29538-eb2a-4ffb-af3f-b1f9d225d0ad",
"Value": "Inside the Storm"
},
{
"Key": "187b5e2c-8ee5-40b5-b29d-a7a2891cc8b4",
"Value": "1 minute/level"
},
{
"Key": "511453ae-5c18-42ee-85fa-abccd8db9aaa",
"Value": "With this spell you designate the target as your favored enemy for
the remainder of its duration. For the duration of the spell, you treat the target
as if it were a favored enemy for all purposes."
},
{
"Key": "02864d28-0f17-40bd-9c5b-ba1c2b1c24ad",
"Value": "Instant Enemy"
},
{
"Key": "6d143356-5f49-4b47-8850-e3720c278ff8",
"Value": "When you cast this spell, you draw the life force from the
surrounding land and hurl it at your enemies, dealing 1d6 points of positive energy
damage per caster level (to a maximum of 12d6 at 12th level) to any undead
creatures in the spell's area."
},
{
"Key": "aae66e11-1ee8-47ad-a2cb-47531b5b57ec",
"Value": "Life Blast"
},
{
"Key": "45c5cee4-7955-4f78-a73e-9eb26964879c",
"Value": "You release a powerful stroke of electrical energy that deals 1d6
points of electricity damage per caster level (maximum 10d6) to each creature
within its area. The bolt begins at your fingertips."
},
{
"Key": "09244d84-d4f9-4fbe-a7e7-7e4cc8a8cd02",
"Value": "Lightning Bolt"
},
{
"Key": "221ee7c6-5fa9-415b-8043-ba8b3396d4e5",
"Value": "Longstrider, Greater"
},
{
"Key": "38920ea7-6e29-40e0-ac98-0f0f242ac513",
"Value": "This functions as longstrider, except it gives you a +20-foot
enhancement bonus to your base speed."
},
{
"Key": "503ff244-bed6-4010-924c-e937360a768c",
"Value": "Longstrider, Greater"
},
{
"Key": "dc7b907f-3ef6-4481-98d5-9f8501a12219",
"Value": "You imbue a suit of armor with an enhancement bonus of +1 per four
caster levels (maximum +5 at 20th level).[LONGSTART]\nAn outfit of regular clothing
counts as armor that grants no AC bonus for the purpose of this spell.[LONGEND]"
},
{
"Key": "d356cb64-0564-4d20-aa67-f9902b2007e4",
"Value": "Magical Vestment, Armor"
},
{
"Key": "4982e685-21b4-4913-bf91-0ddddcd408ac",
"Value": "You imbue a shield with an enhancement bonus of +1 per four caster
levels (maximum +5 at 20th level)."
},
{
"Key": "5e2c6b17-90a2-43b3-b00b-1fbcfbe94366",
"Value": "Magical Vestment, Shield"
},
{
"Key": "ba206eb2-5688-492b-ba90-7a379a4ba1d8",
"Value": "You imbue a suit of armor or a shield with an enhancement bonus of
+1 per four caster levels (maximum +5 at 20th level).[LONGSTART]\nAn outfit of
regular clothing counts as armor that grants no AC bonus for the purpose of this
spell.[LONGEND]"
},
{
"Key": "50537553-e2df-45d3-b475-004a449000e3",
"Value": "Magical Vestment"
},
{
"Key": "8d8ea3c6-3d82-4e73-b770-bd1825c9d5ad",
"Value": "Greater magic fang gives all natural weapons or unarmed strikes of
the subject a +1 enhancement bonus on attack and damage rolls per four caster
levels (maximum +5). The spell can affect a slam attack, fist, bite, or any other
natural weapon."
},
{
"Key": "13dcf4b3-5af4-4f4f-8b98-643c7a041d35",
"Value": "Magic Fang, Greater"
},
{
"Key": "23543a93-ea3e-48b3-bbd3-5624432667e5",
"Value": "This spell curses the creature touched, making it inimical to the
natural world. All animals have an initial attitude of hostile toward the target.
If you have an animal companion, it does not become hostile, but as long as you
remain cursed, your animal companion takes a -2 penalty on all attack rolls, skill
checks, and saving throws. The target also takes a -10 penalty on Lore (Nature)
skill checks as the weather and environment themselves seem to conspire to cause
trouble.\nNature's exile can be removed with break enchantment, limited wish,
miracle, remove curse, or wish."
},
{
"Key": "ee06c62c-fff0-4e4e-916b-79fc33802ec9",
"Value": "Nature's Exile"
},
{
"Key": "e3f76e52-af15-4cb3-9c82-f6bf18bf5e70",
"Value": "This spell curses the creature touched, making it inimical to the
natural world. All animals have an initial attitude of hostile toward the target.
If you have an animal companion, it does not become hostile, but as long as you
remain cursed, your animal companion takes a -2 penalty on all attack rolls, skill
checks, and saving throws. The target also takes a -10 penalty on Lore (Nature)
skill checks as the weather and environment themselves seem to conspire to cause
trouble.\nNature's exile can be removed with break enchantment, limited wish,
miracle, remove curse, or wish."
},
{
"Key": "19220466-2c80-4aac-9d15-be228abdc910",
"Value": "Nature's Exile Companion"
},
{
"Key": "2f1b2483-6867-45be-ac72-c2fd8fb3526d",
"Value": "This spell curses the creature touched, making it inimical to the
natural world. All animals have an initial attitude of hostile toward the target.
If the target has an animal companion, it does not become hostile, but as long as
the target remains cursed, their animal companion takes a �2 penalty on all attack
rolls, skill checks, and saving throws. The target also takes a �10 penalty on Lore
(Nature) skill checks as the weather and environment themselves seem to conspire to
cause trouble.\nNature's exile can be removed with break enchantment, limited wish,
miracle, remove curse, or wish."
},
{
"Key": "46dac311-e4f2-4214-8a8b-2196c577fa15",
"Value": "Nature's Exile"
},
{
"Key": "314e535e-523a-4ebe-83f1-7fff35a0ba83",
"Value": "You detoxify any sort of venom in the creature or object touched.
If the target is a creature, you must make a caster level check (1d20 + caster
level) against the DC of each poison affecting the target. Success means that the
poison is neutralized.[LONGSTART] A cured creature suffers no additional effects
from the poison, and any temporary effects are ended, but the spell does not
reverse instantaneous effects, such as hit point damage, temporary ability damage,
or effects that don't go away on their own.[LONGEND]"
},
{
"Key": "219b9353-7864-46d6-944e-6a8883487c45",
"Value": "Neutralize Poison"
},
{
"Key": "564fd68a-4b6a-4ce3-bb42-c25176d579ff",
"Value": "Overwhelming Grief"
},
{
"Key": "f2f791cf-7caf-467c-8590-80c06d5a304a",
"Value": "Overwhelming Grief"
},
{
"Key": "fbd233cd-6c3b-4067-aa47-b3c9c270783c",
"Value": "You cause a single opponent to become profoundly stricken with
intense grief. They can take no actions, take a �2 penalty to Armor Class, and lose
their Dexterity bonus (if any). They can attempt a new save each round to break the
spell's effect."
},
{
"Key": "186cb4ff-dcff-4981-a14c-7b7640623935",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect:
1d3 Constitution damage\nCure: 1 save"
},
{
"Key": "5c9ab814-7526-4587-949f-276c84fe4d87",
"Value": "Poison"
},
{
"Key": "b24d26c0-dc68-4efa-999c-c492c842de47",
"Value": "Calling upon the venomous powers of natural predators, you infect
the subject with a horrible poison by making a successful melee touch attack. This
poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can
make a Fortitude save each round to negate the damage and end the affliction."
},
{
"Key": "7d13ea71-a00c-44dc-8ced-cbc8db6b584f",
"Value": "Poison"
},
{
"Key": "a7b96be8-47bd-4ff8-9d02-67a63fed2d10",
"Value": "Calling upon the venomous powers of natural predators, you infect
the subject with a horrible poison by making a successful melee touch attack. This
poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can
make a Fortitude save each round to negate the damage and end the affliction."
},
{
"Key": "23f93935-bde4-4ee2-8d87-4db3db2371ba",
"Value": "Poison"
},
{
"Key": "fda9a298-7880-43ef-9444-fad54c1b2854",
"Value": "Prayer (Allies)"
},
{
"Key": "aeb2ca76-4024-4bbe-a3fa-af58ba98d3d2",
"Value": "Prayer (Enemies)"
},
{
"Key": "1a6703bc-cac6-41ed-844f-974832f8296e",
"Value": "You bring special favor upon yourself and your allies while
bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus
on attack rolls, weapon damage rolls, saves, and skill checks, while each of your
foes takes a �1 penalty on such rolls."
},
{
"Key": "964951b1-ed67-47ba-8f3f-52004f34aa49",
"Value": "Prayer"
},
{
"Key": "c9c94674-9349-4594-990a-f3468813cf87",
"Value": "Protection From Acid"
},
{
"Key": "99159d5f-61bd-44e8-b3fd-1898cb7a1943",
"Value": "Protection from energy grants temporary immunity to the type of
energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When
the spell absorbs 12 points per caster level of energy damage (to a maximum of 120
points at 10th level), it is discharged."
},
{
"Key": "17ebae37-574a-4da8-b3bf-e2da4f9f64d1",
"Value": "Protection from Acid"
},
{
"Key": "e8743043-0675-4944-a8ed-3fe3a8982932",
"Value": "Protection from arrows, Communal"
},
{
"Key": "ab103928-13ca-41cb-af46-77978615f371",
"Value": "Protection from Arrows, Communal"
},
{
"Key": "41d6d611-16df-4708-bc49-a67352d3a624",
"Value": "All allies within 30 feet gain resistance to ranged weapons. The
subjects gain damage reduction 10/magic against ranged weapons.[LONGSTART] This
spell doesn't grant you the ability to damage creatures with similar damage
reduction.[LONGEND] Once the spell has prevented a total of 10 points of damage per
caster level (maximum 100 points), it is discharged."
},
{
"Key": "a1e5bf4b-d303-4512-81f5-e9f132e4f376",
"Value": "Protection From Cold"
},
{
"Key": "139cbb5d-9548-4536-bfa9-57116b6883f1",
"Value": "Protection from Cold"
},
{
"Key": "25224ea3-f5c0-4aa4-940d-08eaaa6f69d6",
"Value": "Protection from energy grants temporary immunity to the type of
energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When
the spell absorbs 12 points per caster level of energy damage (to a maximum of 120
points at 10th level), it is discharged."
},
{
"Key": "f61f8980-fc22-4312-bc44-d9114459f13d",
"Value": "Protection From Electricity"
},
{
"Key": "13dfc99b-af80-4863-b0d6-1119e4f8c1d8",
"Value": "Protection from Electricity"
},
{
"Key": "ff53af78-8468-4090-8124-a223c462bf7a",
"Value": "Protection from energy grants temporary immunity to the type of
energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When
the spell absorbs 12 points per caster level of energy damage (to a maximum of 120
points at 10th level), it is discharged."
},
{
"Key": "1a90dfad-f60e-47a2-bfbc-930f8be563a9",
"Value": "Protection from energy grants temporary immunity to the type of
energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When
the spell absorbs 12 points per caster level of energy damage (to a maximum of 120
points at 10th level), it is discharged."
},
{
"Key": "98b2be32-64ea-4ea8-bedb-be96139f0a99",
"Value": "Protection From Energy"
},
{
"Key": "eb3df86c-5cf0-4932-aa5f-60ce4bc1bed4",
"Value": "Protection From Fire"
},
{
"Key": "47f67309-1c80-4730-8ad4-1173cc212557",
"Value": "Protection from Fire"
},
{
"Key": "b365c5e6-8165-4a69-9ba1-50fab7e4ead6",
"Value": "Protection from energy grants temporary immunity to the type of
energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When
the spell absorbs 12 points per caster level of energy damage (to a maximum of 120
points at 10th level), it is discharged."
},
{
"Key": "b9de2f3b-1ab7-48a4-843f-62c5f52fe5bf",
"Value": "Protection From Sonic"
},
{
"Key": "2894989c-99b0-4b26-8219-a40c556b31f7",
"Value": "Protection from Sonic"
},
{
"Key": "396af02d-92b1-4306-af1e-1ff073e7ea37",
"Value": "Protection from energy grants temporary immunity to the type of
energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When
the spell absorbs 12 points per caster level of energy damage (to a maximum of 120
points at 10th level), it is discharged."
},
{
"Key": "569e4792-1456-4ec7-8e4d-66ae07262412",
"Value": "Each affected creature gains a +2 morale bonus to Strength and
Constitution, a +1 morale bonus on Will saves, and a �2 penalty to AC."
},
{
"Key": "d8c96412-f243-4ec1-a0ea-31d4c11d2972",
"Value": "Rage"
},
{
"Key": "2efc96d5-7697-449a-922c-62f40c8d95e4",
"Value": "Each affected creature gains a +2 morale bonus to Strength and
Constitution, a +1 morale bonus on Will saves, and a �2 penalty to AC. The effect
is otherwise identical with a barbarian's rage except that the subjects aren't
fatigued at the end of the rage."
},
{
"Key": "4f050493-adc4-4904-92d2-9fb0d942a22a",
"Value": "Each affected creature gains a +2 morale bonus to Strength and
Constitution, a +1 morale bonus on Will saves, and a �2 penalty to AC and cannot
cast spells."
},
{
"Key": "d4f04ded-ca9f-4696-84fb-00e0fc41527b",
"Value": "Rage"
},
{
"Key": "548e0213-974b-464f-b0f1-7aec1140089b",
"Value": "Each affected creature gains a +2 morale bonus to Strength and
Constitution, a +1 morale bonus on Will saves, and a �2 penalty to AC. The effect
is otherwise identical with a barbarian's rage except that the subjects aren't
fatigued at the end of the rage. While in rage, the subject cannot use spells."
},
{
"Key": "db62a1a9-632b-46c1-8673-57b84b834ce3",
"Value": "Rage"
},
{
"Key": "39db39e8-3367-47bf-b7d6-5c751a8c1018",
"Value": "Remove blindness cures blindness, whether the effect is normal or
magical in nature."
},
{
"Key": "e76bc3ff-c6f5-40de-b099-bb677a77fdf1",
"Value": "Remove Blindness"
},
{
"Key": "5283784d-4b17-497e-8028-ed863cc83114",
"Value": "Remove curse can remove all curses on an object or a creature. If
the target is a creature, you must make a caster level check (1d20 + caster level)
against the DC of each curse affecting the target. Success means that the curse is
removed."
},
{
"Key": "95ec67c2-7b41-497a-9b66-5d480ce62307",
"Value": "Remove Curse"
},
{
"Key": "dd23f04b-a0b4-4de1-8780-2a2b3da0cc5e",
"Value": "Remove disease can cure all diseases from which the subject is
suffering. You must make a caster level check (1d20 + caster level) against the DC
of each disease affecting the target. Success means that the disease is cured."
},
{
"Key": "075d4f1a-1e75-4030-bd3f-ced8307e25f4",
"Value": "Remove Disease"
},
{
"Key": "1dd2d281-f3f2-4ab1-816d-7a2491f9612b",
"Value": "This abjuration grants all allies within a 25-foot radius limited
protection from damage of whichever one of five energy types you select: acid,
cold, electricity, fire, or sonic. The subject gains resist energy 10 against the
energy type chosen, meaning that each time the creature is subjected to such damage
(whether from a natural or magical source), that damage is reduced by 10 points
before being applied to the creature's hit points.[LONGSTART] The value of the
energy resistance granted increases to 20 points at 7th level and to a maximum of
30 points at 11th level.[LONGEND]"
},
{
"Key": "a204b19c-27cf-424f-97b1-53c43e4be562",
"Value": "Resist Acid, Communal"
},
{
"Key": "39b30d75-65e0-47a0-bce8-112cf4f9e9fa",
"Value": "This abjuration grants all allies within 25 feet radius limited
protection from damage of whichever one of five energy types you select: acid,
cold, electricity, fire, or sonic. The subject gains resist energy 10 against the
energy type chosen, meaning that each time the creature is subjected to such damage
(whether from a natural or magical source), that damage is reduced by 10 points
before being applied to the creature's hit points.[LONGSTART] The value of the
energy resistance granted increases to 20 points at 7th level and to a maximum of
30 points at 11th level. The spell protects the recipient's equipment as well.
[LONGEND]"
},
{
"Key": "32f0e774-a401-46d4-8342-74e776faf27e",
"Value": "Resist Cold, Communal"
},
{
"Key": "a88feb7a-f530-45e7-8297-7c909bc30f0f",
"Value": "This abjuration grants all allies within 25 feet radius limited
protection from damage of whichever one of five energy types you select: acid,
cold, electricity, fire, or sonic. The subject gains resist energy 10 against the
energy type chosen, meaning that each time the creature is subjected to such damage
(whether from a natural or magical source), that damage is reduced by 10 points
before being applied to the creature's hit points.[LONGSTART] The value of the
energy resistance granted increases to 20 points at 7th level and to a maximum of
30 points at 11th level. The spell protects the recipient's equipment as well.
[LONGEND]"
},
{
"Key": "f8fd007d-b7da-4c15-827c-cd9064e7d104",
"Value": "Resist Electricity, Communal"
},
{
"Key": "931ef490-f7a6-4dea-9975-8b246b3b978d",
"Value": "This abjuration grants all allies within 25 feet radius limited
protection from damage of whichever one of five energy types you select: acid,
cold, electricity, fire, or sonic. The subject gains resist energy 10 against the
energy type chosen, meaning that each time the creature is subjected to such damage
(whether from a natural or magical source), that damage is reduced by 10 points
before being applied to the creature's hit points.[LONGSTART] The value of the
energy resistance granted increases to 20 points at 7th level and to a maximum of
30 points at 11th level. The spell protects the recipient's equipment as well.
[LONGEND]"
},
{
"Key": "d41ddc38-12da-454f-a05d-f462cfc57aeb",
"Value": "Resist Energy, Communal"
},
{
"Key": "62a249ec-97b0-46c5-adaa-1a66fcb81d9f",
"Value": "This abjuration grants all allies within 25 feet radius limited
protection from damage of whichever one of five energy types you select: acid,
cold, electricity, fire, or sonic. The subject gains resist energy 10 against the
energy type chosen, meaning that each time the creature is subjected to such damage
(whether from a natural or magical source), that damage is reduced by 10 points
before being applied to the creature's hit points.[LONGSTART] The value of the
energy resistance granted increases to 20 points at 7th level and to a maximum of
30 points at 11th level. The spell protects the recipient's equipment as well.
[LONGEND]"
},
{
"Key": "090a566d-7119-42e0-b783-fe873a824b07",
"Value": "Resist Fire, Communal"
},
{
"Key": "9c0397bd-c799-434b-a5ef-6450fbab09df",
"Value": "This abjuration grants all allies within 25 feet radius limited
protection from damage of whichever one of five energy types you select: acid,
cold, electricity, fire, or sonic. The subject gains resist energy 10 against the
energy type chosen, meaning that each time the creature is subjected to such damage
(whether from a natural or magical source), that damage is reduced by 10 points
before being applied to the creature's hit points.[LONGSTART] The value of the
energy resistance granted increases to 20 points at 7th level and to a maximum of
30 points at 11th level. The spell protects the recipient's equipment as well.
[LONGEND]"
},
{
"Key": "788f9058-f9a0-4f86-b258-14ec5d446d6c",
"Value": "Resist Sonic, Communal"
},
{
"Key": "235a87d3-2b40-448d-8c97-41af13cbbf57",
"Value": "Focusing divine power like a ray of the sun, you project a blast of
light from your open palm. You must succeed on a ranged touch attack to strike your
target. A creature struck by this ray of light takes 1d8 points of divine damage
per two caster levels (maximum 5d8). An undead creature takes 1d6 points of divine
damage per caster level (maximum 10d6). A construct creature takes only 1d6 points
of damage per two caster levels (maximum 5d6)."
},
{
"Key": "e213a471-417f-4985-9fa5-cfe1a8e234c0",
"Value": "Searing Light"
},
{
"Key": "2b991677-22c4-4da1-9c84-399994205fea",
"Value": "You and all your allies within 25 feet can see any objects or
beings that are invisible within your range of vision."
},
{
"Key": "797e4fa1-4c29-467c-a828-4b761b082e26",
"Value": "See Invisibility, Communal"
},
{
"Key": "b33477e3-f6ae-4ba3-9be2-eb6e8b6ae0ab",
"Value": "A creature can walk within or through the area of sleet at half
normal speed with a DC 10 Acrobatics check. Failure means it can't move in that
round, while failure by 5 or more means it falls."
},
{
"Key": "a44f0cea-9a24-4164-becb-44a5d9a8462c",
"Value": "Sleet Storm"
},
{
"Key": "7778b65e-a29f-46aa-86fc-bdb84f5be3e9",
"Value": "Sleet Storm"
},
{
"Key": "3aef808b-2f0c-41a8-874b-9afcfc0f091a",
"Value": "Driving sleet blocks all sight (even darkvision) within it and
causes the ground in the area to be icy. A creature can walk within or through the
area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it
can't move in that round, while failure by 5 or more means it falls."
},
{
"Key": "222eedb9-737e-4df1-b7ae-b91991a28a88",
"Value": "Slow"
},
{
"Key": "66eaff7a-0b8c-471c-90f1-097ee17a004f",
"Value": "Slow"
},
{
"Key": "21f12f54-68ab-41b6-a986-fc62f3240dca",
"Value": "An affected creature moves and attacks at a drastically slowed
rate. Creatures affected by this spell are staggered. Additionally, it takes a �1
penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its
normal speed.[LONGSTART]\nMultiple slow effects don't stack. Slow dispels haste.
[LONGEND]"
},
{
"Key": "0919e093-a851-421f-bcb3-0734262139d3",
"Value": ""
},
{
"Key": "13b372a3-8b02-421f-b80f-6df6a35f84de",
"Value": "You create an area of healing mud. The mud functions as difficult
terrain. When a creature enters the mud, it is healed of 1d4 points of ability
damage. A creature can be healed of ability damage this way only once per day.
Also, each round after, the mud restores 1 hit point to the creature; this healing
is unaffected by effects that increase a creature's healing."
},
{
"Key": "826528a5-170f-4824-ab9e-7245fa467ad8",
"Value": "Soothing Mud"
},
{
"Key": "c2a42f9b-be60-4788-b628-8bd587eea41d",
"Value": "On a failed Reflex save, a creature suffers injuries to its feet
and legs that slow its base speed by half."
},
{
"Key": "e3e8e2de-e087-4ceb-bd1d-99f9591f2b14",
"Value": "Foot Injuries"
},
{
"Key": "a4399ef4-9118-49c3-9a5d-f0b1de6f1d52",
"Value": "Any ground-covering vegetation in the spell's area becomes very
hard and sharply pointed without changing its appearance. In areas of bare earth,
roots and rootlets act in the same way. Any creature moving on foot into or through
the spell's area takes 1d4 points of piercing damage for each 5 feet of movement
through the spiked area.\nAny creature that takes damage from this spell must also
succeed at a Reflex save or suffer injuries to its feet and legs that slow its base
speed by half. This speed penalty lasts for 1 minute."
},
{
"Key": "9f106b86-4d37-4fe0-808e-b19fba71e62a",
"Value": "Spike Growth"
},
{
"Key": "5d38bad4-7668-47e0-ab78-bb2d71991e58",
"Value": "Blindness"
},
{
"Key": "fb603b53-638a-401c-8885-db5356ceecd3",
"Value": "You spit a stream of venom at a target using a ranged touch attack.
If the venom hits, it causes blindness for 1 round. The target must also save or be
poisoned by black adder venom; the DC in successive rounds of the poison is equal
to the spell's DC."
},
{
"Key": "8a4ea6a8-5b9c-43a4-9764-40c09a1dd2e0",
"Value": "Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect: 1d2
Constitution damage\nCure: 1 save"
},
{
"Key": "e4c88769-305e-459c-9433-15a022876568",
"Value": "Black Adder Venom"
},
{
"Key": "62abb4fc-193c-403f-a97c-f27c30343f0e",
"Value": "You spit a stream of venom at a target using a ranged touch attack.
If the venom hits, it causes blindness for 1 round. The target must also save or be
poisoned by black adder venom; the DC in successive rounds of the poison is equal
to the spell's DC."
},
{
"Key": "1c55f165-00a6-425b-b7a4-6ba6c393fd18",
"Value": "Spit Venom"
},
{
"Key": "f458330b-91f7-4c2a-9afd-3d6c59a68844",
"Value": "Stinking cloud creates a bank of fog like that created by fog
cloud, except that the vapors are nauseating. Living creatures in the cloud become
nauseated. This condition lasts as long as the creature is in the cloud and for
1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any
creature that succeeds on its save but remains in the cloud must continue to save
each round. This is a poison effect."
},
{
"Key": "4928b5dd-3058-4895-85d8-479f27aa24f3",
"Value": "Stinking Cloud"
},
{
"Key": "be1b650c-c839-4552-a939-c659fe20b6a6",
"Value": "This spell summons an extraplanar monitor lizard, 1d3 extraplanar
wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and
act according to their initiative check results. They attack your opponents to the
best of their ability."
},
{
"Key": "769e60f8-aca1-44c9-a812-06828117c68f",
"Value": "Summon Monster III"
},
{
"Key": "a3bd538f-abcb-4537-bdb6-12304334c6fd",
"Value": "This spell summons 1d3 extraplanar wolves. They appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "4d849ee7-05b7-453d-bfdb-b470fbe27cd9",
"Value": "Summon Monster III (1d3 Wolves)"
},
{
"Key": "7578406e-e0d5-47fe-b738-9a4389ced1c8",
"Value": "This spell summons 1d4+1 extraplanar dogs. They appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "1429ea91-f38a-4827-bf79-81634c198ba1",
"Value": "Summon Monster III (1d4+1 Dogs)"
},
{
"Key": "d06fcbf5-7e58-4b88-81cb-b0671c68430c",
"Value": "This spell summons an extraplanar monitor lizard. It appears where
you designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability."
},
{
"Key": "5fc34348-642e-4252-8ec9-6d406ade77a3",
"Value": "Summon Monster III (Monitor Lizard)"
},
{
"Key": "8a6428f1-85a7-407f-86c5-33c9f7d9afd5",
"Value": "This spell summons to your side 1d3 natural giant frogs. The
summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "8deb3460-328f-40ad-8c47-6daa3c83c8f2",
"Value": "Summon Nature's Ally III (1d3 Giant Frogs)"
},
{
"Key": "5caa2777-4bbc-4015-849a-324c66da561a",
"Value": "This spell summons to your side 1d4+1 natural mites. The summoned
allies appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability."
},
{
"Key": "3ba50350-a9c9-41d1-b0cb-397bce2c0ea9",
"Value": "Summon Nature's Ally III (1d4+1 Mites)"
},
{
"Key": "bb251448-adbe-4b4c-b55e-81a2ee6001c5",
"Value": "This spell summons to your side a natural leopard. The summoned
ally appears where you designate and acts according to its initiative check
results. It attacks your opponents to the best of its ability."
},
{
"Key": "171f08af-eeac-4908-8004-96d194498bf3",
"Value": "Summon Nature's Ally III (Leopard)"
},
{
"Key": "5ede2cd4-1cd1-4023-b787-f376c6eb1ebe",
"Value": "This spell summons to your side a natural leopard, 1d3 natural
giant frogs, or 1d4+1 natural mites. The summoned allies appear where you designate
and act according to their initiative check results. They attack your opponents to
the best of their ability."
},
{
"Key": "900cfcfb-b72c-4914-84c2-2ccd5cfd0c02",
"Value": "Summon Nature's Ally III"
},
{
"Key": "a8b8f0e5-0de5-4e9b-af73-8fceb242295b",
"Value": "[LONGSTART]You strike the ground in front of you, filling the area
in front of you with the thunder of pounding drums. [LONGEND]Any creature in the
area takes 1d8 points of sonic damage per caster level (maximum 5d8) and is knocked
prone. A successful Fortitude save halves the damage and negates being knocked
prone."
},
{
"Key": "8e5a8d90-1483-437e-a125-fffef3cc177e",
"Value": "Thundering Drums"
},
{
"Key": "37f5e484-df7e-41af-b25f-ea80f34cf6a1",
"Value": "Temporary Hit Points last 1 hour"
},
{
"Key": "304528b3-0d9e-4022-b56d-bff7420f3460",
"Value": "Vampiric Touch"
},
{
"Key": "982882d1-c181-4f9c-8067-d4fc3c4ebd03",
"Value": "You must succeed on a melee touch attack. Your touch deals 1d6
points of damage per two caster levels (maximum 10d6). You gain temporary hit
points equal to the damage you deal. The temporary hit points disappear 1 hour
later."
},
{
"Key": "a4f7baf2-96ae-4e5d-8498-3f9407776991",
"Value": "Temporary hit points last 1 hour"
},
{
"Key": "11c7ce91-a723-473f-941c-26ebf5144e53",
"Value": "Vampiric Touch"
},
{
"Key": "6cc09048-4232-4133-9377-a5ad19691586",
"Value": "Angelic Aspect, Greater"
},
{
"Key": "f44715de-c76d-4ee2-a0ae-be210f487766",
"Value": "Angelic Aspect, Greater"
},
{
"Key": "59809d31-4505-4584-933a-e6984519183e",
"Value": "This spell functions like angelic aspect, except you gain DR
10/evil; immunity to acid and cold; resistance to electricity and fire 10; a +4
racial bonus on saves against poison; and protective aura as supernatural ability
for the duration of the spell.\nProtective aura provides a +4 deflection bonus to
AC and a +4 resistance bonus on saving throws against attacks made or effects
created by evil creatures to anyone within 20 feet. Otherwise, it functions as a
magic circle against evil and a lesser globe of invulnerability, both with a radius
of 20 feet.\nAngelic Aspect: You take on an aspect of an angelic being, including
some of its physical characteristics. You gain resistance to acid and cold 10, and
DR 5/evil. You also gain a +2 deflection bonus to AC and a +2 resistance bonus on
saves against attacks made or effects created by evil creatures. In addition, your
natural weapons and any weapons you wield are considered good-aligned for the
purpose of overcoming damage reduction."
},
{
"Key": "1f4fe1cc-b042-4cb0-8e07-f70cb6223e91",
"Value": "This spell creates 1d4+1 undead skeletons. They appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "7be70050-6d89-4430-b88e-62cd0b14b6e2",
"Value": "This spell raises 1d4+2 undead skeletal champions. They appear
where you designate and act according to their initiative check results. They
attack your opponents to the best of their ability."
},
{
"Key": "21617dc7-55d7-4beb-a9c9-07022ac51d54",
"Value": "Animate Dead"
},
{
"Key": "16418411-e361-42af-bfa4-b94458845165",
"Value": "Animate Dead"
},
{
"Key": "3f3707f8-8f8d-43ab-9ee8-734bc52f976c",
"Value": "You gain a +2 dodge bonus to AC against attacks of opportunity,
your base speed increases by 20 feet, you can move through any undergrowth
(including magically manipulated undergrowth) at your normal speed, and can even
make a 5-foot step within such terrain.[LONGSTART]\nFurthermore, when you are hit
with an attack of opportunity, you can make a single attack with your antlers
against the opponent that hit you as an immediate action. This attack uses your
highest base attack bonus plus your Strength or Dexterity bonus (your choice) and
deals 1d8 points of piercing damage (if you are Medium; 1d6 points of damage if
Small) plus your Strength modifier on a successful hit. The antlers have a critical
multiplier of 19�20/�2.[LONGEND]"
},
{
"Key": "640548e8-2472-4d50-bd30-b79dae7dcddd",
"Value": "Aspect of the Stag"
},
{
"Key": "da07895a-018e-4124-8666-ece305c9f6f2",
"Value": "Aspect of the Stag"
},
{
"Key": "5128deac-d130-471b-9da6-476116d319a3",
"Value": "When you cast this spell, you take on an aspect of a stag,
including some of its physical characteristics. Your features become elongated and
sinewy, and you grow a set of antlers you can use for defense. You gain a +2 dodge
bonus to AC against attacks of opportunity, your base speed increases by 20 feet,
you can move through any undergrowth (including magically manipulated undergrowth)
at your normal speed, and can even make a 5-foot step within such
terrain.\nFurthermore, when you are hit with an attack of opportunity, you can make
a single attack with your antlers against the opponent that hit you as an immediate
action. This attack uses your highest base attack bonus plus your Strength or
Dexterity bonus (your choice) and deals 1d8 points of piercing damage (if you are
Medium; 1d6 points of damage if Small) plus your Strength modifier on a successful
hit. The antlers have a critical multiplier of 19�20/�2."
},
{
"Key": "301b21fe-a772-49b3-b519-13ed47e523d9",
"Value": "Beast Shape II"
},
{
"Key": "de0c2ef9-21b6-497f-8314-ce1446eb7889",
"Value": "Bestow Grace of the Champion"
},
{
"Key": "2fc5cc49-bef6-49ad-8501-501711aef2cf",
"Value": "You channel the power of good and law into the target, temporarily
giving it powers similar to those of a paladin. The target gains the immunity to
disease (suppressing any diseases currently affecting it), and immunity to fear
(ending any fear effects currently affecting it). It adds its Charisma bonus to all
its saving throws. This spell has no effect if cast on a paladin."
},
{
"Key": "01e108c8-498a-4c6f-a7a9-4806674f2998",
"Value": "Bestow Grace of the Champion"
},
{
"Key": "a259430d-6305-4223-816b-cca47b8a1d4e",
"Value": "You channel the power of good and law into the target, temporarily
giving it powers similar to those of a paladin. The target gains immunity to
diseases and immunity to fear. It adds its Charisma bonus to all its saving throws.
This spell has no effect if cast on a paladin."
},
{
"Key": "3d7fb9d8-850a-4337-aa55-71a92174dd29",
"Value": "Bestow Grace of the Champion"
},
{
"Key": "56506659-6aa3-46a9-9b44-e8c837765e6e",
"Value": "This spell functions like blessing of luck and resolve, except that
it affects multiple creatures.\nBlessing of Luck and Resolve: A favored blessing of
halfling clerics, this spell grants its target a +2 morale bonus on saving throws
against fear effects. If the target fails a saving throw against fear, it rerolls
the save with a +4 morale bonus and takes the new result, even if it is worse.
After that, the spell's effect ends. If the target has the fearless racial trait,
it is immune to fear instead."
},
{
"Key": "6834b93a-3b3d-4995-afee-e312b27f9b2b",
"Value": "Blessing of Luck and Resolve, Mass"
},
{
"Key": "10ea854f-ef0a-4243-bf2e-cae406d2ed47",
"Value": "The target's bones (or exoskeleton) splinter, dealing 1d6 points of
damage per caster level (maximum 15d6) to the target, which is also exhausted for 1
minute per caster level from the pain and exertion of the transformation.\nIf the
target succeeds at its save, it takes half damage and is fatigued rather than
exhausted."
},
{
"Key": "84541678-b4ff-4104-a59b-81a917590e66",
"Value": "Boneshatter"
},
{
"Key": "8a096c1f-dfab-4782-8ade-963f514bb95d",
"Value": "This creature is surrounded by a wasp swarm."
},
{
"Key": "e2683cd5-cb76-4ba3-8d80-56b2704b96e9",
"Value": "Cape of Wasps"
},
{
"Key": "5a2a2c29-7852-4afd-b1d1-8a5b802e1aad",
"Value": "Injury; Save: Fortitude (DC 13)\nFrequency: 1/round for 4
rounds\nEffect: 1 Dexterity damage\nCure: 1 save"
},
{
"Key": "5a3287bd-899a-407e-9d8a-721abe09972f",
"Value": "Wasp's Venom"
},
{
"Key": "4e52ff39-b29a-4a89-b64f-12c67214d8e4",
"Value": "Cape of Wasps"
},
{
"Key": "6c0ea0f1-0e68-4e5e-8926-81eb959b286e",
"Value": "You summon a wasp swarm, which does not attack you. The dense cloud
of vermin gives you partial concealment against ranged attacks. Any creature that
makes a successful melee attack against you takes 2d6 points of swarm damage and
poison from the wasp swarm, but is not affected by the swarm's distraction
ability."
},
{
"Key": "c646d30f-13ac-4c32-baa9-955ba5e5364c",
"Value": "A creature targeted by this spell is held immobile by glowing
golden chains composed of pure light. The creature is paralyzed and held in place,
but may attempt a new saving throw each round to end the effect.[LONGSTART] While
held by the golden chains, a creature cannot use any sort of extradimensional
travel, such as dimension door and similar spells and spell-like abilities.
[LONGEND]"
},
{
"Key": "979335cb-bcaa-4b8f-890f-e11302745b98",
"Value": "Chains of Light"
},
{
"Key": "d5172126-1d9e-4358-b2a1-91ed250aa64d",
"Value": "This spell causes confusion in the targets, making them unable to
determine their actions. Roll d100 and consult the following table at the start of
each subject's turn each round to see what it does in that round.\n01�25: Acts
normally\n26�50: Does nothing but babble incoherently\n51�75: Deals 1d8 points of
damage + Str modifier to self with item in hand\n76�100: Attacks nearest creature
(for this purpose, a familiar counts as part of the subject's self)"
},
{
"Key": "b903db83-6eef-40ee-b331-aa9a51bf6eae",
"Value": "Confusion"
},
{
"Key": "b0a722d8-6939-4dd6-9e6d-9f77f28da9eb",
"Value": "This spell functions as fireball except you can control the damage
to your allies; a controlled fireball deals minimum damage to them."
},
{
"Key": "43f184f9-2705-4146-b5d6-75eb09bdba66",
"Value": "Controlled Fireball"
},
{
"Key": "45140c0e-5edd-4885-8233-edc34677c7bf",
"Value": "The character is frozen in fear and can take no actions. A cowering
character takes a �2 penalty to Armor Class and loses their Dexterity bonus (if
any)."
},
{
"Key": "8dc5b042-62a5-4e56-93cf-dada0fc2bfd1",
"Value": "The character is frozen in fear and can take no actions. A cowering
character takes a �2 penalty to Armor Class and loses their Dexterity bonus (if
any)."
},
{
"Key": "2f0b2156-5648-4c84-9e77-2da64f4467b9",
"Value": "Cowering"
},
{
"Key": "fa533ccd-5c80-4e73-aedf-ae2affe5c8c6",
"Value": "Crusader's Edge"
},
{
"Key": "28715ff5-348b-48c8-8685-555533bfc699",
"Value": "Fort negates"
},
{
"Key": "4d3b7d26-2420-46e8-80ea-65e7c577202d",
"Value": "When you cast this spell on a melee weapon in your primary hand you
imbue it with a powerful holy energy, granting your primary weapon the bane weapon
quality against evil outsiders. Furthermore, whenever you score a successful
critical hit against an outsider with the evil subtype, you not only deal normal
critical damage with the weapon but also nauseate the outsider for 1d3 rounds � the
outsider can reduce this nauseated condition to sickened for 1 round with a
successful Fortitude save."
},
{
"Key": "d3e6b690-3cb2-497b-b484-759c612bc5e7",
"Value": "Crusader's Edge"
},
{
"Key": "2d9526e2-231a-4343-bc91-95fe572c8ab4",
"Value": "When you cast this spell on a melee weapon in your primary hand,
you imbue it with a powerful holy energy, granting your primary weapon the bane
weapon quality against evil outsiders. Furthermore, whenever you score a successful
critical hit against an outsider with the evil subtype, you not only deal normal
critical damage with the weapon but also nauseate the outsider for 1d3 rounds � the
outsider can reduce this nauseated condition to sickened for 1 round with a
successful Fortitude save."
},
{
"Key": "2cb7d589-72a9-4a1f-adf0-d0bd7cf4c814",
"Value": "Crusader's Edge"
},
{
"Key": "147f7185-0c8a-4f5d-a319-6644a383c690",
"Value": "When laying your hand upon a living creature, you channel positive
energy that cures 4d8 points of damage + 1 point per caster level (maximum +20).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds.[LONGSTART] An undead creature can apply spell
resistance, and can attempt a Will save to take half damage.[LONGEND]"
},
{
"Key": "17b2c520-8ac9-447d-828d-dfd063b39443",
"Value": "Cure Critical Wounds"
},
{
"Key": "722d8ff5-6b73-4112-828b-69caec6301e7",
"Value": "Death Ward"
},
{
"Key": "7c23c725-a365-41cc-abad-4920a70c9869",
"Value": "The subject gains a +4 morale bonus on saves against all death
spells and magical death effects. The subject is granted a save to negate such
effects even if one is not normally allowed. The subject is immune to energy drain
and any negative energy effects, including channeled negative energy."
},
{
"Key": "bdb00211-f1ec-4335-a6b6-f79c3babe17d",
"Value": "Death Ward"
},
{
"Key": "952800ab-c09e-4969-9a51-d99b4d0f3f5a",
"Value": "The subject gains a +4 morale bonus on saves against all death
spells and magical death effects. The subject is immune to energy drain and any
negative energy effects, including channeled negative energy. This spell does not
remove negative levels that the subject has already gained and does not protect
against other sorts of attacks, even if those attacks might be lethal."
},
{
"Key": "d2453bcc-64ee-4677-8d99-5993d88c4bb7",
"Value": "Death Ward"
},
{
"Key": "de40cbf6-33ae-41e1-abd2-81e4ba556f05",
"Value": "Dimension Door"
},
{
"Key": "684e7018-efe0-4256-bfbc-26ce12fd212d",
"Value": "Dimension Door � Single"
},
{
"Key": "68b7bd11-5337-4e26-becb-fe1add966db6",
"Value": "You instantly transfer yourself from your current location to any
other spot within range. You may also bring with you all friendly creatures within
a 10-foot radius around you."
},
{
"Key": "7f973c2e-9e9c-4284-b671-ff4b3456a363",
"Value": "Dimension Door � Mass"
},
{
"Key": "4c856ced-ee7b-4d42-a640-a251396ce0c9",
"Value": "Divine Power"
},
{
"Key": "a391d104-c480-4fc1-97c7-63d7df2b85a0",
"Value": "Divine Power"
},
{
"Key": "bc09755b-3c09-4bc4-9482-2d83b28c8adf",
"Value": "Calling upon the divine power of your patron, you imbue yourself
with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon
damage rolls, Strength checks, and Strength-based skill checks for every three
caster levels you have (maximum +6). You also gain 1 temporary hit point per caster
level. Whenever you make a full attack, you can make an additional attack at your
full base attack bonus, plus any appropriate modifiers.[LONGSTART] This additional
attack is not cumulative with similar effects, such as haste or weapons with the
speed special ability.[LONGEND]"
},
{
"Key": "8347ca8e-10e6-40b7-abaf-95909adbe5ff",
"Value": "60-foot line of acid"
},
{
"Key": "86a4b9bf-9bc7-4395-a4af-8625c3235425",
"Value": "Dragon's Breath (Black)"
},
{
"Key": "94ac5afd-449a-44ce-bead-5c8cea2e790f",
"Value": "60-foot line of electricity"
},
{
"Key": "9d2e5ee5-41a7-4de0-8b76-27bdb4822057",
"Value": "Dragon's Breath (Blue)"
},
{
"Key": "6c7c6230-6cff-437f-be18-54e08ba1595f",
"Value": "60-foot line of fire"
},
{
"Key": "e23dc22f-5790-40ff-ace0-28e2a82340f7",
"Value": "Dragon's Breath (Brass)"
},
{
"Key": "48b26433-207f-4fa8-a0d4-0b79815175d6",
"Value": "30-foot cone of fire"
},
{
"Key": "c1211829-af7f-4a0c-94ae-f589130756fd",
"Value": "Dragon's Breath (Gold)"
},
{
"Key": "523a809f-9b30-4ad4-add0-052fb2ed7686",
"Value": "30-foot cone of acid"
},
{
"Key": "10cd633a-cc4c-4d16-b349-6063f32079a0",
"Value": "Dragon's Breath (Green)"
},
{
"Key": "38f78fa9-02da-41f1-b8d9-f030a10479fd",
"Value": "30-foot cone of cold"
},
{
"Key": "166e03cb-3b29-4478-a07b-e28bc68a78c0",
"Value": "Dragon's Breath (Silver)"
},
{
"Key": "fb0501c8-0469-413a-abe6-fc6a3dc037f1",
"Value": "You breathe out a blast of energy. Creatures in the affected area
take 1d6 points of energy damage per caster level (maximum of 12d6). A successful
Reflex save results in half damage. The spell's effect and energy type depend on
the type of dragon."
},
{
"Key": "8fb8a6e0-c8f5-4b6a-be83-b10891400b45",
"Value": "Dragon's Breath"
},
{
"Key": "2c245ffb-466f-4f39-a459-453ee85934d8",
"Value": "You call forth a surge of holy power, which grants you the
following benefits: a +2 sacred bonus to AC, a +4 sacred bonus to Strength,
resistance 5 to acid and fire, a +5 sacred bonus on all Persuasion (intimidate)
checks made against evil creatures, a +2 bonus on Initiative checks, and fast
healing 2. Any critical threat roll made against an evil creature with a weapon you
wield is automatically confirmed.\nNongood spellcasters can cast this spell, but
doing so causes them to be sickened (for spellcasters who are neither good nor
evil) or staggered (for spellcasters who are evil) for the spell's duration."
},
{
"Key": "3f4ebf3d-df81-41cf-966c-f9e210f62090",
"Value": "Eaglesoul"
},
{
"Key": "dafe50fb-220d-4110-8f1b-00b522bb1d4d",
"Value": "Echolocation"
},
{
"Key": "2841e7ec-03ad-42bc-a982-75ad037b4198",
"Value": "Echolocation"
},
{
"Key": "27d21fd7-4ec1-4504-94bf-66010a5b20bb",
"Value": "You can perceive the world by creating high-pitched noises and
listening to their echoes. This gives you blindsight to a range of 40 feet."
},
{
"Key": "f179ab7a-70c4-4658-a575-32c0b70e2d9a",
"Value": "Elemental Body I (Air)"
},
{
"Key": "d9272661-d5cc-49db-b68a-31b30fc32dea",
"Value": "When you cast this spell, you can assume the form of a small air
elemental, small earth elemental, small fire elemental, or small water elemental.
The abilities you gain depend upon the type of elemental into which you change.
Elemental abilities based on size use the size of the elemental you transform into
to determine their effect."
},
{
"Key": "aaad080c-e1e5-4db4-89d3-97d6e17de994",
"Value": "Elemental Body I"
},
{
"Key": "3dfe2b1a-5c92-4030-9d92-3836f6496089",
"Value": "Elemental Body I (Earth)"
},
{
"Key": "511f7df8-a218-4594-b142-f8b1bed62653",
"Value": "Elemental Body I (Fire)"
},
{
"Key": "0b333fc6-5eb0-4092-bfea-946dbfca098d",
"Value": "Elemental Body I (Water)"
},
{
"Key": "d5c51c81-0782-4823-bfd2-dd026c4db946",
"Value": "An undead creature struck by the ray gains 1d4 � 5 temporary hit
points for 1 hour."
},
{
"Key": "461b1054-543d-4f8d-8775-542ca449898f",
"Value": "Enervation"
},
{
"Key": "a5b3ad2a-2606-4b12-910f-1716b14f0d1d",
"Value": "Enervation"
},
{
"Key": "627763da-da5a-4235-bec4-7914f386e0e2",
"Value": "You point your finger and fire a black ray of negative energy that
suppresses the life force of any living creature it strikes.[LONGSTART] You must
make a ranged touch attack to hit.[LONGEND] If you hit, the subject gains 1d4
temporary negative levels.[LONGSTART]\nNegative levels stack. Assuming the subject
survives, it regains lost levels after a number of hours equal to your caster level
(maximum 15 hours). Usually, negative levels have a chance of becoming permanent,
but the negative levels from enervation don't last long enough to do so.\nAn undead
creature struck by the ray gains 1d4 x 5 temporary hit points for 1 hour.[LONGEND]"
},
{
"Key": "dc299d89-2059-4ae9-b1bd-2bd8b5cc59b5",
"Value": "This spell causes instant growth of all allied humanoid creatures
in 15 feet, doubling their height and multiplying their weight by 8. This increase
changes the creature's size category to the next larger one. The targets gains a +2
size bonus to Strength, a �2 size penalty to Dexterity (to a minimum of 1), and a
�1 penalty on attack rolls and AC due to its increased size. Melee and ranged
weapons used by this creature deal more damage.[LONGSTART]\nA humanoid creature
whose size increases to Large has a space of 10 feet and a natural reach of 10
feet. This spell does not change the targets' speed.\nEnlarge person dispels reduce
person.[LONGEND]"
},
{
"Key": "6bd9ae57-0fd8-46e0-9c2b-ef5554ea0f58",
"Value": "Enlarge Person, Mass"
},
{
"Key": "77a07d40-7622-4911-bdea-ed2ffbab0727",
"Value": "False Life, Greater"
},
{
"Key": "ee04971c-1e08-44ab-ac5b-9f45974ea08c",
"Value": "False Life, Greater"
},
{
"Key": "7d7529dd-312b-4cfd-97da-257f81519e35",
"Value": "This spell functions as false life, except you gain temporary hit
points equal to 2d10 + 1 point per caster level (maximum +20)."
},
{
"Key": "36d1aacc-fb7c-4f04-a8ca-76161437860b",
"Value": "Fear"
},
{
"Key": "595de5cb-7efb-4876-98b1-4d1c16402d6e",
"Value": "An invisible cone of terror causes each living creature in the area
to become frightened unless it succeeds at a Will save. If the Will save succeeds,
the creature is shaken for 1 round."
},
{
"Key": "71cce226-2845-4884-be2b-77011e7adb60",
"Value": "Fear"
},
{
"Key": "1bcf1e6c-03bf-4824-8b25-db384bb89ce6",
"Value": "Forced Repentance"
},
{
"Key": "c1041179-1560-4cd9-88a3-c447aa9cc8f5",
"Value": "Forced Repentance"
},
{
"Key": "e04e649b-62cf-41a7-a980-4f8e8dae179d",
"Value": "You force an evil creature that does not have the evil subtype to
momentarily reflect on its past actions and be overcome by grief and conscience.
The target immediately drops prone and begins to loudly confess all of its sins and
transgressions to the caster for the duration of the spell. The spell immediately
ends if the target is attacked."
},
{
"Key": "78003697-672b-424a-8f75-1078ce96e7fd",
"Value": "Freedom of Movement"
},
{
"Key": "085fa9f5-8048-404b-a7f1-218ff722892a",
"Value": "This spell enables you or a creature you touch to move and attack
normally for the duration of the spell, even under the influence of magic that
usually impedes movement, such as paralysis, solid fog, slow, and web. All combat
maneuver checks made to grapple the target automatically fail. The subject
automatically succeeds on any combat maneuver checks and Escape Artist checks made
to escape a grapple or a pin."
},
{
"Key": "f9d59f46-64e9-4eb2-b219-6bec0337a32c",
"Value": "Freedom of Movement"
},
{
"Key": "a5c4a34e-3454-493e-800b-62c6f8e2bfd2",
"Value": "This spell enables you or a creature you touch to move and attack
normally for the duration of the spell, even under the influence of magic that
usually impedes movement, such as paralysis, solid fog, slow, and web. All combat
maneuver checks made to grapple the target automatically fail. The subject
automatically succeeds on any combat maneuver checks and Escape Artist checks made
to escape a grapple or a pin."
},
{
"Key": "be1261fb-36bd-4309-a190-a7fd2cd9d99f",
"Value": "Freedom of Movement"
},
{
"Key": "3a312b8e-3b30-40fb-a0e7-4c1e8f233869",
"Value": "This spell allows you to channel holy power into the weapon in your
primary hand. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack
and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic
circle against evil effect (as the spell)."
},
{
"Key": "b0e7d333-bed0-41d1-92a3-b60c13486754",
"Value": "Holy Sword"
},
{
"Key": "5d8e9b81-d157-40ff-bba1-0ecec866b538",
"Value": "Heavy snow and sleet impede visibility in the area. This creature
takes �4 penalty on Perception checks."
},
{
"Key": "f2da745c-19e1-4883-99a1-d7573d9cae68",
"Value": "Ice Storm"
},
{
"Key": "e0507325-e924-4c28-8e7b-197ded686aa5",
"Value": "Ice Storm"
},
{
"Key": "33a4f7ba-062e-4189-a41f-6b9604c74338",
"Value": "Great magical hailstones pound down upon casting this spell,
dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every
creature in the area. This damage only occurs once, when the spell is cast. For the
remaining duration of the spell, heavy snow and sleet rains down in the area.
Creatures inside this area take a �4 penalty on Perception skill checks and the
entire area is treated as difficult terrain. At the end of the duration, the snow
and hail disappear, leaving no aftereffects (other than the damage dealt)."
},
{
"Key": "c000043c-2fd5-4edc-986d-1f6079ba8fdd",
"Value": "When laying your hand upon a creature, you channel negative energy
that deals 4d8 points of damage + 1 point per caster level (maximum +20).\nSince
undead are powered by negative energy, this spell cures such a creature of a like
amount of damage, rather than harming it."
},
{
"Key": "0478d1e4-c492-46e5-ab88-1dcabfb6425a",
"Value": "Inflict Critical Wounds"
},
{
"Key": "bd237f8b-9cdf-4d61-ba10-3d57a9aef252",
"Value": "When laying your hand upon a creature, you channel negative energy
that deals 4d8 points of damage + 1 point per caster level (maximum +20).\nSince
undead are powered by negative energy, this spell cures such a creature of a like
amount of damage, rather than harming it."
},
{
"Key": "e3c21c9e-06e4-43e1-820e-6cfc5e9b434c",
"Value": "Inflict Critical Wounds"
},
{
"Key": "5dd5552e-5c7e-46a0-a761-a1a8a34bbcdc",
"Value": "Invisibility, Greater"
},
{
"Key": "227c85db-271a-4862-b62f-f9590ec69e73",
"Value": "Greater Invisibility"
},
{
"Key": "f65fe964-38d4-4f34-b125-8f8a1a2422a1",
"Value": "This spell functions like invisibility, except that it doesn't end
if the subject attacks.\nInvisibility: The touched creature becomes invisible.\nIf
a check is required, an invisible creature has a +20 bonus on its Stealth checks.
The spell ends if the subject attacks any creature.[LONGSTART] For purposes of this
spell, an attack includes any spell targeting a foe or whose area or effect
includes a foe. Exactly who is a foe depends on the invisible character's
perceptions. Actions directed at unattended objects do not break the spell. Causing
harm indirectly is not an attack. Thus, an invisible being can open doors, talk,
eat, climb stairs, summon monsters and have them attack, cut the ropes holding a
rope bridge while enemies are on the bridge, remotely trigger traps, open a
portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as
bless that specifically affect allies but not foes are not attacks for this
purpose, even when they include foes in their area.[LONGEND]"
},
{
"Key": "c58e0444-f389-4ee8-95df-54997401c0bb",
"Value": "Oath of Peace"
},
{
"Key": "3ec9eaef-dfe8-497f-b194-69d36b810dbc",
"Value": "Oath of Peace"
},
{
"Key": "40d604bf-1855-4f28-99f5-834f6ab44243",
"Value": "Entreating your deity for aid, you make a temporary oath of peace,
granting you superior defenses but meaning you can't attack for the duration of the
oath. For as long as you are subject to this spell, you gain a +5 sacred bonus to
AC and on saving throws, as well as DR 10/evil. If you make a direct or indirect
attack or show any hostility toward any creature, the spell immediately ends."
},
{
"Key": "d3651bf9-f01a-43b9-bd5b-22176313b0cb",
"Value": "This creature is stuck in a molten glass and tries to escape making
Strength and Mobility checks every round."
},
{
"Key": "53287312-1698-4b92-90ab-a25b44220054",
"Value": "Obsidian Flow"
},
{
"Key": "4d5888a6-b10c-4378-a22f-2f118eae232a",
"Value": "Obsidian Flow"
},
{
"Key": "5867bf19-b2b3-48af-b2c3-2b8a2cca4aeb",
"Value": "You convert a thin layer of the ground to molten glass that cools
quickly. Creatures in the area take 1d6 points of fire damage per two caster levels
(maximum of 10d6) and become entangled until they make a successful Strength or
Mobility check (the DC equals the spell's saving throw DC). Any creature within the
area that makes a successful Reflex save takes half damage and is not entangled.
[LONGSTART]\nThe ground is covered with slippery expanses and sharp shards of
obsidian. The area of effect is difficult terrain and creatures inside this area
take a �5 penalty on Mobility skill checks. A successful DC 15 Acrobatics check is
required to charge across the area. A creature that falls prone in the area takes
1d6 points of damage from sharp obsidian.[LONGEND]"
},
{
"Key": "e587586c-ae15-4375-b813-620a04aa1845",
"Value": "You create a phantasmal image of the most fearsome creature
imaginable to the subject simply by forming the fears of the subject's subconscious
mind into something that its conscious mind can visualize: this most horrible
beast. Only the spell's subject can see the phantasmal killer. You see only a vague
shape. The target first gets a Will save to recognize the image as unreal. If that
save fails, the phantasm touches the subject, and the subject must succeed at a
Fortitude save or die from fear. Even if the Fortitude save is successful, the
subject takes 3d6 points of damage."
},
{
"Key": "1514934c-72e0-4836-917c-2cd9487658b9",
"Value": "Phantasmal Killer"
},
{
"Key": "d8f2e0ef-1891-4c1c-9a7a-bba2c13ee46d",
"Value": "Protection from energy grants all allies within a 25-foot radius
temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of
energy damage (to a maximum of 120 points at 10th level), it is discharged.
[LONGSTART] Once the spell absorbs 12 points of energy damage per caster level
(maximum 120 points) for a subject, the spell's effects end for that subject.
[LONGEND]"
},
{
"Key": "ae9ea6f1-e407-4e6f-bd5f-b68ef2852170",
"Value": "Protection From Acid"
},
{
"Key": "3419f7eb-5049-4ecf-b899-85f020eb3a48",
"Value": "Protection from energy grants all allies withing 25 feet radius
temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of
energy damage (to a maximum of 120 points at 10th level), it is discharged.
[LONGSTART] Once the spell absorbs 12 points of energy damage per caster level
(maximum 120 points) for a subject, the spell's effects end for that subject.
[LONGEND]"
},
{
"Key": "7bc14ba9-3b8a-49e9-aff0-5cb5a5da4d9f",
"Value": "Protection From Cold"
},
{
"Key": "5e09703d-ed6f-4738-b0f4-637dd6e6ed5a",
"Value": "Protection from energy grants all allies withing 25 feet radius
temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of
energy damage (to a maximum of 120 points at 10th level), it is discharged.
[LONGSTART] Once the spell absorbs 12 points of energy damage per caster level
(maximum 120 points) for a subject, the spell's effects end for that subject.
[LONGEND]"
},
{
"Key": "dceffe12-8182-4a75-8ce6-165bca228ceb",
"Value": "Protection From Electricity"
},
{
"Key": "5068e8f6-13c1-4471-9552-5bbabdc1ba7c",
"Value": "Protection from energy grants all allies withing 25 feet radius
temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of
energy damage (to a maximum of 120 points at 10th level), it is discharged.
[LONGSTART] Once the spell absorbs 12 points of energy damage per caster level
(maximum 120 points) for a subject, the spell's effects end for that subject.
[LONGEND]"
},
{
"Key": "260c4ad0-18c6-40bb-b7d9-a44c5d7290be",
"Value": "Protection from Energy, Communal"
},
{
"Key": "bca2b15e-f05a-4194-949c-94308b8eae66",
"Value": "Protection from energy grants all allies withing 25 feet radius
temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of
energy damage (to a maximum of 120 points at 10th level), it is discharged.
[LONGSTART] Once the spell absorbs 12 points of energy damage per caster level
(maximum 120 points) for a subject, the spell's effects end for that subject.
[LONGEND]"
},
{
"Key": "0ed4ed7c-b0df-4cb2-81b0-855ec23103e8",
"Value": "Protection From Fire"
},
{
"Key": "db3cd288-a586-4a51-af41-8109a91830f8",
"Value": "Protection from energy grants all allies withing 25 feet radius
temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of
energy damage (to a maximum of 120 points at 10th level), it is discharged.
[LONGSTART] Once the spell absorbs 12 points of energy damage per caster level
(maximum 120 points) for a subject, the spell's effects end for that subject.
[LONGEND]"
},
{
"Key": "6c59ed31-d2f4-4612-af95-c075aea1e939",
"Value": "Protection From Sonic"
},
{
"Key": "fd26f13b-5150-4132-bfd1-d9382562d131",
"Value": "A glowing, rainbow-hued pattern of interweaving colors fascinates
those within it. The rainbow pattern fascinates a maximum of 24 HD of creatures. An
affected creature that fails its saves is fascinated by the pattern and becomes
dazed."
},
{
"Key": "8c247587-e393-4112-8345-0f0f871ded21",
"Value": "Rainbow Pattern"
},
{
"Key": "6a45d7fa-fcbf-4127-bb5d-f296542a8ba0",
"Value": "This spell causes instant diminution of all allied humanoid
creatures, halving their height, length, and width and dividing their weight by 8.
This decrease changes the creatures' size category to the next smaller one. The
targets gain a +2 size bonus to Dexterity, a �2 size penalty to Strength (to a
minimum of 1), and a +1 bonus on attack rolls and AC due to their reduced size.
Melee and ranged weapons used by this creature deal less damage.[LONGSTART]\nA
Small humanoid creature whose size decreases to Tiny has a space of 2.5 feet and a
natural reach of 0 feet (meaning that it must enter an opponent's square to
attack). A Large humanoid creature whose size decreases to Medium has a space of 5
feet and a natural reach of 5 feet. This spell doesn't change the target's
speed.\nReduce person dispels enlarge person.[LONGEND]"
},
{
"Key": "1c4400d3-91ff-4387-9419-ea1fea2ad64f",
"Value": "Reduce Person, Mass"
},
{
"Key": "443d888a-c113-45b0-833b-03a23165c8c9",
"Value": "This spell functions like lesser restoration, except that it also
dispels temporary negative levels or one permanent negative level.\nRestoration
cures all temporary ability damage, and it restores all points permanently drained
from a single ability score. It also eliminates any fatigue or exhaustion suffered
by the target."
},
{
"Key": "a4142abe-8729-479b-93a1-e3d12394e609",
"Value": "Restoration"
},
{
"Key": "bfd143c1-ed73-4418-a384-0ed363147d4d",
"Value": "You fill the targets' minds with feelings of tranquility. Those
attempting to commit violence become stricken with wracking pain and take 3d6
points of damage each round they attempt to harm another creature."
},
{
"Key": "2206aca4-9b46-4f63-979b-2592ffa8b245",
"Value": "Serenity"
},
{
"Key": "08c3a137-cd91-4320-b166-42632228060a",
"Value": "Shield of Dawn"
},
{
"Key": "b498038a-903a-4289-8044-d0220c31f3bc",
"Value": "Shield of Dawn"
},
{
"Key": "674efbb8-8cca-42ff-b7fe-7203082c0072",
"Value": "Any creature that strikes you with a melee attack deals normal
damage, but also takes 1d6 points of fire damage + 1 point per caster level
(maximum +15).[LONGSTART] Creatures with reach weapons are not subject to this
damage if they attack you.[LONGEND]"
},
{
"Key": "ef5956da-3604-438e-8062-d70b79eaf115",
"Value": "1 round (stunned condition)"
},
{
"Key": "1c224fb0-7f5e-4634-b6c4-8ad336e2ee0a",
"Value": "You emit an ear-splitting yell that stuns and damages creatures in
its path. Any creature within the area is stunned for 1 round and takes 5d6 points
of sonic damage. A successful save negates the stun and reduces the damage by
half."
},
{
"Key": "e22c13c9-f158-4cab-a40e-e1166a8361e6",
"Value": "Shout"
},
{
"Key": "93ecbedc-7782-464a-a667-8e76cd31e320",
"Value": "This creature can take no actions until it cleans the mud from its
eyes."
},
{
"Key": "ab1c628d-0baf-45fc-a769-ec84acb18c60",
"Value": "Slowing Mud"
},
{
"Key": "14340bca-e7d0-4342-bf7b-2fc48aeab79a",
"Value": "Slowing Mud"
},
{
"Key": "89c06878-7df0-4a0d-8e50-76d3489f8a98",
"Value": "You coat the targets in thick, sticky mud. The mud acts as a slow
spell and also makes targets dazed for one round as they clean their eyes. A haste
effect cast on a creature slowed by the mud allows it to act normally for the
duration of the haste right after it cleans its eyes. Slow does not stack with the
effects of slowing mud. This spell cannot dispel haste."
},
{
"Key": "c8744d92-279d-463e-9cc9-2685e2f7b0a8",
"Value": "Standing on the spike stones."
},
{
"Key": "cc8c10a3-2d36-4ac9-a444-ea6947eda2ef",
"Value": "Spike Stones"
},
{
"Key": "75cef511-4440-4d67-91cc-c48bd17fbb17",
"Value": "On a failed Reflex save creature suffers injuries to its feet and
legs that slow its land speed by half."
},
{
"Key": "47bc0cd0-bee2-4db3-a044-45d051d0ea61",
"Value": "Feet injuries"
},
{
"Key": "f8adb2b2-af4c-445a-a502-727ab09da193",
"Value": "Spike Stones"
},
{
"Key": "ec7d11e9-4770-4eea-8547-eaf37c8bc8ed",
"Value": "Rocky ground, stone floors, and similar surfaces shape themselves
into long, sharp points that blend into the background.\nSpike stones impede
progress through an area and deal damage. Any creature moving on foot into or
through the spell's area moves at half speed. In addition, each creature moving
through the area takes 1d8 points of piercing damage for each 5 feet of movement
through the spiked area.\nAny creature that takes damage from this spell must also
succeed at a Reflex save to avoid injuries to its feet and legs. A failed save
causes the creature's speed to be reduced to half normal for 1 minute."
},
{
"Key": "82d8a1eb-6d9e-4d87-91dc-baa0869b62cc",
"Value": "Stoneskin"
},
{
"Key": "5b0cd922-948d-40b6-843d-ec7ae0c160f1",
"Value": "The warded creature gains resistance to blows, cuts, stabs, and
slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of
damage each time it takes damage from a weapon, though an adamantine weapon
overcomes the reduction. Once the spell has prevented a total of 10 points of
damage per caster level (maximum 150 points), it is discharged."
},
{
"Key": "86ffaa80-c787-47c4-862e-079fa30170db",
"Value": "Stoneskin"
},
{
"Key": "59109284-3d73-45f3-9ef8-5ff0e2968fe0",
"Value": "This spell summons to your side a medium air elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "63a8af46-44c4-407c-b2a5-ce5a8831fba7",
"Value": "Summon Medium Air Elemental"
},
{
"Key": "5ec46668-de41-4f7d-ad90-aaba406f66db",
"Value": "This spell summons to your side medium fire, water, air, or earth
elemental. The summoned elemental appears where you designate and acts according to
its initiative check results. It attacks your opponents to the best of its
ability."
},
{
"Key": "2396b56a-ae3c-411c-8951-824520a28281",
"Value": "Summon Medium Elemental"
},
{
"Key": "75763527-8c12-4829-ac09-8ac4ae086a70",
"Value": "This spell summons to your side a medium earth elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "80ab1a19-20b5-41bf-8f0f-956238ce7b0e",
"Value": "Summon Medium Earth Elemental"
},
{
"Key": "404446d4-5737-41c2-9baa-399aade5a54c",
"Value": "This spell summons to your side a medium fire elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "2291d959-9c2e-4821-b603-ff5f5cea3020",
"Value": "Summon Medium Fire Elemental"
},
{
"Key": "7be17aaf-e32a-40d5-9e0c-69ea93127a35",
"Value": "This spell summons to your side a medium water elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "d179e3e7-1b3c-4723-90d9-19b38c333f6b",
"Value": "Summon Medium Water Elemental"
},
{
"Key": "4bfe2913-a359-4df1-94f0-4ee9b45c451e",
"Value": "This spell summons an extraplanar dire wolf, 1d3 extraplanar
monitor lizards, or 1d4+1 extraplanar wolves. Summoned monsters appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "d9970d25-8847-414a-b3cc-abe0d8c12911",
"Value": "Summon Monster IV"
},
{
"Key": "96e9531d-e50e-460a-86ff-a667a035eabd",
"Value": "This spell summons 1d3 extraplanar monitor lizards. They appear
where you designate and act according to their initiative check results. They
attack your opponents to the best of their ability."
},
{
"Key": "e95f3738-1765-4f4e-b780-43b2d712dd8d",
"Value": "Summon Monster IV (1d3 Monitor Lizards)"
},
{
"Key": "965d66a5-8f97-412b-8756-9893f420d0b4",
"Value": "This spell summons 1d4+1 extraplanar wolves. They appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "44851148-f596-472f-aefa-fdfa67b8ae32",
"Value": "Summon Monster IV (1d4+1 Wolves)"
},
{
"Key": "50877350-1442-4b75-b839-3954ef58c359",
"Value": "This spell summons an extraplanar dire wolf. It appears where you
designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability."
},
{
"Key": "a6d3dec9-9d6d-4374-8c1e-7f6ad1ea5fe2",
"Value": "Summon Monster IV (Dire Wolf)"
},
{
"Key": "0061251d-936b-412f-9c65-4df5b2e35911",
"Value": "This spell summons to your side 1d3 natural leopards. The summoned
allies appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability."
},
{
"Key": "3775784f-dcaa-43c3-b13d-d56bfa4965d6",
"Value": "Summon Nature's Ally IV (1d3 Leopards)"
},
{
"Key": "f3c07d17-73ec-4bc7-a768-8f5600c79c91",
"Value": "This spell summons to your side 1d4+1 natural giant frogs. The
summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "d6adacc7-509c-477c-8663-c1b37b6f9dbf",
"Value": "Summon Nature's Ally IV (1d4+1 Giant Frogs)"
},
{
"Key": "4f2c6c02-8aca-447c-ae1f-5110be496d72",
"Value": "This spell summons to your side a natural dire boar. The summoned
ally appears where you designate and acts according to its initiative check
results. It attacks your opponents to the best of its ability."
},
{
"Key": "9221e145-8d71-4476-a8c0-a2669626a122",
"Value": "Summon Nature's Ally IV (Dire Boar)"
},
{
"Key": "4d9cfd9b-e025-493b-8553-23f8986cb95a",
"Value": "This spell summons to your side a natural dire boar, 1d3 natural
leopards, or 1d4+1 natural giant frogs. The summoned allies appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "445f2384-9c34-4fbd-af37-ea8224c2ad64",
"Value": "Summon Nature's Ally IV"
},
{
"Key": "654a5cd8-76e6-4914-8e1b-7ec21da47323",
"Value": "This spell causes spines to grow from your exposed skin, damaging
creatures that strike you. Any creature striking you with a melee weapon, an
unarmed strike, or a natural weapon takes 1d6 points of piercing damage + 1 point
per caster level (maximum +15). Creatures using melee weapons with reach are
unaffected by this spell.\nIn addition, your natural attacks and unarmed strikes
deal an additional 1d6 points of piercing damage."
},
{
"Key": "bc206541-1172-4a64-9d8c-ed9ba88ff493",
"Value": "Thorn Body"
},
{
"Key": "1d6d669a-3754-48f3-8508-e9a074b8e13d",
"Value": "Thorn Body"
},
{
"Key": "cf3284a6-bb7b-4904-972e-f83f571011fc",
"Value": "Thorn Body"
},
{
"Key": "7f136d23-ede2-4bb4-8916-d7d130701e9a",
"Value": "This spell causes spines to grow from your exposed skin, damaging
creatures that strike you. Any creature striking you with a melee weapon, an
unarmed strike, or a natural weapon takes 1d6 points of piercing damage + 1 point
per caster level (maximum +15). Creatures using melee weapons with reach are
unaffected by this spell. Creatures that successfully grapple you take 2d6 points
of piercing damage + 1 point per caster level (maximum +15).\nIn addition, your
natural attacks and unarmed strikes deal an additional 1d6 points of piercing
damage."
},
{
"Key": "bc0548d1-dbfc-4e54-b1d2-fe5bebadf1b4",
"Value": "This creature is covered in green slime.\nFrequency:
1/round\nEffect: 1d3 Con damage\nCure: fire damage, cold damage, remove disease"
},
{
"Key": "382d8ea7-30f7-470d-a85e-84a63667bb99",
"Value": "You create a coating of slime on your hand. When you make a
successful melee touch attack with the slime, it pulls free of you and sticks to
the target, at which point it acts like green slime, dealing 1d3 points of
Constitution damage per round. Freezing, burning, and remove disease destroys this
slime. It cannot transfer to a creature other than the original target, and it dies
if separated from the original target or if the target dies. Only a living creature
can be the target of this spell."
},
{
"Key": "de2e5c59-c022-4d99-9ca9-d0f4b5d71a10",
"Value": "Touch of Slime"
},
{
"Key": "450dee49-7f5c-4227-ab16-552853a4eb9d",
"Value": "Touch of Slime"
},
{
"Key": "2d4aa4da-9646-455c-a747-c9610fc872cb",
"Value": "You create a coating of slime on your hand. When you make a
successful melee touch attack with the slime, it pulls free of you and sticks to
the target, at which point it acts like green slime, dealing 1d3 points of
Constitution damage per round. Freezing, burning, and remove disease destroys this
slime. It cannot transfer to a creature other than the original target, and it dies
if separated from the original target or if the target dies. Only a living creature
can be the target of this spell."
},
{
"Key": "598d69aa-2206-4e5c-89d8-fbf559b3d70e",
"Value": "Turn Back"
},
{
"Key": "004878b6-d91b-40fe-86ee-82b68ecd221e",
"Value": "Heavy ash impedes visibility in the area. This creature takes �4
penalty on Perception checks."
},
{
"Key": "24fa1354-55ec-4259-9d58-913209e0285c",
"Value": "Chunks of hot volcanic rock and clumps of ash pound down when this
spell is cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire
damage to every creature in the area. This damage only occurs once, when the spell
is cast. For the remaining duration of the spell, heavy ash rains down in the area.
Creatures inside this area take a �4 penalty on Perception skill checks and the
entire area is treated as difficult terrain. At the end of the duration, the rock
and ash disappear, leaving no aftereffects (other than the damage dealt)."
},
{
"Key": "7539a340-1ac9-4f09-8750-f29b6dd3f837",
"Value": "Volcanic Storm"
},
{
"Key": "286499bc-251d-4502-9ad1-a023ff544664",
"Value": "Acidic Spray"
},
{
"Key": "e92c2904-b211-4348-a40d-dafe63f1b09c",
"Value": "Acidic Spray"
},
{
"Key": "ff7e8789-4f47-447b-8fda-a57bb1761f15",
"Value": "A spray of acid erupts from your outstretched hand, dealing 1d6
points of acid damage per caster level (maximum 15d6) to each creature within its
area (Reflex half). This acid continues to burn for 1 round. At the end of this
round every creatures that failed their saving throw against the spell must succeed
on another Reflex save or receive 1d6 points of acid damage per two caster levels
(maximum 7d6)."
},
{
"Key": "8d0acfc3-0fe2-4cbc-8cba-580d5a9cd732",
"Value": "Animal Growth"
},
{
"Key": "afcd0654-8b7c-4d3e-9b8f-234798513e8b",
"Value": "Animal Growth"
},
{
"Key": "d44d2109-b508-4074-bab2-ba0ae4fb0d54",
"Value": "The target animal grows to twice its normal size and eight times
its normal weight. This alteration changes the animal's size category to the next
largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution
(and thus an extra 2 hit points per HD), and imposes a �2 size penalty to
Dexterity. The creature's existing natural armor bonus increases by 2.\nThe size
change also affects the animal's modifier to AC, attack rolls, and its base damage.
The animal's space and reach change as appropriate to the new size, but its speed
does not change. Multiple magical effects that increase size do not stack."
},
{
"Key": "ee0eb3fe-9311-444f-9664-e589d34c3fbd",
"Value": "When you cast this spell, you take on an aspect of a wolf,
including some of its physical characteristics. You become more rugged, your ears
become elongated, and you sprout sharp fangs and fur.\nYou gain a +4 enhancement
bonus to Strength and Dexterity, a +2 enhancement bonus on trip attacks, and can
make a trip combat maneuver as a swift action. This trip attack does not provoke
attacks of opportunity."
},
{
"Key": "dc23e078-dd34-4353-8cad-04786ef82655",
"Value": "Aspect of the Wolf"
},
{
"Key": "ff95f947-7693-4534-914b-faac40141c7a",
"Value": "You can make a trip combat maneuver as a swift action. This trip
attack does not provoke attacks of opportunity."
},
{
"Key": "6175cc11-f941-4a69-b62d-d3bedb757244",
"Value": "Aspect of the Wolf: Trip"
},
{
"Key": "212902e1-7412-4280-91b4-c588f114b1c3",
"Value": "When you cast this spell, you take on an aspect of a wolf,
including some of its physical characteristics. You become more rugged, your ears
become elongated, and you sprout sharp fangs and fur.\nYou gain a +4 enhancement
bonus to Strength and Dexterity, a +2 enhancement bonus on trip attacks, and can
make a trip combat maneuver as a swift action. This trip attack does not provoke
attacks of opportunity."
},
{
"Key": "82ba1ab8-3e8b-4712-99ef-86f766cbf062",
"Value": "Aspect of the Wolf"
},
{
"Key": "284e0f0f-d32f-40f6-9bfd-767554c8c7f5",
"Value": "This creature is in dog form now. It can't attack, its
Intelligence, Wisdom, and Charisma scores equal 1, and it lost any ability it had
to cast spells or use spell-like abilities. Its movement speed is increased by 10
feet.\nAs long as baleful polymorph remains in effect, the target cannot use other
polymorph spells or effects to assume a new form. Baleful polymorph can be removed
by the remove curse spell."
},
{
"Key": "36088a49-2f6d-4702-a6c7-0becde418834",
"Value": "Baleful Polymorph"
},
{
"Key": "26a46a95-6dce-4c45-9b01-4c56ea2f9c5f",
"Value": "You change the subject into a dog. It can't attack, its
Intelligence, Wisdom, and Charisma scores drop to 1, and it loses any ability it
had to cast spells or use spell-like abilities. Its movement speed is increased by
10 feet though.\nAny polymorph effects on the target are automatically dispelled
when a target fails to resist the effects of baleful polymorph, and as long as
baleful polymorph remains in effect, the target cannot use other polymorph spells
or effects to assume a new form. Baleful polymorph is a curse effect. Incorporeal
creatures are immune to baleful polymorph."
},
{
"Key": "a6285b38-224f-4cab-ae99-2adfc35fccb1",
"Value": "Beast Shape III"
},
{
"Key": "a5cdf5dd-2288-4408-92b3-d9285c6be616",
"Value": "When you cast this on a creature, its skin turns slick and clammy
and it is able to regenerate damage each round. While under the effects of the
spell, the creature gains fast healing 5, fire resistance 20 and a +2 competence
bonus to its Combat Maneuver Defense."
},
{
"Key": "91136be7-67e3-4de7-87d9-3dff03501636",
"Value": "Blessing of the Salamander"
},
{
"Key": "2f7a9d83-b0ae-4e3e-9f61-c050243dadee",
"Value": "When you cast this on a creature, its skin turns slick and clammy
and it is able to regenerate damage each round. While under the effects of the
spell, the creature gains fast healing 5, fire resistance 20, and a +2 competence
bonus to its Combat Maneuver Defense."
},
{
"Key": "406a44e4-6bef-4d9b-8024-d5e52c386d2e",
"Value": "Blessing of the Salamander"
},
{
"Key": "fb00b951-d54c-4547-b8e9-a000d24f3f70",
"Value": "This spell frees victims from enchantments, transmutations, and
curses.[LONGSTART] Break enchantment can reverse even an instantaneous effect. For
each such effect, you make a caster level check (1d20 + caster level, maximum +15)
against a DC of 11 + caster level of the effect. Success means that the creature is
free of the spell, curse, or effect. Break enchantment only works on spells of 5th
level or lower.[LONGEND]"
},
{
"Key": "a7427ace-9fbc-4e88-b234-a08ff1a96333",
"Value": "Break Enchantment"
},
{
"Key": "3c13dd71-0d76-47fb-a1c0-c2eded2b9bbc",
"Value": "This spell cures 5d8 points of damage + 1 point per caster level
(maximum +25).\nUnlike other spells that heal damage, breath of life can bring
recently slain creatures back to life. If cast upon a creature that has died within
2 rounds, apply the healing from this spell to the creature. If the healed
creature's hit point total is at a negative amount less than its Constitution
score, it comes back to life and stabilizes at its new hit point total. If the
creature's hit point total is at a negative amount equal to or greater than its
Constitution score, the creature remains dead. Creatures brought back to life
through breath of life gain a temporary negative level that lasts for 1
day.\nCreatures slain by death effects cannot be saved by breath of life.\nLike
cure spells, breath of life deals damage to undead creatures rather than curing
them, and cannot bring them back to life."
},
{
"Key": "07abdaf2-d67e-4079-b7bd-133f0d96bd45",
"Value": "Breath of Life"
},
{
"Key": "2615a0ce-0d49-4658-aef3-dcc83edba7c0",
"Value": "Half if used to damage"
},
{
"Key": "914cb2cd-64d8-40d4-a30c-7d1dd0b9d3bd",
"Value": "Allies in the area of this spell at the time of casting gain a +1
sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit
point per caster level (maximum 20)."
},
{
"Key": "553bb883-e69e-4b00-9d50-cb448930f1e9",
"Value": "Burst of Glory"
},
{
"Key": "3679a54d-9da0-4fd8-a1d1-c885de182d36",
"Value": "Allies in the area of this spell at the time of casting gain a +1
sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit
point per caster level (maximum 20)."
},
{
"Key": "7da5f11b-2319-4958-94da-a95b641499ba",
"Value": "Burst of Glory"
},
{
"Key": "b24c9baf-b0c5-4dae-89d8-6b087490f7a0",
"Value": "This spell functions as cacophonous call, except that is affects
multiple creatures.\nCacophonous Call: You fill your target's mind with a blaring
cacophony of discordant sounds, making it hard for the target to act and
concentrate. The creature gains the nauseated condition for the duration of the
spell if it fails its Will save."
},
{
"Key": "1decdcda-f754-4e6b-8287-0c5852e6529a",
"Value": "Cacophonous Call, Mass"
},
{
"Key": "7c51eba9-c911-4f32-bf06-404b3bd3a347",
"Value": "You may call down a vertical bolt of lightning that deals 5d6
points of electricity damage. The bolt of lightning flashes down in a vertical
stroke at whatever target point you choose within long range."
},
{
"Key": "d2eab13d-ba79-43e9-a17e-c6184c2f17b1",
"Value": "Call Lightning Storm"
},
{
"Key": "a845b18a-5e25-4f52-b382-d264c3bb5214",
"Value": "This creature may call down lightning bolts."
},
{
"Key": "d1e30ad3-3f28-482c-9a58-62161777a49f",
"Value": "Call Lightning Storm"
},
{
"Key": "6396d6fb-500b-461c-88aa-59d3b18967fe",
"Value": "Call Lightning Storm"
},
{
"Key": "6c47c8da-2e4c-4d41-b2ae-bf1d19c8b88c",
"Value": "This spell functions like call lightning, except that each bolt
deals 5d6 points of electricity damage at long range, and you may call a maximum of
15 bolts.\nCall Lightning: Immediately upon completion of the spell, and once per
round thereafter, you may call down a bolt of lightning that deals 3d6 points of
electricity damage. The bolt of lightning flashes down in a vertical stroke at
whatever target point you choose within the spell's range (measured from your
position at the time). Any creature in the target square or in the path of the bolt
is affected. You need not call a bolt of lightning immediately; other actions, even
spellcasting, can be performed first. Each round after the first, you may use a
standard action (concentrating on the spell) to call a bolt. Each time you cast a
bolt, the spell's duration is reduced by one minute."
},
{
"Key": "0027ec04-592c-4fd0-be5e-33d8c97c3b8d",
"Value": "Will partial (save each round)"
},
{
"Key": "8bfb7c8a-85dd-4d73-af52-bfe0a9c89502",
"Value": "This spell functions as castigate, except it affects many
creatures.\nCastigate: You compel the target to beg for forgiveness. On a failed
Will save, the target cowers in fear. On a successful save, it is instead shaken
for 1 round. Each round after, a cowering subject may attempt a new save to end the
effect."
},
{
"Key": "6c8ac733-5f00-4f41-843c-d368ddae7bc6",
"Value": "Castigate, Mass"
},
{
"Key": "f57200d9-abe1-4f1c-bd49-ddcad2a5f19f",
"Value": "Create Stalactites Trap"
},
{
"Key": "7595ae04-ec7e-4c1e-839d-06032f2cf687",
"Value": "Cave Fangs"
},
{
"Key": "92fef3fd-ccf7-46bd-81c9-0d99839794f2",
"Value": "This creature can create a stalactites trap"
},
{
"Key": "77f91a04-2d18-454a-8577-4cc064b88a49",
"Value": "Cave Fangs"
},
{
"Key": "4bfab115-1ecf-4698-acc8-aabd6b3e60b0",
"Value": "This creature is pinned to the ground under stalactites and rubble
and tries to escape."
},
{
"Key": "5ea15e9d-fb0f-46a2-a12b-a7f2f90611ae",
"Value": "Entangled"
},
{
"Key": "bc425ded-b0a1-452e-9053-0119d6887ad8",
"Value": "This creature moves through the dense rubble and takes �5 penalty
on Mobility skill checks and �2 penalty on Stealth checks."
},
{
"Key": "530a9836-8218-4734-b7de-7ed81571d4fb",
"Value": "Dense Rubble"
},
{
"Key": "e5a72d7a-b7f7-46d1-aa4f-1fca3e763201",
"Value": "Shards of rock drop from above, dealing 3d8 points of bludgeoning
and piercing damage (Reflex half). A creature that fails its Reflex save is pinned
to the ground under stalactites and rubble, gaining the entangled condition until
it can free itself with a successful DC 15 Strength check or DC 20 Mobility check."
},
{
"Key": "7543d564-ce39-4dac-a06f-167ec100cca0",
"Value": "Cave Fangs: Stalactites"
},
{
"Key": "bd95dd5a-bba7-4247-9f0a-680e0426cb65",
"Value": "Create Stalagmites Trap"
},
{
"Key": "77ecb3f0-019f-4f3b-80d8-c029257c1200",
"Value": "Cave Fangs"
},
{
"Key": "ee44ac56-fdd0-4d8a-80b7-6084987b4a1e",
"Value": "This creature can create a stalagmites trap"
},
{
"Key": "b4ce6430-a99e-4c3a-9149-8840b1067035",
"Value": "Cave Fangs"
},
{
"Key": "7c5e4deb-9170-4671-9a0b-2a198bcf7cb9",
"Value": "Piercing spires of rock erupt up from the ground, dealing 3d8
points of piercing damage and knocking the creature prone (a successful Reflex
saving throw halves this damage and avoids being knocked prone). Once the
stalagmites appear, they function thereafter as spike stones for 1 minute per
caster level and then crumble to dust."
},
{
"Key": "85711536-c0e0-4100-9f84-01c9bcc77593",
"Value": "Cave Fangs: Stalagmites"
},
{
"Key": "37d40a4f-fa99-4fda-8f7f-96c79033f4f4",
"Value": "Cave Fangs"
},
{
"Key": "f8963dca-e981-4002-9d42-c24daad40e47",
"Value": "You create a magical trap in the area that causes deadly
stalactites or stalagmites to \"bite\" an intruder. The magical trap is triggered
whenever an enemy creature moves through the affected area. The effect of cave
fangs depends on whether you create stalactites or stalagmites (see below). You can
place these traps anywhere within close range as free action for the duration of
the spell; the trap's radius is 5 feet. Each time you place a trap, the spell's
duration is reduced by 10 minutes.\nStalactites: Shards of rock drop from above,
dealing 3d8 points of bludgeoning and piercing damage (Reflex half). A creature
that fails its Reflex save is pinned to the ground under stalactites and rubble,
gaining the entangled condition until it can free itself with a successful DC 15
Strength check or DC 20 Mobility check.\nStalagmites: Piercing spires of rock erupt
up from the ground, dealing 3d8 points of piercing damage and knocking the creature
prone (a successful Reflex saving throw halves this damage and avoids being knocked
prone). Once the stalagmites appear, they function thereafter as spike stones for 1
minute per caster level and then crumble to dust."
},
{
"Key": "6c9799c6-f7d1-4279-afb4-07308a899fc2",
"Value": "This spell cures 4d8 points of damage + 1 point per caster level
(maximum +25) and ends any and all of the following adverse conditions affecting
you: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued,
nauseated, poisoned, and sickened."
},
{
"Key": "3fbe0a60-d6f0-4c15-9a6c-654cbb88d8cb",
"Value": "Cleanse"
},
{
"Key": "f7ace316-f01d-40cf-bf2c-ce00c83478ae",
"Value": "Cloudkill"
},
{
"Key": "e1891b5a-8408-4d22-a7a3-83fdc2f2b472",
"Value": "Cloudkill"
},
{
"Key": "a8d980ff-e818-4302-bdab-d1d94e1d2dac",
"Value": "This spell generates a bank of fog, its vapors yellowish green and
poisonous. These vapors automatically kill any living creature with 3 or fewer HD
(no save). A living creature with 4 to 6 HD is slain unless it succeeds at a
Fortitude save (in which case it takes 1d4 points of Constitution damage each round
while in the cloud).\nA living creature with more than 6 HD takes 1d4 points of
Constitution damage each round while in the cloud (a successful Fortitude save
halves this damage). Holding one's breath doesn't help, but creatures immune to
poison are unaffected by the spell.\nThe cloudkill moves away from you at 10 feet
per round in the direction you are facing, rolling along the surface of the
ground."
},
{
"Key": "3958ca90-5634-43f4-93a7-0ab2a330faa0",
"Value": "Cone of cold creates an area of extreme cold, originating at your
hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold
damage per caster level (maximum 15d6)."
},
{
"Key": "41f489d4-92a9-485b-8d30-c162776745f3",
"Value": "Cone of Cold"
},
{
"Key": "29e1774c-fae3-46cc-b1da-2820a2406ae9",
"Value": "This character is constricted as if by the coils of a large snake,
taking 1d6+6 points of bludgeoning damage each round that it fails its save."
},
{
"Key": "33b3fc9c-bb5e-4486-8424-0dd419170438",
"Value": "Constricting Coils"
},
{
"Key": "830f3dda-b1fd-48e0-9a29-4d4159edeb6e",
"Value": "Constricting Coils"
},
{
"Key": "7232cf2a-904b-423d-884b-a00e532164fb",
"Value": "This spell functions like hold monster, except that the target is
constricted as if by the coils of a large snake, taking 1d6+6 points of bludgeoning
damage each round that it fails its save. A successful save ends both the
paralyzing and constriction effects.\nHold Monster: The subject becomes paralyzed
and freezes in place. It is aware and breathes normally but cannot take any
actions, even speech. Each round, the subject may attempt a new saving throw to end
the effect."
},
{
"Key": "b7c70440-2e25-4f4e-8917-d2a3ac8bf4b7",
"Value": "You channel positive energy to cure 1d8 points of damage + 1 point
per caster level (maximum +25) on each creature in the radius. Like other cure
spells, mass cure light wounds deals damage to undead in its area rather than
curing them. Each affected undead may attempt a Will save for half damage."
},
{
"Key": "190acea0-b950-4e0e-a9b9-f61dd5828314",
"Value": "Cure Light Wounds, Mass"
},
{
"Key": "a4efc926-9a74-4ac9-b7b4-511b604b766e",
"Value": "This spell forces an extraplanar creature back to its proper plane
if it fails a Will save. If the spell is successful, the creature is instantly
whisked away."
},
{
"Key": "bc992750-d853-4cd5-b9cf-682c2ec86feb",
"Value": "Dismissal"
},
{
"Key": "f5a134c0-31b3-48d2-a550-43b9dbf897f9",
"Value": "Will negates (see text)"
},
{
"Key": "b1887898-b417-4224-9e0a-57dc9d465f23",
"Value": "This spell makes a main hand melee weapon deadly to undead. Any
undead creature with HD equal to or less than your caster level must succeed on a
Will save or be destroyed utterly if struck in combat with this weapon. Spell
resistance does not apply against the destruction effect."
},
{
"Key": "a3ab7667-9421-45a5-b2cb-67ba47dc2196",
"Value": "Disrupting Weapon"
},
{
"Key": "494b93e5-ee67-48d7-ac02-c3ce1e99d4dc",
"Value": "Your main-hand melee weapon is deadly to undead. Any undead
creature with HD equal to or less than your caster level must succeed at a Will
save or be destroyed utterly if struck in combat with this weapon. Spell resistance
does not apply against the destruction effect."
},
{
"Key": "2cf5ed1c-b6f5-45ba-b360-54a48f29505b",
"Value": "This spell makes a main-hand melee weapon deadly to undead. Any
undead creature with HD equal to or less than your caster level must succeed at a
Will save or be destroyed utterly if struck in combat with this weapon. Spell
resistance does not apply against the destruction effect."
},
{
"Key": "8629d2a3-b611-4117-8c5a-483ebaf2f7d2",
"Value": "Disrupting Weapon"
},
{
"Key": "2efc06d1-a98f-482c-bd08-26794dcf1cd0",
"Value": "Will negates (see text)"
},
{
"Key": "1664c077-aca2-49d0-be2d-db04edd95af7",
"Value": "This creature is now under other's domination."
},
{
"Key": "d73e55b1-24a3-4fb5-843f-8d9c612238d1",
"Value": "Domination"
},
{
"Key": "9955e3b2-5df8-4f07-bd59-3445b94ffce0",
"Value": "You can make any humanoid creature fight on your side as if it was
your ally. It will attack your opponents to the best of its ability. However this
creature will try to throw off the domination, making a Will save each round."
},
{
"Key": "e117c652-1032-4798-abec-31fa585c96e1",
"Value": "Dominate Person"
},
{
"Key": "4c67df85-917c-4ccd-980c-667bef5c0528",
"Value": "Elemental Body II (Air)"
},
{
"Key": "cc3a4fb3-8e97-4089-87a9-e74b3340e2c6",
"Value": "When you cast this spell, you can assume the form of a medium air
elemental, medium earth elemental, medium fire elemental, or medium water
elemental. The abilities you gain depend upon the type of elemental into which you
change. Elemental abilities based on size use the size of the elemental you
transform into to determine their effect."
},
{
"Key": "ea591979-cba3-41f6-96be-376d89af7dc3",
"Value": "Elemental Body II"
},
{
"Key": "ff900f50-36fb-4b0b-ac56-a34b95b9e3e0",
"Value": "Elemental Body II (Earth)"
},
{
"Key": "908a7c42-61dd-47ef-a713-1e8129d4b1f9",
"Value": "Elemental Body II (Fire)"
},
{
"Key": "14439e6a-b01e-4132-8228-37f4ecdb421b",
"Value": "Elemental Body II (Water)"
},
{
"Key": "1c206231-eb7b-4682-93ed-30fbd6008c87",
"Value": "The target creature's Intelligence and Charisma scores each drop to
1. The affected creature is unable to use Intelligence- or Charisma-based skills or
cast spells. Still, it knows who its friends are and can follow them and even
protect them. The subject remains in this state until a heal or break enchantment
spell is used to cancel the effect of the feeblemind. A creature that can cast
arcane spells, such as a sorcerer or a wizard, takes a �4 penalty on its saving
throw."
},
{
"Key": "18a4adac-3f50-4f30-8861-ef539861c693",
"Value": "Feeblemind"
},
{
"Key": "64c67497-f07b-4f94-917e-ee94be0bedc3",
"Value": "You create a 50-foot-long line of flames. The fire snake affects
all enemies in the line, avoiding allies. Creatures in the path of the fire snake
take 1d6 points of fire damage per caster level (maximum 15d6)."
},
{
"Key": "53c22321-0402-4732-b0f6-a892ebdf9e5c",
"Value": "Fire Snake"
},
{
"Key": "fd69479f-3972-4d36-98f2-8d800f865695",
"Value": "A flame strike evokes a vertical column of divine fire. The spell
deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire
damage, but the other half results directly from divine power and is therefore not
subject to being reduced by resistance to fire-based attacks."
},
{
"Key": "ff8440ec-6f25-4147-b9e5-f10c924accde",
"Value": "Flame Strike"
},
{
"Key": "da6eb821-8cf9-4b1d-8828-767724b51bb2",
"Value": "This creature is in djinni form now."
},
{
"Key": "a3f0a2ea-1664-4a24-bf32-5f4a0f74cfe9",
"Value": "Djinni"
},
{
"Key": "e63e97b7-1091-496c-8de9-9f5d129e41e7",
"Value": "While under the effects of geniekind, you gain a +2 racial bonus on
all saving throws against paralysis, poison, sleep, and stunning effects, and a +4
enhancement bonus to your natural armor bonus. You also gain a +2 enhancement bonus
to Constitution. You are also unaffected by difficult terrain. In addition, your
unarmed strikes and any melee weapon you wield deal +1d6 points of electricity
damage. You gain resist electricity 10."
},
{
"Key": "334f658f-cdb0-43ec-8dae-ed49b3973f78",
"Value": "Geniekind: Djinni"
},
{
"Key": "ffca6fe0-4883-4f94-8fa1-812ea1cef7b3",
"Value": "This creature is in efreeti form now."
},
{
"Key": "5bde764a-efd8-4434-bf3d-c4b16ba0aaaa",
"Value": "Efreeti"
},
{
"Key": "15a1af2e-bda3-4df5-aa85-3d1e2fc7dea3",
"Value": "While under the effects of geniekind, you gain a +2 racial bonus on
all saving throws against paralysis, poison, sleep, and stunning effects, and a +4
enhancement bonus to your natural armor bonus. You also gain a +2 enhancement bonus
to Constitution. You are also unaffected by difficult terrain. In addition, your
unarmed strikes and any melee weapon you wield deal +1d6 points of fire damage. You
gain resist fire 10."
},
{
"Key": "b49f34f5-3ac6-43b1-88af-f2d7601de6d6",
"Value": "Geniekind: Efreeti"
},
{
"Key": "3e72f5d8-1d2a-431a-8cf6-f3c35573cd60",
"Value": "This creature is in marid form now."
},
{
"Key": "192e87f5-9f00-40b1-b414-a4a32a7971a2",
"Value": "Marid"
},
{
"Key": "d4515594-ee29-4600-be10-ccffa981bfe2",
"Value": "While under the effects of geniekind, you gain a +2 racial bonus on
all saving throws against paralysis, poison, sleep, and stunning effects, and a +4
enhancement bonus to your natural armor bonus. You also gain a +2 enhancement bonus
to Constitution. You are also unaffected by difficult terrain. In addition, your
unarmed strikes and any melee weapon you wield deal +1d6 points of cold damage. You
gain resist cold 10."
},
{
"Key": "6cf7681c-78ad-40e2-b22f-6392a52f0af0",
"Value": "Geniekind: Marid"
},
{
"Key": "70b6b445-846a-474f-8e60-04c303f96cc9",
"Value": "This creature is in shaitan form now."
},
{
"Key": "3c3dfcc6-3597-45eb-b218-0ded2a5d3b84",
"Value": "Shaitan"
},
{
"Key": "bbf3f0f3-369b-40c5-8a4d-8fccd062d452",
"Value": "While under the effects of geniekind, you gain a +2 racial bonus on
all saving throws against paralysis, poison, sleep, and stunning effects, and a +4
enhancement bonus to your natural armor bonus. You also gain a +2 enhancement bonus
to Constitution. You are also unaffected by difficult terrain. In addition, your
unarmed strikes and any melee weapon you wield deal +1d6 points of acid damage. You
gain resist acid 10."
},
{
"Key": "109a3257-56c3-4a95-8b65-1365dbe766ac",
"Value": "Geniekind: Shaitan"
},
{
"Key": "5a04554b-49ba-4aa5-9293-8451fda97501",
"Value": "Upon casting this spell, you must choose one type of genie to
transform into, selecting from djinni, efreeti, marid, or shaitan. You retain your
basic physical appearance but shift in some way to become more akin to the genie
type you chose. While under the effects of geniekind, you gain a +2 racial bonus on
all saving throws against paralysis, poison, sleep, and stunning effects, and a +4
enhancement bonus to your natural armor bonus. You also gain a +2 enhancement bonus
to Constitution. You are also unaffected by difficult terrain. In addition, you
gain other abilities depending upon the type of genie you choose to assume the form
of, as detailed below.\nDjinni: Your unarmed strikes and any melee weapon you wield
deal +1d6 points of electricity damage. You gain resist electricity 10.\nEfreeti:
Your unarmed strikes and any melee weapon you wield deal +1d6 points of fire
damage. You gain resist fire 10.\nMarid: Your unarmed strikes and any melee weapon
you wield deal +1d6 points of cold damage. You gain resist cold 10.\nShaitan: Your
unarmed strikes and any melee weapon you wield deal +1d6 points of acid damage. You
gain resist acid 10."
},
{
"Key": "0650145b-a540-4e15-a1c8-93108540f037",
"Value": "Geniekind"
},
{
"Key": "d92a7f87-c457-4601-98ec-b1ab3f102ec4",
"Value": "Hold Monster"
},
{
"Key": "865cfa88-c535-45e8-9e64-063f09209eff",
"Value": "This spell functions like hold person, except that it affects any
living creature that fails its Will save.\nHold Person: The subject becomes
paralyzed and freezes in place. It is aware and breathes normally but cannot take
any actions, even speech. Each round, the subject may attempt a new saving throw to
end the effect."
},
{
"Key": "6d9e2e1c-90a6-4ecd-96f1-86baaaf91fee",
"Value": "Hold Monster"
},
{
"Key": "7b850757-8e57-40ec-8742-b5fccecacbbc",
"Value": "Negative energy spreads out in all directions from the point of
origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to
nearby living enemies.\nLike other inflict spells, it cures undead in its area
rather than damaging them. A cleric capable of spontaneously casting inflict spells
can also spontaneously cast mass inflict spells."
},
{
"Key": "24485909-f53b-46f0-bd46-36e087f2a665",
"Value": "Inflict Light Wounds, Mass"
},
{
"Key": "7a88539f-5ea5-4435-a8f1-909f56b5c890",
"Value": "Mind Fog"
},
{
"Key": "5fe23247-3fe7-4499-83b9-8a9b0f3443a6",
"Value": "Mind fog produces a bank of thin mist that weakens the mental
resistance of those caught in it. Creatures in the mind fog take a �10 penalty on
Wisdom checks and Will saves. A creature that successfully saves against the fog is
not affected and need not make further saves even if it remains in the fog.
Affected creatures take the penalty as long as they remain in the fog and for 2d6
rounds thereafter. The fog is stationary and lasts for 30 minutes."
},
{
"Key": "16da2910-af9d-41f9-b293-f9e259494603",
"Value": "Mind Fog"
},
{
"Key": "b1c153c8-0278-4286-8ae9-61e601b26e5d",
"Value": "Grappled"
},
{
"Key": "9ae922cd-a1bb-4df9-9dfa-f329ca1e15d3",
"Value": "Will disbelief, then Fortitude partial"
},
{
"Key": "c1aaf1b6-65c2-4049-9ec4-5814b7d5c29d",
"Value": "You implant within the minds of your targets the illusion that they
are engulfed in tangled webs teeming with swarms of tiny spiders. Those who fail to
disbelieve the phantasmal web are treated as if in a web spell, but must also make
a Fortitude save each round after that or become nauseated for that round by the
phantasmal spiders. Freedom of movement allows unobstructed movement but does not
negate nausea effects."
},
{
"Key": "521072c4-bc9b-4c76-aab7-43ae79cebd68",
"Value": "Phantasmal Web"
},
{
"Key": "5dc410a6-b47a-4549-93f5-3c16059f98c1",
"Value": "You are in leopard form now. You have a +2 size bonus to your
Strength and a +2 natural armor bonus. You also have two 1d3 claw attacks and one
1d6 bite attack. You may choose to resume your normal form as a full-round action;
doing so ends the spell for you."
},
{
"Key": "2e87f662-c4e7-45fe-a6dc-6b3d4733dfe0",
"Value": "Polymorph (Leopard)"
},
{
"Key": "4be50ab1-fc94-436e-bf9b-d2fee571adc8",
"Value": "The target creature becomes a leopard. It gains a +2 size bonus to
Strength and a +2 natural armor bonus. It also gains two 1d3 claw attacks and one
1d6 bite attack."
},
{
"Key": "f3b3b6f3-ce24-47e7-9866-ade77e8ecfb6",
"Value": "This spell transforms an allied creature into a leopard or a small
elemental. The subject may choose to resume its normal form as a full-round action;
doing so ends the spell for that subject."
},
{
"Key": "87ebc906-babd-4a38-9e11-fd02bfd66751",
"Value": "Polymorph"
},
{
"Key": "ae21805b-af4d-4305-9b75-3c8121650649",
"Value": "You are in small air elemental form now. You have a +2 size bonus
to your Dexterity, a +2 natural armor bonus, resist electricity 20, and
vulnerability to acid. Your movement speed is increased by 30 feet. You also gain
one 1d4 slam attack and the whirlwind ability. You may choose to resume your normal
form as a full-round action; doing so ends the spell for you."
},
{
"Key": "ff0b3206-0487-41f2-a098-6327c78f20a0",
"Value": "Polymorph (Small Air Elemental)"
},
{
"Key": "121285a4-2348-43a3-9a9a-fb822f1a40db",
"Value": "The target creature becomes a small air elemental. It gains a +2
size bonus to its Dexterity, a +2 natural armor bonus, resist electricity 20, and
vulnerability to acid. Its movement speed is increased by 30 feet. It also gains
one 1d4 slam attack and the whirlwind ability.\nWhirlwind: An air elemental can
transform itself into a whirlwind and back again. A whirlwind is 5 feet wide, and
every creature that spends a round in the whirlwind must succeed at a Reflex save
or take 1d4 bludgeoning damage. While in whirlwind form, it cannot attack but it is
able to use its abilities."
},
{
"Key": "957997ab-bd14-42f1-a435-14016a5f2149",
"Value": "You are in small earth elemental form now. You have a +2 size bonus
to your Strength, a +4 natural armor bonus, and a +1 bonus to your attack rolls,
damage rolls, and combat maneuvers. Your movement speed is reduced by 10 feet. You
also have one 1d6 slam attack, resist acid 20, and vulnerability to electricity.
You may choose to resume your normal form as a full-round action; doing so ends the
spell for you."
},
{
"Key": "81602db6-587c-456e-91ce-adf30c8b8ab8",
"Value": "Polymorph (Small Earth Elemental)"
},
{
"Key": "f240ad96-9001-4677-9dc4-c84bd042aa0a",
"Value": "The target creature becomes a small earth elemental. It gains a +2
size bonus to its Strength, a +4 natural armor bonus, and a +1 bonus to its attack
rolls, damage rolls, and combat maneuvers. Its movement speed is reduced by 10
feet. It also gains one 1d6 slam attack, resist acid 20, and vulnerability to
electricity."
},
{
"Key": "3659a306-ae1f-41ec-bcc5-8efec64942f0",
"Value": "You are in small fire elemental form. You have a +2 size bonus to
your Dexterity, a +2 natural armor bonus, resist fire 20, and vulnerability to
cold. Your movement speed is increased by 20 feet. You also have one 1d4 slam
attack and the burn ability. You may choose to resume your normal form as a full-
round action; doing so ends the spell for you.\nBurn: A fire elemental deals 1d4
fire damage in addition to damage dealt on a successful hit in melee. Those
affected by the burn ability must also succeed at a Reflex save or catch fire,
taking 1d4 damage each round for an additional 1d4 rounds. Creatures that hit a
burning creature with natural weapons or unarmed attacks take fire damage as though
hit by the burning creature and must make a Reflex save to avoid catching fire."
},
{
"Key": "f3a20a05-f8b6-4047-b8d6-0ffe3dcdc945",
"Value": "Polymorph (Small Fire Elemental)"
},
{
"Key": "bcc8aa99-26d1-4193-80a7-8777d7f82dee",
"Value": "The target creature becomes a small fire elemental. It gains a +2
size bonus to its Dexterity, a +2 natural armor bonus, resist fire 20, and
vulnerability to cold. Its movement speed is increased by 20 feet. It also gains
one 1d4 slam attack and the burn ability.\nBurn: A fire elemental deals 1d4 fire
damage in addition to damage dealt on a successful hit in melee. Those affected by
the burn ability must also succeed at a Reflex save or catch fire, taking 1d4
damage each round for an additional 1d4 rounds. Creatures that hit a burning
creature with natural weapons or unarmed attacks take fire damage as though hit by
the burning creature and must make a Reflex save to avoid catching fire."
},
{
"Key": "a6fc176d-1f19-481b-8406-1ce769ad1bd8",
"Value": "You are in small water elemental form now. You have a +2 size bonus
to your Constitution, a +4 natural armor bonus, resist cold 20, and vulnerability
to fire. Your movement speed is reduced by 10 feet. You also gain one 1d6 slam
attack and the freeze ability. You may choose to resume your normal form as a full-
round action; doing so ends the spell for you.\nFreeze: A water elemental deals 1d4
cold damage in addition to damage dealt on a successful hit in melee. Those
affected by the freeze ability must also succeed at a Reflex save or start
freezing, taking 1d4 damage each round for an additional 1d4 rounds. Creatures that
hit a freezing creature with natural weapons or unarmed attacks take cold damage as
though hit by the freezing creature and must make a Reflex save to avoid freezing."
},
{
"Key": "919dfa21-8d71-4458-93f4-5291f794eb9d",
"Value": "Polymorph (Small Water Elemental)"
},
{
"Key": "6020b9c9-7e78-4d66-8a8e-6d8e17361c56",
"Value": "The target creature becomes a small water elemental. It gains a +2
size bonus to its Constitution, a +4 natural armor bonus, resist cold 20, and
vulnerability to fire. Its movement speed is reduced by 10 feet. It also gains one
1d6 slam attack and the freeze ability.\nFreeze: A water elemental deals 1d4 cold
damage in addition to damage dealt on a successful hit in melee. Those affected by
the freeze ability must also succeed at a Reflex save or start freezing, taking 1d4
damage each round for an additional 1d4 rounds. Creatures that hit a freezing
creature with natural weapons or unarmed attacks take cold damage as though hit by
the freezing creature and must make a Reflex save to avoid freezing."
},
{
"Key": "3de208d0-a25d-4557-be6b-6a9de194b0c5",
"Value": "Turn Back (Polymorph)"
},
{
"Key": "b21d4c75-627c-4916-99d3-0ac6e863f0c8",
"Value": "You are surrounded by a nimbus of shadow shaped like your god's
unholy symbol or a symbol of your faith."
},
{
"Key": "9823fc00-ff8a-4ded-92fd-e6b6a8e06f66",
"Value": "You are surrounded by a nimbus of shadow. Any good creature
striking you with unarmed strikes, natural weapons, or a handheld weapon deals
normal damage, but at the same time, the attacker takes 1d6 points of damage + 1
point per caster level (maximum +15). Creatures wielding melee weapons with reach
are not subject to this damage if they attack you. Spell resistance applies against
this damage. You also take half damage from magical attacks with the good
descriptor. If such an attack allows a saving throw for half damage, you take no
damage on a successful saving throw."
},
{
"Key": "50c7e931-9a56-4e9e-848d-abf964cb27c6",
"Value": "Profane Nimbus"
},
{
"Key": "109a20d8-f8b2-41c0-8d41-94b6bb419553",
"Value": "This spell functions as raise dead, but it only affects an animal
companion or a familiar."
},
{
"Key": "f919ac22-62ab-4dba-9df8-66d534b18696",
"Value": "Raise Animal Companion"
},
{
"Key": "3355d508-0ecc-41aa-b5c0-b69c10b69fc9",
"Value": "You restore life to a deceased party member. A raised creature has
a number of hit points equal to its current HD. Raise dead also removes the death's
door condition.\nComing back from the dead is an ordeal. The subject of the spell
gains two permanent negative levels when it is raised, just as if it had been hit
by an energy-draining creature, thought it can not gain a number of negative levels
equal to or greater than its total Hit Dice this way.\nA creature whose permanent
negative levels already equal its Hit Dice cannot be brought back to life through
raise dead."
},
{
"Key": "02f8ef50-83e2-4c00-a5da-ef575a3e45e0",
"Value": "Raise Dead"
},
{
"Key": "79060d46-44c9-4ba0-bbf1-dce257d71edc",
"Value": "You must have a melee weapon in hand to cast this spell.\nOn a
successful melee attack, your weapon resounds. The target takes 1d6 points of sonic
damage. Your weapon is not harmed by this attack.\nIf you are using your judgment
ability or smite ability against the target, it is staggered for 1 round on a
successful attack. A successful Fortitude save negates the staggering effect.\nOn a
successful critical hit, the target is stunned for 1 round and blinded for 1d6
rounds. A successful Fortitude save negates the stunning and blindness effects. If
you are also using judgment or smite, your foe makes only a single save against all
effects.\nThis spell immediately ends if your weapon leaves your hand.\nResounding
blow stacks with the thundering weapon property."
},
{
"Key": "d92c257f-3abe-4e9e-a987-a14de4c5d227",
"Value": "Resounding Blow"
},
{
"Key": "b2b7fcc6-0a49-46c0-b25f-cfe502a461ba",
"Value": "Righteous Might"
},
{
"Key": "f02aed00-3377-44ab-af6e-eaf4a003c35c",
"Value": "Righteous Might"
},
{
"Key": "d25533f3-6be6-43cf-9126-5b2518b1e454",
"Value": "Righteous Might"
},
{
"Key": "ac1a9f58-5edc-4bd9-8f29-51858d369387",
"Value": "Your height immediately doubles, and your weight increases by a
factor of eight. This increase changes your size category to the next larger one.
You gain a +4 size bonus to Strength and Constitution and take a �2 penalty to your
Dexterity. You gain a +2 enhancement bonus to your natural armor. You gain DR
5/evil (if you are good or neutral) or DR 5/good (if you are evil). At 15th level,
this damage reduction becomes 10/evil or 10/good (the maximum).\nYour size modifier
for AC and attacks changes as appropriate to your new size category. This spell
doesn't change your speed. Determine space and reach as appropriate to your new
size. All equipment you wear or carry is similarly enlarged by the spell. Weapons
deal more damage.\nMagical effects that increase size do not stack."
},
{
"Key": "a501ad63-71b3-4f54-8066-21989f9c51ad",
"Value": "You are surrounded by a nimbus of golden light. Any evil creature
striking you with unarmed strikes, natural weapons, or a handheld weapon deals
normal damage, but at the same time, the attacker takes 1d6 points of damage + 1
point per caster level (maximum +15). Creatures wielding melee weapons with reach
are not subject to this damage if they attack you. Spell resistance applies against
this damage. You also take half damage from magical attacks with the evil
descriptor. If such an attack allows a saving throw for half damage, you take no
damage on a successful saving throw."
},
{
"Key": "f5f08d53-da6c-4eb1-b242-423a1cd2a397",
"Value": "Sacred Nimbus"
},
{
"Key": "e6189836-b39d-481c-bcee-fb32465ad678",
"Value": "Reflex half, Will (see text)"
},
{
"Key": "8c96dc13-e78d-494b-a2a0-2cd816a83f15",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of a fireball spell.\nFireball: This spell generates a searing
explosion of flame that detonates with a low roar and deals 1d6 points of fire
damage per caster level (maximum 10d6) to every creature within the area.
[LONGSTART] A successful Reflex save halves this damage. If an affected creature
succeeds at a Will save to disbelieve, it takes only 20% damage from the attack.
[LONGEND]"
},
{
"Key": "723344de-aea1-495c-b15c-2b6616ae7d39",
"Value": "Shadow Evocation (Fireball)"
},
{
"Key": "a3c4424c-3fa6-41af-b447-d28071ccbc8f",
"Value": "Will (see text)"
},
{
"Key": "e079e1b2-5e64-462a-89de-bac2d00bbe3a",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of an ice storm spell.\nIce Storm: Great magical hailstones pound
down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6
points of cold damage to every creature in the area. This damage only occurs once,
when the spell is cast. If an affected creature succeeds at a Will save to
disbelieve, it takes only 20% damage from the attack. For the remaining duration of
the spell, heavy snow and sleet rains down in the area. Creatures inside this area
that failed their Will save upon entering the area take a �4 penalty on Perception
skill checks and the entire area is treated as difficult terrain. At the end of the
duration, the snow and hail disappear, leaving no aftereffects (other than the
damage dealt)."
},
{
"Key": "da25ede2-1d99-48ff-b34a-68c14c26b20f",
"Value": "Shadow Evocation (Ice Storm)"
},
{
"Key": "d693a2b3-af55-4489-a6a5-d4f04c480f4b",
"Value": "Reflex half, Will (see text)"
},
{
"Key": "40a31273-529e-4277-a641-37e5b21e832e",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of a lightning bolt spell.\nLightning Bolt: You release a powerful
stroke of electrical energy that deals 1d6 points of electricity damage per caster
level (maximum 10d6) to each creature within its area. If an affected creature
succeeds at a Will save to disbelieve, it takes only 20% damage from the attack."
},
{
"Key": "909aabc9-add8-4c38-96c6-b48f45b6b0d8",
"Value": "Shadow Evocation (Lightning Bolt)"
},
{
"Key": "a3e15bde-105f-438d-86a2-73dd0c66e3ef",
"Value": "1 round (Stunned condition)"
},
{
"Key": "bdc96b1c-5af4-4365-9998-3a615b98e1a1",
"Value": "Fortitude partial, Will (see text)"
},
{
"Key": "8fe55f4d-5b83-4975-abc7-f0ec9c6b4861",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of a shout spell.\nShout: You emit an ear-splitting yell that
stuns and damages creatures in its path. Any creature within the area is stunned
for 1 round and takes 5d6 points of sonic damage. A successful save negates the
stun and reduces the damage by half. If an affected creature succeeds at a Will
save to disbelieve, it takes only 20% damage from the attack."
},
{
"Key": "fb51e535-a3c8-4c96-8026-6d18efaefc0a",
"Value": "Shadow Evocation (Shout)"
},
{
"Key": "46c16c67-18bd-4c1b-b59e-e7c112343e6e",
"Value": "Will (see text)"
},
{
"Key": "55f7d834-9e5e-497a-8bfe-548aa1f95a76",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of a volcanic storm spell.\nVolcanic Storm: Chunks of hot volcanic
rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of
bludgeoning damage and 2d6 points of fire damage to every creature in the area.
This damage only occurs once, when the spell is cast. If an affected creature
succeeds at a Will save to disbelieve, it takes only 20% damage from the attack.
For the remaining duration of the spell, heavy ash rains down in the area.
Creatures inside this area that failed their Will save upon entering the area take
a �4 penalty on Perception skill checks and the entire area is treated as difficult
terrain. At the end of the duration, the rock and ash disappear, leaving no
aftereffects (other than the damage dealt)."
},
{
"Key": "3b442c42-0bd3-43bc-b673-813bbc1ac128",
"Value": "Shadow Evocation (Volcanic Storm)"
},
{
"Key": "db1ff7dd-5fbc-4068-b40d-55027d0448cd",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of a fireball, lightning bolt, shout, volcanic storm, or ice storm
spell. Spells that deal damage have normal effects unless an affected creature
succeeds at a Will save. Each disbelieving creature takes only one-fifth damage
from the attack. Regardless of the result of the save to disbelieve, an affected
creature is also allowed any save (or spell resistance) that the spell being
simulated allows, but the save DC is set according to shadow evocation's level
(5th) rather than the spell's normal level."
},
{
"Key": "801420ca-c2b9-4579-8f07-3575b83ea25d",
"Value": "Shadow Evocation"
},
{
"Key": "4899688b-2975-4ea4-be23-2bcb953c202e",
"Value": "You can attempt to slay any one living creature. When you cast this
spell, your hand seethes with eerie dark fire. You must succeed on a melee touch
attack to touch the target. The target takes 12d6 points of damage + 1 point per
caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6
points of damage + 1 point per caster level. The subject might die from damage even
if it succeeds on its saving throw."
},
{
"Key": "c98abfca-a56d-43e9-af7b-19f86e999b80",
"Value": "Slay Living"
},
{
"Key": "218b487e-ba1f-4190-84d0-4bfcabcb902e",
"Value": "You can attempt to slay any one living creature. When you cast this
spell, your hand seethes with eerie dark fire. You must succeed on a melee touch
attack to touch the target. The target takes 12d6 points of damage + 1 point per
caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6
points of damage + 1 point per caster level. The subject might die from damage even
if it succeeds at its saving throw."
},
{
"Key": "c85a8722-5d60-4dae-90ef-7e7fe4892bad",
"Value": "Slay Living"
},
{
"Key": "4fbf76b2-6717-4b71-824c-c3c225482760",
"Value": "Song of Discord"
},
{
"Key": "502820a0-e07e-4474-9a91-a6fa3a386387",
"Value": "Song of Discord"
},
{
"Key": "8c11eba3-9185-44f2-8fab-0fe3372756e4",
"Value": "This spell causes those within the area to turn on each other
rather than attack their foes. Each affected creature has a 50% chance to attack
the nearest target each round. (Roll to determine each creature's behavior every
round at the beginning of its turn.) A creature that does not attack its nearest
neighbor is free to act normally for that round."
},
{
"Key": "a5209c7b-380b-4063-b879-d4c5cc6c6beb",
"Value": "Spell Resistance"
},
{
"Key": "c387b7ad-2792-4a34-bbbb-161522136f22",
"Value": "The target gains spell resistance equal to 12 + your caster level."
},
{
"Key": "d54bedbd-e175-4ebe-9bd6-d074d544da02",
"Value": "Spell Resistance"
},
{
"Key": "0cbf0588-9679-4c78-84e4-a36bd342463b",
"Value": "Stoneskin, Communal"
},
{
"Key": "f6b7798a-1af4-4b90-9e8d-05df15fc735a",
"Value": "Stoneskin, Communal"
},
{
"Key": "d838be43-e363-4036-9589-9aefd46f164b",
"Value": "All allies within 30 feet gain resistance to blows, cuts, stabs,
and slashes. They gain DR 10/adamantine. It ignores the first 10 points of damage
each time it takes damage from a weapon, though an adamantine weapon overcomes the
reduction. Once the spell has prevented a total of 10 points of damage per caster
level (maximum 150 points), it is discharged."
},
{
"Key": "d4316831-03b0-4d0d-ac0b-4a3ea7ab35cf",
"Value": "This spell summons to your side a large air elemental. The summoned
elemental appears where you designate and acts according to its initiative check
results. It attacks your opponents to the best of its ability."
},
{
"Key": "407a2beb-f765-4928-ba9b-409eec3023cb",
"Value": "Summon Large Air Elemental"
},
{
"Key": "4e65b020-83fb-4bac-a4a0-94849370cb06",
"Value": "This spell summons to your side large fire, water, air, or earth
elemental. The summoned elemental appears where you designate and acts according to
its initiative check results. It attacks your opponents to the best of its
ability."
},
{
"Key": "0fd06162-811e-4335-9a00-0bb2f48f5501",
"Value": "Summon Large Elemental"
},
{
"Key": "ce40c692-4718-479c-a119-2abdf0c432e2",
"Value": "This spell summons to your side a large earth elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "89115daa-4d35-49d5-bc9b-43a346dc1223",
"Value": "Summon Large Earth Elemental"
},
{
"Key": "abc2b104-d6af-4f67-9500-f5e58286c3c9",
"Value": "This spell summons to your side a large fire elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "7a14c202-9be0-43a3-9b64-d7deddd3d5b0",
"Value": "Summon Large Fire Elemental"
},
{
"Key": "c9991c17-eb89-4058-b75e-7ad230672e58",
"Value": "This spell summons to your side a large water elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "5710201b-d0e0-4727-83c1-29a33ec7454a",
"Value": "Summon Large Water Elemental"
},
{
"Key": "0f932611-605c-4bcf-8aa0-5036679cca7a",
"Value": "This spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar
monitor lizards, or one extraplanar redcap if you are evil or one extraplanar
bralani azata if you are not. Summoned monsters appear where you designate and act
according to their initiative check results. They attack your opponents to the best
of their ability."
},
{
"Key": "9dbe6812-449c-4f67-a27a-49af7d60e912",
"Value": "Summon Monster V"
},
{
"Key": "eba5727b-11b6-4809-b86a-17233f9dd8ad",
"Value": "This spell summons 1d3 extraplanar dire wolves. They appear where
you designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "8ed2f8fa-e0cf-4293-aa33-4d953d14f082",
"Value": "Summon Monster V (1d3 Dire Wolves)"
},
{
"Key": "eb14a018-43a4-44f2-b821-1e72813a0d46",
"Value": "This spell summons 1d4+1 extraplanar monitor lizards. They appear
where you designate and act according to their initiative check results. They
attack your opponents to the best of their ability."
},
{
"Key": "595e9532-7495-4801-834a-a04796e51d91",
"Value": "Summon Monster V (1d4+1 Monitor Lizards)"
},
{
"Key": "46fa6300-6d9a-4157-97e3-21019c1dd375",
"Value": "This spell summons one extraplanar redcap if you are evil or one
extraplanar bralani azata if you are not. It appears where you designate and acts
according to its initiative check results. It attacks your opponents to the best of
its ability."
},
{
"Key": "32b6b3c9-4042-4f30-8417-706eb927d8d6",
"Value": "Summon Monster V (Bralani Azata or Redcap)"
},
{
"Key": "8cd1ec05-1bd6-4b7e-98c4-ee080455cca2",
"Value": "This spell summons to your side 1d3 natural dire boars. The
summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "e3f0e22a-b1e0-4ec1-b227-b943f4a431e3",
"Value": "Summon Nature's Ally V (1d3 Dire Boars)"
},
{
"Key": "2d234dc8-6080-41ed-818a-1b83b50dc132",
"Value": "This spell summons to your side 1d4+1 natural leopards. The
summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "fd44249b-84cf-4494-87cb-050e93f7c3f3",
"Value": "Summon Nature's Ally V (1d4+1 Leopards)"
},
{
"Key": "c2661d99-579a-4310-b471-b603ef8b1633",
"Value": "This spell summons to your side a natural manticore. The summoned
ally appears where you designate and acts according to its initiative check
results. It attacks your opponents to the best of its ability."
},
{
"Key": "9d5623a7-f1c6-4d36-81e2-6bea980ce19a",
"Value": "Summon Nature's Ally V (Manticore)"
},
{
"Key": "90ac23e3-80e6-4bdc-8b85-c10ff4ba7533",
"Value": "This spell summons to your side a natural manticore, 1d3 natural
dire boars, or 1d4+1 natural leopards. The summoned allies appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "c41292c4-2d02-4426-9e33-d25b55a19341",
"Value": "Summon Nature's Ally V"
},
{
"Key": "e2e63d47-8d67-4b83-9aa8-cb08fd19561e",
"Value": "Vampiric Shadow Shield"
},
{
"Key": "ec2d005e-b5b9-431c-a778-87f77c62c7bf",
"Value": "Vampiric Shadow Shield"
},
{
"Key": "dc3253ec-eaa4-4f9b-97a6-d10ae32b72c9",
"Value": "This spell wreathes you in shadowy energy and damages those that
make melee attacks against you. Any creature that strikes you with its body or a
handheld weapon deals normal damage, but at the same time the attacker takes 1d6
points of negative energy damage + 1 point per caster level (maximum +15). If the
attacker has spell resistance, it applies to this effect. When an attacker takes
damage from this spell, you heal a number of hit points equal to 25% of the damage
the spell dealt. Creatures with reach weapons are not subject to this damage if
they attack you."
},
{
"Key": "4f14226a-08a8-44f2-81c8-6bb6ba678fb4",
"Value": "Vampiric Shadow Shield"
},
{
"Key": "d8977775-d576-4eca-af62-10a3bcc89ce3",
"Value": "Waves of negative energy render all living creatures in the spell's
area fatigued. This spell has no effect on a creature that is already fatigued."
},
{
"Key": "45469902-6b47-4305-b78f-3abaa54bb280",
"Value": "Waves of Fatigue"
},
{
"Key": "3f81b54a-5711-4645-a47d-4422a761a8b9",
"Value": "Creatures moving through solid fog move at half their normal speed
and take a �2 penalty on all melee attack and melee damage rolls."
},
{
"Key": "db5e50fd-4564-40d7-861a-6e2af7ebe57b",
"Value": "Creatures moving through acid fog move at half their normal speed
and take a �2 penalty on all melee attack and melee damage rolls and also have a +8
bonus to AC against normal ranged attacks. Each round, the fog deals 2d6 points of
acid damage to each creature and object within it."
},
{
"Key": "9ebaef57-c2c2-4f4a-baf5-b43016ba156c",
"Value": "Acid Fog"
},
{
"Key": "de46d641-8d55-481a-a1b8-96f4b9787900",
"Value": "Acid Fog"
},
{
"Key": "3c7c46b5-205d-497e-a5ea-41712d5b74b0",
"Value": "Acid fog creates a billowing mass of highly acidic, misty vapors
that slow down creatures. Creatures moving through acid fog move at half their
normal speed and take a �2 penalty on all melee attack and melee damage rolls. The
vapors prevent effective ranged weapon attacks, granting all creatures inside the
fog a +8 bonus to AC against normal ranged attacks. Each round on your turn,
starting when you cast the spell, the fog deals 2d6 points of acid damage to each
creature and object within it."
},
{
"Key": "50af5a18-85e8-488b-ace3-2f8cf6859f4a",
"Value": "Any chaotic evil, chaotic good, lawful evil, or lawful good
creatures within the area of this spell suffer the following ill effects:\nIf the
creature's HD is equal to your caster level, it is sickened.\nIf the creature's HD
is up to your caster level � 1, it is staggered and sickened.\nIf the creature's HD
is up to your caster level � 5, it is nauseated, staggered, and sickened.\nIf the
creature's HD is up to your caster level � 10, it is killed, nauseated, staggered,
and sickened.\nThe effects are cumulative and concurrent. A successful Will save
reduces or eliminates these effects. Creatures affected by multiple effects make
only one save and apply the result to all of the effects. Creatures whose Hit Dice
exceed your caster level are unaffected by arbitrament."
},
{
"Key": "d365783c-7072-4b44-91b2-531adee0d5ff",
"Value": "Arbitrament"
},
{
"Key": "be35a442-a8aa-4b9a-96ba-8bcaa5d69bdb",
"Value": "Reflex halves damage and Will negates fear"
},
{
"Key": "99982cd9-c3f3-42ca-88f0-be3b5da4874c",
"Value": "You create a cone of spectral energy resembling screaming elven
ghosts that deals 1d4 points of damage per caster level (maximum 15d4); a
successful Reflex save halves this damage. Any creature that fails its Reflex save
must succeed at a Will save or become panicked for 1 round/level."
},
{
"Key": "ba8c7691-04a1-4251-bdc4-406de6e5ef3f",
"Value": "Banshee Blast"
},
{
"Key": "92867f56-4da4-43bf-b5e4-0a48bf2d0a96",
"Value": "This spell functions like bear's endurance, except that it affects
all allies in a 30-foot radius of the caster.\nBear's Endurance: The affected
creature gains greater vitality and stamina. The spell grants the subject a +4
enhancement bonus to Constitution, which adds the usual benefits to hit points,
Fortitude saves, Constitution checks, and so forth.[LONGSTART] Hit points gained by
a temporary increase in Constitution score are not temporary hit points. They go
away when the subject's Constitution drops back to normal. They are not lost first
as temporary hit points are.[LONGEND]"
},
{
"Key": "720994c2-4d25-4a6a-8e3d-e8d599c60bce",
"Value": "Bear's Endurance, Mass"
},
{
"Key": "43c2236b-7da0-4e80-ab60-f2ff4807e456",
"Value": "You become a Large smilodon, a Large shambling mound or a Large
wyvern."
},
{
"Key": "d39dfbf4-9157-4cb1-985c-5e2f0dfbfa1e",
"Value": "Beast Shape IV"
},
{
"Key": "ad3c9d7d-0b45-491d-89a4-1208f60e0c83",
"Value": "Beast Shape IV (Shambling Mound)"
},
{
"Key": "c97437fa-8101-4178-bd01-be63d3ac3e5a",
"Value": "Beast Shape IV (Smilodon)"
},
{
"Key": "f010376a-7f7e-4685-b6ea-670ae47da6ee",
"Value": "You are in wyvern form now. You have a +4 size bonus to your
Strength, a �2 penalty to your Dexterity, and a +4 natural armor bonus. Your
movement speed is reduced by 10 feet. You also have one 2d6 bite attack, two 1d6
talon attacks, 1d6 sting attack plus poison."
},
{
"Key": "474a61c9-55bd-4146-8598-9cb86c8ddd37",
"Value": "Beast Shape IV (Wyvern)"
},
{
"Key": "e75afef4-dacb-41ac-b194-e9c7c3950df0",
"Value": "You become a Large wyvern. You gain a +4 size bonus to your
Strength, a �2 penalty to your Dexterity, and a +4 natural armor bonus. Your
movement speed is reduced by 10 feet. You also have one 2d6 bite attack, two 1d6
talon attacks, 1d6 sting attack plus poison.\nWyvern Poison: Sting � injury;
Fortitude save (DC 17); frequency: 1/round for 6 rounds; effect: 1d4 Constitution
damage; cure: 2 consecutive saves."
},
{
"Key": "dda2b1e9-769d-45bb-beb1-c4e4c88ec996",
"Value": "An immobile, vertical curtain of whirling blades shaped of pure
force springs into existence. Any creature passing through the wall takes 1d6
points of damage per caster level (maximum 15d6), with a Reflex save for half
damage."
},
{
"Key": "0d16fb34-4b6b-4bfd-ab92-3490ea198a83",
"Value": "Blade Barrier"
},
{
"Key": "7b3e1218-30fe-4bdd-b048-ae6ba758dd69",
"Value": "The creature's Strength score is decreased."
},
{
"Key": "faada157-273b-488f-b88b-0428c03a894d",
"Value": "Weakened"
},
{
"Key": "628e7c2e-df37-4f39-96e5-ef2c0616672c",
"Value": "The creature's Strength score is decreased."
},
{
"Key": "3db6c9fd-5d7e-421d-9468-8282a474a23b",
"Value": "Weakened"
},
{
"Key": "853a8a51-1d9e-43ce-852a-455693f60b7d",
"Value": "Any nonevil creature within the area of a blasphemy spell suffers
the following ill effects:\nIf the creature's HD is equal to your caster level, it
is dazed.\nIf the creature's HD is up to your caster level � 1, it is weakened and
dazed.\nIf the creature's HD is up to your caster level � 5, it is paralyzed,
weakened, and dazed.\nIf the creature's HD is up to your caster level � 10, it is
killed, paralyzed, weakened, and dazed.\nThe effects are cumulative and concurrent.
A successful Will save reduces or eliminates these effects. Creatures affected by
multiple effects make only one save and apply the result to all of the effects.
Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy."
},
{
"Key": "e75f1a1b-17c8-486f-9855-5ae8de67c588",
"Value": "Blasphemy"
},
{
"Key": "6892f330-129f-4db6-8fbc-720e72028eb7",
"Value": "Brilliant Inspiration"
},
{
"Key": "d87fa583-9643-4c65-bf61-59ebbb6f2993",
"Value": "Brilliant Inspiration"
},
{
"Key": "3f8c14ca-17a5-4ba7-b275-d48dacdd69a0",
"Value": "Will negates (harmless)"
},
{
"Key": "b3a7d9e7-8197-4889-9cad-7782274a3c1a",
"Value": "You open a link between your mind and the subject's mind, giving
advice and encouragement for as long as the spell is in effect. Each time the
subject of the spell makes an attack roll, ability check, or skill check, it rolls
two d20s and takes the better result. If any roll is a natural 20, the spell's
effect ends � your brilliant advice is spent."
},
{
"Key": "e480f724-0396-4fc5-9f54-782d1f6931b7",
"Value": "This spell functions like bull's strength, except that it affects
all allies in a 30-foot radius of the caster.\nBull's Strength: The subject becomes
stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual
benefits to melee attack rolls, melee damage rolls, and other uses of the Strength
modifier.[LONGSTART] Enhancement bonuses do not stack with other enhancement
bonuses, for example with bonuses from belts.[LONGEND]"
},
{
"Key": "3aeff17f-0b99-4cef-953a-8374880ea3f9",
"Value": "Bull's Strength, Mass"
},
{
"Key": "859f1c5c-d417-4194-bac3-079f43c54eeb",
"Value": "This spell functions like cat's grace, except that it affects all
allies in a 30-foot radius of the caster.\nCat's Grace: The transmuted creature
becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement
bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses
of the Dexterity modifier.[LONGSTART] Enhancement bonuses do not stack with other
enhancement bonuses, for example with bonuses from belts.[LONGEND]"
},
{
"Key": "7ed700dd-b15d-4fdb-898b-4605e1fa7af9",
"Value": "Cat's Grace, Mass"
},
{
"Key": "3f6a9ede-0730-40eb-bd4c-f9eca40ab319",
"Value": "Chain Lightning"
},
{
"Key": "972d2dc4-caaa-48b5-9488-26ad8d11d44d",
"Value": "This spell creates an electrical discharge that begins as a single
stroke commencing from your fingertips. [LONGSTART]Unlike lightning bolt, chain
lightning strikes one object or creature initially, then arcs to other targets.
[LONGEND]\nThe bolt deals 1d6 points of electricity damage per caster level
(maximum 20d6) to the primary target. After it strikes, lightning can arc to a
number of secondary targets equal to your caster level (maximum 20). The secondary
bolts each strike one target and deal as much damage as the primary bolt.\nEach
target can attempt a Reflex saving throw for half damage. Secondary targets must be
within 30 feet of the primary target, and no target can be struck more than once."
},
{
"Key": "ef0da1a9-0fea-4b26-8a4f-afb9c54f6fa2",
"Value": "Circle of death snuffs out the life force of living creatures,
killing them instantly. The spell slays 1d4 HD worth of living creatures per caster
level (maximum 20d4). Those who are closest to the burst's point of origin are
affected first. No creature of 9 or more HD can be affected, and HD that are not
sufficient to affect a creature are wasted."
},
{
"Key": "824fa2bf-a05e-4571-a88b-96e6148fe728",
"Value": "Circle of Death"
},
{
"Key": "85284db0-9b77-4b5e-9719-270217daca05",
"Value": "You are surrounded by a soporific aroma that causes living
creatures that begin their turn or end their movement within 5 feet of you to fall
asleep for 1 minute."
},
{
"Key": "1563d96c-f104-4fb2-b44b-c830977e2a35",
"Value": "Cloak of Dreams"
},
{
"Key": "5a464b72-cdbb-4fee-aa8d-87f9343d4c4e",
"Value": "This creature is sleeping. A sleeping creature is helpless and
treated as having a Dexterity of 0 (�5 modifier). Melee attacks against a helpless
target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get
no special bonus against helpless targets. Rogues can sneak attack helpless
targets. Sleeping creatures wake up after being wounded."
},
{
"Key": "8cd056c6-ba09-490d-be12-bec1c756fa90",
"Value": "Sleep"
},
{
"Key": "6b16d3a5-da46-4d8f-a4da-2119c8bbe83c",
"Value": "You are surrounded by a soporific aroma that causes all living
creatures within 5 feet of you to make a successful Will save each round or fall
asleep for 1 minute. Sleeping creatures are helpless but wake up after being
wounded."
},
{
"Key": "1c50103e-1e0d-4313-bbb5-445c6e45e66b",
"Value": "Cloak of Dreams"
},
{
"Key": "03032e6f-47ed-4b59-ba7a-1db94b3172f5",
"Value": "You create a shredding flurry of ice slivers, which blast from your
hand in a line. The line deals 1d6 points of cold damage per caster level (maximum
15d6)."
},
{
"Key": "afad1fd3-bf65-47e1-9b15-5d7e81f5e9ac",
"Value": "Cold Ice Strike"
},
{
"Key": "40de11c2-6e65-464a-ba8a-a2475b1b11cf",
"Value": "You channel positive energy to cure 2d8 points of damage + 1 point
per caster level (maximum +30) on each creature in the radius. Like other cure
spells, mass cure moderate wounds deals damage to undead in its area rather than
curing them. Each affected undead may attempt a Will save for half damage."
},
{
"Key": "7ea05315-28b8-47fa-b192-a6d1ecc617ab",
"Value": "Cure Moderate Wounds, Mass"
},
{
"Key": "ecd2952f-0c43-4f74-9617-632185bc6696",
"Value": "Any nonlawful creature within the area of a dictum spell suffers
the following ill effects:\nIf the creature's HD is up to your caster level � 1, it
is staggered.\nIf the creature's HD is up to your caster level � 5, it is paralyzed
and staggered.\nIf the creature's HD is up to your caster level � 10, it is killed,
paralyzed, and staggered.\nThe effects are cumulative and concurrent. A successful
Will save reduces or eliminates these effects. Creatures affected by multiple
effects make only one save and apply the result to all of the effects. Creatures
whose Hit Dice are equal to or exceed your caster level are unaffected by dictum."
},
{
"Key": "f5bee720-1249-4e31-b2fc-905c92efd73d",
"Value": "Dictum"
},
{
"Key": "2b18d38f-c1cc-42e3-8514-78d76c82fc12",
"Value": "Disintegrated"
},
{
"Key": "a0257bb1-c228-48af-a5f3-bfce353f12f6",
"Value": "A thin, green ray springs from your pointing finger.[LONGSTART] You
must make a successful ranged touch attack to hit.[LONGEND] Any creature struck by
the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any
creature reduced to 0 or fewer hit points by this spell is entirely disintegrated,
leaving behind only a trace of fine dust. A disintegrated creature's equipment is
unaffected.[LONGSTART] The ray affects objects constructed entirely of force, such
as forceful hand or a wall of force, but not magical effects such as a globe of
invulnerability or an antimagic field.[LONGEND]\nA creature or object that makes a
successful Fortitude save is partially affected, taking only 5d6 points of damage.
If this damage reduces the creature or object to 0 or fewer hit points, it is
entirely disintegrated.\nOnly the first creature or object struck can be affected;
that is, the ray affects only one target per casting."
},
{
"Key": "8d8240a2-dcca-4bef-aa15-5be8cde955e2",
"Value": "Disintegrate"
},
{
"Key": "5bfd4561-f383-445b-840e-c10c603fcc1d",
"Value": "This functions as dispel magic, except that it affects everything
within a 20-foot-radius burst.\nDispel Magic: You can use dispel magic to end one
ongoing spell that has been cast on a creature or one area effect from a spell in
the selected point.\nYou make one dispel check (1d20 + your caster level) and
compare that to the spell with highest caster level (DC = 11 + the spell's caster
level). If successful, that spell ends. If not, compare the same result to the
spell with the next highest caster level. Repeat this process until you have
dispelled one spell affecting the target or one area effect in the selected point,
or you have failed to dispel every spell."
},
{
"Key": "e4a021cb-bc36-4f54-ac83-c084af81aaf6",
"Value": "Dispel Magic, Greater (Area)"
},
{
"Key": "ee92485c-23d8-42f1-beff-4ab9e5d4f561",
"Value": "This functions as a targeted dispel magic, but it can dispel
multiple spells, starting with the highest level spells and proceeding to lower
level spells.\nDispel Magic (Target): You can use dispel magic to end one ongoing
spell that has been cast on a creature.\nYou make one dispel check (1d20 + your
caster level) and compare that to the spell with highest caster level (DC = 11 +
the spell's caster level). If successful, that spell ends. If not, compare the same
result to the spell with the next highest caster level. Repeat this process until
you have dispelled one spell affecting the target, or you have failed to dispel
every spell."
},
{
"Key": "58a772c5-0710-4748-9439-3e8101254553",
"Value": "Dispel Magic, Greater (Target)"
},
{
"Key": "5f7be89f-d141-4996-8114-e078e9a19528",
"Value": "This functions as dispel magic, except that it affects everything
within a 20-foot-radius burst or it can dispel multiple spells, starting with the
highest level spells and proceeding to lower level spells.\nDispel Magic: You can
use dispel magic to end one ongoing spell that has been cast on a creature or one
area effect from a spell in the selected point."
},
{
"Key": "e7f6797e-a903-4323-9e62-bf70f9683eaa",
"Value": "Dispel Magic, Greater"
},
{
"Key": "1864260e-784b-452b-92f5-04c12a1a08da",
"Value": "This spell functions like eagle's splendor, except that it affects
all allies in a 30-foot radius of the caster.\nEagle's Splendor: The transmuted
creature becomes more poised, articulate, and personally forceful. The spell grants
a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based
skill checks and other uses of the Charisma modifier.[LONGSTART] Bards, paladins,
and sorcerers (and other spellcasters who rely on Charisma) affected by this spell
do not gain any additional bonus spells for the increased Charisma, but the save
DCs for spells they cast while under this spell's effect do increase.[LONGEND]"
},
{
"Key": "05d1c62d-fbc6-4943-bf8a-6061486eb2a2",
"Value": "Eagle's Splendor, Mass"
},
{
"Key": "3146f3b2-7d48-4abf-9b9f-5ba5e15520db",
"Value": "Deals 4d6 points of acid damage per round for 1d4 rounds."
},
{
"Key": "1be4d5f6-3dd4-429a-8632-59b882664792",
"Value": "Deals 4d6 points of cold damage per round for 1d4 rounds."
},
{
"Key": "ef3d0b8b-9202-4a5f-ab4c-cb6d412a0af8",
"Value": "Deals 4d6 points of electricity damage per round for 1d4 rounds."
},
{
"Key": "57c53990-b0da-4a35-9acd-b0ccf5b4c425",
"Value": "Deals 4d6 points of the damage type per round for 1d4 rounds."
},
{
"Key": "80f40474-aff2-4e6c-9ce8-32636b81b8e3",
"Value": "Deals 4d6 points of fire damage per round for 1d4 rounds."
},
{
"Key": "be8a2d3e-4015-4dac-9117-667ef4115eb2",
"Value": "Elemental Assessor"
},
{
"Key": "277fc191-7470-4d5f-a632-aa54aabe16e4",
"Value": "1d4+1 rounds"
},
{
"Key": "865d8384-811d-4ca5-a5a1-78a59649092d",
"Value": "Azata champions developed this spell to deal with fiends with
unknown resistances. A ray of spiraling colors springs from your hand and streaks
to its target.\nYou must make a successful ranged touch attack to hit your target
with the ray, which deals 2d6 points of acid damage, 2d6 points of cold damage, 2d6
points of electricity damage, and 2d6 points of fire damage.\nThe type of energy
that does the most damage to the target then persists, dealing another 4d6 points
of that damage type per round for 1d4 rounds."
},
{
"Key": "5fe733ed-91cd-47c9-897e-ce80bb7fa6c0",
"Value": "Elemental Body III (Air)"
},
{
"Key": "cfd3af0b-a0c2-4e5c-8c45-250ba94ea950",
"Value": "When you cast this spell, you can assume the form of a large air
elemental, large earth elemental, large fire elemental, or large water elemental.
The abilities you gain depend upon the type of elemental into which you change.
Elemental abilities based on size use the size of the elemental you transform into
to determine their effect."
},
{
"Key": "18b6a796-9a43-4426-8848-a3ac8544df9e",
"Value": "Elemental Body III"
},
{
"Key": "5a4b9b07-b226-4f86-af11-ebc17a025a64",
"Value": "Elemental Body III (Earth)"
},
{
"Key": "0cc186f9-b3ce-4f5d-aad6-6bddf10d0e89",
"Value": "Elemental Body III (Fire)"
},
{
"Key": "8daae4a9-1233-4177-9bb0-04eb5ab3378c",
"Value": "Elemental Body III (Water)"
},
{
"Key": "7b06f5f6-77d1-42cc-b7f8-740861ebd9de",
"Value": "Each round, you can target a single living creature, striking it
with waves of power. Depending on the target's HD, this attack has as many as three
effects.\nIf target's HD is 10 or more it is sickened.\nIf target's HD is 5 � 9 it
is panicked and sickened.\nIf target's HD is 4 or less it is comatose, panicked and
sickened\nThe effects are cumulative and concurrent.\n[LONGSTART]\nSickened: Sudden
pain and fever sweeps over the subject's body. A creature affected by this spell
remains sickened for 10 minutes per caster level.\nPanicked: The subject becomes
panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for
10 minutes per caster level. This is a fear effect.\nComatose: The subject falls
into a catatonic coma for 10 minutes per caster level. [LONGEND]\nYou must spend a
swift action each round after the first to target a foe."
},
{
"Key": "844a6288-134e-437b-b57f-2234ab00ed17",
"Value": "Eyebite"
},
{
"Key": "32fdb7c0-b668-4bf3-8363-6e2bca68bbe8",
"Value": "Eyebite"
},
{
"Key": "0dfb4650-1fd5-4f1b-aa3e-fa16d9d2be01",
"Value": "Comatose"
},
{
"Key": "326ca27e-8cf9-446e-be4a-9c0d56bd4a75",
"Value": "Panicked"
},
{
"Key": "dda493de-43fe-4882-9e1b-6b390f8eafa8",
"Value": "Each round, you can target a single living creature, striking it
with waves of power. Depending on the target's HD, this attack has as many as three
effects:\nIf the target's HD is 10 or more, it is sickened.\nIf the target's HD is
5�9, it is frightened and sickened.\nIf the target's HD is 4 or less, it is
paralyzed, frightened, and sickened\nThe effects are cumulative and
concurrent.\nYou must spend a swift action each round after the first to target a
foe."
},
{
"Key": "8bada80a-ad10-4e9a-8c1b-f9b46b86d1f5",
"Value": "Eyebite"
},
{
"Key": "1dbe6b6f-ec1a-4d00-8345-80246a03b1ab",
"Value": "1 round/level or 1 round; see text"
},
{
"Key": "34cc5e9f-a336-485e-a608-5d08c3874bab",
"Value": "This spell functions as fester, except that it affects multiple
foes.\nFester: Necrotic energy permeates the target, blocking healing abilities.
The subject gains Spell Resistance equal to 12 + your caster level against effects
that restore hit points or grant temporary hit points. If the target succeeds on a
Fortitude saving throw, fester lasts only a single round."
},
{
"Key": "994949d9-067c-4364-abc8-b8573e2f0419",
"Value": "Fester, Mass"
},
{
"Key": "f9c9a1e2-ee87-4668-8234-470f7229dab3",
"Value": "Your breath weapon deals 6d8 points of acid damage in a 60-foot
line and allows a Reflex save for half damage."
},
{
"Key": "3090e6db-4cde-426f-88b4-3331ff59130c",
"Value": "You are in a dragon-like creature form now. You have a +4 size
bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus,
immunity to difficult terrain, a breath weapon, and resistance to acid 20. Your
movement speed is increased by 10 feet. You also gain one bite (1d8), two claws
(1d6), and two wing attacks (1d4). You can only use the breath weapon once per
casting of this spell."
},
{
"Key": "28315f7b-039c-4417-8f04-6d6259924a30",
"Value": "Breath Weapon: 60-foot line of acid.\nResistance: acid 20."
},
{
"Key": "02d2bd33-e5ff-4d76-bdbf-d9fb3f12e5ca",
"Value": "Dragonkind I (Black)"
},
{
"Key": "c58c8679-4cc9-4bd1-8fc0-177949eaca1a",
"Value": "Your breath weapon deals 6d8 points of electricity damage in a 60-
foot line and allows a Reflex save for half damage."
},
{
"Key": "df09d4b7-7c46-4284-9b5f-699128b55228",
"Value": "You are in a dragon-like creature form now. You have a +4 size
bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus,
immunity to difficult terrain, a breath weapon, and resistance to electricity 20.
Your movement speed is increased by 10 feet. You also gain one bite (1d8), two
claws (1d6), and two wing attacks (1d4). You can only use the breath weapon once
per casting of this spell."
},
{
"Key": "88e6a082-23da-455d-9ee6-f1d47308efe4",
"Value": "Breath Weapon: 60-foot line of electricity.\nResistance:
electricity 20."
},
{
"Key": "b200c962-4111-476d-96bf-988b6b6cf85d",
"Value": "Dragonkind I (Blue)"
},
{
"Key": "e1aceb54-3c55-49b5-bc21-2ef2515f3fda",
"Value": "Your breath weapon deals 6d8 points of fire damage in a 60-foot
line and allows a Reflex save for half damage."
},
{
"Key": "54a8bef5-617b-409c-9dde-466fae29450e",
"Value": "Dragonkind I (Brass)"
},
{
"Key": "1867651b-a7d4-4cd2-86ee-6276d2fd6b0a",
"Value": "Breath Weapon: 60-foot line of fire.\nResistance: fire 20."
},
{
"Key": "e0791f0f-2077-409a-8eb0-4d8388432202",
"Value": "Dragonkind I (Bronze)"
},
{
"Key": "12238ee4-3eb8-40c7-bec3-bb58b6a66c30",
"Value": "Dragonkind I (Copper)"
},
{
"Key": "d58b9cf7-004a-47de-8944-efaf06007a0b",
"Value": "Your breath weapon deals 6d8 points of fire damage in a 30-foot
cone and allows a Reflex save for half damage."
},
{
"Key": "9beed24a-6677-4701-a946-ea223e26192d",
"Value": "Dragonkind I (Gold)"
},
{
"Key": "b9d3b0a3-5a70-4b0d-85dc-f7a04651b67f",
"Value": "Your breath weapon deals 6d8 points of acid damage in a 30-foot
cone and allows a Reflex save for half damage."
},
{
"Key": "5813bffe-cab9-4191-9023-947a4babbab7",
"Value": "Breath Weapon deals 6d8 points of acid damage in a 30-foot cone and
allow a Reflex save for half damage."
},
{
"Key": "003bd425-70ed-497b-a06b-fed9f6b19a01",
"Value": "Dragonkind I (Green)"
},
{
"Key": "b362805b-90b2-4871-82a2-c23a42490a49",
"Value": "Breath Weapon: 30-foot cone of acid.\nResistance: acid 20."
},
{
"Key": "abcca5da-699c-4d86-869d-503430d1168c",
"Value": "You are in a dragon-like creature form now. You have a +4 size
bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus,
immunity to difficult terrain, a breath weapon, and resistance to fire 20. Your
movement speed is increased by 10 feet. You also gain one bite (1d8), two claws
(1d6), and two wing attacks (1d4). You can only use the breath weapon once per
casting of this spell."
},
{
"Key": "1db62b76-0541-4fc5-956e-781689ea9051",
"Value": "Breath Weapon: 30-foot cone of fire.\nResistance: fire 20."
},
{
"Key": "5e554882-bd7d-4a19-96fc-67193ee86589",
"Value": "Dragonkind I (Red)"
},
{
"Key": "99671845-5757-4657-858b-c8ad7e5af68b",
"Value": "Your breath weapon deals 6d8 points of cold damage in a 30-foot
cone and allows a Reflex save for half damage."
},
{
"Key": "c6d34f83-9b3b-414f-8b96-a4874f52440e",
"Value": "Dragonkind I (Silver)"
},
{
"Key": "23aefdf7-4b2c-494a-8250-6a08dc0c0d25",
"Value": "You are in a dragon-like creature form now. You have a +4 size
bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus,
immunity to difficult terrain, a breath weapon, and resistance to cold 20. Your
movement speed is increased by 10 feet. You also gain one bite (1d8), two claws
(1d6), and two wing attacks (1d4). You can only use the breath weapon once per
casting of this spell."
},
{
"Key": "ff22f05a-d730-4171-9354-45d9ba1f24db",
"Value": "Breath Weapon: 30-foot cone of cold.\nResistance: cold 20."
},
{
"Key": "901aa649-005a-478b-ba6b-77997b0a0595",
"Value": "Dragonkind I (White)"
},
{
"Key": "bc673837-1d65-4efa-a684-a0a0603d5adf",
"Value": "You become a medium dragon-like creature. You gain a +4 size bonus
to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to
difficult terrain, a breath weapon, and resistance to one element. Your movement
speed is increased by 10 feet. You also gain one bite (1d8), two claws (1d6), and
two wing attacks (1d4). Your breath weapon and resistance depend on the type of
your dragon prototype. You can only use the breath weapon once per casting of this
spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for
half damage."
},
{
"Key": "af4fc1ce-edfd-450f-8b37-6fa1f36cb377",
"Value": "Dragonkind I"
},
{
"Key": "7b6a601e-5afc-4c2c-8c95-1c3d91af93ef",
"Value": "This spell functions like fox's cunning, except that it affects all
allies in a 30-foot radius of the caster.\nFox's Cunning: The target becomes
smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual
benefits to Intelligence-based skill checks and other uses of the Intelligence
modifier.[LONGSTART] Wizards (and other spellcasters who rely on Intelligence)
affected by this spell do not gain any additional bonus spells for the increased
Intelligence, but the save DCs for spells they cast while under this spell's effect
do increase. This spell doesn't grant extra skill ranks.[LONGEND]"
},
{
"Key": "31f8d7db-7de2-41aa-bd8a-d157b7e480ce",
"Value": "Fox's Cunning, Mass"
},
{
"Key": "c7d33c26-4f0f-448f-9913-f431797129a9",
"Value": "Harm"
},
{
"Key": "69e22a78-ef5d-43f8-87dd-329bcac316a8",
"Value": "Harm charges a subject with negative energy that deals 10 points of
damage per caster level (to a maximum of 150 points at 15th level). If the creature
successfully saves, harm deals half this amount.\nIf used on an undead creature,
harm acts like heal."
},
{
"Key": "9a5fc9e5-e414-4b06-ad76-a7d75bb894de",
"Value": "Harm charges a subject with negative energy that deals 10 points of
damage per caster level (to a maximum of 150 points at 15th level). If the creature
successfully saves, harm deals half this amount.\nIf used on an undead creature,
harm acts like heal."
},
{
"Key": "54e8c94a-3c4d-477f-9138-78ae81b85552",
"Value": "Harm"
},
{
"Key": "71a82dce-0b4a-4a6a-bda6-3198f1d11e02",
"Value": "Heal"
},
{
"Key": "1f3da563-7e4f-4b6c-8dc9-1c7963ec5ef2",
"Value": "Heal enables you to channel positive energy into a creature to wipe
away injury and afflictions. It immediately ends any and all of the following
adverse conditions affecting the target: ability damage, blinded, confused, dazed,
dazzled, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned.
It also cures 10 hit points of damage per level of the caster, to a maximum of 150
points at 15th level.\nHeal does not remove negative levels or restore permanently
drained ability score points.\nIf used against an undead creature, heal instead
acts like harm."
},
{
"Key": "482fff6e-067f-47d6-b251-fcd1c9fed9a7",
"Value": "Heal enables you to channel positive energy into a creature to wipe
away injury and afflictions. It immediately ends any and all of the following
adverse conditions affecting the target: ability damage, blinded, confused, dazed,
dazzled, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned.
It also cures 10 hit points of damage per level of the caster, to a maximum of 150
points at 15th level.\nHeal does not remove negative levels or restore permanently
drained ability score points.\nIf used against an undead creature, heal instead
acts like harm."
},
{
"Key": "8935b98c-860e-438a-b0ca-2da069ceba66",
"Value": "Heal"
},
{
"Key": "4c5a0bd1-c80c-407b-9c37-8b912b91dfc4",
"Value": "A blast of hellfire blazes from your hands. You can fire one ray,
plus one additional ray for every 4 caster levels beyond 11th (to a maximum of
three rays at 19th level). Each ray requires a ranged touch attack to hit and deals
1d6 points of damage per caster level (maximum 15d6). Half the damage is fire
damage, but the other half results directly from unholy power and is therefore not
subject to being reduced by fire resistance."
},
{
"Key": "8784cc1c-878f-4d37-9224-5e7fce2b950d",
"Value": "Hellfire Ray"
},
{
"Key": "1b0801e9-f71a-4a14-b8e0-4d2059684047",
"Value": "Heroism, Greater"
},
{
"Key": "928b928f-c5d9-455f-b04c-7fe05d323d03",
"Value": "Heroism, Greater"
},
{
"Key": "6dd8b3b3-f90a-457c-8747-91b3db2aab49",
"Value": "This spell functions like heroism, except the creature gains a +4
morale bonus on attack rolls, saves, and skill checks, immunity to fear effects,
and temporary hit points equal to your caster level (maximum 20)."
},
{
"Key": "281cac0c-9356-4a80-8f0e-fe445131eddf",
"Value": "Any nongood creature within the area of a holy word spell suffers
the following ill effects:\nIf the creature's HD is up to your caster level � 1, it
is blinded.\nIf the creature's HD is up to your caster level � 5, it is paralyzed
and blinded.\nIf the creature's HD is up to your caster level � 10, it is killed,
paralyzed, and blinded.\n[LONGSTART]The effects are cumulative and concurrent. A
successful Will save reduces or eliminates these effects. Creatures affected by
multiple effects make only one save and apply the result to all of the effects.
[LONGEND] Creatures whose Hit Dice are equal to or exceed your caster level are
unaffected by holy word."
},
{
"Key": "d0e45854-7a53-4992-b56e-ab9c07418582",
"Value": "Holy Word"
},
{
"Key": "374df5f6-9e8c-4780-b3b1-8391416fcb21",
"Value": "Negative energy spreads out in all directions from the point of
origin, dealing 2d8 points of damage + 1 point per caster level (maximum +30) to
nearby living enemies.\nLike other inflict spells, it cures undead in its area
rather than damaging them. A cleric capable of spontaneously casting inflict spells
can also spontaneously cast mass inflict spells."
},
{
"Key": "aae8fb7e-3ba0-4b8b-87b1-b07271c9f696",
"Value": "Inflict Moderate Wounds, Mass"
},
{
"Key": "9d76be67-0d2a-4490-836f-f11fa957ce7f",
"Value": "You have witnessed a creature being resurrected from the dead and
now have a +2 morale bonus on attack rolls, damage rolls, and saving throws."
},
{
"Key": "488b88b3-2548-423c-949b-490c2109fbfa",
"Value": "Inspiring Recovery"
},
{
"Key": "0616a16b-32bd-49a6-856c-ded2eeb60658",
"Value": "You can heal a creature, harm an undead creature, or call upon a
very recently dead creature to fight beyond death's reach. The target creature
regains 1d8 hit points per 2 caster levels (maximum 10d8).\nThis healing can even
bring back to life party members that have died within 2 rounds. If you cast this
spell at a creature whose hit point total is at a negative amount less than its
Constitution score, it comes back to life and stabilizes at its new hit point
total. If you awaken a dead creature in this way, all allies within 60 feet who can
see it regain consciousness gain a +2 morale bonus on attack rolls, damage rolls,
and saving throws for 1 minute thereafter, as the healing powers of your deity have
imbued them with renewed vigor.\nCreatures killed by death effects cannot be
revived this way. This spell deals damage to undead creatures rather than curing
them, and it cannot bring them back to life."
},
{
"Key": "3ab213dc-9c19-47c5-8417-70627f50b4aa",
"Value": "This creature is confused. It can make a Will saving throw against
the confused effect (DC of the spell) next round after receiving the effect and
every round after that. If the target fails the save, it continues to be confused.
If it makes the save, the effect ends."
},
{
"Key": "c0e1bb56-ee22-4aeb-90c0-2f5f7292c31b",
"Value": "Litany of Madness"
},
{
"Key": "68cabcdc-c06a-4b08-8769-c9b351ffd943",
"Value": "Litany of Madness"
},
{
"Key": "548bde49-936f-4388-8813-92eae4bd1a43",
"Value": "1 or more rounds"
},
{
"Key": "1ab26ba0-e5da-472a-8f31-536ecee975e3",
"Value": "This litany is a sermon of madness. The target is confused. It can
make a Will saving throw against the confused effect (DC of the spell) next round
after receiving the effect and every round after that. If the target fails the
save, it continues to be confused. If it makes the save, the effect ends."
},
{
"Key": "04bc3e60-699d-402a-a917-42b63f602d68",
"Value": "Overwhelming Presence"
},
{
"Key": "f5ef4d9a-e0b5-437e-92e1-5efd59c6d866",
"Value": "Your presence inspires incredible awe in those nearby. A creature
that fails a save against this spell falls to the ground and prostrates itself
before you, believing it bows before a divine presence. These creatures are
considered to be helpless for the duration of the spell. Each round after that, a
target of this spell may attempt a new saving throw to end the effect. A creature
that recovers from this spell early after being affected by it takes 1d6 points of
Wisdom drain and is staggered for 1d4 rounds. A creature that succeeds at the
initial save to resist this spell is merely staggered for 1 round."
},
{
"Key": "5d6b53ed-d818-4f1a-9222-b8aa6edf1062",
"Value": "Overwhelming Presence"
},
{
"Key": "12625c69-35ac-4063-b0ff-b9e89f0c6e7d",
"Value": "This spell functions like owl's wisdom, except that it affects all
allies in a 30-foot radius of the caster.\nOwl's Wisdom: The transmuted creature
becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual
benefit to Wisdom-related skills.[LONGSTART] Clerics, druids, and rangers (and
other Wisdom-based spellcasters) who receive owl's wisdom do not gain any
additional bonus spells for the increased Wisdom, but the save DCs for their spells
increase.[LONGEND]"
},
{
"Key": "69393ff4-abe3-4e9a-967d-649268447662",
"Value": "Owl's Wisdom, Mass"
},
{
"Key": "1f4f02c6-cf9c-4ad8-a1db-5b955a18ba75",
"Value": "This creature believes that its skin is rotting away, large rents
are appearing all over its body, and its internal organs are spilling out into a
putrid half-liquid mass at its feet. Each round after that, it receives a Will save
to disbelieve the effect, and if it fails it also must succeed at a Fortitude save
or faint, falling asleep as per sleep. Waking up doesn't end the spell for a
target; it must continue to attempt Will saves to disbelieve and Fortitude saves to
avoid fainting each round until the spell ends or the target successfully
disbelieves."
},
{
"Key": "cce17507-a379-4a01-9807-a688b058a43f",
"Value": "Phantasmal Putrefaction"
},
{
"Key": "3de03580-51c8-4d46-9970-3fd348c89093",
"Value": "Will, then Fortitude partial (see text)"
},
{
"Key": "3c61840c-ca12-4cf7-b4f8-7308abb8d64e",
"Value": "You implant within the minds of your targets the illusion that
their skin is rotting away, large rents are appearing all over their bodies, and
their internal organs are spilling out into a putrid half-liquid mass at their
feet. Those who fail to disbelieve phantasmal putrefaction immediately take 1d4
points of Wisdom damage. This damage occurs only once.\nEach round after that, an
affected target receives another Will save to disbelieve the effect, and targets
that fail must succeed at a Fortitude save or faint, falling asleep as per sleep
(except that it isn't a magical sleep effect). Waking up doesn't end the spell for
a target; it must continue to attempt Will saves to disbelieve and Fortitude saves
to avoid fainting each round until the spell ends or the target successfully
disbelieves."
},
{
"Key": "4ad97b5f-ac05-4ac3-8698-892832e9c4e8",
"Value": "You create a hideous gray cloud, similar to fog cloud, that
occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures
in the area must save or contract blinding sickness. The disease is contracted
immediately (the onset period does not apply) and is an instantaneous effect. The
victim also takes a �2 penalty on saving throws against diseases."
},
{
"Key": "6ca55e2e-87a5-46fd-895d-96493af73909",
"Value": "Plague Storm: Blinding Sickness"
},
{
"Key": "5ed9a295-4f3e-4a37-8bd7-0ae56b8d579c",
"Value": "You create a hideous gray cloud, similar to fog cloud, that
occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures
in the area must save or contract bubonic plague. The disease is contracted
immediately (the onset period does not apply) and is an instantaneous effect. The
victim also takes a �2 penalty on saving throws against diseases."
},
{
"Key": "2e19a852-6b64-44bb-8a1a-2045a9767c30",
"Value": "Plague Storm: Bubonic Plague"
},
{
"Key": "17d5e4c9-396a-4787-b145-7887bd534349",
"Value": "You create a hideous gray cloud, similar to fog cloud, that
occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures
in the area must save or contract cackle fever. The disease is contracted
immediately (the onset period does not apply) and is an instantaneous effect. The
victim also takes a �2 penalty on saving throws against diseases."
},
{
"Key": "8d7233b3-b5a5-493f-b2c6-a905d566d265",
"Value": "Plague Storm: Cackle Fever"
},
{
"Key": "7eb57870-d867-4a3b-b71c-c3ce861835a3",
"Value": "You create a hideous gray cloud, similar to fog cloud, that
occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures
in the area must save or contract mindfire. The disease is contracted immediately
(the onset period does not apply) and is an instantaneous effect. The victim also
takes a �2 penalty on saving throws against diseases."
},
{
"Key": "6f0635a2-7b72-4c28-bcdf-e62ea4d8415d",
"Value": "Plague Storm: Mindfire"
},
{
"Key": "4af6eac7-dcc9-428a-92cd-12c9b3d4bf60",
"Value": "You create a hideous gray cloud, similar to fog cloud, that
occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures
in the area must save or contract shakes. The disease is contracted immediately
(the onset period does not apply) and is an instantaneous effect. The victim also
takes a �2 penalty on saving throws against diseases."
},
{
"Key": "5f56da60-90f8-4682-a54f-9739a14f6dba",
"Value": "Plague Storm: Shakes"
},
{
"Key": "c6550e2c-3cfe-4931-a10e-eeab7bf2d69c",
"Value": "You create a hideous gray cloud, similar to fog cloud, that
occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures
in the area must save or contract one of the following diseases: blinding sickness,
bubonic plague, cackle fever, mindfire, or shakes (the disease is chosen by you
when you cast the spell and applies to all creatures that fail the save). The
disease is contracted immediately (the onset period does not apply) and is an
instantaneous effect. The victim also takes a �2 penalty on saving throws against
diseases.\nUnlike a fog cloud, the plague storm moves away from you at 10 feet per
round, rolling along the surface of the ground.\nBlinding Sickness effect: 1d4 Str
damage, target must make an additional Fort save or be permanently blinded\nBubonic
Plague effect: 1d4 Con damage and target is fatigued\nCackle Fever effect: 1d6 Wis
damage\nMindfire effect: 1d4 Int damage\nShakes effect: 1d8 Dex damage"
},
{
"Key": "34cfcd62-5a0b-4ea2-a88c-d6bcab4b540a",
"Value": "Plague Storm"
},
{
"Key": "44f87e0e-89ab-4672-b5a0-5bdd400ede75",
"Value": "This creature is a ravening monster � savage, bloodthirsty, and
brutish. Until the spell ends, it has all of the following benefits and
drawbacks:\nIts Intelligence and Charisma scores drop to 1, and it is unable to
cast spells.\nIt takes a �4 penalty on Will saves.\nIt gains a +6 enhancement bonus
to Strength, a +2 natural armor bonus to AC, and 2d8 temporary hit points. These
temporary hit points disappear at the end of the spell's duration.\nWhen the spell
ends, on the next round this creature must succeed at a Will saving throw or take
1d4 points of Intelligence drain and 1d4 points of Charisma damage."
},
{
"Key": "927ecd27-adad-4981-9914-b83b828f36f9",
"Value": "Primal Regression"
},
{
"Key": "83631efa-380c-40ec-b691-27d9e6b96b49",
"Value": "Primal Regression"
},
{
"Key": "a44cf386-b729-4958-849e-2588de451d90",
"Value": "This spell sequesters the targets' ability for higher reasoning,
allowing their darker impulses to come to the fore. An affected target becomes a
ravening monster � savage, bloodthirsty, and brutish. Until the spell ends, the
targets have all of the following benefits and drawbacks:\nThe targets'
Intelligence and Charisma scores drop to 1, and they are unable to cast
spells.\nThe targets take a �4 penalty on Will saves.\nThe targets gain a +6
enhancement bonus to Strength, a +2 natural armor bonus to AC, and 2d8 temporary
hit points. These temporary hit points disappear at the end of the spell's
duration.\nWhen the spell ends, on the next round each affected creature must
succeed at a Will saving throw or take 1d4 points of Intelligence drain and 1d4
points of Charisma damage."
},
{
"Key": "dbd36583-1eed-4761-a579-74a04161abc5",
"Value": "4d6 rounds (stunned condition)"
},
{
"Key": "66ff829d-1d61-49bf-8fbc-7935fe5d30f2",
"Value": "This spell functions like shout, except that the cone deals 10d6
points of sonic damage. It also causes creatures to be stunned for 4d6 rounds. A
creature in the area of the cone can halve both the damage and the duration of the
stun with a successful Fortitude save."
},
{
"Key": "cbee7f07-1b70-4950-b133-7c7c9ced6588",
"Value": "Shout, Greater"
},
{
"Key": "420affc2-6283-4814-bae7-69ab1d231778",
"Value": "A blast of furnace-hot wind blasts downward, inflicting 4d6 fire
damage + 1 point per caster level to all creatures in the area and knocking them
prone. A successful Fortitude save halves the fire damage and negates being knocked
prone.\nAny creature that takes damage from a sirocco becomes fatigued (or
exhausted, if already fatigued, such as from a previous round of exposure to a
sirocco spell). Creatures with the water subtype take a -4 penalty on all saving
throws against this spell and take double normal damage."
},
{
"Key": "787b5d59-f343-41af-ba85-0f6b83dfca6c",
"Value": "Sirocco"
},
{
"Key": "89ebdfbd-dbd0-4848-8d39-9b5137532f6e",
"Value": "This spell summons to your side a huge air elemental. The summoned
elemental appears where you designate and acts according to its initiative check
results. It attacks your opponents to the best of its ability."
},
{
"Key": "a4a60a5c-3526-4d9f-8ed9-96918b164782",
"Value": "Summon Huge Air Elemental"
},
{
"Key": "9c69ac5b-724a-4077-902b-2f857ee6e25c",
"Value": "This spell summons to your side a huge fire, water, air, or earth
elemental. The summoned elemental appears where you designate and acts according to
its initiative check results. It attacks your opponents to the best of its
ability."
},
{
"Key": "5183aca6-854e-4e8b-a973-710c495679b2",
"Value": "Summon Huge Elemental"
},
{
"Key": "465fd7fb-1f8c-4a19-a1c4-a2530f4eeaa7",
"Value": "This spell summons to your side a huge earth elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "fe8c05bd-ebcc-4bd8-ad0d-c7481bdb76b1",
"Value": "Summon Huge Earth Elemental"
},
{
"Key": "18c440ce-0a29-40f5-ba06-490b14392671",
"Value": "This spell summons to your side a huge fire elemental. The summoned
elemental appears where you designate and acts according to its initiative check
results. It attacks your opponents to the best of its ability."
},
{
"Key": "8dd41522-d1d7-4cc2-bd49-a72a662ab9d8",
"Value": "Summon Huge Fire Elemental"
},
{
"Key": "a9cc339f-85b0-4ea4-8ea6-c6a13ae0624b",
"Value": "This spell summons to your side a huge water elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "ec5f4ff3-0d91-480f-bfc7-d8c83832f526",
"Value": "Summon Huge Water Elemental"
},
{
"Key": "905215af-cf9c-48e6-a8ac-c80ecd63d8fa",
"Value": "This spell summons 1d3 extraplanar redcaps if you are evil or 1d3
extraplanar bralani azatas if you are not, 1d4+1 extraplanar dire wolves, or one
extraplanar soul eater if you are evil or one extraplanar axiomite if you are not.
Summoned monsters appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "983002b4-f063-4bea-afcd-4d4cbe2ed69c",
"Value": "Summon Monster VI"
},
{
"Key": "a10e02d3-4c44-4279-94bc-a51e17c27bd3",
"Value": "This spell summons 1d3 extraplanar redcaps if you are evil or 1d3
extraplanar bralani azatas if you are not. They appear where you designate and act
according to their initiative check results. They attack your opponents to the best
of their ability."
},
{
"Key": "0ce0be30-c8c2-4f26-a1a1-f445517bdf0d",
"Value": "Summon Monster VI (1d3 Bralani Azatas or Redcaps)"
},
{
"Key": "d9d2935b-a7f0-416c-91db-5ee8b299e65d",
"Value": "This spell summons 1d4+1 extraplanar dire wolves. They appear where
you designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "d001987e-c6e8-4e65-ba19-a4a07430ac97",
"Value": "Summon Monster VI (1d4+1 Dire Wolves)"
},
{
"Key": "1e0df1e3-0b6b-4405-b2c9-a81bcf861c45",
"Value": "This spell summons one extraplanar soul eater if you are evil or
one extraplanar axiomite if you are not. It appears where you designate and acts
according to its initiative check results. It attacks your opponents to the best of
its ability."
},
{
"Key": "e383a1c6-6435-45da-b4a2-f5f0e8b23eed",
"Value": "Summon Monster VI (Axiomite or Soul Eater)"
},
{
"Key": "5ab57060-9c60-4233-820d-f2200f49b8c6",
"Value": "This spell summons to your side 1d3 natural manticores. The
summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "980a72a2-5453-47bd-83e5-7e108f6702eb",
"Value": "Summon Nature's Ally VI (1d3 Manticores)"
},
{
"Key": "ae6b90ee-375f-4cd8-bb18-00b7d675a6c1",
"Value": "This spell summons to your side 1d4+1 natural dire boars. The
summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "59e6eec8-3d15-4ce1-bec5-68dcfb9fa6b0",
"Value": "Summon Nature's Ally VI (1d4+1 Dire Boars)"
},
{
"Key": "1d6ead1d-1e5f-4ebb-ad85-93c51895cd7c",
"Value": "This spell summons to your side a natural smilodon. The summoned
ally appears where you designate and acts according to its initiative check
results. It attacks your opponents to the best of its ability."
},
{
"Key": "dea30bea-98fe-4f0e-8687-1847f12749e8",
"Value": "Summon Nature's Ally VI (Smilodon)"
},
{
"Key": "6fd0553a-e3e7-47e2-83d6-f165281af0b2",
"Value": "This spell summons to your side a natural smilodon, 1d3 natural
manticores, or 1d4+1 natural dire boars. The summoned allies appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "a5892c93-824e-4de4-bbc6-f875008610a0",
"Value": "Summon Nature's Ally VI"
},
{
"Key": "9b186836-f1f5-4eb3-873b-1173618b8728",
"Value": "Tar"
},
{
"Key": "c2909db3-ad90-4595-abe9-fe0e9d3837dd",
"Value": "This creature can take no actions until it cleans itself of the
tar."
},
{
"Key": "ec28403b-2c88-4ca1-8702-b5b9f9aee317",
"Value": "This creature is stuck in a hot tar and tries to escape."
},
{
"Key": "88bd9102-d6d7-464b-9bb5-30c8d372924d",
"Value": "Tar"
},
{
"Key": "8b5db8cc-36a0-451a-a9e0-40218a8ec1d5",
"Value": "You convert a layer of the ground into hot tar. Creatures in the
area when the tar appears take 1d6 points of fire damage per two caster levels
(maximum of 10d6) and must succeed at a Reflex save or become entangled until they
make a successful Reflex saving throw, Strength check, or Mobility check (DC =
spell saving throw DC). They can make attempts each round after receiving the
effect. The area is difficult terrain and all creatures inside the area take a �5
penalty on Mobility skill checks. All creatures inside the tar area take 2d6 points
of fire damage each round and must reattempt a Reflex save or become entangled. A
creature that falls prone in the area takes a �4 penalty on its Reflex save against
the tar and on Strength and Mobility checks to escape the tar. After leaving the
tar area, a creature can take no actions for 1 round as it cleans itself from the
tar."
},
{
"Key": "c0f18198-af31-41c7-b779-b1036971f9f2",
"Value": "Tar Pool"
},
{
"Key": "eda4d31f-e7c9-4f30-8ef8-e62ba314094f",
"Value": "Transformation"
},
{
"Key": "d3a6c453-0f3d-4de2-81e6-28008c5af3f1",
"Value": "You become a fighting machine � stronger, tougher, faster, and more
skilled in combat. Your mindset changes so that you relish combat and you can't
cast spells, even from magic items.\nYou gain a +4 enhancement bonus to Strength,
Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus
on Fortitude saves, and proficiency with all simple and martial weapons. Your base
attack bonus equals your character level (which may give you multiple attacks)."
},
{
"Key": "0f2d3d22-bd1d-4117-af7d-acfcc5111346",
"Value": "Transformation"
},
{
"Key": "88242d1d-b6ac-4fd7-9982-61f751bc43e1",
"Value": "This character has the ability to see all things as they actually
are. They see through normal and magical darkness, notice secret doors hidden by
magic, see the exact locations of creatures or objects under blur or displacement
effects, see invisible creatures or objects normally, see through illusions, and
see the true form of polymorphed, changed, or transmuted things."
},
{
"Key": "c7a2b2be-7ee9-4769-bce7-5a8ac414793e",
"Value": "True Seeing"
},
{
"Key": "f2bdc527-e806-49ef-b09c-7b127632f715",
"Value": "You confer on the subject the ability to see all things as they
actually are. The subject sees through normal and magical darkness, notices secret
doors hidden by magic, sees the exact locations of creatures or objects under blur
or displacement effects, sees invisible creatures or objects normally, sees through
illusions, and sees the true form of polymorphed, changed, or transmuted things."
},
{
"Key": "f1f7091c-c791-450e-8ea7-bc8d741f8da9",
"Value": "True Seeing"
},
{
"Key": "bde0efa3-7640-45e9-ac6e-504ca3c031da",
"Value": "You confer on the subject the ability to see all things as they
actually are. The subject sees the exact locations of creatures or objects under
blur or displacement effects, sees invisible creatures normally."
},
{
"Key": "5f2e5033-a2c7-441d-89e8-c4ff86ce0b43",
"Value": "True Seeing"
},
{
"Key": "87a422fb-e322-43a3-b76c-1f17ad3437a0",
"Value": "Duration 1 round/level"
},
{
"Key": "ec238bc2-329b-46bd-b7b7-a4badc41a1e6",
"Value": "Fortitude partial"
},
{
"Key": "c013127d-63c8-41eb-9d74-c1b457657508",
"Value": "You create a bolt of dark energy and use it to make a ranged touch
attack that ignores concealment (but not total concealment).\nIf you hit, the
target takes 1d6 points of damage per caster level (maximum 20d6). Half of this
damage is cold damage and half of it is negative energy. The bolt's shadow expands
and covers the target, rendering them blind for the duration of the spell. A
successful Fortitude save halves the damage and negates the blind condition."
},
{
"Key": "82f9898c-4045-4ba6-bd50-c116d0450c97",
"Value": "Umbral Strike"
},
{
"Key": "643bcdc4-b588-424c-bcf7-3d6d32099732",
"Value": "Undeath to Death snuffs out the life force of undead creatures,
killing them instantly. The spell slays 1d4 HD worth of undead creatures per caster
level (maximum 20d4). Those who are closest to the burst's point of origin are
affected first. No creature of 9 or more HD can be affected, and HD that are not
sufficient to affect a creature are wasted."
},
{
"Key": "191a5fec-a257-4962-a493-a2ddc34a687f",
"Value": "Undeath to Death"
},
{
"Key": "aeabfb75-634d-4245-93d1-14b733153551",
"Value": "A confused creature is mentally befuddled and cannot act normally."
},
{
"Key": "ff485405-b5e7-4291-a80b-c85a244d3ce3",
"Value": "Confused"
},
{
"Key": "c477f856-de9a-4576-91b8-f418b80722c8",
"Value": "Any nonchaotic creature within the area of a word of chaos spell
suffers the following ill effects:\nIf the creature's HD is up to your caster level
� 1, it is stunned\nIf the creature's HD is up to your caster level � 5, it is
confused and stunned.\nIf the creature's HD is up to your caster level � 10, it is
killed, confused, and stunned.\n[LONGSTART]The effects are cumulative and
concurrent. A successful Will save reduces or eliminates these effects. Creatures
affected by multiple effects make only one save and apply the result to all of the
effects.[LONGEND] Creatures whose Hit Dice are equal to or exceed your caster level
are unaffected by word of chaos."
},
{
"Key": "5ed8c664-e096-43ff-814f-2705b668b178",
"Value": "Word of Chaos"
},
{
"Key": "14db018f-37c0-494c-a085-97cfb363e04d",
"Value": "A banishment spell is a more powerful version of the dismissal
spell. It enables you to force extraplanar creatures out of your home plane. As
many as 2 Hit Dice of creatures per caster level can be banished in a 30-foot
radius, and creatures who are closest to the burst's point of origin are affected
first.\nDismissal: This spell forces an extraplanar creature back to its proper
plane if it fails a Will save. If the spell is successful, the creature is
instantly whisked away."
},
{
"Key": "d123e2d0-d310-4b7b-b578-0a01a3a0ece1",
"Value": "Banishment"
},
{
"Key": "ceac0b8f-0a0f-4853-9cd6-41a847aa3d42",
"Value": "This character is covered in acid and takes acid damage each round
unless the acid is dispelled."
},
{
"Key": "cc016b96-e27e-4712-bb4c-9ff8428d0b36",
"Value": "Caustic Eruption"
},
{
"Key": "4c969acc-ae5f-4efd-bad2-a8bb90ec9713",
"Value": "2 rounds"
},
{
"Key": "df954758-6bfb-43c0-b480-399fde452b1d",
"Value": "Acid erupts from your space in all directions, causing 1d6 points
of damage per caster level (maximum 20d6) to creatures and unattended objects in
the area. Each of the next 2 rounds, creatures and objects that failed their saves
against the initial burst take an additional 1d6 points of acid damage per 2 caster
levels (maximum 10d6) unless the acid is dispelled."
},
{
"Key": "dba288f7-5aa6-4b4f-bc06-9ae142e321e0",
"Value": "This spell changes an ordinary quarterstaff into a treant creature.
It appears where you designate and acts according to its initiative check results.
It attacks your opponents to the best of its ability."
},
{
"Key": "b714624b-2191-4aed-816f-931df552eaf4",
"Value": "Changestaff"
},
{
"Key": "a9cdfd29-9b5d-46f6-993a-faa69eb772d4",
"Value": "Create Undead"
},
{
"Key": "5c313aee-7dba-44fe-8403-072dc6e6e2e0",
"Value": "This spell summons a graveknight or a guardian armor. It appears
where you designate and acts according to its initiative check results. It attacks
your opponents to the best of its ability."
},
{
"Key": "2d0c3a6e-f4f5-4680-a18f-991758cbb034",
"Value": "This spell summons a graveknight. It appears where you designate
and acts according to its initiative check results. It attacks your opponents to
the best of its ability."
},
{
"Key": "176484c9-c581-429b-91f0-28dc3efcfc92",
"Value": "Create Undead (Graveknight)"
},
{
"Key": "44ad7fbb-9132-4e6d-aadf-a963259c4de7",
"Value": "This spell summons a guardian armor. It appears where you designate
and acts according to its initiative check results. It attacks your opponents to
the best of its ability."
},
{
"Key": "71dbb1a1-3c47-4c96-b0e0-8469e6e9b61c",
"Value": "Create Undead (Guardian Armor)"
},
{
"Key": "ab99d4dd-248f-447e-bea5-10c881a9f95a",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nEffect:
1d4 Dexterity damage\nCure: 1 save"
},
{
"Key": "c572c949-042a-4335-8857-5b23731b1386",
"Value": "Centipede Swarm Poison"
},
{
"Key": "bc561326-ac60-4d24-bf52-6b989624192a",
"Value": "This spell summons to your side 4 centipede swarms. The summoned
swarms appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability.\nThe swarms have
60 hit points each and deal 4d6 points of damage with their swarm attack plus
poison and distraction. The save to resist their poison and distraction effects is
equal to the save DC of this spell. Creatures caught in multiple swarms only take
damage and make saves once.\nDistraction: A creature with this ability can nauseate
the creatures that it damages. Any living creature that takes damage from a
creature with the distraction ability is nauseated for 1 round; a Fortitude save
negates the effect.\nPoison: Swarm � injury; Fortitude save; frequency: 1/round for
6 rounds; effect: 1d4 Dex; cure: 1 save."
},
{
"Key": "955716a9-7ce5-443c-9ddd-59006f4b9f46",
"Value": "Creeping Doom"
},
{
"Key": "9c8a8f72-e66f-40a9-839a-c67fa952edc4",
"Value": "You channel positive energy to cure 3d8 points of damage + 1 point
per caster level (maximum +35) on each creature in radius. Like other cure spells,
mass cure serious wounds deals damage to undead in its area rather than curing
them. Each affected undead may attempt a Will save for half damage."
},
{
"Key": "38780d72-0070-47b8-9828-9a0dfd905b65",
"Value": "Cure Serious Wounds, Mass"
},
{
"Key": "df52d25a-95ab-4e69-a4f1-4e85a9cdd93e",
"Value": "This spell instantly delivers 10 points of damage per caster level.
If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of
damage."
},
{
"Key": "f8618efc-fbb1-458f-ad4b-fe98e99ee8e1",
"Value": "Destruction"
},
{
"Key": "49a0b8dc-6569-48d0-80aa-e6121c38460a",
"Value": "Elemental Body IV (Air)"
},
{
"Key": "f8106a14-dd44-4169-90bf-1c4fc22cefa6",
"Value": "When you cast this spell, you can assume the form of a huge air
elemental, huge earth elemental, huge fire elemental, or huge water elemental. The
abilities you gain depend upon the type of elemental into which you change.
Elemental abilities based on size use the size of the elemental you transform into
to determine their effect. You are also immune to critical hits and sneak attacks
while in elemental form and gain DR 5/�."
},
{
"Key": "b3ec9c00-efd5-4935-b717-455163687528",
"Value": "Elemental Body IV"
},
{
"Key": "2ddd72da-b570-4295-86df-9e213b7c35f0",
"Value": "Elemental Body IV (Earth)"
},
{
"Key": "2a3514f3-2c17-4b7a-8db8-3e8b618591cb",
"Value": "Elemental Body IV (Fire)"
},
{
"Key": "98e3f2a7-7690-437a-8d48-04b4f84277aa",
"Value": "Elemental Body IV (Water)"
},
{
"Key": "494efa9a-b240-4888-b66b-ad7d09233596",
"Value": "This spell instantly delivers 10 points of damage per caster level.
If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of
damage + 1 point per caster level."
},
{
"Key": "22a961b5-f441-4176-a993-81e821a6da1d",
"Value": "Finger of Death"
},
{
"Key": "3ec6b7dc-74ee-44e4-8aa6-26b31085ea62",
"Value": "While the firebrand burns, any creature it marks is immune to
damage from any fire spell the caster of this firebrand casts. All of the target's
weapons (both natural and manufactured) inflict +1d6 points of fire damage on a hit
(this bonus fire damage stacks with any amount of fire damage a creature's weapons
might already inflict). At any point during the spell's duration, a creature
bearing a firebrand can launch a beam of fire at any target within 30 feet as a
swift action. This ray requires a ranged touch attack to hit and deals 6d6 points
of fire damage. Once a creature uses its firebrand to fire a ray in this manner,
the effects of the spell end for that creature."
},
{
"Key": "6fc24cf6-8871-4ef8-b6a8-5acc467fc8c7",
"Value": "Firebrand"
},
{
"Key": "719b052b-67a7-43a4-89de-5bbd0909c1be",
"Value": "Launch a beam of fire at any target within 30 feet as a swift
action. This ray requires a ranged touch attack to hit and deals 6d6 points of fire
damage. Once a creature uses its firebrand to fire a ray in this manner, the
effects of the spell end for that creature."
},
{
"Key": "6bdc3824-ffbe-4342-aeda-a30064d817c8",
"Value": "Firebrand Beam of Fire"
},
{
"Key": "60ad6c70-59da-4240-b415-e2b2684739d5",
"Value": "You mark several allies with a flaming rune. This rune does not
cause damage, and sheds light as if it were a torch. While the firebrand burns, any
creature it marks is immune to damage from any fire spell you cast. All of the
target's weapons (both natural and manufactured) inflict +1d6 points of fire damage
on a hit (this bonus fire damage stacks with any amount of fire damage a creature's
weapons might already inflict). At any point during the spell's duration, a
creature bearing a firebrand can launch a beam of fire at any target within 30 feet
as a swift action. This ray requires a ranged touch attack to hit and deals 6d6
points of fire damage. Once a creature uses its firebrand to fire a ray in this
manner, the effects of the spell end for that creature."
},
{
"Key": "0d4525bb-ad1f-408c-a7bb-875338642e9b",
"Value": "Firebrand"
},
{
"Key": "a573116a-c143-4bed-8486-6fed4e6a0cd7",
"Value": "Fire Storm"
},
{
"Key": "d763c71a-4ad6-456f-8e62-62e57e59b66b",
"Value": "1 or more rounds"
},
{
"Key": "d81945a6-54c0-4be3-8ea4-768db0a667d8",
"Value": "When a fire storm spell is cast, the whole area is shot through
with sheets of roaring flame. All enemy creatures within the area take 1d6 points
of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex
save catch on fire, taking 4d6 points of fire damage each round after that until
the flames are extinguished by making a successful Reflex save."
},
{
"Key": "a6852cb1-1c6f-4f7e-bf87-da9e337dfcb5",
"Value": "Fire Storm"
},
{
"Key": "d25fe57e-92bb-44fa-92db-88df366b0e01",
"Value": "Your breath weapon deals 8d8 points of acid damage in an 80-foot
line and allows a Reflex save for half damage. When you use it, the duration of
your breath weapon ability is reduced by 1/2 caster level minutes."
},
{
"Key": "0d31a4f4-654e-4a9e-be34-d63e3ce03d1b",
"Value": "You are in a dragon-like creature form now. You have a +6 size
bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus,
immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and
resistance to acid 20. Your movement speed is increased by 10 feet. You also gain
one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack
(1d8). You can only use the breath weapon twice per casting of this spell (when you
use it, the duration of your breath weapon ability is reduced by 1/2 caster level
minutes)."
},
{
"Key": "044e8c63-771f-48de-a589-a7e6e655ae45",
"Value": "Breath Weapon: 80-foot line of acid.\nResistance: acid 20."
},
{
"Key": "dbe99702-a644-4eb7-b2d6-74650738b1b5",
"Value": "Dragonkind II (Black)"
},
{
"Key": "4532f63a-9a86-4116-9069-2776339db0dc",
"Value": "Your breath weapon deals 8d8 points of electricity damage in an 80-
foot line and allows a Reflex save for half damage. When you use it, the duration
of your breath weapon ability is reduced by 1/2 caster level minutes."
},
{
"Key": "db29e933-5182-4426-9945-39c6e9733619",
"Value": "You are in a dragon-like creature form now. You have a +6 size
bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus,
immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and
resistance to electricity 20. Your movement speed is increased by 10 feet. You also
gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap
attack (1d8). You can only use the breath weapon twice per casting of this spell
(when you use it, the duration of your breath weapon ability is reduced by 1/2
caster level minutes)."
},
{
"Key": "5f89d7a9-d014-497e-9c4a-98bccb978978",
"Value": "Breath Weapon: 80-foot line of electricity.\nResistance:
electricity 20."
},
{
"Key": "08622cea-805c-4785-8fb6-303646268f64",
"Value": "Dragonkind II (Blue)"
},
{
"Key": "3fb0a21d-c27e-4243-a2b5-0967aa5d7734",
"Value": "Your breath weapon deals 8d8 points of fire damage in an 80-foot
line and allows a Reflex save for half damage. When you use it, the duration of
your breath weapon ability is reduced by 1/2 caster level minutes."
},
{
"Key": "2f53128f-e2d8-49ca-a005-26ea16147b6c",
"Value": "Dragonkind II (Brass)"
},
{
"Key": "c4f2c24d-cefe-4f37-b0d6-431f136f4b0b",
"Value": "Breath Weapon: 80-foot line of fire.\nResistance: fire 20."
},
{
"Key": "c537115d-a934-40b4-aeaa-0a5d691cf41a",
"Value": "Dragonkind II (Bronze)"
},
{
"Key": "5a92c0a5-bae6-4d90-8667-5041c4beb049",
"Value": "Dragonkind II (Copper)"
},
{
"Key": "9c27fcda-f7e9-4d76-a6c7-3e87d84d07df",
"Value": "Your breath weapon deals 8d8 points of fire damage in a 40-foot
cone and allows a Reflex save for half damage. When you use it, the duration of
your breath weapon ability is reduced by 1/2 caster level minutes."
},
{
"Key": "4c24019e-19a0-470e-93db-9a4c821d345f",
"Value": "Dragonkind II (Gold)"
},
{
"Key": "0d9213cd-caa2-4c0d-9f8c-85fc8d53b345",
"Value": "Your breath weapon deals 8d8 points of acid damage in a 40-foot
cone and allows a Reflex save for half damage. When you use it, the duration of
your breath weapon ability is reduced by 1/2 caster level minutes."
},
{
"Key": "b275a467-833a-449c-a956-648968506c82",
"Value": "Dragonkind II (Green)"
},
{
"Key": "d8276889-2b72-4e66-93e8-e93aad49dbec",
"Value": "Breath Weapon: 40-foot cone of acid.\nResistance: acid 20."
},
{
"Key": "4ed27a25-a59f-46c9-a59c-fd03e9d18824",
"Value": "You are in a dragon-like creature form now. You have a +6 size
bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus,
immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and
resistance to fire 20. Your movement speed is increased by 10 feet. You also gain
one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack
(1d8). You can only use the breath weapon twice per casting of this spell (when you
use it, the duration of your breath weapon ability is reduced by 1/2 caster level
minutes)."
},
{
"Key": "ce381233-680d-4434-92e2-7f8710d0458b",
"Value": "Breath Weapon: 40-foot cone of fire.\nResistance: fire 20."
},
{
"Key": "5134e7a0-3acd-44bd-81f0-ca19229ef3ff",
"Value": "Dragonkind II (Red)"
},
{
"Key": "c3ba0bc1-e690-4899-b2a9-a157fe56b48d",
"Value": "Your breath weapon deals 8d8 points of cold damage in a 40-foot
cone and allows a Reflex save for half damage. When you use it, the duration of
your breath weapon ability is reduced by 1/2 caster level minutes."
},
{
"Key": "09655d4d-b68a-4c87-9877-afa8f8ca0e7f",
"Value": "Dragonkind II (Silver)"
},
{
"Key": "d726a944-58d3-4c76-b017-a39ebb99e39a",
"Value": "You are in a dragon-like creature form now. You have a +6 size
bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus,
immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and
resistance to cold 20. Your movement speed is increased by 10 feet. You also gain
one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack
(1d8). You can only use the breath weapon twice per casting of this spell (when you
use it, the duration of your breath weapon ability is reduced by 1/2 caster level
minutes)."
},
{
"Key": "fd12c424-ae01-4642-8fc8-462649dc89ca",
"Value": "Breath Weapon: 40-foot cone of cold.\nResistance: cold 20."
},
{
"Key": "9d832d7c-9ed7-4b8b-83bc-3c5497238a5e",
"Value": "Dragonkind II (White)"
},
{
"Key": "c86f8461-86fe-4d64-9a1f-a7eba77a9165",
"Value": "This spell functions as dragonkind I except that it also allows you
to assume the form of a large dragon-like creature. You gain the following
abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6
natural armor bonus, immunity to difficult terrain, a breath weapon, damage
reduction 5/magic, and resistance to one element. Your movement speed is increased
by 10 feet. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6),
and one tail slap attack (1d8). You can only use the breath weapon twice per
casting of this spell (when you use it, the duration of your breath weapon ability
is reduced by 1/2 caster level minutes). All breath weapons deal 8d8 points of
damage and allow a Reflex save for half damage. Line breath weapons increase to 80-
foot lines and cones increase to 40-foot cones."
},
{
"Key": "a4107531-b021-4dd7-bc7c-8a142b85527c",
"Value": "Dragonkind II"
},
{
"Key": "e43fdd5b-6675-4275-b33c-dfb6a4874d05",
"Value": "Negative energy spreads out in all directions from the point of
origin, dealing 3d8 points of damage + 1 point per caster level (maximum +35) to
nearby living enemies.\nLike other inflict spells, it cures undead in its area
rather than damaging them. A cleric capable of spontaneously casting inflict spells
can also spontaneously cast mass inflict spells."
},
{
"Key": "db33eac8-d675-4fc4-b776-e5af64ea0d4c",
"Value": "Inflict Serious Wounds, Mass"
},
{
"Key": "3e554eb4-8eb9-4f15-b41b-6f51e5781ff1",
"Value": "Insanity"
},
{
"Key": "e6c982d7-565a-4293-83ac-29715240e96b",
"Value": "Insanity"
},
{
"Key": "e32cb67e-c3c7-4aa9-92d5-122812831520",
"Value": "The affected creature suffers from a continuous confusion effect,
as the spell.\nRemove curse does not remove insanity. Greater restoration or heal
can restore the creature.\nConfusion: This spell causes confusion in the targets,
making them unable to determine their actions. Roll d100 and consult the following
table at the start of each subject's turn each round to see what it does in that
round.\n01�25: Acts normally\n26�50: Does nothing but babble incoherently\n51�75:
Deals 1d8 points of damage + Str modifier to self with item in hand\n76�100:
Attacks nearest creature (for this purpose, a familiar counts as part of the
subject's self)"
},
{
"Key": "90fea8ba-9f2e-4080-8769-fcaaea62ac00",
"Value": "This spell functions like invisibility, except that it affects all
party members and is broken when anyone in the party attacks.\nInvisibility: The
touched creature becomes invisible. If a check is required, an invisible creature
has a +20 bonus on its Stealth checks. The spell ends if the subject attacks any
creature. For purposes of this spell, an attack includes any spell targeting a foe
or whose area or effect includes a foe. Exactly who is a foe depends on the
invisible character's perceptions. Actions directed at unattended objects do not
break the spell. Causing harm indirectly is not an attack. Thus, an invisible being
can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut
the ropes holding a rope bridge while enemies are on the bridge, remotely trigger
traps, open a portcullis to release attack dogs, and so forth. If the subject
attacks directly, however, it immediately becomes visible along with all its gear.
Spells such as bless that specifically affect allies but not foes are not attacks
for this purpose, even when they include foes in their area."
},
{
"Key": "07551134-405f-4455-96ee-7b7599980d2b",
"Value": "Invisibility, Mass"
},
{
"Key": "a7dc04ff-ab0f-4287-9fb0-52d74e95b4cc",
"Value": "Jolting Portent"
},
{
"Key": "f9dbf514-807a-4ed4-97e8-00b503297f9c",
"Value": "Jolting Portent"
},
{
"Key": "2f01eeff-14ec-44d6-8601-b5cb167ecc59",
"Value": "The creature you designate is surrounded by a glowing red aura of
vengeful fate. Once per round when the target makes an attack or casts a spell, it
must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level +
Wisdom. If the target fails the saving throw, it takes 4d6 + your Wisdom modifier
electricity damage. It takes no damage on a successful saving throw."
},
{
"Key": "09e9b19a-f7e1-4aa9-9be7-6b7e798d1f65",
"Value": "Your inspired words overwhelm others with transcendental bliss. All
allies within the area of effect are freed from any emotion effects. The spell also
cures 1d4 points of Intelligence, Wisdom, or Charisma damage to all allies in the
area."
},
{
"Key": "d3b14b05-ad68-4f14-b929-5557d9d5e575",
"Value": "Joyful Rapture"
},
{
"Key": "2479710f-703c-43b7-a8f5-644f4c6a883c",
"Value": "1 round (Stunned condition)"
},
{
"Key": "351d5b9d-d5ea-4b84-abfd-a6fcb4c50580",
"Value": "With a guttural bark, you unleash a sudden blast of sonic energy
that strikes your opponent. The target takes 1d6 points of sonic damage per level
(maximum 20d6) and is stunned for 1 round; a successful Fortitude save reduces the
damage by half and negates the stun."
},
{
"Key": "9c987493-c857-4049-9e77-9782ffcf29dc",
"Value": "Ki Shout"
},
{
"Key": "bf7b5360-7c8c-41cd-9961-7844110f5d54",
"Value": "This creature now has legendary proportions."
},
{
"Key": "305a7cc0-3364-428f-9669-ce5f65c7ad62",
"Value": "Legendary Proportions"
},
{
"Key": "54c9443f-5d3e-47f7-b61e-7b211e72a5e9",
"Value": "Legendary Proportions"
},
{
"Key": "00b2e535-b4ea-47d4-b919-9f384c9ccb93",
"Value": "You call upon the primordial power of ancient megafauna to boost
the size of your target. Because of its connection to living creatures of the
distant past, the spell does not function on outsiders, undead, and summoned
creatures. Your target grows to legendary proportions, increasing in size by two
categories. The creature's height doubles and its weight increases by a factor of
12. The target gains a +6 size bonus to its Strength score and a +4 size bonus to
its Constitution score. It gains a +6 bonus to its natural armor, and DR
10/adamantine. Melee and ranged weapons used by this creature deal more damage."
},
{
"Key": "a0ac2e0e-7cab-4edd-b7bc-7947acf0e1e5",
"Value": "This spell transforms an allied creature into a large smilodon,
shambling mound, elemental, wyvern or medium dragon-like creature. The subject may
choose to resume its normal form as a full-round action; doing so ends the spell
for that subject."
},
{
"Key": "5f3059b0-d842-454e-ada5-a1fb25c7b45b",
"Value": "Polymorph, Greater"
},
{
"Key": "d9e4487b-7ffd-4a6b-badc-cf6938499cac",
"Value": "You are in a dragon-like creature form now. You have a +4 size
bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus,
immunity to difficult terrain, a breath weapon, and resistance to acid 20. Your
movement speed is increased by 10 feet. You also gain one bite (1d8), two claws
(1d6), two wing attacks (1d4), and a breath weapon ability. You may choose to
resume your normal form as a full-round action; doing so ends the spell for
you.\nBreath Weapon: Your breath weapon deals 6d8 points of acid damage in a 60-
foot line and allows a Reflex save for half damage. You can only use the breath
weapon once per casting of this spell."
},
{
"Key": "6a88a92d-b751-4359-8021-60d45de0ad17",
"Value": "Polymorph, Greater (Black Dragonkind)"
},
{
"Key": "69ee6167-a8a1-4476-b0e1-f9d875e3fdc0",
"Value": "The target creature becomes a medium dragon-like creature. It gains
a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor
bonus, immunity to difficult terrain, and resistance to acid 20. Its movement speed
is increased by 10 feet. It also gain one bite (1d8), two claws (1d6), two wing
attacks (1d4), and a breath weapon ability. The subject may choose to resume its
normal form as a full-round action; doing so ends the spell for that
subject.\nBreath Weapon: Your breath weapon deals 6d8 points of acid damage in a
60-foot line and allows a Reflex save for half damage. You can only use the breath
weapon once per casting of this spell."
},
{
"Key": "e2a98f68-5f89-4e19-8a88-96e50e859667",
"Value": "You are in a dragon-like creature form now. You have a +4 size
bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus,
immunity to difficult terrain, a breath weapon, and resistance to electricity 20.
Your movement speed is increased by 10 feet. You also gain one bite (1d8), two
claws (1d6), two wing attacks (1d4), and a breath weapon ability. You may choose to
resume your normal form as a full-round action; doing so ends the spell for
you.\nBreath Weapon: Your breath weapon deals 6d8 points of electricity damage in a
60-foot line and allows a Reflex save for half damage. You can only use the breath
weapon once per casting of this spell."
},
{
"Key": "a6f0bd6a-79bd-4530-ae12-e746289a2671",
"Value": "Polymorph, Greater (Blue Dragonkind)"
},
{
"Key": "edcdc0da-7de3-411f-8577-1190f600fd3c",
"Value": "The target creature becomes a medium dragon-like creature. It gains
a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor
bonus, immunity to difficult terrain, and resistance to electricity 20. Its
movement speed is increased by 10 feet. It also gain one bite (1d8), two claws
(1d6), two wing attacks (1d4), and a breath weapon ability. The subject may choose
to resume its normal form as a full-round action; doing so ends the spell for that
subject.\nBreath Weapon: Your breath weapon deals 6d8 points of electricity damage
in a 60-foot line and allows a Reflex save for half damage. You can only use the
breath weapon once per casting of this spell."
},
{
"Key": "46b2cacf-cb7f-40b5-b279-b80f0bcafd57",
"Value": "You are in a dragon-like creature form now. You have a +4 size
bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus,
immunity to difficult terrain, a breath weapon, and resistance to fire 20. Your
movement speed is increased by 10 feet. You also gain one bite (1d8), two claws
(1d6), two wing attacks (1d4), and a breath weapon ability. You may choose to
resume your normal form as a full-round action; doing so ends the spell for
you.\nBreath Weapon: Your breath weapon deals 6d8 points of fire damage in a 60-
foot line and allows a Reflex save for half damage. You can only use the breath
weapon once per casting of this spell."
},
{
"Key": "b233fffb-6ec8-4905-a8a1-6a63e5dea2e4",
"Value": "Polymorph, Greater (Brass Dragonkind)"
},
{
"Key": "1fce86d0-c5ab-4c11-a855-e36b7bace4b8",
"Value": "The target creature becomes a medium dragon-like creature. It gains
a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor
bonus, immunity to difficult terrain, and resistance to fire 20. Its movement speed
is increased by 10 feet. It also gain one bite (1d8), two claws (1d6), two wing
attacks (1d4), and a breath weapon ability. The subject may choose to resume its
normal form as a full-round action; doing so ends the spell for that
subject.\nBreath Weapon: Your breath weapon deals 6d8 points of fire damage in a
60-foot line and allows a Reflex save for half damage. You can only use the breath
weapon once per casting of this spell."
},
{
"Key": "a24a3932-3583-4193-a380-706c41545de4",
"Value": "You are in a dragon-like creature form now. You have a +4 size
bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus,
immunity to difficult terrain, a breath weapon, and resistance to fire 20. Your
movement speed is increased by 10 feet. You also gain one bite (1d8), two claws
(1d6), two wing attacks (1d4), and a breath weapon ability. You may choose to
resume your normal form as a full-round action; doing so ends the spell for
you.\nBreath Weapon: Your breath weapon deals 6d8 points of fire damage in a 30-
foot cone and allows a Reflex save for half damage. You can only use the breath
weapon once per casting of this spell."
},
{
"Key": "39f6febc-0f4d-4aed-944f-980067320dc4",
"Value": "Polymorph, Greater (Gold Dragonkind)"
},
{
"Key": "3ba9de7d-94a6-456a-bde0-af7f61a739a1",
"Value": "The target creature becomes a medium dragon-like creature. It gains
a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor
bonus, immunity to difficult terrain, and resistance to fire 20. Its movement speed
is increased by 10 feet. It also gain one bite (1d8), two claws (1d6), two wing
attacks (1d4), and a breath weapon ability. The subject may choose to resume its
normal form as a full-round action; doing so ends the spell for that
subject.\nBreath Weapon: Your breath weapon deals 6d8 points of fire damage in a
30-foot cone and allows a Reflex save for half damage. You can only use the breath
weapon once per casting of this spell."
},
{
"Key": "d39d04ce-a118-4c98-8a88-682f0475dd69",
"Value": "You are in a dragon-like creature form now. You have a +4 size
bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus,
immunity to difficult terrain, a breath weapon, and resistance to acid 20. Your
movement speed is increased by 10 feet. You also gain one bite (1d8), two claws
(1d6), two wing attacks (1d4), and a breath weapon ability. You may choose to
resume your normal form as a full-round action; doing so ends the spell for
you.\nBreath Weapon: Your breath weapon deals 6d8 points of acid damage in a 30-
foot cone and allows a Reflex save for half damage. You can only use the breath
weapon once per casting of this spell."
},
{
"Key": "52f79a7d-45dd-43a4-b713-4380c52a6326",
"Value": "Polymorph, Greater (Green Dragonkind)"
},
{
"Key": "86310b73-fb13-4f86-a49e-5e4996417142",
"Value": "The target creature becomes a medium dragon-like creature. It gains
a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor
bonus, immunity to difficult terrain, and resistance to acid 20. Its movement speed
is increased by 10 feet. It also gain one bite (1d8), two claws (1d6), two wing
attacks (1d4), and a breath weapon ability. The subject may choose to resume its
normal form as a full-round action; doing so ends the spell for that
subject.\nBreath Weapon: Your breath weapon deals 6d8 points of acid damage in a
30-foot cone and allows a Reflex save for half damage. You can only use the breath
weapon once per casting of this spell."
},
{
"Key": "9e9f01a9-6e52-4bd3-9834-250ca2baeeab",
"Value": "You are in a dragon-like creature form now. You have a +4 size
bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus,
immunity to difficult terrain, and resistance to cold 20. Your movement speed is
increased by 10 feet. You also gain one bite (1d8), two claws (1d6), two wing
attacks (1d4), and a breath weapon ability. You may choose to resume your normal
form as a full-round action; doing so ends the spell for you.\nBreath Weapon: Your
breath weapon deals 6d8 points of cold damage in a 30-foot cone and allows a Reflex
save for half damage. You can only use the breath weapon once per casting of this
spell."
},
{
"Key": "21a26be1-96b9-4f31-8df4-e882046ae892",
"Value": "Polymorph, Greater (Silver Dragonkind)"
},
{
"Key": "10f7145c-b3c9-44e2-8fc4-d86474602fcf",
"Value": "The target creature becomes a medium dragon-like creature. It gains
a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor
bonus, immunity to difficult terrain, and resistance to cold 20. Its movement speed
is increased by 10 feet. It also gain one bite (1d8), two claws (1d6), two wing
attacks (1d4), and a breath weapon ability. The subject may choose to resume its
normal form as a full-round action; doing so ends the spell for that
subject.\nBreath Weapon: Your breath weapon deals 6d8 points of cold damage in a
30-foot cone and allows a Reflex save for half damage. You can only use the breath
weapon once per casting of this spell."
},
{
"Key": "1df17f31-55a6-49b8-8307-41e252c647a4",
"Value": "You are in large air elemental form now. You have a +2 size bonus
to your Strength, +4 size bonus to your Dexterity, a +4 natural armor bonus, resist
electricity 20, and vulnerability to acid. You also have two 1d8 slam attacks and
the whirlwind ability. You are immune to critical hits and sneak attacks. Your
movement speed is increased by 30 feet. You may choose to resume your normal form
as a full-round action; doing so ends the spell for you.\nWhirlwind: An air
elemental can transform into a whirlwind and back again. A whirlwind is 5 feet
wide, and every creature that spends a round in the whirlwind must succeed at a
Reflex save or take 1d8 bludgeoning damage. While in whirlwind form, it cannot
attack but it is able to use its abilities."
},
{
"Key": "07a3b0e5-5e4a-4cfe-92c8-1a99881de509",
"Value": "Polymorph, Greater (Large Air Elemental)"
},
{
"Key": "873aa9dc-5022-4099-b52f-ff801e8c7542",
"Value": "The target creature becomes a large air elemental. It gains a +2
size bonus to its Strength, +4 size bonus to its Dexterity, a +4 natural armor
bonus, resist electricity 20, and vulnerability to acid. It also gains two 1d8 slam
attacks and the whirlwind ability. It is immune to critical hits and sneak attacks
while in elemental form. Its movement speed is increased by 30 feet. The subject
may choose to resume its normal form as a full-round action; doing so ends the
spell for that subject.\nWhirlwind: An air elemental can transform into a whirlwind
and back again. A whirlwind is 5 feet wide, and every creature that spends a round
in the whirlwind must succeed at a Reflex save or take 1d8 bludgeoning damage.
While in whirlwind form, it cannot attack but it is able to use its abilities."
},
{
"Key": "74b177db-2cb7-48f7-b613-3f014b23df60",
"Value": "You are in large earth elemental form now. You have a +6 size bonus
to your Strength, a �2 penalty to your Dexterity, a +2 size bonus to your
Constitution, a +6 natural armor bonus, and a +1 bonus to your attack, damage
rolls, and combat maneuvers. You also have two 2d6 slam attacks, resist acid 20,
and vulnerability to electricity. You are immune to critical hits and sneak
attacks. Your movement speed is reduced by 10 feet. You may choose to resume your
normal form as a full-round action; doing so ends the spell for you."
},
{
"Key": "8dc05b0b-2021-4e26-b1e2-523434e715a7",
"Value": "Polymorph, Greater (Large Earth Elemental)"
},
{
"Key": "69a6e779-8fb0-4cd3-a411-c647c20192f8",
"Value": "The target creature becomes a large earth elemental. It gains a +6
size bonus to its Strength, a �2 penalty to its Dexterity, a +2 size bonus to its
Constitution, a +6 natural armor bonus, and a +1 bonus to its attack, damage rolls,
and combat maneuvers. It also gains two 2d6 slam attacks, resist acid 20, and
vulnerability to electricity. It is immune to critical hits and sneak attacks while
in elemental form. Its movement speed is reduced by 10 feet. The subject may choose
to resume its normal form as a full-round action; doing so ends the spell for that
subject."
},
{
"Key": "873383b1-d60f-44fb-835c-edc2723a383b",
"Value": "You are in large fire elemental form now. You have a +4 size bonus
to your Dexterity, a +2 size bonus to your Constitution, a +4 natural armor bonus,
resist fire 20, and vulnerability to cold. You also have two 1d8 slam attacks and
the burn ability. You are immune to critical hits and sneak attacks. Your movement
speed is increased by 20 feet. You may choose to resume your normal form as a full-
round action; doing so ends the spell for you.\nBurn: A fire elemental deals 1d8
fire damage in addition to damage dealt on a successful hit in melee. Those
affected by the burn ability must also succeed at a Reflex save or catch fire,
taking 1d8 damage each round for an additional 1d4 rounds. Creatures that hit a
burning creature with natural weapons or unarmed attacks take fire damage as though
hit by the burning creature and must make a Reflex save to avoid catching fire."
},
{
"Key": "27e8aebb-f90c-4be5-9743-36ca9867bd78",
"Value": "Polymorph, Greater (Large Fire Elemental)"
},
{
"Key": "02de97ef-ad1e-4b0d-9d45-9e0be19d7ebd",
"Value": "The target creature becomes a large fire elemental. It gains a +4
size bonus to its Dexterity, a +2 size bonus to its Constitution, a +4 natural
armor bonus, resist fire 20, and vulnerability to cold. It also gains two 1d8 slam
attacks and the burn ability. It is immune to critical hits and sneak attacks while
in elemental form. Its movement speed is increased by 20 feet. The subject may
choose to resume its normal form as a full-round action; doing so ends the spell
for that subject.\nBurn: A fire elemental deals 1d8 fire damage in addition to
damage dealt on a successful hit in melee. Those affected by the burn ability must
also succeed at a Reflex save or catch fire, taking 1d8 damage each round for an
additional 1d4 rounds. Creatures that hit a burning creature with natural weapons
or unarmed attacks take fire damage as though hit by the burning creature and must
make a Reflex save to avoid catching fire."
},
{
"Key": "d347c039-093f-4af0-8a98-496dd8db1f02",
"Value": "You are in a large water elemental form now. You gain a +2 size
bonus to your Strength, a �2 penalty to your Dexterity, a +6 size bonus to your
Constitution, a +6 natural armor bonus, resist cold 20, and vulnerability to fire.
You also gain two 1d8 slam attacks and the freeze ability. You are immune to
critical hits and sneak attacks. Your movement speed is reduced by 10 feet. You may
choose to resume your normal form as a full-round action; doing so ends the spell
for you.\nFreeze: A water elemental deals 1d8 cold damage in addition to damage
dealt on a successful hit in melee. Those affected by the freeze ability must also
succeed at a Reflex save or start freezing, taking 1d8 damage each round for an
additional 1d4 rounds. Creatures that hit a freezing creature with natural weapons
or unarmed attacks take cold damage as though hit by the freezing creature and must
make a Reflex save to avoid freezing."
},
{
"Key": "5e7fcd41-e8d4-42f5-9bd5-e74d1aefbbc8",
"Value": "Polymorph, Greater (Large Water Elemental)"
},
{
"Key": "8840354f-18d7-4af1-a38a-39bba3a102ad",
"Value": "The target creature becomes a large water elemental. It gains a +2
size bonus to its Strength, a �2 penalty to its Dexterity, a +6 size bonus to its
Constitution, a +6 natural armor bonus, resist cold 20, and vulnerability to fire.
It also gains two 1d8 slam attacks and the freeze ability. It is immune to critical
hits and sneak attacks while in elemental form. Its movement speed is reduced by 10
feet. The subject may choose to resume its normal form as a full-round action;
doing so ends the spell for that subject.\nFreeze: A water elemental deals 1d8 cold
damage in addition to damage dealt on a successful hit in melee. Those affected by
the freeze ability must also succeed at a Reflex save or start freezing, taking 1d8
damage each round for an additional 1d4 rounds. Creatures that hit a freezing
creature with natural weapons or unarmed attacks take cold damage as though hit by
the freezing creature and must make a Reflex save to avoid freezing."
},
{
"Key": "8c669ffa-18cb-472c-8b41-f6b7b50a13a3",
"Value": "You are in shambling mound form now. You have a +4 size bonus to
your Strength, a +2 size bonus to your Constitution, a +4 natural armor bonus, fire
resistance 20, and resist electricity 20. Your movement speed is reduced by 10
feet. You also have two 2d6 slam attacks, the constricting vines ability, and the
poison ability. You may choose to resume your normal form as a full-round action;
doing so ends the spell for you.\nConstricting Vines: A shambling mound's vines
coil around any creature it hits with a slam attack. The shambling mound attempts a
grapple maneuver check against its target, and on a successful check its vines deal
2d6+5 damage and the foe is grappled.\nGrappled characters cannot move, and take a
-2 penalty on all attack rolls and a -4 penalty to Dexterity. Grappled characters
attempt to escape every round by making a successful combat maneuver, Strength,
Athletics, or Mobility check. The DC of this check is the shambling mound's
CMD.\nEach round, creatures grappled by a shambling mound suffer 4d6+Strength
modifier � 2 damage.\nA shambling mound receives a +4 bonus on grapple maneuver
checks.\nPoison:\nSlam; Save: Fortitude\nFrequency: 1/round for 2 rounds\nEffect:
1d2 Strength and 1d2 Dexterity damage\nCure: 1 save\nThe save DC is Constitution-
based."
},
{
"Key": "1fad3fab-7938-4481-8464-dcbfa930eb81",
"Value": "Polymorph, Greater (Shambling Mound)"
},
{
"Key": "f7843947-a084-41f4-86b4-4fcbb11749fb",
"Value": "The target creature becomes a shambling mound. It gains a +4 size
bonus to its Strength, a +2 size bonus to its Constitution, a +4 natural armor
bonus, fire resistance 20, and resist electricity 20. Its movement speed is reduced
by 10 feet. It also has two 2d6 slam attacks, the constricting vines ability, and
the poison ability. The subject may choose to resume its normal form as a full-
round action; doing so ends the spell for that subject.\nConstricting Vines: A
shambling mound's vines coil around any creature it hits with a slam attack. The
shambling mound attempts a grapple maneuver check against its target, and on a
successful check its vines deal 2d6+5 damage and the foe is grappled.\nGrappled
characters cannot move, and take a -2 penalty on all attack rolls and a -4 penalty
to Dexterity. Grappled characters attempt to escape every round by making a
successful combat maneuver, Strength, Athletics, or Mobility check. The DC of this
check is the shambling mound's CMD.\nEach round, creatures grappled by a shambling
mound suffer 4d6+Strength modifier x 2 damage.\nA shambling mound receives a +4
bonus on grapple maneuver checks.\nPoison:\nSlam; Save: Fortitude\nFrequency:
1/round for 2 rounds\nEffect: 1d2 Strength and 1d2 Dexterity damage\nCure: 1
save\nThe save DC is Constitution-based."
},
{
"Key": "384a3353-4112-414f-bfb9-f27d64290e83",
"Value": "You are in smilodon form now. You have a +4 size bonus to your
Strength, a �2 penalty to your Dexterity, and a +4 natural armor bonus. Your
movement speed is increased by 10 feet. You also have four 1d8 claw attacks, one
2d6 bite attack, and the pounce ability. You may choose to resume your normal form
as a full-round action; doing so ends the spell for you.\nPounce: When a smilodon
makes a charge, it can make a full attack."
},
{
"Key": "51aa0f55-9f4c-4e96-8131-bfbdf1722df1",
"Value": "Polymorph, Greater (Smilodon)"
},
{
"Key": "a49288d2-5f0e-41df-9283-0aba1ae416ae",
"Value": "The target creature becomes a smilodon. It gains a +4 size bonus to
its Strength, a �2 penalty to its Dexterity, and a +4 natural armor bonus. Its
movement speed is increased by 10 feet. It also gains four 1d8 claw attacks, one
2d6 bite attack, and the pounce ability. The subject may choose to resume its
normal form as a full-round action; doing so ends the spell for that
subject.\nPounce: When a smilodon makes a charge, it can make a full attack."
},
{
"Key": "5621b933-4e8b-45c2-a9fb-4bbeb07793e6",
"Value": "You are in wyvern form now. You have a +4 size bonus to your
Strength, a �2 penalty to your Dexterity, and a +4 natural armor bonus. Your
movement speed is reduced by 10 feet. You also have one 2d6 bite attack, two 1d6
talon attacks, 1d6 sting attack plus poison.\nWyvern Poison: Sting � injury;
Fortitude save (DC 17); frequency: 1/round for 6 rounds; effect: 1d4 Constitution
damage; cure: 2 consecutive saves."
},
{
"Key": "f888748f-7444-46b7-b78f-762178a224b1",
"Value": "Polymorph, Greater (Wyvern)"
},
{
"Key": "025a2159-2cb7-4215-a633-ed8263e2e8a6",
"Value": "The target creature becomes a wyvern. It gains a +4 size bonus to
its Strength, a �2 penalty to its Dexterity, and a +4 natural armor bonus. Its
movement speed is reduced by 10 feet. It also gains one 1d8 tail slap attack plus
poison.\nWyvern Poison: Sting � injury; Fortitude save (DC 17); frequency: 1/round
for 6 rounds; effect: 1d4 Constitution damage; cure: 2 consecutive saves."
},
{
"Key": "1670b490-1713-43fb-95ca-ad2af42e9dfd",
"Value": "Blindness"
},
{
"Key": "b0ab0473-c2d8-46bc-97e6-f1003a752bb9",
"Value": "You utter a single word of power that causes a creature to become
blinded, whether the creature can hear the word or not. The duration of the spell
depends on the target's current hit point total. Any creature that currently has
201 or more hit points is unaffected."
},
{
"Key": "754deedb-6e5c-4603-b4ca-fcc50035935e",
"Value": "Power Word Blind"
},
{
"Key": "ad922135-1147-4a5b-864d-bfdc5da66b1d",
"Value": "Injury; Save: Fortitude\nFrequency: 1/round for 6 rounds\nInitial
effect: Death\nSecondary effect: 1 Constitution damage\nCure: 2 consecutive saves"
},
{
"Key": "f44c5d76-df53-4cc9-9cec-ccd3fdaf9c49",
"Value": "This spell causes seven shimmering, multicolored beams of light to
spray from your hand. Each beam has a different power. Creatures in the area of the
spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in
the area is randomly struck by one or more beams, which have additional
effects:\n20 points fire damage (Reflex half)\n40 points acid damage (Reflex
half)\n80 points electricity damage (Reflex half)\nPoison (Frequency 1/rd. for 6
rds.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort
saves)\nBaleful Polymorph (Fortitude negates)\nInsane, as insanity spell (Will
negates)\nSent to another plane forever (Will negates)\nCreature struck by two rays
receives both rays' effects at once."
},
{
"Key": "db89b2a4-02ba-4e39-b48f-d4d539de7820",
"Value": "Prismatic Spray"
},
{
"Key": "f4863798-aa55-4703-b234-7257d4fd7861",
"Value": "Resonating Word"
},
{
"Key": "8e6dc04c-38a3-43ef-abdd-3975dfeca020",
"Value": "Resonating Word"
},
{
"Key": "153de913-80af-4b84-a3b7-076ac27ca8db",
"Value": "You speak a terrible word of power, setting up potentially lethal
vibrations in the chosen target. The target must make a Fortitude saving throw once
each round on your turn, and the effects grow stronger for each saving throw the
creature fails.\nOn the first round, the target takes 5d6 points of sonic damage
and is staggered for 1 round. A successful save halves the damage and negates the
staggered effect.\nOn the second round, the target takes 5d6 points of damage and
is stunned for 1 round. A successful save halves the damage and negates the
stunning effect.\nOn the third round, the target takes 10d6 points of damage and is
stunned for 1d4+1 rounds. A successful save halves the damage and negates the
stunning effect.\nThe resonating word has no power after the third round, even if
the spell's duration is increased."
},
{
"Key": "cfafffc3-5481-41f1-a007-b9ab88dae597",
"Value": "This spell functions like lesser restoration, except that it
dispels all permanent and temporary negative levels afflicting the healed creature.
Greater restoration also dispels all magical effects penalizing the creature's
abilities, cures all temporary ability damage, and restores all points permanently
drained from all ability scores. It also eliminates fatigue and exhaustion, and
removes all forms of insanity, confusion, and similar mental effects."
},
{
"Key": "fe2ccd33-1662-48fd-9618-277cad7ba9ea",
"Value": "Restoration, Greater"
},
{
"Key": "db7a9f3a-6967-4733-82aa-02255e63990e",
"Value": "This spell summons to your side a greater air elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "a3694a8b-d893-473a-adc6-3df427da0510",
"Value": "Summon Greater Air Elemental"
},
{
"Key": "3f285f57-5ec7-4206-8d24-fca88eebd9fe",
"Value": "This spell summons to your side greater fire, water, air, or earth
elemental. The summoned elemental appears where you designate and acts according to
its initiative check results. It attacks your opponents to the best of its
ability."
},
{
"Key": "8c8fb624-018b-4a3b-a5ba-a63847914efd",
"Value": "Summon Greater Elemental"
},
{
"Key": "2569b1e6-6073-436a-99cb-01f1013d7e4b",
"Value": "This spell summons to your side a greater earth elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "bdae518c-38f8-40b2-b3b3-ce25a4aaa574",
"Value": "Summon Greater Earth Elemental"
},
{
"Key": "194adcc5-73dd-4246-a2c1-ac50f635730c",
"Value": "This spell summons to your side a greater fire elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "206d8a0f-86cd-4983-a63f-4bb47a0ffb1e",
"Value": "Summon Greater Fire Elemental"
},
{
"Key": "5656f321-22e0-4d43-ac74-41e43132e65d",
"Value": "This spell summons to your side a greater water elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "1e0e5195-5475-4d7a-9c88-d3ceef4ccf48",
"Value": "Summon Greater Water Elemental"
},
{
"Key": "a456e5b5-68db-4803-a0a7-3ff3fb4d4bdb",
"Value": "This spell summons 1d3 extraplanar soul eaters if you are evil and
1d3 extraplanar axiomites if you are not, 1d4+1 extraplanar redcaps if you are evil
and 1d4+1 extraplanar bralani azatas if you are not, or one bogeyman. Summoned
monsters appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability."
},
{
"Key": "f63918b3-1523-4469-be33-d6c93a008cec",
"Value": "Summon Monster VII"
},
{
"Key": "c5b48cca-f0a7-47c6-a032-ad5e85e9c414",
"Value": "This spell summons 1d3 extraplanar soul eaters if you are evil or
1d3 extraplanar axiomites if you are not. They appear where you designate and act
according to their initiative check results. They attack your opponents to the best
of their ability."
},
{
"Key": "e5a3669e-2fbd-495d-87ba-f9490d342694",
"Value": "Summon Monster VII (1d3 Axiomites or Soul Eaters)"
},
{
"Key": "224e955d-d856-407e-9a3d-7ca441768408",
"Value": "This spell summons 1d4+1 extraplanar redcaps if you are evil or
1d4+1 extraplanar bralani azatas if you are not. They appear where you designate
and act according to their initiative check results. They attack your opponents to
the best of their ability."
},
{
"Key": "84fb4828-3c02-407f-8a96-fbdd0a3b7b83",
"Value": "Summon Monster VII (1d4+1 Bralani Azatas or Redcaps)"
},
{
"Key": "61721970-5390-4ae1-8bab-cce8be7154c8",
"Value": "This spell summons a bogeyman. It appears where you designate and
acts according to its initiative check results. It attacks your opponents to the
best of its ability."
},
{
"Key": "745a4a76-763c-48ca-937b-69344584e997",
"Value": "Summon Monster VII (Bogeyman)"
},
{
"Key": "9df34431-fb50-428d-9c83-c62da5a164fb",
"Value": "This spell summons to your side 1d3 natural smilodons. The summoned
allies appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability."
},
{
"Key": "d8273410-f276-4b75-96c3-37ac6119678a",
"Value": "Summon Nature's Ally VII (1d3 Smilodons)"
},
{
"Key": "bca4731c-5649-4a8d-b0fc-fa73270fc9a5",
"Value": "This spell summons to your side 1d4+1 natural manticores. The
summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "9089783b-6e0c-46b7-bad3-0f1b174a369c",
"Value": "Summon Nature's Ally VII (1d4+1 Manticores)"
},
{
"Key": "1916f8b3-b641-4835-a06d-8da4624e3cc3",
"Value": "This spell summons to your side a natural mastodon. The summoned
ally appears where you designate and acts according to its initiative check
results. It attacks your opponents to the best of its ability."
},
{
"Key": "f79869fe-47f2-42c0-80ef-e7130771e635",
"Value": "Summon Nature's Ally VII (Mastodon)"
},
{
"Key": "55b2ed5c-ce78-41ab-95a1-16a439d4fc05",
"Value": "This spell summons to your side a natural mastodon, 1d3 natural
smilodons, or 1d4+1 natural manticores. The summoned allies appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "5b4b95dd-efaa-4bb6-9848-f2224a2a6b3b",
"Value": "Summon Nature's Ally VII"
},
{
"Key": "53a41cf2-9895-4568-9554-19fdca23ee9f",
"Value": "You can evoke a dazzling beam of intense light each round. Each
creature in the beam is blinded (permanently) and takes 4d6 points of damage. A
successful Reflex save negates the blindness and reduces the damage by half. An
undead creature caught within the beam takes 1d6 points of damage per caster level
(maximum 20d6), or half damage with a successful Reflex save."
},
{
"Key": "756a0c59-874b-477d-905b-4dd98d88ac33",
"Value": "Sunbeam"
},
{
"Key": "777fcb6a-971f-401f-ae1f-bd4a7c319b64",
"Value": "This creature can evoke dazzling beams of intense light."
},
{
"Key": "46de189f-d2db-44ed-8074-89f3ec021937",
"Value": "Sunbeam"
},
{
"Key": "910c0fbb-2716-4377-9883-9d4d39fc1e13",
"Value": "Sunbeam"
},
{
"Key": "7a7f43e9-7d73-46b0-b48b-af7bc16c4732",
"Value": "For the duration of this spell, you can use a standard action to
evoke a dazzling beam of intense light each round. Each time you evoke a beam, the
spell's duration is reduced by three rounds. Each creature in the beam is blinded
(permanently) and takes 4d6 points of damage. A successful Reflex save negates the
blindness and reduces the damage by half. An undead creature caught within the beam
takes 1d6 points of damage per caster level (maximum 20d6), or half damage with a
successful Reflex save."
},
{
"Key": "c688030f-ccba-47b2-a8b5-d204790590fb",
"Value": "You emanate waves of intense pleasure that cause all targets within
range to falter. Affected creatures are stunned for 1 round and are staggered for
the remainder of the spell. A creature that makes its will save is staggered for
the first round and can act normally thereafter."
},
{
"Key": "d9c228e6-03d7-4e69-b054-89217efe1e2c",
"Value": "Waves of Ecstasy"
},
{
"Key": "45eefda0-471a-43fa-b85c-5f0eac17956e",
"Value": "Waves of negative energy cause all living creatures in the spell's
area to become exhausted. This spell has no effect on a creature that is already
exhausted."
},
{
"Key": "8dab9e93-fda1-4805-a976-ebd1bb1614f8",
"Value": "Waves of Exhaustion"
},
{
"Key": "fe5d67d3-7fd5-4ab7-ae7f-b2d85d1495c8",
"Value": "Cloak of Chaos"
},
{
"Key": "9763f55c-b72b-46e8-8a84-f4be6a353ef6",
"Value": "Cloak of Chaos"
},
{
"Key": "ac79e469-8fb8-4d9f-84f4-e353f650b3cb",
"Value": "A random pattern of color surrounds the subjects, protecting them
from attacks, granting them resistance to spells cast by lawful creatures, and
causing lawful creatures that strike the subjects to become confused. This
abjuration has four effects.\nFirst, each warded creature gains a +4 deflection
bonus to AC and a +4 resistance bonus on saves.[LONGSTART] Unlike protection from
law, the benefit of this spell applies against all attacks, not just against
attacks by lawful creatures.[LONGEND]\nSecond, each warded creature gains spell
resistance 25 against lawful spells and spells cast by lawful creatures.\nThird,
the abjuration protects from all mind-affecting spells and effects.\nFinally, if a
lawful creature succeeds on a melee attack against a warded creature, the offending
attacker is confused for 1 round (Will save negates, as with the confusion spell,
but against the save DC of cloak of chaos)."
},
{
"Key": "a684b7bd-64b8-4d1b-8f9d-222363d01e39",
"Value": "You channel positive energy to cure 4d8 points of damage + 1 point
per caster level (maximum +40) on each creature in the radius. Like other cure
spells, mass cure critical wounds deals damage to undead in its area rather than
curing them. Each affected undead may attempt a Will save for half damage."
},
{
"Key": "f25ae1fc-ccfb-40e3-a05c-8bd765f2b787",
"Value": "Cure Critical Wounds, Mass"
},
{
"Key": "58af3403-70f4-47c3-bf30-2ed3c3bdc5c4",
"Value": "Chanting an unholy litany, you reach out with a grasping motion
toward your target and cause its heart to leap out of its chest and into your
hand.\nA target with 200 or fewer hit points remaining that fails its saving throw
is instantly killed.\nA target with 201 or more hit points that fails its saving
throw manages to keep its heart from leaping out of its chest, but it is still
staggered for 1 minute and takes 1d4 points of Constitution drain and 1d4 points of
Constitution bleed.\nRegardless of its current hit points, if the target succeeds
at its Fortitude save, it is still staggered for 1 round as it feels its heart
wrenching within its chest."
},
{
"Key": "5c315d9f-517d-4efd-b8c6-9449691ce70d",
"Value": "Death Clutch"
},
{
"Key": "27211883-95b9-43ef-84b3-cb5678206420",
"Value": "This creature is in a state of euphoria. Until the end of the
spell's duration, the creature's speed is halved, and it must succeed at a Will
saving throw each round to avoid being nauseated for 1 round."
},
{
"Key": "292f8266-4a15-4aa9-82d6-e68e2950936f",
"Value": "Euphoric Tranquility"
},
{
"Key": "e583d518-dec5-4687-8d56-fa756d7060a1",
"Value": "A creature under the effect of this enchantment enters a state of
euphoria. Until the end of the spell's duration, the creature's speed is halved,
and it should make a successful Will Saving Throw each round to avoid being
nauseated."
},
{
"Key": "828dacf4-a4d4-46f1-b255-83b902709e76",
"Value": "Euphoric Tranquility"
},
{
"Key": "28f2f016-8bfb-4125-8a61-0176d60c6884",
"Value": "A creature under the effect of this enchantment enters a state of
euphoria. Until the end of the spell's duration, the creature's speed is halved,
and it must succeed at a Will saving throw each next round to avoid being nauseated
for 1 round."
},
{
"Key": "b4bc069a-8f3b-4e1c-b07f-f3ac1bd4b80d",
"Value": "Euphoric Tranquility"
},
{
"Key": "f63433df-ddf3-4981-8a42-371b52a19d89",
"Value": "Your breath weapon deals 12d8 points of acid damage in a 100-foot
line and allows a Reflex save for half damage. You can use it as often as you like,
but you must wait 1d4 rounds between uses."
},
{
"Key": "d97e49a7-e452-49b6-a368-312acbac5a11",
"Value": "You are in a dragon-like creature form now. You have a +10 size
bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus,
immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon,
damage reduction 10/magic, frightful presence (DC equal to the DC for this spell),
and immunity to acid. Your movement speed is increased by 10 feet. You also gain
one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack
(2d6). You can use the breath weapon as often as you like, but you must wait 1d4
rounds between uses."
},
{
"Key": "c468d1a8-b6da-45ff-a283-6ef42848f168",
"Value": "Breath Weapon: 100-foot line of acid.\nImmunity: acid."
},
{
"Key": "3d5e1b40-e638-4796-9adb-dd701d0f4eb7",
"Value": "Dragonkind III (Black)"
},
{
"Key": "273b0a1e-f3de-469e-96bc-b74d2f7ff87e",
"Value": "Your breath weapon deals 12d8 points of electricity damage in a
100-foot line and allows a Reflex save for half damage. You can use it as often as
you like, but you must wait 1d4 rounds between uses."
},
{
"Key": "3a79112b-697a-49c6-b01f-a559a33a81b5",
"Value": "You are in a dragon-like creature form now. You have a +10 size
bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus,
immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon,
damage reduction 10/magic, frightful presence (DC equal to the DC for this spell),
and immunity to electricity. Your movement speed is increased by 10 feet. You also
gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap
attack (2d6). You can use the breath weapon as often as you like, but you must wait
1d4 rounds between uses."
},
{
"Key": "ba0978a7-a350-4760-87be-35dc31da5b02",
"Value": "Breath Weapon: 100-foot line of electricity.\nImmunity:
electricity."
},
{
"Key": "92e8d8be-5ce4-4804-8be7-da22a228e30d",
"Value": "Dragonkind III (Blue)"
},
{
"Key": "f83d9a3d-c9ee-4d53-9506-1abcf8474536",
"Value": "Your breath weapon deals 12d8 points of fire damage in a 100-foot
line and allows a Reflex save for half damage. You can use it as often as you like,
but you must wait 1d4 rounds between uses."
},
{
"Key": "5de5ae70-a17f-4a54-a472-ecde71e8b45c",
"Value": "Dragonkind III (Brass)"
},
{
"Key": "11d6564f-fd06-4ff1-97d7-5370457df068",
"Value": "Breath Weapon: 100-foot line of fire.\nImmunity: fire."
},
{
"Key": "5b567989-f127-4dae-81b4-032681c06910",
"Value": "You can't use your breath weapon right now."
},
{
"Key": "f3ef7f04-d8eb-40ec-a10f-7555df85a483",
"Value": "Breath Weapon Cooldown"
},
{
"Key": "8b86dd11-1124-4776-81f6-b1689e4f2415",
"Value": "Dragonkind III (Bronze)"
},
{
"Key": "2b30442b-7b3b-4990-9014-8502318af3db",
"Value": "Dragonkind III (Copper)"
},
{
"Key": "b61cf75c-14c5-42e8-83c6-2398dd4c574e",
"Value": "Frightful Presence"
},
{
"Key": "2d9844a0-e843-4bff-a144-d81acdcaeb01",
"Value": "This special quality makes a creature's very presence unsettling to
foes. Opponents within a range of 30 feet who witness the creature may become
frightened or shaken for 5d6 rounds. This ability affects only opponents with fewer
Hit Dice than the creature has. An opponent can resist the effects with a
successful Will save. An opponent that succeeds on their saving throw is immune to
that same creature's frightful presence for 24 hours. On a failed save, the
opponent is shaken, or frightened if it has 4 Hit Dice or fewer. Frightful presence
is a mind-affecting fear effect."
},
{
"Key": "ba5fbb49-760c-4c96-887e-440c318e4fb4",
"Value": "Your breath weapon deals 12d8 points of fire damage in a 50-foot
cone and allows a Reflex save for half damage. You can use it as often as you like,
but you must wait 1d4 rounds between uses."
},
{
"Key": "35ae2ce4-6759-4ea5-b6a3-c3b06b944b41",
"Value": "Dragonkind III (Gold)"
},
{
"Key": "d6bfde4e-50d8-41fd-86be-31d52ee13754",
"Value": "Your breath weapon deals 12d8 points of acid damage in a 50-foot
cone and allows a Reflex save for half damage. You can use it as often as you like,
but you must wait 1d4 rounds between uses."
},
{
"Key": "944a0978-89c3-46ce-9a19-91496c1f54a6",
"Value": "Dragonkind III (Green)"
},
{
"Key": "a3dbc10d-fa15-426f-bc17-6d288de58e20",
"Value": "Breath Weapon: 50-foot cone of acid.\nImmunity: acid."
},
{
"Key": "04a479eb-12d8-412f-b167-ee908fcd5fa8",
"Value": "You are in a dragon-like creature form now. You have a +10 size
bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus,
immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon,
damage reduction 10/magic, frightful presence (DC equal to the DC for this spell),
and immunity to fire. Your movement speed is increased by 10 feet. You also gain
one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack
(2d6). You can use the breath weapon as often as you like, but you must wait 1d4
rounds between uses."
},
{
"Key": "b34b19ea-37f5-42e4-9096-d903737982ac",
"Value": "Breath Weapon: 50-foot cone of fire.\nImmunity: fire."
},
{
"Key": "295a44b5-d8da-441f-9415-7ce3af650168",
"Value": "Dragonkind III (Red)"
},
{
"Key": "a2f1a1b7-6968-45a0-9bac-e546383044b0",
"Value": "Your breath weapon deals 12d8 points of cold damage in a 50-foot
cone and allows a Reflex save for half damage. You can use it as often as you like,
but you must wait 1d4 rounds between uses."
},
{
"Key": "551c8374-1855-4b76-af86-f52aab086f85",
"Value": "Dragonkind III (Silver)"
},
{
"Key": "b4b62ae9-bd08-45db-8e9d-47c70ac400b7",
"Value": "You are in a dragon-like creature form now. You have a +10 size
bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus,
immunity to difficult terrain, blindsight with a range of 30 feet, a breath weapon,
damage reduction 10/magic, frightful presence (DC equal to the DC for this spell),
and immunity to cold. Your movement speed is increased by 10 feet. You also gain
one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack
(2d6). You can use the breath weapon as often as you like, but you must wait 1d4
rounds between uses."
},
{
"Key": "a142b9f5-fe87-42ad-bcfb-8f3d4fddda89",
"Value": "Breath Weapon: 50-foot cone of cold.\nImmunity: cold."
},
{
"Key": "c454975a-a55f-46db-9b81-60990d332da0",
"Value": "Dragonkind III (White)"
},
{
"Key": "30eebb7f-8c2d-4c6b-a5f5-5b319422a648",
"Value": "This spell functions as dragonkind II save that it also allows you
to take the form of a huge dragon-like creature. You gain the following abilities:
a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor
bonus, immunity to difficult terrain, blindsight with a range of 30 feet, a breath
weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this
spell), and immunity to one element. Your movement speed is increased by 10 feet.
You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail
slap attack (2d6). You can use the breath weapon as often as you like, but you must
wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and
allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines
and cones increase to 50-foot cones."
},
{
"Key": "64cdf709-5d5b-49ee-9f9b-a0d8f9d1e1e0",
"Value": "Dragonkind III"
},
{
"Key": "d5ebd4c3-25ea-483b-9ad4-d66a740507ed",
"Value": "Frightful Aspect"
},
{
"Key": "39144650-1619-4a09-a8f2-fbe64a41d2af",
"Value": "Frightened"
},
{
"Key": "81c029f7-e179-4c2a-a923-3c0498f9fffb",
"Value": "Shaken"
},
{
"Key": "a5465876-50d3-4688-9920-7347291272ee",
"Value": "You become a larger, awful version of yourself and take on features
that horrify your enemies. You gain the following abilities: a +6 size bonus to
Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic,
and spell resistance equal to 10 + half your caster level. You also emit an aura
that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each
time a creature shaken by this aura hits you with a melee attack, that creature
becomes frightened for 1d4 rounds, though at the end of that duration it is no
longer affected by this aura. The aura's effect is a fear and mind-affecting
effect."
},
{
"Key": "669620aa-c07e-4ebd-8111-b9500d326812",
"Value": "Frightful Aspect"
},
{
"Key": "6c0b96aa-3f49-4e10-adca-d4fcb0733c24",
"Value": "Holy Aura"
},
{
"Key": "52308a6f-ffe3-4356-9c3e-5e55b15098e5",
"Value": "Holy Aura"
},
{
"Key": "534accca-794a-481c-8685-c5c417d5e47e",
"Value": "A brilliant divine radiance surrounds the subjects, protecting them
from attacks, granting them resistance to spells cast by evil creatures, and
causing evil creatures to become blinded when they strike the subjects. This
abjuration has four effects.\nFirst, each warded creature gains a +4 deflection
bonus to AC and a +4 resistance bonus on saves.[LONGSTART] Unlike protection from
evil, this benefit applies against all attacks, not just against attacks by evil
creatures.[LONGEND]\nSecond, each warded creature gains spell resistance 25 against
evil spells and spells cast by evil creatures.\nThird, the abjuration protects from
all mind-affecting spells and effects.\nFinally, if an evil creature succeeds on a
melee attack against a creature warded by a holy aura, the offending attacker is
blinded (Fortitude save negates, as blindness, but against holy aura's save DC)."
},
{
"Key": "3eb4a524-5d5c-4561-a5fc-ad7379de2b93",
"Value": "This spell evaporates moisture from the body of each subject living
creature, causing flesh to wither and crack and crumble to dust. This deals 1d6
points of damage per caster level (maximum 20d6). This spell is especially
devastating to water elementals and plant creatures, which instead take 1d8 points
of damage per caster level (maximum 20d8)."
},
{
"Key": "ee1af84d-c601-4663-ae18-41ecb4950565",
"Value": "Horrid Wilting"
},
{
"Key": "6e0131ca-e652-4923-8a79-7c99f4ad889f",
"Value": "Negative energy spreads out in all directions from the point of
origin, dealing 4d8 points of damage + 1 point per caster level (maximum +40) to
nearby living enemies.\nLike other inflict spells, it cures undead in its area
rather than damaging them. A cleric capable of spontaneously casting inflict spells
can also spontaneously cast mass inflict spells."
},
{
"Key": "0cc5418a-0681-4bb9-8cc0-05bdcafe6d42",
"Value": "Inflict Critical Wounds, Mass"
},
{
"Key": "b7fd0b55-2524-4ce5-9e16-7f98d66e2347",
"Value": "This creature has a +8 resistance bonus on saving throws against
all mind-affecting spells and effects."
},
{
"Key": "47e3cd4a-667e-432c-9cb2-7c43b5aed3aa",
"Value": "Mind Blank"
},
{
"Key": "f3d63b5c-ee32-480a-99c0-f1e2244ea489",
"Value": "This spell grants a +8 resistance bonus on saving throws against
all mind-affecting spells and effects."
},
{
"Key": "2d68e16d-c2dc-40c9-9172-87a254477925",
"Value": "A blue-white ray of freezing air and ice springs from your hand.
You must succeed on a ranged touch attack with the ray to deal damage to a target.
The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4
points of Dexterity drain."
},
{
"Key": "6a2ee800-3e99-4021-b949-989032930c2f",
"Value": "Polar Ray"
},
{
"Key": "1a0e3a71-c9cf-4788-9707-96bea8745251",
"Value": "You utter a single word of power that instantly causes one creature
of your choice to become stunned, whether the creature can hear the word or not.
The duration of the spell depends on the target's current hit point total. Any
creature that currently has 151 or more hit points is unaffected by power word
stun. For 50 or less HP, the duration is 4d4 rounds; for 51�100 HP, the duration is
2d4 rounds; for 101�150 HP, the duration is 1d4 rounds."
},
{
"Key": "87a5b77a-6b49-4d07-897c-a1cc77bfb2a0",
"Value": "Power Word Stun"
},
{
"Key": "bf687e7e-9682-4a80-9559-de15574a943d",
"Value": "Permanent or 1 round/level (see text)"
},
{
"Key": "dca2571d-8cd4-4eee-ae93-b6e0aacb87f8",
"Value": "You wrack the target's body and mind with the anguish and suffering
of every bitter failure it will ever experience, rendering it permanently shaken
and sickened. A successful Will save reduces the duration to 1 round per level."
},
{
"Key": "ed7fe79b-a95d-4caf-a1f5-414b8ac1a988",
"Value": "Prediction of Failure"
},
{
"Key": "c61f4441-0345-4d1e-bb52-c8dadacbe180",
"Value": "This character has a +8 resistance bonus on saving throws against
spells and spell-like abilities."
},
{
"Key": "2737a5e9-2f84-41a7-939d-56962964abe9",
"Value": "Protection from Spells"
},
{
"Key": "dbcc3ccf-d374-4303-80f6-6639f4ae7200",
"Value": "This character has a +8 resistance bonus on saving throws against
spells and spell-like abilities."
},
{
"Key": "27a3909c-e89c-4f18-9a51-a947fd6009a2",
"Value": "Protection from Spells"
},
{
"Key": "2720bb29-e9d0-48f9-a435-d06d0881cd13",
"Value": "Protection from Spells"
},
{
"Key": "f7b92b04-6fc6-431e-a1bb-604f9ad090f1",
"Value": "The subject gains a +8 resistance bonus on saving throws against
spells and spell-like abilities (but not against supernatural and extraordinary
abilities)."
},
{
"Key": "2ae836af-b301-4cd7-8976-2fd1d4da0b5f",
"Value": "You sheathe yourself within a churning column of pure elemental
water up to 30 feet high that fills your space. You can see, hear, and breathe
normally within the seamantle, but attacks against you are treated as if you were
under the surface of the water. You gain improved cover (+8 cover bonus to AC, +4
bonus on Reflex saves) against foes that do not have freedom of movement effects.
You also gain immunity to fire. The cover granted by the seamantle does not enable
you to make Stealth checks or prevent attacks of opportunity. Magical attacks
against you are unaffected unless they require attack rolls."
},
{
"Key": "6d7b2275-6ad3-46f8-9217-7935fd9189eb",
"Value": "Seamantle"
},
{
"Key": "5df033c5-8ea9-47aa-9b1e-a976cb4ae7ac",
"Value": "This character is covered in acid and takes acid damage each round
unless the acid is dispelled. Each round, this creature can make a Will save to
disbelieve and take only 60% damage."
},
{
"Key": "d58c9dbd-632b-43e8-95a7-af27fd854d40",
"Value": "Shadow Evocation, Greater (Caustic Eruption)"
},
{
"Key": "a0173ee7-b651-491b-b200-d63d2a286687",
"Value": "2 rounds"
},
{
"Key": "f5e922d6-370a-4161-9833-574c42cd767d",
"Value": "Reflex half, Will (see text)"
},
{
"Key": "8b63abc7-f486-40d6-8b17-de17359e1d2d",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of a caustic eruption spell. Acid erupts from your space in all
directions, causing 1d6 points of damage per caster level (maximum 20d6) to
creatures in the area. If an affected creature succeeds at a Will save to
disbelieve, it takes only 60% damage from the attack. Each of the next 2 rounds,
creatures that failed their saves against the initial burst take an additional 1d6
points of acid damage per 2 caster levels (maximum 10d6) unless the acid is
dispelled.\nEach round, this creature can make a Will save to disbelieve and take
only 60% damage."
},
{
"Key": "630f35be-b3f5-4eca-af77-60b7790322a1",
"Value": "Reflex half, Will (see text)"
},
{
"Key": "6e020690-539b-4a9f-8609-faf50f8627ee",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of a chain lightning spell. This spell creates an electrical
discharge that begins as a single stroke commencing from your fingertips.
[LONGSTART] Unlike lightning bolt, chain lightning strikes one object or creature
initially, then arcs to other targets.[LONGEND]\nThe bolt deals 1d6 points of
electricity damage per caster level (maximum 20d6) to the primary target. After it
strikes, lightning can arc to a number of secondary targets equal to your caster
level (maximum 20). The secondary bolts each strike one target and deal as much
damage as the primary bolt. Secondary targets must be within 30 feet of the primary
target, and no target can be struck more than once.\nEach target can attempt a
Reflex saving throw for half damage. If an affected creature succeeds at a Will
save to disbelieve, it takes only 60% damage from the attack."
},
{
"Key": "afa245a6-ac27-4f66-ba17-3a1cb68bce1a",
"Value": "Shadow Evocation, Greater (Chain Lightning)"
},
{
"Key": "0a9a9fa5-ff86-4e14-b170-959cd6042e1d",
"Value": "Reflex half, Will (see text)"
},
{
"Key": "4866b2f7-5d58-43ab-93bb-b011307221a2",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of a cold ice strike spell. You create a shredding flurry of ice
slivers, which blast from your hand in a line. The line deals 1d6 points of cold
damage per caster level (maximum 15d6).\nEach target can attempt a Reflex saving
throw for half damage. If an affected creature succeeds at a Will save to
disbelieve, it takes only 60% damage from the attack."
},
{
"Key": "2e62217f-66e1-4165-b685-61b193eb5034",
"Value": "Shadow Evocation (Cold Ice Strike)"
},
{
"Key": "bec76be5-4322-436a-9c96-6b3f8fbeade5",
"Value": "Deals 4d6 points of acid damage per round for 1d4 rounds. Each
round, the target can attempt a Will save to disbelieve and take only 60% damage."
},
{
"Key": "bb117e91-f6c0-48d2-a31e-6246ed211d8a",
"Value": "Deals 4d6 points of cold damage per round for 1d4 rounds. Each
round, the target can attempt a Will save to disbelieve and take only 60% damage."
},
{
"Key": "3ee0eb4b-12dc-41c0-b226-0991ef5e8e46",
"Value": "Deals 4d6 points of electricity damage per round for 1d4 rounds.
Each round, the target can attempt a Will save to disbelieve and take only 60%
damage."
},
{
"Key": "1b4f8bec-ae20-44a9-afa6-f755aa2ae253",
"Value": "Deals 4d6 points of fire damage per round for 1d4 rounds. Each
round, the target can attempt a Will save to disbelieve and take only 60% damage."
},
{
"Key": "1ac4dbb7-37f5-401f-9d67-2a7e26cf4b7f",
"Value": "Shadow Evocation, Greater (Elemental Assessor)"
},
{
"Key": "98ec6b06-a158-48d4-b1a7-fe465d7f63c3",
"Value": "1d4+1 rounds"
},
{
"Key": "5d92ff55-16aa-411b-9a56-393b1d2dbf78",
"Value": "Will (see text)"
},
{
"Key": "33b8529a-c556-4aab-9ab1-dc201b61d0fd",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of an elemental assessor spell. Azata champions developed this
spell to deal with fiends with unknown resistances. A ray of spiraling colors
springs from your hand and streaks to its target.\nYou must make a successful
ranged touch attack to hit your target with the ray, which deals 2d6 points of acid
damage, 2d6 points of cold damage, 2d6 points of electricity damage, and 2d6 points
of fire damage. If an affected creature succeeds at a Will save to disbelieve, it
takes only 60% damage from the attack.\nThe type of energy that does the most
damage to the target then persists, dealing another 4d6 points of that damage type
per round for 1d4 rounds. Each round, the target can attempt a Will save to
disbelieve and take only 60% damage."
},
{
"Key": "889fd31c-935d-428b-8449-8ecea382de67",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of a ki shout spell. With a guttural bark, you unleash a sudden
blast of sonic energy that strikes your opponent. The target takes 1d6 points of
sonic damage per level (maximum 20d6) and is stunned for 1 round. A successful
Fortitude save reduces the damage by half and negates the stun. If an affected
creature succeeds at a Will save to disbelieve, it takes only 60% damage from the
attack."
},
{
"Key": "53c46a9e-fd0b-4308-8bac-f6ad45540da8",
"Value": "Shadow Evocation (Ki Shout)"
},
{
"Key": "96c64670-633b-43bc-9bb9-cf35feb7628f",
"Value": "You tap energy from the Plane of Shadow to cast a quasi-real,
illusory version of a sirocco spell. A blast of furnace-hot wind blasts downward,
inflicting 4d6 fire damage + 1 point per caster level to all creatures in the area
and knocking them prone. A successful Fortitude save halves the fire damage and
negates being knocked prone. If an affected creature succeeds at a Will save to
disbelieve, it takes only 60% damage from the attack.\nAny creature that takes
damage from a sirocco becomes fatigued (or exhausted, if already fatigued, such as
from a previous round of exposure to a sirocco spell). Creatures with the water
subtype take a �4 penalty on all saving throws against this spell and take double
normal damage."
},
{
"Key": "8251d1a9-86f1-41a0-ab2c-a53b662c2fbd",
"Value": "Shadow Evocation (Sirocco)"
},
{
"Key": "b962baf9-88c5-4a4f-8f3c-482d8c181dd4",
"Value": "This spell functions like shadow evocation, except that it enables
you to create a partially real, illusory version of a chain lightning, cold ice
strike, ki shout, sirocco, caustic eruption, or elemental assessor spell. If
recognized as a greater shadow evocation, a damaging spell deals only three-fifths
(60%) damage.\nShadow Evocation: You tap energy from the Plane of Shadow to cast a
quasi-real, illusory version of a fireball, lightning bolt, shout, volcanic storm,
or ice storm spell. Spells that deal damage have normal effects unless an affected
creature succeeds at a Will save. Each disbelieving creature takes only one-fifth
damage from the attack. Regardless of the result of the save to disbelieve, an
affected creature is also allowed any save (or spell resistance) that the spell
being simulated allows, but the save DC is set according to shadow evocation's
level (5th) rather than the spell's normal level."
},
{
"Key": "e90d0836-9ca1-4218-bb06-3108c7f23fe1",
"Value": "Shadow Evocation, Greater"
},
{
"Key": "449558a7-f176-40da-85c4-4d71b0d27952",
"Value": "Shield of Law"
},
{
"Key": "c3e4c742-3330-4bd7-b0ef-ce66fd345c64",
"Value": "Shield of Law"
},
{
"Key": "6bddab18-3d95-4355-8309-81cf5a6ad57f",
"Value": "A dim blue glow surrounds the subjects, protecting them from
attacks, granting them resistance to spells cast by chaotic creatures, and slowing
chaotic creatures when they strike the subjects. This abjuration has four
effects.\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4
resistance bonus on saves.[LONGSTART] Unlike protection from chaos, this benefit
applies against all attacks, not just against attacks by chaotic creatures.
[LONGEND]\nSecond, a warded creature gains spell resistance 25 against chaotic
spells and spells cast by chaotic creatures.\nThird, the abjuration protects from
all mind-affecting spells and effects.\nFinally, if a chaotic creature succeeds on
a melee attack against a warded creature, the attacker is slowed (Will save
negates, as the slow spell, but against shield of law�s save DC)."
},
{
"Key": "31d4c33d-c23f-4d3f-aed2-c7b6dd01a576",
"Value": "When you cast this spell, lightning spills forth from your body in
all directions. Enemy creatures within the area take 1d8 points of electricity
damage per caster level (maximum 20d8) and are stunned for 1 round. A successful
Fortitude saving throw halves the damage and negates the stun effect."
},
{
"Key": "c5fe8537-2583-436e-91c8-59861a2fb194",
"Value": "Stormbolts"
},
{
"Key": "597dfeca-7b44-4865-bd4a-a865e1365682",
"Value": "This spell summons to your side an elder air elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "4e33ce0c-9147-46db-b8df-a29adcba6dd5",
"Value": "Summon Elder Air Elemental"
},
{
"Key": "5a8c6047-b4e6-4e3c-bbee-e213a7f96ef7",
"Value": "This spell summons to your side an elder fire, water, air, or earth
elemental. The summoned elemental appears where you designate and acts according to
its initiative check results. It attacks your opponents to the best of its
ability."
},
{
"Key": "7d7577c9-1db7-4129-bc6d-0b8796b94dc3",
"Value": "Summon Elder Elemental"
},
{
"Key": "09d00b65-333c-4e0f-a737-324f20b2f156",
"Value": "This spell summons to your side an elder earth elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "0fc0fb56-fc35-4037-8a6f-a9a4a57e5b2f",
"Value": "Summon Elder Earth Elemental"
},
{
"Key": "31df932d-b279-4c3d-8d4a-e4dc83b3d1c1",
"Value": "This spell summons to your side an elder fire elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "646fff18-31c1-4a97-875f-ebdf29af14c6",
"Value": "Summon Elder Fire Elemental"
},
{
"Key": "df8ac5b0-a181-4dda-8628-83d81ba96e0e",
"Value": "This spell summons to your side an elder water elemental. The
summoned elemental appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "97e3139b-b540-42c8-b7fd-95d8897ae3f5",
"Value": "Summon Elder Water Elemental"
},
{
"Key": "e616e709-9e5f-44ce-b430-f5b1a7b8b9b3",
"Value": "This spell summons 1d3 extraplanar bogeymen, 1d4+1 extraplanar soul
eaters if you are evil and 1d4+1 extraplanar axiomites if you are not, or one frost
giant if you are evil and one movanic deva if you are not. Summoned monsters appear
where you designate and act according to their initiative check results. They
attack your opponents to the best of their ability."
},
{
"Key": "d51e941b-c71e-4046-bd6d-de410e721eee",
"Value": "Summon Monster VIII"
},
{
"Key": "6f1a5954-710a-4698-8084-b8b751e49a60",
"Value": "This spell summons 1d3 extraplanar bogeymen. They appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "614fb732-713e-408e-877c-9a8c58f0b3fa",
"Value": "Summon Monster VIII (1d3 Bogeymen)"
},
{
"Key": "76a04192-e2db-472b-bd1f-8bdd67b0361c",
"Value": "This spell summons 1d4+1 extraplanar soul eaters if you are evil or
1d4+1 extraplanar axiomites if you are not. They appear where you designate and act
according to their initiative check results. They attack your opponents to the best
of their ability."
},
{
"Key": "d9beedf8-fd54-448f-85ec-8762611b005e",
"Value": "Summon Monster VIII (1d4+1 Axiomites or Soul Eaters)"
},
{
"Key": "b4556a2e-23ef-46b4-b3e9-986372f0372c",
"Value": "This spell summons a frost giant if you are evil or a movanic deva
if you are not. It appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "3cc6d850-d81e-46b1-89b3-854758257d60",
"Value": "Summon Monster VIII (Movanic Deva or Frost Giant)"
},
{
"Key": "4744a964-e392-4aab-988e-e004505973ef",
"Value": "This spell summons to your side 1d3 natural mastodons. The summoned
allies appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability."
},
{
"Key": "7c876118-61f1-451c-bdde-c277cc6e8414",
"Value": "Summon Nature's Ally VIII (1d3 Mastodons)"
},
{
"Key": "280a1abb-25ec-4e69-a93a-40a84b286182",
"Value": "This spell summons to your side 1d4+1 natural smilodons. The
summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "8f006fcd-81e7-42cb-aefe-799be699fcbe",
"Value": "Summon Nature's Ally VIII (1d4+1 Smilodons)"
},
{
"Key": "ffe0e5c5-845f-4999-85a9-77834928d973",
"Value": "This spell summons to your side a natural nereid. The summoned ally
appears where you designate and acts according to its initiative check results. It
attacks your opponents to the best of its ability."
},
{
"Key": "0ce346e5-b12e-432d-8fb9-b6f285c29712",
"Value": "Summon Nature's Ally VIII (Nereid)"
},
{
"Key": "429d8913-9a0f-4e96-8b72-34ff985b12f3",
"Value": "This spell summons to your side a natural nereid, 1d3 natural
mastodons, or 1d4+1 natural smilodons. The summoned allies appear where you
designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "18dc11d9-c3b1-4e64-a0d5-636cb3da2dac",
"Value": "Summon Nature's Ally VIII"
},
{
"Key": "b88d1740-483e-48c2-8ba0-2adf4217eaee",
"Value": "Sunburst causes a globe of searing radiance to explode silently
from a point you select. All creatures in the globe are blinded and take 6d6 points
of damage. A successful Reflex save negates the blindness and reduces the damage by
half.\nAn undead creature caught within the globe takes 1d6 points of damage per
caster level (maximum 25d6), or half damage with a successful Reflex save."
},
{
"Key": "17ef4420-c302-483d-bdc3-87ab31ec71ca",
"Value": "Sunburst"
},
{
"Key": "3546a2d9-0b69-4bf8-8f97-21baa5da1fec",
"Value": "Unholy Aura"
},
{
"Key": "7360d5fb-13c9-4261-bc52-1ace33d329d3",
"Value": "A malevolent darkness surrounds the subjects, protecting them from
attacks, granting them resistance to spells cast by good creatures, and weakening
good creatures when they strike the subjects. This abjuration has four
effects.\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4
resistance bonus on saves.[LONGSTART] Unlike the effect of protection from good,
this benefit applies against all attacks, not just against attacks by good
creatures.[LONGEND]\nSecond, warded creatures gain spell resistance 25 against good
spells and spells cast by good creatures.\nThird, the abjuration protects from all
mind-affecting spells and effects.\nFinally, if a good creature succeeds on a melee
attack against a warded creature, the offending attacker takes 1d6 points of
Strength damage (Fortitude negates)."
},
{
"Key": "10b000d1-ba57-4842-995a-b680ef22cb90",
"Value": "Unholy Aura"
},
{
"Key": "f2209558-07d9-4499-b706-0c19274953ae",
"Value": "Vinetrap"
},
{
"Key": "3bc42192-c64a-463d-afd7-6e1496531049",
"Value": "Vines choked with thorns, blossoms, leaflets, and other floral
debris burst to life on and around the subject of this spell.\nWhen this spell is
cast, the subject becomes paralyzed and entangled, though a successful Reflex save
negates the paralysis. Each following round, the subject may attempt a new saving
throw to end both the paralysis and the entangle effects.\nThe subject takes 2d4
points of piercing damage each turn from the sharp thorns. This damage is
considered to be cold iron for the purposes of overcoming damage reduction."
},
{
"Key": "b757c157-f0ec-4311-baad-e693566c3b40",
"Value": "Vinetrap"
},
{
"Key": "48e61fa4-8f3b-4483-9feb-5ef4761f4d17",
"Value": "You create two Colossal-sized masses of rock, dirt, and stone and
slam them together against a single creature between them. The clashing rocks
appear up to 30 feet away from the target on opposite sides and rush toward it with
a mighty grinding crash. You must make a ranged touch attack to hit the target with
the rocks. The clashing rocks ignore concealment. A creature struck by the clashing
rocks takes 20d6 points of bludgeoning damage and is knocked prone.\nIf the
clashing rocks miss the target, the target still takes 10d6 points of bludgeoning
damage from falling rocks and is knocked prone. A successful Reflex save reduces
this damage to half and the target remains standing. Creatures other than the
target that occupy the spaces where the clashing rocks appear or within their path
must also make Reflex saves or take 10d6 points of bludgeoning damage and be
knocked prone (save for half and remain standing)."
},
{
"Key": "099a1446-3aa3-49e3-859c-6858757295c9",
"Value": "Clashing Rocks"
},
{
"Key": "8da7e817-84cf-40b8-be2d-a0f50bc7ebaa",
"Value": "This spell functions like dominate person, except that the spell is
not restricted by creature type.\nDominate Person: You can make any humanoid
creature fight on your side as if it was your ally. It will attack your opponents
to the best of its ability. However, this creature will try to throw off the
domination, making a Will save each round."
},
{
"Key": "cd139e94-5b64-45e7-b24a-f3803ef3427c",
"Value": "Dominate Monster"
},
{
"Key": "90735840-94ef-4c81-90ce-2fda578875a8",
"Value": "This spell opens a portal to an Elemental Plane and summons
elementals from it. When the spell is complete, 2d4 Large elementals appear. Five
rounds later, 1d4 Huge elementals appear. Five rounds after that, one greater
elemental appears. The summoned elementals appear where you designate and act
according to their initiative check results. They attacks your opponents to the
best of its ability."
},
{
"Key": "947d3a0f-209d-4b1c-9280-5501b616176a",
"Value": "Elemental Swarm: Air"
},
{
"Key": "996203cf-c5d7-48ee-908e-656230aaf8ef",
"Value": "This spell opens a portal to an Elemental Plane and summons
elementals from it. When the spell is complete, 2d4 Large elementals appear. Five
rounds later, 1d4 Huge elementals appear. Five rounds after that, one greater
elemental appears. The summoned elementals appear where you designate and act
according to their initiative check results. They attacks your opponents to the
best of its ability."
},
{
"Key": "63fe553b-c7ae-4604-8e29-a25056eeb0df",
"Value": "Elemental Swarm: Earth"
},
{
"Key": "34ef69b7-6362-4cd3-98dc-ce9020a454a0",
"Value": "This spell opens a portal to an Elemental Plane and summons
elementals from it. When the spell is complete, 2d4 Large elementals appear. Five
rounds later, 1d4 Huge elementals appear. Five rounds after that, one greater
elemental appears. The summoned elementals appear where you designate and act
according to their initiative check results. They attacks your opponents to the
best of its ability."
},
{
"Key": "61421949-4927-41d7-a3f8-17e76167f16a",
"Value": "Elemental Swarm: Fire"
},
{
"Key": "bf0c89a0-9de3-47f1-b0d6-8bfde0d6ba5b",
"Value": "This spell opens a portal to an Elemental Plane and summons
elementals from it. When the spell is complete, 2d4 Large elementals appear. Five
rounds later, 1d4 Huge elementals appear. Five rounds after that, one greater
elemental appears. The summoned elementals appear where you designate and act
according to their initiative check results. They attacks your opponents to the
best of its ability."
},
{
"Key": "5db74496-1ff1-4dc8-bae1-6b2527626fac",
"Value": "Elemental Swarm: Water"
},
{
"Key": "8dea9670-f145-4c4f-800d-ea86d6dd0c1f",
"Value": "This spell opens a portal to an Elemental Plane and summons
elementals from it. When the spell is complete, 2d4 large elementals appear. Five
rounds later, 1d4 huge elementals appear. Five rounds after that, one greater
elemental appears. The summoned elementals appear where you designate and act
according to their initiative check results. They attack your opponents to the best
of their ability."
},
{
"Key": "2bc0d427-bf44-43f4-9dd3-d91dcbc59832",
"Value": "Elemental Swarm"
},
{
"Key": "2ed33668-f169-4f76-873d-d5970701f1cc",
"Value": "Energy Drain"
},
{
"Key": "c02c66ee-41c1-41cd-8a67-470650840ba7",
"Value": "You point your finger and fire a black ray of negative energy that
suppresses the life force of any living creature it strikes. You must make a ranged
touch attack to hit. If you hit, the subject gains 2d4 temporary negative levels.
Negative levels stack.[LONGSTART]\nTwenty-four hours after gaining them, the
subject must make a Fortitude saving throw (DC = energy drain spell's save DC) for
each negative level. If the save succeeds, that negative level is removed. If it
fails, that negative level becomes permanent.\nAn undead creature struck by the ray
gains 2d4 � 5 temporary hit points for 1 hour.[LONGEND]"
},
{
"Key": "475d885c-597e-457d-b0a2-6228f432c5ae",
"Value": "Energy Drain"
},
{
"Key": "89e0bb97-03bb-4194-adbe-8bd09f761cce",
"Value": "Your body is a living flame. You and your equipment are immune to
fire damage. In fact, every time you would normally take damage from fire, you are
instead healed of damage at a rate of 1 point per 3 points of damage the fire
attack would have normally inflicted. You are immune to blindness, critical hits,
ability score damage, disease, electricity, poison, and stunning. You have acid
resistance 30. You take 150% as much damage from cold as normal.\nYou have a +6
enhancement bonus to your Dexterity score. Your unarmed attack deals an additional
3d6 points of fire damage, and you are considered armed when making unarmed
attacks. Fire spells you cast have their save DCs increased by +1."
},
{
"Key": "b24ab527-28cf-4c9b-b14b-ea81374680af",
"Value": "Fiery Body"
},
{
"Key": "acc1c493-7202-4b88-b852-c575825a7e68",
"Value": "Unarmed fire attack"
},
{
"Key": "d4379ded-534f-487c-8eaf-112adf9c54b5",
"Value": "Fiery Body"
},
{
"Key": "213350ef-04c1-4d02-a49f-7f4e4f316bf9",
"Value": "This spell transforms your body into living flame. You and your
equipment are immune to fire damage. In fact, every time you would normally take
damage from fire, you are instead healed of damage at a rate of 1 point per 3
points of damage the fire attack would have normally inflicted. You are immune to
blindness, critical hits, ability score damage, disease, electricity, poison, and
stunning. You have acid resistance 30. You take 150% as much damage from cold as
normal.\nYou have a +6 enhancement bonus to your Dexterity score. Your unarmed
attack deals an additional 3d6 points of fire damage, and you are considered armed
when making unarmed attacks. Fire spells you cast have their save DCs increased by
+1."
},
{
"Key": "4634c1b9-67f2-4229-a880-d56051f298b0",
"Value": "This spell functions like heal, except it targets all creatures
within a 30-foot radius. The maximum number of hit points restored to each creature
is 250.\nHeal: Heal enables you to channel positive energy into a creature to wipe
away injury and afflictions. It immediately ends any and all of the following
adverse conditions affecting the target: ability damage, blinded, confused, dazed,
dazzled, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned.
It also cures 10 hit points of damage per level of the caster, to a maximum of 150
points at 15th level.\nHeal does not remove negative levels or restore permanently
drained ability score points.\nIf used against an undead creature, heal instead
acts like harm."
},
{
"Key": "300e17c7-f76d-4fec-a0d0-2c9fb3d8d598",
"Value": "Heal, Mass"
},
{
"Key": "040db3e9-85a0-429b-9f84-4120251bd29b",
"Value": "This character has a morale bonus on attack and damage rolls,
temporary hit points, and is immune to both fear and charm effects. At the end of
the spell's duration, they will become fatigued."
},
{
"Key": "c07b433c-51ff-43de-9ff9-91e1498578e7",
"Value": "Heroic Invocation"
},
{
"Key": "8a80e246-f653-4460-9273-521b58b2be16",
"Value": "Heroic Invocation"
},
{
"Key": "3cbee036-4b29-48c3-8158-f3438852f0f0",
"Value": "Using words of ancient power, you bestow heroic powers on all
creatures subject to this spell. They gain a +4 morale bonus on attack and damage
rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm
effects for the spell's duration. At the end of the spell's duration, the subjects
become fatigued."
},
{
"Key": "eb699a40-f780-4042-ae8b-1c231a7bf992",
"Value": "4 hours"
},
{
"Key": "448949e7-42f6-4df6-8c36-49b0eb48842a",
"Value": "This spell functions like mind blank, except it affects all party
members and it lasts for 4 hours.\nMind Blank: This spell grants a +8 resistance
bonus on saving throws against all mind-affecting spells and effects."
},
{
"Key": "db563b86-e49a-4ab5-98c4-224c1a5dbee9",
"Value": "Mind Blank, Communal"
},
{
"Key": "45ae6898-08f3-4c5a-a63e-bc99bcfa9313",
"Value": "You plunge an area into the brutal chill of the arctic night.\nAll
creatures in the area take 5d6 points of cold damage and 1d6 points of Dexterity
damage per round. A successful Fortitude save each round negates the Dexterity
damage but not the cold damage."
},
{
"Key": "05741bb5-a3de-4091-8da0-1c76e0540341",
"Value": "Polar Midnight"
},
{
"Key": "0b97c744-5ecc-4fe7-a2f8-3d42c0677fb1",
"Value": "You utter a single word of power that instantly kills one creature
of your choice, whether the creature can hear the word or not. Any creature that
currently has 101 or more hit points is unaffected by power word kill."
},
{
"Key": "7f3ba145-d2d7-44ed-a7ce-9858837ee8bf",
"Value": "Power Word Kill"
},
{
"Key": "88844d91-abe7-4c12-a115-376501a31261",
"Value": "This secret allows you to succeed in a task you would have
otherwise failed. Whenever you or any other friendly creature within the area of
effect fails a skill check during the duration, but would have succeeded with an
insight bonus equal to your caster level on this check, the roll succeeds and the
effect of the secret immediately ends."
},
{
"Key": "b07781b5-3497-4334-a3d2-fa7d855fe5ce",
"Value": "Secret of Accomplishment"
},
{
"Key": "4d28c067-516d-4af8-9a90-ef49e5096bbd",
"Value": "This secret banishes extraplanar creatures, forcing them out of
your home plane. It acts like a banishment spell, banishing as many as 2 Hit Dice
of creatures per caster level. The DC of this spell is increased by 2 against
creatures of chaotic alignment."
},
{
"Key": "224ba9d7-b156-4331-a2e6-9c32dc296fff",
"Value": "Secret of Hooking and Summoning"
},
{
"Key": "b54d6c65-06ec-48cd-b282-29c0ac593d34",
"Value": "This secret allows you to steadily succeed at the tasks along your
path. You and any other friendly creatures within the area of effect gain a +6
competence bonus on all ability checks with their highest ability score or an
ability score tied to be the highest."
},
{
"Key": "1aaa5cc1-2585-48ed-a544-d634459612fb",
"Value": "Secret of Increasing Benefits"
},
{
"Key": "24a89dcd-6ff6-434d-b9a9-e30cafad4a61",
"Value": "This secret allows you to avoid a disaster that would have
otherwise occurred. Whenever you or any other friendly creature within the area of
effect fails a saving throw during the secret's duration, but would have succeeded
with an insight bonus equal to your caster level, the saving throw succeeds and the
effect of the secret immediately ends."
},
{
"Key": "696c632d-168d-4618-ba59-79144e319ab7",
"Value": "Secret of Quelling Disasters"
},
{
"Key": "4b34e4e2-9026-4375-b65a-531041751623",
"Value": "This secret subdues all hostile creatures within range. Humanoid
creatures whose number of Hit Dice is less or equal to half your caster level
(maximum 10) lose their will to fight completely, leave their worldly possessions
and weapons on the spot and leave to travel the world seeking salvation. Other
creatures whose number of Hit Dice is less or equal to your caster level become
frightened, fleeing from you. Creatures with more HD than your caster level are
instead fascinated � any aggressive action against one of these creatures breaks
the spell's effect. This is a mind-affecting effect. The DC of this spell is
increased by 2 against creatures of chaotic alignment."
},
{
"Key": "b46c1cf8-17d4-4d2d-9537-b285847f7922",
"Value": "Secret of Subduing"
},
{
"Key": "fb550fe0-5014-4b5e-b04c-372a1184f1e3",
"Value": "This spell allows you to peer into the secrets of Suramgamin
briefly and uses them for your benefit. There are five secrets, and you choose one
every time you cast this spell. Only good characters can use this spell."
},
{
"Key": "93d9ab3c-0fe4-47ca-88de-b0f85ce4d7e5",
"Value": "Secrets of Suramgamin"
},
{
"Key": "50740f56-8bae-48c0-85df-71fbe6b94873",
"Value": "This spell summons to your side a purple worm with the advanced
creature template. The summoned ally appears where you designate and acts according
to its initiative check results. It attacks your opponents to the best of its
ability."
},
{
"Key": "d4ccc7ab-32f5-448d-b853-9dc52b52bee1",
"Value": "Summon Elder Worm"
},
{
"Key": "1a359698-5ee2-445b-9f16-125abfbe73d3",
"Value": "This spell summons 1d3 extraplanar frost giants if you are evil and
1d3 extraplanar movanic devas if you are not, 1d4+1 bogeymen, or one thanadaemon if
you are evil and one ghaele azata if you are not. Summoned monsters appear where
you designate and act according to their initiative check results. They attack your
opponents to the best of their ability."
},
{
"Key": "a77cdcdb-ddb4-4737-84f6-580974d3868b",
"Value": "Summon Monster IX"
},
{
"Key": "d1e81a02-73a5-4e00-97f9-407e1a7e20c9",
"Value": "This spell summons 1d3 extraplanar frost giants if you are evil or
1d3 extraplanar movanic devas if you are not. They appear where you designate and
act according to their initiative check results. They attack your opponents to the
best of their ability."
},
{
"Key": "a431d19e-617c-4480-8361-f83b5838ae9f",
"Value": "Summon Monster IX (1d3 Movanic Devas or Frost Giants)"
},
{
"Key": "84716fd6-9745-4b14-8198-b6b3b2e35910",
"Value": "This spell summons 1d4+1 bogeymen. They appear where you designate
and act according to their initiative check results. They attack your opponents to
the best of their ability."
},
{
"Key": "1d766b96-eb99-4464-babe-1cfd72525427",
"Value": "Summon Monster IX (1d4+1 Bogeymen)"
},
{
"Key": "0bce297a-c619-4081-a639-113ee2d0b942",
"Value": "This spell summons a thanadaemon if you are evil or a ghaele azata
if you are not. It appears where you designate and acts according to its initiative
check results. It attacks your opponents to the best of its ability."
},
{
"Key": "3e1756b2-1acd-4eb0-9c53-8c3290cd7344",
"Value": "Summon Monster IX (Ghaele Azata or Thanadaemon)"
},
{
"Key": "34a7d3e9-85ff-49b4-8df6-8fa79483cdd8",
"Value": "This spell summons to your side 1d3 natural nereids. The summoned
allies appear where you designate and act according to their initiative check
results. They attack your opponents to the best of their ability."
},
{
"Key": "0705d84b-76ff-418e-88a5-dfb8c168fcdd",
"Value": "Summon Nature's Ally IX (1d3 Nereids)"
},
{
"Key": "3cf9a0ae-e8d4-4449-97e3-1b64438e8f33",
"Value": "This spell summons to your side 1d4+1 natural mastodons. The
summoned allies appear where you designate and act according to their initiative
check results. They attack your opponents to the best of their ability."
},
{
"Key": "24e730b7-1394-452e-80eb-9a89fa0d69eb",
"Value": "Summon Nature's Ally IX (1d4+1 Mastodons)"
},
{
"Key": "a8c42dbb-9d4e-412e-8eca-615c18bab845",
"Value": "This spell summons to your side a natural hamadryad. The summoned
ally appears where you designate and acts according to its initiative check
results. It attacks your opponents to the best of its ability."
},
{
"Key": "f3ca7daf-fae2-45b1-abf3-9ecf5a396cfa",
"Value": "Summon Nature's Ally IX (Hamadryad)"
},
{
"Key": "45919df7-af99-4e3f-81ee-3b8a6d8710f1",
"Value": "This spell summons to your side a natural hamadryad, 1d3 natural
nereids, or 1d4+1 natural mastodons. The summoned allies appear where you designate
and act according to their initiative check results. They attack your opponents to
the best of their ability."
},
{
"Key": "56444489-1fea-4622-8052-329d6e799521",
"Value": "Summon Nature's Ally IX"
},
{
"Key": "afb997e7-fe2a-40dd-a318-8f1db7c89cc1",
"Value": "This creature is carried along by the tsunami."
},
{
"Key": "1e4fe776-0f64-468e-85e7-d931c6e00b43",
"Value": "Tsunami"
},
{
"Key": "fbd2c928-9963-4b93-be92-9bf13b4e13f2",
"Value": "Tsunami"
},
{
"Key": "d39d785c-bca1-48d1-b71d-16ca7025b1cc",
"Value": "You create a massive wave of water that then moves in a straight
line across land at a speed of 50 feet per round. Creatures struck by a tsunami
take 24d6 points of bludgeoning damage (a Fortitude save halves this damage).\nIn
addition, every creature must succeed on a combat maneuver check, Athletics check,
or Mobility check against the DC of this spell or be knocked prone and carried
along by the wave.\nFreedom of movement prevents a creature from being carried
along by a tsunami but does not prevent damage caused by it hitting a creature."
},
{
"Key": "7fc4f587-c4ec-4d44-ad87-4eeb94878a71",
"Value": "When you cast this spell, you emit a terrible, soul-chilling scream
that possibly kills creatures that hear it (except for yourself), inflicting 10
points of damage per caster level."
},
{
"Key": "0f6db61a-fe4c-43a3-a148-e7b89caeadbf",
"Value": "Wail of the Banshee"
},
{
"Key": "8dfb9bc5-a882-4932-b7f7-be287bd93d34",
"Value": "Will disbelief, then Fortitude partial"
},
{
"Key": "8201c42e-ffcf-4f44-b953-8a440330907d",
"Value": "This spell functions like phantasmal killer, except it can affect
more than one creature. Only the affected creatures see the phantasmal creatures
attacking them, though you see the attackers as shadowy shapes.\nIf a subject's
Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1
round. The subject also takes 1d4 points of Strength damage.\nPhantasmal Killer:
You create a phantasmal image of the most fearsome creature imaginable to the
subject simply by forming the fears of the subject's subconscious mind into
something that its conscious mind can visualize: this most horrible beast. Only the
spell's subject can see the phantasmal killer. You see only a vague shape. The
target first gets a Will save to recognize the image as unreal. If that save fails,
the phantasm touches the subject, and the subject must succeed on a Fortitude save
or die from fear. Even if the Fortitude save is successful, the subject takes 3d6
points of damage."
},
{
"Key": "47677dce-e222-4516-9752-40d73f66c7ac",
"Value": "Weird"
},
{
"Key": "261029c7-87a4-4b92-88e3-de538b1ed1f5",
"Value": "You take control of a target living creature's skeleton. A creature
has its skeleton rattle within its flesh, causing it grievous harm. The target
takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster
levels you have."
},
{
"Key": "4dce0ef2-5f65-4807-a1d5-0b2e7271a9d1",
"Value": "Quickened Boneshaker"
},
{
"Key": "b2315457-602d-4227-8cda-62c33b6dc857",
"Value": "The target's bones (or exoskeleton) splinter, dealing 1d6 points of
damage per caster level (maximum 15d6) to the target, which is also exhausted for 1
minute per caster level from the pain and exertion of the transformation.\nIf the
target succeeds at its Fortitude save, it takes half damage and is fatigued rather
than exhausted."
},
{
"Key": "9c2b592f-75e1-40e7-adb1-f4ac8e1a3904",
"Value": "Maximized Boneshatter"
},
{
"Key": "31f88896-f1ff-4641-a12a-d6822f34fba9",
"Value": "When laying your hand upon a creature, you channel negative energy
that deals 4d8 points of damage + 1 point per caster level (maximum +20).\nSince
undead are powered by negative energy, this spell cures such a creature of a like
amount of damage, rather than harming it."
},
{
"Key": "792aadf2-4bee-4be1-ad12-4c7142de3522",
"Value": "Inflict Critical Wounds"
},
{
"Key": "d47fadf8-087d-4f5d-a416-e72dd906e1b0",
"Value": "Shield creates an invisible shield of force that hovers in front of
you. It negates magic missile attacks directed at you. The disk also provides a +4
shield bonus to AC.[LONGSTART] This bonus applies against incorporeal touch
attacks, since it is a force effect. The shield has no armor check penalty or
arcane spell failure chance.[LONGEND]"
},
{
"Key": "fa5b1fac-eaf2-4e47-b057-028f69cd2893",
"Value": "Quickened Shield"
},
{
"Key": "73c35918-2ac0-45be-ad7d-9a25ae7438ee",
"Value": "A missile of magical energy darts forth from your fingertip and
strikes its target, dealing 1d4+1 points of force damage.[LONGSTART]\nThe missile
strikes unerringly, even if the target is in melee combat, so long as it has less
than total cover or total concealment.[LONGEND]\nFor every two caster levels beyond
1st, you gain an additional missile � two at 3rd level, three at 5th, four at 7th,
and the maximum of five missiles at 9th level or higher."
},
{
"Key": "39922f57-ed0b-4d1b-a79b-80af76912322",
"Value": "Magic Missile"
},
{
"Key": "330a160b-a5b5-4bd4-86b5-1b84852e3bfc",
"Value": "Altar"
},
{
"Key": "9178f928-579f-43d0-bd80-e67e478c7bfc",
"Value": "10 minutes/level"
},
{
"Key": "96bcc776-c41d-4467-99f7-d5848641ca11",
"Value": "10 minutes"
},
{
"Key": "b2581d37-9b43-4473-a755-f675929feaa2",
"Value": "24 hours"
},
{
"Key": "c106ea15-f587-44ce-9472-fa7cd4c11dab",
"Value": "3 rounds"
},
{
"Key": "6c706160-6517-436c-9cca-22412519fadf",
"Value": "5 rounds"
},
{
"Key": "cca23e25-a5b6-4138-b2bf-0b6387738a22",
"Value": "1 hour/level"
},
{
"Key": "3d7fbfb9-10e8-4509-bab6-a8e4d3dbc3c8",
"Value": "Instantaneous"
},
{
"Key": "00b2e4c2-aafe-487b-b890-d57473373da7",
"Value": "1 minute/level"
},
{
"Key": "9e29a1ac-9b6c-42e1-aa32-08b51962127f",
"Value": "1 hour"
},
{
"Key": "70e2c2f0-b2c6-423a-b6ec-c05084530366",
"Value": "1 minute"
},
{
"Key": "62761fbe-42ce-4474-ae10-14f9024f4c57",
"Value": "1 round"
},
{
"Key": "0b5bb39b-9e2e-4841-9f1c-5c20c306553b",
"Value": "Permanent"
},
{
"Key": "72f33102-7b83-40d1-aae1-761dc5c0c905",
"Value": "1 round/level or 1 round"
},
{
"Key": "d7cb2411-bd6e-4b59-a72d-43ea018de978",
"Value": "1 round/level, can save each round"
},
{
"Key": "e8ca652a-357b-471a-977f-2e1fb4cd44be",
"Value": "1 round/level or until discharged"
},
{
"Key": "6250ccf0-1ed0-460f-8ce7-094c2da7e198",
"Value": "1 round/level"
},
{
"Key": "fc1ffd3d-d343-4dfe-8441-118b33c8026a",
"Value": "Fortitude half"
},
{
"Key": "23355cb5-0024-4da1-a542-0ef4a672ed8e",
"Value": "Fortitude negates (save each round)"
},
{
"Key": "c8ec9dfb-37ba-485d-8c08-c45a6bfc88f3",
"Value": "Fortitude negates"
},
{
"Key": "af1a01bb-3924-4663-94e8-79e080287aaa",
"Value": "Fortitude partial"
},
{
"Key": "59bae7d1-ee60-4d67-be2c-76ddcfb16e40",
"Value": "Fortitude reduces damage"
},
{
"Key": "16973828-0487-47ab-a317-379262effe94",
"Value": "None"
},
{
"Key": "e21d0585-46a5-41ff-8cea-451ffd8023aa",
"Value": "Reflex halves splash damage"
},
{
"Key": "dccd7029-0a51-4e5b-9cb2-7a2969b61516",
"Value": "Reflex half"
},
{
"Key": "a154f1d5-a10d-4a9e-a3ad-4bd0b44c86dd",
"Value": "Reflex negates (save each round)"
},
{
"Key": "c649bb57-1a11-4d76-ae8c-8caa59feb39b",
"Value": "Reflex negates"
},
{
"Key": "ee80d5e4-4f06-41a2-b41e-db395c35e2e6",
"Value": "Reflex partial, see text"
},
{
"Key": "d58f2d26-2317-4023-921a-76d0c1590bcf",
"Value": "Reflex partial"
},
{
"Key": "9ed3f157-8f6b-4118-817f-58483ef27f9c",
"Value": "Will half if used to damage"
},
{
"Key": "d47299a3-2f17-4e60-8199-65545e148a89",
"Value": "Will half"
},
{
"Key": "50f1639f-a789-4939-bab6-557375828c4d",
"Value": "Will negates (save each round)"
},
{
"Key": "7ac9f1bb-ab14-4d64-8543-4c97a64a71bd",
"Value": "Will negates"
},
{
"Key": "03e30000-0921-4296-a8b4-9566a9777a5d",
"Value": "Will partial"
},
{
"Key": "247a042b-bfe6-4bff-b1fd-d7fd960b2cb7",
"Value": "See text"
},
{
"Key": "74edaf24-6a9a-4688-bde6-ab9e67792e2d",
"Value": "Fail"
},
{
"Key": "d9992495-1ea9-47bf-8b0b-e544f9ede830",
"Value": "Fail"
},
{
"Key": "d67465fe-15fc-4093-8a0a-e4e4eb466b52",
"Value": "Passed"
},
{
"Key": "61d9e3f9-a78e-4190-9cf3-3bbf7d7b3b38",
"Value": "Check passed!"
},
{
"Key": "ecdd5e5f-9d55-4286-b634-62890bd3cfc3",
"Value": "Not used"
},
{
"Key": "498dacfd-5174-4f19-86a1-f86c5570df75",
"Value": "Used cude"
},
{
"Key": "a4072dfb-8dcf-42ec-b126-70a9548a1d6c",
"Value": "Tutorial Small Window"
},
{
"Key": "3e8e63da-cdd1-43fa-82af-30550b7e23c0",
"Value": "Try to use it"
},
{
"Key": "5402078e-0f07-4c17-b44c-7d34befc4a99",
"Value": "Only once check"
},
{
"Key": "34a55425-4856-4eb8-870c-e941656e9036",
"Value": "You can use it without skillcheck"
},
{
"Key": "61e34985-186c-428a-bb45-0cbd467d9767",
"Value": "You are loser"
},
{
"Key": "905c733e-1387-4164-977c-4a13ed91f20f",
"Value": "You can use it always"
},
{
"Key": "9bffe761-1f7b-4a33-841e-c7f3b7798eef",
"Value": "Disable after use"
},
{
"Key": "baa417e2-1d65-41c5-9832-7f8bc3a808df",
"Value": "Locked"
},
{
"Key": "72f44c0c-b8dd-45dd-90bb-9c677da83942",
"Value": "Unlocked"
},
{
"Key": "eebf4569-59c5-4265-b32b-dbe5e1938237",
"Value": "To Area52"
},
{
"Key": "2d653c52-a663-4d20-bdad-b09f1b976636",
"Value": "Jubilost gains +10 on all Knowledge: Arcana skill checks."
},
{
"Key": "fa02e02c-4c1b-44be-afd6-3c90484e36ed",
"Value": "Perfect Understanding"
},
{
"Key": "5e7ff94e-5487-441e-acec-4e70c39cc3f9",
"Value": "Ekundayo's wolf gains a +4 inherent bonus to Dexterity and
Constition."
},
{
"Key": "ba5fe7bd-b1dc-4621-abda-2116688efea7",
"Value": "Loyal Companion"
},
{
"Key": "9af0dc55-7741-4c30-90dd-339c5f6b735c",
"Value": "Ekundayo's wolf gains a +6 inherent bonus to Strength."
},
{
"Key": "62707dfc-9599-40ba-b52d-7e7f23643c6c",
"Value": "Enraged Companion"
},
{
"Key": "847d5962-0843-46df-b436-cd5eb0e6eff2",
"Value": "The character has gained a special connection to the First World.
Once per day, if the character dies in the First World, or a location directly
linked to it, he or she is immediately ressurected with half of their HP restored."
},
{
"Key": "03db8242-b537-48cc-b2c6-2939216e162c",
"Value": "First World Connection"
},
{
"Key": "48f4518f-944c-40ba-b657-4c9073752b69",
"Value": "Greater understanding of Groetus's teaching gives Harrim access to
the features of Madness Domain."
},
{
"Key": "bcb354bb-c044-4b90-a3fd-b1cd98c0a9bd",
"Value": "Revelation"
},
{
"Key": "b4026095-b3ab-45ca-a66d-d6fd71bc8b41",
"Value": "Jaethal gains a +2 inherent bonus to Wisdom, Dexterity and
Charisma."
},
{
"Key": "02aa1a70-074a-4001-9b58-bbf92274609f",
"Value": "Eternal Clarity"
},
{
"Key": "c83b593a-6b47-4a04-acd4-80d537131546",
"Value": "Linzi gains a +2 inherent bonus to Charisma, and can use bardic
performance for 8 additional rounds per day."
},
{
"Key": "fe91d545-f551-4b5f-8f0e-db7e312e54f6",
"Value": "Bard's Calling"
},
{
"Key": "0979ddd7-50d8-4f90-9026-6d8415cccceb",
"Value": "Octavia gains a +2 inherent bonus to Dexterity, and her sneak
attacks now inflict additional 1d6 damage."
},
{
"Key": "55c5674d-7512-436d-a20a-e0630163e583",
"Value": "Lethality"
},
{
"Key": "48190ea9-6f81-4bfc-af92-e4c855588070",
"Value": "As a move action, Tristian can adopt his angelic form. All cure
spells and spells from Fire domain he casts in this form are maximized, as if using
Maximize Spell feat, and he gains immunity to fire. Also, in this form he has
wings, which grant him immunity to ground based effects and +2 dodge bonus to AC
against melee attacks. He can use this ability for up to 20 rounds per day. These
rounds do not need to be consecutive."
},
{
"Key": "2602cadf-1f1c-4e11-a26c-5e4aef2a46de",
"Value": "Angelic Form"
},
{
"Key": "1929a344-c5eb-43e4-95af-515260d3e204",
"Value": "Tristian can no longer see. It takes a �2 penalty to Armor Class
and loses its Dexterity bonus to AC (if any). All opponents are considered to have
total concealment (50% miss chance) against the blinded creature."
},
{
"Key": "88e82b3f-3667-459d-ab68-db19e2a6c984",
"Value": "Blindness"
},
{
"Key": "fed6242a-af3b-4142-a8d4-26606ae542d6",
"Value": "Tristian gains +2 inherent bonus to Wisdom and Charisma."
},
{
"Key": "61209367-8925-445a-8e16-98ff7ae10dcd",
"Value": "Humane Wisdom"
},
{
"Key": "d24c4118-32c2-402d-8096-0dd99112cf3e",
"Value": "Jaethal now can cast animate dead spell three times per day with a
duration of 1 minute per character level."
},
{
"Key": "e1cdaf65-7776-4a45-9ff6-44ab29b663d8",
"Value": "Mastery of the Undead"
},
{
"Key": "b77cc321-28b4-4256-b651-0551b86fbcfa",
"Value": "Jaethal gains a bonus equal to her Charisma bonus (if any) on all
Reflex and Will saving throws."
},
{
"Key": "9dc9d58e-67bc-42c9-9cc1-95dae088cf5c",
"Value": "Urgathoa's Blessing"
},
{
"Key": "e82faa44-fc70-464c-8ef1-f21b519131fa",
"Value": "Valerie gains a +2 inherent bonus to Dexterity and Reflex saving
throws."
},
{
"Key": "844da44c-54ce-4a70-9a49-fe909276787b",
"Value": "Cautious"
},
{
"Key": "53ad3fbc-e036-479f-b0fa-4f59447bd3d0",
"Value": "Valerie gains a +2 inherent bonus to Strength and Charisma."
},
{
"Key": "9dd22a81-50d1-4a2c-ae8c-47b52bff40bf",
"Value": "Valorous"
},
{
"Key": "a9aea1a8-6588-4fad-9059-eee198c492e2",
"Value": "Most aasimars do not know exactly where their celestial powers came
from, and the similar qualities of many such celestially touched beings hint at a
relatively indistinct or all-encompassing heavenly force in their lineage. Some,
however, possess more unique traits and abilities inherited from their supernal
forebears, attributes that hint at the precise type of celestial being that
affected their ancestors."
},
{
"Key": "055d4a6e-c0eb-48be-ae1e-58806e108fa3",
"Value": "Heritage"
},
{
"Key": "3d4376b1-048b-4d55-9df9-6e909582cff5",
"Value": "Idyllkin possess bestial aspects and calm dispositions, and often
act as peaceful intermediaries between lawful and chaotic agents of
good.\nAgathion-blooded aasimars have a +2 racial bonus to Constitution and
Charisma, and a +2 racial bonus on Lore (Nature) and Perception checks and can use
the Summon Nature's Ally III spell once per day."
},
{
"Key": "1cd72b96-a286-4aab-a655-be07bc9bf4cb",
"Value": "Idyllkin (Agathion-Blooded)"
},
{
"Key": "5d494b58-3e26-4e3f-aae2-73115cf10728",
"Value": "Angelkin are mortal paragons of exceptional beauty, and they serve
as exemplars of good and light regardless of the myriad forms they may
take.\nAngel-blooded aasimars have a +2 racial bonus to Strength and Charisma, and
a +2 racial bonus on Lore (Religion) and Use Magic Device checks and can use the
Lesser Restoration spell once per day."
},
{
"Key": "7694442c-e1bf-4a2f-8c90-ec4f73e7be0c",
"Value": "Angelkin (Angel-Blooded)"
},
{
"Key": "dc7c9517-16d6-45fd-b16e-318dfbbd5d4e",
"Value": "Lawbringers are champions of justice and of doling out punishment
to the wicked, and often believe chaos is the cause of all mortal
suffering.\nArchon-blooded aasimars have a +2 racial bonus to Constitution and
Wisdom, and a +2 racial bonus on Persuasion and Perception checks and can use the
Hold Person spell once per day."
},
{
"Key": "54d93b76-b08d-42b7-877e-85eac4f39efe",
"Value": "Lawbringer (Archon-Blooded)"
},
{
"Key": "57cbc383-cbba-455a-8555-79ae97315ea9",
"Value": "The musetouched epitomize freedom and joy, and travel the world to
liberate less fortunate individuals.\nAzata-blooded aasimars have a +2 racial bonus
to Dexterity and Charisma, and a +2 racial bonus on Persuasion and Mobility checks
and can use the Glitterdust spell once per day."
},
{
"Key": "6513cd4f-34a4-4d9e-b5eb-6eddf86a00c8",
"Value": "Musetouched (Azata-Blooded)"
},
{
"Key": "380e204d-93ac-4ab6-88f3-1c6d4f6325bd",
"Value": "Aasimars have acid resistance 5, cold resistance 5, and electricity
resistance 5."
},
{
"Key": "567b53c0-17a5-41b3-915c-1ee89156fbdd",
"Value": "Celestial Resistance"
},
{
"Key": "88ad39b0-1837-450e-995d-ea04b94c9464",
"Value": "Most aasimars do not know exactly where their celestial powers came
from, and the similar qualities of many such celestially touched beings hint at a
relatively indistinct or all-encompassing heavenly force in their
lineage.\nAasimars of uncertain heritage have a +2 racial bonus to Wisdom and
Charisma, and a +2 racial bonus on Diplomacy and Perception checks and can use the
Searing Light spell once per day."
},
{
"Key": "44096da9-71c8-4668-ad65-94e443ff0d8c",
"Value": "Aasimar"
},
{
"Key": "13de15fc-fd80-417a-a925-18abf3533923",
"Value": "Their shimmering avian features make plumekith instantly
recognizable. Though they can act rashly, plumekith never shirk their duty after
making a commitment.\nGaruda-blooded aasimars have a +2 racial bonus to Dexterity
and Wisdom, and a +2 racial bonus on Mobility and Athletics checks and can use the
Invisibility spell once per day."
},
{
"Key": "a8f20dd2-2a3e-4974-82d8-7dd5f4bece1c",
"Value": "Plumekith (Garuda-Blooded)"
},
{
"Key": "4c32b2ad-562b-429a-85e4-f55763e3e557",
"Value": "Masters of fire magic, emberkin feel the dual pull of their peri
forebear as well as that of a fallen angel further down their ancestry, and wrestle
with their urges to do both good and evil.\nPeri-blooded aasimars have a +2 racial
bonus to Intelligence and Charisma, and a +2 racial bonus on Lore (Religion) and
Knowledge (Arcana) checks and can use the Burning Arc spell once per day."
},
{
"Key": "8548dae9-56de-40a6-8136-2dd4ae429488",
"Value": "Emberkin (Peri-Blooded)"
},
{
"Key": "fd36715f-3d18-4e0e-99cf-2eaef912db3a",
"Value": "Aasimars possess the ability to manifest halos. They can create a
light centered on their head at will. While using a halo, they gain a +2
circumstance bonus on saving throws against becoming blinded or dazzled."
},
{
"Key": "994a8f30-06e1-439a-93ae-6c8bdc3b984f",
"Value": "Light Halo"
},
{
"Key": "c09488eb-243b-4e04-ba56-f71476808702",
"Value": "Dwarves, elves, gnomes, half-elves, half-orcs and halflings receive
a +2 racial bonus on Perception checks."
},
{
"Key": "09fd40ea-51ed-4965-8151-42af439ca808",
"Value": "Keen Senses"
},
{
"Key": "b92361a9-087f-4b4f-9aed-b29a4470e3c1",
"Value": "Gnomes are Small creatures and thus gain a +1 size bonus to their
AC, a +1 size bonus on attack rolls, a �1 penalty to their Combat Maneuver Bonus
and Combat Maneuver Defense, and a +4 size bonus on Stealth checks."
},
{
"Key": "b5aab519-7c2a-422f-99e8-5387333a35eb",
"Value": "Size: Small"
},
{
"Key": "40d937fb-83a4-45b9-8ed5-ee66d26f223a",
"Value": "Defensive Training � Giants"
},
{
"Key": "56a1ac55-ca8a-4f4e-9141-dd8c33e3b895",
"Value": "Dwarves gain a +4 dodge bonus to AC against monsters of the giant
subtype."
},
{
"Key": "644006fe-885d-4f77-a3a5-2210ab17bdcd",
"Value": "Dwarves are proficient with battleaxes, heavy picks, and
warhammers, and treat any weapon with the word \"dwarven\" in its name as a martial
weapon."
},
{
"Key": "db2c9339-8082-429e-b54d-c899b133cc24",
"Value": "Dwarven Weapon Familiarity"
},
{
"Key": "79f0f41c-9c64-4da0-a2c9-08aa59bb34c4",
"Value": "Dwarves gain a +2 racial bonus on saving throws against poison,
spells, and spell-like abilities."
},
{
"Key": "1d713cf7-174a-46b5-934f-962954b780a0",
"Value": "Hardy"
},
{
"Key": "a10601ad-7e5a-4f59-a65b-589df0417483",
"Value": "Dwarves gain a +1 racial bonus on attack rolls against humanoid
creatures of the orc and goblinoid subtypes because of their special training
against these hated foes."
},
{
"Key": "9004b9d1-f02b-4fe8-8baa-2d65cafbbb95",
"Value": "Hatred � Orcs and Goblinoids"
},
{
"Key": "bcdf0d42-bff9-4652-906e-e14320b733c9",
"Value": "Dwarves have a base speed of 20 feet, but their speed is never
modified by armor or encumbrance."
},
{
"Key": "b9581353-262d-45f4-87d5-ad57423e132e",
"Value": "Slow and Steady"
},
{
"Key": "d62258e5-12d7-42c1-9a33-ac98f1e8401e",
"Value": "Dwarves gain a +4 racial bonus to their Combat Maneuver Defense
when resisting a bull rush or trip attempt while standing on the ground."
},
{
"Key": "f32ad66f-ce94-4a39-ad3a-50cadd6b398d",
"Value": "Stability"
},
{
"Key": "d0e427d8-5624-4dd7-8e21-7830e84aff1d",
"Value": "Elves are immune to magic sleep effects and gain a +2 racial saving
throw bonus against enchantment spells and effects."
},
{
"Key": "def84390-180c-45a1-a752-9337c310938d",
"Value": "Elven Immunities"
},
{
"Key": "ea493eba-b99c-4d0b-a8ad-52f74dc2571b",
"Value": "Elves receive a +2 racial bonus on caster level checks made to
overcome spell resistance. In addition, elves receive a +2 racial bonus on
Knowledge (Arcana) skill checks made to identify the properties of magic items."
},
{
"Key": "1bf83dfb-39c9-4c51-8cc9-60ad85e3abea",
"Value": "Elven Magic"
},
{
"Key": "12a8f8a2-476a-4aad-b7ff-8bbef801f0f2",
"Value": "Elves are proficient with longbows (including composite longbows),
longswords, rapiers, and shortbows (including composite shortbows), and treat any
weapon with the word \"elven\" in its name as a martial weapon."
},
{
"Key": "d887c4ee-6219-4732-83f5-c2ac5b2dfea5",
"Value": "Elven Weapon Familiarity"
},
{
"Key": "918e844c-5344-491b-a87f-45147c8b3f97",
"Value": "Gnomes gain a +4 dodge bonus to AC against monsters of the giant
subtype."
},
{
"Key": "d1888b97-5e13-48d0-a3a9-42ff7fa483f2",
"Value": "Defensive Training � Giants"
},
{
"Key": "b06af7b6-e0cd-4bdd-97f7-41fc9c3f2945",
"Value": "Gnomes add +1 to the DC of any saving throws against illusion
spells that they cast."
},
{
"Key": "1656d621-d4bd-415e-9bda-b6941daa22e2",
"Value": "Gnome Magic"
},
{
"Key": "f76ba751-fe05-45cc-857a-f69fc1b7dfc7",
"Value": "Gnomes receive a +1 bonus on attack rolls against humanoid
creatures of the reptilian and goblinoid subtypes because of their special training
against these hated foes."
},
{
"Key": "d2051a24-0ef8-48bf-9f5a-f0b910edf67a",
"Value": "Hatred � Reptilian Humanoids"
},
{
"Key": "ebfba1a5-4b9a-43b1-882c-bccdf79d5f34",
"Value": "Gnomes gain a +2 racial saving throw bonus against illusion spells
and effects."
},
{
"Key": "086297f2-e5b7-44b2-ac05-8b2a6030e749",
"Value": "Illusion Resistance"
},
{
"Key": "7bf3609d-76b9-4032-b843-bf213abb2c6f",
"Value": "Gnomes receive a +2 racial bonus on a Knowledge (World) checks."
},
{
"Key": "4f0fef2c-3a85-4dfc-85b3-563fa94058df",
"Value": "Obsessive"
},
{
"Key": "117010ea-0343-4a02-b77a-7295ded0a062",
"Value": "Slow Movement"
},
{
"Key": "91e7ad72-7d3c-4558-b99f-40d98a0279e5",
"Value": "Gnomes have a base speed of 20 feet."
},
{
"Key": "dc7f0587-c156-47f0-a59c-1a3c1c549cf2",
"Value": "Goblins gain a +4 racial bonus on Stealth checks."
},
{
"Key": "9774d914-1a01-4f52-824c-ac71d213f271",
"Value": "Stealthy"
},
{
"Key": "1b811e89-f382-4a4c-8585-578674b0fda0",
"Value": "Half-elves receive Skill Focus as a bonus feat at 1st level."
},
{
"Key": "24beee31-1048-43c1-86b5-61d5e7c25c79",
"Value": "Adaptability"
},
{
"Key": "2f7e190c-f43d-4d47-815b-40da9349993c",
"Value": "Halflings receive a +2 racial bonus on all saving throws against
fear. This bonus stacks with the bonus granted by halfling luck."
},
{
"Key": "779f73c5-6993-43e8-93a4-8a95a212326f",
"Value": "Fearless"
},
{
"Key": "6b88263b-d76e-4ae1-8c99-3638a42c77c3",
"Value": "Halflings receive a +1 racial bonus on all saving throws."
},
{
"Key": "ceff9e5b-94bc-45b5-a1b3-f5d983851cd4",
"Value": "Halfling Luck"
},
{
"Key": "57bb341c-14ce-4f69-924f-a7ee685ae30b",
"Value": "Halflings have a base speed of 20 feet."
},
{
"Key": "4cbcb797-8392-48fa-b848-088901bb5840",
"Value": "Slow Movement"
},
{
"Key": "d4270732-4f06-4618-83e4-a802e263ba35",
"Value": "Halflings receive a +2 racial bonus on Atheletics and Mobility
checks."
},
{
"Key": "da8feb8d-ff6a-4a5e-acea-21ebc2c6a512",
"Value": "Sure-Footed"
},
{
"Key": "236d9a6f-4bd3-46f0-a899-e4c856323616",
"Value": "When a half-orc is brought below 0 hit points but not killed, he
can fight on for 1 more round as if disabled. At the end of his next turn, unless
brought to above 0 hit points, he immediately falls unconscious."
},
{
"Key": "e5b99a4e-436a-4f1d-ae8b-3b7d652826c2",
"Value": "Orc Ferocity"
},
{
"Key": "f50e8def-1525-405c-9cb0-4afa772c426c",
"Value": "Skilled"
},
{
"Key": "ff100042-7285-4960-8595-b66fb44fc058",
"Value": "Half-orcs gain an additional skill rank at first level and one
additional rank whenever they gain a level."
},
{
"Key": "f7468756-7cac-4535-a732-cc9ef3f25170",
"Value": "Half-orcs receive a +2 racial bonus on Persuasion checks when used
to intimidate due to their fearsome nature."
},
{
"Key": "f0ff00ae-731b-46d1-865a-a8b9d63acdb7",
"Value": "Intimidating"
},
{
"Key": "a7f3dafd-2a26-4b10-a5f6-fe1ebb0d0c3f",
"Value": "Half-orcs are proficient with greataxes and falchions and treat any
weapon with the word \"orc\" in its name as a martial weapon."
},
{
"Key": "8ef9b5ad-d2ad-4981-a914-1f04ef520a38",
"Value": "Orc Weapon Familiarity"
},
{
"Key": "17d74a46-46a5-4364-bebc-391b4e2a4d8b",
"Value": "Humans gain an additional skill rank at first level and one
additional rank whenever they gain a level."
},
{
"Key": "5f9ca270-383e-46fd-bc1e-444ec15f0831",
"Value": "Skilled"
},
{
"Key": "ac9fe248-4e53-4d57-b525-0bf029a293ee",
"Value": "Trap triggered!"
},
{
"Key": "fba5e4e6-312a-4411-a5f6-bd3bab94a1ed",
"Value": "Trap triggered!"
},
{
"Key": "52c80c54-ff4f-49ff-80be-7d35df0a816c",
"Value": "Bear Trap"
},
{
"Key": "0627c608-4d55-49f3-8dbd-c844bae7d668",
"Value": "Bear Trap"
},
{
"Key": "fa671571-84e4-4c9d-8914-e8ac7b19c27d",
"Value": "Poison Dart"
},
{
"Key": "cbc816fd-a7f0-4f2d-9999-6529ebe70753",
"Value": "Summoned FX"
},
{
"Key": "0390dbeb-182f-4b07-914a-ddf54f0bcacd",
"Value": "Slow"
},
{
"Key": "98feae86-2c71-4252-a419-f2726159eec3",
"Value": "Blasphemy"
},
{
"Key": "e679cd31-417e-45a7-afe1-59961145498d",
"Value": "Word Of Chaos"
},
{
"Key": "d6fb514d-d322-487f-aac3-a5cf20addbed",
"Value": "Channel Negative Energy"
},
{
"Key": "e670bccc-6965-41bf-b27e-a9f0a1c61b15",
"Value": "Channel Negative Energy"
},
{
"Key": "9f682888-dbe1-4087-9b64-a6a7f28b293d",
"Value": "Unrest"
},
{
"Key": "29c04e4c-ad7c-4a34-91f6-c7303483c901",
"Value": "When your subjects are unhappy, they may become concerned or even
start a riot. The Unrest parameter reflects the level of stability of the community
and the state of your {mf|barony|barony|kingdom|kingdom}. It is Stable by default,
but your actions as well as independent events may affect it.\nThere are 7 statuses
of Unrest your {mf|barony|barony|kingdom|kingdom} can have. If your kingdom
prospers and your subjects are happy, your advisors will receive a bonus to the
outcomes of events. If the kingdom's stability is low, advisors will find it hard
to deal with problems and take advantage of opportunities.\nIf the Unrest parameter
drops below \"Crumbling,\" your {mf|barony|barony|kingdom|kingdom} will be
destroyed."
},
{
"Key": "e598f98f-8e15-4752-9790-8b8931f065d8",
"Value": "Source of Resources for the {mf|Barony|Barony|Kingdom|Kingdom}"
},
{
"Key": "713d8c25-808c-4abc-807e-71b7ee9e79af",
"Value": "You may stumble upon a resource area in your travels. To reap its
benefits, you need to claim the corresponding region, return to the resource
location, and claim it for 15 BP."
},
{
"Key": "9ac8bcbf-f7ca-4ab1-a21f-b75993ccbdf2",
"Value": "Stat Development: Meeting with an Advisor"
},
{
"Key": "1da6de72-964b-4912-b77e-019a1faef2cc",
"Value": "One of your {mf|barony|barony|kingdom|kingdom} stats has reached 20
points. It's time for you to increase its rank.\nFirst, meet with your advisor and
discuss the future of the state. To do so, return to your capital and click the
button on the appropriate event card in the throne room.\nWhatever choices you
make, remember: your advisors may disapprove. If the current advisor decides that
you argue too much, they will quit forever."
},
{
"Key": "d5c54cfb-15d3-43dd-bb28-102f57d0e2e4",
"Value": "Stat Development: Rank Increase"
},
{
"Key": "a24955b0-bc0f-43b4-9ee3-5e0bb24cb583",
"Value": "After you talk to an advisor and make a decision, a new kingdom
project will become available that will increase a stat rank. You can find it at
the bottom-center of the screen on the Projects tab.\nIt will take you and your
advisor 14 days to complete the project. Time will be automatically sped up until
the project is completed."
},
{
"Key": "d8788d66-2d60-4c30-9dd0-fed9f7ed18de",
"Value": "Start the Rank-Up Project"
},
{
"Key": "efca5d67-af08-45bd-b162-1d061190073b",
"Value": "The advisor and the baron{mf||ess} will spend 14 days on a special
project to increase the rank of a respective stat. You can find one such project
under the Projects tab. Assign an advisor and start the project to increase the
rank of a stat."
},
{
"Key": "27390be0-b216-4764-8151-8bc32f4c7fd8",
"Value": "Talking to the Advisor"
},
{
"Key": "a5654989-d443-4065-9496-676622c1f095",
"Value": "You need to talk to one of your advisors to address important
matters in your barony. To do that, you have to close the Barony Management screen
and get back to the throne room."
},
{
"Key": "77e9fcd4-6005-41d7-835b-31e51fe7a728",
"Value": "Managing the Barony"
},
{
"Key": "6cc21f41-b8f7-4495-8cc7-53d718a667a1",
"Value": "To access the Barony Management screen, click on the table standing
before the throne."
},
{
"Key": "51d81c48-a443-441c-9efb-ed0079c9d62d",
"Value": "Projects"
},
{
"Key": "08c50485-19b3-4dae-b2fc-36bce9e04556",
"Value": "The Projects tab will allow you to upgrade various aspects of your
{mf|barony|barony|kingdom|kingdom}. New projects will come your way during the game
as you meet certain conditions or undertake various ventures.\nTo start working on
a project, assign one of your advisor to it and spend the BP it requires.
Completing a project usually takes a while."
},
{
"Key": "2d5e7078-db9c-43ad-b981-142ca5bfbc24",
"Value": "Helping Artisans"
},
{
"Key": "324d232a-f037-4dbf-ac8d-85a3f7458fbe",
"Value": "Every artisan you meet will ask you for a favor.�As soon as you
fulfill the request, a workshop blueprint will appear in the settlement. An artisan
with a workshop receives payment from the treasury and crafts weapons or armor for
you either at your request or of their own accord.\nEach artisan you hire will
eventually request your help in creating a special item. Complete their special
quest to unlock a masterpiece, an extraordinary piece of gear. The artisan will
inform you that they're prepared to start working on a masterpiece and ask you to
stop placing specific orders in the meantime."
},
{
"Key": "e62f34af-dea4-4114-b2cc-1bce165da31b",
"Value": "Artisans"
},
{
"Key": "59c68853-7b47-4090-a599-f911461736d7",
"Value": "You have met an artisan, a special character who can craft
equipment for you, from tough armor and powerful weapons to magic jewelry and
scrolls.\nYou will find one in every region of the Stolen Lands. Some of them
arrive to you on their own, and others can be found in settlements.\nHaving your
own artisan is troublesome and expensive! And it's up to you to decide whether you
want to help a particular artisan or not."
},
{
"Key": "2a1f53b9-9791-41cd-b2bd-2edefcdfea13",
"Value": "Settlement Upgrade"
},
{
"Key": "d829c221-ed4b-478a-ad47-c09648d2e8b6",
"Value": "You can now upgrade settlements in your {mf|barony|barony|kingdom|
kingdom}. Every three villages acquired in your domain will enable you to upgrade
one of them to the town level, provided that 6 or more slots are occupied in that
village. The first upgrade must take place in the capital.\nComplete the relevant
project on the Projects tab to start an upgrade. Once the upgrade is complete, the
number of slots in the settlement will increase to 20, and the list of buildings
will expand.\nThree or more towns in your {mf|barony|barony|kingdom|kingdom} and at
least 16 occupied building slots in the capital will enable you to upgrade the
capital to city."
},
{
"Key": "6503e7b3-fb30-4fc4-888b-e6cf7071eb94",
"Value": "{mf|Barony|Barony|Kingdom|Kingdom} Alignment"
},
{
"Key": "fb28c248-dc88-4640-bb9e-6ef238cfa2ad",
"Value": "Your subjects look up to you in all areas of life, including your
alignment. Depending on the ruler's morale and conduct, your {mf|barony|barony|
kingdom|kingdom} will attract the attention of a particular kind of people (for
better or worse). Certain alignments may unlock unique buildings."
},
{
"Key": "a99fb767-64ee-40e4-92b2-178569b50ef9",
"Value": "[UNUSED] [Draft] Kingdom � difficulty"
},
{
"Key": "27e84755-bf67-46f2-ada0-25fd31547764",
"Value": "[UNUSED] You can change kingdom difficulty in the settings (please
note, that it will affect your achievements) or even turn the auto mode if
difficulty for the kingdom set on easy.�\nOn Auto difficulty kingdom could never
die, even if it goes beyond Crumbling state, and most of kingdom decisions (like
constructing buildings or solving events) are done for you automatically."
},
{
"Key": "aee50caa-292b-46ed-bc9a-4276444b2e28",
"Value": "Advisor Upgrade"
},
{
"Key": "6a126fd6-d605-4050-8965-781b504e9c63",
"Value": "You may now upgrade your advisors' abilities! Complete the
available kingdom project from the Projects tab to unlock this feature."
},
{
"Key": "41a6f4bb-92d4-44e3-a6ea-4d2b40ee0ed5",
"Value": "Region Upgrade"
},
{
"Key": "963c4d56-1e25-40dd-b214-c9ea423937f7",
"Value": "You may now upgrade regions within your {mf|barony|barony|kingdom|
kingdom}. Every region has 2 or 3 available upgrades, with unique bonuses and
conditions for each. All of them are listed on the region cards.\nYou will find the
region upgrade projects on the Projects tab."
},
{
"Key": "58edef67-77d3-407c-8b4b-35f317a3f574",
"Value": "Difficulty Level of Your {mf|Barony|Barony|Kingdom|Kingdom}"
},
{
"Key": "e6065c76-a50c-409b-b91b-b02affc42455",
"Value": "You may change the difficulty level of your {mf|barony|barony|
kingdom|kingdom} at any time or set it to automatic. If set to automatic, you won't
have to deal with most government decisions � they will be taken care of
automatically, and your barony will never fail. However, this will also prevent you
from unlocking any governance-related achievements."
},
{
"Key": "bd6c5938-4f24-4bdd-abb5-0898e780378f",
"Value": "Welcome to Your Barony!"
},
{
"Key": "ac52779a-a5b1-42c4-a940-cc368699a3be",
"Value": "You are about to make the unyielding Stolen Lands a prosperous
kingdom. There is a long and arduous road ahead of you. You and your advisors are
going to deal with matters of national importance, found and build up settlements,
seize and develop new regions, solve pressing problems, and take advantage of good
opportunities. A prosperous governor will be handsomely rewarded with support and
donations from their subjects, promising alliances with other states, wealth for
their treasury, and many other things.\nGood luck in your ruling, {mf|Baron|
Baroness}!"
},
{
"Key": "a58f6bad-00c2-48f0-97a7-5f85e9eb4560",
"Value": "Long Live the {mf|King|Queen}!"
},
{
"Key": "762eb438-9624-40b8-96de-9c85fcf92623",
"Value": "Congratulations! Your barony has advanced to become an independent
kingdom!\nYour stats may now be increased beyond rank 6, and all of the kingdom's
income will stay in your treasury. However, you will no longer receive financial
support from your patrons in Brevoy."
},
{
"Key": "ed1fba98-f645-4ec1-bf87-63d0ecc0e537",
"Value": "Scouting Projects"
},
{
"Key": "20e88c5e-e123-4155-bdc3-3b278bb5c28d",
"Value": "With special projects, you can find locations you missed within
{mf|barony|barony|kingdom|kingdom} regions while exploring the territory. Use
projects to send scouts, and after a while they will return with information about
a new location. After some time to rest, scouts will be able to continue exploring
regions for more locations."
},
{
"Key": "0a294621-faf3-4a3c-8099-755cccb47ea6",
"Value": "{mf|Barony|Barony|Kingdom|Kingdom} Stats"
},
{
"Key": "fc37cc4c-0c5f-483f-b73c-86c668de65b1",
"Value": "The {mf|barony|barony|kingdom|kingdom} has ten basic stats, each
supervised by an advisor. They are as follows: Population (Regent), Loyalty
(Councilor), Military (General), Economy (Treasurer), Religion (High Priest),
Foreign Affairs (Grand Diplomat), Stability (Warden), Magic (Magister), Culture
(Curator), and Espionage (Minister)."
},
{
"Key": "3729b746-46d7-4d82-be58-4536df1a177e",
"Value": "Stat Development"
},
{
"Key": "5731b7b9-2e24-4c61-b61b-019f42d250cc",
"Value": "Stats increase if your governance is successful and decrease if
events don't end well or other negative factors are placed in your way.�Don't let
your {mf|barony|barony|kingdom|kingdom} stats drop to zero or lower � this will
cause your subjects to riot, and your state will begin to crumble.\nEach stat has
certain milestones or ranks within them.�Every 20 points in a stat will increase
your rank.�Rank 1 unlocks a corresponding advisor position for that stat. Further
development of the stat and upgrades to its ranks will be possible only if you have
an advisor in the relevant position."
},
{
"Key": "62aefe12-838c-4928-bc2c-c150cf0e6ba0",
"Value": "Advisors"
},
{
"Key": "d4701e44-b646-4ce8-8aeb-598f2b3ced94",
"Value": "Governing your {mf|barony|barony|kingdom|kingdom} will require one
advisor for each stat. You may appoint your companions as well as some of the
Stolen Lands citizens into these advisor positions. Each of the ten positions has
at least three characters who are qualified to hold it. Not all of these characters
will be willing to serve you right away � some of them will need to be convinced.
Appointing others will require completing an assignment for them or rendering them
some other service.\nEvery advisor acts on their own ideology. They have their own
opinions on everything that happens in your domain. Therefore, you may want to
select characters whose governance philosophy is consistent with your own.\nOpen
the advisor tab on the right side of the screen, click an empty slot, and select a
character to appoint them as an advisor."
},
{
"Key": "94cb5e5d-6bfa-41cd-a433-434fb870ab4b",
"Value": "More about Advisors"
},
{
"Key": "1e54d0bb-5045-4a0e-9109-a2c7943fee37",
"Value": "Every {mf|barony|barony|kingdom|kingdom} stat gains a bonus from a
specific ability of the appointed advisor. The exact size of the bonus is indicated
in the upper right corner of the advisor's card.\nOnly advisors may address the
problems, opportunities, and sudden events that occur in your domain and require
immediate attention. Don't leave these positions vacant!"
},
{
"Key": "1ce70cce-cd86-403a-9bb1-63272cfc3bba",
"Value": "Settlement Map"
},
{
"Key": "30e70621-322d-4669-88e7-879f078882fa",
"Value": "Click your capital icon to open the settlement map."
},
{
"Key": "d029ad6a-5067-41b4-bb74-fbfa9be24eb1",
"Value": "Assigning Advisors"
},
{
"Key": "69f03edd-aa74-401a-b7b8-75af8e6e6a20",
"Value": "Your barony requires filled advisor positions to function. Use the
Advisors tab to assign advisors to their positions."
},
{
"Key": "3fd583b2-079d-4edd-9989-1e24d1fc8c5c",
"Value": "Constructing Buildings"
},
{
"Key": "9d22d6d6-9bd1-455a-94dd-2ccd0d7512c3",
"Value": "You may construct buildings to increase your {mf|barony|barony|
kingdom|kingdom} stats. Each building has a cost in BP and a construction time. You
may construct several buildings simultaneously.\nTo start construction, select a
building you need from the list on the right side of the screen and place it in an
empty slot in the settlement."
},
{
"Key": "bc47c9bf-b206-4921-8aaa-b091dea4b3c0",
"Value": "Buildings: Special Bonuses"
},
{
"Key": "2c43aff9-35a2-48ea-81c6-43ac5a4f5622",
"Value": "Buildings may provide special bonuses if you meet certain
conditions (most commonly, two buildings must stand close together to grant the
bonus). Make sure you use this feature to your full benefit when planning a
settlement.\nSome buildings can be placed only in designated spots or areas. As
examples, a pier must be built on water, and a mill must be built with no other
buildings around it."
},
{
"Key": "2cb4f69f-3599-4b25-9108-13038e2ceadc",
"Value": "Buildings: Moving and Demolition"
},
{
"Key": "86942259-6d84-418a-9a84-ab56b804b966",
"Value": "Demolish a building to get rid of it and recover half of the
resources you spent on construction.\nIf you want to move a building, you will have
to demolish the old one (gaining half of the resources you spent on it) and
construct it in the new desired slot for half the price. You won't have to spend
any extra BP, but you will have to wait for construction to finish in the new
location."
},
{
"Key": "b57de353-13f8-451c-bd86-98b37eb1e771",
"Value": "Claiming New Regions"
},
{
"Key": "3bfc2a14-7a4e-4284-afc0-c713fc713654",
"Value": "You may claim new regions to expand your territory. Open the
Regions tab on the right side of the screen and select the relevant project at the
bottom of the screen.\nClaiming a region will allow you to significantly increase
your {mf|barony|barony|kingdom|kingdom}'s stats and found settlements in the new
lands."
},
{
"Key": "63b2c598-4883-432b-8709-9337a2d974f8",
"Value": "How to Claim a Region"
},
{
"Key": "733c4aa6-da42-4b81-a426-105ac1651dd1",
"Value": "Here is what you must do to claim a new region:\n-Meet special
regional conditions. That is, complete a quest or reach a certain rank in one of
the stats.\n-Collect sufficient BP for the claim.\n-Find an unoccupied advisor who
can take charge of the claim.\nAs soon as you start the kingdom project to claim a
region, time will automatically speed up for the next 14 days, the time it takes
for you and your advisor to claim the region.\nAfter the new territory is claimed
and annexed into your domain, the boundaries of the state will change, and you will
receive all the bonuses granted by the claimed region."
},
{
"Key": "4b5750ad-ade8-4c96-803d-a4f00ebf8262",
"Value": "Founding New Settlements"
},
{
"Key": "2602f335-cdd5-4cf4-938b-fbeda89705d0",
"Value": "You may base new settlements in your regions on discovered
crossroads. Find and click on the location where you want a new settlement to be
founded.\nThe cost of founding a new settlement is 50 BP. As soon as this has been
paid, you may name the new village or keep its default name."
},
{
"Key": "01af6cf6-4612-414f-b306-4ab3db0d8df7",
"Value": "Events"
},
{
"Key": "c7159a0a-315c-4c4a-9211-a47721e91119",
"Value": "Problems to solve and opportunities to seize occur from time to
time in your domain. These events may increase or decrease your {mf|barony|barony|
kingdom|kingdom}'s stats; don't forget to look them up.\nAll current events are
listed at the bottom of the screen.�An event may be addressed by the relevant
advisor. To assign a task to an advisor, click the frame on the right side of the
event card. The character in charge will act based on their own ideology and
nature. It takes time to deal with an event, so the advisor will be unavailable for
any other official missions."
},
{
"Key": "77635681-83f2-4969-94fa-4c0231230194",
"Value": "Events: Difficulty and Rolls"
},
{
"Key": "e5596d67-6361-468c-ad79-2f61aa891439",
"Value": "Every event has a difficulty level. To resolve the event
successfully, the advisor must roll a number higher than the difficulty level of
the event.\nThe advisor's post ability is added to the dice roll. The {mf|barony|
barony|kingdom|kingdom} stat the advisor is responsible for adds another 2 points
per rank to every roll.\nExample: Valerie as a Regent (Population stat) grants a +2
bonus for her high Charisma. The Population stat rank is 1, so it gives another +2
bonus. If Valerie is put in charge of an event, her dice roll would have an overall
bonus of +4 points."
},
{
"Key": "e0b7bdd4-bfd8-4462-84ef-33eddb70220c",
"Value": "Event Outcomes and Consequences"
},
{
"Key": "ad1f189a-4234-42aa-9bfb-40e6909b8680",
"Value": "Every event can resolve in one of the four ways: Disaster (the dice
roll is 8 points or more below the difficulty level of the event), Failure (the
dice roll is up to 7 points below the difficulty level), Success (the dice roll is
equal to the difficulty level or up to 6 points above the difficulty level), or
Triumph (the dice roll is 7 points or more above the difficulty level of the
event). The outcome may affect the {mf|barony|barony|kingdom|kingdom}'s stats."
},
{
"Key": "20fdff3c-35f5-4091-8de2-830ee372a8d0",
"Value": "Problems and Opportunities"
},
{
"Key": "953fe9c7-e9b4-4467-8edd-6e8c68355ca2",
"Value": "There are two types of events: problems and opportunities. If a
problem event ends with a failure, it decreases your stats. If it ends with a
success, it has no effect. Succeeding at an opportunity event will increase your
stats, and it normally will not affect them if the outcome is a failure.\nEach
success or triumph increases the stat the assigned advisor is responsible for by
3."
},
{
"Key": "822c7940-e1c5-4bcc-8baa-ead114a90b53",
"Value": "[UNUSED] [Draft] Kingdom Stats"
},
{
"Key": "2920cd27-fbfe-45fb-960b-9d1046b61a5a",
"Value": "[UNUSED] [Draft] Kingdom has 10 stats that show development of the
kingdom in different direction. Stats are increased by succesful solving of the�
events, constructing buildings, claiming and upgrading regions. Stats are decreased
by failing events.\nEach stat has rank, on 1st rank leader position, corresponding
to the stat is unlocked. Each 20 of stat allows you to increase rank of the
stat.\nIf stat is ever reduced to 0 or lower, Unrest state will worsen. If Unrest
ever falls below Crumbling state � kingdom will be destroyed and game will be
over."
},
{
"Key": "7bdd8624-4d6a-4434-ba85-ca3f097a1e2d",
"Value": "Build Points and Income"
},
{
"Key": "e75c253e-7d45-4e2a-a263-b8721209e3ab",
"Value": "Build Points (BP) are the {mf|barony|barony|kingdom|kingdom}'s main
resource. They are required for settlement upgrades, construction, project
management, and so on.\nThe {mf|barony|barony|kingdom|kingdom} treasury's weekly
income is 30 BP, sent by Jamandi Aldori from Brevoy. Apart from that, your
territories have their own individual income, which consists of their basic income
plus other BP sources.\nBasic income depends on your {mf|barony|barony|kingdom|
kingdom}'s stats. Each rank adds 1 BP per point to the weekly income, but the total
a rank contributes to basic income cannot exceed the profitability of your
Economy.\nExample: The barony's Economy rank equals 3, and it adds 3 BP to the
weekly income. The Population rank equals 5, but it cannot add more than 3 BP to
the weekly income due to the {mf|barony|barony|kingdom|kingdom}'s Economy.\nAll
other BP sources, such as trade agreements, are added to the basic income as
is.\nHalf of the {mf|barony|barony|kingdom|kingdom}'s income, except the initial 30
BP, is sent to Brevoy. You will be able to claim independence from Brevoy to retain
the full BP income but loose the initial 30 BP income later during the game."
},
{
"Key": "865942bf-5d15-4cbd-a60b-cce178f9d0be",
"Value": "\"An Ancient Curse\" Quest"
},
{
"Key": "20b34933-2cfa-444d-9a25-6d41331129e5",
"Value": "The \"ancient curse\" you were warned about is now active! It will
decrease your barony's stats each 2 days for 14 days unless you overcome it. To
protect your barony you should hurry to the Bald Hilltop to confront the threat,
while also sending one of your advisors to assess the consequences of the curse.
Both actions are vital for the well-being of your barony!"
},
{
"Key": "ea94cfd4-f1fa-41a9-b3ea-d3a8e4c70ebf",
"Value": "Siroket has trained her mind and body to wreak as much destruction
as possible, and as she causes bloodshed, she flies into a frenzy, hitting harder
with each subsequent attack. Whenever Siroket hits with an attack, she adds a
stacking +1 bonus to all weapon damage rolls until the end of her next turn. If
Siroket's attacks reduce a creature to below 0 hit points, her critical threat
range for all attacks doubles until the end of her next turn (typically increasing
her battleaxe threat range to 17�20 and her gore threat range to 19�20)."
},
{
"Key": "70c46980-6af1-4161-8329-666683e0ade0",
"Value": "Enraged Warrior"
},
{
"Key": "1549b85c-e70d-494e-83fa-2358ffe66d89",
"Value": "Resist Fire"
},
{
"Key": "d95a1fde-7398-40f0-a79b-af5c14f19e23",
"Value": "You gain a +1 bonus on all attack rolls you make using Tortuous
Touch."
},
{
"Key": "f109ef25-d7f8-458e-b910-c9e3544fabc4",
"Value": "Weapon Focus (Tortuous Touch)"
},
{
"Key": "0c909861-d56c-4e4a-b43e-c366267ab269",
"Value": "Shaken"
},
{
"Key": "f2c340f1-f613-4f3e-8f5a-75faab46214c",
"Value": "As a standard action, the Defaced Sister can emit an agonized wail
that affects all creatures within 120 feet. This wail causes those who experience
it to become shaken (Will DC 20 negates) as long as they remain within 120 feet of
the Defaced Sister. A successful save renders a creature immune to that Defaced
Sister's Agonized Wail for 1 minute. This is a mind-affecting fear effect. The save
DC is Charisma-based."
},
{
"Key": "4217cb96-47e9-4ad7-a664-df0ec58fa9b3",
"Value": "Agonized Wail"
},
{
"Key": "75007eac-7ee7-4e90-89c8-531435c2bd9d",
"Value": "Baleful Gaze"
},
{
"Key": "3bb0265b-9b1f-4507-9d23-0c26b839f79a",
"Value": "Baleful Gaze Cooldown"
},
{
"Key": "f3c99434-1870-49dc-9862-3b243ff90138",
"Value": "Any creature within 60 feet of the Defaced Sister must roll a DC 20
Fortitude save or suffer 1d4 points of Strength, Constitution, and Charisma drain.
Whatever the result of the saving throw, the creature cannot be affected by the
same Defaced Sister's Baleful Gaze again for 1 minute. The DC save is Charisma-
based."
},
{
"Key": "523c8700-159c-4649-9d83-8bbbc00901b5",
"Value": "Baleful Gaze"
},
{
"Key": "6fc766e2-f5a0-4ca5-87e3-422e770eb87d",
"Value": "Any creature within 60 feet of the Defaced Sister must succeed on a
DC 20 Fortitude save or take 1d4 points of Strength, Constitution, and Charisma
drain. Whatever the result of the saving throw, the creature cannot be affected by
the same Defaced Sister's Baleful Gaze again for 1 minute. The save DC is Charisma-
based."
},
{
"Key": "15016732-ada5-46da-beb5-cb53f7917420",
"Value": "Baleful Gaze"
},
{
"Key": "4609e33a-1bae-4147-9a7a-65302d51c502",
"Value": "Torturous Touch"
},
{
"Key": "50dbfc90-5186-40d2-b607-251e12ded94b",
"Value": "Torturous Touch"
},
{
"Key": "016034d1-1370-48de-912e-71bdc516ea5f",
"Value": "Cold Breath"
},
{
"Key": "70a5b0cb-3f33-457b-8433-1cbe9f22e59f",
"Value": "Bite; Save: Fortitude (DC 14)\nFrequency: 1/round for 6
rounds\nEffect: 1d4 Dexterity damage\nCure: 2 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "2fd1666a-89d7-4853-bbde-91d8dd37b0b3",
"Value": "Dozens of blades rain down upon your foes, dealing 20d6 points of
slashing damage (Reflex DC 27 half)."
},
{
"Key": "76152d2e-4924-440d-ab71-2d9fd5468dfd",
"Value": "Storm of Razors"
},
{
"Key": "72266d5d-e394-404d-8e1f-d50d4a15cf71",
"Value": "Become Dust"
},
{
"Key": "b9e3f0c3-a1be-41d7-9a1d-7cedb03633ea",
"Value": "Doomsday"
},
{
"Key": "352c2f6c-e368-46ee-8193-431aeb2f8b1b",
"Value": "End of All"
},
{
"Key": "975cfa70-33d7-4eee-a5ad-601af75a013a",
"Value": "Everything Ends"
},
{
"Key": "c830d16a-f07f-467d-9735-190e88f71491",
"Value": "Ekpyrosis"
},
{
"Key": "fdef8f18-d5e7-47f3-8538-cf9e1629833f",
"Value": "Ekpyrosis"
},
{
"Key": "947342be-63d5-472a-9362-6c71ff39f9f9",
"Value": "Chaos Flare deals 20d12 damage to all targets within a 60 foot
cone. Half the damage is fire damage, but the other half results directly from
divine power and is therefore not subject to resistance to fire-based attacks."
},
{
"Key": "4c2edc53-b489-4702-b195-5e6ed9f918c4",
"Value": "The Lantern King charges to the target, dealing 10d12 damage to all
targets along the way and knocking them prone. A successful Reflex save negates the
knockdown effect and halves the damage. Half the damage is fire damage, but the
other half results directly from divine power and is therefore not subject to
resistance to fire-based attacks."
},
{
"Key": "7a519117-008c-40d9-b3e3-9e71bd165f18",
"Value": "Furious Assault"
},
{
"Key": "7ef18447-58da-480c-9ecb-118c2d45d2a7",
"Value": "Chaos Flare deals 20d12 damage to all targets within a 60 foot
cone. Half the damage is fire damage, but the other half results directly from
divine power and is therefore not subject to resistance to fire-based attacks.
However, a successful Reflex save halves the damage."
},
{
"Key": "561a3213-619a-4d79-bdab-3fa4abf676a1",
"Value": "Chaos Flare"
},
{
"Key": "a379d668-e93c-4ece-9fb1-b5c6683c0174",
"Value": "Flames Unleashed"
},
{
"Key": "57b6233c-dc08-466f-b493-9912d81107b1",
"Value": "Flames Unleashed deals 20d8 damage to all targets within one of the
three 60 foot lines. Half the damage is fire damage, but the other half results
directly from divine power and is therefore not subject to resistance to fire-based
attacks. However, a successful Reflex save halves the damage."
},
{
"Key": "223f56c3-e91a-4bea-968f-0c0b13a65c04",
"Value": "Immolation Curse"
},
{
"Key": "4f69a16e-47c9-4413-b9f0-c07f4e874951",
"Value": "Flames Unleashed"
},
{
"Key": "97e01d48-249f-4542-a41a-a679de53cad1",
"Value": "The Lantern King's curse makes the target vulnerable to both fire
and divine damage."
},
{
"Key": "0a853781-9984-41d9-ac5f-ddcc4ecb68b1",
"Value": "Immolation Curse"
},
{
"Key": "82189088-b4e9-407a-8302-3c2763865ab7",
"Value": "Ray of Annihilation"
},
{
"Key": "9d393df9-23ac-4d16-9261-475db2b1999d",
"Value": "Slip Away"
},
{
"Key": "27f3a9f5-e081-4ee3-b5d1-97cd5c70dbe1",
"Value": "Irresistible Charm"
},
{
"Key": "db84eb20-2593-4e69-8d75-6357805b6f0d",
"Value": "Call Minions"
},
{
"Key": "bc9f2e58-75db-4f37-b626-0b3e194ae14d",
"Value": "Phantasmal Slaughter"
},
{
"Key": "c96b10b0-687a-4188-bdd5-2a7e4779f900",
"Value": "Damage Reduction 15/Bludgeoning"
},
{
"Key": "aaeaab3b-fb7d-489c-9795-416631ddf2fe",
"Value": "Damage Reduction 15/Magic"
},
{
"Key": "b028da59-4921-47ff-84f9-fdf77bb15324",
"Value": "Vordakai feeds on the brains of the recently departed � not to
satisfy an aberrant hunger for flesh, but out of a darker hunger for knowledge.
Consuming the brains of living creatures does not grant the lich any bonuses to his
mental ability scores or any other quantifiable boons, but he does possess the
ability to absorb snatches of memories from those he feeds upon � yet another way
in which he is adapting himself to this new world he has found himself in."
},
{
"Key": "03fca65a-bb59-44d4-b7c8-7b9b525cbfc5",
"Value": "Brain Consumption"
},
{
"Key": "ca19b358-6ac8-42e8-8dbf-98480274ff21",
"Value": "Lifesense"
},
{
"Key": "1587d2fe-a496-4f81-a450-5a631ba1fb02",
"Value": "Any living creature that a lich strikes with its touch attack must
succeed at a Fortitude saving throw or be permanently paralyzed. The effect cannot
be dispelled. However, remove paralysis, or any spell that can remove a curse, can
be used to free the victim, as Paralyzing Touch is much like a bestow curse spell,
with a DC equal to the lich's DC."
},
{
"Key": "cc8608f5-3fab-4e22-bb26-39e769ba58c5",
"Value": "Paralyzing Touch"
},
{
"Key": "5b18dad9-8916-4c9e-a8e2-d904bf211b96",
"Value": "Creatures of less than 5 HD within a 60-foot radius that look at
the lich must pass a Will save or become frightened. Creatures with 5 HD or more
must pass a Will save or be shaken for a number of rounds equal to the lich's Hit
Dice. A creature that successfully saves cannot be affected again by the same
lich's aura for 24 hours. This is a mind-affecting fear effect."
},
{
"Key": "8a8aed64-af48-4c6a-ac5c-8ff5c2e34200",
"Value": "Fear Aura"
},
{
"Key": "c305370e-1739-4699-b35b-db06da2eb70b",
"Value": "Summon Infested Bulette"
},
{
"Key": "b53989dd-5c9e-4a10-89bc-491ced90db50",
"Value": "Summon Infested Elder Air Elemental"
},
{
"Key": "67d121fa-6093-48c4-bf90-53684dfcfb18",
"Value": "The infested creature is covered in worms. These worms squirm over
any creature within 8 feet. They automatically deal 4d6 swarm damage with no attack
roll needed. If a creature takes damage from the swarm, it is also subject to the
swarm's distraction ability, and must make a Fortitude save or be nauseated for 1
round. The Fortitude save (against DC 26) negates the effect."
},
{
"Key": "c857bc5b-900c-4bdd-a882-8c760b0d2f75",
"Value": "Worm Infestation"
},
{
"Key": "5cc4f18d-d48c-4b2e-9e46-51a54ad490b2",
"Value": "Jaethal is undead. She will raise back with a small portion of her
health after the end of combat should she fall in battle."
},
{
"Key": "b18be915-c592-412d-bc71-a7517486b7a7",
"Value": "Undying"
},
{
"Key": "e492adc6-a3b8-4642-9687-40784b1137bd",
"Value": "["
},
{
"Key": "340fb00f-afe3-47e9-9b6c-232d58cf0240",
"Value": "Jaethal gains access to Cure Light, Moderate, Serious and Critical
Wounds spells."
},
{
"Key": "78ff4d73-cb49-4fd9-b134-32e30bb0b4d4",
"Value": "["
},
{
"Key": "ad8d2d9b-d7e0-41e1-82b7-67b183acd40f",
"Value": "Pharasma's Gift"
},
{
"Key": "9b9d9ade-90ad-48cb-be1b-972699787398",
"Value": "Sarenrae will automatically save Tristian from dying and teleport
him to a safe location should he fall in battle."
},
{
"Key": "e60e6891-607d-41e7-831d-daff753dc2e3",
"Value": "Chosen of Sarenrae"
},
{
"Key": "04f27f2b-04fa-4fb8-af95-2769763dc3af",
"Value": "Airborne creatures take a -1 penalty on attack and damage rolls
against an air elemental."
},
{
"Key": "7473aaa9-6825-46d2-a805-966b502aad34",
"Value": "Air Mastery"
},
{
"Key": "4937d5a1-4c36-4335-9344-8a05976fcb6f",
"Value": "Vampiric Touch"
},
{
"Key": "431e9605-b9b5-4f3e-96d8-1334e39fd3de",
"Value": "Athach's Venom"
},
{
"Key": "312f0b01-f902-4986-b110-e7856570318d",
"Value": "Bite; Save: Fortitude (DC 24)\nFrequency: 1/round for 6
rounds\nEffect: 1d4 Dexterity damage\nCure: 2 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "816fa3a6-fa96-41da-9c47-05156d3aa8e8",
"Value": "Poison"
},
{
"Key": "50ac2e10-139b-404f-8711-c40ac4a27d59",
"Value": ""
},
{
"Key": "d503d176-fe4c-4ced-ab8a-c771071e602c",
"Value": "Chain Lightning"
},
{
"Key": "7a52a998-772c-4dd0-8172-06e02754b02a",
"Value": "Quicken Spell-Like Ability (Dispel Magic)"
},
{
"Key": "704933c5-f52d-4fb0-af49-2e65287b33ee",
"Value": "In humanoid form, a ghaele's gaze attack slays evil creatures of 5
HD or less (range 60 feet, Will DC 18 negates, shaken for 2d10 rounds on a
successful save). Non-evil creatures and evil creatures with more than 5 HD must
succeed at a DC 18 Will save or become shaken for 2d10 rounds. A creature that
saves against a ghaele's gaze is immune to that particular ghaele's gaze for 24
hours. This is a mind-affecting fear effect. The save DCs are Charisma-based."
},
{
"Key": "cd230e59-9c1b-4c66-920a-2d5efd3e3a1a",
"Value": "Gaze"
},
{
"Key": "0ee77e63-5e70-43e0-90c6-43a16d032002",
"Value": "Breath Weapon"
},
{
"Key": "09ed27be-e817-4604-93f8-ad0e6c71ea9f",
"Value": "A bogeyman is cloaked in a 30-foot aura of fear. This aura
manifests as a shifting haze of images that reflect the viewer's deepest fears. The
first time it ends its turn within the aura, a creature must succeed at a DC 25
Will save or become shaken for as long as it remains within the aura. If a creature
succeeds at saving throw, it cannot be affected again by the aura for another 24
hours. This is a fear effect. The DC is Charisma-based."
},
{
"Key": "bc2cc78b-2a27-437a-a147-0f1b6b484afb",
"Value": "Deepest Fear"
},
{
"Key": "3a341703-23ec-4f42-a65d-11f76fbcb6fa",
"Value": "If a bogeyman confirms a critical hit or a sneak attack with one of
its claws on a target currently suffering a bogeyman's Deepest Fear effect, that
effect automatically becomes one step more severe. (A shaken creature becomes
frightened.) A DC 25 Will save negates this increase. In addition, a critical hit
from the bogeyman's claw forces any target that has successfully saved against the
creature's fear aura to make another Will save against its effects, even if 24
hours have not yet passed. This is a fear effect. The DC is Charisma-based."
},
{
"Key": "87d38880-10fa-40e9-b6c0-35011138cb29",
"Value": "Striking Fear"
},
{
"Key": "2ff30086-05d5-4b03-85a0-84732ef528f2",
"Value": "When a dweomercat hits an enemy with its natural weapon, it
attempts to dispel one ongoing spell from the target, as if using a targeted dispel
magic spell."
},
{
"Key": "aa1a5034-a733-4235-9310-df3a577ae51f",
"Value": "Antimagic Fangs"
},
{
"Key": "f60964b9-9865-4819-96c6-4133679d17a0",
"Value": "When a dweomercat is targeted by a spell or is caught within the
area of effect of a spell, it can, as an immediate action, choose to teleport to a
square adjacent to the spell's caster, effectively appearing mid-leap and aimed
toward the caster. This ability takes effect regardless of whether or not the spell
overcomes the dweomercat's spell resistance. If it chooses, the dweomercat can
immediately make a full attack against the spell's caster as though pouncing. Using
this ability does not provoke an attack of opportunity."
},
{
"Key": "d6b19144-ed55-4724-9ed6-3a8a82b3424a",
"Value": "Dweomer Leap"
},
{
"Key": "e0dc0e1d-9e43-424d-96d2-4645d04e11d5",
"Value": "When a dweomercat is targeted by a spell or is caught within the
area of effect of a spell, it gains an effect related to the school of that spell.
This effect activates before the dweomercat is affected by the spell targeting it
and regardless of whether or not the spell overcomes its spell resistance. Each
effect lasts for 1 minute. This ability does not prevent the spell affecting the
dweomercat from taking effect; it only provides an additional benefit to
it.\nAbjuration: Randomly gains acid, cold, fire, electricity, or sonic resistance
equal to 2 per spell's caster level.\nConjuration: Gains a deflection bonus to AC
equal to +1 for every 5 spell's caster levels.\nDivination: Gains the effects of
true seeing.\nEnchantment: Grants the effects of the spell heroism.\nEvocation:
Inflicts an amount of damage equal to the spell's level upon the spell's
caster.\nIllusion: Grants the effects of invisibility. This effect ends as per the
spell.\nNecromancy: Gains the effects of false life, as if cast by the caster of
the spell targeting the dweomercat.\nTransmutation: Gains an enhancement bonus on
its natural weapons equal to +1 for every 5 spell's caster levels."
},
{
"Key": "0803d3b5-cbd3-41d4-b4ac-ec6319af142c",
"Value": "Spell Link"
},
{
"Key": "c2d99e6e-964d-49c9-bb95-3b824ddfa659",
"Value": "Twice per day, as a swift action, a dweomerlion can increase its
size to Large. This functions as enlarge person spell, and it lasts for 10 minutes
or until the dweomerlion ends the effect as a swift action. While Large, a
dweomerlion's reach is 5 feet."
},
{
"Key": "74b0dde0-7063-45a0-a824-6ef951560155",
"Value": "Change Shape"
},
{
"Key": "f7bed666-c30c-46e3-bae2-23b35ccd49ac",
"Value": "An earth elemental gains a +1 bonus on attack and damage rolls if
both it and its foe are touching the ground. If an opponent is flying, the
elemental takes a �4 penalty on attack and damage rolls."
},
{
"Key": "f414ae78-0f66-4ecf-886a-d2c2129ecaf1",
"Value": "Earth Mastery"
},
{
"Key": "4d8831ed-8b36-473a-b29a-15011f5dfc28",
"Value": "Burn"
},
{
"Key": "3897c358-c912-4cd5-8212-61c12d97e43d",
"Value": "This creature is burning and takes 1d4 fire damage each turn."
},
{
"Key": "93d7dd24-4cbe-4261-b479-b744b0c21366",
"Value": "This creature is burning and takes 1d6 fire damage each turn."
},
{
"Key": "499b67af-cd22-4d8c-9516-ef851fe936e5",
"Value": "Burn"
},
{
"Key": "bc870f90-fcaa-4b5d-aaca-c5606c61f7c2",
"Value": "This creature is burning and takes 1d8 fire damage each turn."
},
{
"Key": "7a988054-6c22-445e-80ff-5517a587dcab",
"Value": "Burn"
},
{
"Key": "7d4bd3fb-f50e-4d1d-a689-3cc266ac58e4",
"Value": "This creature is burning and takes 2d10 fire damage each turn."
},
{
"Key": "1a98c2e4-7106-4986-8026-fbf6ae29cda4",
"Value": "Burn"
},
{
"Key": "2f25bb67-959d-4681-8cb6-d2a0b5ccff17",
"Value": "This creature is burning and takes 2d6 fire damage each turn."
},
{
"Key": "da346174-8c1a-4266-a272-204bcb8dc126",
"Value": "Burn"
},
{
"Key": "a9d00593-2401-4a08-b5ec-e648faa52b1c",
"Value": "This creature is burning and takes 2d8 fire damage each turn."
},
{
"Key": "7cb78612-c966-4abd-8208-c817c084d065",
"Value": "Burn"
},
{
"Key": "39b8463b-817f-4e46-8de6-0f1a7126beb9",
"Value": "Corrupting Touch"
},
{
"Key": "7f6b6fa7-13e6-48e8-8b66-a1af0138e4df",
"Value": "Fortitude save halves"
},
{
"Key": "7c586eb3-0409-4779-b9e2-900ea8ce9da2",
"Value": "Corrupting Touch"
},
{
"Key": "56daafe9-bb7f-4873-abdd-66e83b8724e3",
"Value": "Corrupting Touch"
},
{
"Key": "86f93a4b-3295-4057-9130-c180d172222c",
"Value": "The ghost died in the throes of crippling terror. It can emit a
frightful moan as a standard action. All living creatures within 30 feet must
succeed at a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic
mind-affecting fear effect. A creature that successfully saves against the moan
cannot be affected by the same ghost's Frightful Moan for 24 hours."
},
{
"Key": "8ad25e77-26d1-4e42-95af-4087f93e892a",
"Value": "Frightful Moan"
},
{
"Key": "1b899666-5775-4ed7-a95e-a29238e2b4ef",
"Value": "Centipede has immunity to its own poison."
},
{
"Key": "3189adfc-8622-4ac1-ae0f-bafe492748ba",
"Value": "Centipede Poison Immunity"
},
{
"Key": "02144b4c-edd1-4336-9c72-5d41d35b2de4",
"Value": "Giant Centipede Venom"
},
{
"Key": "73defb9d-4691-42f8-b4ac-a16c753d7318",
"Value": "Bite; Save: Fortitude (DC 12)\nFrequency: 1/round for 6
rounds\nEffect: 1d3 Dexterity damage\nCure: 2 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "f59ea990-9dbe-4952-baf0-a9ab26fa148a",
"Value": "Poison"
},
{
"Key": "86ce7404-db52-4d16-9aed-11a2d14fb29e",
"Value": "Giant Centipede Spit"
},
{
"Key": "cf8e7328-282d-449f-a002-5e5e862f124b",
"Value": "Ranged touch attack which does 1d4 acid damage."
},
{
"Key": "7063a6bf-494d-4c74-9e62-e35aa0a78215",
"Value": "Spit"
},
{
"Key": "a4800b71-1fab-469f-b97e-6a76c8617ea2",
"Value": "Giant Flytrap's Poison"
},
{
"Key": "8736c714-351d-47be-96b4-94eb56e32429",
"Value": "Bite; Save: Fortitude (DC 27)\nFrequency: 1/round for 6
rounds\nEffect: paralyzed and fatigued\nCure: 2 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "ea43efdb-e0eb-44b1-a0dd-be38f9c04b66",
"Value": "Poison"
},
{
"Key": "db557e36-f416-4286-a8c6-9414e5b0c89a",
"Value": "A giant slug can spit acid at an opponent within a maximum range of
60 feet. Upon a successful ranged touch attack, the target takes 10d6 points of
acid damage, with no saving throw."
},
{
"Key": "609b6934-7cfd-4504-a2dd-7940c4a9b02c",
"Value": "Spit Acid"
},
{
"Key": "e06bc632-ef6f-4867-8a17-64a42e467726",
"Value": "Barkskin"
},
{
"Key": "1f14dab6-5948-40cb-8016-ee0ba9dfe7e4",
"Value": "Barkskin"
},
{
"Key": "6b4b4764-9779-482b-83da-1b751006b6c0",
"Value": "Barkskin"
},
{
"Key": "1aa92fc0-fb13-4d06-bb1f-745751ca85f9",
"Value": "Barkskin"
},
{
"Key": "e2e38818-f9c7-478b-845d-aeb6705cb4ea",
"Value": "As a free action once every 1d4+1 rounds, an iron golem can exhale
10 cubic feet of poisonous gas. This gas cloud persists for 1 round; any creature
within the cloud, or passing through it for the remainder of that round, is exposed
to the cloud's poisonous effects."
},
{
"Key": "05d001ff-6d5d-407f-8aa5-f4aec2ace723",
"Value": "Breath Weapon"
},
{
"Key": "44378063-b899-493b-9b16-60ea8f8d0ae5",
"Value": "A brass golem explodes when it is destroyed. All creatures within
30 feet of the golem take 12d8 points of fire damage (DC 20 Reflex for half). The
save DC is Constitution-based."
},
{
"Key": "7a4d0ce9-f71e-4ad3-94e7-4cfbdf267b9d",
"Value": "Death Throes"
},
{
"Key": "9703ce4f-d4ae-4571-ba34-6df1647a1cb7",
"Value": "A brass golem explodes when it is destroyed. All creatures within
30 feet of the golem take 12d8 points of fire damage (DC 20 Reflex for half). The
save DC is Constitution-based."
},
{
"Key": "93d1d854-1890-4c5d-b359-11237665c8f1",
"Value": "Death Throes"
},
{
"Key": "143036b2-43de-405b-82e3-e99cbf7c402d",
"Value": "Brass Golem Haste Trigger"
},
{
"Key": "1c266a9d-5bf2-4df4-b93d-61447de54234",
"Value": "Brass Golem Slow Trigger"
},
{
"Key": "76932643-02eb-4bd0-8ab6-370d5d06b5f6",
"Value": "Cursed creatures resist magical healing. Anyone attempting to use
magical healing on a creature damaged by a clay golem must pass a DC 26 caster
level check, or the healing has no effect on the injured creature. This curse can
be removed with the Remove Curse spell, upon passing a DC 17 caster level check."
},
{
"Key": "d394443f-82bc-4abe-986a-f17544c3b0dd",
"Value": "Cursed Wound"
},
{
"Key": "3aaa925e-cc92-4a14-ba95-74ddf7d1eaba",
"Value": "Clay Golem Haste Trigger"
},
{
"Key": "56d03180-4597-4c98-b42d-e0b6b7a0935d",
"Value": "After it has engaged in at least 1 round of combat, a clay golem
can, as a free action, haste itself once per day. The effect lasts 3 rounds and
otherwise behaves the same as the spell."
},
{
"Key": "e146cb03-4d01-48df-ac7c-249c5229d1b8",
"Value": "Haste"
},
{
"Key": "a086faa0-d4c3-497d-a8ef-1a43cf6cf789",
"Value": "Clay Golem Slow Trigger"
},
{
"Key": "a18c548c-cc5b-4fa8-8957-d5e893b0dc3e",
"Value": "A cursed creature resist magical healing. A character attempting to
use magical healing on a creature damaged by a clay golem must succeed on a DC 26
caster level check, or the healing has no effect on the injured creature. This
curse can be removed via Remove Curse spell with DC 17 caster level check."
},
{
"Key": "a913be37-c030-4363-8f59-9357ba731398",
"Value": "Cursed Wound"
},
{
"Key": "20f70f39-fbc7-4faf-bb46-8a412ac5cf24",
"Value": "A gold golem melts into worthless slag when destroyed, releasing a
10-foot-radius cloud of fumes that deals 1d4 points of Constitution damage to all
creatures within a 10-foot radius. A successful DC 21 Fortitude save negates this
effect. This is a poison effect. The save DC is Constitution-based."
},
{
"Key": "4b0599ac-e17e-44fe-a4e9-0ec59dbf8606",
"Value": "Death Throes"
},
{
"Key": "9b109279-c07c-4098-92bf-366e8a7fc6fa",
"Value": "A gold golem melts into worthless slag when destroyed, releasing a
cloud of fumes that deals 1d4 points of Constitution damage to all creatures within
its 10-foot radius. A successful DC 21 Fortitude save negates this effect. This is
a poison effect. The save DC is Constitution-based."
},
{
"Key": "b82fa7fe-528d-4a26-90f6-eaf2523d93b1",
"Value": "Death Throes"
},
{
"Key": "067b2f71-21f3-4c89-969d-0b195518be17",
"Value": "Gold Golem Haste Trigger"
},
{
"Key": "7e25fd53-cdd5-4663-88de-74118363ccb2",
"Value": "Gold Golem Slow Trigger"
},
{
"Key": "e1ceeacc-ac10-4df1-b872-5cbbe342c40c",
"Value": "Prismatic Surge Poison"
},
{
"Key": "99afb91d-a49e-4caa-a6fb-2c54090ed97f",
"Value": "Prismatic Surge"
},
{
"Key": "c5e08dcf-3e0d-4933-a04d-db32d67b0802",
"Value": "Prismatic Surge"
},
{
"Key": "d30f1842-6e7c-4d1a-9567-81deaf4290d9",
"Value": "As a free action once every 1d4+1 rounds, an iron golem can exhale
a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature
within the area when the golem creates it (as well as any creature that passes
through the cloud during the remainder of that round) is exposed to the cloud's
poisonous effects. This poison is magically created each time the golem uses this
power."
},
{
"Key": "0298747c-ddaa-4856-a010-eb2045508d3b",
"Value": "Breath Weapon"
},
{
"Key": "fbe50f1c-d92c-47e3-8428-0d4eab6cdbbe",
"Value": "Haste"
},
{
"Key": "dded3c98-6bb9-4224-9339-42b538032e82",
"Value": "Iron Golem's Venom"
},
{
"Key": "edba4a5a-a549-4b4e-bb5a-95683da8ee72",
"Value": "Slow"
},
{
"Key": "8a337ebe-f55e-472d-a702-2f9a89cee8b7",
"Value": "A stone golem can use a Slow effect as a free action once every 2
rounds. The effect has a range of 10 feet in a burst centered around the golem, and
lasts for 7 rounds. A DC 17 Will save is required to negate the effect. The save DC
is Constitution-based."
},
{
"Key": "1081925c-adf8-4ec0-bc93-998401fdc175",
"Value": "Slow"
},
{
"Key": "6f09f859-0c88-40be-aab9-a114628270a6",
"Value": "Breath Weapon"
},
{
"Key": "8bfc7e7a-7c13-4ce5-99e8-395a4e155202",
"Value": "Breath Weapon"
},
{
"Key": "d5bdcbfb-49f6-4de8-8403-abc728f511ff",
"Value": "Sickened"
},
{
"Key": "f3f31d6a-0cd1-4984-9536-3592b5fb5be0",
"Value": "Hydra's Venom"
},
{
"Key": "4bfca108-bc0f-4b9a-8ccc-1c928f25e4d1",
"Value": "A jabberwock can burble once every 1d4 rounds as a standard action.
This blast of strange noises and nonsense in various languages known to the
jabberwock (and invariably some languages it doesn't know) affects all creatures
within a 60-foot-radius. � These creatures must make a DC 27 Will save or become
confused for 1d4 rounds. The save DC is Charisma-based."
},
{
"Key": "6f84ac5c-a68d-4781-96c6-fe73ef5bd412",
"Value": "Burble"
},
{
"Key": "0490f5e1-a81f-4408-8d63-4d0d25fc7beb",
"Value": "Burn"
},
{
"Key": "6e51d00b-95c1-4d3e-97c5-395bb533e4eb",
"Value": "The jabberwock can project beams of fire from its eyes. This is a
standard action, and functions as a ranged touch attack. The normal range of the
attack is 60 feet, but the jabberwock can attack beyond this range at a penalty. It
projects two beams, and can target different creatures with these beams if it
wishes as long as both targets are within 30 feet of each other. A creature that
takes damage from an eye beam suffers burn."
},
{
"Key": "2ba7e950-d230-4dcc-90ea-939abf0269aa",
"Value": "Eyes of Flame"
},
{
"Key": "f196c62b-7678-4a9a-9457-74410310f226",
"Value": "When a creature with this special attack charges, it can perform a
full attack � including rake attacks if the creature also has the rake ability."
},
{
"Key": "e38778c3-b5d9-4276-bf62-b380c6201213",
"Value": "Pounce"
},
{
"Key": "e43cbc51-fc9a-4e46-b0d1-21d9a1c25219",
"Value": "Burn"
},
{
"Key": "80b7d97d-1870-4ed0-b735-a8bbd5354dc2",
"Value": "Breath Weapon"
},
{
"Key": "bbca2469-70f5-4da7-8c5e-3997b59e2428",
"Value": "Crag Linnorm's Venom"
},
{
"Key": "22f319ea-c350-4e04-bda7-9e9affe1593e",
"Value": "Bite; Save: Fortitude (DC 24)\nFrequency: 1/round for 10
rounds\nEffect: 2d6 fire damage and 1d4 Con drain\nCure: 2 consecutive saves\nThe
save DC is Constitution-based."
},
{
"Key": "7107f99e-2a90-4ca5-a10d-e0af546b2d95",
"Value": "Poison"
},
{
"Key": "affb231d-fb92-491c-b76b-7b7dcbfc2d21",
"Value": "Immense Mandragora's Venom"
},
{
"Key": "66221beb-1ea8-4e60-8e5d-84c7ad8b1832",
"Value": "Tentacle; Save: Fortitude (DC 28)\nFrequency: 1/round for 10
rounds\nEffect: confused for 1 round\nCure: 2 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "e38d0d15-54ba-4506-819d-318a06d9b5dd",
"Value": "Poison"
},
{
"Key": "22750ad0-f4ed-431b-a3eb-dbef56d7bba6",
"Value": "Mandragora's Venom"
},
{
"Key": "3acd01f7-f97e-44fc-8535-32a9281bf9d8",
"Value": "Slam; Save: Fortitude (DC 15)\nFrequency: 1/round for 4
rounds\nEffect: confusion and fatigue\nCure: no saves but \"act normally\" result
on the confusion behavior table ends the effect\nThe save DC is Constitution-
based."
},
{
"Key": "c042e157-7761-45aa-adec-ca7579a263c7",
"Value": "Poison"
},
{
"Key": "484e234b-64f0-436c-883a-9048038b5411",
"Value": "Distraction: A creature with this ability can nauseate the
creatures that it damages. Any living creature that takes damage from a creature
with this ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2
creature's HD + creature's Con modifier) negates the effect.\nPoison: swarm (save
Fort DC 27); frequency � 1/round for 6 rounds; effect � confused for 1 round; cure
� 2 consecutive saves. The save DC is Constitution-based.\nBlood Drain: Whenever a
mandragora swarm damages a foe with its swarm damage, it also drains its target's
blood, dealing 1d6 points of Strength damage."
},
{
"Key": "0692b7bf-8733-4b14-9a2a-230e04f1a033",
"Value": "Mandragora Swarm"
},
{
"Key": "049e0b3b-3cbd-4d96-a1d5-69e6488a6053",
"Value": "Save: Fortitude (DC 27)\nFrequency: 1/round for 6 rounds\nEffect:
confused for 1 round\nCure: 2 consecutive saves\nThe save DC is Constitution-
based."
},
{
"Key": "07ab8bfd-6033-4566-8ad5-1205b872c4e6",
"Value": "Mandragora Swarm Poison"
},
{
"Key": "cb63adb3-0991-4b9d-bc79-fc5a8ab16435",
"Value": "Bite; Save: Fortitude (DC 22)\nFrequency: 1/round for 6
rounds\nEffect: confused for 1 round\nCure: 2 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "438aee95-2c9c-47d3-9c1f-759888050371",
"Value": "Poison"
},
{
"Key": "513b8d7f-d8e1-4e5e-978b-678da5eaf8ea",
"Value": "Manticore's Venom"
},
{
"Key": "7a1730f2-9ef2-49b7-9cce-f216a8931fa3",
"Value": "Claws; Save: Fortitude (DC 22)\nFrequency: 1/round for 6
rounds\nEffect: 1d4 Constitution damage\nCure: 2 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "66b35efa-c786-49d0-81f0-0ec0a3564071",
"Value": "Poison"
},
{
"Key": "402fc8cb-4188-4cc6-87c8-986329f734fa",
"Value": "Petrifying Gaze"
},
{
"Key": "59315803-e626-4d00-81ef-ae059796b1e1",
"Value": "Blur"
},
{
"Key": "774675ea-2638-49e8-9f8a-46e828c10e9a",
"Value": "Every mephit can unleash a breath weapon every 4 rounds as a
standard action. The DC is Constitution-based and includes a +1 racial bonus.\nThe
breath weapon of an air mephit is a cone of lightning that deals 1d8 electricity
damage."
},
{
"Key": "1a35c085-2036-48fd-8b5e-07121cb6ca87",
"Value": "Breath Weapon"
},
{
"Key": "6baaf33d-a771-43d1-a563-3504d25f6642",
"Value": "Every mephit can unleash a breath weapon every 4 rounds as a
standard action. The DC is Constitution-based and includes a +1 racial bonus.\nThe
breath weapon of an earth mephit is a cone of acid that deals 1d8 acid damage."
},
{
"Key": "834544b1-1dc8-4057-b60a-a7eb98bd38df",
"Value": "Breath Weapon"
},
{
"Key": "4cbef351-7516-40aa-9f47-207ef3410be8",
"Value": "Once per day, an earth mephit can enlarge grow by one size
category, an effect that functions precisely like Enlarge Person cast as a 2nd-
level spell."
},
{
"Key": "f67b0e42-9874-4b1e-b8e9-4fc9458f7d64",
"Value": "Change Size"
},
{
"Key": "f0f86a90-d645-4adf-a4b2-9789aea48022",
"Value": "Every mephit can unleash a breath weapon every 4 rounds as a
standard action. The DC is Constitution-based and includes a +1 racial bonus.\nThe
breath weapon of a fire mephit is a cone of fire that deals 1d8 fire damage."
},
{
"Key": "a454ecbe-60ef-446a-870d-d40f1668aa33",
"Value": "Breath Weapon"
},
{
"Key": "c230d0ad-c439-4195-a697-be46d81733bc",
"Value": "Every mephit can unleash a breath weapon every 4 rounds as a
standard action. The DC is Constitution-based and includes a +1 racial bonus.\nThe
breath weapon of a water mephit is a cone of cold that deals 1d8 cold damage."
},
{
"Key": "d966e581-7eaf-434e-b04a-326410c25558",
"Value": "Breath Weapon"
},
{
"Key": "4993af1c-c3b5-4c76-9f14-b08a03a57a31",
"Value": "Monitor Lizard's Venom"
},
{
"Key": "f271e094-fd5f-434e-98a5-24514f1567b7",
"Value": "Bite; Save: Fortitude (DC 14)\nOnset: 1 minute\nFrequency: 1/hour
for 6 hours\nEffect: 1d2 Dexterity damage\nCure: 1 save\nThe save DC is
Constitution-based."
},
{
"Key": "7a7cac54-fe16-4975-aefc-13967b4731c6",
"Value": "Poison"
},
{
"Key": "852c8e3a-ddb0-417e-9121-c53f12162482",
"Value": "Any creature sexually attracted to women runs the risk of being
beguiled by a nereid, if it looks upon her beauty from a distance of less than 30
feet. If the creature fails a DC 23 Will save, it is immediately fascinated. This
is a mind-affecting compulsion effect. The save DC is Charisma-based."
},
{
"Key": "fcc0117e-39c9-45f2-9fcb-2feff67b2568",
"Value": "Beguiling Aura"
},
{
"Key": "c6882803-adaf-4c0d-9cfa-a40eb93d6cd4",
"Value": "Touch; Save Fortitude (DC 23)\nFrequency: 1/round for 6
rounds\nEffect: 1d2 Constitution damage plus blindness\nCure: 2 consecutive saves"
},
{
"Key": "eaef738f-89d2-43a1-a7a5-dfc7541a541b",
"Value": "Poison"
},
{
"Key": "3847bfae-dfce-4ee3-b079-cc62441af5a0",
"Value": "Nereid poison"
},
{
"Key": "df426991-23e5-43a7-9e4d-eb616adac453",
"Value": "Spray (range 30 ft.); Save: Fortitude (DC 23)\nFrequency: 1/round
for 6 rounds\nEffect: 1d2 Constitution damage plus blindness\nCure: 2 consecutive
saves\nThe save DC is Constitution-based."
},
{
"Key": "f139d1e2-2f7c-4d00-82e4-1be81916d0e9",
"Value": "Nereid Spray"
},
{
"Key": "f77f5a68-8308-4876-9b21-420ebf057c7e",
"Value": "Breath weapon"
},
{
"Key": "9c62b9f4-11fe-4ed1-b86c-e0511fdbee37",
"Value": "This ability affects all humanoids within 30 feet of a nymph. Those
who look directly at a nymph must succeed at a DC 21 Fortitude save or be
permanently blinded. A nymph can then freely suppress or resume this affliction as
a free action. The save DC is Charisma-based."
},
{
"Key": "b6941b8e-998c-47be-b63e-4ce228a9d1c7",
"Value": "Blinding Beauty"
},
{
"Key": "34a4ec08-bfe3-405f-900b-5dbd12642af2",
"Value": "This ability affects all humanoids within 30 feet of a nymph. Those
who look directly at a nymph must succeed on a DC 21 Fortitude save or be blinded
permanently. A nymph can suppress or resume this ability as a free action. The save
DC is Charisma-based."
},
{
"Key": "b2e9da8e-e391-4de9-9aeb-2cea1d3e46ef",
"Value": "Blinding Beauty"
},
{
"Key": "981c04aa-19d0-4db9-a668-7257bf5d53c7",
"Value": "Stun"
},
{
"Key": "e4a73141-a9cd-4546-ad0c-835555e0b9c1",
"Value": "2d4 rounds"
},
{
"Key": "4e1a5fbc-c9c1-4b83-b64f-27f025a2911a",
"Value": "Fortitude"
},
{
"Key": "807e3996-024a-48c1-a1aa-1daf7eb13e38",
"Value": "As a standard action, a nymph can stun a creature within 30 feet
with a look. The target must succeed at a DC 21 Fortitude save or become stunned
for 2d4 rounds. The save DC is Charisma-based."
},
{
"Key": "a0d6825c-f6ad-4638-a499-842e1f1720a2",
"Value": "Stunning Glance"
},
{
"Key": "4dad503f-7f6b-4e9e-9256-da8016ec9eda",
"Value": "Bookworm Poison"
},
{
"Key": "91c94e81-45d0-4bfc-b3da-40ed25465ec5",
"Value": "Burrow"
},
{
"Key": "4be5dee4-7450-41fd-bdd0-64400dfff618",
"Value": "Purple Worm Poison"
},
{
"Key": "466c4582-7f42-4ff5-bc1e-c551c091319b",
"Value": "If a creature with this special attack hits an opponent, it can
attempt a combat maneuver check. If it succeeds, it swallows its prey. A swallowed
creature is affected by the grappled condition, while the creature that did the
swallowing is not.\nA creature with this special attack can swallow its prey after
performing a bite attack, and succeeds with a grapple maneuver check. The swallowed
creature takes damage every round and tries to escape by making a successful combat
maneuver, Mobility or Athletics check."
},
{
"Key": "0e8fb440-a6bd-4fa6-8140-e325bbe09e89",
"Value": "Swallow Whole"
},
{
"Key": "d90f4e45-9d62-4ca7-8223-4c2c115d4d95",
"Value": "If a creature with this special attack hits an opponent, it can
attempt a combat maneuver check. If it succeeds, it swallows its prey. A swallowed
creature has the grappled condition, while the creature that did the swallowing
does not.\nA creature with this special attack can swallow its prey after
performing a successful bite attack and succeeding on a grapple combat maneuver
check. The swallowed creature takes damage every round and tries to escape by
making a successful combat maneuver, Mobility or Athletics check."
},
{
"Key": "cb67699a-f143-4282-9880-d25174c2ab8c",
"Value": "Swallow Whole"
},
{
"Key": "14f3adf0-181b-4d76-af28-d806e18e9017",
"Value": "Unburrow"
},
{
"Key": "394cad51-248a-4a20-bffb-96c52b545e39",
"Value": "Swarm (Diminutive)"
},
{
"Key": "f3f4c0f8-93c9-414b-83b8-d08cf8a79887",
"Value": "A swarm has a single pool of Hit Dice and hit points, a single
initiative modifier, a single speed, and a single Armor Class. As a swarm of tiny
creatures, a Rat Swarm takes only half damage from piercing and slashing attacks. A
swarm has no clear front or rear, and no discernible anatomy, so it cannot be
subject to critical hits or flanking.\nA swarm made up of Tiny creatures takes half
damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive
creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less
causes it to break up, though damage taken up to that point does not diminish its
ability to attack or resist attack. Also, swarms cannot be tripped, grappled, or
bull rushed. A swarm is immune to any spell or effect that targets a specific
number of creatures.\nSwarm attacks are not subject to a miss chance for
concealment or cover."
},
{
"Key": "c146fabb-aa4b-4e17-8df8-ed11fcb5f393",
"Value": "Swarm (Tiny)"
},
{
"Key": "896d79a5-b621-4360-83e3-b27998da40ef",
"Value": "Save: Fortitude (DC 12)\nOnset: 1d3 days\nFrequency: 1/day\nEffect:
1d3 Dexterity damage and 1d3 Constitution damage\nCure: 2 consecutive saves\nThe
save DC is Constitution-based."
},
{
"Key": "7713b947-52a0-4450-ae5e-a94f0455dd6a",
"Value": "Filth Fever"
},
{
"Key": "85d6bed9-ca82-4058-8560-bed22f3151ec",
"Value": "Distraction: A creature with this ability can nauseate the
creatures that it damages. Any living creature that takes damage from a creature
with this ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2
creature's HD + creature's Con modifier) negates the effect.\nFilth fever:
Swarm�injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex
damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-
based."
},
{
"Key": "b14e653e-bbaa-47de-be9f-d310b329636e",
"Value": "Rat Swarm"
},
{
"Key": "c8c1dd6b-6174-4b34-9619-19ced95af7ec",
"Value": "Distraction: A creature with this ability can nauseate the
creatures that it damages. Any living creature that takes damage from a creature
with this ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2
creature's HD + creature's Con modifier) negates the effect.\nEye Rake: Any living
creature damaged by a murder of crows must succeed at a DC 13 Reflex save or be
blinded as the swarm scratches and tears at the victim's eyes. The blindness lasts
for 1d4 days or until healed with remove blindness. The save DC is Constitution-
based."
},
{
"Key": "12a94d34-4093-4db8-b4cf-4965ee6e4d3b",
"Value": "Raven Swarm"
},
{
"Key": "b9917b8b-30e9-4e42-b422-5e3689a29c1d",
"Value": "A shambling mound's vines coil around any creature it hits with a
slam attack. The shambling mound attempts a grapple maneuver check against its
target, and on a successful check its vines deal 2d6+5 damage and the foe is
grappled.\nGrappled characters cannot move, and take a -2 penalty on all attack
rolls and a -4 penalty to Dexterity. Grappled characters attempt to escape every
round by making a successful combat maneuver, Strength, Athletics, or Mobility
check. The DC of this check is the shambling mound's CMD.\nEach round, creatures
grappled by a shambling mound suffer 4d6+10 damage.\nA shambling mound receives a
+4 bonus on grapple maneuver checks."
},
{
"Key": "873b1fe6-4418-4ba1-9171-79080e30a284",
"Value": "Constricting Vines"
},
{
"Key": "da070069-389c-4216-a133-1acc9b9f5846",
"Value": "A shambling mound can not attack while grappling the foe."
},
{
"Key": "d01083f9-3c21-4759-9e59-2d5ad5ae3228",
"Value": "Save: Fortitude (DC 20)\nFrequency: 1/round for 2 rounds\nEffect:
1d2 Strength and 1d2 Dexterity damage\nCure: 2 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "2a6a3841-c205-4c03-b66b-a4cb906f0147",
"Value": "Poisonous Aura"
},
{
"Key": "5406664c-0c26-45dc-9463-b4926ef0abca",
"Value": "Slam; Save: Fortitude\nFrequency: 1/round for 2 rounds\nEffect: 1d2
Strength and 1d2 Dexterity damage\nCure: 1 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "660e00e1-7136-4891-b103-02ca0c9ba209",
"Value": "Poison"
},
{
"Key": "ee79efae-68e0-41e8-b49f-68cdcd0ec3ce",
"Value": "Shambling Mound's Venom"
},
{
"Key": "44485ac7-24d7-4216-8972-22b9587c9a4c",
"Value": "Nauseated"
},
{
"Key": "e6b18ef0-ade8-430b-aaf9-dc5185ddcfbc",
"Value": ""
},
{
"Key": "b747f5e8-547b-43bb-abdf-1754814ca408",
"Value": "If two or more shocker lizards are within 20 feet of each other,
they can work together to create a lethal shock once every 1d4 rounds. This effect
has a radius of 20 feet, centered on any one of the contributing lizards. All
creatures within that radius take 2d8 points of lethal electricity damage for each
lizard contributing to the shock, up to a maximum of 12d8. A Reflex save (DC 10 +
the number of lizards contributing) halves the damage."
},
{
"Key": "0a50dd74-f382-4c46-b3bb-e003e8d211fd",
"Value": "Shock"
},
{
"Key": "8e636f06-495f-447b-a4ab-f89ec608c783",
"Value": "A graveknight's weapon always seethes with energy, and deals an
additional 1d6 points of damage for every 4 of the graveknight's Hit Dice."
},
{
"Key": "d6d84f18-39f7-4ac8-91d4-ebe77e0ab050",
"Value": "Channel Destruction"
},
{
"Key": "5c7222de-b47c-47ea-aa32-120ac642db6b",
"Value": "Slime"
},
{
"Key": "008fc4f0-01ae-41c7-a71d-a47ae9b2143b",
"Value": "A slurk's back is crusted with thick, dry slime and dozens of
nodules. As a standard action, a slurk can, at will, squirt a jet of slime from one
of these nodules, as a ranged touch attack against any target within 30 feet. The
slime quickly hardens to the texture of cold tar, entangling its prey."
},
{
"Key": "ad382287-8ab4-4eb4-a4f1-3a20021f19b4",
"Value": "Slime Squirt"
},
{
"Key": "9e6132c5-3bea-483c-a468-f4359e487083",
"Value": "Bloom Infused Spider's Venom"
},
{
"Key": "94565f4f-c8e8-4ce4-9ebf-d6113324c2bf",
"Value": "Bite; Save: Fortitude (DC 19)\nFrequency: 1/round for 8
rounds\nEffect: 1d4 Dexterity and 1d4 Constitution damage and staggered\nCure: 2
consecutive saves\nThe save DC is Constitution-based."
},
{
"Key": "67178a90-95db-4112-a83a-53ff0953f578",
"Value": "Poison"
},
{
"Key": "7c19ad1d-8fbf-4025-9545-30057e3bbfcf",
"Value": "Bloom Infused Spider's Venom"
},
{
"Key": "74e93878-1cae-4ba1-96bf-f88035f445a0",
"Value": "Bite; Save: Fortitude (DC 17)\nFrequency: 1/round for 8
rounds\nEffect: 1d4 Dexterity and 1d4 Constitution damage\nCure: 2 consecutive
saves\nThe save DC is Constitution-based."
},
{
"Key": "9e6cba4a-67f4-4ba3-a993-7a72406ae8cb",
"Value": "Poison"
},
{
"Key": "d6bf43f9-c56f-4e64-a7ab-2139e1339f42",
"Value": "Giant Spider's Venom"
},
{
"Key": "1b73f734-8973-4fb8-924e-39dc04de5ab5",
"Value": "Bite; Save: Fortitude (DC 14)\nFrequency: 1/round for 6
rounds\nEffect: 1d4 Dexterity damage\nCure: 2 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "9e6b7374-7afa-452e-a625-49db96d8caee",
"Value": "Poison"
},
{
"Key": "a6221c62-9845-454d-bd1b-722e8ff0788e",
"Value": "Hunting Spider's Venom"
},
{
"Key": "56e5d3f2-9d99-4784-8d01-9729710eb38e",
"Value": "Bite; Save Fortitude (DC 14)\nFrequency 1/round for 6
rounds\nEffect 1d4 Dexterity damage\nCure 2 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "d7d881ab-4bfd-48be-bf1e-c033e36203b7",
"Value": "Poison"
},
{
"Key": "c36a1e30-b71c-42c5-9efd-70551722c583",
"Value": "Distraction: A creature with this ability can nauseate the
creatures that it damages. Any living creature that takes damage from a creature
with this ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2
creature's HD + creature's Con modifier) negates the effect.\nPoison: swarm (save
Fort DC 11); frequency � 1/round for 2 rounds; effect � 1d2 Str damage; cure � 1
save. The save DC is Constitution-based."
},
{
"Key": "bf427121-29e9-420c-8ded-fd3ca8779e7f",
"Value": "Spider Swarm"
},
{
"Key": "a6b4dbd2-2218-4af0-8812-4e6e787dcab4",
"Value": "Save: Fortitude (DC 11)\nFrequency: 1/round for 2 rounds\nEffect:
1d2 Strength damage\nCure: 1 save\nThe save DC is Constitution-based."
},
{
"Key": "3be7dc56-79cf-4788-8f17-a6694ecc6e45",
"Value": "Save: Fortitude (DC 11)\nFrequency: 1/round for 2 rounds\nEffect:
1d2 Strength damage\nCure: 1 save\nThe save DC is Constitution-based."
},
{
"Key": "54662c42-eff2-438b-b2fd-b6a000a0db4e",
"Value": "Spider Swarm Poison"
},
{
"Key": "4aed4369-e369-4d9a-9d0c-242bfdaef37b",
"Value": "As a standard action, a spriggan can, at will, change his size
between Small and Large. When a spriggan becomes Large, his speed increases to 30
feet, he gains +12 Strength, �2 Dexterity, and +6 Constitution, and he takes a �2
size penalty to his AC. While Large, a spriggan cannot use his sneak attack or his
racial spell-like abilities."
},
{
"Key": "c401525b-2634-4718-a467-f8cd8ef77de9",
"Value": "Size Alteration"
},
{
"Key": "dd286fde-8d30-4582-b8ff-7dbec0f93d33",
"Value": "Size Alteration"
},
{
"Key": "ba22bf2e-10b7-4b3a-a1ea-712758cd1bb4",
"Value": "Tatzlwyrm's Venom"
},
{
"Key": "7093198c-dca1-4c8a-b4be-61b25c8ff4bc",
"Value": "Giant Tatzlwyrm's Venom"
},
{
"Key": "cdc2e4d7-4a2d-456e-9f54-e50f1bbd5a40",
"Value": "Bite; Save: Fortitude (DC 18)\nFrequency: 1/round for 2
rounds\nEffect: 1d3 Strength and Dexterity damage\nCure: 2 consecutive saves\nThe
save DC is Constitution-based."
},
{
"Key": "4be1db22-5fcf-4064-9e64-0753d5d07320",
"Value": "Poison"
},
{
"Key": "ce208104-5da6-4ed1-a938-42a9d2169e50",
"Value": "Bite; Save: Fortitude (DC 12)\nFrequency: 1/round for 2
rounds\nEffect: 1d2 Strength damage\nCure: 1 save\nThe save DC is Constitution-
based."
},
{
"Key": "0d471dba-8489-4c2b-be4f-99047f86ee54",
"Value": "Poison"
},
{
"Key": "ea5995e4-5a3c-44f5-879d-999ddfe15871",
"Value": "A thanadaemon's energy drain attack functions through his
quarterstaff. This attack saps a living opponent's vital energy and happens
automatically when a melee or ranged attack hits. Each successful energy drain
burdens the target with one or more negative levels."
},
{
"Key": "add2aa04-46c0-421a-b9bc-234a619362b8",
"Value": "Draining Weapon"
},
{
"Key": "bc83b2b0-f0c8-489d-b071-08fd0405ca66",
"Value": "Causes fear for 1d6 rounds to all creatures within 30 feet. This
effect is negated by a successful Will DC 21 check. This is a mind-affecting fear
effect, and the save DC is Charisma-based."
},
{
"Key": "8448cae0-8390-4cd0-af8b-9d25c0bcb610",
"Value": "Fear Gaze"
},
{
"Key": "107730ed-9c3b-4773-bff9-5855a8d6b36d",
"Value": "Save: Fortitude (DC 14)\nOnset: 1 day\nFrequency: 1/day\nEffect:
1d3 Strength damage, 1d3 Dexterity damage, fatigue\nCure: 2 consecutive saves\nThe
save DC is Constitution-based."
},
{
"Key": "63a9af5c-d3ca-4a96-9c76-c266f0b6f4d6",
"Value": "Bloodfire Fever"
},
{
"Key": "3ea506ad-d2bf-406c-b474-df52062d5272",
"Value": "Bite"
},
{
"Key": "798a5e18-be6f-4f59-869f-56a89c438469",
"Value": "A trollhound's saliva is an infectious brew of filth and contagion.
Creatures bitten by a trollhound are often afflicted with bloodfire fever, a
disease characterized by deep internal pains, and the feeling that one's blood is
on fire. Additional symptoms include a loss of muscular coordination, pus-filled
blisters, and overall lethargy and fatigue. Trolls and trollhounds alike are immune
to bloodfire fever, though trollhounds often exhibit the pus-filled blisters that
accompany the disease.\nBloodfire fever: Bite � injury; Fortitude save (DC 14);
onset: 1 day; frequency 1/day; effect 1d3 Str damage, 1d3 Dex damage, and target is
fatigued; cure 2 consecutive saves. The save DC is Constitution-based."
},
{
"Key": "b99295ee-c38c-47b1-98ab-acfd8c97c1c4",
"Value": "Disease"
},
{
"Key": "a9e9f254-b37b-4b29-a49d-00833cd4764a",
"Value": "Second Wind"
},
{
"Key": "83971503-8075-4eba-8420-10ec065ba508",
"Value": "You throw a large rock."
},
{
"Key": "4ba2ac9a-3a25-4548-858d-dda71c55c4ac",
"Value": "Rock Throw"
},
{
"Key": "6509360e-d885-4034-a1fd-bc336d366a12",
"Value": "Rend"
},
{
"Key": "d93416b5-2566-4431-8b75-9cad27fbeaf0",
"Value": "Rock"
},
{
"Key": "3bc50026-a537-4571-a2da-d225a81ccd0a",
"Value": "Rage"
},
{
"Key": "8d0423d2-cea1-4515-aac4-8b3fb9722bee",
"Value": "Bleed damage dealt by a vilderavn's natural and manufactured
weapons stacks with itself and other sources of bleed damage. In addition, the
bleeding it causes is difficult to stanch. It doesn't stop when the battle ends. A
successful DC 26 Lore (Religion) check or a DC 26 caster level check (if using a
magical healing effect) is required to stop the bleed damage. This is a curse
effect."
},
{
"Key": "11fd695a-85ee-4a65-b660-b904a8ecdec2",
"Value": "Bloodbird"
},
{
"Key": "ce66d46c-707d-40ba-a9a9-2ef293727e3b",
"Value": "This creature is freezing and takes 2d10 cold damage each turn."
},
{
"Key": "44571293-e17b-4eb8-b336-cc1c72aacc48",
"Value": "This creature is freezing and takes 2d8 cold damage each turn."
},
{
"Key": "2ad66d73-2a89-488f-90a6-f7dfaf9591f4",
"Value": "This creature is freezing and takes 2d8 cold damage each turn."
},
{
"Key": "53205f33-b74d-4b8b-920f-d16a693e3c50",
"Value": "A Wild Hunt archer can cast a single spell-like ability, within
touch range, as a part of a full attack.\nIf he does so, the spell infuses his bow
and travels with the next arrow he fires. If a creature is struck by that arrow,
the target is subject to both the impact and the effects of the spell. If he
misses, the spell vanishes from the arrow. Alternatively, he can infuse his bow
with a spell-like ability that affects an area. The spell's area of effect then
centers around wherever the arrow lands."
},
{
"Key": "61d3b013-45da-477e-a1a7-a6daa0b34e69",
"Value": "Infuse Arrow"
},
{
"Key": "a6b33f42-6095-4153-afc1-00c52a05ead0",
"Value": "Any non-magical bow that a Wild hunt archer picks up gains a spark
of life, sprouting small leaves and becoming a +5 icy burst seeking composite
longbow for as long as the archer holds it."
},
{
"Key": "7f574285-70f2-48c5-9fef-51fad0043fe3",
"Value": "Living Bow"
},
{
"Key": "27e0dbe1-00ae-4ba6-84fa-7cb1b10faab4",
"Value": "A Wild Hunt monarch wields a +3 thundering glaive that functions as
a bane weapon against any creature (thus effectively functioning as a +5 thundering
glaive that deals an additional 2d6 points of damage on a hit to any target)."
},
{
"Key": "b8b2fd64-004d-4d35-9789-e9fcc7ad298b",
"Value": "Monarch's Glaive"
},
{
"Key": "8e918dd7-0c97-48dc-9c8e-53bd307d3cfe",
"Value": "A Wild Hunt monarch's gore attack knocks the breath out of his
foes. A target that takes damage from this attack must succeed at a DC 32 Fortitude
save or be staggered for 3 rounds. The save DC is Constitution-based."
},
{
"Key": "f3de1d17-9062-4038-8760-a3f0b5a38871",
"Value": "Staggering Gore"
},
{
"Key": "49bb7518-0868-4f97-90f7-17fead8b98bd",
"Value": "Humanoids and monstrous humanoids that fail their saves are dazed
and paralyzed, while animals and magical beasts become panicked for 2d6 rounds. All
other creatures are confused. Succeeding at a save against any Wild Gaze attack �
even a monarch's � never grants immunity to the monarch's wild gaze attack."
},
{
"Key": "b7cbffe7-e983-4099-a4d2-24bcf8266ba1",
"Value": "Wild Gaze"
},
{
"Key": "0b5c184e-83a2-489f-8842-c3b1c03198e0",
"Value": "Once per day, as a full-round action, a Wild Hunt monarch can blow
his hunt monarch's horn to summon a group of other Wild Hunt fey."
},
{
"Key": "1363561d-3208-45ec-92f9-49a0a7678962",
"Value": "Call the Hunt"
},
{
"Key": "966b69ff-f307-4d70-aaf8-4b1a091636f2",
"Value": "A Wild Hunt scout can, as a swift action, manifest a green crystal
in her free hand; this crystal vanishes as soon as it leaves her possession. As
another swift action, a Wild Hunt scout can fire a beam of green energy from her
crystal. This is a ranged touch attack with a range increment of 40 feet that deals
3d6 points of force damage on a successful hit. A creature struck by this beam must
pass a DC 27 Fortitude save or be permanently blinded. The save DC is Charisma-
based."
},
{
"Key": "ec1b6401-36d6-4c42-b397-6a7d7c774372",
"Value": "Crystal"
},
{
"Key": "540ee629-f28d-46e1-9acb-cd3a5a75db78",
"Value": "Wild Hunt Link"
},
{
"Key": "5e7f456f-1268-434c-ae01-327bec1e7c75",
"Value": "The weapon attacks and natural attacks of all creatures in a Wild
Hunt archer's linked party ignore miss chances from concealment, as long as they
target the correct square."
},
{
"Key": "9093a8dd-e6af-46ba-9c55-a48a9fc5bbc5",
"Value": "The monarch can remained linked to his Wild Hunt for up to a range
of 1 mile. He expands the range of the Wild Hunt link ability for all members of
the Wild Hunt to 1 mile as well, allowing their hunters to spread out with almost a
mile between them without breaking their connection. All members of a monarch's
Wild Hunt link gain regeneration +10; this regeneration cannot be suppressed for as
long as the Wild Hunt's monarch lives."
},
{
"Key": "52c275e4-0cef-4a04-a1f4-5bb7b30c66d7",
"Value": "Wild Hunt Link"
},
{
"Key": "ff7afb7b-3959-46d4-ac1f-a21c63372647",
"Value": "All creatures in a Wild Hunt scout's linked party share each
other's senses. As long as a creature benefits from this link, it gains a +4
insight bonus on initiative and Perception checks. If at least one creature in the
link disbelieves an illusion, all creatures in the link can see through the
illusion. Wild Hunt fey in a link are never considered flat-footed against a foe
unless all of them are considered flat-footed against that foe."
},
{
"Key": "d8829ffe-d2a8-48d3-8f35-f786fc396348",
"Value": "Wild Hunt Link"
},
{
"Key": "89c28454-2cdd-4ff2-a763-631400726574",
"Value": "Lightning Form"
},
{
"Key": "56bb7963-badc-46be-a5c2-7e6b4853a03f",
"Value": "Lightning Form"
},
{
"Key": "4e7a1b1c-5434-45f8-a73c-b40a1840efcd",
"Value": "Natural Invisibility"
},
{
"Key": "c068a871-a482-4e87-8c22-f3406a9d4a84",
"Value": "Touch"
},
{
"Key": "d6edf38b-96b7-4077-81f3-844714fa55e0",
"Value": "Touch"
},
{
"Key": "a67e4fb0-12a9-431d-999f-93bd8b5d1cd1",
"Value": "Wyvern's Venom"
},
{
"Key": "58d6092a-7bfb-4d13-837f-c24c5353227e",
"Value": "Sting; Save: Fortitude (DC 17)\nFrequency: 1/round for 6
rounds\nEffect: 1d4 Constitution damage\nCure: 2 consecutive saves\nThe save DC is
Constitution-based."
},
{
"Key": "f969206c-c2c7-45c4-a6e0-0630f73a251d",
"Value": "Poison"
},
{
"Key": "25136505-0cdd-4763-8b2f-feea11fee473",
"Value": "Ranged Legerdemain"
},
{
"Key": "0f4e92ea-f214-4e4d-ab66-0d65733eac24",
"Value": "Armag"
},
{
"Key": "b1aa5e04-4c5c-4e8b-b763-4b54d5864118",
"Value": "Defaced Sister"
},
{
"Key": "f8ef78cb-392f-45b6-b9dc-ebe1c2a6172b",
"Value": "Zorek"
},
{
"Key": "367128f8-ee6a-4eed-8393-b6694fdfb6b6",
"Value": "Dalton"
},
{
"Key": "97059fda-8a79-4e85-b596-e3c55db4a6e0",
"Value": "Strange Wizard"
},
{
"Key": "8757c239-627a-4e1d-9f38-bf746fab9fbf",
"Value": "Siroket"
},
{
"Key": "e1a1707f-fa24-45bc-9866-e3a5612293f5",
"Value": "Silky"
},
{
"Key": "a3524f68-dff3-417c-bc86-32b256f510da",
"Value": "Lost Sister"
},
{
"Key": "6a692c46-b7a5-4f9c-a16e-b0d65e0617bd",
"Value": "Moray"
},
{
"Key": "c9f45e34-bac1-4d7e-b1d3-e51daa2907ef",
"Value": "Leafless Lady"
},
{
"Key": "53d56fc9-b522-4504-9292-5f44763a71c4",
"Value": "Marquess Dazzlelight"
},
{
"Key": "91752fc9-2c68-4207-b2ba-f393cf294f0b",
"Value": "Lord-Jaeger Tsundar"
},
{
"Key": "5c8eef81-4916-4684-ae5a-2a7a131d2b96",
"Value": "Rismel"
},
{
"Key": "9c0ee29e-5e15-4755-9a30-ae61fed5458f",
"Value": "Duke Dazzleflare"
},
{
"Key": "ec6dd0d4-f3a5-4932-b224-d118f4132feb",
"Value": "Cephal Lorentus"
},
{
"Key": "105e4185-5af8-41b9-a919-eee0e3b87a92",
"Value": "Davik Nettle"
},
{
"Key": "0f26921f-440f-407b-bd0e-3170b19c93d5",
"Value": "Mad Priest"
},
{
"Key": "c4dc374f-cae4-43d2-ba79-f022536e2e91",
"Value": "Engelidis"
},
{
"Key": "6614164b-a315-4f6e-a46b-f61a10ad4b05",
"Value": "Everblooming Flower"
},
{
"Key": "ad881e62-464d-4620-b22b-a698081119a8",
"Value": "Fionn"
},
{
"Key": "5c2428f2-8759-4474-8de7-3cfbf17e9fdf",
"Value": "Shaman"
},
{
"Key": "4d52699a-8af5-4af8-b408-597fe0ed9d11",
"Value": "Winter Wolf"
},
{
"Key": "b5ef7f3e-837d-436d-8814-3960ba1e107b",
"Value": "Goblin King"
},
{
"Key": "81fa9754-66d8-4d80-b2d8-1f1e025a3fe7",
"Value": "Lamashtu's Priest"
},
{
"Key": "003a6eeb-f96e-47f3-83ac-7c1d3c146a18",
"Value": "Tsanna"
},
{
"Key": "f4b76fc1-b68f-4cf3-8a5b-87318395468c",
"Value": "Tsanna"
},
{
"Key": "b1cf7189-fb7e-455c-ba14-6fa70a884f9f",
"Value": "Horagnamon"
},
{
"Key": "bbf135cb-cef0-46d7-a35a-ddf408557abe",
"Value": "Horned Hunter"
},
{
"Key": "ddd43fec-12d9-4108-b5e0-8c1c40d8c13b",
"Value": "Castruccio Irovetti"
},
{
"Key": "1c7d05d1-f2c3-469b-a670-9ad2b98a89c6",
"Value": "Kargstaad"
},
{
"Key": "b718caf0-e967-4f47-a67f-73823df3b0c4",
"Value": "Kean"
},
{
"Key": "d48d435c-f203-443d-814c-584e7aea280c",
"Value": "Knurly Witch"
},
{
"Key": "079a3366-78ba-4c94-ad20-4f9d5ec8d2cc",
"Value": "Old Gnome"
},
{
"Key": "f4c12b4c-265b-411b-b70d-4b1d9da2f835",
"Value": "Remus"
},
{
"Key": "3632e834-6886-4db2-997f-913e79ac3588",
"Value": "The Lantern King"
},
{
"Key": "279048a3-e153-4827-9dc2-8f2921725bbb",
"Value": "Farnirras the Pensive"
},
{
"Key": "3454fcdb-a203-4a2f-89a2-82c5bb32b9c3",
"Value": "Count Shimmerglow"
},
{
"Key": "e2d226a9-c9bd-42dc-a761-d876d94bbb76",
"Value": "Misbegotten Troll"
},
{
"Key": "6725a020-d135-41b6-8e06-4a8befc4dd72",
"Value": "Stefano Moskoni"
},
{
"Key": "edf2414b-6e0f-4cbb-9a51-736163c132ef",
"Value": "Nyrissa"
},
{
"Key": "d86fb59b-63a7-45b6-a36b-1af9d53d986f",
"Value": "Guardian of the Bloom"
},
{
"Key": "f5873ed9-ab92-4eb2-8dfd-3f417201c153",
"Value": "Avinash Jurrg"
},
{
"Key": "42d32239-06e2-4efc-9218-57bd413df39c",
"Value": "Phomandala"
},
{
"Key": "73a4c136-b192-4db2-ab38-c3f06b8cacac",
"Value": "Smith Overseer"
},
{
"Key": "c6ed5bc9-88b0-499a-8e5b-e360237bfbd1",
"Value": "Luar Zottenropple"
},
{
"Key": "cb631866-6c36-40d0-bc40-c0cfe9c9ce3e",
"Value": "Nyrd Zottenropple"
},
{
"Key": "4d7e8d80-ede4-4644-ba64-8ffd2ae05468",
"Value": "Vyar Zottenropple"
},
{
"Key": "6a210a21-e2ae-4fd8-86a5-67083dd0d23a",
"Value": "Bartholomew Delgado"
},
{
"Key": "85f0cbca-b892-4176-9832-0012181ee234",
"Value": "Dugath"
},
{
"Key": "c217ffe5-6b62-4fab-bd4a-4b488ba22ae4",
"Value": "Siroket"
},
{
"Key": "e449f4f8-2eec-4dc9-a63a-77158b11350d",
"Value": "Stag Lord"
},
{
"Key": "e69f3e01-9641-4719-b172-27793e20568a",
"Value": "Tartuk"
},
{
"Key": "cf938652-0c01-426c-8b98-a05a354dbd2b",
"Value": "Vordakai"
},
{
"Key": "9e1af3f1-dc78-4256-8313-2439c2b11eba",
"Value": "Wriggling Man"
},
{
"Key": "846699aa-bef1-4dd3-9ac8-bce3ea6b3d18",
"Value": "Baron"
},
{
"Key": "8f35875c-86f8-4133-a59b-a3647fccbceb",
"Value": "Baron"
},
{
"Key": "e78a0887-3265-4a46-a365-34b7ba9d1731",
"Value": "Baron"
},
{
"Key": "a06c4ef0-b4a5-4343-a116-bdf68c6cb24e",
"Value": "Baron"
},
{
"Key": "bfac222a-f891-4b74-844d-25110d9c5e06",
"Value": "Amiri"
},
{
"Key": "d67ba497-c2ab-402b-a7d0-8013188a6e1a",
"Value": "Tristian"
},
{
"Key": "e4de5cd2-7241-4a45-bbff-bc2d1f288fc7",
"Value": "Dog"
},
{
"Key": "9f24f778-85a5-4df2-ab35-1a40ceaf59c5",
"Value": "Ekundayo"
},
{
"Key": "ca6226e2-4c69-4441-85ff-37ae71670f99",
"Value": "Harrim"
},
{
"Key": "9e0c44f8-7017-49ad-8653-15f9afde7ae1",
"Value": "Regongar"
},
{
"Key": "3adcd3b1-ff5f-4113-a3dd-ed16c28b517b",
"Value": "Jaethal"
},
{
"Key": "53e725f1-219f-4b0b-8ae0-64942623dbf1",
"Value": "Jubilost"
},
{
"Key": "56d45fce-8abd-4254-b028-77993eaeedd1",
"Value": "Linzi"
},
{
"Key": "efc204f4-e317-4403-a8ad-058503370c36",
"Value": "Linzi"
},
{
"Key": "cee3db84-6f46-49a8-8a43-677d05b7fc62",
"Value": "Nok-Nok"
},
{
"Key": "49d40534-4b4b-4d9c-ba26-91992a66a632",
"Value": "Octavia"
},
{
"Key": "536cceae-414a-4a83-8044-ceb50001a430",
"Value": "Saken"
},
{
"Key": "234da24c-f778-41a6-b2df-88b86e0f20f7",
"Value": "\"Skylark\""
},
{
"Key": "83fd1fd9-e43d-4247-b5de-a8fc10b94008",
"Value": "Valerie"
},
{
"Key": "764556b2-ac52-478a-b21f-30652edf07c4",
"Value": "Elder Air Elemental"
},
{
"Key": "17526e40-4f8d-4eb4-b822-830c7b9204ed",
"Value": "Small Air Elemental"
},
{
"Key": "6aa133f8-c33b-442e-b916-c30e8396b574",
"Value": "Medium Air Elemental"
},
{
"Key": "e9d82941-f745-40ff-8981-f864664f8230",
"Value": "Large Air Elemental"
},
{
"Key": "a23643b6-e950-4fe2-8433-0ff026423f78",
"Value": "Huge Air Elemental"
},
{
"Key": "581ab01a-224e-4c04-bf36-4f056d9626f3",
"Value": "Greater Air Elemental"
},
{
"Key": "fd48dcb4-718f-4218-afbb-b59fa22c5d7f",
"Value": "Infested Summoned Air Elemental"
},
{
"Key": "24d542b7-fd00-493e-865a-5e226d399fbb",
"Value": "Summoned Elder Air Elemental"
},
{
"Key": "fac8ac2a-a546-4876-a83f-b195a5b27823",
"Value": "Summoned Greater Air Elemental"
},
{
"Key": "a8717d67-c31b-43dc-b961-1a75015bbd6d",
"Value": "Summoned Huge Air Elemental"
},
{
"Key": "b35127aa-1d8c-4e24-985b-654ee426b719",
"Value": "Summoned Large Air Elemental"
},
{
"Key": "27b7a9b7-762d-463b-93b1-d8eba6808566",
"Value": "Summoned Medium Air Elemental"
},
{
"Key": "7458c3e5-3355-41d8-bc91-978296b14150",
"Value": "Summoned Small Air Elemental"
},
{
"Key": "ee484f0c-766c-462a-a90d-54c4d55113db",
"Value": "Ankou"
},
{
"Key": "75e380d2-5433-4633-aae4-0ec47a6311e2",
"Value": "Summoned Astradaemon"
},
{
"Key": "9e93e55b-98da-4b45-8dc1-4b4740c5e19d",
"Value": "Astradaemon"
},
{
"Key": "e2a6786a-7370-4343-ac90-042bbe459010",
"Value": "Patient Shadow"
},
{
"Key": "2a74b102-31e8-4c5f-8222-b80ddadb4871",
"Value": "Athach"
},
{
"Key": "51938898-19a9-402f-b356-2bcfed1ccfd3",
"Value": "Mature Athach"
},
{
"Key": "c708ce0a-a2fb-4453-811a-79acc36b0dfb",
"Value": "Summoned Axiomite"
},
{
"Key": "b049d785-85d9-458e-8474-649b8f6c09a8",
"Value": "Axiomite"
},
{
"Key": "8547086d-7fb2-4d03-8a27-0ea790c2e34e",
"Value": "Summoned Bralani"
},
{
"Key": "d614b43e-6db6-4acb-8676-20bd075c8412",
"Value": "Bralani"
},
{
"Key": "37baff9b-c473-4c41-8dee-fccc6869a237",
"Value": "Summoned Ghaele"
},
{
"Key": "45407d06-89ce-40dc-bbaf-d0b6d8779f57",
"Value": "Ghaele"
},
{
"Key": "244a4d19-2484-4ac8-afe7-89bc3a847d07",
"Value": "Primal Greater Bear"
},
{
"Key": "4c15ae24-a3d8-4992-ab3f-a19f723d01a0",
"Value": "Bear"
},
{
"Key": "315bab84-b293-4a51-9e42-23552610443f",
"Value": "Greater Bear"
},
{
"Key": "f2fcb897-6e22-46a5-b545-a7a14c5a3963",
"Value": "Dire Bear"
},
{
"Key": "cf057eb5-9b73-4aec-bd57-768ed1e7e01a",
"Value": "Quickbear"
},
{
"Key": "c469d6b7-5b69-4e4c-93a6-a384b2aff8a1",
"Value": "Greater Dire Bear"
},
{
"Key": "21133106-70ec-4232-9ca7-03c1ad15a3af",
"Value": "Mutated Bear"
},
{
"Key": "48b02b2a-d3a4-46d4-9805-f807416fc70a",
"Value": "Bear-like Treant"
},
{
"Key": "988e6e7d-7d26-4a7d-ac8f-3638e41af961",
"Value": "Black Dragon"
},
{
"Key": "1301f634-4c6e-42be-8c5b-9fe12dacd490",
"Value": "Ilthuliak"
},
{
"Key": "f1e39196-ade3-4d24-87b6-6ae8cfa94c3c",
"Value": "Primal Dire Boar"
},
{
"Key": "04db5e45-9031-4ce1-aa76-236a3cf49b21",
"Value": "Boar"
},
{
"Key": "ed87a309-1328-4c65-b4f3-fbce3ab20a61",
"Value": "Wild Boar"
},
{
"Key": "f09a265f-f749-44f9-a88f-7d65eb9e3a03",
"Value": "Dire Boar"
},
{
"Key": "3c80e3c4-c4ae-4007-8255-4bc234644296",
"Value": "Greater Dire Boar"
},
{
"Key": "1a262d83-53e6-472f-aa93-3be3ad43a0d0",
"Value": "Summoned Dire Boar"
},
{
"Key": "14765a81-a126-446f-be65-20c3404f17b5",
"Value": "Quickboar"
},
{
"Key": "03a37370-92f3-4d80-9ad8-10c8996ae88d",
"Value": "Tuskgutter"
},
{
"Key": "10c30203-d078-455b-a286-a74e42f6aba2",
"Value": "Summoned Bogeyman"
},
{
"Key": "ad8be7a8-a897-40ff-984a-f334b58b429f",
"Value": "Bogeyman"
},
{
"Key": "f0a09a10-ead9-4402-a37e-773f978868d6",
"Value": "Boggard"
},
{
"Key": "67f9f1a2-108d-4425-8d65-4ccffbbe15ef",
"Value": "Infested Summoned Bulette"
},
{
"Key": "507b408a-b322-4ada-a48b-dc058c93b49e",
"Value": "Ancient Bulette"
},
{
"Key": "3c0d89f3-9a39-4b1b-8301-a619e3a00c9d",
"Value": "Bulette"
},
{
"Key": "6d2a312f-6232-4231-a9ee-84ecc092520d",
"Value": "Greater Cyclops"
},
{
"Key": "ba62e3e8-451d-40db-9035-308255ca6493",
"Value": "Dread Zombie Cyclops Priest"
},
{
"Key": "01488634-be60-4165-8415-950fa0df3044",
"Value": "Greater Dread Zombie Cyclops"
},
{
"Key": "2315846a-0be0-4cc2-bf8e-7d21bbbbf5ac",
"Value": "Cyclops"
},
{
"Key": "adf8ae48-7d7f-4e2c-b15f-6b97fae64867",
"Value": "Dread Zombie Cyclops"
},
{
"Key": "9b6578f8-5891-40f4-a21d-6d954fc469c9",
"Value": "Zombie Cyclops"
},
{
"Key": "ddfda771-e3d8-442a-85b5-c104c4d7767f",
"Value": "Thick-skinned Dread Zombie Cyclops"
},
{
"Key": "65159559-fecb-49f6-88e7-1135e4b41d44",
"Value": "Taneka"
},
{
"Key": "88495695-8d0c-40e3-a40e-b8de3d2bdbaf",
"Value": "Young Deer"
},
{
"Key": "fbb7f2bd-95f9-4e6e-8590-6eb01f681b22",
"Value": "Devourer"
},
{
"Key": "c67d0e4a-f7d1-44be-97c8-7dd4961e3764",
"Value": "Ferocious Devourer"
},
{
"Key": "17945807-7c52-40d4-9c6d-a8ee7d76f894",
"Value": "Dog"
},
{
"Key": "e62ea3da-e70c-47f5-af50-26207a17ef8e",
"Value": "Summoned Dog"
},
{
"Key": "b7fb6f7a-57fc-4fdb-ad72-4afd31ae3f9f",
"Value": "Dryad"
},
{
"Key": "dbfd194c-f8cb-4322-96d1-5e5a3a531ea4",
"Value": "Tiressia"
},
{
"Key": "85e204ec-c8f1-48db-8cdc-a00765e1c478",
"Value": "Insane Dryad"
},
{
"Key": "557b87bd-7b9e-480b-9f0a-3954d846bfa8",
"Value": "Dweomercat"
},
{
"Key": "32d36b0f-7d7d-4b4b-bb8c-a3c086eac4af",
"Value": "Dweomerlion"
},
{
"Key": "4362513a-41c2-4367-a84a-c58f1bc80edc",
"Value": "Elder Earth Elemental"
},
{
"Key": "baefa727-f81a-4d89-989f-8fb28b1d44e3",
"Value": "Small Earth Elemental"
},
{
"Key": "b51c05d8-7bf2-412c-8f8f-26bd14741de2",
"Value": "Medium Earth Elemental"
},
{
"Key": "b9cfc29a-2695-40cc-90ee-b9fa5a023a1b",
"Value": "Large Earth Elemental"
},
{
"Key": "a59d2954-1981-4f7c-8d9c-2c1e1b8e9f4f",
"Value": "Huge Earth Elemental"
},
{
"Key": "1d983bb8-a2b4-413a-9f41-57e78ae033ca",
"Value": "Greater Earth Elemental"
},
{
"Key": "c0a97e39-838a-4513-912d-aff5855131cb",
"Value": "Summoned Small Earth Elemental"
},
{
"Key": "ffba7cff-fedb-4b47-83f0-a5f78ff4ae2c",
"Value": "Summoned Elder Earth Elemental"
},
{
"Key": "b0b5c3d0-339e-4279-adba-e1a42670c120",
"Value": "Summoned Greater Earth Elemental"
},
{
"Key": "8f7ad4fa-3aae-4cea-bfda-512e6efb98ad",
"Value": "Summoned Huge Earth Elemental"
},
{
"Key": "abf36230-d4f9-4851-bc61-b52da1a0e1d0",
"Value": "Summoned Large Earth Elemental"
},
{
"Key": "19eee15a-3767-49d9-b3ad-a61bba467ca7",
"Value": "Summoned Medium Earth Elemental"
},
{
"Key": "f3f69277-c4a7-475c-a107-c3e33ffe48bd",
"Value": "Elk"
},
{
"Key": "464da9f4-ef50-4201-be8f-fc8bef5f1c70",
"Value": "Megaloceros"
},
{
"Key": "cf126712-939b-4d71-b87e-e7eea07dc195",
"Value": "Ferocious Megaloceros"
},
{
"Key": "d336afee-5d2e-49d6-b5d3-78ff0a63f46a",
"Value": "Erinyes Devil"
},
{
"Key": "ca76124c-3561-4ba7-8772-8d1dad506e73",
"Value": "Ettercap"
},
{
"Key": "bb27401d-31c9-4ac2-867e-bed22438c0b6",
"Value": "Primal Ettercap"
},
{
"Key": "8609b01e-ba2a-4021-88fa-e21f183128b6",
"Value": "Faerie Dragon"
},
{
"Key": "9f496644-2589-4921-a428-485103657b80",
"Value": "Jasper"
},
{
"Key": "6e9358c9-e22c-48de-ba94-a55bc6341d83",
"Value": "Kya"
},
{
"Key": "bca314ca-c7f1-4179-a781-e7c5c6c37098",
"Value": "Chryso"
},
{
"Key": "e6c0ea1c-08ab-48f4-8008-2048b5a19945",
"Value": "Elder Fire Elemental"
},
{
"Key": "2e3d501d-8122-4c8e-bb90-9305727d3ce0",
"Value": "Small Fire Elemental"
},
{
"Key": "5b9dcb34-8c8e-41dd-97dd-ae156ad64b47",
"Value": "Medium Fire Elemental"
},
{
"Key": "9e813e73-df81-4423-b8e7-9a47f13eccbe",
"Value": "Large Fire Elemental"
},
{
"Key": "b7810b59-45dd-4f2e-961b-771437b23a0b",
"Value": "Huge Fire Elemental"
},
{
"Key": "3f397295-1841-4e38-af09-9f109b5d3268",
"Value": "Greater Fire Elemental"
},
{
"Key": "150ffaa8-66b9-4d9c-a31e-ce516abf4942",
"Value": "Summoned Elder Fire Elemental"
},
{
"Key": "91b3e823-d68f-496f-9c65-c24539d1ee90",
"Value": "Summoned Greater Fire Elemental"
},
{
"Key": "a01cfe3a-03e1-449e-963a-79f2d60ea38a",
"Value": "Summoned Huge Fire Elemental"
},
{
"Key": "761e4393-3bc6-4519-bda4-521455c59df2",
"Value": "Summoned Large Fire Elemental"
},
{
"Key": "b70eded2-8104-4357-8cf7-9edd99cbea4f",
"Value": "Summoned Medium Fire Elemental"
},
{
"Key": "968263d9-aec7-42d3-a261-6a9378bbbb86",
"Value": "Summoned Small Fire Elemental"
},
{
"Key": "a9d7768b-5f4d-4b6b-a192-47a52a1f7fe0",
"Value": "Frost Giant"
},
{
"Key": "9f40c8b8-e321-4064-bb37-df08e94429c3",
"Value": "Summoned Frost Giant"
},
{
"Key": "291f6658-8cee-41a9-95c1-d9674c9f2516",
"Value": "Gargoyle"
},
{
"Key": "f9cc7668-3981-479d-989a-794b8faf220d",
"Value": "Gedovius"
},
{
"Key": "1c497150-fea3-4aed-a0b2-894f808ec557",
"Value": "Hoarfrost, Gargoyle Eldritch Chieftain"
},
{
"Key": "8186dc78-78e3-4fc9-a290-2eea67a32a67",
"Value": "Gargoyle from Hoarfrost Tribe"
},
{
"Key": "7595e13f-f646-463c-9aac-261ee5ae37b1",
"Value": "Ghostly Mage Guard"
},
{
"Key": "698bb65b-22e5-4684-831d-add65295ffa2",
"Value": "Ghostly Guard"
},
{
"Key": "6cb9fd9b-1370-4e9d-a32d-277fef6b3008",
"Value": "Ghost"
},
{
"Key": "ca085b51-6bdf-4284-b43b-637dfb028ca5",
"Value": "Well-fed Spitting Centipede"
},
{
"Key": "7f23465b-f572-4315-81a5-9341acf33dd6",
"Value": "Well-fed Ferocious Centipede"
},
{
"Key": "ce099999-00d9-4daa-8d5a-5764c4531497",
"Value": "Spitting Giant Centipede"
},
{
"Key": "ee4eb611-13d2-4cac-ac49-c85b9b26bd4c",
"Value": "Giant Centipede"
},
{
"Key": "1aecd7ed-3a9e-4382-aa86-510a9559226f",
"Value": "Tremendous Centipede"
},
{
"Key": "cf0cf9c9-1341-4498-9488-294e4deaf5c3",
"Value": "Daisy"
},
{
"Key": "6769de98-0332-4552-a73c-8d1b52d64802",
"Value": "Matriarch Centipede"
},
{
"Key": "d4b1ba1b-752c-4ef3-8b01-ce2819b71e05",
"Value": "Giant Eagle"
},
{
"Key": "49d8a3c4-e082-4cfd-bb4f-de6778004672",
"Value": "Giant Flytrap"
},
{
"Key": "bb9c10c0-ed65-4af2-b48f-e0031764c0a8",
"Value": "Primal Giant Flytrap"
},
{
"Key": "0830f1c4-5ccb-4650-9f7c-b66ef5e6507e",
"Value": "Poisonous Giant Flytrap"
},
{
"Key": "41132b8c-1987-41ce-b735-c6d20795b56e",
"Value": "Poisonous Flytrap-like Treant"
},
{
"Key": "644e1ab0-aa47-4d91-99a6-299d267c9cfd",
"Value": "Blue Dweomerfrog"
},
{
"Key": "9001d984-64a0-46ef-bf6b-2411d6a07f9d",
"Value": "White Dweomerfrog"
},
{
"Key": "932c7427-a863-4259-86b6-9aec3f12229c",
"Value": "Purple Dweomerfrog"
},
{
"Key": "24402ec3-cdd6-4df5-800a-3cb05de32101",
"Value": "Primal Giant Frog"
},
{
"Key": "ebaaadfc-04e2-44cf-b76b-2f6f44a9f955",
"Value": "Giant Frog"
},
{
"Key": "84ab8b71-2e09-47e8-bc69-d9fa51c7b968",
"Value": "Summoned Giant Frog"
},
{
"Key": "123ead5d-b914-44c6-8c5f-ff2bbab52ab4",
"Value": "Giant Slug"
},
{
"Key": "fff28370-29bc-4e98-95ec-e13f273e1008",
"Value": "Acid-imbued Giant Slug"
},
{
"Key": "66cc57a7-ca58-4953-b0af-d38d329f7f00",
"Value": "Goblin Sly Eye"
},
{
"Key": "a311e3f8-ea27-49c0-9d92-0c55b6161a61",
"Value": "Goblin Lynx Eye"
},
{
"Key": "05edd4e3-01ff-4365-88b6-f4db2acca4f4",
"Value": "Goblin Dogcutter"
},
{
"Key": "d05fb94a-654e-4438-ab8d-63db1cf37aa1",
"Value": "Goblin Eagle Eye"
},
{
"Key": "4acaede3-074f-41cf-9b40-e4a68b034324",
"Value": "Goblin Horseslayer"
},
{
"Key": "f5cf6182-7997-4999-8362-8332a85ee059",
"Value": "Goblin Sneak"
},
{
"Key": "2be7e12d-d93f-4a9a-be04-d5ad2dba2ac0",
"Value": "Goblin Dead Eye"
},
{
"Key": "11bb80d5-acb1-44c9-878f-ce655e2a67ff",
"Value": "Goblin Sneakwhack"
},
{
"Key": "d268b9f2-88a7-4137-81f9-95346b549d25",
"Value": "Goblin Commando"
},
{
"Key": "fc9e3da6-b8b8-4577-ad8a-3f96231dd949",
"Value": "Goblin Alchemist"
},
{
"Key": "f9874449-8c12-4b0a-905f-e959a58c23dc",
"Value": "Goblin"
},
{
"Key": "f1e757e5-a13d-4a5b-9d75-10319a473e33",
"Value": "Goblin Prince"
},
{
"Key": "fc97bdfc-2d0a-40c5-80aa-373666fd4fcb",
"Value": "Drunken Goblin"
},
{
"Key": "08b72d69-bfd6-4300-b983-20a9b7946449",
"Value": "Goblin King"
},
{
"Key": "11fb6142-3d31-4d84-ba6e-11e64831d288",
"Value": "Goblin Merchant"
},
{
"Key": "e6ba2975-8d27-47ac-a323-2c74265f8e2b",
"Value": "Nok-Nok"
},
{
"Key": "bf66b711-4020-4f58-b0be-89c137f99e26",
"Value": "Long Legs"
},
{
"Key": "f5df15e7-8cd7-4d4e-9631-dff686024f82",
"Value": "Goblin Commando"
},
{
"Key": "14e721bb-a77a-4843-9ae0-a50515451f65",
"Value": "Goblin Prankster"
},
{
"Key": "cdc9f883-de87-49bd-9b51-449a4bac08e0",
"Value": "Goblin"
},
{
"Key": "d2480e75-7230-4647-8067-6e5c5f71431b",
"Value": "Adamantine Golem"
},
{
"Key": "611cbac7-2583-4283-b409-c63e750139b8",
"Value": "Eternal Golem"
},
{
"Key": "148aa49c-2ec6-47b3-ad59-6b6718af565c",
"Value": "Brass Golem"
},
{
"Key": "96037c69-93dd-4112-ba3a-207189e06d67",
"Value": "Clay Golem"
},
{
"Key": "c61ed4b6-943b-4b15-833a-102c84c71ced",
"Value": "Golden Golem"
},
{
"Key": "df8ab673-1320-4e4b-83bb-313a1dc13a54",
"Value": "Skillfully Crafted Golden Golem"
},
{
"Key": "3a679e61-19ab-4ec3-b98c-911b628abb30",
"Value": "Iron Golem"
},
{
"Key": "a2c87359-253b-4061-8b95-1f989b08bada",
"Value": "Skillfully Crafted Iron Golem"
},
{
"Key": "664f6c84-51e9-41ef-abe4-1e79eb2abd38",
"Value": "Stone Golem"
},
{
"Key": "0bbb8b22-a656-44e2-872e-5818fe549ac8",
"Value": "Ancient Golem"
},
{
"Key": "b6ba8221-d99b-4837-9d25-039a90ab3d48",
"Value": "Skillfully Crafted Stone Golem"
},
{
"Key": "d4f4e050-49e8-4e24-b80c-cc819245b840",
"Value": "Hag"
},
{
"Key": "13e5f90d-acd4-46e4-b3b4-c4c08629aff2",
"Value": "Hamadryad"
},
{
"Key": "16588bfe-6a49-4cef-98e1-edf96bf1eed1",
"Value": "Summoned Hamadryad"
},
{
"Key": "8bbde5ca-b0fc-475e-88bc-5012957948d8",
"Value": "Lady Primrose"
},
{
"Key": "de7cd402-0f85-40a4-86a9-5b6def86ddf4",
"Value": "Hell Hound"
},
{
"Key": "ca8701e0-292c-4dff-a3f2-909b9796f43f",
"Value": "Summoned Hell Hound"
},
{
"Key": "b5f6afa1-7f66-467d-bb46-6bd8e71cea8b",
"Value": "Hill Giant"
},
{
"Key": "1d28adf3-84b8-4c1c-a131-90d3c7ff0635",
"Value": "Byrk"
},
{
"Key": "0765122d-8260-4e88-a3cf-960b4903766f",
"Value": "Barbarian Hill Giant"
},
{
"Key": "bdabc689-f104-4bb4-98d7-fd7794510087",
"Value": "Munguk"
},
{
"Key": "edca5ab2-2764-4cad-a06e-6902e430b8c5",
"Value": "Ferocious Hodag"
},
{
"Key": "1b67ea5d-3b18-460d-b946-1682489a2d6e",
"Value": "Green Dweomerhodag"
},
{
"Key": "e8efd6c8-9095-4f42-bb23-c3c0299c48b5",
"Value": "Hodag-like Treant"
},
{
"Key": "abcf1a03-9108-41e6-a6c1-41dc554d74d1",
"Value": "Venomhodag"
},
{
"Key": "57aed1ee-01ec-4892-8052-ced8515d0d4f",
"Value": "Hodag"
},
{
"Key": "a31e6ade-69ac-49df-8002-5b7e728977d0",
"Value": "Horse"
},
{
"Key": "f794f5a5-ec27-44c0-bd89-2c6206b52232",
"Value": "Summoned Horse"
},
{
"Key": "1bc67423-01a8-4104-8113-c6e41c7b360f",
"Value": "Poisonous Hydra"
},
{
"Key": "7e6061ae-40b3-42eb-976c-da24786c210f",
"Value": "Poisonous Primal Hydra"
},
{
"Key": "b2fdd60f-f60a-4877-9ab0-bb16aa116bfb",
"Value": "Young Hydra"
},
{
"Key": "1cfb8925-effc-47c0-8dda-eb45824eb66a",
"Value": "Hydra"
},
{
"Key": "f42f2098-65ae-408e-83b9-309dddeca8e7",
"Value": "Quickhydra"
},
{
"Key": "0238c109-6ee6-443f-b763-242a3e4dd671",
"Value": "Venomhydra"
},
{
"Key": "cfcaf047-e483-417a-90ac-881f9089a78d",
"Value": "Ferocious Hydra"
},
{
"Key": "ddb3f180-be7f-4dca-bb2b-824a19f723ab",
"Value": "Primal Hydra"
},
{
"Key": "919af322-58ce-4814-a758-9ebaf8d4bb40",
"Value": "Poisonous Primal Doomhydra"
},
{
"Key": "16ef28ff-7fd9-4f51-ab77-0c139a5ade5a",
"Value": "Lesser Jabberwock"
},
{
"Key": "d3359f47-27ab-471c-943f-125b43be5167",
"Value": "Jabberwock Shadow"
},
{
"Key": "c19a421a-b302-4592-ba0e-fca76f499e75",
"Value": "Jabberwock Shadow"
},
{
"Key": "ccc633f1-cebe-4e60-b557-a7fcb16d1ae2",
"Value": "Jabberwock"
},
{
"Key": "2f7ae41c-b765-48de-9b77-fa1aa1e9a94e",
"Value": "Kobold Blade"
},
{
"Key": "7017fd14-ec84-4db9-8a5c-613d4190f72b",
"Value": "Kobold Bone Shaman"
},
{
"Key": "15ce10c7-64d4-48d7-a0f3-774b3d5dff96",
"Value": "Kobold"
},
{
"Key": "2ed105e3-ff3c-4222-abb7-38b05dfe74b6",
"Value": "Kobold Archer"
},
{
"Key": "b0b13613-49aa-4896-8cd8-8a48a84064d2",
"Value": "Kobold Boomsayer"
},
{
"Key": "cef239cd-494a-4b4c-9624-4d71795b9f62",
"Value": "Kobold Alchemist"
},
{
"Key": "c4acf079-b157-45eb-a938-810b764455f1",
"Value": "Kobold Assassin"
},
{
"Key": "f9fbe699-8a9f-4e57-afea-4dfe4aeb7f39",
"Value": "Kobold Hunter"
},
{
"Key": "39ac333a-6647-4aa7-9f9d-85972bdf80d7",
"Value": "Kobold Sentinel"
},
{
"Key": "1787be14-f002-4676-9ac5-5e1982c46e9a",
"Value": "Kobold Flame Shaman"
},
{
"Key": "50712870-3b2a-445d-a284-ed62ac8fa01d",
"Value": "Kobold Skirmisher"
},
{
"Key": "ec31b744-9e75-449e-98c0-2128841c6b44",
"Value": "Kobold Sniper"
},
{
"Key": "f16c4171-2b61-455e-9f7b-87ef9e713171",
"Value": "Kobold Crier"
},
{
"Key": "02f417a0-b207-425f-b39d-fdc33182d43d",
"Value": "Kobold Gatekeeper"
},
{
"Key": "bef51337-c1ba-4ab7-acc9-2c6901e5251a",
"Value": "Tartuccio"
},
{
"Key": "fa8ee440-61ba-454a-86f0-d2663b278665",
"Value": "Kobold Crier"
},
{
"Key": "c1b36974-ab2a-47f0-b23b-a229d9fab421",
"Value": "Chief Sootscale"
},
{
"Key": "724a4383-d923-44ba-b02b-8d37e6190aa4",
"Value": "Tartuk"
},
{
"Key": "ebbcc1d9-cc46-4644-9a5e-661ad23028e0",
"Value": "Kobold Artist"
},
{
"Key": "39b3cac1-3ce5-425c-a717-39391ba5f26b",
"Value": "Kobold Merchant"
},
{
"Key": "ad5e49a2-8ce7-4789-a3f7-072e904f6a6a",
"Value": "Kobold"
},
{
"Key": "65c034db-3e2c-4428-85f8-8f951517e5b7",
"Value": "Kobold Pupil"
},
{
"Key": "9ee29f43-0496-42d4-9c00-99ba803bb972",
"Value": "Kobold Teacher"
},
{
"Key": "5c25873a-08bf-400c-af29-47830b6413f7",
"Value": "Dragon Slave"
},
{
"Key": "c9e7cb17-297b-47e3-b24d-209039b676a4",
"Value": "Ferocious Leopard"
},
{
"Key": "46cfc29c-d631-4a60-a6a7-f8af6ce31dd7",
"Value": "Summoned Leopard"
},
{
"Key": "9a0fc804-ac40-41f1-af98-f94d42ff8395",
"Value": "Leopard"
},
{
"Key": "af9a4025-7372-4e37-8ea5-6811728bf729",
"Value": "Mature Leopard"
},
{
"Key": "2bf0558b-fc3a-431e-85f7-551081144801",
"Value": "Crag Linnorm"
},
{
"Key": "9ae6fe96-cecc-4fc5-8d0a-61a780225be8",
"Value": "Crag Linnorm"
},
{
"Key": "9c42904f-5312-452c-96f6-15f2ac18bd14",
"Value": "Young Crag Linnorm"
},
{
"Key": "7cba0c31-d3ea-4e86-9e20-53376ee23dfc",
"Value": "Guardian Armor"
},
{
"Key": "ae5f2e65-d7d6-450a-b1b6-12f3ad521a48",
"Value": "Scarecrow"
},
{
"Key": "30fc7892-2ae9-43c0-b3a7-95a78ef9a59f",
"Value": "Lizardfolk Champion"
},
{
"Key": "33fb353b-2419-442c-adaa-c07eb6db6d33",
"Value": "Lizardfolk"
},
{
"Key": "da8e5961-1335-46ab-82ed-b57155b28995",
"Value": "Lizardfolk Vanguard"
},
{
"Key": "cb6f23cc-1bda-4c95-ade3-a45a4fa327ed",
"Value": "Lizardfolk Archer"
},
{
"Key": "b9ae80c1-60e5-4b85-9b1a-033485b9ff52",
"Value": "Lizardfolk Ambusher"
},
{
"Key": "cb2bf159-76b2-4372-95f1-e607a679a094",
"Value": "Lizardfolk Patrolman"
},
{
"Key": "8343fc5a-3bb6-43eb-a752-d9c7c4b3ca17",
"Value": "Lizardfolk Berserker"
},
{
"Key": "2f7fb076-f910-4246-87b9-a868503e5f32",
"Value": "Lizardfolk Stalker"
},
{
"Key": "7cab5feb-1059-4a7f-8b92-86f74d7e0839",
"Value": "Lizarfolk Swamp Lurker"
},
{
"Key": "b37f1b88-c3c7-43e9-9d62-80b880de6286",
"Value": "Lizardfolk Sentinel"
},
{
"Key": "95f28082-1ce1-444d-bd7a-6b1a36fcd7dc",
"Value": "Lizardfolk King Vesket"
},
{
"Key": "5a01375b-3e4b-4a3f-a545-a5032372394b",
"Value": "Rashor"
},
{
"Key": "90ed2b0c-984d-44ac-b4c9-a10bd6e8359d",
"Value": "Virish"
},
{
"Key": "7fd3cf4c-4e95-4eb9-819b-bb9a1f25ba32",
"Value": "Tassath"
},
{
"Key": "0f78f445-9259-40ed-95a5-0023e1cd53dc",
"Value": "Shalur"
},
{
"Key": "cc0368f4-1997-4ad1-b6bb-2da2c64df71c",
"Value": "Fashor"
},
{
"Key": "13066f12-34f8-4303-90bb-480ae0d391d2",
"Value": "Kagar"
},
{
"Key": "b788aca8-7dac-44d1-b5c5-bdb918fd2341",
"Value": "Thickskin Tribe King Itshar"
},
{
"Key": "7e467bdb-bcc7-4caa-a4e8-7b3ffd16d1c3",
"Value": "Thickskin Lizardfolk"
},
{
"Key": "063de775-2b58-4751-89a7-fcbc3593e9ad",
"Value": "Thickskin Tribe Queen Reisha"
},
{
"Key": "bbf06a9d-2e25-4e2e-9453-80faacc30f2f",
"Value": "Immense Mandragora"
},
{
"Key": "e7713f17-f4b3-4210-b1eb-4cf02a380d16",
"Value": "Mandragora"
},
{
"Key": "caf60bc3-f35f-4838-86dc-dfe7a7011712",
"Value": "Mandragora Swarm"
},
{
"Key": "69339b89-182b-441b-97de-6f1e1dc268ca",
"Value": "Poisonous Primal Manticore"
},
{
"Key": "bf11e9ea-269d-4892-9b9c-27fffe04d4a7",
"Value": "Manticore"
},
{
"Key": "38a5ec06-94ed-4ee7-9b64-2888ef3c2799",
"Value": "Ferocious Manticore"
},
{
"Key": "32cca4b8-2159-4cce-adb4-723e14cd214d",
"Value": "Venomanticore"
},
{
"Key": "039aabca-324d-4500-968f-1e6ec6af594d",
"Value": "Yellow Dweomanticore"
},
{
"Key": "ef88e781-e456-4026-8672-665f0d09e30f",
"Value": "Green Dweomanticore"
},
{
"Key": "9528f6f1-3c58-4f7e-9a00-d22dd6c10bb8",
"Value": "Primal Manticore"
},
{
"Key": "69c1306e-aa2e-4cce-82fc-c41db5da2d51",
"Value": "Summoned Manticore"
},
{
"Key": "90e9a13f-129d-44c4-b12b-7af58ae1251f",
"Value": "Oakenhide, Poisonous Manticore-like Treant"
},
{
"Key": "c79a362f-2d87-468e-9978-8b19551a0cf7",
"Value": "Mastodon"
},
{
"Key": "f4bf0945-e51f-4a64-9081-3c579fb88dd9",
"Value": "Summoned Mastodon"
},
{
"Key": "e1ecaf3d-c728-45a0-9ced-ffc65bbc4bc6",
"Value": "Sorcerer Medusa"
},
{
"Key": "41b410a3-6288-4c88-801b-8ce6f903d60a",
"Value": "Medusa"
},
{
"Key": "7cd337ed-13f5-4da3-9b3d-1a7aa1093eb9",
"Value": "Blue Team Air Mephit"
},
{
"Key": "90401ead-abff-4a35-bd13-f99bf31b1814",
"Value": "Red Team Air Mephit"
},
{
"Key": "2d545b9d-eb95-4d23-be09-9d9c0e412326",
"Value": "Summoned Air Mephit"
},
{
"Key": "50247d3a-fefc-452f-b0c6-192ae29c071b",
"Value": "Air Mephit"
},
{
"Key": "408bab38-1779-4fe5-bf9b-0fe30e1b5e1e",
"Value": "Blue Team Earth Mephit"
},
{
"Key": "ded00088-6303-4621-84a5-e21ba3bc69fa",
"Value": "Red Team Earth Mephit"
},
{
"Key": "efbb6473-8bd2-4db5-bc40-dd9db16e0111",
"Value": "Summoned Earth Mephit"
},
{
"Key": "f2e06a7a-14e1-4f73-a4c6-44fc5f3134ac",
"Value": "Earth Mephit"
},
{
"Key": "e20d1eae-6d4d-49d4-9d59-aae57dcc3a39",
"Value": "Blue Team Fire Mephit"
},
{
"Key": "f5b772bc-1273-4694-aa4f-84c02ab2dcb1",
"Value": "Red Team Fire Mephit"
},
{
"Key": "4cdc2d53-3f29-490d-a906-93a863e1f579",
"Value": "Summoned Fire Mephit"
},
{
"Key": "10f9264f-ef46-47c5-99e1-5f729bd7b188",
"Value": "Fire Mephit"
},
{
"Key": "0d3b77f4-9012-4062-8b1d-657e3c98578f",
"Value": "Summoned Water Mephit"
},
{
"Key": "108fbd70-d405-43b4-a9d7-9ad7e1467547",
"Value": "Water Mephit"
},
{
"Key": "0549c14c-488b-45d6-b5d6-a4cc5fbe7038",
"Value": "Aesh the Free Shepherd"
},
{
"Key": "d8719997-7515-4a03-91b5-35e52fca0aef",
"Value": "Mite"
},
{
"Key": "b02d016b-7032-4252-80cc-7ba2beb3c0c8",
"Value": "Mite Butcher"
},
{
"Key": "aff076cb-eb8b-459c-90fa-ab0ce5ff71cc",
"Value": "Mite Elite Guardsman"
},
{
"Key": "5e56000c-b972-4efc-9007-7e606d7e299a",
"Value": "Mite Guardsman"
},
{
"Key": "27c6ce32-00d8-48fc-99bb-aa6548cf906f",
"Value": "Mite Priest"
},
{
"Key": "5095985b-8c31-40fc-b0f3-3d15f7d6ca0a",
"Value": "Mite Stone-thrower"
},
{
"Key": "1f06b14c-745f-4906-b77c-9cce433f74bd",
"Value": "Mite Scout"
},
{
"Key": "397f0146-9e7f-4530-9b04-81604c537d51",
"Value": "Mite Sentinel"
},
{
"Key": "58f69edb-74ba-46cf-bd29-c6fbac37f6d2",
"Value": "Sneaky Mite"
},
{
"Key": "435c1c3a-9d82-4bd8-aab7-63a4e6598cf9",
"Value": "Summoned Mite"
},
{
"Key": "35aacb44-e36f-4a24-a843-c4125ba41932",
"Value": "Mite Yearling"
},
{
"Key": "52567112-b9c4-4b3b-a876-b868c74091dc",
"Value": "Mite Hermit"
},
{
"Key": "c25c950b-6293-4893-98c4-5a69c1427fc1",
"Value": "Warrior Queen Bdaah"
},
{
"Key": "dfa8f235-f594-4890-8202-fecf57d185e4",
"Value": "Gatekeeper Quoggy"
},
{
"Key": "853347f5-492e-43a3-8b3c-a8571222dd3e",
"Value": "Seneschal Vaggik"
},
{
"Key": "cae73ca6-f0fd-417c-901b-f45db039b78c",
"Value": "Mite Hunter"
},
{
"Key": "59df0af8-1a22-4974-ae04-7d6ed23d44c7",
"Value": "Warrior Queen Bdaah"
},
{
"Key": "36516ed4-89e7-46ac-88ad-2dc78bb81adc",
"Value": "Seneschal Vaggik"
},
{
"Key": "c215513a-95a1-4aec-a91f-912e8f2d5c4b",
"Value": "Monitor Lizard"
},
{
"Key": "cbc64231-c409-4e94-ab77-24c5a27fa39b",
"Value": "Ferocious Monitor Lizard"
},
{
"Key": "c6ba9c29-0e56-4a07-a355-3448c90a793f",
"Value": "Greater Monitor Lizard"
},
{
"Key": "5b26797a-7d9e-406e-8c1c-2833eb5a1a92",
"Value": "Summoned Monitor Lizard"
},
{
"Key": "681c9191-3a80-4776-875d-7cd8e2556e3b",
"Value": "Movanic Deva"
},
{
"Key": "9dcc7a8f-7772-4c76-8dff-d10691e31677",
"Value": "Summoned Movanic Deva"
},
{
"Key": "504638cc-b0de-433e-ab1e-56b8742100f2",
"Value": "Nereid"
},
{
"Key": "ee6a61fe-00a1-4fb9-bc0c-8d2c012603a2",
"Value": "Summoned Nereid"
},
{
"Key": "6edf3c60-2477-4865-b536-368933d331ef",
"Value": "Lady of Shallows"
},
{
"Key": "9c66a351-cd46-40a3-9ff5-f73169cfcd40",
"Value": "Great Nightmare"
},
{
"Key": "b0b3e50f-b658-416c-97ad-b21e9c04551b",
"Value": "Nightmare"
},
{
"Key": "de980777-a285-47f7-b2a9-855b5d774d3b",
"Value": "Torpor, the Great Nightmare"
},
{
"Key": "55f7be82-a05a-4183-8566-afc2bcf34659",
"Value": "Nixie"
},
{
"Key": "6d8a6e7e-ddba-4f91-a3a7-17a3e4b59644",
"Value": "Melianse"
},
{
"Key": "f0e1c914-b65e-420c-96e6-71d8a3c64688",
"Value": "Lykka"
},
{
"Key": "3562b801-416b-44c2-85c5-7f15f04ccf73",
"Value": "Nymph"
},
{
"Key": "9b7c745e-2b97-46de-b051-d7295de5483a",
"Value": "Nymph"
},
{
"Key": "8dd344eb-6a4e-43a1-ad5c-c5d2127a99ea",
"Value": "Primal Enraged Owlbear"
},
{
"Key": "6fb2d8c8-156e-43c5-84aa-8d3aab1b59d1",
"Value": "Purple Dweomerowlbear"
},
{
"Key": "d8947956-5c62-4325-b626-8a630c9e5fe2",
"Value": "Black Dweomerowlbear"
},
{
"Key": "563191a3-9c7c-4209-9fe2-27f075f68c9e",
"Value": "Greater Enraged Owlbear"
},
{
"Key": "4d749841-3866-4a7c-b8ca-db49ad69b51c",
"Value": "Greater Owlbear-like Treant"
},
{
"Key": "9fc1c430-479d-4dce-b664-6fa7a57c607e",
"Value": "Greater Primal Owlbear"
},
{
"Key": "738cfde3-d06b-4da5-a8d2-51def7b13fde",
"Value": "Owlbear"
},
{
"Key": "4b2d6bd8-0323-47c9-b5d2-c41d6dabd96a",
"Value": "Ferocious Owlbear"
},
{
"Key": "a2ae6f5c-8682-4254-a266-f8d9f59ec751",
"Value": "Summoned Owlbear"
},
{
"Key": "792fa82a-c0e8-42b7-a41c-bf764b91aec6",
"Value": "Enlarged Owlbear-like Treant"
},
{
"Key": "59b3024b-3400-410b-9716-f7ddf0c6537e",
"Value": "Red Dweomerowlbear"
},
{
"Key": "7dc1d976-fc92-4871-8d29-5d874f1aaea0",
"Value": "Black Dweomerowlbear"
},
{
"Key": "53df25e9-46c2-4a5f-a522-03c30dd5d99e",
"Value": "Owlbear-like Treant"
},
{
"Key": "c504369a-a77e-405e-af63-6911cb0d4e40",
"Value": "Headchomper"
},
{
"Key": "758a8ba1-e5fe-4425-ba01-f0a9ffdd6f01",
"Value": "Pony"
},
{
"Key": "ef2030b3-f5c0-435d-9660-0ce5e95d2681",
"Value": "Summoned Pony"
},
{
"Key": "d6435c59-eb4b-4fac-9fa4-7cb8c977a852",
"Value": "Summoned Elder Purple Worm"
},
{
"Key": "48773bbe-883a-4815-897e-ddbe53fbd0bb",
"Value": "Elder Purple Worm"
},
{
"Key": "e4b6a934-8235-43f6-bf85-d7f039e1e333",
"Value": "Purple Worm"
},
{
"Key": "168d6298-5332-4d1c-a211-1c9f1770c053",
"Value": "Summoned Purple Worm"
},
{
"Key": "a3de7464-e693-40fd-ba6a-9fb90111a9d1",
"Value": "Quickwood"
},
{
"Key": "3c06d317-74b3-4550-86d1-34b3b5d0a9b8",
"Value": "Rat Swarm"
},
{
"Key": "d6ba7eca-8e90-4bf6-b0f8-f1e9cd1b7b8d",
"Value": "Furious Squirrels"
},
{
"Key": "18fc89df-3bcc-4bd4-aae7-d723dbaf8baa",
"Value": "Raven"
},
{
"Key": "aacd1766-5bb9-4df9-baf2-e8bcbbb26a24",
"Value": "Raven Swarm"
},
{
"Key": "b0f62009-a64e-40bf-b55d-bac501b1bc83",
"Value": "Redcap Savage"
},
{
"Key": "f99d4bd5-d77f-48ae-9bfd-9f9a84285380",
"Value": "Redcap"
},
{
"Key": "b0adc34b-c5a7-43ac-afde-dcea97d15588",
"Value": "Redcap Trickster"
},
{
"Key": "851ab2a3-bec2-4702-af95-e8492999db67",
"Value": "Summoned Redcap"
},
{
"Key": "cc0810b5-03b8-4e7b-86e5-e97e35739947",
"Value": "Rowdy Redcap Savage"
},
{
"Key": "3bbabf48-3678-44af-9e02-551a5d8075ed",
"Value": "Dodgy Redcap Trickster"
},
{
"Key": "7172af63-bb85-4bb4-84cd-2ca90876746d",
"Value": "Ember"
},
{
"Key": "37aa5eb5-9692-403f-b468-3f2d7efb53f5",
"Value": "Roc"
},
{
"Key": "f0de4aa6-0161-40cb-8e76-b312b0d9a487",
"Value": "Summoned Roc"
},
{
"Key": "86dd4412-61da-4858-8dd3-2c7da4307e1e",
"Value": "Ancient Roc"
},
{
"Key": "a4808f79-ad39-49cb-833c-c2181dc83917",
"Value": "Satyr"
},
{
"Key": "0ec5ab34-9113-47e4-a2d1-1f29f91331b8",
"Value": "Falchos"
},
{
"Key": "e108ab68-beac-426e-a994-1da994abf838",
"Value": "Faldrox the Huntsman"
},
{
"Key": "89604335-6383-4f56-a072-cd11c1470c90",
"Value": "Scythe Tree"
},
{
"Key": "afdf2f35-8f18-4435-9251-7a3b923f3100",
"Value": "Tree That Weeps"
},
{
"Key": "c9fdf4ab-bcab-4c91-a109-0d7099fc22cd",
"Value": "Shambling Mound"
},
{
"Key": "59f57cbd-3145-4fc3-8be2-e60b595d7238",
"Value": "Poisonous Shambling Mound"
},
{
"Key": "89ca86fb-3bc9-40f3-9889-6b18db6d61e6",
"Value": "Lonely Shambling Mound"
},
{
"Key": "65ba5b34-e615-4981-926b-42898792069d",
"Value": "Tendriculos"
},
{
"Key": "bce3f864-bc67-442d-bbbc-2ce7083b3b98",
"Value": "Primal Shambling Mound"
},
{
"Key": "98ac4a74-ca6d-4e44-8b81-b9389408f8c0",
"Value": "Thundervine"
},
{
"Key": "90ceac3a-067f-4345-b536-69eda54bde78",
"Value": "Shocker Lizard"
},
{
"Key": "6afc9659-1935-4604-9f74-369ce875b41c",
"Value": "Mature Shocker Lizard"
},
{
"Key": "d0356625-6972-4a19-a4a1-09cbc5375e00",
"Value": "Skeleton"
},
{
"Key": "f6fd601c-de66-4203-98c6-2e502182788f",
"Value": "Ferocious Skeletal Champion Archer"
},
{
"Key": "9afccbd2-3c40-44ec-b6fe-b0f444d247e8",
"Value": "Graveknight"
},
{
"Key": "725fa690-f590-470c-bf5e-869c2ef55cd3",
"Value": "Greater Skeletal Champion Berserker"
},
{
"Key": "0c835591-12f0-4067-962c-8f05e121f86c",
"Value": "Greater Skeletal Champion"
},
{
"Key": "99efeb9b-3f82-43fc-ad80-2834937fe9f1",
"Value": "Bloody Bones Beast"
},
{
"Key": "a96ec717-0544-40fb-8600-4507480ff527",
"Value": "Skeletal Champion"
},
{
"Key": "dd8104cf-57c4-4b09-a25d-9392d5322c1a",
"Value": "Skeletal Champion Archer"
},
{
"Key": "4c58cfdc-32f2-4934-986a-249248cc5ccf",
"Value": "Skeletal Champion Berserker"
},
{
"Key": "cc6147ac-0a4d-4201-9200-18af6cb9cfae",
"Value": "Ferocious Skeletal Champion"
},
{
"Key": "23b483ee-b87c-4492-a2f8-a3579c902493",
"Value": "Lonely Warrior"
},
{
"Key": "05cc8ef7-cb57-4e4c-bb69-fe847066ae47",
"Value": "Ferocious Slurk"
},
{
"Key": "15b32ea7-9f82-4901-a8dd-cbe9facf8b54",
"Value": "Slurk"
},
{
"Key": "3c318761-395b-42de-bd5d-627661f0eef2",
"Value": "Smilodon-like Treant"
},
{
"Key": "62d9ab69-9713-4f0a-b93a-231864230839",
"Value": "Smilodon"
},
{
"Key": "43177c20-a02a-4ba1-bc20-aa34b104ff68",
"Value": "Ferocious Smilodon"
},
{
"Key": "4f98182e-d6fe-4660-bac1-1e5c3b107081",
"Value": "Summoned Smilodon"
},
{
"Key": "c782337b-d65f-4f9d-af50-c894ad9ea33c",
"Value": "Venomodon"
},
{
"Key": "f84e3a6c-96ce-4ac2-9315-d4e7c1cd87fd",
"Value": "Quickodon"
},
{
"Key": "727cbbbc-273d-4e0a-a364-d587726cb104",
"Value": "Venomodon"
},
{
"Key": "edaa60d2-e9a2-4adf-97f1-2bff28468e4e",
"Value": "Hatred, Ferocious Smilodon"
},
{
"Key": "9473ae3b-f976-4536-aaaa-e5c36deab8da",
"Value": "Ancient Soul Eater"
},
{
"Key": "e8479f55-37f1-4d11-898c-526104def250",
"Value": "Soul Eater"
},
{
"Key": "cbbc1e63-62db-43cf-8407-d176b5ba776a",
"Value": "Ferocious Soul Eater"
},
{
"Key": "5122e974-9051-4c46-a61f-e12efab48047",
"Value": "Summoned Soul Eater"
},
{
"Key": "6f3ffd61-35a1-4130-849f-abbb1feb8f14",
"Value": "Spectre"
},
{
"Key": "24e4e516-873a-4eaa-8b54-3116e5de62d5",
"Value": "Priest Ghost"
},
{
"Key": "45726091-9c1a-4897-9c54-3d429d6ac5be",
"Value": "Reaford Tabulus Vallersteil"
},
{
"Key": "eeda334f-5ef9-4373-a270-dcdbea9b4c22",
"Value": "Restless Spectre"
},
{
"Key": "e5aaed82-ab5b-46b1-a79c-d4914f06da4f",
"Value": "Primal Spider Matriarch"
},
{
"Key": "27ea04da-347b-483f-9feb-c8033d8d6e2d",
"Value": "Giant Spider"
},
{
"Key": "7f78089c-846c-4163-af53-44b8150512a4",
"Value": "Primal Giant Spider"
},
{
"Key": "fd28d31a-36a4-482a-9ab6-b683d73f1ece",
"Value": "Doomspider"
},
{
"Key": "1ee0c3ae-b3a1-4cc6-8a59-fcfa21c1b327",
"Value": "Quickspider"
},
{
"Key": "4addac07-918d-4f4a-824c-efad36f104a2",
"Value": "Summoned Giant Spider"
},
{
"Key": "fca81a75-4b14-4920-a2dd-8c2f4ddc2d1a",
"Value": "Spider Clutch Mother"
},
{
"Key": "1e6a6d7a-5053-49b3-8711-12567d48f163",
"Value": "Phase Spider"
},
{
"Key": "261344ce-fd12-4a1d-a675-7f7ab763175b",
"Value": "Zzamas"
},
{
"Key": "f66674f7-4213-458e-a40b-97769d800448",
"Value": "Spider Swarm"
},
{
"Key": "96029ca2-284e-4c8a-a4ae-25461bb73279",
"Value": "Quickspider Swarm"
},
{
"Key": "90ea9b4c-581a-4a11-bad9-8fc40fb6f032",
"Value": "Summoned Spider Swarm"
},
{
"Key": "3e5bb1bb-817e-44ef-af67-c5c75aaef147",
"Value": "Spriggan Savage"
},
{
"Key": "829d6c97-a27d-4ca5-afe0-2d02317b23a1",
"Value": "Spriggan Crossbowman"
},
{
"Key": "fa77b0f4-a4e0-48cb-8750-1baae45f7a77",
"Value": "Spriggan Fighter"
},
{
"Key": "5f6b850f-f611-4454-8725-7de660242863",
"Value": "Spriggan Skilled Crossbowman"
},
{
"Key": "ad60bc4b-2dea-49a6-8bfa-075bfee996b4",
"Value": "Spriggan Rogue"
},
{
"Key": "4f8fed54-7c9a-498b-9c44-72a4b5d0af38",
"Value": "Spriggan Raider"
},
{
"Key": "9598ea6b-f615-489b-8926-63484216a8f5",
"Value": "Sprrigan Raider"
},
{
"Key": "1824f877-185d-454d-8f27-122f3d930deb",
"Value": "Sprrigan Rogue"
},
{
"Key": "3f61f5e6-b486-4611-9666-94fbdfad9d28",
"Value": "Spriggan Dodgy Crossbowman"
},
{
"Key": "91fd749d-bceb-427e-a894-d0422eb48e4c",
"Value": "Agai"
},
{
"Key": "e849029f-6594-4961-aaf5-3cfd52ce821b",
"Value": "Tatzlwyrm"
},
{
"Key": "358ee31a-62da-4243-9c10-ce1a7676cd9b",
"Value": "Greater Tatzlwyrm"
},
{
"Key": "04e9ff87-c6bc-4875-91d0-6dc41575c2cb",
"Value": "Thanadaemon"
},
{
"Key": "d134ebe6-03c6-4a32-8210-f36b5bac7f9c",
"Value": "Summoned Thanadaemon"
},
{
"Key": "6b3063da-9a0b-462d-a627-c7766ab34a68",
"Value": "Watchful Omen"
},
{
"Key": "f2a91f0d-2e1e-448b-af63-edc773b5b6ea",
"Value": "Thylacine"
},
{
"Key": "1c2e81df-56e6-429a-8d99-8b9889b23290",
"Value": "Primal Treant"
},
{
"Key": "3ae7dff2-3fd6-40cd-85af-98b1074b10aa",
"Value": "Treant"
},
{
"Key": "2f87aa24-b647-48c4-b6d1-b59f4e2d9949",
"Value": "Summoned Treant"
},
{
"Key": "c18662f6-9e59-4fb5-ae6e-40f7fa3325a3",
"Value": "Trollhound"
},
{
"Key": "3a83887c-66bd-4e90-bea4-87374c620077",
"Value": "Ferocious Trollhound"
},
{
"Key": "3f819b5c-afa2-4b78-a8ee-ecd2953f2870",
"Value": "Greater Trollhound"
},
{
"Key": "a5dcdbfb-febd-4b0a-a88a-556a94a43bc7",
"Value": "Branded Troll"
},
{
"Key": "eb32c3b5-4e1e-4cd9-810b-2314bd4826b2",
"Value": "Troll Guard Berserk"
},
{
"Key": "f081a89a-e044-4273-9341-67a3bca029f2",
"Value": "Ferocious Troll Guard"
},
{
"Key": "dffc5ff3-0b00-4941-96b0-5ba517329cdd",
"Value": "Troll Guard Veteran"
},
{
"Key": "03c59d17-6e9f-427d-998a-c37ecf6b6b80",
"Value": "Troll Guard"
},
{
"Key": "13fec9a0-7b6f-4979-91c6-90f471493dd1",
"Value": "Troll"
},
{
"Key": "b80d5912-e4ac-4714-9939-6cb3ad157efb",
"Value": "Dimwit"
},
{
"Key": "bdde0e65-1d77-41a8-ac74-8120d3215b63",
"Value": "Hargulka"
},
{
"Key": "f191d8a2-3aff-4aa3-87af-bc3235c5d2cc",
"Value": "Jazon"
},
{
"Key": "312f4334-04da-4df5-811e-3a665a48f8d3",
"Value": "Troll Merchant"
},
{
"Key": "3628fca4-0d58-46bb-aba3-acc9a23600d8",
"Value": "Nagrundi"
},
{
"Key": "3ab6d645-0461-45f5-886d-f349523625be",
"Value": "Kargadd"
},
{
"Key": "c7501796-8de6-4904-9d2f-e42d30ba085a",
"Value": "Argadd"
},
{
"Key": "8669d669-a033-4755-ba4e-6803ecc5c461",
"Value": "Karga"
},
{
"Key": "f881673a-85dc-4c7d-9755-681d92447c1c",
"Value": "Man-eater Troll"
},
{
"Key": "9dca5ecf-bba4-4199-a886-ea3be0a84e4c",
"Value": "Noble Unicorn"
},
{
"Key": "3f475f1c-916d-4664-9942-53592712c984",
"Value": "Unicorn"
},
{
"Key": "af84067c-d0a7-41de-82e7-5f9c396e4e4e",
"Value": "Vilderavn Assassin"
},
{
"Key": "ad1596a8-85bb-49a8-a435-e51a9aefeddd",
"Value": "Vilderavn"
},
{
"Key": "34b4bc71-4cec-47f7-aab5-c7a1e054e968",
"Value": "Elder Water Elemental"
},
{
"Key": "f5e68079-deee-4fa7-8128-4d50b5d7e25e",
"Value": "Ancient Water Elemental"
},
{
"Key": "d9313c28-8df9-40f8-81a6-628f8e247a20",
"Value": "Small Water Elemental"
},
{
"Key": "5f587ec5-4f1a-4084-92a1-0180de27a5f7",
"Value": "Medium Water Elemental"
},
{
"Key": "1c48ebd2-fd1b-49f9-ab0c-4e1dcdae6c81",
"Value": "Large Water Elemental"
},
{
"Key": "041cb3e3-d856-4143-ae6b-55e2e4ab20f3",
"Value": "Huge Water Elemental"
},
{
"Key": "436784ea-226f-45ce-90dd-f6b0e448d230",
"Value": "Greater Water Elemental"
},
{
"Key": "8b271a97-f9f0-467a-9f7a-3602d03a65b5",
"Value": "Summoned Elder Water Elemental"
},
{
"Key": "27d46953-591f-400d-a5c8-9f50909815cd",
"Value": "Summoned Greater Water Elemental"
},
{
"Key": "922be566-2c5e-418c-b851-1086647024e6",
"Value": "Summoned Huge Water Elemental"
},
{
"Key": "e7b799d9-a747-4bd0-8eff-331575a61cdb",
"Value": "Summoned Large Water Elemental"
},
{
"Key": "a1270f69-e1a3-4028-b916-b60ea4417f70",
"Value": "Summoned Medium Water Elemental"
},
{
"Key": "ac53bca8-4257-426e-8abc-a1d9a40779e7",
"Value": "Summoned Small Water Elemental"
},
{
"Key": "0714269c-d658-47ee-baa7-3689f9a02170",
"Value": "Wererat"
},
{
"Key": "0ec2e8dc-78f9-4fec-bbcb-ea097d7e8046",
"Value": "Gaetane"
},
{
"Key": "35c98549-c51a-4236-84bb-5a62c63840f4",
"Value": "Greater Weretiger"
},
{
"Key": "23cd4eba-905b-45fd-89b3-87bdcd9f5a5c",
"Value": "Alasen"
},
{
"Key": "8b8e76f2-e382-490a-9a92-6894aed307b2",
"Value": "Werewolf"
},
{
"Key": "386b7206-b7bc-429b-8ef9-2716c52e6da7",
"Value": "Greater Werewolf"
},
{
"Key": "80a6cefd-9505-45d7-b570-8404d54331db",
"Value": "Ivar"
},
{
"Key": "0a49e60a-0fc2-47c9-8708-d2bb329daf92",
"Value": "Tegreth, Werewolf from Numeria"
},
{
"Key": "2e844670-b977-4d83-a4d5-da26d2dce29e",
"Value": "Werewolf from Tegreth's Family"
},
{
"Key": "fb69aff6-2c52-4df5-8111-caab9ba9956c",
"Value": "Wild Hunt Archer"
},
{
"Key": "23740461-3c45-4045-8b1e-d2464afc05f5",
"Value": "Wild Hunt Scout"
},
{
"Key": "b669743a-5980-4196-a35d-aa7a44678f40",
"Value": "Wild Hunt Monarch"
},
{
"Key": "1e8ab436-3f0b-4842-926f-451220055963",
"Value": "Ancient Will-o'-wisp"
},
{
"Key": "2f065dc6-ca77-4236-a23f-60c8f98bbb64",
"Value": "Will-o'-wisp"
},
{
"Key": "69a8d750-609c-46cc-b97e-4cf95c543b4e",
"Value": "War Wisp"
},
{
"Key": "e4b1ed39-161d-42d4-9e00-80395d828eda",
"Value": "Viscount Smoulderburn"
},
{
"Key": "9bb95283-06f5-4649-8441-072236f4e180",
"Value": "Primal Ferocious Wolf"
},
{
"Key": "0f9dfe8f-d48c-4ae8-bdb6-849812033ae3",
"Value": "Wolf"
},
{
"Key": "73246504-05b8-48ba-80bf-48867468052f",
"Value": "Ferocious Wolf"
},
{
"Key": "dbd9ecf5-3501-4f54-bac3-e82ded5914a9",
"Value": "Dire Wolf"
},
{
"Key": "fe69bbda-8cc2-42e3-a700-81b354f363f1",
"Value": "Alpha Wolf"
},
{
"Key": "da6d921c-cf48-4052-953a-a64853008bb0",
"Value": "Dire Venomwolf"
},
{
"Key": "a77a6f86-b043-4712-9531-a7e00882e756",
"Value": "Summoned Dire Wolf"
},
{
"Key": "0294ebb3-84f9-4e3a-8cb9-0ea32d7c9c38",
"Value": "Doomwolf"
},
{
"Key": "4bc0c6e3-d898-422a-a436-d23f2e463bf9",
"Value": "Summoned Wolf"
},
{
"Key": "741172b2-a722-4b95-b612-df16d1343566",
"Value": "Silent, the Wolf Alpha"
},
{
"Key": "2645cbec-aeea-43d5-9374-b2d78301a042",
"Value": "Silent's Wolfling"
},
{
"Key": "22df1acf-f553-47db-bc94-ba57b4d90ad5",
"Value": "Wolf from Silent's Pack"
},
{
"Key": "1a8393f1-e27b-46a7-95e6-5c05b8b6a0c3",
"Value": "Alpha Worg"
},
{
"Key": "28580e7a-8512-4360-9fcf-dd1d8d33273f",
"Value": "Worg"
},
{
"Key": "e354d699-ded2-4e90-8d67-c9b22fa1a5be",
"Value": "Ferocious Worg"
},
{
"Key": "f5385cad-5d60-4be0-bea7-8e25e7574880",
"Value": "Greater Worg"
},
{
"Key": "5b01f03a-aa94-430f-8619-40dbacf00bc2",
"Value": "Grarrukh"
},
{
"Key": "8ff4d40a-9965-441f-99b3-00d1a1ae986f",
"Value": "Alpha Worg from Dunsward Pack"
},
{
"Key": "7d55d2a2-8a56-4f42-91ea-c081937fa76a",
"Value": "Ancient Wyvern"
},
{
"Key": "3dbe24ae-4a42-4fcc-9157-1faf257c93e2",
"Value": "Wyvern"
},
{
"Key": "50085910-1af7-41a3-83dc-a7dd09cfd49d",
"Value": "Ferocious Wyvern"
},
{
"Key": "57ed6722-8e3c-4463-a647-64665eb9239c",
"Value": "Yellow Dweomerwyvern"
},
{
"Key": "5620f1e9-0cdc-4ca1-80a8-28d4b3d718a6",
"Value": "Red Dweomerwyvern"
},
{
"Key": "8c37b4c1-1b62-4334-9e4b-cabc3ade2752",
"Value": "Lapis Lazuli Wyvern"
},
{
"Key": "c5d4c759-51c9-4633-adcf-962052f10c11",
"Value": "Peridot Wyvern"
},
{
"Key": "f1ed2be5-da80-467c-8061-c1caed3d649f",
"Value": "Yellow Dweomerwyvern"
},
{
"Key": "267333f7-9753-4d87-ae72-f2908cebd35d",
"Value": "Green Dweomerwyvern"
},
{
"Key": "4b46fa9c-0bf4-4119-a0d9-b94571d97eaf",
"Value": "Wyvern-like Treant"
},
{
"Key": "bfff124b-5557-49a7-82d7-8bff660b9c0c",
"Value": "Zombie"
},
{
"Key": "bfda7d1e-9a51-4d21-b4c7-98d6299335cb",
"Value": "Zombie Lord"
},
{
"Key": "7f2ae832-695c-42b5-b965-375f2c6895e3",
"Value": "Ferocious Zombie Lord"
},
{
"Key": "dc397f39-52e6-45b8-bada-341e24b72b8c",
"Value": "Greater Zombie Lord"
},
{
"Key": "ffeb52b0-2c00-4eaf-9fbe-4d0bbbdabed0",
"Value": "Ghoul"
},
{
"Key": "867571b6-39da-433c-9eb8-8a034cd488f9",
"Value": "Unlucky Ranger Zombie"
},
{
"Key": "6073e851-6671-4775-b60f-a65d81c76e77",
"Value": "Anguished Barbarian Zombie"
},
{
"Key": "22ab7929-95ab-4643-ae6d-bfcd075c26cd",
"Value": "Hopeless Cleric Zombie"
},
{
"Key": "c8e20657-e5b4-4958-9adf-c0abcc3931d9",
"Value": "Surrendered Fighter Zombie"
},
{
"Key": "b95db6fe-3d8b-4395-9550-99da31bd3cf0",
"Value": "Enervated Sorcerer Zombie"
},
{
"Key": "778bfdc4-d30b-48d0-8e80-f21b6cc64a84",
"Value": "Sturdy Zombie"
},
{
"Key": "a5b7753a-d11a-4bd6-8ac5-91f51537923b",
"Value": "Agile Zombie"
},
{
"Key": "422dd71c-f555-4331-a192-e5b5e8422081",
"Value": "Zombie"
},
{
"Key": "563a0d49-f513-4753-8ba2-8b0511a4f684",
"Value": "The Host"
},
{
"Key": "5f74e338-519f-4001-8eda-e30b70221d0b",
"Value": "The Host"
},
{
"Key": "dcbbdd7f-abd4-4b74-82af-84fe9b5471ca",
"Value": "Kobold"
},
{
"Key": "0077fab5-1872-4073-ae17-e738f2d3a31c",
"Value": "Sir Allfrey"
},
{
"Key": "acd0e3e2-2c69-4279-b094-07891dded6d4",
"Value": "Sir Allfrey"
},
{
"Key": "73f7d2de-282d-4c15-8d96-aa63ee93b520",
"Value": "Adventurer"
},
{
"Key": "8d062bd0-57f0-4de0-9f5a-93b1e929ec2d",
"Value": "Adventurer"
},
{
"Key": "f1de57ca-e76f-480a-83ce-4baa6758ac6f",
"Value": "Adventurer"
},
{
"Key": "baeb30ab-3866-4bee-89d1-7d8c891f3b63",
"Value": "Adventurer"
},
{
"Key": "2a32d92f-fc1e-41b2-adc9-845cf012e6ac",
"Value": "Fighter"
},
{
"Key": "da7ddf82-0624-415c-a8cf-28115997c22a",
"Value": "Mage"
},
{
"Key": "96e8709f-364c-49dc-9024-250ff33bf0c8",
"Value": "Cleric"
},
{
"Key": "9129c0de-f16c-4241-8f37-de803639e47e",
"Value": "Ranger"
},
{
"Key": "e9187208-af61-4f80-a6ac-db8ee00c058b",
"Value": "Rogue"
},
{
"Key": "12690ccb-29b5-491d-b097-6e0dc8788bda",
"Value": "Aldori Swordlord"
},
{
"Key": "f1105c1d-32b8-402d-89d9-5ec916ea6e33",
"Value": "Arsinoe"
},
{
"Key": "abf6be78-a6aa-4e41-8406-b26080511915",
"Value": "Akiros Insmort"
},
{
"Key": "2ea6312e-0f5b-43d9-b0fc-f621c1ca0516",
"Value": "Auchs"
},
{
"Key": "b6c31989-938e-4e95-ad35-a3deb7cc187d",
"Value": "Bandit Illusionist"
},
{
"Key": "cab2927f-9930-4a9b-b4c9-1f00dbafa13e",
"Value": "Bandit Alchemist"
},
{
"Key": "037dfae0-d560-4480-9527-e1d920b2c1a6",
"Value": "Bandit Bard"
},
{
"Key": "17672781-734b-4a53-b04e-e9ee8ac08fb4",
"Value": "Bandit Conjurer"
},
{
"Key": "77ea0806-0306-476e-bb2f-c7ab105441f1",
"Value": "Bandit Enchanter"
},
{
"Key": "7e190a59-ca59-4cf8-834f-0c6fc00116a3",
"Value": "Bandit Leader"
},
{
"Key": "5727b265-da92-4747-849e-de6819ae868f",
"Value": "Bandit"
},
{
"Key": "81bcb542-b9be-430c-970e-a683ce4ed6cd",
"Value": "Bandit Necromancer"
},
{
"Key": "fab06550-42c0-4627-be0c-db31a1da3fe5",
"Value": "Bandit Cleric"
},
{
"Key": "d122a65f-1064-4160-aadb-e0a877c43f07",
"Value": "Bandit Bowman"
},
{
"Key": "2b6532c1-edb8-4cb9-bf10-37012447d875",
"Value": "Bandit Transmuter"
},
{
"Key": "4bf90daa-922e-4f82-9682-0d1ea8f27184",
"Value": "Bandit Dodger"
},
{
"Key": "b3a8cd03-b988-4a60-8764-36eb082506a0",
"Value": "Bandit Brawler"
},
{
"Key": "bda9d757-89e4-4328-ad1f-2871bf99877d",
"Value": "Bandit Raider"
},
{
"Key": "bc3e33dd-7a7e-45c5-90f1-29c7a97b3294",
"Value": "Bandit Marksman"
},
{
"Key": "66bac8cf-66d0-47f7-a683-8ac79b870e93",
"Value": "Bandit Chastener"
},
{
"Key": "91babe9e-e3ab-4180-9387-aa7e57aa7473",
"Value": "Dovan From Nisroch"
},
{
"Key": "a12b879a-6982-47fb-94c0-0fa31510aee4",
"Value": "Happs Bydon"
},
{
"Key": "348a1199-b086-4dfb-acb8-1fd9ff4454f8",
"Value": "Kressle"
},
{
"Key": "a397fa19-e306-4c30-b51b-9170deed60be",
"Value": "Poacher Alchemist"
},
{
"Key": "bb1f394a-2658-4283-ab41-06e0ab87b0b5",
"Value": "Poacher Brawler"
},
{
"Key": "b8605061-ca29-4628-875c-2d9b0850ad46",
"Value": "Calistrian Fighter"
},
{
"Key": "879b98d6-6da2-4652-a156-7cd96df88ac5",
"Value": "Calistrian Archer"
},
{
"Key": "9be28628-a961-4b35-9c10-46e85bde6e35",
"Value": "Calistrian Rogue"
},
{
"Key": "a9ec086f-dfd3-45c7-b7ff-5461a79ea899",
"Value": "Assassin Leader"
},
{
"Key": "60870626-3ebc-4cfc-9c96-3bd7f2224491",
"Value": "Assassin"
},
{
"Key": "6f385de0-54c4-4e20-b5c6-edf6dfcf4b40",
"Value": "Assassin Bowman"
},
{
"Key": "814edbff-50c2-48ff-b176-8b049780a2d0",
"Value": "Rift Channeler"
},
{
"Key": "1b365306-aaef-4b68-a879-05f9e201fc93",
"Value": "Tartuccio's Mercenary"
},
{
"Key": "1cd9cc33-1257-42d4-9e27-829a9a285cf0",
"Value": "Nugrah"
},
{
"Key": "a3c57aae-3ce2-44d7-88b5-c2db0fe56f9a",
"Value": "Berta"
},
{
"Key": "63747c0d-b7cc-4d3e-a976-d3e95ade3037",
"Value": "Hendric"
},
{
"Key": "1ef4fdc7-f62d-4431-8c4a-0148a5646265",
"Value": "Shortie"
},
{
"Key": "c195195c-b517-4b93-bc5d-7b05513ce014",
"Value": "Undead Elf"
},
{
"Key": "0e6bf930-ab16-4b8d-867e-6072cbcf899f",
"Value": "Young Elf"
},
{
"Key": "4a02ae3b-aaea-4373-b77e-6484b0a0392c",
"Value": "Young Elf"
},
{
"Key": "93920fb0-a1f7-4f8e-bf2e-23c073559eee",
"Value": "Giant Leader"
},
{
"Key": "09b15063-485f-43bb-998b-ca11c4f28751",
"Value": "Fake Stag Lord"
},
{
"Key": "e8a386bf-fd2d-4187-ab82-3ce38b4e69ae",
"Value": "Cultist"
},
{
"Key": "b6bd9f8c-99e0-434f-aebe-b2d9aa705633",
"Value": "Barbarian"
},
{
"Key": "c75b29e6-d727-4d75-afa9-6729d8e48a30",
"Value": "Dwarf"
},
{
"Key": "52449306-6e7c-4763-be09-8e39ab638c85",
"Value": "Jarmuld Skjegge"
},
{
"Key": "177fdbc8-2710-46f5-8046-d647ea7b4d9a",
"Value": "Offeld Skjegge"
},
{
"Key": "fa8081d0-546c-44a7-9814-33a64bb75ca7",
"Value": "Rudrin Skjegge"
},
{
"Key": "32026128-de72-4d73-838e-8527efaa692b",
"Value": "Enneo's Guard"
},
{
"Key": "d1434f0b-f87e-4da9-88e8-f8808ca40d92",
"Value": "Enneo"
},
{
"Key": "432eae33-967b-4385-b7fa-7bcf7979206b",
"Value": "Pilgrim"
},
{
"Key": "83476206-2356-4c87-8e58-e64fee35ae78",
"Value": "Charon Cultist"
},
{
"Key": "570ad8ff-3b0a-484b-9a26-76b66c568f63",
"Value": "Bard Instigator"
},
{
"Key": "79d01903-c228-4218-afc5-519e0a9d7b49",
"Value": ""
},
{
"Key": "cae4de09-33c3-49d0-9c69-511af019f952",
"Value": ""
},
{
"Key": "0da86407-27b7-427e-aa24-76e06727d388",
"Value": "Elf"
},
{
"Key": "9777fa42-7e18-4c20-a2da-c1a5b5d2bf77",
"Value": "Nortellara"
},
{
"Key": "6c3535aa-ad9a-41c9-9574-022b4004bde9",
"Value": "Bard"
},
{
"Key": "8d7ce570-d13c-4956-8a88-3c2a461adc5f",
"Value": "Trebricent"
},
{
"Key": "2d2362e7-2be7-4d1f-b7fe-a7ce303199f9",
"Value": "Merchant Alchemist"
},
{
"Key": "d140dab8-e583-4818-b081-71bee19e1be1",
"Value": "Pirate Alchemist"
},
{
"Key": "6bb82e88-a735-442f-a4fc-84e91a35f765",
"Value": "Merchant Bard"
},
{
"Key": "74b679e5-0ece-44f1-8d74-5db7713a4b17",
"Value": "Pirate Bard"
},
{
"Key": "e533573c-8e39-484e-8c10-56fc4efcb3c8",
"Value": "Merchant Brawler"
},
{
"Key": "edda275e-d09a-4d4d-9e83-e49a550a09e0",
"Value": "Pirate Brawler"
},
{
"Key": "1f93bb6c-a174-4ad9-91b7-920ebd60567d",
"Value": "Merchant Necromancer"
},
{
"Key": "a7afd6e1-7ce9-4bde-a1f7-68b0f32c3f5b",
"Value": "Pirate Necromancer"
},
{
"Key": "1cbc0da9-81ee-4f3e-8c85-c428657feb01",
"Value": "Merchant Cleric"
},
{
"Key": "46d776a2-714b-44a6-8b4e-84e04fa9ae4d",
"Value": "Pirate Cleric"
},
{
"Key": "0273d8e0-44b5-4b33-9211-c6ecc18aee0e",
"Value": "Ilora Nuski"
},
{
"Key": "abbf691c-f31b-414b-8d7f-69d54e4ceb82",
"Value": "Bandit Alchemist Shadow"
},
{
"Key": "23dfaabe-69ef-4761-a12c-8c6036224415",
"Value": "Bandit Mage Shadow"
},
{
"Key": "f39e7b31-f83f-41dd-80b9-64e1ce6be395",
"Value": "Bandit Shadow"
},
{
"Key": "55768dcb-292d-46fc-aa0b-bff8c4fa0048",
"Value": "Bandit Shadow"
},
{
"Key": "d00a8873-ccb5-4335-9f2c-d70f080cdac9",
"Value": "Shadow of Nugrah"
},
{
"Key": "e2e32dd1-50f3-47d5-95e0-b3162febfdd9",
"Value": "Ntavi"
},
{
"Key": "b8dfcf24-6e9e-4bbd-aba3-8e3bbfba1184",
"Value": "Cultist"
},
{
"Key": "8133e828-5164-48cf-ae9c-524341db7cc0",
"Value": "Druid"
},
{
"Key": "5e29785a-d921-45ab-802b-fc68ef7d3e3a",
"Value": "Osprey"
},
{
"Key": "f80fdf6a-ec1a-46bb-9309-29ce5670d7e2",
"Value": "Bandit"
},
{
"Key": "a07a3454-cd20-476e-9045-c82da79c79bb",
"Value": "Bandit"
},
{
"Key": "e4fbd0d3-0d53-4494-8921-11baff79d223",
"Value": "Bandit"
},
{
"Key": "71d577f9-216c-451e-a221-4b0b1f4d025f",
"Value": "Blutmond"
},
{
"Key": "238dad1e-c83c-45a0-87a6-c0df02fec976",
"Value": "Captain Martyn"
},
{
"Key": "2f56d909-c620-48c1-92f6-d65b87a14b1e",
"Value": "First Mate Wellar"
},
{
"Key": "96744a2d-6558-4e56-825c-1c420ea6ccf1",
"Value": "Pirate"
},
{
"Key": "459ab980-4dd7-4548-b43f-4630f58f3f9e",
"Value": "Blakemoor"
},
{
"Key": "cff4bb94-7407-4868-8cae-e089d4bb03e5",
"Value": "Bokken"
},
{
"Key": "f88d7736-cdd7-45a6-bd2a-60c0fc0785fa",
"Value": "Mercenary Mage"
},
{
"Key": "c203db7a-c3c6-4418-9603-54daa21944db",
"Value": "Brevoy Officer"
},
{
"Key": "7b5a81f4-86d9-4aa6-bdda-ed2dc119f71d",
"Value": "Brevoy Soldier"
},
{
"Key": "b85dafee-9d55-49a7-9659-82955eb8c26f",
"Value": "Brevoy Swordlord"
},
{
"Key": "b679f107-690d-4b62-894e-1d210dae00d3",
"Value": "Mercenary"
},
{
"Key": "065711e2-d6e5-4a1b-9097-3ab02c0f968f",
"Value": "Jamandi Aldori"
},
{
"Key": "c54528be-a5a2-459f-8e53-f052e3a04762",
"Value": "Dallirun Myrnas"
},
{
"Key": "42983808-3ce8-464f-9255-0a1560fe4745",
"Value": "Natala Surtova"
},
{
"Key": "ee1b71aa-fc83-4819-b032-1d149e2bd04b",
"Value": "Peasant"
},
{
"Key": "6331cfb4-9a6f-480f-8d4f-cdd2f3883f9a",
"Value": "Initiate"
},
{
"Key": "d33ef434-cbe0-4201-aee5-6bf22cb9aa81",
"Value": "Battle Monk"
},
{
"Key": "6063a73a-2881-497a-a2f2-4f13d3ec8af6",
"Value": "Technic League's Slave"
},
{
"Key": "b5a9cf4f-e782-4fb6-8f8b-dd64c6a6fc18",
"Value": "Technic League's Slave"
},
{
"Key": "bbf26c7f-e1bc-49ed-94bb-d1f194e49464",
"Value": "Guest"
},
{
"Key": "ca63b695-bfee-46ae-bc50-b95461837983",
"Value": "Waine"
},
{
"Key": "57cc467c-4ccb-4e84-b69e-fae923d27ec6",
"Value": "Merchant's Guard"
},
{
"Key": "6ab7cb24-518a-4310-972a-cdfabb1e916d",
"Value": "Tigni Jusmert"
},
{
"Key": "f26f2998-bf96-4dbd-96c8-273058454e91",
"Value": "Hungry Peasant"
},
{
"Key": "91b45767-8071-4e9a-8c60-a9cffcdd7b99",
"Value": "The Old Beldame"
},
{
"Key": "0f484d1a-a315-4645-ba6f-55af95821b59",
"Value": "Angry Peasant Woman"
},
{
"Key": "43dbf2db-08f2-4dd1-94a8-bf01d48995a3",
"Value": "Old Man"
},
{
"Key": "a7826eb7-b246-4452-b68c-7c21e2f517e3",
"Value": "Refugee"
},
{
"Key": "cc3dcfdd-8d91-4a97-8262-33fe1ddc4562",
"Value": "Madla Stasek"
},
{
"Key": "bbfacddf-b48d-4175-b350-2a8c9742d24f",
"Value": "Angry Peasant"
},
{
"Key": "012dea6a-6e51-43be-960a-b1beea493d8f",
"Value": "Priest"
},
{
"Key": "48468ee6-a154-4713-b1b9-38b3543fc00c",
"Value": "Merchant"
},
{
"Key": "ef5fd2c3-e251-4cca-be0a-ffc6d279be0e",
"Value": "Citizen"
},
{
"Key": "94f28baf-9fb3-4577-acff-66240cb11274",
"Value": "Citizen"
},
{
"Key": "e33d13c7-5e71-4959-ba64-bbfd2b3ebbe4",
"Value": "Priestess"
},
{
"Key": "6f598cb3-1042-411a-b3a4-2a36c12f40d1",
"Value": "Alov"
},
{
"Key": "304f05d8-5510-4cbb-9b68-9a07d861d38f",
"Value": "Erik"
},
{
"Key": "aff00438-19f0-414b-a813-d76455acc30f",
"Value": "Prisoner"
},
{
"Key": "c375228d-c08a-4c4f-84ba-b8cce1e444b3",
"Value": "Patient"
},
{
"Key": "cd4d85cc-0545-4c61-aac9-aebf5983b706",
"Value": "Refugee"
},
{
"Key": "0d755b7d-c256-47bc-8f8c-9ef4b8ab4169",
"Value": "Lumberman"
},
{
"Key": "5b6fdb8f-714a-46a8-a574-bb99815f0f16",
"Value": "Bewitched Lumberman"
},
{
"Key": "3b1a96a9-6cdf-4d7f-a5f2-dee07a2769ec",
"Value": "Corax"
},
{
"Key": "65121860-6e25-4b70-9dce-2bae0202d7c9",
"Value": "Urkhed"
},
{
"Key": "2f315cae-f43c-4a13-bc7c-91d83e298259",
"Value": "Sick Young Man"
},
{
"Key": "b4acac3f-6256-452a-b9f3-fc3457c94175",
"Value": "Prisoner"
},
{
"Key": "a2843eb1-a834-4d55-b9f8-90a4c7fa0cba",
"Value": "Escaped Prisoner"
},
{
"Key": "4f83cb70-173e-4b9f-9e46-c2d949d2b5b8",
"Value": "Prisoner"
},
{
"Key": "4882c532-b6a6-4431-82ba-9b50cb38cf65",
"Value": "Freed Prisoner"
},
{
"Key": "f8c2ccb5-0d0b-467b-b09c-0970332c83b1",
"Value": "Embeth Traveler"
},
{
"Key": "5f3ccee2-408f-42a8-85a1-e1103c38eda0",
"Value": "Embeth Traveler"
},
{
"Key": "f1decdcd-3b31-4179-8fbe-ffff2afd264a",
"Value": "Embeth Traveler"
},
{
"Key": "10ea3430-6bfd-4767-b243-934bf818a2d0",
"Value": "Jamel Visser"
},
{
"Key": "900ab00b-dfc1-4b13-bb3a-5b771b4fd6f8",
"Value": "Edna Aldori"
},
{
"Key": "4a6c47a3-560a-4185-9d00-a1ac6ef41fb7",
"Value": "Julia Aldori"
},
{
"Key": "4b0aa53b-1259-4ba7-b5d6-0423bd5a73b9",
"Value": "Annamede Belavarah"
},
{
"Key": "64992165-67bf-4254-9d3d-25617890e15d",
"Value": "Pitax Noble"
},
{
"Key": "fe8c0713-737c-458a-9b50-4171ad4cadfe",
"Value": "Servant"
},
{
"Key": "90a5fb00-6762-463c-84c0-7bbfcf19058b",
"Value": "Aysel"
},
{
"Key": "a22b0933-ef82-41b1-9c93-1171f3d161de",
"Value": "Brevis"
},
{
"Key": "c85be3d9-2351-487e-9209-0957e837cfe1",
"Value": "Villager"
},
{
"Key": "460a5872-9eaa-4ca5-bc37-d80abad49ee4",
"Value": "Villager"
},
{
"Key": "b875e550-a5fc-45ef-a1cb-dd59911cd82e",
"Value": "Druid"
},
{
"Key": "13ca2e3f-318a-4337-b22b-7f4720031b4a",
"Value": "Merchant in Distress"
},
{
"Key": "02897270-0d71-4a9f-8670-c75586716152",
"Value": "Servant"
},
{
"Key": "199ad173-17e8-4a7f-904f-2c52926fff9b",
"Value": "Servant"
},
{
"Key": "ffb99fa8-2800-4b71-9810-0f03661063aa",
"Value": "Marchioness Clarida Della Fiorni"
},
{
"Key": "a95e2d07-40ba-44d3-950b-51bc6e89781f",
"Value": "Coal"
},
{
"Key": "f2d75937-9ba0-4568-bce9-6f9baed0e1a8",
"Value": "Inged, Son of Shatara"
},
{
"Key": "04bca921-0613-41d5-8c59-ab6c8693b505",
"Value": "Gnome Ghost"
},
{
"Key": "7816e670-9ab6-4f0b-bcb7-00476843b24c",
"Value": "Gnome"
},
{
"Key": "33bb1c59-311b-4f0d-bafb-93d480813552",
"Value": "Xae's Ghost"
},
{
"Key": "89841f8f-e5da-4a52-b37e-7ce03628d03e",
"Value": "Xae"
},
{
"Key": "3021847d-9ce7-4b4f-b780-6a734d7bdcad",
"Value": "Pitax Guard"
},
{
"Key": "901d87c5-2c63-449d-be82-b7b13604f851",
"Value": "Angry Citizen"
},
{
"Key": "9ff23b9a-47de-4542-96fe-a2b116eacc6d",
"Value": "Angry Citizen"
},
{
"Key": "e12c20b5-4ace-43c6-ac0d-109af2679817",
"Value": "Varisian"
},
{
"Key": "fd9c974f-5b70-415f-8ed1-575609e18800",
"Value": "Darven"
},
{
"Key": "ea709778-d482-4b88-bcfd-fda56322096c",
"Value": "Edrist Hanvaki"
},
{
"Key": "8bcf6849-4922-4447-b183-ba9bfb46cfbb",
"Value": "Elina"
},
{
"Key": "1f21f4ac-7a35-4f1c-9199-eb9e805c0e07",
"Value": "Eveld the Silver-Tongued"
},
{
"Key": "5b7970c1-0ab7-47e1-9f39-f821cc7cfe73",
"Value": "Ezvanki Keeg"
},
{
"Key": "22b8b9fa-5338-4ec2-be5d-863eae61663b",
"Value": "Fredero Sinnet"
},
{
"Key": "6242c004-9f99-45f3-8f5e-5d75b3c5fe76",
"Value": "Gardener"
},
{
"Key": "ae4463c9-5c87-4860-bc36-865876e8748d",
"Value": "Guard"
},
{
"Key": "2f6ebd56-075b-4650-8a12-5cc1d190776e",
"Value": "Gnome Guard"
},
{
"Key": "11eb55c5-0cc2-4988-a5ba-9395a902b540",
"Value": "Militiaman"
},
{
"Key": "b754dea8-387a-44fc-9156-50b1d2ee132f",
"Value": "Pitax Herald"
},
{
"Key": "14886567-f56a-4644-a1e3-90d004f50d65",
"Value": "Pitax Warden"
},
{
"Key": "232b5ec5-bdbd-4839-819d-d87775bb36f6",
"Value": "Bodyguard"
},
{
"Key": "b878b3ff-2668-42a0-b8c7-308d17da8ee0",
"Value": "Gnome"
},
{
"Key": "64ea8f33-455f-4148-b62d-d8a8fe6ffe57",
"Value": "Hegend, Paladin of Shelyn"
},
{
"Key": "053aab0c-ef3b-4c45-8dae-640e07e0af90",
"Value": "Laryen, the High Priest of Shelyn"
},
{
"Key": "26df5d4e-3d9e-4b89-aedf-5e63e8f68396",
"Value": "Paladin of Shelyn"
},
{
"Key": "9bcd429b-10f3-4854-bbe0-48bdda94142c",
"Value": "Priest of Shelyn"
},
{
"Key": "4d3b9eef-1655-4131-87b9-26da3ea0219b",
"Value": "Guard Captain"
},
{
"Key": "a1e392d1-ec4f-4267-a87d-dd5503030410",
"Value": "Mercenary"
},
{
"Key": "b7481b9d-27e1-446b-a9ef-d7eb1fe94330",
"Value": "Temple Guard"
},
{
"Key": "6a6df9db-09f0-4d09-855d-e1fbc16afe05",
"Value": "Pitax Soldier"
},
{
"Key": "1c7fbfc7-3115-4614-9f13-f7776e955675",
"Value": "River Bandit"
},
{
"Key": "a7b9fadc-3c12-4e12-9196-34126d22c063",
"Value": "Aldori Swordmaster"
},
{
"Key": "9cca58b8-da04-4a9f-bf43-85509d2f222c",
"Value": "Aldori Battle Wizard"
},
{
"Key": "ffeac12b-4229-4e20-9972-c7d2648e412b",
"Value": "Brevoy Veteran Guard"
},
{
"Key": "275b7860-531a-4c9a-96ce-a14998622227",
"Value": "Brevoy Battle Priest"
},
{
"Key": "8f4c8972-9816-4cae-a24d-40635341c697",
"Value": "House Lebeda's Mercenary"
},
{
"Key": "3732be8d-a826-4c38-a222-8ab32de63e5d",
"Value": "Delia"
},
{
"Key": "ceaae59a-bf92-4cc7-bf04-a64d0aabd650",
"Value": "Hyland"
},
{
"Key": "5bb6aa21-f632-4e06-9a37-e45b895d4212",
"Value": "Bodyguard"
},
{
"Key": "1c923f5c-886e-4958-88f2-1dd46e031554",
"Value": "Hannis Drelev"
},
{
"Key": "f1d24702-1a8f-4297-b23b-438dcfb74eda",
"Value": "Hellknight"
},
{
"Key": "99cc9bbc-7e5a-4f20-b314-c69be26a81b5",
"Value": "Hellknight of the Rack"
},
{
"Key": "bf6073e4-5b64-452c-9575-3dc6b6731a52",
"Value": "Ioseph Sellemius"
},
{
"Key": "9c96e2a6-6e96-4379-8fba-fe9a48cb66ab",
"Value": "Issili"
},
{
"Key": "e65dd00c-17c3-45b7-845e-8d4f7b035ad9",
"Value": "Shadow of Jhod Kavken"
},
{
"Key": "28c67a6d-9793-476f-9333-1ecb70570796",
"Value": "Jhod Kavken"
},
{
"Key": "9c09b93d-c19e-4dba-80f2-5d12bdb26724",
"Value": "Jhofre Vascari"
},
{
"Key": "433a4adb-a35a-4ad3-965a-32080b096249",
"Value": "Kaleena"
},
{
"Key": "97fa2ac2-3adb-45ee-8655-c3612a95ceea",
"Value": "Invri"
},
{
"Key": "66223905-795d-4fda-9c7a-d2aca83b1256",
"Value": "Calistrian Hunter"
},
{
"Key": "ce7eaac6-fe87-4940-989a-0adeb221addd",
"Value": "Kassil Aldori"
},
{
"Key": "26ee5282-3f2e-47ad-8c89-fdf1834a0824",
"Value": "Shadow of Kesten Garess"
},
{
"Key": "713acba6-2221-4c78-834f-d2187f53c052",
"Value": "Kesten Garess"
},
{
"Key": "020ff08d-d50d-42bd-8e65-282aa83520fd",
"Value": "Innkeeper"
},
{
"Key": "95d0a335-a2da-4dc8-867f-ee7055c65113",
"Value": "Amalia"
},
{
"Key": "279ff14a-4096-4bc8-9adb-7ddbaea9c54b",
"Value": "Ruthgert, the First Faithful"
},
{
"Key": "a0cf5849-5a23-4c16-9626-f09ca5bc310f",
"Value": "Cultist"
},
{
"Key": "415e6585-5975-498e-8300-d25ff9e37f0f",
"Value": "Cultist Fighter"
},
{
"Key": "b8315b01-065e-4926-a902-ffb1e7652920",
"Value": "Cultist Archer"
},
{
"Key": "9a95a00c-65b1-4bf3-b0fc-002565a5cc6a",
"Value": "Cultist"
},
{
"Key": "631852a9-4223-4484-9bd0-7aa61a44493e",
"Value": "Cultist"
},
{
"Key": "fa942eb6-a857-4263-9ee6-ee4b48eddde1",
"Value": "Cultist Rogue"
},
{
"Key": "e5d389c6-e740-4fdf-9566-c6d193cd5d76",
"Value": "Cultist Rogue"
},
{
"Key": "46cd4b53-325e-4ad3-b765-6accb367d4ce",
"Value": "Cultist Rogue"
},
{
"Key": "88a59d55-5bca-40d2-acba-61c808728e19",
"Value": "Priest of Lamashtu"
},
{
"Key": "9343869a-fdaf-4076-aac8-5a9b0c31fc5d",
"Value": "Lander"
},
{
"Key": "57fa9eec-722f-4e85-af0b-f1898065b569",
"Value": "Lander Lebeda"
},
{
"Key": "f6eaed73-db48-4a0f-b0fb-671cf8b13ab6",
"Value": "Stranger"
},
{
"Key": "4f0cec35-4691-4fa3-98ff-05aee7562b58",
"Value": "Linxia"
},
{
"Key": "ac3dde49-95b2-48c7-b06c-d0b66f55f482",
"Value": "Magdh the Three"
},
{
"Key": "aa9e499a-4445-4094-a920-6f068b3bfdcd",
"Value": "Pludok"
},
{
"Key": "a9af5137-1de7-448e-850a-8740df9fbec6",
"Value": "Natala Surtova"
},
{
"Key": "ec4f8ca9-d0d8-4ba5-ad90-8ea20caba03c",
"Value": "Evindra"
},
{
"Key": "6e67f578-d043-4c71-96f7-d27f8e88ebc9",
"Value": "Training Mannequin"
},
{
"Key": "e062ae80-0d54-4a8b-bd47-faed652f6e65",
"Value": "Nugrah"
},
{
"Key": "b56c15ed-5aee-4f5d-84f2-4b669120ef93",
"Value": "Stag Lord"
},
{
"Key": "af6802fb-51a4-42ad-a25d-2360fb739ee6",
"Value": "Youth"
},
{
"Key": "8fa0de58-e3e3-497d-810a-5f0a38ae21de",
"Value": "Guardian of the Bloom"
},
{
"Key": "a4d7af18-a97a-4754-914a-a2404ea3b13d",
"Value": "Rook"
},
{
"Key": "a84e6feb-d40a-45d2-a588-ced16b11d618",
"Value": "Linnel"
},
{
"Key": "ae4d4736-175c-477f-b3e9-1abcf2bb032f",
"Value": "Edgar"
},
{
"Key": "1f8d5c95-1733-4502-a7d4-371d08b3d02b",
"Value": "Calvert"
},
{
"Key": "a9b3fc41-2f7d-4040-b797-be7213351d94",
"Value": "Alick"
},
{
"Key": "ed4975b9-24d1-48c5-9900-ea7e975c4d0b",
"Value": "Dying Dwarf"
},
{
"Key": "85de851e-7a54-4882-935b-129e5d2ddf4d",
"Value": "Elina"
},
{
"Key": "6992fb8b-a748-4a14-a8b3-b68d65b80bfe",
"Value": "Marauder"
},
{
"Key": "7f0fcfe6-658f-4d82-adee-df957d040c00",
"Value": "Merchant"
},
{
"Key": "3480dbd9-2e6d-455f-89b4-d30308f41b91",
"Value": "Verdel"
},
{
"Key": "f397a7c1-1116-4871-ae57-382b362115c5",
"Value": "Tig"
},
{
"Key": "70a03984-cfc4-40c8-8af7-b68fe02e3a04",
"Value": "Dumra"
},
{
"Key": "961925ee-e045-4ad5-beab-12d697b3ffb5",
"Value": "Olika"
},
{
"Key": "12e94756-f4f2-48da-b473-af1e74e68869",
"Value": "Una Tedrim"
},
{
"Key": "f398fa75-0f74-44b2-8060-5575174e57ee",
"Value": "Kabron Tedrim"
},
{
"Key": "2be9385f-4c5d-4848-a129-3cd57632df16",
"Value": "Bird"
},
{
"Key": "e8e1980e-ec39-400f-ad23-050a84cbad8c",
"Value": "Prosecutor"
},
{
"Key": "48701137-f7cd-49b5-b58f-6e88dadf2449",
"Value": "Sarcophagus"
},
{
"Key": "08aad041-e189-46fd-a93b-fcda23c5e427",
"Value": "Raven"
},
{
"Key": "bb04fa65-2797-4f5c-b738-b52184a636a5",
"Value": "Fisherman"
},
{
"Key": "1169c9b7-ba57-4faa-a73d-d9bc5882429c",
"Value": "Traveler"
},
{
"Key": "c5334481-5472-44fb-be7a-66b14374aee4",
"Value": "Maegar Varn"
},
{
"Key": "256bad07-308c-43ee-9c2a-8bd614f7220f",
"Value": "Peasant Woman"
},
{
"Key": "433bb554-643c-47be-af71-90c46990aec9",
"Value": "Peasant"
},
{
"Key": "34059a26-e3ee-4218-a44c-76ed7d50bf7a",
"Value": "Priest of Erastil"
},
{
"Key": "aec97533-c447-41cb-92fb-a61f33b6a5c7",
"Value": "Annamede Belavarah"
},
{
"Key": "26c36084-4a9b-4bb8-a3b0-5fec5b630ca9",
"Value": "Atalia Gitaren"
},
{
"Key": "ea292126-5b7a-4382-8507-5ae186f92706",
"Value": "Barker"
},
{
"Key": "4fdbcf4f-c3c2-45bf-a4c7-137a9620b0b8",
"Value": "Bookmaker"
},
{
"Key": "d1501dd7-1a6a-4f6c-ab43-d2095bfbf0dc",
"Value": "Zynmyrgya"
},
{
"Key": "23f9dd00-76bb-46b9-aeac-4ed2d1fc62e1",
"Value": "Mysteriado"
},
{
"Key": "cbf809a4-e221-4e8e-b169-6161ea421537",
"Value": "Daggermark Brawler"
},
{
"Key": "9eb9e0a9-09fe-4988-8099-d7a43bfc1b5f",
"Value": "Daggermark Guest"
},
{
"Key": "face1ed2-4e1e-469a-9238-cbc66f3e83f3",
"Value": "Dockworker"
},
{
"Key": "5b6e37ca-047d-4366-94be-f4c87f223304",
"Value": "Drey Yarnes"
},
{
"Key": "4051541f-929f-4114-9d87-7c349150cdd6",
"Value": "Drunk Bully"
},
{
"Key": "1774d3b2-c9b7-4929-970a-c3e4f6e243c4",
"Value": "Eimar Deschamps"
},
{
"Key": "334ede2c-0f9c-40e2-8b05-93414921f1ce",
"Value": "Gasperre Liacenza"
},
{
"Key": "ba07a5c5-98e6-4f1b-9226-ba14b7339ab5",
"Value": "Gralton Brawler"
},
{
"Key": "bb64e1b0-3a51-447a-9a4d-c2e0ac95cc2a",
"Value": "Gralton Guest"
},
{
"Key": "fede5c77-e63b-483a-9f9e-08c177519810",
"Value": "Guest"
},
{
"Key": "0bb69ba1-0475-40b8-a471-96b0f0cb4531",
"Value": "Irsei Caelysse"
},
{
"Key": "cee01af7-4513-4386-9c73-d9ef5a1c9180",
"Value": "Kharne Vereel"
},
{
"Key": "47a1d067-b049-4f64-8adf-c078d8298010",
"Value": "Mivon Brawler"
},
{
"Key": "e3f98a0f-2168-4b07-a599-d3d91fde07c6",
"Value": "Mivon Guest"
},
{
"Key": "5935ebcc-b693-4758-ad09-d7c1ab4f035f",
"Value": "Nunzio Arpaia"
},
{
"Key": "7ee45965-2f64-48ab-afdf-8e0eca741f2d",
"Value": "Pitax Brawler"
},
{
"Key": "d560d0e9-ff88-4e74-b685-2a03681492a3",
"Value": "Talwyn Halmarion"
},
{
"Key": "1e94a102-146c-4e2d-be4c-b8762780e1dc",
"Value": "Trader"
},
{
"Key": "25b5dce3-1e7c-4a3b-ba7c-94bbe11a119c",
"Value": "Tymon Brawler"
},
{
"Key": "c4bdac4d-c34a-4d75-8fa8-c53502ccc90c",
"Value": "Tymon Guest"
},
{
"Key": "819ad033-6f25-4bfc-a169-51ebf26eca8f",
"Value": "Walsh Celvoway"
},
{
"Key": "c75cf420-1f0c-4123-88d4-82deee0087fb",
"Value": "Tessie the Quill"
},
{
"Key": "f45bfcab-ed47-46f8-8404-8a064d22fd44",
"Value": "Pitax Envoy"
},
{
"Key": "6a516427-6889-4344-8913-345cb8bf82e8",
"Value": "Verdel"
},
{
"Key": "6a008292-171d-4bb3-a17a-66218a9e8c0d",
"Value": "Kergan"
},
{
"Key": "fea87af9-69f1-4542-a291-661a10920cef",
"Value": "Dragn"
},
{
"Key": "fe053fc8-34fe-444e-ab6f-ec30e5e1f6a7",
"Value": "Varrask the Wildfist"
},
{
"Key": "08f8b10d-9718-42b6-a598-ee55905b6f1a",
"Value": "Shaynih'a"
},
{
"Key": "98b791b5-1346-4da0-accf-e92814eae80a",
"Value": "Mim Wobblegander"
},
{
"Key": "739a3144-74c6-4954-b8ed-a2bd61377eb0",
"Value": "Tirval"
},
{
"Key": "98b7e9c3-f4bc-4f5b-a186-cc6937c9ee92",
"Value": "Irlene"
},
{
"Key": "6720f811-1860-4057-a7de-1b01fdfbf77e",
"Value": "Sharel"
},
{
"Key": "eac0e77d-a8cf-4ef3-945a-b83dae03f10f",
"Value": "Sartayne"
},
{
"Key": "95ba5cd2-c1aa-413d-b086-ddf16e9de9dc",
"Value": "Ditael"
},
{
"Key": "8c1997fa-aa3a-4ab6-a5f8-96920059fabf",
"Value": "Nazrielle"
},
{
"Key": "919abfac-d731-4d6b-a99a-421c5357ac71",
"Value": "Kimo Tavon"
},
{
"Key": "2e95bba2-592b-433a-84d2-738bb1da2413",
"Value": "Storyteller"
},
{
"Key": "724b2e9d-2948-4ea0-9a88-c5c2ae426472",
"Value": "Remus"
},
{
"Key": "ebd91b30-cc15-495e-9a5f-397b0c171b8e",
"Value": "Oleg Leveton"
},
{
"Key": "6f953dac-86a8-4b2f-8f88-55f71750e9e9",
"Value": "Enneo the Traveling Merchant"
},
{
"Key": "2c093f8a-00f2-4d97-9163-a4f26a88b227",
"Value": "Hassuf"
},
{
"Key": "2def8567-36a2-40bb-b3b3-8a9e0344e7c4",
"Value": "Alex Covenorb"
},
{
"Key": "9b5bfbc8-0962-4450-abc5-1ef2f3a3fc31",
"Value": "Jaronna"
},
{
"Key": "4d8936b2-7cdb-451a-b45e-fb8adf7f13e0",
"Value": "Korvosh Messenger"
},
{
"Key": "ff6190c8-08fc-4b2f-be1d-9de3879407fb",
"Value": "Fes Aldragem"
},
{
"Key": "2eefa072-4229-4f25-9938-eeba67c2a60a",
"Value": "Dri Stinvag"
},
{
"Key": "09f78889-90bd-4376-a270-23dc29f8f888",
"Value": "Nex Messenger"
},
{
"Key": "e8696d56-4f3a-4558-8d0e-3491146b8126",
"Value": "Nobleman"
},
{
"Key": "40fd0299-4018-4d6f-ba1a-25293ee8fa47",
"Value": "Luna"
},
{
"Key": "3fc7deba-5742-454b-aeb2-bb93ff398258",
"Value": "Jenna"
},
{
"Key": "2ec81e08-4a1c-49bb-b7d0-123632d4f19c",
"Value": "Druid"
},
{
"Key": "9b942e7e-47f8-4fd4-a6bb-fdd878d1bc46",
"Value": "Leymar Tinch"
},
{
"Key": "1f558124-9458-4906-8d27-e7cd3111bc0e",
"Value": "Merchant"
},
{
"Key": "ac1e4a83-eed5-4ca6-9586-7918c17bdccd",
"Value": "Raquillata"
},
{
"Key": "f0838de5-263b-44a8-a395-b7a9a884aaf2",
"Value": "Rikri Sharvan"
},
{
"Key": "51fe9111-952a-4995-ae41-6ea80b59c74d",
"Value": "Roham Orand"
},
{
"Key": "88aebb6f-9ff5-46d0-b348-29ae0b8cc056",
"Value": "Romelo"
},
{
"Key": "12006b7f-c4c7-4386-89b7-b728ab48b703",
"Value": "Wigmold Smegglidadn"
},
{
"Key": "620ba796-f0ad-4f8d-8efb-ed65a942a352",
"Value": "Wodga, Priest of Kurgess"
},
{
"Key": "3dd5cddf-3196-48bf-8c9d-f2f0273b2062",
"Value": "Anoriel Eight Eyes"
},
{
"Key": "5d637802-9e1f-4761-8335-a416ecfc0712",
"Value": "Willas Gunderson"
},
{
"Key": "44e4353a-f9a6-46a4-9bb5-611108348b2e",
"Value": "Mysterious Stranger"
},
{
"Key": "dc074cb3-8759-4964-9283-3fddad38706f",
"Value": "Alondi"
},
{
"Key": "e403ac6e-a0b9-4e3c-93ee-5083fe30a277",
"Value": "Eobald the Insightful"
},
{
"Key": "8b385014-dca5-4b6f-8405-357e7a4fc14b",
"Value": "Bard"
},
{
"Key": "687f7b7c-39db-45a8-83d9-3059f99de596",
"Value": "Bard"
},
{
"Key": "863054d6-cc5d-42e5-81e4-c6e414cf3f16",
"Value": "Bard"
},
{
"Key": "dffd1767-353b-4060-95be-123a89acb637",
"Value": "Nilak"
},
{
"Key": "e7efcee2-a143-4ee2-9dde-cff2af438efd",
"Value": "Chieftain Akaia"
},
{
"Key": "ab61080d-b941-47db-ac6e-78595ff03bb7",
"Value": "Barbarian Woman"
},
{
"Key": "ec649dd5-ff65-4c73-ae97-f52ef5268b65",
"Value": "Renshala Vascari"
},
{
"Key": "58c7a98a-1301-42ac-b41a-546968ca2fa1",
"Value": "Salim Ghadafar"
},
{
"Key": "5caa84ec-8cbb-41a1-a3d0-40df64e97d6e",
"Value": "Shandra�Mervey"
},
{
"Key": "49daccc1-8a3c-4f57-af5c-be78b675d69f",
"Value": "Shyka the Many"
},
{
"Key": "5ca5bc6b-6f2c-490d-ad45-326fc045947d",
"Value": "Shyka the Many"
},
{
"Key": "7eafc09a-4ea2-499c-8e73-9a443c4d6951",
"Value": "Daksha the Chameleon"
},
{
"Key": "940c4b92-1831-4a00-acc6-6a6f6d801682",
"Value": "Kamala the Phoenix"
},
{
"Key": "124a8dfa-35f8-4f2f-96af-0dd52ef6911f",
"Value": "Puja the Wolf"
},
{
"Key": "07f5113a-41c7-4712-85bf-0a71e5f8c9b4",
"Value": "Vidya the Lion"
},
{
"Key": "94b96363-048c-4665-995a-9f57a748675d",
"Value": "Visaka the Unicorn"
},
{
"Key": "a6ade261-0c1b-4025-aa3e-8f245b9d1051",
"Value": "Svetlana Leveton"
},
{
"Key": "2899c994-ad6d-48ca-a603-75028cc9afb4",
"Value": "Tartuccio"
},
{
"Key": "219bd8d0-25c8-45ba-89be-ff6eab6706d7",
"Value": "Kerreg the Cobbler"
},
{
"Key": "c17097ec-18cc-473f-abc0-9ba56c35c5c4",
"Value": "Maestro Janush"
},
{
"Key": "cd0d6f18-a7e3-4f23-b133-a42d23754dd4",
"Value": "Technic League's Alchemist"
},
{
"Key": "d9d3590c-7dd4-4f97-9a1b-a5d830adc58b",
"Value": "Technic League's Bard"
},
{
"Key": "22c6792b-87ff-484a-8c12-1a2fd02e02d0",
"Value": "Technic League's Cleric"
},
{
"Key": "93ec4366-26a7-4043-994a-74b6fc34e3d9",
"Value": "Technic League's Conjurer"
},
{
"Key": "f230c9fc-3ae1-437b-b36c-d76912c0e72a",
"Value": "Technic League's Fighter"
},
{
"Key": "51760b32-df22-4505-b83f-3cfc5986f10b",
"Value": "Technic League's Archer"
},
{
"Key": "e11df584-8c97-43e2-97d6-bb3a5531c0ac",
"Value": "Technic League's Rogue"
},
{
"Key": "3cfc1e43-a7ec-42fb-9f1f-ce96b328d059",
"Value": "Kalannah"
},
{
"Key": "6f47903e-ffeb-44cf-8817-177497ad8cbe",
"Value": "Technic League's Archer"
},
{
"Key": "3f47392b-86b2-4d9b-b1df-dac0c05d0027",
"Value": "Technic League's Swordsman"
},
{
"Key": "5bb8e67d-a02c-4113-ac5f-9f63ecb8f35b",
"Value": "Technic League's Mage"
},
{
"Key": "3f0c5532-951f-48a7-b49a-417092f9e547",
"Value": "The Lost Prince"
},
{
"Key": "6bbe4de8-546c-4fac-b9e5-d47ce65930f8",
"Value": "Pathfinder"
},
{
"Key": "b38fb1da-a0ca-49c6-a225-a15d9ea13e2b",
"Value": "Cleric of Gorum"
},
{
"Key": "bf322270-2d9d-4829-bd6e-1e12e85bbb0c",
"Value": "Barbarian Archer"
},
{
"Key": "c73008b4-3c04-45db-b4a4-2909bef38cc9",
"Value": "Barbarian Leader"
},
{
"Key": "1d33f848-27ee-43e8-93c9-3a82fd9cd84f",
"Value": "Barbarian"
},
{
"Key": "284bce95-4328-4ac0-8f9a-5aa4933a2f33",
"Value": "Sick Barbarian Woman"
},
{
"Key": "c0e0c4a9-0223-4ea0-9d33-a4b7f60406b0",
"Value": "Nober"
},
{
"Key": "872168da-32be-4316-880a-6c1e767200d6",
"Value": "Hilla"
},
{
"Key": "203cfaa2-1298-4388-8178-8d6cb9613fd9",
"Value": "Brag"
},
{
"Key": "ec3927fb-f575-4ba4-83fd-4b8c303fd659",
"Value": "Dug the Merchant"
},
{
"Key": "7fe77e5f-9af0-4ae2-aed0-5378b09bf249",
"Value": "Bolga"
},
{
"Key": "0b278f65-1bbc-4561-a4ae-e5aff64075c1",
"Value": "Cleric of Gorum"
},
{
"Key": "18703426-0480-45be-b6ce-89699f38e92d",
"Value": "Gwart"
},
{
"Key": "cfeaf1f9-e10f-4a5a-a9a8-a18b2764450b",
"Value": "Gwart"
},
{
"Key": "0b4abfe9-9814-49cd-8958-1634dbfdc046",
"Value": "Old barbarian"
},
{
"Key": "81b62b9e-0ee1-471b-b496-9a9e7759129c",
"Value": "Barbarian Cleric"
},
{
"Key": "eaaa2003-d375-4002-9402-7764f5e65a76",
"Value": "Elite Barbarian Warrior"
},
{
"Key": "f1f3b399-787b-4b24-9450-d131fc5bbab6",
"Value": "Weren Degar"
},
{
"Key": "75668ea1-1628-4ceb-b546-150af9c5cbc8",
"Value": "Magus"
},
{
"Key": "eb35dd6e-1045-420c-9bcf-992700c4213c",
"Value": "Paladin"
},
{
"Key": "ae2c0f80-aa28-45f5-847c-9744df532a95",
"Value": "Trap"
},
{
"Key": "0ebcbccd-3884-46d9-9e08-dc2019d35a77",
"Value": "Cleansing waters"
},
{
"Key": "71177e99-8c22-4406-be78-c76e4f5e557d",
"Value": "Spikes"
},
{
"Key": "ae0c3c45-97ad-4218-84c8-63ac051220ad",
"Value": ""
},
{
"Key": "78c678e1-7db3-490d-bead-05e9c9eb06e9",
"Value": "Dying Dwarf"
},
{
"Key": "cf64266b-1342-4792-9c6c-8ac55a51710a",
"Value": "Altar of Lamashtu"
},
{
"Key": "04b2c2f9-9276-4d55-994f-eb7dfcdf87f6",
"Value": "A 1st level bard can use his performance to inspire courage in his
allies (including himself), hardening them against their fears and improving their
combat abilities. To be affected, an ally must be able to perceive the bard's
performance. An affected ally receives a +1 morale bonus on saving throws against
charm and fear effects, and a +1 competence bonus on attack and weapon damage
rolls. At 5th level, and every six levels thereafter, this bonus increases by +1,
to a maximum of +4 at the 17th level. Inspire Courage is a mind-affecting ability."
},
{
"Key": "6bf61c26-bccf-4ed8-b56d-fddd55ec96d0",
"Value": "Inspire Courage"
},
{
"Key": "86e49d2c-ff83-4ff8-9f7d-4a5dd1be8904",
"Value": "A 1st level bard can use his performance to inspire courage in his
allies (including himself), bolstering them against fear and improving their combat
abilities. To be affected, an ally must be able to perceive the bard's performance.
An affected ally receives a +1 morale bonus on saving throws against charm and fear
effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level,
and every six bard levels thereafter, this bonus increases by +1, to a maximum of
+4 at 17th level. Inspire Courage is a mind-affecting ability."
},
{
"Key": "e63821e9-4abf-477b-aac9-18c01b22fd54",
"Value": "Inspire Courage"
},
{
"Key": "0a454210-9946-4ef0-9be9-1ae300f3f610",
"Value": "Phantom Familiar Bonus"
},
{
"Key": "4b0ca0f5-7bb8-476b-bf97-6e6752b022e8",
"Value": "Barrier Channeling"
},
{
"Key": "585e1115-bf90-4a0b-ba1e-b3aa116498ff",
"Value": "Potion of Barkskin"
},
{
"Key": "fdbce73a-45cc-4c1f-8079-7e6aeb71bbdb",
"Value": "Potion of Cat's Grace"
},
{
"Key": "3fe7dfae-8347-4647-8073-027354731af3",
"Value": "Potion of Haste"
},
{
"Key": "dfddc674-11ad-4f12-83aa-a408673cc6d5",
"Value": "Potion of Invisibility"
},
{
"Key": "fa38a1fd-b1d0-4545-8de0-541fbc82d4e5",
"Value": "Greater Invisibility"
},
{
"Key": "f00029ce-540a-484f-a882-24e86e2af605",
"Value": "Good Hope"
},
{
"Key": "8a1ec47f-4ef4-47b2-82c9-499da58d12cc",
"Value": "Cleric"
},
{
"Key": "91a1e14e-2ff3-4e53-831d-433efd7fe7cb",
"Value": "Yadmila the Clement is a halfling cleric of Sarenrae, the sun
goddess. Her prayers both heal allies and support them in battle. Among wars,
plagues, and other calamities, Yadmila strides like a merciful angel, treating
wounds and soothing pain. She is adamant in her goal of bringing her goddess's
light to the darkest corners of the world."
},
{
"Key": "8521357b-2414-4b33-b91e-1fdcbe17f3f7",
"Value": "Yadmila"
},
{
"Key": "b21ec6cc-d743-47cb-80a0-c3995993b6a3",
"Value": "Healer"
},
{
"Key": "8936f97a-6672-4f5f-bb2b-a78584b47825",
"Value": "Fighter"
},
{
"Key": "343d3425-2cf9-444b-84bf-aee434edaabb",
"Value": "Hedwirg the Resolute is a human fighter who is deadly with his
flail, and he skillfully uses his heavy shield for both attack and defense. An
experienced mercenary, Hedwirg makes a point of never joining an ignoble cause, no
matter how good the pay is. He towers over the battlefield like a mountain,
protecting his comrades with all his might."
},
{
"Key": "9fb54527-6ed2-4aba-a1f9-97c20cf00d77",
"Value": "Hedwirg"
},
{
"Key": "1391dad0-2f22-474d-9b23-76e84a645782",
"Value": "Protector"
},
{
"Key": "4d5b87d5-f17d-4265-8d4b-b2e9a6289182",
"Value": "Paladin"
},
{
"Key": "5caf73eb-9fec-4e46-82b2-d107264c2614",
"Value": "Melaku the Deliverer is a human paladin of Iomedae, the goddess of
justice. His two-handed sword is a formidable weapon on its own, but with Iomedae's
blessing, it becomes a devastating tool of retribution used to bring the forces of
evil to justice. Having witnessed too much of the world's malice, Melaku swore to
never lay down arms so long as there are innocents to save and wicked to smite."
},
{
"Key": "17b2d598-edf1-4220-9b24-3a1b22c3a6a8",
"Value": "Melaku"
},
{
"Key": "5c8d5267-9f1b-4532-b305-cdccf5e5d00c",
"Value": "Melee"
},
{
"Key": "d07bec64-f022-4872-b594-903e2554426b",
"Value": "Ranger"
},
{
"Key": "e1818642-ff77-456c-abef-599578f19d4d",
"Value": "Vyleen the Daring is an elven ranger, a child of the woodlands who
boasts the ability to put an arrow through a squirrel's eye at one hundred paces.
She prefers the joy of hunting over bloody fights, but while she's never eager to
start a conflict, any who would harm her or her friends may find themselves dead
before they even know the fight has begun."
},
{
"Key": "0e0e05bb-b87c-4198-920d-9d2c6c8bdf5d",
"Value": "Vyleen"
},
{
"Key": "adf7633a-3d6a-4ac5-a312-03a2c64b09e3",
"Value": "Archer"
},
{
"Key": "ee323407-e9db-412b-8771-d5c81fc65b1f",
"Value": "Sorcerer"
},
{
"Key": "39c5d0a6-a360-4d02-bede-69721d202275",
"Value": "Gimar the Bright is a human sorcerer with draconic blood flowing
through his veins. Even as a child, he knew a bright future lay ahead of him. An
expert in evocation and fire magic, he prefers to keep his distance from enemies,
lest he soil his hands with their ashes. When the situation starts to grow dark,
Gimar is always ready to lighten things up with a burst of flame from his fingers."
},
{
"Key": "4a0217f0-909b-4dfa-9292-96dd44deb752",
"Value": "Gimar"
},
{
"Key": "acd8c6ca-eccb-4505-9718-ab3813bcb82d",
"Value": "Area Damage"
},
{
"Key": "0da8bbf8-227c-4400-aca6-d43d520f6ca5",
"Value": "Longbow"
},
{
"Key": "3873320d-476b-4b93-a6ca-a4437c2a5247",
"Value": "Wand"
},
{
"Key": "8b5c3f49-7988-4bf3-bea9-2ab2e77f96e3",
"Value": "This weapon is a +1 oversized bastard sword."
},
{
"Key": "0550d65f-3189-426b-85c3-0e5f2d012a63",
"Value": "Ginormous Sword"
},
{
"Key": "d7c0e3f9-07af-410c-839b-bc900b56a169",
"Value": "Amiri's favorite blade."
},
{
"Key": "edf23867-3716-4d13-aeb1-673aba6f0a33",
"Value": "The soul within the Ovinrbaane can manipulate reality around its
wielder, allowing them to cast a small assortment of spells from Abjuration and
Transmutation schools.\nEach round in combat the wielder of Ovinrbaane risks
falling under its influence and losing control over their actions. Each round the
wielder must succeed on a Will saving throw (DC 23) or begin attacking the closest
target. Each round afterwards the wielder can make another saving throw to regain
control. For every successful saving throw against this influence, the DC of
subsequent saving throws is increased by 1 until the end of the combat."
},
{
"Key": "39af3755-1500-4798-a435-dd898a570dbb",
"Value": "Two-handed Sword"
},
{
"Key": "08b6c933-6dc4-4665-8412-f0ced2fa4370",
"Value": "Ovinrbaane"
},
{
"Key": "52dc05c5-4e5b-4d8f-8ef9-e39455147dce",
"Value": "Arcane"
},
{
"Key": "46ff05d4-f3e7-4838-9020-a0655a2481ba",
"Value": "Spell causes spines to grow from your exposed skin, damaging
creatures that strike you. Any creature striking you with a melee weapon, an
unarmed strike, or a natural weapon takes 1d6 points of piercing damage +1 point
per caster level (maximum +15). Creatures using melee weapons with reach are
unaffected by this spell. Creatures that successfully grapple you take 2d6 points
of piercing damage +1 point per caster level (maximum +15). In addition, your
natural attacks and unarmed strikes deal an additional 1d6 points of piercing
damage."
},
{
"Key": "38d8c71b-811e-475d-9505-e9bc382faf65",
"Value": "Thorn Body"
},
{
"Key": "a9f811aa-570e-41e9-89fc-223825a5ecb4",
"Value": "Flaming"
},
{
"Key": "6a0c553c-142a-46ad-8341-abf8a1375b05",
"Value": "Agile weapons are unusually well balanced and responsive. A wielder
with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage
rolls with an agile weapon in place of her Strength modifier (whichever is higher).
This modifier to damage is not increased for two-handed weapons, but is still
reduced for off-hand weapons."
},
{
"Key": "6e2f9198-bab2-4c2b-b3ab-3b0dc1412380",
"Value": "Agile"
},
{
"Key": "bdd85da8-a788-4b9f-8c02-1db73dae1f7e",
"Value": "Agile"
},
{
"Key": "fc26e63f-4b52-4a4f-a705-e53be8ecbbe3",
"Value": "An anarchic weapon is infused with the power of chaos. It makes the
weapon chaotically aligned and thus bypasses the corresponding damage reduction. It
deals an extra 2d6 points of damage against all creatures of lawful alignment."
},
{
"Key": "dcaa75a3-c43a-4cbe-ab99-6c02c3c702c3",
"Value": "Anarchic"
},
{
"Key": "1be481ad-9a4d-4e1b-bab1-b09732850028",
"Value": "Anarchic"
},
{
"Key": "4ef32677-82ef-460a-a141-b71de3ca1d83",
"Value": "An axiomatic weapon is infused with lawful power. It makes the
weapon law-aligned and thus bypasses the corresponding damage reduction. It deals
an extra 2d6 points of damage against chaotic creatures."
},
{
"Key": "2a3cbc34-6db0-44f7-bed4-931465e8d566",
"Value": "Axiomatic"
},
{
"Key": "68fb7e46-2c14-4a26-9fa2-eeddaca0eb56",
"Value": "Axiomatic"
},
{
"Key": "861c2094-6245-4336-97e9-0291f27436c9",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "01f677ed-a814-4e69-b44c-ecd9bb2f2302",
"Value": "Aberration Bane"
},
{
"Key": "e7a494b9-4a41-45fc-9509-02b4530ff44b",
"Value": "Aberration Bane"
},
{
"Key": "62bffa45-6995-44c2-9383-a1649e0006d3",
"Value": ""
},
{
"Key": "dca4a8cc-efd1-4568-845b-185347c5b00c",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "76dd7b7c-59db-43af-863b-e6cbf7e2961c",
"Value": "Animal Bane"
},
{
"Key": "c7efcd15-e2a3-4a57-bb96-62cd00bf7aab",
"Value": "Animal Bane"
},
{
"Key": "0517f46c-6916-4458-8224-3bffd7180074",
"Value": ""
},
{
"Key": "5666f185-06df-4d3d-941b-e8aab5a91770",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "2d68f30b-bb45-46d0-ab1c-da74f3952816",
"Value": "Construct Bane"
},
{
"Key": "8723b964-7f6d-4429-b671-88c790eb04fd",
"Value": "Construct Bane"
},
{
"Key": "bc8b8bf7-34ee-4515-b386-9ba486956b59",
"Value": ""
},
{
"Key": "21cf1068-5c9c-4bfc-a4b2-68db08242a30",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "29065a72-2e9d-4235-93f7-02abf158b265",
"Value": "Dragon Bane"
},
{
"Key": "fecf8825-4eb3-463d-9d88-77475757ab2c",
"Value": ""
},
{
"Key": "93996bc8-e4dc-41d3-b005-8d347a639250",
"Value": "Dragon Bane"
},
{
"Key": "f7728f59-7ac2-45a7-86e6-67df46e92ab8",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "c4d239ab-5658-40c5-869f-8425955d56d1",
"Value": "Bane (Temporary)"
},
{
"Key": "d6a44a6b-2948-4075-8792-0530d23930ef",
"Value": "Bane"
},
{
"Key": "44a95ddf-8b7b-4ea2-94fe-2601e364f7ed",
"Value": ""
},
{
"Key": "f78fb843-5bb4-4f10-a2c9-cc98003d7dc2",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "889e08af-48fd-4458-a6e5-cfc0dab63739",
"Value": "Fey Bane"
},
{
"Key": "40c276ed-ea68-42c6-add3-32fa2ead9aec",
"Value": "Fey Bane"
},
{
"Key": "1c2878cd-7f29-48e9-93d8-1607046eee0c",
"Value": ""
},
{
"Key": "878b45f5-7dbe-4dcf-8e94-364e5b479ba9",
"Value": "Against a designated foe it deals an extra 2d6 points of damage."
},
{
"Key": "1824ead1-781e-4fc2-8aa1-9ea6b976ea99",
"Value": "Giant Bane"
},
{
"Key": "60f14056-57d2-424c-8db4-8e16385a9131",
"Value": "Giant Bane"
},
{
"Key": "9b90c203-f8fd-4db0-8b27-209b75c91b41",
"Value": ""
},
{
"Key": "c8a3af91-49be-4b08-8c0e-63a9ca5abf1e",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "fa6c2f41-b3b6-47fb-96e9-7d43a26ec816",
"Value": "Giant Bane"
},
{
"Key": "6efc63a4-aa39-4933-a9f0-658044cd1cab",
"Value": "Giant Bane"
},
{
"Key": "ce9853f6-c46b-4566-87ac-c0e2fd9c8007",
"Value": ""
},
{
"Key": "0acbc180-2870-4936-a0ae-d16589a7a704",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "9160df38-97ff-4b5f-bc8d-41d3abafe002",
"Value": "Reptilian Humanoid Bane"
},
{
"Key": "97ada1f1-2e90-44ac-9601-a829036d5f6b",
"Value": "Reptilian Humanoid Bane"
},
{
"Key": "80d70255-2232-4362-9251-7d9c7138eef5",
"Value": ""
},
{
"Key": "460b8e16-682b-476a-a396-d408f1f545ac",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "77cd4bfc-81a3-4417-9ae9-9646baa837cf",
"Value": "Living Bane"
},
{
"Key": "07b235fd-e68a-43b4-be6d-2946b63889aa",
"Value": "Living Bane"
},
{
"Key": "e09aa198-9de9-46e4-b9fe-9191c321c700",
"Value": "A bane weapon excels against certain foes. This weapon is
designated against Giants, Humans, Elves, Orcs and other humanoids goblins call
longshanks. Against a designated foe, the weapon's enhancement bonus is +2 better
than its actual bonus. It also deals an extra 2d6 points of damage against such
foes."
},
{
"Key": "d63800ed-2ba2-4405-890f-9dbb6fb42418",
"Value": "Longshank Bane"
},
{
"Key": "cc38bf0d-9d01-4d65-8440-3eaa2e95cfcd",
"Value": "Fey Bane"
},
{
"Key": "e0b2e847-0f57-45f0-be31-6359c20be1c1",
"Value": ""
},
{
"Key": "e1a410bd-eb44-4cf9-a345-25cced9f1ebf",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "858d53e1-0cfe-4f71-a140-1c7844bc9a11",
"Value": "Lycanthrope Bane"
},
{
"Key": "44a98772-6bd3-47c4-9e4e-77fc78c62d5d",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "e05d8d15-3100-4c5f-8c8c-eb764c2266d6",
"Value": "Magical Beast Bane"
},
{
"Key": "d50c5c19-9929-44fe-9625-782a0022dae5",
"Value": "Magical Beast Bane"
},
{
"Key": "8dcf7518-4a57-4f9b-9d3c-a1ae0e3a8344",
"Value": "Magical Beast Bane"
},
{
"Key": "3df3a87f-de38-4571-a092-056de1bafeea",
"Value": ""
},
{
"Key": "a75316ac-ddb4-4df5-bf55-a5b061349b55",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "e71ce6c4-e31b-41e0-b461-8a6a7fa32364",
"Value": "Monstrous Humanoid Bane"
},
{
"Key": "219dc7d6-ef7a-47ce-aab5-78046fc29d7d",
"Value": "Monstrous Humanoid Bane"
},
{
"Key": "f55712d9-55b9-4ddf-abe5-6e5e9be6a6c6",
"Value": ""
},
{
"Key": "669946be-836e-47f3-b70e-06fde1c9b72e",
"Value": "Monstrous Humanoid Bane"
},
{
"Key": "a0149f33-a4e5-4703-9e60-501a28f29c29",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "3dc1a20b-554e-4d53-b777-6b15c42935b6",
"Value": "Chaotic Outsider Bane"
},
{
"Key": "4bdfafe5-d464-41d9-9869-af19c1b732fc",
"Value": "Chaotic Outsider Bane"
},
{
"Key": "f472866d-39c1-4931-b5fe-5ec51d0316b6",
"Value": ""
},
{
"Key": "66471efc-4e61-43ee-92e6-60e28089daa9",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "5a392845-d7e5-4417-a1aa-b4dc206fa6b2",
"Value": "Evil Outsider Bane"
},
{
"Key": "c5e2d4e6-ac25-4b01-8a0c-1e23949d67cd",
"Value": "Evil Outsider Bane"
},
{
"Key": "527ea267-d5a2-4f74-9de6-303d39ce36f1",
"Value": ""
},
{
"Key": "afabf472-4e9d-4335-b9b5-4c12cac5c9df",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "64e35be9-5bd6-440d-83b7-8995ce3336b6",
"Value": "Good Outsider Bane"
},
{
"Key": "c83b8627-361f-4e48-aa97-d3ca448ea03c",
"Value": "Good Outsider Bane"
},
{
"Key": "1675a56e-188b-4de3-8d24-8178a2923eb6",
"Value": ""
},
{
"Key": "17aaaaac-04a1-4953-8a2b-6a2a3b510a99",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "1ae605a0-d978-4079-b3b0-f0e76fa64817",
"Value": "Lawful Outsider Bane"
},
{
"Key": "8db9ce91-63a2-4b2a-9d08-a67d1c443eb3",
"Value": "Lawful Outsider Bane"
},
{
"Key": "ac259541-2d6d-46fa-9172-15b65e98cc0d",
"Value": ""
},
{
"Key": "3da51adf-ba06-4f1e-b046-593cfe54ea6a",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "d687cac8-1db5-472f-aad4-203bbf8f73b3",
"Value": "Neutral Outsider Bane"
},
{
"Key": "211b7371-1e8e-43dd-bb27-5731fa132c5d",
"Value": "Neutral Outsider Bane"
},
{
"Key": "da84c122-9ab8-4a2a-91e2-1a60300b6f98",
"Value": ""
},
{
"Key": "182e9b24-050a-4613-ab1c-99f7469d628a",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "2b02bd66-1579-49fb-ab99-053203b0ff47",
"Value": "Plant Bane"
},
{
"Key": "72625cab-f226-41ed-bb0d-bb669ea6c92c",
"Value": "Plant Bane"
},
{
"Key": "9d5c5f21-756e-4398-b4d9-ced3424785bb",
"Value": ""
},
{
"Key": "7a2a2249-8c47-4050-9655-14b02517787f",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "91a0380c-c90e-47eb-a6d6-5740e275824a",
"Value": "Undead Bane"
},
{
"Key": "83de3b5d-4db1-453b-8c90-ebd082d94cdc",
"Value": "Undead Bane"
},
{
"Key": "0f11519c-34ff-4731-9bfb-f2258e8030c5",
"Value": ""
},
{
"Key": "ac3fc8b4-eafb-4fc8-8a1b-3056dd11ca4b",
"Value": "Bane Vermin"
},
{
"Key": "cbf167f2-c2b7-4edd-94e0-4f723bb01845",
"Value": "Vermin Bane"
},
{
"Key": "d2306a92-daea-4671-a5df-73ed932b2e46",
"Value": "Vermin Bane"
},
{
"Key": "25804dcd-2212-4bc2-b178-857aca2f3f45",
"Value": ""
},
{
"Key": "9d21c49b-31d6-48c1-a7ee-1a2d27d44a4a",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "98f47fc9-de99-45b9-a609-5101232571ff",
"Value": "Vermin Bane"
},
{
"Key": "b182fcfc-e861-45e5-918a-5a86167fb07f",
"Value": "Vermin Bane"
},
{
"Key": "1f0da230-5c94-4912-9071-5d4f67eea5f1",
"Value": ""
},
{
"Key": "28a03acd-642c-41d2-a259-50690f30564b",
"Value": "Aberration Bane"
},
{
"Key": "c3f98828-9a9e-4fc4-a555-0d6def531fcd",
"Value": "Flaming weapon is sheathed in fire that deals an extra 2d8 points
of fire damage on a successful hit."
},
{
"Key": "025e7d83-d5cc-41b0-82db-8faefcc095dc",
"Value": "Greater Flaming"
},
{
"Key": "94ece723-90d0-4ec4-9358-f5f4357e6cd5",
"Value": "Greater Flaming"
},
{
"Key": "15f962c0-b760-44e4-ba41-e6aed1ae3232",
"Value": "Incinerating weapon is sheathed in fire that deals an extra 2d6
points of fire damage on a successful hit."
},
{
"Key": "093bd32a-3df1-479a-8161-66a15eab0721",
"Value": "Incinerating"
},
{
"Key": "547126e5-0ae2-4dca-a5d5-8bfe63b71f87",
"Value": "Incinerating"
},
{
"Key": "c434026f-fad7-4142-adab-57116220a253",
"Value": "A brilliant energy weapon ignores nonliving matter. Armor and
shield bonuses to AC (including any enhancement bonuses to that armor) do not count
against it because the weapon passes through armor. (Dexterity, deflection, dodge,
natural armor, and other such bonuses still apply.) A brilliant energy weapon
cannot harm undead, constructs, or objects."
},
{
"Key": "c8da29f0-67fc-467e-8ad1-c78251848031",
"Value": "Brilliant Energy"
},
{
"Key": "f6a8cb30-0fe8-4721-a2e5-db1669130d4a",
"Value": "Brilliant Energy"
},
{
"Key": "3e88b891-eb4a-48a0-a21b-fd41881da322",
"Value": "Corrosive weapon deals an extra 1d6 points of acid damage on a
successful hit."
},
{
"Key": "6965fa7a-5dc4-4515-ae92-f0f2ae16dcae",
"Value": "Corrosive"
},
{
"Key": "822e9d77-c575-450e-a01f-92203550d0fd",
"Value": "Corrosive"
},
{
"Key": "811ff935-4232-4fb9-b95f-395b5a194e2c",
"Value": "All critical hit rolls against evil foes are automatically
successful."
},
{
"Key": "552a2823-5b79-45ce-abee-b6c4158cf163",
"Value": "Blessed Weapon"
},
{
"Key": "35956871-9fa5-467f-a169-67dba96da09e",
"Value": "Blessed"
},
{
"Key": "24589592-c4e2-45e1-943d-ae2bf2e423e3",
"Value": "Critical multiplier of this weapon is increased by 1."
},
{
"Key": "fec714ad-eb05-4577-a1a6-f1841135990a",
"Value": "Destructive"
},
{
"Key": "c6008834-31cf-42f3-9a53-3ebeec1a7b2b",
"Value": "Lucky"
},
{
"Key": "5664ad80-4a24-4867-963d-65934ffe605e",
"Value": "Deteriorative weapons a bane to all living things and deal 3d6
points of negative energy damage on a successful hit."
},
{
"Key": "e52d2d08-838d-4ac1-ad20-8b3f9c1d9cfa",
"Value": "Deteriorative"
},
{
"Key": "5038bf43-3dc8-45e3-ae65-d9ab5f8ca2c0",
"Value": "Deteriorative"
},
{
"Key": "5fb6ac68-2ff3-44fc-a7d7-887b6536dd6b",
"Value": "A disruption weapon is the bane of all undead. Any undead creature
struck in combat must succeed on a DC 14 Will save or be destroyed. A disruption
weapon must be a bludgeoning melee weapon."
},
{
"Key": "cbbccf35-c6dc-4756-853b-9b059980e52f",
"Value": "Disruption"
},
{
"Key": "48729306-8a1a-4a84-98d1-3f345334c42a",
"Value": "Speed"
},
{
"Key": "d74b4bd4-d662-4a33-be83-ad5855a5608a",
"Value": "Attacks with this weapon get +1 enhancement bonus on both attack
and damage rolls."
},
{
"Key": "8408e85f-ff0b-495f-a9e8-7eadf077c801",
"Value": "Enhancement +1"
},
{
"Key": "690c957d-73f6-45b9-bf5b-8b0fccac0f4d",
"Value": "+1"
},
{
"Key": "cad65a18-39b2-4ad2-a4d2-a0378deec8a9",
"Value": "Attacks with this weapon get +2 enhancement bonus on both attack
and damage rolls."
},
{
"Key": "1e4eff7e-2e51-41df-8e2c-61b0a8116aee",
"Value": "Enhancement +2"
},
{
"Key": "9dc2afc9-04f8-40fb-9c83-0f1b72f79d78",
"Value": "+2"
},
{
"Key": "ea06a72a-7924-4048-83d8-1c9914986db6",
"Value": "Attacks with this weapon get +3 enhancement bonus on both attack
and damage rolls."
},
{
"Key": "9c8f4400-ee18-4227-b396-fb1f18c503a6",
"Value": "Enhancement +3"
},
{
"Key": "83f05495-bae5-40ed-91d1-705f44f12d85",
"Value": "+3"
},
{
"Key": "ffc5f5d5-8823-4866-8a92-4191827c8130",
"Value": "Attacks with this weapon get +4 enhancement bonus on both attack
and damage rolls."
},
{
"Key": "191dbd9c-ade1-4f9c-a8f7-704ae3288010",
"Value": "Enhancement +4"
},
{
"Key": "d3ebdb03-ec35-4861-99e9-47d2c42a5e10",
"Value": "+4"
},
{
"Key": "384f1861-7543-43ba-9ab9-9b801a6fe668",
"Value": "Attacks with this weapon get +5 enhancement bonus on both attack
and damage rolls."
},
{
"Key": "607e5b27-c95c-4cb0-94c1-d220b62b4ada",
"Value": "Enhancement +5"
},
{
"Key": "1a6912a4-5edd-4fa7-83a1-00e193d6d338",
"Value": "+5"
},
{
"Key": "ee43f6bd-d4bd-48a3-9db1-b56f9c986d94",
"Value": "Extinguishing"
},
{
"Key": "23d1f690-1f1a-429e-b111-47a3309634fd",
"Value": "Flaming weapon is sheathed in fire that deals an extra 1d6 points
of fire damage on a successful hit. The fire does not harm the wielder. The effect
remains until another command is given."
},
{
"Key": "2ab6566f-48e3-4782-97d2-943c12d25d82",
"Value": "Flaming"
},
{
"Key": "a18e3ea1-36d9-4c5a-bea9-95494bd62d13",
"Value": "Flaming"
},
{
"Key": "b258061c-858b-4091-a4f3-6da630f8b72a",
"Value": "Flaming weapon is sheathed in fire that deals an extra 1d6 points
of fire damage on a successful hit. The fire does not harm the wielder. The effect
remains until another command is given."
},
{
"Key": "cd0d9403-bdda-4ca2-b504-34cc812ed6bb",
"Value": "Flaming"
},
{
"Key": "d28f7a6f-640a-4b15-8552-32d9b2e09952",
"Value": "Flaming"
},
{
"Key": "c33b63a4-7ffc-491a-9cba-ddc219a1fc15",
"Value": "A flaming burst weapon functions as a flaming weapon that also
explodes with flame upon striking a successful critical hit. The fire does not harm
the wielder. In addition to the extra 1d6 fire damage from the flaming ability, a
flaming burst weapon deals an extra 1d10 points of fire damage on a successful
critical hit. If the weapon's critical multiplier is �3, add an extra 2d10 points
of fire damage instead, and if the multiplier is �4, add an extra 3d10 points of
fire damage."
},
{
"Key": "0cd8a18d-72ba-426a-963d-6d40bfdfa578",
"Value": "Flaming Burst"
},
{
"Key": "3f408002-cbe3-4059-8a1f-d3a9fd6fc873",
"Value": "Flaming weapon is sheathed in fire that deals an extra 1d6 points
of fire damage on a successful hit."
},
{
"Key": "b45a2962-8694-41ca-bf05-0a9767f1ce3b",
"Value": "Flaming"
},
{
"Key": "12ba8c30-72ec-4209-af3a-146cdb51f913",
"Value": "Flaming"
},
{
"Key": "12027fb4-f772-4cfd-a142-60c77926ee73",
"Value": "Greater frost weapon is sheathed in a terrible, icy cold that deals
an extra 2d8 points of cold damage on a successful hit."
},
{
"Key": "a6ab18ea-9a44-4ed6-b1f4-48d66cfb7bef",
"Value": "Greater Frost"
},
{
"Key": "0f26018f-09d1-4ee1-8ea7-9316012e9fb3",
"Value": "Frost"
},
{
"Key": "bfe05e7e-3175-4750-9d2d-6b0cd64a4d8f",
"Value": "Frost weapon is sheathed in a terrible, icy cold that deals an
extra 1d6 points of cold damage on a successful hit."
},
{
"Key": "e3755592-75da-47f5-9795-484c1518505d",
"Value": "Frost"
},
{
"Key": "46169123-2af3-4a23-9467-2001ae45d989",
"Value": "Frost"
},
{
"Key": "d97c7a8a-510f-464d-b2ba-9abd01f33af4",
"Value": "A furious weapon serves as a focus for its wielder's anger. When
the wielder is raging or under the effect of a rage spell, the weapon's enhancement
bonus is +2 better than normal."
},
{
"Key": "4b91231a-89a6-4ad1-88c9-5ea3567e2278",
"Value": "Furious"
},
{
"Key": "d30e09d0-5c8a-472e-a265-79864a22a90a",
"Value": "Furious"
},
{
"Key": "7d846487-9f47-4e4e-847e-3fbaffd6daed",
"Value": "An anarchic weapon is infused with the power of chaos. It makes the
weapon chaotically aligned and thus bypasses the corresponding damage reduction. It
deals an extra 2d6 points of damage against all creatures of lawful alignment."
},
{
"Key": "82879a0d-c767-4c58-926f-70c0cc52efd7",
"Value": "Ghost Touch"
},
{
"Key": "d40925ea-8940-46d3-9e7a-24265433a8c3",
"Value": "Ghost Touch"
},
{
"Key": "39954415-77c6-45c4-b4dc-efd908f6b9fc",
"Value": ""
},
{
"Key": "a4a7b56e-e6b9-4452-8789-c83833a0374c",
"Value": "A good-aligned weapon can bypass the DR of certain creatures."
},
{
"Key": "4feee078-3b79-466d-a272-89cd00b5fba7",
"Value": "Good-aligned"
},
{
"Key": "cd4c3071-adb9-43d6-be8e-4aa67ce2dc04",
"Value": "Good-aligned"
},
{
"Key": "41ca89f5-da2e-48d2-a582-588627e1fd8d",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "ded9a57e-30b1-43fb-944f-6253d0ba5d38",
"Value": "Bane (Temporary)"
},
{
"Key": "a78cb89a-3afb-4330-a996-0a66d501c859",
"Value": "Bane"
},
{
"Key": "cf46f987-e97d-49d4-a35f-afc56d1086fc",
"Value": "A holy weapon is imbued with holy power. This power makes the
weapon good-aligned and thus bypasses the corresponding damage reduction. It deals
an extra 2d6 points of damage against all creatures of evil alignment."
},
{
"Key": "c02aed5b-4eb0-40f8-ae04-5350b9dac828",
"Value": "Holy"
},
{
"Key": "3cd0594c-6091-42f0-b4d6-37d1e46d238e",
"Value": "Holy"
},
{
"Key": "609174b1-e2ab-457a-b1c4-973ef5eafceb",
"Value": "Freezing weapon is sheathed in a terrible, icy cold that deals an
extra 2d6 points of cold damage on a successful hit."
},
{
"Key": "f79fdaf3-e401-4622-a862-27d37b1bb209",
"Value": "Freezing"
},
{
"Key": "3a6bd012-9e84-4234-8ee7-90fe215798b0",
"Value": "Freezing"
},
{
"Key": "7d065eff-5f18-4dc7-8940-198ec3ab7400",
"Value": "An icy burst weapon functions as a frost weapon that also explodes
with frost upon striking a successful critical hit. The frost does not harm the
wielder. In addition to the extra damage from the frost ability, an icy burst
weapon deals an extra 1d10 points of cold damage on a successful critical hit. If
the weapon's critical multiplier is x3, add an extra 2d10 points of cold damage
instead, and if the multiplier is x4, add an extra 3d10 points."
},
{
"Key": "5ac949f3-a8d3-47ff-bb05-b282dd7eaa90",
"Value": "Icy Burst"
},
{
"Key": "45650b03-a095-48f7-be6d-051978898525",
"Value": "Increases weapon's critical multiplier by one."
},
{
"Key": "fa1d6cf8-2990-4a76-ae7a-f4f50d41ff77",
"Value": "Improved Critical Multiplier"
},
{
"Key": "c20cbb11-5757-4c4e-b78b-dca42b0bc1cb",
"Value": "The wielder of this weapon gets a +4 bonus to Persuasion skill
checks."
},
{
"Key": "8c77b2f6-340c-442d-90ad-5c16d533611c",
"Value": "Beguiling"
},
{
"Key": "89b58604-c54f-44b8-838d-0a9a96677bb4",
"Value": "The wielder of this weapon gets DR 5/piercing."
},
{
"Key": "5e3bb91d-fb2e-4ba1-9e97-1ee5b11e1bf8",
"Value": "Impervious"
},
{
"Key": "97d4d05f-3882-4256-8d32-48c33d632334",
"Value": "The wielder of this weapon gets a +8 bonus on saving throws against
mind-affecting effects."
},
{
"Key": "14b97c7e-a1ba-4eac-a5c0-3b91ecd10e27",
"Value": "Unyielding"
},
{
"Key": "f360fa71-d7e1-4307-8495-9244e23bb3b8",
"Value": "Creatures hit by the Khanda must succeed at a DC 17 fortitude
saving throw or be affected by poison for 6 rounds. Poison deals 1d2 wisdom damage
and dazes a target for 1 round."
},
{
"Key": "820b145d-c126-496a-86bb-263cb6ebb5cb",
"Value": "Venomous"
},
{
"Key": "8914b255-fc01-4c7c-ad83-fecadcbc50d6",
"Value": "Ability doubles the threat range of a weapon. This benefit doesn't
stack with any other effects that expand the threat range of a weapon."
},
{
"Key": "94570760-3d0c-48f9-9e63-0df5dbe54dec",
"Value": "Keen"
},
{
"Key": "67703ab6-28a6-4cc1-82ff-c8ed83887c4b",
"Value": "Keen"
},
{
"Key": "047735f4-5305-4f58-804f-28241a3f776b",
"Value": "When you have a touch spell charged, the weapon's enhancement bonus
is +2 better than its actual bonus."
},
{
"Key": "4925071c-fa06-4f86-98c1-bcd12d761607",
"Value": "Runic Mageblade"
},
{
"Key": "7af47558-826c-4a4d-a0f3-9754cf8a5004",
"Value": "Runic Mageblade"
},
{
"Key": "c8a372af-ba90-4a26-9e59-85fdbfd7aab9",
"Value": "This enchantment makes the weapon magic and thus bypasses the
corresponding damage reduction."
},
{
"Key": "d978d00b-09b5-4ad2-95b5-d77610d1916b",
"Value": "Magic Weapon"
},
{
"Key": "0564ae0d-69c4-412b-916e-2f9dc9ee348c",
"Value": "Magic"
},
{
"Key": "7bb0881b-7960-47cd-aa23-1294e7fbdc91",
"Value": "Magic"
},
{
"Key": "5c1937d2-9c76-4919-a97f-123777407847",
"Value": "A masterwork weapon is a finely crafted version of a normal weapon.
Wielding it provides a +1 enhancement bonus on attack rolls."
},
{
"Key": "fbd8605f-c646-4e92-9901-f7793c57f962",
"Value": "Masterwork"
},
{
"Key": "f69616f9-1e11-494b-adc8-52e41aa0a8ce",
"Value": "Masterwork"
},
{
"Key": "10b19c66-15b9-4b89-8182-a91144b1b184",
"Value": "Necrotic weapons a bane to all living things and deal 1d6 points of
negative energy damage on a successful hit."
},
{
"Key": "51dc5cde-8315-4fa2-a5df-47f930142fe8",
"Value": "Necrotic"
},
{
"Key": "f3f0a600-4c25-4a1c-bbd5-05cc9e1203b3",
"Value": "Necrotic"
},
{
"Key": "3617f2a7-22ed-47ce-a8d9-518d9b405967",
"Value": "Weapon is exceptionally large and deals more damage, but attacks
with it suffer a penalty of -2 to attack rolls."
},
{
"Key": "e822c03d-7576-4edc-9d8b-49d4151c7dee",
"Value": "Oversized"
},
{
"Key": "22b88300-6db1-4606-a1b6-26937a77d94b",
"Value": "Oversized"
},
{
"Key": "05d4dc07-ddde-46c9-9943-8ef5c064466c",
"Value": "Poison Resistance"
},
{
"Key": "ebdf87d8-d985-4e4c-9eed-f3a841e639a2",
"Value": "A +4 bonus on all saving throws against poison."
},
{
"Key": "1d315f1b-63b0-418a-b4ec-10b913ea7bad",
"Value": "Poison Resistance"
},
{
"Key": "d009f80f-297c-4a35-a683-1e15794f366d",
"Value": "Weapon emits a Magic circle against evil effect. All creatures
within the area gain the effects of a Protection from evil spell."
},
{
"Key": "76e0db1f-d22f-415f-be49-8e9e1df1f366",
"Value": "Magic Circle Against Evil"
},
{
"Key": "a4f6f60a-d604-4c82-a17c-41543d03663f",
"Value": "Against a helpless foe, the weapon's enhancement bonus is +2 better
than its actual bonus."
},
{
"Key": "62818ef1-0a88-4bf5-a1ba-4d4dfec540a8",
"Value": "Sacrificial"
},
{
"Key": "cf79278a-718a-445b-83b3-5b712e754cbd",
"Value": "Magical Beast Bane"
},
{
"Key": "e82a00c7-e4b9-4203-b805-e97abf702925",
"Value": "Improved shock weapon is sheathed in crackling electricity that
deals an extra 2d6 points of electricity damage on a successful hit."
},
{
"Key": "6a72e2c7-3650-47e9-acf4-dfe494920604",
"Value": "Greater Shock"
},
{
"Key": "7b4827cc-785f-48ab-9abc-8d14bb22ec0f",
"Value": "Shock"
},
{
"Key": "fec5a873-01a7-4d35-bb03-64aedae2a303",
"Value": "A shocking burst weapon functions as a shock weapon that explodes
with electricity upon striking a successful critical hit. The electricity does not
harm the wielder. In addition to the extra electricity damage from the shock
ability, a shocking burst weapon deals an extra 1d10 points of electricity damage
on a successful critical hit. If the weapon's critical multiplier is �3, add an
extra 2d10 points of electricity damage instead, and if the multiplier is �4, add
an extra 3d10 points."
},
{
"Key": "cdd36b1c-9e16-49d2-ba21-1ccc6b08fc4c",
"Value": "Shocking Burst"
},
{
"Key": "2e8c7363-6a84-4740-a451-d3600a711c78",
"Value": "Shock weapon is sheathed in crackling electricity that deals an
extra 1d6 points of electricity damage on a successful hit."
},
{
"Key": "7e84e230-603e-4693-ae60-da49a1155f53",
"Value": "Shock"
},
{
"Key": "a9728bf3-61b3-4126-8bdd-40a2014507d4",
"Value": "Shock"
},
{
"Key": "36e3212d-bc39-4e53-94a8-cd4e443bbffe",
"Value": "When making a full attack, the wielder of a speed weapon may make
one extra attack with it. The attack uses the wielder's full base attack bonus,
plus any modifiers appropriate to the situation. (This benefit is not cumulative
with similar effects, such as a Haste spell.)"
},
{
"Key": "308cdfc1-707e-49ef-b011-31c79ee2021d",
"Value": "Speed"
},
{
"Key": "3ed414ff-0564-4026-b907-7ab5ccf5cd1b",
"Value": "Speed"
},
{
"Key": "2213a8b6-f054-4a2c-8eaa-728d01657af7",
"Value": "Attacks with this weapon get an additional +1 enhancement bonus on
both attack and damage rolls."
},
{
"Key": "c2459885-a2d3-4660-bb43-6a14010e2dcc",
"Value": "Temporary Enhancement +1"
},
{
"Key": "0ae07bc9-108a-4b74-8be6-7611b1ad35cb",
"Value": "(+1)"
},
{
"Key": "972e76d2-dde4-43d6-b79b-cdf4af32157e",
"Value": "Attacks with this weapon get an additional +2 enhancement bonus on
both attack and damage rolls."
},
{
"Key": "5ae53f5b-8192-4de5-8356-35f4d594d498",
"Value": "Temporary Enhancement +2"
},
{
"Key": "78185ee7-7c7e-4996-b8e9-433abbd0ccd6",
"Value": "(+2)"
},
{
"Key": "cdf97518-195a-4a35-af77-6746dbb75543",
"Value": "Attacks with this weapon get an additional +3 enhancement bonus on
both attack and damage rolls."
},
{
"Key": "16f5afc3-38df-4662-b759-110ca4a9b5f9",
"Value": "Temporary Enhancement +3"
},
{
"Key": "a56920dc-455d-45d7-a7ee-eac27e003dc5",
"Value": "(+3)"
},
{
"Key": "c1314903-0299-4eb0-9d4b-6dd93f47e192",
"Value": "Attacks with this weapon get an additional +4 enhancement bonus on
both attack and damage rolls."
},
{
"Key": "f21afaf8-97b6-4376-9d4e-0ad81616c5f8",
"Value": "Temporary Enhancement +4"
},
{
"Key": "91b1c63f-9478-4d65-b14b-c0a2dcad0ac1",
"Value": "(+4)"
},
{
"Key": "6f800704-dab9-47ad-a521-37c0166afd4b",
"Value": "Attacks with this weapon get an additional +5 enhancement bonus on
both attack and damage rolls."
},
{
"Key": "5bba8e3a-3b53-4748-a37f-e646c8a90026",
"Value": "Temporary Enhancement +5"
},
{
"Key": "bfb07eed-abe2-4f18-b952-9423e88e0304",
"Value": "(+5)"
},
{
"Key": "f3fa1684-ae5b-4741-a54b-ea99e53d9a39",
"Value": "A thundering weapon creates a cacophonous roar like thunder
whenever it strikes a target, dealing an extra 1d6 points of sonic damage."
},
{
"Key": "a79f0833-e4ec-4a67-ae75-1508ad54648b",
"Value": "Thundering"
},
{
"Key": "ee860fff-f174-4d18-9d88-3b8a6363014d",
"Value": "Thundering"
},
{
"Key": "e33c6acd-34a2-4a16-834b-390bb6025d74",
"Value": "An ultrasound weapon creates a hardly hearable noise whenever it
strikes a target, dealing an extra 2d6 points of sonic damage."
},
{
"Key": "27bfa0e4-3a9d-4a5a-be5b-a60936765c60",
"Value": "Ultrasound"
},
{
"Key": "67d1ae76-39ea-447c-a61d-b740615e8009",
"Value": "Ultrasound"
},
{
"Key": "3c26c408-1af7-44a5-890d-6bb77176ce6d",
"Value": "An unholy weapon is imbued with unholy power. This power makes the
weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals
an extra 2d6 points of damage against all creatures of good alignment."
},
{
"Key": "32d9aeca-c1c8-425d-975a-5347a8f57038",
"Value": "Unholy"
},
{
"Key": "288bb111-0d3c-4ef9-a805-623bc4ac5147",
"Value": "Unholy"
},
{
"Key": "2e1358e8-457a-4af1-bc43-81060dc99c8d",
"Value": "When a vicious weapon strikes an opponent, it creates a flash of
disruptive energy that resonates between the opponent and the wielder. This energy
deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the
wielder."
},
{
"Key": "4c64e444-9087-4e99-a303-019361891c4a",
"Value": "Vicious"
},
{
"Key": "a960758a-6298-449f-83f6-f803ca3b87fc",
"Value": "Vicious"
},
{
"Key": "a0a48173-051b-41a0-b744-6117b411dc85",
"Value": "Attacks with this weapon get an additional +2 enhancement bonus
against stunned, paralyzed, nauseated and frightened targets."
},
{
"Key": "f1b7325e-5d27-4141-9b9f-c5228a2c1b6c",
"Value": "Sacrificial"
},
{
"Key": "7f0decd8-c731-4592-9d65-ff137786cb48",
"Value": "Whenever you score a critical hit with this weapon, your opponent
becomes permanently blinded. A successful Fortitude save DC 15 reduces the duration
for 1 round."
},
{
"Key": "7148a79d-8108-486a-9167-9e721dffb02a",
"Value": "Eye Gouger"
},
{
"Key": "977e3fbd-fa2f-4267-8d17-8dc0a08427d6",
"Value": "Eye Gouger"
},
{
"Key": "b34d6a5b-219c-40ef-b8e9-a2b38b0ec3b4",
"Value": "Any creature struck by a critical hit, either from a natural attack
or from this scimitar, becomes a target of lightning, as per the Call Lightning
Storm spell (5d6 damage, 24 DC Reflex half).\nAll natural attacks from both the
wielder of this scimitar and the wielder's animal companion have concussive and
shocking modifiers applied to them. If the wielder is wild shaped into a bear or if
their animal companion is a bear, the sonic and electrical damage from their
attacks is increased to 1d10."
},
{
"Key": "ac95b6dd-e7bc-4f0a-b356-d20933b9f73b",
"Value": "Wrath of the Bear God"
},
{
"Key": "c4873457-e733-4cc7-b573-ffa11be73e37",
"Value": "Channel Negative Energy � Damage"
},
{
"Key": "d31ff011-06fa-4552-aa92-0de8f3483163",
"Value": "Whenever you score a critical hit with this weapon, you emit a wave
of negative energy that deals 4d6 damage to everyone around you. Creatures that
take damage from negative energy receive a Will save DC 15 to halve the damage."
},
{
"Key": "401507e8-b180-4bea-9bbc-ee365c160c4b",
"Value": "Death Reservoir"
},
{
"Key": "7d25f108-c5c5-4561-a7a0-b070ac24100b",
"Value": "Death Reservoir"
},
{
"Key": "86530690-8354-402c-a0bb-4b377592b537",
"Value": "0"
},
{
"Key": "a63f1eb8-f638-4759-a4b2-54c81aa3996a",
"Value": "A fireball spell generates a searing explosion of flame that deals
1d6 points of fire damage per caster level (maximum 10d6) to every creature within
the area.[LONGSTART] The explosion creates almost no pressure. Successful Reflex
save halves this damage.[LONGEND]"
},
{
"Key": "fedc9e58-e50e-4634-8ee5-09f90cab8e6e",
"Value": "Fireball"
},
{
"Key": "136cfa4a-c2f5-4cb6-a968-76a219a48e90",
"Value": "This staff contains six charges that are replenished each day. By
spending three charges the owner of it may cast Fireball, and by spending two
charges, he may cast Scorching Ray."
},
{
"Key": "46dd5950-c43e-4a25-bb63-8f9a46a98a50",
"Value": "Fire Gemstone"
},
{
"Key": "8a2106ea-1912-465f-ab46-0e9c4b6b2af6",
"Value": "Fire Gemstone"
},
{
"Key": "5541ef94-3185-45e4-82f4-c3e62bd65af0",
"Value": "A loyal weapon refuses to damage the allies of its wielder.
Weapon's enhancement bonus is reduced by -5 against friendly targets."
},
{
"Key": "35dc7d33-7e5c-4fa8-afb0-64a1f59cb01b",
"Value": "Loyal"
},
{
"Key": "5a35cdf3-6bbe-4d21-9719-d9198aa113f3",
"Value": "Lord Protector"
},
{
"Key": "dd3f1c5a-9e67-4d98-a337-3c53350e3807",
"Value": "Critical multiplier of this weapon is �4 instead of �3."
},
{
"Key": "92e9385e-41a5-4756-8202-7b135d325584",
"Value": "The luck of the draw"
},
{
"Key": "cb42570f-33f1-44ec-adfd-8bb440711100",
"Value": "Lucky"
},
{
"Key": "109d5352-95c9-49b8-9777-ac636d3daca7",
"Value": "You blast your enemies with a searing beam of fire.[LONGSTART] You
may fire one ray, plus one additional ray for every four levels beyond 3rd (to a
maximum of three rays at 11th level). Each ray requires a ranged touch attack to
hit and deals 4d6 points of fire damage.[LONGEND]"
},
{
"Key": "7990c77b-172b-4288-9fa7-66ff633afd90",
"Value": "Scorching Ray"
},
{
"Key": "641f43c6-709d-49c2-8227-e8a3d0e21a43",
"Value": "Wielder of this weapon performs ranged attacks as if they had
Point-Blank Shot and Precise Shot feats."
},
{
"Key": "94f1fb8b-6668-483d-b787-ea7cc8b6b89a",
"Value": "Elite Expertise"
},
{
"Key": "b6c2cdab-84b8-4aba-a949-443346b00df2",
"Value": "Elite Expert"
},
{
"Key": "1dfa55a8-75cd-4f9c-8526-0cd22b0a9c4e",
"Value": "Heavy Blow"
},
{
"Key": "cf43d516-813a-4ddd-8283-2a2371660cd8",
"Value": "Whenever you score a hit with this weapon, your opponent becomes
slowed for 1d4 rounds. A successful Will DC 14 save negates this. These effects do
not stack. Additional hits instead add to the duration."
},
{
"Key": "151af47f-fab3-42db-ac4a-ad0b6f3b79ea",
"Value": "Slowdown"
},
{
"Key": "efb6f146-33bd-4cc1-b79f-70f13547dbc9",
"Value": "Heavy Blow"
},
{
"Key": "3d778bf1-6064-4dbe-b731-4ad18966e93b",
"Value": "Heavy Blow"
},
{
"Key": "3a7c4d20-e30a-4416-8ef4-639549f9d309",
"Value": "Whenever you score a critical hit with this weapon, your opponent
becomes stunned for 1d4 rounds. A successful Fortitude DC 17 save reduces this to
staggered for 1 round. These effects do not stack. Additional hits instead add to
the duration."
},
{
"Key": "f4d93960-48a7-46c8-95b2-9c48ef3c5042",
"Value": "Heavy Blow"
},
{
"Key": "d77bd6cf-c9e2-4099-b6d0-2e255ebe6f98",
"Value": "Heavy Blow"
},
{
"Key": "fa617835-7085-4ff8-a817-a023dfa56837",
"Value": "Whenever you score a hit with this weapon, your opponent becomes
stunned for 1 round. A successful Fortitude DC 14 save negates this. These effects
do not stack. Additional hits instead add to the duration."
},
{
"Key": "4824f8ee-01d7-4293-a583-e903583e2be5",
"Value": "Torpor"
},
{
"Key": "5c1c16db-5062-4a6d-bb21-90c2f99bd327",
"Value": "Heavy Blow"
},
{
"Key": "b0bc7080-810c-47c3-bab0-1b7f2230b511",
"Value": "Owner of this item gets +2 enhancement bonus to attack with touch
spells."
},
{
"Key": "61a99b22-1f8a-4e71-af62-e2754f67f561",
"Value": "Arcane inscriptions"
},
{
"Key": "068774a1-2cc9-47d3-ae97-057f6c95907a",
"Value": "Arcane"
},
{
"Key": "e8229f67-638f-4726-91b8-d6d5fea09d82",
"Value": "Flaming Rapier +1"
},
{
"Key": "87e27da8-0a07-4ae8-af71-7600d4912c30",
"Value": "This +3 battleaxe grants its wielder the ability to cast inspiring
recovery two times per day."
},
{
"Key": "ab5ffa09-583b-410a-9dd5-8420b6c050e8",
"Value": "Earth's Wrath"
},
{
"Key": "bcd01f7a-f157-4adb-8d61-505322ca28c5",
"Value": "This +2 quarterstaff grants its wielder the ability to cast fire
snake spell twice per day, and burning hands spell at will."
},
{
"Key": "6bbb1866-686c-4a5e-9e28-37ec412deaca",
"Value": "Burned Oak"
},
{
"Key": "791a83ba-5f08-4b89-ab18-edf3b080b9a7",
"Value": "A barely noticeable smoke is coming out from tiny cracks in this
staff."
},
{
"Key": "4d1ce67b-1f1c-4f0f-9896-6f37c1cec139",
"Value": "This +3 quarterstaff grants its wielder the ability to cast waves
of fatigue spell three times per day, and ray of enfeeblement spell at will."
},
{
"Key": "151ac9ba-d4df-49a9-aa6c-4b80a53b5ea7",
"Value": "Black Raven's Staff"
},
{
"Key": "875a5751-ebaa-41b2-8bfb-a36cf72fec91",
"Value": "The golden plates on this staff are contrasted by the weapon's dark
wood."
},
{
"Key": "54fe19e1-2e46-4466-8282-9f906b70aaa0",
"Value": "This +1 speed quarterstaff grants its wielder the ability to cast
feather step (mass) spell three times per day."
},
{
"Key": "e8e6e457-87a9-45fb-98ee-a81f314d24a1",
"Value": "Prowling Cheetah"
},
{
"Key": "4811884c-7157-47e3-bee0-ff5492ec6457",
"Value": "Well-polished orange and black stones are pressed into the surface
of this staff."
},
{
"Key": "816bc867-c3a6-4d56-a94d-04c085eb4b16",
"Value": "This +4 quarterstaff grants its wielder the ability to cast summon
monster VIII spell twice per day, and glitterdust spell at will."
},
{
"Key": "3b9d0330-9c61-4b22-9131-4ed5e13b2bf9",
"Value": "The Call"
},
{
"Key": "8f371be4-88be-4b71-8499-290ede3242c8",
"Value": "There are degraded inscriptions on this staff. One of them is the
name of Nethys, the god of magic."
},
{
"Key": "b45d5320-12ea-4d8e-ba18-96a6168fd4f0",
"Value": "This +1�anarchic�greateaxe is infused with the power of chaos. It
makes the weapon chaotically aligned and thus bypasses the corresponding damage
reduction. It deals an extra 2d6 points of damage against all creatures of lawful
alignment. This anarchic greateaxe cannot be equipped by anyone of lawful
alignment."
},
{
"Key": "2395f00a-9d7f-4eb7-b3ef-4c7e7327b84f",
"Value": "Mayhem"
},
{
"Key": "46e3b77d-2a98-4f65-a0d8-9d54278f62f8",
"Value": "This +2 corrosive light crossbow deals an extra 1d6 points of acid
damage on a successful hit and has critical hit multiplier �3."
},
{
"Key": "f8b70f3e-adf2-47fe-a057-dbbaff6dba9c",
"Value": "Greater Sting"
},
{
"Key": "be7ec057-bb20-4b02-b9aa-dd9196a839ff",
"Value": "This +3 speed shock light crossbow grants its wielder the ability
to cast dimension door spell once per day."
},
{
"Key": "e3cd36bf-0c9a-4378-b334-11b8d42f59ee",
"Value": "Escapist's Crossbow"
},
{
"Key": "734e2a8e-7c8f-4e3f-8ad1-c5f60b3a45d2",
"Value": "This +1 crossbow has a chance to slow the enemy on hit."
},
{
"Key": "e386c6d6-1065-4a25-95b0-bca705cce725",
"Value": "Ankle Breaker"
},
{
"Key": "7fe71db8-a657-4c80-8a86-ec7da33fc66d",
"Value": "Greater Flaming weapon is sheathed in fire that deals an extra 2d6
points of fire damage on a successful hit and 1d10 on critical hit."
},
{
"Key": "336778b5-4f9f-4eca-aecb-4bb9df933f05",
"Value": "Greater Flaming"
},
{
"Key": "80ac1baa-dcf4-468c-9f33-340054d24f24",
"Value": "Flaming"
},
{
"Key": "3971526e-221d-444c-b569-72d6a7bdfbaa",
"Value": "This +4 flaming warhammer holds three small fire elementals that
can be summoned once per day."
},
{
"Key": "6ffa64fb-3faa-4cb7-8111-bb125c06010c",
"Value": "Fireborn Warhammer"
},
{
"Key": "c3a88ec0-086a-4b35-a4e0-9cc3a3f35025",
"Value": "This warhammer was created out of a fire to release it in time of
need."
},
{
"Key": "2d988674-728d-4ca5-8762-61913f897166",
"Value": "This +4 holy warhammer grants its wielder the ability to cast
inspiring recovery spell once per day."
},
{
"Key": "04e0c4f0-a88b-43f9-9eed-32818b81d6d0",
"Value": "Preacher's Warhammer"
},
{
"Key": "e1f436be-37c7-4a0b-9811-01cd1250bb91",
"Value": "This +5 bleed greataxe deals additional 2d8 damage. It grants its
wielder ability to cast summon huge fire elemental spell once per day."
},
{
"Key": "36e14d19-2e8f-4804-81ce-0e72ef775c7e",
"Value": "Lava Forged Axe"
},
{
"Key": "c1bc8fe0-72b8-4d90-b9ca-b1587d8f0dce",
"Value": "This +3 speed shock greataxe grants its wielder the ability to cast
remove paralysis spell twice per day."
},
{
"Key": "cf652199-b4fe-4ce3-a993-978f218a2962",
"Value": "Tempest"
},
{
"Key": "5e20ed30-65d0-43dd-a5e6-680428c6334b",
"Value": "This +1 speed dwarven waraxe deals additional 9 damage on a
successful critical hit and grants its wielder the ability to cast flare spell
twice per day."
},
{
"Key": "8679a445-4cce-406b-b1e0-a5f29ec1e8d2",
"Value": "Opportunist's Dwarven Waraxe"
},
{
"Key": "b8453356-4c9e-4b5c-8e46-6adba44a8a94",
"Value": "This fine piece of equipment was crafted by dwarf Dragn, the
skilful blacksmith, appointed a court master."
},
{
"Key": "ec4622f5-8a5c-48a7-b689-1a314cf6447e",
"Value": "This +1 light hammer has a 19-20/�3 critical range. On a successful
critical hit it has a chance to stun the enemy."
},
{
"Key": "6037801c-fa0d-4eae-868e-430d6457601b",
"Value": "Torpor"
},
{
"Key": "760c1d5f-ff80-4b26-9406-3e5f29bbc0a9",
"Value": "This +1 warhammer is particularly efficient against the ancestral
enemies of the dwarven race. Its damage is increased by 1d6 against orcs and
goblins, and by 2d6 against giants."
},
{
"Key": "2b85007b-9a20-4d59-a15a-da7827fb82be",
"Value": "Warhammer of Hatred"
},
{
"Key": "0c243773-5b27-44a9-94de-3dd16daa34f8",
"Value": "This�wounding�battleaxe deals 1 point of bleed damage when it hits
a creature. Multiple bleeding effects stack. Bleeding creatures take the bleed
damage at the start of their turns. Bleed will continue until the target receives
magic healing or leaves combat. A critical hit does not multiply the bleed damage.
Creatures immune to critical hits are immune to the bleed damage dealt by this
weapon."
},
{
"Key": "b348d4e2-464a-4f89-8ab9-c21f426aa32c",
"Value": "Serrator"
},
{
"Key": "dd0d90d4-484a-40ec-b344-3edd1f1bda03",
"Value": "This +4 ghost touch magical beast bane elven curve blade grants its
wielder a +2 luck bonus to attack rolls."
},
{
"Key": "268897bb-3ed9-4ace-a39e-3ef847dedd88",
"Value": "Clarity"
},
{
"Key": "33b6bc29-21cf-4944-92d2-ed202f264933",
"Value": "This +4 holy flaming scimitar grants its wielder the ability to
cast divine power spell once per day."
},
{
"Key": "d88bfd73-1c12-4698-abcf-63c63eb17883",
"Value": "Divine Intervention"
},
{
"Key": "d049d2fa-19c2-4d34-9182-101f620626cd",
"Value": "This +2 vermin bane shortsword grants its wielder the ability to
cast summon nature's ally II spell once per day."
},
{
"Key": "df9a9e4b-ce51-4a6b-9fad-c35ee7806c6f",
"Value": "Nature's Will"
},
{
"Key": "548a6522-d17f-45ca-b7ac-81232f2553d6",
"Value": "This +5 holy flaming longsword has an improved critical multiplier.
It grants its wielder the ability to cast transformation spell once per day."
},
{
"Key": "b0979fb8-ffd3-42b7-a092-a64f99e0616b",
"Value": "Redeemer"
},
{
"Key": "0999a821-6a08-47b3-b124-70399a7a2ad1",
"Value": "This +3 corrosive agile rapier grants its wielder acid resistance
20 and the ability to cast spit venom spell once per day."
},
{
"Key": "6cdd4208-e752-4289-b8fd-ad3ffc54ef60",
"Value": "Putrid Blade"
},
{
"Key": "899fbc5e-2658-4a53-8824-63b160f787ab",
"Value": "A fine example of the elven smithing craft from Nazrielle, a court
artisan who made a deal with the {mf|baron|baroness|king|queen}."
},
{
"Key": "42e16690-3997-4067-bef9-b1d0c19ffc39",
"Value": "This +5 shock agile dagger grants its wielder the ability to cast
harm spell once per day."
},
{
"Key": "d210bdd7-72d2-4ae1-9f99-abaf93f4b0c5",
"Value": "Silent Whisperer"
},
{
"Key": "2049f978-3fa4-4219-90b8-ae5e739c860b",
"Value": "This +3 agile dagger has its reach increased by 5 feet. It grants
its wielder a +5 luck bonus on all Stealth skill checks, and the ability to cast
displacement spell once per day."
},
{
"Key": "9f05cb49-a40c-4598-959d-c41289d9f7bb",
"Value": "Deceiver"
},
{
"Key": "7184f131-6f5d-4cd7-8e66-ed908179099c",
"Value": "This weapon is a +2 flaming anarchic agile dagger."
},
{
"Key": "46e3d83f-a196-4642-8666-08c46b0c7be5",
"Value": "Troublemaker"
},
{
"Key": "6e8bc1ff-15f3-4397-94e8-df09da1467a3",
"Value": "This +2 frost agile speed dagger has a chance to slow an enemy on a
successful hit."
},
{
"Key": "9918acc7-2055-411e-a916-dfc25d698efb",
"Value": "Trouble Solver"
},
{
"Key": "4162cca9-a910-4404-8ceb-2dba70a1fa21",
"Value": "Whenever this +3 agile rapier lands a hit, it makes the target
bleed for 1d6 HP per round. Bleed will continue until the target receives magic
healing or leaves combat. It also grants its wielder the ability to cast cure
moderate wounds spell once per day."
},
{
"Key": "44108e19-0823-44ac-81ab-54ec7b784c91",
"Value": "Vein Finder"
},
{
"Key": "1733b48f-7abd-473e-ba52-437b55f81169",
"Value": "This +1 flaming composite shortbow grants its wielder the ability
to cast flare burst spell three times per day."
},
{
"Key": "6376cace-a70c-4a0b-b275-6b69dad339a5",
"Value": "Fiery Eye"
},
{
"Key": "7f81b6f8-b51a-4cfe-a724-e6c871a19ac5",
"Value": "This +5 holy composite longbow grants its wielder a +4 sacred bonus
to Dexterity."
},
{
"Key": "5dfd448d-e9ed-47ee-8b55-8f16949a3319",
"Value": "Hunter's Blessing"
},
{
"Key": "263ad3ae-8bd0-4357-b3de-70850fa82b49",
"Value": "This +4 speed composite shortbow is decorated with a carving of a
hunting cat. It grants its wielder the ability to summon 1d4+1 smilodons three
times per day."
},
{
"Key": "c08f316f-2f81-4bec-85f4-40e1efbd30f6",
"Value": "Prowling Cat"
},
{
"Key": "f35842b4-17a8-495a-8cf0-6422fcdbca8f",
"Value": "This +1 axiomatic quarterstaff is capable of delivering heavy
stunning strikes upon the enemy."
},
{
"Key": "aff3a302-7358-4886-a3db-d7a583cbb3d2",
"Value": "Will of the Disciple"
},
{
"Key": "3ca8946a-7993-4b42-bb73-3bf3282e4ffb",
"Value": "Necrotic"
},
{
"Key": "025aed7f-7b5a-42c1-978f-cc34e6eaa429",
"Value": "Necrotic"
},
{
"Key": "36053fea-29f4-406b-8c6b-fca93984c85a",
"Value": "This +2 quarterstaff grants its wielder a +4 morale bonus to
Constitution, a +2 morale bonus on Fortitude saving throws, and the ability to cast
resist sonic spell twice per day."
},
{
"Key": "3a908302-d30b-447a-ab63-88b7dc52b1f7",
"Value": "Rigid Oak Staff"
},
{
"Key": "5d2caef0-b096-4160-b375-c0f1df075e00",
"Value": "This +3 composite longbow grants its wielder a +5 luck bonus to
Stealth skill checks, and the ability to cast invisibility spell twice per day."
},
{
"Key": "0a1724a3-1092-4453-bbbb-892da5c7f200",
"Value": "Shady Longbow"
},
{
"Key": "5f0f10e7-cd19-43c0-8ecb-332ccf827749",
"Value": "Necrotic"
},
{
"Key": "551ed650-aaaa-4542-9e4b-2ceaf48fe6ca",
"Value": "The wooden surface is covered in thin ornament, the hallmark of
Kimiel Tavon, the {mf|baron|baroness|king|queen}'s court master."
},
{
"Key": "ba12f7db-badb-48a5-a264-632d85083a0b",
"Value": "Flaming"
},
{
"Key": "d5ca35cb-0b7f-4178-a751-4fc39f957fe8",
"Value": "Frost"
},
{
"Key": "4d72b015-b712-41b0-b25a-09b6e6f0d558",
"Value": "This +1 frost spear grants its wielder a +1 shield bonus to AC, and
deals additional 1d3 cold damage."
},
{
"Key": "29cdcd0f-4d88-4093-95af-ba44d5bb2fd8",
"Value": "Spiked Defender"
},
{
"Key": "b29e20d3-375e-44de-afa8-fc10ae433cb8",
"Value": "This +2 flaming spear grants its wielder the ability to cast
searing light spell twice per day."
},
{
"Key": "1a135142-9776-46c6-ad94-2bc4be9a6917",
"Value": "Sunbeam"
},
{
"Key": "a774067c-6f23-4913-8c5b-4d9e00a45aa7",
"Value": "Necrotic"
},
{
"Key": "480560d4-e5a2-4c8a-9df0-99739d080a74",
"Value": "This +4 flaming aberration bane quarterstaff grants its wielder a
+3 morale bonus on Persuasion skill checks when used to intimidate, and the ability
to cast remove paralysis spell once per day."
},
{
"Key": "2ec1e307-0289-4304-92d7-05ae81c0519a",
"Value": "The Undaunted"
},
{
"Key": "9b3a25ee-476b-44bc-87db-bc5e17e12843",
"Value": "This +2 composite longbow grants its wielder a +2 enhancement bonus
to Dexterity, and the ability to summon a medium air elemental once per day."
},
{
"Key": "221bc077-ab0f-4c3f-aa3c-9073c8e29876",
"Value": "Whirlwind"
},
{
"Key": "ab821caa-c23d-4217-b9fd-1df5079e6e12",
"Value": "Necrotic"
},
{
"Key": "e578e0d4-ed39-474f-8c0f-d60fdd933a52",
"Value": "This +5 holy undead bane spear grants its wielder a +3 sacred bonus
to Initiative checks, and the ability to cast good hope spell three times per day."
},
{
"Key": "9b4e46d0-398a-4228-88c3-0614d2e41a65",
"Value": "Utopia"
},
{
"Key": "219c8ef5-3c6c-4f03-9fdd-f2c5803ee4aa",
"Value": "Necrotic"
},
{
"Key": "9ac3990b-f584-408b-ab77-3ca8b141124a",
"Value": "This +2 necrotic spear grants its wielder a +5 morale bonus to all
Athletics checks, and the ability to cast inflict critical wounds spell three times
per day."
},
{
"Key": "65b38986-dce9-4220-8875-57ddce97bb25",
"Value": "Dystopia"
},
{
"Key": "58b5fd81-5507-47c2-a485-b644cf7b409e",
"Value": "Necrotic"
},
{
"Key": "936f4f24-ab45-40c5-8860-eb748d98a297",
"Value": "This +2 corrosive heavy mace allows its wearer to throw an acid
bomb three times per day. Acid bombs launched from this mace deal 3d6+5 acid damage
on a direct hit."
},
{
"Key": "509410b3-91e4-4eb2-8a18-26299788b3c8",
"Value": "Alkaline Mace"
},
{
"Key": "d5b66bcd-b915-48dc-9d45-9682b6625af3",
"Value": "This +5 greatclub deals additional 2d6 negative energy damage on a
hit, and has a chance to cast vampiric touch on a critical hit. It can only be used
by evil characters."
},
{
"Key": "514718b8-23b6-402a-99cd-c5721bfe469d",
"Value": "Bloodthirst"
},
{
"Key": "d337b752-e55d-4ad9-9788-14d2a5847931",
"Value": "Necrotic"
},
{
"Key": "40da054a-e710-4490-b809-c6b882de1e30",
"Value": "Shock"
},
{
"Key": "fc40d91d-525b-4040-b811-34ecd8f6b380",
"Value": "Vampiric"
},
{
"Key": "bd69efaf-cf2e-44f4-825f-10c47b3dd5b4",
"Value": "Heavy Blow"
},
{
"Key": "d4c959ef-7edf-4de4-87f1-4424d4f54438",
"Value": "This +1 ghost touch dagger grants its wielder the ability to cast
bestow curse (curse of weakness) spell once per day."
},
{
"Key": "402c7214-d251-49d8-90ec-79c88a0e88d6",
"Value": "Frailty"
},
{
"Key": "98a4fe57-21c6-4257-b78e-fe59494ea3c8",
"Value": "This +2 heavy mace grants its wielder the ability to cast
boneshaker spell twice per day."
},
{
"Key": "09e05195-cf52-4e48-9984-d3781ce3acaa",
"Value": "Terror Bringer"
},
{
"Key": "288b72cd-38cf-4803-9ff8-4acf5e0b828a",
"Value": "Against Will-o'-Wisps, the weapon's enhancement bonus is +4 better
than its actual bonus."
},
{
"Key": "e7569f33-aab6-446e-a627-d6b45353da46",
"Value": "Extinguisher"
},
{
"Key": "48da78f5-d5b2-4391-a370-e7210915ee76",
"Value": "Construct Bane"
},
{
"Key": "2862aec1-b520-45ab-aaa7-938801f310d8",
"Value": "This +1 greatsword grants its wielder a +4 bonus on all saving
throws against poison, and deals an additional 1d8 damage against vermin."
},
{
"Key": "e87024f9-62b0-4778-acc8-e1f1d25c1bf0",
"Value": "Fly Swatter"
},
{
"Key": "630fbeaf-4541-4c96-916d-20cc012fe1ff",
"Value": "+1 speed dagger grants its wielder the ability to cast Bestow
Curse, Weakness once per day."
},
{
"Key": "dec407c1-4405-43cf-bbf8-417cb7636c64",
"Value": "Frailty"
},
{
"Key": "26c56e5c-4cd0-4f1e-a2f7-18b6152d0869",
"Value": "This +3 frost fey bane greataxe grants its wielder the ability to
cast resist cold spell once per day."
},
{
"Key": "f4934151-a33e-494e-b5d1-256a2c61aa6b",
"Value": "Frost Touch"
},
{
"Key": "ea414225-ef90-4d1d-80da-c305e878b000",
"Value": "Flaming"
},
{
"Key": "9d1d6b7d-b60b-4df6-a404-2f758ad28340",
"Value": "Flaming"
},
{
"Key": "26b1aef3-9e98-4a36-a304-7b078ac667f9",
"Value": ""
},
{
"Key": "31e944ce-cf24-440e-9141-abe036c51690",
"Value": "This +4 flaming magic beast bane greataxe grants its wielder the
ability to cast eaglesoul spell once per day."
},
{
"Key": "f4048f38-dfcd-404f-bab0-587acfcb3c0d",
"Value": "Retribution"
},
{
"Key": "9a4f5593-d73c-4567-94c9-137345afcc53",
"Value": "This item came from the forge of Varrask the half-orc � court
master, also known as the Wildfist."
},
{
"Key": "15349237-8bb0-4c4c-bebb-d30d3629bdc5",
"Value": "This +2 corrosive greatsword grants its wielder the ability to cast
spike stones spell twice per day."
},
{
"Key": "feea8511-13f7-49de-abcc-c35afb601c1e",
"Value": "Stonekeeper"
},
{
"Key": "252468f7-39b5-46d2-976c-4eb9502d6dbf",
"Value": "This +4 shock greatsword grants its wielder the ability to cast
umbral strike spell once per day."
},
{
"Key": "1d3ea725-ea8b-471f-b1e5-a952a8372af5",
"Value": "Swift Blow"
},
{
"Key": "ee224661-7015-4199-815b-583076298775",
"Value": "Greater Shock"
},
{
"Key": "3bee9b49-1efa-46b3-a1bc-3b096606d3c8",
"Value": "Shock"
},
{
"Key": "8ac3ac06-3f2a-4776-ae04-6ea99914c60d",
"Value": "This +4 unholy mace grants its wielder the ability to cast slay
living spell once per day."
},
{
"Key": "99892f90-316e-4cd8-8f9a-72a0fa044fbe",
"Value": "Eradicator"
},
{
"Key": "f5928c2b-882a-4f21-80f1-53e2decd3693",
"Value": "This +2 greataxe works as a +6 weapon against Will-o'-Wisps."
},
{
"Key": "2d8927d1-f311-4a29-9785-eaf55d9fc049",
"Value": "Extinguisher"
},
{
"Key": "203c3e21-1a6c-414f-b96e-a64f5ef24555",
"Value": "Dragon Bane"
},
{
"Key": "53e77154-a80e-4b96-a3fc-267eb219f9a3",
"Value": "This +5 dragon bane greataxe grants its wielder the ability to cast
dragonkind III spell once per day."
},
{
"Key": "2802ff51-facd-4641-a08f-0337485c1076",
"Value": "Dragon's Essence"
},
{
"Key": "c140584b-f46c-4c6d-8f28-d823a89927ae",
"Value": "This outstanding greataxe is infused with the dragon's essence."
},
{
"Key": "dfb57d07-911c-4cd1-9789-82ec937d8ee1",
"Value": "This +3 frost halfling sling staff grants its wielder a +2 morale
bonus to damage, and an ability to cast stone call spell once per day."
},
{
"Key": "d6e0db3c-35d3-4297-aa97-3b0aa0019d0e",
"Value": "Avalanche"
},
{
"Key": "6f57d182-8aa6-40f8-9f90-5f847ab576cd",
"Value": "This +3 necrotic fauchard grants its wielder the ability to cast
animate dead spell once per day."
},
{
"Key": "0ac6791e-208a-4ab2-aef9-8fc74415bb6c",
"Value": "Dark Bidding"
},
{
"Key": "c75f5857-776c-4471-8232-eecfa562eab8",
"Value": "Greater necrotic weapons are a bane to all living things and deal
2d8 points of negative energy damage on a successful hit."
},
{
"Key": "613a6f0f-b21a-4745-9b76-e4e555b214ac",
"Value": "Greater Necrotic"
},
{
"Key": "a8d6d7c4-3b74-4f8b-8168-eef4f5a12f3c",
"Value": "Necrotic"
},
{
"Key": "039a9f74-a3fa-4b49-99e4-5af3aea4e31a",
"Value": "This +3 shock light repeating crossbow grants its wielder a +2 luck
bonus to Initiative, and the ability to cast summon medium air elemental spell once
per day."
},
{
"Key": "c4f4e977-6884-4a9f-8a59-bd1a9b3571dc",
"Value": "Eye of the Tornado"
},
{
"Key": "26ab2c82-ffcc-4f3f-afb5-9b04710be791",
"Value": "Sometimes this crossbow absorbs lightning during the storm."
},
{
"Key": "3eadbbbc-dd77-41c9-8fac-6fd773ec9462",
"Value": "This +3 furious brass falcata grants its wielder the ability to
cast righteous might spell once per day."
},
{
"Key": "8a1c8b8b-52b1-46f0-a8c7-c16cfa0e1890",
"Value": "Fervent Edge"
},
{
"Key": "579736dc-5a8c-4bad-8170-384f30f38800",
"Value": "This +4 keen speed estoc grants its wielder the ability to cast
waves of fatigue spell once per day."
},
{
"Key": "77cd755f-6108-4f5f-b92d-d49c6457a3e8",
"Value": "Lifestopper"
},
{
"Key": "22b0c4e1-5010-4adc-aca7-8860d591d5cf",
"Value": "This +3 kama has a chance to blind the opponent on a successful hit
and grants its wielder the ability to cast molten orb spell twice per day."
},
{
"Key": "8f0f66ba-effc-4a93-a532-01d7916a1b8b",
"Value": "Monastic Kama"
},
{
"Key": "52b5d5da-56b2-4aee-a589-fec7c0eacb87",
"Value": "This +2 halfling sling staff grants its wielder a +2 morale bonus
to Dexterity, and a +5 luck bonus on Mobility skill checks."
},
{
"Key": "5b75f31f-19a5-4da5-af8f-aa269f6df23c",
"Value": "Carefree Hunter"
},
{
"Key": "00004a72-c296-464c-bbe4-557cacec9a1d",
"Value": "This +3 agile sai grants its wielder a +2 luck bonus on Initiative
rolls. Whenever it lands a hit, it makes the target bleed for 1d6 HP per round.
Bleed will continue until the target receives magic healing or leaves combat."
},
{
"Key": "38779d38-b8b4-43bc-92b3-05cf7406a0ff",
"Value": "Heart Piercer"
},
{
"Key": "dcf1244f-1332-4f7b-aa89-b31a5b96bb53",
"Value": "This +2 kama grants its wielder a +2 dodge bonus to AC."
},
{
"Key": "0259e9a8-0ff8-48d0-9410-0981af53d32e",
"Value": "Monastic Kama"
},
{
"Key": "83f6efc3-3b53-45ee-a440-05bfc574f259",
"Value": "This +5 sacrificial tongi has a chance to stun creatures of evil
alignment on critical hits and grants its wielder the ability to cast chain
lightning spell once per day."
},
{
"Key": "25d09908-d7e6-4aa1-9aca-767d20058783",
"Value": "Thwarter"
},
{
"Key": "b2d3d3cf-435c-46c6-b98a-b09d037595a3",
"Value": "This +3 corrosive fauchard has a higher critical hit multiplier."
},
{
"Key": "24fec843-3d45-4747-974f-a717c2378288",
"Value": "Serpent Prince"
},
{
"Key": "a11c5e0d-fdab-44a5-8005-18f6e90070a1",
"Value": "This is one of the gifts of the royal court master Shaynih'a, who
arrived to the Stolen Lands from the foreign land of Vudra in search of her
vocation."
},
{
"Key": "3268c099-49c7-46b0-8d36-cbf5baa75a5b",
"Value": "This +5 keen agile sai has a chance to stun the opponent on a
successful hit and grants its wielder the ability to cast sirocco spell once per
day."
},
{
"Key": "865a61ad-2e94-46c7-a1f5-10e6074022cd",
"Value": "Tears of Blood"
},
{
"Key": "5238eab9-c178-48b0-8caa-0531f9647b4e",
"Value": "This +3 brilliant energy dueling sword grants its wielder a +2 luck
bonus to CMD and a +2 luck bonus to CMB."
},
{
"Key": "ac9f4d8d-8eae-4d1f-9b8a-e4d9c04337e6",
"Value": "Menace"
},
{
"Key": "e9c788e3-709e-40d1-9140-141de53c20c9",
"Value": "This +4 bastard sword grants its wielder a +6 enhancement bonus to
Charisma, and a +2 luck bonus on Will saving throws."
},
{
"Key": "21c22993-cd1f-4d26-bfc9-7fb7708f2311",
"Value": "Oppressor"
},
{
"Key": "5f73b6bb-9298-4e1b-81cc-02b47c038fb0",
"Value": "This +2 shock kama grants its wielder the ability to cast
thundering drums spell once per day."
},
{
"Key": "b9e7976b-87bd-4c5d-96e6-d32781ca7781",
"Value": "Persecutor"
},
{
"Key": "259c3152-059a-4f19-9a6d-701cf2d21b39",
"Value": "Corrosive rapier +1"
},
{
"Key": "9650b30f-0d69-4dfe-ba03-94b06f6be96c",
"Value": "This +1 rapier deals an additional 1d6 cold damage, 1d6 fire
damage, 1d6 acid damage and 1d6 electricity damage."
},
{
"Key": "db07ce0f-06b1-4ade-a401-a674d4e2a2ed",
"Value": "Elemental Edge"
},
{
"Key": "d4903416-34a1-4073-89d4-c8667d2753c4",
"Value": "Flaming Corrosive Falchion +5"
},
{
"Key": "34f154a0-cd2d-4421-9e3d-38458fd964dd",
"Value": "Flaming Falchion +3"
},
{
"Key": "3d1d84f7-ba0e-47b6-ae85-9023fb8faf56",
"Value": "Flaming Falchion +4"
},
{
"Key": "4b8b2a6e-3bbd-44c6-9332-d5a05d54e944",
"Value": "Flaming Falchion +5"
},
{
"Key": "53455ecd-0327-4911-b2e5-8ec14d8d0192",
"Value": "Flaming Rapier +1"
},
{
"Key": "3e098cf2-b338-46cd-a1e2-68f0fa49024d",
"Value": "Frost Rapier +1"
},
{
"Key": "22e22889-e325-4952-9414-60d90636263e",
"Value": "Keen Rapier +1"
},
{
"Key": "bf5eaf97-3cee-4897-8f2d-f986d0392b82",
"Value": "Agile Flaming Frost Rapier +4"
},
{
"Key": "501a3477-f2de-4bcd-a032-db37d01faac0",
"Value": "Agile Flaming Rapier +3"
},
{
"Key": "110f3be6-afd2-4b1a-bc33-369fa0f586c1",
"Value": "Agile Flaming Rapier +4"
},
{
"Key": "416eaa8d-799d-4c95-b39b-563b7d23b3e7",
"Value": "Agile Flaming Frost Shock Corrosive Rapier +4"
},
{
"Key": "cce4ee78-2db9-45d1-a1b2-4b6f000de115",
"Value": "Rapier +1"
},
{
"Key": "826b49e1-9ce6-4573-8fa7-9bc2d18505ab",
"Value": "Rapier +2"
},
{
"Key": "f3577f6e-1ef6-46a4-9ff4-15c3add5efab",
"Value": "Shock Rapier +1"
},
{
"Key": "ad55beb5-3e20-44a6-96ef-86f4e38f9c0e",
"Value": "Medium size"
},
{
"Key": "760d92e1-5863-4a71-8a8b-6b26eb16a529",
"Value": "Stone Fist"
},
{
"Key": "040166f1-a1d9-4fbd-818f-f2482a0fb6d6",
"Value": "Small size"
},
{
"Key": "562318d7-c75a-4e91-8ebb-271133c6e6b7",
"Value": "Stone Fist"
},
{
"Key": "e5f47b91-ca63-42c5-8395-e050bebba1ac",
"Value": "Flaming Falchion"
},
{
"Key": "bcac1ab6-1944-495a-8c8a-eddf2bf57732",
"Value": "Flaming Slam"
},
{
"Key": "3b7c61e4-ace4-4749-95ae-a34ecb0e31a5",
"Value": "Masterwork Greatclub"
},
{
"Key": "b1b5e66a-f1fc-4aa5-9b44-322826229f34",
"Value": "Masterwork Battleaxe"
},
{
"Key": "4e7e71e0-1166-41b8-97e8-b076b3247785",
"Value": "Masterwork Greataxe"
},
{
"Key": "d35d34b5-5aaf-43bf-9f11-ee30cd2eef67",
"Value": "Masterwork Large Bastard Sword"
},
{
"Key": "3f022059-dc9c-4e3f-9ae4-0ca5220b0139",
"Value": "Masterwork Bastard Sword"
},
{
"Key": "2c160b4f-b846-4796-bd52-093405592dfc",
"Value": "Masterwork Battleaxe"
},
{
"Key": "5565c627-b886-4eff-a095-dada420f6f57",
"Value": "Masterwork Blowgun"
},
{
"Key": "f2a232e9-ebcf-4bdc-b667-82ffe752f154",
"Value": "Masterwork Bola"
},
{
"Key": "cd29de43-54c3-454e-8822-dc0fa9863c09",
"Value": "Masterwork Club"
},
{
"Key": "6b3c1ce1-dbb1-4dfa-a48f-3a72dd721d38",
"Value": "Masterwork Dagger"
},
{
"Key": "4f2edd67-a917-44a5-a417-fdda2f321706",
"Value": "Masterwork Dart"
},
{
"Key": "7233fbd9-b43f-41cf-9681-d0a90dd655a8",
"Value": "Masterwork Two-Bladed Sword"
},
{
"Key": "d4045e3d-6a67-42dd-b4de-4d91a70f0094",
"Value": "Masterwork Two-Bladed Sword"
},
{
"Key": "cdb10112-6d33-4040-8e6d-cb404d2694df",
"Value": "Masterwork Dueling Sword"
},
{
"Key": "2393e711-0661-445c-af8a-8b1a241829d2",
"Value": "Masterwork Dwarven Urgrosh"
},
{
"Key": "591443a9-8b2f-4350-9339-496b33d81b69",
"Value": "Masterwork Dwarven Urgrosh"
},
{
"Key": "c0e791e8-bf7f-4082-a256-40decfd03c80",
"Value": "Masterwork Dwarven Waraxe"
},
{
"Key": "3fa1ea54-6eca-4814-b7fc-d96722b6ba3a",
"Value": "Masterwork Earth Breaker"
},
{
"Key": "002eae07-2201-485e-9e04-97e64c02b80f",
"Value": "Masterwork Elven Curve Blade"
},
{
"Key": "f26ff286-49a0-4cb8-84e7-0d4f91a24e1c",
"Value": "Masterwork Estoc"
},
{
"Key": "49550d6f-ea80-4a5d-8a7b-3f4d2651e874",
"Value": "Masterwork Falcata"
},
{
"Key": "05975221-d2b7-45bd-b653-33b7e13c1095",
"Value": "Masterwork Falchion"
},
{
"Key": "8eed4d8b-e807-460c-ad50-b1464301912a",
"Value": "Masterwork Fauchard"
},
{
"Key": "a0b1ab66-21f8-42d6-b259-d2c78564baa3",
"Value": "Masterwork Flail"
},
{
"Key": "3a2a2e67-973d-4ecb-b02e-26e597fe9ae4",
"Value": "Masterwork Glaive"
},
{
"Key": "03df9cf0-f8eb-4d73-a4fa-202656966e13",
"Value": "Masterwork Gnome Hooked Hammer"
},
{
"Key": "301b3637-8120-47cd-bab6-9d535b150c87",
"Value": "Masterwork Gnome Hooked Hammer"
},
{
"Key": "bfb28b16-f0fe-4f8c-b157-aed279e9f41e",
"Value": "Masterwork Greataxe"
},
{
"Key": "b1be5406-306e-4753-bf8b-3129300fac4b",
"Value": "Masterwork Greatclub"
},
{
"Key": "ae7cf3fe-70fa-4533-ab00-aa07350d59ca",
"Value": "Masterwork Greatsword"
},
{
"Key": "60545a18-b38e-469b-9fe0-9c74eca6b45e",
"Value": "Masterwork Handaxe"
},
{
"Key": "beb330c9-c0fa-4091-9d8a-93437358920c",
"Value": "Masterwork Hand Crossbow"
},
{
"Key": "3be6d657-685b-47e1-a314-94c4699731da",
"Value": "Masterwork Heavy Crossbow"
},
{
"Key": "a5a10000-79b1-49b1-8fee-50dbd2f8aca6",
"Value": "Masterwork Heavy Flail"
},
{
"Key": "868bcd9e-a8cc-4a30-8d12-5d75fc978ef7",
"Value": "Masterwork Heavy Mace"
},
{
"Key": "f2b0e1c1-85b1-48ab-b121-c128e07e709e",
"Value": "Masterwork Heavy Pick"
},
{
"Key": "d02e4097-07cd-4db9-ba93-c159961f2f1d",
"Value": "Masterwork Heavy Repeating Crossbow"
},
{
"Key": "6eb518f8-0f2d-433f-a03d-88719f7f37a7",
"Value": "Masterwork Javelin"
},
{
"Key": "1c9a7be6-04eb-4446-aee1-f055d9c4adb0",
"Value": "Masterwork Kama"
},
{
"Key": "29d68e90-809f-460c-a2a4-c5ff2de04b31",
"Value": "Masterwork Kukri"
},
{
"Key": "e9a45e7c-4211-4b97-9ac8-eefb1b78202a",
"Value": "Masterwork Light Crossbow"
},
{
"Key": "73fdb6a4-0591-4f84-a333-cdbe69738cde",
"Value": "Masterwork Light Hammer"
},
{
"Key": "e07c423d-6cc7-4594-8747-7cf87ecca902",
"Value": "Masterwork Light Mace"
},
{
"Key": "6104f90c-f696-4c27-8b78-754494515307",
"Value": "Masterwork Light Pick"
},
{
"Key": "8337b7bb-4296-4ccd-986b-ce8badecd259",
"Value": "Masterwork Light Repeating Crossbow"
},
{
"Key": "10aff1b8-b56d-4b9a-9254-96f40dbd6864",
"Value": "Masterwork Longbow"
},
{
"Key": "093a4941-5578-4301-8d08-a5d8c3d87711",
"Value": "Masterwork Longspear"
},
{
"Key": "b90c6db1-2f31-4731-8f53-35dbf78bf013",
"Value": "Masterwork Longsword"
},
{
"Key": "3f54b9ad-2652-4941-a387-a83fafb61522",
"Value": "Masterwork Nunchaku"
},
{
"Key": "14a02fe6-8e98-4ddc-bf89-79a8e8d29420",
"Value": "Masterwork Punching Dagger"
},
{
"Key": "e8f98598-08ea-4a0c-b7c3-fc105f9c438a",
"Value": "Masterwork Quarterstaff"
},
{
"Key": "0725e6e2-360b-4593-8ae7-ae3bc7e4b1aa",
"Value": "Masterwork Rapier"
},
{
"Key": "c5e34be8-a8e9-405a-8b67-ff39eaf7cbf6",
"Value": "Masterwork Sai"
},
{
"Key": "28696254-8891-4201-a008-ba7789b7da93",
"Value": "Masterwork Scimitar"
},
{
"Key": "00e56e63-a276-4391-9811-0e22f8b4dd87",
"Value": "Masterwork Scythe"
},
{
"Key": "0e09e9dc-8dc3-40d6-aa38-c9a5d36926af",
"Value": "Masterwork Shortbow"
},
{
"Key": "c2a05909-d604-491f-b240-80b53f163117",
"Value": "Masterwork Shortspear"
},
{
"Key": "3810e520-5781-41f5-aa7e-2312a310a43d",
"Value": "Masterwork Shortsword"
},
{
"Key": "bdb66a7c-9fbf-4a03-a84d-7ca7a9718f01",
"Value": "Masterwork Shuriken"
},
{
"Key": "01549bd7-837b-4798-a9b9-728d25a7e044",
"Value": "Masterwork Siangham"
},
{
"Key": "d59969ac-497a-4ed2-9d1e-caea899cb257",
"Value": "Masterwork Sickle"
},
{
"Key": "8ed7794a-3930-4f32-b15a-e434e3042031",
"Value": "Masterwork Sling Staff"
},
{
"Key": "f8b0b588-59a9-4e9d-9388-4b13f66c73e1",
"Value": "Masterwork Sling"
},
{
"Key": "d79dca1e-9773-4f51-8e18-8145d22c1d29",
"Value": "Masterwork Spear"
},
{
"Key": "af9ba0a6-444a-4450-ab7d-abdcf0b791c9",
"Value": "Masterwork Spiked Heavy Shield"
},
{
"Key": "e2937c8a-51f9-4d4c-aaf5-1c4765d07b49",
"Value": "Masterwork Spiked Light Shield"
},
{
"Key": "70a52814-dd2b-4829-afea-3a573e127828",
"Value": "Masterwork Orc Double Axe"
},
{
"Key": "7427a777-398b-46aa-baf4-32c5f9a633f4",
"Value": "Masterwork Orc Double Axe"
},
{
"Key": "4cde8e79-6964-47c1-9d6d-ad07f2e1d66d",
"Value": "Masterwork Starknife"
},
{
"Key": "1af3b57c-1152-4472-a8f2-253dbfcb7533",
"Value": "Masterwork Tongi"
},
{
"Key": "0efac384-e0e5-42bc-91e6-0adc1dd43247",
"Value": "Masterwork Trident"
},
{
"Key": "db79c78c-3e63-4e59-a247-43593bc8cbb3",
"Value": "Masterwork Warhammer"
},
{
"Key": "550e8e10-f329-424e-b991-3a090c750e59",
"Value": "Masterwork Heavy Shield"
},
{
"Key": "6f347484-5a68-4adb-80bc-61fb4f83e3ac",
"Value": "Masterwork Light Shield"
},
{
"Key": "b2d87308-1c69-4e08-9316-79977f0b43f4",
"Value": ""
},
{
"Key": "2020d228-8c4c-4453-a784-e29a72056c24",
"Value": "Kick"
},
{
"Key": "e24b86de-7944-4116-816b-9c95a25f0025",
"Value": "Everburning Torch"
},
{
"Key": "c41dedbe-0b2e-4724-8a92-2f2a47afa4ac",
"Value": "Agile Dagger +1"
},
{
"Key": "080abc56-361b-4dcb-a5e4-454a7ba5a3cd",
"Value": "Agile Estoc +1"
},
{
"Key": "7fe82b9c-fc17-4937-a234-cc9efe9bbc7d",
"Value": "Agile Handaxe +1"
},
{
"Key": "413300de-20b4-4316-886d-72fad7e0e756",
"Value": "Agile Kama +1"
},
{
"Key": "259841a1-3e1c-40a9-a652-5d3840686372",
"Value": "Agile Kukri +1"
},
{
"Key": "471e55cb-50a0-45e2-904b-795f0dd7fda4",
"Value": "Agile Light Hammer +1"
},
{
"Key": "2f72dc0f-5358-409b-9f76-b168b40270ca",
"Value": "Agile Light Mace +1"
},
{
"Key": "8a61765c-874b-42dd-91c3-6182ff97f5e5",
"Value": "Agile Light Pick +1"
},
{
"Key": "eb3f4b63-0845-4d1f-82cb-1a4b4d5aa722",
"Value": "Agile Nunchaku +1"
},
{
"Key": "1f18c6e9-9850-4beb-8cf6-09bfc06138ee",
"Value": "Agile Punching Dagger +1"
},
{
"Key": "5728be64-762a-4e10-bdcd-259145d9cab8",
"Value": "Agile Rapier +1"
},
{
"Key": "98feac92-d0d1-44d8-bc34-d3829e1b5fe3",
"Value": "Agile Sai +1"
},
{
"Key": "ad6db461-712d-4b90-b6fc-2ae9ef56cd7b",
"Value": "Agile Shortsword +1"
},
{
"Key": "72398fcc-f9c8-4e8b-a9b7-e11e6a9c8efe",
"Value": "Agile Siangham +1"
},
{
"Key": "784052ec-6d0a-45ac-a13a-c42ad9656d34",
"Value": "Agile Sickle +1"
},
{
"Key": "e75c2e85-255a-49cf-a5fc-c4d4eda79f9f",
"Value": "Agile Spiked Light Shield+1"
},
{
"Key": "3245ebde-54ef-49c4-b030-78807c9dcfae",
"Value": "Agile Two-Bladed Sword +1"
},
{
"Key": "385a9bac-f790-4f44-9e6d-7f086f4b6b12",
"Value": "Agile Starknife +1"
},
{
"Key": "0d20d63a-4e6e-40a8-bae2-d9c01c79ca9a",
"Value": "Agile Light Shield +1"
},
{
"Key": "c3c921a8-7d9d-4295-b3cd-ee1455b7b0ba",
"Value": "Corrosive Bastard Sword +1"
},
{
"Key": "b0afa8a6-d1cf-44a6-a8e6-8cc212090c2f",
"Value": "Corrosive Large Bastard Sword +1"
},
{
"Key": "facf7333-0fbc-46ec-b47b-3e4942bfd0d3",
"Value": "Corrosive Battleaxe +1"
},
{
"Key": "2b06d163-7098-4328-a833-851bf8ffdf01",
"Value": "Corrosive Blowgun +1"
},
{
"Key": "ea9d4228-80e6-4bad-9303-4c66fbf2efc7",
"Value": "Corrosive Bola +1"
},
{
"Key": "3ff5759c-5860-48d8-b4f5-ff0e2eebcf93",
"Value": "Corrosive Club +1"
},
{
"Key": "667347c3-abdf-48ed-807f-78b1152a1e30",
"Value": "Corrosive Dagger +1"
},
{
"Key": "14899ba3-7f63-4f31-8b01-76da5bdd6c90",
"Value": "Corrosive Dart +1"
},
{
"Key": "d6b6623a-ba78-4f2d-8045-3c872f4eab92",
"Value": "Corrosive Dueling Sword +1"
},
{
"Key": "99f0153c-23fe-43a9-8993-c2c3aa28b74e",
"Value": "Corrosive Dwarven Waraxe +1"
},
{
"Key": "74e81c83-3390-444e-a25d-8da00e702f09",
"Value": "Corrosive Earth Breaker +1"
},
{
"Key": "67a237c9-82c0-4b45-8f06-f0e65a30f3fa",
"Value": "Corrosive Elven Curve Blade +1"
},
{
"Key": "5ca5b643-35c6-4dca-afcd-97fe077e9009",
"Value": "Corrosive Estoc +1"
},
{
"Key": "e55b99a1-8c75-4d1c-babd-81ecc0bf0ddd",
"Value": "Corrosive Falcata +1"
},
{
"Key": "be80b054-63c4-4e78-988f-2d74420c856b",
"Value": "Corrosive Falchion +1"
},
{
"Key": "5e21fb68-5bfb-4759-b071-745be1694cbf",
"Value": "Corrosive Fauchard +1"
},
{
"Key": "49a1fa4e-3cdf-4cd8-97ee-bf0508ca8f5b",
"Value": "Corrosive Flail +1"
},
{
"Key": "08d97772-4d4a-4544-b2be-4c2e10ff7cd1",
"Value": "Corrosive Glaive +1"
},
{
"Key": "1b88483b-e35b-466d-bd13-44cef8ae97a9",
"Value": "Corrosive Greataxe +1"
},
{
"Key": "632bbd33-b7aa-4d16-a945-c9c1b9d9e4f2",
"Value": "Corrosive Greatclub +1"
},
{
"Key": "ec5b47d2-4bb8-4343-9da6-7b182b8c9b1c",
"Value": "Corrosive Greatsword +1"
},
{
"Key": "ad230d62-12bc-44d5-b9fe-2f399a62a0c3",
"Value": "Corrosive Handaxe +1"
},
{
"Key": "106d04b8-0974-4fc3-8558-dcaa514a52aa",
"Value": "Corrosive Hand Crossbow +1"
},
{
"Key": "d3c26afe-b056-4819-8981-aebff5df55b3",
"Value": "Corrosive Heavy Crossbow +1"
},
{
"Key": "70e960fa-31ca-439d-80a7-8bf88d81bee6",
"Value": "Corrosive Heavy Flail +1"
},
{
"Key": "7b4535f9-f616-4996-96a6-ef25fde308b2",
"Value": "Corrosive Heavy Mace +1"
},
{
"Key": "0e9498f4-9662-4fb1-aa2d-7686509cad2b",
"Value": "Corrosive Heavy Pick +1"
},
{
"Key": "ae14425b-b553-4629-8be5-6d262755de66",
"Value": "Corrosive Heavy Repeating Crossbow +1"
},
{
"Key": "229be963-b1d6-4799-9ad8-e996a5ed9ae9",
"Value": "Corrosive Javelin +1"
},
{
"Key": "17a34af1-3ad8-4178-a5b8-66ea15667b81",
"Value": "Corrosive Kama +1"
},
{
"Key": "0b26f123-59d0-48a8-9c02-e8cc92bd82fd",
"Value": "Corrosive Kukri +1"
},
{
"Key": "5bd6bdc1-1f8a-4419-aaf0-558862987bd1",
"Value": "Corrosive Light Crossbow +1"
},
{
"Key": "7cfa3373-bf77-40eb-b8b5-08c0368fb4c8",
"Value": "Corrosive Light Hammer +1"
},
{
"Key": "dea7cb61-c3bf-408c-9b1e-a4374ddc424d",
"Value": "Corrosive Light Mace +1"
},
{
"Key": "1a92e7ab-012f-4f00-a323-52455e830413",
"Value": "Corrosive Light Pick +1"
},
{
"Key": "7819fc9c-2eb5-453d-836e-f8d1bb3bd82e",
"Value": "Corrosive Light Repeating Crossbow +1"
},
{
"Key": "db12c70c-e403-4a72-a04b-9d7121038f0e",
"Value": "Corrosive Longbow +1"
},
{
"Key": "a4f71339-a862-42b0-8fce-71a2fa9ad9d4",
"Value": "Corrosive Longspear +1"
},
{
"Key": "ca9a3137-d59f-42d7-aa3a-34d3870a4652",
"Value": "Corrosive Longsword +1"
},
{
"Key": "b5d1bf0a-8c18-456e-858d-0d4cc7da63ac",
"Value": "Corrosive Nunchaku +1"
},
{
"Key": "87f8aa70-1212-4802-aa76-9a1f45151a77",
"Value": "Corrosive Punching Dagger +1"
},
{
"Key": "12dc6214-1489-426b-ad77-d3b1c5647077",
"Value": "Corrosive Quarterstaff +1"
},
{
"Key": "f8aff89b-5e3c-4e6f-aeb5-73d329707c50",
"Value": "Corrosive Rapier +1"
},
{
"Key": "9f3ad884-f0f4-4d45-8882-084b01c38477",
"Value": "Corrosive Sai +1"
},
{
"Key": "bb1b314b-0332-4824-9866-9c41c2c4db8c",
"Value": "Corrosive Scimitar +1"
},
{
"Key": "7b414805-cc66-4106-93fe-2f5eb3045b5e",
"Value": "Corrosive Scythe +1"
},
{
"Key": "80503904-9de4-44b9-b65b-42db0a0e6d42",
"Value": "Corrosive Shortbow +1"
},
{
"Key": "cfc6dac0-eb24-47e3-9b16-0cf7862fd019",
"Value": "Corrosive Shortspear +1"
},
{
"Key": "525c13cd-5041-4328-890f-fadd2811389f",
"Value": "Corrosive Shortsword +1"
},
{
"Key": "a4b5e323-611d-4b0d-96de-a5b04c30d44e",
"Value": "Corrosive Shuriken +1"
},
{
"Key": "b4d8a1d6-a7cf-47b6-9121-82e399d55f03",
"Value": "Corrosive Siangham +1"
},
{
"Key": "ad14f583-359b-4072-b1af-caca06ae282a",
"Value": "Corrosive Sickle +1"
},
{
"Key": "e8f6d061-356b-4c17-848f-84025880c128",
"Value": "Corrosive Sling +1"
},
{
"Key": "07faa297-5378-4024-b2bd-72b8e843a956",
"Value": "Corrosive Sling Staff +1"
},
{
"Key": "90e85934-8a82-4ec6-ae25-2d856d610dd4",
"Value": "Corrosive Spear +1"
},
{
"Key": "111cf462-e8ae-45e8-85a9-39510467c230",
"Value": "Corrosive Spiked Heavy Shield +1"
},
{
"Key": "ceaf99e8-3b6e-49cd-a8d2-edf318406eb1",
"Value": "Corrosive Spiked Light Shield +1"
},
{
"Key": "65f5e737-dfc8-4937-afcb-b86fb8754a4f",
"Value": "Corrosive Orc Double Axe +1"
},
{
"Key": "e98977a2-8471-4c92-897e-043a6a9fc6bb",
"Value": "Corrosive Two-Bladed Sword +1"
},
{
"Key": "e51f5d88-0aac-4df9-8982-b7f872f4c9cd",
"Value": "Corrosive Dwarven Urgrosh +1"
},
{
"Key": "9d93706b-5a25-45c5-a994-3a92336b556c",
"Value": "Corrosive Gnome Hooked Hammer +1"
},
{
"Key": "f8c913b0-7e2f-4343-af2c-a88e5137e786",
"Value": "Corrosive Starknife +1"
},
{
"Key": "72e30635-82ef-457e-b4f4-89ed6c8e2cba",
"Value": "Corrosive Tongi +1"
},
{
"Key": "0b4d4b9b-f58e-4c4f-95ca-d33ce4477238",
"Value": "Corrosive Warhammer +1"
},
{
"Key": "098f2310-7e30-4c15-845d-d2891b0713df",
"Value": "Corrosive Heavy Shield +1"
},
{
"Key": "26c8eabe-bbfa-44cd-8bef-aea3e7bdb595",
"Value": "Corrosive Light Shield +1"
},
{
"Key": "ada1b711-dfde-4bd2-87a6-a612397eda6f",
"Value": "Flaming Bastard Sword +1"
},
{
"Key": "871208da-1449-40a2-b4a9-c79c0e326c3f",
"Value": "Flaming Large Bastard Sword +1"
},
{
"Key": "556216b9-2b62-4526-a915-c793bf04d94f",
"Value": "Flaming Battleaxe +1"
},
{
"Key": "e5b21889-c2b5-4267-aa0c-5c6cbfe81531",
"Value": "Flaming Blowgun +1"
},
{
"Key": "70e57286-f7c9-4dd1-98d6-20b876102f0e",
"Value": "Flaming Bola +1"
},
{
"Key": "c44377e9-1ef9-4ad4-98a0-c8218a8db669",
"Value": "Flaming Club +1"
},
{
"Key": "d45b116b-5167-40ce-a31c-a6a6b9980239",
"Value": "Flaming Dagger +1"
},
{
"Key": "eb4fcc2a-1049-4dad-b28c-8b8bd07d4539",
"Value": "Flaming Dart +1"
},
{
"Key": "ceeee458-f317-4001-b467-2499f7dcc830",
"Value": "Flaming Dueling Sword +1"
},
{
"Key": "ba19fa85-69a3-4b32-adbb-c7d181ac42af",
"Value": "Flaming Dwarven Waraxe +1"
},
{
"Key": "06795da6-55b6-4bee-844e-7150b8b2780e",
"Value": "Flaming Earth Breaker +1"
},
{
"Key": "3f0f9cdf-80ed-4910-83e8-da337b360bb3",
"Value": "Flaming Elven Curve Blade +1"
},
{
"Key": "6ab0c432-7c3c-4683-b618-658644a97faa",
"Value": "Flaming Estoc +1"
},
{
"Key": "88a02b14-e720-41a6-8205-6985dd49a7a1",
"Value": "Flaming Falcata +1"
},
{
"Key": "bb65d877-490d-459a-b1ca-a38c63799b36",
"Value": "Flaming Falchion +1"
},
{
"Key": "2335f4f5-d845-4de9-b0fb-f53062448155",
"Value": "Flaming Fauchard +1"
},
{
"Key": "886c805d-7bf1-4736-85dc-e72105bec23d",
"Value": "Flaming Flail +1"
},
{
"Key": "a586f99f-74b4-470e-834b-4ba0107ba509",
"Value": "Flaming Glaive +1"
},
{
"Key": "67249a36-ac1c-4d0a-b8be-40492d2f95a7",
"Value": "Flaming Greataxe +1"
},
{
"Key": "afddabfb-560e-4fa3-b0a5-604ad254a331",
"Value": "Flaming Greatclub +1"
},
{
"Key": "8d6d0eb9-04f1-49da-9911-ce46d2feb351",
"Value": "Flaming Greatsword +1"
},
{
"Key": "6a15971d-9d9e-4f95-9c64-8f0e250ad5ea",
"Value": "Flaming Handaxe +1"
},
{
"Key": "548bbbea-d8d6-4109-aae1-28898cefd8bb",
"Value": "Flaming Hand Crossbow +1"
},
{
"Key": "e88a9f32-a481-4ef0-a20d-755613a72733",
"Value": "Flaming Heavy Crossbow +1"
},
{
"Key": "42586d68-32f0-45ec-86ec-e39c23480985",
"Value": "Flaming Heavy Flail +1"
},
{
"Key": "e025e4cd-7042-40d5-896a-3f77a560ddb6",
"Value": "Flaming Heavy Mace +1"
},
{
"Key": "6dfd0dfb-2bee-49b9-ba73-0ae3c26dfa71",
"Value": "Flaming Heavy Pick +1"
},
{
"Key": "7daa3368-4d39-4beb-9590-db3c9548be75",
"Value": "Flaming Heavy Repeating Crossbow +1"
},
{
"Key": "02b91119-6b1d-46f7-985c-8a81f4003980",
"Value": "Flaming Javelin +1"
},
{
"Key": "63f33402-c8c8-497e-8f50-79ea9539e0d6",
"Value": "Flaming Kama +1"
},
{
"Key": "5d273243-8bc7-44b4-996c-9e2059e970d8",
"Value": "Flaming Kukri +1"
},
{
"Key": "262eb678-206f-40f8-9b29-63b0bdc38207",
"Value": "Flaming Light Crossbow +1"
},
{
"Key": "7bf73709-a393-4b0f-84fb-9451ae75c8f2",
"Value": "Flaming Light Hammer +1"
},
{
"Key": "61c0f234-d46a-48a4-87a6-b567eb8c48e5",
"Value": "Flaming light mace +1"
},
{
"Key": "8b43a067-57d6-4e94-8779-328001a64d8c",
"Value": "Flaming Light Pick +1"
},
{
"Key": "832ce99d-33a7-44bc-a40b-d5d7b99b8ef4",
"Value": "Flaming Light Repeating Crossbow +1"
},
{
"Key": "1fb774fa-5a47-4d41-9b22-4a738362447d",
"Value": "Flaming Longbow +1"
},
{
"Key": "10747ac2-cb12-45c8-8930-45f9aa834210",
"Value": "Flaming Longspear +1"
},
{
"Key": "f8b79cb8-22b5-45bf-953d-c4c741b0ae97",
"Value": "Flaming Longsword +1"
},
{
"Key": "745df4d0-abba-4457-a1c7-c4be4ced2ac8",
"Value": "Flaming Nunchaku +1"
},
{
"Key": "83923ec8-6409-4a62-9698-635f510127c1",
"Value": "Flaming Punching Dagger +1"
},
{
"Key": "9cf23808-82ed-452b-80f8-0555cdfca9e5",
"Value": "Flaming Quarterstaff +1"
},
{
"Key": "e7cd991c-dc77-4db6-a757-33537cff9b7f",
"Value": "Flaming Rapier +1"
},
{
"Key": "51e61f7e-a1f0-4d27-b984-d883dcf9b3d3",
"Value": "Flaming Sai +1"
},
{
"Key": "f9e50caf-9caa-4d17-8586-d968b8ce6557",
"Value": "Flaming Scimitar +1"
},
{
"Key": "08a0c77e-9c24-4604-9218-2431892247f3",
"Value": "Flaming Scythe +1"
},
{
"Key": "f60faada-b35a-46d0-b4f4-c8f2544fcf9b",
"Value": "Flaming Shortbow +1"
},
{
"Key": "1fddcb3d-a9eb-4caf-86e2-6c5e9a8d1a3c",
"Value": "Flaming Shortspear +1"
},
{
"Key": "ebdd8eee-e73d-4bf8-a330-d16b7335eec4",
"Value": "Flaming Shortsword +1"
},
{
"Key": "5dac44a9-824d-4abb-b1bb-8f6cca84a2d4",
"Value": "Flaming Shuriken +1"
},
{
"Key": "14cdef6f-e826-4b27-bb20-e9581f9cac4c",
"Value": "Flaming Siangham +1"
},
{
"Key": "d23b259f-aec8-4147-b470-c2e9498cb91e",
"Value": "Flaming Sickle +1"
},
{
"Key": "7eef4b34-dd29-4cd3-afb9-882982af5c03",
"Value": "Flaming Sling +1"
},
{
"Key": "9f4cff80-e371-4894-9db3-d09ce7218722",
"Value": "Flaming Sling Staff +1"
},
{
"Key": "89312239-22e0-4d88-8e4d-fedffbc970be",
"Value": "Flaming Spear +1"
},
{
"Key": "9874d8a1-9d27-4c06-ab0e-bedb0baf0708",
"Value": "Flaming Spiked Heavy Shield +1"
},
{
"Key": "5ed3ea36-29a9-40c5-91c2-ec61d53f86ea",
"Value": "Flaming Spiked Light Shield +1"
},
{
"Key": "24c323f2-3f08-4777-a5d4-99109ab7d94c",
"Value": "Flaming Orc Double Axe +1"
},
{
"Key": "878b013f-3f6b-46da-a735-2d4907c668ee",
"Value": "Flaming Two-Bladed Sword +1"
},
{
"Key": "a9e91bee-abbd-4573-ab99-012664f60ed8",
"Value": "Flaming Dwarven Urgrosh +1"
},
{
"Key": "1cbbbd7c-a806-429e-bcd1-b323bf219a85",
"Value": "Flaming Gnome Hooked Hammer +1"
},
{
"Key": "002ca66d-8df5-4b10-b8ab-7291b1c230b1",
"Value": "Flaming Starknife +1"
},
{
"Key": "e1b3c58f-c5f4-4382-ac15-7cf7022dbb0d",
"Value": "Flaming Tongi +1"
},
{
"Key": "2ad1e0c7-d432-46c1-89df-aa6899cb0b38",
"Value": "Flaming Warhammer +1"
},
{
"Key": "07984bec-f25b-47d0-958c-6404deca6d71",
"Value": "Flaming Heavy Shield +1"
},
{
"Key": "3e47a123-8042-478a-b5ba-aa436d42ced0",
"Value": "Flaming Light Shield +1"
},
{
"Key": "3e0bac5e-b288-41a2-ac73-bb1e3bb0d653",
"Value": "Frost Bastard Sword +1"
},
{
"Key": "2af083d2-6999-420f-b045-738eb0963621",
"Value": "Frost Large Bastard Sword +1"
},
{
"Key": "89c9d64e-dd17-4376-8ddc-3e65d986a1b9",
"Value": "Frost Battleaxe +1"
},
{
"Key": "0a181a0a-1366-48e5-8f66-b4e2bfc9dc06",
"Value": "Frost Blowgun +1"
},
{
"Key": "03b5240f-84ae-4b91-8a00-d06591f52726",
"Value": "Frost Bola +1"
},
{
"Key": "92d8c1bb-6a05-4f66-a54b-3eaa17f1dbb4",
"Value": "Frost Club +1"
},
{
"Key": "ad3a91c9-02ec-4d0e-992e-891ef4c13863",
"Value": "Frost Dagger +1"
},
{
"Key": "4ec3813e-d33f-400d-837c-cca4ba923278",
"Value": "Frost Dart +1"
},
{
"Key": "99de98b6-0247-44d4-8ebc-f36f4e12ff67",
"Value": "Frost Dueling Sword +1"
},
{
"Key": "ce9d2b68-048d-43a2-ae58-35bba59697d4",
"Value": "Frost Dwarven Waraxe +1"
},
{
"Key": "86d3ce9f-58d2-44b9-8846-884583f28e8e",
"Value": "Frost Earth Breaker +1"
},
{
"Key": "43ffcd71-d343-4803-881e-0062115bf0f6",
"Value": "Frost Elven Curve Blade +1"
},
{
"Key": "fdbfc91f-08ba-4950-b769-89f268c96c15",
"Value": "Frost Estoc +1"
},
{
"Key": "64bd08e3-ebb2-4948-a96d-fcf397af4c5a",
"Value": "Frost Falcata +1"
},
{
"Key": "bcab0ab1-cbef-4795-ac5c-5018c4fa6f8e",
"Value": "Frost Falchion +1"
},
{
"Key": "89f062c5-3a09-4518-9bc5-4b99f0f63494",
"Value": "Frost Fauchard +1"
},
{
"Key": "fd45d1bc-eb28-47de-b397-3864c4da456d",
"Value": "Frost Flail +1"
},
{
"Key": "65df7171-e306-4a0f-be89-8e1a4843e65f",
"Value": "Frost Glaive +1"
},
{
"Key": "e95c2c7a-460e-4a42-bee1-3dfba2754c83",
"Value": "Frost Greataxe +1"
},
{
"Key": "61ead9b1-5003-4064-bf6c-5ada6aad8c87",
"Value": "Frost Greatclub +1"
},
{
"Key": "85bae789-b1a4-4fda-9458-fe4645643ca1",
"Value": "Frost Greatsword +1"
},
{
"Key": "9e1a6058-309c-467f-9b8a-fd494f2e1a3b",
"Value": "Frost Handaxe +1"
},
{
"Key": "8a01aff1-413f-48fd-a2b2-6b301d18be85",
"Value": "Frost Hand Crossbow +1"
},
{
"Key": "933ef3e5-c5ed-47dc-927b-52f2d121e2c5",
"Value": "Frost Heavy Crossbow +1"
},
{
"Key": "8d1bfd1c-754a-4051-b838-251d6e6b482a",
"Value": "Frost Heavy Flail +1"
},
{
"Key": "d8f99bac-3e2b-406d-adc8-c68f4f8c84c1",
"Value": "Frost Heavy Mace +1"
},
{
"Key": "33d2062f-9bdf-40f7-896d-cb50cee2adad",
"Value": "Frost Heavy Pick +1"
},
{
"Key": "495abd0f-2d33-462f-97c5-e16b3da5c52d",
"Value": "Frost Heavy Repeating Crossbow +1"
},
{
"Key": "ac6c1cdd-410e-4d9e-aa48-79399f73b71f",
"Value": "Frost Javelin +1"
},
{
"Key": "f570f686-d7f5-43d0-8cb4-2631bd3df0ce",
"Value": "Frost Kama +1"
},
{
"Key": "06d66bed-affb-4850-82bf-ec3ba5ff5df8",
"Value": "Frost Kukri +1"
},
{
"Key": "3453e273-abe9-4add-944b-4350d6295445",
"Value": "Frost Light Crossbow +1"
},
{
"Key": "c5548583-c664-4378-a711-b7e3434d92d6",
"Value": "Frost Light Hammer +1"
},
{
"Key": "5c8f589e-fdd0-4e93-a5f9-0ca261557b7b",
"Value": "Frost light mace +1"
},
{
"Key": "327af989-907e-4cac-bf6d-f39c63beebb9",
"Value": "Frost Light Pick +1"
},
{
"Key": "8965f3e6-369b-4154-99bf-cacfa5177ce0",
"Value": "Frost Light Repeating Crossbow +1"
},
{
"Key": "f782e92b-5b97-44eb-ba74-b0e29bccf4f5",
"Value": "Frost Longbow +1"
},
{
"Key": "66e3bd58-757d-40ea-917c-5506c3123f31",
"Value": "Frost Longspear +1"
},
{
"Key": "080bc417-d101-41fb-8619-706fdf39a32b",
"Value": "Frost Longsword +1"
},
{
"Key": "fb557f75-0155-43d0-8ec9-04131f47a6d7",
"Value": "Frost Nunchaku +1"
},
{
"Key": "342b19f6-bf3d-4fc6-9c76-c9050a19b1d7",
"Value": "Frost Punching Dagger +1"
},
{
"Key": "ca344f25-db86-4399-ae3b-8b2a52ad8e07",
"Value": "Frost Quarterstaff +1"
},
{
"Key": "8bcb04c2-0d6d-4d15-b26e-a2386e8da50e",
"Value": "Frost Rapier +1"
},
{
"Key": "f4f05e4a-70e4-4e9b-a0b2-de8adbf17e1c",
"Value": "Frost Sai +1"
},
{
"Key": "c900a20a-5e5b-4920-82c9-8824b1a242a6",
"Value": "Frost Scimitar +1"
},
{
"Key": "ab8fb513-8129-47fc-a530-797b61ac820c",
"Value": "Frost Scythe +1"
},
{
"Key": "09c97656-0264-4c08-b6e0-1f4c25bb755d",
"Value": "Frost Shortbow +1"
},
{
"Key": "4074a727-a6ee-43f6-ae9a-f136a29d98f6",
"Value": "Frost Shortspear +1"
},
{
"Key": "aef109d8-0ce6-45ae-ab51-046284d9a355",
"Value": "Frost Shortsword +1"
},
{
"Key": "bd6fb803-f57b-430d-a3a7-5dfcbf2eb414",
"Value": "Frost Shuriken +1"
},
{
"Key": "7aff81ca-9d9d-41f8-9fd5-69358238e0ae",
"Value": "Frost Siangham +1"
},
{
"Key": "0988a3fb-4a3d-402d-8a9c-8e182da0cfa7",
"Value": "Frost Sickle +1"
},
{
"Key": "78a1b42e-7a0b-4f36-bdb7-498deee656b2",
"Value": "Frost Sling +1"
},
{
"Key": "38171a81-8364-4648-92e3-1c2859580cec",
"Value": "Frost Sling Staff +1"
},
{
"Key": "d2adea93-d120-4f82-9116-05f0be7e1a8c",
"Value": "Frost Spear +1"
},
{
"Key": "7486f2ba-8710-4ef5-8ee8-337375c1de00",
"Value": "Frost Spiked Heavy Shield +1"
},
{
"Key": "8c9d63c7-fe43-4158-8de8-6386cc739f73",
"Value": "Frost Spiked Light Shield +1"
},
{
"Key": "f6f2a1af-b1e7-44e1-b138-d1927ff487bd",
"Value": "Frost Orc Double Axe +1"
},
{
"Key": "fedd7617-1ea7-4280-a478-5dc69bf0c158",
"Value": "Frost Two-Bladed Sword +1"
},
{
"Key": "6759629d-acb0-421c-80de-62ad10f4a15c",
"Value": "Frost Dwarven Urgrosh +1"
},
{
"Key": "909872fe-8997-4f2a-8d8a-788b1e287c52",
"Value": "Frost Gnome Hooked Hammer +1"
},
{
"Key": "a7100fb1-1f5d-4b01-b6bd-0bbd82815d3a",
"Value": "Frost Starknife +1"
},
{
"Key": "28842327-e00f-4db5-9b04-1048d7f7fbf4",
"Value": "Frost Tongi +1"
},
{
"Key": "4c084299-ea1e-43f2-80cd-be1d1d62511d",
"Value": "Frost Warhammer +1"
},
{
"Key": "07343afc-f5e0-43bd-8781-e6f187ea38cb",
"Value": "Frost Heavy Shield +1"
},
{
"Key": "d703e1f4-c773-4989-a936-e467fcf4dd1c",
"Value": "Frost Light Shield +1"
},
{
"Key": "d4600e1a-46c5-4420-80e6-c2e2620c79b1",
"Value": "Keen Bastard Sword +1"
},
{
"Key": "1a9ae323-6e7d-4061-b5f9-af15cef3bc25",
"Value": "Keen Large Bastard Sword +1"
},
{
"Key": "6caf3080-be47-4511-b45e-fad302e87b10",
"Value": "Keen Battleaxe +1"
},
{
"Key": "3cf9f2e5-d8e6-43cd-a5ed-058a84168eac",
"Value": "Keen Composite Longbow +1"
},
{
"Key": "4cb1eff1-1ff6-4002-8117-ae0f8d91bd9a",
"Value": "Keen Dagger +1"
},
{
"Key": "12b474f2-177c-46da-a102-8bb15637d689",
"Value": "Keen Dart +1"
},
{
"Key": "acd346c5-d97e-4dea-a4ea-3656efb35e69",
"Value": "Keen Dueling Sword +1"
},
{
"Key": "beb9d303-8b86-4be5-a39d-09382b958e42",
"Value": "Keen Dwarven Waraxe +1"
},
{
"Key": "6d36a863-4c5b-41d0-b9cf-264a97cb6d77",
"Value": "Keen Elven Curve Blade +1"
},
{
"Key": "24603b13-cb7b-4793-bb4d-f5847838053d",
"Value": "Keen Estoc +1"
},
{
"Key": "b373f8dc-e5e0-49be-8c31-ccbb97cb5186",
"Value": "Keen Falcata +1"
},
{
"Key": "e8061bbd-6f60-4b62-81d9-264e76327ed4",
"Value": "Keen Falchion +1"
},
{
"Key": "8c0cb02b-a437-41c7-89a8-c5e6a3616393",
"Value": "Keen Fauchard +1"
},
{
"Key": "ac472ffc-bd71-4f16-8dbe-e37f4697edfa",
"Value": "Agile Flail +1"
},
{
"Key": "bb06403f-d206-405a-a119-a6217080873a",
"Value": "Keen Glaive +1"
},
{
"Key": "a5ed5e69-ba8e-4392-8d7f-e05b3afe5b08",
"Value": "Keen Greataxe +1"
},
{
"Key": "8115aba4-78ee-4659-b157-39531c6f8470",
"Value": "Keen Greatsword +1"
},
{
"Key": "e4f98beb-8c85-4ec5-a851-e4a6d5f22cfa",
"Value": "Keen Handaxe +1"
},
{
"Key": "6d75bef3-9daf-4f6e-a436-79bce166a3e8",
"Value": "Agile Heavy Flail +1"
},
{
"Key": "1f9a9d2e-54ce-4ab3-abac-db289632f95c",
"Value": "Keen Heavy Pick +1"
},
{
"Key": "a1e0ec90-f0e0-4c40-b5a1-5e5cdfa7d6a0",
"Value": "Keen Javelin +1"
},
{
"Key": "cae0ba51-f029-4e16-b1e8-900964d4e1a5",
"Value": "Keen Kama +1"
},
{
"Key": "1c59bd02-881c-4a1c-8b46-ff9ccf5bfe4f",
"Value": "Keen Kukri +1"
},
{
"Key": "53276759-40cd-4686-b558-61799bcc68ab",
"Value": "Keen Light Pick +1"
},
{
"Key": "09bc6db7-3986-44b3-aabd-942e215ef5eb",
"Value": "Keen Longbow +1"
},
{
"Key": "763ca265-ab4a-4f41-a034-717645c5ff12",
"Value": "Keen Longspear +1"
},
{
"Key": "67fda245-b066-49d1-8d15-34b3d76843c7",
"Value": "Keen Longsword +1"
},
{
"Key": "92822df4-89fa-409f-b16a-6c8c9cae9fc9",
"Value": "Keen Nunchaku +1"
},
{
"Key": "d173a31c-9b82-40c8-a6fd-a2731cd3a875",
"Value": "Keen Punching Dagger +1"
},
{
"Key": "76b92fd7-f171-4ec2-8309-0f91b5f031e1",
"Value": "Keen Quarterstaff +1"
},
{
"Key": "04715679-b850-41f1-9429-5a61a63cc553",
"Value": "Keen Rapier +1"
},
{
"Key": "828c09e3-cbc9-4623-848a-2a2cd1d2fc1c",
"Value": "Keen Sai +1"
},
{
"Key": "7bc04f57-96c3-498f-8652-d312b9113b88",
"Value": "Keen Scimitar +1"
},
{
"Key": "bf32447e-15f9-456c-9a14-4c30e5a681f4",
"Value": "Keen Scythe +1"
},
{
"Key": "e55f5405-53cd-4871-b487-37154b22a67d",
"Value": "Keen Shortbow +1"
},
{
"Key": "bd5058f4-d7d6-4153-b5ae-52645bb665b2",
"Value": "Keen Shortspear +1"
},
{
"Key": "615dacf6-b380-4533-aeb6-ce557015c004",
"Value": "Keen Shortsword +1"
},
{
"Key": "846c4525-6850-48de-878f-b275ee614fe3",
"Value": "Keen Shuriken +1"
},
{
"Key": "96a2e6dc-1d1a-435c-b2cb-5b71bbe4966b",
"Value": "Keen Siangham +1"
},
{
"Key": "2b050325-822f-4616-b789-7114aa8dc9f0",
"Value": "Keen Sickle +1"
},
{
"Key": "5f9de033-9372-4bc4-aa36-771d104ce0d5",
"Value": "Keen Sling +1"
},
{
"Key": "4ffacf21-6df7-48a2-9bd8-7e6828ac7577",
"Value": "Keen Spear +1"
},
{
"Key": "e4ee34cf-ebd8-4574-a147-25b6e098c9df",
"Value": "Keen Orc Double Axe +1"
},
{
"Key": "45ddada4-ae37-4108-a88b-e9b3b05ef838",
"Value": "Keen Two-Bladed Sword +1"
},
{
"Key": "053e7ef7-3ee9-41b4-94f4-1617a2f7e6b8",
"Value": "Keen Dwarven Urgrosh +1"
},
{
"Key": "ddda8224-3f3c-45d1-a8d6-110941d27ed8",
"Value": "Keen Gnome Hooked Hammer +1"
},
{
"Key": "63841885-da78-4e36-93bd-741ad71c991e",
"Value": "Keen Starknife +1"
},
{
"Key": "f3e9d7ec-b72f-4cf4-b4e3-e5dc498d28c2",
"Value": "Keen Tongi +1"
},
{
"Key": "f3d8de63-298c-4804-831e-62379a05b0b9",
"Value": "Shock Large Bastard Sword +1"
},
{
"Key": "cd26cf68-35ce-4d7f-91b5-b08699b7337d",
"Value": "Shock Bastard Sword +1"
},
{
"Key": "c6c010b2-b046-408f-b4cd-9a5e910fd055",
"Value": "Shock Battleaxe +1"
},
{
"Key": "8844a4fc-1244-48fb-93d8-5d1f30829edb",
"Value": "Shock Blowgun +1"
},
{
"Key": "30c187f2-8e91-4dcf-b032-c3377fb5ebab",
"Value": "Shock Bola +1"
},
{
"Key": "1f782180-a62f-4cc6-adde-05c5bf966be4",
"Value": "Shock Club +1"
},
{
"Key": "fddc6b95-bf2b-4769-9f44-d4ba3874a872",
"Value": "Shock Dagger +1"
},
{
"Key": "b4db91da-02f1-4bee-b499-8b29dfa4f2a1",
"Value": "Shock Dart +1"
},
{
"Key": "601bb0c5-4d3c-412f-8ef0-b8ebad573bf2",
"Value": "Shock Dueling Sword +1"
},
{
"Key": "49f4d4a0-fc92-4463-9281-8c0127d0a83b",
"Value": "Shock Dwarven Waraxe +1"
},
{
"Key": "24152fef-77a2-488e-a6cd-1957a400c854",
"Value": "Shock Earth Breaker +1"
},
{
"Key": "f1911f90-df08-4a04-8c3d-594770659604",
"Value": "Shock Elven Curve Blade +1"
},
{
"Key": "d89c369a-a8f3-4c2e-8d66-3133518006d5",
"Value": "Shock Estoc +1"
},
{
"Key": "1e16a370-81fd-4c39-9f75-3619aac70dd1",
"Value": "Shock Falcata +1"
},
{
"Key": "1647155d-838c-456e-ab1b-e0a5983be912",
"Value": "Shock Falchion +1"
},
{
"Key": "71310625-5cba-47cf-8e66-442af84ea725",
"Value": "Shock Fauchard +1"
},
{
"Key": "fa25ae33-c7c9-40a2-9522-4bcfd4ad0948",
"Value": "Shock Flail +1"
},
{
"Key": "ba013200-bc8e-47dd-ac31-605c80688abb",
"Value": "Shock Glaive +1"
},
{
"Key": "6b867a33-835e-489b-9c1c-cf6ee666f214",
"Value": "Shock Greataxe +1"
},
{
"Key": "d7bd5154-8b8d-499a-be0d-9918044da10d",
"Value": "Shock Greatclub +1"
},
{
"Key": "550784f6-4ce9-4b0b-a7d3-15ea00f27fd6",
"Value": "Shock Greatsword +1"
},
{
"Key": "e97c0269-a3ea-4fdb-845e-ab26dbacf458",
"Value": "Shock Handaxe +1"
},
{
"Key": "6b2ba6d0-e1d3-4bb3-937a-ad7ef30ec919",
"Value": "Shock Hand Crossbow +1"
},
{
"Key": "c6627d0e-584b-4662-99d9-0cb768f6273a",
"Value": "Shock Heavy Crossbow +1"
},
{
"Key": "4d57f518-33e6-49eb-81d2-72c222ea2b82",
"Value": "Shock Heavy Flail +1"
},
{
"Key": "ad514c2e-e8eb-4035-a481-8ffeb0e8fdb4",
"Value": "Shock Heavy Mace +1"
},
{
"Key": "49b94135-6152-499b-b46c-69f23621535b",
"Value": "Shock Heavy Pick +1"
},
{
"Key": "ee8dd29f-673b-49d1-8dc8-7d8998e45799",
"Value": "Shock Heavy Repeating Crossbow +1"
},
{
"Key": "86e384a0-e17c-478f-ae8f-6b4017b6f622",
"Value": "Shock Javelin +1"
},
{
"Key": "d519d268-873a-4021-9837-37c0adef59c9",
"Value": "Shock Kama +1"
},
{
"Key": "e71fae7c-c541-4395-9952-a3a2ad88ec0f",
"Value": "Shock Kukri +1"
},
{
"Key": "75af7155-a743-4c4c-bffd-9543733c9932",
"Value": "Shock Light Crossbow +1"
},
{
"Key": "7e7e0282-4b8c-48a9-84d1-2caf54d28930",
"Value": "Shock Light Hammer +1"
},
{
"Key": "c33cbf7c-ce97-4b68-8a0f-24b8a5d94895",
"Value": "Shock light mace +1"
},
{
"Key": "e3406d79-b197-4129-af1c-df07d9fdf47e",
"Value": "Shock Light Pick +1"
},
{
"Key": "a87c8778-d2e1-4f94-bf5d-50399e007acf",
"Value": "Shock Light Repeating Crossbow +1"
},
{
"Key": "2773c4d6-61ac-48ac-819f-90772d5fb721",
"Value": "Shock Longbow +1"
},
{
"Key": "764ead60-5fde-4314-ade2-e7ce6fb084e0",
"Value": "Shock Longspear +1"
},
{
"Key": "2ac2ef5e-82ec-47d5-b138-10b3e6af2144",
"Value": "Shock Longsword +1"
},
{
"Key": "cbc6cfe8-5a88-43cd-8135-ab3286865a0d",
"Value": "Shock Nunchaku +1"
},
{
"Key": "c03fdba4-ceb6-4606-957a-8d52f95302f1",
"Value": "Shock Punching Dagger +1"
},
{
"Key": "6c9b0e3a-03dd-4949-9e95-8818c7d4e3ca",
"Value": "Shock Quarterstaff +1"
},
{
"Key": "619a9fff-38a7-4ceb-b928-46c81717972e",
"Value": "Shock Rapier +1"
},
{
"Key": "11caff17-d5c2-4e83-ae84-1ab8ca5d1262",
"Value": "Shock Sai +1"
},
{
"Key": "ccb5c394-2172-4da6-adf7-3cde94095e07",
"Value": "Shock Scimitar +1"
},
{
"Key": "b00aaa03-f1a1-438f-8b5f-81549a5c1a77",
"Value": "Shock Scythe +1"
},
{
"Key": "ecfd0956-f88f-46bd-81b2-8cd52e450f25",
"Value": "Shock Shortbow +1"
},
{
"Key": "6ed5add4-2d0a-4832-bc64-1b7ce553f8ed",
"Value": "Shock Shortspear +1"
},
{
"Key": "e55443ac-933a-40fb-b09a-eb7e4528ec1b",
"Value": "Shock Shortsword +1"
},
{
"Key": "8a74cbcc-32f8-4648-afe4-f3cbad241ca0",
"Value": "Shock Shuriken +1"
},
{
"Key": "faeaff69-0cda-457f-a8a9-4713563e02b7",
"Value": "Shock Siangham +1"
},
{
"Key": "5899cc41-297b-4162-abdc-b555bc61cec1",
"Value": "Shock Sickle +1"
},
{
"Key": "a18c94d3-f13b-4aa3-b660-496309401e0f",
"Value": "Shock Sling +1"
},
{
"Key": "eeea510c-9124-46b5-a3a0-20cc33b19aa7",
"Value": "Shock Sling Staff +1"
},
{
"Key": "d18babfc-a945-4121-bee0-769154eb1417",
"Value": "Shock Spear +1"
},
{
"Key": "59e47025-e50e-49db-aa40-0458dcd5e822",
"Value": "Shock Spiked Heavy Shield +1"
},
{
"Key": "cf279b99-219a-4425-9952-89c1fc68c33f",
"Value": "Shock Spiked Light Shield +1"
},
{
"Key": "0ca71bea-59a9-450b-ac3d-460d479c3698",
"Value": "Shock Orc Double Axe +1"
},
{
"Key": "61ece70c-4e87-43a8-8221-4123a2901a02",
"Value": "Shock Dwarven Urgrosh +1"
},
{
"Key": "b9302afb-fc31-486e-9312-17051f084811",
"Value": "Shock Gnome Hooked Hammer +1"
},
{
"Key": "9b34e25e-62b6-4da0-850a-b9f81b37e68b",
"Value": "Shock Starknife +1"
},
{
"Key": "10b90782-d50a-4ced-a98b-c25c117c7b07",
"Value": "Shock Tongi +1"
},
{
"Key": "a8818700-43f4-4ac3-806f-4c4efc0d0191",
"Value": "Shock Warhammer +1"
},
{
"Key": "104b37fc-358f-4a67-9e6a-ff77c83384b1",
"Value": "Shock Heavy Shield +1"
},
{
"Key": "cd44e766-bd73-4dcc-914f-ef90ec138a48",
"Value": "Shock Light Shield +1"
},
{
"Key": "fc5ad535-0d13-41cb-bc6d-722417ea97f3",
"Value": "Agile Brilliant Energy Handaxe +1"
},
{
"Key": "794d3833-b283-4a43-8b03-7b69563a39c1",
"Value": "Corrosive Bastard Sword +2"
},
{
"Key": "abae65fd-0e36-4232-adbd-c0ec68fbcf8f",
"Value": "Corrosive Large Bastard Sword +2"
},
{
"Key": "33dd0b46-e0d7-4522-a55e-8d94d33569e2",
"Value": "Corrosive Battleaxe +2"
},
{
"Key": "bb4e8a93-3063-4b75-b820-4f08b9bab222",
"Value": "Corrosive Blowgun +2"
},
{
"Key": "dd2cc4cc-a8b2-454a-9666-5605ef3f54cf",
"Value": "Corrosive Bola +2"
},
{
"Key": "1db1d8f2-9917-47b5-b4f8-2d7938bcfb29",
"Value": "Corrosive Club +2"
},
{
"Key": "71e535c9-5642-49a5-8c50-f4f00de67a7b",
"Value": "Corrosive Dagger +2"
},
{
"Key": "cbb3be02-d253-41d5-9d6b-2f63b6c7a569",
"Value": "Corrosive Dart +2"
},
{
"Key": "91b50266-f592-4c2f-b2ca-ac7aab6bb918",
"Value": "Corrosive Dueling Sword +2"
},
{
"Key": "1ed15326-b908-421d-8c17-6955bbd29975",
"Value": "Corrosive Dwarven Waraxe +2"
},
{
"Key": "d27e3850-ad3e-4361-8275-547cea297018",
"Value": "Corrosive Earth Breaker +2"
},
{
"Key": "bd235b90-5779-41a3-9ed1-be0f866b521a",
"Value": "Corrosive Elven Curve Blade +2"
},
{
"Key": "d0b276f1-33af-47f5-b14c-058811bd305e",
"Value": "Corrosive Estoc +2"
},
{
"Key": "4d891dce-25d6-4ef0-aaff-3ebf1ad8ab06",
"Value": "Corrosive Falcata +2"
},
{
"Key": "c4f6fd48-af66-40ab-b712-16a112be988f",
"Value": "Corrosive Falchion +2"
},
{
"Key": "53e36095-e310-430c-9181-e4ba528e4af1",
"Value": "Corrosive Fauchard +2"
},
{
"Key": "831f457c-8c57-4191-a139-2361a93ee5c3",
"Value": "Corrosive Flail +2"
},
{
"Key": "fa4e73c9-276e-4609-9b66-22bebb0b2e96",
"Value": "Corrosive Glaive +2"
},
{
"Key": "40fb7994-a8bc-4da6-ab0a-e0e9d0619e92",
"Value": "Corrosive Greataxe +2"
},
{
"Key": "4e9461b9-02d9-4cef-9bc8-290ae00e2da1",
"Value": "Corrosive Greatclub +2"
},
{
"Key": "f6a6d347-bb54-4570-ad4f-61275e2a9665",
"Value": "Corrosive Greatsword +2"
},
{
"Key": "623fccc5-7e34-4ac1-8850-3b34cf371069",
"Value": "Corrosive Handaxe +2"
},
{
"Key": "f556a7de-7475-4b1d-9e36-2797ae26c1ed",
"Value": "Corrosive Hand Crossbow +2"
},
{
"Key": "d142259b-d73c-490e-88e5-d65174335efe",
"Value": "Corrosive Heavy Crossbow +2"
},
{
"Key": "c26d1aed-629b-4e56-8d9c-b39f68c272ee",
"Value": "Corrosive Heavy Flail +2"
},
{
"Key": "0b7778be-ff56-40a6-9b22-350390d8d9f5",
"Value": "Corrosive Heavy Mace +2"
},
{
"Key": "90e8da5c-6bfc-41c3-b4dd-78ac5016bea6",
"Value": "Corrosive Heavy Pick +2"
},
{
"Key": "58846202-ce24-455c-bdbf-f9720981fe4f",
"Value": "Corrosive Heavy Repeating Crossbow +2"
},
{
"Key": "70d978e1-3c03-4fdd-935d-a95f9af26fb3",
"Value": "Corrosive Javelin +2"
},
{
"Key": "5a51658a-5513-481c-8d16-7f3de93e65de",
"Value": "Corrosive Kama +2"
},
{
"Key": "354768b7-4b3e-4ca3-b0f3-b0a805490c21",
"Value": "Corrosive Kukri +2"
},
{
"Key": "c1dfd277-fca0-4e24-bd7d-765839e1903c",
"Value": "Corrosive Light Crossbow +2"
},
{
"Key": "4c03510b-c122-4769-bcb1-361d5b99bffa",
"Value": "Corrosive Light Hammer +2"
},
{
"Key": "19ff72bc-0dc4-4ee2-be6c-0b4719215c06",
"Value": "Corrosive light mace +2"
},
{
"Key": "0826237a-6640-401c-8e2b-031076e442f2",
"Value": "Corrosive Light Pick +2"
},
{
"Key": "16efe426-4434-4346-b77b-d9c82293c6ba",
"Value": "Corrosive Light Repeating Crossbow +2"
},
{
"Key": "98643cef-2324-4933-af1e-1fe3d7b6bcb1",
"Value": "Corrosive Longbow +2"
},
{
"Key": "eaff71db-7efd-4a02-8b22-89b64aae3451",
"Value": "Corrosive Longspear +2"
},
{
"Key": "bd6c2703-0cc1-42d7-bf59-92a230ca2cc2",
"Value": "Corrosive Longsword +2"
},
{
"Key": "de637d94-2c91-4641-9d9b-cca1e487497a",
"Value": "Corrosive Nunchaku +2"
},
{
"Key": "1d142f1a-c544-4514-96a5-1ed3a9a57b24",
"Value": "Corrosive Punching Dagger +2"
},
{
"Key": "0fd8a8a4-e40b-4ca3-9b94-821067490556",
"Value": "Corrosive Quarterstaff +2"
},
{
"Key": "c5bf9956-b624-4624-81c5-d48ec4b037b5",
"Value": "Corrosive Rapier +2"
},
{
"Key": "29554b82-e013-487e-8ffe-8237d1d4a79a",
"Value": "Corrosive Sai +2"
},
{
"Key": "3ad65a99-7831-45fc-93d7-88105fd116b2",
"Value": "Corrosive Scimitar +2"
},
{
"Key": "458be259-e0b2-4f5d-a633-4bfafeb9f1a0",
"Value": "Corrosive Scythe +2"
},
{
"Key": "9d89bdfb-803c-4bdb-897e-be1c93f85ea1",
"Value": "Corrosive Shortbow +2"
},
{
"Key": "064ceb5b-ef09-4354-9a18-041f94220ac6",
"Value": "Corrosive Shortspear +2"
},
{
"Key": "1ea99560-72da-48c9-923d-5bca5ea97b8a",
"Value": "Corrosive Shortsword +2"
},
{
"Key": "a22cf69c-0b96-4e44-a799-1b6518b1aaed",
"Value": "Corrosive Shuriken +2"
},
{
"Key": "a66246c5-dcdb-42f8-8034-40bc5af2f6da",
"Value": "Corrosive Siangham +2"
},
{
"Key": "47efeea8-4585-4433-a7c3-cd38244da20d",
"Value": "Corrosive Sickle +2"
},
{
"Key": "5fc9b7b6-3b80-4627-8490-4088dcf9e9e4",
"Value": "Corrosive Sling +2"
},
{
"Key": "2af82326-ad80-40b4-b2c7-e5891247e989",
"Value": "Corrosive Sling Staff +2"
},
{
"Key": "02e7b8dd-8cfb-48ca-acff-57b7dfe9686c",
"Value": "Corrosive Spear +2"
},
{
"Key": "8299799e-ecd4-40ec-a417-3df343bdc357",
"Value": "Corrosive Spiked Heavy Shield +2"
},
{
"Key": "80b4d9fa-3a7b-4026-a779-4e22fde2470f",
"Value": "Corrosive Spiked Light Shield +2"
},
{
"Key": "d3a7352f-397e-42a2-acb8-6efa44f4c15a",
"Value": "Corrosive Orc Double Axe +2"
},
{
"Key": "4c46d069-a298-403d-bf84-f2c911a4e7aa",
"Value": "Corrosive Orc Double Axe +2"
},
{
"Key": "f8f771ed-de36-4ec6-af09-df89a5f92b29",
"Value": "Corrosive Two-Bladed Sword +2"
},
{
"Key": "0e1cac4c-c704-46c7-8f8b-d29a0a8f8e82",
"Value": "Corrosive Dwarven Urgrosh +2"
},
{
"Key": "f994a340-c975-4828-b8c6-bdcc9cc2fee8",
"Value": "Corrosive Gnome Hooked Hammer +2"
},
{
"Key": "30e790c2-324b-4ae5-9615-b4bb1c5cf6a2",
"Value": "Corrosive Starknife +2"
},
{
"Key": "3e91de62-7be4-4409-b3ef-f13e7b835675",
"Value": "Corrosive Tongi +2"
},
{
"Key": "cf491814-86c9-4124-8b31-44a703f0f917",
"Value": "Corrosive Warhammer +2"
},
{
"Key": "60eb65df-ceb2-4985-bf99-7a35836c8179",
"Value": "Corrosive Heavy Shield +2"
},
{
"Key": "2d0a9b9b-f5df-4d38-9395-1c65c11c212c",
"Value": "Corrosive Light Shield +2"
},
{
"Key": "6b98a7ff-9417-453e-b60f-21b11a2283a7",
"Value": "Flaming Bastard Sword +2"
},
{
"Key": "281a8c90-7edd-4db2-a109-6d0a857655c6",
"Value": "Flaming Large Bastard Sword +2"
},
{
"Key": "c30dee5d-a91a-4157-8a31-1cbaa909d70d",
"Value": "Flaming Battleaxe +2"
},
{
"Key": "a3460c68-1ce7-4711-8efe-ed6864a1f27e",
"Value": "Flaming Blowgun +2"
},
{
"Key": "1173b2b2-23c1-47c1-9a29-dc3b64fa8e9a",
"Value": "Flaming Bola +2"
},
{
"Key": "ceb961fb-d6ae-4ec6-a4e6-ef761c9ceb4b",
"Value": "Flaming Club +2"
},
{
"Key": "6bf17078-64b8-4d65-8343-c3282980864c",
"Value": "Flaming Dagger +2"
},
{
"Key": "a44af3a4-801b-457d-8c49-d158690f4137",
"Value": "Flaming Dart +2"
},
{
"Key": "83559cdc-a5fa-4dbc-a589-aecb54518f4d",
"Value": "Flaming Dueling Sword +2"
},
{
"Key": "1155e251-7b4e-4c5a-a7bb-39f4c51bc21e",
"Value": "Flaming Dwarven Waraxe +2"
},
{
"Key": "70036a9e-5c99-40dd-8d63-ca0d3ddc48c1",
"Value": "Flaming Earth Breaker +2"
},
{
"Key": "e2754dbc-06ce-42e4-92e0-0b1eb796341b",
"Value": "Flaming Elven Curve Blade +2"
},
{
"Key": "b05d182b-5509-4b44-bb0a-db902539ed12",
"Value": "Flaming Estoc +2"
},
{
"Key": "afe5182f-5377-47ed-9e83-137f5a0db987",
"Value": "Flaming Falcata +2"
},
{
"Key": "4b7bd7da-2f86-4511-a59b-c6cb715bf6f6",
"Value": "Flaming Falchion +2"
},
{
"Key": "f4064c20-2261-470c-819a-36f4d12506bf",
"Value": "Flaming Fauchard +2"
},
{
"Key": "3c1858fe-23f7-4f02-92ac-31c78a8b0c99",
"Value": "Flaming Flail +2"
},
{
"Key": "da032c4f-c22b-4b29-b207-5a9305f1842d",
"Value": "Flaming Glaive +2"
},
{
"Key": "437c5730-336f-4026-8252-ef28fa6744d8",
"Value": "Flaming Greataxe +2"
},
{
"Key": "82daf273-71f1-4dc8-8d97-a5498bc06b20",
"Value": "Flaming Greatclub +2"
},
{
"Key": "e1146305-cec7-4e60-a025-4e75261df9f5",
"Value": "Flaming Greatsword +2"
},
{
"Key": "7daee0cb-3589-481c-bd68-5b76efa670ec",
"Value": "Flaming Handaxe +2"
},
{
"Key": "04e423e6-4fae-4eaf-8e4a-e26a27cff7f7",
"Value": "Flaming Hand Crossbow +2"
},
{
"Key": "89347009-b36e-4e0f-8708-35a7d8648246",
"Value": "Flaming Heavy Crossbow +2"
},
{
"Key": "e13ac197-d099-44e3-bc9e-4ccea93bf415",
"Value": "Flaming Heavy Flail +2"
},
{
"Key": "781d3cb1-4c95-422b-8248-c677e08a8545",
"Value": "Flaming Heavy Mace +2"
},
{
"Key": "09c152d9-4fdc-476b-bb0f-5d58cbd7258f",
"Value": "Flaming Heavy Pick +2"
},
{
"Key": "ab28e7eb-ca40-4f7c-ac9b-bbffbcc21ea1",
"Value": "Flaming Heavy Repeating Crossbow +2"
},
{
"Key": "57eeec18-78ed-43b5-b9f0-7b6ee3578c13",
"Value": "Flaming Javelin +2"
},
{
"Key": "a1e09101-282d-44e6-bfd1-54fa450f06fd",
"Value": "Flaming Kama +2"
},
{
"Key": "69257c5f-d67f-431c-b01e-1b4ef36beca1",
"Value": "Flaming Kukri +2"
},
{
"Key": "8de6fe23-9510-464e-98a3-7f4c480ca6ac",
"Value": "Flaming Light Crossbow +2"
},
{
"Key": "d33c5bd2-c722-44fb-a07e-45f53e6503af",
"Value": "Flaming Light Hammer +2"
},
{
"Key": "8f3357f0-3906-45c1-aa4e-782a374c3ef8",
"Value": "Flaming light mace +2"
},
{
"Key": "42957da6-d4e1-45b1-a780-2c4bf49de3e9",
"Value": "Flaming Light Pick +2"
},
{
"Key": "77a6319d-21bd-4ab9-a0ad-2bff2ba17def",
"Value": "Flaming Light Repeating Crossbow +2"
},
{
"Key": "7e56f719-d34f-4065-ad9a-d2d5c304ba67",
"Value": "Flaming Longbow +2"
},
{
"Key": "77c02ac2-c063-4f3d-b137-1a8daf0fa787",
"Value": "Flaming Longspear +2"
},
{
"Key": "6a660105-6ba2-48b8-9939-bf8ab731b142",
"Value": "Flaming Longsword +2"
},
{
"Key": "0dd44655-8431-4907-8447-ec859ec7865c",
"Value": "Flaming Nunchaku +2"
},
{
"Key": "4efe5032-9572-4971-8a86-eb99c8139a0a",
"Value": "Flaming Punching Dagger +2"
},
{
"Key": "8809fd48-2570-4ea6-90e2-f06c63d3131b",
"Value": "Flaming Quarterstaff +2"
},
{
"Key": "0f91ecd5-9e1b-40c5-8cc3-9c64e65e92ce",
"Value": "Flaming Rapier +2"
},
{
"Key": "944e298a-83ac-4fc1-bd26-495b5b677632",
"Value": "Flaming Sai +2"
},
{
"Key": "77a88d6b-e49b-4103-aa68-306f1ea82336",
"Value": "Flaming Scimitar +2"
},
{
"Key": "f1239f97-a7f8-4767-a273-1f3e2953e69e",
"Value": "Flaming Scythe +2"
},
{
"Key": "68186aa7-9698-4616-b0bd-69bd38558142",
"Value": "Flaming Shortbow +2"
},
{
"Key": "0fc72c82-8656-4ec1-98d8-f68b463d7832",
"Value": "Flaming Shortspear +2"
},
{
"Key": "68fcfb79-6bab-440e-a126-2e487add8eee",
"Value": "Flaming Shortsword +2"
},
{
"Key": "92b137cc-d22a-4553-9b06-54b471e8425b",
"Value": "Flaming Shuriken +2"
},
{
"Key": "99cb6cb7-a498-4a1e-87f8-4d08c2f13605",
"Value": "Flaming Siangham +2"
},
{
"Key": "97477a16-abeb-490d-8c98-6abe7692a0b3",
"Value": "Flaming Sickle +2"
},
{
"Key": "8d2ecf47-3e9d-4f2e-bead-c71ff194c510",
"Value": "Flaming Sling +2"
},
{
"Key": "cd2d9f06-7556-4e75-b1d3-b35dcfd9c6d9",
"Value": "Flaming Sling Staff +2"
},
{
"Key": "906a056a-83d6-49e4-aa51-d14a95843eab",
"Value": "Flaming Spear +2"
},
{
"Key": "e8da2ad1-b21e-495d-9271-93b9ce766f14",
"Value": "Flaming Spiked Heavy Shield +2"
},
{
"Key": "ac9802d3-0994-445f-b466-f35301048e33",
"Value": "Flaming Spiked Light Shield +2"
},
{
"Key": "82303559-b4cc-4904-82f7-3cf64a6669f4",
"Value": "Flaming Orc Double Axe +2"
},
{
"Key": "13059569-c03a-41bb-be50-87c2a68ecb86",
"Value": "Flaming Two-Bladed Sword +2"
},
{
"Key": "1344432e-7626-4dcc-9e89-ae7edafb2437",
"Value": "Flaming Dwarven Urgrosh +2"
},
{
"Key": "57b4adb3-88c5-4bd4-8498-a3b7fb5ad045",
"Value": "Flaming Gnome Hooked Hammer +2"
},
{
"Key": "0e68518a-5f93-4878-b92f-f3641aae896f",
"Value": "Flaming Starknife +2"
},
{
"Key": "057b36a4-3091-4e17-a02e-453985efdd4c",
"Value": "Flaming Tongi +2"
},
{
"Key": "7148628f-10c5-4dcf-9e6c-6a7aefdb12dd",
"Value": "Flaming Warhammer +2"
},
{
"Key": "fede1b5b-8934-4b3b-b0c3-e01f9925f4b0",
"Value": "Flaming Heavy Shield +2"
},
{
"Key": "4bc304dc-72cb-4847-b601-d203e23fa4fd",
"Value": "Flaming Light Shield +2"
},
{
"Key": "03c48900-f2bd-4092-a065-9d94cf6ca47f",
"Value": "Frost Bastard Sword +2"
},
{
"Key": "eb1ab686-eb0c-4535-a5f7-68f7496ffafb",
"Value": "Frost Large Bastard Sword +2"
},
{
"Key": "b0c84863-9047-480f-8c0b-4d24689ee502",
"Value": "Frost Battleaxe +2"
},
{
"Key": "0e4d1810-6b54-45d1-a316-cb4b69dd16b4",
"Value": "Frost Blowgun +2"
},
{
"Key": "a9cc1235-72f9-4be6-847f-ff09d0f7ea94",
"Value": "Frost Bola +2"
},
{
"Key": "7675da8d-e60b-4c1c-9031-02d61cbd3a7e",
"Value": "Frost Club +2"
},
{
"Key": "0309ec96-3bc7-4d44-8573-c5dae03612ce",
"Value": "Frost Dagger +2"
},
{
"Key": "cf7aa8e1-3f32-4fe1-953a-3a16328b2804",
"Value": "Frost Dart +2"
},
{
"Key": "e03b3e3f-b14c-453c-b8c6-ab055df29429",
"Value": "Frost Dueling Sword +2"
},
{
"Key": "9e9f8f00-a039-4cb9-8433-cabb722f529f",
"Value": "Frost Dwarven Waraxe +2"
},
{
"Key": "5161f2ae-5806-48e1-ba2e-c4e9f55205f4",
"Value": "Frost Earth Breaker +2"
},
{
"Key": "dc36410f-8588-47b7-826e-76f990fe2cb5",
"Value": "Frost Elven Curve Blade +2"
},
{
"Key": "e6600f29-1b38-41ca-aba9-386e0d7e8f6b",
"Value": "Frost Estoc +2"
},
{
"Key": "75812448-d2cd-47f7-b1e1-b1b33c9a060f",
"Value": "Frost Falcata +2"
},
{
"Key": "a4a52233-ab46-493d-a7f0-5406954e7c71",
"Value": "Frost Falchion +2"
},
{
"Key": "06e3f3fc-ca79-49e8-a7aa-ebc06d13426d",
"Value": "Frost Fauchard +2"
},
{
"Key": "5d778001-7844-48a2-8eae-df86edd1a2f8",
"Value": "Frost Flail +2"
},
{
"Key": "4ae87b25-7d01-45e3-9671-0b77a30340b3",
"Value": "Frost Glaive +2"
},
{
"Key": "b1a520de-e8dd-4401-a75e-eac1d22ea839",
"Value": "Frost Greataxe +2"
},
{
"Key": "d0285b66-0695-4e61-aec2-4fdee20e9fb8",
"Value": "Frost Greatclub +2"
},
{
"Key": "f0af1040-a082-488e-826f-1a4ca0db4cee",
"Value": "Frost Greatsword +2"
},
{
"Key": "535171ea-08d1-47c5-a88a-d076d4961e56",
"Value": "Frost Handaxe +2"
},
{
"Key": "425842eb-585e-4ebc-86f1-f8688f269408",
"Value": "Frost Hand Crossbow +2"
},
{
"Key": "42ca6262-b26d-473d-a451-3f1838f04241",
"Value": "Frost Heavy Crossbow +2"
},
{
"Key": "400e6a77-5222-494f-b33b-26e7c93d8695",
"Value": "Frost Heavy Flail +2"
},
{
"Key": "5d402003-c3b1-4767-86a1-9feefed499f1",
"Value": "Frost Heavy Mace +2"
},
{
"Key": "6436761a-221a-42e2-9533-ba6d09962ce8",
"Value": "Frost Heavy Pick +2"
},
{
"Key": "733072f8-0a7b-48a2-a709-0b96e045ea17",
"Value": "Frost Heavy Repeating Crossbow +2"
},
{
"Key": "76cdc805-2423-4919-836f-ac4d3c4bbbcc",
"Value": "Frost Javelin +2"
},
{
"Key": "8d94ff46-f173-41eb-8909-292184003cb9",
"Value": "Frost Kama +2"
},
{
"Key": "731aec55-718e-4511-80f6-c6005ab595fc",
"Value": "Frost Kukri +2"
},
{
"Key": "dca9ed24-daf2-4f30-a087-14d4cdec6d7e",
"Value": "Frost Light Crossbow +2"
},
{
"Key": "be5280f1-acfb-47c2-9792-5c2f2a3faf9f",
"Value": "Frost Light Hammer +2"
},
{
"Key": "33479e5a-f30e-4b80-942e-8e462ecfe066",
"Value": "Frost light mace +2"
},
{
"Key": "71d8ff6e-d3b6-414d-816b-446f63663236",
"Value": "Frost Light Pick +2"
},
{
"Key": "cd753ab1-d07b-44ac-ba50-21ad7ef8d00e",
"Value": "Frost Light Repeating Crossbow +2"
},
{
"Key": "970704db-70ea-4571-a6fb-be4fbc2a1d55",
"Value": "Frost Longbow +2"
},
{
"Key": "eeb60a8e-060c-4567-876e-f96a6ec1d79e",
"Value": "Frost Longspear +2"
},
{
"Key": "ae346dd0-1148-47d1-be61-9733f18ea15c",
"Value": "Frost Longsword +2"
},
{
"Key": "dbd4f735-bac4-4820-86af-68f87a686796",
"Value": "Frost Nunchaku +2"
},
{
"Key": "b00bfc55-28d5-4e4e-971d-14400b6b19df",
"Value": "Frost Punching Dagger +2"
},
{
"Key": "cb831067-6506-4eb0-93bb-07b61c29d8e8",
"Value": "Frost Quarterstaff +2"
},
{
"Key": "c01ed6b3-84e6-43da-9525-8e17a10216e7",
"Value": "Frost Rapier +2"
},
{
"Key": "07bd6188-5379-46e8-ab2c-54e0d23d8940",
"Value": "Frost Sai +2"
},
{
"Key": "ead9570d-d44a-42c7-bdfe-7a4dbd24649b",
"Value": "Frost Scimitar +2"
},
{
"Key": "e41ccebf-1e63-4372-8d06-850838a31835",
"Value": "Frost Scythe +2"
},
{
"Key": "bb1b6b1c-f9d1-4f91-a49a-3d76dfc9b71d",
"Value": "Frost Shortbow +2"
},
{
"Key": "c7b8b002-a834-4825-b9b9-88baace0b7d3",
"Value": "Frost Shortspear +2"
},
{
"Key": "1329e098-8152-4441-a694-95a3a7b48c1b",
"Value": "Frost Shortsword +2"
},
{
"Key": "e75d16b7-d7d2-4fb6-a764-d9f8c2aa470b",
"Value": "Frost Shuriken +2"
},
{
"Key": "dbff7b3c-a935-4b8f-9c78-89a61fb7d176",
"Value": "Frost Siangham +2"
},
{
"Key": "5fa79af8-5077-477a-b28d-ab43ddf4afd7",
"Value": "Frost Sickle +2"
},
{
"Key": "69f2f5e2-3d4a-448c-b553-3ff10f9cc51b",
"Value": "Frost Sling +2"
},
{
"Key": "5c91a316-f9fd-42d8-b55e-ee807bb1ff35",
"Value": "Frost Sling Staff +2"
},
{
"Key": "c5fc0ca3-28b8-411f-9908-026b3757eacc",
"Value": "Frost Spear +2"
},
{
"Key": "aecc09a9-f02f-4488-ad12-6407d4ecf7f7",
"Value": "Frost Spiked Heavy Shield +2"
},
{
"Key": "1de8886d-539d-4231-ba20-a23fecde97c5",
"Value": "Frost Spiked Light Shield +2"
},
{
"Key": "d28ce9b1-f86b-4ab1-9ec3-307285898bcf",
"Value": "Frost Orc Double Axe +2"
},
{
"Key": "69510662-15ea-4de2-b82d-d9bacfd36d28",
"Value": "Frost Two-Bladed Sword +2"
},
{
"Key": "4fbab4d1-2657-4b8e-adce-1a0032dfebb2",
"Value": "Frost Dwarven Urgrosh +2"
},
{
"Key": "6e1ac085-9a88-4813-be64-da5d2c5e71f4",
"Value": "Frost Gnome Hooked Hammer +2"
},
{
"Key": "7bccb613-bdf8-4fb3-b8f0-7feb699c63a9",
"Value": "Frost Starknife +2"
},
{
"Key": "1ab296c8-92b0-496f-b50c-bf9d85eaff96",
"Value": "Frost Tongi +2"
},
{
"Key": "023a47a7-fee0-4d6e-ab0e-9730aa640d96",
"Value": "Frost Warhammer +2"
},
{
"Key": "78e3a020-da1a-49c4-9da0-87ab87142816",
"Value": "Frost Heavy Shield +2"
},
{
"Key": "49e97cf0-08ec-40d8-b899-f2e4fdce351e",
"Value": "Frost Light Shield +2"
},
{
"Key": "d5e4cf1f-1d5e-41e6-b0cc-9deffbfe2ccb",
"Value": "Frost Shock Flail +2"
},
{
"Key": "bd2b54d6-cb7c-41a4-82d9-e749bfba5897",
"Value": "Shock Frost Heavy Crossbow +1"
},
{
"Key": "488fa5c0-5415-4f0a-85ab-163aedce152e",
"Value": "Frost Shock Heavy Flail +1"
},
{
"Key": "a70fccd2-1410-441e-ab67-68c1f93a5a32",
"Value": "Shock Frost Heavy Mace +1"
},
{
"Key": "271d8fc0-2735-499e-bfca-11b6de7743ee",
"Value": "Frost Shock Orc Double Axe +1"
},
{
"Key": "a9b252ef-14d4-4afb-845c-e63237e0548e",
"Value": "Frost Shock Two-Bladed Sword +1"
},
{
"Key": "e4326be9-fdb6-4017-b14d-54e68791e740",
"Value": "Frost Shock Dwarven Urgrosh +1"
},
{
"Key": "d35f1097-8331-41ff-83d1-42e6f8dcf559",
"Value": "Frost Shock Gnome Hooked Hammer +1"
},
{
"Key": "42a0db7a-41f1-45ef-8610-7969b636a5bd",
"Value": "Frost Shock Starknife +1"
},
{
"Key": "1260c3f3-6301-4349-a331-2ee8d72a54bd",
"Value": "Keen Greataxe +2"
},
{
"Key": "a2fa39dd-80c5-43e0-a69f-6779eb9939da",
"Value": "Keen Light Crossbow +2"
},
{
"Key": "94096b05-2b88-4202-996e-25e5219f6c5e",
"Value": "Keen Orc Double Axe +2"
},
{
"Key": "96d84393-fba8-497d-ac15-4fe6fbeb734a",
"Value": "Keen Two-Bladed Sword +2"
},
{
"Key": "35543ed7-7884-444a-b379-d4afb0035ea9",
"Value": "Keen Dwarven Urgrosh +2"
},
{
"Key": "bedd5aa4-35f7-4018-824b-55b0882645c5",
"Value": "Keen Gnome Hooked Hammer +2"
},
{
"Key": "808086f0-edc8-4450-9d35-acacff9982b0",
"Value": "Keen Starknife +2"
},
{
"Key": "16744cfa-fec9-44b3-94a6-e9b9638bbaae",
"Value": "Shock Keen Longbow +1"
},
{
"Key": "5e1457d9-da89-40b1-be45-5adeaa483a26",
"Value": "Keen Shock Orc Double Axe +1"
},
{
"Key": "61d28770-d576-4d80-b2b4-d84b9d510760",
"Value": "Keen Shock Two-Bladed Sword +1"
},
{
"Key": "31515050-9c1c-4338-99d0-2793f670b0a2",
"Value": "Keen Shock Dwarven Urgrosh +1"
},
{
"Key": "57e501b6-8ee2-4470-a66b-0f94bc2d30d2",
"Value": "Keen Shock Gnome Hooked Hammer +1"
},
{
"Key": "00962d1b-32cc-426e-82f7-f88837a47b30",
"Value": "Keen Shock Starknife +1"
},
{
"Key": "defb2f2b-0e6c-4468-9094-eab9c2d5ae25",
"Value": "Shock Large Bastard Sword +2"
},
{
"Key": "6f8f3b13-e4b3-4c5a-b4aa-209e19916095",
"Value": "Shock Bastard Sword +2"
},
{
"Key": "eec56504-9f66-4755-9129-49cb6c052bc9",
"Value": "Shock Battleaxe +2"
},
{
"Key": "30931271-70f5-4dd7-9b78-5da0f25dfc6f",
"Value": "Shock Blowgun +2"
},
{
"Key": "e5135101-f462-4f7b-9041-a48de863b994",
"Value": "Shock Bola +2"
},
{
"Key": "d4a222e5-772d-4ed1-b678-419ab4e961d8",
"Value": "Shock Club +2"
},
{
"Key": "67ba3d3c-eefb-40b7-af91-c066dfac986e",
"Value": "Shock Dagger +2"
},
{
"Key": "ddcff3a1-9473-4d8c-9ada-16c3832bf5e0",
"Value": "Shock Dart +2"
},
{
"Key": "2f59fb76-3288-4f49-a6cf-1de1229cd5a6",
"Value": "Shock Dueling Sword +2"
},
{
"Key": "4d650db2-f048-40db-9167-06f1edf41589",
"Value": "Shock Dwarven Waraxe +2"
},
{
"Key": "84186a4c-1b30-4e70-a2eb-afcf51674e8d",
"Value": "Shock Earth Breaker +2"
},
{
"Key": "762e20d5-f2cb-40c3-bc7a-0e229e33eeff",
"Value": "Shock Elven Curve Blade +2"
},
{
"Key": "e2b73c56-ffe3-4afa-bdfc-e12e2fb828b4",
"Value": "Shock Estoc +2"
},
{
"Key": "e04dd501-20bb-45ef-b6a2-2b4e779eb848",
"Value": "Shock Falcata +2"
},
{
"Key": "a8f54227-d728-4b89-b3f9-834cac8cdf19",
"Value": "Shock Falchion +2"
},
{
"Key": "5d55e420-0f64-44bd-9351-f2677fc94173",
"Value": "Shock Fauchard +2"
},
{
"Key": "1480fe0b-4cc9-4abb-ad54-2935877c76fb",
"Value": "Shock Flail +2"
},
{
"Key": "043f1488-7587-4b58-b011-472bf195c871",
"Value": "Shock Glaive +2"
},
{
"Key": "afb59809-c2c9-432e-96e8-88e12065c448",
"Value": "Shock Greataxe +2"
},
{
"Key": "ca4199a3-f831-427d-8539-426d148732a7",
"Value": "Shock Greatclub +2"
},
{
"Key": "0e56cebd-613a-459a-9d3a-34b02857f9d6",
"Value": "Shock Greatsword +2"
},
{
"Key": "639368d1-a513-4373-90d0-07c853554714",
"Value": "Shock Handaxe +2"
},
{
"Key": "a977cbf5-e457-4064-a7c9-85a822770346",
"Value": "Shock Hand Crossbow +2"
},
{
"Key": "8478bafe-791d-4a2a-a9c5-3e0a829c340f",
"Value": "Shock Heavy Crossbow +2"
},
{
"Key": "24bd89f3-a6ef-49ef-838c-cad794167fbf",
"Value": "Shock Heavy Flail +2"
},
{
"Key": "a121a471-56f5-4d14-b257-09cc9b0aa10b",
"Value": "Shock Heavy Mace +2"
},
{
"Key": "9ea4ffa1-c317-4696-878f-4da2a0a5eabc",
"Value": "Shock Heavy Pick +2"
},
{
"Key": "76e0915d-df0d-45bf-9139-1fc6eb6f2754",
"Value": "Shock Heavy Repeating Crossbow +2"
},
{
"Key": "281507c8-1928-4ee6-a24d-f61fa026c5b5",
"Value": "Shock Javelin +2"
},
{
"Key": "973542e7-f372-4485-9593-08e65a216757",
"Value": "Shock Kama +2"
},
{
"Key": "d4668ca3-169e-4639-9ad4-28045227d292",
"Value": "Shock Kukri +2"
},
{
"Key": "a6da5830-8e72-44cf-be80-9a6d531bb8f9",
"Value": "Shock Light Crossbow +2"
},
{
"Key": "c0362a4c-1e52-457b-8cb3-23ac15c9b6df",
"Value": "Shock Light Hammer +2"
},
{
"Key": "217b3dc0-e8d9-4f14-9576-a58b3abee811",
"Value": "Shock light mace +2"
},
{
"Key": "948bd22e-18b0-4efb-b422-34aab412b404",
"Value": "Shock Light Pick +2"
},
{
"Key": "bff8b577-9af0-4ed5-9ed6-a4defef22eaf",
"Value": "Shock Light Repeating Crossbow +2"
},
{
"Key": "87faffd3-9d44-4a00-8ebf-0b294e2d333b",
"Value": "Shock Longbow +2"
},
{
"Key": "dd17a8d3-51dd-4f1d-83b6-587aac4ed34a",
"Value": "Shock Longspear +2"
},
{
"Key": "9880108f-5627-4e46-b83b-0b081a818d1c",
"Value": "Shock Longsword +2"
},
{
"Key": "7eec388e-1aea-403a-9644-a5ea2c1f37f4",
"Value": "Shock Nunchaku +2"
},
{
"Key": "3c0de2ca-7dc0-42ac-b228-2225f20b22c4",
"Value": "Shock Punching Dagger +2"
},
{
"Key": "c507030d-d2d5-4372-84f1-e858dd514fa0",
"Value": "Shock Quarterstaff +2"
},
{
"Key": "a31b1368-4c0b-4f58-aa4c-748a526a1031",
"Value": "Shock Rapier +2"
},
{
"Key": "43d2c608-5c27-4589-baee-4e4ea399aaf0",
"Value": "Shock Sai +2"
},
{
"Key": "74e61802-7e1d-41ca-9d38-3f7700951a6c",
"Value": "Shock Scimitar +2"
},
{
"Key": "2237868f-f23e-4622-976b-bd4e75bbb150",
"Value": "Shock Scythe +2"
},
{
"Key": "b2d95a6d-2600-4ebd-8d29-760c9c31796c",
"Value": "Shock Shortbow +2"
},
{
"Key": "298a6b09-bc76-488f-ac4f-8e5cd25ffb35",
"Value": "Shock Shortspear +2"
},
{
"Key": "f47cd968-098a-4288-a403-cc26c4841d1e",
"Value": "Shock Shortsword +2"
},
{
"Key": "2e1a38b0-0f2b-428a-9e3a-5717ab5780e2",
"Value": "Shock Shuriken +2"
},
{
"Key": "26249414-f910-4b69-83ac-99f641136090",
"Value": "Shock Siangham +2"
},
{
"Key": "cd4fde58-b3f5-4d27-ab90-6673b6b8e2e9",
"Value": "Shock Sickle +2"
},
{
"Key": "e0eed984-f98b-45df-a9f1-70f6c447a5f9",
"Value": "Shock Sling +2"
},
{
"Key": "13875e71-9eae-44a4-afab-e75c28084765",
"Value": "Shock Sling Staff +2"
},
{
"Key": "0421ae0f-27a1-4433-a1c9-06bf8b0ba0eb",
"Value": "Shock Spear +2"
},
{
"Key": "29968329-dc5a-499c-b975-53dbf9798350",
"Value": "Shock Spiked Heavy Shield +2"
},
{
"Key": "db10a2b7-2af5-4d80-9d0b-76d669967e5a",
"Value": "Shock Spiked Light Shield +2"
},
{
"Key": "e4843df6-2172-4e61-b0b0-a631c6317c79",
"Value": "Shock Orc Double Axe +2"
},
{
"Key": "2ed05473-e9bb-4f6a-8ed5-316c177bc6a9",
"Value": "Shock Two-Bladed Sword +1"
},
{
"Key": "35320272-98f3-44ef-a22c-85ded09c0912",
"Value": "Shock Two-Bladed Sword +2"
},
{
"Key": "335338bd-ba0d-44bb-b0f0-c3ac34ff7719",
"Value": "Shock Dwarven Urgrosh +2"
},
{
"Key": "b54a20f9-80bb-4acd-8a9d-3003fb0ecb16",
"Value": "Shock Gnome Hooked Hammer +2"
},
{
"Key": "f51d9003-f891-4eca-b1e3-5f59e8634d95",
"Value": "Shock Starknife +2"
},
{
"Key": "f81ee311-b57a-4647-8d55-7a35e48c271f",
"Value": "Shock Tongi +2"
},
{
"Key": "1fbe95f7-a519-4165-bb7f-2fea608ee76a",
"Value": "Shock Warhammer +2"
},
{
"Key": "562c9d81-8f00-417c-96a3-6ecac416343a",
"Value": "Shock Heavy Shield +2"
},
{
"Key": "b272f329-6462-4879-b2ae-e19669c7b4e1",
"Value": "Shock Light Shield +2"
},
{
"Key": "305edcac-6bf2-4e79-b3ed-485845c549e4",
"Value": "Shock Frost Battleaxe +2"
},
{
"Key": "3981d263-8209-4f96-ad95-9d1405bfc728",
"Value": "Speed Quarterstaff +3"
},
{
"Key": "11249e78-993a-4757-923e-38f93d8624dc",
"Value": "Flaming Starknife +3"
},
{
"Key": "7360ac41-0220-461a-9cf8-8b769d2b7e87",
"Value": "Holy Flail +3"
},
{
"Key": "c2f224bb-c93d-4b7c-9442-5de18650db73",
"Value": "Holy Greatsword +2"
},
{
"Key": "f8e0e308-2108-4279-ad3c-231b56eb996f",
"Value": "Holy Heavy Flail +3"
},
{
"Key": "7228023c-c4bd-40ef-9525-2f6e7746e040",
"Value": "Holy Orc Double Axe +3"
},
{
"Key": "a4ee5c42-bc80-4a8c-9e58-e2c406265568",
"Value": "Holy Two-Bladed Sword +3"
},
{
"Key": "fdac048b-f26a-4509-8e06-dbb227caa2f5",
"Value": "Holy Dwarven Urgrosh +3"
},
{
"Key": "d3abf529-20d6-4312-8e4f-5413f8aa669d",
"Value": "Holy Gnome Hooked Hammer +3"
},
{
"Key": "ac78ca1d-bdfe-4a9b-9277-42929a3c54d9",
"Value": "Holy Starknife +3"
},
{
"Key": "c08561ba-3f3c-47a5-8e5b-c98076ffe03a",
"Value": "This weapon is a +4 frost oversized bastard sword."
},
{
"Key": "5e8a428d-4b6e-4ffc-93bb-c499d7d22253",
"Value": "Akaia's Honor"
},
{
"Key": "5993d66b-855a-4f7d-a5f4-df29e3f32b63",
"Value": "Amiri's favorite blade, reforged, and tempered in old chieftain
Akaia's blood."
},
{
"Key": "76ae10ce-e09b-4d97-b929-fc498fb72e89",
"Value": "This weapon is a furious oversized bastard sword +4."
},
{
"Key": "9f00641d-885b-4c5d-9245-737ce43ce9af",
"Value": "Amiri's Triumph"
},
{
"Key": "40dda99d-561a-4593-adfa-4658c8985bd1",
"Value": "Amiri's favorite blade, reforged, and tempered in her own blood."
},
{
"Key": "98495ea7-7de5-4f5f-bbd5-2fe6f57061d8",
"Value": "This weapon is a vicious oversized bastard sword +4."
},
{
"Key": "988bbe93-1a8f-4058-8b1a-35429d278851",
"Value": "Nilak's Sacrifice"
},
{
"Key": "0ec4cdc3-d9da-46d5-bd03-8182e53d7e01",
"Value": "Amiri's favorite blade, reforged, and tempered in her friend
Nilak's blood."
},
{
"Key": "4e6c6193-ab8d-4d75-898c-0b4cec5315af",
"Value": "This weapon is a +3 Freezing battleaxe."
},
{
"Key": "7adc993e-eb06-4073-87ee-ad172806f301",
"Value": "Frost Blade"
},
{
"Key": "5f85be43-618e-4dda-8054-6802f7e1d319",
"Value": "Agile Handaxe +4"
},
{
"Key": "9e731024-07b5-40a5-8751-69965b3feae3",
"Value": "Brilliant Energy Kama +4"
},
{
"Key": "135f9e2a-2fee-4112-a5b6-16f752ab2e22",
"Value": "Ghost Touch Quarterstaff +4"
},
{
"Key": "d4da3eaf-adec-45ce-b54e-e21274eb6289",
"Value": "Speed Composite Longbow +2"
},
{
"Key": "6615c0a3-4d1c-4393-a2c3-9fcabd888145",
"Value": "Speed Flail +4"
},
{
"Key": "a52f2f72-4616-4a45-a42b-263630d9d701",
"Value": "Speed Heavy Flail +4"
},
{
"Key": "4dd62676-a0ea-4c35-b4cb-430ec8f98225",
"Value": "Speed Orc Double Axe +4"
},
{
"Key": "32eeab5d-924c-4430-929e-4de995268881",
"Value": "Speed Two-Bladed Sword +4"
},
{
"Key": "2a883ebc-e6b9-4c1f-8770-6579deabfc21",
"Value": "Speed Dwarven Urgrosh +4"
},
{
"Key": "48fa9bb4-26c2-4982-98c6-99c4001e13ed",
"Value": "Speed Gnome Hooked Hammer +4"
},
{
"Key": "31eb702e-502a-4418-829c-375a8505835c",
"Value": "Speed Starknife +4"
},
{
"Key": "39589d40-f0f5-488d-8d25-e2264f445f13",
"Value": "Greater Frost Oversized Bastard Sword +5"
},
{
"Key": "3f3fadcd-110a-485b-96b6-56b902d7dd2b",
"Value": "Keen Falchion +5"
},
{
"Key": "35077d07-9ae3-4e50-84db-13c5573598d1",
"Value": "Keen Orc Double Axe +5"
},
{
"Key": "202dd74f-58c7-4ee9-b4f2-d42cb0b2ad4e",
"Value": "Keen Two-Bladed Sword +5"
},
{
"Key": "9f923f21-d61a-48ad-a958-bc0a042b03c1",
"Value": "Keen Dwarven Urgrosh +5"
},
{
"Key": "756f91dc-d776-45a2-9a9f-505bb17392f4",
"Value": "Keen Gnome Hooked Hammer +5"
},
{
"Key": "5f992cea-4c8d-45c2-99f9-0dd0587a817f",
"Value": "Keen Starknife +5"
},
{
"Key": "844b542e-dccb-425c-b587-638497acab61",
"Value": "This weapon is a +5 furious greater shock oversized bastard sword.
It doesn't impose the regular size penalty on the wielder."
},
{
"Key": "61a52513-9477-4c77-808c-5379efc33ac4",
"Value": "Furious Greater Shock Oversized Bastard Sword +5"
},
{
"Key": "1bd1946e-4b74-474e-97f6-bac1f397cf6b",
"Value": "This weapon is a +5 furious greater frost oversized bastard sword.
It doesn't impose the regular size penalty on the wielder."
},
{
"Key": "01275f2a-8358-49cc-a1a6-d305c4f5e5b5",
"Value": "Graveyard of Giants"
},
{
"Key": "6a2d521e-6718-4302-83bd-24cb6c99921e",
"Value": "Amiri's favorite blade, awashed in blood of the two giant brothers
� Fionn and Kean."
},
{
"Key": "2c8ea62c-2ede-4c8a-af2e-4f3dfed23ca2",
"Value": "Furious Greater Frost Oversized Bastard Sword +5"
},
{
"Key": "28e3462d-912c-424c-bf10-9ef180264136",
"Value": "This weapon is a +5 furious shock oversized bastard sword. It
doesn't impose the regular size penalty on the wielder."
},
{
"Key": "d8698be6-823e-4880-8122-8be5de507d6b",
"Value": "Furious Shock Oversized Bastard Sword +5"
},
{
"Key": "641a29df-f453-4d2a-91de-16e4821d2b5e",
"Value": "Agile Axiomatic Kama +5"
},
{
"Key": "2a1b3b23-c5bf-4aa6-8013-16bcc7a75859",
"Value": "Broken Ginormous Sword"
},
{
"Key": "0675807e-e8e2-4059-a82f-3e61ba748cc7",
"Value": "Amiri's favorite blade, broken by Armag the Twice-Born."
},
{
"Key": "f5b827c9-e3af-4a70-84c1-375adb4fd82c",
"Value": "Reforged Ginormous Sword"
},
{
"Key": "f0f30516-e940-4a15-975c-ea279556ca7c",
"Value": "Amiri's favorite blade, broken and fixed, awaiting the magic ritual
that would seal the power sleeping within it."
},
{
"Key": "9ad59737-c024-40dd-8afb-4ed4b7e379fa",
"Value": "Axiomatic Light Mace +1"
},
{
"Key": "9c68d9a2-7735-4663-9fcb-e3043f4f0ebf",
"Value": "This weapon gives a tingling sensation to the hands."
},
{
"Key": "a1ff7ebd-dd14-4b8f-8b49-dc8e54fd2dd9",
"Value": "Furious Flaming Bardiche +1"
},
{
"Key": "5d838304-ce91-4f72-b86c-757a05e39857",
"Value": "Legends say this weapon was forged from molten lava."
},
{
"Key": "e2ef8188-0284-441b-9717-39d449f89f9e",
"Value": "This weapon is a +5 keen adamantine halberd. As a standard action,
up to five times per day, Rod can fire razors, dealing 20d6 slashing damage to all
creatures in a 30-foot cone (DC 27 Reflex half)."
},
{
"Key": "363ccb15-553f-4efe-a9d4-f289a972a4fa",
"Value": "Rod of Razors"
},
{
"Key": "09bf772b-3f1f-4b59-9640-3098e811b248",
"Value": "This ornate adamantine rod appears to be a cross between a halberd
and a strange scepter of alien design."
},
{
"Key": "666965f9-1329-4f74-9665-ec0f9c1cb4da",
"Value": "Cold Iron Holy Bastard Sword +1"
},
{
"Key": "6733d4bd-5ef2-454f-99d8-9011ba2ebdea",
"Value": "Cold Iron Dagger +1"
},
{
"Key": "b2d35e83-146e-4c74-a3a8-842ba5e565ff",
"Value": "Cold Iron Earth Breaker +1"
},
{
"Key": "599ffbac-0042-4296-a586-e17a708c957b",
"Value": "Cold Iron Handaxe +1"
},
{
"Key": "f88be25d-9b6b-42c0-82e9-507c1c6a00c1",
"Value": "Cold Iron Longsword +1"
},
{
"Key": "6afe2470-297b-4caf-8c45-a853db87d407",
"Value": "Corrosive Punching Dagger +1"
},
{
"Key": "df5f438c-9372-47ef-9cc0-56258487a726",
"Value": "The blade is darkish blue, as if the metal underwent some sort of
special processing."
},
{
"Key": "07bfbc82-3629-4d53-92e7-33b4a526f565",
"Value": "Cold Iron Rapier +1"
},
{
"Key": "08fa97c1-e95a-4613-bf9d-ec6e71dde305",
"Value": "This +1 composite longbow grants its wielder the ability to cast
aspect of the falcon spell three times per day, for 1 minute each time. When the
wielder assumes the aspect of the falcon, they gain a +3 competence bonus on
Perception skill checks, a +1 competence bonus on attack rolls with ranged weapons,
and the critical multiplier for their bows and crossbows becomes 19-20/�3. This
effect does not stack with any other effect that improves the critical range of a
weapon."
},
{
"Key": "870d7f8f-3cde-4b67-90b4-08cfb0469bea",
"Value": "Savage Bow"
},
{
"Key": "e780a833-d141-4298-9387-493d0df47782",
"Value": "The massive bow has a lot of incisions on it. They look like a
count of trophies of its previous owners."
},
{
"Key": "b5575b70-ccfb-4af4-b2c5-e971f4e7fddd",
"Value": "Dragonbane Shortbow +1"
},
{
"Key": "96f59f0e-8b88-45cf-a64c-7269fbc2c91c",
"Value": "This +5 speed longbow deals additional 1d6 electricity damage, 1d6
fire damage, 1d6 acid damage, and 1d6 sonic damage. It has 19-20 critical range.
Whenever it lands a hit, it has a chance to blind the target for 1d3 rounds (DC
24)."
},
{
"Key": "90bca81f-301f-4201-81e2-2d897d172434",
"Value": "Elemental Punisher"
},
{
"Key": "e2912607-fe75-4dd3-930a-dc36e0dad42c",
"Value": "Shock Keen Elven Curve Blade +2"
},
{
"Key": "f19174bb-f0b1-4010-8f24-4d4d7437d86f",
"Value": "The handle of the blade is decorated with a handful of semiprecious
gemstones."
},
{
"Key": "c918edbc-f134-49b8-b9c2-202f1aa42c9d",
"Value": "This weapon is a +5 axiomatic keen greataxe."
},
{
"Key": "cd644098-3d38-4afb-ae81-22fa18a329a0",
"Value": "Capital Punishment"
},
{
"Key": "bd17a8e5-a27b-4dcb-9ed2-2f96512a5197",
"Value": "The Khanda is a +4 Bastard Sword that gives its wielder a +4 bonus
on Persuasion checks, DR 5/piercing, and a +8 bonus on saving throws against mind-
affecting effects. Creatures hit by the Khanda must succeed at a DC 17 Fortitude
saving throw or be affected by poison for 6 rounds. Poison deals 1d2 wisdom damage
and dazes a target for 1 round."
},
{
"Key": "6dc54aad-0d06-49b0-b00a-f49436d8f2fb",
"Value": "Unstoppable Khanda"
},
{
"Key": "e3dcd33c-e48c-4642-a9e0-c80abfb0d59a",
"Value": "The family weapon of a Vudran princess banished from her homeland.
While the manifestation of the Rakshasa bloodline was the official reason for her
exile, it is a poorly-kept secret that it was more due to her laziness and
hedonism. She is rumored to wander Avistan searching for magical relics, hoping to
found an empire to rival her homeland. The Khanda, separated from its original
master, seems to end up frequently in collections of said relics, prompting some to
say that the blade has embarked on a search of its own."
},
{
"Key": "0accb02e-5567-4bf3-84f5-a426db3671aa",
"Value": "Bastard Sword"
},
{
"Key": "e23a8f68-a873-4b15-835b-8985f555edb4",
"Value": "Necrotic Heavy Mace +2"
},
{
"Key": "9bbcbca5-06d3-489f-aec2-2f9e12e869a7",
"Value": "This weapon has a nasty smell."
},
{
"Key": "c59191e5-6cc0-430a-bfd0-743271c76ba7",
"Value": "Agile Shortsword +2"
},
{
"Key": "76edd2e4-348d-4e08-8579-79dc2ca7365a",
"Value": "Its blade looks misleadingly fragile."
},
{
"Key": "5997ba0b-14e4-45d8-9298-a996031efded",
"Value": "This weapon is a +1 holy longsword."
},
{
"Key": "b28e3a8a-5966-4785-b58b-3b8347b59f5e",
"Value": "Sword of Eternal Servitude"
},
{
"Key": "c265657d-9482-41ce-aafc-429146deb07e",
"Value": "The sword seems to be brimming with holy power."
},
{
"Key": "94f1b6d4-ca24-461b-9c63-3cf8cefc315e",
"Value": "Thundering Claw of the Bear God is a +4 Shock Thundering Scimitar.
Any creature struck by a critical hit from this scimitar or its wielder's natural
attack becomes the target of lightning, as per call lightning storm spell (5d6
damage, 24 DC Reflex half).\nAll natural attacks from both the wielder of this
scimitar and the wielder's animal companion have concussive and shocking modifiers
applied to them. If the wielder is wild shaped into a bear or if their animal
companion is a bear, the sonic and electrical damage from their attacks is
increased to 1d10."
},
{
"Key": "c0defc24-56fb-4f0d-8f32-2db8749f10b1",
"Value": "Thundering Claw of the Bear God"
},
{
"Key": "fae68d99-dc25-4c70-aede-6e593cb68bea",
"Value": "The bear god Taranis, a relatively unknown kobold deity, bestowed
this unusual scimitar to the heroic bear-riding kobold cavalier Radan, as a reward
for his bravery and unshakeable faith. A few small kobold tribes in the Stolen
Lands worship Taranis for teaching the kobolds agriculture and medicine, despite
the lack of divine powers received by any worshipper. Additionally, the apparent
lack of any knowledge of agriculture or medicine in said tribes might be a sign
that faith in Taranis originated elsewhere. Small text in the Draconic language of
kobolds is engraved on the sheath, saying \"Swipe before bite\" � one of the many
obscure commandments of the Bear God."
},
{
"Key": "94303d21-4518-4d10-8def-5021a65788b2",
"Value": "Scimitar"
},
{
"Key": "f52dfef2-4636-4dfe-8b6f-aebc3ed3b097",
"Value": "This +4 dagger grants its wielder a +5 bonus to Stealth skill
checks and increases sneak attack damage with any weapon by 1d6 damage."
},
{
"Key": "3f7f518e-e8b2-43ba-aafb-7da9bcc3cdc4",
"Value": "This dagger, retrieved from the bottom of the lake in Whiterose
Abbey, once belonged to a young man from the Strocalle family, who was murdered at
the order of King Irovetti."
},
{
"Key": "de641e9c-f335-4e85-baf6-26ddf1bd4aee",
"Value": "This +1 dagger grants its wielder a +3 dodge bonus to AC and
immunity to nauseated condition."
},
{
"Key": "a7bd3bde-7c03-4623-ae5f-a1f86deac8a6",
"Value": "Arcane Protector"
},
{
"Key": "7e3456c3-787d-4574-8a1a-75953b33556b",
"Value": "A self-defense weapon made for wizards."
},
{
"Key": "bf74eea6-acf0-4862-9b34-854e996e1d4f",
"Value": "This weapon is a +2 animal bane falchion."
},
{
"Key": "fee98a03-beef-429f-b410-16d3843b172d",
"Value": "Beastrender"
},
{
"Key": "2fad9053-1b93-4a29-98e7-b488d49c2a9b",
"Value": "The blade smells of blood, but for some reason this smell only
evokes hunger."
},
{
"Key": "d2f9779d-80a7-47be-b1fe-19b2fc01ec37",
"Value": "This +1 shock trident grants its wielder the ability to cast
lightning bolt spell once per day as a 10th level wizard."
},
{
"Key": "cf54c9dc-f380-4d06-81d3-e4c914ad471a",
"Value": "Bound Thunder"
},
{
"Key": "975ea4d4-6aca-4324-8c8c-adb948966b20",
"Value": "This trident is believed to be created in the heart of a storm."
},
{
"Key": "c61444e6-8497-43da-8c20-c334fbae03cd",
"Value": "This weapon is a +2 quarterstaff."
},
{
"Key": "4331c7bf-3681-4feb-a8f6-cf62bb9469f9",
"Value": "Crimson Counselor"
},
{
"Key": "07f55c9b-973b-477b-a68b-6fd7c2baeb0c",
"Value": "This quarterstaff is encrusted with a magical ruby filled with
power."
},
{
"Key": "9dbbae86-a90d-4c24-b704-aee981e971ca",
"Value": "This weapon is a +1 keen scythe."
},
{
"Key": "bc4078ce-5aca-4889-b02b-05a4d121fefb",
"Value": "Hand of Damnation"
},
{
"Key": "5b2434d7-5517-45cb-93ca-e19a9c7c0ce9",
"Value": "There are chips and flaws on the blade of this scythe, but it's
still razor-sharp."
},
{
"Key": "20e740f7-ded8-46fe-9d79-91949b3cc9a4",
"Value": "Burning Venom"
},
{
"Key": "88803a65-4e7e-4ddc-8a66-0d8b0e06ebde",
"Value": "Whenever the wielder of this weapon successfully lands a hit, the
target must succeed at a Fortitude saving throw (DC 15) or be injected with acid
that deals 2d4 damage every round for 3 rounds."
},
{
"Key": "1fb783ee-0fe3-406a-b557-5a3a37b1788c",
"Value": "Unfair Advantage"
},
{
"Key": "41230448-618f-4cb5-aac4-0d1504e0913f",
"Value": "This weapon is a +2 keen falcata."
},
{
"Key": "609ea1f4-dfa0-42a8-b5fd-6a0c4314b369",
"Value": "Decapitator"
},
{
"Key": "2537600b-aa0d-4ea6-a815-bcc923bf91ec",
"Value": "Perfect for doing exactly what its name implies."
},
{
"Key": "a452cfa5-cfa9-43c0-be2b-a4b91444c9ed",
"Value": "Weapon deals an extra 2d6 points of acid damage on a successful
hit."
},
{
"Key": "4f11ef10-12ec-4c4a-9caa-5fa4b3c33d35",
"Value": "Greater Corrosive"
},
{
"Key": "696d39c7-4734-4265-85b5-7e86b47a901e",
"Value": "This +1 longbow deals 2d6 damage, and additional 2d6 acid damage,
yet its clumsiness and weight impose a -2 penalty on the wielder's attack rolls."
},
{
"Key": "6602773a-e76b-46b8-b28f-98e7366bd1ef",
"Value": "Devourer of Metal"
},
{
"Key": "24237125-7e05-4b51-b918-a68311e48862",
"Value": "The hulking longbow looks like it was created not to slay enemies
with precision, but to annihilate them with sheer power."
},
{
"Key": "35443ff5-f761-4b01-afd2-00a873e2a045",
"Value": "This weapon is a +2 scythe."
},
{
"Key": "fdc5db9c-eff1-42d0-a0f5-b91248cf8334",
"Value": "Eternal Conduit"
},
{
"Key": "438335c7-f9d7-44e4-a2d9-445c1f762bce",
"Value": "The scythe is covered in countless miniature arcane inscriptions to
ease the channeling of spells for its wielder."
},
{
"Key": "04b40556-e6c0-40b4-909b-e0dd94dfa45c",
"Value": "This weapon is a +2 scimitar."
},
{
"Key": "16d512f6-eca1-466b-ae1c-0467e536a200",
"Value": "Slicer"
},
{
"Key": "983417c6-5d0f-428e-99e4-8843b39af417",
"Value": "This scimitar has numerous runes some of which have no magic in
them. It seems the creator of the weapon engraved them only to inform his
successors on the intricacies of inner workings of this item."
},
{
"Key": "e134cbca-deb4-458c-9da3-dcaedcda76bd",
"Value": "This weapon is a +2 unholy estoc."
},
{
"Key": "06c29c71-b883-43d3-81f9-e02ddc368714",
"Value": "Forsaken Edge"
},
{
"Key": "3134d028-c137-4513-9ea2-5ce220362689",
"Value": "Whenever anyone takes this estoc into their hands, strange whispers
immediately flood their head, speaking things in languages long forgotten,
strangely pleasant to hear."
},
{
"Key": "33704bc2-663f-4917-b4a3-ca5f76f3d662",
"Value": "This weapon is a +2 unholy kukri."
},
{
"Key": "4180d3f9-97a8-427d-af2f-1de93b57f0a7",
"Value": "Gift of Death"
},
{
"Key": "cd5494ed-1f85-4c9e-ab6f-e617b34026b2",
"Value": "The handle of this kukri is made of human bone."
},
{
"Key": "1d4058b5-6d8f-4714-8908-6f40e08557df",
"Value": "Dogsilcer +1"
},
{
"Key": "a588b09c-8763-455a-80c1-242c72b25b3c",
"Value": "Nais! Sharp! Edgee!"
},
{
"Key": "bc3cb845-b682-4484-b307-de7be26a6f00",
"Value": "This weapon is a +1 agile estoc."
},
{
"Key": "6042f2ff-2a4a-4216-ab30-cf60c64849e5",
"Value": "Hairsplitter"
},
{
"Key": "bb7b31a2-5c1e-4028-87c2-a60a7e3633ed",
"Value": "The result of intricate craftsmanship of unknown origins."
},
{
"Key": "b8b8b0df-c581-4591-aeb2-e91714d2befa",
"Value": "This weapon is a +3 flaming greataxe."
},
{
"Key": "906ede46-721c-44d7-84b3-4e0eeb869718",
"Value": "Heat of Battle"
},
{
"Key": "544a1db8-9237-4ed3-b7f0-f0ef8f322a63",
"Value": "Wreathed in smoke and fire, this weapon fills the heart of anyone
who stands against its wielder with dread."
},
{
"Key": "2870179e-452a-432c-a89d-86a2fc6e7206",
"Value": "This weapon is a +2 giant bane heavy pick."
},
{
"Key": "a71a7555-aa59-49f5-94d7-c585c292360d",
"Value": "Kneesplitter"
},
{
"Key": "3dcae89a-8929-4a42-9ea6-9edf139686a2",
"Value": "It is well known that dwarves hate the giants, their ancient enemy.
This weapon certainly shares their sentiment."
},
{
"Key": "2805e724-9784-4ae0-9a6d-188cb7fa4538",
"Value": "This weapon is a +1 composite longbow."
},
{
"Key": "f99c15a0-e29b-48e2-b30e-b643465acdf7",
"Value": "Legacy of Accursed Tree"
},
{
"Key": "3f21eab0-2569-479e-9bb6-913005fb0088",
"Value": "Made from the crooked branches of a scythe tree, this bow still
contains traces of its anguish and rage."
},
{
"Key": "7feeac65-33ce-4045-a2ad-c074770910f1",
"Value": "This weapon is a +2 furious falchion."
},
{
"Key": "5d84c996-622e-484f-8f7f-d03972980d0e",
"Value": "Fury's Legacy"
},
{
"Key": "7b0f43c4-1ad6-43c7-8a5a-31e71e9e76f7",
"Value": "It is told that this impressive weapon was never actually enchanted
with a magic ritual, but gained its magical properties from the generations of
barbarians who fought with it."
},
{
"Key": "d4a0cde2-7114-457f-806e-899a2c4df170",
"Value": "This +1 dagger grants its wielder a +4 insight bonus to Initiative
rolls and +1 dodge bonus to AC. Attacks with it deal additional 1d6 lightning
damage."
},
{
"Key": "b2497dc5-59c1-4f9d-9a8e-1286ede1c488",
"Value": "Lightning Duelist"
},
{
"Key": "091b1c28-b354-469b-8287-32b8b1dc1d14",
"Value": "The blade is twinkling in the twilight, as if there were a
lightning bolt inside it."
},
{
"Key": "e2132777-b366-4c3b-b50f-dc1a08d4e4e0",
"Value": "This longbow deals additional 1d4 damage to animals and undead
creatures."
},
{
"Key": "6c0d98a9-f628-4581-9b1e-f7b99a5f40b0",
"Value": "Longbow of Erastil"
},
{
"Key": "c2e560a7-eb93-4fb5-a782-9028035cbdd5",
"Value": "It is said that this longbow had been created by stag archon and
brings good luck in a hunt."
},
{
"Key": "864a8e59-738c-4773-8a87-a20b0220a4b0",
"Value": "This weapon is a +1 longshank bane spear."
},
{
"Key": "faf23899-1262-40dc-b749-2ee62a882f50",
"Value": "Longshank Bane"
},
{
"Key": "5d1a999e-c79a-4ee2-808c-7e048302a5ac",
"Value": "The creation of an unknown goblin \"master\", who sincerely hated
the civilized races."
},
{
"Key": "fc8a1d8b-bf78-4272-968e-b74c9c7da317",
"Value": "This +2 dueling sword refuses to attack the ones its wearer swore
to protect, imposing a -5 penalty to attacks rolls against friendly targets."
},
{
"Key": "00a44954-b958-4c27-ba25-ab92f1f45d2b",
"Value": "Lord Protector"
},
{
"Key": "cb457ac3-3f34-497d-9aa5-291c17c5bcaa",
"Value": "The handle of this sword is wrapped in batoids leather, and there's
a faded marking on its blade."
},
{
"Key": "e8ace18f-2453-4cac-8f7d-47e9bee4c5cd",
"Value": "This weapon is a +1 composite longbow."
},
{
"Key": "f3de8ed1-2be7-4fdf-95c5-2521c6e13b52",
"Value": "Lucky Longbow"
},
{
"Key": "8a3b36f5-9497-4394-b27d-d8cd812237a4",
"Value": "The beautiful bow has many curls and spirals on its surface."
},
{
"Key": "91249e83-6534-4860-8743-6e30211194e4",
"Value": "This weapon is a +2 frost keen kukri."
},
{
"Key": "cc93bdfb-6914-48ca-89f4-a8bfddf6cc8c",
"Value": "Mother's Care"
},
{
"Key": "260e01a3-02f6-4895-9fb5-dd998eea04f6",
"Value": "This chilly kukri is dedicated to Lamashtu, the Mother of
Monsters."
},
{
"Key": "307dba7f-e22a-4620-94bb-988233dbd0a3",
"Value": "This weapon is a +2 flaming keen kukri."
},
{
"Key": "9baebf12-dc42-4a6c-810a-d8b9f5dc9ff4",
"Value": "Mother's Warmth"
},
{
"Key": "731c7301-0b30-4a57-ba8a-080bec900f01",
"Value": "This fiery kukri is dedicated to Lamashtu, the Mother of Monsters."
},
{
"Key": "a90e1482-713b-44af-a0e6-8b782c228d21",
"Value": "This weapon is a +3 warhammer."
},
{
"Key": "2113b744-2f66-4bf8-bc7c-2339035c5db6",
"Value": "Noble Warhammer"
},
{
"Key": "1c69e68a-82ca-422e-8387-5705b4f98d14",
"Value": "The hammer's head is covered in illegible runes."
},
{
"Key": "b77a64f2-3de5-463b-baa6-a2cf17c745ea",
"Value": "This +1 longbow grants its wielder the effect of Point-Blank Shot
and Precise Shot feats."
},
{
"Key": "c789223c-7bd5-49ce-8778-9618ebb86a79",
"Value": "Nobleman's Amusement"
},
{
"Key": "54021f86-242f-4279-93d1-306e67d41bcd",
"Value": "This bow was created by a royal gamekeeper to help the hunting
nobles feel like competent hunters."
},
{
"Key": "8eec6b5d-48f3-4559-9ab4-a008605cdec1",
"Value": "This weapon is a +2 adamantine furious longsword."
},
{
"Key": "e71b196a-d893-4890-96a4-d989c0c907cb",
"Value": "Rageclaw"
},
{
"Key": "7704e658-8b10-4019-ba25-29df8e7a7d1e",
"Value": "Despite being almost indestructible, this longsword still bears
numerous signs of heavy use."
},
{
"Key": "8f9c7702-582f-497b-ad74-92c6e7934b32",
"Value": "This weapon is an agile rapier +2. It allows its wielder to add
their Dexterity bonus to damage rolls instead of Strength bonus (whichever is
higher)."
},
{
"Key": "d0505014-71b8-4cc8-9f64-3b0c54b1009d",
"Value": "Stratagem"
},
{
"Key": "24ce67c5-4b0f-4901-b791-ba726c40831c",
"Value": "This rapier is forged using an unusual technique. Its blade moves
along an unpredictable path and deals unforeseeable blows."
},
{
"Key": "fea37709-5c1d-4877-b63c-9def8e8c8969",
"Value": "When this +1 keen agile rapier lands a hit, its target has to
succeed on a Fortitude saving throw (DC 15) or become affected by acid that deals
2d4 damage per round for 3 rounds."
},
{
"Key": "28a9b8d9-aaf2-4cd6-a5bd-ef9bf802e9d3",
"Value": "Deadly Grace"
},
{
"Key": "a765646f-58b9-4a3b-abc9-1de728271517",
"Value": "Despite its refined appearance, this rapier is a deadly weapon that
hides an assortment of enchantments fit for both a court duel and a bloody
battlefield."
},
{
"Key": "631900c2-0c0f-411e-9a87-8ad3fb59d032",
"Value": "This weapon is a +3 keen dueling sword."
},
{
"Key": "2608dc1b-01e8-474b-bc84-07679b921653",
"Value": "Royal Gift"
},
{
"Key": "6bf23483-e025-4a4d-aa2c-f7eede03f675",
"Value": "The polished blade is gold-plated, and the hilt is decorated with a
silk cord and brushes."
},
{
"Key": "14d2ae85-29f8-4e07-8a61-571e384c0a06",
"Value": "This +3 heavy mace deals 2d6 damage and grants its wielder the
continuous effect of freedom of movement spell."
},
{
"Key": "4e8f2fe3-c026-4789-8994-7eb2f0a7dcdf",
"Value": "Mallet of Woe"
},
{
"Key": "62c3d30f-25ce-43a5-a492-0ce9d2b3cf81",
"Value": "The dark mace is incredibly heavy. In fills its wielder's body with
a supernatural power, sufficient for handling it."
},
{
"Key": "4fb32a43-da44-45fc-95cb-c76af14348e2",
"Value": "This weapon is a +1 undead bane greataxe."
},
{
"Key": "7223bdb7-d9eb-42e8-be7b-b5a84701072a",
"Value": "Second Execution"
},
{
"Key": "529cf24c-4a7a-4811-95e7-2115a0c81103",
"Value": "The edge of the axe has a peculiar angle, which enables it to cut
through flesh and bones."
},
{
"Key": "1cf13f21-c181-49c0-bec1-88a46b58b1f9",
"Value": "This weapon is a +3 shock scimitar."
},
{
"Key": "7ee4dd62-063b-403b-903a-35638beaadc3",
"Value": "Jolt"
},
{
"Key": "8726ab4c-c6ae-400b-b2e5-d30ec8fa9b8d",
"Value": "This scimitar's blade emits a refreshing scent, reminding of the
air after a thunderstorm."
},
{
"Key": "43727792-8bf4-441a-b002-c3383891a733",
"Value": "Whenever this +2 heavy mace lands a critical hit, the target needs
to succeed at a Fortitude saving throw (DC 17) or become stunned for 1d4 rounds. If
the saving throw is successful, the target is staggered for 1 round instead."
},
{
"Key": "b8c452e7-a421-49fa-b424-79e7939212cf",
"Value": "Skullcrusher"
},
{
"Key": "145b4168-0e4d-45c5-be16-eac9f9d217f1",
"Value": "A grim sense of totality surrounds this heavy mace."
},
{
"Key": "3a9dd3c0-9eb5-4a06-8720-59793269fa76",
"Value": "This weapon is a +2 agile dueling sword."
},
{
"Key": "d0560616-9155-45f9-855b-8263f4cc393c",
"Value": "Swordsman's Passion"
},
{
"Key": "f03f147d-dfa8-4b11-887b-c3ee28ac2e2f",
"Value": "Any swordlord would be proud to own this weapon as both a great
weapon and a piece of art."
},
{
"Key": "7eb29107-9922-43c3-9584-0ee8c50ddb18",
"Value": "This weapon is a +2 agile kama."
},
{
"Key": "9c8f7741-ef61-4681-b330-d0553d316290",
"Value": "Talon of the Wise"
},
{
"Key": "7d88d145-f342-4411-8eef-0d1054a5d3d9",
"Value": "The kama utters a high-pitched scream when swung. It is as sharp as
the weapon's edge."
},
{
"Key": "411aaa7e-fb56-4328-9815-e3d504aeb5b1",
"Value": "This weapon is a +1 adamantium construct bane heavy pick."
},
{
"Key": "c761ebc2-6ad5-43cd-8498-fc1f9b44fd55",
"Value": "Demolisher"
},
{
"Key": "07600861-947b-4186-b6ba-c02eb39d2a43",
"Value": "Created by a relatively unknown dwarven blacksmith for the sole
purpose of mining rare sturdy metals, this pick packs a surprising amount
destructive force against creatures made from similar materials."
},
{
"Key": "33fad131-0e37-4faa-83d5-d40f96056941",
"Value": "This +2 large greatclub appears surprisingly light in your hand.
Its size penalty for Medium creatures is reduced to -2."
},
{
"Key": "1a864de4-8278-49e1-9acb-5735d0f35da3",
"Value": "The Crusher"
},
{
"Key": "08a2a667-3f13-4711-8dad-851753f491e8",
"Value": "Regardless of the size, the cudgel is very handy in combat."
},
{
"Key": "7aebf96e-6347-44f7-8045-8e6baf901955",
"Value": "This weapon is a +5 agile shock scimitar."
},
{
"Key": "6903fb3b-07d7-4f16-a6a5-b37bde1a4273",
"Value": "Thundercrack"
},
{
"Key": "4240b3b0-5722-42fb-8990-31ab568eef28",
"Value": "Touching this scimitar's hilt makes the hair on one's hands stand
up."
},
{
"Key": "b0272b7d-6c82-4171-bd09-f2f26255fb64",
"Value": "This +1 greataxe deals additional 1d6 acid damage."
},
{
"Key": "be35b26b-97cb-4ca4-a5e1-95a3ace18abf",
"Value": "Trollreaper"
},
{
"Key": "e25c485d-8d19-4a9c-b220-93ad0212dab2",
"Value": "The axe is distinguished with emerald glowing serrated edge."
},
{
"Key": "dc53cad3-76ef-45e3-be77-6588b95804fc",
"Value": "This weapon is a +2 giant bane sling staff."
},
{
"Key": "b252eaa9-3103-4a90-ad9e-baaf599ea7d8",
"Value": "Vengeance of the Meek"
},
{
"Key": "aae77fd4-0e37-4ba8-b13f-b4ff1b8d387d",
"Value": "Many communities on Golarion live in constant fear of giants, and
this leads towards the creation of items like this one."
},
{
"Key": "584c8d55-41c1-4204-b573-d07e41283e4a",
"Value": "Agile Light Mace +3"
},
{
"Key": "45cdbd3f-011a-4934-b604-f0e1db11a495",
"Value": "This +3 dueling sword deals additional 1d6 damage."
},
{
"Key": "4fdca5dd-8596-48af-b198-40fcf8050941",
"Value": "Arcane Enforcer"
},
{
"Key": "cb9f4739-a4d3-4f02-8fd1-5b973f917883",
"Value": "A blade forged of unusually dark steel."
},
{
"Key": "ce12e452-e1eb-4e60-b1a7-171b310cc779",
"Value": "This unholy heavy mace +5 grants its wielder fire immunity and a +5
bonus on Persuasion skill checks. On a successful hit, the targest must succeed on
a DC 21 Fortitude check or be set on fire for 1d4 rounds (2d6 fire damage) and
become nauseated for 1 round."
},
{
"Key": "6d2c5a74-d170-4111-b10f-53908d914d74",
"Value": "Authority"
},
{
"Key": "878db8a6-c745-4ef0-a0cf-be083b973b60",
"Value": "The unholy weapon of Asmodeus � the archdevil of pride, political
power, and contracts."
},
{
"Key": "636b68ca-1106-4dca-90cf-c3ea64bf1c6b",
"Value": ""
},
{
"Key": "818b124c-2f74-4533-a8a4-74c6d7b98dc1",
"Value": "This +4 light mace grants its wielder a +5 morale bonus to
Persuasion skill checks when used to intimidate. It deals additional 2d6 damage
against frightened targets and 1d6 damage against shaken targets (these effects do
not stack with each other)."
},
{
"Key": "25f63dbc-d1f1-45d6-9772-1b53f35056e8",
"Value": "Highwayman's Argument"
},
{
"Key": "3fee2482-3a8a-4727-94e8-e97d03ad1f18",
"Value": "This is a blunt weapon, but it helps you make a great point."
},
{
"Key": "aa5d2124-4d02-4cfd-bc0a-db2271f06938",
"Value": "This +5 vicious rapier deals 2 damage to a random ability on hit.
It can't reduce any ability score below 7."
},
{
"Key": "9893255a-b8fe-4989-ab43-e35f448dd550",
"Value": "Black Salt"
},
{
"Key": "ae73ad3d-48b8-4ab8-9d72-5a0ec98d97f5",
"Value": "An ancient pirate's weapon, found on a sunken ship, with its
owner's bony fingers still clinging to its handle."
},
{
"Key": "be0bed96-9570-4c47-a43b-9fab05f55f72",
"Value": "This +4 shortspear deals negative energy damage."
},
{
"Key": "a73e74d5-af14-4bc2-ad00-1be43d66f064",
"Value": "Boneshard"
},
{
"Key": "da66a66d-2069-4852-a021-793d4a71639f",
"Value": "A grim weapon, made of human bones and washed in the waters of the
River Styx."
},
{
"Key": "77947a1d-f31d-4b42-9fa0-e44f84b25395",
"Value": "This weapon is a +3 brilliant energy punching dagger."
},
{
"Key": "af9d7d27-b7b7-4558-b15e-0cbca74e11f9",
"Value": "White Flare"
},
{
"Key": "85d5317a-77d6-4199-9e92-2f9dd398a5fa",
"Value": "Whenever a sun ray touches this blade, it lights up like white
flame."
},
{
"Key": "13a9ac9a-5521-4bca-bfbf-9f1978863a14",
"Value": "Each time an enemy lands a hit on the wielder of this +5 anarchic
mithral rapier, it gains a stacking +2 bonus to damage rolls until the end of the
battle."
},
{
"Key": "e602784f-cab3-403e-b092-311107df7e18",
"Value": "Satisfaction"
},
{
"Key": "54cd45a8-c0bc-46be-a511-5d77bf160265",
"Value": "The holy weapon of Calistria � goddess of lust and revenge."
},
{
"Key": "ed6a053b-edfb-4d9b-ae1e-1d5a0fc3e3d3",
"Value": "This +5 holy anarchic rapier grants its wielder the continuous
effect of freedom of movement spell, and immunity to fear and death effects."
},
{
"Key": "88229895-fbf7-495d-95fb-8bcb2480db4f",
"Value": "Revelry"
},
{
"Key": "5f91c1d5-25f7-4ff6-b7e3-e771b9d595c6",
"Value": "The holy weapon of Cayden Cailean � god of freedom, bravery, and
alcohol."
},
{
"Key": "23f6b3f0-b4d3-4321-a69f-2ae1aa3d9205",
"Value": "This +2 dagger has a chance to confuse enemy on a hit."
},
{
"Key": "03399b0a-85c7-40aa-a2dc-9132435db77f",
"Value": "Chaos Shard"
},
{
"Key": "e3343665-e166-4147-9585-05318a45a8fa",
"Value": "Sometimes, the reflection of a grimacing face appears in the
blade."
},
{
"Key": "2ba024b5-3287-4c7f-94b9-64dc110561b0",
"Value": "Whenever this +3 cold iron sickle lands a hit, its target has to
succeed on a Fortitude saving throw (DC 17) or suffer 1d4 Dexterity damage."
},
{
"Key": "bafeddd9-b285-43ff-bec5-667f9bc5fa3b",
"Value": "Chilly Midnight"
},
{
"Key": "31f2a9de-211c-4dc1-b6fe-1e2894f013df",
"Value": "This sickle's handle is made of human bone, and the blade is cold
forged of coffin nails."
},
{
"Key": "842d5783-41c5-4c06-9305-00cb919e827b",
"Value": "Brilliant Energy Keen Dagger +3"
},
{
"Key": "b42314b2-c5ad-4004-80fd-7d1771856959",
"Value": ""
},
{
"Key": "0c484cd7-2bcd-45c6-87bf-9d4e3e5c8ab8",
"Value": ""
},
{
"Key": "469ee5ae-b70c-4d41-bded-7e9992234409",
"Value": "This +4 necrotic spear summons a friendly will-o'-wisp when it ends
a life."
},
{
"Key": "d71b4a64-a5cd-4bac-a06c-afd5e583c777",
"Value": "Dark Forest"
},
{
"Key": "cec5f1ef-00f9-4b7a-86fd-87bcc082ea5c",
"Value": "Every time this spear wounds somebody, it produces a mischievous
giggle."
},
{
"Key": "86988954-429b-4b17-a2ab-0c32dccdb53e",
"Value": "This weapon is a +5 dragonbane longspear."
},
{
"Key": "8f0ca4b1-20ec-4ccb-9517-5f76fa607be4",
"Value": "Dragonslayer"
},
{
"Key": "d6794d81-266a-47e1-b29e-89a9808afcee",
"Value": "This weapon was forged for a paladin who swore to never shave his
beard or trim his hair before he kills an evil dragon. He almost died when the
dragon's breathe set his fell of hair on fire, but Iomedae graced her champion with
a miracle, instantly making him completely bald."
},
{
"Key": "3e6b9f13-eed6-49a8-8389-382a932ec361",
"Value": "Creatures hit by this dagger suffer a -3 penalty to Will saving
throws for 1 minute."
},
{
"Key": "7e4a5589-2eeb-4a9d-b3cc-6b457891b1ae",
"Value": "Breaker of Wills"
},
{
"Key": "5207e773-169d-4e29-8c15-fc320205fed8",
"Value": "Whenever this +4 mithral speed dagger lands a hit, it imposes a -3
penalty to target's Will score for 1 minute."
},
{
"Key": "77b01935-a7f2-4ef8-967f-30f9eabb1553",
"Value": "Edict"
},
{
"Key": "c8d6defb-496e-4954-ad19-14d9d8c9d1be",
"Value": "This dagger's blade sparkles with a blinding light."
},
{
"Key": "0215fafc-c558-445e-a3d5-370eddaf0b0d",
"Value": "Ability doubles the threat range of a weapon. This benefit stacks
with any other effects that expand the threat range of a weapon."
},
{
"Key": "7c4ba653-4aa8-4409-8363-8a31d86813f6",
"Value": "Lethal"
},
{
"Key": "bada58f6-0e59-4463-a486-e82287ce7aa9",
"Value": "Lethal"
},
{
"Key": "7e4d4535-8546-4d6d-b993-dbdcb9c0e845",
"Value": "This weapon deals an additional 1d6 negative damage on hit. In
addition to the extra damage, a necrotic burst weapon deals an extra 1d10 points of
negative energy damage on a successful critical hit. If the weapon's critical
multiplier is �3, add an extra 2d10 points of negative energy damage instead, and
if the multiplier is �4, add an extra 3d10 points of negative energy damage."
},
{
"Key": "f3cf475b-77df-424a-83e5-17d1fb35cba4",
"Value": "Necrotic Burst"
},
{
"Key": "3763034c-2a57-4836-8190-413cab8143d3",
"Value": "Necrotic Burst"
},
{
"Key": "dfb6ba8a-bba0-4827-a036-352da213d91e",
"Value": "This weapon is a +4 necrotic burst punching dagger."
},
{
"Key": "16ac6c73-8764-4a88-93b8-53a26b9102a0",
"Value": "Prehistoric Tooth"
},
{
"Key": "a349a24f-3ad5-41d6-b55f-d85484caedc1",
"Value": "Made from a tooth of an unknown ancient beast, this dagger lets it
keep biting long after its death."
},
{
"Key": "233de5c5-f828-4140-a99f-adce27d86682",
"Value": "This weapon is a +3 flaming frost shock corrosive heavy crossbow."
},
{
"Key": "86154c75-a33c-4374-bbee-bd1bf581535c",
"Value": "Elemental Squall"
},
{
"Key": "91415662-6883-4177-b580-9da8adc1bf0d",
"Value": ""
},
{
"Key": "357eb684-6147-4b09-ba8a-3f8accc6e938",
"Value": "This +5 undead bane dagger grants its wielder a +2 bonus to death
effects' DCs and saving throws against them, and deals additional 1d6 positive
energy damage."
},
{
"Key": "74874995-7c89-46af-a089-5a6a7496b40f",
"Value": "Dormition"
},
{
"Key": "e69e5508-5f41-490f-8258-7d7b324e7990",
"Value": "This dagger, sharp like a razor blade, emits a faint glow that
turns into a bright cold light in the presence of the undead. Its thin blade is
adorned with spirals. On its handle, a cryptic utterance from Pharasma's holy
scripture is written in Elven: \"Birth and death are written in the bones, but
bones can be broken.\""
},
{
"Key": "133efab6-16e9-44c4-9a34-5bf6bb915a32",
"Value": "This +5 scythe cures its wielder 1d4 HP each time it successfully
hits a living creature."
},
{
"Key": "3b4d9a35-56f6-4dfc-9626-1619c2a885ed",
"Value": "Gluttonous Scythe"
},
{
"Key": "dcf5e7c5-acd3-4019-8ff8-853b8c3aaf1d",
"Value": "The unholy weapon of Urgathoa � goddess of disease, gluttony, and
undeath."
},
{
"Key": "5c99eb33-fcea-40b7-aa6d-2b38237d55d4",
"Value": "Whenever this +2 necrotic club lands a successful critical hit, it
casts vampiric touch spell on its target. Whenever the wielder unequips this
weapon, it casts finger of death on them."
},
{
"Key": "eb4f3d0f-3503-45ff-98c7-be5af475e507",
"Value": "Grim Finale"
},
{
"Key": "23bc3928-52d9-4bab-ad28-97f0dbb215d0",
"Value": "Each swing of this club is accompanied by greedy munching sounds."
},
{
"Key": "f4d2068c-7a46-45e4-b29c-3dae6863fdca",
"Value": "Holy Disruption Heavy Mace +3"
},
{
"Key": "1b83055b-08fd-4c61-b564-1e272c9979b5",
"Value": "A bane weapon excels against certain foes. Against a designated
foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also
deals an extra 2d6 points of damage against such foes."
},
{
"Key": "de351320-4b5c-4117-9f76-e9a55e8781e3",
"Value": "Human Bane"
},
{
"Key": "1340f730-f007-4661-b4a4-bc3ef802f1e3",
"Value": "Human Bane"
},
{
"Key": "5bb864d5-bc7f-4264-b5c3-0f5d7973d916",
"Value": ""
},
{
"Key": "260f19d0-8033-4ed4-9071-6ca521ddc116",
"Value": "This weapon is a +2 human bane morningstar."
},
{
"Key": "8f196cc4-800b-4f11-b523-444ae4c8586d",
"Value": "Executioner"
},
{
"Key": "36f4b57b-b333-409a-a1d2-99fa73eaf820",
"Value": "Spikes of this morning star are sharp and have a shape of miniature
axes."
},
{
"Key": "f24ce535-75b5-40c7-935c-a044b2b90e58",
"Value": ""
},
{
"Key": "301c9ae9-a03b-43cb-a7f8-fe81e4e006da",
"Value": "This +5 unholy anarchic falchion gives its wielder a +6 enhancement
bonus to natural armor, but reduces their Charisma score to 1."
},
{
"Key": "cbc04cb7-028f-4f34-9646-fb70d814a735",
"Value": "Odium"
},
{
"Key": "0ee320c3-3e26-4d72-b690-9f57baee35f9",
"Value": "The unholy weapon of Lamashtu � goddess of monsters, nightmares,
and insanity."
},
{
"Key": "75c05b33-3e89-427e-b9c0-8504585c19a7",
"Value": "Remove Rage"
},
{
"Key": "d062d1ee-a1ed-4774-a6ee-839975065e1b",
"Value": "This +5 axiomatic light crossbow ends the barbarian's Rage on hit."
},
{
"Key": "b8a460ee-6203-4ceb-848a-1dd5484f403d",
"Value": "Lawbringer"
},
{
"Key": "f58ce838-e986-42e8-994e-c476451af4ef",
"Value": "The holy weapon of Abadar � god of law, trade, and civilization."
},
{
"Key": "4c74b3b3-237b-49c9-a53b-043473864a98",
"Value": "This +5 vicious mithral light mace has 19-20/�2 critical range and
deals bludgeoning, slashing and piercing damage."
},
{
"Key": "04b76351-c15d-48b7-9e05-212d3798db29",
"Value": "Malice"
},
{
"Key": "d6b42783-e0bf-4503-b72f-8b633e823341",
"Value": "The inscription on this mace reads: \"I hate you, {Name}. I hate
you so much.\" Whoever looks at it, sees their own name."
},
{
"Key": "60452ba6-6606-4213-bcf9-35c98e71a792",
"Value": "Lycanthrope Bane Mithral Shortspear +3"
},
{
"Key": "4d392d9b-717a-4715-8c5b-0d4e60b0e9bf",
"Value": "Whenever this +4 keen shortspear lands a hit, it has a chance to
cast crushing despair spell (DC 21) on the target. Whenever it lands a critical
hit, it has a chance to cast finger of death spell (DC 21) on the target."
},
{
"Key": "8b415b5d-09e9-4285-8d30-4a74235346e2",
"Value": "Mourning"
},
{
"Key": "5e332067-32a8-4609-8e44-386dd19b8119",
"Value": "As you touch this spear, you hear a single soft whimper."
},
{
"Key": "58075b7b-b3c2-43a4-b368-72afdb35a874",
"Value": "Vulnerability to Electricity"
},
{
"Key": "6a94b9ca-c757-4a45-9203-adb1947f5f1b",
"Value": "This +5 trident does additional 1d12 damage against aberrations,
constructs, humanoids, outsiders and undead. On a successful hit, it makes the
target vulnerable to electricity for 1 minute."
},
{
"Key": "949a6e51-385f-4015-9d08-2d39350e3389",
"Value": "Nature's Wrath"
},
{
"Key": "6a25c203-cafa-42a6-91d2-348320f772aa",
"Value": "The holy weapon of Gozreh � deity of nature, storms, and waves."
},
{
"Key": "996573f7-ecdd-4f56-bc3b-f8eaba590770",
"Value": "This +5 sickle grants its wielder a shambling mound's ability to
grab their foes."
},
{
"Key": "7cbcd2c6-3d90-4a89-9c4a-3f1c15f428d9",
"Value": "Oath of the Land"
},
{
"Key": "0b46dc6e-0ef2-4112-ae10-6462924b7003",
"Value": "This +5 sickle deals electricity damage instead of physical damage.
Whenever its wielder casts call lightning or call lightning storm spell, it becomes
empowered, as if using the Empower Spell feat."
},
{
"Key": "6ce19783-704e-48e4-a6f0-70c33beca045",
"Value": "Oath of the Sky"
},
{
"Key": "ca6d9102-d3ee-4185-9c59-9b8109dbcac4",
"Value": "+3 outsider bane brilliant energy light crossbow"
},
{
"Key": "83672f3c-2b4d-4129-8eb0-cc13086a9c41",
"Value": "Planar Hunter"
},
{
"Key": "7c0c92b2-ab01-478b-b5ff-ae12a1e38bfe",
"Value": "When making a full attack, the wielder of a speed weapon may make
two extra attack with it. The attacks use the wielder's full base attack bonus,
plus any modifiers appropriate to the situation. (This benefit is not cumulative
with similar effects, such as a haste spell.)"
},
{
"Key": "6bc84417-551a-4863-8ad5-da002500d14e",
"Value": "Greater Speed"
},
{
"Key": "7c90a9a0-0dcf-4903-9667-8409cff8f9c8",
"Value": "Greater Speed"
},
{
"Key": "67af8dd3-8d5f-44af-a967-0713469b71ce",
"Value": "This +3 improved speed sai grants its wielder 2 additional attacks
per round."
},
{
"Key": "160dd67d-802d-4be0-af7e-b32513a12654",
"Value": "Steelwind"
},
{
"Key": "31d3edc1-4c92-46ae-b43a-37c55ee61f1a",
"Value": "The thin edge of the sai seems to be singing with every swing."
},
{
"Key": "a0bda5f0-f4fb-44af-8cbe-bbd35489b214",
"Value": "This +4 heavy mace gains a +4 bonus to attack rolls against the
targets affected by Smite Evil or Mark of Justice effects."
},
{
"Key": "e5e50ae0-a8d2-497d-89df-850775fd47a2",
"Value": "Righteous Punishment"
},
{
"Key": "4d1037e6-ec3c-441b-9308-37d8900b548c",
"Value": "Ghost Touch Keen Shortspear +2"
},
{
"Key": "50f4457f-8dd7-451c-97f6-ae12e05d71d7",
"Value": "Whenever the wielder of this +3 longspear becomes affected by a
bardic performance, its enhancement bonus increases to +3, and it grants its
wielder a +2 dodge bonus to AC."
},
{
"Key": "52ce884f-19af-460d-bb8a-ec6f447f33ca",
"Value": "Singing Edge"
},
{
"Key": "e895b0c4-164a-4ed4-93c5-7b1496d147b5",
"Value": "Whenever this spear hears a song, it starts singing along."
},
{
"Key": "7c61af04-3010-45f0-a7d1-b24c30669091",
"Value": "Speed Ghost Touch Quarterstaff +4"
},
{
"Key": "fe0c37af-9970-49b2-a08c-4c0d602799e3",
"Value": "The weapon is carved in the form of a raging spectres."
},
{
"Key": "9bfb34be-6693-4134-8df9-7574a62fd0a6",
"Value": "Speed Trident +1"
},
{
"Key": "fe2b6e5d-64dc-4374-9836-30d6a692f732",
"Value": "This +4 cutlass grants its wielder a +2 insight bonus to attack
rolls against flat footed and flanked targets."
},
{
"Key": "29f4bc64-b469-4668-aa1b-98fa78b099be",
"Value": "Faithful Companion"
},
{
"Key": "51dfda38-f03d-49fd-8a40-4f4e4bf1d550",
"Value": "An utterance is engraved on the hilt: \"When you die, your
treasures won't follow you, but your friends may!\""
},
{
"Key": "1726fe5c-204b-44d0-9f00-130d3a22724b",
"Value": "This weapon is a mithral tongi +5."
},
{
"Key": "837e8aa5-ed85-4b4e-afef-798bea02587c",
"Value": "Destroyer of the Corrupted"
},
{
"Key": "50bfbd33-81f6-4241-9eb2-53c65c318769",
"Value": "An old engraving in Elven indicates that this ritual weapon was
created to destroy demons."
},
{
"Key": "6f84431e-4e75-4794-86bb-2d47de136935",
"Value": "This +4 shock longsword grants its wilder a +4 bonus on saving
throws against mind-affecting effects."
},
{
"Key": "97d414b6-8b8f-44ff-b4e1-53c260994326",
"Value": "Unbound Blade"
},
{
"Key": "71df4134-a858-4630-b80f-fc3a4f0119be",
"Value": "A single word is engraved on the hilt: \"Focus.\""
},
{
"Key": "8b7549b7-653e-4103-be0f-3f5fe42f0760",
"Value": "Vicious Trident +3"
},
{
"Key": "923e0e38-9492-48de-b174-4e2068c921eb",
"Value": "Whenever this +4 light mace deals sneak attack damage, it's
increased by 1d6."
},
{
"Key": "897bd0d6-155e-48ce-a1a5-11cdc80f4171",
"Value": "Violent Mischief"
},
{
"Key": "7232dccb-57dc-4f2e-a8a3-f04a51c7c813",
"Value": "A word \"Surprise!\" is crudely burned on the handle."
},
{
"Key": "fd12be1d-383e-443a-b474-67cb1ee9a54a",
"Value": "When a vicious weapon strikes an opponent, it creates a flash of
disruptive energy that resonates between the opponent and the wielder. This energy
deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the
wielder."
},
{
"Key": "467a15c2-9bb0-42a4-902f-adf7d6f8c0cf",
"Value": "Vicious"
},
{
"Key": "67bac18f-374e-418c-b728-28edf723665a",
"Value": "Vicious"
},
{
"Key": "8d5ee5d7-b70f-4cb9-a1d0-6ffbe8b054be",
"Value": "This weapon is a +5 vicious greatsword."
},
{
"Key": "12f4d24f-07b8-4d62-b471-6b9a77a05d39",
"Value": "Endless War"
},
{
"Key": "dd16c16f-f7d8-4cdb-9953-55b33969e658",
"Value": "This rugged greatsword is dedicated to Gorum, god of war."
},
{
"Key": "049fdd5f-6d3f-4b5c-b5d4-3bb42105fec0",
"Value": "This +5 holy composite longbow grants its wielder blindsense."
},
{
"Key": "468965c0-7f2a-47d0-b298-7669ea458943",
"Value": "Watchman"
},
{
"Key": "9a256936-0345-4f65-ac92-27558daf6f54",
"Value": "As you touch this bow, you feel your senses sharpen, and the world
around become more vivid."
},
{
"Key": "ca8307ee-f6c9-4bfb-b770-bee3e0c30e72",
"Value": "The holy weapon of Erastil � god of hunting, agriculture, and
rustic life."
},
{
"Key": "4a2bd79f-b8bb-43a9-bdc6-66efac0651af",
"Value": "Whenever this +3 shortbow lands a hit, it has a chance to cast
hideous laughter on its target."
},
{
"Key": "97b5000e-9f35-4159-bd1c-41cbd92ccdea",
"Value": "Whimsy"
},
{
"Key": "1e4a18db-9eb2-4128-9583-73120457beb4",
"Value": "Each time you shoot an arrow with this bow, a terrible pun comes
into your head."
},
{
"Key": "3fb480b3-edd6-4820-9224-0aea6574e085",
"Value": "Bane of the Living"
},
{
"Key": "0735822d-0dc5-48f4-a41a-cf911ab0c161",
"Value": "This +5 elven curve blade is a bane weapon against creature of
every type except undead and constructs. Whenever it lands a critical hit, it has a
chance to cast harm spell (DC 22) on the target."
},
{
"Key": "909129d3-a20e-4c84-97e2-8fd65662b984",
"Value": "An utterance in ancient Elven is inscribed on this blade: \"Thine
flesh is dew in the sun, thine blood is mist in the wind.\""
},
{
"Key": "6bc71ea6-4a55-434a-88b7-b68c92f61921",
"Value": "Weasel's Bite"
},
{
"Key": "d6f27084-088b-4ffa-9edd-c6a79371b1bb",
"Value": "This +5 kukri has a �3 critical multiplier. Whenever a creature is
hit by it for the first time during a combat, it deals an additional 6d6 damage."
},
{
"Key": "06fff3bf-e92c-40e3-99ae-d2c6182636f4",
"Value": "Weasel's Bite"
},
{
"Key": "024f19d4-bc04-45b3-b23d-6ccb8bf89ebb",
"Value": ""
},
{
"Key": "351e9704-3162-455e-b6b4-ec4562ecaf0e",
"Value": "Weasel's Claw"
},
{
"Key": "6d675f21-a43f-458a-941a-0e14ab19babc",
"Value": "This +5 kukri has a �3 critical multiplier. Whenever a creature is
hit by it for the first time during a combat, it deals an additional 6d6 damage."
},
{
"Key": "751320db-ca11-4899-9fbf-aac77f4a618b",
"Value": "Weasel's Claw"
},
{
"Key": "d8334bb5-bde9-41f5-9dc6-a3362f54d885",
"Value": ""
},
{
"Key": "4b90b2d6-0f22-4c5f-ba17-1f156389a8a3",
"Value": "Whenever this +5 unholy starknife lands a critical hit, it has a
chance to cast either slay living, confusion or crushing despair spell on the
target."
},
{
"Key": "c26572df-fc48-497f-aea0-0a861c6157a8",
"Value": "Black Star"
},
{
"Key": "699d3aee-c6d4-4659-a63c-f0f5193ac9f7",
"Value": "Four blades of this starknife bear four words in Aklo, the ancient
language spoken by eldritch
abominations: \"DEFILEMENT\", \"DELIRIUM\", \"DESPAIR\", \"DEATH\"."
},
{
"Key": "00a00c57-dea2-4040-8620-1f1c84a6c3f4",
"Value": "Bloodhound"
},
{
"Key": "30357432-891c-4b96-9c9c-5f61657585fb",
"Value": "This +5 speed agile dueling sword has a 18-20 critical range. Each
successful hit it lands on an enemy grants its wielder a stacking +2 bonus to all
subsequent damage rolls with Bloodhound against this enemy."
},
{
"Key": "cb319704-80d1-49af-a0b6-b6ba4e1e5d2c",
"Value": "Bloodhound"
},
{
"Key": "2fffd6c6-5ab0-458a-a5d4-de175119e642",
"Value": "Once this blade has tasted an enemy's blood, it will crave for
more."
},
{
"Key": "014cd6fe-4962-4026-927e-c2df50d9a085",
"Value": "Reflection arrow"
},
{
"Key": "e1db2f04-96bd-49a0-a00d-1b1677d1aae9",
"Value": "Whenever the wielder of this +5 composite longbow uses it to attack
an enemy, Mirror Bow also shoots a reflection arrow at the same target. Reflection
arrow is a ranged attack that deals 1d4 + half the wielder's Strength bonus
piercing damage."
},
{
"Key": "3718c43c-c269-4b97-b5ce-d416be7873cd",
"Value": "Mirror Bow"
},
{
"Key": "29936c80-f696-4945-88aa-0e9e53461a81",
"Value": "Here are the words written on this bow: \".wob siht no nettirw
sdrow eht era ereH\""
},
{
"Key": "1e313c61-46ef-4bc2-b764-82ce6065d415",
"Value": "Obliteration"
},
{
"Key": "467af261-7d4c-44a9-8609-bf5154f80fbc",
"Value": "Whenever this +5 vicious earthbreaker lands a hit on an enemy, it
applies a stacking -2 AC penalty to the target. This penalty disappears once the
battle ends."
},
{
"Key": "3ccefe57-6bac-4756-a1e3-eb37f2fc2722",
"Value": "Obliteration"
},
{
"Key": "56029f22-d99e-4657-881d-af983240f997",
"Value": "An utterance is written on this weapon's handle in the Infernal
language: \"Let the powerful gain more power. Let the weak grow weaker.\""
},
{
"Key": "bd303900-ee57-48fc-94ee-1bfa828b4805",
"Value": "This +5 longsword grants its wielder a +2 inherent bonus to AC, all
saving throws, attack rolls and skill checks."
},
{
"Key": "f4e539ce-516b-456f-91b7-212cc3622687",
"Value": "Perfection"
},
{
"Key": "529a9f0f-5ff2-42d5-b6df-f3e902b4276e",
"Value": "Your reflection in this longsword's polished blade possesses a
godlike beauty, and wears a golden laurel wreath."
},
{
"Key": "81885832-9f88-4f21-a75f-14088364214d",
"Value": "Whenever this +5 quarterstaff lands a hit, it deals additional 2d6
force damage.\nIf Ruin's wielder is chaotic, it grants them a +4 bonus to spell
penetration.\nIf Ruin's wielder is lawful, it grants them a +6 bonus on
concentration checks.\nIf Ruin's wielder is neutral, it grants them a +2 bonus to
spell penetration and a +3 bonus on concentration checks."
},
{
"Key": "2d80586d-febb-4054-9464-a88e62e337bd",
"Value": "Ruin"
},
{
"Key": "8f4dc3ac-3405-41bf-8288-f63103a19e08",
"Value": "Whenever the wielder of this +5 heavy mace successfully hits a new
target for the first time, it grants them a stacking +1 bonus to AC, attack rolls,
and all saving throws until the end of the battle."
},
{
"Key": "92d41b99-7ce5-4f79-beab-e8ad1edf169b",
"Value": "Sovereign"
},
{
"Key": "1bf5437f-44c7-4615-9047-90079e8376b8",
"Value": "This +3 unholy greatclub grants its wielder immunity to boneshaker
and boneshatter spells. It has an improved critical range 19-20 (does not stack
with other effects that enhance the critical range). Whenever it lands a critical
hit, it has a chance to cast boneshatter spell at the target."
},
{
"Key": "6d1a741b-d49f-42cf-bd26-0707dc112a47",
"Value": "Spinebreaker"
},
{
"Key": "61140973-9f47-446d-a171-b4fe63a0f390",
"Value": "Whenever this +5 holy starknife lands a hit, it dazzles the target
for 1d4 rounds, and has a chance to cast blindness spell (Fortitude save, DC 21) on
it."
},
{
"Key": "93005da8-51b0-4542-a973-6be94b213c6f",
"Value": "Neverending Journey"
},
{
"Key": "81019825-e064-4046-a697-8a06d2300aa3",
"Value": "The holy weapon of Desna � goddess of luck, dreams ant travels."
},
{
"Key": "beaa9ad5-3416-4edc-9ef9-9c71ca1d1841",
"Value": "Whenever this +4 feybane starknife lands a hit, it has a chance to
entangle the target."
},
{
"Key": "022fec24-4be6-48a4-9be1-239cc5ca2e91",
"Value": "Tangled Claws"
},
{
"Key": "8a73504b-e6c7-4ab6-b91b-bfbf662615be",
"Value": "This weapon's wooden handle is alive, constantly growing little
sprouts with tiny leaves."
},
{
"Key": "ae295420-8932-4c6c-b825-30ce090a6b9f",
"Value": "This +5 quarterstaff deals force damage. Whenever its wielder casts
spells with force descriptor, they deal +2 damage per dice. It also grants its
wielder the ability to cast empowered magic missile spell at will."
},
{
"Key": "5cef66f1-a8f7-4e3e-9718-79a99335dfa1",
"Value": "Twin Serpents"
},
{
"Key": "d8e73c50-fb26-4234-9b18-fb783a32b650",
"Value": "The holy weapon of Nethys � the mysterious god of magic."
},
{
"Key": "2f69ca0f-3a60-4bb9-86a4-8b16ecec26f6",
"Value": "Tyrant"
},
{
"Key": "d488ddd6-f3ca-445e-b425-60ebe01df08f",
"Value": "Each time this +5 flail lands a hit, it applies a stacking -1
penalty to target's AC, all saving throws and CMD."
},
{
"Key": "eae66fec-ec99-4d9e-9e73-1e0740f3ad5e",
"Value": "Tyrant"
},
{
"Key": "8cf74065-cfe3-4cc8-a3ad-0026d52a2ae0",
"Value": "When you hold this weapon in your hand, people around appear to you
as faceless."
},
{
"Key": "92d50572-7d02-438e-8c95-7df0fa59a32d",
"Value": "This +5 greataxe has a critical range of 19-20, and deals
additional 10 damage on every hit."
},
{
"Key": "305d0c9d-7319-46f9-ac3c-a23e27e44960",
"Value": "Vanquisher"
},
{
"Key": "2d9da308-76a2-4515-bff4-41e7626439e4",
"Value": ""
},
{
"Key": "95d5f51b-1d27-455e-9ebb-586fdf566fe3",
"Value": "Mark of execution"
},
{
"Key": "561a4c21-f7e5-45d2-af15-777f189be4e1",
"Value": "This weapon is a +5/+5 double axe. Whenever its first blade lands a
hit, it marks the target for an execution. Whenever the second blade hits a marked
target, it removes the mark and deals additional 1d10 + wielder's Strength modifier
damage."
},
{
"Key": "4ed4e287-bb81-4771-a7f4-243d11a8c8fb",
"Value": "Faterender"
},
{
"Key": "df559f1a-a6bb-4458-98cf-ad6f554c70ad",
"Value": ""
},
{
"Key": "2188c76f-2c99-49aa-806a-5e06f64e2b7a",
"Value": "This +5 composite Longbow has 19-20 critical range. Whenever it
lands a hit, the target becomes illuminated for 3 rounds, preventing it from using
Invisibility, inflicting a -50 penalty on Stealth checks and a -4 to AC."
},
{
"Key": "92d1a8a9-e259-4957-b89a-b90836939755",
"Value": "Gamekeeper of the First World"
},
{
"Key": "674b04fe-3c4f-4ef0-9c93-99d25c35977d",
"Value": ""
},
{
"Key": "004e1e7b-faf1-4988-adb6-482fefcd0b55",
"Value": "This +5 fauchard grants its wielder continuous effect of freedom of
movement spell, immunity to trip and bull rush combat maneuvers, and a +5
enhancement bonus to CMB. Whenever the wielder successfully performs a combat
maneuver, Mastery also deals damage to its target as if it landed a hit."
},
{
"Key": "fe7f6e5d-9c24-41aa-838d-09bf8a3eb6fa",
"Value": "Mastery"
},
{
"Key": "052625ac-a41d-4204-99ea-af70df300722",
"Value": "A perfect weapon, for a perfect warrior."
},
{
"Key": "a932718c-a49c-4cfd-8e1c-be994d7caacd",
"Value": "This +5 heavy crossbow deals 2d10 damage on hit. If its target has
one of the following qualities: Huge or Gargantuan size; dragon subtype; giant
subtype; 20 or more HD, it inflicts a single -2 penalty to wielder's attack rolls,
but adds 1d10 to damage for each of the qualities the target has."
},
{
"Key": "7aaf12a4-313a-4947-ac7d-1c5ecaf47175",
"Value": "Mythslayer"
},
{
"Key": "d3540410-c2c9-463f-acdd-bc0e98a08c61",
"Value": "Every legend has an end. More than one have ended with a bolt shot
from this crossbow."
},
{
"Key": "120a5403-b9b0-4a08-88eb-da402c1c3e8b",
"Value": "This +5 flaming greatsword deals additional 2d6 divine damage on
hit. If its wielder is good, and its target is evil, it deals additional 3d6 divine
damage instead."
},
{
"Key": "207a83e3-3b0e-47ee-8b20-d4f8c79b71ae",
"Value": "Remnant"
},
{
"Key": "f15087bf-c7da-4dbd-95f9-25d110932038",
"Value": "This sword's hilt bears a depiction of a winged eye � the holy
symbol of Aroden, the dead god. Despite its holy patron being long gone, the
hallowed blade hasn't lost any of its power."
},
{
"Key": "897276ef-d92f-4f1a-9c49-b56678d37378",
"Value": "Whenever this +5 spear lands a hit, its target has to succeed on a
Fortitude saving throw (DC 27), or become poisoned with a poison that deals 1d3
damage to Constitution, Strength and Dexterity per round, and affected by acid that
deals 2d12 damage per round."
},
{
"Key": "fdb609f6-b79f-42a9-a98b-1d99bcef8550",
"Value": "Venom"
},
{
"Key": "33f4eacd-a002-4437-98f6-1b5f08699379",
"Value": "This weapon emits a strong rancid stench."
},
{
"Key": "a5763d12-5f55-4061-8f3b-7909044792f3",
"Value": "Venom Poison"
},
{
"Key": "7b92697f-7c21-4cb0-8e59-4656a6ef4b70",
"Value": "This +5 keen shortsword deals divine damage instead of physical,
bypassing any damage reduction, resistance or immunity the target may possess. It
also grants its wielder the ability to cast invisibility spell at will."
},
{
"Key": "a2e8a2a3-afe6-4903-bfa0-1ee62d377a6b",
"Value": "Allslayer"
},
{
"Key": "30458d1b-6fca-42c8-888f-2f2bc364b781",
"Value": ""
},
{
"Key": "68289efc-8f11-40ad-acbf-a1555fd34181",
"Value": ""
},
{
"Key": "0bea919e-5611-4002-a278-b3b171a8ec89",
"Value": "Whenever this +5 holy scimitar lands a hit on a target that is not
good, it deals additional 2d6 fire damage. It grants its wielder the ability to
cast mass heal spell once per day as a 17th level cleric."
},
{
"Key": "28175c93-6be3-4c1f-83c3-26a6b55c0f6e",
"Value": "Blade of the Merciful"
},
{
"Key": "be72de30-cad9-4829-bdf5-90b39e404152",
"Value": "The holy weapon of Sarenrae � goddess of healing, cleansing, and
redemption."
},
{
"Key": "95217a9b-d280-4134-a2b7-c3fbc3626a9c",
"Value": "This +5 estoc has a �3 critical multiplier. Whevener it lands a
critical hit, it has a chance to blind the target."
},
{
"Key": "26f3650e-f4c5-4a72-bf3d-f2db5a9c3dbd",
"Value": "Blinding Light"
},
{
"Key": "99a6d2f3-98a4-455a-a24f-0c25db5a70c3",
"Value": "This +5 fey bane shortbow grants its wielder a +4 bonus on all
saving throws against the abilities of fey."
},
{
"Key": "e813ec6d-aa02-4d3a-a2f9-1f0e1f33150d",
"Value": "Bow of the True World"
},
{
"Key": "49ceb225-5930-40b5-899e-f7978f84da42",
"Value": "Whenever this bow shoots an arrow, its string hums a quiet melody."
},
{
"Key": "30c42c40-c0c3-4805-8570-dda10e6b6fe9",
"Value": "This +5 bardiche deals additional 3d6 negative energy damage."
},
{
"Key": "23a88c53-f856-4461-b5ad-15c3fabdd693",
"Value": "Champion of Graves"
},
{
"Key": "bf4014c9-97d6-4eb7-ab47-b176d3030b2f",
"Value": ""
},
{
"Key": "a684ce74-3308-4bfd-9729-253187aabc0d",
"Value": "Whenever this +4 anarchic warhammer lands a critical hit, it
applies the effect of Touch of chaos ability to the target.\nTouch of chaos: You
imbue the target with chaos. For the next round, anytime they rolls a d20, they
must roll twice and take the less favorable result."
},
{
"Key": "0eb9ea3d-a7c3-4890-8899-b85d4428a363",
"Value": "Chaos Hammer"
},
{
"Key": "31165fd7-877d-4097-b739-67a77a49693a",
"Value": "This weapon is a +4 freezing Kukri."
},
{
"Key": "e261fac2-e5a9-4a40-a8bb-76d4ffed524b",
"Value": "Cold Blood"
},
{
"Key": "fb3bbca9-8c97-4ae1-8c4e-3ca976bc45af",
"Value": "Greyt troffee! Pruff Nok-Nok REEL HERO!"
},
{
"Key": "bab534a8-5e8e-448b-8d19-4d12af1ba0c7",
"Value": "This +5 anarchic unholy vicious greataxe has a �4 critical
multiplier."
},
{
"Key": "b066c0cc-5de9-4b02-9bed-2229d44e9d76",
"Value": "Destroyer"
},
{
"Key": "446f9cf1-4481-47e0-80f0-5ca301425a16",
"Value": ""
},
{
"Key": "cbb981ec-6ac0-4b81-8f60-b6e2dcf5b788",
"Value": "This +5 holy warhammer grants its wielder the ability to move
without provoking attacks of opportunity."
},
{
"Key": "86a57cc9-6604-4759-811c-2784f8e9ee14",
"Value": "Solid Strategy"
},
{
"Key": "5c29af3d-9094-46d4-a35b-cda9b96ba577",
"Value": "The holy weapon of Torag � god of all crafts, especially smithing."
},
{
"Key": "9c8f44e3-158e-49f3-b0b4-e07782f06e60",
"Value": "This weapon is a +4 incinerating Kukri."
},
{
"Key": "75fff991-1f19-4f45-b4a2-eb10cdb58c90",
"Value": "Fiery Blood"
},
{
"Key": "012cda37-605f-435b-8ceb-de5484f96839",
"Value": "Greyt troffee! Pruff Nok-Nok REEL HERO!"
},
{
"Key": "4b3a6c61-c6ec-40aa-9ccb-8c2cfdd662ad",
"Value": "This +5 adamantine bastard sword grants its wielder the ability to
cast harm spell 3 times per day as an 11th level cleric."
},
{
"Key": "a2ef6a46-3c4b-44a8-be2c-132197ac6142",
"Value": ""
},
{
"Key": "ae91396f-d3a7-41ee-b4b7-2124a6240b3b",
"Value": "This +5 holy glaive deals an additional 2d6 sonic damage. It also
grants its wielder the ability to cast heroic invocation once per day as a 17th
level wizard."
},
{
"Key": "bc98a1f2-5fe3-4c4b-a833-f31242e59cda",
"Value": "Incorruptible Petal"
},
{
"Key": "259fe731-1356-431e-a8b4-9615f069cad9",
"Value": "The holy weapon of Shelyn � goddess of art, beauty, and love."
},
{
"Key": "b6eb294e-d7d0-409d-9496-27b2de344824",
"Value": "This +5 holy axiomatic longsword grants its wielder the ability to
cast searing light spell as a 10th level cleric at will."
},
{
"Key": "9951619f-1744-4b04-85fd-b80e97548f4c",
"Value": "Light of Valor"
},
{
"Key": "b62058fc-846e-42e1-8134-e24473964177",
"Value": "The holy weapon of Iomedae � goddess of justice and honor."
},
{
"Key": "7d942224-c1e6-43c1-82d9-4fab93f7e65f",
"Value": "This weapon is a +5 axiomatic holy vicious bastard sword."
},
{
"Key": "e594271c-cd79-490f-b356-44e3613c41e4",
"Value": "Martyr's Blade"
},
{
"Key": "7888d7de-9ad3-4557-abee-debd427e05a8",
"Value": ""
},
{
"Key": "7fd10029-ea35-4237-aef9-269f205a2cf5",
"Value": "If the wielder of this +5 speed flail has the Trip feat, each round
the first successful hit it lands also attempts to trip the target."
},
{
"Key": "338cc4ab-6593-48e0-be4d-464d077cc3e6",
"Value": "Overthrow"
},
{
"Key": "aa6f8533-cc14-4c47-aae7-6b2eb8263c78",
"Value": ""
},
{
"Key": "7e43ee90-237b-4134-99f0-ee38369e6f5c",
"Value": ""
},
{
"Key": "20496b1e-9efd-4b40-8455-021d27743261",
"Value": ""
},
{
"Key": "37262f1f-00be-490e-b663-e3e0bc0aba89",
"Value": "This +5 adamantite constuct bane handaxe grants its wielder DR
5/bludgeoning."
},
{
"Key": "307c1758-c0ec-410f-80db-37970b81f93b",
"Value": "Stonecutter"
},
{
"Key": "f7a2ddef-23ec-4947-9e9d-8f90195d9390",
"Value": ""
},
{
"Key": "564b9c1c-28cf-4d69-b715-e7d3ccf9154b",
"Value": "This +5 anarchic vicious heavy flail deals divine damage instead of
physical, bypassing any damage reduction, resistance or immunity the target may
possess."
},
{
"Key": "4d7f52fd-9870-46f5-8694-6058d3155f09",
"Value": "The End"
},
{
"Key": "a45de53c-047e-4aea-bc52-d06ece787469",
"Value": "The holy weapon of Groetus � god of the End of the World."
},
{
"Key": "99436b77-ffd0-4e1c-a061-55cc8933145e",
"Value": "This +5 agile keen two-bladed sword deals force damage instead of
physical damage."
},
{
"Key": "ff6839b5-c513-4b56-8e17-694a54f1cbba",
"Value": "Twin Crystals"
},
{
"Key": "27d33858-5c46-4c3a-94e1-e61f230e2d92",
"Value": "Whoever wields this weapon, hears twin voices commenting their
every action � one praising them, the other one mocking."
},
{
"Key": "3aff7738-4e33-420e-b83c-b1f9bc0669da",
"Value": "This weapon ignores all damage reduction and immunities."
},
{
"Key": "e04be9ac-684d-45ab-a632-de7a6b757197",
"Value": "Unstoppable"
},
{
"Key": "c9f9fcc7-c606-4bd4-a06b-294ff826b560",
"Value": "This +4 kukri deals additional 2 damage to helpless targets."
},
{
"Key": "3d7b8776-4b47-47d1-a348-51baef4f8894",
"Value": "Swift Injustice"
},
{
"Key": "d45c65e7-067a-4ad7-999f-9be7fbc83910",
"Value": "The marking on the blade insists that this kukri was forged by one
of the pirate blacksmiths of the Black Marquis."
},
{
"Key": "3248832f-dfa6-4e20-94c2-b4a1d47721aa",
"Value": "Kama"
},
{
"Key": "a4d7da59-160d-4cb0-88f0-fc17da705a34",
"Value": "Kama"
},
{
"Key": "f5da8d0e-df25-4ee6-a2d1-126a9dea74c5",
"Value": "Nunchaku"
},
{
"Key": "24e55d44-66a0-4a0f-974d-f39152415d23",
"Value": "Nunchaku"
},
{
"Key": "3512a477-93e3-4792-bd18-ae8f5d3db940",
"Value": "Sai"
},
{
"Key": "02499897-fa60-4a81-b6ca-ed43d60cdb8f",
"Value": "Sai"
},
{
"Key": "e3109d30-fde2-4aec-a3ab-362ed9e3602b",
"Value": "Siangham"
},
{
"Key": "89fee7da-608b-461c-9b1e-29f5f07064d6",
"Value": "Siangham"
},
{
"Key": "ca071da8-670b-4467-9d1f-7b6f09c7104c",
"Value": "Bastard Sword"
},
{
"Key": "dcfcd142-39e8-47bc-ad6f-574e5ea32c81",
"Value": "Bastard Sword"
},
{
"Key": "d1a0fb27-f386-4b60-9e33-809c6977391e",
"Value": "Dueling Sword"
},
{
"Key": "188b5221-ceec-4a1f-a558-6e3765b5fca6",
"Value": "Dueling Sword"
},
{
"Key": "628212fb-cff6-4cfc-a5ad-a143e4c3b7b1",
"Value": "Dwarven Waraxe"
},
{
"Key": "410e6aae-353d-4a41-b64e-5abc3ef082d6",
"Value": "Dwarven Waraxe"
},
{
"Key": "3c0db942-3636-4107-acd0-6637c6f49be5",
"Value": "Estoc"
},
{
"Key": "72152463-46c6-4436-8284-9e23dd6995f9",
"Value": "Estoc"
},
{
"Key": "d88e3d74-546c-4c35-b59f-f27ce816a688",
"Value": "Falcata"
},
{
"Key": "e3fa23a4-0ec8-472e-a2a0-0d02ed70a73a",
"Value": "Falcata"
},
{
"Key": "a1776485-7a47-462f-969c-9c4d47bcaab6",
"Value": "Tongi"
},
{
"Key": "a31d4658-a331-473c-9945-75ae35468552",
"Value": "Tongi"
},
{
"Key": "1d2233d6-df07-4787-9c08-5d4ee65318e8",
"Value": "Bola"
},
{
"Key": "4f75bcc4-a9cc-4240-a1ac-b65aa76f0abd",
"Value": "Bola"
},
{
"Key": "78b58014-28e7-4c69-9318-831219b1d741",
"Value": "Hand Crossbow"
},
{
"Key": "505e12c8-843a-443b-9cdd-f7898ee39835",
"Value": "Hand Crossbow"
},
{
"Key": "2a1ae881-7ff2-4dd1-b552-508ee549e6c7",
"Value": "Heavy Repeating Crossbow"
},
{
"Key": "9184702b-8740-4f1a-8c54-8c9e13abdbb1",
"Value": "Heavy Repeating Crossbow"
},
{
"Key": "3e5ad89e-296d-4ca0-a9b4-2f5e9202cb58",
"Value": "Light Repeating Crossbow"
},
{
"Key": "c9aa4948-6f03-4ef4-8beb-5e9d7b49f50b",
"Value": "Light Repeating Crossbow"
},
{
"Key": "9601f721-387b-4ac3-97fa-593b2dff728a",
"Value": "Shuriken"
},
{
"Key": "3bc1fa64-5828-4bce-b58e-6086df41ead4",
"Value": "Shuriken"
},
{
"Key": "91edf2a6-4a73-4b01-a2c1-048563d245a3",
"Value": "Sling Staff"
},
{
"Key": "b055f9b0-c478-4d74-bbc9-1e5222968e86",
"Value": "Sling Staff"
},
{
"Key": "2b48539b-805e-47b4-aaa0-15cbe43177ed",
"Value": "Large Bastard Sword"
},
{
"Key": "b4c5c11c-2318-41e0-b498-3438e979d945",
"Value": "Large Bastard Sword"
},
{
"Key": "c834e68c-4367-40f7-a229-7562b074b45e",
"Value": "Orc Double Axe"
},
{
"Key": "10ea80ee-8bf0-4e6c-aa6b-a1ac4f639d1d",
"Value": "Orc Double Axe"
},
{
"Key": "c67919ea-a7ab-4031-acbd-f50ee7a7ac2c",
"Value": "Two-bladed Sword"
},
{
"Key": "0faa487a-9011-4b07-9071-a1207349fc65",
"Value": "Two-bladed Sword"
},
{
"Key": "a578e6b6-053f-4a89-886e-7121ac0c3fab",
"Value": "Dwarven Urgrosh"
},
{
"Key": "400ddb04-5eaa-4523-a993-cfd41d4513d6",
"Value": "Dwarven Urgrosh"
},
{
"Key": "b07de28c-e0d6-407c-b5fa-899de14ac5ff",
"Value": "Elven Curve Blade"
},
{
"Key": "ee932acd-6a49-41f9-b160-0f1824613db1",
"Value": "Elven Curve Blade"
},
{
"Key": "f94b52ff-3647-468b-9950-8fa4f341bc06",
"Value": "Fauchard"
},
{
"Key": "edfa64db-a69d-4263-bd5e-a7172558defe",
"Value": "Fauchard"
},
{
"Key": "9c472011-0ab2-4ac7-b739-0d10415032b5",
"Value": "Gnome Hooked Hammer"
},
{
"Key": "1a9449a2-c183-4388-9415-dfe5c9262ab3",
"Value": "Handaxe"
},
{
"Key": "8c7c0027-e96a-4edb-b42d-c4c75d7a7787",
"Value": "Handaxe"
},
{
"Key": "162862af-6d63-4e79-84d6-cd1fcdb6c337",
"Value": "Kukri"
},
{
"Key": "06bea78b-e832-45fe-b528-05ab13473f21",
"Value": "Kukri"
},
{
"Key": "d52d5069-878b-4a88-ad81-8524714f6b05",
"Value": "Light Hammer"
},
{
"Key": "0b8a23ba-c9f3-436f-af9f-6fe91364af17",
"Value": "Light Hammer"
},
{
"Key": "e777545d-ba2d-4977-b08d-014954c58390",
"Value": "Light Pick"
},
{
"Key": "fd6b9f47-480b-48ab-aa10-cc5a4c923275",
"Value": "Light Pick"
},
{
"Key": "8c6ccbe5-6c8f-44ba-9e62-581385d81f1c",
"Value": "Shortsword"
},
{
"Key": "dfbdf052-7025-46e9-8e3e-f48a321a9f48",
"Value": "Shortsword"
},
{
"Key": "a9feecb1-9461-4141-921c-48134225085c",
"Value": "Spiked Light Shield"
},
{
"Key": "7aa87bff-84b7-4337-9ad2-c1f6268fae0e",
"Value": "Spiked Light Shield"
},
{
"Key": "a65a1c7f-661a-4027-9f06-05f340d0ef65",
"Value": "Starknife"
},
{
"Key": "e7bdba4e-b1e1-4be4-8c81-075dbc4d82ef",
"Value": "Starknife"
},
{
"Key": "58b7b906-8e5d-46f3-99fd-ca3ee66ec65b",
"Value": "Light Shield"
},
{
"Key": "d50ff7f8-4197-4baf-b9b7-cf674a03ad2d",
"Value": "Light Shield"
},
{
"Key": "af5e6d4c-cd1b-4265-8932-be024b17f732",
"Value": "Battleaxe"
},
{
"Key": "2d1f8683-1b4a-47cc-bab9-c1ac2f0f434a",
"Value": "Battleaxe"
},
{
"Key": "2e54d623-e44e-4b32-b966-e40108b3b561",
"Value": "Flail"
},
{
"Key": "307bbaf7-3b3f-45e7-91ef-105406308deb",
"Value": "Flail"
},
{
"Key": "4e6a531f-ec00-47b5-8dab-cad43fdb9539",
"Value": "Heavy Pick"
},
{
"Key": "6e33a430-1628-4fab-980f-7b73d23e205c",
"Value": "Heavy Pick"
},
{
"Key": "46aeb1d1-c6a7-4296-9028-18d068ad9529",
"Value": "Longsword"
},
{
"Key": "18eb3ec0-2b92-42d6-8b5b-65e1af3b9e53",
"Value": "Longsword"
},
{
"Key": "56f12c7b-9ccc-4283-9072-8b6d1ce18d25",
"Value": "Rapier"
},
{
"Key": "6595fba0-dc90-432b-9314-15b6ef71c6e9",
"Value": "Rapier"
},
{
"Key": "a62c11b3-49f9-422d-a138-361cba846b53",
"Value": "Scimitar"
},
{
"Key": "ee7c487b-9263-44b1-a027-15cf09da7474",
"Value": "Scimitar"
},
{
"Key": "3fa879e0-17e0-4d65-90b5-05c44e28a09c",
"Value": "Spiked Heavy Shield"
},
{
"Key": "83178852-ab20-4a92-b6fe-27888676fb7d",
"Value": "Spiked Heavy Shield"
},
{
"Key": "8515b99a-d810-4b37-8bea-584b3e7b5371",
"Value": "Warhammer"
},
{
"Key": "09c637a6-2d13-4c5d-bf7b-93cf9dcecb62",
"Value": "Warhammer"
},
{
"Key": "6e563071-c337-4a7c-83c7-9e9c154d91de",
"Value": "Heavy Shield"
},
{
"Key": "7d1f7bce-850c-45b0-8ce2-7d3c5352cfc7",
"Value": "Heavy Shield"
},
{
"Key": "7b622705-203b-45b6-b4a7-ee193ff54f85",
"Value": "Composite Longbow"
},
{
"Key": "d0938c28-2b3f-4d14-98cf-66c016d6a64b",
"Value": "Composite Longbow"
},
{
"Key": "27acfa1d-f216-48f1-bea1-930591432a2f",
"Value": "Composite Shortbow"
},
{
"Key": "4cfd27b8-c980-4387-80d0-22a4d4a463b9",
"Value": "Composite Shortbow"
},
{
"Key": "d82bb902-bdf8-4070-aaae-008b93f1da11",
"Value": "Longbow"
},
{
"Key": "415b6a85-12d9-4670-ac7b-340b6a4c4d74",
"Value": "Longbow"
},
{
"Key": "96df30d1-2783-4061-abf5-23a0a8d45cb5",
"Value": "Shortbow"
},
{
"Key": "183a5c71-3398-41ce-bf0c-ca33ec931b8d",
"Value": "Shortbow"
},
{
"Key": "122374e9-d624-4237-b068-6409c393fa66",
"Value": "This feature allows you to add your Strength bonus to damage with a
bow."
},
{
"Key": "8f87e480-fc62-46d8-94c6-6c97fe41d502",
"Value": "Composite"
},
{
"Key": "3204169b-97e0-4d39-a778-decb341df236",
"Value": "Bardiche"
},
{
"Key": "d8f66d00-43a3-45e5-8d36-c8c06b75f0a0",
"Value": "Bardiche"
},
{
"Key": "36ef8fd2-9c7c-45a3-8203-6c4b7f0322f6",
"Value": "Earth Breaker"
},
{
"Key": "a7e71c3b-ddb3-4ad8-b040-24c4e48c1a5b",
"Value": "Earth Breaker"
},
{
"Key": "8e901dc9-4388-4285-9f41-4b22f81da4f4",
"Value": "Falchion"
},
{
"Key": "4d7cf216-fbc5-469f-a428-8f0871659116",
"Value": "Falchion"
},
{
"Key": "ec1cf0fd-0aff-4b17-a31d-35b4f4f74a54",
"Value": "Glaive"
},
{
"Key": "ea40c068-a5c6-47dd-b3bd-5c4cb4189790",
"Value": "Glaive"
},
{
"Key": "dacc2d05-c7ee-4970-bafd-25053a96e767",
"Value": "Greataxe"
},
{
"Key": "068c7f95-5d7f-4eab-954a-4e0c2fe61492",
"Value": "Greataxe"
},
{
"Key": "3f4c8539-ec7e-4dfc-ab95-24b335e27f00",
"Value": "Greatsword"
},
{
"Key": "8680c2b9-103e-466c-b4b6-b3fb84eb401d",
"Value": "Greatsword"
},
{
"Key": "2aebbc40-3f13-46b1-aeed-0d9f4a057c48",
"Value": "Heavy Flail"
},
{
"Key": "40a73b1a-1e77-4f28-91e0-4ea361e4fa62",
"Value": "Heavy Flail"
},
{
"Key": "ce5acbc8-666a-445b-b411-a4a003f0ca42",
"Value": "Scythe"
},
{
"Key": "784a082b-1dc2-46f7-aae1-9950b3f8785b",
"Value": "Scythe"
},
{
"Key": "93fe09a9-9607-4755-af87-882092790424",
"Value": "Bite"
},
{
"Key": "26fe54ae-ed3f-4951-bd00-a06cdb38be32",
"Value": "Bite"
},
{
"Key": "1ecb9f66-1ecf-403c-bfb6-acd346a3a616",
"Value": "Bite"
},
{
"Key": "ff926f3b-ed84-4d08-8f99-d2aeab07f099",
"Value": "Bite"
},
{
"Key": "183fad6f-21bf-4f2b-a5c5-a9f7b8a69e7b",
"Value": "Bite"
},
{
"Key": "5052f5e6-db83-477c-a9ec-a6b86f05e41d",
"Value": "Bite"
},
{
"Key": "3f2e2ab3-c69d-4fb7-afa5-7d2f3c02b238",
"Value": "Bite"
},
{
"Key": "9d57a71c-033d-4879-b6bf-d5eee7a6a7b5",
"Value": "Bite"
},
{
"Key": "b137d9c8-b1a0-409e-acc3-1c6a8e452842",
"Value": "Falchion"
},
{
"Key": "efa4b7c1-d963-4600-8425-8d9fb124b72a",
"Value": "Falchion"
},
{
"Key": "297ba45a-2e80-4015-b49a-ac4d26cd6a09",
"Value": "Claw"
},
{
"Key": "8bb4e76d-389b-417b-8aba-591e3c810a7a",
"Value": "Claw"
},
{
"Key": "5f1e67d9-4b49-4e06-9aaf-714cf7540760",
"Value": "Claw"
},
{
"Key": "261a54f0-7012-456c-a20d-a8838ab5f392",
"Value": "Claw"
},
{
"Key": "35956234-0966-4c21-89b0-4b6d37eaae48",
"Value": "Claw"
},
{
"Key": "98699224-2e06-492a-b28f-b5526c8f57bd",
"Value": "Claw"
},
{
"Key": "5bad1cca-f814-4c62-85be-5ce7ec5d17d0",
"Value": "Claw"
},
{
"Key": "f13318d2-f726-4c6a-89cc-68befbbce12e",
"Value": "Claw"
},
{
"Key": "bb3dd33e-13de-454a-af30-c7cf0a104769",
"Value": "Unarmed Strike"
},
{
"Key": "5cfebe2b-aad4-46c9-af98-e26227ede446",
"Value": "Unarmed Strike"
},
{
"Key": "c1f868a7-b9d4-4f49-b8f7-62423a274475",
"Value": "Gore"
},
{
"Key": "c7c30895-24d4-47ad-ac2a-13ff2df81435",
"Value": "Gore"
},
{
"Key": "8153ca33-2c0e-4bd7-af0d-fae1751588ee",
"Value": "Gore"
},
{
"Key": "91f0e301-534b-4f6c-9b05-7f58ae680832",
"Value": "Gore"
},
{
"Key": "a20b3570-83f6-4bb3-842a-42c17fe66e69",
"Value": "Hoof"
},
{
"Key": "c61538ff-b5bf-484f-8c0f-d3673ec8cfc5",
"Value": "Hoof"
},
{
"Key": "6303c365-def0-4ad5-a847-701c36128bf2",
"Value": "Slam"
},
{
"Key": "ab839246-36b0-4338-aa8e-a526ade879fb",
"Value": "Slam"
},
{
"Key": "c8131fe2-7473-4b0c-a23f-e477aef600c6",
"Value": "Pincers"
},
{
"Key": "b2536651-b845-4012-90d8-08472b99b4a5",
"Value": "Pincers"
},
{
"Key": "b685d2aa-a2b3-4ba1-81de-7867fa10434d",
"Value": "Rock"
},
{
"Key": "cd8f12e9-36db-498c-b3a3-f52a7f4b5f52",
"Value": "Rock"
},
{
"Key": "bd16eb61-d7d2-4f83-b54f-0bdd180d1d06",
"Value": "Slam"
},
{
"Key": "37e4bad4-1b57-463f-9910-eb6ef2e2be7e",
"Value": "Slam"
},
{
"Key": "d9d01697-137d-4227-86e0-5eba22ca8a42",
"Value": "Slam"
},
{
"Key": "d449fb49-8040-4cbb-be3b-bed224ca1c6c",
"Value": "Slam"
},
{
"Key": "12613d69-6ec1-4cc9-b4a8-6991faf26e24",
"Value": "Slam"
},
{
"Key": "7d362b5f-7ce2-4764-aaba-944f9d4245c7",
"Value": "Slam"
},
{
"Key": "a740c661-96ea-47de-a7c6-c92ae6595d0e",
"Value": "Slam"
},
{
"Key": "19be8af9-eec9-48de-a10e-549dc3bca1fe",
"Value": "Slam"
},
{
"Key": "9a63cdca-22c2-456c-9f72-a2befc39d111",
"Value": "Slam"
},
{
"Key": "628b9be1-a889-43ce-bb91-1b8fae89c2e4",
"Value": "Slam"
},
{
"Key": "15f1496b-70e4-47c5-bcec-35b52490b852",
"Value": "Slam"
},
{
"Key": "3568a804-1a69-4863-8566-af4c05f2181a",
"Value": "Slam"
},
{
"Key": "69310aa5-90c9-400d-881f-cf736f659a91",
"Value": "Sting"
},
{
"Key": "04ba1316-9697-4ae5-a333-326e7ac4dcc0",
"Value": "Sting"
},
{
"Key": "7af41ab8-31af-4ca4-8c6f-f25e064e67e0",
"Value": "Tail"
},
{
"Key": "881d363e-e644-473d-82d4-cc4cbd0d590b",
"Value": "Tail"
},
{
"Key": "8c937d95-7ea9-4893-abd7-7d8b6dfe3426",
"Value": "Talon"
},
{
"Key": "c6bf06f9-9802-4d2c-a392-35240f4f8e89",
"Value": "Talon"
},
{
"Key": "6a9277fd-38b9-4fbd-9f44-176c5badb3bf",
"Value": "Tentacle"
},
{
"Key": "0ee2903f-22b3-4ef1-ac59-fc600e0a92cb",
"Value": "Tentacle"
},
{
"Key": "69fef09e-8cde-404e-9898-c64a0db03d32",
"Value": "Wing"
},
{
"Key": "8e213d34-3a0c-4931-9d31-0ab904ead639",
"Value": "Wing"
},
{
"Key": "a97853b9-0aee-4f30-99a4-7ea3b8df1e57",
"Value": "Dagger"
},
{
"Key": "92ebaf49-bcc9-4506-8ee4-67c55ce0d7a9",
"Value": "Dagger"
},
{
"Key": "66a972cf-bd07-43e2-81d1-31a622a9fd56",
"Value": "Light mace"
},
{
"Key": "f6936d35-9470-4521-a91d-9092c8694e17",
"Value": "Light mace"
},
{
"Key": "db77c10d-7f79-4f8f-9827-1d0381679103",
"Value": "Punching Dagger"
},
{
"Key": "1ebe1771-0f22-4855-9608-57c11f53c257",
"Value": "Punching Dagger"
},
{
"Key": "3b4b455f-cf2b-4f90-98d9-62d569f5d75b",
"Value": "Sickle"
},
{
"Key": "1c801a36-1fe2-4e7c-a49c-a24cad91fc3c",
"Value": "Sickle"
},
{
"Key": "5eee1f5b-4559-4314-9b95-9a5ac3bffd19",
"Value": "Club"
},
{
"Key": "ce57b3bb-9c00-4a28-bfff-05282abc8a55",
"Value": "Club"
},
{
"Key": "72f52ecd-bedf-4091-bcb0-84fa41bba33a",
"Value": "Heavy Mace"
},
{
"Key": "064f12c0-bc9e-4f70-801c-9b138ece71a5",
"Value": "Heavy Mace"
},
{
"Key": "9fdeb4c6-f110-4bba-9c2a-1d795be7d379",
"Value": "Shortspear"
},
{
"Key": "06323fda-b108-4e94-98ed-08d327d2093e",
"Value": "Shortspear"
},
{
"Key": "af1ba3d7-06f3-4e6f-a51c-c9238740365a",
"Value": "Blowgun"
},
{
"Key": "74fbd536-1108-423a-9f06-088733ff9cea",
"Value": "Blowgun"
},
{
"Key": "e3a6139a-2661-4171-8987-7e12e217bfec",
"Value": "Dart"
},
{
"Key": "4bf26430-890b-4391-a1f2-e72ecd746435",
"Value": "Dart"
},
{
"Key": "67943d73-a6d1-4ec0-baa4-248b2427c901",
"Value": "Heavy Crossbow"
},
{
"Key": "958a39be-54fc-4494-89bb-cfead82d50c2",
"Value": "Heavy Crossbow"
},
{
"Key": "911292ff-e720-4e89-9e07-cc958133393d",
"Value": "Javelin"
},
{
"Key": "c05d9a6f-255f-4f2e-9125-3880762df26f",
"Value": "Javelin"
},
{
"Key": "0bddc2b1-c0e5-4412-9db2-b473ac1e24bd",
"Value": "Light Crossbow"
},
{
"Key": "d5bf72fa-2f45-487a-8cac-d40cd69b17f0",
"Value": "Light Crossbow"
},
{
"Key": "7c56920d-266a-48e1-9a65-1f55946e7d42",
"Value": "Sling"
},
{
"Key": "e0f4f6dc-e580-4ed6-aa55-dd44ddc1e771",
"Value": "Sling"
},
{
"Key": "30e23986-4b2f-4eb5-9978-00ea729e5b6b",
"Value": "Greatclub"
},
{
"Key": "6d716afd-16e5-4e6e-b72f-be93b33a92aa",
"Value": "Greatclub"
},
{
"Key": "74aee706-bebb-4711-b370-7c0fa131f7b9",
"Value": "Longspear"
},
{
"Key": "661f2b2e-bef5-42a2-95a6-c491605a1c10",
"Value": "Longspear"
},
{
"Key": "d6605517-9d28-4fd3-a048-52fcb30aa4b1",
"Value": "Quarterstaff"
},
{
"Key": "021a0947-7ca7-4773-b79b-ca309f10f8c2",
"Value": "Quarterstaff"
},
{
"Key": "807f6b6b-fccc-43ac-a009-9f25c1115cf1",
"Value": "Spear"
},
{
"Key": "290ab65d-bfea-4737-bb19-0ba05d87e453",
"Value": "Spear"
},
{
"Key": "ee4be1ac-b3f8-46ea-8da6-9844d6293cde",
"Value": "Trident"
},
{
"Key": "b95e26fc-5834-475a-aa96-3e09ea6ef7cb",
"Value": "Trident"
},
{
"Key": "a94d4c9a-790e-442a-acd1-6891ae4359d9",
"Value": "Bomb"
},
{
"Key": "ba7549b9-78f4-4502-af07-2ad47ce70bab",
"Value": "Bomb"
},
{
"Key": "2988fa61-e2a1-45ad-a727-dc3dc2e75843",
"Value": "Bomb"
},
{
"Key": "2fb181ee-b0c0-4778-964c-b10c637cc540",
"Value": "Touch"
},
{
"Key": "30d57606-a6be-4a72-8e98-867d43ab75e2",
"Value": "Touch"
},
{
"Key": "9ad23664-f30c-4db8-9805-67aba5d7a281",
"Value": "Touch"
},
{
"Key": "0122ac7f-4fa8-44b1-b489-5d28a921b61c",
"Value": "Touch"
},
{
"Key": "fe43f930-15b2-4a78-8829-d94217f7c9f3",
"Value": "Ray"
},
{
"Key": "08a59278-aad8-48af-8dc9-a711d66ad465",
"Value": "Ray"
},
{
"Key": "7363de45-0df1-4a54-b6f8-a493ec1bbc8c",
"Value": "Ray"
},
{
"Key": "1b273eb5-a132-488b-ab9d-9bb98bc0d6b6",
"Value": "Torch"
},
{
"Key": "c0c32baa-7140-4c07-9a11-76cc5b3d0b7e",
"Value": "Torch"
},
{
"Key": "558cc122-ddc7-4d5f-a3c3-e5e442fad68a",
"Value": "Touch"
},
{
"Key": "c7e2893d-dcb5-4c8c-8415-a908b048b329",
"Value": "Touch"
},
{
"Key": "c58950db-269e-4aa9-b984-f05e1ef31302",
"Value": "Touch"
},
{
"Key": "c76c824b-4ba4-40e6-829f-dfaceeac8cda",
"Value": "Jamandi Aldori's Mansion"
},
{
"Key": "47a130c1-2c8f-43b8-b034-5690d2eabc2c",
"Value": "Outside"
},
{
"Key": "cfb5c7cd-ed77-4281-8042-4d64d96216b3",
"Value": "Banquet Hall"
},
{
"Key": "cbc715a7-3ba6-49a7-9efb-fecc9f6b8393",
"Value": "To the banquet hall"
},
{
"Key": "df40e0ad-a34f-4191-a5ac-3c82f388747d",
"Value": "Outside"
},
{
"Key": "d4229a87-5794-40ce-b029-076881b82877",
"Value": "Somewhere in the Plains"
},
{
"Key": "647f688a-e807-4604-a257-71006b2fa4ad",
"Value": "Trading Post Surroundings"
},
{
"Key": "37a6dfe3-0c70-4107-83ab-b6c6e6b126d6",
"Value": "Into the cave"
},
{
"Key": "db2f28ad-e4cd-42e6-9ca1-696d24ecfe89",
"Value": "Outside"
},
{
"Key": "9163d50c-f1fa-4191-8ede-87c91b93fe19",
"Value": "An abandoned camp. The fireplace looks old."
},
{
"Key": "b458915b-f04f-4c2f-89c6-a27953d6fa1b",
"Value": "[DRAFT] Looks like this place was inhabited for quite a time. Maybe
there is something of value nearby."
},
{
"Key": "d3542c42-a39c-4451-910f-190078e01988",
"Value": "A mutilated body. Looks like it was eaten by some rodents."
},
{
"Key": "22280981-c003-4d62-ad51-c48435df4fa0",
"Value": "Outside"
},
{
"Key": "aa281d3b-31ed-414e-99a6-a1ed4cdd52fc",
"Value": "Into the cave"
},
{
"Key": "2582c854-7506-4c9c-bf53-1df326edecbe",
"Value": "Old Sycamore Caves"
},
{
"Key": "ac47b6c8-c6c3-41c0-9ecb-25d609aad0f2",
"Value": "To the Old Sycamore Caves"
},
{
"Key": "1b080553-9e4b-4f0f-a4a2-9037a91d99c7",
"Value": "To the Old Sycamore Caves"
},
{
"Key": "a1a06510-5df2-4ec8-856d-616eccc665ae",
"Value": "Old Sycamore Depths"
},
{
"Key": "f180ab68-e86d-433d-b213-7e80eb8338d2",
"Value": "To the Old Sycamore Depths"
},
{
"Key": "415452d6-9c09-4a3a-b23f-07c551d02431",
"Value": "Overgrown passage"
},
{
"Key": "64b938f1-c69f-495d-97de-340e063c7fe0",
"Value": "Outside"
},
{
"Key": "9875268e-26f9-4cae-b1e9-c8746d5ec86f",
"Value": "Outside"
},
{
"Key": "bfddefa9-5427-463e-bfe6-ca447b58dd2a",
"Value": "Outside"
},
{
"Key": "1d2c0419-9ad2-46c1-bf3f-95215a8648f2",
"Value": "Oleg's Trading Post � Main Hall"
},
{
"Key": "b53f9883-ef86-4969-b3e1-2530412bbf72",
"Value": "Oleg's Trading Post � Dorm"
},
{
"Key": "69b8f488-7ad8-413d-b102-3333020efc15",
"Value": "Outside"
},
{
"Key": "967386a2-1538-4b55-9f29-4892a6dce81b",
"Value": "Into the house"
},
{
"Key": "e9e3d88e-05da-4d31-802a-fb0dbefa0902",
"Value": "Upstairs"
},
{
"Key": "c7059937-292a-4c17-bb31-b5b62067c415",
"Value": "Downstairs"
},
{
"Key": "789e0884-597b-4809-a9b0-1bf0a948f830",
"Value": "Banquet Hall"
},
{
"Key": "64ac7efb-373d-4615-8766-4f695cea924b",
"Value": "To the banquet hall"
},
{
"Key": "40bed70b-a42b-4745-9ddb-06a516f28248",
"Value": "Into the cave"
},
{
"Key": "74cfa72c-e38e-4bda-9024-f06a046e0d99",
"Value": "Outside"
},
{
"Key": "6c34e18b-bc0f-4ab8-b404-e549eea78aeb",
"Value": "The Stag Lord's Fort"
},
{
"Key": "eca0f841-f8f6-4b11-92c0-6e33162df8f8",
"Value": "Into the fortress"
},
{
"Key": "9a25cb66-7b7e-487d-ab1f-6288cda6a595",
"Value": "Outside"
},
{
"Key": "1e6fe037-b1ff-43db-828b-057b750ad722",
"Value": "Path in the hills"
},
{
"Key": "35530481-e294-4633-831c-469651477c85",
"Value": "Swamp Road"
},
{
"Key": "4a0f2a54-09c6-47df-ae25-7d193cd02cc7",
"Value": "Into the cave"
},
{
"Key": "5da07e57-40fe-41b8-bad8-9f3be0b0fc7b",
"Value": "Outside"
},
{
"Key": "d5840b2b-087e-4b4d-8ead-c5633665ae2a",
"Value": "Wilderness Encounter"
},
{
"Key": "7730b014-8dd9-400c-b762-e21198b41a8f",
"Value": "Wilderness Clearing"
},
{
"Key": "9f09cbb3-7264-408f-9af1-15f2ddace5c0",
"Value": "\"Gotcha!\""
},
{
"Key": "80c2ba61-d7b2-4972-831c-679b532db2db",
"Value": "\"Get them, boys!\""
},
{
"Key": "9e203393-f1d1-4d02-95af-e36ca72f3045",
"Value": "\"The trolls tread here no longer. Good.\""
},
{
"Key": "d5e4725a-ff4f-4511-ab64-b5ef69dd9d2a",
"Value": "{mf|Barony|Barony|Kingdom|Kingdom}'s Capital"
},
{
"Key": "356bf36f-b819-4f88-a8cd-e44fc309804b",
"Value": "To the capital"
},
{
"Key": "3d7efadb-0ab9-4517-a53a-53c524750c0b",
"Value": "To the personal chambers"
},
{
"Key": "ccfcfa45-1351-458b-9b82-66361eb6c4dc",
"Value": "To the throne room"
},
{
"Key": "d266158a-5bae-4100-829e-a2561d7ad819",
"Value": "To the throne room"
},
{
"Key": "041fed0e-b017-49cf-a52a-7087421f3880",
"Value": "To the personal chamber"
},
{
"Key": "24442f44-5d5b-4777-ae05-68b9105eca44",
"Value": "To the throne room"
},
{
"Key": "3c4f4476-204f-4644-9f70-e723c0847819",
"Value": "Wizard's Laboratory"
},
{
"Key": "6ad42076-b249-473b-a390-d56951577e5c",
"Value": "To the basement"
},
{
"Key": "9ee06ba7-ff17-4263-8a5d-db398138d561",
"Value": "Outside"
},
{
"Key": "47d9882a-2fc5-48f0-91ef-f1a0e0bab9f4",
"Value": "Into the keep"
},
{
"Key": "46227863-9883-4193-b444-4b39fda180fb",
"Value": "Into the keep"
},
{
"Key": "147a9312-1e85-4559-8bc7-d588fc7681ec",
"Value": "Moon disc"
},
{
"Key": "5e26825e-ba48-46fa-a226-313251db04df",
"Value": "Sun disc"
},
{
"Key": "a5171897-28cc-4257-bc2d-fd36dc9c7cb6",
"Value": "Troll Lair"
},
{
"Key": "2987bee2-8ddb-4e0d-8ecb-cdd61c4c56e7",
"Value": "To the upper level"
},
{
"Key": "d2c4c992-9548-42fc-9244-ae570ee53a9f",
"Value": "Into the fortress"
},
{
"Key": "e0a94eb2-0546-4540-8a27-01ceba184633",
"Value": "To the upper level"
},
{
"Key": "94f1e167-4e5b-4564-a576-8b371109b01d",
"Value": "To the upper level"
},
{
"Key": "a95aa31f-6a94-4f4d-8932-d10ea8c81370",
"Value": "Crude statues of sun and moon, standing in peculiar positions."
},
{
"Key": "7395bedb-6c7c-4650-8530-f16f0ff06bd4",
"Value": "Troll Lair Depths"
},
{
"Key": "30b8f393-a163-4f11-9efe-a8e053f558da",
"Value": "\"Look, this is the rune of the Langebukk clan.\""
},
{
"Key": "d8ba78ab-ac7f-4823-8a28-fc1f40b39a87",
"Value": "Wilderness Clearing"
},
{
"Key": "08c49848-f5e0-4216-b781-de1508bcbe51",
"Value": "Into the cave"
},
{
"Key": "624bc4d3-9db7-4beb-bfbc-cc90e0018291",
"Value": "Outside"
},
{
"Key": "4e85443a-fd9f-4a5e-bee6-bbd04bceb5a3",
"Value": "Capital Library"
},
{
"Key": "e97a29aa-cf6a-4254-81c9-86c8b7110747",
"Value": "To the capital library"
},
{
"Key": "258007b2-be38-4a1a-9ef1-e7a39d2e097f",
"Value": "Old Prison"
},
{
"Key": "61d9e479-a57e-426e-b287-193308d140e1",
"Value": "Into the prison"
},
{
"Key": "95ffdc7a-883a-4c05-8dbd-c605a9fb62a2",
"Value": "Capital Square"
},
{
"Key": "80d223fd-3f96-4dca-9938-42506d38887c",
"Value": "To the Capital Square"
},
{
"Key": "98e83692-3a11-4768-8a9c-48a8b9d4fb00",
"Value": "Capital Square"
},
{
"Key": "c4e3e641-15ea-47f7-a851-3cb0007fe011",
"Value": "To the Capital Square"
},
{
"Key": "5715bee2-b5d0-4b1b-ad72-4532f3371c62",
"Value": "To the Capital Square"
},
{
"Key": "89a9022f-ae69-4db9-a722-f7fd963ab4cd",
"Value": "To the Capital Square"
},
{
"Key": "64806822-a2a6-4dec-a49b-0293e1694f77",
"Value": "To the Capital Square"
},
{
"Key": "544578e9-5ea7-4b55-8182-e11b29d6c834",
"Value": "To the Capital Square"
},
{
"Key": "459a1080-2da0-4e18-87cc-54966fe591ac",
"Value": "Downstairs"
},
{
"Key": "b71ba4c8-8528-49b6-8587-55285ea97658",
"Value": "To the Capital Square"
},
{
"Key": "43226c25-ac33-43ea-b4e5-f9c3b9b103cf",
"Value": "Downstairs"
},
{
"Key": "6459d14d-f15e-452c-a635-7ccb0f9cc94d",
"Value": "To the Capital Square"
},
{
"Key": "89787eca-859a-42eb-b0cf-ebdb2ed35901",
"Value": "Downstairs"
},
{
"Key": "26e7feae-cdb4-45c3-a76b-6551211728de",
"Value": "To the Capital Square"
},
{
"Key": "1de78d8c-16f2-4f4b-9653-b74aee42c1bc",
"Value": "Downstairs"
},
{
"Key": "2ad79221-2462-4283-99dd-f456a47bee72",
"Value": "Into the house"
},
{
"Key": "f378abd4-b53e-42f0-830d-7113aaeabaf1",
"Value": "Upstairs"
},
{
"Key": "8f03977c-d62d-46c0-ba4b-b0e2a41b23a3",
"Value": "Into the house"
},
{
"Key": "758226e2-90c6-46ad-9f6b-66492d78559f",
"Value": "Upstairs"
},
{
"Key": "e6ccef6b-8adf-4a7d-93c5-50a906d5efb8",
"Value": "Into the house"
},
{
"Key": "0d64085b-e29c-4cf9-b866-85d1a0095b4b",
"Value": "Upstairs"
},
{
"Key": "816b59a8-db0a-41db-b458-a052bff48e9e",
"Value": "Into the house"
},
{
"Key": "4cf1a0e3-1dbd-4bd5-9ba3-02aed321a65b",
"Value": "Upstairs"
},
{
"Key": "45c673f7-4d08-4083-b673-31fc9da6de7e",
"Value": "Capital Square"
},
{
"Key": "32214180-3861-4049-8a06-19c688a98fee",
"Value": "To the Capital Square"
},
{
"Key": "28d8e25b-0e26-4a65-9d15-c7fe6a57f09c",
"Value": "To the Capital Square"
},
{
"Key": "bfb95732-b02a-45ab-9e96-5d7c680e4544",
"Value": "To the Capital Square"
},
{
"Key": "29ef2161-0754-42df-ab88-f5ca1f2c5ff9",
"Value": "Down the well"
},
{
"Key": "f1f77eac-2e43-42ae-8884-83bb4d48b950",
"Value": "To the Capital Square"
},
{
"Key": "0d80320c-8862-4926-b497-b0e73d4d2fab",
"Value": ""
},
{
"Key": "387b26f9-039a-489e-8d22-d355dcd3dbf6",
"Value": ""
},
{
"Key": "e932d00e-7689-41b6-b1fd-2893b41a0310",
"Value": ""
},
{
"Key": "8e67eb38-7747-4ef8-aa9e-11370ba14e09",
"Value": ""
},
{
"Key": "4958cfd4-5743-4975-8891-58acccba88b6",
"Value": ""
},
{
"Key": "8eddb6c6-fe59-46a7-9400-dd8cbdf27bcc",
"Value": ""
},
{
"Key": "45901735-4e48-4706-9957-79c9cf4ecdfa",
"Value": ""
},
{
"Key": "9e3731c6-0127-4a81-96c0-33e093169b6f",
"Value": ""
},
{
"Key": "26f75787-f920-440d-8543-f04667c3394f",
"Value": "To the Capital Square"
},
{
"Key": "e5043e90-5a3a-4203-ae61-2b3f2a6ff22c",
"Value": "To the Capital Square"
},
{
"Key": "ae91547e-79d7-4af4-bd10-a0074db940ca",
"Value": "Downstairs"
},
{
"Key": "316d5953-21b4-436e-9a43-4e991cc0e122",
"Value": "To the Capital Square"
},
{
"Key": "dcf35b0c-03f7-4ee6-929f-ecc223b026c0",
"Value": "To the Capital Square"
},
{
"Key": "1ebf326c-6142-4785-a6f3-f5b7af325986",
"Value": "To the Capital Square"
},
{
"Key": "4e1265e3-a8c6-4e48-a606-3bd534e2a0e2",
"Value": "To the Capital Square"
},
{
"Key": "54dc1266-7a8d-476b-aa38-23b023418b3f",
"Value": "To the prison"
},
{
"Key": "955139c6-a9db-4dff-a56c-25ca8398cf32",
"Value": "Into the barn"
},
{
"Key": "87816b80-5c33-42ac-ab71-138423af5f90",
"Value": "Into the house"
},
{
"Key": "54dd4ca7-b4ca-41b8-8cfb-78ce244dcc3e",
"Value": "Upstairs"
},
{
"Key": "c55e9ac6-bfa3-4e33-aa0d-20234271a622",
"Value": "Into the house"
},
{
"Key": "3e5a0269-a318-4840-ae43-03c108928ac8",
"Value": "Into the house"
},
{
"Key": "f325d66a-63c2-4aeb-80eb-4e8baeb7a9b8",
"Value": "Into the house"
},
{
"Key": "961a518a-5cc9-4b6f-a4c6-922dbc37a841",
"Value": "Into the house"
},
{
"Key": "85281e67-4b68-4d3c-aea3-09c0ff8182b3",
"Value": "Capital Inn"
},
{
"Key": "719139ae-05b9-4dae-b8eb-f96dbbc58e3c",
"Value": "To the capital tavern"
},
{
"Key": "dee235e0-1eb9-4426-8f01-b678d7e89ce8",
"Value": "To the second floor"
},
{
"Key": "c29e1cc9-9359-4d64-9d27-aeb09feba284",
"Value": "To the first floor"
},
{
"Key": "0e658f88-87d9-43b5-bca5-3038d254e274",
"Value": "Into the cave"
},
{
"Key": "0cee1ee2-5693-4bea-a6df-b3471ad54ecc",
"Value": "Outside"
},
{
"Key": "fe5a482c-bd5b-4b49-8b65-7bad64a206fc",
"Value": "Into the portal"
},
{
"Key": "f4d68fe7-8fab-4f59-b102-c33ec03aa9d6",
"Value": "Into the portal"
},
{
"Key": "a5530adb-9aeb-4c6c-9cbf-0f830847da16",
"Value": "Hunting Lodge"
},
{
"Key": "55529d4c-e3db-45cc-a591-61858835fd1c",
"Value": "Ruins of the Old Tower"
},
{
"Key": "8d140355-3732-4fcf-9099-dcced67e829d",
"Value": "Farnirras' Prison"
},
{
"Key": "040427d0-162c-4ff8-aed0-d34e164babb0",
"Value": "To the ancient tomb"
},
{
"Key": "046ed8d2-d64f-4874-901a-fafeab678041",
"Value": "To the spirit hut"
},
{
"Key": "4be06584-775d-4af2-bb2e-42ba3faec2b5",
"Value": "To the Spirit Hut"
},
{
"Key": "c55ba036-ea8b-4aa9-8287-2f905989b3dc",
"Value": "To the Spirit Hut"
},
{
"Key": "fc2881e9-3f9d-4d1b-a8e3-58e0965c14a1",
"Value": "To the Clutch Hut"
},
{
"Key": "1d135b35-8a02-4574-9f62-01b4fbf1fdcb",
"Value": "To the Chieftain's Hut"
},
{
"Key": "97336a21-5a0e-4e9e-842e-76fd0855971e",
"Value": "To the chieftain's hut"
},
{
"Key": "f7657861-3f1c-4526-baae-a406a984b39f",
"Value": "To the village"
},
{
"Key": "fdd99e2f-6113-42e5-9830-bf5612aded58",
"Value": "Outside"
},
{
"Key": "31661ebf-94ad-445a-a89f-2584036bf61e",
"Value": "Outside"
},
{
"Key": "71f3005d-8703-4818-828a-b52b93abd034",
"Value": "Outside"
},
{
"Key": "8d8073c9-8e57-49e1-84cd-59a26f6ad75e",
"Value": "Outside"
},
{
"Key": "da6ca2b9-c71b-41b4-b615-b857ba690a1f",
"Value": "Upstairs"
},
{
"Key": "40448be8-58b5-4eed-8074-9609b69be5a0",
"Value": "Downstairs"
},
{
"Key": "3511251f-eaaf-408e-8208-2a74a18f13f1",
"Value": "Twisty little passage"
},
{
"Key": "4839f695-fba6-4051-b1fe-8c7c635825c8",
"Value": "Way down"
},
{
"Key": "803b64a9-f8c2-41cf-88ba-fb62fca76ccf",
"Value": "Other World"
},
{
"Key": "91664f2f-eb02-4ee3-9779-2f71d169db54",
"Value": ""
},
{
"Key": "412ebabe-d852-4823-9126-274c1650ae4a",
"Value": "Footprints"
},
{
"Key": "28d84ec6-17e3-4bf3-8979-cabc8743686b",
"Value": ""
},
{
"Key": "933454b8-d838-41fd-b02c-a3981663bff5",
"Value": "Somewhere on the Road"
},
{
"Key": "4abef642-c599-4eca-9da9-ddc95503bebb",
"Value": "Into the cave"
},
{
"Key": "6bd3711e-2e42-4f72-b176-5d5a8b734524",
"Value": "Outside"
},
{
"Key": "8b4cdf58-513d-4034-abcf-30ea29b71fdb",
"Value": "Into the cave"
},
{
"Key": "a5561250-be17-410c-9ac4-a06b06b9e4a6",
"Value": "Outside"
},
{
"Key": "b26f7080-d44b-41c6-99aa-61387abbae63",
"Value": "Troll"
},
{
"Key": "ccd383cd-4eac-4229-b4b0-90a05e459ec4",
"Value": ""
},
{
"Key": "95b75d61-8c12-42fc-83af-2b5e019962a1",
"Value": "Adventurer Camp"
},
{
"Key": "f6ee0750-7626-41e8-b437-2a98d25776a6",
"Value": "Adamantine Shield Fortress"
},
{
"Key": "a5fbf465-5857-454c-b17b-39fbc8beb9c7",
"Value": "To the tomb"
},
{
"Key": "3d021215-fd93-448a-9539-992f66c9b181",
"Value": "Outside"
},
{
"Key": "035bab66-fa40-4526-a7ad-6d92f61b93fd",
"Value": "Forsaken Mound"
},
{
"Key": "f34def4b-8dc3-4c21-ae44-ef76bfb572d7",
"Value": "Into the Tomb"
},
{
"Key": "f3cc5cac-bb56-4db8-9528-7ebf93d6d41f",
"Value": "\"The fey are no match to my ingenuity.\""
},
{
"Key": "369b2f2f-8576-447d-a536-bcfe17f854b6",
"Value": "\"The debates, the fey, and their mysteries! And most importantly �
we don't have to fight anyone! I like this adventure!\""
},
{
"Key": "251a3a9c-305d-4b11-aed1-c8471f40debd",
"Value": "Into the portal"
},
{
"Key": "0449fac2-76ad-43a4-81eb-5f013a51ab35",
"Value": "Into the portal"
},
{
"Key": "374cdba7-95db-46f1-a693-753c0ddc9dbb",
"Value": "Outside"
},
{
"Key": "0bc01a90-dd08-42b9-9379-eb6708d25da1",
"Value": "Somewhere in the Plains"
},
{
"Key": "ae7d611a-83d9-49a1-ac2d-1cd4cee3bd3e",
"Value": "Into the cave"
},
{
"Key": "1cb6c7ef-b39c-4975-a32a-4f27fa8b69b2",
"Value": "Outside"
},
{
"Key": "ee0afeb2-e419-406a-984d-5846d001eeec",
"Value": "Into the portal"
},
{
"Key": "cc23b194-2686-473c-beae-6f4218928229",
"Value": "Into the cave"
},
{
"Key": "2905ca88-d044-4207-aa15-a2dadf9ff34d",
"Value": "Outside"
},
{
"Key": "51874afa-63c8-46d0-b5b8-c43f515d0452",
"Value": "Into the cave"
},
{
"Key": "fc2f348e-c3fc-4262-afb1-256a3de9a2ce",
"Value": "Outside"
},
{
"Key": "e81d00c9-1c57-4222-ae24-84dd1bf622e7",
"Value": "Into the portal"
},
{
"Key": "59351dd8-71dc-4c6c-ac30-97881439fdbb",
"Value": "Into the cave"
},
{
"Key": "2f97c1ba-14aa-4360-9db8-556342dcc1ca",
"Value": "Cave"
},
{
"Key": "eab7ad27-4b65-46ab-ae81-a82ccebd42f8",
"Value": "Cave"
},
{
"Key": "cacc3294-cd9c-429d-b992-61e1bafb31aa",
"Value": "To the mountain top"
},
{
"Key": "9c1aceb7-fd65-43dc-a235-b14f56bc826d",
"Value": ""
},
{
"Key": "6085b79b-93e8-456c-a06d-77a052723270",
"Value": ""
},
{
"Key": "04505dc7-b54d-488b-9a4b-fae27886990d",
"Value": ""
},
{
"Key": "7aa421ab-9e9b-4079-839b-94d0e1d402d8",
"Value": "Ancient Cemetery"
},
{
"Key": "ffc2043e-2151-4c6b-b034-e84d15aadf7c",
"Value": ""
},
{
"Key": "a96fb235-b5b8-43c2-8518-0e9484882a00",
"Value": ""
},
{
"Key": "17723ea0-9265-49f0-b8b1-e3d9a6b7ff2c",
"Value": ""
},
{
"Key": "14440a52-14d8-4f36-9b1c-36f514a95ef3",
"Value": ""
},
{
"Key": "43741705-91b1-4280-865d-bef2fc1a228a",
"Value": ""
},
{
"Key": "420858a4-1964-42ef-b3a4-8592a16d19af",
"Value": ""
},
{
"Key": "219f185b-5dd0-4d8f-9a3a-3dc2c3981ae8",
"Value": "Varnhold Stockade"
},
{
"Key": "095573f5-86f3-4536-9ec8-ebc92df18788",
"Value": "Agai"
},
{
"Key": "ebd4da50-6dcc-4c7f-9633-2d10d500f157",
"Value": "Baron"
},
{
"Key": "67d53dbf-7452-4a06-98e6-24d462cc7523",
"Value": ""
},
{
"Key": "556e73ee-293d-4274-9e26-7c6e2e817462",
"Value": "To the Varnhold stockade"
},
{
"Key": "b68d57f3-067e-4ca2-a0f5-a38b56474f08",
"Value": "Outside"
},
{
"Key": "19572028-9558-4a7c-9a23-45f34bbdadc1",
"Value": "Downstairs"
},
{
"Key": "16625fd5-c533-49a1-b0b1-cc1c5d63d09f",
"Value": "Into the Stockade"
},
{
"Key": "9e38e565-d8db-460d-bda4-fb11215b0297",
"Value": "Upstairs"
},
{
"Key": "28f3c8f3-581d-40d8-b9ac-ba70f296af5d",
"Value": ""
},
{
"Key": "c476e0c4-e258-4882-bb14-a9f9352f0bfb",
"Value": ""
},
{
"Key": "4e8d1682-1497-420b-b57e-26da5a4496e3",
"Value": ""
},
{
"Key": "6daf9e0f-1464-4109-98b8-fec5e8894473",
"Value": ""
},
{
"Key": "0b4defc5-540c-4b7c-a8a5-6fb50d49fee8",
"Value": ""
},
{
"Key": "d0bf72ea-ef95-46be-894a-dd991ff13b5d",
"Value": ""
},
{
"Key": "98c2ca75-6172-425b-9917-6189a292623e",
"Value": ""
},
{
"Key": "a24bb31f-3e9f-49ca-9eed-e9a7ce4e2a9a",
"Value": ""
},
{
"Key": "c4bffbfb-4493-47c8-82ea-c5c4e94638db",
"Value": ""
},
{
"Key": "7bd7a862-66e1-415a-a644-d2f53f86c197",
"Value": ""
},
{
"Key": "2a5ba420-ea84-40b2-bf4b-b55d0a4fc0e5",
"Value": ""
},
{
"Key": "dc47a81d-3819-439b-999d-f6afebd3fb15",
"Value": ""
},
{
"Key": "3b232e0e-f25a-4d17-b96d-edebe3b314bf",
"Value": ""
},
{
"Key": "9e10405f-4682-48f0-b6f0-2808f1d4cb50",
"Value": ""
},
{
"Key": "7482c87c-49f9-40bb-922f-c6af3a1a1f0b",
"Value": ""
},
{
"Key": "55654a0e-5607-4223-98ef-c7c96b19caa4",
"Value": ""
},
{
"Key": "33717f95-34fa-4aa3-98b8-3a9d863760bb",
"Value": ""
},
{
"Key": "ad2bfc2f-7800-435a-9dd2-adc845a65f2a",
"Value": ""
},
{
"Key": "e72f3123-d6e3-422d-9985-dc347c31c964",
"Value": ""
},
{
"Key": "75850d6e-958f-4593-8758-edaee98ffc8f",
"Value": ""
},
{
"Key": "01121907-cfc8-4e62-ae05-ca9134be8f0d",
"Value": "To Varnhold"
},
{
"Key": "d56b3e40-5408-4c1d-96be-191effd2a9dc",
"Value": "Vordakai's Tomb"
},
{
"Key": "8264c2d6-de95-402b-88c7-352d2a347a59",
"Value": ""
},
{
"Key": "f7a2f742-50fa-429e-80e2-63d58982b0e6",
"Value": "Vordakai's Tomb"
},
{
"Key": "1ed018b3-1296-4909-9fbc-f7f456d2efce",
"Value": "The way back"
},
{
"Key": "75b918f1-225a-444b-8723-945c5bd4aa23",
"Value": "Collapsed passage"
},
{
"Key": "bfe1bc2b-6a74-443f-bb44-eea2ae8bbe4d",
"Value": "Into the cave"
},
{
"Key": "932fd973-95b5-4fb6-8c76-e5b443fe108b",
"Value": "Outside"
},
{
"Key": "c6d5e820-d28f-40c3-8517-0997925d9c68",
"Value": "Abandoned Keep"
},
{
"Key": "5e20188f-b878-4654-8c7c-bdc6185218b2",
"Value": "Keep Entrance"
},
{
"Key": "1adde966-db9b-4b3d-a4e0-936ebd78367e",
"Value": "Outside"
},
{
"Key": "ae4fcc60-0044-4b52-85be-ce8f2d2a1c87",
"Value": "Into the tomb"
},
{
"Key": "eab9c2f3-287f-4a95-9ac6-ed87317da25b",
"Value": "To the upper level"
},
{
"Key": "69705825-9190-465c-8c6c-c4837ab90772",
"Value": "To the upper level"
},
{
"Key": "377661de-1608-4e82-8361-75e1afd9ee72",
"Value": "To the lower level"
},
{
"Key": "7f3c06de-7346-484b-9c2d-8c8938462036",
"Value": "To the lower level"
},
{
"Key": "c6ca3dd3-f8ad-4ade-896d-047eff2eb676",
"Value": ""
},
{
"Key": "28a652b6-db83-4631-9805-728db6bca8d4",
"Value": ""
},
{
"Key": "e6118328-63bf-453a-b587-83a15a9cf86f",
"Value": ""
},
{
"Key": "82b66a66-9943-4f3c-9984-6dfc98cf2910",
"Value": ""
},
{
"Key": "f1545e25-a658-4066-8e8e-5238f2015fe9",
"Value": ""
},
{
"Key": "9403b702-c08e-4c3a-aeb2-c9e191edc693",
"Value": "Somewhere on the Road"
},
{
"Key": "1babaabe-25c6-47f7-9f41-693ffbc1fbe4",
"Value": "Somewhere on the Road"
},
{
"Key": "429169e9-0914-462a-b90c-9f2212994100",
"Value": "Blakemoor's Hideout"
},
{
"Key": "2ad74cfe-8540-4103-9cca-153b4ad9b63d",
"Value": "Into the door"
},
{
"Key": "86aa9510-abde-4858-8535-d11f9813cc63",
"Value": "Adamantine Shield Fortress Halls"
},
{
"Key": "d2309cf9-bc74-4466-9753-f5971d756416",
"Value": "Dreamscape"
},
{
"Key": "0a2f47e5-8418-4f80-b693-e8c8ecd9dc3b",
"Value": "Pitax Royal Palace"
},
{
"Key": "bfdfa47c-2118-46ad-bbd5-96e6b2ca096b",
"Value": "To the palace halls"
},
{
"Key": "cc3596d6-e87b-4d35-9056-4da5eeb4c1ad",
"Value": "To the palace halls"
},
{
"Key": "459a6340-a24f-4eb1-b0f2-a56e51c6effc",
"Value": "To the palace halls"
},
{
"Key": "c6602b9a-11b5-4ece-92cf-ae676c652c6f",
"Value": "To the palace halls"
},
{
"Key": "3064ef07-1846-4ec8-be86-cb3b5b5737b8",
"Value": "To the palace halls"
},
{
"Key": "9b76ee7a-55d7-4c8b-8f0a-30a6a420950d",
"Value": "To the torturer's chamber"
},
{
"Key": "19657891-5079-4f2d-9759-06f00086e05b",
"Value": "To the Armory"
},
{
"Key": "c1892e2c-11a7-46fb-9642-a54987619abd",
"Value": "To the king's chambers"
},
{
"Key": "a96fb8ef-ca5d-426c-a585-b1a75797ec05",
"Value": "To the Storage"
},
{
"Key": "5a974309-67b5-4387-be32-42aff1e9071d",
"Value": "Cave from Luna's Map"
},
{
"Key": "15b964bf-96e0-4e6d-b240-e7d80f92ffe6",
"Value": "To tavern"
},
{
"Key": "867af009-6c55-436b-9e95-911b5da15462",
"Value": "Lonely Mansion"
},
{
"Key": "f2886537-a1a8-4dab-863c-083b0d94c06f",
"Value": "To the Academy"
},
{
"Key": "0b01e1ce-08a9-42e2-b6ed-e794e4b9af56",
"Value": "To the main square"
},
{
"Key": "7eb45242-1cf9-4e43-afe1-9e5ca1876dc8",
"Value": "To the port"
},
{
"Key": "c70dc22f-18c4-4f14-9aa4-6af333b5219a",
"Value": "To the port"
},
{
"Key": "8aad123d-67c0-4f05-b135-90ab83575464",
"Value": "Tavern"
},
{
"Key": "5e17d972-cf90-4f87-bb66-51b734942a7b",
"Value": "To the Irovetti Palace"
},
{
"Key": "498789e7-ad6b-4015-87b0-00208cce130d",
"Value": "House At The Edge Of Time"
},
{
"Key": "af761e92-b24b-4143-a2bd-601cd6056792",
"Value": "House At The Edge Of Time"
},
{
"Key": "1fcb9547-7937-40ef-8408-06d7e3337656",
"Value": "House At The Edge Of Time"
},
{
"Key": "af79772b-26e4-43b1-ae89-49ccea1ffeb0",
"Value": "Ravaged Capital"
},
{
"Key": "8bdfcc1b-e5e2-4bee-b7f2-1b2e8f26b2a5",
"Value": "Camp at the Capital Gates"
},
{
"Key": "e7fecb47-1d51-4698-8c9f-9da814cbd9fe",
"Value": "Ravaged Capital � Entrance"
},
{
"Key": "fb55319f-fae4-4ebe-aebf-f6b7e47c5c4b",
"Value": "Ravaged Capital � Central Passage"
},
{
"Key": "548f8eb4-d481-4b1b-a0be-3c87cb4d868d",
"Value": "Ravaged Capital � Castle Threshold"
},
{
"Key": "fe0e9c28-a5dd-440e-acf9-7cf879b54c15",
"Value": "Ruined Throne Room"
},
{
"Key": "702ec189-cd33-4b1a-9948-fdddc38fdfc7",
"Value": "Underground Passage"
},
{
"Key": "5770933b-81bf-45b0-b869-9293a18a64de",
"Value": "Ruined Tavern"
},
{
"Key": "a1b4aad6-daa8-46d8-866f-807ace01f399",
"Value": "Ruined Warehouse"
},
{
"Key": "5d875d0d-5a93-4517-affb-7644f939ea71",
"Value": "Inn's Annex"
},
{
"Key": "4d857405-cd95-49a3-8174-516f22c5f4b2",
"Value": "Irovetti Palace"
},
{
"Key": "524939d9-1d87-4160-8ea9-aaa91bcf2e27",
"Value": "First World � Everblooming Flower Cradle"
},
{
"Key": "04d05099-359f-4f0c-bfc4-db7c849b9a30",
"Value": "Troll Lair"
},
{
"Key": "4e146ad1-d890-4c8e-a2d1-30893b2350ca",
"Value": "Kaleena's Camp"
},
{
"Key": "3c8707d2-dd4e-40e9-84e8-c8db4db73d05",
"Value": "Dark Cult Cave"
},
{
"Key": "9c5b6763-f457-4e40-94a8-0412b5bf9e4c",
"Value": "Somewhere on the Road"
},
{
"Key": "912dec28-8595-4e96-90a7-9b85e4d26b04",
"Value": "Somewhere on the Road"
},
{
"Key": "2c4b7526-5de1-44f5-ab51-da0af5c605ee",
"Value": "Druids' Den"
},
{
"Key": "059c9a5d-fde9-47c5-8fd8-d97b93a2d5e3",
"Value": "Alleged Murderers' Camp"
},
{
"Key": "6cea8bfa-86ab-4380-a1f6-50b19ec17723",
"Value": "Somewhere on the Road"
},
{
"Key": "833407d3-5399-4cc3-a7df-6c26cca25349",
"Value": "Somewhere on the Road"
},
{
"Key": "5aee9098-5125-424f-a8c4-60370fdd5a8e",
"Value": "Varisian Caravan Camp"
},
{
"Key": "af4b7ad8-6c16-428a-9d74-c5ef69570719",
"Value": "Wilderness Encounter"
},
{
"Key": "1701ead2-f255-4e3f-945e-af603c80dc56",
"Value": "Wilderness Encounter"
},
{
"Key": "648c0489-bc9a-4681-920f-8a453dd13a55",
"Value": "Wilderness Encounter"
},
{
"Key": "814ad9ce-62c7-4590-ad10-43deb05bc3a6",
"Value": "Wilderness Encounter"
},
{
"Key": "d2f55f09-9bc8-4c04-988d-21c98fb99ebc",
"Value": "Wilderness Encounter"
},
{
"Key": "2e4318ac-f662-4fd3-9b63-46f8ebc7c852",
"Value": "Wilderness Encounter"
},
{
"Key": "c273ab1e-6bfc-42eb-ab34-564f632f044b",
"Value": "Wilderness Encounter"
},
{
"Key": "c3a337c2-4229-4beb-85df-26e9d63283cb",
"Value": "Wilderness Encounter"
},
{
"Key": "aa35bca9-69c5-42af-bc02-82a88e6dd7ce",
"Value": "Somewhere on the Road"
},
{
"Key": "74535119-5b59-415a-a06d-78fa04a8a82e",
"Value": "Somewhere on the Road"
},
{
"Key": "90d23f03-4c93-45cb-b628-454426ad88fa",
"Value": "Somewhere on the Road"
},
{
"Key": "b16c7b67-f6c9-4ef9-b463-352212d536f2",
"Value": "Somewhere on the Road"
},
{
"Key": "a9b1114d-4d03-457e-89f9-7719f8ddbd22",
"Value": "Somewhere on the Road"
},
{
"Key": "53c3a94f-500b-4eb5-957c-9b6ec2525172",
"Value": "Somewhere on the Road"
},
{
"Key": "218437bd-1082-4fbb-bab6-b672bccd97a5",
"Value": "Somewhere on the Road"
},
{
"Key": "35a2283f-e707-4782-844a-bd59a20d053b",
"Value": "Somewhere on the Road"
},
{
"Key": "1c12b6fe-8ca7-4dec-a2cc-4a0c091f14e4",
"Value": "Wilderness Encounter"
},
{
"Key": "950db259-383c-4d9e-8b46-3ee072da70d2",
"Value": "Wilderness Encounter"
},
{
"Key": "629f5349-baaa-440a-ba86-cb239ef4111c",
"Value": "Wilderness Encounter"
},
{
"Key": "33aa5359-7ddd-424c-a2be-a317a6ca5eb1",
"Value": "Wilderness Encounter"
},
{
"Key": "dfffcdfb-af91-4b4f-a5df-411bfc024ab2",
"Value": "Cave"
},
{
"Key": "08eca0af-56ae-4f44-ad1c-9100d1364688",
"Value": "Cave"
},
{
"Key": "5f5466d7-b468-4743-8421-4307ab72b298",
"Value": "Cave"
},
{
"Key": "6beaba36-03c8-4d80-8ded-b29367d19ac1",
"Value": "Cave"
},
{
"Key": "01920ffe-df7a-428b-81f0-97f5a392cee5",
"Value": "Cave"
},
{
"Key": "288a8868-04f4-43cc-91c5-149656addc4a",
"Value": "Other World"
},
{
"Key": "4675c8d5-3ba3-42cc-aa02-0c843187c17d",
"Value": "Other World"
},
{
"Key": "94726c8c-35ef-4313-bcac-470cf70c4453",
"Value": "Other World"
},
{
"Key": "8d158b7c-ea24-4daa-b084-ec7f3786a1c0",
"Value": "Other World"
},
{
"Key": "b0d8ec13-70dd-4068-93c2-e0b5ac1b1b2e",
"Value": "Somewhere on the Road"
},
{
"Key": "9442d9c2-813e-45eb-83ae-5e7310309128",
"Value": "Capital"
},
{
"Key": "f514f9e2-882e-426f-8389-3a804f3864e2",
"Value": "Outskirts"
},
{
"Key": "9872477b-540d-4021-ad5b-fad7b1ef7c77",
"Value": "Amiri is a barbarian from the Realm of the Mammoth Lords. She's
blunt, a little crude, and doesn't talk much about her past � but her heart's in
the right place. I wouldn't have anyone else at my side in battle."
},
{
"Key": "252ef9b0-85b7-462b-be41-27706f00b47f",
"Value": "Unstoppable Warrior"
},
{
"Key": "3c2c08f2-446c-49f3-a5de-ab4e63126ece",
"Value": "When Amiri heard about the giant wild boar terrorizing the area,
she insisted that we go directly to its lair and let her fight it one on one. Of
course, it wasn't simply that she wanted some bacon! In Amiri's tribe, a fight with
a wild animal was a sort of initiation ritual � and a ritual for accepting a new
member into the tribe. With the ritual complete, according to the customs of her
people, she has shown herself a true warrior, and the {mf|baron|baroness|king|
queen} � her new chief."
},
{
"Key": "b128e9e4-40df-44e7-83b8-2005d9cdede0",
"Value": "Show What You Are Worth"
},
{
"Key": "e2c89ef3-2dcd-4a92-8198-4afb9625d485",
"Value": "It is not so easy to turn away from one's past. Wherever you go, it
follows behind you. Imagine Amiri's surprise when her native tribe, with which she
seemed to have had a falling out, appeared in our lands! Apparently it's Amiri's
fault that an evil spirit started haunting the tribe. Their family reunion did not
pass without some assault and battery, and we finally discovered the terrible
details of her exile: her tribesmen tried to kill Amiri, but she killed them
instead. What barbarity!"
},
{
"Key": "288ab4ff-05bc-466a-b5fb-9e756a87be86",
"Value": "Pariah"
},
{
"Key": "374f747e-bf5a-4e54-8371-56081755b24e",
"Value": "Amiri's native tribe joined the barbarian hordes who moved upon
Restov. She might have cared not one whit, but among Amiri's hated tribesmen was
Nilak � a friend who, in spite of their ugly history, remained a dear friend to
her. Risking her life, Amiri tore Nilak from the clinging hands of Armag and his
frightful sorceress-Sisters. Impressed by Nilak's wisdom, the tribe recognized her
as their new chief, and returned to Numeria."
},
{
"Key": "77ace713-f894-458b-9923-d2fec9f8c5a6",
"Value": "Blood Calling"
},
{
"Key": "67ac8ae3-8a22-4d30-92f6-2ed1bdf879e5",
"Value": "The ghost that haunted Amiri's tribe has returned! Holding them
hostage, he demanded that Amiri repair the sword that was broken by Armag, and
return it to him. It turns out that all this time, the brother of that evil ghost �
another spirit even more evil and ghostly � had been trapped inside the sword! When
the barbarian did as he demanded, she had to make a frightful choice. But she
passed this test with honor, and once and for all put an end to the feud between
her and her native tribe."
},
{
"Key": "111b887f-9576-402a-bcc9-55a25b772e63",
"Value": "Reforged Blade"
},
{
"Key": "9e074675-9ffd-48ef-bb92-d8019819517e",
"Value": "We decided to support Ekun and not let him despair... and what
better for a grieving heart than a tankard shared with a friend? Elina the
innkeeper provided food and drink, Ntavi, an old friend of Ekun, told us of a spot,
I prepared the music, and our {mf|baron|baroness|king|queen} lured Ekun right into
the trap!"
},
{
"Key": "af19811b-fe89-4d71-a5c3-322655c41750",
"Value": "A Feast of Feasts"
},
{
"Key": "ce466916-f7cc-480d-a9ca-fa0d09546ebc",
"Value": "Our fest helped Ekun to unwind, but as was to be expected, it
failed to fully dispel the grief in his heart. And after a few bottles, Ekun and
Ntavi went hunting giants without telling anyone! Elina raised an alarm, and the
{mf|baron|baroness|king|queen} managed to find the reckless pair. Then Ekun faced a
pivotal choice: whether to live for vengeance or leave the past behind and move on.
Only time will tell if he made the right decision..."
},
{
"Key": "1602c3e5-f5a8-4907-8d59-ba00b3f354f7",
"Value": "Bury the Past"
},
{
"Key": "77dc5bde-5d60-4b79-86fd-8d1b7a51b07d",
"Value": "Ekundayo's journey was a hard one. He'd lost so much. We met him in
a moment of desperation, when, wounded and exhausted, he was pursuing the trolls
who'd killed his wife and daughter. Ever since, Ekun has traveled along with us,
seeking a reason to live on."
},
{
"Key": "d17237d1-f346-4cec-890c-6bec04da2ed4",
"Value": "Grim Ranger"
},
{
"Key": "134ccadc-02ac-4abb-8c5f-587f0097f995",
"Value": "Harrim says he doesn't care about his people or Torag... He doesn't
care so much that he talks about them constantly! Like now, after learning that
there are dwarven ruins in the Stolen Lands, he decided to see them whatever it
took. But his tour through the ruins tore open old wounds � he almost cried as he
looked upon the ancient walls abandoned by the dwarves. But then the strangest
thing happened. He found an old magical anvil, and broke it with his bare hands,
like it was a rotten piece of wood! How about that! Can long-standing resentment
truly turn so destructive?"
},
{
"Key": "486c8a1b-d71d-43fd-aee3-ab147019db71",
"Value": "Unwanted Legacy"
},
{
"Key": "fe6e44c6-05ba-4b1d-b46d-bda7a6464004",
"Value": "From the Five Kings Mountains comes an expedition of dwarves,
hoping to find a way into a citadel built and abandoned by their ancestors. Usually
Harrim wouldn't care to meet such guests, but when he found out the dwarves were in
trouble, his desire to gloat took over, and he hurried to help them � and, while
he's at it, tell them exactly what he thinks of them. Again, facing the past had
incredible and unexpected consequences: Harrim effortlessly broke an invincible
adamantine golem! The leader of the expedition, a paladin of Torag, says that
Harrim possesses the Touch of the Unmaker � a rare, divine ability to destroy
damaged dwarven artifacts. Our sad priest will need time to consider this..."
},
{
"Key": "a47b409c-a8e1-4fef-a780-9132a6acc24b",
"Value": "Unbreakable Metal"
},
{
"Key": "154cdaf6-d876-42af-a777-0fb4059a568b",
"Value": "Harrim told the dwarves from the Skjegge clan, who are trying to
find a way into the citadel, that they were only inviting death upon themselves.
And that's exactly what happened � the poor fellows awakened the ghost of one of
their ancestors, a most discontented dwarf with a whole army of golems, who
considered himself the only master of the fortress... But back to Harrim. He solved
their conflict in his own way, and finally managed to leave behind his grudge
against his tribesfolk � and against Torag. His faith still gives me creeps, but
now I have no doubt that our party can rely on him as a brother in arms and a
friend."
},
{
"Key": "1913e327-4d58-428e-90f8-7ab5868ac17f",
"Value": "The Unmaking"
},
{
"Key": "daa1da10-d035-4f9d-8943-76fc878e7921",
"Value": "\"Abandon hope and embrace the inevitable end.\" � That's the kind
of speech that Harrim's companions must endure. Every. Single. Day. A priest of
Groetus, Harrim left his dwarven home to spread the word of the God of End Times
throughout the Stolen Lands. Although if you ask me, Harrim's just a whiner � a one
of a kind!"
},
{
"Key": "2d6f161e-72ec-475a-89b9-0dce4cdb7b2b",
"Value": "Servant of a Dark God"
},
{
"Key": "c7526846-07a6-4b1b-bdc5-c50f2977debd",
"Value": "Jaethal couldn't stop thinking about her own death, the
circumstances of which our undead companion simply could not remember! To help her,
the {mf|baron|baroness|king|queen} began a little investigation. On our travels,
some elves attacked us for no apparent reason, and it became clear that something
was wrong... It seems that some mysterious stranger killed Jaethal and then pitted
the elves against us. His name is Enneo, a half-elf from Kyonin and follower of
Pharasma. He managed to escape, but now Jaethal knows that she has a secret enemy!"
},
{
"Key": "c7bb0324-172c-4b84-a47e-d4501244e8b1",
"Value": "Investigate my Death"
},
{
"Key": "a4cea3ad-b23a-456c-b92d-df1b0deee65e",
"Value": "Jaethal wasn't standing idly by. Having learned that her enemy
Enneo was secretly stalking the old priestess Taneka, she persuaded the {mf|baron|
baroness|king|queen} to go to a fateful meeting. There, we learned that Enneo was
an Inquisitor of Pharasma, who has for decades pursued the undead and worshipers of
Urgathoa. He'd laid a clever trap for Jaethal, leading her to kill some unfortunate
elven travelers, to call forth the fury of their relatives in Kyonin. Enneo lost
his life in an epic battle between the two inquisitors. But what menace will
Jaethal face next, as his plan comes to fruition?"
},
{
"Key": "f84a5df4-a062-4b10-b4a8-3ce6cedd5350",
"Value": "Chase my Shadow"
},
{
"Key": "fe85477e-c885-4e82-b531-a64b952a4856",
"Value": "Jaethal's meeting with her daughter Nortellara almost ended
tragically. But our {mf|King|Queen} managed to convince the undead elf that her
very existence had become an insane nightmare, and she could no longer bring any
good to herself or to others. Jaethal said goodbye to her daughter and voluntarily
parted with her un-life. However, the {mf|baron|baroness|King|Queen} would meet her
again: Jaethal returned from the dead once more, casting off her old faith, and
becoming inquisitor of Pharasma. She's ready to fight by our side again!"
},
{
"Key": "4ff62775-aba0-4b22-ae4d-ae20ef501f14",
"Value": "Under New Banners"
},
{
"Key": "e9a1a405-5a56-48a7-b11e-a29aa5c28b6e",
"Value": "Everything played out exactly as the insidious Enneo intended �
even after his death. A band of elves arrived from Kyonin, fueled by vengeance and
led by Jaethal's daughter, Nortellara. It was impossible to settle the matter
peacefully, and Jaethal was forced to put an end to this sad story, facing her own
daughter and sealing both of their fates."
},
{
"Key": "504020cf-acf1-4465-b44e-2e60fb949e6a",
"Value": "Reveal my Destiny"
},
{
"Key": "d327028e-3048-4756-8a2e-71542dbe40a4",
"Value": "Jaethal is an elf from Kyonin, one who is not quite... alive. The
elves exiled her from their kingdom for her terrible deeds. Her search for a new
home and a new patron has brought her to our leader's banner. She pays little heed
to her companions, and when she does, she behaves as if she's ready to bite their
heads off! She gives me creeps. Let's hope our enemies are just as frightened!"
},
{
"Key": "24e3e7d0-b548-4138-b531-bb9222b69070",
"Value": "Ominous Alliance"
},
{
"Key": "b056c1f9-da11-4341-9c12-b05e2627146c",
"Value": "A deep desire to save his fellow gnomes from the Bleaching, and
find out why his people left the First World, has led Jubilost to the Inconsequent
Debates. This is, to put it lightly, a slightly insane event, invented by none
other than the Eldest. After surviving a prank played by three wizard gnomes, and
passing all the trials with honor, Jubilost received a strange riddle as his
reward, which he's still trying to solve."
},
{
"Key": "c210452c-9ecd-4c0e-bc3a-511949d1aca8",
"Value": "The Price of Curiosity"
},
{
"Key": "644b09c2-a064-4f94-b752-96af90746edb",
"Value": "Having solved the ingenious riddle of the Eldest, Jubilost and the
{mf|King|Queen} set off to a secret dungeon under the Candlemere. There they met
Xae, the ghost of an ancient wizard gnome, and learned her story. They also were
visited by an Eldest! Now that Jubilost knows the secret of his people, he looks
differently at many things. He couldn't save all his fellow gnomes, but he himself
now seems more confident and wise."
},
{
"Key": "65e6286c-2896-471b-b0d4-6a1e16364baf",
"Value": "The Door to Nowhere"
},
{
"Key": "17acc6d9-d931-4b3a-b353-bae1c32a64a3",
"Value": "His quick and curious mind led Jubilost to the Stolen Lands. He
wanted to witness with his own eyes how our new nation flourishes, and left Absalom
itself to do so. Renowned explorer, famous author, and all-around extraordinary
person, Jubilost Narthropple has one other special talent: he can infuriate
practically anyone he speaks with."
},
{
"Key": "95e42903-a631-434d-9be2-e989b451e545",
"Value": "Renowned Explorer"
},
{
"Key": "fd294eb5-50e0-4a9c-a6ae-ebc52add4f21",
"Value": "I always dreamed of having my own printing house, where I'd be able
to print whatever books I wanted and no one could tell me what to do! So when I
heard of an inexpensive printing press being sold in Brevoy, I... Well, let's say I
jumped on the opportunity without exactly asking the {mf|baron|baroness|king|
queen}'s permission. Fortunately, {mf||s}he wasn't angry � {mf||s}he even helped me
save my purchase from some bandits' paws! So � hurray! I'm opening my own printing
house!"
},
{
"Key": "73709a1f-ee90-4b2f-bb03-3e5e7abd0f18",
"Value": "Easier to Ask Forgiveness..."
},
{
"Key": "b6550566-015d-4357-adfc-62730bb9fc4d",
"Value": "Fleeing the wrongful wrath of King Irovetti, Eobald the Insightful,
one of the wisest scientists the world's ever seen, had to escape from Pitax. We
saved him, giving him shelter in the capital. And not just that � the two of us are
writing a book together, revealing the atrocities committed by Irovetti, the so-
called patron who turned the Academy of the Arts from a garden where talent can
bloom into a compost pile where it rots! Beware, Irovetti! And praise be to me and
Eobald! Hurray!"
},
{
"Key": "e14b948e-f8c4-45ba-becf-7ebc03b57fd1",
"Value": "Turncoats"
},
{
"Key": "82e662bd-4223-4692-85dd-d901fb79088b",
"Value": "It's one thing to mindlessly repeat sayings like \"the quill is
stronger than the sword,\" but it's another thing completely to actually see the
blood your quill has spilled. Only now do I realize a bard's true calling � it's a
lesson you can't learn from any lecture! Now I know exactly why I'm writing my
book. Oh Shelyn, don't let me stray from the true path!"
},
{
"Key": "46f7b84f-bd5b-4e15-a7c7-c416ec0d3ce8",
"Value": "A Bard's Calling"
},
{
"Key": "27a23f6b-ecf4-431a-a029-34cd404c13b3",
"Value": "I'm Linzi, the author of the book you, my dear reader, hold in your
hands. I once studied at the Academy of the Arts in Pitax, but I decided that a
real bard doesn't belong within the suffocating walls of some school � I instead
set off to find a hero, one worthy of being praised throughout the ages. And that's
how I came to chronicle {name}'s journey to the Stolen Lands, and all that happened
afterward."
},
{
"Key": "2466742a-01aa-4cf6-8974-ec0f7cdfdecf",
"Value": "The Hero{mf||ine}'s Chronicler"
},
{
"Key": "e691b130-1bde-4de0-9f58-9417641c85c5",
"Value": "It seems, our leader inspires loyalty in all the sentient races
across Golarion. However, I would not call this one exactly \"sentient\". Nok-Nok
the goblin has joined our ranks. He is swift, cunning and loyal to us (as much as a
goblin can possibly be). He believes himself to be some kind of a goblin hero and
expects great accomplishments from our alliance. I dare not think what he means by
that."
},
{
"Key": "531c7b88-ab94-4775-b77b-c2dd9939c6cf",
"Value": "A Hero, Such as He Is"
},
{
"Key": "49691617-0eb7-4460-afd4-2a39c84fa836",
"Value": "After a glorious display of skill and combat prowess Nok-Nok was
able to defend the goblins from an impending threat (a drunk Hill Giant) and
heroically allowed them to become honorable subjects to our {mf|barony|barony|
kingdom|kingdom}.\nI just hope, {name} knows what {mf|he|she}'s doing..."
},
{
"Key": "5400fb9f-597c-4be3-b393-d4bc670f98d0",
"Value": "Leader of His People"
},
{
"Key": "1a32200d-287a-414c-9221-d51923a55426",
"Value": "To support his claim of being Lamashtu's Chosen, Nok-Nok and his
goblin subjects erected shrines in her name right outside the capitol. This moment
of triumph was only marred by the scared capitol guards who tried to tear the
shrines down. Perhaps, some people (me included) should learn to accept the faith
off all {name}'s subjects. But... I mean... Lamashtu? Really? No way!"
},
{
"Key": "65a96177-c78e-41b9-b4b2-2c517e669aae",
"Value": "Lamashtu's Chosen"
},
{
"Key": "0b895fbf-d02f-4efc-9229-47bf689ca485",
"Value": "After defeating the vicious barghest who took a form of a late
goblin king, Nok-Nok seemed to find his own way of being a Hero. Not in a form he
sought to be, but in being loyal to {name} and {mf|his|her} kingdom. And I must
admit, that while his attitude didn't change much, Nok-Nok has grown. I'm ready to
trust him watching my back in fights, knowing that he'll be there when we need
him."
},
{
"Key": "b1674c67-8767-42d3-95cf-c2246903c15d",
"Value": "A True Hero"
},
{
"Key": "b899c145-e841-4e2f-88bb-b452ab33b6dd",
"Value": "We saved Octavia and her friend Regongar from the greedy clutches
of those Technic League adepts � which was one hell of a fight, I might add! The
young lady-wizard joined us to show her gratitude, and to help us bring happiness
and freedom to the Stolen Lands. She's the sister-in-arms I've always dreamed of!"
},
{
"Key": "23ddc13f-ba4e-4a7f-95a8-228824c40e8e",
"Value": "I can't even begin to imagine what it's like to stand face-to-face
with your mortal enemy. Maestro Janush has done immense harm to Octavia. And when
innocent lives got in the way of her long-awaited revenge, Octavia chose to
sacrifice them to catch her enemy. I think this cruel choice changed her... not
that I'm the one to judge her. Anyway, the visit to the Technic League's lair gave
her more than just revenge � in the maestro's papers, Octavia found a clue
promising to unravel the mystery of her origins..."
},
{
"Key": "bde4b3d3-e887-4a16-9ea0-71d088740b2a",
"Value": "Cruel Justice"
},
{
"Key": "010d8d1e-a3fe-4c26-943c-f122cdb417b8",
"Value": "I can't even begin to imagine what it's like to stand face-to-face
with your mortal enemy. Maestro Janush has done immense harm to Octavia. But when
innocent lives got in the way of her long-awaited revenge, she gave up the chase
rather than betray her principles. And even though Janush managed to escape, the
visit to the Technic League's lair was not in vain � in the maestro's papers,
Octavia found a clue promising to unravel the mystery of her origins..."
},
{
"Key": "a875e7bd-d301-42e9-ae70-64d445764975",
"Value": "Cruel Justice"
},
{
"Key": "da17d0fe-96be-40da-841b-ddfe3d682807",
"Value": "Octavia finally met her long-lost mother and learned how they were
torn apart... And when she did, she decided she was better off without a family.
Cruel � but who'll dare judge her, knowing what she's been through? Having disowned
her past, Octavia decided she didn't need any family beyond us � friends and
comrades out conquering the Stolen Lands together."
},
{
"Key": "e02573ad-71d8-4ae7-87b6-b71c99d03245",
"Value": "Highborn at Heart"
},
{
"Key": "d446c314-026d-4f51-ae74-0d50106f979d",
"Value": "Octavia finally met her long-lost mother and learned how they were
torn apart. It turns out Octavia is a hereditary marchioness... though it's not
really about the title, of course. More importantly, she found it in her heart to
forgive her mother and make peace with her past. And now that Octavia knows who she
is and where she's from, it's easier for her to move on to her future � to new
victories and adventures!"
},
{
"Key": "488a3712-0573-484a-8ceb-5df0dae26d4f",
"Value": "Highborn at Heart"
},
{
"Key": "94ca1471-c6f8-4c3e-81b6-498229809d93",
"Value": "Trusted Friend"
},
{
"Key": "7471a97f-d2b2-4638-8425-fc1064bbda7c",
"Value": "You better not get in this guy's way! The long years he spent in
slavery have given him quite a temper. A sword blow or a deadly spell might hit not
only his enemies, but on anyone else who wanders past! However, for those he deems
allies � I'm not sure he has any friends � Regongar is a joyful drinking companion
and a fine teammate."
},
{
"Key": "7ccbaa08-5668-4f9f-b6f3-26a30353069f",
"Value": "I wouldn't wish Regongar as an enemy on my worst enemy � even his
friends are afraid of him, sometimes, let alone his adversaries! It's no surprise,
then, that when innocent lives stood between him and his long-awaited revenge, he
readily sacrificed them to get to Maestro Janush. But the visit to the Technic
League brought more than just revenge � in Janush's documents, Regongar found a
clue that could help him solve the mystery of his origins..."
},
{
"Key": "7a2943ac-a845-4ca2-bacb-4f1da95f28af",
"Value": "Cruel Justice"
},
{
"Key": "bee2bab8-cdfb-4ba2-b9f0-857ebb022dcc",
"Value": "I wouldn't wish Regongar as an enemy on my worst enemy � even his
friends are afraid of him, sometimes, let alone his adversaries! So imagine our
surprise when, finding innocent lives standing between him and his long-awaited
revenge, he held control of his cruel temper and allowed Janush to escape. And
maybe it's just me, but it almost seems like the mercy he showed then has made him
just a little less ferocious... but only a little. Anyway, while the villain may
have escaped, meeting him did bring some benefits � in Janush's documents, Regongar
found a clue that could help him solve the mystery of his origins..."
},
{
"Key": "291d8ee4-bfa2-434c-ab53-7e943d3ab664",
"Value": "Cruel Justice"
},
{
"Key": "97ae6ccf-b3c9-4502-a073-0a260146528a",
"Value": "Regongar visited his tribe's settlement just to find no one to take
revenge on, not even anyone to talk to. The Sharp Fangs tribe had long since died
out � and a silly, tragic death at that. So what could the young half-orc infer
from this? He decided life is cruel, and trying to find sense in it is stupid.
Seize the day � because tomorrow may never come!"
},
{
"Key": "4b411f42-a987-40c6-9061-0c4b7290fbc4",
"Value": "No Man's Slave"
},
{
"Key": "af1528a6-6a65-4a43-b77f-c6af130e98e3",
"Value": "Regongar visited his tribe's settlement just to find no one to take
revenge on, not even anyone to talk to. The Sharp Fangs tribe had long since died
out � and a silly, tragic death at that. So what could the young half-orc infer
from this? Burying the past, he decided to appreciate what little he had � friends,
love, and the adventures he had in store!"
},
{
"Key": "2276c2ab-5104-48e6-8134-5d5f6f0ef138",
"Value": "No Man's Slave"
},
{
"Key": "54fe1101-96eb-4678-b5aa-ec9e50a7e462",
"Value": "Scrappy Mage"
},
{
"Key": "0b4719ac-ced6-47a7-aff6-e29b9cd3606f",
"Value": "Tartuccio is a powerful sorcerer who can burn an enemy to a crisp
with a flick of his finger. Unfortunately, his power is matched only by his
arrogance. I wonder, why is power always given to such self-satisfied people?"
},
{
"Key": "006b6a03-e16c-438a-94d6-d3b7ef34ad05",
"Value": "A Sorcerer with No Equal"
},
{
"Key": "5b8f89f9-1270-4160-b4dd-88029af47c9d",
"Value": ""
},
{
"Key": "22d8dde8-0dc6-4b60-bd15-dba58b21317a",
"Value": "It's unlikely anyone could imagine a more fanciful story than what
happened to the gnome Tartuccio. Returning to life as a kobold named Tartuk, the
arrogant sorcerer took a heavy blow to his ego � and received the chance to start a
new life, one which might have a place for noble goals and loyal comrades. Tartuk
seems to have decided to seize such a rare opportunity � and stood up to defend the
Stolen Lands beside the {mf|king|queen}!"
},
{
"Key": "9556099c-5541-4f6a-8654-d40b1e886079",
"Value": "Protector of the Stolen Lands"
},
{
"Key": "1383c16e-3a19-49fa-85f2-5d854fd126f8",
"Value": "Ever Sarenrae's loyal servant, Tristian arrived in the Stolen Lands
with a difficult task: to learn why all manner of curses seem to flourish in here.
While the answer remains uncertain, this merciful and sympathetic cleric helps his
companions with his prayers, spells and guidance."
},
{
"Key": "97ba6d2a-c4aa-448f-937d-d12a4d9f426c",
"Value": "Pillar of Support"
},
{
"Key": "2876361a-7329-4bb2-9182-cf37676c3b62",
"Value": "An unexpected turn of events separated Tristian from the {mf|baron|
baroness|king|queen} and {mf|his|her} other companions. After many hardships and
battles, the priest of Sarenrae, who turned out to be a Movanic deva trapped in a
mortal shell, has rejoined us. He sacrificed his eyesight for the destruction of
the Eye of Abaddon, but he is still blackened by his treachery. But Tristian
suffers greatly from his guilt, and is eager to atone for his sins."
},
{
"Key": "4d90868e-6d9a-40ff-8fdc-76095f3ce7eb",
"Value": "Homecoming"
},
{
"Key": "6e6f1d7d-a8b4-4fb9-8625-14a35d527e2f",
"Value": "Tristian's quest led him to the Kingdom of the Cleansed � an evil
cult controlled by a mysterious priest known as the First Faithful. According to
messages from a strange 'Goddess', all the woes of the Stolen Lands are caused by a
curse that lies on the {mf|baron|baroness|king|queen}. An attempt to attend one of
their gatherings ended badly: upon seeing the ruler, the First Faithful proclaimed
that {mf|he|she} must be the next sacrifice in praise of the Goddess! Luckily,
Tristian helped the {mf|baron|baroness|king|queen} overpower the fanatics, and put
an end to the Kingdom."
},
{
"Key": "63a12417-c5be-4fa1-8d95-5f0066863008",
"Value": "Kingdom of the Cleansed"
},
{
"Key": "1790938a-daa8-49fe-a80e-2636f98916be",
"Value": "Tristian's despair hasn't lessened his desire to fight evil. Who
could have known that the goodness of his desperate soul would be the fallen deva's
saving grace! Having routed the remnants of the Kingdom of the Cleansed and put an
end to the work of the First Faithful, Tristian cleared his name and claimed the
ultimate reward � divine forgiveness from his celestial patron!"
},
{
"Key": "15405c84-a67e-4501-98a4-3a80524e1dd7",
"Value": "Saving Grace"
},
{
"Key": "dfa1d2bb-98a3-4cac-890d-31580fe7b615",
"Value": "A reliable comrade in battle, proud Valerie rejected her destiny as
a paladin of Shelyn, instead leaving the order behind, to find her own way in life.
Her loyalty to our cause is only matched by her divine beauty. True, she can be a
touch arrogant at times, but I always feel safe when she's around, like she's a
rock I can cling to."
},
{
"Key": "bbac1630-6ebe-41f2-8ac6-c644e4bfb86f",
"Value": "Valiant Defender"
},
{
"Key": "2c886153-5e2d-4165-bbdd-919963f77f2d",
"Value": "The past tends to rear its ugly head from time to time. In the case
of Valerie, the past assumed the appearance of her old mentor from the Order of the
Eternal Rose. The proud paladin of Shelyn insisted that the girl return to her role
as the goddess' devotee � a fate Valerie cast off with such determination that the
matter ended in a duel! This event would make a stunning episode in my book, save
for one problem � the terrible wound on Valerie's beautiful face!"
},
{
"Key": "2d18e0cd-2c8e-42b8-af6a-454bd7d8fe57",
"Value": "Shelyn's Chosen"
},
{
"Key": "8478b1ff-47f9-490c-9a55-ac3ada07261a",
"Value": "The mysterious scar that appeared on Valerie's face after the duel
didn't seem to bother the girl � or at least, so she claimed. But those around her
quickly noticed a change: without her beauty, Valerie literally didn't know what to
do with herself! Luckily for all of us, Valerie didn't surrender to despair and
managed to find a way to regain herself."
},
{
"Key": "5ae41625-d9f2-4280-8208-966ecd140b97",
"Value": "Burning the Bridges"
},
{
"Key": "6137c4f8-5b65-441d-b073-c8293828c0af",
"Value": "After everything that Valerie has been through, the paladins of
Shelyn might be expected to leave the girl alone... but no! The final act of this
strange story unfolded in the Temple of Prisms, where Valerie had to go to atone
for the offence she'd done to Shelyn. The noble soul was able to pass all the tests
she faced at the divine trial, and was recognized by the goddess herself � how else
can you explain how the scar that mysteriously appeared on Valerie's face, has now
vanished just as mysteriously?"
},
{
"Key": "7b05bdab-7508-44ae-95ad-08f25d372326",
"Value": "Judgment of the Gods"
},
{
"Key": "5acfb1fa-5d80-4c11-93eb-9908d5313813",
"Value": ""
},
{
"Key": "153b04b4-f2ab-4df4-b0a7-c621dc425c9f",
"Value": "\"You should've listened to us back then!\""
},
{
"Key": "5e193067-b3d5-432d-a37b-99256df9a19f",
"Value": "\"Here you are, defiler!\""
},
{
"Key": "0b46331b-9b45-42e5-9fa7-f45ba45078fc",
"Value": "\"Woof! Woof!\""
},
{
"Key": "5c94deeb-7345-4968-8038-c43090f7a2a3",
"Value": "\"Woof!\""
},
{
"Key": "7c5f02ba-6791-4e63-a936-3a1812ed170f",
"Value": "\"Woof! Woof!\""
},
{
"Key": "c0261d03-b699-49b6-aa8c-0dd0a951037d",
"Value": "\"Woof!\""
},
{
"Key": "e66135ef-d091-4e42-b99f-e32d52dc8512",
"Value": ""
},
{
"Key": "c8216eae-8521-4cde-b729-b7669c320c0e",
"Value": ""
},
{
"Key": "ba64ee7c-c779-4914-9ffc-21f904f764f5",
"Value": ""
},
{
"Key": "973bd761-4472-4ecf-844a-732be9979538",
"Value": "\"Wake up you lazy dwarf!\""
},
{
"Key": "e5689286-6229-4bd3-a60e-432413f53f38",
"Value": "\"To arms!\""
},
{
"Key": "851cd7b8-d4a8-46b6-b778-c8cf642185b3",
"Value": "\"For Hargulka! For Trobold!\""
},
{
"Key": "8dc241a3-aee7-455c-be89-5cb0ddae0b97",
"Value": "\"Kill borba!\""
},
{
"Key": "427d1b14-93d0-47e7-b7fd-2458c4af6947",
"Value": "\"Hit and eat!\""
},
{
"Key": "6905b48d-a09c-46e7-9ae6-c8fec9e0c818",
"Value": "\"Hold it at once!\""
},
{
"Key": "d15f26b6-3c4d-4e7e-8369-c77819ca3a53",
"Value": "\"Don't let the current drag it under!\""
},
{
"Key": "58315b5c-043f-45e9-ae42-ae5a43caa606",
"Value": "\"I'm holding it!\""
},
{
"Key": "8f0f7b93-07ab-4c55-bdf7-ea44702e5f40",
"Value": "\"My nose is itching.\""
},
{
"Key": "c2b08695-2a10-41f2-904c-ace17caf51d1",
"Value": "\"Hells, it's heavy!\""
},
{
"Key": "6a2efaec-0a1a-4d0c-b2b9-0827ea4be53b",
"Value": "\"We can't handle it without your help!\""
},
{
"Key": "245d2cbf-fb17-4af3-8de1-f38c57a0587a",
"Value": "\"My cart! It's sinking!\""
},
{
"Key": "f4fefc20-ba4c-42e1-b02e-a9cef4d2b739",
"Value": "\"Come here, my valiant savior. Let me have a word with you.\""
},
{
"Key": "fc1b20ae-b49d-463b-b02c-6b0403176d88",
"Value": "\"Quick! You've got to help us!\""
},
{
"Key": "0f47e976-5ed3-4e10-a3a2-6cb90c4453c7",
"Value": "\"Hey, you there!\""
},
{
"Key": "c7434830-c569-48d9-9040-2e627c076f97",
"Value": "\"Ssssee you ssssoon enough! Thisss isss not over!\""
},
{
"Key": "2deb5fc3-9485-4760-84a0-607913a0e960",
"Value": ""
},
{
"Key": "77dfce93-1d9b-46e5-9f80-f9446913f3bf",
"Value": ""
},
{
"Key": "27234c92-6f3a-47d4-a7f9-fa06698a33eb",
"Value": ""
},
{
"Key": "df8039ca-9e7a-4107-95c4-5345287d2775",
"Value": ""
},
{
"Key": "cf31fc6f-bdfc-4c55-8ccd-9ad9492456dc",
"Value": "Ilora Nuski"
},
{
"Key": "c2691059-6c99-4f63-a5a7-0c1ae910295c",
"Value": "\"You will not corrupt me!\""
},
{
"Key": "0559e5f1-4d0a-4f84-849e-90ec772bac0d",
"Value": "\"Ugh, I miss a good fight. I want to hit somebody so hard, my
fists are itching.\""
},
{
"Key": "a4a8192c-6f17-49e3-a62e-9364a913b7d9",
"Value": "\"Some food would be nice... And some booze! When I get to a
tavern, I'll lock myself inside and won't come out until all the barrels are
empty!\""
},
{
"Key": "f877aae1-6a1d-4afc-b98d-9444c5f3d64f",
"Value": "\"Heh, my cape is all worn out... Got to catch a bear. A big one's
hide would fit me just right!\""
},
{
"Key": "92881c14-c736-4174-a892-0059bd33cebc",
"Value": "\"Everyone says brains aren't important for a lass. And they're
right!\""
},
{
"Key": "4e1f8aaf-b1c4-4a7b-bdc7-3d700e858643",
"Value": "\"A woman needs a bicep, that's what! A whack in the face will make
anyone respect you � that's right.\""
},
{
"Key": "ed914314-37ee-44c4-9d29-1392e7d3a11c",
"Value": "\"I'm looking at our gang... And I'm wondering. How the hell are we
still alive yet?\""
},
{
"Key": "0b7116fa-9510-4b9f-aa4f-e6b43bdf66aa",
"Value": "\"Everyone's so smart, it makes me sick. Writing smart books, fancy
prayers to the gods... I only punch first and then sort it out. I guess that's why
we're still alive, haha.\""
},
{
"Key": "92f9a83a-42aa-47ca-9936-f5fd7f83efe6",
"Value": "\"I don't get you. You're not a coward in battle. You don't flee
from our enemies. So why you always keep sighing and whining like a pup?\""
},
{
"Key": "83762cc9-25dd-4e95-b147-4775f3e503f5",
"Value": "\"Courage is the hardened end of compassion, Amiri. But I am
heartened you do not take me for a coward.\""
},
{
"Key": "842d06df-3dac-4bca-a8f5-7ad2f94c19de",
"Value": "\"Female wolves are as sharp-toothed as the males, and they hunt
just as good. Female bears fight like daemons. So why my tribe won't let women lift
their heads from the cooking pot?!\""
},
{
"Key": "93b0ae0b-cd6f-4392-aa54-ebcc8b34b7e6",
"Value": "\"People are not always wise. They act like beasts when it suits
them. Or invent foolish things rather than learn what animals know.\""
},
{
"Key": "bbc6ffc3-a961-4ca8-83c2-31e65c7a7bb7",
"Value": "\"How do you find your way in the forest, huh? All the trees look
the same to me!\""
},
{
"Key": "4059dc39-49e1-4d4a-8722-842e278a1c0d",
"Value": "\"People are the same as well. We have two hands, two legs. But you
can tell them apart when you meet them.\""
},
{
"Key": "2de263b6-1ab0-410b-919f-c9a44fbea428",
"Value": "\"I hate trolls! After what they did to Ekun's village, I could
tear them apart with my teeth!\""
},
{
"Key": "9af533b5-7c22-49bb-89e7-64d0e90c30fa",
"Value": "\"Torag bless you, Amiri. You know how revenge is forged.\""
},
{
"Key": "9a5cd1bd-2012-4aa9-9e47-cd1472a8bc2f",
"Value": "\"Oh, I am so hungry. I could eat a whole mammoth, trunk and
all.\""
},
{
"Key": "8ddc5148-6725-4f8c-93a5-93bd7f9ce349",
"Value": "\"Can't promise a mammoth. Might be able to shoot a deer, though.
Would a deer do?\""
},
{
"Key": "e85275f5-98c2-4ce6-aa7d-f8045e285c83",
"Value": "\"Ekun, why is your wolf staring at me? I'm not a chunk of meat!\""
},
{
"Key": "1c54b067-ae69-4741-8670-b55fd15a2505",
"Value": "\"He likes you. You have lot in common.\""
},
{
"Key": "e6233ff1-6c20-4639-9423-eb45336d23f4",
"Value": "\"You fight pretty good! A bow is no match for a sword, but...
Well, you make do all right!\""
},
{
"Key": "ac8036ae-089a-48bc-b996-f1e05c8da9bf",
"Value": "\"Even your praise sounds like a challenge to fight. But I
understand you. Thank you.\""
},
{
"Key": "7ed434d7-34aa-4340-bdfd-20b0a939fa71",
"Value": "\"Are there mountains where you're from? You seem like a highlander
� strong, tough... Not like wusses from the plains!\""
},
{
"Key": "5af5d523-22e6-48b6-9979-a5a996111906",
"Value": "\"There are mountains, yes, but people don't live there. Minotaurs,
harpies � dangerous places. I'm from the city.\""
},
{
"Key": "52b6a094-aa59-4464-a849-ea70da662756",
"Value": "\"I saw tracks near the camp! I'm telling you it's an ambush!\""
},
{
"Key": "49b831f9-240e-4772-8231-bea73c180179",
"Value": "\"No ambush. I'd feel it. Just a badger. A fat one.\""
},
{
"Key": "964500f8-b33d-4e87-9ff7-81c9ae444ed5",
"Value": "\"You're not bad at all! Let's fight one on one! Find out who is
the best fighter on this team, huh?\""
},
{
"Key": "89680a5e-066e-471a-a2ca-c4fac7f45213",
"Value": "\"No need to fight. You are the best.\""
},
{
"Key": "232d5cb3-108d-4d1d-92ea-a252f47fc7ec",
"Value": "\"I like your wolf! In the mountains we like them too. A tribe near
us used to breed such giant ones � ugh! They'd swallow a man alive! Horse and
all!\""
},
{
"Key": "76236c30-8421-4468-a0b0-87f220a9198a",
"Value": "\"Maybe a whole mammoth too?\""
},
{
"Key": "e1740452-75fa-4cc1-805b-8dab9ce87701",
"Value": "\"Hey, dwarf. You ever miss your home and your kin? Sounds from
what you've said, your kin is even more crap than mine�\""
},
{
"Key": "45a15736-2c75-498a-81ab-411050664c12",
"Value": "\"Why ask, if you know the answer?\""
},
{
"Key": "2445a954-b636-4943-a8c6-1d218f0498dc",
"Value": "\"Listen, Harrim, how about I give you a nice whack on the dome?
All that bull about the end of the end will come flying right out of you!\""
},
{
"Key": "922eb932-e757-4cc7-a6b8-cb436497180f",
"Value": "\"If you want to kill me � do it. What does it matter when we die �
now, or an hour from now, or a year from now? Don't take it wrong, but as long as I
live, I will preach.\""
},
{
"Key": "7f2f8d47-34b1-4092-8d8f-b99ef44b64ba",
"Value": "\"Hey, has anyone tried to get Harrim dead drunk? Is he still so
boring when he's loaded?\""
},
{
"Key": "261bcf79-bf34-41c1-93f1-855ae7417ef8",
"Value": "\"Oh, Amiri, Amiri... There were times when I was never sober. This
was long ago, before I came to Groetus... And I do not wish to return to those dark
days.\""
},
{
"Key": "7529b5ca-650f-4c25-8bc3-3c623fb71e33",
"Value": "\"Listen, Harrim, this Broetus of yours, what's he like? Some
disgusting slimy monster, sitting in a cave waiting for us all to die, writhing
around like a snake?\""
},
{
"Key": "65f81c6f-c1ce-4826-add3-31d6b21451c0",
"Value": "\"It's the opposite, Amiri. Groetus is the beautiful moon shining
over Pharasma's Boneyard... Well, not what is normally called beautiful... He does
look like a skull.\""
},
{
"Key": "e92c7018-3a84-4288-b5d1-b48d09872bc8",
"Value": "\"You're strange, Harrim. Dwarves are usually fun. They like the
bottle, they like to play and shout. But you just mumble all the time.\""
},
{
"Key": "f88e74b8-4fc8-4553-942e-9efca778b6cb",
"Value": "\"I am called strange by a barbarian who gets into every fight she
can, and doesn't believe in the inevitability of death? This is truly amazing.\""
},
{
"Key": "45b8b343-98f1-4686-9060-5ba7d743601c",
"Value": "\"Harrim, why on earth do you tag along with us, huh? Why do you
care where you sit as you wait for your big ending?\""
},
{
"Key": "335fbd6e-14ba-4115-99e7-fef765bc9b36",
"Value": "\"Sometimes I wonder. But I am where Groetus' whisper has brought
me, and this place is no worse than any other.\""
},
{
"Key": "6ce95ac3-3795-43da-aa05-519b8a5d2401",
"Value": "\"Listen, stiff, how about you go rot someplace else. I'm sick of
even looking at you.\""
},
{
"Key": "2d4502f8-e651-4a02-aa31-a7502ba93b28",
"Value": "\"Do I remind you of your own imminent death? Or perhaps you are
jealous that I have eternity ahead of me? In any case, I couldn't care less about
your opinion.\""
},
{
"Key": "56ace24e-5219-4d88-8651-5c1cadf2bb5e",
"Value": "\"Why couldn't you just stay at home? You were a judge, you had
respect!\""
},
{
"Key": "9fdf94b9-0f6b-4b3a-8145-321302b380ff",
"Value": "\"Respect has very little intrinsic value. The question is whether
it gets you what you want. And I wanted far more than respect could fetch me.\""
},
{
"Key": "9222af14-c0c1-46f6-a639-c61aa2199f6a",
"Value": "\"You made yourself undead on purpose� Blech, that's disgusting!\""
},
{
"Key": "679cfab2-511d-4cda-afcd-f851bedc950e",
"Value": "\"Judge what you know about � the taste of beer, for example. But
keep quiet about things you have no idea about.\""
},
{
"Key": "1835d9d1-6af2-4f0f-9dc8-20fc3684b5b0",
"Value": "\"Stay away from me, you spook! I'll tear off your hands before you
can blink!\""
},
{
"Key": "569fa72a-4c04-4c20-996a-06749c6608a7",
"Value": "\"You flatter yourself. I've no interest in primitive boneheads.\""
},
{
"Key": "55ce8caa-c6cf-49ee-b7b0-ba7110b3b847",
"Value": "\"Maybe you wouldn't be so weak if you ever tried to lift something
heavier than a leaf.\""
},
{
"Key": "5226b375-a68f-4daf-a11f-950cb46ea5a2",
"Value": "\"That's why you are here, to do the heavy lifting, and to kill the
big monsters. I'm here because of my supreme intellect and impeccable talents.\""
},
{
"Key": "98134b10-649e-44fb-be1a-38fd2ae3c8fc",
"Value": "\"Listen, Jubilost, I heard you mumble something about me
yesterday, while you were digging in your books.\""
},
{
"Key": "33b49415-fa03-41f4-8f97-84abc4e97c08",
"Value": "\"Yes, yes, I was just updating my knowledge on trolls, giants and
other ogres. I think you've much the same knowledge.\""
},
{
"Key": "9fabdcc8-ec6d-457f-9056-f64dc72e8cd6",
"Value": "\"Jubilost, have you ever been to the Realm of the Mammoth
Lords?\""
},
{
"Key": "accc433a-1ef3-4c95-a2a3-ef4bd0c0d5a0",
"Value": "\"Of course I have! I've written two books about it. A survival
guide, and a book of your savage songs. � And an article about cooking a mammoth's
trunk!\""
},
{
"Key": "c29fdce0-88b9-461d-86ac-c80e7a708680",
"Value": "\"Are you kidding me, pipsqueak? Just so you know, I'm ten times
smarter than you!\""
},
{
"Key": "995776dd-1fbc-43e6-b0c8-005ef66235b5",
"Value": "\"Ten times? Oh, so you can count to ten? That's an amazing
discovery! You really are smarter than you seem.\""
},
{
"Key": "d6ce91c4-58ed-4e94-9433-5fe0d0f30464",
"Value": "\"What did you call me? Perv... Ferv... You think if you use funny
words, I won't understand you are making fun of me, huh?!\""
},
{
"Key": "d6002d51-4326-4b3b-b670-27c57711f313",
"Value": "\"First, the word 'perfectionism' is not derogatory, and second,
the word certainly doesn't apply to you. If I wanted to insult you, I'll choose
nice short words so you could understand.\""
},
{
"Key": "1c6d955d-f80e-42b9-b219-1cb8cd7a5563",
"Value": "\"You keep making jokes, but it's my back that you hide behind in
battle!\""
},
{
"Key": "7c154b44-9db5-4582-8d42-960c14943948",
"Value": "\"I'm not hiding, I'm providing tactical support. If you don't
understand the difference, maybe I should just sit still during our next battle. I
assure you, you'll feel my absence very quickly!\""
},
{
"Key": "4d796650-3533-42a0-861e-7af1c8933c38",
"Value": "\"You smell like a warm bed, a cozy home, and food cooked by
someone else. What the hell are you doing out here? Civilization has made you too
weak.\""
},
{
"Key": "1595e3e0-0184-4f04-8ca4-7e463e850931",
"Value": "\"But smart � the smartest. I'm weaker than a bear but I'm smarter.
Meanwhile you're about equal to a bear on both counts.\""
},
{
"Key": "cba6923f-830e-4a2c-bff9-b74bb1287242",
"Value": "\"Hey, book kid! Want to hear a story about hunting a saber-toothed
owlbear? That was a good hunt!\""
},
{
"Key": "1632d513-35d2-4780-b772-0bf375974b3d",
"Value": "\"A saber-toothed owlbear? Hahaha! But Amiri, owlbears don't have
teeth � they have beaks!\""
},
{
"Key": "3da15319-7b60-4144-a94e-14bd06e18100",
"Value": "\"Once I killed a whole herd of mammoths. But our camp was too far
away! So I tied their trunks together and dragged them home for two days.\""
},
{
"Key": "4399be1c-1d16-40d2-8997-abde537cd8c4",
"Value": "\"Those must have been tiny mammoths! The size of squirrels!\""
},
{
"Key": "b0ec8913-5790-4170-a240-0c3bd3a42c49",
"Value": "\"Book kid, you don't believe my stories?! They're good,
interesting stories!\""
},
{
"Key": "13a337ac-ea27-47d2-a831-ec4fc70e6d7c",
"Value": "\"You know, we bards sometimes lie a lot in our books too... But we
try to not to be so obvious about it.\""
},
{
"Key": "51a5d359-dccd-43b3-8bb7-74b57ff73447",
"Value": "\"Listen, Linzi... Can you make up a legend about me? A short one,
at least!\""
},
{
"Key": "4ff7f2b2-77ba-4daa-a757-0cf78a527566",
"Value": "\"About you? A short one?! But your feats would be enough for two
heroic epics � with plenty left over for a saga!\""
},
{
"Key": "23ff276a-e38f-485f-b917-45e1f02c3396",
"Value": "\"Nok-Nok, you are so small and feeble, but ferocious like a
bear!\""
},
{
"Key": "1ce5c0a8-5ca1-43e1-94c8-a277884d68b3",
"Value": "\"I am Lamashtu's favored. Mother likes when stabs and jabs are
heartfelt!\""
},
{
"Key": "48486363-616c-480d-8949-477d805cc216",
"Value": "\"Hey, goblin! I saw you near my things. Tried to steal
something?\""
},
{
"Key": "8ac37f81-ba3a-40ff-928a-656d4c721394",
"Value": "\"Amiri has strange stabber. Wanted to look closer. Touched
nothing! Don't want to get hands slashed with that stabber!\""
},
{
"Key": "4cdda6b0-eeef-4942-acc2-b0e3e97b51e9",
"Value": "\"I feel so dreary! I want to punch someone so hard!\""
},
{
"Key": "781ea234-facf-4330-96be-c5b19c83999f",
"Value": "\"Easy, Amiri. There's no one to fight here, nor any reason to. I
could read you something for fun if you like.\""
},
{
"Key": "02b9ad50-352a-444c-a454-7503691d06f1",
"Value": "\"Listen, Octavia. Where you're from, do they also treat women like
garbage?\""
},
{
"Key": "71771c4b-5cce-465b-821c-67c423c759d6",
"Value": "\"I don't remember my home too well. But in Numeria where I grew
up, they treated everyone like dirt, men and women alike. I don't even know which
one's worse.\""
},
{
"Key": "ed74652e-e039-459d-8c56-9fa6b6da4c90",
"Value": "\"Regongar and you are like two boots that make a pair. Only both
are left boots, ha!\""
},
{
"Key": "e9d3bfa3-efd9-462e-b12e-3826453f6b9a",
"Value": "\"Yeah, that's right! Who else would need us, if we didn't need
each other?\""
},
{
"Key": "172068ba-858b-477a-a6ea-5a62a7bd419f",
"Value": "\"The way you smashed that creep with a spell, ha! Left nothing but
smoking boots!\""
},
{
"Key": "29ac5785-96d9-4b16-9bc0-ab65264671d9",
"Value": "\"And the way you picked up those two and crashed their helmets
together! It sounded like the bells were tolling!\""
},
{
"Key": "61aa2571-c0f9-4977-a980-7f982ec24887",
"Value": "\"Octavia, why do you always primp your hair, huh? Why the hell you
need to? Who are you going to charm here? Trolls or something?\""
},
{
"Key": "72add38f-336b-43ea-a83b-ac42a5685252",
"Value": "\"Everyone has their little weaknesses. I like to look pretty. I
didn't get a chance to do it much in the slave camp.\""
},
{
"Key": "d2106b2d-a387-4e34-ace2-da14a5112713",
"Value": "\"This magic all the time... It's all just tricks and fooling
around! What if you lost all your books? How'd you fight then? Let me show you a
few moves with a sword!\""
},
{
"Key": "2080e43a-3297-46e1-99b5-21ec4ff92fe3",
"Value": "\"Oh, I wouldn't want to steal the great warrior's glory! Let's
leave the swordplay to you, and I'll stay behind you with my tricks.\""
},
{
"Key": "87adc932-d6e8-4b29-a80a-4629e50388d7",
"Value": "\"Hey, fangs, how about some wrestling? I'm bored.\""
},
{
"Key": "0179040e-0aa1-422f-bbe4-33159774ad0e",
"Value": "\"Hand to hand with you? How about we do it inside a sack? I'm
always ready for that, ha ha!\""
},
{
"Key": "bc06956b-bb85-482f-b914-5c6ccee56b59",
"Value": "\"Regongar, don't your fangs bother you? It must be uncomfortable
to have such a snout.\""
},
{
"Key": "f97e802a-715a-4a6d-8781-8176d0a70f2d",
"Value": "\"Why? I can eat just fine � and kiss. What else is there?\""
},
{
"Key": "3ea599fb-b21b-485a-8a6c-77bd2e345402",
"Value": "\"I wish I could just, you know � lightning � and BAM! And there's
just smoke and embers left. Will you teach me?\""
},
{
"Key": "85b3ef1e-97cb-459c-832a-65cadf1fccde",
"Value": "\"Yeah, it's great! But it's inborn � you either have it or you
don't. To learn magic you'd have to read books like Octavia!\""
},
{
"Key": "73501019-c98a-4d5d-9412-346ca3818bd3",
"Value": "\"Regongar, about this Technic Gang or whatever... Did you try just
like killing all of them?\""
},
{
"Key": "8617072a-b775-4fc8-b406-f53320377af8",
"Value": "\"Ha, a great plan! Only that there was two of us and thousands of
them. Even if they lined up and didn't fight back, we'd be slicing their throats
until we were old!\""
},
{
"Key": "1dd64d7f-e6c2-47f3-9d42-79bd854f749e",
"Value": "\"A pint of beer would be nice. Or a barrel. Or better two! And hit
the pillow..."
},
{
"Key": "7a3c1848-0287-4a64-b2f8-aa046e8cbade",
"Value": "\"The beer will have to wait till we get back. But the pillow
doesn't have to, ha ha hmm�\""
},
{
"Key": "92e74f3d-9f47-4000-8194-fe65884620e6",
"Value": "\"Lightning is good, of course... But still, all this magic is just
fooling around. What matters in battle is a sword!\""
},
{
"Key": "e1890bbd-4671-461c-aacc-20207037f5dd",
"Value": "\"Ha ha, you're just jealous that I can do it and you can't!\""
},
{
"Key": "327aab6d-74f8-40bf-ba25-e842346ed97b",
"Value": "\"Watch where you're going in battle! If I say a monster is mine,
then you find another one, and don't steal my glory!\""
},
{
"Key": "db94b0db-b726-4237-9f70-f23efd230964",
"Value": "\"I don't give a damn about glory! I just want the enemies dead �
and quick! After that, you can just tell everyone you slaughtered them all by
yourself!\""
},
{
"Key": "701ff238-9c92-4648-9329-6cf03e93c857",
"Value": "\"Will you show me that move? The one you used to slice that creep
in half? Hey, what you grinning at? You just dare to make another joke about your
tent!\""
},
{
"Key": "6e68c04d-33c5-4d37-bddb-436ae86ef487",
"Value": "\"Ha ha ha! You're reading my mind! All right, I'll show you, no
problem!\""
},
{
"Key": "05676054-49fc-4df2-b915-ec960ddf692b",
"Value": "\"Tristian, why you so boring, huh? I've seen you fight! Sword
covered in blood, corpses underneath your feet � but your face is so sad, it's like
your favorite uncle's funeral.\""
},
{
"Key": "ff8f5a71-b3e8-4456-9d04-d143a05d1e10",
"Value": "\"Sarenrae teaches us to show mercy to all, even one's enemies. By
interrupting their life's journey, I've deprived them of a chance to better
themselves and atone for their sins.\""
},
{
"Key": "1d079a40-c9ba-4e98-a383-e60d0a874f62",
"Value": "\"If someone hits you on your cheek, you just need to block it,
counter-punch, and hit the bastard so hard his ears fall off! Just listen to
yourself: mercy, forgiveness...\""
},
{
"Key": "311541d2-6d34-4185-a298-55869cdc5d87",
"Value": "\"Amiri, you confuse mercy and stupidity. One can be merciful and
also able to stand up for oneself.\""
},
{
"Key": "d829f4e2-5c6e-439e-be7f-cc934a1ab080",
"Value": "\"Hey, Tristian! Want to arm-wrestle? I bet I'll win five out of
five!\""
},
{
"Key": "75592c83-fc97-4a2d-b292-6b0e33aacbc0",
"Value": "\"If you want to show everyone your strength, go wrestle a troll.
At least his broken bones will heal quickly.\""
},
{
"Key": "2e6df0c6-02c0-4eb3-9ffc-9d23037a3e5e",
"Value": "\"Listen, Tristian, why you always forgive everyone for everything?
Punch them once, then they respect you right away!\""
},
{
"Key": "01135bcf-0d7e-4776-a27b-d159b0117aa9",
"Value": "\"I don't need that kind of respect, Amiri. It brings nothing but
suppressed anger. Sooner or later, they'll understand they were wrong, and
apologize for their carelessness and rash words.\""
},
{
"Key": "68fc77ab-8afd-4cb2-88e7-41124d20028f",
"Value": "\"Listen, if your Sarenrae forgives everyone and everything, maybe
she'll forgive me about the couple of coins I owe you, huh?\""
},
{
"Key": "555c6c6e-ce6d-4d16-9e1f-0f10703e8436",
"Value": "\"Amiri, Amiri... Sarenrae forgives sins, not debts. She gives
everyone a chance to atone for their mistakes. So you have a chance to repay me!\""
},
{
"Key": "4e477092-0f2e-4e50-bd12-fa7189117516",
"Value": "\"Aren't you tired of being so polite and soft? Don't you want to
let off some steam, huh? Go on, pick up a sword, let's practice! I won't hit you
too hard!\""
},
{
"Key": "73896517-c1fb-42f5-a23f-735da798d40c",
"Value": "\"Thank you for caring, but I don't want to take up arms. These
hands like to heal wounds, not inflict them.\""
},
{
"Key": "7aec290e-a9e6-4269-b0c7-efec644547f5",
"Value": "\"So I pick up my clothes this morning � and see some pictures
embroided on it � pine trees, clouds, an owlbear fighting a troll... Spill it out,
who did that?!\""
},
{
"Key": "3ec45b32-5ac5-42b2-9bd6-2a6998f342e9",
"Value": "\"I confess. It was I. � I only meant to patch them up a bit� and
got a little carried away.\""
},
{
"Key": "faafd71b-03af-4db1-923c-6ca7e0d87806",
"Value": "\"Five to five already? Or still four to five?\""
},
{
"Key": "0765e0bb-e8b7-4e65-bcb1-d9fa8a56cc7d",
"Value": "\"I won four times, you won five. A good day for sparring!\""
},
{
"Key": "a58003cc-cf04-4b01-ae20-cd0573745d9f",
"Value": "\"You fight good but you're boring. A block, a lunge, all with a
shield in your hand � where's the fun in that? Just imagine: hit one in the ear,
the other in the jaw, and punch the third one so hard he sees above the clouds!\""
},
{
"Key": "f566b272-2efb-45d9-abc0-0d391ca26db7",
"Value": "\"If it weren't for my shield, the whole party would spend all we
have on healing potions. You like cracking skulls, and I'm perfectly content with
that, but you'd better let me watch your back. It'll be a lot safer for you!\""
},
{
"Key": "ebb7602a-b06b-4c68-bbed-fe7e59f64f96",
"Value": "\"You practice so much � and always by yourself. Aren't you tired
of doing the same lunges over and over again? How about we work together?\""
},
{
"Key": "c28be583-c29f-4f5e-9b26-64ff9f028734",
"Value": "\"Fine, why not. But it won't replace my practice. For me, the most
important asset in battle is discipline, self-control and iron will.\""
},
{
"Key": "c17140fe-7a1d-49ee-855b-265025c44414",
"Value": "\"Heh, I wish I was born in a noble family. Servants to lick my
boots and bring me breakfast in bed. Not like in my tribe. They wake you up with a
kick, and hustle you to cook for them � the stinking goats!\""
},
{
"Key": "985c7d02-d0e7-4b20-8b96-82a72d8c603a",
"Value": "\"I bet your time among nobility would be even shorter than mine.
You'd jump up the moment you were trying on your third dress, or drinking tea with
your auntie. You'd trash the place and run into the forest!\""
},
{
"Key": "08b40c2c-4944-4e5d-9b50-cf7a416b81b7",
"Value": "\"Valerie, what weapon do you like best?\""
},
{
"Key": "b3fbeea7-590c-4a8e-a2d1-024e1609191b",
"Value": "\"Whichever one I'm holding. I've been trained to fight using any
blade. Spears, axes, bludgeons and poleaxes. As well as with no weapon at all.\""
},
{
"Key": "b4d9e10d-c8c8-4088-a5bd-09d7971380df",
"Value": "\"Back home we'd say, 'the thicker the armor, the longer it takes
to ready the corpse for the pyre.' That's definitely true about you, Valerie!\""
},
{
"Key": "f7bd0bbf-e907-4d90-9c7e-c98d61863708",
"Value": "\"But you'd be quick. We'd just sew your arms and legs back, so
you're more-or-less human shaped.\""
},
{
"Key": "1a83fd8d-97f7-4958-a61e-e15952abed1c",
"Value": "\"You are so strong and noble, Valerie. Sometimes when I see you
fighting, I think of Sarenrae in her battle against Rovagug.\""
},
{
"Key": "6290976c-7a13-4941-a67d-8d2fb9796207",
"Value": "\"That's� that's the greatest compliment I've ever heard in my
life, I swear by it. And I've heard a great many compliments!\""
},
{
"Key": "dbd0fe89-f0f9-4351-9c89-a1b5f6d0ed14",
"Value": "\"Amiri, you're sad. Has something happened?\""
},
{
"Key": "bcf796bf-1c8d-4d4b-9c2b-1bd459b5db4a",
"Value": "\"The thing is � nothing happened! I didn't even fight anyone for
so long. Bo-o-oring!\""
},
{
"Key": "ec4450d9-ac0a-4934-9b24-14ba3bfb3e63",
"Value": "\"You have the spirit of a wolf, Amiri. I feel it.\""
},
{
"Key": "6f41d5d1-8b02-4281-9b43-b99d34aad143",
"Value": "\"Ha! That's true! But more like a bear. Big! Scary! Anyone who
stands in my way � I'll rip them to pieces!\""
},
{
"Key": "829c5a99-41d0-41d1-81eb-3a8455803058",
"Value": "\"Cleric. You often look at me. But never speak.\""
},
{
"Key": "40f54a6c-36b4-4653-8de5-76b6e38bf0bb",
"Value": "\"You rarely speak yourself. I� feel your pain. Would that I could
ease it. And I am saddened, my friend, that it's beyond my power to console you.\""
},
{
"Key": "4fa27570-0fea-4785-bc1b-01a94c40f9cc",
"Value": "\"I should have stayed there. Probably.\""
},
{
"Key": "8b2fec88-1077-4519-90d0-76093df4b27a",
"Value": "\"But then who would take revenge? I'll take revenge for as long as
I live.\""
},
{
"Key": "290390c2-016f-45f7-a5ba-b57ded4421da",
"Value": "\"Wolves are better than people. Many of them, anyway. They know
the value of friendship.\""
},
{
"Key": "f1e80f0a-e8f4-4806-a6b1-870b0676d2d4",
"Value": "\"People call someone a 'wolf' like it's a bad thing. It should be
a word of praise.\""
},
{
"Key": "eb320677-c560-46e4-8169-d287fedd8352",
"Value": "\"The bowstring came undone again. And the shoulders creak.\""
},
{
"Key": "526db3c9-6164-4437-99b0-3c33e462569c",
"Value": "\"A good, solid bow. It will last for a long time. I'll fix it, and
Torag will bless it.\""
},
{
"Key": "1da06d17-8579-4da4-9326-7a8cb6f82419",
"Value": "\"I should never have come to the Stolen Lands.\""
},
{
"Key": "e86926dc-63e5-4c62-a0f3-76475e839d7b",
"Value": "\"No, not like this. I shouldn't have stayed. But now it's too late
to leave.\""
},
{
"Key": "c5166386-bee7-429a-9b5b-470dfb25185f",
"Value": "\"Torag is a decent god. It's a pity you don't serve him.\""
},
{
"Key": "aef96cbe-ae50-4fb8-bd6a-2d33927e0b73",
"Value": "\"On the day that he betrays you, you will speak otherwise.\""
},
{
"Key": "ec490af4-9657-4f5c-b0df-9dccc28d8a0e",
"Value": "\"You're a dwarf. How could Torag do this to one of his children?
I'm sure he will take you back if you accept him in your heart.\""
},
{
"Key": "485a04c3-9256-4d0e-ba3c-7c744df8cc90",
"Value": "\"I'd rather accept a dozen swords in my heart than that traitor
god!\""
},
{
"Key": "331b65b2-6814-4263-a867-e7b55d115b7c",
"Value": "\"Harrim, you are confused. I can feel it.\""
},
{
"Key": "a8b5a2b3-0477-49a1-93c8-3c027a928e82",
"Value": "\"Confused? No, Ekun, you don't understand. This is not confusion,
it's despair. I've lived in despair for several years and I have no intention of
leaving it.\""
},
{
"Key": "1cad0ba9-0c6d-46c6-be65-8482b04e7072",
"Value": "\"Why do you always think about death?\""
},
{
"Key": "da635584-9133-4f6c-83ef-ff061f1206da",
"Value": "\"Ha, Ekun, Ekun... How can I answer this question? I'm more
surprised that none of you think about it much at all!\""
},
{
"Key": "7ee85482-f142-4cac-8490-28935768d052",
"Value": "\"You behave like a dead man. Why?\""
},
{
"Key": "6c1c2ff1-b1ca-4b1b-a593-a1467593c448",
"Value": "\"I am a dead man, just like us all. We are alive for a moment, and
dead for eternity. Which condition do you think more important?\""
},
{
"Key": "db93e7bf-85d4-4055-8614-d29cf034bba4",
"Value": "\"Stay away from me, Jaethal. You smell like the dead.\""
},
{
"Key": "9ce242e9-e0fe-4f5b-9c5a-799e9e9f5b99",
"Value": "\"My perfume smells of lavender, sandalwood and a hint of musk.
While you stink of grief and gloom. Which of us is more dead?\""
},
{
"Key": "a4150f8e-196d-4026-94a6-c4403f21cbdb",
"Value": "\"Unlife is worse than death. Death is honest, Jaethal. Why do you
fear it so?\""
},
{
"Key": "26644501-5659-43b2-a685-d3adcac0bd41",
"Value": "\"Do you truly think you've no fear of death? What are you waiting
for then? A blade is always at hand. Follow your family � no one's going to cry for
you.\""
},
{
"Key": "1e829c71-c270-4c65-9e8d-b762e515c33f",
"Value": "\"It's too bad our paths lie side by side, Jaethal.\""
},
{
"Key": "36c1c2f3-c0b7-43f3-84d1-6e86c006467e",
"Value": "\"I find no pleasure in bearing you as an ally, either. Perhaps the
day will come when you and I settle our arguments once and for all. For now, just
stay quiet and do what you must.\""
},
{
"Key": "daa2a567-625f-4aea-a8e0-ae1c848fdf7d",
"Value": "\"{name} trusts you. I don't. I watch you.\""
},
{
"Key": "28fa4e3c-7d19-48eb-9955-759bf98d55dc",
"Value": "\"What does trust have to do with it? {Name} sees the benefits of
our alliance, and knows I see them too. You can watch all you want, but if I decide
to turn on you, you'll see it too late to react.\""
},
{
"Key": "2adf6ced-c120-47f1-a039-1cb1b9ff8a50",
"Value": "\"You have the manners of a monster. You are more like a troll than
an elf! Where is your pride?\""
},
{
"Key": "7f949c45-5c87-4eac-a090-458d7fdcb441",
"Value": "\"Everyone in the party thinks you're the quiet one. But with me
you are surprisingly eloquent. But perhaps you'd be so kind as to show me your
legendary reticence.\""
},
{
"Key": "97c04fe4-cb38-41ad-8056-eb625daddf8d",
"Value": "\"Don't stand behind me. I'll shoot you. I don't trust you.\""
},
{
"Key": "585070ee-3f16-434c-8190-1bca37745dc4",
"Value": "\"And you'd better not stand upwind of me. Your smell makes me want
to waste a couple spells to cleanse you. � To the bone.\""
},
{
"Key": "f97e5fbe-7cb9-4798-9499-bfa2175bc528",
"Value": "\"Jubilost. We are allies, not enemies. Why are you unkind to those
who shed their blood with you?\""
},
{
"Key": "1d84378b-a71c-4ff9-9ca5-c73bfeec0aab",
"Value": "\"I'm unkind? Ekun, my dear friend, I'm incredibly kind, tolerant,
and placid towards our entire troupe, even to those who may not deserve it!
Besides, what you call 'unkindness' I call 'honesty'."
},
{
"Key": "cfbe746c-b3dc-4402-8be4-ed3e322d677b",
"Value": "\"Jubilost is never full, no matter how much he eats. How can a
tiny body hold such a huge stomach?\""
},
{
"Key": "27cd0610-077b-4341-b576-e6eb6b27ecc5",
"Value": "\"I eat as much as I like! I can afford it! You'd better watch your
dog, though. � Last night it stole the jerked meat I'd saved for morning!\""
},
{
"Key": "f66f082c-41f6-4325-b205-fa6a3433d308",
"Value": "\"Jubilost, you've been to many countries. Seen many different
customs. There are places where a sharp word nets you a knife in a back...\""
},
{
"Key": "480a29fb-34b2-43ca-93b0-ddd66af8370b",
"Value": "\"Very true! But on the other hand, I'm not helpless either. My
words might sometimes be painful, but a vial of alchemical fire hurts a good deal
more!\""
},
{
"Key": "d0dd37c9-0d16-4b74-9511-625c20128185",
"Value": "\"I think I've read your book. About dinosaurs. Am I right?\""
},
{
"Key": "a09becc8-2f26-4432-841e-0de93d52f46d",
"Value": "\"Ah yes! 'Megafauna And How To Cook It'? Yes, that one wasn't bad!
Heh, but will I ever try the tongue of a triceratops again?\""
},
{
"Key": "21554735-97d5-4e7c-8493-83a5ccfe9e9d",
"Value": "\"Sit. Don't attack. I don't like him either, but he's a friend.\""
},
{
"Key": "0627bd80-4ff4-4884-ad51-1d13edc6ae88",
"Value": "\"Ha. Tell your beast I don't like it either. I'd tell it myself,
but we're not on speaking terms after it gnawed on my field alchemy reference
book!\""
},
{
"Key": "8c627a32-be11-4889-b8aa-d1a7bcfc9d2f",
"Value": "\"You hurt everyone. Why? Your tongue is like a snake.\""
},
{
"Key": "2a003640-6a49-49e0-baa9-070bb93c416e",
"Value": "\"I never hurt anyone without a good reason! I point out people's
mistakes for them. It's just that hardly anybody likes to admit they're wrong! � So
they get angry at me instead of thanking me and improving themselves!\""
},
{
"Key": "395b93d2-41e0-4500-bfca-6140d4820c3f",
"Value": "\"Look around. What if someone is following us.\""
},
{
"Key": "f433f0e2-c432-48a3-a837-c01437aeb874",
"Value": "\"You're always on the lookout for an attack! But just think about
it: who in their right mind would follow a party including the invincible Ekun and
a few of his insane friends?\""
},
{
"Key": "3fd9c9c8-6e0f-4738-bb50-6bf2f87a846f",
"Value": "\"You said Vordakai is screwed? Screwed to what? Why use screws and
not nails?\""
},
{
"Key": "8b6f3eb2-7787-45c3-95de-5dbd42bf0ebc",
"Value": "\"Because screws are multipurpose tools. You can screw a table,
screw up or screw around.\""
},
{
"Key": "7b4eb2c2-343b-4797-95d9-68d6a4e8623c",
"Value": "\"Don't look at me, storyteller. I have no stories for your
book.\""
},
{
"Key": "13e92275-eed2-401c-b2d9-d0d54eee99e8",
"Value": "\"Oh, how come? You can talk about every leaf and bug in the
forest! You can't say anything about yourself?\""
},
{
"Key": "2c1b4c24-6850-452f-94a8-05822f69d6e9",
"Value": "\"If you need stories, ask the others. I've performed no feats.\""
},
{
"Key": "3a32bc37-d1a3-472b-8cd8-0551ad7dd68c",
"Value": "\"You think I'm only interested in feats? Ha! Any fool can write
about feats. But about true life...\""
},
{
"Key": "a7f6107b-d525-4a9e-a84a-6fc7f51a9627",
"Value": "\"Linzi. I don't want to talk about myself. Or my family. Or my
life. I don't.\""
},
{
"Key": "03957fe2-362a-4138-a7f3-58d2189b9b66",
"Value": "\"I even didn't open my mouth yet, and already you're shutting me
up! I just wanted to ask if you had any salt left!\""
},
{
"Key": "1cedd7b3-27d6-4b18-b23d-81acba2734ca",
"Value": "\"You would like it in Absalom. It's a noisy city. Big.\""
},
{
"Key": "70453d40-5451-4672-9882-e4d39a4960b5",
"Value": "\"Heh, I wish I could trade my homeland for Absalom! And you'd
probably be happy in my quiet village. But now � oh well! Now we both have our home
here, in the Stolen Lands!\""
},
{
"Key": "5c5b28f0-7a92-4b30-b252-76991af2ee5d",
"Value": "\"Why do people write everything down? Memory is firmer than
paper.\""
},
{
"Key": "c8456a0b-4e45-474c-a79a-9924c1d7d45a",
"Value": "\"You can't borrow someone else's memory and read it in a library!
Besides, memories die with their owners, while books keep living... Well, maybe not
forever, but definitely longer than their authors!\""
},
{
"Key": "736ba269-4138-4d9f-b835-10a456cb1894",
"Value": "\"Don't touch those flowers. They're dangerous. Poison.\""
},
{
"Key": "93c5f59d-fe81-4972-8b9d-8484b88f3a56",
"Value": "\"Oh! Seriously?! And I was about to pick a bouquet! How can such
beautiful flowers be poisonous? Thanks for the warning.\""
},
{
"Key": "1dcd4f03-27c4-46f7-bed4-85594a239e90",
"Value": "\"Keep your distance, Nok-Nok. We follow different paths.\""
},
{
"Key": "e54271ea-133e-40e9-983c-0f475961365f",
"Value": "\"How so? Will you go separately? Seek your own adventure? If so,
farewell then!\""
},
{
"Key": "c27f11f0-bff3-4637-97f0-0d0fef4efe12",
"Value": "\"Your heart is kind. But the shackles of slavery leave deep
scars.\""
},
{
"Key": "cf88f85c-ed25-49f0-9d70-1f93741611e0",
"Value": "\"I'm not sure I take your meaning, Ekun. But being sold into
slavery by your own mother � it's true, you can't just forget something like
that.\""
},
{
"Key": "32a3d36c-177b-4c3a-80de-c5143d86dd96",
"Value": "\"You are kind, but your kindness misses its target. I will never
be the same.\""
},
{
"Key": "0fd00da4-bff0-497d-af4b-1ef062897e06",
"Value": "\"I don't have any targets! You can be whatever you like. That's
true freedom!\""
},
{
"Key": "82e3bf49-7f81-4acd-803b-534b88339ea1",
"Value": "\"Octavia, tell me, did your parents...\""
},
{
"Key": "3b639e8d-1288-4aab-8312-a3861195db41",
"Value": "\"Not another word, all right? I know, I know, your family and
everything... But, for the love of the gods, don't mention my parents again, unless
you want to hear something you won't like!\""
},
{
"Key": "7da77373-e7c6-4398-ac5e-40180e45e637",
"Value": "\"You have a bruise. That will bother you. A leech would help.\""
},
{
"Key": "e7c50f07-9877-4c89-9e77-49850b7913bc",
"Value": "\"What? A leech?! No thank you. It'll somehow have to figure out a
way to heal by itself!\""
},
{
"Key": "388a7f91-dd68-456d-b97d-f8646a8812fc",
"Value": "\"Regongar, you don't value life. Your recklessness will be your
undoing.\""
},
{
"Key": "1ee9da56-8c2c-4a9c-acb1-7bf555273cc6",
"Value": "\"I don't value my life? Ha! I have a fantastic knack for life! A
good fight, a hearty meal, a strong drink and a warm bed � now that's life!\""
},
{
"Key": "855706e6-588e-4ebe-a7f1-ba4b896d893f",
"Value": "\"Where's my dagger? Regongar, have you seen it?\""
},
{
"Key": "ca7581cd-3145-4112-9c4c-9fe86de7259c",
"Value": "\"Your dagger? I think I grabbed a knife to cut myself some bread.
It was lying by your knapsack � look over there in the grass.\""
},
{
"Key": "a569f18a-9c63-4c8f-b7ba-66591fc6752c",
"Value": "\"You blame the Technic League for what you have become. But a
slaver's lash hurts only the body. It was you alone who mangled your soul.\""
},
{
"Key": "39173f76-0fbd-40a9-bdbd-1ca40ff1bf05",
"Value": "\"Sure, well you can go to hell with your philosophy. Some man of
wisdom! You pissed away everything you had in life, and now you want to go around
teaching others!\""
},
{
"Key": "736e3195-38a5-47e8-815d-235e2bc144d2",
"Value": "\"You are lucky, Regongar. You have Octavia. Treasure her.\""
},
{
"Key": "0a40f76a-2be4-4120-b322-7e263b995f88",
"Value": "\"No way! Without you, I'd never have figured out that I should
value the most important person in my life. Thanks, Ekun � you really opened my
eyes here!\""
},
{
"Key": "90dd8ebc-121f-4c8d-98d3-1841736f2a7b",
"Value": "\"You are too cruel. If you do not control the beast in you, you'll
become an animal yourself.\""
},
{
"Key": "f43690b1-cf0c-44ca-a6c6-964ab502aea0",
"Value": "\"I've always been an animal! They wanted to raise me like a
watchdog, but they got themselves a wild wolf, ha ha.\""
},
{
"Key": "eb6ed619-fce7-44f5-8e58-19ffd0445ae2",
"Value": "\"Tristian, you're looking at me strangely. What's wrong?\""
},
{
"Key": "ac9eed61-ae00-4cc2-8245-b82092fbdede",
"Value": "\"I see so much pain and suffering in you... Forgive me for not
being able to lighten your burden.\""
},
{
"Key": "1a8ac29c-56c1-4544-83d5-f69b72a2f2f1",
"Value": "\"You can fight. You aren't afraid. I have seen this. So why do you
avoid fighting?\""
},
{
"Key": "0b618298-0434-445a-a2ca-1dbc8c40c50a",
"Value": "\"Because every battle, win or lose, is another defeat. Every death
is another soul that will never come to repent and be forgiven.\""
},
{
"Key": "2011f4b3-44d8-40f1-9695-d2cb0f4a1eb1",
"Value": "\"You seldom utter a rude word, but your words and actions are
often cruel. Why is this?\""
},
{
"Key": "f54e196a-5621-4d60-a6d6-117b228ab606",
"Value": "\"One doesn't exclude the other. My sword always shines, I can't
stand dirt on my armor... but when it comes to battle, I slash without mercy.\""
},
{
"Key": "dfbbea4d-4155-469f-9d21-c8cbc741fdda",
"Value": "\"It's difficult to live without faith. I couldn't do it.\""
},
{
"Key": "38a2152a-c054-425a-862e-f6c6bccc68ca",
"Value": "\"Forgive me if my words seem rude, but... You only need faith
because you've survived what you have. You need faith like a lame man needs his
crutches. And I need it like a healthy man does.\""
},
{
"Key": "99467f56-5e5e-4086-8c80-572ca20f9580",
"Value": "\"I haven't seen many pictures. But those I have seen were
beautiful.\""
},
{
"Key": "7649bb46-25bc-4af4-adc4-53b82872f51f",
"Value": "\"You would think otherwise if you'd seen as many as I have. They
are... Cold. Pretentious. And useless.\""
},
{
"Key": "b5d272f0-2dbf-4f9a-9ea0-22228e014b7b",
"Value": "\"Do you think you are better than others? Is it because your
parents are nobles?\""
},
{
"Key": "29e56aea-0897-414e-9be9-1b2451086800",
"Value": "\"It's not arrogance, just dignity. Unfortunately, many people �
especially among the commoners � are taught from childhood always to doubt
themselves. That's why they don't understand the difference.\""
},
{
"Key": "44637e6e-4782-440e-9d21-bf46fe384f29",
"Value": "\"Amiri, I know you must understand that death is inevitable, and
eventually you will have to face it...\""
},
{
"Key": "64eaab07-19ba-4596-a038-6e659eaacd11",
"Value": "\"Are you going to babble on about Broetus again? R-r-r... Do you
see that rock? Go and hit your head on it. Or I will!\""
},
{
"Key": "a734230d-e31d-492d-82a3-dd0c16d7734c",
"Value": "\"You have such a huge sword... How is it that you don't tire of
swinging it, Amiri?\""
},
{
"Key": "f6bd1378-1f57-4ec0-80a5-c70623d78d11",
"Value": "\"You have such a busy tongue... How is it that you don't tire of
wagging it, heh, Harrim?\""
},
{
"Key": "8cf8eefc-10e2-4e07-9356-8a31df326ee8",
"Value": "\"What god do the Six Bears venerate?\""
},
{
"Key": "2c1e87ac-32c7-433b-956b-b1f82bd46383",
"Value": "\"The men? Gorum, of course. Because they are all such great
warriors, you know. As for the women, they worship either their ancestors or
Erastil. They tried to stop me from praying to Gorum, but I smashed a couple of
mugs and they left me be!\""
},
{
"Key": "859d6009-9aa7-41fd-9760-412f5b75eaf4",
"Value": "\"Drinking and fighting... Amiri, don't you understand how empty
and ridiculous all this is?\""
},
{
"Key": "9f0d06ff-9cc2-4750-8bb1-2e505271a762",
"Value": "\"Your head is empty! And your face is ridiculous. In fact, you are
ridiculous all around. A good fight and some booze � what else do you need to be
happy?\""
},
{
"Key": "fa4bee85-2432-40e2-990e-6743f0ea8cc1",
"Value": "\"Haven't you seen enough death � been the cause of so much death �
that you've thought about what awaits you?\""
},
{
"Key": "001b7dc3-6b04-4b17-9794-9dcac511e751",
"Value": "\"What's there to think about? I'll live while I'm alive, and when
I'm dead, it's the end. I'll go to Gorum's feast!\""
},
{
"Key": "458d05b5-a48c-4f7e-a693-f3d7bd376239",
"Value": "\"So you came to me again. Another attempt to convince me that the
world won't end? That I'll not find peace in the teachings of Groetus?\""
},
{
"Key": "873a0349-d34c-460d-a5f1-501f57990c93",
"Value": "\"I just brought you a piece of pie that remained after lunch.
Enjoy, and we'll save the arguments for later.\""
},
{
"Key": "0ab9aac1-af26-4004-a92e-8b5b985b49b2",
"Value": "\"Isn't it ridiculous for people to worship Torag � the god who
betrays dwarves?\""
},
{
"Key": "772cc573-5ae9-4d03-bf41-28cd6e579526",
"Value": "\"It's not. What's ridiculous is to worship destruction and
ashes.\""
},
{
"Key": "c974cb0b-ba01-4452-b27c-814ef0ddeb48",
"Value": "\"Torag is the patron of pointless fuss. He teaches the forging of
metal, without thinking of the rust that will eventually turn it to sand...\""
},
{
"Key": "5805f7fb-299b-4c6a-9ab2-29516c012d0d",
"Value": "\"Then a new blacksmith will forge new metal. Torag will help the
grandson the way he helped his grandfather.\""
},
{
"Key": "d2316211-ed87-496d-a82d-fce66cef6ae5",
"Value": "\"What drives you? You of all men must feel the frailty of life.\""
},
{
"Key": "984e0530-0af2-4dd0-84c7-3be7409cc3f0",
"Value": "\"I live while there is something to live for. What about you,
priest? What keeps you going?\""
},
{
"Key": "22c785fc-e74c-48b9-806c-6bd7fce657d2",
"Value": "\"Groetus is patient. He scornfully watches this pathetic fuss at
his feet, knowing the outcome has already been decided. Isn't that a manifestation
of divine wisdom?\""
},
{
"Key": "a37912a8-8a40-4bc6-887e-f1dc86511d13",
"Value": "\"Groetus may be patient. Me � not so much. Spare me your
preaching.\""
},
{
"Key": "b29915ea-a5c6-4653-82f9-18fe081e53cd",
"Value": "\"If you worship Torag, why not honor the other dwarven gods?
Angradd? Magrim?\""
},
{
"Key": "dcdc0467-12cb-4488-86c3-611a0b2cb460",
"Value": "\"I respect all gods who are not evil. Even your Groetus. You
should do the same.\""
},
{
"Key": "3f4b4510-0fc1-4db2-be4e-67786212aca0",
"Value": "\"People are so busy with pointless worldly vanity... They'd be
better off spending their short lives accepting the end with dignity!\""
},
{
"Key": "454f5935-2ea8-4ee2-890e-3ae2c69757a1",
"Value": "\"I sank to such lows after my exile. I was a pathetic sot,
drowning my feelings of uselessness in cheap drinks... How ironic is it that the
teaching of Groetus would bring sense to my life!\""
},
{
"Key": "8f0d0b7c-1027-4f2d-8519-e14a1f2857ba",
"Value": "\"The end is inevitable. My end, our end, the entire world's
end...\""
},
{
"Key": "78902058-a443-4561-af7b-cf077f48ec72",
"Value": "\"I'm so tired... Sometimes I feel like reaching for a rope... But
is that a dignified end? No. I suppose I should live a little longer, and see where
the world is rolling...\""
},
{
"Key": "7a7bc2e8-bab0-4365-bc7b-ae8bd0b0ef26",
"Value": "\"Everyone laughs at me. Some do it kindly, some laugh with
contempt. But who will laugh last?\""
},
{
"Key": "909a40a6-026a-4de2-be8a-fe61fca16732",
"Value": "\"Hmm... I suppose they will. But I � I will be proven right when
all the laughter fades!\""
},
{
"Key": "bc262e41-56a1-430f-b1d5-014eb0adcd6b",
"Value": "\"Oh, I lost a button... Thus the inevitable end of the world is
seen even in littlest of things...\""
},
{
"Key": "f716c39d-2e24-4901-9e24-ee5e4fae0708",
"Value": "\"My tooth hurts. I should get it healed... Though what's the point
if I'll die soon anyway?\""
},
{
"Key": "1bfb7418-bdaa-4ce0-9559-afb848d2db82",
"Value": "\"A bottle of wine would be nice... Or maybe two... But no, no, not
on a march!\""
},
{
"Key": "1189390f-1969-43fe-9353-f80cc838b800",
"Value": "\"And when we get back to the capital, I better just have a mug of
beer. Just one. Don't want to make things worse...\""
},
{
"Key": "dcaa9e90-5ae5-4d76-867b-328725a044b9",
"Value": "\"You died but you still cling to your worldly existence. Is there
sense in this? The undead exist for a long time, but even they don't last
forever.\""
},
{
"Key": "11199003-a9a3-4dbb-8568-0d569a6c7dab",
"Value": "\"It looks like you don't know much about the undead. For what it's
worth, I'm the only one among us who has a chance of witnessing the end of
times.\""
},
{
"Key": "d5ee4eb2-352e-4119-b52a-11a65ff1e187",
"Value": "\"To reject your former life, your people and their gods, and find
yourself in service to another deity... We have much in common, Jaethal.\""
},
{
"Key": "23171189-702d-41ba-837e-06e43d1e875c",
"Value": "\"Don't flatter yourself. You are not my equal in anything, any
more than you are equal to me in height.\""
},
{
"Key": "0204688d-4a0e-4d73-977a-28d4c0f861c7",
"Value": "\"Your body is neither dead nor alive. It's like you're stuck
between two worlds.\""
},
{
"Key": "a953a815-e062-461d-b6fe-4aac5e106c08",
"Value": "\"Why does it bother you so much? Is the priest of the world's end
still afraid of death?\""
},
{
"Key": "50d18429-1b44-4e39-8a01-a084b546ab2e",
"Value": "\"I often wonder that people cling to their false ideals. Whatever
is familiar seems right to them. Everything new frightens them.\""
},
{
"Key": "32714f2c-c040-4907-96a7-a00bcecc3ae6",
"Value": "\"I'd agree with you, but then you'd just launch into another
speech about Groetus.\""
},
{
"Key": "5cdd813f-9f6a-42cb-aebb-9e455574750e",
"Value": "\"Isn't it folly, trying to recover the gnomes' lost immortality?
Nothing is eternal. Is there truly a difference in the face of the oblivion � to
live for ten years or a million? The whole First World will come to an end at some
point...\""
},
{
"Key": "2f5ae50e-ea51-47af-aaf0-a9490fa5b490",
"Value": "\"I don't know about the end of the world, but your nagging is
certainly endless. This makes you somewhat of a living phenomenon.\""
},
{
"Key": "d269dbdf-8c7d-444e-984e-2b362e9bd93e",
"Value": "\"You know, Jubilost, I believe your 'Bleaching' is not a curse but
a gift. You live exactly as long as the world seems interesting to you, and then
you leave when you tire of it.\""
},
{
"Key": "e5b7f8fa-d1e2-4d74-8a82-9c38695916d0",
"Value": "\"A curious observation... I admit, I haven't looked at this
problem from such a viewpoint! I think I must disagree with you, but you've given
me some food for thought!\""
},
{
"Key": "3f8b0695-35e6-4c30-ad26-4e5582aef314",
"Value": "\"You serve Desna, right?\""
},
{
"Key": "23131d70-e972-49c6-927d-033258237879",
"Value": "\"Not quite... But still, you know, with my way of life you can't
have too much luck. Sometimes I donate to a temple of the Great Dreamer. But I
don't go overboard!\""
},
{
"Key": "f7f2a311-41fc-47c8-a8f8-a5f72d04d36c",
"Value": "\"You know, Jubilost, I think you would make a great priest and
preacher. Your sense of purpose, and your eloquence...\""
},
{
"Key": "d273edf7-ecd6-45aa-8633-941cd9894068",
"Value": "\"A priest? Me? Pff! I'd die of boredom in a week, if I had to
repeat the same cheerless sermons day after day! Or I'd add some new ideas, and in
no time I'd be expelled from the priesthood for heresy!\""
},
{
"Key": "09a4f3a2-54a4-4a56-8ca4-d574766044fa",
"Value": "\"How can you be happy, and make plans for your future? Every
moment you laugh or peacefully enjoy your life, someone somewhere else is breathing
their final breath.\""
},
{
"Key": "1480f700-e064-41a0-8fc8-9f3010dfdae1",
"Value": "\"Every time you open your mouth, my hope for a relaxing evening
fades. Please don't get all wound up.\""
},
{
"Key": "af1a48ce-a1a6-4da0-a956-c6c5593ec858",
"Value": "\"You studied writing for such a long time, put so much effort in
your art, and they threw you out of the Academy. Yet in spite of all this, you
didn't give up. Why?\""
},
{
"Key": "ba066dcf-e7b5-4c96-b248-2577bc4bc887",
"Value": "\"Maybe because if I did give up, it would mean they got what they
wanted... Or no � maybe because life without writing would be so boring! Hmm� To be
honest, I never really thought about it.\""
},
{
"Key": "e4e61dd1-c894-4f45-8a56-7ace7fd0cef7",
"Value": "\"Why are you staring at me? Do you see the shadow of inevitable
death behind my shoulder?\""
},
{
"Key": "51181636-fd39-4cd0-ba2e-173d1b82ee92",
"Value": "\"No, I saw a spot of soot from the fire on your cheek � looks like
a unicorn! Harrim, do you ever wash your face?\""
},
{
"Key": "f7b33224-44b4-4c6e-806e-f9f185e1de6e",
"Value": "\"You write and you write, Linzi... But what's the point if you
will be forgotten after you die?\""
},
{
"Key": "95200a15-b1a1-4e02-b3c4-4d58b4e25057",
"Value": "\"That's why I'm writing, so I won't be forgotten! My stories will
belong to the ages! Yes, the ages � I won't accept anything less!\""
},
{
"Key": "360d5601-f647-4cb6-810a-042a5261efce",
"Value": "\"It's strange that you held on to your love of storytelling after
you were expelled from the Academy.\""
},
{
"Key": "9f3e5acd-d3e3-4eb2-8edd-f3558b11f571",
"Value": "\"It's not strange at all! I write for myself and for other people
� and not for those bloated toads at the Academy! People like my stories � and I
couldn't ask for more!\""
},
{
"Key": "d7dc0e6d-e096-410c-96f0-e1e392066eed",
"Value": "\"I turned to Groetus when I lost everything. You lost everything
too, Linzi. Why do you keep clinging to your old life?\""
},
{
"Key": "ddf64c61-cac2-4840-8654-490ff5cbc96c",
"Value": "\"Why do you ask? � Have my hands withered? Did my eyes fall out?
Maybe I forgot all the letters, or got a cursed inkwell that evaporates whenever I
reach for it? As long as none of that happens, I'll keep writing, just like always!
Why do you think I've lost anything at all?\""
},
{
"Key": "ea61bb75-9f9b-4a53-918f-f6a2f9056fac",
"Value": "\"I'm amazed by your inexhaustible energy. It's seems strange you
can be so joyful after everything that happened.\""
},
{
"Key": "a0330d50-b2e3-4367-b83d-268d372ab893",
"Value": "\"And you're always sullen and pouting, Harrim. Smile a little! If
we do die at some point, I'd prefer to be buried with a smile on my face, not with
a glum frown.\""
},
{
"Key": "891389ec-fc09-4024-9bd9-7dbb1dac7b0f",
"Value": "\"Goblins seem as if they would do better to worship Rovagug. You
adore destruction and smash everything you can. So why do you and your tribe follow
the Mother of Monsters instead?\""
},
{
"Key": "babc0726-b615-4f16-b042-9c4650b8d608",
"Value": "\"We like breaking others stuff. Things we built � too good to
break. And Lamashtu gives tribe hardy babies � hardy enough to survive in their
cages!\""
},
{
"Key": "432c5854-2bb0-4663-98ba-ae5adc8230ad",
"Value": "\"I often catch you looking at me sideways with fear in your eyes.
You do not want me as a companion?\""
},
{
"Key": "370de6a7-360c-49f6-b17f-20232899c5fa",
"Value": "\"No, Harrim, how can you say that!? Your faith frightens me,
that's true. But I still like you personally. You're not arrogant � unlike many
other clerics � and you have a peculiar view of the world. Traveling with you is
always interesting.\""
},
{
"Key": "85635cec-c1f5-42ca-ba78-0c2a9ba884f8",
"Value": "\"You've endured no less suffering than I. Haven't you realized by
now how pathetic and cruel the world is?\""
},
{
"Key": "74a5e2ed-72c2-4a8d-b139-0fa3cb1566fb",
"Value": "\"It's as bad as we allow it to be. And it's as beautiful as we
make it. So stop grumbling and get to work!\""
},
{
"Key": "7ba461c1-a3ba-4875-bb54-c8d994b3d97e",
"Value": "\"This world might be full of suffering, but friends like you make
me put up with it.\""
},
{
"Key": "e1dce0a7-83a4-47ed-befc-4a1f9d341292",
"Value": "\"Thanks. I value you a lot too, no matter how much you grumble!\""
},
{
"Key": "eda92c82-33da-41b9-8ad5-dd9efc7f52e8",
"Value": "\"My jacket was all torn up, but someone mended it neatly last
night. Was it you? Thank you, although I am not worth such efforts.\""
},
{
"Key": "5d77cc15-51c4-4e1b-8268-05a330da6e7c",
"Value": "\"You're welcome! I know the world may crumble to dust sooner or
later, but meanwhile your jacket can serve you a bit longer!\""
},
{
"Key": "9c8a94bd-68ed-45a1-b7e0-44ce5c9ab357",
"Value": "\"It's a pity you cannot hear Groetus' whisper. I would so like you
to understand what I'm talking about...\""
},
{
"Key": "a23f3ebe-7c19-4b10-b580-a19e83f5a066",
"Value": "\"But I do understand you � I do! But if I was busy listening to
some whisper telling me about death, then who would cheer you up?\""
},
{
"Key": "111f8e86-9f25-4cf2-baca-b3233e61566c",
"Value": "\"You had it tough, enslaved by the Technic League. Tell me, didn't
you ever think about putting an end to all the suffering?\""
},
{
"Key": "8f752e2c-ce0d-48d4-a479-a6812466ab7c",
"Value": "\"You mean cut my throat? Pff! That's for weaklings. Hell no, I
prefer cutting other people's throats!\""
},
{
"Key": "78c21a39-70f7-41d7-975f-90ab3980c53d",
"Value": "\"Regongar, I...\""
},
{
"Key": "a5220b90-4747-496b-a7ba-48eae1b5cb18",
"Value": "\"Harrim, shut up, will you?! Every time you open your mouth, some
screed comes tumbling out. Go whine to someone else!\""
},
{
"Key": "9c751ca2-7c31-49f6-9442-766269409fde",
"Value": "\"The fierceness of orcs is famous all over the world. But you,
Regongar � you're only half-orc. How is it you have so much animal rage?\""
},
{
"Key": "fb0d0dd9-f1ad-4236-ab84-c7ab97b858b0",
"Value": "\"What I lacked at birth, the slavers' lashes more than made up
for!\""
},
{
"Key": "5edb8c6e-8d60-46ff-8f29-a74e32f62418",
"Value": "\"I don't understand why you entertain your flesh with base
pleasures. They fade quickly, leaving only a headache and a bad taste in your
mouth. Wouldn't it be better to ponder the eternal?\""
},
{
"Key": "acf4c88a-7216-46ea-a91c-6cbb369450d1",
"Value": "\"Hey, I think about eternity! Unless the priests are lying, I'll
go to Elysium after I die � to an eternal feast with Calistria! You think I drink
too much and sleep around? Imagine what goes on at the feast of the goddess of
lust, ha ha ha!\""
},
{
"Key": "78c04e2a-d118-4a0c-b808-91fd30e194f0",
"Value": "\"What does it matter if you bring vengeance to your enemies from
the Technic League? They'll all die sooner or later anyhow.\""
},
{
"Key": "557e471b-9bb3-4c38-bcc4-09784320e843",
"Value": "\"You might not care about how your enemies are sent to the
hereafter, but I do. I prefer it sooner, and by my hand � not later in a warm
bed!\""
},
{
"Key": "1e51df81-71d2-4ee1-969b-9a052036580d",
"Value": "\"Will you escape from the Technic League's agents? Will they catch
you, or will you catch them... Will you die sooner or later than them... This is
all happening in a moment before eternity � so what does it matter who wins?\""
},
{
"Key": "64c54542-a98a-4b82-a357-29d8f9c103bf",
"Value": "\"What is an eternity of dust and ashes worth? That short moment of
life that you don't give a damn about � that's all I have! So yes, it does matter
how I spend it!\""
},
{
"Key": "3aced0f2-4e9d-4b9b-8f6f-f4ffe3ba5278",
"Value": "\"Sometimes I admire you when I watch you fight. It's like you
embody the uncontrolled power of chaos, leading the world to its imminent end. Some
die from the fire or storm, while others from Regongar's hand...\""
},
{
"Key": "130ef4b1-a6bc-4128-b48f-07d8d4ed404c",
"Value": "\"Ha ha, you got it! Yeah, man, I am what I am!'"
},
{
"Key": "4b57c398-4977-44d8-aa44-dae7cd89feda",
"Value": "\"You laugh at death, but you will face it someday...\""
},
{
"Key": "a0a2e0bd-c7b7-4f87-9e2d-7f96deff6f04",
"Value": "\"No I won't! Think about it. So long as I'm alive, there's no
death. And then when it comes, I'll already be gone, ha ha!\""
},
{
"Key": "b2590954-e534-4a08-939e-d12d2d5b48f0",
"Value": "\"Sarenrae teaches mercy. But isn't death the greatest mercy, an
end to the suffering of frail flesh and the restless mind?\""
},
{
"Key": "3e4b01db-c233-4328-a9e0-926dd7ea56e4",
"Value": "\"I don't think so. Death releases us from suffering, it's true...
But it also takes away our chance to atone for our sins!\""
},
{
"Key": "d4de0bbc-065d-40f6-9143-9de9e8f88881",
"Value": "\"Sometimes I ask myself, why does Groetus give me healing spells.
What's the point of healing those who are meant to die?\""
},
{
"Key": "597d065b-1a14-4df2-ab71-9cf3cfd8edb1",
"Value": "\"Why does he give any powers to his followers, if he's entirely
impartial to them, as you say? Perhaps this world is important in some ways, even
for Groetus?\""
},
{
"Key": "2a59e9ae-bcfe-48b4-9a7b-673dd2b6a754",
"Value": "\"Everyone is striving somewhere, wanting something, fighting for
something... Like the silly fuss of little blind mice.\""
},
{
"Key": "ddaa7fd2-8b4e-4195-821a-a163328cc14f",
"Value": "\"But you fight beside us! Is this because you don't understand
your own god's teachings? Or perhaps there's wisdom in participating in worldly
matters...\""
},
{
"Key": "a1ef159d-213b-46c7-ad49-7fddcea66e6a",
"Value": "\"This world is full of filth, anger, and suffering. When it's
gone, everyone will feel better.\""
},
{
"Key": "1352a919-f18a-4a4c-9314-845870f196b6",
"Value": "\"You say strange things. Who is there to feel better, if no one
exists? Let's instead try to make the world better for those who are still
alive!\""
},
{
"Key": "ecbb6f34-4c5f-4630-8b08-17893fec41aa",
"Value": "\"Even the gods will disappear sooner or later. What about us?
Oblivion even makes gods equal to mortals...\""
},
{
"Key": "097234a7-1f13-4976-870e-712dcb62e7e1",
"Value": "\"Sarenrae does not fear non-existence. Nor am I afraid of death,
inevitable as it is. Mortals imitate the gods in many ways � that's the point of
faith.\""
},
{
"Key": "671024fa-3a13-49bc-8aca-ff99aa7cb54d",
"Value": "\"You are disappointed in Shelyn, as I am in Torag. Listen closely
� maybe you, too, will hear a barely audible whisper... Perhaps Groetus will speak
to you too?\""
},
{
"Key": "e88c2f2e-6bad-4df3-ba21-4abae80c893b",
"Value": "\"No one is talking to me, Harrim. And if I start hearing whispers,
it means I have problems with my head, not with my faith!\""
},
{
"Key": "c51e4e95-5a13-41b8-afc3-c6ce1793e41d",
"Value": "\"You are very beautiful, Valerie. I will feel regret when such
beauty dies.\""
},
{
"Key": "1e694df9-0b87-4dab-8612-2fceef8c8a60",
"Value": "\"Hmm... Of all the dubious compliments I've ever heard, this one
is probably the most doubtful.\""
},
{
"Key": "1d8a33de-6790-4d13-916c-5ff137be8925",
"Value": "\"I don't understand you, I'm sorry. How can you live without faith
at all?\""
},
{
"Key": "cb5736fe-8bf2-478c-8b3a-6851f294de4c",
"Value": "\"You said yourself that everything in this world is pointless. Do
you think faith is an exception?\""
},
{
"Key": "d595b6d6-26a0-408c-9666-9d89564f7def",
"Value": "\"Had I not met Groetus' followers in my darkest hour, I might have
taken the same path as you.\""
},
{
"Key": "971b644a-b75a-4337-a304-f9341767fa2c",
"Value": "\"I don't think of it as a path. � The gods simply don't have a
place in my life, that's all. And if you were disappointed in the gods, you would
be preaching atheism as passionately as you preach the teaching of Groetus!\""
},
{
"Key": "4fd512f0-1059-4517-99dd-29540179a81e",
"Value": "\"Your armor always shines, Valerie. You spend so much time
polishing it. But what's the point? Your armor doesn't get any tougher.\""
},
{
"Key": "15b10175-9c4f-4366-8105-4e6122de7a15",
"Value": "\"And you spend much time talking about death, even while we're
still alive. I'd say you spend your time even less sensibly.\""
},
{
"Key": "c5f26a65-c229-4904-b317-af4561a9f024",
"Value": "\"It's funny that you and I are so much alike. We both were
banished for trying to be ourselves.\""
},
{
"Key": "80ba287e-7531-47a3-a34f-43f0d29f9e82",
"Value": "\"Yeah, that's right! I wanted to be a fighter, and I did! And what
did you want to be? A rotten fish with bulgy eyes? Well, congratulations!\""
},
{
"Key": "8f433e51-e37b-4b61-bed7-6ce9b8bbba98",
"Value": "\"If you lunge into the thick of every battle, why don't you wear
armor? At least we could bury you in one piece that way.\""
},
{
"Key": "7217f3ee-3864-4b4f-8406-87318100fcc6",
"Value": "\"Here we go, now the dead one is planning on burying me. Not
before I bury you!\""
},
{
"Key": "c2c11066-1e1e-498b-9764-3bd9ca938cfe",
"Value": "\"I wonder, is it the constant cold that makes northern barbarian
brains work so slowly? � Or is it that the tribes are so secluded that they've
become incestuous?\""
},
{
"Key": "76d73439-53b1-4437-af15-fd3e02aa777d",
"Value": "\"I wonder too. Our old ones start drooling around ninety. But you
elves live for hundreds of years. How much idiocy do you save up in your heads over
the ages?\""
},
{
"Key": "1ff41f3a-1af3-48be-94ea-b9e31f2b83ef",
"Value": "\"Just imagine, Tristian, how many new opportunities this would
bring. Your youth would never fade. You'd never need sleep nor rest. All your time
could be devoted to saving innocent lives and praying to Sarenrae.\""
},
{
"Key": "208ba00a-1eb7-44d7-a44c-d11b033f0ef8",
"Value": "\"My answer is 'no' and you know it. Why are you asking me over and
over? It seems that you just find pleasure in offending me and Sarenrae,
Jaethal.\""
},
{
"Key": "11ca1d28-52dc-4504-92c9-8406292ab551",
"Value": "\"You shouldn't grieve for your family. The bonds of family is a
trap set for fools, a yoke they hang on their necks, to make you slave to,
essentially, strangers.\""
},
{
"Key": "412ccc61-e77d-4ca2-9919-b4892b49ef0e",
"Value": "\"You know nothing about a family, abomination. You never had
one.\""
},
{
"Key": "8ad724df-6a01-43e1-a579-8b355c410737",
"Value": "\"You know, Ekun, when I gutted my family, I felt great,
unparalleled pleasure. It was so wonderful... I wish I could feel that bliss
again!\""
},
{
"Key": "106b7d13-b758-44c1-ab51-5618564cbb19",
"Value": "\"Are you trying to insult me? I'm not listening. I won't give you
the pleasure.\""
},
{
"Key": "72fc90ec-86ae-4ed4-a42e-a913300a6f66",
"Value": "\"Urgathoa's gift could return your family to you... Although they
probably look terrible by now. But what wouldn't I do to help a friend?\""
},
{
"Key": "321d02a6-ce29-490a-b464-ee7663affb38",
"Value": "\"Don't you dare call me a friend. A gravestone knows more of
friendship than you.\""
},
{
"Key": "f9f609f4-25a8-46bf-a97e-5f6e693dc4b0",
"Value": "You are incredibly boring. You don't live, you merely exist. Like a
pebble on the road. Even now, I am more alive than you. I enjoy every moment of my
existence!\""
},
{
"Key": "366ed6da-ba0a-4d77-96ab-777c6e8cb70c",
"Value": "\"The world is unfair. Otherwise you'd suffer every moment of your
existence.\""
},
{
"Key": "c4aebf3f-b47c-4ab2-bd66-65e6d041cd29",
"Value": "\"Would you like to talk to your family? I could call their souls,
as a favor.\""
},
{
"Key": "9e21d120-6682-4414-a5a6-8d0d2c6b75c9",
"Value": "\"I won't deal with you. Even the wolf sees your meat is
carrion.\""
},
{
"Key": "30d80b55-513f-4de8-849c-3092cfd0583e",
"Value": "\"When you do die � and it will happen sooner or later � I'll
probably make a roast of your doggy. For aesthetic reasons.\""
},
{
"Key": "930ac876-b4ea-47f4-a3a1-551fa05466bc",
"Value": "\"Fine. When death does come, I'll save my last arrow for you.\""
},
{
"Key": "efef4b4e-6271-41e1-a49c-fe43eafc1c08",
"Value": "\"Hmm.\""
},
{
"Key": "133b8fb3-f74e-4124-86c2-646dad051233",
"Value": "[Shrugs and turns away]"
},
{
"Key": "954fb73b-9517-4aeb-8a49-086a9cc9dbdc",
"Value": "\"A dwarf and an elf, exiles who've rejected the gods of their
people, fighting side by side... How strange! You're like a reflection in a
distorting mirror.\""
},
{
"Key": "bfd46150-2e38-4d77-b0e6-d494a9278c21",
"Value": "\"Too bad your goddess doesn't teach you humility. I'm not anyone's
reflection. I am me. And you might have realized over your long life that the world
doesn't exist for you.\""
},
{
"Key": "9705b70b-2dd1-481d-8cf7-6ff7d0d5c0fb",
"Value": "\"Say, Harrim � wouldn't you like to see the end of times? Serving
Urgathoa could offer such an opportunity.\""
},
{
"Key": "f522edf9-5681-461d-8fda-66dded515067",
"Value": "\"The end of times will come with or without me. Why multiply my
grief, and prolonging suffering in unlife?\""
},
{
"Key": "92804de3-ce2b-472c-ac65-7e98b1dad3c5",
"Value": "\"What will your end of times look like, Harrim? You'll hardly live
to see it, and I'd like to know what to prepare for.\""
},
{
"Key": "4ef0c446-4ae7-4b4f-83f5-dc7c1a65f89a",
"Value": "\"So much arrogance in your words, so much smugness... Do you wish
to live forever? Groetus laughs at your plans � for they might be cut short in a
day, in an hour, or the very next moment�\""
},
{
"Key": "946b2ea2-5b27-4195-ab7d-a61ecb9d1edd",
"Value": "\"I don't understand, what's the point of preparing to die every
day. Enjoy life, Harrim! None of it will exist after you die.\""
},
{
"Key": "8adf56b4-dc36-4e75-8a11-96775dd9b641",
"Value": "\"I don't need cheap pleasure to convince me that my life has
value. Besides, it's a pleasure to know that every path has an end.\""
},
{
"Key": "3ada6271-9acd-40de-9d41-e136c65972c7",
"Value": "\"It's odd that your fatalism hasn't killed you yet.\""
},
{
"Key": "635aae26-ac93-4c51-9a5d-2e90ab7df21d",
"Value": "\"And why should it? Everyone thinks I strive for death... But
think about it � why would I force the inevitable?\""
},
{
"Key": "d3588200-556c-4b7b-b6bb-30b9b74ff19b",
"Value": "\"We have nothing to talk about. We hold nothing in common. You see
no value in life � while I am intoxicated by it.\""
},
{
"Key": "8b5fedbc-a33c-447f-ad06-8259df7b20a8",
"Value": "\"Amazing. However miserable your being is, you still cling to it.
You think you are a free spirit, but you are merely a slave, cherishing her chains
for fear of true freedom.\""
},
{
"Key": "fc35bbdb-110f-4891-b2f0-9841c09c5c26",
"Value": "\"While I was still alive, I had so many wonderful feelings, but
didn't have the strength to achieve my goals.\""
},
{
"Key": "2daed942-02c1-4777-b4d9-449a804b6fef",
"Value": "\"Now I have sufficient strength for anything, but my goals...
there are problems with my goals.\""
},
{
"Key": "f7207456-c42b-484e-ba36-2757b0e01a96",
"Value": "\"Sometimes I think that my entire existence is one long joke of
fate.\""
},
{
"Key": "ecc957f1-0e4e-45b1-84bc-2f7e458d5cbf",
"Value": "\"But it's all right, even if that is true. I'll still be the one
who laughs last.\""
},
{
"Key": "ca62c912-a149-4084-a34b-8ae7af13887c",
"Value": "\"Perhaps I will return to Kyonin one day... Walk the streets of
Iadara...\""
},
{
"Key": "ae3ae071-ff2e-45d4-b147-2aa0f9380a96",
"Value": "\"� find the wretch who reported me to the elven eldest, and drain
them of their blood, drop by drop!\""
},
{
"Key": "bc84064f-b588-44f1-8f55-4773fbc66eb2",
"Value": "\"Enjoyment is the essence of life. The short-lived make plans,
build careers, strive for power � as if they have the time for this!\""
},
{
"Key": "d9094b0e-664c-4457-9122-7333d5c9cf12",
"Value": "\"If my life were so terrifyingly short, I would think of nothing
but pleasure!\""
},
{
"Key": "c5835fee-fc95-4aa3-82d1-19f709450b95",
"Value": "\"I've always been annoyed by those around me. But after I died,
for some reason they became particularly unbearable!\""
},
{
"Key": "90acacbd-156c-4986-aebf-373f263d6ace",
"Value": "\"Jubilost, you've traveled quite a lot. Haven't you ever met an
undead on your journeys?\""
},
{
"Key": "bf502746-cdad-49ba-803d-5a742d3de2f9",
"Value": "\"One like you � never. That's why you, Jaethal, are of such
serious academic interest to me!\""
},
{
"Key": "a442ef48-b081-4af2-bec0-b5656a25f541",
"Value": "\"You know, Jubilost, I think I know a way to solve your problem
with the Bleaching.\""
},
{
"Key": "dbce4c5c-d013-4682-ad99-c8df07c1df44",
"Value": "\"By turning me undead? Pff! 'Jubilost Narthropple, professor of
zombology and doctor of otherworldly science!' They'd laugh me out of Absalom.\""
},
{
"Key": "251dc810-71bb-4ed0-82fa-24f9ce6cc46d",
"Value": "\"So you traveled a lot... But have you ever been to Kyonin?\""
},
{
"Key": "0c422416-5960-4de0-9514-7bddc55985b7",
"Value": "\"In the land of elves? Of course! I've even had the honor of
attending a reception at the capital, Iadara!\""
},
{
"Key": "cc79c1ab-9d40-4cdb-bc7d-1b960c8d0390",
"Value": "\"I like your acridity. At least one of my companions understands
that empty praise and pointless politeness are only for weaklings and fools.\""
},
{
"Key": "800b2023-8895-4d83-8e7a-9fb313ddd93c",
"Value": "\"I'm glad we've come to an understanding at least on that
matter.\""
},
{
"Key": "d8d089f9-6a54-44e5-8961-53deb1028c27",
"Value": "\"You walk on thin ice, when you make jokes at someone who is
stronger and more dangerous than you.\""
},
{
"Key": "98b65366-b749-43b8-8694-20a8d594b5e3",
"Value": "\"Quite valuable advice on how to behave in society! Especially
pleasant to hear from someone who is being hunted by an army of assassins. � The
lengths people will go to, for an etiquette lesson from you.\""
},
{
"Key": "75c2b423-7ea3-4753-9f8f-aa595c96b29d",
"Value": "\"You talk so much, intoxicated by the sound of your own voice. But
this is merely a mask, an attempt to deceive even yourself... For deep inside, you
greatly fear that you are as boring and insignificant as everyone else.\""
},
{
"Key": "6d480916-cad3-49c7-a062-3cf4c62fe183",
"Value": "\"And who made you the expert? What's next, you ask me about my
relationship with my father?\""
},
{
"Key": "695d8ed4-78ea-4005-82bb-2eab03d8023b",
"Value": "\"Would you like me to tell you a couple of tales from my life,
Linzi? They'll make your stories much more interesting...\""
},
{
"Key": "aacadbbd-36bc-4324-a0a3-2737f27a334c",
"Value": "\"After stories like yours, mothers will turn gray before their
time, and their children will grow up with stammers.\""
},
{
"Key": "c2f65cc7-553c-46ed-8afc-b9b6eef423ac",
"Value": "\"I wonder what feeling an undead halfling would evoke from the
peasants � fear or laughter?\""
},
{
"Key": "688004ac-5759-4981-a2ae-1a940bc926fa",
"Value": "\"I think disgust. But I don't feel like testing the theory.\""
},
{
"Key": "744054e1-17d1-409e-a476-4ce05476954f",
"Value": "\"Why do the short-lived like books so much? Can't you just speak
with your peers about what interests you?\""
},
{
"Key": "17d2ec8b-aff8-4f94-b494-9723b35fce1b",
"Value": "\"Well, we don't have hundreds of years to think about lofty
matters under the shady trees, bickering with each other lazily. So I have to
commit my thoughts to paper.\""
},
{
"Key": "0204df0a-a43c-408c-b45b-106557a2056e",
"Value": "\"Linzi, I'm telling you for the last time � stop checking whether
I'm sleeping or meditating. I've told you a hundred times I don't need sleep.\""
},
{
"Key": "d9655437-88f2-43f6-a4ac-9d174876433a",
"Value": "\"Fine, fine... I'm just curious whether you'd snore someday during
meditation!\""
},
{
"Key": "5021d149-9e73-4fd9-92ca-6e25299b204f",
"Value": "\"When you die, I will miss you, Linzi. Maybe I should make an
undead of you?\""
},
{
"Key": "25c48b3a-905c-47d8-b00e-4e4c9be39185",
"Value": "\"Jaethal, did Harrim bite you or something? I'm not going to die.
And I don't feel the slightest desire to become undead.\""
},
{
"Key": "4f1316d8-450e-41b7-982e-b9642eb9d8bc",
"Value": "\"You are just wasting paper. Who would believe a word from someone
like you?\""
},
{
"Key": "052f9d29-7f4f-42ba-a5d1-e20a22b904b9",
"Value": "\"Someone will! They'd probably put more faith in an army of
immortal elven chroniclers, but I don't see any here. So I'll just have to suffer
for all of them!\""
},
{
"Key": "d3100dc6-415d-48c1-a564-6b0c1b229ee2",
"Value": "\"Who would have thought that I, the former Kyonin judge, will be
forced to share company with this� thing.\""
},
{
"Key": "60153d93-b518-45eb-b05f-be026d389722",
"Value": "\"Yes, need to get used to. But {name} is not that bad actually,
quite bearable.\""
},
{
"Key": "2b56cb05-fa62-439e-a50e-9a245a0ff80b",
"Value": "\"Nok-Nok, if you're going to stare, stare in another direction or
I'll pluck out your eyes.\""
},
{
"Key": "cc858fae-a276-4ce5-bc4e-8ee75367c551",
"Value": "\"Nok-Nok can't help it, first time see corpse walking around and
insulting him. Usually only living do it.\""
},
{
"Key": "815edcdb-38a3-4a0c-b79b-112067cc6554",
"Value": "\"Are you putting on makeup again? Commendable. Of course, not
everyone has natural beauty, but at least you try.\""
},
{
"Key": "9b59b55d-a22b-4f88-98e5-a6cae7322b41",
"Value": "\"Look who is talking about beauty! You might have been pretty
while you were alive, but now you're only good for scaring crows!\""
},
{
"Key": "d78a6278-c60b-4d90-97ae-9b63b5d56519",
"Value": "\"You have a pretty face. Should I make a zombie out of you? Though
you'd cause more laughter than admiration.\""
},
{
"Key": "92ad8f29-6d47-4c06-a84e-11df8575eb1f",
"Value": "\"I like being alive and laughing with my friends! But what
feelings do you cause? Retching at best!\""
},
{
"Key": "20af203c-708a-43aa-9d87-8992a64eea2d",
"Value": "\"You mother was human, right? So your father must have been very
handsome. Too bad he decided to dilute his blood � with an elven mother you might
have been a beauty.\""
},
{
"Key": "73cdf356-1284-40a4-9603-60126f447379",
"Value": "\"What do you care about my family? You got yours killed, and now
you gossip about others?\""
},
{
"Key": "ab9f00b1-f7d2-4493-b36a-0b50b588a9b4",
"Value": "\"You fight pretty well. Keep at it, and you might earn my
respect.\""
},
{
"Key": "279fbbd9-7c72-459d-b9ee-ac900e2ed456",
"Value": "\"Like I need it! I have more respect for grave worms than for you.
Speaking of which, I think they're calling you!\""
},
{
"Key": "68cf6d7e-b461-418f-a91c-3967c16aaef9",
"Value": "\"It's so amusing how you try to seem beautiful. Who's going to set
their eyes on your little painted face? Maybe some half-orc � or a half-troll.\""
},
{
"Key": "4dc03e52-5e83-4517-b859-83decdc111f4",
"Value": "\"You know, whoever killed you, I'd like to find him and shake his
hand!\""
},
{
"Key": "728d586f-3545-4cbf-8ba2-181071547b1b",
"Value": "\"You used to wear slave's shackles, didn't you? That's right. Your
sort always benefits from lessons in obedience. With a few lashes to drive the
point home.\""
},
{
"Key": "56f976ac-6cac-4b73-b9a0-a604678b595e",
"Value": "\"Oh, I learned my lessons well. You've no idea how much the one
under a whip learns about the one who holds its handle! Make no mistake, I will
pass my test.\""
},
{
"Key": "1ac16319-cf82-43c6-a8cc-53e26038b173",
"Value": "\"How ironic. Of all of us, only the dead can truly judge life.\""
},
{
"Key": "32e18f4e-fa79-4c4b-9734-202883edc573",
"Value": "\"You call this life?\""
},
{
"Key": "5ac52683-a02a-48cb-99e1-a977ad2b22ff",
"Value": "\"Tell me, halfbreed, do you think you could ever become more than
a raging brute like your ancestors?\""
},
{
"Key": "991d47fe-ccb7-4acc-aa30-c6f9b43cbe94",
"Value": "\"At least I'm still alive, you... lich!\""
},
{
"Key": "5ca2812b-3cc5-4200-8b48-4bf153224e4a",
"Value": "\"Tell me, Regongar, how does Octavia, with her noble elven blood,
put up with...\""
},
{
"Key": "f334953d-0063-49bf-9b66-8e92e71c3881",
"Value": "\"Another word, and I'll rip your head off!\""
},
{
"Key": "11e9a6d2-19df-435a-927f-322d4cc929f7",
"Value": "\"You have the right view on life. Take whatever you can from it!
Enjoy every moment! Perhaps sooner or later you, too, will be touched by Urgathoa's
hand?\""
},
{
"Key": "2b599beb-5008-4d67-a879-2c59a724d79f",
"Value": "\"Calistria save me from that sort of pleasure! Hey, all of you �
you hear? If I die, burn my corpse and scatter the ashes! So that none of the
undeads get me!\""
},
{
"Key": "6592c964-64a8-4f84-83dd-272108aa3a6f",
"Value": "\"Tell me, are your tattoos somehow related to the lightning you
cast in battle? Or are they just pointless marring of your skin?\""
},
{
"Key": "c81fcb17-795b-4610-accd-e1f648f89454",
"Value": "\"Why do you care? If you ask too many questions, I'll give you a
brand to match!\""
},
{
"Key": "adf21f24-0a42-4ec6-95a9-d5ca7b56e9bb",
"Value": "\"Regongar, why do you get so tense when I come close? Are you
afraid I'll bite you?\""
},
{
"Key": "f217685f-41b4-4245-b4db-253ce4bdb7b3",
"Value": "\"I'm afraid you'll stick your nose in my business and try to teach
me how to live. And I can't kill you yet... Even though sometimes I really, really
want to!\""
},
{
"Key": "6395548b-b41d-4f76-8a18-4b08f10d0784",
"Value": "\"The company of the short-lived is very tiresome. You annoy me
more than you know!\""
},
{
"Key": "264a9b6c-d7b7-42e3-bc29-16434f0c55cb",
"Value": "\"As opposed to the company of noble corpse lovers! Nothing
annoying there at all!\""
},
{
"Key": "3c72d7d9-7f92-40a3-b78b-35a391359439",
"Value": "\"You would make a good servant. Strong, and angry. Should I reveal
the gifts of Urgathoa to you? Her magic is far deadlier than yours.\""
},
{
"Key": "14f5cb16-6ad7-4fff-bcfa-e62bf665ba91",
"Value": "\"Won't work, rotten meat, I already pray to Calistria. You think
she'd let a handsome boy like me go? Ha! She'll scratch your Urgathoa's face for
me!\""
},
{
"Key": "32073764-1624-4314-a6e6-c8c1cdc077ce",
"Value": "\"The cruel truth of this world has revealed itself to you. You
know that the strong get the most succulent cuts, and the weak had best keep their
silence. You are not blind, like the others... So what holds you back? Why don't
you seize what is yours?\""
},
{
"Key": "4cbd128b-c319-4a8a-8bdd-d12b16a83a02",
"Value": "\"That's none of your concern, corpse. If I catch word that you're
meddling in my business, all the gods in the world won't be able to dig you up.\""
},
{
"Key": "981ce0cc-0d1d-4084-a276-e7c4b9e7c3dc",
"Value": "\"You know, Tristian, we have much more in common than you think.
You say everyone deserves a chance to atone. But isn't life after death such a
chance?\""
},
{
"Key": "f224ec81-99c9-41bb-913d-ba99f28b5005",
"Value": "\"Perhaps. If so, I pray that you do use this chance to atone at
last.\""
},
{
"Key": "4d2e8f06-b061-4b15-8487-893a2717bdf1",
"Value": "\"You must think yourself a saint. It's ridiculous how meticulous
you are about your vows and observations. Is there nothing else in your life?\""
},
{
"Key": "a6239ed1-ec0f-44db-a029-b86dcf502176",
"Value": "\"Yes, Jaethal, I live to serve Sarenrae, and those who need my
help. And what do you live for? Or better yet, why do you persist in your
unlife?\""
},
{
"Key": "7415a085-0f59-4398-bccd-b05277a4c752",
"Value": "\"Don't you understand you can never heal all the sick or console
all the afflicted? Learn to enjoy life, not crawl through it like you have a
boulder on your shoulders.\""
},
{
"Key": "7731a89c-1a94-449d-9370-294cfbf03af6",
"Value": "\"My vows are no boulder, but a precious load I carry through my
entire life. Living is easy for you, but only because your existence is empty and
pointless.\""
},
{
"Key": "808cabcd-9d91-463e-96a9-e202d872c422",
"Value": "\"You like stories about atrocities, don't you? Listen then to my
confession...\""
},
{
"Key": "b5dce27a-ccf3-4fd6-ad7f-5dd2f3758f71",
"Value": "\"When you are ready to confess, I will hear you. But spare me your
boasting.\""
},
{
"Key": "aa11cf68-b6df-46bc-bfc3-cf4d01f929b5",
"Value": "\"You are so kind, so naive... But there are many evil people in
the world. Will your goddess be able to protect you from them?\""
},
{
"Key": "1c967571-a036-4fdf-91d3-0f075f578ef5",
"Value": "\"I pray for her to grant me patience, not protection. One day all
this will end, and then you will be the one in need of protection.\""
},
{
"Key": "a46cb6c7-7979-488c-89a3-549d1dc6a66d",
"Value": "\"You are beautiful, Valerie, especially for a human. This is not
meant as a compliment, merely a statement of fact. It would be a pity if this
beauty leaves the world.\""
},
{
"Key": "2a1c0b3d-ea51-4695-a770-0b8f613f90a0",
"Value": "\"Do you suggest I follow Urgathoa's path and get myself stuck
between life and death? I don't think I'd like it.\""
},
{
"Key": "c933f292-f9b5-49f2-af8b-2bae3034c7f3",
"Value": "\"Paladins of Shelyn venerate beauty and art... But the amusing
part is that they don't have the slightest clue about either.\""
},
{
"Key": "b647a7c1-b241-49d0-9098-9b70f9cf4ed2",
"Value": "\"I'd agree with you here. That's why I left the Order of the
Eternal Rose. Behind their colored silks and lofty words hides common gray
mediocrity.\""
},
{
"Key": "82890bd6-882e-4805-b2c0-4a81f0b64be6",
"Value": "\"Not many can boast both good lineage and true nobility of spirit.
Even fewer among your people. It is good to have such a person as a companion.\""
},
{
"Key": "074e1e11-d66f-4a8e-8595-4821513fd477",
"Value": "\"Thank you for the compliment. There aren't many of the
aristocratic class in these lands � and they are not greatly missed.\""
},
{
"Key": "218f3282-e4fa-4f87-a472-9d8a2e5ed830",
"Value": "\"Tell me, Valerie, why did you choose the path of a mercenary?
Even in self-imposed exile, you could find a more enjoyable pursuits than fighting
side-by-side with the common folk.\""
},
{
"Key": "ec08a35b-8d92-4c27-927c-7a06216f3319",
"Value": "\"I wonder what that might be? Perhaps I should have become a lady
of pleasure? Or the mistress to an odd duke? Not a chance! I've no interest in
being someone's toy.\""
},
{
"Key": "a4d105e1-1019-4d99-b684-c0f331f7fc3f",
"Value": "\"You are beautiful. And young, desired. It's a pity you do not use
what gifts fate has bestowed upon you.\""
},
{
"Key": "d7ffa3eb-5472-4505-a488-2140634b33f1",
"Value": "\"You know how to fight, your spirit is strong, and you fear
neither disease nor age. It's a pity you haven't found better use for your own
gifts!\""
},
{
"Key": "c93a7b3b-a6cb-4c8d-a6f1-3c526b83e5e5",
"Value": "\"Rather than snatching my books when no one is watching, you could
have just asked.\""
},
{
"Key": "0d9be24a-eaed-453c-8ce7-8444b5143626",
"Value": "\"I was� I just wanted to look at the pictures! The one with the
two swords has many pictures of different battles � all very interesting. And the
second has a picture of lady warrior on the cover. I like her.\""
},
{
"Key": "be8c9d88-e72a-44f3-a3dc-89aa79affcdc",
"Value": "\"I've heard a hypothesis that northern barbarians are descended
from frost giants. Looking at you, Amiri, I tend to think there's a modicum of
truth in this!\""
},
{
"Key": "55b98480-9aac-4205-ac4e-0e7bc8ab776e",
"Value": "\"Giants? Ha! Aim higher. I'll have you know, we descended from the
mountains themselves!\""
},
{
"Key": "fe18d562-9135-4a17-ba10-daaaf6605fe0",
"Value": "\"I wonder why in the vast majority of cases, brains and brawn are
reciprocally proportional?\""
},
{
"Key": "244fe8aa-8146-4ee4-9fda-e435c5586ef3",
"Value": "\"Pro-pro-ti-what? Oh, gnome, I feel it in my gut you just said
something bad about me! Gods forbid one day I understand what you're babbling!\""
},
{
"Key": "cfb6929f-12ce-4f4d-9ae1-53d0bafaf2d7",
"Value": "\"Hey, who touched my 'Monstrum Compendium Universalis'? � With
greasy fingers!\""
},
{
"Key": "e5f47c28-c2bf-4cb8-b574-8434cbfa07d8",
"Value": "\"Em... Well, me. Was I not supposed to? The pictures are funny.
And I wiped my hands on a hide first! I did!\""
},
{
"Key": "c63309b7-7717-4b17-8cee-e8c2e36bd7ad",
"Value": "\"Why do you need such a huge sword? Have you ever considered that
you might be compensating for something?\""
},
{
"Key": "1bfb960b-91c6-4eac-b15d-25c320bf46f9",
"Value": "\"You want to see the view from on top of it?\""
},
{
"Key": "61876dae-5bf4-45f7-98b2-624fcce70056",
"Value": "\"Are you seriously going to accompany my every phrase with a sad
sigh and a glance of reproof?\""
},
{
"Key": "361f4f3d-4c63-4815-bdf4-00fe00b357e9",
"Value": "\"I'm just trying to understand why you keep hurting people, yet
harbor no evil in your heart.\""
},
{
"Key": "95b30af6-7cae-4071-9d49-621fa252dc81",
"Value": "\"Your wolf seems twice as friendly as you are. And twice as
eloquent.\""
},
{
"Key": "70ddd85e-d58c-4d33-9e2d-905ab2deecd9",
"Value": "\"And I say it would be better if your tongue were dripping wisdom
� rather than venom.\""
},
{
"Key": "7eac6e88-25b7-42ac-a316-57d8d03f217b",
"Value": "\"They say pets look like their owners. I always thought this
statement was ridiculous until I met you, Ekun � and your wolf. It's as sullen as
you!\""
},
{
"Key": "cc6dc308-da4e-41d7-9c05-7bbee75ce38e",
"Value": "\"You should have a rattlesnake. Noisy and venomous.\""
},
{
"Key": "fec773e3-7b02-404b-a684-b57f04ee2fbb",
"Value": "\"You know, Ekun, you might be rude, but your traveling experience
could save many lives... If only there were someone capable of writing it all down
in simple and straightforward terms.\""
},
{
"Key": "e75c9a4c-a0ab-4d88-a966-4b93573973fd",
"Value": "\"Are you hinting at yourself? Don't get your hopes up. I don't
think we'll be having any long conversations.\""
},
{
"Key": "bdc22509-3d21-41dc-8956-7c18369ab365",
"Value": "\"Ekundayo... This is your full name, right, Ekun? Does it mean
something? It's not that it's important that I know it, but you see, curiosity
makes me restless.\""
},
{
"Key": "ba8311c1-f867-4b9d-a4a7-6020bd4c4721",
"Value": "\"All names mean something. Yours probably means 'acid-tongued'. Or
'pestilence'.\""
},
{
"Key": "8796af7a-57a4-439f-8456-2fdf22bc1a24",
"Value": "\"Ah, rest at last! Finally I can sit and read quietly!\""
},
{
"Key": "6d6b48da-b778-4041-8e54-614636ce94b8",
"Value": "\"No. No reading. Fetch water. Or you can read and stay hungry.\""
},
{
"Key": "9979facf-cb1c-42a6-aa6e-80c47ea800a6",
"Value": "\"Well, is there any news from Groetus? When should we expect the
end of the world? This week � or maybe next?\""
},
{
"Key": "32249ef0-c032-4bcc-b341-b9f53d0e3229",
"Value": "\"Groetus does not speak of his plans. But the end of times is
inevitable � does it matter when?\""
},
{
"Key": "6960a1ff-5133-49cf-8c30-4fbedbd05757",
"Value": "\"I recall a lecture at the College of Mysteries� The professor was
well-versed in the brain, and various of its... deviations. He demonstrated a
patient who'd begun to hear voices, after being hit by an arrow in the temporal
region.\""
},
{
"Key": "55319120-e8b1-4b6d-b1a3-de65f1aeb870",
"Value": "\"Why do you and the others try so hard to convince me I'm crazy?
Is it because you secretly know that I'm right, and you're afraid to admit it, even
to yourself?\""
},
{
"Key": "d125a659-99cb-4b59-b7dc-4ba40b0310e2",
"Value": "\"You are the only living creature I know, whose entire purpose is
its own death. This makes you quite an amusing curiosity, well worth mentioning in
one of my works.\""
},
{
"Key": "cedf9400-4190-4122-85a4-c3e3c5eeb3ae",
"Value": "\"If you think I will be flattered by this, you are deeply
mistaken. I don't care what you write in your books. There are no words that can
change the inevitable!\""
},
{
"Key": "1cb064cf-9d44-43c9-bd4f-50af290c42a5",
"Value": "\"You're quite a rarity. A dwarf rejecting Torag, a dwarf unable to
forge a nail... I wouldn't be surprised to hear you don't enjoy ale!\""
},
{
"Key": "c83270dd-7f47-4a71-b330-7847b46464d3",
"Value": "\"I... No, I sometimes do bend my elbow. But much less now than in
my bad days, after I ran away from my home, knowing no purpose, or where I should
go. If I had a stronger will, perhaps I would forgo drinking completely.\""
},
{
"Key": "e099443a-13f9-465a-bbef-c199f71d75a4",
"Value": "\"You are quite an unusual specimen, even by undead standards. Why
don't you bequeath your body to science � after your final death, of course?\""
},
{
"Key": "ccdecb4a-934c-41e5-aecb-d0ce6f055be6",
"Value": "\"In your own mind, at least, you seem to be quite a famous
intellectual. Don't you want to bequeath your brain to science? I'd be happy to
extract it for you.\""
},
{
"Key": "cdb38667-7277-4f0b-93a5-788447b9be9c",
"Value": "\"Indulge my curiosity. After you've become, ahem, undead, what
changes would you notice first of all?\""
},
{
"Key": "a7d13432-1550-47d1-b3e8-35b62a908dfb",
"Value": "\"First of all? Let me think... Your heart isn't beating, blood
isn't running through your veins, there's no need to breathe. And insolent gnomes
keep stalking you, asking tactless questions.\""
},
{
"Key": "e4ce3b7d-28ec-4391-8f87-fc010a27773b",
"Value": "\"It feels strange to say it, but you and I have more in common
than it seems. You live for pleasures, new feelings and sensations... And gnomes
live for the same thing � otherwise we're overtaken by the Bleaching, soon followed
by death.\""
},
{
"Key": "8e16147e-f1fa-4d5f-810c-9c8a21a92794",
"Value": "\"A curious perspective... You might even have a point. If so � why
don't you submit to Urgathoa? I guarantee you a host of new sensations!\""
},
{
"Key": "b2014094-53fc-49ab-82c3-15a88ad73d6c",
"Value": "\"After our expedition is over � why don't you come to Absalom with
me? Our medics will flood us with gold, for the privilege of studying such a unique
undead specimen!\""
},
{
"Key": "7c540027-c07f-433c-95e8-a399cabe94a0",
"Value": "\"A flattering proposition, but I think I'll decline. Although if
you want to supply your medics with an undead specimen so badly, I could certainly
make one of you!\""
},
{
"Key": "b9eb8edf-0805-4a69-bcfe-cc199c234203",
"Value": "\"Why, is it fall already? Hay-making time? And I forgot my scythe,
today of all days! But we could put yours to proper use!\""
},
{
"Key": "e5ed2b32-755f-4790-81e4-7c67d3b95eec",
"Value": "\"Your jokes are quite amusing. If you die, I'll have to bring you
back. Not in your entirety � just the head. Everything below your clever little
head is quite useless anyway.\""
},
{
"Key": "0c528d94-54f4-43c6-8c5c-7d5e21283825",
"Value": "\"I admit, when I set off on this expedition, I was sure of gaining
new discoveries I could write about in my works � and new sensations, capable of
reducing the Bleaching...\""
},
{
"Key": "5d738828-3f8d-4aba-8e83-546fbc50d5a2",
"Value": "\"I'll say nothing about discoveries, but I have had quite a few
new sensations! Too bad they're predominantly unpleasant.\""
},
{
"Key": "776dc9ed-2069-43bd-b059-f298f2e066b7",
"Value": "\"Why did I ever decide to come to this wilderness? I could be
sitting at a nice desk, writing a new novel... Or a reference book...\""
},
{
"Key": "9e0fb2f1-1d08-4918-bf9d-f74e58db96be",
"Value": "\"And local mosquitoes seem to have no idea they're drinking the
blood of a famous scientist, writer, and traveler!\""
},
{
"Key": "20462762-8342-4277-9df5-fb58e89a30a7",
"Value": "\"An interesting troupe we are...\""
},
{
"Key": "cf7c5430-4198-4c6e-8c13-08324eec8ef8",
"Value": "\"If I saw us on a forest road, I'd grab my crossbow before someone
yelled, 'Stand and deliver!'\""
},
{
"Key": "82b3bff7-5599-4dcd-a46e-1baf0b818ad8",
"Value": "\"The Stolen Lands are a most intriguing place!\""
},
{
"Key": "89ab74c9-a321-4af6-9b9a-deb04f8bc586",
"Value": "\"I think a delicately decorated 'Guide to the Stolen Lands' by
Jubilost Narthropple would sell quicker than sobering elixirs after a city
festival.\""
},
{
"Key": "01eda120-cb85-4fc6-9df5-65f833bcbbc0",
"Value": "\"I once met an old man named Ezren, he said he wanted to learn
magic and be a Pathfinder chronicler. At his age he should be considering
retirement.\""
},
{
"Key": "ce5846fd-311e-4f40-b454-147933a2631c",
"Value": "\"I think it's commendable that he wants to try something new.\""
},
{
"Key": "7a4f6dd6-29e0-4cf3-83f8-6244d2cf859b",
"Value": "\"You know, Linzi, your writing aspirations are quite commendable.
But the way you're going about it... Without a proper academic education � you'll
never rise above writing cheap tales for peasants!\""
},
{
"Key": "051869e0-b2a8-4c8d-a16a-53cbba02b77b",
"Value": "\"I've seen this 'academic education' of yours. A pack of arrogant
peacocks trying to outshine�each other with their highbrow talk. Hell no, I'd
rather write my tales than become a smug toad like those 'professors'!\""
},
{
"Key": "af76f0f4-9e63-4392-a166-cbfe45b77fd1",
"Value": "\"You shouldn't have quit the Academy of Grand Arts, Linzi. You
definitely have a talent for writing, but talent is like an uncut diamond �
worthless without skill.\""
},
{
"Key": "3e463234-e5fa-4002-bb7f-edf957f38516",
"Value": "\"It wasn't me who quit the Academy. The Academy quit me. And I
don't regret it a single bit!\""
},
{
"Key": "e31f71b5-2dfe-40ff-afd4-bd82847e72bd",
"Value": "\"It's not that I would mind you borrowing my ink and quills,
Linzi... But you could at least ask first!\""
},
{
"Key": "65a72054-4b20-4537-9099-83610851c05c",
"Value": "\"Well, you were sleeping, and I didn't want to wake you. And I had
such a story in my head!.. I was so excited to write it down, and unfortunately I
ran out of paper, too�\""
},
{
"Key": "1777584f-a6fc-4c51-90bd-14d37408e700",
"Value": "\"I was thinking, Linzi... Maybe when our journey is over, I'll
need, let's say, a secretary. Someone smart who can write down my invaluable
thoughts!\""
},
{
"Key": "4591bd39-f8c5-4577-8bb2-7070bbd9e52a",
"Value": "\"You mean me? Oh, I don't know... Of course, you are a bastion of
science, master of the quill and so on, but I'm kind of used to writing whatever I
want.\""
},
{
"Key": "84ab0bcc-2bfe-4858-8867-63e86daface4",
"Value": "\"It's great that at least someone in this party besides me
understands the power of words! Perhaps you will really amount to something in
time, Linzi.\""
},
{
"Key": "e9aa3498-d9c8-4b4a-9f1e-1fee05a2ac86",
"Value": "\"You really think so? It's... That's very flattering. Thank
you!\""
},
{
"Key": "ba2161c1-6ad7-4d80-a42c-92e54e578b1b",
"Value": "\"Are you writing in your girl's diary again? And of course, I've
no doubt you'll picture me as this bilious bully, and an acid-tongued cynic?\""
},
{
"Key": "750e93a4-7362-4d1b-8673-f0a85012c021",
"Value": "\"Of course. I wouldn't distort the truth on that score! And
besides, you're such a well-known figure! If I depicted you any differently, they'd
all notice right away!\""
},
{
"Key": "9b0ea89e-1e6a-4ce4-9cc7-ed0b92187dd7",
"Value": "\"Your Academy might not be the best institution of learning, but
you are so greatly lacking in education. Trust me, a career in writing is
impossible without it.\""
},
{
"Key": "6da82fed-08f8-41d0-8202-193919fe6a3d",
"Value": "\"So your books are not a reflection of your own merit, but your
teachers'? How about that! I never expected such a confession from you!\""
},
{
"Key": "98a8d387-8bc7-483a-af1d-922dbf1aee76",
"Value": "\"Somebody broke all my quills! Wait a second� hey, they were
chewed! Nok-Nok!\""
},
{
"Key": "86c3aa97-ef3a-4387-9d06-e7d9b6dab8d3",
"Value": "\"Wha? Where? Nok-Nok can't hear, Nok-Nok is very busy!\""
},
{
"Key": "9a9e21cc-b809-486c-ab1f-4f397ee22315",
"Value": "\"Perhaps you are not as useless as I first thought, Nok-Nok. If
somebody washed and leashed you, you would make an interesting specimen for a
gathering of scholars.\""
},
{
"Key": "10d99628-7957-4220-919b-e2fdb870603b",
"Value": "\"Jub-Jub with his big words again. Too long! Too hard! And about
washing � you go do it yourself. Soap makes you dead, tribe told me so!\""
},
{
"Key": "4d8a81c0-676c-40f4-9d15-f8aacdfb405b",
"Value": "\"Curses! How did you get it into your head that I hate everyone?!
I'm just making sure everyone does everything right � for the sake of everyone
else. For our cause! And what do I get in return?\""
},
{
"Key": "05804af0-b443-4e49-9dd5-6d618dd803b5",
"Value": "\"Me, thinking that you hate everyone? Ha, what nonsense! I know
full well that you don't care one whit about anyone besides yourself. And you
couldn't care less about our cause � you just like to point out people's mistakes
so you can feel superior.\""
},
{
"Key": "f3259ef9-94ec-467d-93a9-6e0a77a1c06f",
"Value": "\"I once knew a woman who seemed infatuated with my esteemed
personality. Although she had the audacity to call me a \"worthy disciple of
Irori\"! I couldn't stand being with anyone that ignorant!\""
},
{
"Key": "e96d3683-a944-43da-8216-831d87beb44b",
"Value": "\"Do you also make your lovers wear a bridle? Or is kissing your
feet enough for you?\""
},
{
"Key": "48bad62e-2e59-45eb-bd3b-032d6b57a6ae",
"Value": "\"Stop interrupting me all the time! Of everyone in our party, I
have the most vast travel experience. I've been to such corners of the world �
where you wouldn't have survived even for a minute! So believe me when I say that I
know what will be better for all of us!\""
},
{
"Key": "03ea296d-a4b9-4bf6-a473-f127ecd768d6",
"Value": "\"By 'all of us' you must mean you and the chorus of praise you
must constantly hear inside that thick skull of yours.\""
},
{
"Key": "ecdddc84-9624-44d2-9216-b900ac9c4727",
"Value": "\"I concern myself tirelessly about our mission's success. I think
three steps ahead, just so that our expedition can reach its goal. And what do I
hear in return? Unprovoked insults!\""
},
{
"Key": "bb19dbfe-4a5f-4401-afe3-67a8906cc851",
"Value": "\"All you care about is your hide and your comfort, Jubi. You don't
care about anyone else. I've seen too many like you.\""
},
{
"Key": "94160acb-ea88-46ec-989a-954d42e84ca1",
"Value": "\"I'll tell you what. We've organized our encampment completely
wrong. Come here all of you, I'll explain what we need to do...\""
},
{
"Key": "dc5d6089-1783-4913-9611-c272d9a44a20",
"Value": "\"Oh, and maybe you should buy a drum so it will be easier for us
to march to your commands? Who do you think you are, scribbler? We're not your
students!\""
},
{
"Key": "7724fcba-1f14-46ed-a070-aaf33bdea03c",
"Value": "\"Hey! Careful with the spells! Keep your acid away from my
writings!\""
},
{
"Key": "a7002234-0d1d-4d51-8ce8-8ac7f1be7321",
"Value": "\"Who cares about any of your piles besides you? Go ahead, waste
your paper. � Maybe it'll keep you quiet for a while!\""
},
{
"Key": "3300136a-214f-410e-a4d1-eda972909011",
"Value": "\"Could you please tell me, out of pure interest, how life was
structured during your time with the Technic League?\""
},
{
"Key": "eabb210c-31f6-4411-8f5e-2f29e1bd2cf9",
"Value": "\"Ah, you're interested? I won't just tell you � I'll show you!
First I just need to cut a nice, thick rod!\""
},
{
"Key": "746e114e-688e-4161-9dc2-cec5c3c99eeb",
"Value": "\"Numeria is an incredible place. The fragments of the starship
lying in its depths generate the most amazing natural and social phenomena...\""
},
{
"Key": "fbc61009-5e94-4580-b510-e66c19a51a97",
"Value": "\"It must be great to wander Numeria when you're free and rich, and
just enjoy life. But when you're a fugitive without a coin in your pocket, all you
want to do is get away.\""
},
{
"Key": "40c44602-5397-482b-ba55-c99e2772fcd3",
"Value": "\"Ahem. I've... always wanted to draw the symbols that the Technic
League tattoo on their sorcerers! I even have money to pay anyone who would agree
to sit for me...\""
},
{
"Key": "184f8808-846b-4b27-86c6-ddb48b4a29fa",
"Value": "\"Bite your tongue, gnome... while you still have teeth to bite
with.\""
},
{
"Key": "569d4368-1f9d-4f30-aa7d-f2fdb481f3cf",
"Value": "\"Tell me, are your tattoos just decorations or do they mean
something?\""
},
{
"Key": "63c96feb-1bb4-434d-be90-646b68a8420b",
"Value": "\"Uh huh! This one means a short annoying gnome... And this one
shows the place where he can get off, ha ha!\""
},
{
"Key": "8c96c96a-42f0-4681-83aa-d2864d7c543c",
"Value": "\"Heh, I wish I could pore over the Technic League's notes...
They've done so many experiments! They must have a trove of scientific data.\""
},
{
"Key": "1ec20156-afef-46f8-8e68-0b11bf3b20c4",
"Value": "\"Experiments? You should try the experiments I had to go through,
you wouldn't hold up for an hour! But never mind. We'll meet those experimenters
again. And I'm gonna rip them to pieces with my bare hands! Slo-o-o-wly!\""
},
{
"Key": "f02b9695-b49f-4183-bfdf-2779abb73157",
"Value": "\"I have to admit, the customs of Numerian nomads may seem horrible
to us, but they may be the only way to survive among other hostile peoples.\""
},
{
"Key": "8286146a-df71-4e8e-9aaa-23c775739320",
"Value": "\"I don't give a shit about their customs! Selling your children
into slavery is a nasty business, no matter what they're up against!\""
},
{
"Key": "b9c359d3-d46b-407a-a2e1-80d59d92dbdb",
"Value": "\"So, how about a game of dice? A couple of rounds, hunh?\""
},
{
"Key": "90a8f318-b90a-43df-9e7b-5495577aa71e",
"Value": "\"Oh no. You're a cheat! And until you teach me how you do your
dirty tricks, I'm not letting you clean out my purse.\""
},
{
"Key": "0044af25-548b-470d-bb39-595fa0a014a6",
"Value": "\"There's a riddle inside of you, lad. I don't know what you're
hiding, but be sure of this: there's no secret in the world that Jubilost
Narthropple cannot reveal!\""
},
{
"Key": "09a64dc9-e672-4511-bb4b-a5e0dc9e6332",
"Value": "\"I don't have anything to hide, Jubilost. I am who I am � a humble
servant of Sarenrae, and nothing more.\""
},
{
"Key": "d47d00d5-e368-47b9-9099-1f9b1404d661",
"Value": "\"You're not from these lands, Tristian. Why don't you tell me
about Kelesh? I've always been interested in learning about this land.\""
},
{
"Key": "dafad019-b0d7-421e-9dd2-20f5c2543f20",
"Value": "\"Then why don't you go there yourself? I'm sure you'll be given a
warm welcome.\""
},
{
"Key": "4f3afab3-f0fa-43b1-9786-de4e7b8a8ccc",
"Value": "\"I'm surprised by your kindness and naivety, Tristian. People
rarely remain untroubled enough to hold on to such gifts, as they come of age. The
world is cruel, you know...\""
},
{
"Key": "970f02a3-bed9-4549-b3ff-c5e7218b8bdc",
"Value": "\"I guess I'm lucky then. The teachings of the goddess save her
servants from all kinds of trouble.\""
},
{
"Key": "3e0f52af-4638-4df5-a748-9eac109d0c3b",
"Value": "\"Tristian, do you know what your problem is? You have no
ambition!\""
},
{
"Key": "cf317e62-2caa-43ba-8ad3-0471ba1034cd",
"Value": "\"Is that a problem? I have Sarenrae's mercy. That's all I need.\""
},
{
"Key": "f265ef13-bc42-4ed0-8e75-3b6382f17470",
"Value": "\"If you want my opinion, you weren't wrong to tear up your
suitor's poem. Some verse deserves nothing better. � The same for their authors.\""
},
{
"Key": "8c05bb08-6ad2-417c-81dc-457c6230abef",
"Value": "\"I couldn't control myself, and control is essential for a
fighter. But still I do not regret what I did. My place was not with the worshipers
of Shelyn.\""
},
{
"Key": "08dfb376-6289-4395-ae82-a49adad282f5",
"Value": "\"You know, Valerie, I don't think you should have abandoned the
Order of the Eternal Rose. Paladins of Shelyn value beauty over intellect. You
would belong there.\""
},
{
"Key": "64884951-6a23-4d04-8c1e-df0218d88f7b",
"Value": "\"I don't like your tone, gnome. I may not be as smart as you, but
I can tell a compliment from mockery.\""
},
{
"Key": "5c8fbdf6-51ca-4a08-abfd-a90e345550e1",
"Value": "\"You're from a noble family. I don't understand why you didn't
simply return to your parents' castle, rather than wandering the forests, slaying
all manner of monsters.\""
},
{
"Key": "598ef0d5-0416-40e5-8c36-71640594cb7e",
"Value": "\"It's hard to understand... Here in the Stolen Lands I can be what
I am, not who people want to see. Most simply want a beautiful fa�ade, never
noticing the human behind it.\""
},
{
"Key": "e522111a-d728-4c7e-b434-f9eca3b56bbf",
"Value": "\"Paladins of Shelyn are taught to sing, draw, and play musical
instruments. Why don't you sing sometime when we camp?\""
},
{
"Key": "55cf3ef4-f1a2-48bb-aaa8-6a6a4a8edc57",
"Value": "\"I don't care to. I've had enough of singing and playing music.
It's a useless waste of time. � I'd rather hone my sword or check over my armor
again. You can't fight off forest bandits with a song!\""
},
{
"Key": "c7158754-7032-49b9-9f05-08a7ab04d289",
"Value": "\"Usually I don't write poetry, but your beauty has inspired even
me, to write a little ode. Here it is, listen now...\""
},
{
"Key": "6cc29aa9-1d8a-4ea3-a513-b91d793109dd",
"Value": "\"If you're trying to play a joke on me, I'm afraid it's gone lame.
You'd better put away your ode before you make me angry. � And if you're serious...
Well, my advice is the same.\""
},
{
"Key": "a445ffa5-5a28-4fff-ade9-8c7aadc62ca1",
"Value": "\"You fight well! Almost as good as Guy Shaseur De Lombair, a hero
I've read about. But you lack his style, his dignity. Could you make an epic pose
once you have dispatched your wicked opponent? I think that would go a long way to
help our group's fame!\""
},
{
"Key": "5919e2f2-9d8b-4aee-8be3-14cde75b4791",
"Value": "\"How about I do the killing, and you do the singing and dreaming?
And save the speeches for Tristian, I have no interest in your books.\""
},
{
"Key": "ac82ef6c-a1f6-4b9d-91c9-fa42019c9105",
"Value": "\"So, here's what we got so far: 'Today Amiri killed ten kobolds, a
troll, a hodag, and more goblins than the fingers on two hands can count!' You
know... I don't think our readers are going to believe all this.\""
},
{
"Key": "51a71688-dc48-4211-b332-bd791eb46632",
"Value": "\"But it's the truth! I could cut them all down easy. We just need
to find them!\""
},
{
"Key": "b93f4058-0d3a-4ae0-9ad2-6c7840f60d24",
"Value": "\"I heard that in a far away tribe people entertain themselves by
throwing huge logs. Whoever throws it the farthest is the strongest.\""
},
{
"Key": "4ffba10e-306e-4e5b-ba39-42755ba1f0bf",
"Value": "\"Throwing logs? Ha! What weaklings. The Mammoth Lords lift
mammoths! I used to lift two at once!\""
},
{
"Key": "8bfff3ac-b488-4070-94e7-f284576f21e7",
"Value": "\"Amiri, have you ever tried to count how many enemies you've
killed?\""
},
{
"Key": "d5b8aee5-55f5-4f66-9bcb-e1564088a0d7",
"Value": "\"A lot! There aren't even such high numbers! If someone wanted to
count that high, they'd have to start making up new numbers a long time ago!\""
},
{
"Key": "53cbd3ef-05d5-4795-bd2e-24ee8cb4a7fd",
"Value": "\"I wonder, do Mammoth Lords have their own writing system? They
must have much to tell...\""
},
{
"Key": "3133b9e1-6b66-4138-9619-b74b1d616357",
"Value": "\"The legends of my people are passed from generation to
generation. If someone doesn't get into a legend � then he's a weakling and there's
nothing to talk about.\""
},
{
"Key": "4b7dff8e-db01-4475-8653-f889fe5a2376",
"Value": "\"Hey, Amiri, what are you thinking about?\""
},
{
"Key": "abc8d87f-4f9a-4095-a7af-a0339c703aaf",
"Value": "\"Gr-r-r... I'm thinking, if you tear off a halfling's legs, would
she be a quarterling?\""
},
{
"Key": "8144b45b-6c7b-4c72-93e6-38783f4f1856",
"Value": "\"Hey, do you have some horrible secret? Maybe you like to drink,
or you used to be an inveterate gambler. It's just that when I'm writing about you,
you just come out... flat. It's unnatural.\""
},
{
"Key": "baf9620f-79b4-4bdc-82be-1804ef7ced5e",
"Value": "\"I... truth be told, I don't really understand what you mean.\""
},
{
"Key": "0cf550b0-923d-427c-9669-15a7bfa7344c",
"Value": "\"Guy Shaseur De Lombair was a woodsman not unlike you. However, he
favored dual elven curve blades instead of the bow. Beloq-Nur was his fellow
Archknight, and he was an expert marksmen. It is said that he could shoot the wings
off a stirge at a hundred meters...\""
},
{
"Key": "f0a1af8b-52cc-4223-bff8-0599c7d28550",
"Value": "\"Minotaur shit... Even if he was that good with a bow, why not
just kill the stirge?\""
},
{
"Key": "5f6851b6-e1ba-46cb-9932-92991fd72120",
"Value": "\"The way you finished off those trolls was spectacular! You really
have what it takes to be a hero just like in the stories. I feel like we are making
a difference, just like Guy and the Archknights of Avistan. You sort of remind me
of him a little...\""
},
{
"Key": "b73a8fb6-b75a-4b9e-986c-bf7a104a01ab",
"Value": "\"I did what I had to. They broke the law and now they have paid
the price. Here in this wild land, it is as close to justice as we are likely to
see. And that is fine by me.\""
},
{
"Key": "93bbfe02-dd72-45ea-8923-9c8aaa39adc8",
"Value": "\"Are you from Thuvia? Is it nice there? What's the culture like?
Do you have good food? Special ceremonies? Is it far? Do you have any exotic
animals? Any interesting stories?\""
},
{
"Key": "b1152953-970a-4b16-a5e4-3174169e54e1",
"Value": "\"Yes.\""
},
{
"Key": "c8d5b892-0169-4e68-b392-0f405887401a",
"Value": "\"Oh, Ekun! I still remember that elk you downed for us. I love it
when you hunt � you always bring back something delicious!\""
},
{
"Key": "7972e6a4-427e-4b1d-8823-456649e453b0",
"Value": "\"I... mmm... hmmm... hm. Thank you?\""
},
{
"Key": "3049ce6e-522f-4bdb-85af-31eb27318081",
"Value": "\"Ekun, do you really have nothing left in your soul but
revenge?\""
},
{
"Key": "77ccd32b-c308-4c7a-b854-ad2f1d32e585",
"Value": "\"It's enough. I don't want anything else.\""
},
{
"Key": "8ebcd1ef-2759-4ed1-b155-4856831d45fd",
"Value": "\"Ekun, I meant to say... I'm truly sorry all this happened to your
family. But life isn't over!\""
},
{
"Key": "475ae72a-0028-4d4e-a8c5-d3f1a5d3fd73",
"Value": "\"For that Ekun it is. He died that night. The man you're talking
to now is a different man. The old Ekun wouldn't even recognize him.\""
},
{
"Key": "ff17a85d-921d-4771-9ef6-b1f5f7594973",
"Value": "\"Ekun, the village you lived in... Tell me what it was like!\""
},
{
"Key": "c69190cf-6944-4771-90f9-3a08b224950d",
"Value": "\"It was good. Honest people, good food, clean sky... Everything a
person needs. You can write that down.\""
},
{
"Key": "ae1d392c-19f7-4ecb-91b4-53ea23fe436f",
"Value": "\"You're so sullen, quiet... Readers like mysterious characters
like you!\""
},
{
"Key": "f0505e9f-b0f4-4722-aa28-6069a00c8b28",
"Value": "\"I'm not a character. Not a hero from legend. I just want
everything to be over.\""
},
{
"Key": "ef5b7a5d-e5a5-4b07-84ef-1bfbc456d475",
"Value": "\"You shoot so well! Tell me, what's your secret?\""
},
{
"Key": "41b13527-0961-4dca-8276-806da3a01cd1",
"Value": "\"I take the bow, draw the string, aim. Shoot. No secret.\""
},
{
"Key": "8eab1f62-5082-44da-b61e-2e9ed40d87bd",
"Value": "\"Can I feed your dog? He's so sweet!\""
},
{
"Key": "9cfa66e9-1964-43d4-9aa7-3afa7c40cfb1",
"Value": "\"He's a wolf, not a dog. And he feeds himself. It's how we do
things.\""
},
{
"Key": "339bd12c-3152-4124-a8ae-0777addff40f",
"Value": "\"How did you get so good at reading tracks? It's like the ground
talks to you! What do you look for? Is it some kind of magic?\""
},
{
"Key": "8c563afa-a905-4e76-ac71-46e65ebff810",
"Value": "\"I look at the ground and everything is clear. Look more and ask
less. � Then you'll understand.\""
},
{
"Key": "b719ba8e-303f-443a-b858-9ba9b5a2dd87",
"Value": "\"Ekun, you're from Absalom, right? Why do you have an accent?\""
},
{
"Key": "f8e77932-47bd-453d-b0a2-7a30bfdc68a1",
"Value": "\"My homeland is Thuvia. My native language is Osiriani. I moved to
Absalom long after I learned how to speak.\""
},
{
"Key": "d576c10e-f8f4-4b83-a31d-26f54bf2efeb",
"Value": "\"Will you tell me a story from your travels? I'd love to write it
down!\""
},
{
"Key": "58d75715-72e7-4670-b872-c59b6cc09342",
"Value": "\"You make a lot of noise. You're liable to draw predators or
monsters. Let's save our stories for later, when we are somewhere safe.\""
},
{
"Key": "7d0cac30-10de-4be0-8db3-5ad93189661b",
"Value": "\"Harrim, do you really prefer to feel insignificant? Like your
whole life is useless?\""
},
{
"Key": "f5b26917-6aee-4892-97d9-6b3742295a9e",
"Value": "\"Do I like it? Hmm-m-m... Does it matter? All that matters is that
this is the truth, little storyteller. I came to learn the truth, I humbly accepted
it, and now I share it with others. Yet you keep consoling yourself with shallow
tales of hope!\""
},
{
"Key": "3b8614bb-6e1b-4477-923e-c83db670469d",
"Value": "\"Who's so sullen there, like a troll after starving for three
days? Ha! � It's grumpy old Harrim!\""
},
{
"Key": "1b5bff22-de35-487e-a403-53922a059808",
"Value": "\"Alas, Linzi... Someone in this party of dreamers and make-
believers must be mindful of the eternal.\""
},
{
"Key": "35b94aa1-9480-444a-8111-e35292be9bc0",
"Value": "\"You know, Harrim� I don't think your Groetus cares about his
congregation. What's the point in worshipping him?\""
},
{
"Key": "62de4d11-b084-4fbb-a662-2670761a6ffa",
"Value": "\"And what's the point in venerating the other gods? All they
promise their followers is empty fuss. Pleasure, war, magic... For his part,
Groetus teaches us to accept the inevitable with dignity.\""
},
{
"Key": "fa15e317-8238-4e46-8d12-997168e83b6f",
"Value": "\"You constantly talk about the end of times, that we'll all die...
Don't you ever just want to have some fun?\""
},
{
"Key": "f5119ed3-d9c4-4e94-a613-5aa44a3e482b",
"Value": "\"I have fun when I watch your futile attempts to avoid the
inevitable. It's truly funny.\""
},
{
"Key": "831bb1c0-bbae-4395-9e33-2e7591fa37a7",
"Value": "\"Listen, Harrim, would you ever want to return to the Five Kings
Mountains? To take up a hammer again? To feel the heat of the furnace?\""
},
{
"Key": "afe6dc56-5a1d-4648-a4eb-6198ab573808",
"Value": "\"Don't reopen old wounds. I've found my path, and I'm not turning
from it. The mountains are my home no more, even if someone would like to see me
there.\""
},
{
"Key": "70e9a79e-9c87-4ee1-926f-150e174a2ff2",
"Value": "\"Have you ever thought about writing down the teachings of
Groetus? If it's all so wise, why not share it with others?\""
},
{
"Key": "bf2df73b-e182-44d0-9d23-f9504e0ae772",
"Value": "\"What can be written on paper is not the truth, but only the ashes
falling from it. Anyone destined to understand Groetus' wisdom will not learn it
from a book.\""
},
{
"Key": "894002ae-3bd7-43c3-980f-fa37ffed810e",
"Value": "\"I am writing a song about Guy Shaseur De Lombair. He... inspires
me.\""
},
{
"Key": "ab5e5c94-36b3-4cec-ac36-8f51f96f4937",
"Value": "\"You sound a bit smitten. I preferred large lovers when my heart
still beat for such trysts. Wasn't there a large, axe wielding Kellid that you
mentioned? Now he sounds delicious, if you know what I mean...\""
},
{
"Key": "b117ec38-0b7b-4bce-b47a-7ad4c5bee00c",
"Value": "\"Jaethal, you... You're not just cold � you are icy! A winter's
night, without the moon and stars!\""
},
{
"Key": "2457a422-e8be-4f13-aba7-1fc88da306a9",
"Value": "\"Is that an attempted compliment? Girl, I am what I am. The
opinions of the short-lived interest me even less than the howling of the wind in
the tree branches.\""
},
{
"Key": "c0e1cd4b-11f4-41d5-b4db-38d96ddafe08",
"Value": "\"Jaethal And the Rivers of Blood... Jaethal And the Broken
Hearts... No... She prefers ripping them out over breaking them..."
},
{
"Key": "ff03d559-9b92-4cac-8772-8792f295d0a2",
"Value": "\"If you must mention me in your scribbles, would you care to
replace my name? I've no wish to be associated with cheap novels.\""
},
{
"Key": "c00cac6c-b37d-43dd-b0a5-196f2391fd49",
"Value": "\"How come your goddess made you her servant, but didn't explain
what she wanted you to do?\""
},
{
"Key": "09a18351-3889-49b0-b488-b434a40164ce",
"Value": "\"How come you persist in trying my patience with such questions?
One shouldn't put one's fingers into a mousetrap, just to learn how their bones
crack.\""
},
{
"Key": "db08692d-64f3-46de-8b03-8ad0cda424a1",
"Value": "\"Look at me, I am Jaethal! Boo! I am a horrifying undead elf �
where's my scythe?! Aaaah, Urgathoa will give you the wisdom of death! You are so
pathetic, you ridiculous short-lived... Oops.\""
},
{
"Key": "837543b8-9205-45fc-bf51-04ef789d89be",
"Value": "\"Careful. I might make you into my own private jester. You'll be
telling me your jokes forever and ever.\""
},
{
"Key": "def2c092-5c6c-4427-9415-0f2563153525",
"Value": "\"How do you keep all this in your heart? How could you be so
cruel?\""
},
{
"Key": "a4c74d7b-0fac-4290-a8cd-357f4ae6c47f",
"Value": "\"Cruel? Don't confuse me with monsters and maniacs, girl. I don't
enjoy the suffering of others. I don't maim and kill for fun. I just know what I
want, and I don't care about the rest.\""
},
{
"Key": "14bf747a-d1ca-4d42-9b84-f4645b7fedb6",
"Value": "\"Jubilost, talk to me. What's the secret of the incredible success
of your books?\""
},
{
"Key": "271799c7-c1a1-4f2a-9e48-55dfff5a70b5",
"Value": "\"Ha! You wish to know about sleepless nights, failed experiments,
and painstaking work? Well nothing is preventing you from buying 'The Secrets of
Writing by Jubilost Narthropple'....\""
},
{
"Key": "a5316cb9-690c-4f2e-8efe-d982f97f2285",
"Value": "\"Your books are known everywhere, read everywhere � even forbidden
in some places... How did you achieve such recognition? Or is it a secret?\""
},
{
"Key": "0a42ea96-94d0-443a-bf06-ed73c6bfa827",
"Value": "\"It's no secret, girl. First of all, it's a lot of hard work. Day
and night, without closing your eyes, tireless. And second of all... I'm just
talented.\""
},
{
"Key": "56a0b45e-fcbb-43f0-9f9f-08a360007c79",
"Value": "\"I've looked through your Essays On Spices... Who is this Guisa
Nordequanni and why is her name on the cover next to yours?\""
},
{
"Key": "7d7d7076-0fc6-4eac-9412-a1767050c1e0",
"Value": "\"Because some judges are corrupt scoundrels who know nothing about
copyright! Co-author indeed! She scarcely sharpened my quills!\""
},
{
"Key": "47a5bf70-685b-4925-ab73-7e97091eccdf",
"Value": "\"Jubilost, tell me about the College of Mysteries � what's it
like? Do you think I'd like it there?\""
},
{
"Key": "77f69446-de24-424e-88b2-072e72acc758",
"Value": "\"Would you? Surely. But you know, they don't just accept anyone!
Even to get a cleaning job there, you have to submit a list of publications!\""
},
{
"Key": "a58e7073-8ae8-445f-b81c-628528d9070a",
"Value": "\"Heh... Will I really never be as famous as you?\""
},
{
"Key": "dc7f334c-e057-4166-ab65-e5d250c6117b",
"Value": "\"As famous as me � probably not. But don't despair, you have your
whole life ahead of you! Always remember � keep writing! And never for the desk
drawer! Write everything for the purposes of being read and discussed! Praised,
cursed � that part doesn't matter!\""
},
{
"Key": "0599811e-8dc4-4f93-a9c3-1e69dcb6f22a",
"Value": "\"And what are you doing? Writing notes for a new book?\""
},
{
"Key": "05a48efa-f1c8-4d67-b4d9-072bfde18f99",
"Value": "\"I'm drawing a map. Someone needs to know where to go when we
finally get lost.\""
},
{
"Key": "9fddac59-0263-4d64-bcdb-5f00d6fac398",
"Value": "\"Tell me about your past. Where did you grow up, what kind of
childhood did you have?\""
},
{
"Key": "26b24cac-0f28-45ec-9157-a02bb2c6bc10",
"Value": "\"It's all in my autobiography. Look it up in the library. It's in
the 'Jubilost' section.\""
},
{
"Key": "76b3711e-a392-47be-804f-40a2d4110ea7",
"Value": "\"All right, new line. 'They walked without fear, hoisting shining
steel above their heads�'\""
},
{
"Key": "684b1a62-c3d4-4251-9fe7-ce0477949247",
"Value": "\"And they walked and they walked... Heh, when were they going to
get anywhere already, hunh?\""
},
{
"Key": "2db4b403-e711-4fd8-8349-dbf71e0f0ff5",
"Value": "\"Someday I will be as famous as Annamede Belavarah herself... No,
even more famous! Heh, hoping I live that long!\""
},
{
"Key": "6b9f7628-0041-47b7-a6ad-82ad0dfcbc72",
"Value": "\"I'd like to sit at a desk in my own library, writing memoirs�
with someone bringing me a nice cup of hot tea...\""
},
{
"Key": "1ecbd892-f496-41c6-9a88-75c5b382cc98",
"Value": "\"Oh, who am I kidding? I wouldn't be able to sit still for a
day.\""
},
{
"Key": "3aad2c03-6106-423c-bf2b-0d9e72fb4d74",
"Value": "\"Clashing swords, hours despairing, vows made in silence, hoping
and daring...\""
},
{
"Key": "ac72739f-4c9d-49d6-acac-46796b0141e8",
"Value": "\"Ugh! That rhyme is rubbish! I know all the words � why's it so
hard to put them together?\""
},
{
"Key": "8045bce8-fea7-4e44-89ec-b20e369ebd21",
"Value": "\"Heh, I'd give anything for a mug of hot grog. And for two
mugs...\""
},
{
"Key": "b02dfefb-3bc2-49b2-9484-c5dbf988e8a9",
"Value": "\"No, after two mugs they'd kick me out of the tavern. How come I
never learned how to drink at the Academy?\""
},
{
"Key": "7d247e3c-21a9-4bd4-893b-7be012993685",
"Value": "\"Who is this Storyteller, I wonder? He's weird � an elf, but looks
old. And he's blind. And he doesn't like to share stories, what a miser!\""
},
{
"Key": "cb8cc249-2f4f-40da-ba95-49bdbf8e4a15",
"Value": "\"So who is he? The oldest elf on whole Golarion? Or an enchanted
prince of Kyonin? Oh, maybe he's a god suffering a memory loss? I'm so excited I
won't be able to sleep tonight, damn it.\""
},
{
"Key": "bc112221-1bc3-4a76-bdf8-4d78f9e7c529",
"Value": "\"Why, why are you so obnoxious, Nok-Nok! What have I done to
you?\""
},
{
"Key": "b074beae-8c4f-4395-aab0-b1aad8cb7181",
"Value": "\"Linzee talks all the time. Many extra words. Head full of words.
Don't want that, so please be quiet please please!\""
},
{
"Key": "4340f491-7b96-4f44-9508-b4449ce02da1",
"Value": "\"Oh no! My drafts! They're torn to shreds!\""
},
{
"Key": "212a69ce-7eba-4445-a6fb-769960967478",
"Value": "\"Oh noooo! Linzee lost her think-thoughts! Hnh � now know better
than keep on paper!\""
},
{
"Key": "4e520ce3-7027-420a-bc89-0960e6eb6c95",
"Value": "\"Nok-Nok, why did you make that hissing sound � and why are your
weapons out?\""
},
{
"Key": "baf54971-52a8-401e-b565-a4d9f029dc37",
"Value": "\"Book. Linzee's book. I see it looking at me, like it about to
attack � but not if I get it first.\""
},
{
"Key": "f8721d44-8719-4c62-b81d-5fbf628ebaa9",
"Value": "\"I really admire Guy and the Archknights of Avistan. I hope we can
do some good in the world like they did. We just seem so... I don't know. We are
not the heroes I imagine the Arch-Knights to have been.\""
},
{
"Key": "628c1be4-8a6e-4f4c-a11f-22ed02864a10",
"Value": "\"Don't be sad just because we don't measure up to some book. Even
if it was based on real people, I am sure they didn't always agree. Don't focus on
what we struggle with; write your story about what we do well.\""
},
{
"Key": "652a1d26-7140-46f6-9dd5-42490923e1ab",
"Value": "\"The Age of Destiny was truly fascinating!\""
},
{
"Key": "0ca1ccff-b0ec-49ed-8a8b-71fec77f661b",
"Value": "\"My favorite age is the saus-age.\""
},
{
"Key": "7bfd0481-118e-4792-8b04-7e1b9d7af311",
"Value": "\"Oh! Another inkblot! And at the very bottom of the page! Now I
need to write the whole thing over again!\""
},
{
"Key": "c4822bf3-8736-4991-85eb-e0abfd7e008c",
"Value": "\"Wait! Don't tear it out yet... let me see. You know, we could
make a picture from this inkblot! There. A line here and there � and now it's
a...\""
},
{
"Key": "475070a0-1479-4eac-a892-f949e9571aa7",
"Value": "\"And how do you manage to always keep your hair so nice? Mine
always sticks out like a nest...\""
},
{
"Key": "95355790-e88d-449e-a224-17ce236e3571",
"Value": "\"It's because you have too many thoughts in your head! They won't
even all fit, so you have to write them down.\""
},
{
"Key": "2104be7b-7592-475c-907a-1f7d418cfeba",
"Value": "\"You and Regongar are so different... But you know, you're a great
couple! I'm even a little jealous.\""
},
{
"Key": "4733225c-1bea-49a3-ab14-971b3f44ddbe",
"Value": "\"Don't be jealous, join us! We're always excited to try new
things... Ha ha ha, don't blush, I'm just kidding!\""
},
{
"Key": "ac42fb28-6612-4e11-8fc7-c46c25c1250f",
"Value": "\"Octavia, do you have a few pieces of paper? Some scoundrel stole
my spare notebook.\""
},
{
"Key": "4ec09f09-4c24-40de-9685-0c26bb994b65",
"Value": "\"Oh... So that wasn't kindling? I'm so sorry! Of course I do!\""
},
{
"Key": "73bec89d-f771-4390-830b-59afcfaafd76",
"Value": "\"It's good that we met. Without you, there wouldn't be anyone to
chat with around here!\""
},
{
"Key": "427ad05f-6a4f-45f7-a743-f90d66007477",
"Value": "\"Yes, you're big on chatting! But I'm glad of it too. My pointy
ears are always at your disposal!\""
},
{
"Key": "71b29703-af9e-439f-abc2-1e1f155d151b",
"Value": "\"Octavia! Show me that fire trick again, the one you did to
entertain the children at the capital!\""
},
{
"Key": "1772b45f-f7d8-4176-9ae5-58e0a30dbb3e",
"Value": "\"Seriously? You're not five, you know... All right, I have to
finish something, but then I'll show you.\""
},
{
"Key": "2767d150-f7a5-4651-a71b-fffb53574a4c",
"Value": "\"How do you manage to keep your cool in battle? I always get
terribly worried! What if something goes wrong and we all get eaten up?\""
},
{
"Key": "f7c929a8-9183-4669-b027-8f0bae48bd14",
"Value": "\"I'd worry too... But I'm encouraged by the battle songs of brave
little bard!\""
},
{
"Key": "d6b771b4-ece7-490f-a596-e8ecfed3b5b5",
"Value": "\"This group is shaping up nicely! We just have to try a little
harder tomorrow. If I wrote a true account of our battles, people with think we're
a bunch of amateurs. Would it hurt to strike a heroic pose now and then, Regongar?
You grump.\""
},
{
"Key": "7a7c70a4-86b6-4d18-98f1-c499d400714a",
"Value": "\"Enough about your hero, Guy-what's-his-face, alright Linzi? It's
just a story. No one can be that good. Only idiots and dead men flourish when they
fight. Stop with the nonsense already!\""
},
{
"Key": "a3d866fc-c486-4426-9062-9d128a14a011",
"Value": "\"When I hear thunder in the middle of the fight, I always look
around. And each time I see your smiling face, lit by the lightning. And in your
eyes � blood, steel and claws. Battle brings you true pleasure...\""
},
{
"Key": "af5e4d00-1b5e-4d89-a421-a4b8859e76c4",
"Value": "\"Ha, that's true. I do like slinging lightning! And I like danger.
Devil knows why... Sometimes I feel I belong there � in the thick of a battle,
among the animals and beasts... Ha, ha, hmm. So, what's for dinner?\""
},
{
"Key": "607c808c-5c1c-4537-8856-1e66700ef615",
"Value": "\"Regongar, why are you always so mean?\""
},
{
"Key": "24e343a3-29f4-4f86-b824-ecf6aac70d7e",
"Value": "\"Kindness doesn't survive this world for long. I was taught that
lesson under the whip for many, many years. If you want to live, strike first!
That's it!\""
},
{
"Key": "d42f7c63-d1f7-4753-8d8d-0be03d737bf4",
"Value": "\"You know, Regongar, I think you only try to seem like you're
angry and rude. But you're kind on the inside!\""
},
{
"Key": "82b54958-8f9e-40c6-8714-0659d0f78992",
"Value": "\"On the inside, baby, I'm the same as everyone � blood, heart,
guts, and a little shit.\""
},
{
"Key": "aaa84cca-1fb9-4d7e-b0be-afa876b77ef5",
"Value": "\"Regongar, tell me, you and Octavia are so different... What keeps
you together?\""
},
{
"Key": "f6924abc-a68e-4cad-900e-29d6407e4c18",
"Value": "\"Ask what doesn't! We've been together since we were kids � in
chains. And now that we're free, we're together in battle!\""
},
{
"Key": "3f985dd3-3143-4d5d-9b16-9a095a9fbc51",
"Value": "\"Regongar, did your tribe have any legends? Myths?\""
},
{
"Key": "6c54162c-48d4-4f73-bf20-e954504de92c",
"Value": "\"They will once I track them down. The Legend About Regongar, Who
Slaughtered Everyone. Cool legend, right?\""
},
{
"Key": "c95a12f0-f5fb-4a8b-8222-2881f8c1abae",
"Value": "\"Regongar, what's that you're chewing? Eww, nasty! What is that, a
rat? Raw? Aaaagh, how can I forget that I saw that?!\""
},
{
"Key": "8a183bd4-3d5f-4e9b-8891-30884629fd47",
"Value": "\"Ha, you wuss! In Numeria we were glad when we had a rat for
supper! Besides they're so fat and tender here in the Stolen Lands � yummy!\""
},
{
"Key": "f8960967-8a33-48cd-ada7-ef21e9896367",
"Value": "\"Listen, could you roast, like, a duck � with your lightning? On a
skewer?\""
},
{
"Key": "afd5b192-2aee-4ca7-8188-8d0f0890c299",
"Value": "\"My lightning is for fighting to the death, not for cooking
experiments. Although... I could, I guess. Either roast it or burn it to ashes!\""
},
{
"Key": "6705b458-3b23-43ce-9305-0d84fff56d71",
"Value": "\"Reg, I need some inspiration. Strike a heroic pose!\""
},
{
"Key": "e590b73d-eee7-4013-9423-9e40330a6061",
"Value": "\"A pose you say? Ha ha ha... I like poses. The ones I like would
inspire you for something quite different, though...\""
},
{
"Key": "42cb2949-4dbb-4356-ae1f-4e48d4893e28",
"Value": "\"You know, the author of my favorite books was a follower of the
Dawnflower. His name was Ash. He wasn't a man of the cloth like you Tristian; he
dabbled in the arcane arts. But he did find Sarenrae's teaching an ideology to live
by.\""
},
{
"Key": "e119e49e-8363-463b-a702-a47f6721a19d",
"Value": "\"I like the sound of this Ash. Perhaps I will have to give those
books a read. Legend of the Archknights of Avistan was it?\""
},
{
"Key": "f39d4fb0-75aa-434e-8fa0-dadb4604538b",
"Value": "\"Nothing can stop our leader. Though King Irovetti will stop at
nothing...\""
},
{
"Key": "2011435a-2d86-4af5-8cd7-3f2a8ce83516",
"Value": "\"Wait, if nothing can stop us � is that the same nothing that
he'll stop at? That can't be right...\""
},
{
"Key": "b2ee0071-f6ad-4aa5-b93e-25916f08bdda",
"Value": "\"Tristian, why are you staring at me like that? Do I have an ink
stain on my cheek again?\""
},
{
"Key": "158a6f2c-92a8-4aba-962a-bf243eaa77ab",
"Value": "\"Um... Yes, actually. But it wasn't about that. I just like to
watch you write. You're so... focused. As if you're trying to put a part of
yourself down on the pages.\""
},
{
"Key": "3e721840-07f0-4acd-9bf6-9ed9ccfa25ca",
"Value": "\"Hey, Tristian, your goddess teaches mercy and forgiveness. But
are there things you wouldn't be able to forgive?\""
},
{
"Key": "1400d3db-ef6c-42a0-a4c8-8c72a495f582",
"Value": "\"Besides your bitter humor?\""
},
{
"Key": "8b48534c-35d1-49d3-b027-c2848dd3f9f7",
"Value": "\"Tristian, tell me! Is everyone so boring in Kelesh? Or were you
banished from there for your boring sermons?\""
},
{
"Key": "e8268bfc-6209-42fe-863d-afcb9f770ae5",
"Value": "\"I went on this journey of my own free will, with Sarenrae's
blessing... Why are you giggling? Did I say something funny?\""
},
{
"Key": "931d8185-190a-45af-ad4a-b7cc1b636903",
"Value": "\"Your native Kelesh is so far away... You must have seen so much
in your journeys! Why don't you ever talk about it?\""
},
{
"Key": "b734a14f-3be6-450d-a11c-9c3b15065d84",
"Value": "\"I... Actually I have nothing to tell. Not everyone who travels
gets to have adventures.\""
},
{
"Key": "22f7df05-d644-4d3e-a14f-9498d6cda6fa",
"Value": "\"Your faith makes you so... vulnerable. Aren't you afraid that
evil people will take advantage of your peaceful disposition, and hurt you?\""
},
{
"Key": "580a919a-c6e9-4bd9-bde9-b67a50b8a748",
"Value": "\"Hardly. My vows and faith are a strength, not a weakness. But if
evil is done, it won't be my doing.\""
},
{
"Key": "8c8e69d3-755a-45da-8293-52a308d009f0",
"Value": "\"What brought you to your faith in Sarenrae? Let me guess. You
committed a terrible atrocity! And now you're atoning for it. Am I right?\""
},
{
"Key": "3818d765-4a33-498b-bd12-5f538d9399e0",
"Value": "\"I was just looking at the world. There is such evil in it, and
too little mercy. Is it not enough to simply want to change it for the better?\""
},
{
"Key": "88a587bb-5eb4-4d67-8778-ad1b5f0035d3",
"Value": "\"Our adventures are so great! Soon I will be able to write an epic
tale just like my favorite books, Legend of the Archknights of Avistan. You know
Valerie, not everyone flails about screaming like you do. Guy Shaseur De Lombair
had finesse, style, grace. He danced around his opponents killing only when he had
to. You could learn from him, oaf!\""
},
{
"Key": "c2683201-5d6a-4d20-a2c2-ae4c54cf4c3d",
"Value": "\"I suppose he was the greatest swordsman of the age? What a joke.
Dancing around the battlefield like a tavern act? I have never seen someone dance
during combat little one. Sounds made up...\""
},
{
"Key": "b391e6c5-86b8-4893-93ad-33f7857a5126",
"Value": "\"You know, sometimes I try to imagine what it's like to be like
you. A knight in shining armor � and the queen of hearts, all rolled into one...
Your life is like a novel!\""
},
{
"Key": "4258f927-5972-4ade-95df-e6a149c5669a",
"Value": "\"From a distance it looks like a blessing, does it not?\""
},
{
"Key": "cc9c1785-7e8b-42b0-a488-436bf56c1729",
"Value": "\"Valerie, didn't you like stories, even as a child? I can't
believe that. All children like stories!\""
},
{
"Key": "a4076a71-76e1-4ab3-8dc6-8e24f0d8d817",
"Value": "\"In case you haven't noticed, I'm not a child any more. Maybe you
should grow up at last too!\""
},
{
"Key": "9ea9a8c5-08dd-405a-8be2-1d8dd8e6aa5f",
"Value": "\"Too bad I don't know how to paint. I'd like to draw you... Maybe
a portrait, or a caricature!\""
},
{
"Key": "b6a97fa4-763e-41a1-b297-f90e7a9cb334",
"Value": "\"That's something new. I don't think anyone has ever drawn a
caricature of me before... Though I think that's for the best.\""
},
{
"Key": "12730f0a-ad38-4780-a9fc-5fb18148eb99",
"Value": "\"Valerie, why are you so mean? There's got to be something in this
world that you like!\""
},
{
"Key": "5a6ea640-5cf2-4406-98e0-bd11570dc317",
"Value": "\"I like it when you stay silent. If there's anything beautiful in
this world, it's silence.\""
},
{
"Key": "36e5a832-81f2-40b4-975f-7d48ea517014",
"Value": "\"Someday I'll write a play about our adventures... And you'll have
one of the main parts!\""
},
{
"Key": "6b1b73de-c180-4627-92ad-09968cbdd305",
"Value": "\"Then we'll see if there's at least one actress brave enough to go
on stage and impersonate me... Knowing that I'll be sitting in the front row!\""
},
{
"Key": "74574699-fd51-4060-9e82-3b6f02ed213b",
"Value": "\"Don't you want your name to be glorified through the ages?
Without a bard to trumpet your feats, that simply wouldn't happen! But just
imagine: noble Valerie, daring protector of the Stolen Lands...\""
},
{
"Key": "a1f9e2a4-a283-4796-92fd-04b6b11f7483",
"Value": "\"What is that, the title of a poem? Sounds more like an epitaph.
I'm starting to think you're not even going to let me rest in peace.\""
},
{
"Key": "cee08a28-900b-4ee4-bff8-111aec634e49",
"Value": "\"You chose a path of a warrior, and now your sword is always wet
with blood... What, do you like killing?\""
},
{
"Key": "8d3c61c7-cddf-4b0b-9fef-492410a9b4ce",
"Value": "\"War is no less honorable a trade than any others. It's definitely
not worse than drawing, or arranging letters into lines! As for my enemies � I'm
not the one who puts weapons in their hands. Like me, they've chosen their own
path.\""
},
{
"Key": "8d129f6e-5971-44d1-8047-4ff41fcdb45e",
"Value": "\"Amiri eat like Kronkshaft!\""
},
{
"Key": "474faeac-6551-4689-bfa6-6830ec4c5dc5",
"Value": "\"I'm hungry... What's a Kronkshaft?\""
},
{
"Key": "1d727245-8886-4982-b2fe-df1151ac5870",
"Value": "\"You fight like others, share trophies with everyone, eat a lot!
You are just like proper she-goblin!\""
},
{
"Key": "1bc113d2-a2ad-455b-b3c0-be41bd4394d5",
"Value": ""
},
{
"Key": "c2ad1ccd-5145-4536-a527-3f7aa5e1625a",
"Value": "\"You bet! I'm not some Brevic damsel to whimper and play dress-up!
Wait... did you just call me a goblin?!\""
},
{
"Key": "1c7f5b4c-6c91-4643-9bc5-c7531b1cd722",
"Value": "\"Hey! Amiri! Teach me how to slash like you do! Hero will find use
for that!\""
},
{
"Key": "51a1bb37-8b86-494b-b722-90fe51572056",
"Value": "\"Oh boy� You are bold like a Kellid but too weak to fight like
us.\""
},
{
"Key": "4585cced-c01c-4185-bd0c-69b6db61a16f",
"Value": "\"If Nok-Nok had mane like Amiri nobody would notice bumps that
others left on Nok-Nok's head!\""
},
{
"Key": "7d12d318-5a83-4845-a51d-9523c868bd89",
"Value": "\"Pff! Not a big deal! Find yourself a bear, tear a piece of his
fur out, and slap it on your head! Done!\""
},
{
"Key": "3ca214d5-f623-41dc-b697-4c7d3e0649ca",
"Value": "\"Amiri, who do you worship? Which god likes stabbers like
yours?\""
},
{
"Key": "456f71d6-92ee-4c67-87de-6046b1768920",
"Value": "\"I worship Gorum, Our Lord in Iron. He laughs at toothpicks like
these kukris of yours � he has a better way about a bloodshed!\""
},
{
"Key": "9b9921a1-ee6c-4951-ad8d-bf20c97824bb",
"Value": "\"Nok-Nok have great respect for Amiri. She doesn't even reek like
other longshanks.\""
},
{
"Key": "b4d687a8-93e7-4263-af4a-cb6cc7ff8bc6",
"Value": "\"Did Nok-Nok just� approve the way I smell? Damn, I need a bath
indeed.\""
},
{
"Key": "494d9d80-a74e-4759-881a-1b8d63c8f636",
"Value": "\"Are all longshanks in you homelands like you, Amiri? If so, Nok-
Nok would love to go there!\""
},
{
"Key": "847f689a-8150-4c40-b3b8-0667a552d84e",
"Value": "\"Nah. In my lands it's� like in your tribe, Nok-Nok. They don't
respect heroes.\""
},
{
"Key": "ecbf616d-e207-442e-ab44-3be6678183ad",
"Value": "\"You shoot well. But bow is a weapon for cowards, not Heroes.\""
},
{
"Key": "ae8daab6-4924-44ac-9ba5-d6e791c1acb9",
"Value": "\"I saw your kind hiding from enemies in dirt or pretending to be
dead. Don't speak to me of cowardice.\""
},
{
"Key": "330bf49f-36ab-4583-9ace-9329cb366d78",
"Value": "\"Hey! You shot a deer a while ago, yes? Where are his insides?
Longshanks don't eat those, I know that!\""
},
{
"Key": "2a8e4524-66b4-4763-823c-e98e430007c6",
"Value": "\"I used entrails for a stew. You ate with others. So don't beg.\""
},
{
"Key": "8e2dea3d-8d9b-4276-aaa2-b157956712ee",
"Value": "\"I learned what happened to your child, Ekun, a shame. Now if you
kept her locked in a cage-\""
},
{
"Key": "cdbd37a4-0d9d-4bc2-86d5-4e1a0be81964",
"Value": "\"One more word and it'll be your last.\""
},
{
"Key": "d3ff9517-a280-41d5-b279-c76830da0472",
"Value": "\"Ekun is not like other longshanks. Talks little. Good.\""
},
{
"Key": "6f8cdb8f-3b6b-4dd0-9185-6f1ee85717e9",
"Value": "\"Hm.\""
},
{
"Key": "2683b566-69ce-4521-a662-f797a8a22442",
"Value": "\"Stabber got dull. Nok-Nok needs new one, this one is rubbish.\""
},
{
"Key": "d567dc99-94d0-4c3c-b321-cf6427639d2d",
"Value": "[Sigh] \"Give your knife to me. Will sharpen it.\""
},
{
"Key": "9f756aaf-956c-4b92-8109-22b28f716106",
"Value": "\"Ekun doesn't like goblins. But goblins are not trolls! Why
then?\""
},
{
"Key": "c4ccee6b-13b1-4bdb-906d-251792545c06",
"Value": "\"Because you are all beasts. You're just... tamed.\""
},
{
"Key": "03191e98-7197-49b5-b7e7-f69c06cf27c1",
"Value": "\"Harrim, what do you mumble about? Want talk, talk loud!\""
},
{
"Key": "bd658f4b-59ce-47cc-b810-414d63d5f2ad",
"Value": "\"My words are not for mortal ears, Nok-Nok. I send my prayers
beyond this realm.\""
},
{
"Key": "d50f5a06-88d2-46ff-8c63-05c4232a7be5",
"Value": "\"Ahahahahaha, look! Harrim fall asleep! Look, look!\""
},
{
"Key": "2aae4534-922e-46a2-b092-bf8bb46aa181",
"Value": "\"I do not sleep, Nok-Nok. I am deep in my thoughts. Although I
won't try to explain the difference to you.\""
},
{
"Key": "c176d1e3-8e64-4ae6-8e51-0b315a4100c6",
"Value": "\"Sometimes Nok-Nok thinks of goblin king and becomes mad! Grrr,
want to crush and slam all around! Break everything, burst, burn!\""
},
{
"Key": "498e2620-ea52-48ba-9432-bc0c048e7a33",
"Value": "\"Hm� now you look more like a follower of Rovagug than Lamashtu.
But I like your pursuit of the final end.\""
},
{
"Key": "e700a624-e74b-49ff-a56f-2b5d6df78f7b",
"Value": "\"There is a nest in Harrim's beard. Soon bird lays eggs. Mmmm,
tasty.\""
},
{
"Key": "5985aa84-c7f9-4534-aec5-59170abe95fd",
"Value": "\"Hm? There is no nest, my beard is just tangled.\""
},
{
"Key": "a62468a8-b663-4fdb-bf3f-efb891d9ef0b",
"Value": "\"Harrim doesn't act like others of his kind. Like Nok-Nok.\""
},
{
"Key": "9ef8c085-6a3a-4921-8f64-c3217569bb14",
"Value": "\"You are right in your observation. We both became exiles in our
own tribes. I don't regret this. Do you?\""
},
{
"Key": "fd7b72c3-a382-460c-880d-617a570dacff",
"Value": "\"Nobody believe Nok-Nok will become Hero. Even Nok-Nok doesn't
sometimes. But every day, remind self to try, and keep at it!\""
},
{
"Key": "9a6d1773-ed31-4ae9-9a30-7dbedc55c387",
"Value": "\"Hold on to your values. When the whole world laughs at you, only
the strength of your beliefs will let you reach your goal.\""
},
{
"Key": "6322f590-f6d5-4d96-97eb-c673070e9608",
"Value": "\"Harrim sighs like belly is full. It is good?\""
},
{
"Key": "2daef409-b794-4da5-a12a-a309fd0dd128",
"Value": "\"I sigh for I am contemplating the emptiness which will consumes
us all.\""
},
{
"Key": "7b19d30e-ad3a-4027-aedf-c8250cc7765e",
"Value": "\"She-dead. Your smell is wide.\""
},
{
"Key": "fd52475e-9cff-4583-b9bc-724b89c1920d",
"Value": "\"And I'm hearing this from somebody whose tribe wallows in the
garbage of other nations? Ha.\""
},
{
"Key": "8c2e0077-9ac9-400a-a4a2-e07be4651a98",
"Value": "\"Don't like deadshanks. If I die, I die for good. Don't want to be
deadshank and work for others.\""
},
{
"Key": "65eec009-89c2-4dee-86c6-3f1aea47ecde",
"Value": "\"Do not worry, beastling: nobody in his or her right mind will
even think of using your corpse.\""
},
{
"Key": "4eaf9f4d-9269-49ce-85ad-bac0de1e75bc",
"Value": "\"Hey, she-dead. Can I become a lich? A Lich Hero! Servant to
nobody, not like some zombie.\""
},
{
"Key": "30c6c547-b168-4280-b014-31bbc353909a",
"Value": "\"The mere thought of such abomination appearing on Golarion fills
me with disgust. Or laughter. Can't make up my mind.\""
},
{
"Key": "81cb8da7-3897-4eba-bd9a-f448f24d15c0",
"Value": "\"Deadshanks� Nok-Nok wonder if dogs ever run off with bits of you.
How you get self back if dog bury your arm? Or leg?\""
},
{
"Key": "80612e80-63f7-4b13-b430-7da72f5b97d1",
"Value": "\"You should be more concerned about what you'll do when I bury
you, pest.\""
},
{
"Key": "7bb02702-5d88-443c-a516-a14c3ff5a9bc",
"Value": "\"Greet, word, word, big words, ask, extra words, extra words�
ZZzzz-hngGGggh-Ppbhww-ZZzzz� all asleep, but still extra words!\""
},
{
"Key": "8f8008b7-1bf4-4d0c-a22d-c8eb9fdb58d9",
"Value": "\"If you think this pitiful impersonation will hurt my feelings�
hey! Stop doing that! I don't act like this!\""
},
{
"Key": "cbdec7c6-3f91-4a9b-a6cc-5506331ebd54",
"Value": "\"You drink too much words. That's why you vomit with them all the
time. Drink less, then vomit less!\""
},
{
"Key": "37abd1ce-6f84-4304-9fcb-4340048b1964",
"Value": "\"I will� consider your advice, Nok-Nok. Maybe it will come useful
as an example of primitive thinking in my future ethnographic guide.\""
},
{
"Key": "1f314dc7-508a-4fd3-a2c9-9e7b66c64dde",
"Value": "\"Jub-Jub talk-talks make others angry. Nok-Nok wants do the
same!\""
},
{
"Key": "2ead4f62-83e4-427d-ad68-27904c2ca629",
"Value": "\"Alas, my primitive critter: to achieve such a skill in sarcasm,
one needs outstanding talent as well as a brillian intellect, which, I am afraid,
is unattainable for those of your kind� hey! Stop pretending to be asleep, you
little pest!\""
},
{
"Key": "9aeb0bc8-24bb-4151-9253-c7e68c4ebc49",
"Value": "\"Nok-Nok feels not so good. Nok-Nok will vomit. World is whirling.
Head� light�\""
},
{
"Key": "24bc65d3-23cd-4a9e-acb9-ec287e1c0d93",
"Value": "\"So it was you who stole my glasses! Take them off and give them
back before you break them!\""
},
{
"Key": "4b23c630-daf9-4471-87a4-fe8a2773ead2",
"Value": "\"Jub-Jub, give me one of your glass thingies. I make you some
great boom-water. All your enemies will fall once you throw it!\""
},
{
"Key": "fcc204ba-37be-467f-ae5a-a37c8a2bcea1",
"Value": "\"Do not even think of touching my alchemical bottles, you pest.\""
},
{
"Key": "3c70fe2a-d519-43f6-913e-d00631c1f665",
"Value": "\"When Nok-Bok becomes a Hero, will he need someone to write of his
exploits? Like other longshank Heroes do?\""
},
{
"Key": "c692443d-277c-42a1-9a60-045da84cfbea",
"Value": "\"I would love to meet an author who agrees to this position.
Especially considering the fact that the salary consists of chewed bones and bitten
off fingers.\""
},
{
"Key": "ba0fe836-8a72-4201-9a72-3b035ca08e3b",
"Value": "\"What Jub-Jub doing? It fun? Involve stabbing?\""
},
{
"Key": "c81a29a3-f2ad-4555-982c-bf21938e4361",
"Value": "\"Only if I stab you, idiot. Take your smell and� and� stand over
there. Way over there. In fact, just keep going, I'll tell you when to stop.\""
},
{
"Key": "7a5e8b26-2db8-42c9-99c0-ae298288e575",
"Value": "\"Why Jub-Jub chewing backscratcher? Taste good?\""
},
{
"Key": "7533696d-690e-47b1-8644-f5c5c164dc47",
"Value": "\"This isn't a backscratcher, this is my favorite quill pen, you
dolt. Wait� why did you say backscratcher?\""
},
{
"Key": "4e23dc2e-b605-4efc-a24a-fef14fb45646",
"Value": "\"Nok-Nok like camp. There is eating. And sleeping. And dreaming of
sleeping and eating.\""
},
{
"Key": "2c923d46-9522-4400-9668-0178d4dfe595",
"Value": "\"Simple minds, simple pleasures.\""
},
{
"Key": "6c1fb4f3-ce23-4f06-a2df-0736122e6a54",
"Value": "\"Linzee writes again. Steals think-thoughts!\""
},
{
"Key": "b03ff298-da97-482d-9559-012acb6d78f7",
"Value": "\"Oh, now, now � don't worry, Nok-Nok. I can't steal something you
don't have.\""
},
{
"Key": "ae015584-6912-4954-998d-a496a484a24b",
"Value": "\"Halfshanks mix words worse than longshanks. But I won't help you
with your writing, Linzee. Not even if you ask!\""
},
{
"Key": "b4a92777-9e29-4e74-bda4-b57171e288fb",
"Value": "\"Oh, thank you, merciful Shelyn!\""
},
{
"Key": "8bbb1841-0dff-4da2-9ddc-e4033036daf6",
"Value": "\"I know why you vomit with words. You are cursed!\""
},
{
"Key": "e7fce12e-2a35-42ab-a61e-e128df9774e6",
"Value": "\"The only thing I am cursed with is your presence!\""
},
{
"Key": "5a43c903-7071-4eaf-85ee-b71e0b06d4cf",
"Value": "\"{name}, why are you not afraid of Linzee? She writes about you!
Steals your think-thoughts!\""
},
{
"Key": "08682c86-2192-46c3-b931-2178adbe97ff",
"Value": "\"I don't steal anything! I am trying to describe our adventures
for future generations. I even have this part about you� oh! Sorry, I didn't mean
to scare you!\""
},
{
"Key": "a58f291a-4294-4523-87cf-9de18e859cee",
"Value": "\"Bad day today. Cought nothing. Ate little. Torn strap. Got
blister. Made hole in armor.\""
},
{
"Key": "3d9b092b-b7a3-41f5-98ba-96c48d417706",
"Value": "\"Oh well, now I feel sorry for you � even after all those nasty
things you told me! Cheer up, Nok-Nok, you'll be alright!\""
},
{
"Key": "15a6a143-c3f7-49cf-ab9f-abfffade656f",
"Value": "\"Why do you not file your teeth, Linzee? Could bite then. Useful
in fight. And eating. Both!\""
},
{
"Key": "0d6efec3-e662-4194-aee9-37a85e7a7920",
"Value": "\"Ew! I don't even want to think about that! If my songs and spells
aren't enough for you, go find another bard!\""
},
{
"Key": "93a3cb79-ceb5-42d7-bfc5-d2097adeb4a9",
"Value": "\"Why Linzee smell so bad � ugh, like flowers. Clean flowers.
Stings eyes.\""
},
{
"Key": "cf213ebf-3c3d-4492-a6d4-8b32dca43e39",
"Value": "\"I will take that compliment in the spirit it was given. So thank
you.\""
},
{
"Key": "83650632-39db-428b-80a6-cc79747225f8",
"Value": "\"When I stayed in village, I saw nothing. With you, Nok-Nok sees
more during one day than during the whole life!\""
},
{
"Key": "991468bd-e6d1-4c74-9f93-dc6dc562da7b",
"Value": "\"That's why goblin king would never become a Hero. He sees nothing
beyond his hind!\""
},
{
"Key": "8e7cb6b1-99d7-42db-86fc-4db680696669",
"Value": "\"Haven't sacrificed anything to Mother in a long time. Need to
find someone. Someone� special.\""
},
{
"Key": "9333d380-a0da-421a-b8a7-2a37aede11f6",
"Value": "\"If Linzee disappears everyone notices. Shame. Would make great
sacrifice.\""
},
{
"Key": "3c977b59-c71c-49f3-9589-4587ba55c504",
"Value": "\"I heard that once, far away from here, goblins nearly killed all
longshanks. Marched from forests, burned down villages, conquered almost
everything.\""
},
{
"Key": "ca30fc29-4b10-4ba7-907c-33142ca1120c",
"Value": "\"Although lost all in the end. Longshanks woke up and bashed
everyone. As usual.\""
},
{
"Key": "b52e442b-9fd3-42b3-b529-f51067c89781",
"Value": "\"I need to think of a title for myself. Nok-Nok Allterrifying. Or
Nok-Nok Allconquering.\""
},
{
"Key": "18d062af-3b23-4c05-ab7d-c97361dfd0c4",
"Value": "\"Nok-Nok Fearsomefullering? Hmmmm. Needs more think-thoughts.\""
},
{
"Key": "af3b1fbd-fead-471b-a24a-379156ea9913",
"Value": "\"I had a dream recently. That I am a Hero already. And battle a
dragon! On the back of owlbear!\""
},
{
"Key": "60330647-49cc-4553-875f-766b173935cc",
"Value": "\"Then I fell off his back and woke up. During the most interesting
part!\""
},
{
"Key": "6faf6716-ed0c-416a-b89c-be28ae020a57",
"Value": "\"Why do you comb your hair, Tavia? Will tangle anyway!\""
},
{
"Key": "271f3742-7a39-45af-a807-77598f4b814f",
"Value": "\"Because I� like it? What kind of question is that anyway?!\""
},
{
"Key": "c4c348e8-7aa7-4682-ab8d-7d34cbaa7809",
"Value": "\"Tavia likes shiny thingies. On her fingers, in her ears. Nok-Nok
likes also. Look, made myself a thingie on a rope.\""
},
{
"Key": "492478ea-8f16-4476-9d8f-1028c9bd4d1c",
"Value": "\"If I had kids, I would scare them with goblin jewelry.\""
},
{
"Key": "1af70592-de73-48e0-9e44-4c06841fed6f",
"Value": "\"Yuk! Pshaw! Nasty! Why does Tavia eat this? Smells of flowers!
Faugh!\""
},
{
"Key": "be2ada0c-905e-4fd9-af26-d13a40593fb1",
"Value": "\"Oh no! That's my lipstick! From Absalom no less, made with rose
oil! And you stole it� from me? No, I don't want it back, you can keep it.\""
},
{
"Key": "16e6dec6-878c-4bc6-90d0-4baf5d3daa32",
"Value": "\"You are like Linzee. Also stick your nose in a book. Still better
than halfshank.\""
},
{
"Key": "8141c4e7-1448-4031-989c-b5434ebbbdb6",
"Value": "\"Hey! Don't talk of Linzi like that! Can't stay quiet about her�
you are not in love with her, are you?\""
},
{
"Key": "06321c86-6ffa-4061-b3a4-a43c72867846",
"Value": "\"Tavia, you smell of soap. Why? If you don't wash yourself you
start to smell like surroundings � less noticeable!\""
},
{
"Key": "ad91d6f9-0732-4b0c-9ab0-764e4514896d",
"Value": "\"How do I explain this? Imagine you were forced to wash yourself
all your life. And then suddenly you don't have to! You wouldn't do something you
don't like, would you? So it is with me. Only the other way.\""
},
{
"Key": "b0cf03a4-6e1b-487c-953e-acea714ec5f0",
"Value": "\"Nok-Nok fall when making camp. In big puddle. Got� clean.\""
},
{
"Key": "35189ff3-ba8a-4c8a-9473-2a454151b00a",
"Value": "\"Maybe the gods do answer our prayers.\""
},
{
"Key": "af196a0c-5704-44ec-9bdc-df0e2d5f9eb5",
"Value": "\"You speak strange sometimes. Mix up your words. But in a funny
way. Is it magic?\""
},
{
"Key": "e86c695a-9332-4de5-8254-73885e6a2991",
"Value": "\"Ha! This fellow has a taste in humor! Not like all of you!\""
},
{
"Key": "766abc5d-8467-412a-b24e-71766945d367",
"Value": "\"You nearly cooked my hind, longshank! Watch where you throw your
zaps!\""
},
{
"Key": "33e68c09-cb2c-436f-87f7-4bde218d2545",
"Value": "\"Then don't get in my way, gnat, or I'll fry you for good!\""
},
{
"Key": "1e587424-f112-4c42-b9b3-8f7c0354ee85",
"Value": "\"Still rings in my ears from Reg-Reg's zaps. Mighty stuff! Want
some!\""
},
{
"Key": "047113bd-41f7-4330-be84-86668de73583",
"Value": "\"Ugh no. You impose enough risk on all of us already. Would you
have lightnings, I wouldn't be able to sleep at all!\""
},
{
"Key": "1528104c-9f0f-4b3e-b89d-77c019bc364c",
"Value": "\"Fought with orcs once. Stupid longshanks. Strong. Stupid. Slide
between legs, get behind, stab in back � orc is dead!\""
},
{
"Key": "2003c838-4e6c-46b3-9949-00400d50b5f0",
"Value": "\"You haven't seen real orcs from mighty clans. Those are the
worthy opponents! And their backs made from stone you can't stab! What? That's
true, I tell you!\""
},
{
"Key": "29c9cd34-6f92-4ab5-b53c-639047f05bd7",
"Value": "\"Regongar is the best with words among other longshanks. Doesn't
mix words as much. Almost as good as goblins from my tribe.\""
},
{
"Key": "0e7971f9-5146-4bf7-9d88-d8851d1b3c9d",
"Value": "\"Did you just, what, complimented me?! Keep your 'praise' to
yourself, shatshank!\""
},
{
"Key": "a9461a0e-7892-43c2-a77c-f74df4230a8a",
"Value": "\"Nok-Nok like camp. What is in the pot?\""
},
{
"Key": "e6afdddc-dcbf-494a-9eeb-2e52da21c682",
"Value": "\"Goblin, if you keep asking.\""
},
{
"Key": "8f5405fc-e987-4a63-abe7-2c2c033697f7",
"Value": "\"Is your Sarenrae better than Lamashtu? Let's compare!\""
},
{
"Key": "88a1877f-a67d-4cc2-bb6c-3b8e4e45c37f",
"Value": "\"I don't want to use my goddess' name in vain, Nok-Nok. Judging by
what I know about Lamashtu, you shouldn't as well.\""
},
{
"Key": "6f16c57d-8ff7-40ce-8de8-af347cfb2d03",
"Value": "\"Eestian mumbles mumbles mumbles all the time. At dawn. At dusk.
Should sacrifice something, would made more sense!\""
},
{
"Key": "95c2dc10-43ed-42c5-ae36-6e4f0d1e1017",
"Value": "\"My name is Tristian, Nok-Nok. At least learn it before lecturing
me about the proper religious rites.\""
},
{
"Key": "0875a6af-a260-477b-8a0b-d88ae6826abd",
"Value": "\"You can heal. That good! Hero needs sidelings like you to
help!\""
},
{
"Key": "5f493b9a-e5dc-4a05-842c-d1fa1841fe04",
"Value": "\"Everyone understands the language of mercy � even such outrageous
creatures as goblins.\""
},
{
"Key": "5394d175-760b-49aa-9a2a-723263df261b",
"Value": "\"Eestian, where does Sarenrae live? On the sun?\""
},
{
"Key": "a923dbdc-7619-4764-9752-ae1e122a939e",
"Value": "\"No, Nok-Nok. But once I heard a story of a powerful wizard that
made his home on the sun.\""
},
{
"Key": "06e4ec9d-e880-436e-be90-8ac092a2530c",
"Value": "\"Would I worship fire goddess, I would not heal. I would burn
everything! Bam! Whoosh! All become ashes!\""
},
{
"Key": "9ede4362-bd8d-4587-a288-082a73dca51a",
"Value": "\"There are followers of Sarenrae that prefer� her other aspects.
But she definitely won't rejoice at an arsonist joining her worshipers.\""
},
{
"Key": "fbcc197b-ad66-4651-a90b-da417e86b09d",
"Value": "\"Look, Eestian! I made Lamashtu symbol! Like yours!\""
},
{
"Key": "d74ba4d6-3ffb-49b0-a3bb-bf9a261dc105",
"Value": "\"Very� very beautiful, Nok-Nok. I especially like this piece of
glass you plunged in the middle of rat's head. Now would you please take it away
from me.\""
},
{
"Key": "bc76dee6-0177-46f4-8b25-793f8490e712",
"Value": "\"Shiny metals. Shiny hair. Shiny face. Bweh!\""
},
{
"Key": "24fe82b2-cce1-4464-b566-988c45099220",
"Value": "\"I wish half of my unwelcome suitors share your disgust with
everything you mentioned.\""
},
{
"Key": "82283568-94ea-4654-91e8-81af98c98633",
"Value": "\"You, like me, wasn't raised in a cage. So you wandered.
Adventured. Nok-Nok and strawhead are alike.\""
},
{
"Key": "d42cfda7-7ca1-49aa-86eb-a53185494d2b",
"Value": "\"Hm. I prefer to think otherwise.\""
},
{
"Key": "58382fc7-6b14-4455-80cc-4ed8ee1745ae",
"Value": "\"Strawhead wears these metals on herself to hide. Haven't seen
such things on goblins. Goblins know how to hide without those.\""
},
{
"Key": "007eade2-8205-4144-beb7-65d8f6ddf4d3",
"Value": "\"Do you mean my armor? It's not for hiding, it's for protection.
The same function your thick skull provides.\""
},
{
"Key": "252acb82-fd38-4e54-b83c-110a30415a64",
"Value": "\"So many metals� would make a lot of stabbers of those!\""
},
{
"Key": "6cc2f8fb-18f2-40f8-abfd-912efe94de6c",
"Value": "\"I warn you, Nok-Nok� any piece of my armor goes missing, you will
regret it!\""
},
{
"Key": "8f020338-c5b8-4177-957f-46d600093594",
"Value": "\"Auch, a bruise. But the ear is still here at least.\""
},
{
"Key": "10f6a323-6228-4096-81dc-aa824ba2cd95",
"Value": "\"I know that I just waste my words� but didn't you think of
entering combat with less abandon? You almost got your hand cut off in the last
fight!\""
},
{
"Key": "9e74e105-a1ed-41a4-8ff2-ab484d32f76c",
"Value": "\"Amiri, you are very brave, but why don't you think about what
you're doing before you punch someone in the face?\""
},
{
"Key": "6d9c6b22-5ed7-4c95-b92d-420e5471a4fc",
"Value": "\"Naah. If I think too much, I get a headache. � And when I punch
someone's jaw, it disappears.\""
},
{
"Key": "8861412e-82bc-4f57-ad94-e513f774f53e",
"Value": "\"What you've said about your childhood is just mind-boggling! Do
all the northern tribes treat their women like that?\""
},
{
"Key": "ef746fc1-4e6c-4eb9-919e-6e7b7ac173bc",
"Value": "\"Well, no, not all of them. I'm the lucky one � I was born in the
most savage tribe in the whole country! Even our neighbors looked at us like we're
goblins!\""
},
{
"Key": "6a46ecad-d97a-4969-b492-c2cead8bd402",
"Value": "\"Hey, Amiri! Why don't we go to a fashionable dress shop once we
get to the city. I promise, we'll make a real beauty out of you!\""
},
{
"Key": "d8dda2ef-7ece-4faa-9b76-d38d7471ced8",
"Value": "\"What? You want me to pull on a dress? Maybe I should start
brushing my teeth too?\""
},
{
"Key": "a4bdaa81-af13-41a0-8127-7745852f70aa",
"Value": "\"Have you counted how many you've killed during your journeys?\""
},
{
"Key": "85857712-ed26-42dc-96ec-e2f2fa7aea75",
"Value": "\"Um... A lot. Why would I count? My job is to swing my sword. Let
Pharasma count the dead.\""
},
{
"Key": "fdcdf68c-c593-4d9d-b389-847f656811e3",
"Value": "\"Your muscles are to die for! Can I touch them?\""
},
{
"Key": "add180c3-bad0-4bfe-b426-af7311dddf2f",
"Value": "\"Hell no! You and Regongar both � keep your hands away from me!\""
},
{
"Key": "f706f42c-7751-4f5b-8015-c9a947cac7fa",
"Value": "\"Amiri, I've been meaning to ask you for a while now. Do you do
anything special to style your hair?\""
},
{
"Key": "69b1c72b-1bf5-4fc5-ad88-a70294d586f2",
"Value": "\"You bet! You grab an enemy, you head-butt him in the stomach �
and my style is good and done!\""
},
{
"Key": "00a1f25d-c117-449d-89e0-caaa6b4167b9",
"Value": "\"Tristian, you become so thoughtful whenever I speak of freedom.
Why is that?\""
},
{
"Key": "3090b83d-8c91-424d-aa9a-ca2c440600d6",
"Value": "\"I often ask myself what freedom means, and what its true value
might be. For me, it's the chance to follow my heart and turn away from evil
things.\""
},
{
"Key": "46506b6c-51e5-4631-81aa-2ccd265b578f",
"Value": "\"I think your wolf isn't a regular animal. There's so much human
in him!\""
},
{
"Key": "b07b0d18-1931-4eec-a5d8-e0bd4854bfb1",
"Value": "\"Some believe people can be reborn as animals. Could it be true? I
don't know.\""
},
{
"Key": "99d4b400-1d95-4788-b0c7-3c7af4ef5b4c",
"Value": "\"Ekun, can you smile at all? Try it, it's easy!\""
},
{
"Key": "85ba7bc3-f9dc-4889-a074-b143f22a055c",
"Value": "\"I can smile. I just don't see a reason.\""
},
{
"Key": "76b735ee-0b0c-45aa-95ba-795c952915e6",
"Value": "\"You know what I think, Ekun? We need to pick a moment, drag you
into the tavern and get you hammered. Maybe you'll stop being so grouchy for a
moment.\""
},
{
"Key": "f013dfa2-20fc-49a2-be05-b0a3c3dbf6a6",
"Value": "\"Thank you. I appreciate your concern. One day I will go to the
tavern with you. I promise.\""
},
{
"Key": "35f437ec-14e2-47c1-b820-b332bf372ebf",
"Value": "\"Enough thinking about bad things! If I'd accepted my fate for
even a moment when I was enslaved by the Technic League, I would have been broken
and turned into a helpless toy.\""
},
{
"Key": "4a7a0e6f-4566-45dd-b73d-e2c3bfa1dcd6",
"Value": "\"You've endured much pain, Octavia. Perhaps even more than me. My
family died, yes. But at least they didn't betray me.\""
},
{
"Key": "94994eea-390d-473c-bb91-16de655791b1",
"Value": "\"You know, Ekun, I'm glad you're with us. Too bad we never met
earlier.\""
},
{
"Key": "b09e6be8-8a2b-4eb6-b94a-4ef881ae51eb",
"Value": "\"Me too. You're a good friend.\""
},
{
"Key": "88e8a6ff-229c-44dc-8a20-5d6d1ccc6db6",
"Value": "\"And have you ever thought about... starting a new family? What if
you find another place you could call home?\""
},
{
"Key": "5e1c303e-677b-4689-b019-d927bb480b02",
"Value": "\"I've lost much. But I survived. I wouldn't survive again. I'm
better off alone.\""
},
{
"Key": "24634393-2add-418f-8b8e-d20436edc2f9",
"Value": "\"Oh! I think I saw a snake! Careful! Ekun!\""
},
{
"Key": "734813fb-59e7-4932-b2ce-2bf9d7840dff",
"Value": "\"That's a legless lizard, not a snake. No venom.\""
},
{
"Key": "df9a2cb6-1eb7-40d3-9f3d-59fa0b702f2c",
"Value": "\"And have you thought about returning to your home town? There
must still be people there who you know.\""
},
{
"Key": "ccc9ab33-f187-49de-849a-be4ad9f101ec",
"Value": "\"No. Many died. For others, I died. I couldn't go back.\""
},
{
"Key": "1aaab834-9dc6-4ab1-93fe-167477d9fd81",
"Value": "\"Harrim, smile! Your acid looks are going to sour the soup!\""
},
{
"Key": "08c4695c-2211-4170-b254-c8dc9dccee66",
"Value": "\"Do you think soup can get better with a smile? If that were true,
then next to you it would turn into a roast.\""
},
{
"Key": "e3ead47f-24b2-4e80-a292-946a61841537",
"Value": "\"Why are you so concerned about death? There are so many
interesting things in life! I don't understand how one can die without trying
Absalom's famous blueberry cakes!\""
},
{
"Key": "767dc5b2-fbf2-4816-a14a-f49eda8a23ce",
"Value": "\"Blueberry cakes as the meaning of life? Hmm... There is something
in this. I suppose even the end of times would be more fun with a blueberry cake in
your hand.\""
},
{
"Key": "47d2183f-3bec-48d1-b3be-ae797fa3d90f",
"Value": "\"You know, sometimes I think all your gloom and fatalism is just a
mask. And underneath it all you're just scared. You're simply afraid to live!\""
},
{
"Key": "23cc90d1-b3db-485c-8386-a9ae4998d3e4",
"Value": "\"I'm not afraid to live, Octavia. But I'm also not afraid to die.
That is the great gift of Groetus. The unfairness and cruelty of this world don't
make me sad any more, because I know � sooner or later we all will die.\""
},
{
"Key": "aa9787b5-211f-4b44-b502-fcb11e246ce3",
"Value": "\"What do you think, Harrim � if we're all meant to die, how will
it happen?\""
},
{
"Key": "efec75d7-1f5b-417b-8537-42f44c9a1467",
"Value": "\"I don't know, I'm not a prophet. I simply follow the will of
Groetus. Whatever end is prepared for me, I only hope to face it with dignity.\""
},
{
"Key": "53568025-a27a-4b9b-bd2a-88b2884d32dd",
"Value": "\"Do you really not like to have fun � or you just don't know how
to? Do you want me to hold a festival for you when we get back to the capital? We
can stuff our faces, dance, and get drunk! What do you say?\""
},
{
"Key": "582ccd66-a192-46b0-837b-deb236e18eed",
"Value": "\"I say you are very kind, Octavia, but such help will do me no
good. I'll only get a headache from the music and dancing. As for the drinking...
Hm, hm... Well, I better keep away from that too.\""
},
{
"Key": "26433bcc-fba6-4d23-ac77-2981dd21cbbb",
"Value": "\"I'm sorry for eavesdropping, but at night you were moaning
terribly in your sleep. Did you have a nightmare? I can share my calming herbs with
you. They'll help.\""
},
{
"Key": "1ddd327c-e44e-4d98-a79b-091ae8fa6952",
"Value": "\"Really? Thank you, Octavia, this would be great. I know only one
way to fight off nightmares... But I'm trying to cut down on my drinking these
days.\""
},
{
"Key": "fd0097b6-73ba-45dd-af4d-24bc215af46b",
"Value": "\"Is it true the undead don't feel anything?\""
},
{
"Key": "5c8e8bbc-5505-4427-81e3-e2a240ea1ef2",
"Value": "\"Right now I feel substantial irritation from your silly
questions.\""
},
{
"Key": "e4e74be2-5e08-4701-bb5f-0ea6094e56f1",
"Value": "\"If you wanted, I could lend you some of my cosmetics. The color
of your skin frightens me sometimes. And not only me!\""
},
{
"Key": "5cf02a50-fe95-49ed-9739-eda802066453",
"Value": "\"You offer me a chance to smear beetroot and ground chalk on my
face? No thank you. If I needed makeup, I'd bring a set from Kyonin. My former
family knows their way around eye-shadow and frankincense.\""
},
{
"Key": "58d77fc3-7100-4666-98c5-58912bad3785",
"Value": "\"Why are you so obnoxious and rude � even with your allies?\""
},
{
"Key": "0a3ecdd7-e46c-4776-a074-5cb4444ae550",
"Value": "\"Allies? I'm afraid you're not going to like my answer, girl.
You'll just imagine I have a bad temper.\""
},
{
"Key": "9dc0899e-f056-4521-8a89-fdbe550be43f",
"Value": "\"To be neither alive nor dead... What does it feel like?\""
},
{
"Key": "ad598bcb-732f-4852-86ff-4c5b34a54dc2",
"Value": "\"Want to try it? I'm afraid you wouldn't make a quality undead
specimen � just a zombie with a pretty face. But your thought processes would not
change significantly.\""
},
{
"Key": "612ad92a-120b-470c-92e6-cbfbd9b38fb1",
"Value": "\"Do you really like it when everyone looks at you like you're a
venomous viper? Stay away, or it'll bite! How could you prefer that?\""
},
{
"Key": "b7da342b-b2e4-4fe1-84ea-9d611b4da747",
"Value": "\"You see, my status allows me not to think whether others like me.
On the contrary � it's they who must try to be liked by me.\""
},
{
"Key": "e7dc3bab-003f-4fc4-85e2-4c53f1bca73b",
"Value": "\"Too bad you've never been to Numeria. They'd beat your arrogance
out of you quickly!\""
},
{
"Key": "7ce781c5-b884-4e02-8d21-bafbf964c98e",
"Value": "\"You are wrong here, darling. I've been to Numeria more than once,
and had a great time, discussing with their men of science the nuances of politics,
culture, and many other things � which you know as much about as a pig knows about
cakes.\""
},
{
"Key": "247a0f65-ce40-41b0-b9a3-4b95349ff4d7",
"Value": "\"Jubi, what keeps you in our party, hunh? You just keep nagging
and nagging, and you won't shut up. You don't like this, and you really hate
that... So pick up your things and get out of here!\""
},
{
"Key": "f6b4cde0-2e18-46fc-ac68-b8e6628cf2fc",
"Value": "\"I'm not nagging, I'm giving valuable recommendations. And
luckily, unlike a hysterical vixen I could name, {Name} understands this!\""
},
{
"Key": "2b354d03-3b16-4ecc-9d2b-25c53d2e79a6",
"Value": "\"Damn it, Jubi! Could you shut up for a minute? I've got a
headache from your cleverness.\""
},
{
"Key": "517c8a94-deff-4ef4-ad06-2ccbe5d02b91",
"Value": "\"It's because my sagacious remarks have impacted a brain not meant
for mental activity. And don't call me Jubi!\""
},
{
"Key": "e0b0648e-f5a6-49a7-8110-f282f85a2737",
"Value": "\"You know, Jubilost, I think you just enjoy annoying people. You
do it on purpose, to get bright new emotions out of them, and fend off your
Bleaching for another day. Am I right?\""
},
{
"Key": "b542ca22-bb4f-42f1-8095-c345b0124719",
"Value": "\"Hmm... I've never thought about it like that. But it sounds like
quite an idea! I think I'll add a little more sarcasm to my conversations! Like you
said � for my health!\""
},
{
"Key": "5386637f-336d-4d18-826c-38940a49b78a",
"Value": "\"By the way, Jubie, pray tell me...\""
},
{
"Key": "e5c511ce-6e19-4238-ab61-70393cd2cb63",
"Value": "\"No, YOU tell me: who gave you the right to address me in such a
disrespectful manner?! I certainly don't recall ever letting anyone call me that.
So please, do refrain from such vulgar familiarity in the future.\""
},
{
"Key": "335a5ece-219c-4859-93ae-ba94d814a09d",
"Value": "\"All those Knights you always talk about are men. Weren't there
any women? A band of men sounds pretty sad and depressing...\""
},
{
"Key": "64c2b20b-58ee-4f56-88af-4796294c9d3c",
"Value": "\"Oh yes, there was a Vudrani Tiefling named Vivreal. She was a
talented caster who could manifest energy weapons to strike her opponents. She
sounds beautiful and deadly. Kind of like you...\""
},
{
"Key": "e1db2329-dfd2-46b1-b9d1-27165560b6f3",
"Value": "\"Linzi, why don't you write a fairy tale about us all, huh? Like
'they lived happily ever after and died together on the same day�'\""
},
{
"Key": "c5955211-4d96-4b87-bc8f-866cd0a6a251",
"Value": "\"'� on the battlefield, among numerous corpses of their enemies!'
I'm sorry, Octavia, but I can't imagine anyone of our team old, sitting by a fire,
and surrounded by great-grandchildren!\""
},
{
"Key": "e6ef63cd-b5d9-499a-929f-d270516dfa68",
"Value": "\"Linzi, do you have a spare shirt? Mine is just holes after
yesterday's brawl.\""
},
{
"Key": "bfc49957-ed5e-4a75-8f1d-a3af81cb9a6d",
"Value": "\"Of course I do. But I think it'll be too short for you! Tee-hee.
It would be funny to see, but it wouldn't be comfortable for you!\""
},
{
"Key": "e075532a-1fbe-4d56-bf08-42fa83e84ddc",
"Value": "\"Linzi, what are you writing in there again?\""
},
{
"Key": "8455472a-f1aa-4d9d-be98-8e7aee664f66",
"Value": "\"You know, something... About someone... I'll let you read it once
I'm finished. It's hilarious!\""
},
{
"Key": "e7f16a1e-bb4a-4f89-8eab-aca3959605e4",
"Value": "\"So why didn't you stay at the Academy? You'd be living on easy
street, never be hungry or cold. All you'd have to do is just write your poems.\""
},
{
"Key": "31cd8883-ccec-4f9c-aea3-34eda633e60c",
"Value": "\"In Pitax, easy street is inhabited by those who diligently lick
King Irovetti's boots! Or worse. Especially if they do it literally. No thank you,
I'd rather sing at a roadside tavern!\""
},
{
"Key": "18858a20-4010-4320-b44f-b659f4c1d0c7",
"Value": "\"Nok-Nok, don't you feel� sad? You are the only one of your kind
in our midst. I believe you get lonely sometimes.\""
},
{
"Key": "b4b271d6-7249-4a75-8cea-363d8bb82ab0",
"Value": "\"Yes, being a Hero is tough. Especially with longshanks around.
But I stay patient. It's my duty � stay patient with you.\""
},
{
"Key": "848591d9-504f-4883-833b-5973080eb51f",
"Value": "\"I once saw a brownie in a forest. It was kind of cute!\""
},
{
"Key": "77779714-df0f-4f74-914c-c1204518a3d1",
"Value": "\"Brownies taste good?\""
},
{
"Key": "e7aeee1b-b915-4388-bb5a-df728dd8ade2",
"Value": "\"What a party we have here! We somehow suit these lands. In a
civilized place we'd probably all feud with each other all the time, but here the
constant danger keeps us united.\""
},
{
"Key": "9a7e1f9e-372d-4044-8547-c3a1c974410f",
"Value": "\"Once I return to Numeria... I don't know what I'll do there.
Maybe I'll find my former owners and grind them to dust. Or maybe just walk the
streets as a free person!\""
},
{
"Key": "2a669a0b-d1f6-4f9f-b750-e1f31e40f1ff",
"Value": "\"I just need to get back and close that chapter of my life.\""
},
{
"Key": "7187f7b9-c345-4eb0-b229-ab98c92cced8",
"Value": "\"Why is Regongar so... Regongar?! I love him terribly but... Can
he be just a tiny bit less Regongarian?\""
},
{
"Key": "be015352-c985-421a-989d-07188392e7dc",
"Value": "\"It's strange to sit like this... Not expecting the lash. Not
fearing that your owner might show up, and you'll have to humiliate yourself just
to live another day...\""
},
{
"Key": "f23a8d0b-aeac-4610-bff8-7eee5f4d9d28",
"Value": "\"I didn't get much sleep again.\""
},
{
"Key": "19cbc9ce-08ea-4f60-9f46-a224661cb4f2",
"Value": "\"I know. You were screaming in your sleep. If I could drag your
nightmares outside and punch them in the face...\""
},
{
"Key": "46e7eb35-a20f-41f0-8e7f-b728ec4b2040",
"Value": "\"For a long time, I couldn't believe we were finally free. I can
still hardly believe it!\""
},
{
"Key": "2d0ec10e-6250-413e-92fc-c8a0ae4a7223",
"Value": "\"But I believed it at once! And if someone tried to prove
otherwise, ha! He'd be a stinky spot on the floor that very instant!\""
},
{
"Key": "1948c981-65f8-47d8-a119-bd37c4de7ab1",
"Value": "\"Do you remember the ones we lived with in the same barracks? What
do you think... happened to them?\""
},
{
"Key": "c06bfedb-c23b-4b51-a105-b2d0ea051d79",
"Value": "\"I don't think about them. And I recommend you don't either. We
have each other, and I don't care about anyone else.\""
},
{
"Key": "751dfe94-834a-46da-a9a4-0ac97e0a8845",
"Value": "\"Reg, you are so moody today. And I can see you didn't get much
sleep... What's bothering you?\""
},
{
"Key": "af988c28-bee9-4cb2-8e79-2f7b5952333b",
"Value": "\"You don't remember, do you? You woke me up four times last night,
kicking and screaming. But I guess you didn't wake up... Ha, what those bastards
from the League did to us!\""
},
{
"Key": "48155cc9-dfcd-4a34-a977-b6784a02c6c8",
"Value": "\"Reg, do you know what I want sometimes? To quit all this
traveling, settle down somewhere by a river, build a house, make a boat, fish, take
care of the garden, watch the sunset, sitting on the stairs...\""
},
{
"Key": "e16db14d-893f-4311-9e03-6dcb97ee8cdf",
"Value": "\"That's a good dream! So cozy. I'm not sure I could live like
that, but...\""
},
{
"Key": "f503915e-824f-45b6-95aa-1851f7859d14",
"Value": "\"No, Reg, I don't want any of that wine. Didn't I ask you to leave
that vendor alone? I know I did. And what did you do? Slashed him!\""
},
{
"Key": "244b7d91-0327-49e4-bd51-c1bbf551d978",
"Value": "\"Yeah, so what? I didn't kill him! There there, don't pout. He's
richer than both of us, what does he care about a few bottles?\""
},
{
"Key": "97530d12-de36-4645-b784-6670557a845b",
"Value": "\"The Technic League must be still sending hunters after us. I'm so
afraid they'll find us sooner or later and drag back!\""
},
{
"Key": "93875ce1-584d-45ac-b80a-91a7cf4b0fdd",
"Value": "\"If they find us � it's their loss! I'll kill as many Technic
League snoops as they dare to send us!\""
},
{
"Key": "a06a6039-7948-45b3-8cb0-ad942399506d",
"Value": "\"You lazybones, you didn't even try at all during the last battle!
Are you feeling all right?\""
},
{
"Key": "894e3427-2b79-4a62-83d8-d8a887b1bb63",
"Value": "\"Hey, I'm just giving you a chance to get at least one kill for
yourself!\""
},
{
"Key": "0680b017-fe69-4196-83ae-1ff6989541f7",
"Value": "\"What is that? Chocolate? Mmm... yummy! Why not share it with the
others?\""
},
{
"Key": "7b07a274-d180-4bc5-9eb0-d274060d574b",
"Value": "\"Quiet, quiet! No way. They're all right as they are!\""
},
{
"Key": "956d62cd-999d-4411-bcf0-b5a46630f939",
"Value": "\"You look unhappy today. You need to have some fun. You want me to
read to you in bed, the way you like?\""
},
{
"Key": "a321012b-1627-41b1-aea6-28538f5bdd93",
"Value": "\"OCTAVIA! Damn it, not with everyone around... Hmm, never mind.
We'll talk about this later.\""
},
{
"Key": "bedfbd31-d34b-456b-867e-830ca5ca46c8",
"Value": "\"I marvel at your patience, Tristian. Didn't you ever want to
curse, or yell, or smash someone's face?\""
},
{
"Key": "c888fdda-b909-4df1-8fa0-eb422a0128c4",
"Value": "\"I have felt those feelings, of course. I'm not a stranger to
common human passions. But it doesn't become a servant of Sarenrae to act out his
sordid urges.\""
},
{
"Key": "6a6a0e08-f104-4510-89d3-00ecc781236a",
"Value": "\"You are so young, Tristian, but you've seen so much! It must be
hard, carrying your faith to all the ends of the world!\""
},
{
"Key": "325902a4-72fb-4780-b845-92051c4b1a3e",
"Value": "\"Yes, Octavia, it's a heavy burden. Sometimes I doubt I can handle
it. But I close my eyes and appeal to the Healing Light, and I feel the presence of
my goddess, and I know � if not me, then who?\""
},
{
"Key": "eb6a85e4-5cb8-48d4-a19f-b4bcae5a6eff",
"Value": "\"When I talk about slavery and freedom, you get that face... Like
I saw on the other slaves. But you've never been in shackles, have you?\""
},
{
"Key": "99b457de-bfd9-48b9-a4d3-0bdd400bc1b0",
"Value": "\"Each of us is shackled in our own way. Some shackles are just
harder to see than others.\""
},
{
"Key": "c1e9e153-46b0-459b-be0a-513e0d96a660",
"Value": "\"Tell me, if you met a dying Technic League henchman, would you
heal him?\""
},
{
"Key": "b169f26c-2ac8-47c1-8aa8-cdd15eebc105",
"Value": "\"Yes. Now don't frown � you asked me a question and that's my
answer. Then I'd turn him to the light or deliver him to authorities for a trial �
or maybe he'd attack me and I'd have to kill him myself. But I would never walk
past a dying man indifferently.\""
},
{
"Key": "08fcadb3-c2b8-4427-9dff-55f794e9d2e2",
"Value": "\"You are strange, Tristian. You put up so patiently with jokes and
insults, and you're always ready to hear out and forgive... Some may see this as
weakness, but I know that inside you are harder than steel.\""
},
{
"Key": "f1af63b9-1219-4c6d-8020-10af9fde440b",
"Value": "\"Thank you, Octavia. Too bad people so seldom recognize the true
difference between weakness and strength.\""
},
{
"Key": "dcab8cf8-fd19-4e65-817c-84668750eef3",
"Value": "\"You shouldn't reject everything related to beauty and art. You
sew very well! You may not be a paladin of Shelyn any more, but why don't you want
to simply do what you're good at?\""
},
{
"Key": "d6849c7a-f17c-4aac-84ce-bd86396e703e",
"Value": "\"I'm good at fighting, and that's what I do. Everything else I
learned at the Order is useless nonsense, and not worth even a moment of my
time.\""
},
{
"Key": "4f1a5bbe-b5bd-48a3-ab4b-72bc73630566",
"Value": "\"I know you cut your hair to make a statement, but... Maybe you
should grow it back? You know, for a change?\""
},
{
"Key": "63e614b9-ce98-45dd-8596-c403088c2fab",
"Value": "\"I'll think about changing when I'm too old to fight. For now,
when I'm deciding between long hair and getting my helmet on quickly, I'll choose
the latter.\""
},
{
"Key": "112cbee4-6801-4e7e-95bf-e3edf7dc9edb",
"Value": "\"Most nobles I've seen were arrogant, even with their equals. And
you aren't ashamed to be sharing a meal with former slaves!\""
},
{
"Key": "f23a01ae-4f47-4d66-bb26-30a4b1e7a5ca",
"Value": "\"I've lived among mercenaries for a long time, and they're a
motley bunch � from nobles to branded convicts. In a situation like that, you
quickly learn to judge people by what they do, not by the color of their coat of
arms or how ancient their lineage is.\""
},
{
"Key": "7e7e0331-6871-4ed0-89bf-a7fb88b7260b",
"Value": "\"You smile rarely, Valerie. What troubles you?\""
},
{
"Key": "0ec69052-376a-480b-a9c2-04c48cdd2c11",
"Value": "\"Nothing. I'll laugh when there is something to laugh about. Right
now I'm busy thinking about how we're going to survive these wild lands.\""
},
{
"Key": "79440e8a-9543-450b-9206-b4d61c82f3a0",
"Value": "\"It's good you're with us, Valerie. You're like a mighty oak we
can lean our backs against... Oh! But I didn't mean you're thickheaded � or thick
any other way! Oh no, I put my foot in my mouth again.\""
},
{
"Key": "f01b6f62-6694-4547-8115-ce2bba6cb228",
"Value": "\"It's all right � I understand your good intentions. I'm glad to
be here for my friends.\""
},
{
"Key": "f856959f-09f0-41f1-b7f2-e6ad93dc6d33",
"Value": "\"You are amazingly beautiful... No, no, I'm not flirting!
Although... I'm not saying I wouldn't like it!\""
},
{
"Key": "38f54242-9b73-494f-b59a-c99a2a5a6f43",
"Value": "\"Don't waste your time. Maybe someday I'll find someone to share
my life with. But it will definitely be a man!\""
},
{
"Key": "0a764a4a-4713-43d9-b221-33444f430097",
"Value": "\"Valerie, your embroidery is always so beautiful, I just can't
take my eyes off your designs! Even the patches on your clothes are always special.
I could never do anything like that, even with the help of magic!\""
},
{
"Key": "a54639d2-c6a1-46f3-989b-7dc010c8cd8a",
"Value": "\"Oh, it's� nothing special. I never mean to do anything ornate. I
just need to keep my hands busy sometimes.\""
},
{
"Key": "63b66d60-a1d2-43c1-b669-d2ea8534baa6",
"Value": "\"Amiri, I heard that barbarian women can exhaust even the
strongest man in bed...\""
},
{
"Key": "5a4e7055-f539-460f-b58e-3eab4fe10633",
"Value": "\"A strong man? Easy! But you, greenhorn � you wouldn't last five
minutes!\""
},
{
"Key": "170ff881-26bc-474a-af18-647a6fa456f0",
"Value": "\"Hey, Amiri! Want to arm-wrestle? The winner invites the loser
into their tent.\""
},
{
"Key": "ab63c39c-759b-4366-b246-e7be921dc80d",
"Value": "\"Mmmm... And what are you going to do in my tent with a broken
arm?\""
},
{
"Key": "c99b3cb3-0718-4a9d-b317-5360958a09cd",
"Value": "\"Amiri, you have such big... Biceps! Wow, let me touch them!\""
},
{
"Key": "51395664-5090-474e-9e6a-cacc98de8d91",
"Value": "\"Go touch yourself behind your tent, asshole. You're thinking with
your wrong parts again.\""
},
{
"Key": "b93a6e8d-3e84-4a22-bef8-4380f6593029",
"Value": "\"Let's see which of us is a more glorious warrior? I'll show you
my scars, and you show me yours!\""
},
{
"Key": "9fcf942c-8e33-4687-882e-261b93467a71",
"Value": "\"How about I make you some new ones instead?\""
},
{
"Key": "4f925b39-f36c-4f53-b459-1293c1f1cfb4",
"Value": "\"Your tribe lives in the frozen mountains, right? If you're such
strong warriors, why didn't you conquer some better lands for yourself?\""
},
{
"Key": "ef64f367-80ab-4bcd-9706-831372e4573f",
"Value": "\"Ha, listen to you! Where do you think those tribes in Numeria
came from? They came down from the mountains!\""
},
{
"Key": "d35bb657-81b1-4c0d-804d-6b450cbe4d9f",
"Value": "\"Hmm, hmm. Listen, Amiri... I was thinking... I know you're a
woman of principle... but maybe you have a barbarian friend...\""
},
{
"Key": "85216a21-a3e9-498e-ba56-7bccb5e333c9",
"Value": "\"Ha! A barbarian woman will break you in half and not even
notice.\""
},
{
"Key": "0a98f115-7cf8-406e-8d42-741861150331",
"Value": "\"I'll tell you what awaits you. You'll grow old and feeble. You'll
be bent over double from carrying everyone else's chamber pots � and you'll realize
that you never lived a single day in your life... And it will be too late.\""
},
{
"Key": "b4a16ccf-aa60-412c-bcf1-e7ce6ee9d2a4",
"Value": "\"Ha, ha, aah... So that's the end you see for me? Well, we'll see,
we'll see...\""
},
{
"Key": "5aa0e9e0-4ef6-45db-ac3e-091be8cc926f",
"Value": "\"Ekun, have you ever thought about making a coat from your wolf's
pelt? It'd be so much more useful as a coat. And we wouldn't have to keep wasting
food on it!\""
},
{
"Key": "e7a706ca-8aa9-4194-81ab-d40fc8ff4908",
"Value": "\"Is that a joke? It's a stupid one. Be quiet.\""
},
{
"Key": "c1d36f56-6891-48c0-9742-785681adf0d1",
"Value": "\"Lighten up, Ekun. Let it go! I've buried so many friends and
family that you could fill a whole cemetery with their graves.\""
},
{
"Key": "2bad684a-2c33-4501-b9b5-c4bfbecf8630",
"Value": "\"Your drunken friends aren't family. You don't respect the dead.
Better keep quiet.\""
},
{
"Key": "cb3b813b-0370-4464-8162-bf3c97257a19",
"Value": "\"Why are you always staring at me? Did I put a toad in your
trousers? We're in the same boat, ha ha!\""
},
{
"Key": "bbf8c29a-2b2f-4d21-ab21-8f4136b5751f",
"Value": "\"We have common enemies, true. That doesn't mean we're friends.\""
},
{
"Key": "3aad87d6-7109-46f2-ad4a-10c9b646ecb2",
"Value": "\"Ekun, have you heard about silent hermits? They take a vow of
silence and just sit there without moving for days. And at night they quietly
gobble up the gifts that the pilgrims bring them.\""
},
{
"Key": "fbea9456-5a98-4caa-9ed9-df2d229b67ce",
"Value": "\"What does this have to do with me? I don't sit still. And I talk
� to those I have words for.\""
},
{
"Key": "bfa9f106-6f61-4999-a17e-0a8ba4beefa9",
"Value": "\"Could you hit a deer in the eye from, say, a hundred paces? What
about a hundred and fifty? I'd watch that trick!\""
},
{
"Key": "41bc5d9c-0812-4da6-966a-ab9a51a4b8e1",
"Value": "\"I don't do tricks. I don't kill for fun.\""
},
{
"Key": "ef06d3d3-9f71-44e5-9892-fb4ae3640ac9",
"Value": "\"Who chose this route? My feet are killing me. Isn't there a
better path?\""
},
{
"Key": "7c48958c-ff45-4518-8235-231588a82c8d",
"Value": "\"Next time you lead. I don't care about your feet.\""
},
{
"Key": "7d5c2845-7fed-4abe-b075-f2d152ce20b0",
"Value": "\"Not a bad shot! � BAM! Dead! But admit it � you just got
lucky!\""
},
{
"Key": "e56bebdf-76de-46c8-a998-f876ce2d365b",
"Value": "\"Not luck. Skill.\""
},
{
"Key": "66637351-34d6-491d-8af5-629864c26f2a",
"Value": "\"You're a good shot, but my lightning is better! Rumble, sparks,
everyone runs... Jealous, aren't you?\""
},
{
"Key": "9300b151-4727-4540-b918-aacbdf6ba813",
"Value": "\"No point in being jealous. Everyone does what they can. I do what
I can, and I do it well.\""
},
{
"Key": "f8933096-3b19-431c-a18d-3b7fa9a98462",
"Value": "\"You're staring at me again! What do you want?\""
},
{
"Key": "420dc526-6ffb-4ee7-8c1f-99b3fd077e94",
"Value": "\"Deep in your soul, good and evil are fighting. I'm watching to
see which one wins.\""
},
{
"Key": "9f7be21c-bb5f-43c8-8fc6-c6cb8443e06e",
"Value": "\"You're so boring! For once in your life, can you forget about the
end of all things � and come have a drink with us?\""
},
{
"Key": "d8ac3558-0142-4301-98b6-4cbe99c9766e",
"Value": "\"You think you'll enjoy drunken Harrim better than the sober one?
You're wrong, Regongar. You are so wrong. You'd rather not see or hear me like
that...\""
},
{
"Key": "816e1e14-195a-4312-9d96-c018ec0bebd1",
"Value": "\"You know, I think I understand why Torag rejected you. Even the
gods can't stand your constant whining!\""
},
{
"Key": "fe9344c2-d4d9-4d3b-9b3e-3e31fac297d4",
"Value": "\"You're completely right. Torag is deaf to the troubles of his
followers. That is why I rejected him. Think, would you pray to Calistria if it was
her fault you couldn't do anything in bed � like I can't do anything in the
smithy?\""
},
{
"Key": "ff85d332-4ed4-41e1-b89e-0fe11798cd16",
"Value": "\"You're so annoying! Yes, we'll all die sooner or later, thanks
for the news! Why remind us about it all the time?\""
},
{
"Key": "04b5a490-6289-4a99-89b9-74f5c8c7e604",
"Value": "\"You cannot forget about it, Regongar. Every moment you must
consider the coming hour of your death, or you will fail to face it with dignity
when it does come.\""
},
{
"Key": "c5dad3fb-4c6b-4cec-b1aa-c24f80d5b656",
"Value": "\"If you want to die so much, why don't you just stop eating? We'll
save some food that way too!\""
},
{
"Key": "0cb12b81-cd25-48d9-8037-b7839e6a13e6",
"Value": "\"You eat more than me, and drink enough for three. How do you
look, when you talk about the portions of others?\""
},
{
"Key": "08871c7f-a4bc-49a0-ac85-cc8511859548",
"Value": "\"Damn it all, I've been staring at you since morning, and you
haven't smiled even once all day! Don't you ever get tired of yourself?!\""
},
{
"Key": "111e6ae0-4c00-4e3c-b38e-e5f997688607",
"Value": "\"I've been tired for a long time. I only wonder when you too will
get tired.\""
},
{
"Key": "5be346d8-d8fd-42a2-993f-c318b62a85d9",
"Value": "\"Jaethal, why are you staring at me, hunh? You want to turn me
into a zombie? Go bite someone else!\""
},
{
"Key": "3157f973-fc09-4b78-9328-802e14d1391b",
"Value": "\"You? You wouldn't even make a good skeleton. Although if the
undead creature inherited your magical powers, it might not be so bad...\""
},
{
"Key": "aa489aff-36db-4ee9-917c-1163e2413e56",
"Value": "\"Listen, dead one, keep away from me. I don't meddle in your
business, so don't try getting too close.\""
},
{
"Key": "e04cc765-2f8f-4b38-ae51-a27d65a5e4cf",
"Value": "\"We'll see what you say when life is draining from you, drop by
drop. At that moment it becomes an easy choice: become undead, or become worm
food.\""
},
{
"Key": "d286bd16-7eb6-4fc4-b39c-16c16a1c5e77",
"Value": "\"A whole crusade must be chasing you! No one likes the undead,
especially when they're as insolent as you!\""
},
{
"Key": "b3f6dda1-ee5a-4f6e-bd1c-d20725cda886",
"Value": "\"And half the Technic League is hunting you down. � But so what? I
might not like you, but anyone foolish enough to pursue our party will die the
instant our paths cross.\""
},
{
"Key": "7577656a-e0e7-4b64-8e8e-a6035ffc15b4",
"Value": "\"You see the way I lopped that guy's head off? Is Regongar awesome
or what?\""
},
{
"Key": "56e2fd0b-d884-466e-a076-3e8eccea8927",
"Value": "\"Your fighting style is efficient, but terribly rude and
inelegant. If you were my servant, I'd teach you some manners.\""
},
{
"Key": "c4f5fa10-54d9-4e39-8abc-bf5d57270d7a",
"Value": "\"I'm getting drunk when we return to the capital! Jaethal, you
keeping me company? We'll get drunk together... Dead-drunk, ha ha ha!\""
},
{
"Key": "0dd96b7b-569a-4b08-90f0-a01c92e7bc2b",
"Value": "\"Such sophisticated humor. {Name}, why don't you install a
strappado in the capital for pun lovers?\""
},
{
"Key": "a9625e3b-6dcd-4009-abd2-02e958e42e3f",
"Value": "\"Jubilost, I don't get it � how are you still alive? You're so
small � and you always piss everyone off!\""
},
{
"Key": "53c777c4-5fc3-4e63-a7c0-67449f3b770b",
"Value": "\"Ah! It's my strategic planning skills! There's always someone big
and dumb beside me, who is more convenient to aim at!\""
},
{
"Key": "c9816bd0-a9c2-4259-a56d-ff86378daaa5",
"Value": "\"You want some advice, Jubilost? Keep away from the Technic
League. Those creeps don't care about your research. For them, you're a... Specimen
� that's it!\""
},
{
"Key": "819b50a5-060b-4483-8698-2fbdf8198121",
"Value": "\"Well... I think a scientist can always come to terms with another
scientist, even if some of their research methods are, so to speak, disputable.\""
},
{
"Key": "da236df0-961c-4f08-962a-c02ed5e533b8",
"Value": "\"And why couldn't you just sit in Absalom? You'd eat grouse from a
silver platter, drink expensive wine and keep writing your little books. Why did
you have to travel all the way to the Stolen Lands?\""
},
{
"Key": "80450d22-4c7d-4774-8137-a83cdf936437",
"Value": "\"You see, to afford grouse and wine, a writer must be successful.
And to achieve success, one needs to experience what one writes about!\""
},
{
"Key": "8f6f52b9-8c25-4a7c-81e3-3638cbe84a45",
"Value": "\"I thought super-clever professors like you don't even take a shit
without a crowd of armed guards. Forget about an expedition to the Stolen Lands!\""
},
{
"Key": "a394634e-6090-4951-bfd0-905c0086cd37",
"Value": "\"Yes, I have to admit, coming here may not have been my finest
idea. Although the notes I've taken during our travels are quite valuable. It would
be a pity if they were never to see the light, because their author ended his
journey in a troll's stomach.\""
},
{
"Key": "e5b5abbb-e85e-4726-a192-8ec8cbb3c88b",
"Value": "\"I think I chipped my tooth in the last battle...\""
},
{
"Key": "f2f37804-11d0-4ccb-b64e-f914a88f9719",
"Value": "\"Well, maybe you shouldn't yell and curse at your opponents when
you fight! And you say I talk a lot!\""
},
{
"Key": "1c985c7a-e554-49f5-88e7-cbeb06de6f20",
"Value": "\"That was a tough day. Want to relax? I have something nice in my
flask!\""
},
{
"Key": "113fc46a-40b5-44a1-83c3-842808a2be54",
"Value": "\"Ughh! 'Nice' for those who want heartburn, an ulcer, and a three-
week hangover! Put it away and don't take it back out. When we return to the
capital, I'll treat you to something really good!\""
},
{
"Key": "2d2c87bb-dbd4-44df-83a7-c9e22c494e1f",
"Value": "\"You think you're the most valuable member of the gang? How much
good are you in battle, and how much good am I?\""
},
{
"Key": "4b84af0f-7749-4634-b9b1-e680f1257b79",
"Value": "\"Harbor no illusions of your importance. You are merely my
portable meat shield! It's your job to stand between death and genius. Of course,
this is a great honor for you, but you should understand your place!\""
},
{
"Key": "ef038700-4102-4b83-b00a-4c1908d0a7fb",
"Value": "\"Hey, pip-squeak! What are you writing there, hunh? About how
gloriously we kicked their asses in the last brawl?\""
},
{
"Key": "7890f711-2e26-41d8-91d8-e6187279c171",
"Value": "\"Well... actually I'm writing a tale about a little halfling. But
when he grows up, he'll definitely kick someone's butt � just like you!\""
},
{
"Key": "ffb02856-2da1-4f40-bd36-cfacb7d4bf05",
"Value": "\"Listen, Linzi, how did you learn to lie without ever slowing
down?\""
},
{
"Key": "00ff88a2-5084-4e46-b200-01303ad39fb9",
"Value": "\"Oh, that's no secret. The village I was born in � it was the most
boring place in the world! Down to the ditch, to do the daily weeding, I had to
make up stories, each one better and better!\""
},
{
"Key": "619e217d-ef33-4ec2-b1b3-a6012f776bcb",
"Value": "\"You know what I like about you? You're almost the only one here
who's not trying to tell me that I live the wrong way!\""
},
{
"Key": "1f4d95a1-f04c-425c-b250-e3c46681073c",
"Value": "\"Oh, live however you like, what do I care? Each of us writes
their own story.\""
},
{
"Key": "d384c80a-5236-4ba0-b907-5987a4e310c0",
"Value": "\"Linzi, got any grub? My stomach is growling like an angry tiger-
rat.\""
},
{
"Key": "7624d7c0-705f-4981-8496-de9954afe067",
"Value": "\"But tiger-rats don't exist! Although from the sound of your
stomach, I'd have guessed you'd caught one and swallowed it whole!\""
},
{
"Key": "23fe6d07-58e2-4541-98d5-a910e99759cd",
"Value": "\"Listen, Linzi, can you write a story about me? One where I'm
bursting into a crowd of enemies, lopping off their heads, and then kicking their
corpses and laughing like a madman?\""
},
{
"Key": "0dc81fce-f347-4aa0-9050-c570008d96ee",
"Value": "\"What kind of story is that? That's your biographer's job.\""
},
{
"Key": "2e8b2738-deca-4d05-a396-7000a77b073b",
"Value": "\"Hey, are you writing about our last brawl? What are you saying
about me?\""
},
{
"Key": "d535cb85-ab8b-4f84-9a66-648cf802ffb3",
"Value": "\"Well, you were... horrible. You shot lightning. And just cursed.
Regongar, please say something heroic in battle at least once! I can't write down
the stuff you say! And I can't lie that you were fighting in silence, now can I?\""
},
{
"Key": "75745d78-6c57-4a68-83fe-7a4bc38ecc6d",
"Value": "\"You're the perfect height for stabbing someone in the groin! Why
don't you do it? That's a winning move in any battle!\""
},
{
"Key": "38536ed6-56ad-460d-b4d0-cf8cf19a1ed8",
"Value": "\"Well... it doesn't sound very heroic! None of the heroes from the
books I've read ever did this!\""
},
{
"Key": "8eaf04f2-db90-441d-9f67-1d43d9aa82c7",
"Value": ""
},
{
"Key": "957bc8bb-87d2-45c8-8fea-599b0e359192",
"Value": ""
},
{
"Key": "b100d4f6-0f08-41a2-bb9d-db67075c7e88",
"Value": "\"Hey, gnat! Sing us one of your goblin songs!\""
},
{
"Key": "6ddc3158-5e13-414a-a59d-a0f772a6d526",
"Value": "\"Let me think. Hmmm. No. You stink.\""
},
{
"Key": "997425b0-875a-4970-a801-9df24f42be96",
"Value": "\"It's so great to be free! To breath deep, without a collar around
your throat! Not to fear the whip, and go wherever you like... Right, my
Octavia?\""
},
{
"Key": "abd8ba60-b400-460a-b12a-55e7331c1dd2",
"Value": "\"Reg... I've asked you, don't call me 'yours'. Every time you say
that, you make me feel like I'm back in chains!\""
},
{
"Key": "efb892b6-deac-495c-85a6-cf0401224c45",
"Value": "\"I saw a book here... It was quite interesting � with pictures! I
think it was called 'Jade Wand Unlocks Jasper Gates'. Too bad I couldn't steal it.
But I remember a few pictures!\""
},
{
"Key": "82ce108d-7c8a-45ac-ba93-450ab7c59544",
"Value": "\"Hmm... I think I know which book you're talking about. Are you
suggesting we try it?\""
},
{
"Key": "0497fe90-5593-4d63-b94d-c5aac9881554",
"Value": "\"Remember that day in Starfall? I was laying there with broken
ribs and my face all smashed up, and you rocked my head on your knees and wiped the
blood from my face...\""
},
{
"Key": "f5ff5a1e-f73c-4e3d-ae5c-0f4ecdac60a9",
"Value": "\"I remember, Reg. I do, and I'll never forget it. But that's all
over, forever.\""
},
{
"Key": "f7da5e15-f0d1-4c10-a0d8-ef4c25f61436",
"Value": "\"If it wasn't for you, I wouldn't have survived there. I'd have
died under the lash, or jumped on a guard's spear.\""
},
{
"Key": "f482fbb2-1b94-42f2-81b1-a6951c859aa9",
"Value": "\"I wouldn't have survived without you either. Your rage gave me
hope, even on the edge of despair.\""
},
{
"Key": "a8b4883b-744b-4f8e-8d45-7b9c219ef257",
"Value": "\"How is it you have time to put on makeup every morning?\""
},
{
"Key": "2c61cbdd-e02e-4089-af52-ffa3cf92a7fd",
"Value": "\"If you didn't sleep until midday, you'd at least have time to
wash your face!\""
},
{
"Key": "e65d02d5-2669-4bd8-8708-f6a564470948",
"Value": "\"Tell me, my Octavia...\""
},
{
"Key": "ad83f963-a02e-429e-aedc-3b6b0b318752",
"Value": "\"Reg, I... I don't want to yell at you again. I'll just tell you
calmly, for the five-hundredth time: Don't. Call. Me. That.\""
},
{
"Key": "ee7fdb7d-dff7-4704-abf3-a669f3ae71c2",
"Value": "\"Rrrrrrr...\""
},
{
"Key": "cad2311d-37b4-42d7-b504-215449b96575",
"Value": "\"Re-e-g, you silly goose... What's up with you? Ha, ha, ha...\""
},
{
"Key": "c43caa04-4f6f-4638-a051-a908dbc4a02b",
"Value": "\"Oh, the Technic League... We'll even the score � I swear to
Calistria!\""
},
{
"Key": "c17174a3-d656-4705-ba13-836c97089e88",
"Value": "\"I hope they send more of their agents for us. It feels so good to
wipe the ground with them!\""
},
{
"Key": "a449c58c-0e41-4ef4-8412-b9ea844a3015",
"Value": "\"Heh, Octavia, my Octavia... You said we'd get out and live! And
you were right � we got out, and we're living!\""
},
{
"Key": "0f8e3b89-0dc0-41c5-970a-d0877b9e206d",
"Value": "\"Heh, I'd like to punch someone in the face right now. And watch
the blood splash everywhere!\""
},
{
"Key": "3772aa5d-667a-4b30-a972-34fcf7c4b0c1",
"Value": "\"The only thing better than a good fight is a fight that you're
still standing afterwards, ha ha.\""
},
{
"Key": "ecb2f74d-b676-45ad-a81b-298a25408a2b",
"Value": "\"So why is everyone staring at me like that, hunh?\""
},
{
"Key": "c1b848fe-bf49-4745-84f5-fbca62ec4813",
"Value": "\"Did I forget to wash my face after I ripped out that creep's
throat?\""
},
{
"Key": "b162c907-c8c6-42f0-9b7d-e14711c05b95",
"Value": "\"Who will remember me when I die, hunh? Who's going to cry? Just
my Octavia... Or would she...\""
},
{
"Key": "b6dc3a57-cc7c-4898-961d-d30dc7dcde2a",
"Value": "\"Hey, who's that?!\""
},
{
"Key": "ec026a86-5289-467b-8404-1150f31ca70c",
"Value": "\"I thought I saw someone. Heh, I've been free for a long time, but
I still see an assassin in every shadow!\""
},
{
"Key": "8be35a51-fa62-42c0-bc9b-a935509c200b",
"Value": "\"Tristian, you're such a wet rag! I'm messing with you, and you
just back down. Don't be such a coward � hit me in the face!\""
},
{
"Key": "9ed4a14a-c630-4c68-ad33-5486fb6e2c94",
"Value": "\"You think you can prove something by hitting someone in the face?
That's just silly.\""
},
{
"Key": "dfc0e240-ba1a-49fd-b66a-005ed2de7a03",
"Value": "\"Aren't you tired of pretending to be a saint? I know deep inside
you're just like us!\""
},
{
"Key": "9a18d25e-de52-4828-815a-48f425083cd1",
"Value": "\"You mean I have the same red blood flowing through my veins? Yes,
in that way I'm no different from you. But as for the rest...\""
},
{
"Key": "2902898a-3e18-45b1-94b4-a808689665a0",
"Value": "\"Mercy, forgiveness... It's all nonsense. People don't change. If
you've been a cutthroat all your life, you can't just donate a sack of gold to the
temple and suddenly you're redeemed!\""
},
{
"Key": "9c9721f5-f033-49be-81e2-914943bb684d",
"Value": "\"Atonement cannot be bought, you're right about that. It can only
be realized by righteous action. And every one of us can reform and become better
than we were before!\""
},
{
"Key": "3eae6f6a-e91d-4c4f-b446-f00f84ee7997",
"Value": "\"You keep babbling on and on about forgiveness, but I've seen you
in battle! Standing there covered in blood from head to toe, the look of doom on
your face. Is that what forgiveness looks like?\""
},
{
"Key": "fa5e7614-86b8-4d40-9e97-0a4144893f9b",
"Value": "\"Sarenrae grants healing to those who can be healed, and
interrupts the life journey of those who are too late repenting their sins. I am
just her humble instrument.\""
},
{
"Key": "650e3dcd-d6af-4f5c-ad72-fa1a9fd2950c",
"Value": "\"Tell me, are all of Sarenrae's priests this boring? With
preachers like you, she must not have many followers!\""
},
{
"Key": "2052c88e-b3b6-4dc0-9cf1-27aa59ff13ab",
"Value": "\"The Healing Light burns in the hearts of thousands upon thousands
of believers. In trying to insult my goddess, you're only displaying your own
ignorance.\""
},
{
"Key": "61ee06d0-800b-4294-b468-45d1f96d663d",
"Value": "\"Hey, pushover priest! Can you do anything at all, or is wagging
your tongue the only thing you're good at?\""
},
{
"Key": "0933de77-f1ad-4029-b1c9-07dcd0d1f00a",
"Value": "\"I'm no pushover. In fact I find it difficult to contain myself
when I hear your foul words. It requires strength. But you just try to insult an
innocent in my presence, and you'll see what I'm capable of.\""
},
{
"Key": "f19d4620-e0d9-4721-99a2-d1a7d8853e88",
"Value": "\"Your Sarenrae is a real hypocrite! Forgive this one, punish that
one... Calistria's teachings are simple and fair: you get offended � you get
revenge! It's all honest, no tricks or pretense!\""
},
{
"Key": "54dab8f4-d721-42ae-917b-dfa546c37e91",
"Value": "\"The debate between mercy and revenge has gone on for thousands of
years. Do you really think you and I are going to settle it now? You and your
goddess have chosen your path. I follow my goddess a different way.\""
},
{
"Key": "fba74d60-51d7-4613-8160-164fffebf8ca",
"Value": "\"Hey, Tristian! Did you by any chance make a vow of celibacy? If
not, maybe you should come show me some love... the love of your goddess, haha! You
might just turn me to the light!\""
},
{
"Key": "4e7f11a2-c368-4c15-9362-7837a604d0cd",
"Value": "\"Don't you dare mistake your debauched lust for love. That's
disgusting!\""
},
{
"Key": "62495653-7a38-4a40-baea-07be363f3d74",
"Value": "\"How do you live like this, hunh? Do something stupid for once in
your life! Get drunk, go sleep with a stranger, get into a fight � and not for
honor, just because you feel like it! Show us you're a living person!\""
},
{
"Key": "bf19484a-6883-41cb-aa35-2f59f67abd23",
"Value": "\"I live like a person. What you describe sounds more like living
as an animal. Thanks for your concern, but I can do without such 'pleasures'.\""
},
{
"Key": "925098a7-9e32-4731-a59f-19fbe99b896c",
"Value": "\"Valerie, I have a hole in my shirt again. Could you mend it for
me? You know your way around a needle.\""
},
{
"Key": "05283224-8fbe-49b8-8818-a0ea9fcd3bdc",
"Value": "\"If I pick up a needle for you, it'll be for sewing your dirty
mouth shut.\""
},
{
"Key": "d197db38-01a1-42d9-bc2e-52d6c07f25cf",
"Value": "\"You're such a prude! But I know, deep down, you're dreaming of
spending a night with me!\""
},
{
"Key": "7484ca63-6418-45e8-b9e8-45ff5a67624f",
"Value": "\"I'd be happy to spend a night alone with you... Burying your
corpse somewhere deep in the woods.\""
},
{
"Key": "ee728b7e-0225-4913-b6ea-4d6a2ef043d5",
"Value": "\"Look at that. You're so noble, dressed in your shining armor. I'm
a hedgeborn scum wearing rubbish. What do you think, the ones we gut and behead �
you think they appreciate the difference?\""
},
{
"Key": "11e07708-e25d-49fd-a635-0c2f910eaf56",
"Value": "\"A worthy man would surely be happy to fall in battle to a worthy
opponent. And as for the likes of you � their feelings are of no interest to me.\""
},
{
"Key": "c3eafa93-3286-4caa-b72e-422689d6b044",
"Value": "\"You did the right thing telling those goody-goodies to get lost.
But are you really liberated? Look at you. You don't pray to anyone, but you toe
the line like a soldier on the a training grounds!\""
},
{
"Key": "dc54646a-8997-47f9-bd0b-23acc5334dc5",
"Value": "\"It's called discipline and dignity. They are precisely what
liberates me. I'm afraid you wouldn't understand.\""
},
{
"Key": "0ac49d56-1523-437e-a6a8-2cf59dfd4067",
"Value": "\"What a beautiful sky. I remember a similar sky in Hajoth Hakados,
when Octavia and I hid on a roof, escaping from the Technic League's agents.\""
},
{
"Key": "6b44ad89-6918-4272-bdbe-28f28592ec21",
"Value": "\"What is this I hear � Regongar talking about beauty? I was hoping
at least this one vice was alien to you! Well, now I guess you embody absolutely
everything I hate!\""
},
{
"Key": "628bd959-24bf-4f82-a5f1-e575ac94c189",
"Value": "\"Valerie, do you want to practice? How about a little one on
one?\""
},
{
"Key": "52dee4a0-ebf2-4f56-9bef-cc20780c60c4",
"Value": "\"I accepted your offer once. The entire fight, instead of fencing
honestly, you just tried to grab me. Thank you very much, but I can do without such
practice.\""
},
{
"Key": "644a2dc6-7084-4c6d-9d4d-2c9a238de560",
"Value": "\"Looking down on me? Sure � do that! Ha, ha, hmm. Soon enough
you'll get yourself in trouble again, and then...\""
},
{
"Key": "8e57ed5f-ffb2-48a9-84f2-8b29e487e159",
"Value": "\"Then what?! You make absolutely no sense. If one of us is to save
the other, it'll be me saving you. I've studied your technique � elbows too wide,
stride too long � and besides... what are you always laughing at?!\""
},
{
"Key": "64b5498d-90fe-456e-9590-228ae810454b",
"Value": "\"Don't get me wrong, knowing how to forgive is as important as
knowing how to fight. Without mercy for the defeated, the victor wins no glory!\""
},
{
"Key": "3bfb5d21-c4d3-4884-b6ed-7191de6f3c62",
"Value": "\"What do you know about glory?! The one who defeats everyone else
is the most glorious. And the best mercy is killing fast, without suffering.\""
},
{
"Key": "268d3418-0a9a-4c15-9490-6f9b487e4371",
"Value": "\"You're sweet, Amiri. I'm sure you have a kind heart. If only you
learned to control your passions...\""
},
{
"Key": "a3a95011-4959-4a76-a76b-5c5adbac5137",
"Value": "\"A barbarian without passions is like without... hmm... � without
guts, that's it! If I lose my rage, who will fight for you while you babble your
prayers, hunh?\""
},
{
"Key": "fb686315-4fa3-42a3-ab35-6ab43ccda6b3",
"Value": "\"The trials and tribulations of your fruitless land have hardened
you, Amiri.\""
},
{
"Key": "285e31d8-5779-488f-baa0-2b320c5e5286",
"Value": "\"That's right! A southern boy like you, wouldn't last a day with
us. � You'd either freeze or someone would eat you for a snack!\""
},
{
"Key": "45538727-c268-4ce2-b015-ec52d840a9f3",
"Value": "\"You shouldn't treat Sarenrae with such disdain. She's a great
goddess, who has defeated many horrible monsters. Her shining sword has wiped whole
cities from the face of the world!\""
},
{
"Key": "c2b4d553-35dd-4eb1-9eb4-2dd039332ae4",
"Value": "\"Ha, not bad! Then why do you keep nagging about mercy and
forgiveness? Tell me about how she slaughtered her enemies!\""
},
{
"Key": "97c6fd51-faf7-4ada-9ddd-b24df07c9996",
"Value": "\"Merciful doesn't mean spineless. In one hand, Sarenrae holds a
healing light, in the other � a killing sword!\""
},
{
"Key": "24ba65c6-4a84-4ee8-b63b-c9a3a0a7ee17",
"Value": "\"I know you are good with your little sword. And you don't run
away in a fight. But after a battle you always have that face, like you just
swallowed a hedgehog. What's the point of fighting if you don't enjoy it?\""
},
{
"Key": "b06f755f-b8a3-44ac-9c18-90aca99c8d01",
"Value": "\"Have you ever thought of leaving the warrior's path? Finding a
new task? Putting away your sword?\""
},
{
"Key": "0806d12c-1020-4b32-90fe-a86fa017eb8e",
"Value": "\"Putting away? Yeah, right. It would get stolen right away! And
it's pretty valuable!\""
},
{
"Key": "e61223df-dcf1-4cf7-a617-6fabc2ca9d8f",
"Value": "\"I'm sorry that I cannot relieve your pain, Ekun...\""
},
{
"Key": "ac6dc88e-49b9-4118-b3e2-70c4356b289b",
"Value": "\"Don't blame yourself. It is my burden.\""
},
{
"Key": "c957221d-efd6-4c67-b180-d0a0c0bf6ad2",
"Value": "\"Why don't you tell us about your family, Ekun? Everyone needs to
get things off their chest sometimes...\""
},
{
"Key": "0c1c25af-3784-46d2-b3be-059b44fd6249",
"Value": "\"Words will not bring them back. You can't help me. Accept this,
as I have.\""
},
{
"Key": "60abc377-c753-4a51-bfec-38ddcc27cc29",
"Value": "\"Maybe you'd feel better if you found someone?\""
},
{
"Key": "db1270f9-f182-41c6-b758-e752b5ec2e38",
"Value": "\"I have you. That makes me feel better. Killing trolls � that
makes me feel better too. It's enough.\""
},
{
"Key": "2b51f25a-8cdf-4c43-ae2e-99f86554665c",
"Value": "\"Sarenrae grants mercy to all. But the ones who did this to your
village... I think even my goddess wouldn't find words of forgiveness for them.\""
},
{
"Key": "f2dd2bef-5471-4c47-9a53-8bcca5305a59",
"Value": "\"Yes. Not everything can be forgiven. And there are some things
that shouldn't be.\""
},
{
"Key": "48587704-2e6d-4318-b0da-02120df5669c",
"Value": "\"You know, Ekun, perhaps you should join those who venerate
Sarenrae. She could heal the wounds on your heart.\""
},
{
"Key": "17480861-b94f-4173-993c-c63f41bd9909",
"Value": "\"Torag is a good god. He was with me when I was at my weakest.
When I was dying. Why should I turn away from him now?\""
},
{
"Key": "779be549-99f8-48ad-8967-9f211c2d8502",
"Value": "\"I see how you care about your wolf. This is very noble and
merciful.\""
},
{
"Key": "44061947-d0f5-46d2-954c-a91c7b707e2b",
"Value": "\"We take care of each other. That's how it is in a pack. It's
nothing to do with nobleness.\""
},
{
"Key": "a80bb5d0-7a4f-4050-8c95-c61ddd7c18fc",
"Value": "\"You keep your distance, and don't get close to anyone. This keeps
your soul's wounds from healing. Forgive yourself and sit at the fire with the rest
of us.\""
},
{
"Key": "6077922d-aba2-47b7-9930-9ff973c4fc0a",
"Value": "\"Attachment is dangerous. I could not endure further losses.\""
},
{
"Key": "c09aa9da-3d97-41f4-94de-3572c0b2a932",
"Value": "\"What's the point in worshipping Groetus? You've said it yourself:
when the moment comes, he will destroy everyone, including his congregation!\""
},
{
"Key": "0203b838-f4ee-42cf-8ed8-b31f0cf698b1",
"Value": "\"That's exactly why, Tristian. In the face of Groetus, everyone is
equal � believers and non-believers, people and gods. Only he is worth venerating,
because everything else is empty and meaningless!\""
},
{
"Key": "cde3d80c-404e-41cb-8b5e-34b31b054765",
"Value": "\"Are you happy that the world will cease to exist? What if there
was a way to stop Groetus from coming? Would you do it?\""
},
{
"Key": "f348004d-5d64-495b-b7dd-4686855ded4f",
"Value": "\"You don't understand... Groetus is not a destructor like Rovagug.
He is merely the herald of the fact that the world and everyone in it are mortal by
their nature. Everything carries inside it the seed of its own destruction. It can
be delayed, but never prevented.\""
},
{
"Key": "e2748e72-9a6c-4917-a166-3d90b43b5c84",
"Value": "\"I'm afraid for you, Harrim. This whisper... I fear it might do
terrible harm to your mind.\""
},
{
"Key": "e0139485-b440-44b2-b65c-606c1c4b798d",
"Value": "\"Tristian, Tristian... I understand when others talk to me about
insanity, but you are a priest � anointed to mysteries of your deity! Would you
reject the revelations of Sarenrae, if they would cost you your mind?\""
},
{
"Key": "9f9cba02-697f-4b1c-8331-467ff9510e76",
"Value": "\"Sometimes I feel our arguments about religion are pointless...\""
},
{
"Key": "54d9c333-46c0-4f70-831d-ab98ae5554a1",
"Value": "\"Of course they are, Tristian! Of course. Everything is vanity and
fuss. Our conversations are nothing more than the rustling of leaves... And yet,
admit it, you do enjoy our little talks!\""
},
{
"Key": "2d814f48-73e3-4dfd-8154-0f92f434099b",
"Value": "\"I just hope your strange god will never demand that you take your
own life.\""
},
{
"Key": "a9ca94cd-7fc2-46e0-99c2-d18ee6d65a45",
"Value": "\"Of course not. Why would he? He doesn't need sacrifices. He
doesn't demand that his followers carry out what is in any case inevitable anyhow.
The path to Groetus is the path of contemplation, not destruction.\""
},
{
"Key": "be2f0732-50da-4f04-9617-0555a6f45cfd",
"Value": "\"Perhaps with divine assistance you could be healed of your
unnatural unlife? Do you really prefer to be a walking corpse?\""
},
{
"Key": "cb59ae1c-4b2f-41a5-865c-50963d93f1ed",
"Value": "\"Who are you lying to, priest? � Me or yourself? The only
'healing' your goddess can offer me is a final death.\""
},
{
"Key": "e50ffdeb-9456-4c57-94a2-d2f8ae952b40",
"Value": "\"I swear, there will be a day, Jaethal, that the healing light of
Sarenrae touches you too.\""
},
{
"Key": "1fcfcd5d-e5ff-492a-ac25-bb3c2f877355",
"Value": "\"I could joke that your sermons are so bad that they might drive
me from the world... If I paid them more attention than I pay the buzzing of
flies.\""
},
{
"Key": "c9facd55-af24-4227-8fb3-5f68818cf252",
"Value": "\"I saw how after a battle you were leaning over one of the dead.
What did you do to him? Some kind of dark magic? Answer me!\""
},
{
"Key": "7769cbc5-f3db-447e-b6c4-2da3b82b05c3",
"Value": "\"You think you have the right to demand something from me? Well, I
don't mind satisfying your curiosity. I spoke with his passing spirit. Would you
like to know what about? I could send you to him, and you could ask him
yourself.\""
},
{
"Key": "80ec36d0-da83-49b9-bf3c-9aaf5e843250",
"Value": "\"Every time I turn away, I feel your eyes boring a hole in my
back. Is there something wrong?\""
},
{
"Key": "292e2ec4-89a7-4809-84b9-353b340a39b5",
"Value": "\"No, it's fine. I just don't understand you, young man. And when
Jubilost Narthropple doesn't understand something, he tries to get to the bottom of
it. And he succeeds!\""
},
{
"Key": "ac6fef5b-1161-4be0-a04e-fdfbf8b40257",
"Value": "\"I noticed you looking at a map of Kelesh. Are you trying to find
where I'm from? I can show you if you'd like.\""
},
{
"Key": "ff2ab809-2bd1-43d8-bdfb-74f2e1c66425",
"Value": "\"Of course you can... But that's not what I was looking for. You
see, I know a few things about the customs of Kelesh, and... Anyway, it doesn't
matter. I'll get to the bottom of this, be sure of that!\""
},
{
"Key": "8087db7d-4cef-4b05-b85e-0d1d40d3e275",
"Value": "\"I've met some grumpy men in life, but you are the gold standard
of grumpiness!'"
},
{
"Key": "091e036c-ea48-4075-a181-d354cba7bf8b",
"Value": "\"And you are the very model of hair-splitting! You know, I've seen
many things � and I'm talking with the benefit of experience and education! Instead
of complaining, you'd better just listen. You might learn something!\""
},
{
"Key": "3601f1f3-e36f-41e7-913b-6bdf80a26225",
"Value": "\"You're constantly unhappy, always complaining... But you never
threaten to leave the party.\""
},
{
"Key": "ecf318b1-7c43-437e-a827-af7a8fcea395",
"Value": "\"Discontent is the normal condition of a sound mind! Comfort and
contentment lead one to grow fat and stupid � and even cause gnomes to bleach. I
may not be entirely warmhearted, but I'm never at a loss for new experiences!\""
},
{
"Key": "e060eba0-15c2-4a27-bb82-b9c34d4613e5",
"Value": "\"Aren't you ever ashamed of all the nasty things you say to those
around you?\""
},
{
"Key": "db96fe2d-432b-4e87-9468-32d0a07ce60d",
"Value": "\"I beg you, demonstrate your famous mercy and spare me the
lecture! In the name of Sarenrae!\""
},
{
"Key": "55b59b18-63e5-4b76-ada8-48d9cdee13d3",
"Value": "\"Your head is like an attic � so stuffed with books and trophies
that there's no place left for simple compassion!\""
},
{
"Key": "c86abac5-4c7b-432e-94a5-da3833b5e315",
"Value": "\"And your head is like a temple of Sarenrae � beautiful, roomy,
and filled with incense and sunlight!\""
},
{
"Key": "42b44e23-7b38-4919-a626-3347b7c7a289",
"Value": "\"You bow before Shelyn, right? For how long?\""
},
{
"Key": "5ab51b7c-66bb-465e-8803-0604a0636af8",
"Value": "\"Bow? Yeah, right! As short as I am? � When I bow, I disappear
into the grass. I'll pray standing up, thank you. I started praying to Shelyn when
I was young. Everyone else in our village worshipped Erastil, but that's so
boring!\""
},
{
"Key": "d3fa2de0-5e07-4e4c-8378-389494599866",
"Value": "\"I like your stories � and it doesn't matter how much truth there
is in them. They bring peace and give us hope � something so many of us lack.\""
},
{
"Key": "f71c1bd5-8b37-4138-a5fd-c261e8e1dc2c",
"Value": "\"There! At least someone understands the true benefit of
storytelling! Everyone keeps saying it's 'genre work' or 'escapist'� Thank you,
your words are like an elixir to my soul!\""
},
{
"Key": "64c4793a-1379-4d17-8a54-8b28a9d1b56e",
"Value": "\"I like reading books. Back at the temple I spent many hours among
dusty folios and rugged manuscripts.\""
},
{
"Key": "4fdf1ec9-98cf-4899-a1ac-e43959c897fe",
"Value": "\"Oh, the books you have there must be so boring. Biographies of
saints, the teachings of the enlightened... Boooring! Legends and sagas are
completely different!\""
},
{
"Key": "a79336a6-1c5b-400a-ae6d-fcebda888928",
"Value": "\"Have you ever thought of joining Sarenrae's followers? You are
merciful and your soul is pure. You would enjoy our sunlit temples.\""
},
{
"Key": "7a700934-498d-4934-952e-43178b1fec3d",
"Value": "\"I'm sorry, but that's not going to work. I'm allergic to temples.
Seriously! As soon as I enter one, I start laughing so hard that the candles go
out.\""
},
{
"Key": "7e452139-7782-4b52-9047-26611c0b97de",
"Value": "\"You amaze me, Linzi. You've seen so many gruesome, vulgar, and
disgusting things, but kept your childlike joyfulness and spontaneity. It's such a
beautiful gift!\""
},
{
"Key": "b74fc81c-f715-42be-8445-a1127f0c2fa2",
"Value": "\"I couldn't understand that. Was it a praise or a subtle
insult?\""
},
{
"Key": "e1b05b3f-2d6e-47c2-abdc-b0970db82baa",
"Value": "\"There must have been many others of your faith at the
Academy...\""
},
{
"Key": "5433ced1-a25e-427f-a998-719c9fc94009",
"Value": "\"You'd be surprised, but no! It's called the Academy of Grand
Arts, but the goddess of beauty isn't widely honored there. Calistria and Desna are
much more common!\""
},
{
"Key": "c6663e5f-19cb-43fc-8bba-231faca10256",
"Value": "\"Didn't you ever think about changing your ways, Nok-Nok? To be a
bit less savage than your wild brethren?\""
},
{
"Key": "12a2bfeb-234d-4148-b9f5-ece9bd2e6cc0",
"Value": "\"Nok-Nok is not like the others. Nok-Nok wants to be a Hero!
Others don't. That's enough difference, why more?\""
},
{
"Key": "af87d39e-1422-476f-b407-54ea7ebd140d",
"Value": "\"It always appears to me that Nok-Nok is too skinny even for his
own kind. But when I see how much he eats I know that he is fine.\""
},
{
"Key": "200ae52b-8318-4572-9493-695cc624cdaa",
"Value": "\"No! Nok-Nok starves! Give me your ration! I need it more than
you!\""
},
{
"Key": "387e987c-7725-4068-9047-4467eb85da6e",
"Value": "\"I'm glad you are with us. You are like a ray of sunshine � you
make even sad days more joyful.\""
},
{
"Key": "fcb06c19-d3de-4589-921f-0dcb7d724018",
"Value": "\"Oh, enough! I'm lucky to have you. If it weren't for you, I'd
still be in the Technic League's chains!\""
},
{
"Key": "20131256-d870-4dc7-af3f-86cbfee0626b",
"Value": "\"You look tired. I think you should rest.\""
},
{
"Key": "fa27f900-4008-4651-9d34-a1bc8a381c36",
"Value": "\"Thank you for caring. I'm sure you're right. But there's so much
to do!\""
},
{
"Key": "5267ff53-ebfe-4ebd-995f-c425442be444",
"Value": "\"I'm glad that being a slave didn't harden your heart. You are
very strong.\""
},
{
"Key": "68a554d6-24cc-43ab-bba2-102462118cb9",
"Value": "\"I... I'm just the way I am. I think my owners wanted me to become
as wicked as they were� So I did the opposite out of spite!\""
},
{
"Key": "6aac2280-8202-4d58-aeab-346739e85755",
"Value": "\"If you want, I could try to heal the scars on your back.\""
},
{
"Key": "8538d7ba-7db0-42f4-81eb-91f6099e385e",
"Value": "\"That would be nice! But I'm afraid it wouldn't work. Some scars
are... It's like they're just a reflection on my skin, you know? But you can't
remove the real scar, that's on my soul.\""
},
{
"Key": "3bc81f22-d06f-4f1a-8b19-954623855513",
"Value": "\"Slavery didn't break you. But could you forgive those who hurt
you, and give them a chance to atone?\""
},
{
"Key": "ea65162b-7fb4-464c-811a-5351908ec627",
"Value": "\"Hell no! These wretches had a hundred chances. A thousand!
Millions! I'll think about forgiving them when they set all their other slaves
free.\""
},
{
"Key": "7c8e1e75-9df5-4224-b166-bddfe033331b",
"Value": "\"Isn't there anything that could set you free of your hatred, and
let you forgive your tormentors?\""
},
{
"Key": "1a3f6d45-3c62-4751-b7cd-431579b58d17",
"Value": "\"Oh, I would definitely forgive all of them... When I wrapped
their guts around my fists!\""
},
{
"Key": "a104d048-857e-4835-89d9-ed10566cdff8",
"Value": "\"Regongar, listen...\""
},
{
"Key": "de5cdab1-c10a-4804-832f-30ef64aced3f",
"Value": "\"No! I'm not going to listen! I've heard enough preaching! Go
bother someone else!\""
},
{
"Key": "8033f168-6a84-45bb-a154-de510019d8ca",
"Value": "\"I realize you don't like me, Regongar. But don't forget, we share
in the common cause!\""
},
{
"Key": "75f6bfcd-7d51-4b1e-9979-eb4dc2e53858",
"Value": "\"Someone is sharing in it, while someone else is cowering in the
bushes. What, goody-goody, are you afraid of getting blood on your little hands?\""
},
{
"Key": "76776f55-554d-4b6c-81bc-a536a0d03cbf",
"Value": "\"You can say any awful thing you want about me, Regongar. Sarenrae
teaches me to forgive. Insulting words spoken behind someone's back come from
helplessness, not from anger.\""
},
{
"Key": "4c1e5270-3076-4d0b-b547-24d7fd57639d",
"Value": "\"Behind your back? I say everything I can think of to your face.
Every chance I get, ha ha!\""
},
{
"Key": "fee24be3-448f-4455-9c22-4f6c923fdefb",
"Value": "\"Slavery maimed your soul more than your body, Regongar. Why don't
you wish to be healed?\""
},
{
"Key": "25312026-e400-436a-ae55-fda34a22bfdf",
"Value": "\"Because I'm already healthy, you fool. And full of healthy anger
towards those who kept me in chains. And I have two healthy hands that I'm gonna
use to rip them to pieces. What do I need healing for?\""
},
{
"Key": "e4698891-d10d-497e-b4a0-1e2da3d1dbab",
"Value": "\"You must think I'm a coward because I encourage showing mercy
where you show everyone animal rage? But I am no coward!\""
},
{
"Key": "d55e9783-89c0-4275-9343-4af7fb42bf3b",
"Value": "\"Well, a coward wouldn't come bugging a dangerous fellow like me,
preaching absolution! So you're not a coward. But you're still a boring goody-
goody!\""
},
{
"Key": "c75fff58-3c3e-45a0-8938-348f6f5b05db",
"Value": "\"You've done so many cruel things, so many atrocities... If you
want to get anything off your chest, I'm always ready to listen to your
confession.\""
},
{
"Key": "7e14289b-6dc3-45b0-be8c-f5eef434df75",
"Value": "\"If I come to your tent, it'll be to sin, not to confess, ha ha
ha!\""
},
{
"Key": "a9425b6a-b558-4bb4-9d07-6c73179e0280",
"Value": "\"Are we too cruel to our enemies? Perhaps some of them could still
have been turned to the light.\""
},
{
"Key": "e366ebe5-03bc-4416-821c-92847300a8c5",
"Value": "\"What do you mean 'we'? I'm the one who's cruel to our enemies.
You're the one who stands there babbling your prayers!\""
},
{
"Key": "17e61121-ddb4-4e5c-8c72-eef84bc2506c",
"Value": "\"You can fool the others, but not me. Your big show of anger is
just a mask. Deep down you're just a scared little boy who needs warmth.\""
},
{
"Key": "5b8c1494-eca3-4f50-a59c-564f4026f657",
"Value": "\"That's true, I like warmth... Why don't you visit me tonight and
warm my bed, hunh? Ha ha ha!\""
},
{
"Key": "4e91375a-cb5d-4af9-92b6-dd52172b9d73",
"Value": "\"I don't understand Calistria's teaching. How can you see virtue
in hatred, the poisoning of the soul?\""
},
{
"Key": "937276f3-9356-416b-9294-805b76187552",
"Value": "\"If you don't understand it, don't talk about it. Calistria
doesn't teach hatred. She teaches revenge! Big difference, ha ha!\""
},
{
"Key": "cfc9ee63-4325-467c-9900-5f2f74afb946",
"Value": "\"All life is a succession of tests... Sarenrae, grant me the
strength to pass them all with dignity!\""
},
{
"Key": "2040cc1b-310a-4cfe-98c7-7189b9feb1fa",
"Value": "\"There is so much pain, so much suffering in the world... Why
can't we all live in peace? Why are we so bad at forgiving?\""
},
{
"Key": "cdc524f6-d5b1-4ec1-be3c-f14a4ca0a83b",
"Value": "\"Healing is my goddess' greatest gift.\""
},
{
"Key": "74ab2f84-a483-4d8d-a063-2d9ff9a9a9db",
"Value": "\"If only I didn't have to use it so often...\""
},
{
"Key": "8ac02889-183f-4f19-b5d4-64c7b2be2d2b",
"Value": "\"The Stolen Lands are a very strange place. There is so much
injustice and pain here...\""
},
{
"Key": "f3fa3ac2-4ce7-40dc-908b-71041f5dc2f4",
"Value": "\"But then there is honor, pride, valor, forgiveness and atonement.
Everything twisted up in a tight ball.\""
},
{
"Key": "4cada944-3fd9-4eb6-b393-34ecc1fa3cb3",
"Value": "\"I hope my goddess hears me. Without her favor, we won't make it
through these lands.\""
},
{
"Key": "55a9a94a-1384-4163-af18-72cd34164760",
"Value": "\"Most nobles are noble only in words. But you have a noble
heart.\""
},
{
"Key": "99776385-c28a-4587-9663-817a9b5ee8c2",
"Value": "\"Thank you. Truth be told, the false nobleness you mean was
precisely what I ran away from. To someplace where people are tested by their
deeds, not by their words.\""
},
{
"Key": "774e2348-3a67-400c-b63a-3ec38f8e79a3",
"Value": "\"Was it that bad at the Order of Shelyn?\""
},
{
"Key": "cdbf4593-f850-4767-944d-acab0528ac3b",
"Value": "\"For some it was probably quite good, but for me � it was just a
waste of time. What they call high art makes me yawn. The only art that interests
me is the art of wielding a sword!\""
},
{
"Key": "15e92d10-2f38-46f0-952e-dc5819ab4c09",
"Value": "\"If you'd remained a paladin, you would have gained many powers.
You could heal wounds, banish the undead...\""
},
{
"Key": "348d0658-b4f7-457e-b81b-eb399eb18eb0",
"Value": "\"No offense, but the powers a deity grants in return for your
service is like a cape your master doesn't need and casts aside for you. I might
not be able to claim much, but I owe all my abilities to myself only. And no one is
going to take them away for disobeying.\""
},
{
"Key": "892052a8-25b1-4637-9b58-786d24d2c8dd",
"Value": "\"Amiri, why don't you wear serious armor? Your entire body is
covered in scars!\""
},
{
"Key": "214eaae4-8d10-4c4c-bb47-acd78863ec3d",
"Value": "\"So what? I'm a barbarian, not some princess. It's like that with
us: the more scars, the better!\""
},
{
"Key": "1390b18e-1dcb-41e6-8ab7-28df4acea560",
"Value": "\"Your sword is so amazing. I could never have imagined someone
wielding such a huge blade.\""
},
{
"Key": "b97b65a9-f9de-448b-bf68-b947ca16c40a",
"Value": "\"Right! I took it from a frost giant � as a trophy! I slaughtered
so many of them giants with it! Now when they hear my name, they shit their
pants!\""
},
{
"Key": "7e19e64d-5125-4f34-85be-58093bde1836",
"Value": "\"Do you miss your tribe? Don't you ever want to go back to your
homeland?\""
},
{
"Key": "a718b890-f058-4696-8c56-5881462c44e4",
"Value": "\"Why the hell? To freeze my ass off on a glacier? Look at their
pig snouts? No, you are my tribe now.\""
},
{
"Key": "5f10f57d-f5fe-431f-ad0a-2f4eb1fe9f1e",
"Value": "\"Amiri, aren't you cold just wearing those hides? They cover
almost nothing.\""
},
{
"Key": "3cbd49e3-bd50-4d91-8bb5-6b4ac15a4d54",
"Value": "\"Ha, is it ever cold here? You could walk around naked bouncing
your boobs. In my homeland � that's where it's cold! Spit freezes before it hits
the ground!\""
},
{
"Key": "602e41cf-feb5-4f68-859a-9843bda40333",
"Value": "\"You're always the first to get into fights � as if there are no
fighters in the party except you.\""
},
{
"Key": "78dd5ef5-7848-4ada-ad22-3e2724b28806",
"Value": "\"Why not? I know there are others. But it's the custom � the best
fighter is always in the front row!\""
},
{
"Key": "e7f3eba6-0357-46de-969f-6cae98548c7f",
"Value": "\"Your sword is so heavy. Maybe you should carry a smaller weapon
and wear more serious armor?\""
},
{
"Key": "eca29975-b766-4c93-a6e0-c17ccc0ed15c",
"Value": "\"Yeah right! Why do I need armor? My enemies can barely raise
their hands before they fall on the ground! That wouldn't be so easy if I was
swinging a toothpick!\""
},
{
"Key": "6671761f-7e7f-4bcf-8ab5-4d0b8564449b",
"Value": "\"I feel nobleness in your words and deeds. I do not think you are
from a common family.\""
},
{
"Key": "ec56f13e-550b-4347-bf34-c113262e8cd0",
"Value": "\"Does lineage mean anything? I'm the one who made myself.\""
},
{
"Key": "a54929ac-119e-454d-af7e-f94db841de44",
"Value": "\"You don't talk about yourself too much. Where are you from?\""
},
{
"Key": "3eb773b2-8c75-4f73-8030-ef4c758098e5",
"Value": "\"Born in Thuvia, but raised in Absalom. A city of hundreds of
peoples, hundreds of languages, hundreds of faiths... But too bright and noisy for
me.\""
},
{
"Key": "8e4f2a58-20fc-46e6-94e7-95f7a1cf8d2a",
"Value": "\"You must have seen much in your journeys. Do you have any useful
advice to share?\""
},
{
"Key": "c12dc434-1149-41c5-ba27-1a07f7a1ef88",
"Value": "\"My advice is to avoid traveling. Find your home and live with
dignity.\""
},
{
"Key": "6387f518-721b-4bed-992b-38ce14b44f5b",
"Value": "\"I've always liked wolves. They are noble predators!\""
},
{
"Key": "d3ee26d5-85e3-4002-88eb-6873607fd936",
"Value": "\"Nobleness was invented by people. Animals are a part of nature.
They simply live as they do.\""
},
{
"Key": "f970876d-abba-4cfb-a4b3-dabbd6f90ab4",
"Value": "\"Ekun, we will definitely track down those killer trolls. No
monster can escape fair revenge!\""
},
{
"Key": "2b7f6d3f-5af3-4ca8-818b-43f080e431ca",
"Value": "\"Is revenge fair? Or merely cruel? I do not know. Nor do I even
care anymore.\""
},
{
"Key": "9c4c535b-0ba1-414e-a1b1-afd9677315f8",
"Value": "\"Why are you watching me stitch? Do you think such a pastime
unbecoming for a warrior?\""
},
{
"Key": "b6d58368-c21b-4652-9c4b-c45c85d28421",
"Value": "\"You stitch like you fight. A steady hand. A neat seam. It's good
to watch.\""
},
{
"Key": "be326744-1d84-408f-a8a6-8d4baa3998fe",
"Value": "\"Your wolf is quite obedient. How did you manage to train him so
well?\""
},
{
"Key": "839a12ee-0d96-45f5-b371-84f495f52638",
"Value": "\"I didn't. It's intelligence, not obedience.\""
},
{
"Key": "050ea028-657e-429f-91ea-415d52f043c1",
"Value": "\"You're a skilled warrior, but sometimes you seem to forget about
the team and fight like you're alone against everybody.\""
},
{
"Key": "04fa3988-9b31-4d1a-93ff-96cdc67ec62e",
"Value": "\"It's all true. Old habits don't easily die. I've fought alone all
my life.\""
},
{
"Key": "46de29f6-3a97-44ab-a3d7-2b7e15093e5d",
"Value": "\"I love to watch your wolf playing. That animal is full of dignity
and nobility.\""
},
{
"Key": "d5010d98-676f-4900-9c33-11dbe522efb9",
"Value": "\"It's just an animal. All an animal knows is loyalty to its pack.
The rest is just human invention.\""
},
{
"Key": "3b194ccf-5ad3-48b5-903c-f6164dfc0f79",
"Value": "\"Harrim, I know what you wanted to tell me. Don't even try. I'm
not going to bow to your Groetus � or to anyone else!\""
},
{
"Key": "6862a6fa-bfa6-4b93-a1ff-9ea591b01723",
"Value": "\"But you are wrong. Everyone needs a name to call on in the hour
when all things come to an end!\""
},
{
"Key": "f00010ff-3ff9-403d-97e1-0b4cb9cfd32b",
"Value": "\"Your religion is insane. How could you pray to someone who wants
to kill us all?\""
},
{
"Key": "eab73513-b8aa-4f21-aa0b-fc9c21b7151f",
"Value": "\"Groetus does not want anything. This pathetic world will come to
an end � one way or another. My god just patiently waits for that day. His path is
patience, and humility in the face of the inevitable...\""
},
{
"Key": "d8d51625-8654-4f71-bdd2-3760e6bc8e41",
"Value": "\"Those voices you hear... I'm sorry, but are you sure it's really
your god? Maybe you should think about your health?\""
},
{
"Key": "e4e237b0-0f3b-441e-a1a3-52177afb0916",
"Value": "\"Yes, I hear the voice of Groetus, although I don't always
understand what he says, or where he calls me... But is it insanity? Isn't it more
insane to cover your ears and deny the truth about what's coming?\""
},
{
"Key": "c9c8795e-b90e-4aa2-915c-7ecc0d7ddfd4",
"Value": "\"I suppose we have something in common, sir dwarf. In the past we
both served deities unworthy of our loyalty.\""
},
{
"Key": "09b1d671-5061-40a7-b108-cfde2e07dfc4",
"Value": "\"The difference is you never found a new faith or a new reason to
live. I did.\""
},
{
"Key": "6d741848-7a2c-42a4-9d23-17cedc272da7",
"Value": "\"Jaethal, you were a judge for many years in your homeland. I
don't understand � what made you turn against the law?\""
},
{
"Key": "d66c468e-2d10-4c9e-a54d-bf4f45c5316b",
"Value": "\"Laws are written by those in power � and not to constrain
themselves, but to dominate the powerless. He who respects the law, is worthy of
contempt, like a slave who honors his shackles.\""
},
{
"Key": "ac836bec-ae0c-4cae-962f-d3efbe1d4c36",
"Value": "\"What is it like, being Urgathoa's inquisitor? I thought elves
who've lived for centuries would value life, not despise it.\""
},
{
"Key": "fcede525-55ba-4bd2-8dbf-bb0bf1a84491",
"Value": "\"Oh, believe me, Valerie, no one values life more than the long-
lived. Their own, that is.\""
},
{
"Key": "99951af0-0b35-4261-a7aa-22c4842960d9",
"Value": "\"So you never change at all, Jaethal? You're like a fly stuck in
amber? No wrinkles, no scars, even your hair is always the same length... That's so
strange...\""
},
{
"Key": "36f89e27-e5d6-46f6-9347-5d073459ff33",
"Value": "\"But you change, Valerie. Your beauty fades by the day. Don't you
want to hold on to it forever? I could help...\""
},
{
"Key": "9ea01b43-e81c-4f56-b39e-8dd0ebb0f404",
"Value": "\"Jubilost, why are you so arrogant? Our party has a commander, and
it's not you.\""
},
{
"Key": "49214308-c914-4262-a99d-7dd6f9e3d049",
"Value": "\"Because there's more knowledge in my head than in all of yours
combined. Of course, I do as {Name} says... But don't expect me to keep my opinions
to myself about what we should do!\""
},
{
"Key": "d7c287c0-6dfd-461f-9ddc-125192df84d4",
"Value": "\"I don't detract from your merits, but you are too arrogant. No
matter how many books you've written, it doesn't give you the right to look down on
others.\""
},
{
"Key": "4b401ef1-0783-4777-a268-4abbd4504a87",
"Value": "\"I'm a gnome, if you haven't noticed. I'd need a ladder to look
down on anyone at all!\""
},
{
"Key": "c6de8467-ec57-4aa3-8acc-a0e761d136b2",
"Value": "\"I'm starting to grow tired of your constant sarcasm. One day my
patience will run out, and then you'll regret it.\""
},
{
"Key": "83565d84-1b41-4057-ae29-8c5e762b3438",
"Value": "\"Oh, what do we have here? Threats? If you only knew how many of
those I've heard! But they're worth nothing. The people you really need to be
afraid of don't make threats � they act.\""
},
{
"Key": "4de424ad-0138-4f86-87f5-721df4ebcdd3",
"Value": "\"Your tone gets on everyone's nerves. Isn't it difficult to keep
your acid-tongued remarks to yourself?\""
},
{
"Key": "97084fa7-98e7-47b3-997b-53d84b45a444",
"Value": "\"It's called honesty. When I don't like something, I'm not ashamed
of saying it. It's much better than spreading fake smiles and pretending
everything's fine, while secretly harboring nasty thoughts.\""
},
{
"Key": "55fc464e-9aad-45e6-83df-f85abd24fb99",
"Value": "\"How can you be so arrogant? Could the simple science of common
decency be too complicated for such a learned man?\""
},
{
"Key": "1daad5cc-039a-4a13-bf04-a5c322c89e10",
"Value": "\"I'm not arrogant at all! On the contrary, I'm open to everyone. I
just don't see the point in faking amiability. But it's rich to hear about
arrogance from the noble born. You were taught from a young age to stick up their
nose and avoid the truth like some oily mess that might smear your doublet!\""
},
{
"Key": "acf50fb0-2f8b-41dd-8cd6-8a918bd0ce70",
"Value": "\"Linzi, what are you writing so diligently there � and why are you
looking at me like that? Did you decide to write me an ode too?\""
},
{
"Key": "7b98ba68-948a-43f8-bb4e-d87cbafe8f91",
"Value": "\"You got it! Here it is, listen: 'There once lived a paladin of
Shelyn, whose courage was so unfailin'...' Hey, hey, that's my ink-pot! Don't throw
it at me!\""
},
{
"Key": "6bdb486f-5fa4-4df1-bb1f-6939b02f3b02",
"Value": "\"I respect useful books, but who needs shallow stories? Fables
about a knight who slew a dragon won't help you, if you meet a dragon in real
life.\""
},
{
"Key": "f03fd080-a958-4456-a2ec-02be6f1bd517",
"Value": "\"Then they'll write books about me! 'Linzi the Dragon Slayer'! Or
no, more like, 'Linzi, Who Was Not Afraid To Challenge a Dragon, And Got Heroically
Eaten In Her Prime!' Sounds good, huh?\""
},
{
"Key": "f539f3dc-28e0-4bb5-8e50-5823f9270434",
"Value": "\"Why did you leave your home? Do any traveling bards ever live
happily ever after? Or did you hope to earn your glory, singing songs in
taverns?\""
},
{
"Key": "b7d26251-b6d9-4d9a-80e6-073df98c49a8",
"Value": "\"Heh, you don't appreciate your happiness! You've been surrounded
by books, paintings, poets and singers since you were a child... In our village the
only entertainments we had were tavern fights and harvest dance parties! I'd have
died of boredom if I'd stayed there!\""
},
{
"Key": "57d995d2-e38e-4eae-b9f6-8924c7095787",
"Value": "\"Octavia, what are you thinking about? Your face says you're
plotting some trick.\""
},
{
"Key": "eb65df9b-d94f-4950-9376-5e945cd24005",
"Value": "\"I'm wondering whether I'll have time to make it to the border of
the Stolen Lands, before Reg notices that I put a stag-beetle in his boot!\""
},
{
"Key": "b52e3137-2049-4380-9f9b-f21ae7db130f",
"Value": "\"I admire your optimism. Even when the situation seems desperate,
your smile never leaves your face!\""
},
{
"Key": "d69aaddc-9cb6-4bba-a2f4-74c9a1c7ffdd",
"Value": "\"Do you know how many desperate situations Reg and I survived in
Numeria? And we're all right � we got out of all of them! We'll handle whatever
comes.\""
},
{
"Key": "a9091816-3af8-43fc-bb83-edb619da0c44",
"Value": "\"It's strange to remember how, as a child, I enjoyed all the
bright dresses, bows and ruffles...\""
},
{
"Key": "5204ebf0-28a8-4083-bf67-fe5e46c562b4",
"Value": "\"And I like them all so much! Too bad I don't often get a chance
to dress up.\""
},
{
"Key": "0ceb9e0b-190c-4240-a6d5-24ad2fd2acd5",
"Value": "\"Octavia, do you think I should cut my hair even shorter?\""
},
{
"Key": "b3490eba-fae7-42b0-9365-12e9050408ce",
"Value": "\"I think you'll look great with any haircut. Even if you shaved
your head bald! Maybe we should try that!\""
},
{
"Key": "d012c412-7aa7-49fc-a498-c6f08c600be0",
"Value": "\"Regongar, you act like an animal. Are you capable of thinking
about anything besides food, drinking and fighting?\""
},
{
"Key": "9ae82ae7-cfd5-47df-bb2c-710c155466b2",
"Value": "\"Sure! I think about pretty lasses, and lads... Especially after a
good drink or a good fight!\""
},
{
"Key": "70dd4e81-604f-4ad8-8b34-bac4bbff798c",
"Value": "\"I swear, Regongar, if it weren't for our common cause, I'd
challenge you to a duel and wipe that smug sneer off your face!\""
},
{
"Key": "102dcfca-ec25-4593-82a1-0a7ac1ffaa1f",
"Value": "\"Why, Your Nobleness, you mustn't challenge the peasantry to
duels! How unseemly it would be if they spanked you! No, you rather must spank
them! Spank them with a whip! I'm taking off my pants right now!\""
},
{
"Key": "a7197d1e-9359-49fc-b46b-7a7a3ca403b8",
"Value": "\"I don't understand what Octavia sees in you. She's a good and
kind girl, and you're a rude and uncouth bumpkin, desperate and obsessed with
killing.\""
},
{
"Key": "8d3c7cd5-e472-42bc-b5ad-e34aa23ab86e",
"Value": "\"Don't you know? Good girls like bad boys. It's because bad boys
know how to make girls feel good. I could show you. Come to my tent tonight.\""
},
{
"Key": "2c9eabea-b166-4163-929d-d9100b1d2f0f",
"Value": "\"Regongar, you stand as proof of all the worst rumors about your
people.\""
},
{
"Key": "8862d629-3e93-4319-bffc-bf4824c90adc",
"Value": "\"And you'd rather I disprove them? Ha! I just give the people what
they want.\""
},
{
"Key": "e46aa592-e4c1-448f-98d0-4320813fd2f1",
"Value": "\"It's amazing how such a powerful magic gift could be bestowed
upon one so lowly in all other respects.\""
},
{
"Key": "50bbb2e9-02b7-4690-8cdc-18c329f85e83",
"Value": "\"Jealous? Want to trade fates with me? Fine! Just don't forget
that the magic gift comes with years of slavery, beatings and humiliation!\""
},
{
"Key": "cc3234d2-004b-4b5c-874a-c17b060db33a",
"Value": "\"Sir Tristian... Sounds like the name of a knight in a ballad!\""
},
{
"Key": "68aa0e1a-dddb-47e0-9fe4-13a17c7cf249",
"Value": "\"Thank you, Valerie, but I could hardly be a knight. I don't like
fighting, and even less do I like fighting for sport.\""
},
{
"Key": "cba5242c-9b04-4550-8b5f-44130f34e2dc",
"Value": "\"You pray to your goddess with such devotion� But you never
accused me of apostasy, like other priests. I appreciate that.\""
},
{
"Key": "a11493f6-f797-4ed9-bb0a-1ae597aa5377",
"Value": "\"There's nothing to be ashamed of. It's better you leave, than to
stay and lie to yourself and your deity.\""
},
{
"Key": "7bfd129c-d5e2-4279-adbc-413f011c7647",
"Value": "\"My elbow hurts...\""
},
{
"Key": "5a39af36-a446-46fc-8bd6-43336321bf2f",
"Value": "\"It's because you're so hard on yourself. Try to rest sometimes.
You don't have to practice every spare minute.\""
},
{
"Key": "8293ded8-e2d0-4013-bff8-98b2d4962cea",
"Value": "\"You're a kind person, Tristian. It must be hard for you to
witness all the atrocities that go on around here.\""
},
{
"Key": "31d074ba-6de5-43d6-b339-2efb470711df",
"Value": "\"I draw strength from my goddess. If I begin to feel sad, I turn
to Sarenrae in my prayers, and she gives me solace.\""
},
{
"Key": "946aa207-0163-4c1e-9633-392fa52fff03",
"Value": "\"I respect your faith, but I can't agree with it. An atrocity is
an atrocity, and it cannot be fixed with repentance. Everyone must pay for their
misdeeds.\""
},
{
"Key": "cb6a983e-c0fc-43e8-890a-4957d76c85f3",
"Value": "\"Of course they must. He who truly repents will do everything in
their power to repair the harm he's done. � That is his only path.\""
},
{
"Key": "17cb893d-c0ce-4b90-8920-e2feb542a5da",
"Value": "\"There is a nick in my sword again. Where's my whetstone...\""
},
{
"Key": "0aab5d5e-d937-400d-8c20-3f9152c9be45",
"Value": "\"We're a strange group. More like a handful of outcasts than an
army of heroes.\""
},
{
"Key": "e4caa84d-ee74-4e22-a854-1de3477d052d",
"Value": "\"Anyway... They say even the first Aldori Swordlord was an
outcast. Are we any worse than him?\""
},
{
"Key": "67a3a806-5fbf-4890-a2fa-5c2dc30d20db",
"Value": "\"Why does every noble who so much as glances at me deem it
necessary to compose embarrassing odes to me? Why not give me a new pair of boots,
for instance?\""
},
{
"Key": "3aaeb39f-4681-4cf3-8ab0-82ed5178e336",
"Value": "\"The more I travel, the more I'm sure: true nobleness is not
inherited.\""
},
{
"Key": "efe5dd4a-35f6-41eb-ad31-3f8c504c5af5",
"Value": "\"Every other smug dimwit with a marquess title has worse manners
than his horse.\""
},
{
"Key": "1296b697-12e8-4ecc-bacb-d6102eb947db",
"Value": "\"Armor must be sturdy and heavy. The heavier, the better.\""
},
{
"Key": "7de8f723-443b-4845-a1c2-bedfb118b30f",
"Value": "\"And if there's a good shield to add to the armor � then you feel
like a whole fortress, not just a fighter.\""
},
{
"Key": "a9acf1ce-2519-4275-89fb-b029f0634465",
"Value": "\"To die in battle is a true honor.\""
},
{
"Key": "18e84e05-bc7e-4d69-8d27-5e2f565d3980",
"Value": "\"There is no better death than death in battle.\""
},
{
"Key": "c54cdfd8-42c0-4707-8e87-8c5fd684da7f",
"Value": "\"Death comes to us all. The real question is how we live � with
honor, or with shame.\""
},
{
"Key": "fa9f44fe-3cce-48bc-9a64-43a1a5ca618e",
"Value": "\"Once I sought death. No more. Something has changed.\""
},
{
"Key": "e792ad9e-8777-4a20-84a2-3fc67f04c152",
"Value": "\"I confess, I do not understand that sentiment. Death means pain,
and separation from loved ones. Why should someone feel good about it?\""
},
{
"Key": "f3a68b54-0a18-4e55-aea4-00381b75402d",
"Value": "\"Well, it might be an honor for the dead person. But it still
makes me sad!\""
},
{
"Key": "1e73ddaa-53c8-4e22-ac96-c9a4007b5579",
"Value": "\"Ugh� I feel like I'm ready to drop�\""
},
{
"Key": "d25564b3-f081-41ff-b7e0-f7c6bcdcd92d",
"Value": "\"My hide is intact, but I feel like crap�\""
},
{
"Key": "c898fa8f-2716-4733-a2a6-10f6288f94b8",
"Value": "\"I'm sorry we can't do anything for you right now. Maybe we'll
find you some help in town...\""
},
{
"Key": "94af6826-c23e-4e3d-97dc-e7f3fea8f261",
"Value": "\"Such a familiar feeling� wait, were you speaking of bodily
suffering? For a moment I thought you meant your haggard soul.\""
},
{
"Key": "92f6a4cf-ce58-4207-9867-ca6e77527069",
"Value": "\"Don't forget to call me if you decide you're ready to die. I
wouldn't want to miss a show like that!\""
},
{
"Key": "94147901-dd62-4786-8b41-63411227155d",
"Value": "\"Quite some stamina... for a creature so short-lived.\""
},
{
"Key": "3284117b-b93d-42ba-ba67-b62725a013d9",
"Value": "\"Maybe ate something? Nok-Nok once ate a fish he kept in earth for
a week � nearly sick to death!\""
},
{
"Key": "9a379313-c8a2-4c8f-9761-12041123de0f",
"Value": "\"Ohhhh� I'm dog-tired.\""
},
{
"Key": "567aa047-755a-4ca9-b773-359b0a66b8a4",
"Value": "\"I'm so tired, just dead on my feet.\""
},
{
"Key": "5f95166a-7bd7-4380-be3c-afd364638bed",
"Value": "\"I didn't know you could ever get tired. This is a rare sight
indeed!\""
},
{
"Key": "2aad5ba6-2e6d-4212-98bc-1c31b15b543f",
"Value": "\"You are stronger than most. Others would fall long before you.\""
},
{
"Key": "50ec7ae2-2c4d-4c07-8e4c-04d487a5f3f6",
"Value": "\"I know you won't heed my advice, Amiri. But you really must take
care of yourself. Everyone has limits.\""
},
{
"Key": "e8413160-e5b4-4baa-bb66-43179c754944",
"Value": "[Writing in her notebook, and mumbling to herself] \"This longsome
journey depleted my strength � it's time to lay our heads! The beasts of the night
shall not disturb your peace, my friends! said the tireless warrior...\""
},
{
"Key": "0ee6faaa-2578-4116-b0f1-277917df3d6c",
"Value": "\"Ugh, what a stench� though I smelled a lot of crappy stuff in my
time!\""
},
{
"Key": "0e3916e4-1d15-4aa1-b28f-07da8d3426c0",
"Value": "\"It smells like someone taked a huge crap nearby! Couldn't we find
a better place for camp?\""
},
{
"Key": "e510da5a-58f1-4714-95d2-4739a0bcc815",
"Value": "\"Ha! Be grateful we're not in Abaddon, the native plane of
daemons! According to what I've read, it smells of cinders, swamp gas, feces � and
things far worse!\""
},
{
"Key": "16de1dc9-d8a5-4c6b-84bb-83a9fd862d11",
"Value": "\"Seems like an animal died nearby� perhaps if we bury it, the
smell will go away?\""
},
{
"Key": "412eac54-d5b7-4372-91cf-a72fc8cb817d",
"Value": "\"In moments like this I regret not carrying a flask of perfume
with me, like so many other paladins of Shelyn!\""
},
{
"Key": "fd35deba-462f-43bf-8183-eecce1cbaa57",
"Value": "\"And I am once again grateful that fate has spared me such
distractions...\""
},
{
"Key": "a7fc3fa2-4e43-4705-988d-f6d3e0cfdaf0",
"Value": "\"What, you thought I was going to bite the dust? No way!\""
},
{
"Key": "4d798f14-8005-4e2a-b84e-5b225f4d768e",
"Value": "\"No one beats me. I always survive. Always.\""
},
{
"Key": "acd2ceeb-2883-4af4-8827-3b01788f9b8f",
"Value": "\"I got really scared when I saw you fall. Please try to be more
careful next time!\""
},
{
"Key": "0d561fc6-b162-4363-bfe9-3b6f4f77a805",
"Value": "\"That's nothing more than brazen vanity. Give up your pride,
Amiri, and accept the inevitability of the end!\""
},
{
"Key": "5a46dc0c-cac8-4e84-acca-eccae23afd51",
"Value": "\"I admire your strength of spirit, Amiri. I wish I had the
same.\""
},
{
"Key": "c1f77db3-4421-408c-ba54-4bcdfceb3ffd",
"Value": "\"You're so obsessed in battle! Your eyes shine and your cheeks are
on fire! The look on your face in the heat of battle � it makes me wish I'd been a
painter!\""
},
{
"Key": "687242cb-ed98-4f4c-aace-d5111c26e757",
"Value": "\"Amiri is almost Hero! Strong as beast! When you die, can I have
your stabber?\""
},
{
"Key": "5e7a281e-14b1-48f3-97c9-d22e50912e92",
"Value": "\"Hey, I'm outta rations! I got to hit the sack hungry tonight, or
what?!\""
},
{
"Key": "fba53dd3-9c2e-464a-8674-b45a2342c932",
"Value": "\"Hey, I got no more chow! Anyone has an extra ration? Want to
share?\""
},
{
"Key": "67c85e7d-3747-4627-a7c7-96013e12556a",
"Value": "\"Take mine. I don't feel hungry today.\""
},
{
"Key": "fb94b53f-77c6-4c35-92e6-029c3fd791f9",
"Value": "\"I'll gladly share my rations with you, Amiri. After all, I'm
trying to watch my figure!\""
},
{
"Key": "03662c56-a730-4d21-a3ba-becc7bd81092",
"Value": "\"I'm feeling generous tonight. You can take my ration. Don't
forget to say thank you � and don't try to eat my stationery.\""
},
{
"Key": "556ed760-ca88-4333-b3b4-0ec0d7799181",
"Value": "\"Nothing improves one's appetite more than the envious looks of
the starving.\""
},
{
"Key": "0abdedd6-d2c0-4688-bfa1-f7f2b5f97109",
"Value": "\"Spells all almost wasted� Pointless stuff, anyway, right?\""
},
{
"Key": "c7feefa7-36f8-4555-ae11-b2ce1d469747",
"Value": "\"I don't know why I got involved in this crappy magic� it's as
useful as nipples on a breastplate!\""
},
{
"Key": "dbe7e04b-a691-4114-a6a1-c10441506801",
"Value": "\"In your case, I suppose so. You should stick to your giant sword,
and leave magic to those you have a talent for it.\""
},
{
"Key": "07eceb32-b02b-4dc7-b5c7-41d7cd46ca0e",
"Value": "\"Don't give up on magic so soon. It's more powerful than it seems
at first.\""
},
{
"Key": "48e35254-e030-4315-ba91-7739d32224ba",
"Value": "\"Oh, not at all! Magic is a wonderful power � if you use it wisely
and put time and effort into learning it.\""
},
{
"Key": "c09a6f19-1808-4087-84b6-889550c8394c",
"Value": "\"Don't sweat it! Only a select few can master both magic and the
sword! Ha, ha, ha, hmm...\""
},
{
"Key": "1331ab15-0720-4106-a000-e2796c5b4e85",
"Value": "\"So, we're playing monster bait tonight, eh?\""
},
{
"Key": "bd1d4293-3192-4e6f-a7bf-81c3a3b463ca",
"Value": "\"We're definitely getting ambushed someday, if we keep camping
with our butts out like this.\""
},
{
"Key": "9120da14-7f38-41b7-88bf-2509786fbfe7",
"Value": "\"I appreciate your courage, Amiri, but I wouldn't like it if
something nasty disturbed our rest.\""
},
{
"Key": "3496d4a7-39c3-48af-b041-c7a0175e9a15",
"Value": "\"You yearn for death. Not many accept the inevitability of the
end. I like this side of you.\""
},
{
"Key": "6c2c28c7-d98c-4a3e-99d3-202e92175830",
"Value": "\"Perhaps tonight, for a change, someone else will come instead of
monsters? Someone friendly, charming, and carrying a basket of cookies�\""
},
{
"Key": "dbfacee0-ee9a-4bde-bf67-39a68990bad7",
"Value": "\"Ha! The fearless Amiri is scared we're not disguising the camp?
Don't be afraid, if someone attacks us at night, just hide in your tent. � I'll
handle it.\""
},
{
"Key": "c77657c3-a0c3-443f-915a-584e1ccaadf4",
"Value": "\"Why we don't have no fresh meat today?\""
},
{
"Key": "3118c40d-7166-4c29-9f5d-741cfce2662f",
"Value": "\"I didn't get it. Why no one is hunting some meat?!\""
},
{
"Key": "13d7ee1b-760b-451d-a793-4638b318e640",
"Value": "\"No one wants to go hunting. That includes me. You can do it
yourself if you wish.\""
},
{
"Key": "a4803caf-6884-4c20-9005-d95171d8e227",
"Value": "\"We have some ration packs stored, Amiri. We shouldn't expose
ourselves to risk by wandering here alone.\""
},
{
"Key": "0e35faa6-bce2-4f49-be74-dd4a7830201c",
"Value": "\"Soooo sleeeeepy!\" [Octavia yawns deeply]"
},
{
"Key": "67b5a2f9-e142-4874-b66d-e1dfce772c84",
"Value": "\"Oh, I'd just love some meat! I'd go myself, but I'm no good as a
hunter...\""
},
{
"Key": "89cc84b7-d4e2-40ef-8a03-f3fc95109a2c",
"Value": "\"As we walk in light, we shall not forget those lost in
darkness.\""
},
{
"Key": "035ee949-75bb-4a12-a1ab-78ac4545bfb3",
"Value": "\"I pray for peace, and an easy path for the fallen.\""
},
{
"Key": "b5b71fbd-947e-4aa5-a02e-ef02b907593f",
"Value": "\"Speak slowly, I'm writing it down. I shall cite your prayers in
my essay on the cult of Sarenrae.\""
},
{
"Key": "d8962f24-fc0a-4f45-8df4-d40f5e142c30",
"Value": "\"Let us remember the fallen with dignity! Our sorrow, and our
pride in them, shall live on in our hearts.\""
},
{
"Key": "b408368b-d13a-4fe9-bc3d-5f26bec17d3d",
"Value": "\"Your words heap sadness upon my soul, but relieve it as well.\""
},
{
"Key": "9e324d67-71d3-495c-a5f4-bf3cc7e96749",
"Value": "\"They stopped caring about your sermons long ago. Just like
everyone else.\""
},
{
"Key": "9e5ba4f2-5079-499e-9466-510796527ca4",
"Value": "\"My spirit is stronger than any illness. By the light I shall
cleanse myself of all filth, and with the new dawn I shall rise like the Sun.\""
},
{
"Key": "083124a4-a714-4048-9430-5549c1d2f269",
"Value": "\"Merciful Sarenrae, I humbly beg you, hear my prayers and help me
heal myself.\""
},
{
"Key": "54a19eb5-6bb8-40e4-a7b9-ed133a9cd6b8",
"Value": "\"You'd better resort to surer remedies. You're not looking so
good.\""
},
{
"Key": "5c9be22e-99cb-410d-8079-9b7e97e455a7",
"Value": "\"Buck up! Go pump some iron, or let's say... carry some sacks
around. Helps me every time!\""
},
{
"Key": "13a7d2bd-504a-4422-99b2-872bd6ce0eb6",
"Value": "\"Tristian, you look so pale� but you know, it suits you well!\""
},
{
"Key": "e99e8f5f-9067-4123-9e02-749ca2e30f6f",
"Value": "\"Just don't pray all night this time, and get some sleep. You need
your strength. � If not for you, then think of the others.\""
},
{
"Key": "29f2dcad-8c33-4df2-aa1c-fc5758385a4e",
"Value": "\"I feel I've spent a dozen years in a cold dungeon, without a
single ray of sunlight.\""
},
{
"Key": "916d1afc-4383-4424-aade-ebcec155ff08",
"Value": "\"It's been a long time since I felt so fatigued. Like I've spent
four seasons in a windowless cell.\""
},
{
"Key": "f8ec123b-38a7-4069-b012-ef1a86321896",
"Value": "\"Sarenrae's clerics are like flowers � they wilt without the sun!
The good thing is, unlike flowers, they don't attract bees.\""
},
{
"Key": "77c9fc8a-f858-4698-8820-09ca908e690d",
"Value": "\"Please have a good rest, Tristian. I'll take your place keeping
watch, if you like.\""
},
{
"Key": "527022d7-7604-4296-8bfd-a562c7458d25",
"Value": "\"I wish I could switch places with you. One's suffering is
another's blessing.\""
},
{
"Key": "1e320128-1734-447b-8866-3db5dfa2faed",
"Value": "\"You're making my jaw hurt. I wonder � is it laughter or
disgust?\""
},
{
"Key": "5baaa083-124a-4532-bfba-e8f964fa283e",
"Value": "\"I like it better without sun. Goblins like it best in dark. More
sneaking, better ambushes!\""
},
{
"Key": "2aa43439-2cbd-4252-b985-3a0bf9abbb17",
"Value": "\"This is an ominous place. Let us keep together, friends.\""
},
{
"Key": "e2d0964d-3683-414c-957e-dfa1c25ad866",
"Value": "\"Don't go too far. This place can be dangerous.\""
},
{
"Key": "5287f9b8-5eba-4777-9d64-aabc311a5681",
"Value": "\"More clerical whining. I've survived alone in worse places than
this!\""
},
{
"Key": "5e9effe5-22e6-49a6-b67b-c219f846b7c5",
"Value": "\"Wise words. Unity feeds our strength.\""
},
{
"Key": "261203d2-9b09-476c-aa33-1c721bde9417",
"Value": "\"Fine by me, I love it when we sit together by the fire. And I
always worry when one of us wanders off somewhere all by himself.\""
},
{
"Key": "1410a384-e16f-401f-812b-2b1c3495e480",
"Value": "\"By the gods, what a coward...\""
},
{
"Key": "d2882aba-4e37-470a-af1a-e9c9904b09b7",
"Value": "\"Don't look at me like that. � I'm fine!\""
},
{
"Key": "eaaf76de-fc6a-4f06-ae50-097fec976360",
"Value": "\"Everything's fine. I can take care of myself, and the others.\""
},
{
"Key": "9ac3bc88-584c-4f9c-abf2-f383cc992fe3",
"Value": "\"Another hero who keeps claiming he's fine, even as he bleeds to
death.\""
},
{
"Key": "15c6d9d0-40a7-4dd6-ae59-b9dab3f6ab2e",
"Value": "\"You're not a sissy, I give you that. And you're right! Those
scratches are nothing!\""
},
{
"Key": "3d9ca313-9517-4dc4-b499-f48601d3ba3e",
"Value": "\"Aren't you the one who always says I should take better care of
myself? Don't be so stubborn, Tristian, and let us check your wounds.\""
},
{
"Key": "2142cc33-c8d1-462f-b8d0-bce4c8373493",
"Value": "\"You're going to fall over, if anyone so much as taps you on the
shoulder. Though I guess that's true even on your good days, ha, ha!\""
},
{
"Key": "fc28eddc-c68c-4a29-8dd1-ccf88a6dfd49",
"Value": "\"We're running out of food. I'd go hunting myself, but I lack the
talent for it�\""
},
{
"Key": "0480499b-2268-49e5-b960-9d0e954ddcff",
"Value": "\"We must replenish our stocks. I'm not sure I can do it, though.
I'm not much of a hunter.\""
},
{
"Key": "cd5130ce-cad0-4e7b-b02a-08ca8416e4b1",
"Value": "\"Couldn't you ask Jhod to teach you a thing or two about the Stag
God's hunting tricks? You tagged along with him for long enough.\""
},
{
"Key": "0679b39a-ac88-417c-921d-e0f27585fe70",
"Value": "\"If you wish to learn, you need only ask. Everyone should know how
to hunt.\""
},
{
"Key": "09f5927e-091d-4f24-9ab3-ee925861c70a",
"Value": "\"I knew we should have taken more rations with us. With hunters
like this we'll soon be starving.\""
},
{
"Key": "5615ff2b-a96f-49fa-a7c9-77e645f0ef76",
"Value": "\"I remember how I used to sing for food on the streets, and in the
pubs � back when I was at the Academy. Truth be told, I wasn't very good at it. I
do hope it doesn't come to that...\""
},
{
"Key": "fa689251-59bd-4f33-9089-61e0bbe7c9a8",
"Value": "\"Hunting is simple. I teach you! But first we need bait for snare.
Linzee will do.\""
},
{
"Key": "8e674e9f-ad8d-4b10-8c3c-29d11510eba6",
"Value": "\"Dawnflower, don't turn your gaze from me! I need your power to
help those who suffer.\""
},
{
"Key": "a9bc4d1e-1f96-417d-904a-d17bbd32bbd9",
"Value": "\"The fire of my prayers has fallen to embers. I address my plea to
you, Dawnflower � grant me the strength to serve you.\""
},
{
"Key": "ece812e5-eba5-44e7-8f18-2cd0f22eb270",
"Value": "\"I like to listen when you pray. A pure voice, and a pure soul.\""
},
{
"Key": "97cb15a3-da34-43a6-b8d7-18cb05d40202",
"Value": "\"You wasted all your prayers again? Good. Now you'll need to learn
how to use weapons properly.\""
},
{
"Key": "09144645-727c-43e8-a113-d395a17a8c35",
"Value": "\"All your prayers are always about serving, and helping others.
This� brings to my mind many things. I think upon those things that separate
sincerity and vanity.\""
},
{
"Key": "ed80ccac-a5f8-4499-b574-ed86a71b0980",
"Value": "\"Oh goddess, give me your strength... Because I have none of my
own, ha, ha, ha!\""
},
{
"Key": "7fb31654-6e1b-4449-b13f-aa550b8ce450",
"Value": "\"It's unsafe to set up camp in the open like this.\""
},
{
"Key": "fcefb538-ec45-4559-b47d-996a8afcafb8",
"Value": "\"Being this careless could cost us dearly.\""
},
{
"Key": "982bcadc-fab0-4328-adfb-e52d23fa75fb",
"Value": "\"Stop your whining, cleric. If someone jumps us, I'll save your
hide!\""
},
{
"Key": "70848791-b3ae-47e1-a2f2-05138a7d3e59",
"Value": "\"Each careless step taken is one step closer to Groetus. Surely
you understand that everyone shall rest in his embrace in the end, no matter how
carefully they try to delay the final moment?\""
},
{
"Key": "a16045d7-9a3c-41cc-9088-10f5f7675d36",
"Value": "\"You are right. The art of camouflage has been developed over many
centuries. It's unwise to neglect it!\""
},
{
"Key": "da4d4892-e48b-4eca-93a6-53e737806f7b",
"Value": "\"You complain as though you'll be the one slicing up the monsters
if they attack us, ha, ha, ha.\""
},
{
"Key": "5a649b23-3ab3-4d3a-a852-0b25080b8cf7",
"Value": "\"At least the local rabbits will rest easy, if we don't go hunting
tonight. And we still have some rations.\""
},
{
"Key": "32928778-df41-4de7-baed-bdedbb403b75",
"Value": "\"So no one's going to hunt tonight? Well, at least that's good for
some rabbit or deer, who will live to see another dawn.\""
},
{
"Key": "3dc873b2-3a07-4741-a161-768ac24f34c2",
"Value": "\"I pity the rabbits, of course, but I'd prefer one or two hop into
our stew pot. A fresh meal is always healthier.\""
},
{
"Key": "a7f17dc3-889c-4f49-a1fa-4c61b50567a8",
"Value": "\"Damn it, cleric. Hunting is fun and meat is tasty. But you're
just a rabbit lover who likes chewing ration packs!\""
},
{
"Key": "5dc7f581-8b47-4454-a3c0-98d729d06673",
"Value": "\"Rabbits are so cute! But so tasty too! � I can't tell which one's
more important.\""
},
{
"Key": "99f5d054-0a81-4dad-a61d-f49d9bcbfb11",
"Value": "\"Ha. You put an animal higher than yourself. You think almost as
little of yourself as I do...\""
},
{
"Key": "695236b4-1b0c-48ed-843d-74497bd6ebdc",
"Value": "\"Death reminds me of things I'd rather forget.\""
},
{
"Key": "3b8504f5-0204-4ca4-8301-ba0d64847861",
"Value": "\"One more death� I've seen far too much of it.\""
},
{
"Key": "4e8bb934-2714-411a-ad09-a96c0f6ca413",
"Value": "\"You could find consolation in my faith� but you are not yet
ready, if you still try to avoid the inevitable.\""
},
{
"Key": "06aae040-5e93-4321-997e-c557af0acbe4",
"Value": "\"We all have bad memories that come to us in nightmares. Or in
times like this.\""
},
{
"Key": "a368fc2d-bad1-431d-8629-b582b39ef583",
"Value": "\"You carry a heavy burden of loss, but you still stand strong.
Don't lose that now. The deaths of our friends must never break our spirit!\""
},
{
"Key": "0ffd7981-764a-486d-b38d-2b0dfa348d29",
"Value": "\"Those who constantly grieve over others never live for
themselves. You're merely wasting time that you don't have much of. Such wasted
life is worse by far than death.\""
},
{
"Key": "362c5f71-1496-4631-af8c-f9c172847629",
"Value": "[Utters a muffled cough and spits aside]"
},
{
"Key": "07681ace-6fd9-48a3-9469-337c08994bd6",
"Value": "[Wipes the sweat from his pale forehead]"
},
{
"Key": "fc7b0ec3-c125-4299-9066-474bad8b5c97",
"Value": "\"Stop pretending you're fine! You need help!\""
},
{
"Key": "68f68d51-f39d-4705-b05b-9afba660866b",
"Value": "\"You have proven you can endure pain without complaint. Now be
kind enough to consider healing.\""
},
{
"Key": "f53d376d-eee7-49f8-9bb9-0072b4d8ba6f",
"Value": "\"You see now what serving Torag has brought you to? Forget him,
he's not a god worthy of worship!\""
},
{
"Key": "b44da1ae-3d2a-44f9-b4d5-1ef85b8da833",
"Value": "\"If you won't let yourself be healed, that's your choice, I
suppose. But think about poor wolfy! He will worry about you � he'll whine and grow
restless. This kind of trouble is definitely no good for him!\""
},
{
"Key": "16f17f49-841f-40c6-ae92-83e175ef6abd",
"Value": "\"My eyelids are heavy as stones. Don't know if I can guard the
camp tonight.\""
},
{
"Key": "d5bee4bc-443e-4dde-8a79-1659deeddbed",
"Value": "\"So exhausted. I must sleep. Could you look after the camp?\""
},
{
"Key": "08926dfa-6b8c-4bbb-b228-d0be7069f034",
"Value": "\"I must raise my prayers to Groetus, so I'll be too busy to help.
Ask someone who's more concerned with worldly things.\""
},
{
"Key": "e10de29d-6d78-45da-9ed3-99e447ed9881",
"Value": "\"No way! I have to finish the draft of my new chapter. Someone who
can't write should guard the camp. � There's enough illiterates among us.\""
},
{
"Key": "e2c5756f-15c7-4ca6-93b7-5741c053361b",
"Value": "\"I'm ready to keep watch. Don't worry about that.\""
},
{
"Key": "8be6d3b7-c668-4e7a-b488-15bf441c7842",
"Value": "\"Pff.\""
},
{
"Key": "64eebfcc-a21a-42ea-8723-7da422c32a8a",
"Value": "\"We must set patrols. Preferably in groups of two.\""
},
{
"Key": "091f7293-4910-4cdf-b53e-699500855144",
"Value": "\"Bad place for a camp. We'd best not linger here long.\""
},
{
"Key": "f4279984-038a-4ae5-a8ad-14f61520ab44",
"Value": "\"Cool it, tough guy. If anyone attacks, we'll calm 'em down in a
heartbeat.\""
},
{
"Key": "88244249-29c7-4f6e-a13b-c5146a29da2e",
"Value": "\"I'd better chance my luck and go to sleep. I don't want blue
rings around my eyes tomorrow!\""
},
{
"Key": "7b37e641-626f-4bac-b266-b704476c0f1f",
"Value": "\"The closer we get to the danger, the sooner we'll put an end to
it. We just have to stay on guard. � Wise caution is not contrary to valor.\""
},
{
"Key": "c64bec0e-ecc0-4650-84eb-f9d4c4860589",
"Value": "\"Thank you, but I don't plan to spend all night outside.\""
},
{
"Key": "72d5e69c-8df6-4c2c-b934-d2106ad81203",
"Value": "\"I will do like this. I hide and wait until you are attacked. Then
I run away.\""
},
{
"Key": "6079d965-b9b8-427d-8ded-63bf8a335a3e",
"Value": "\"When I fell� I saw the faces of those I've lost�\""
},
{
"Key": "1e765230-3a0a-4595-a160-7d9fe620a6cc",
"Value": "\"When death draws near, you start to wonder � is it possible to
reunite with your lost family, somewhere beyond life?\""
},
{
"Key": "f5caca70-afba-4f5a-b2be-5fd616d6eb84",
"Value": "\"Those dear to us who we've lost � they're always with us, in our
thoughts and in our grief. They'll always be there for you, Ekun.\""
},
{
"Key": "61a1327d-dabe-40de-bd8a-441d22082210",
"Value": "\"You still breathe, but you dream of meeting dead people! Stop
talking crap!\""
},
{
"Key": "4e3ec064-4177-40bc-9c5f-f7fcb18aa264",
"Value": "\"Your losses were terrible, yet you remain strong. When I see
this, my own grief and sorrow seems to lessen.\""
},
{
"Key": "8d1d9dd9-3693-417d-b5c3-5ca70458c8f2",
"Value": "\"When you die, you will see and feel nothing. Trust my
experience.\""
},
{
"Key": "d37aa018-9c11-4bc1-913d-db92fcb2080d",
"Value": "\"Our supplies grow thin. We'll have to go hunting.\""
},
{
"Key": "2173e193-81fb-4205-8ae8-0b313eed7a2d",
"Value": "\"We are running short of rations. We'll have to rely on the
hunt.\""
},
{
"Key": "e6fb5a67-7ea0-4d42-8555-12e1b1161194",
"Value": "\"That's good! I'm tired of nibbling dry food every day!\""
},
{
"Key": "55f3283f-c6f0-4c95-aa48-acf570fd2b3f",
"Value": "\"You can count me out. But I shall stand ready to support you with
wisdom and advice.\""
},
{
"Key": "9466a908-8e7d-4ba1-aa0c-bd457ebf1e51",
"Value": "\"It would be so nice to teach your wolf to go hunting alone, and
bring meat back to us! We could just sit here, and � here comes our lunch!\""
},
{
"Key": "01e8b841-afbe-4a30-a6a7-9d31b80ffabf",
"Value": "\"Knock yourself out! Don't forget your bow! Ha, ha, ha, hmm...\""
},
{
"Key": "30e8535a-16e1-486d-9615-c9630244c106",
"Value": "\"My spells must be replenished. I feel uncomfortable without
them.\""
},
{
"Key": "9b0cbafc-038a-4ea7-a43f-7aa99f8c68c0",
"Value": "\"It was a hard day. My spells must be restored, so we're prepared
for tomorrow.\""
},
{
"Key": "30f6d70a-093e-4c3e-b09a-d0eb72e4fec6",
"Value": "\"At least you can always rely on your weapons if magic fails you�
If the same thing happens to me, all I can do is hide behind my companions!\""
},
{
"Key": "40aac418-8828-417c-bb1d-c52e65efb986",
"Value": "\"You'd better sharpen your blade, instead of wasting time on that
crap!\""
},
{
"Key": "6215573e-db37-4af5-b0b6-a7a6adf0331d",
"Value": "\"You're rather well-stocked � your weapons, your magic, and your
wolf. It's no wonder you sometimes forget to replenish your spells.\""
},
{
"Key": "1051e287-cebf-4523-a15f-2934317b6b6d",
"Value": "\"Oh, oh, can I play with wolfy while you're busy? He's so sweet �
such a fluffy head, and that soft fur! I just love it when you summon him!\""
},
{
"Key": "fb80657b-37ca-4691-918c-d89efbe2c619",
"Value": "\"We should make sure it's safe. Something dangerous may be
stalking us nearby.\""
},
{
"Key": "c1cc7c85-f883-44cd-b3a1-e3fc1fabc438",
"Value": "\"We should look around first. Be sure the camp is secure.\""
},
{
"Key": "520f60d5-8ebc-4514-8a04-83bfe80ebd61",
"Value": "\"Yeah, easy for you! You got that dog following you around,
barking if anything is off. Too bad it don't talk.\""
},
{
"Key": "43dbf7fa-96d8-4ccc-9929-88c1a27b2ccb",
"Value": "\"We'd better stay together. � If someone attacks, we might be too
far away to help.\""
},
{
"Key": "8a0fe1e4-5d90-4b26-a0fc-2f2d895c1a8c",
"Value": "\"Oh no. We'll do like all smart adventurers do. � We'll just sit
here quietly, and let the adventures come to us!\""
},
{
"Key": "a640fd29-43de-48bc-b1b2-72aa917d7b79",
"Value": "\"I admit, it worries me a little too, when we camp in the open for
all to see. But then I can play the lute � and the light from our campfire can be
seen from afar anyway.\""
},
{
"Key": "abfaba6b-f577-480d-a7b7-ddaa6a3a5a62",
"Value": "\"I can go with you! I will ride your beast! Why you looking at me
funny? Fine then. Now I'm not going!\""
},
{
"Key": "33a73e12-9be4-4f78-bf11-3075601a5fd7",
"Value": "\"My wife would cook venison stew like no one else in the world.
And now my life is reduced to eating dry rations.\""
},
{
"Key": "ae8fccd1-0c0e-4c66-83a8-4f2f61e48976",
"Value": "\"Once, hot homemade meals awaited me every time I returned home.
Now I choke on dry rations.\""
},
{
"Key": "6b949ce4-e242-440c-a836-7ef40a497bb6",
"Value": "\"I know you've been through a lot, but don't be so gloomy! You may
yet meet that special someone who cares about you!\""
},
{
"Key": "0c649a8a-18d0-42fb-9f4e-b654a959efc5",
"Value": "\"Will you ever stop whimpering? Finish your crackers and get some
sleep!\""
},
{
"Key": "e4ac7f30-6627-4337-b802-fcb7b3c01fe6",
"Value": "\"It feels strange to hear stories about such comforts. Home-made
meals� Things familiar to everyone, but unknown to me.\""
},
{
"Key": "a4d190ff-ff7b-4da6-807b-316d06b26aca",
"Value": "\"I can't stand widowers. Spare a slave his chains, and he will
mourn them to the end of his life.\""
},
{
"Key": "a60a7041-a1b5-457f-b399-d0ffb16151be",
"Value": "\"We are all just ashes and dust that hasn't yet attained eternal
rest. Remember this, and no tragedy can shatter your calmness.\""
},
{
"Key": "92f32db7-1cd4-4e43-8aff-dd093e47ccd6",
"Value": "\"Death is inevitable. All that exists must perish. Why mourn that
which is already written? Why ponder ways to fend off the inevitable? Accept death
for what it is, and you will gain true serenity.\""
},
{
"Key": "b6ab0b6d-1d7b-4b53-af8c-e2250ca8abd4",
"Value": "\"Your words sound� comforting. Strangely enough.\""
},
{
"Key": "091c84cb-4df7-476a-a0fc-7f6794d03cb9",
"Value": "\"Say no more. No one can truly prepare for death. Neither one's
own nor another's.\""
},
{
"Key": "40d64763-e3a0-4039-bd66-7aa998b94817",
"Value": "\"'Fall down and die, all of you!' � Is that what you're trying to
say?!\""
},
{
"Key": "9e48d816-9bd7-45b8-ad9e-4590f3df7933",
"Value": "\"No, Harrim. Life always defeats death � time after time, again
and again. It is especially important to remember that truth in times like this!\""
},
{
"Key": "7b064746-b72e-4b9f-8cb9-2d7499dc4092",
"Value": "\"You again! With all your extra words! Stop! Now! Nok-Nok will
sleep instead.\""
},
{
"Key": "5795abf3-77c8-4c30-8b35-d8d032a8b974",
"Value": "\"I feel the touch of Groetus.\""
},
{
"Key": "4437877f-88e5-4f38-a12a-9a0e33515c8a",
"Value": "\"I feel the breath of the Great God. He is near. He is here!\""
},
{
"Key": "b1ab07d7-176d-4c3a-8861-8546f2895425",
"Value": "\"You usually just talk rubbish, this time I'm inclined to agree �
you look worse than ever.\""
},
{
"Key": "36f87652-718e-4fc6-b4d0-b1ce3dc94e23",
"Value": "\"You are pale. You need medicine. Or a blessing.\""
},
{
"Key": "bfe9c31d-5e4e-4525-8aff-7a3a80a1e2ce",
"Value": "\"I just itch to yell, \"Leave our friend alone, you graverot!\" �
But you're the one who keeps calling him, dwarf.\""
},
{
"Key": "6a106927-e6ea-4696-9775-8ad4a7a9c63f",
"Value": "\"You should rest, Harrim. You don't look well!\""
},
{
"Key": "a80d4882-1d2e-4027-9dac-5653782095df",
"Value": "\"I need rest.\""
},
{
"Key": "b2bbc1d0-21f4-4080-b865-1c2890634c5b",
"Value": "\"I must sleep.\""
},
{
"Key": "bb38d02a-fa81-409d-9e3d-672ca7b54d6f",
"Value": "\"Maybe some sleep will cheer you up a little?\""
},
{
"Key": "348cd5ed-98b7-43ae-be02-7d1a15e77896",
"Value": "\"Go get some rest. Without you, we'll have a hard time in
battle.\""
},
{
"Key": "b1974370-f83f-41dc-9071-acc85f831168",
"Value": "\"Find a good dream, and draw some strength from it. There is much
to do tomorrow.\""
},
{
"Key": "3c806528-7dc0-403b-97a3-2337c6c3aaee",
"Value": "\"What? Ha, ha. You got tired of constantly wailing?"
},
{
"Key": "1afb2f9f-1f44-499b-830d-6695713c17fe",
"Value": "\"I like it in here. This place calms my soul.\""
},
{
"Key": "d53805f5-d636-4a51-939b-0119beed4169",
"Value": "\"In such a dark place, my rest will be calm and deep.\""
},
{
"Key": "3756ab2f-da6b-4852-b329-237c2bf89c90",
"Value": "\"You manage to see something good even in creepy places like this.
I admire that about you.\""
},
{
"Key": "a086631b-136a-4240-806d-fcf16d380467",
"Value": "\"Which calm you talkin' about, for demons' sake! I feel danger! My
blood is about to boil � and I can almost make out clanging steel!\""
},
{
"Key": "19840b8a-ecae-411d-95a0-00564d2dcc22",
"Value": "\"It's a rare occasion when we can learn some optimism from Harrim.
Optimism! � From Harrim!\""
},
{
"Key": "421ba65a-7110-4d74-afd7-b6674c17c065",
"Value": "\"I care not where we camp, so long as no one troubles me at
night.\""
},
{
"Key": "8cc62fa2-12ee-4df4-ae26-4b541919205e",
"Value": "\"Groetus calls me� I feel his pale glow upon my face�\""
},
{
"Key": "e19dc20b-cf30-4e5d-bee0-27e96cadea5e",
"Value": "\"I grow closer to my god than ever� A moment more, and I shall see
his image looking down upon the Boneyard!\""
},
{
"Key": "6d32b930-604d-4cc2-aabc-33876373c58d",
"Value": "\"Your time hasn't come yet, Harrim � don't hurry towards your end!
You still have much to do here, among the living.\""
},
{
"Key": "69a3a24e-5074-4b74-a389-aa1782d6abcd",
"Value": "\"Your faith is strange, dwarf. Strange and confusing to me.\""
},
{
"Key": "eb997d12-97f2-44e8-be4b-bc49378a500c",
"Value": "\"There now, let me help you this time. Groetus can wait.\""
},
{
"Key": "98816765-7f84-4919-8cd8-8ed16b610ea3",
"Value": "\"So why don't you rush to meet your master? If you love him so
much, then what's stopping you?\""
},
{
"Key": "65362914-3e01-430a-bb61-22def64d9cb9",
"Value": "\"Starving to death is a fine sacrifice to Groetus�\""
},
{
"Key": "2c9a6549-388d-4b35-9730-a1cd39ddb6ed",
"Value": "\"Only by starving myself to death and rejecting this mortal flesh
shall I perceive the divine wisdom of my Lord�\""
},
{
"Key": "477cc1a9-7b67-426d-9a69-3f5ff2528dfa",
"Value": "\"Think again, sir dwarf! We're not in a desert � there's plenty of
game about, and a town not far away. No one's going to starve to death!\""
},
{
"Key": "bd53ddb2-f243-40a4-921b-8028e2906cd8",
"Value": "\"All this drama because we're running a bit low on rations� You
know, Harrim, if you had the slightest hint of talent, you might become a decent
tragedy poet. Or a professional mourner.\""
},
{
"Key": "684cffc9-b9d9-4fdc-a103-9f28e9e5b10a",
"Value": "\"I've always respected the religious beliefs of others, but it's
still disturbing to hear someone call upon death for no particular reason.\""
},
{
"Key": "efc7a227-59a3-481e-99f2-56f6da33053d",
"Value": "\"Oh, now even I will say you're overreacting. We'll chance across
some peddler and buy something to eat. Or one of us will go out to set some
traps.\""
},
{
"Key": "55b160d5-f478-4229-b562-e04c8d2e0811",
"Value": "\"Fearsomeful words! Need to find food fast, before your terrible
words completely kill us all!\""
},
{
"Key": "535fe0a9-9ad1-4439-bdd8-a481b872ad8a",
"Value": "\"Oh Great Groetus, don't abandon me, your miserable servant�\""
},
{
"Key": "033c1ae6-972c-4fa4-8aef-fa501ea0ea2c",
"Value": "\"Oh Harbinger of Last Days, heed my prayer�\""
},
{
"Key": "a5bcdfe7-c474-4f4e-81ad-4153317aaf6d",
"Value": "\"What a lovely paradox: a deity whose only ambition is the end of
all existence, nevertheless grants his servant the power to create!\""
},
{
"Key": "3b6bff90-8e9d-494e-b8b3-bff4268d1dfa",
"Value": "\"Harrim's prayers give me the creeps. The way they sound makes my
skin crawl! Brrrrr!\""
},
{
"Key": "c82be8c7-b3bd-4d20-857f-e7cbef48b4a2",
"Value": "\"I felt a cold chill. I wonder at the vast difference between our
two deities and their faiths..\""
},
{
"Key": "f6cc55e4-4fa8-4b58-b8bb-7e72e8cbd83c",
"Value": "\"I couldn't say what makes me more weary, his preaching or his
prayers.\""
},
{
"Key": "32fe4997-0c03-47c0-b64d-b6f16d3fedbb",
"Value": "\"Did you hear that? Sounded like someone prowling about near the
campsite. But perhaps I'm just hearing things�\""
},
{
"Key": "8de5841e-1731-4e13-9e5a-5f08b83648b2",
"Value": "\"I think I heard something over there. Listen! Can you hear it?
No? Strange�\""
},
{
"Key": "ac60be2e-b958-46b1-85ca-3cc3ca238f57",
"Value": "\"It's our fault we forewent the proper precautions and didn't
conceal the camp. If we really are in danger, you'd better prepare one of your
spells.\""
},
{
"Key": "2e6d84c0-717e-4552-86df-0abaf6c8f3f8",
"Value": "[Pulls out his weapons and looks around sharply]"
},
{
"Key": "b6a1b546-67dd-47a0-92d0-ec72da413e53",
"Value": "\"If this is a false alarm, I'll give you a good punch! I'm telling
you!\""
},
{
"Key": "0ca6381f-900b-406c-a157-556148ca976c",
"Value": "\"You keep hearing and seeing things. When Torag cursed you, is it
possible that he accidentally hit you on the head with his hammer?\""
},
{
"Key": "f5a49e92-37ec-431e-aea8-ac7d694e05c8",
"Value": "\"One evening without fresh meat, and everyone becomes desperate.
Your grip upon life is so easily loosened!\""
},
{
"Key": "50a012bf-c783-437b-88cf-af658e3acee2",
"Value": "\"Judging by the wry faces around me, no one went hunting today.
Well, perhaps at least this will help you see how frail our existence is...\""
},
{
"Key": "1981d3d2-5da9-41c9-ab2e-9c68477a8cea",
"Value": "\"It's only food. Find another reason to moan.\""
},
{
"Key": "94b8e75d-e428-4f86-ade9-04be1cba73e2",
"Value": "\"Eat quietly! Can't spit around here without hitting a fanatic.
Can't I eat without a sermon?!\""
},
{
"Key": "3a8b94f2-2bf7-472b-bf0e-77b08d3157d1",
"Value": "\"Some day death will find us all. But so what? Life's cruelty is
neither a divine revelation nor cause to lament.\""
},
{
"Key": "046c843c-e82e-41d8-a951-d152d4fba1e1",
"Value": "\"I'd fight a giant over a piece of meat right now � and I wouldn't
turn away from a stale piece of bread either. Slavery will do that to you, ha, ha,
ha!\""
},
{
"Key": "a64428b1-3883-4001-9637-fe4757fbe1cc",
"Value": "\"Does anyone wish to learn how to extract information from the
dead? This is your last chance to get to know your companions better...\""
},
{
"Key": "0ee54db6-7475-48b0-a08f-11d141c024eb",
"Value": "\"You know, I could... resurrect... your dead friends. So you
wouldn't have to carry anyone...\""
},
{
"Key": "ff3e62f3-bc73-4313-bc89-72c27775069e",
"Value": "\"Don't. Even. Think. About it.\""
},
{
"Key": "68385fc4-73cd-48a2-8fc2-4a5b21b81da8",
"Value": "\"To prolong life's emptiness, and breathe a semblance of life into
the corpse of one who has finally found peace... This shows a lack of wisdom.\""
},
{
"Key": "dde45b18-6861-4272-be2d-d889a63bcdb7",
"Value": "\"I warn you, Jaethal. I will not allow such blasphemy � even if I
must use force to prevent it.\""
},
{
"Key": "1a881a5f-de99-4233-8df4-ae0a23f4258d",
"Value": "\"If I go down and she messes with my corpse, someone better knock
her one in the jaw!\""
},
{
"Key": "ad605480-1003-4881-b838-0810466c714c",
"Value": "\"I don't need your compassion.\""
},
{
"Key": "9dde81d3-9779-4162-b1f4-34d6d275fd74",
"Value": "\"Don't deceive yourself. I shall live longer than all of you
combined.\""
},
{
"Key": "af5b68c2-2024-41ae-9ce3-37592965f2db",
"Value": "\"I regret that I cannot help you... and I don't mean just your
bodily wounds.\""
},
{
"Key": "515e38de-3047-4d5f-b675-5d80ee05a52f",
"Value": "\"Hm.\""
},
{
"Key": "8ddc94cc-2227-416f-b864-f858f59280f9",
"Value": "\"No one is questioning your strength. Why do you always behave as
if someone's trying to offend you?\""
},
{
"Key": "b0f16f18-4280-4e93-95f4-fedab5e65240",
"Value": "\"You've a sharp wit. You better rest a bit though, or we'll be
piecing you together tomorrow, ha, ha.\""
},
{
"Key": "c8ac6823-9826-4fa0-bfa6-9633f6a7daf3",
"Value": "\"Why does everyone look even more miserable than usual?\""
},
{
"Key": "53e54c84-e452-44cd-968f-d3d122cf8bd8",
"Value": "\"You're quiet today. In case you're wondering, that wasn't a
complaint.\""
},
{
"Key": "91dc3071-89d2-4293-a379-f889d09b841c",
"Value": "\"It is so cold, so damp... Why did we decide to camp here?\""
},
{
"Key": "41db1fac-8006-4b07-97b6-4fb9fd4da921",
"Value": "\"It smells like a troll's armpit here. What the hell is that � did
{name} take off {mf|his|her} boots, or is there a rotting corpse nearby...\""
},
{
"Key": "30f0aa3b-0f51-476c-ab76-a7b7be9c1481",
"Value": "\"Don't gloat. You know full well how such an environment affects
the party's morale.\""
},
{
"Key": "dc812441-6340-460a-8ac2-ab3c6c3a2d23",
"Value": "\"Hmm? You think so? I thought our companions were enjoying the
spirit of this place...\""
},
{
"Key": "02597e69-3cb1-4d03-a472-89331716fb52",
"Value": "\"What are you looking at?\""
},
{
"Key": "fac6da00-3f43-4b5e-b477-09247f62887a",
"Value": "\"Got nothing else to look at?\""
},
{
"Key": "b211d5e1-8a17-49b6-b4b4-3b28ecd692de",
"Value": "\"I saw what a terrible blow you suffered in that fight. Are you
sure you're all right?\""
},
{
"Key": "1aa511fa-0da6-414d-9066-91a413eba412",
"Value": "\"It's not often that one gets to see a walking corpse so close...
And one that's barely standing, at that. You should heal yourself, or whatever you
call it.\""
},
{
"Key": "77fb23f1-409c-4258-82a3-50d95751960a",
"Value": "\"I'm sorry, Jaethal. You were... gravely wounded today. Several
times. They knocked the living daylights out of you! Ah, ha, ha, ha, ha!\""
},
{
"Key": "2700040f-38f7-42ef-809c-9c7e9ec60bf5",
"Value": "\"I'm sorry, but your wounds... They still haven't healed. It's a
horrible sight, but I can't look away.\""
},
{
"Key": "e07b8c28-3064-48fc-9196-0f04db7ff8e5",
"Value": "\"I wait when you become deadmeat. Dead deadmeat. Soon.\""
},
{
"Key": "22e2fc89-bb6b-489a-945b-c59423f77273",
"Value": "\"It's true, I don't need food to survive. But I hope I've made
myself clear. I'll not be changing my habits for your sake.\""
},
{
"Key": "604d1b48-28ce-437a-bb9d-1505b71923a0",
"Value": "\"It's amusing to be the last sober guest at a feast. It's even
better to be the only one in the party who isn't afraid of starving to death!\""
},
{
"Key": "a6bb05ec-eff9-4c26-9a18-170234cae7a7",
"Value": "\"If it were up to me, you wouldn't set foot on this land. But the
word of the {mf|baron|baroness|king|queen} is law.\""
},
{
"Key": "39c748a2-9882-40c4-b5ec-105bd8803ddf",
"Value": "[Sighs gravely, shaking his head]"
},
{
"Key": "b7200ff1-f1f6-4f2e-8430-207dfff21024",
"Value": "\"I realize we don't have to be friends to travel together, but
can't we at least be cordial?\""
},
{
"Key": "c80970a5-04a0-4542-ba6e-98ed1e206ca3",
"Value": "\"Don't worry, we don't need your charity.\""
},
{
"Key": "ba09d197-18e2-4552-97fa-b7169d3b30b5",
"Value": "\"Bless us, oh goddess. Give us wings, and your blight shall soar.
Give us power, and all shall fulfill your will...\""
},
{
"Key": "2ac6d3bd-93c1-4e6d-9834-b9a36d65b2cf",
"Value": "\"I eat and drink to the glory of Lady Despair. I take from life,
to give to death. I take from the poor, to feed the sated...\""
},
{
"Key": "73136bc8-8717-4771-90b4-72cd8e49e4b6",
"Value": "\"Ugh... By the gods... Ahem, friends, I'm not hungry at all today!
Who wants my share?\""
},
{
"Key": "9220f200-823e-4c2a-acd0-1f946fec561a",
"Value": "\"Oh. And I thought that after that giant centipede dissection
nothing would ever ruin my appetite again...\""
},
{
"Key": "48a15f93-2f0e-4271-b9f6-ad7dea9f9500",
"Value": "\"What a... peculiar... ritual.\""
},
{
"Key": "e4883763-3ad8-4276-ba01-08dd500a02bf",
"Value": "\"Oh, it's bad luck to keep company with the dead. And having one
of those in a party...\""
},
{
"Key": "fa2c988a-1388-46f3-a3e5-3f1b4b7786f8",
"Value": "\"Chomp chomp chomp... What? She-dead wasn't eating hers anyway!\""
},
{
"Key": "59803d53-b327-4fa0-a40b-d776a31d4cc0",
"Value": "\"If my own servants were so careless in setting camp...\""
},
{
"Key": "760e8274-2077-4b61-9147-801be3cccb7b",
"Value": "\"You can't even conceal a camp. What good are you at all, then?\""
},
{
"Key": "e363a9a5-7ad4-4ff5-bbc2-945a0520190d",
"Value": "\"She deliberately taunts you. Pay her no heed.\""
},
{
"Key": "c1c11a97-12f7-48f9-8d24-9c6547fbae1f",
"Value": "\"When this is over, I'll twist your head off. If I can wait that
long.\""
},
{
"Key": "f5b46e6e-496b-4554-ac93-465b500339ae",
"Value": "\"There are no servants and no masters here, damn it all! If you
want something, you can do it yourself.\""
},
{
"Key": "476ab781-2493-47c5-a69a-d3afe9fed96c",
"Value": "\"Oh, one day I will just walk up to that arrogant, snobbish waif
and give her SUCH a slap upside her head...\""
},
{
"Key": "7368db89-3000-49d4-8ccc-ee2187338ee5",
"Value": "\"Another rest without fresh meat! {name}, isn't it time you send
some of your people hunting?\""
},
{
"Key": "e48e34dd-f1d6-45b0-a097-e669babaa7f2",
"Value": "\"Why are you sitting there? Your meat isn't going to hunt
itself!\""
},
{
"Key": "a0b67ea7-a38d-4b4a-acda-8c0678d3cc0e",
"Value": "\"Watch your tone. I shan't tolerate such ill manners.\""
},
{
"Key": "9060cdf8-e9ae-4fc6-a7c9-17005eac501d",
"Value": "\"I would be happy to set snares, to feed my friends and companions
� but I shall not take orders from anyone.\""
},
{
"Key": "5d2bebcb-b297-4a55-91dd-6c3c5e9b5a8b",
"Value": "\"I don't approve of Jaethal's tone, but without meat I'll be out
of shape, lose my focus � and then only the gods know which of us will survive the
next battle!\""
},
{
"Key": "b155ce77-d0da-440a-b5f6-420b1c18a500",
"Value": "\"You often complain when you're sent out to hunt. And you always
complain if no one else goes.\""
},
{
"Key": "e39aeb22-5406-4161-a52b-35022a066dff",
"Value": "\"If you were better at protecting each other's backs, then you-
know-who would still be alive.\""
},
{
"Key": "4337f6ee-e2f6-4bf0-8004-ab4d25b4ec51",
"Value": "\"I know I did everything I could to save the member of our
company. But what did you do, hunh?\""
},
{
"Key": "9407147e-c546-4973-8960-1f258c048e7c",
"Value": "\"How can such a feeble body contain so much scorn? Please,
Jubilost... let's not get into this. Not now.\""
},
{
"Key": "42b6e7ef-79a5-4030-83fb-743b6ccd61bf",
"Value": "\"Have you no respect for the fallen?! Do everyone a favor � keep
your mouth shut and let us mourn.\""
},
{
"Key": "e00a38f8-bd5f-4e53-8d67-cdb831a4fbe7",
"Value": "\"I don't deny my part in this. But please, next time think before
saying things like that. Everyone feels sad and bitter enough already.\""
},
{
"Key": "bf0c4785-b522-457b-84ed-b5f5b8ffb33c",
"Value": "\"Shush, or I'll send you to join them.\""
},
{
"Key": "8af7df15-128c-46df-aa32-f41be1ee80bd",
"Value": "\"Oh� It's been a long time since I felt this rotten�\""
},
{
"Key": "e2e058d7-4767-402b-96b0-c8ec4229ab67",
"Value": "\"I need to go lie down. Or better, see the healer.\""
},
{
"Key": "e97ccc4c-f13e-4f61-8add-f3a81a7957e3",
"Value": "\"Go to sleep. Tomorrow you'll have strength enough to find
help.\""
},
{
"Key": "d2ebf5ba-4a67-4491-bc7a-a515d360ffb3",
"Value": "\"If I were in our enemies' shoes, I'd hit you with the nastiest
stuff I have. Oh, who am I kidding � I'm thinking of hitting you with something
nasty right now�\""
},
{
"Key": "88b985f7-bc09-41c6-a8e9-f5056c6748b0",
"Value": "\"I'm afraid I cannot help you just now. But we'll certainly figure
something out tomorrow.\""
},
{
"Key": "e9bee267-3002-40f2-81c9-ede7daef08cc",
"Value": "\"When the veil of life is lifted, and in an instant the endless
darkness reveals itself � then all arrogance crumbles to dust.\""
},
{
"Key": "beab55ab-75cf-4e50-8fd2-31b3478bf77e",
"Value": "\"Oh. Jub-Jub doesn't vomit extra words. Jub-Jub must be almost
done!\""
},
{
"Key": "f0eb3d9f-6069-4309-8ba6-abfadd0e0603",
"Value": "\"I must sleep. And don't you dare wake me up � even if my clothes
suddenly catch fire.\""
},
{
"Key": "94883c8d-1a0d-4ba8-a7a0-35c764f912dc",
"Value": "\"I suppose I shall bid you goodnight, and depart your enlightened
company. I need some sleep.\""
},
{
"Key": "52208ba9-1838-486e-a232-3d3b2d47191e",
"Value": "\"This will not do, sir gnome: you may need to stay on guard. Just
don't sleep too soundly.\""
},
{
"Key": "545ec996-1f29-44a2-94a4-2b15b43b37b3",
"Value": "\"I remember last time. You snored so loudly no one but you could
sleep at all.\""
},
{
"Key": "aff0feec-0b9d-4ded-97e4-c0bea21b9436",
"Value": "\"Great! But while the buffoon is away, who will sit here with a
smug face and order people around? I'll do it if you like!\""
},
{
"Key": "9052e7c8-f7e8-44c7-80ff-19d8eaa430a4",
"Value": "\"Oh, I better get to sleep before he does! How is it that some
gnomes snore louder than orcs?!\""
},
{
"Key": "6962acb4-9c80-4d86-80c6-0d406dc406d6",
"Value": "\"Peace. At last.\""
},
{
"Key": "968829d8-1b1b-4b77-9343-ccf31219e4c2",
"Value": "\"Couldn't we find a better place to rest?\""
},
{
"Key": "da4a1055-a47d-4a05-b4ad-6cd223504a18",
"Value": "\"Apparently, trying to get ourselves killed by monsters and
bandits is no longer exciting enough. Now we're spending our nights in their
lairs!\""
},
{
"Key": "b4ddee3a-f36d-4d68-afcf-c7e6775ce695",
"Value": "\"Just try not to think about it. Tell us about your adventures
instead!\""
},
{
"Key": "d848c810-0610-4a4c-b50d-cf0775f0e9dc",
"Value": "\"Couldn't you keep your mouth shut just once? Stop your
complaining and pretend you have some shred of dignity.\""
},
{
"Key": "448b730c-b260-4a53-843b-b118d59cddc0",
"Value": "\"This crappy place fits you better than anything else, gnome.\""
},
{
"Key": "822c5a72-1975-4651-b1e2-069531bcf877",
"Value": "\"Didn't get enough walking today already? Ready to gather your
things, move the tents and make a fire someplace more to your liking? Go ahead
then! Be my guest!\""
},
{
"Key": "7eec61bf-c53f-493c-8515-d28efd172663",
"Value": "\"Seems that today Pharasma was hoping I'd drop by for a cup of
tea� I do so hate to disappoint women.\""
},
{
"Key": "eabf2559-67bf-4b55-a500-250f9b89ba69",
"Value": "\"I remember one other time I barely escaped death. It happened
somewhere in Varisia, as I recall. Seems destiny is out of new tricks, so she
starts repeating her old favorites.\""
},
{
"Key": "bae4131e-23ed-4634-adb9-d5d60565f43a",
"Value": "\"Hahaha! That's the right way to talk about death � jokes and
scoffs!\""
},
{
"Key": "ec6e1d8b-9ddc-494d-9cc6-c8d54697def9",
"Value": "\"I bet Jubilost has been racking his brains for three nights
straight, trying to come up with that joke... And spent the next three waiting for
an opportunity to tell it.\""
},
{
"Key": "8bd0ff6a-c194-4de5-9ecd-a0ba7b58518b",
"Value": "\"Today your witty lines encourage rather than hurt people's
feelings. We could use more of that!\""
},
{
"Key": "111f4fec-f089-412b-9cd2-e9b1685901ac",
"Value": "\"Putting on a brave face? Well, the same fate awaits both the
cowardly and the fearless... Although some meet their ends sooner than others.\""
},
{
"Key": "4448bca2-2444-4f27-86af-ea48579e6229",
"Value": "\"I know some of us would benefit from losing some weight, but I'm
not about to starve with the rest!\""
},
{
"Key": "031f6c50-52cc-424c-a7d9-9a47096f24c6",
"Value": "\"Who is responsible for our rations? The poor dimwit should learn
to count! We're running out of food again!\""
},
{
"Key": "c5724ede-cd85-4829-88ef-f4443deb0d9b",
"Value": "\"You pay too much attention to mundane things.\""
},
{
"Key": "7e4332dd-db78-4af9-a498-867d81df8324",
"Value": "\"Make a snare. Put it over there � look, where I'm pointing. And
wait. Perhaps lunch will visit us soon.\""
},
{
"Key": "ec4e080e-58a6-40d6-bcd1-092c52dc0b68",
"Value": "\"Perhaps if someone didn't gorge himself at every stop� On second
thought, no � please, keep stuffing your face as always. Otherwise we might not be
able to shut you up at all!\""
},
{
"Key": "770a5717-c2a4-421c-ba1c-1dd94307b6d0",
"Value": "\"'We're running out of food!', 'I am so tired! I need to go to
bed!', 'Oh, there's a plague going around, I'm so afraid! I might get sick!' � The
living do nothing but whine.\""
},
{
"Key": "2ed6197e-b425-4860-a26d-65cd69c35c4c",
"Value": "\"I've used nearly all my spells. It seems that when we fight, you
all just hide behind me and watch while I do everything!\""
},
{
"Key": "fd63caa7-dac8-4200-a30a-90dccd41cbf8",
"Value": "\"I'm almost out of spells� Sometimes I feel I'm the only one who
does anything useful during our battles!\""
},
{
"Key": "b67803b6-6d8e-4cd6-9dd3-2115d8a3ddaf",
"Value": "\"Am I wrong, or is Sir Jubilost truly accusing us of cowardice?
Why don't you speak your mind plainly � and afterwards defend your words in a
proper duel?\""
},
{
"Key": "b0f27ffa-f147-4ebe-83ec-51270c11908e",
"Value": "\"So much pride, so much empty boasting! It's sad that such a
talented gnome as yourself would waste his breath on such petty ranting!\""
},
{
"Key": "dfad45e3-74af-4887-9139-25a4ff9d2305",
"Value": "\"Ha! Everyone � in the next battle we should just sit on the grass
and watch this gnome deal with the enemies on his own. � And he'd better not yap a
single word about needing our help!\""
},
{
"Key": "596ca372-d298-40eb-b22b-a633b439190f",
"Value": "\"An empty vessel makes louder sounds than a full barrel.\""
},
{
"Key": "8db053f5-0dc8-4037-b30e-0822acf84ac8",
"Value": "\"I see our travels have taught us nothing at all. Failing to
conceal your camp is a novice's error.\""
},
{
"Key": "e9ea4c5b-a245-4352-a15c-6cb07dbc76cd",
"Value": "\"Tonight we'll drown if even the slightest rain picks up. � That's
if a light breeze doesn't blow our tents away first.\""
},
{
"Key": "5820b079-9d85-48d1-8700-5787c056a145",
"Value": "\"Quit your whining! You was the first who planted your sorry ass
by the fire, so shut your mouth closed!\""
},
{
"Key": "249a5dc0-bb3c-428f-a67c-4e98788b3974",
"Value": "\"I think it's best I stay put and don't touch anything. Unless you
wish to see me accidentally bring down every single tent.\""
},
{
"Key": "459e2c05-f1d8-4cde-9461-6e8ec890dbd4",
"Value": "\"It's too late for regret now. We should have concealed the camp
while we were setting up.\""
},
{
"Key": "a20440d9-f54f-40f0-8619-25063aaddb70",
"Value": "\"Why, look at that! Our Lord Alchemist here is scared of monsters!
Unprepared to meet a wyvern face to face, ha, ha? Have no fear, we'll protect
you...\""
},
{
"Key": "85187b8b-c872-4e8c-bc40-4ae2537f78a5",
"Value": "\"Since none of you is going hunting, let's buy some decent rations
next time. I've grown sick of this muck!\""
},
{
"Key": "0daa85cb-356c-44b8-b6ff-a756e24ad897",
"Value": "\"So, instead of fresh game we'll have dry rations for lunch again?
If you're all too lazy to fetch us some decent meat, at least you could follow the
example of the dwarves. They add sausage and dried meat to every ration!\""
},
{
"Key": "5022b9b1-3f5d-4258-a5d3-068bb0e34883",
"Value": "\"There's nothing better than a fresh meal cooked by an experienced
chef.\""
},
{
"Key": "055358e2-daa7-4a5d-a8d1-a866a4d19bc6",
"Value": "\"Oh, poor little Jubie! His mean companions won't feed him! No one
understands how exceptional he is! If only he could, oh, I don't know, lift up his
saggy butt and go hunting for himself!\""
},
{
"Key": "4cb6f784-a520-4e55-8d9b-003d0422730e",
"Value": "\"Right! Wow, did you really just say something useful? Something
that don't make people want to punch you in the nose! That's new!\""
},
{
"Key": "e4e78f5c-dee1-4f6e-815b-abf89f1fea11",
"Value": "\"Field rations sap all my inspiration. You want real poetry? Then
give me real food!\""
},
{
"Key": "2c5c841e-7bf6-4f9a-9ba1-37e72e773bad",
"Value": "\"Now that there are fewer of us, it's so... cold. So empty. I
don't want to talk.\""
},
{
"Key": "d035b45b-a47b-4b09-97cf-387e9dcc20ed",
"Value": "\"I don't know how I'll write today. I don't want to write about
death at all!\""
},
{
"Key": "72e80cbb-c170-433c-9817-0854db2b6414",
"Value": "\"The dead live on in stories of the living. And if you have
nothing good to say about the dead... they don't deserve us missing them!\""
},
{
"Key": "35cd6e12-abc2-45be-9912-a2361dd42864",
"Value": "\"Patience. It's hard to get used to it... but it's easier if you
don't talk about it.\""
},
{
"Key": "3a30d5d3-9d1e-4309-9e5a-28bea405cd67",
"Value": "\"Don't force yourself to speak, if you've nothing to say. Let us
instead just sit in silence.\""
},
{
"Key": "3de67f58-93e7-414a-9e0f-282cb2c33bbb",
"Value": "\"'I fear I'm going to cry.' Just brush it off, child... the same
lot awaits you all.\""
},
{
"Key": "7e6fc8e8-97f0-485e-8858-1afd5df4c16d",
"Value": "\"Forgive me, my friends... but today I will not be able to
entertain you with song and story... I'm going to need to lie down.\""
},
{
"Key": "ee542b31-9b8c-4639-a77b-0faca47def4a",
"Value": "\"I don't... feel well... forgive me, friends... today you'll have
to while away the evening without me.\""
},
{
"Key": "48400d4e-1948-460b-bbee-fac6c9664fd6",
"Value": "How sad! I will pray to Sarenrae for your quick recovery. But don't
linger � go, lie down. You need rest...\""
},
{
"Key": "d3fe54e0-ce03-4d2d-9872-748afe3e71f1",
"Value": "\"No, don't worry! Rest as much as you need!\""
},
{
"Key": "cab3dd1e-033e-4f83-bc5f-bb638382d88c",
"Value": "[Mumbles, putting his hands together]\"�blessed be the silence we
are granted by night�\""
},
{
"Key": "f2ec6bf2-c1bb-481d-9968-cdc1b34bdfb8",
"Value": "\"Praised be Urgathoa, a few hours of peace...\""
},
{
"Key": "8a2f44e2-d5ea-4eee-9b7e-39caeedec931",
"Value": "\"Go. Will be ok without you. Yes. Without Linzee. Hm. But come
back later. Nok-Nok needs someone to laugh at.\""
},
{
"Key": "933146f1-b8f7-4591-b86e-ab8029a606ea",
"Value": "\"I do so love traveling! All the magnificent sights, our
adventures, the people we meet... I just wish we didn't have to walk so much!\""
},
{
"Key": "f286dfc8-7ba0-4b24-99d0-6fd6251ecb4c",
"Value": "\"Sometimes I regret that the gods didn't make my companions the
same size as me � with the same stride, at least�\""
},
{
"Key": "706ffed0-30ac-402c-ba0d-681b6db53c1f",
"Value": "\"Ha, we are not walking that far! Many of my fellow travelers come
back taller � on account of the extra calluses on their feet.\""
},
{
"Key": "f47b39fa-01f0-4276-9416-4d83d5555761",
"Value": "\"Be glad you don't have to carry most of the weight.\""
},
{
"Key": "df6de7df-6fad-41d8-aca0-e714de6eee3d",
"Value": "\"Ahem. There is no request too small for a servant of Sarenrae. If
you wish, I could take a look at your calluses...\""
},
{
"Key": "76b65012-10d2-49a4-b497-4138d8fba588",
"Value": "\"Just five hundred gold coins a day � and I'll carry you myself.
What, too stingy? Suit yourself, ha, ha!\""
},
{
"Key": "55662e37-902a-48c4-b93a-2dd9d73eb543",
"Value": "\"Somehow this gloomy place reminds me of the nights I spent in the
fields of Galt as a back-country girl. The babbling brooks, grass caressing your
face, and the stars smiling down upon you...\""
},
{
"Key": "417c051d-1aa5-49cf-bdf3-4501e9f0d380",
"Value": "\"When I'm afraid to fall asleep, I like pretending that I'm high
in the mountains. The proud, snow-covered peaks, lofty pines � and not a soul in
sight...\""
},
{
"Key": "3bebf001-b61d-41c5-b19f-4bf790d9d48f",
"Value": "\"Sounds magical! I'd love to visit such a place someday...\""
},
{
"Key": "83701d3a-acc4-4f5d-b538-744c3e7a8fdd",
"Value": "\"You should go to my homeland. No place in the world are there
stars and mountains like those... Although the people, like my family � there's no
place in the world that has them either. I'm glad about that!\""
},
{
"Key": "1db135f6-b14d-4fd3-b4f2-c8992900875b",
"Value": "[Listens with his eyes closed, with a smile on his face]"
},
{
"Key": "41e0c3ea-ba46-4c8f-8ae7-f94a58a32a89",
"Value": "\"Yeah. Ha, ha, ha, hmm... You've got some imagination.\""
},
{
"Key": "371c7162-7c4e-4296-91a5-9707b8aedee1",
"Value": "\"I guess I should think about what will happen to my book, if I
don't get to finish it...\""
},
{
"Key": "f63bdd47-aa35-44f9-b3f3-37de82495f8b",
"Value": "\"Of course I knew that adventures were dangerous affairs, but I
didn't expect them to be so... dangerous...\""
},
{
"Key": "5c15f4eb-d555-4890-8628-89d1a806cbda",
"Value": "\"Next time stay away from the middle of the fight. Best to stay
behind me! Remember, in a battle, just like in a book, everyone has their role and
place!\""
},
{
"Key": "7e5153b7-41aa-4169-95a5-ee7762ec1eca",
"Value": "\"Pff, you call those wounds? It's just a scratch. You'll be fine,
you hear me? Don't even think about dying here.\""
},
{
"Key": "a9143218-79ee-4f50-bcd3-621d312a45ff",
"Value": "\"Don't be afraid, Linzi. I will fight for you. � You didn't finish
writing about my feats!\""
},
{
"Key": "e4cf05d0-ac1b-4ec7-a47b-73581f80dc45",
"Value": "\"Oh, you must be careful, Linzi! I understand why you'd want to
get a better look, but you really must stay back...\""
},
{
"Key": "6bc0ca75-fe5b-4483-bf70-9db5cc070513",
"Value": "\"Ahem. 'On the one hand, the threat of famine took a toll on the
party's morale. But on the other hand, their growling stomachs scared away all the
monsters and bandits in the area...'\""
},
{
"Key": "fdb496e4-b328-4c81-b2f9-f83678e172b7",
"Value": "\"'After looking through their dwindling supplies, the party had a
sinking feeling in their stomachs. We were about to find out whether fasting is
truly good for one's health!' How's that sound?\""
},
{
"Key": "4bced697-0d96-4483-b832-c20cabc3d246",
"Value": "\"I'm so happy I no longer pursue art...\""
},
{
"Key": "0a2cce2f-c26f-4842-9253-8848f16b3279",
"Value": "\"You better write that we fight like devils in the day, and feast
like kings at night. People sing songs about great heroes, not snot-nosed hungry
tramps.\""
},
{
"Key": "da3a1109-80a2-4935-884c-c64a33e5639e",
"Value": "\"Ha ha ha, well said! But we do actually have enough supplies,
right friends? Right?\""
},
{
"Key": "1ae3a401-2ebe-4ff4-86d5-18ca2287b9bc",
"Value": "\"Why don't you read the part where I sink my teeth into a juicy
gammon. Or fry a wyvern with lightning, ha, ha.\""
},
{
"Key": "43238b84-a835-4663-a103-24e13d13a6af",
"Value": "\"Kha-Kha, it was a good day today! I almost ran out of spells, and
my voice is so hoarse! Any longer, and I'd be reduced to fighting hand to hand!\""
},
{
"Key": "582599d4-373c-47c9-9daa-5cb844c31bc4",
"Value": "\"Whew! I almost lost my voice today. Don't think I've ever cast so
many spells!\""
},
{
"Key": "afb74d50-5175-4c79-ba72-7d14428da089",
"Value": "\"That's right! By the way, in the future could you perhaps cast
them a little... softer? I'm inspired by the sound of your voice, but... I find it
harder to concentrate when it's so... you know...\""
},
{
"Key": "189d9b78-5dad-4abe-93dc-01d91622ee2e",
"Value": "\"Next time try to whack someone on the head with that tome of
yours. I'll wager ten gold coins that you could crack even a troll's skull with
that thing.\""
},
{
"Key": "fa89a2ba-5c79-4f5b-83cc-3a05dd5ebe0e",
"Value": "\"I am astonished time and again, how... hmm... strong your voice
is!\""
},
{
"Key": "f4efa604-08a2-4baa-a190-548559696dbf",
"Value": "\"You should scream even louder, when you cast. � A few days later
and you won't be able to say a word! And we'll all go deaf on day one, ha, ha,
ha!\""
},
{
"Key": "23d9328e-e1ff-427d-b640-ba1a67870132",
"Value": "\"Is it just me who can't fall asleep at night? I'm scared that
some uninvited guests might show up...\""
},
{
"Key": "c5999a2d-d228-4e87-a5f6-9c53fd60ea27",
"Value": "\"Looks like tonight something might happen that will be worth
writing about...\""
},
{
"Key": "ab7b9e69-e303-4006-85fd-20b98d93d241",
"Value": "\"We should try to avoid unexpected engagements. Although sometimes
they're unavoidable.\""
},
{
"Key": "7eb331ed-e642-4a73-8326-332f528d190c",
"Value": "\"I understand you! But don't let such thoughts keep you awake.\""
},
{
"Key": "cb2c6f0f-c613-429a-94cf-599d25c42fe3",
"Value": "\"He who fears nothing sleeps tight... and he who sleeps tight, is
fearing nothing! Hah, did you hear? Write that down, what I just said. Before we
forget!\""
},
{
"Key": "fa99dac0-2a90-4259-b1f2-d85f0724d994",
"Value": "\"I'm bored to death with crawling through bushes, gathering
branches and fetching armfuls of leaves. If someone's interested � be my guest. But
you can do it without me this time.\""
},
{
"Key": "09e05269-925b-43e8-955e-7a7c019acb91",
"Value": "\"If Linzee keeps talk-talking, we will miss the whole
greatbeast!\""
},
{
"Key": "32ff4dbd-6ece-47dd-989e-a6e985ae434a",
"Value": "\"Someday I will write an 'Ode Against the Field Ration.' It's not
food, it's a crime against all decency.\""
},
{
"Key": "c21a0e65-4f84-4ef5-8499-5f53c503b969",
"Value": "\"If someone agrees to go and fetch some meat for us, I'll... I'll
dedicate the first volume of my book to them! Oh gods, even the whole book! Just
bring us something fresh to eat...\""
},
{
"Key": "c080df1e-0c28-46d5-9338-32825ba2ed10",
"Value": "\"The lot of all books is to turn to dust and be forgotten. It's
the way of all things...\""
},
{
"Key": "48382e76-1ba6-4fcb-b253-9e9ce15b0b5d",
"Value": "\"You are such a child sometimes! I'd be happy to give you my
share, if we had anything to share...\""
},
{
"Key": "0220cbf4-fc63-4f7d-8823-d245f0d2be28",
"Value": "\"As an author, I cannot approve of such a foolish artistic
solution. On the other hand, as a hungry traveler...\""
},
{
"Key": "2f63409d-e9d0-4788-8aa2-808b4f458160",
"Value": "\"Very well! I'll go then. Hunt, shoot some deer... Ah, ha, ha! Did
you buy it? Oh, oh, your eyes are blazing, ha, ha! Don't pout, you'll have your
deer... just not tonight.\""
},
{
"Key": "5f4b5b34-89c9-4590-9bf0-507a38190f70",
"Value": "\"Why is everyone so glum? As if longshanks and halfshanks don't
kick it as much as goblins.\""
},
{
"Key": "0e24a51c-2ad0-49ea-8e06-0e01ab45044d",
"Value": "\"Once we get to your stinky city we'll find five more adventurers,
instead of dead ones.\""
},
{
"Key": "edb2966f-0659-4c26-9cae-e31d5d0fe466",
"Value": "\"You are a strange creature, Nok-Nok. You don't cling to your life
and you don't weep for the dead. It seems that you, unknowingly, attained the
wisdom of Groetus' teaching.\""
},
{
"Key": "bb301ba9-9c4b-4d06-af88-fdac38532aa2",
"Value": "\"How can somebody be so nasty? Nasty, stupid, senseless scoundrel!
It disgusts me to even share the same bonfire with you!\""
},
{
"Key": "7faac6f9-52da-4b5c-8457-0084c02a8fae",
"Value": "\"Good you've mentioned that. Means you won't cover my back. Better
to know beforehand.\""
},
{
"Key": "fc755357-0c75-40b3-a893-44700f7bb70d",
"Value": "\"Aren't you even a little bit sad about the fallen? Even a teeny
tiny bit?\""
},
{
"Key": "241df4c1-aae9-4fed-997c-f60e729eee12",
"Value": "\"I'll manage anyway. Nok-Nok is a Hero, Nok-Nok can!\""
},
{
"Key": "dfbf4053-d687-4d8b-8e74-6242a62cf46c",
"Value": "\"I am fine. Don't worry. Nok-Nok will protect you anyway.\""
},
{
"Key": "a56a3af5-09f9-42a7-b9df-647d3315f6c2",
"Value": "\"Just look at this gnat! Barely alive and still tries to be a
hero! Ha!\""
},
{
"Key": "a172bf74-65ea-49a9-8994-2d7f3a07170f",
"Value": "\"That's the spirit! Even goblins are braver than some southern
warriors!\""
},
{
"Key": "1931248c-0604-4900-9475-3a1636929066",
"Value": "\"I can't afford you to get hurt because of your boldness. So try
to keep behind our backs until you feel better, please.\""
},
{
"Key": "ac1e0451-1b6a-49db-b2f0-23bf4820e7ad",
"Value": "\"I would be able to make an entertaining little zombie when this
creature perishes. I doubt we'll need to wait long.\""
},
{
"Key": "fb1569de-1154-4343-a608-71f15ad037ed",
"Value": "\"No... strength... at all...\""
},
{
"Key": "b83531cb-568f-4281-b3b1-91a396d8a711",
"Value": "\"Tired. Will someone carry me?\""
},
{
"Key": "a795cac5-805c-4a25-b437-f5a34b492226",
"Value": "\"Maybe, if we pick up and move right now, he will fall behind and
leave us in peace? Does somebody else like this plan like I do?\""
},
{
"Key": "b7f2e4fe-5677-49b9-878e-a4ba83c5b9d0",
"Value": "\"Do not yawn in my direction, goblin. The stench of your breath
can knock out some Shelyn followers!\""
},
{
"Key": "4a790faa-2740-4aa8-8810-df57ca595fab",
"Value": "\"When you yawn like that and rub your eyes, you look like a child!
Small... carnivorous... hideous child.\""
},
{
"Key": "4d853f14-a13f-4088-9f87-d6eb9bffbfec",
"Value": "\"Bhahahaha, look at him! So exhausted he's about to plant himself
in the ground!\""
},
{
"Key": "1e00d49e-56d2-47e7-ab21-3062ecd597cf",
"Value": "\"I don't worry about beasts. I will run away while they eat all of
you.\""
},
{
"Key": "a2b087b8-fee0-465c-89d2-03d9429aae59",
"Value": "\"Nok-Nok is sly, Nok-Nok is fast. Nok-Nok will flee if beast
attacks!\""
},
{
"Key": "2a482703-4d16-4411-8da6-c8834a8d7cd7",
"Value": "\"At least you don't try to pretend that you value our lives.\""
},
{
"Key": "41ad1372-bfcb-4842-9c5c-87249a051e6c",
"Value": "\"I promise you won't get too far! Just try and you'll get a
lightning bolt in your hind!\""
},
{
"Key": "7c9280c5-4f98-4f67-959a-3b18488b0985",
"Value": "\"We'll manage. Then I will track you.\""
},
{
"Key": "bd69c733-e9dd-4364-87d4-6304cc245c88",
"Value": "\"Perfect! The farther the better for all of us!\""
},
{
"Key": "fcc2a096-fe93-4ca7-81b2-6aa01773bc97",
"Value": "\"Last time I got beat up this bad was when I disagreed with chief
shatshank. Bones sticking through skin, just like now!\""
},
{
"Key": "8927e6e5-a49c-4a3c-a418-72e3b9d9db8d",
"Value": "\"Ow, almost got an eye out. Is it pricey to get a new one? Nah,
don't need it, eyeless Hero is better than intact Hero!\""
},
{
"Key": "8eef4132-5229-4334-901e-f2e79dfb07d8",
"Value": "\"You worry me when you talk like that. Let me tend to your
wounds.\""
},
{
"Key": "ec5d5064-28dc-4ac8-ab53-aea3ab7c8a45",
"Value": "\"Too much hassle for the one who is so close to his end.\""
},
{
"Key": "fa1bed6e-6ec7-4e17-87ca-388a9025181b",
"Value": "\"Scars are valuable trophies! You should be proud when you get new
ones from a great fight!\""
},
{
"Key": "bcb510ad-9a97-4183-a4ec-508384a9a6d6",
"Value": "\"Stop showing me every last of your bruises! I will be seeing
nightmares after these demonstrations!\""
},
{
"Key": "7c9e4102-95f5-4fad-a914-dce55a065e6d",
"Value": "\"Hey! Where is food in the bag? Used to be a lot.\""
},
{
"Key": "1f6b11d0-ac72-4571-856f-a592b244a3e3",
"Value": "\"Nok-Nok hungry. Got a ration?\""
},
{
"Key": "4901541e-d5ae-44f5-b32f-7cde031c52ee",
"Value": "\"You ate three times your weight today! Just what happens to all
those rations you toss in your maw?\""
},
{
"Key": "10ccf7ae-9a55-4c9f-9031-0e5208274862",
"Value": "\"I, of course, am aware that goblins are famous for their
unsatiable hunger... but I certainly wasn't aware that I'll have one of those
beasts in my group and will suffer as a result!\""
},
{
"Key": "98b386a6-23f2-41d8-b85a-6f5e91a1ffef",
"Value": "\"Urgathoa would have been pleased with your gluttony. Would have �
if you weren't Lamashtu scum.\""
},
{
"Key": "6d3f5576-0f53-4ca4-8fd6-f347204263b8",
"Value": "\"If you will keep eating like that, hunt for yourself. I am
running out of arrows.\""
},
{
"Key": "6f8d71db-096a-4f1a-9965-7f0ab1433664",
"Value": "\"Spells out. Need to rest.\""
},
{
"Key": "6e977d23-c009-4233-bed5-910818d46027",
"Value": "\"Spent all magic again. Almost nothing left.\""
},
{
"Key": "8804d2cc-38e5-422f-9060-735c172b88bb",
"Value": "\"Maybe we can plant Nok-Nok in the Technic League? He will run
away anyway, but before that those bastards will get enough trouble to cease
dealing with spellcasting slaves forever!\""
},
{
"Key": "b26ed893-15c7-4fbc-b831-aa04d14f5277",
"Value": "\"Heh. Nok-Nok and magic. He-he-he-he... oh, don't give me that
look! It even sounds hilarious, aha-ha!\""
},
{
"Key": "cb52f04d-4546-46a6-aeff-5adbc1034c19",
"Value": "\"A goblin mage... another oddity for my collection of Things-That-
Should-Never-Be!\""
},
{
"Key": "fce8fb03-4049-4e8b-b548-9e52c2a72aaa",
"Value": "\"You hasten your undoing by dealing with the powers you can't
comprehend. However, I am not the one to be unhappy because you chose this path.\""
},
{
"Key": "e2c6f3a4-29c8-4c96-b2c2-4f95b020723a",
"Value": "\"Our kind knows how to hide. Longshanks don't. Why do you rest
like this, then, without cover? Not afraid?\""
},
{
"Key": "022f8555-ec1a-4ae1-b7fd-120b2b434c25",
"Value": "\"You longshanks and halfshanks build your cities, with walls
around them... and here you sit without any protection in the clear sight.
Strange.\""
},
{
"Key": "5573c481-71e9-4bb4-8db0-9535a9c9af46",
"Value": "\"What can be worse than goblin's nagging? Only when he is right.
Somebody should have cared about the camp's protection.\""
},
{
"Key": "16263224-0010-409c-a70b-f63c91b6c7f0",
"Value": "\"I don't have to hide. Somebody trying to eat me will learn to
regret it, I promise you that!\""
},
{
"Key": "b8eaa184-7534-4ccf-bf57-ed69d1c4be14",
"Value": "\"Honestly... Nok-Nok is right. But, considering him being around,
even protected camp isn't safe enough.\""
},
{
"Key": "06522a4d-56f5-47b2-b73a-811f10cf49c2",
"Value": "\"We count on our companions, Nok-Nok. Someone will raise an alert
and warn the others if anything goes wrong.\""
},
{
"Key": "d7f9627a-a270-4471-8e70-e9c5e668a46c",
"Value": "\"I saw bird nest on my way. Tender meat... bones go crunch...\""
},
{
"Key": "aa6308a2-b96e-497d-8980-fd2b9c6a39df",
"Value": "\"I caught a rat! Mine! Won't share, don't ask!\""
},
{
"Key": "82fefed8-f32a-4d2a-8687-3b6fc4c0ce05",
"Value": "\"Ew! Spare me your thoughts!\""
},
{
"Key": "b07ed973-f540-4d77-b68c-ea4c3a91ee24",
"Value": "\"Yeah, fresh meat would be nice. Too bad nobody hunts today.\""
},
{
"Key": "4ab427b8-ebfa-44c6-b1f0-5979ec351011",
"Value": "\"If only my family tutor who nagged me about the importance of
each set of cutlery could hear you... yes, wouldn't mind the pleasure of seeing his
face at the sound of your babbling!\""
},
{
"Key": "c4224bd0-d2ab-4ac8-9b16-be0418853923",
"Value": "\"Goblins eat garbage they find. No need to feed you.\""
},
{
"Key": "dd55a5f3-5e3b-43ec-b33f-565feec0d8f1",
"Value": "\"It hurts so deeply to lose a friend�\""
},
{
"Key": "97357e18-0567-4fe2-bce5-99842081da25",
"Value": "\"Life is so fragile, isn't it? One moment you live, the next
you're gone...\""
},
{
"Key": "9025b18f-34f5-419a-9db3-b6239b44baf1",
"Value": "\"One more spark, extinguished� One more soul gone to Pharasma's
trial, in my god's pale gloam�\""
},
{
"Key": "423b6b72-5bf7-4d9a-91cc-e20ec7af524d",
"Value": "\"Don't cry. Seeing you crying makes me feel empty inside.\""
},
{
"Key": "b38aa366-22fa-4bcb-889e-8b738aa2e7e6",
"Value": "\"I know not how to comfort you. But if you don't mind, I'll just
sit here with you. Do you know how the saying goes? A sorrow shared is half a
sorrow, a hope shared is hope twice over.\""
},
{
"Key": "38912aa4-53ba-48a4-a1a2-2672f1277d6a",
"Value": "\"Stop whining. � I said, stop whining! When you're so upset, I
grow restless!\""
},
{
"Key": "cde74232-9a3b-4a7c-806d-1b91f8922635",
"Value": "\"Naaa. Life is for tough stuff. If you survive � then you are
worth!\""
},
{
"Key": "4679a4d7-c308-415f-9218-126d5974fe21",
"Value": "\"I� I don't feel well�\""
},
{
"Key": "adaa3ba3-edb1-4251-802c-7533de26e255",
"Value": "\"I barely survived this day� I hope tomorrow I'll feel better.\""
},
{
"Key": "052c5f08-12d3-44d2-85a2-8034917efb8d",
"Value": "\"I've seen these symptoms before� in the red-light district in
Absalom. I must say, it wouldn't hurt if you got checked every once in a while,
just for good measure.\""
},
{
"Key": "b8abbb92-fe9f-4b61-8239-b927359aaa5d",
"Value": "\"Such suffering will not fade on its own. You must find someone
who can deal with this.\""
},
{
"Key": "b859fce3-ab03-4448-bf78-7697435bdaa9",
"Value": "\"It's unusual to see you so� quiet. You're closer to Groetus now,
but are you ready to meet Him?\""
},
{
"Key": "79891401-fd53-488c-95be-3307335ba4f3",
"Value": "\"Knock it off! Shoulders back, chest up! Finish your dinner and go
get some sleep. I don't want to see that attitude tomorrow!\""
},
{
"Key": "67973f50-93d3-46f4-8d80-b38e2c2350e6",
"Value": "\"I'd so much like to discuss our day... but I'm� so� worn out�\""
},
{
"Key": "940a7b10-07c2-4e63-a288-48540f5eb5f9",
"Value": "\"I can barely keep my eyes open. I might just fall asleep where I
stand!\""
},
{
"Key": "1a72cad7-e04a-432d-8a2a-ce37d2392e76",
"Value": "\"That's a welcome change: finally some much needed quiet!\""
},
{
"Key": "e906f36e-632b-4f0d-9d16-84ccf91d3c86",
"Value": "\"I could use some shut-eye too. But it's wrong to go sleep early.
I don't want to get all softie!\""
},
{
"Key": "4f4940cb-025a-42be-8c9d-c8652b1e12b0",
"Value": "\"The evening's quiet. Get some rest. Restore your strength.\""
},
{
"Key": "918687c0-bb11-4211-81d4-7a9416e72658",
"Value": "\"Starting tomorrow I'll carry half of your things. All right?"
},
{
"Key": "916e67af-c6ad-4ce4-b73e-b400f5d46873",
"Value": "\"It's so dark in here... This place gives me creeps! \""
},
{
"Key": "8da772dc-13d2-4b0e-aaec-521244e76f14",
"Value": "\"I feel uncomfortable� I'm not sure we're safe here. \""
},
{
"Key": "bbe9b168-a548-42b6-9cb9-521954756f21",
"Value": "\"It's beautiful, isn't it? It is in places like this that the
frailty of faltering life grows clear!\""
},
{
"Key": "2fca5e33-2c32-422b-aaae-b7c7b1a74077",
"Value": "\"Pull yourself together! Monsters can smell your fear. If you
whine and moan, they'll eat you first!\""
},
{
"Key": "254d8d9a-dc24-4eef-91cc-2c8b0d4dca82",
"Value": "\"I too feel disquieted. But together we're strong enough to stand
against any danger.\""
},
{
"Key": "14573a00-2b9d-4f6c-b477-3e86d98aeb4b",
"Value": "\"Don't be a chicken. I'll be right here.\""
},
{
"Key": "9ce9e21e-4d32-4cad-9042-0b925ce3faf4",
"Value": "\"I think I've lost an earring in all the tumult. Has anyone seen
it?\""
},
{
"Key": "b6ec734b-6c82-45e6-b3e4-01ad91d57894",
"Value": "\"Oh! I think I got my cheek scratched in that last fight! I hope
it won't leave a scar!\""
},
{
"Key": "5376cae3-77bb-43c6-bee3-f107d9cff9ee",
"Value": "\"You were barely standing for pain, and now your thoughts go to
such petty things? You might be a trifle more serious!\""
},
{
"Key": "65d78385-502e-49bf-a644-1211eaa3e45a",
"Value": "\"She cannot go an hour without looking in a mirror. � A sure sign
of feeble-mindedness!\""
},
{
"Key": "c8866f07-2aed-47fc-aca1-0360cf5d79db",
"Value": "\"Are you serious? Or just putting on a brave face, so we won't see
you barely can stand?\""
},
{
"Key": "733f1fb6-b208-4044-b7a8-5aef2426739d",
"Value": "\"Ha! You see that? My Octavia sure is tough!\""
},
{
"Key": "3106322c-bea0-4903-9203-cc11eda4e16e",
"Value": "\"Our backpacks grow more empty by the day. We should replenish our
supplies!\""
},
{
"Key": "2e5ec1cd-c034-4bfe-9bd3-f080dffcd6bb",
"Value": "\"Guess we'll need to cut our rations soon!\""
},
{
"Key": "5d49a211-66b7-4605-a70d-7d5e7f6d3533",
"Value": "\"Don't worry: even if we're out of rations, we can always hunt.\""
},
{
"Key": "37d23e19-cc79-4968-8ecb-3e09ba23200f",
"Value": "\"Your false optimism makes me sick. Why must you pretend? Do you
fear that no one will like you if you show your true face?\""
},
{
"Key": "05f45c02-bc5f-4d2e-af72-c04f2a68f1d4",
"Value": "\"Seems to me you don't eat nothing anyway. I wonder how you keep
going!\""
},
{
"Key": "8e5bcae3-3cbc-4626-917f-a2ba92cc7043",
"Value": "\"At least our backpacks are lighter now, ha, ha. But tomorrow
someone will have to go hunting.\""
},
{
"Key": "93d6554a-e8a1-4846-a979-ea108eb5acfc",
"Value": "\"I have idea: let's get rid of the one who eat the most! Huh? Good
idea? Why you look at Nok-Nok like that?\""
},
{
"Key": "e3be737f-2034-47b6-86cc-6239bdcd9d12",
"Value": "[Pages through the spellbook] \"I wonder � which of these will I
need tomorrow? \""
},
{
"Key": "b3e4e6c7-5b93-49dd-8e51-5e4555c3dffb",
"Value": "[Pages through the spellbook] \"Anyone have a suggestion which
spells I should prepare for tomorrow?\""
},
{
"Key": "c3888dc2-37fa-4d99-9825-614b24f38001",
"Value": "\"If you are interested in my opinion, you should choose the spells
yourself. 'Tis unlikely that someone else knows better than you.\""
},
{
"Key": "b9315c6b-142e-4462-aca1-b0d9659b07e0",
"Value": "\"Something to fry our enemies' asses! Or freeze 'em. Or both!\""
},
{
"Key": "4f96ec71-22c6-443c-a8b8-dbd4d7cd9a6f",
"Value": "\"You page through your book with such determination. You chase
your powers so. But it's all for nothing. In the end you'll be left alone with the
silence of eternity.\""
},
{
"Key": "e0818755-13ac-4be9-b396-c5c68720367a",
"Value": "\"By thunder, I'm glad I don't have to study each night, or be left
without spells the next day! Sometimes you just can't lift your eyes from your
book.\""
},
{
"Key": "236ad340-587a-45d0-9390-05417b962a11",
"Value": "\"I'm glad of a chance to relax a little, but� shouldn't we be busy
hiding our tents? Or are we just going to leave it to luck?\""
},
{
"Key": "05c03454-a24c-4a52-a740-146e27c635b0",
"Value": "\"I wonder � what if someone happens to walk past us tonight? Won't
it be easy to find our camp, since we didn't bother to hide it?\""
},
{
"Key": "74dab38e-c135-4b72-905d-ed1ba3612160",
"Value": "\"I could explain how we might best conceal our camp, if such is
your wish. I learned much while commanding a squad.\""
},
{
"Key": "79d996c4-b188-43a9-9a7f-57b61f1d4c35",
"Value": "\"I advised that we hide the camp. Monsters can be a problem, as
are evil-minded people.\""
},
{
"Key": "c1fd6887-02b7-46e3-bcb8-66dea8e2cbcf",
"Value": "\"Why hide from monsters anyway? If you don't kill one tonight,
you'll be fighting it tomorrow along with its friends.\""
},
{
"Key": "87a1edfd-03ce-404c-b69c-16266956309e",
"Value": "\"I agree. I've no concern for sleep, but I require silence and
repose no less than the rest of you.\""
},
{
"Key": "01d191f5-0706-4bd2-b05e-733e3a934806",
"Value": "\"So, rations for lunch today? � Great! I've got dried apples!\""
},
{
"Key": "148a61d0-cfbb-4f6f-a711-34f6589b2c23",
"Value": "\"Why is everyone so gloomy? So we have rations for supper, big
deal. Is that really a good reason to be so sad?\""
},
{
"Key": "6f70a023-4cf0-44a8-97a8-f4673b9e1b8a",
"Value": "\"Without fresh meat it's not a meal. It's just crap!\""
},
{
"Key": "865b1e37-3334-405c-88ff-201d74ea1abe",
"Value": "\"Oh, times like these I miss the good old days, when a proper chef
cooked for me.\""
},
{
"Key": "ea02dd35-7332-459f-a325-d37aebf6c58b",
"Value": "\"Good grief! Even Octavia can see how many rations we've got left.
I guess that must mean you could count them on one hand.\""
},
{
"Key": "dbec63f2-a9eb-4aa0-a096-8e043c196f40",
"Value": "\"The light of your heart warms those around you. Traveling with
you is a true pleasure!\""
},
{
"Key": "a83862eb-d1e9-4bd8-b585-12e1eb34729f",
"Value": "\"Don't let it get you down. Life is short � tomorrow any of us
might be joining them in the ground... Enjoy life while you can. If you're crying
over someone's grave, it means that no one's dancing on yours.\""
},
{
"Key": "e665cde0-cb00-4ceb-aa32-c4404c860542",
"Value": "\"By the devil, when it's my turn to kiss the dirt, one thing will
make me happy. I won't have to listen to your whining, or look at your sad muzzles
any more! By the gods, I need a drink...\""
},
{
"Key": "5c227452-7fcb-4ded-a0bf-a74be9988991",
"Value": "\"Ha, well said! Sadness can take a walk. Somebody hand me a
bottle!\""
},
{
"Key": "f2b20f9f-a24b-49a3-ab35-ebb57764e20c",
"Value": "\"Your words bring only more pain. And I see that was your
intent.\""
},
{
"Key": "2cd6e512-f87c-44b0-b0aa-d3ad719faa31",
"Value": "\"Here's to death � our gracious lady! The one who will never deny
you. In her house, everyone has a place.\""
},
{
"Key": "67606339-5969-47e5-b9f4-9fbe933790e7",
"Value": "\"Very true. It is well to hear a touch of reason from the mouths
of the short-lived.\""
},
{
"Key": "75ebf2b9-05c0-4db9-899c-c2db01ab8e80",
"Value": "\"Ugh... it's like they aim at me specifically when they're sharing
their disgusting muck...\""
},
{
"Key": "bb3bd713-cf81-42c4-a1f7-6f49f657fdfd",
"Value": "\"I'm feeling sick, like I drank a barrel of trollish homebrew all
by myself...\""
},
{
"Key": "ebf4fee7-cbc2-4cdd-bb37-638aa7bebbd4",
"Value": "\"I know you don't like it when I say this � but perhaps you'll let
me examine you?\""
},
{
"Key": "0d114e08-c362-4612-bfc6-9eec6941b7b3",
"Value": "\"Save your strength. Tomorrow we move.\""
},
{
"Key": "3abc5155-bc8b-4375-8ca6-1998a7abd795",
"Value": "\"This too shall pass.\""
},
{
"Key": "ac45b38b-3c2d-4644-955f-2d2e32ec572e",
"Value": "\"Take an early night, warrior. You should get some sleep.\""
},
{
"Key": "cba25e17-c0a2-4437-beb8-dc023e4cdc4d",
"Value": "\"Yeah, haven't done that much in quite a while...\""
},
{
"Key": "0a75d3e4-5199-454a-8246-74419b39c05e",
"Value": "\"I feel like I've been carrying bricks all day... And I thought
I'd never be a slave again, ha, ha!\""
},
{
"Key": "3dae882f-24be-4a3f-8a2e-7c8d16bdc2c4",
"Value": "\"Don't worry about him. He's a big boy. He can take care of
himself.\""
},
{
"Key": "e4648e48-6dcb-4647-bfbc-06dac3090241",
"Value": "\"And yet so many have it worse than we!\""
},
{
"Key": "3c0eb05a-b3f5-4432-b03f-02ae109e1bc9",
"Value": "\"You don't say! But all the beautiful scenery, exciting events,
the people we meet... All this is more than enough reward for our struggles! Right,
friends?\""
},
{
"Key": "e7419c6b-b789-4d50-a453-a9643a859330",
"Value": "\"On such days I'm glad the dead feel nothing... including
fatigue.\""
},
{
"Key": "5f9da496-c118-4ba3-bdb5-47dfcc07f561",
"Value": "\"Ye-e-eah, ha, ha, ha, hmm... I've never spent a night in such a
hellhole � even when Octavia and I were on the run from the Technic League...\""
},
{
"Key": "03ad3077-be5e-44d2-be13-cdd2615d3fb3",
"Value": "\"An atmospheric place. I wouldn't recommend it to my friends
though. Ha!\""
},
{
"Key": "87570c7c-66b5-4a33-a85e-26cdbca8488e",
"Value": "\"Pff. What, want a feather-bed? You should see the places I
sleeped in...\""
},
{
"Key": "e623013e-c85a-412f-aba2-3e60865ec1e9",
"Value": "\"I don't think I would choose to camp here... But {name} decided
we should. No doubt, {mf|he|she} had {mf|his|her} reasons.\""
},
{
"Key": "11d56140-3604-4ed2-93da-3584b4155301",
"Value": "\"I have no quarrel with dirt and damp. But keep your weapons close
tonight.\""
},
{
"Key": "1e351784-a8cf-41cf-b75b-a996709f457a",
"Value": "\"In times like this, I imagine that I am far, far away. Or that my
friends are with me � and what could be better than that?\""
},
{
"Key": "289dc8aa-bc42-4993-b496-22c0287fb40f",
"Value": "\"You should have seen where our camp was. So cozy! Smells there
strong. Lots of us always sleep because of fumes!\""
},
{
"Key": "b5120fbc-00a0-4dfd-ad39-9bf7402d7e7c",
"Value": "\"Ach... they knocked me around a bit today! But they got it far
worse than I did.\""
},
{
"Key": "54977822-cf52-457d-a73c-00acc1ad8675",
"Value": "\"I got pretty thrashed today. But so did our enemies, ha, ha!\""
},
{
"Key": "6e8da7f6-e439-4403-80f1-c24b36fb3edb",
"Value": "\"Still, you must be more careful, Reg... I'm the one who has to
mend your clothes afterwards.\""
},
{
"Key": "2fa3efc6-b56c-49de-ace4-02e109a6c19d",
"Value": "\"No doubt you're good in hand-to-hand. But your defense leaves
much to be desired. You can't stand long against an attack. You mustn't always push
forward, but look for the better angle.\""
},
{
"Key": "6386db03-24e6-4403-af35-d8a3135af7a1",
"Value": "\"Don't joke with death. It never jokes with anyone.\""
},
{
"Key": "337dcdc7-fa04-4a18-902b-95e4e800dd2b",
"Value": "\"Your courage has no rival! Truth be told, sometimes it feels not
like courage, but folly...\""
},
{
"Key": "14b98f89-773e-4c04-b7c6-d7abd3bba93f",
"Value": "\"You fought brave as greatbeast! For a longshanks, of course � no
one more fierce than when goblins attack!\""
},
{
"Key": "6d3f4b9a-819d-473b-813b-cbe95cf40447",
"Value": "\"Did you hear that, boys and girls? A few more days � and we're on
a diet. We're running out of food!\""
},
{
"Key": "6c3f8f8a-5f7b-4efa-9593-ad00ea989a93",
"Value": "\"Our chief doesn't care about us � and soon we'll be walking
around hungry...\""
},
{
"Key": "8816f7a2-f8bd-4d92-a53a-ba3f49d19bc3",
"Value": "\"A hungry traveler is a traveler in peril. If I'm not well-fed, I
won't be able to solve all the problems the world keeps dumping on us!\""
},
{
"Key": "1af761ce-85d3-4ffa-8647-bdb1ea192025",
"Value": "\"If we run out of meals � I can always just eat you. Ah ha ha ha
hah!\""
},
{
"Key": "49f765e2-a4cd-4559-8bf2-20d63f1ea96f",
"Value": "\"If you're hungry, just tell me. I'll share whatever I have.\""
},
{
"Key": "f7ac6efb-3c26-401a-8968-5abf86e1b4ed",
"Value": "\"Why be sad, friend? The spirit is stronger than the flesh. You of
all people must know this, Regongar.\""
},
{
"Key": "1c11f0fe-b559-4673-a037-fc97d4f33337",
"Value": "\"A hot day. I don't remember the last time I had to cast so many
spells!\""
},
{
"Key": "439236df-c64c-4dd9-81fa-70587e0eff12",
"Value": "\"On days like this, I'm grateful to the Technic League overseers,
who taught me how to fight head-to-head. At least I can fight my way out of a
tangle, on the days that I run out of magic!\""
},
{
"Key": "a81b548a-05a2-43c1-a82a-59d7b0d7b84a",
"Value": "\"I too must prepare my spells for tomorrow. Will you sit with
me?\""
},
{
"Key": "94a86e11-b7d9-4778-9ca2-17c7b9b0767e",
"Value": "\"Luckily, the true traveler's arsenal includes many inexhaustible
resources � will power, acumen, courage... and a sense of humor, for that
matter!\""
},
{
"Key": "28a5977c-bf33-497c-85ca-bfed6d21c1ec",
"Value": "\"From my experience, being without magic is trouble by half. But
being stuck without a rope or a pole in the middle of a river... That's trouble in
full!\""
},
{
"Key": "b141ff80-882e-49a3-afee-48420adfd879",
"Value": "\"I don't complain about having to pray every day. I'm always happy
to talk to my god. But he answers me so rarely...\""
},
{
"Key": "7e826380-a265-4d3d-bbfd-d226d618008e",
"Value": "\"Today our camp sits in plain view. We might get uninvited guests.
Got it? Don't walk around your tents naked, ha ha ha!\""
},
{
"Key": "0ed7ed26-f069-4a69-944e-77ea81a0bd31",
"Value": "\"You didn't disguise the camp tonight? Well, if you hear any scary
sounds � don't just assume it's me having fun in my tent. It might be some kind of
beast.\""
},
{
"Key": "6184b107-5a81-4d12-ac4f-8aa107966922",
"Value": "[Rolls her eyes with a deep sigh]"
},
{
"Key": "0367023e-54cd-4578-92e9-19f41ac6b9b7",
"Value": "\"Reg!\""
},
{
"Key": "f28d21ae-2958-4bc6-ba94-2edcda09489c",
"Value": "[Blushes]"
},
{
"Key": "4007f8c3-35f4-4d53-b761-ae1910beb5e7",
"Value": "\"Ha.\""
},
{
"Key": "0061654c-72ca-4871-99c0-d4863f1797f6",
"Value": "\"Well, is anyone going hunting. We on hare diet again?\""
},
{
"Key": "5bf198f0-9f0e-45f9-a8cf-f6e713d86b69",
"Value": "\"Well, who's for dinner, ha, ha, hmm... I want meat...\""
},
{
"Key": "21fb0a67-4037-47c9-89d6-ff8c594a686a",
"Value": "\"Ha. Joker. Why don't you go fry some wild boar for us.\""
},
{
"Key": "e7febad5-fa68-41b0-9200-8a007b7f74cf",
"Value": "\"Don't you think there's already enough death and pain in the
world? Even without killing someone just to fill your stomach?\""
},
{
"Key": "b3dffdc9-c746-472d-9140-c4b7b7e40ecb",
"Value": "\"Ha ha ha, SO funny. It doesn't mean you're wrong though. {name},
these meals stick in my throat.\""
},
{
"Key": "eb4389b6-44f1-4ccb-b39a-050f1064698a",
"Value": "\"Chin up, Reg. These meals aren't so bad. Better than the slop we
ate as children...\""
},
{
"Key": "0846976a-a62f-4950-b4a1-02287384f65e",
"Value": "\"Let us raise a toast to those who fought bravely, and died a
glorious death.\""
},
{
"Key": "064a0afd-1ad6-44b1-be29-7ea1354a37fc",
"Value": "\"We should honor the memory of those who are no longer with us.
Let us raise our goblets.\""
},
{
"Key": "a82abf83-6fe8-4b29-a607-892f80231fc8",
"Value": "\"The dead don't care what toasts we make.\""
},
{
"Key": "c1a16ced-a0e2-487f-878d-bbae3a0421e8",
"Value": "\"I could tell you a few things about this peculiar ritual. But
perhaps this time I'd better just join the toast.\""
},
{
"Key": "610c824a-71f8-4f21-87f2-b5df0d4a3039",
"Value": "\"That's right. Here's how we honor the fallen fighters. Not with
whining. If I drop dead one day, drink in my honor 'til the mountains shake!\""
},
{
"Key": "49dcd222-4970-4d32-a736-7db09ecc7fcf",
"Value": "\"Their feats will not be forgotten! I'll make sure of that!\""
},
{
"Key": "6aa1b33e-d42d-49e9-b4aa-11870655eafc",
"Value": "\"I'm perfectly fine, just a bit tired. A little sleep and I'll be
back on my feet again.\""
},
{
"Key": "a27ad923-2c40-4e7c-8773-62c783440061",
"Value": "\"Don't look at me like that. I'm just a little out of sorts.\""
},
{
"Key": "c80d7b59-39d8-4a21-9cce-3222e393d975",
"Value": "\"You need help, Valerie. Stop being so proud � we can all see
you're suffering!\""
},
{
"Key": "c2ec7b55-7726-4321-a32c-3b159f6615a3",
"Value": "\"That's the spirit! Not like those southern wussies who run to the
healer after every sneeze!\""
},
{
"Key": "48bdfd31-eb15-48ea-be98-056ca00ef04a",
"Value": "\"Show yourself some mercy, Valerie. Sometimes it's more important
to be honest about your weaknesses than it is to be brave.\""
},
{
"Key": "c38ed027-6efb-4cb7-8b2a-16f76cfc78de",
"Value": "\"Well, you have a strong character, that's for sure.\""
},
{
"Key": "5eaa3484-b6e5-4d5a-a0e0-7d13b3bc060f",
"Value": "\"It's time to lay down our heads and get some rest.\""
},
{
"Key": "0d596b4b-8c4d-4663-a441-a8ceaef3fbc7",
"Value": "\"I'm completely exhausted.\""
},
{
"Key": "35d0e50e-da7e-4954-95c2-9a3d83e20eaf",
"Value": "\"It's good we can rest while our friends watch the camp.\""
},
{
"Key": "9402294b-246d-4039-96a9-947028b372ef",
"Value": "\"Exhaustion is good for meditation. When the body is weak, the
soul is more attuned.\""
},
{
"Key": "40472dfd-22ea-4ada-b2c7-9a2bd0119d68",
"Value": "\"I recommend you to start reading before you go to sleep. And for
the sake of all the gods of Golarion, choose some serious reading!\""
},
{
"Key": "6f69e98d-1e47-4bb9-ad7b-708cc9f3c8e1",
"Value": "\"I've no idea how you manage. Wearing that heavy armor all day �
and you always walk in front!\""
},
{
"Key": "2a33fa94-8ba1-46ed-b155-457c61c362d5",
"Value": "\"You get tired so fast! That's because you longshanks. You spend
too much strength to move those big long legs of yours!\""
},
{
"Key": "efd80487-2879-4b36-a6fd-a2bea6b03a17",
"Value": "\"We should be doubly watchful, if we're to rest in so dangerous a
place.\""
},
{
"Key": "48fa939e-e46a-423a-8cda-d73a7061e367",
"Value": "\"It's not the safest place to set camp. Keep your weapons close
and your eyes open.\""
},
{
"Key": "63033c0a-85a8-469d-935f-10c2e76ff8da",
"Value": "\"If you care so much about our safety, wouldn't it be better if
you stopped talking? Who knows what attention you're attracting?\""
},
{
"Key": "258a49fd-6fda-45d2-8b21-20747a14f710",
"Value": "\"We should choose better places for camp from now on.\""
},
{
"Key": "b1a9a287-c38a-49d4-b741-15658ac92078",
"Value": "\"A bad place for camp is where pine cones sting your butt when you
sit. But a dangerous place surrounded by enemies � that's a good one!\""
},
{
"Key": "7ee9edf7-cbd3-4303-93fe-0de91247494d",
"Value": "\"Whoa! Well, if the general herself is worried, then there's sure
to be trouble, ha, ha.\""
},
{
"Key": "6924d688-a8a7-4c0d-af03-a45e569e01cd",
"Value": "\"During that last fight, I barely parried a hit which might have
killed me. I should work more on my defensive techniques.\""
},
{
"Key": "8f97a7da-e860-4ac2-918f-639fcfb4d302",
"Value": "\"Many of the nobles I've had the pleasure to speak with believe
that real fighting is something like jousting. They wouldn't survive a minute in
actual battle.\""
},
{
"Key": "6420ae3d-bd76-4c5a-9332-6f7df61d4d5d",
"Value": "\"When you're feeling very serious, this tiny wrinkle appears on
your forehead� but still you remain unbelievably beautiful!\""
},
{
"Key": "015b9361-6044-434a-81bf-61a4c4b770a1",
"Value": "\"People are so absurd! They're proud of their military valor, but
still afraid of death. They go to battle voluntarily � and then they beg for
healing, hoping that someone like me will save them from the very thing that every
warrior seems to crave!\""
},
{
"Key": "b37a8a28-692c-4968-a175-01a82c821752",
"Value": "\"Life is a priceless gift, Valerie. You should take care of
yourself � if not for yourself, then at least for the sake of those who rely on
you.\""
},
{
"Key": "7068d48b-c560-474e-87a8-dadb185d8e48",
"Value": "\"Be careful Valerie, please! Your strength and stamina are second
to none, but think how much a single mistake might cost!\""
},
{
"Key": "e86b35d0-ef19-49de-9264-1f0071a73bb7",
"Value": "\"We are running short of supplies. I hope there are people in this
party ready to hunt � or ready to go without food until we replenish our stocks.\""
},
{
"Key": "72de3822-7f29-4555-beff-ea0ffa4e127f",
"Value": "\"Our supplies are running low. Either we find a way to replenish
our provisions, or we'll have to tighten our belts.\""
},
{
"Key": "0aa030a0-7325-4010-aac6-4446cdea5fa3",
"Value": "\"Oh, I can do without food for a long time! Sometimes no one fed
us slaves for several days in a row!\""
},
{
"Key": "710aa70c-de7d-4ae8-bb8b-2c3008f5ba27",
"Value": "\"It's no fun with no chow. We should bring more next time.\""
},
{
"Key": "f0ac124d-261d-4bb4-b48c-b39911bb659e",
"Value": "\"The food will come. By the hunt or by trade.\""
},
{
"Key": "3d0e87c1-624a-416f-8dbc-6d73d0fb5d54",
"Value": "\"The general speaks the truth. A few more days, and we'll be
drinking pine bark soup.\""
},
{
"Key": "ff00d507-da81-4fd6-aa2d-628f040c8d4e",
"Value": "\"Magic is such a strange thing� If you don't keep an eye on your
spells, the next day you may find yourself without any!\""
},
{
"Key": "16fd4ca8-2e80-421f-bcc4-cb58565b904c",
"Value": "\"Magic is like armor and weapons: if you don't look after it, it
will eventually fail you!\""
},
{
"Key": "6d1cb9f1-9076-4bbc-8026-ec06d9d51e22",
"Value": "\"Trust me, it becomes a habit in no time! Preparing your spells
will be routine before you know it!\""
},
{
"Key": "bab0d277-3d29-45c6-90ad-226d13797984",
"Value": "\"Magic is a bizarre and mysterious thing. It comes to its adepts
in such strange and unusual ways�\""
},
{
"Key": "e389ffb1-8bcb-4fd8-86cb-25b6386d7811",
"Value": "\"Magic, bodily strength, even faith demand constant dedication.
The moment you turn your back on them, they falter. It's true of all that exists in
this world.\""
},
{
"Key": "5f937414-49dd-4482-9ebf-a1f2af8ead3b",
"Value": "\"You know, before sleep I like to recall verses from my favorite
songs. It's like a little ritual, and very soothing!\""
},
{
"Key": "a49a1662-aad4-48a4-a0ed-2965fa3953a1",
"Value": "\"Sometimes the carelessness of this party is cause for great
concern. No one even tried to hide the camp!\""
},
{
"Key": "a196369f-9ecc-4c1d-80c3-8be486570c39",
"Value": "\"I once served the Swordlords. I must admit, their people would
never leave their camps out in the open like this!\""
},
{
"Key": "192fa03b-ce1a-4e05-835f-7eb651469022",
"Value": "\"You're right, it is unwise. But perhaps this is the will of
Sarenrae, and the light of our fire shall lead some poor soul to salvation...\""
},
{
"Key": "f1c760ff-eba1-4110-bebf-841669871e0f",
"Value": "\"Screw it! I laugh in danger's face. Let 'em come � I'll knock
their teeth in!\""
},
{
"Key": "a91756e3-a85f-440d-88ce-e8a440b32b69",
"Value": "\"Alright, I'll play scribe. We'll lodge your formal complaint
properly, and pass it on to the {mf|baron|baroness|king|queen}'s chancery. We do
have a chancery in the {mf|barony|barony|kingdom|kingdom}, don't we?\""
},
{
"Key": "45e4761d-5e1c-4c42-8d92-6daa26363b55",
"Value": "\"Ha. Give those war dogs free rein, and they'll give us military
order every waking moment. You'll have us doing drills on the training ground!\""
},
{
"Key": "e961edb4-7c72-423d-9cc5-123c58b8b27f",
"Value": "\"Why does no one go hunting? If someone is expecting me to do it,
they'll be sorely disappointed!\""
},
{
"Key": "d0203c83-9b86-4d6a-9df4-5b3644bf4d37",
"Value": "\"I wouldn't say no to a bowl of tasty stew. It's a shame no one is
going to hunt.\""
},
{
"Key": "15564bad-b16f-4dfd-b78b-274710346304",
"Value": "\"I've more important thing to do than crawl through the brush in
search of rabbits and deer!\""
},
{
"Key": "0c16daf5-ef82-43ff-8c2c-a32a5fd61fdd",
"Value": "\"We could set a snare. Though I doubt we could ever actually catch
anything here.\""
},
{
"Key": "d3efd4d0-0056-477d-976a-8bff9ce1f33b",
"Value": "\"I don't like it when you behave like this. We're your friends,
not your servants or slaves.\""
},
{
"Key": "f8201500-957c-471b-b70a-f45dcf72f8c6",
"Value": "\"Affirmative! I'll get right on it, Your Excellency...\""
},
{
"Key": "604295e8-ecc7-4a8b-a31e-49ad04883877",
"Value": "\"Not me! That last time when I brought that fat tasty toad, you
all made mean faces... Nok-Nok never good hunter!\""
},
{
"Key": "cf909a0d-37f8-434a-a1a5-84aeacb8468e",
"Value": "\"Looks like Tartuccio wasn't here for the Stag Lord. I don't know
what he is up to, but I know what I'll do when I catch that snotty little
saucebox...\""
},
{
"Key": "0748c6f6-23e6-4956-bce0-a2a9b2723396",
"Value": "\"It's curious that he wasn't concerned about the bandits and their
chief. Something's wrong here...\""
},
{
"Key": "81d17463-be4d-4d1b-a277-ec43c9bf98c8",
"Value": "\"Whatever he's up to, we should stop him.\""
},
{
"Key": "f791bef7-b6e4-4635-a910-701374a3d648",
"Value": "\"That gnome is a slippery snake. But spineless sneaks rarely work
for themselves. They always need someone to take orders from...\""
},
{
"Key": "e37c6134-3409-4dec-bb4e-eec4eccdcd6f",
"Value": "\"...bite me, you greedy bastards! I don't care. I never wanted
your crappy helmet!\""
},
{
"Key": "ac5b3e21-8b67-4b0c-9d2f-f501f375ef8e",
"Value": "\"There's no point in being bitter, Amiri. {name} will decide who
will wear the Stag Lord's helm. {mf|He|She} is our leader. It's up to {mf|him|
her}\"."
},
{
"Key": "f225b70a-1915-4d3d-978a-24971ff3228d",
"Value": "\"Aha, ha, ha! Don't sulk, Amiri! I'm sure {name} will hear your
wishes about the Stag Lord's helm.\""
},
{
"Key": "c101ecbc-f463-46e3-9b41-f44490392832",
"Value": "\"Amiri, why the devil should we argue over who will get the Stag
Lord's helmet?! We haven't even defeated him yet!\""
},
{
"Key": "d9fb2480-bdbf-49cb-b42a-3c2dbd5f6d00",
"Value": "\"That frog thing in the lake... watcha call it... it's weird �
something green and slimy messing with so many people's heads!\""
},
{
"Key": "8ffd3cf3-defd-4d36-a04f-5f8782075d2a",
"Value": "\"The fey have their own ways of dealing with mortals. Take care
not to get caught by such a frog yourself!\""
},
{
"Key": "ce85c754-5ea4-4aa7-8675-ebfde7103231",
"Value": "\"Nixies are famous tricksters. And I've heard they drown any
victims who resist their tricks.\""
},
{
"Key": "5c2e02e1-a8f1-4195-bdc2-ef9d07d3f003",
"Value": "\"The nixie's ridiculous appearance has always filled me with
disgust and curiosity at the same time. I wonder what kind of zombies they'd
make...\""
},
{
"Key": "611c3ab6-1944-442d-b5c3-eb54c908c634",
"Value": "\"Actually, that hodag wasn't so tough. � Though it was fat like a
beached whale. But compared to giants it was just a pile of crap.\""
},
{
"Key": "ab45432b-f441-4264-b3fa-705723122519",
"Value": "\"I don't think we'll find many giants in these parts. But you know
what � trolls are their distant relatives. You could certainly practice killing
them.\""
},
{
"Key": "6b35d739-6c2f-4e82-b803-5d5619db6d2f",
"Value": "\"I'd love to see a real giant! But fight one? I think I'll
pass!\""
},
{
"Key": "29bc563e-1a38-49e9-ac38-ab8d97e47f9f",
"Value": "\"By the way, you promised me two weeks ago that you'd tell me
everything about your fight with the giants! Now don't think you'll get away with
changing the subject like the last time. Go on! Start talking... Amiri? Amiri?!
Ugh, damn stubborn barbarians!\""
},
{
"Key": "3fb812cf-770c-4dec-907e-b7f248ed28fa",
"Value": "\"I've heard the locals talking 'bout some Water Rules.\""
},
{
"Key": "b0486601-139a-4cad-b842-1dfbc912cf15",
"Value": "\"You're talking about River Freedoms, Amiri. It's the unified set
of unwritten laws that the people of the Stolen Lands live by. I've heard the
locals talking about them too.\""
},
{
"Key": "04711766-c379-4ce4-8c9d-437dc0fff196",
"Value": "\"The Six River Freedoms, the laws of the Stolen Lands. It's a
curious example of self-imposed legislation. For example, sneaky burglary here is
considered a much more serious felony than honest robbery. A tough place makes for
a tough people.\""
},
{
"Key": "3979b01f-0b55-4543-9231-3f8982e49ba4",
"Value": "\"You probably mean the River Freedoms. They're the traditional
laws of the River Kingdoms. By the way, the first of them guarantees freedom of
speech � though some rulers don't give a damn about it.\""
},
{
"Key": "a9aec7a3-741b-4478-9983-86875ce856e1",
"Value": "\"Did you see that goblin king's wolf? That was one impressive
beast!\""
},
{
"Key": "3f8fbb83-76d4-41f3-bf03-13aea1f32c7d",
"Value": "\"Hm... The beast's hide would make a luxurious carpet! Too bad I
have no place to put it, or I'd think very carefully on the matter...\""
},
{
"Key": "e058094f-9b8f-4c17-9a81-814f33307e54",
"Value": "\"I wonder about its favorite food. Disobedient relatives,
perhaps?\""
},
{
"Key": "37bd7f6c-b944-4c42-ab4d-2e1e6161067b",
"Value": "\"I haven't the slightest idea how the goblins tame them! Where did
they get the sense to do it? One can only imagine it was some sort of divine
intervention...\""
},
{
"Key": "78cd6401-9ff7-45a2-8a09-aeb6429ad82c",
"Value": "\"Great beast all right! A Hero should ride it, not some shatshank
like goblin king!\""
},
{
"Key": "43d04c5e-0fae-45eb-aa0f-62ef9f8b5a31",
"Value": "\"Everyone keeps talking about monsters! Talk, talk, talk. Me � I
can't wait for another fight!\""
},
{
"Key": "e245011c-36ab-4ac7-b546-0aed725e9e5e",
"Value": "\"The more troubles fate deals us, the merrier you become. Such
unrivaled harmony you share with these treacherous lands.\""
},
{
"Key": "dab38a4f-eb71-497a-81d5-2b762114b493",
"Value": "\"I'm ready as well. Protecting the barony from all manner of
threats is truly a noble calling.\""
},
{
"Key": "19ebfc51-e2cb-4fa2-b5d2-b94c9426d4ee",
"Value": "\"Ha. Barbarians.\""
},
{
"Key": "24a557dd-e554-4d82-85e2-a02025595585",
"Value": "\"Ughhh, I didn't like that masked witch. Who are these Defaced
Sisters, anyway? Why would fierce warriors crawl through dungeons on their say,
instead of fighting and hunting?\""
},
{
"Key": "622c7f0f-e47f-4994-a2b6-c54ad25e2fd5",
"Value": "\"I've never heard of them before either. Perhaps they're some new
religious order? It is indeed strange that the barbarians would obey them.\""
},
{
"Key": "6f8e938a-91c9-42c9-a74a-98f1a64aa5a0",
"Value": "\"She gave the feeling of something... familiar to me. Grief, and
darkness.\""
},
{
"Key": "c62fed90-8340-4b26-902b-a41504eddb3a",
"Value": "\"One thing is sure. They did not tell us all they know.\""
},
{
"Key": "c124edad-1aca-4441-a73d-abac956b166e",
"Value": "\"I don't like this whole Bloom Season! What if that scoundrel we
saw in the First World wants to grow another flower?\""
},
{
"Key": "475e6592-bb48-472e-aac6-8b80b4d328ab",
"Value": "\"I... don't think that is likely to happen. Creating a second
Everblooming Flower would require far too much effort.\""
},
{
"Key": "4cde1de8-5cb3-4a00-881c-03f61cea9981",
"Value": "\"I agree. I prefer an honest fight � and I dislike the unknown.
Enemies who stab you in the back, with the help of alien magic.\""
},
{
"Key": "0d4e989f-57b0-4488-adba-158a866d598c",
"Value": "\"It would be less amusing, the second time.\""
},
{
"Key": "ba414757-1231-425f-9b4a-b2784e7bab37",
"Value": "\"I don't care about his motives. Snot-nosed Tristian betrayed us.
I'll never forget it.\""
},
{
"Key": "641b42e9-21b0-4628-abbb-385d75a07f88",
"Value": "\"Your anger is fully justified. A traitor can have no
forgiveness.\""
},
{
"Key": "aa759d89-51a9-4f7c-9fd1-54b955711dcc",
"Value": "\"It's no surprise his vaunted principles were meaningless even to
him.\""
},
{
"Key": "1445b663-50d5-498b-9e98-a3df4d3401ca",
"Value": "\"He's walked a difficult road. If fate brought you or me to such a
place � who knows if we could do any better.\""
},
{
"Key": "89b147a7-4ab6-4e22-b898-6ea53b643b3d",
"Value": "\"Pffft! Betrayed, schmetrayed... our kind betrays each other three
times before dinner!\""
},
{
"Key": "50badd46-09a1-4700-8ed0-e816c7dfb88c",
"Value": "\"Damn it! It's like I never left the tribe. How far do I have to
go before I'm not running into Kellids on every hill?!\""
},
{
"Key": "0a598b5a-0916-46f8-866f-7720bf96139a",
"Value": "\"The past is an enchanted place. Those who run from it, run in
circles. Those who would leave it behind, flee into it as it chases them.\""
},
{
"Key": "c65a17cd-0709-46bf-b52b-9d938bbd3414",
"Value": "\"The more you think about it, the more confused you get. Why don't
you have a drink and get some sleep. And when someone reminds you of something
you'd rather forget, twist their heads off. Let them run from you, ha ha...\""
},
{
"Key": "ec47fdaf-3d85-4870-94cf-53bfaa434714",
"Value": "\"I tried to escape my past for a time, but I couldn't take a
single step away. Until I realized no actual walking was necessary.\""
},
{
"Key": "87c69d1f-e0de-4d4e-b32a-6bdaa4946efa",
"Value": "\"A true warrior fights in the open. Irovetti attacks on the sly �
this means he is afraid!\""
},
{
"Key": "6ed80d07-26fc-4b79-a38e-fff6805f711b",
"Value": "\"Or he has more than two wrinkles on his brain...\""
},
{
"Key": "522e86b1-3efc-4d42-982f-7af3256461aa",
"Value": "\"Right. He knows his troops won't hold up in a major battle.\""
},
{
"Key": "048b0c96-34c7-4088-a5c2-84365dedc835",
"Value": "\"A true warrior is the one who always wins. Whatever it takes.\""
},
{
"Key": "c974243f-dcad-4a0d-8e15-ca9bb56a2f88",
"Value": "\"Yeah! They know how to feast at the Rushlight Tournament! When's
the next one?!\""
},
{
"Key": "57408f5f-17a9-414a-924f-d24c364a380b",
"Value": "\"Too soon...\""
},
{
"Key": "98afce8f-354e-4846-8d19-3ce09c2f95ad",
"Value": "\"Primitive entertainment for peasantry and savages.\""
},
{
"Key": "671d9a6a-797f-43a5-bef0-90c2d0a9e603",
"Value": "\"Whenever it is, I'm definitely coming with you!\""
},
{
"Key": "185f57b9-9eca-4032-b7c7-45320e25ab23",
"Value": "\"Ha! Why is it so quiet? Aren't we going to toast and drink in the
name of our chief?\""
},
{
"Key": "9af4ee17-35a7-405c-bc89-c4c457e98985",
"Value": "\"A birthday is a good day, {name}! Time to count all the great
fights you had this year, all the beasts and monsters you've killed! I wish you one
thing: may you never see a day when you turn around and there's nothing exciting to
remember!\""
},
{
"Key": "2074ac8e-0795-47aa-93a8-4025d82ffeb2",
"Value": "\"Knew all my life that trolls fear fire. One more thing that's
changed.\""
},
{
"Key": "846e042f-8f71-4e9b-aba2-5dad9bf1324a",
"Value": "\"Don't worry on that account � we always can resort to acid. We
just have to make sure we keep enough among our supplies.\""
},
{
"Key": "50268c5b-6f78-4c90-8225-eac67885d40c",
"Value": "\"I wonder how will this influence their culture... Will they begin
cooking on open fires? Or gather around the bonfire to sit and chat in the evening,
like we do? I've a scientist friend who'd be thrilled at such questions!\""
},
{
"Key": "0d0cd21d-5bfd-462e-bba4-0c9e33e5f3e1",
"Value": "\"Almost invincible... They know no pity, need no food � until
there are enough enemy corpses around... Such warriors are priceless.\""
},
{
"Key": "e819ae18-ed35-4b58-9454-be96b707015a",
"Value": "\"The Narlmarches is no place for a little boy. Too many
dangers.\""
},
{
"Key": "6ad938f6-5371-4f2c-8330-9822f67e2e68",
"Value": "\"I wonder what's hidden in the heart of these swamps... Will we
ever know?\""
},
{
"Key": "0ca9ded5-df56-452c-9efd-050ff080b975",
"Value": "\"Keep your spirits up, Ekun. Soon we'll come to the unfortunate
child's rescue.\""
},
{
"Key": "5967fa7a-2f72-46a0-b368-519213ee2c71",
"Value": "\"He'll be all right, you'll see! Children aren't nearly as
helpless as some adults � and they often think much faster.\""
},
{
"Key": "b801a771-2417-496d-b192-2ef044922343",
"Value": "\"I heard that somewhere, in other lands, there live kobolds with
golden scales.\""
},
{
"Key": "8a1c31a7-ea09-4193-9c8b-b769cadf56fe",
"Value": "\"Gold, blue, red... who cares? They are all the same: little
gutless beasts!\""
},
{
"Key": "72324406-757d-4468-b3fb-8ec71c0644fa",
"Value": "\"Golden kobolds? Could they be distant relatives of golden
dragons? What do you think?\""
},
{
"Key": "f5abf655-e342-41ca-a376-74045ce141e8",
"Value": "\"You know, just because you heard it in a song... you know... You
can't trust all the bards, Ekun. Some of us get carried away and just say whatever
sounds good. But of course I myself always mind what I write!\""
},
{
"Key": "dfb75d62-040a-42a9-9920-d109127d5352",
"Value": "\"I've always believed that everyone carries an animal inside. Now
I see these animals struggling to come out.\""
},
{
"Key": "521f52a9-785d-4659-a2df-06454ecd2150",
"Value": "\"I hope you don't see it as a philosophical problem. Obviously,
we're dealing with some evil magic here, and we'll have to remember that when we
confront it.\""
},
{
"Key": "eb314cba-cc1d-4164-a8e7-02103ae59639",
"Value": "\"The animal inside? You may be right about that, but what we're
fighting now is not some inner monster of the soul.\""
},
{
"Key": "cb08ff9c-84f7-4112-b7e8-355a32e0c591",
"Value": "\"Hah. Like the butterfly from its cocoon.\""
},
{
"Key": "bd3c5117-ead0-4ee7-a3ca-f98d389723b0",
"Value": "\"Would be awesome if greatbeast was inside Nok-Nok. But maybe not
come out yet. Nok-Nok still have plans...\""
},
{
"Key": "fcdbc704-f65c-4072-97e8-25cb232445f3",
"Value": "\"Monsters near peaceful villages. That's bad. Very bad.\""
},
{
"Key": "7aa39285-178c-4bd4-98df-9d005d857896",
"Value": "\"I wish I knew where they came from. It might be some magical
phenomenon, or a great migration brought on by natural causes.\""
},
{
"Key": "1b1d2dfe-0aec-48c0-830e-650d4030708b",
"Value": "\"Life can be cruel and we all face our share of tragedy. But we'll
do everything we can to defeat this menace!\""
},
{
"Key": "7e7ba6f7-9383-44d5-b987-9c8f547303cf",
"Value": "\"Peasants certainly sate the appetite! And they're easy to cook,
ha ha! They even bring their own cutlery � axes to cut them up with, and pitchforks
to eat from.\""
},
{
"Key": "2e69c4f7-ce0f-4b75-9e2d-aa38269d4bf8",
"Value": "\"How odd. I know much about birds. Seen a lot of them. Never seen
one that was sentient.\""
},
{
"Key": "064496fa-2234-4448-bea4-c9444d24b4be",
"Value": "\"If there be men with the minds of pigeons, there must be birds
with the minds of men!\""
},
{
"Key": "be8e82fc-59f5-4c20-b8d7-6ae8cbb99a9e",
"Value": "\"Magic can do many things. But this raven seems unusual even for a
magical creature.\""
},
{
"Key": "8f279737-f67d-4dc6-8040-2a16ab047cd6",
"Value": "\"Is it 'sentient' to insult the local ruler? One might instead say
'foolhardy'.\""
},
{
"Key": "abb9a8d6-b25b-4727-881a-a52cdf3a3e0c",
"Value": "\"Far-away lands, dangerous places, ancient mysteries. Each has its
own voice. Some hear that call and seek after it, while others are deaf to it. Of
those who go, many perish.\""
},
{
"Key": "8fdfbcbd-f65d-4e45-ba4c-81199f69c7b7",
"Value": "\"But others will follow. After all, we came here too. And we most
certainly will not perish!\""
},
{
"Key": "6edd6b11-8d01-478c-9d05-9f9a0fedbd80",
"Value": "\"Foolishness. A righteous cause is worth dying for. A thirst for
adventures is not.\""
},
{
"Key": "a3c6d1ee-0383-4b6b-95a4-6c45e5828d6d",
"Value": "\"...and then there's those who are most tempted by the sounds of
clinking glasses and moaning whores at the roadside inn. Speaking of which, when
are we heading back to the capital?\""
},
{
"Key": "22f58b3d-5270-401d-a610-dd8156761d1e",
"Value": "\"My heart says Tristian is not gone forever. What will we learn
about him, when we meet again?\""
},
{
"Key": "f861f608-04a0-4e77-9762-c494b546b7ce",
"Value": "\"What's the difference? Nothing will change what he's done!\""
},
{
"Key": "29c00178-6f54-4a60-85a3-3a3e38255b3d",
"Value": "\"My attitude towards him has not changed. He is but a prisoner of
this sick world, just like us all.\""
},
{
"Key": "5c3bccdf-533b-4ede-b5bf-e53c46986381",
"Value": "\"What are you talking about, Ekun? Are you thinking he might have
something to do with our other trouble?\""
},
{
"Key": "98273a3f-e7be-4849-a009-10e403e481d8",
"Value": "\"There is much cruelty in the world. But still people start wars
with each other. Haven't they suffered enough?\""
},
{
"Key": "6792ff0e-d3a9-4a4c-987b-54fe8011f95c",
"Value": "\"Don't look for sense in people's behavior � there is none.\""
},
{
"Key": "8dbcb56f-52ea-463b-8805-0ee0d1e0260f",
"Value": "\"A barbarian sees we have a big warm house � and comes here to
take it. What he doesn't see is that we're carrying a big heavy stick behind our
back, ha ha ha hmm...\""
},
{
"Key": "5ee166b8-714b-4bf7-98c9-7d4bacc855b0",
"Value": "\"What do you want from Kellids? I'm telling you � if you crack
open skulls of the whole tribe, and scrape out what's inside, it won't be enough to
fill even one normal head.\""
},
{
"Key": "46c1e798-e44f-463c-ba0b-dbf5196b1a8a",
"Value": "\"Irovetti is a major threat. We need to move fast. The people are
worried.\""
},
{
"Key": "71d0627f-8b48-4b3e-a167-645d170c8a75",
"Value": "\"This is precisely why plebeians shouldn't know how to read.
Propaganda leaflets wouldn't confuse people, if there weren't anyone to read
them.\""
},
{
"Key": "73211aee-4353-4ef8-b609-b03380b7bf6c",
"Value": "\"The quiet one is right. The longer we sit pretty, the more
violent the riots get.\""
},
{
"Key": "897fba48-1beb-4528-a3de-511fefbe9df7",
"Value": "\"How do we respond to such an unusual threat? We can't appoint a
general and send troops � they'd have no one to fight!\""
},
{
"Key": "b2a7dd04-4d33-45cf-9ba2-2a34a42e90ba",
"Value": "\"Yes! More enemies! Nok-Nok stabs, Nok-Nok kills!\""
},
{
"Key": "0f8e700d-5bf7-4df2-8285-8a495a8524c9",
"Value": "\"A monster does not think. It kills because it doesn't know any
better. There is no sense in hating it. I know this... It doesn't help.\""
},
{
"Key": "b9203f8e-136a-4487-906c-da33d57134f5",
"Value": "\"Thinking, knowing... What's the damn difference? You look at
someone's mug and your blood starts to boil. Crack his skull and keep on walking.
You've got to enjoy life, you know.\""
},
{
"Key": "360e0411-6cd4-489d-86ba-9c0d3c0e684f",
"Value": "\"Oh, I don't know. Do they really not think at all? Trolls even
have some sort of religion. I think every living creature chooses how to live � and
how to behave.\""
},
{
"Key": "8b6f27b4-fcc9-4a92-a770-679cee4a26e3",
"Value": "\"You cannot stop hating the monsters � the same way you cannot
stop loving your family. Both feelings torment you, both bind your spirit, but
still you are not ready to give them up.\""
},
{
"Key": "1e115cc2-a008-4174-8eae-d8214efca39e",
"Value": "\"It's your day, {name}. Time for your friends to say their well-
wishes.\""
},
{
"Key": "3f16a9e5-9b7b-42b6-969b-fe0ca1d084ea",
"Value": "\"Here's my wish: always have a purpose, and never lose sight of
it. Those who possess a guiding light are never lost. Be well, live happily. That
is what I have to say.\""
},
{
"Key": "af053787-0bdd-4938-80e8-436d145cd6aa",
"Value": "\"Do not be set aback by how quietly I keep to my thoughts. Come to
me and I will discuss with you the frailty of life, the whisper of the night, the
great god...\""
},
{
"Key": "02f7da3e-d09e-4871-9562-8f81f017e4c0",
"Value": "\"'Quietly keep your thoughts?' You mean how you act like a coffin
stuffer? No thanks!\""
},
{
"Key": "2f2ed25f-105a-4e4e-8c90-6f672e137ff3",
"Value": "\"Certainly, I'll talk to you. I don't think we'll influence each
other's opinion... But that doesn't mean we shouldn't try, right?\""
},
{
"Key": "0da9c161-00a8-4b48-bb47-effafe0a65f9",
"Value": "\"There's something funny about your incessant gloominess. I'll be
happy to take you up on your offer. � After all, I need to understand you well, so
I can depict you accurately in my book!\""
},
{
"Key": "38a087ac-20c8-4989-9df5-9d3291d77936",
"Value": "\"The deserted temple was peaceful. Serene. The followers of
Groetus do not build their own shrines, but gather to worship on the ruins of the
other gods.\""
},
{
"Key": "323a1074-0aa5-40db-9c7c-8a9acc32c34c",
"Value": "\"What an amazing tradition! But I imagine that makes Groetus
unpopular among the followers of other gods...\""
},
{
"Key": "8db998ad-4507-461f-8498-6266760129b0",
"Value": "\"The rat god waits until other gods leave their old houses. Then
he moves in and rules them himself. Ha!\""
},
{
"Key": "1973a4ca-78c9-4a3b-80e8-0ca9dc8f8fc3",
"Value": "\"'The look of the deserted temple pleased me, because I feel like
dying of boredom in it!' � Well, I'm not surprised at all by that, ha, ha, ha!\""
},
{
"Key": "f1074c2f-cd14-4d89-a981-9734bf3c8c61",
"Value": "\"Submit! Submit to the inevitable! Open your souls to Groetus,
renounce the illusion of hope, and embrace the despair my faith promises!\""
},
{
"Key": "84c578eb-ddc1-4473-91a8-5baefd0dbf43",
"Value": "\"When I still served Shelyn, my codex prohibited me from attacking
first. Fortunately, I serve Shelyn no longer. Think on this, Harrim, before you
preach your depressing sermons to me again.\""
},
{
"Key": "855afbcc-7b7a-4a84-b6f8-0693f925606b",
"Value": "\"You seem happy that everything and everyone must die. You disgust
my soul.\""
},
{
"Key": "699a242b-0670-4799-94f5-e3ff219a0c49",
"Value": "\"Wherever there is life, there is hope. So long as we yet live, we
must hope for the best and never give up � for ourselves, and for those we hold
dear.\""
},
{
"Key": "354bc843-ef4c-42e7-86df-7b7f1301121b",
"Value": "\"Trolls stopped fearing fire. It takes courage to change one's
essence, even with the aid of magic.\""
},
{
"Key": "61749a40-0eb5-46d8-9d6c-30e36602e173",
"Value": "\"Perhaps in time they could change yet more. They might even learn
to coexist in peace with the other races.\""
},
{
"Key": "187e2d87-33a9-42ed-8d0a-26ef94130cc2",
"Value": "\"I prefer to cut off their heads first, and think about the rest
later.\""
},
{
"Key": "90bc935e-275a-4980-a9aa-24b7e4e74086",
"Value": "\"People don't change. Animals don't either.\""
},
{
"Key": "fe0c50a7-73aa-4680-b98f-4885217cbdd0",
"Value": "\"Chaos, insanity, blood. The will of the gods comes to pass in
strange ways.\""
},
{
"Key": "9bdbfa4f-4aa9-4242-8822-f34b781654b3",
"Value": "\"Sounds like you're unhappy about it. The teaching of Groetus is
all slow and quiet decay, whereas what we have here is bloody pandemonium!\""
},
{
"Key": "fcde3f37-76e6-4a21-a744-433dfc72627d",
"Value": "\"The gods' will or not, we defended the city and put an end to
this Bloom.\""
},
{
"Key": "52cdf9e1-751f-4404-a4a2-d8c6c20220c8",
"Value": "\"The gods are cruel. But who wouldn't be, possessing such
power?\""
},
{
"Key": "d191b613-90bc-4a04-bb4b-a886de6f0f6b",
"Value": "\"If we may, I would like to return once more to that forsaken
fortress. To walk below its arches... to feel the tranquility of its halls and
arcades... to listen to the silence...\""
},
{
"Key": "a6e3805b-ec29-492f-9f8a-c642693b1e4a",
"Value": "\"Do as you wish, but you can do it without me. Dirt, ruins...
Ughhh!\""
},
{
"Key": "8b6b24b1-9787-4675-9f2c-072d41c58fea",
"Value": "\"I find your notions of tranquility and silence rather strange.
For me, I'm content with the calmness of my tent.\""
},
{
"Key": "31f577c5-c027-44c4-b7b7-4e2b52ad958a",
"Value": "\"It might do you good. Such places seem to lift the gloom from
your brow...\""
},
{
"Key": "5afc871c-c21b-4aaa-a768-26365b138c15",
"Value": "\"Cyclopes... A great empire, great power, so many lives. Now, all
gone � and all that remains are tombs and graves. I see the hand of Groetus in
this.\""
},
{
"Key": "bd465fa2-d38b-42db-b5a9-8115bf9f36f1",
"Value": "\"They must have been weaklings, so they all died out. If you want
to survive, you must fight no matter what.\""
},
{
"Key": "56b98f0f-abd5-4597-90b3-a9440722293a",
"Value": "\"But here we are, long after they're gone. Life, and the struggle
for good � this will always return and prevail in the end.\""
},
{
"Key": "5429591d-45bd-4bd8-b3c8-c7bf3abe1157",
"Value": "\"They grew callous, overwhelmed by their darkest passions � and
died. Thus is the fate of all who sink into insanity and evil.\""
},
{
"Key": "113d5062-4964-41bc-b902-644fba92fcc8",
"Value": "\"What's so great about some dead meat? Goblins are great! � You
can kill us all you want. We will sneak, hide and survive!\""
},
{
"Key": "1c4d429a-47ac-458a-ab62-535fab5d4f57",
"Value": "\"A whole world free of wilting and sorrow. A world untouched by
Groetus! What we have seen is truly impressive.\""
},
{
"Key": "cb280bc6-ca0c-4afa-b9ef-df1e7723186b",
"Value": "\"He's impressed! As if you'd found an eye-witness to the greatest
event in the history of your people, and all you managed to get out of him was some
disjointed gibberish!\""
},
{
"Key": "cf13d0fb-59c7-4fd8-b94f-1294a836db11",
"Value": "\"Hope you found food for thought, and not another field to sow
your dark ideas.\""
},
{
"Key": "ab6c376d-c5c2-4bd9-aaad-e7705e29cf74",
"Value": "\"An amazing place... and equally amazing inhabitants. Well, now I
know where I'll set off to, once I've grown hopelessly bored of everything here.\""
},
{
"Key": "b1e69b8c-9198-4510-a5f9-b4cb895548a6",
"Value": "\"Sarenrae's loyal servant was captured � and the goddess left him
to the mercy of fate. Are gods of light as kind as their priests say? Or did she
reject him as Torag rejected me.\""
},
{
"Key": "515c417e-9328-445c-9fc6-a38fee7f658f",
"Value": "\"Loving parents don't solve all their children's problems. They
teach them to do it themselves. That is what Torag wanted, and for that, you
rejected him. Not the other way around.\""
},
{
"Key": "f43aadda-4720-4bc2-b312-3da6d97c09ed",
"Value": "\"Ha! Some discovery.\""
},
{
"Key": "7de1bbae-3160-49d7-9d48-7e1d9c780e9e",
"Value": "\"I don't understand. If he served some mysterious dark power, why
didn't Sarenrae take away his magic?\""
},
{
"Key": "607b422f-5ff0-47b7-9261-9f46f07f41f0",
"Value": "\"Vordakai filled a sepulcher � a place of peace and contemplation
� with passion and pointless vanity. I found it� disturbing.\""
},
{
"Key": "e991dee1-3169-4bf5-a0a1-55a925f8a86f",
"Value": "\"For once we think alike � Vordakai got what he deserved!\""
},
{
"Key": "38f51ab9-27c1-432e-822c-de6a3d299dfd",
"Value": "\"Right feelings. Wrong reasons.\""
},
{
"Key": "dfeb20e5-5ccc-4f27-ba0e-2d752bfcaead",
"Value": "\"And we kicked his ass. Damn, we're good!\""
},
{
"Key": "81f51556-81e1-4ba4-9533-6cb0cffdbcce",
"Value": "\"Rulers make war, fight for their lands and subjects, only to
realize much later that their hands can grasp nothing but ashes.\""
},
{
"Key": "80c411f5-0735-4cf2-b942-cd822194ce06",
"Value": "\"I agree with you, Harrim. War is pointless. Although I don't come
to such pessimistic conclusions as you do...\""
},
{
"Key": "38d1382d-c639-4085-8bfe-e4ccb5c6c56e",
"Value": "\"Haha! Because if you don't fight, you become the ashes.\""
},
{
"Key": "34b027cf-615b-4590-9a46-97265ce4a392",
"Value": "\"Harrim, you're a true poet! Maybe you should consider changing
occupations?\""
},
{
"Key": "9553d463-b6d6-4c3e-98d5-4352180a8aff",
"Value": "\"To forge a spirit into a sword! The things mortals do to prolong
their useless struggle to remain in this sick world...\""
},
{
"Key": "890a2779-b6df-465d-a55b-ffb9d4588e05",
"Value": "\"Armag's was a sad fate, you're right. But how does that prove we
should all just give up and accept the inevitability of the end?\""
},
{
"Key": "0db0b4ff-9b2d-483a-b442-f7a02d0fd3e7",
"Value": "\"There is good and bad in the world. You just can't take your eyes
off the bad.\""
},
{
"Key": "d1677ea4-c134-4a2f-a4f7-78f5246a2d67",
"Value": "\"I don't think Armag fully understood what fate Gorum had prepared
for him.\""
},
{
"Key": "4bac2219-106d-40a5-8421-528fd9cb689a",
"Value": "\"I don't think he just wanted to stay. I think he wanted keep
killing until the end of everything.\""
},
{
"Key": "585f6213-514b-47e2-99b1-a87ec565b45c",
"Value": "\"Today is the special day for you, {name}. One year older, one
step closer to the end of all the vanity and trouble�\""
},
{
"Key": "a549649b-59c5-4234-a62d-18127940446a",
"Value": "\"You have my deepest congratulations. The thought that you
approach the Boneyard must be a relief�\""
},
{
"Key": "bbea4b40-f071-4019-8cef-a7cef26518f9",
"Value": "\"It is amazing what the Stag Lord has achieved with such crude
methods. Imagine what we might do, with lawful power in our hands...\""
},
{
"Key": "198bd6b9-5973-4b03-a294-271a3fee866a",
"Value": "\"This fog... it's here for a reason. I've seen much subterfuge,
hearing cases at Kyonin's courts. I don't know how these dimwit bandits managed to
do it, but they use the fog to hide their trails.\""
},
{
"Key": "14ce06ae-bcf6-4dbd-9a88-902eddcae65c",
"Value": "\"Maybe the fog has nothing to do with the bandits, and has a
completely different origin?\""
},
{
"Key": "621c14f5-6368-46d3-90b8-ebe264dd960f",
"Value": "\"No matter where it came from, we won't be able to leave these
lands until it clears away.\""
},
{
"Key": "ffd18e59-982a-4315-9592-1d33794f0647",
"Value": "\"Hah. I doubt they could afford to hire a wizard capable of such
magic.\""
},
{
"Key": "988fb0f6-0bdd-4b88-8d44-92903b7cca7e",
"Value": "\"Worms fighting over a decaying corpse. Pointless.\""
},
{
"Key": "a216d90f-8507-4110-9f59-10f2ebb6b8cd",
"Value": "\"The bandits prey on the weak and flee from the strong. We'll kill
them in no time.\""
},
{
"Key": "49710462-3eb4-4107-9923-94a533d1e80f",
"Value": "\"Power is lawful when it obeys the laws. � Evil, when it twists
them to fill the treasury with gold."
},
{
"Key": "5d6660a4-25a8-4338-b09f-7d7313957ea8",
"Value": "\"I hope {name} realizes what... amazing... new paths are open to
{mf|him|her} now.\""
},
{
"Key": "96fc2034-9a8a-4b5e-8939-e3671a4adf38",
"Value": "\"That's right! All roads are open to us now!\""
},
{
"Key": "db29389a-bb9b-4143-a933-4139e76ecc3b",
"Value": "\"For some, power is a way to line one's pockets. For others, a
grave responsibility.\""
},
{
"Key": "e59562c0-a5e1-4ab5-8d12-74889f4f2d51",
"Value": "\"I wouldn't want to see what you might do with such power...\""
},
{
"Key": "eb533f9f-3905-41bf-b609-fb7654c7265b",
"Value": "\"An empire of kobolds and trolls, unafraid of fire. They would
make fine allies.\""
},
{
"Key": "aac243cf-3fc9-41d1-a4ae-bd30fabcdeea",
"Value": "\"Some allies. Turn your back and get half of your ass bitten off.
Ha!\""
},
{
"Key": "8bf241d9-95cd-4ab4-951d-05c8862b003b",
"Value": "\"Then they make allies with stinky mites to avoid war. Peg them to
the ground and be done with it.\""
},
{
"Key": "8d223cdd-2449-49f8-ac0b-0e73f9599faa",
"Value": "\"It would mean an alliance with evil. Hearing you speak the words,
it becomes all the clearer.\""
},
{
"Key": "b5e2f07f-5162-4dda-8992-353eed2bdffd",
"Value": "\"We could lock all the ill in one place, and the problem would
soon solve itself...\""
},
{
"Key": "817261c6-dfca-47d0-ba74-6d2b5545b3e1",
"Value": "\"Even such measures might not help. We've no certainty how the
disease spreads � from one person to another, or in some other way.\""
},
{
"Key": "6738df0e-c209-4d46-a924-8fdf3778d51d",
"Value": "\"I must admit that limiting the movements of those who are sick
would indeed slow the disease's spread. But it doesn't follow that we should leave
them without help.\""
},
{
"Key": "bcaa27eb-6759-4685-93e1-04a1085f9436",
"Value": "\"That's easy for you to say. Nothing sick will happen to your
stinky dead face! But what if one of us gets sick?!\""
},
{
"Key": "0a815a2a-e7ef-4ca4-82fa-e2a22d2cfac3",
"Value": "\"I find no pleasure in blood and gore. But it's amusing to see so
many mowed down by plague, knowing I myself have nothing to fear.\""
},
{
"Key": "b6579046-6dbf-4bcf-bb5b-3ba1656d8cc8",
"Value": "\"Is there no limit to how far your soul may fall? Is there any
vice your dark heart will not indulge?\""
},
{
"Key": "bfeb0bb7-9688-42b2-aa2c-15e9673b817f",
"Value": "\"There is an end to everything. You only delay the inevitable, and
prolong your suffering.\""
},
{
"Key": "e6cf1fc9-2b52-4063-8bc5-d096b47474e9",
"Value": "\"Incidentally, we're not sure of that. Certain diseases and
parasites absolutely thrive in a cadaver.\""
},
{
"Key": "dedb5268-0dfc-47bd-9170-a328f851ebd0",
"Value": "\"I grow tired of dirty tents and thick-skulled barbarians. The
First World was by far more interesting...\""
},
{
"Key": "9a6088ec-6b07-4a4e-b88b-83f24b99dd2c",
"Value": "\"Their... simplicity is truly tiresome.\""
},
{
"Key": "ead2d5e8-9325-4aeb-9d78-27ce94ee51b1",
"Value": "\"Every place is better than a stinking barbarian camp. Well...
almost any place.\""
},
{
"Key": "4fe21f54-4a98-4bf6-821a-2acee10cb0b4",
"Value": "\"But those barbarians do know how to have fun, hehe! � At least
the ones who haven't thrown in with the damn cultists.\""
},
{
"Key": "52b07a7f-0447-481b-9a49-987dab73b47d",
"Value": "\"At least barbarians stink less than Fistword � or your cities!\""
},
{
"Key": "6f247636-1095-4cbc-962c-710fad41c180",
"Value": "\"Say what you will, but the disease's creator deserves credit for
his ingenuity. It's hard to imagine a more frightening death... and a more
effective means of enthralling the population.\""
},
{
"Key": "e9d58780-74f0-4e21-8b6a-99c5cc46e9b3",
"Value": "\"I hear a touch of approval in your voice, and I'm not even
surprised. How bitterly sad...\""
},
{
"Key": "913cbeb8-d454-4ced-92c3-53a53f59f57d",
"Value": "\"Far better to direct this seething ingenuity onto some healthy
course. Why not invent an unsinkable cart? Or if he cares not for practical
tasks... Perhaps invent a new color!\""
},
{
"Key": "4b23a720-03f7-4711-9411-6fe0a1fa85f9",
"Value": "\"Damn it, you are insane. You do realize that, don't you?\""
},
{
"Key": "6da3be2d-8ff0-44fa-97d6-90b9d5b63548",
"Value": "\"The lesson of Tristian's story is simple: never trust the one who
declares their righteousness most loudly.\""
},
{
"Key": "1a93dc8f-d154-4664-b22b-c7ec6e95885a",
"Value": "\"You think everyone's hearts are as rotten as yours? Not a
chance.\""
},
{
"Key": "71b3a9c2-bb1d-4654-901d-5c91dbd8eabd",
"Value": "\"Nicely put! Now you just have to learn to listen to me, when I
tell you the exact same things long beforehand, and then you'll be in fine
shape!\""
},
{
"Key": "98c36698-08b2-4192-ab78-0f025d1c1e43",
"Value": "\"You sound like there's someone in this world you trust, ha
ha...\""
},
{
"Key": "a6d03ccd-7f4e-4528-ae32-b685c86d21a9",
"Value": "\"Vordakai's plan could have worked. He was just unlucky to be on
the wrong side of the barricades.\""
},
{
"Key": "7e745f7b-3854-4fd8-96f3-58d0ef375458",
"Value": "\"Exactly. No one stands a chance against us, ha ha ha...\""
},
{
"Key": "9c2c380c-ff3d-453d-b37d-a4395389d3fe",
"Value": "\"How could you say that? Vordakai was a monster and he got what he
deserved!\""
},
{
"Key": "e4160ee2-b46a-4fc6-ad9d-9d57a2cc8b45",
"Value": "\"Why does {name} put up with you?\""
},
{
"Key": "9d5f9aa4-9a4d-4214-9e67-e5ce987aba4c",
"Value": "\"Now the rulers of all the neighboring lands will have to sit up
and take note. Your power grows, {name}. And with it � new opportunities open
before you...\""
},
{
"Key": "54c938ea-a4aa-437d-af7b-6f019f5c6268",
"Value": "\"Power whispers and tempts. One who listens for too long becomes
its slave.\""
},
{
"Key": "086b84df-3a8c-4f10-bfa0-c45165d24f4a",
"Value": "\"Power is merely a tool. What matters is how you use it.\""
},
{
"Key": "11c03489-7c9c-4ca1-9919-50a4909869a6",
"Value": "\"If you want to see a few of these opportunities, come with me to
a brothel in the capital, ha ha hmmm... Hey, wait � did Jaethal mean they'll be
giving us top-class service abroad too?\""
},
{
"Key": "214f3236-a87a-4029-806f-3d26c8ad2136",
"Value": "\"Pitax's attack is a boon for the {mf|barony|barony|kingdom|
kingdom}. It's the perfect opportunity to expand your territories and not be taken
as an aggressor.\""
},
{
"Key": "c54988b4-addf-44b4-a8fc-a2e48f5522ae",
"Value": "\"How could you say that?! No government's ambitions could justify
the terrors of war! Can't you see that?!\""
},
{
"Key": "555f59bd-40d1-42bc-a13b-f0ff2b6d8341",
"Value": "\"Like spiders in a jar. All this fuss only lowers the veil over
your mind... Like smoking, or wine.\""
},
{
"Key": "eee90942-45a8-4e13-bfd1-550a95a9df84",
"Value": "\"Poisoned arrows, not words.\""
},
{
"Key": "c4e58f15-a2e7-435a-95d9-497b67b4cfb5",
"Value": "\"I'd like to make a toast. A toast to {name}, our leader and
patron. May you enjoy all life's brightest pleasures in your many years to come.\""
},
{
"Key": "22c168e5-6168-473b-814c-b14334a0f84b",
"Value": "\"And may the weaklings and the rabble envy you, as they always do
their superiors.\""
},
{
"Key": "8460b176-4b58-47f3-a4e6-45ed7b621fe8",
"Value": "\"Kassil Aldori is a bad choice � a boring, spineless idealist. How
will he defend the interests of the {mf|barony|barony|kingdom|kingdom}, if he can't
even stand on his own?\""
},
{
"Key": "582788b4-90cf-40e2-ba61-379ce810f8a5",
"Value": "\"He's certainly lacking in artifice and wit � much needed
qualities in a diplomat.\""
},
{
"Key": "77bc8189-c1ec-4c1c-b992-215475f31e2f",
"Value": "\"What kind of advice is that? Hire a dishonest servant, to better
deceive one's neighbors?\""
},
{
"Key": "8ec87aa6-0bcb-4b7e-995b-43798b68d29e",
"Value": "\"He's not lacking in valor and honor, the most important qualities
for any person.\""
},
{
"Key": "6bcccddd-78d2-42ff-9e9d-c25f1f360ad5",
"Value": "\"Candlemere is shrouded by mystery. Perhaps I should recount the
history of this place in an article... or even an entire book!\""
},
{
"Key": "8a3d2ae4-6516-4af4-af39-ab030aa58411",
"Value": "\"The real mystery is how the hell we continue to put up with such
an unbearable, pompous buffoon. Or why, for that matter.\""
},
{
"Key": "41a7e92b-3ba9-499b-abb1-26bae9a6e531",
"Value": "\"Stupid ruins, freaking lights... This is total bullshit. Better
you write about our war with those stinky trolls.\""
},
{
"Key": "147cdcaf-afa6-4e93-8732-a6d519272fa4",
"Value": "\"A fine idea, Jubilost! Let us join forces and write that book
together! But not just a single book � we could pen a whole series!\""
},
{
"Key": "4fa1effc-782e-44ad-ab79-867e18bc49e1",
"Value": "\"Damnable kobolds! What a pleasure it would be to settle the score
with Tartuk, that foul scaly bastard!\""
},
{
"Key": "0c91a972-491e-442a-a722-2d41cb670944",
"Value": "\"This Tartuk is rumored to be different from his kin... and I mean
not only the color of his scales.\""
},
{
"Key": "db01f535-18bb-4168-85e4-7e987d48fcb7",
"Value": "\"Your hatred for kobolds is like mine for trolls. It's...
understandable.\""
},
{
"Key": "4b2da0f2-a532-485b-8e1b-a3d70dd2808e",
"Value": "\"Don't let personal quarrels cloud your judgment, Jubilost.\""
},
{
"Key": "a199b43c-af0f-470b-b603-f2254b3df8df",
"Value": "\"Am I the only one who finds it strange that Tristian can't tell
us anything about life in Kelesh? � On top of the fact that he does not appear to
be of native stock.\""
},
{
"Key": "731a9c7b-691c-4f42-ba4f-fadfe41b6ef7",
"Value": "\"Well... he lived in a monastery � that's why he never saw
anything. And he mentioned that his parents weren't from around there � hence his
appearance.\""
},
{
"Key": "eab94eac-909a-4ef5-8dd4-eb891ebcbdd8",
"Value": "\"He just doesn't like talking about himself. There's nothing
strange in it.\""
},
{
"Key": "6f6f4f5f-8c45-45a0-adf4-456ebe4706bd",
"Value": "\"Does he have anything to say at all, except about his
Sarenrae?\""
},
{
"Key": "df081079-6132-432d-9cbe-6cbe48cd86df",
"Value": "\"All these strange happenings fill me with both terror and
curiosity. I've never heard of such seeds � or anything remotely like them! We must
be on the verge of an immense discovery.\""
},
{
"Key": "e63fbce0-df36-46c4-ac43-def4d76bac93",
"Value": "\"I could tell ya what verge we're on, but you won't want to hear
it! We can all drop dead before we figure out what's going on. Just sip some water
with a seed in it � and you're as good as dead.\""
},
{
"Key": "e0f73f1f-f1e3-446b-b466-be683e6a50ad",
"Value": "\"You sound like you're imagining a new book in your mind, along
with what fame it may bring. Your ambition will be your undoing, Jubilost.\""
},
{
"Key": "a14e6d6b-5d20-43e2-8bae-e51472a9491a",
"Value": "\"You might save hundreds of lives, if you use your knowledge and
experience to find a cure for this pestilence.\""
},
{
"Key": "52b5bfb4-d1d7-42c8-9f61-b49487d78941",
"Value": "\"I suppose I'll head to Numeria when I grow tired of this lands.
There are enough mysteries there to captivate my inquisitive mind.\""
},
{
"Key": "0ea5d624-6c52-4ef0-8301-85dcebf871de",
"Value": "\"Oh, you should most certainly go! I can almost picture the
Technic League maniacs clapping you in chains and making you their guinea pig.
Though something tells me that you couldn't survive it for long.\""
},
{
"Key": "6c75fa48-9705-4529-9d01-66bf83ba26ae",
"Value": "\"I imagine the local barbarians wouldn't fully appreciate your
signature condescension.\""
},
{
"Key": "d0a3a987-983f-48e2-b10f-21e37ebc9252",
"Value": "\"Ha, ha, ha! I'd love to watch as you flee the barbarians, the
Technic Leagues' thugs � and the little furry animals!\""
},
{
"Key": "3348da05-547a-4e85-8eef-a06f6d4ac02d",
"Value": "\"Finally we set our efforts to something useful! Rather than
crawling around swamps and battling boneheaded bandits, we turn to exploring
ancient places where the undiscovered tombs of ancient cyclopes may be found.\""
},
{
"Key": "9ca3aada-e573-428e-a0c8-8fc30aa71445",
"Value": "\"Oh su-u-ure! Putting an end to the Stag Lord's oppressive rule,
protecting the innocents from monsters, fighting off deadly diseases � that's all
completely pointless. But helping Jubie find material for his next potboiler � now
we're on to something!\""
},
{
"Key": "a78fd6b0-2ec5-457f-9a0b-96a105f794b1",
"Value": "\"It saddens me that these tombs may be the only remaining trace of
an entire lost civilization...\""
},
{
"Key": "911ec20e-64c9-42d7-83be-a9e3bd86204e",
"Value": "\"Well, I might see something new here.\""
},
{
"Key": "5e156dba-c6a2-46a6-aac0-1ceca7c7c212",
"Value": "\"I'm fairly certain that the old man who helped us to destroy the
Flower knew something of the gnomes' migration from the First World. I still can't
believe he refused to give me any answers!\""
},
{
"Key": "ba06e12c-ed53-49ed-b78c-ca368d4aa144",
"Value": "\"We visited another world, learned an unbelievable secret, won an
unprecedented victory and brought peace to our lands. Yet still all you care about
is gnomes! Gnomes! Gnomes! Gnomes!\""
},
{
"Key": "a5fc13ea-0ab0-404f-ab68-07bd4c25a86b",
"Value": "\"You've seen people torn apart by monsters, from the inside out �
and your reaction is to wallow in self-pity?!\""
},
{
"Key": "b6201f7b-7922-4ba7-be25-60907fe06538",
"Value": "\"Searching for knowledge is as vain and futile as accumulating
worldly goods.\""
},
{
"Key": "9cad7b26-f19c-4147-b823-b92a2d367e66",
"Value": "\"I can't believe that none of you see how unnatural Tristian's
behavior is! No one is a saint. � He's obviously holding something back!\""
},
{
"Key": "0de61529-5b5f-4b4f-b3a0-507cb007f4e4",
"Value": "\"Why, you can't believe that everyone else isn't as self-centered
as you?\""
},
{
"Key": "702b3182-874d-4edd-8848-9ee89863571c",
"Value": "\"Ha, like Harrim is anywhere close to normal. We're quite a
circus. � Clowns, freaks, and magicians.\""
},
{
"Key": "af49ce38-8a64-43c1-b01a-3d3d276f4a4a",
"Value": "\"I doubt the snotnose could hide anything from me.\""
},
{
"Key": "92cfe422-75b8-4ed7-ba6a-f20aaa98b939",
"Value": "\"Well? Didn't I tell you that no one's so saintly? Tristian was
definitely hiding something? Ring any bells? Ah, but you never listen, as
usual...\""
},
{
"Key": "3c1ca784-fd34-4854-973b-dc678119ad74",
"Value": "\"If we listened to everything you said, our heads would burst.\""
},
{
"Key": "47988ee8-15f9-4089-8641-3d07bd2cbfb8",
"Value": "\"And how many of your predictions and premonitions in the same
period were false?\""
},
{
"Key": "5ac82436-5ccb-4844-ade4-9a2edc1124ca",
"Value": "\"Don't pout � you were right, you were, ha ha hmm. I never thought
that snotnose could pull such a trick.\""
},
{
"Key": "6a6bc88a-4562-4dd4-bec4-5158eec9aae6",
"Value": "\"I don't drink your wordy vomits, no! Too much of those!\""
},
{
"Key": "a7ced3fb-2cba-4626-bdaa-1396c74236b4",
"Value": "\"And still � how do great empires decay? How does their fall
begin? This is a mystery worthy of a great mind...\""
},
{
"Key": "b0b5bfe0-1132-4e69-b176-bb639ec3c4b1",
"Value": "\"The cyclopes were destroyed by cruelty. And debauchery.\""
},
{
"Key": "1fdc215e-830e-40cf-908c-bdd2d12e5ba0",
"Value": "\"In the north, every fool knows the answer. The end is near when a
great chief who has conquered all the neighboring tribes, starts to eat more than
hunt and sleep more than fight.\""
},
{
"Key": "53016877-17cb-43c0-a0db-45edde3e1ff3",
"Value": "\"That's simple � someone gets used to blabbing and stops keeping
their eyes open, ha ha ha hmm...\""
},
{
"Key": "e1a39ae9-456a-4c9a-8dbf-db85abcce955",
"Value": "\"I must give Irovetti his due � he's a cunning and resourceful
devil. A three-pronged attack, but with no fronts or generals. Without declaring
war or assembling any troops, he's shaken our kingdom to the ground.\""
},
{
"Key": "07f46731-7790-4600-a10b-fd5b7b4472cf",
"Value": "\"What? Whose side are you on?\""
},
{
"Key": "067be336-7294-41f9-aa80-35ffdf06f768",
"Value": "\"What, too bad you weren't the first to think of it? You can't
read this stuff in books or hear it from fat lecturers. � Some things can be only
learned in the streets.\""
},
{
"Key": "9858b12d-be3a-4ee7-bbdc-b9e455fd1634",
"Value": "\"And now monsters are killing our elderly and our children, and
bandits are cutting down unarmed peasants. All this needless suffering could have
been avoided, if only Irovetti fought honestly, as it befits a king.\""
},
{
"Key": "8acfec6a-7748-4408-af6c-40cc0836522c",
"Value": "\"Just think of it � hordes of barbarians, destroyed. Civilization
and reason for once claiming victory over savagery and brute force. It almost makes
me feel optimistic!\""
},
{
"Key": "c9e7f927-05f4-4881-9f6e-611a6c8ed3e1",
"Value": "\"Don't be afraid for your own sake. � Pure bile runs in your veins
instead of blood. This fate will surely spare you!\""
},
{
"Key": "32363f1d-7003-4a8a-87f7-df0c2e6133a5",
"Value": "\"You disappoint me. Don't you see that victory has merely doomed
us to further torment and trials, while the barbarians have found their eternal
peace?\""
},
{
"Key": "29b4ce0a-9776-4aec-8102-9df5fb44f74a",
"Value": "\"Civilization and order always prevail against savagery and chaos.
They may lose a battle or two, but they win the war.\""
},
{
"Key": "bb1af832-bdf0-4eb6-8988-22793cbd9228",
"Value": "\"It's a special day for a special person. You know I wouldn't be
hanging around someone unworthy, right? {name}, you've already achieved more than
most dare dream of.\""
},
{
"Key": "b873355a-b2e2-403d-8a97-df36cf62d2a9",
"Value": "\"Your birth date is enshrined in the chronicles, and some poor
scholar somewhere will have to memorize it if he wants to pass his Northern Avistan
History exam. So, Happy Birthday, {mf|Your Grace|Your Grace|Your Highness|Your
Highness}! Be well � and don't forget to update those chronicles with one or two
heroic deeds. Each year.\""
},
{
"Key": "04f85809-5a5f-4f36-a4a6-34a4bb7aca3a",
"Value": "\"Envoy Aldori is a curious type. I never expected to see a half-
orc among the Swordlords.\""
},
{
"Key": "0c6196a0-1dc9-469e-a38f-4c853e05a6c5",
"Value": "\"A noble and brave heart makes for a true knight, not a person's
ancestry. And Sir Kassil possesses those virtues without a doubt.\""
},
{
"Key": "3cdddea2-9f86-4b78-9ce3-03a0e69dcb99",
"Value": "\"He was able to change a destiny that was written upon him by his
very birth. He was able to find his own way. This is admirable.\""
},
{
"Key": "5997aeda-5003-4109-8ced-f95a38956daa",
"Value": "\"Kassil is a sweetheart. But he should smile more often � then
he'd be priceless!\""
},
{
"Key": "ac642fa7-a011-4464-a088-b9b387b2456a",
"Value": "\"And I like Bokken. He reminds me of a book seller I know... Cold
and tart at first, but if he likes someone, it's forever.\""
},
{
"Key": "38620865-c79c-4037-9a46-6cf467bb18fa",
"Value": "\"It was so good of Oleg and Svetlana to help him. I think he'd
have a tough time without them.\""
},
{
"Key": "084db046-2c50-4f11-982c-c54e00a09e72",
"Value": "\"Many girls are like that, ha, ha.\""
},
{
"Key": "e2c3ab10-15b7-4ccf-8d9e-fe5b337c4903",
"Value": "\"Of course, one must make allowances for his age. But he'd be
better off if he learned some manners.\""
},
{
"Key": "ee8d0076-847a-438c-901e-f8373d0d66bf",
"Value": "\"I can't believe our adventure finally begins! I'm so happy to be
here! And I do hope we will become trusted companions... and perhaps even true
friends!\""
},
{
"Key": "fd8d0cc5-7f74-4b77-9e61-0f84a059b16d",
"Value": "\"Slay me now.\""
},
{
"Key": "7a687633-4e3b-42ac-a79a-7c523760801a",
"Value": "\"Oh, yes, certainly. Could you pass the salt?\""
},
{
"Key": "d2547011-ad46-4eab-af14-f158b2fa8654",
"Value": "\"Ha ha ha, that's the spirit! Well I for one am glad to be here
too. Maybe this truly is the beginning of something wonderful!\""
},
{
"Key": "6aa1aa82-40e2-48b4-9548-801d74338eea",
"Value": "\"The things one sees! Huge, hairy woodsmen at the mercy of a small
but daring fey... What a vivid image! That just begs to be included in a book!\""
},
{
"Key": "297bd2e0-1756-4d26-a46e-f21c336ed0aa",
"Value": "\"We shall see who writes of this episode first � and who publishes
it first!\""
},
{
"Key": "7aaabebc-7292-4458-8a51-b441237799cd",
"Value": "\"How easily you are impressed.\""
},
{
"Key": "e1bab5f7-3ae7-4706-a93f-f0f040bbd368",
"Value": "\"I'm truly sorry for the woodsmen's trouble. But I can also
sympathize with the fey's suffering. Her grove was about to be destroyed!\""
},
{
"Key": "30c63ea6-a3f7-4755-a6dc-7bf8573d0b19",
"Value": "\"All right, I need your ideas! Who is that Storyteller who's
living in the capitol? How could an elf look so old? It shouldn't be possible!\""
},
{
"Key": "ad79caac-a87d-465a-9540-89514500917d",
"Value": "\"You meet all kinds of freaks. He's not nearly the worst.\""
},
{
"Key": "ef371131-218b-42e7-a80e-2df961d9acd7",
"Value": "\"I thought about that. Did he find a way to prolong his life, but
paid for it with his youth and beauty? Death is more merciful than life, in such an
ugly old body. I could never stand it.\""
},
{
"Key": "5da466b8-4c07-4642-92e7-ec263d35560d",
"Value": "\"He's a Storyteller, is he not? He has many stories to tell. This
may be one of them. Meanwhile, I'd say he's just a common half-elf, plain and
simple.\""
},
{
"Key": "0cb92030-1f5f-40c1-8b4d-9b0c610a4d9c",
"Value": "\"I feel that he's much more than he appears. I sense true power
within him, but not power corrupted by evil. Whoever he is, he might make a
valuable ally.\""
},
{
"Key": "0bb640c4-0d6a-4782-8d4f-59af8373a8ed",
"Value": "\"I've been asking myself the same question. No scientific
treatises hold any solid information about the aging of elves. Either our
Storyteller has fallen victim to a powerful magic, or he's a liar, plain and
simple.\""
},
{
"Key": "3d6300c8-390a-4f3c-93ea-82f850435457",
"Value": "\"Just imagine! Only a short while ago I was expelled and my works
censored � and now I'm a court chronicler! I wonder what more awaits!\""
},
{
"Key": "ca2d2a27-9983-42cd-a64e-952ac1ddefc5",
"Value": "\"A new beginning?\""
},
{
"Key": "2fc80952-78eb-44c1-b176-eb417486bed8",
"Value": "\"Don't let these changes make your head spin. You have a great
responsibility now.\""
},
{
"Key": "f8d85a0a-18d9-4965-95fc-0412b8811714",
"Value": "\"You? That's nothing special. But the {mf|baron|baroness|king|
queen} has created some rather interesting opportunities...\""
},
{
"Key": "b88d679d-604a-424f-8482-b76eb780c323",
"Value": "\"A gloomy crowd, angry cries, axes and pitchforks... I can't but
recall my younger years in Galt.\""
},
{
"Key": "7423dabc-7aa0-4355-abbe-85aedc5f9112",
"Value": "\"It was our duty to give them a chance to change their minds. But
the terrible events of the past days have stoked their minds to a fevered pitch.\""
},
{
"Key": "e7b4d522-6d04-4a6a-b845-22c3167f6cb4",
"Value": "\"I don't judge... but if they jump at me with weapons, I make my
answer quick.\""
},
{
"Key": "6e5736ea-4b9b-468e-9c61-695b4e871e84",
"Value": "\"Like a bustling ant-hill in the face of a wild fire.\""
},
{
"Key": "f3e6162c-5262-4a77-b4b2-d3aed7670182",
"Value": "\"When I imagined adventures and heroes, this is not what I
expected. Of course there were exciting battles... But not terrible disease... And
gods, so much blood...\""
},
{
"Key": "f4ddb58e-b02d-435e-a902-1a060a3263b3",
"Value": "\"Sarenrae have mercy on their souls.\""
},
{
"Key": "38124afa-b0dc-4eea-b067-2982a5e4aed5",
"Value": "\"Life is cruel. Kill or be killed. There is usually no time for
pity.\""
},
{
"Key": "2f3bbf52-9f23-4f4c-9e74-f3130463895a",
"Value": "\"'Tis the sad lot of the short-lived. To tremble over half a dozen
years, like a miser with a scant handful of coins.\""
},
{
"Key": "c6c7e3a5-504a-4846-94fc-94a421062569",
"Value": "\"These barbarians make marvelous characters... All we need is some
savage with a high sense of honor!\""
},
{
"Key": "e18fa403-6e5d-41b2-8c6a-8455c5975b0d",
"Value": "\"Do you ever talk about anything besides your book? Life is so
much bigger than art can ever portray. People are so much more complicated than any
sketch conveys...\""
},
{
"Key": "53e24667-0afe-432c-a2fe-56641944b334",
"Value": "\"Trust me, you don't want to know them better...\""
},
{
"Key": "49f4e921-8cb0-41ad-be33-9d21292b9d5a",
"Value": "\"Take me for example! You see every day how honorable I can be.
And you hear every night how savage, ha, ha, ha!\""
},
{
"Key": "53454141-f3e9-40fa-b21f-4c80e552e15d",
"Value": "\"The crushing defeat of the bandit king and his countless forces!
A mighty troll empire invading the kobolds. Disease. Conquering half of the world �
and now this... I won't even have to make anything up!\""
},
{
"Key": "3bb5a3bc-380a-4263-91db-948ee4f52865",
"Value": "\"I will never understand how danger and death make for
entertainment.\""
},
{
"Key": "5c69addb-eb64-4bec-ba56-16c62c1b2e51",
"Value": "\"Romantic maximalism and vulgar hyperbole are stock and trade of
amateurs and graphomaniacs. Oh, who am I talking to... no one here even understands
these words...\""
},
{
"Key": "fd1c3a3c-f634-4bc3-8b9d-2927298f2399",
"Value": "\"Sometimes even I can scarcely believe that so many exciting
things can happen to the same people in such a short time! Imagine the readers of
your book...\""
},
{
"Key": "8e3813fa-f27d-4088-b243-714122fc7715",
"Value": "\"Better just make up. Don't write about us. Me ever.\""
},
{
"Key": "468f6f3c-b881-4e5f-93f5-ec6e6541bb53",
"Value": "\"I can't imagine what Tristian must be feeling right now! The gods
only know what he's had to go through...\""
},
{
"Key": "ffaea52f-af94-4df4-bb6f-a7e7fdb1bbea",
"Value": "\"And even gods afraid to think about what I'll do to him if we
meet him again!\""
},
{
"Key": "ed08aa23-c04b-44da-b2ab-fef84fab3b64",
"Value": "\"Something tells me that an incredible power was involved with
this story � something that could challenge Sarenrae herself...\""
},
{
"Key": "662e2cd6-5833-403b-92a2-fec98649d17a",
"Value": "\"Suffering changes people. Not always for the better.\""
},
{
"Key": "30b3082d-4d95-4cf4-953e-a9beced84b42",
"Value": "\"My friends! We had a glorious feast after the coronation, but I'd
still like to propose another toast to our friend! To you, {name}! May
{kingdomname} stand for a thousand years!\""
},
{
"Key": "445978de-fc0c-4881-8fe5-ae6b5d858cdd",
"Value": "\"To the {mf|King|Queen}!\""
},
{
"Key": "229acb05-d44c-4e5e-84c1-bb02f742a7f9",
"Value": "\"To you, {name}! You deserve it!\""
},
{
"Key": "f5943115-272e-4378-8b1d-d9d3a00752a0",
"Value": "\"Bottoms up!\""
},
{
"Key": "ca4b23ff-3692-4706-87ce-e08c910b6f26",
"Value": "\"Have you heard the garbage that the bards of Pitax are composing
on Irovetti's orders? It's vile slander! And it's written so dreadfully!\""
},
{
"Key": "f05cb912-ab36-4881-887c-0627abaa029a",
"Value": "\"So why don't you fight back? Or maybe I should be the court
versemaker instead of you, ha ha! 'Irovetti, just in case, I will punch you in the
face!'\""
},
{
"Key": "768f4e4b-dec2-4b16-9c5f-e761665753d6",
"Value": "\"When do you have time to read all that?\""
},
{
"Key": "0e37147b-b3a6-4195-85a4-225859d17687",
"Value": "\"Fighting a war by the most underhanded methods, while avoiding
honest battle � that's exactly his style.\""
},
{
"Key": "a1c31cf7-44d3-4ca7-b5fd-be02c15bf205",
"Value": "\"Let them write! Write it all! Then we steal aaaall their papers �
and then we get their think-thoughts! Great plan, right?\""
},
{
"Key": "ad2ee9ab-18c4-46d2-816a-5100b7ba7242",
"Value": "\"I should have guessed that this unbearable minion, Trebricent,
would be chief among Irovetti's bards! I remember being sickened by his verses even
back at the Academy...\""
},
{
"Key": "eb1669d0-48ec-43ab-ac61-885c9fd5ef93",
"Value": "\"Another useful idiot who chose the wrong ruler.\""
},
{
"Key": "57e24613-5402-4065-998e-cbdb4a48b892",
"Value": "\"For the life of me, I can't understand it. � Was he really that
crazy about Irovetti? Or was he so used to licking his boots that couldn't
straighten up even before his death?\""
},
{
"Key": "64b57fc4-87f3-4bec-a104-18d1b74c7826",
"Value": "\"I thought his kind would be scared, wouldn't want to die. Would
betray his master and beg to join us. But he fought until the end.\""
},
{
"Key": "57222b68-6778-4180-8ca2-a46d330c8240",
"Value": "\"It's today, right? I made a note so I won't forget, but then I
forgot where I put the note!\""
},
{
"Key": "d1a814f4-231a-4646-af25-cc9f285bbf49",
"Value": "\"Oh, here it is� Our {mf|baron|baroness|King|Queen} has a very
special day today! I wish you many new adventures and exciting events! Because what
could be better than adventures? Happy Birthday!\""
},
{
"Key": "314f3b0a-6d3b-472e-8eb1-614482546237",
"Value": "\"This Lander Lebeda... He's a shady fellow! I wouldn't risk
setting out on a crusade with him.\""
},
{
"Key": "770c4748-c2d9-4d9a-96ea-922b107cf684",
"Value": "\"You're just realizing that now?! I don't know what's more amazing
� the fact that you see this about him right away, or the fact I can still be
surprised by people's naivete...\""
},
{
"Key": "6bdca6f3-6f27-47f3-ac69-c1a190984f7f",
"Value": "\"When an animal flees its own pack, it's been chased away. When a
man sets out on his own, he's running only from himself�\""
},
{
"Key": "f082d916-7f7d-40ec-84bb-e3217f70c63d",
"Value": "\"Ha. His vile intent was written in red upon his forehead. I've
seen enough such adventurers in the courts of Kyonin. But I suppose this only makes
it easier to use him for our benefit...\""
},
{
"Key": "b91a6941-5a52-46d8-9801-649d70aa3925",
"Value": "\"Without the king, goblins need their own hero. Not longshank or
halfshank. Their own. Like me.\""
},
{
"Key": "e69c405e-1748-4001-a9d1-e12cb6ccd24c",
"Value": "\"That's great, Nok-Nok, keep it up! Maybe someday you'll grow some
spine... instead of warts, ha!\""
},
{
"Key": "add26f34-b89b-4ec9-86bb-ef7f2a96d08f",
"Value": "\"Pathetic.\""
},
{
"Key": "1aabcdfc-7acb-4090-abda-ceed16a3a919",
"Value": "\"After the fall of the king the whole tribe should have been gone,
like the last breath of life leaving a corpse's lungs. Yet goblins tend to defy
universal laws.\""
},
{
"Key": "5fc8c893-b567-4859-a546-14abb00fb034",
"Value": "\"Mother of Monsters doesn't give voice to simple critters. Gives
fangs. Gives talons. Gives extra limbs. But not voice.\""
},
{
"Key": "dfd56b45-dada-4aaf-9547-c1b58046dbc5",
"Value": "\"I am afraid that the bird we met is a herald of another kind of
evil. Perhaps Sarenrae herself sends me this ominous premonition as a warning.\""
},
{
"Key": "935f2903-3870-461c-a264-4baa811debcf",
"Value": "\"If you mean that raven, then the source of its capabilities could
be not the goddess, but any spellbinder. I hope we won't have to deal with another
follower of Lamashtu.\""
},
{
"Key": "159cd145-68ae-4108-ad37-000c3f5624c6",
"Value": "\"You mean that winged rat in Varnhold? Just forget it! Should have
kicked the life out of it when we had a chance!\""
},
{
"Key": "164a05fe-a8d6-46a2-b9a7-12652472859c",
"Value": "\"That female back at the barbarian camp... strange. Smells funny.
Walks funny. As if broken.\""
},
{
"Key": "b4ebe6c6-b740-4b79-91e0-e49ffc1111f2",
"Value": "\"I... well, it's a strange to say, but I agree. When I stood next
to her I got goosebumps all over!\""
},
{
"Key": "a08b3df7-e644-4be5-a2ae-e12e405f4d87",
"Value": "\"I didn't like that witch either. I don't care what she smells
like, but I don't trust those who hide their faces.\""
},
{
"Key": "e411e7c4-947a-4857-8b30-3a36770ad28f",
"Value": "\"Broken. Hmmm... that's an interesting notion from a degenerate
pet like you. I wonder how close to the truth that is...\""
},
{
"Key": "bdacd4cf-9e76-4f5c-99c9-202468990a34",
"Value": "\"We shan't go to Vordakai. It's a trap. I knew it right away.\""
},
{
"Key": "6ffa7af6-2df3-4738-b82d-504c26d7ce14",
"Value": "\"Erm... I thought traps should be unexpected? This looked more
like an invitation.\""
},
{
"Key": "84497395-183a-4ab8-8ce3-3063ebcc32b3",
"Value": "\"It's not a trap, Nok-Nok. It's just another step to oblivion that
awaits us all... or a chance to return a thing that denied its own end to where it
belongs.\""
},
{
"Key": "2bde1063-37ff-4b34-8e14-fdd3d003118a",
"Value": "\"Hells no! We go and wipe the floor with this Vordakai, and make
soup out of this bird! I am sick of this mysterious \"masterrr\" that is so afraid
of us that he hides away in his lair and trembles shitless!\""
},
{
"Key": "89fd20a2-2ee3-44b9-b3bf-8052038a6f6e",
"Value": "\"Soon {name} will become a true {mf|king|queen}. Finally {mf|he|
she} will measure to that old goblin king we smacked!\""
},
{
"Key": "ab594226-bad6-4bfb-b789-81b8431bb1ca",
"Value": "\"Measure to goblin. That's some compliment. Are you happy,
{name}?\""
},
{
"Key": "be9deaeb-5627-455e-a4e7-404d3beace1f",
"Value": "\"I couldn't even dream of seeing your coronation, {name}. Couldn't
even dream of still being here with you...\""
},
{
"Key": "3e4914ba-c9f2-4c8a-a2ab-d717bc4f0804",
"Value": "\"How can one compare pathetic savage to the lawful monarch? Well,
I can't expect much from a beast like goblin.\""
},
{
"Key": "a42ba2e6-9f9d-47b1-8b62-ce9c0a2e7816",
"Value": "\"Greatbeasts rough the land again. Everyone blames Mother again.
But that is not her! She would have told me!\""
},
{
"Key": "9df7f61a-6ea8-4642-84e8-fce5483a630f",
"Value": "\"Judging by your words Lamashtu whispers her visions to you like
Groetus whispers prophecies to me. Who would have thought that goblin will
understand me better than anyone else...\""
},
{
"Key": "c902e705-e19f-484b-ad35-0aa111e30ccd",
"Value": "\"Whoever is to blame, I pity the simple folk that will become
beasts' prey. They just began forgetting about that terrible Bloom � and now it
strikes again!\""
},
{
"Key": "9a4e2ea9-96d9-452f-9bed-f8febe33143b",
"Value": "\"Hm... maybe we should start drinking only rain water again? Just
as a preventive measure!\""
},
{
"Key": "13d6e03d-2c9b-46b2-a4c5-ccd7083cbe94",
"Value": "\"Vindra is nasty! Scary! Should have stayed in her hole forever.
But noooo, we just couldn't help ourselves!\""
},
{
"Key": "68233716-fa27-4bb2-8aa9-8e28cf345db9",
"Value": "\"Who do you mean? Evindra? But she is a beauty! A poor thing none
the less although...\""
},
{
"Key": "ed5d4db9-9e25-45f6-b199-8ab451404cac",
"Value": "\"The famous misperception of reality, ladies and gentlemen, in all
its glory! I wonder what would happened if that nereid would smell of lilies. Maybe
our toothy friend would die from shock!\""
},
{
"Key": "92cc0871-7cfe-41d4-8d7d-bd6f9a4a9147",
"Value": "\"Poor fey... Not only was she hidden away � she had to deal with
that horrible Gardener as well!\""
},
{
"Key": "e6c9e3ef-7696-45f0-bb86-9f2e14c5c56b",
"Value": "\"That longshank tournament was meh. Goblin holidays are another
thing! The last one I visited, they brought a herald of Lamashtu, greatbeast! Ate
all guests!\""
},
{
"Key": "79f5be17-68c6-417a-b68e-e6e7c22cb420",
"Value": "\"I would like to participate. Need to train my aim.\""
},
{
"Key": "867803c1-e8a2-4fe7-91e2-545b439f5d8e",
"Value": "\"Pacify your beastling, {name}. I am fed up with the screeches of
those talentless bards from the tournament. I need some silence.\""
},
{
"Key": "90bcb2f0-852a-46a1-b800-fad3e9d19b8a",
"Value": "\"I saw the planes where this kind of \"fun\" was perceived not as
a barbarity but a natural thing. If I had a chance to visit those places again... I
would gladly pass on it.\""
},
{
"Key": "d6b4c843-5e67-4c63-b6de-67ad373c4f6b",
"Value": "\"Nok-Nok the Big Hero wants a word! I know what the day is. It's
the day when little Hero spawn into world!\""
},
{
"Key": "0325dec1-2c91-4ceb-b878-0381542568bd",
"Value": "\"I wish you good treasures, and all the tasty things to eat. � And
some scary monsters to slice. That's how one Hero honors another hero!\""
},
{
"Key": "8d60fb03-c188-4856-94ca-476c811b06a9",
"Value": "\"Does anyone else want tea? It's growing quite chilly this
evening!\""
},
{
"Key": "378fa973-8bb2-448f-913e-f847c5d21951",
"Value": "\"Svetlana and Oleg are a fine couple. Though sometimes I feel he
mistakes her for a child...\""
},
{
"Key": "41694d5e-f032-4e12-b028-5376842e2287",
"Value": "\"Ha. He's simply protecting what's most important to him.\""
},
{
"Key": "efb3a7fd-f4b9-4d97-b9de-62de416eb4f7",
"Value": "\"They also have a fine trading post, though a bit neglected of
recent. By my calculations, it will be a part of our {mf|barony|barony|kingdom|
kingdom} � if we win, that is...\""
},
{
"Key": "465a42ef-47f8-40dd-baa0-7f446e11fe00",
"Value": "\"You're right. And men like him are more common than you think.\""
},
{
"Key": "e4a10391-e182-44df-ab46-ff1e6f0ec1d2",
"Value": "\"Thank you, Octavia, your tea is magical! I mean � I didn't mean
you used magic to make it... Although you might have, of course... I mean you could
have, but not necessarily... That is to say... Thank you.\""
},
{
"Key": "d557d015-a285-4802-83d6-31dd6d80f267",
"Value": "\"No thank you. I am quite content with the cold. And the
darkness.\""
},
{
"Key": "0cc1cd35-2113-4082-8b86-d108dddf3a39",
"Value": "\"Oh, thank you, Octavia! This reminds me of our classes at the
Academy of Arts � some teachers would often make tea for students. And others
sometimes even opened a bottle, ha ha!\""
},
{
"Key": "0c9e16bf-eec0-42e3-8461-6b1e4b8ac546",
"Value": "\"What might we find in a troll lair, do you think? Treasures
perhaps? Or abducted wretches, stolen away from their people?\""
},
{
"Key": "eb757ae5-cc49-4c3a-9b66-c7d689821fb0",
"Value": "\"Bitten off heads, torn off arms and the like. The usual signs of
trollish friendliness. But they might take us for their own � if we let you go
first.\""
},
{
"Key": "7e2e8856-d5a2-40cc-99ca-005400d0a53a",
"Value": "\"A freakin' pile of trolls, that's what! So get ready for a real
slaughter!\""
},
{
"Key": "0100e9de-6bfa-470a-bdd2-dee5e7336c85",
"Value": "\"Oh, I can't wait to see! I hope we go first thing tomorrow!\""
},
{
"Key": "47b87ade-7db5-4a81-9b46-9edd6c518f9e",
"Value": "\"I still dream of Numeria sometimes... the places I've been to,
when... while I was still in chains. I hope I'll be rid of those memories some
day.\""
},
{
"Key": "4e26c16b-fbc9-472a-87b7-4fcdec604b58",
"Value": "\"Chin up, Octavia! No matter what troubles your heart � no one
must see you feeding those thoughts!\""
},
{
"Key": "21656faa-d7b8-42db-97fd-fd74b2a3e754",
"Value": "\"Memory always remains. You cannot toss it away. All you can do is
learn to live alongside it.\""
},
{
"Key": "748f2660-d270-4c88-a092-a1e07ad777e0",
"Value": "\"Sometimes I'd give an arm to have those images burned from my
mind. But then I think � is it really better to remember nothing at all?\""
},
{
"Key": "254799ca-dedb-4856-81ce-d59f1c925f3a",
"Value": "\"The people are complaining. They wish to see their ruler looking
after their safety, rather than merely enjoying the comforts of rule.\""
},
{
"Key": "5dde8d54-b73a-414f-af33-5dce81c966b2",
"Value": "\"They shall have to steel themselves with patience. We shall
protect the {mf|barony|barony|kingdom|kingdom}, but wars are not won overnight.\""
},
{
"Key": "7d5c558d-0832-4d92-a56e-05e99da133c7",
"Value": "\"Funny peoples. A chieftain sets an example, but if a tribe can't
stand up for itself, what good is it?\""
},
{
"Key": "c6c33127-0b3c-403c-91cd-7b38caba6235",
"Value": "\"In other words, they desire to see that {mf|he|she} is ruling to
their pleasure, not {mf|his|her} own.\""
},
{
"Key": "e952976e-51c9-46de-8b99-536eabcfd33c",
"Value": "\"I've heard much about the lands to the east. Dunsward � that's
what those lands are called, right? I'd like to go there once � to walk its endless
expanse, under an eternal sky...\""
},
{
"Key": "7cd98b66-2a10-4ebd-ba6a-e9f36694c1e0",
"Value": "\"A land chock-full of ancient ruins and crypts. You'd probably be
bored out of your mind though � there aren't any fancy trinkets or mirrors there.
And the moist air would savage your tresses.\""
},
{
"Key": "2f568262-b077-4564-a961-e496d5bf2fcc",
"Value": "\"Dunsward? 'Tis unlikely you would enjoy it there. Those dusty and
deserted planes hold little interest for a mage.\""
},
{
"Key": "6a797a12-d914-44c1-a8b0-d48499472706",
"Value": "\"'A Dunswardish dwarf once decided, to wee in a bucket � and hide
it! Despite his display, having caused such dismay, he never felt guilt � or denied
it!' I came up with that while I was at the Academy. Too bad there are no dwarves
in Dunsward to appreciate the piece...\""
},
{
"Key": "aa4d1810-d3ae-43c5-b6b4-bcdd1fdd6d30",
"Value": "\"I can't stop thinking about that woman, the Defaced Sister! So
fascinating � both she herself, and her magic. I wish I could find out more from
her...\""
},
{
"Key": "34cc4831-4826-4af4-b0f0-3a31df78b77a",
"Value": "\"She fills me with unease. One who tells the truth has no need to
hide their face. One who hides their face hides something else as well.\""
},
{
"Key": "85de0579-c5ef-435e-b3e2-8efee444c2b2",
"Value": "\"To hide one's face and to reject one's very name � all in service
to a higher power... Such a fascinating and dignified idea. I must think on this
further...\""
},
{
"Key": "fce87d8b-f119-482f-8a00-1373fc40b573",
"Value": "\"Oh, I don't know, she just scares me. I've little wish to see her
again!\""
},
{
"Key": "cda7438c-001d-41b8-b997-46876101a6ba",
"Value": "\"I just keep thinking about the story we learned while we were
searching for the Flower � the story of the fallen goddess. I feel pity for her...
it seems she was punished not for being evil, but for rebelling against rules set
by someone else.\""
},
{
"Key": "0f01acd2-f316-430e-8f77-77e7a2d144d6",
"Value": "\"Many poor souls lost their lives to the Bloom. Direct your pity
toward them.\""
},
{
"Key": "cba7642a-b0af-40d7-82b9-0ddc1c979bd9",
"Value": "\"Even if she set out with good intentions, there's no honor in
leveling her wrath upon the heads of the innocent!\""
},
{
"Key": "3b03c5d6-9ac9-471f-8aaf-954473289c6b",
"Value": "\"Those who rebel against the majority will always be punished.
There is only one way to maintain one's freedom � to strike first.\""
},
{
"Key": "0d4bf89c-2a27-4935-84b0-5cd88755d6cd",
"Value": "\"Normal thing for gods. Always punishing and stabbing, all of
them. Lamashtu became goddess because she was better at it.\""
},
{
"Key": "6e30b505-3a73-4f56-a7fc-8a29c4a3b9c8",
"Value": "\"My blood still boils when I remember what Tristian did at
Vordakai's tomb! But still... the suffering on his face was so deep, so
sincere...\""
},
{
"Key": "92b16e08-9230-4757-a369-ad681b2110de",
"Value": "\"That's for sure! I don't know what to think! On the one hand, I
want so badly just to swat him on the head... On the other hand � what if he had a
good reason for doing what he did?\""
},
{
"Key": "36b66621-732d-4248-b06e-a973279d049a",
"Value": "\"Don't deceive yourself. He who betrays once will betray again.\""
},
{
"Key": "7fe2b683-2c91-451d-81dc-168aecaeabd4",
"Value": "\"He's the only thing we ever talk about lately! Maybe he just
needed more attention, ha ha ha hmm?\""
},
{
"Key": "762876cd-5fe2-4795-8f00-81c01516cc38",
"Value": "\"Poor Willas Gunderson! If only he knew where his thirst for
adventure would lead him...\""
},
{
"Key": "691edb79-ea8b-44b5-b945-4c46f9322af0",
"Value": "\"The thirst for adventure is not inherently dangerous. But
together with dilettantism and a rare lack of ingenuity...\""
},
{
"Key": "4ddcda0c-4a79-4f6a-bc31-1dd315b035ff",
"Value": "\"I often ponder this at night. How can you avoid trouble, if you
don't know what it might be?\""
},
{
"Key": "e06b705b-1bca-4be7-a832-fd4643f92612",
"Value": "\"If it wasn't him, it would have been someone else. And if not �
then Vordakai's role would have been served by plague, or war, or simple famine.\""
},
{
"Key": "b350982c-53b4-4dd9-a6c1-41b7259f362f",
"Value": "\"Fearsomeful! Don't want to be like that, ever. Better stay dead
for good. Even better stay alive for good!\""
},
{
"Key": "8a0f7673-8236-405f-bcb6-50a4274c42ea",
"Value": "\"I still can't believe it � {name}, you are now a {mf|king|queen}!
And you have a whole kingdom... I wonder how this change will alter the fate of
these lands...\""
},
{
"Key": "a9c47307-591c-4d6b-a77e-7eb48d24d305",
"Value": "\"Well, if you need it to be explained... It will primarily change
the nature of our relationship with our neighbors. We've become equal to them in
terms of status � and thus we will be able to dictate certain terms during
negotiations.\""
},
{
"Key": "0d0278a3-cde6-4b51-94d0-84ced46f0ed6",
"Value": "\"It's about time. The barony's status didn't reflect our true
power, and only restrained our growth. In so many regards we already surpass both
the foolish Aldori and the spineless Surtova.\""
},
{
"Key": "e56d1e9a-3adb-4874-8894-3504db27c55c",
"Value": "\"News of a new kingdom will travel across Avistan quickly, through
the tales of merchants and travelers, and in the reports of spies.\""
},
{
"Key": "6b439415-d382-4c61-b05c-0fe075d37ed5",
"Value": "\"Wars are fought between states, but it's the common people who
suffer. The world isn't fair...\""
},
{
"Key": "5e1b0802-3d21-41e1-9ed4-5db32e79d9f3",
"Value": "\"And what's the answer? To overthrow the rulers and destroy the
states? Complete anarchy? Do you really think that would mean fewer wars?\""
},
{
"Key": "1d616360-ffbb-4162-9466-999ebffd9230",
"Value": "\"Wise words.\""
},
{
"Key": "c4d73b72-4a15-48bf-a12b-04c3ab3c1aac",
"Value": "\"This is why one must do all one can to become the one who
commands, not the one who suffers under the yoke. Such is the order of the world �
either you win or you lose.\""
},
{
"Key": "d79b5726-3730-41a0-9c93-ec20ebbc821c",
"Value": "\"Am I to be the first to say \"Happy Birthday!\" to our {mf|baron|
baroness|King|Queen}?\""
},
{
"Key": "7a7cf07f-cfaf-41be-9b22-0fb16d6decb8",
"Value": "\"Be happy. Follow your dreams. And inspire us to follow ours. I'm
so glad I met you, so we can share this journey together! Happy Birthday!\""
},
{
"Key": "152093e1-1fbd-4720-9190-6e3cfe1c21cd",
"Value": "\"Lady Shandra�Mervey makes my skin crawl. What do you think about
her?\""
},
{
"Key": "6e3c27d1-47a3-42ea-a397-0f3cd069681d",
"Value": "\"Her years have woven silver in her hair, and wisdom in her
mind.\""
},
{
"Key": "d27d7b96-354e-41b8-92ea-d0a73e0bc104",
"Value": "\"The way she talks suggests that 'freedom of speech' is not
exactly a prized commodity at Surtova's court. � And don't ask me to explain what
'freedom of speech' is. You wouldn't understand anyway.\""
},
{
"Key": "03bcf567-37e9-4f55-923f-3284d280ad4a",
"Value": "\"Ha. You should see what hundreds of years of political games and
behind-the-scenes intrigue do to a soul... That's where the real monsters are
born.\""
},
{
"Key": "5f65a318-03a8-472a-a0d6-e0890e8fcc5a",
"Value": "\"The Stag Lord drew the short straw with his old man. It's better
to be an orphan than born to such a house! Ha, ha, hmm.\""
},
{
"Key": "952175d2-aef6-412f-a23d-741345857aa6",
"Value": "\"There are no worse tyrants than cruel parents. And there wasn't a
more powerless and unhappy creature than their child.\""
},
{
"Key": "8df835be-b42c-4fa4-b0c7-57557a1454f6",
"Value": "\"I can never understand how seeing a helpless and fragile creature
can inspire a wish to beat them, rather than protect and help them.\""
},
{
"Key": "0f246136-cc3e-4d63-9c0f-aa666edfb147",
"Value": "\"That's the cruelty of life. No one hurts us more than those who
are closest to us.\""
},
{
"Key": "5d7422be-fdb6-47f8-9907-3589afdd5cb5",
"Value": "\"I'm not sure, but I heard they use moon radish to make homebrew,
or some kind of powder. No wonder Bokken didn't tell us why he needed it, ha, ha,
hmm.\""
},
{
"Key": "b0cd1936-59a9-488e-ae32-111efabffb8d",
"Value": "\"More nonsense! 'Go there, bring that!' When will the real feats
begin? I can't wait to break someone's neck!\""
},
{
"Key": "bb60051b-6174-44d7-96de-87ff872e220e",
"Value": "\"The same ingredients might be used to prepare a healing potion.
You shouldn't draw conclusions about those you don't know.\""
},
{
"Key": "de76f6a9-caf0-48dd-aae0-7e3aa54fad66",
"Value": "\"Wha-a-at?! But then... Oh, right! Oleg and Svetlana are in on it
too! Otherwise, why would they tolerate him?! And the Stag Lord is just fighting
for his corner of the black market! That's the story! A half-dead old smuggler!
Bandits! And a criminal couple!\""
},
{
"Key": "6c0a6c83-9c79-4312-8962-b4757a9b92d1",
"Value": "\"That Remus... He's not as simple as he looks. I'm not sure why,
but I just look at him and know something is wrong.\""
},
{
"Key": "5222c602-255e-4caa-ab5c-9e7050236aaa",
"Value": "\"I didn't know you had such keen eyesight. But yes, I believe
you're right.\""
},
{
"Key": "656214f7-619b-40f9-8f55-f2623561d7ee",
"Value": "\"At his age, fear of death drives many to madness. Although I
cannot say that Remus truly understands what death really means...\""
},
{
"Key": "98933cfe-0007-498b-a43c-16213546ce5e",
"Value": "\"I saw something sad in his eyes... no, maybe it was something
sly... or was it mysterious? Oh, don't listen to me. I'm just confused.\""
},
{
"Key": "5ff04a0e-e2e8-49b5-882f-9cdf82c5d85f",
"Value": "\"When we were slaves of the Technic League, they taught us that
kobolds are descended from dragons. I still don't know whether or not it's true.\""
},
{
"Key": "bbc4ebc5-50bf-4f9d-a08a-7b11405ceac5",
"Value": "\"I can't imagine that something as magnificent and menacing as a
dragon could spawn something so small and ridiculous as a kobold!\""
},
{
"Key": "b6ff4e08-cf92-474d-b922-c5d7aee2771e",
"Value": "\"It's true. Even today, kobolds still speak Draconic. I was once
even going to write a monograph about them... until some social climber from
Absalom beat me to it, blast him.\""
},
{
"Key": "370f9d6a-22d9-4451-9b15-b21b76e7bb67",
"Value": "\"A life devoid of higher goals leads only to the degeneration of
the spirit. � In their case, both the spirit and the body.\""
},
{
"Key": "2385541b-a874-4840-a914-88de41b02cee",
"Value": "\"That's the life � your own castle, your own lands... No one to
tell you what to do... In fact, it's the opposite � you just open your mouth, and a
bunch of people come running to lick off your boots. This is great!\""
},
{
"Key": "81514c03-c6c9-4138-9d73-2db34dcd84b1",
"Value": "\"It's impossible to find a moment of peace. There's no time to
walk through the fields at night in the solace of silence. So many happenings, and
all of them requiring your attention... no, I would not like to be a ruler.\""
},
{
"Key": "97f3fa25-852b-45c8-bd36-fe63228e25cf",
"Value": "\"The throne room's decorations were obviously crafted by a one-
armed one-eyed woodworker from a desolate Brevic village, who's never seen anything
he liked better than a roadside inn or a shopkeeper's hut. But other than that �
not bad.\""
},
{
"Key": "81e7d6d1-fdec-4c9e-8c3e-9cafaf1676b7",
"Value": "\"Fortune has smiled upon the {mf|baron|baroness|king|queen}. Power
holds many pleasures... for those who know how to wield it.\""
},
{
"Key": "59fa7a9c-03de-449b-9fd2-c4417d6b957b",
"Value": "\"I'm afraid of catching that rubbish. When you go near the sick,
don't let them breathe on you!\""
},
{
"Key": "91549c42-8fbf-4464-be7f-43fcfeca5240",
"Value": "\"By the goddess, are some people just incapable of compassion?\""
},
{
"Key": "12e1e5e2-2934-4ab8-a29b-ac3c38e2bd88",
"Value": "\"We know to a certainty that it isn't the plague. The symptoms are
different. And you might remember for future reference that even the plague is not
contracted through breath.\""
},
{
"Key": "3a783dcf-0172-4460-9ea1-35875ffd4df1",
"Value": "\"I am saddened by your stubbornness. You may clench at every grain
of sand that passes through the hourglass, but you only increase your suffering.
Let go of life, with all its passions � and you will find the peace that your
restless spirit longs for.\""
},
{
"Key": "5634eba5-1810-4844-b61a-85ed7d84944e",
"Value": "\"I'm glad I didn't grow up among the barbarians. Look at them!
Childhood in the tribe is almost worse than slavery!\""
},
{
"Key": "4cbcb49e-c1dc-4061-8fee-79bcbf7656c9",
"Value": "\"You talk about things you don't know anything about... but I
don't have nothing to compare it with either.\""
},
{
"Key": "ab76b674-d787-4210-b0c9-9f4ddfd378c7",
"Value": "\"Let's leave the past in the past. Whatever has happened, it's
given us what we have now... and we're all right now, aren't we?\""
},
{
"Key": "aa433ebc-6dba-4387-bd2a-64abe31ca95d",
"Value": "\"Childhood is the time of powerlessness, helplessness, and
naivety. But the days of youth...\""
},
{
"Key": "daacedca-3645-4a9b-8a13-6f99df7b5de7",
"Value": "\"I've never understood what drives fools to collect ancient
trinkets, things belonging to cyclopes and such. An entertainment to those whose
hearts pump sweetened milk instead of blood.\""
},
{
"Key": "4f68cb9c-4c7f-43e5-bf1c-0696d2da0b50",
"Value": "\"I think it's exciting � the traces of creatures who roamed these
same lands, under the same sun, thousands of years ago! How did they live? What
became of them? How did their cities fall to ruin?\""
},
{
"Key": "cc1c1a5b-9e5d-454d-8d44-2a4b3cdf2071",
"Value": "\"I have unraveled the secret of your magical powers! There are two
stones in your head, constantly striking each other, trying to spawn a single
thought. But instead they just make the sparks you emit from your fingers.\""
},
{
"Key": "4aeb645e-498d-4d34-9b81-23d49749acd9",
"Value": "\"The ruins of the ancients are pleasant to the eye, Regongar, for
they remind us of the frailty of life. Those who left them are gone, and now we
follow in their footsteps. Listen to the silence that remains � does it not fill
your spirit with calm?\""
},
{
"Key": "123b7ef6-ff9c-42e6-bd94-b8c55f73ffd3",
"Value": "\"Prophecies again. You want to control someone, tell them that
they're chosen, and then tell them what to do.\""
},
{
"Key": "3959d711-e832-41c1-9dd6-ba6da6fb3a8c",
"Value": "\"Nothing allows such complete power over another person as his
vanity.\""
},
{
"Key": "2e3363ae-9cec-4bef-84c6-3b69df38b757",
"Value": "\"That's exactly why it's dangerous to listen to someone for too
long! They trick you and use you...\""
},
{
"Key": "e83e93b8-c03c-44da-b901-9ccb4b56e07b",
"Value": "\"There is great power in legends. However it never occurred to me
that it could be used for such purposes...\""
},
{
"Key": "5632b797-3a7a-4611-9644-36f84344fdaa",
"Value": "\"That's right! Nobody should say you are chosen � only you can
decide! And then become!\""
},
{
"Key": "668d7dbb-758b-4c16-b1bc-c4a699541419",
"Value": "\"Well, ladies and gentlemen! Want to place any bets on whether our
wet-nosed Sarenrae follower will ever put in an appearance?\""
},
{
"Key": "e56f7e36-d9d0-4c19-8aec-0bf520aac06c",
"Value": "\"He hurt me so much... but I still hope we see him again! At least
to hear his explanation.\""
},
{
"Key": "d40e8d66-3289-47ab-ad11-920146c56747",
"Value": "\"There is only one thing that is certain in this life. And I think
you know what I'm talking about...\""
},
{
"Key": "b8c9b231-c781-4ec2-b760-0fdb0a0b2dbd",
"Value": "\"He will hardly have the nerve to stand before us, after what he's
done. Anyway, you should never underestimate traitors.\""
},
{
"Key": "c3087d16-c380-467a-8f75-c884198a941f",
"Value": "\"Irovetti had everything! Money, power, women... If he kept still
and didn't stick out so much, he'd still be alive. Nothing kills a person as fast
as greed. And stupidity, ha ha hmm.\""
},
{
"Key": "c9607722-0b38-4f18-ad85-b2733b05dba0",
"Value": "\"Ha. A worthy epitaph for the departed.\""
},
{
"Key": "84169bcb-99b3-43b5-89eb-19619ec6c8b3",
"Value": "\"The wheel of fate keeps spinning. No one can stop it. Those at
the top will be at the bottom... and so the other way around.\""
},
{
"Key": "02b8cf63-4e82-416a-a4df-fbbc3be8fa6e",
"Value": "\"Something tells me that the likes of him simply cannot keep still
and not stick out.\""
},
{
"Key": "5290c6c3-f338-4583-8355-5eb47e1dbf5c",
"Value": "\"Did you hear? A water mill has broken down on the Shrike River.
The miller woke up when his millstones stopped moving. He ran out and found a
drowned troll, dressed in armor � stuck in the wheel!\""
},
{
"Key": "22bfe481-f2d7-4481-9724-230a5a86058d",
"Value": "\"Buy a city drunkard a mug of beer � you'll hear all about it.\""
},
{
"Key": "4b90f9a2-60c6-46a3-bdf8-6284512ace20",
"Value": "\"I've learned of similar cases. Trolls stuck at the top of a city
hall, a dead wyvern mysteriously appearing in a brewer's vat... Will wonders never
cease?!\""
},
{
"Key": "05ff0b9b-d3a2-4f17-bf1a-f6091aa0fff9",
"Value": "\"Obviously, this has something to do with teleportation. But how?
Who? And where are these creatures being sent from?\""
},
{
"Key": "805b027e-0375-4f4d-9efd-2ada5c14365c",
"Value": "\"I once saw the air open up, and a dead long-shank fall out! Well,
not completely dead � Nok-Nok had to finish him off, hehehe.\""
},
{
"Key": "f6ebb52c-36d2-464a-a6d8-dc2b3f9ff787",
"Value": "\"A toast! Let's drink to our ringleader! It's {mf|his|her}
birthday after all!\""
},
{
"Key": "33b21ad0-8212-4532-a629-ebee6d2bc5f2",
"Value": "\"May each battle you fight be tougher than the last, and each kiss
hotter! Ha, ha, hmm!\""
},
{
"Key": "8c654c0d-bb03-457e-9dde-d0e458e1dcc3",
"Value": "\"Half-orcs are lately flooding our barony... Any moment now,
trolls will start swearing fealty to the {mf|baron|baroness|king|queen}, ha, ha!\""
},
{
"Key": "acbffd11-187f-4cf9-9023-1a5ff79e67f0",
"Value": "\"Frightened of a little competition? Fear not � when it comes to
tasteless foolery, even trolls can't keep up with you... Most of them.\""
},
{
"Key": "4634b8dd-256c-4580-8b39-32937f12bbbf",
"Value": "\"Kassil is a loyal soul. This was the right decision.\""
},
{
"Key": "281863f2-3451-4101-af80-9500ebd677aa",
"Value": "\"A most boring character. Even knowing I have eternity before me,
I regret every moment spent in the company of that arrogant snob.\""
},
{
"Key": "e2ddc576-69a5-4749-a341-35e17a4cb599",
"Value": "\"Jhod Kavken is too hard on himself. He has a kind soul, and I
thank providence for our meeting.\""
},
{
"Key": "510d8d6e-cb22-446a-8f9a-660b31a27855",
"Value": "\"He has a very pretty smile! It's a shame we see it so rarely.\""
},
{
"Key": "76898ff8-849f-495c-93a7-684652d9dabb",
"Value": "\"It was lucky we met him. Suspicious, too... But he couldn't
deceive a baby with that face. He's absolutely harmless, and hence � entirely
useless.\""
},
{
"Key": "3227d0a7-627d-46b4-a081-3dbf8714639e",
"Value": "\"His head looks like a potato. A potatohead! Ha, ha.\""
},
{
"Key": "ee714409-1a06-4d88-89ee-21502a4f13b5",
"Value": "\"A gnome turning into a kobold, to lead a whole tribe of these
creatures! Sound like one of the stories I heard from the caravaners in Kelesh.\""
},
{
"Key": "ba072ab0-929b-4f40-83fe-42cff2361b91",
"Value": "\"This book is writing itself! What a marvelous narrative!\""
},
{
"Key": "6e47793d-434f-4b96-8131-6e64e6553b9c",
"Value": "\"Ha, you should hear the stories they tell over beer! Though
you're a little too young for them, ha, ha, ha...\""
},
{
"Key": "03946484-d09d-48a2-b3c3-81788197ef9a",
"Value": "\"Stupid gnome. He used to be a disgusting little beast, and now �
he still is.\""
},
{
"Key": "511b93e2-6a05-46b1-b6f2-86413d4d279b",
"Value": "\"That poor troll still haunts my mind. � The one who played
subject of those experiments. Trolls bring so much evil, but still... I don't know
if there is a goal righteous enough to justify torture.\""
},
{
"Key": "47fe6824-e125-4c5a-9942-1f76d5741c6b",
"Value": "\"What if these experiments led a wizard, for instance, to discover
a cure for the mortally wounded? Life is not so simple, my friend.\""
},
{
"Key": "6d7e2c16-5ce2-4bb0-ab0c-fd1b675fd35d",
"Value": "\"That's base emotion talking. Better to heed the voice of reason,
and remember that the wizard was breaking no laws, and had a good cause � thus he
cannot be convicted.\""
},
{
"Key": "5c075119-8add-44bd-a8f0-a4e79778b7c1",
"Value": "\"Something tells me it wasn't about the cause, but the pleasure he
got from the process, ha, ha.\""
},
{
"Key": "5b33e3b7-cc17-4fb7-a1e5-9772c63a4e65",
"Value": "\"This world is full of wonderful things, wonderful places and
wonderful people. I'm grateful for all I can learn.\""
},
{
"Key": "7bec262e-f837-47f0-a1d1-1580e08bc16c",
"Value": "\"Tristian, I'm so glad you're with us! I'd hate to think what
might have happened if our {mf|baron|baroness|king|queen} hadn't come to your aid
back at the Temple.\""
},
{
"Key": "10c61dc4-7bde-4f80-a9fb-fa9f7b9c871b",
"Value": "\"This world is filled with darkness and pain. But the ways that
complex, living things fall and decay back into nothingness � this amazes me as
well. Watching it happen, I sense true wonder.\""
},
{
"Key": "b4480d38-9dba-4dd5-b93d-e4ff08724af5",
"Value": "[Grinds her teeth and rolls her eyes]"
},
{
"Key": "382e060b-ac62-4708-a5d4-e46371d2f211",
"Value": "\"So much suffering... I can't bear to see them!\""
},
{
"Key": "32cb2ced-b7bb-48f3-b417-1c6a3506ae47",
"Value": "\"You haven't been yourself lately, Tristian. Stop punishing
yourself. You do all you can. Surely you know this.\""
},
{
"Key": "8abf86ee-8235-4808-87ea-9576fe4bde59",
"Value": "\"You burden is heavy. To attempt to save someone, yet fail... I
know well that feeling.\""
},
{
"Key": "34cee582-6137-4452-b36d-98e47a713ecd",
"Value": "\"Pff.\""
},
{
"Key": "185398f5-75a5-4ac6-a06e-3f746da367ae",
"Value": "\"The news about these monsters is troubling. We must... find the
root cause of this invasion, as soon as possible.\""
},
{
"Key": "fb635ad4-f293-4e70-8a25-b497295f0988",
"Value": "\"There's a good fight ahead of us! We should be glad instead of
whining!\""
},
{
"Key": "6322ce4e-50d2-4fbc-8696-4f5ed722f133",
"Value": "\"These lands are full of danger, and monsters are no rarity here.
Putting an end to them will provide a fair challenge.\""
},
{
"Key": "f3db96de-f30b-4d33-8c48-f2f363af2645",
"Value": "\"I share Tristian's apprehension, friends. Anything could have
driven them from the woods... Assuming they even came from the woods, of course.\""
},
{
"Key": "1d414a51-8f17-4757-b76c-9fbc1d0632b6",
"Value": "\"So much evil... so much evil caused by a single flower...\""
},
{
"Key": "e5d17b4f-22bb-467e-b8db-c2678c7563a9",
"Value": "\"I wish I could find whoever made it, and pluck them off at the
stem!\""
},
{
"Key": "3f408827-89ca-4bc9-88d3-b270630d38b0",
"Value": "\"You seem not yourself since we returned. Gather your courage,
Tristian � we shall need it!\""
},
{
"Key": "a432fd61-2870-483f-8517-75771d1a5aa7",
"Value": "\"And yet the Flower is only a tool. But what evil must seethe in
the heart of the one who planned all this!\""
},
{
"Key": "d904f3ac-fb22-4c9d-a3ec-3960256ba3c7",
"Value": "\"The fate of Varnhold haunts me. I pray its people are
unharmed.\""
},
{
"Key": "5c4a6d00-bf85-4731-886d-788d590e3063",
"Value": "\"My prayers fly with yours. Been thinking about those people, too.
Don't want it to end as it did with my village. Would that we can help...\""
},
{
"Key": "32794eeb-2332-4ba4-ad45-3c135f2d4561",
"Value": "\"Alas, these are the Stolen Lands. Time and again people disappear
here without a trace, whole groups, and even whole settlements.\""
},
{
"Key": "72c2cd51-cab1-42bc-9759-c0665bd7c582",
"Value": "\"I don't envy that Sarenrae of yours � you pray so much her head
must hurt, ha, ha!\""
},
{
"Key": "13eb310f-c91b-46cf-a314-344d5a7d2866",
"Value": "\"I am so grateful to fate for giving me a chance to repent...\""
},
{
"Key": "7a76842d-0d0a-4dd3-8f93-c4064347af0e",
"Value": "\"Repent? Why do you imagine treachery is something that can be
repented?\""
},
{
"Key": "f31332e6-a637-4d99-a340-513b04fba3f1",
"Value": "\"Everyone makes mistakes sometimes, Tristian. But not everyone is
ready to accept and try to fix their mistakes.\""
},
{
"Key": "fa1a9eab-c403-4784-96bb-40112000800b",
"Value": "\"You should thank {name} for not letting me do all I'm supposed to
do to you by the laws of the tribe�\""
},
{
"Key": "63ff47b9-fedc-4c13-ba25-6d69520f0599",
"Value": "\"I understand, how... difficult it is to forgive me, and accept me
into your circle again. I'm not asking or expecting this from you.\""
},
{
"Key": "3082de5f-d34f-41fc-bb88-6aff80152e82",
"Value": "\"And right. Now you better keep quiet while you are still
alive.\""
},
{
"Key": "785471d9-9394-4b18-9897-6a4fcc5e1243",
"Value": "\"I've been wondering why you did what you did. It's an
understatement to say that we were all stunned! You can't undo what you've done,
but still... You know, I'm glad you're back with us.\""
},
{
"Key": "c837a2e8-85f5-4bf1-8169-5c827060fa66",
"Value": "\"It's easier to fix a broken egg than return the trust you've
lost. But time can do strange things.\""
},
{
"Key": "df924989-d1d3-4777-9c0a-89b1b78a8b7a",
"Value": "\"Eh, don't worry. You showed me that if I stab someone in the
back, they'll let me back in! Longshanks and halfshanks � ha! So gullible.\""
},
{
"Key": "56bea2f4-35f6-4143-acc2-69e2762b80c6",
"Value": "\"You've become a {mf|king|queen}, {name}. Now your feats will
surely ring around the world. My congratulations! It is a well-deserved reward.\""
},
{
"Key": "06926e92-9769-4e86-8fe0-eb63322048c1",
"Value": "\"Self-praise is unseemly... but still � what a nice coronation
ceremony we held, don't you think? And the feast afterwards!\""
},
{
"Key": "19fc74b2-a4e8-4ed7-947c-92e9eca1ab0b",
"Value": "\"Nice lies, traitor. � 'Congratulations, {name}, you somehow made
it � no matter how hard I tried to help our enemies and get everyone killed!'\""
},
{
"Key": "1316c3a6-1320-482c-9584-f948bf7700e3",
"Value": "\"Is it a reward or a burden?\""
},
{
"Key": "d09ab29b-d643-4b64-b921-7e8ddd79363d",
"Value": "\"This Rushlight tournament is such a wonderful idea. I'm so amazed
� ravished by the celebrations people hold!\""
},
{
"Key": "45e163b9-13c4-4b0a-90f3-739ece2f7f2c",
"Value": "\"A deva, who has looked upon the gods with his own eyes, and
traveled freely between the planes, is 'ravished' by the sight of a drunken crowd.
Delightful.\""
},
{
"Key": "cf96953b-71cf-4753-aaa6-dff9441e2f59",
"Value": "\"I still can't believe you're a real deva! That's so interesting!
How mysterious it all is, and what happens there, beyond the boundary of death�\""
},
{
"Key": "ee2fe4a4-56c0-4f37-91c3-42d615824e6f",
"Value": "\"I have no idea what such a neatly-dressed fellow like yourself
could find so interesting about a bunch of drunken mugs at a festival.\""
},
{
"Key": "d3f94cc4-252f-4577-8361-ac86f2709bd2",
"Value": "\"Finally some leisure time. We can celebrate our leader's
birthday!\""
},
{
"Key": "c6d13b30-4972-4168-bcc2-cc86d02ed7eb",
"Value": "\"You know I'm no good at speeches. All I can say is: be happy and
inspire the people who follow you. May the light of Sarenrae guide your way!\""
},
{
"Key": "dccb0b0d-2bae-41e6-b511-7e0fac7787ad",
"Value": "\"Such sad, deserted lands. Lawlessness always leads to desolation
and emptiness.\""
},
{
"Key": "3ff3050f-de0a-48f1-9de7-ce1dbd4f1ed5",
"Value": "\"I wouldn't know. Galt is no more orderly � but it's nowhere near
as desolate.\""
},
{
"Key": "7bd9ec2e-7ac2-4889-b082-5d23d59e0b24",
"Value": "\"Trust me, law and order can be twisted into the service of evil,
and spawn even more cruelty and suffering.\""
},
{
"Key": "6258f05a-1f97-423d-bf6e-bb17dbfae4f1",
"Value": "\"Law and freedom balance each other like two ends of the scales.
Both can lead to evil, unless tempered with compassion.\""
},
{
"Key": "0c8e6d71-2cec-48a5-baf6-ffde85edf75f",
"Value": "\"Unbelievable! A war between kobolds and mites! You can't read
about that in a book!\""
},
{
"Key": "b959f1ec-747b-4dfb-b847-65f514f9685a",
"Value": "\"Ha, I guess you haven't spent much time in libraries! There is
one Qadiran novel... on the whole rather frivolous, I must say... where kobolds and
mites not only fight, but, hm, do a few other things as well.\""
},
{
"Key": "00577a46-c4da-4126-8853-327a7543f6f3",
"Value": "\"It's sad to see their hundred-year peace broken over such a
trifle! But there's nothing to be done: nature didn't bless either of them with
much wit...\""
},
{
"Key": "25ee6337-eda7-4a8d-94d8-585e1bdfa57e",
"Value": "\"It was as good as a circus, when they started tearing out each
other's throats, ha, ha, hmm! So small, but full of spit and rage!\""
},
{
"Key": "fe70bbf9-8086-499d-b520-c576ca223550",
"Value": "\"I don't know if it's true, but... have you heard what the local
villagers say about a dragon in these woods? It would make a fine hunting
trophy!\""
},
{
"Key": "4ff6d35f-4848-4ce3-9355-3b3b963f5608",
"Value": "\"No, not dragon. There are no dragons in these lands. Could be a
wyvern.\""
},
{
"Key": "eeaa5f74-2353-4ba4-9aa5-b4882da52f2f",
"Value": "\"It would surely be a fine trophy indeed, if trophies could be
forged of empty gossip. If a real dragon lived anywhere nearby, everyone would
learn of it � in a most unpleasant manner!\""
},
{
"Key": "71938f44-bbec-49ca-91ad-08f0d4e0d210",
"Value": "\"Just thinking about it, I'm ready to fight! Why are we babbling
here?! It's time we go and tear off that lizard's wings!\""
},
{
"Key": "15e3560d-b58c-4afb-9755-498539c8780f",
"Value": "\"Trolls usually treat kobolds like annoying moths... I wonder what
that Tartuccio could have told them?\""
},
{
"Key": "8079b1fe-8359-43ec-a9f6-7a7c1e7bcbdc",
"Value": "\"In the end, he's a magician. Magic trickery can make an
unforgettable impression on the uneducated barbarian mind.\""
},
{
"Key": "02bf95e7-3017-4e84-beb9-eab3949dd96d",
"Value": "\"Whatever it is, an alliance like this is bad news for everyone
else.\""
},
{
"Key": "67580a28-8981-414a-b0df-e1ecf78d3057",
"Value": "\"Maybe they just like the color purple? Or was he able to offer
them something they truly desire? Or perhaps he's the first kobold clever enough to
learn the language of the giants!\""
},
{
"Key": "d2f48b0e-1652-49d1-981f-5ec1e16dcc23",
"Value": "\"I've met a lot of people. Fought side by side with many of them.
The best allies in the Stolen Lands are the steadfast Mivoni. They're always
reliable � unlike Brevans.\""
},
{
"Key": "9084a83b-d185-4359-be05-d2bf9cc3af4f",
"Value": "\"Brevan families specialize in scheming and treachery. It would
seem even commoners of those parts possess the same dishonest instincts as their
rulers.\""
},
{
"Key": "91912b0d-630e-477c-995b-a551bb82d27b",
"Value": "\"Southerners are all the same. � Cowards with no pride or
courage.\""
},
{
"Key": "8780704e-b7a0-4c76-9da5-080f828dd921",
"Value": "\"There's only one whose word you can always trust: yourself.\""
},
{
"Key": "8cf0c3fa-afc1-489f-aa93-83be70aadf48",
"Value": "\"How could it be possible? Monsters appearing from inside a
person, tearing the poor soul apart! Every monster we slay is one more life we
failed to save...\""
},
{
"Key": "139f8f61-0ef6-4c4a-a813-f186080a2dfc",
"Value": "\"Welcome to real life. This is how it really looks on the ground,
unlike the pages of heroic legends, or the songs of bards.\""
},
{
"Key": "6e364bb9-de2b-4bda-ab9d-dbc917b067f5",
"Value": "\"The eyes of those poor people who recognized what was about to
happen � they shall haunt me in my nightmares. We must find a way to stop this
madness!\""
},
{
"Key": "3f4078bb-cda6-4769-ad2a-3c253b890d77",
"Value": "\"This terrible tragedy only brings into relief something we try to
forget every day. Every wasted hour costs someone their life. Every moment someone
reaches out to a passers-by, begging for salvation... and dying of unkindness.\""
},
{
"Key": "f64ef61b-131d-496c-93f5-2abcad72ead5",
"Value": "\"I can't stop thinking about the face of that poor woman we found
in the cyclops' tomb. A 'Defaced' Sister indeed! Who could have done that to
her?\""
},
{
"Key": "5c5e1314-7335-4e3d-a17b-7837aa86253b",
"Value": "\"A perverse religious practice of some fanatic cult. Priests of
many dark religions self-mutilate voluntarily.\""
},
{
"Key": "887979af-930c-4021-9d9a-7a1ed54c1774",
"Value": "\"It doesn't matter much now, anyway. You don't need a face to lay
in a grave.\""
},
{
"Key": "a8f20dad-b3f8-405c-beda-a6b79c7e1906",
"Value": "\"The world is full of such terrors. Life is cruel. What is more
surprising is the way you cling to it.\""
},
{
"Key": "43433bb8-100e-4255-adfd-88f5f2642598",
"Value": "\"At first I thought the Bloom just another wonder of nature, which
causes evil unwillingly � like poisonous plants, or droughts and storms. But now we
know there's a wicked will at the root of all this!\""
},
{
"Key": "4935f49f-de8c-4778-a0a1-2596e7a256a9",
"Value": "\"As should have been expected. Behind great disasters there's
often someone's wicked will.\""
},
{
"Key": "f57601c4-3930-4874-97d7-5cdf36929444",
"Value": "\"Great evil. Innocent victims. This must never be forgiven and
forgotten.\""
},
{
"Key": "e4b61b4c-f40a-4d88-9829-0325b15a064f",
"Value": "\"How horrible. How could anyone be capable of such things? I will
never understand what drives such monsters. How can their minds and souls become so
twisted?\""
},
{
"Key": "31e55ee6-cb01-483b-a560-17e778bbd95b",
"Value": "\"I never expected this from Tristian... but now he's shown his
true colors.\""
},
{
"Key": "1c0323ed-eca7-461d-9dc3-2d03860551ab",
"Value": "\"I'd hunt down the rat and choke him, but I don't want to get my
hands dirty.\""
},
{
"Key": "c597f820-b297-4ec0-b44d-59c2cb661126",
"Value": "\"But how did he come to this?! Why did he betray us? I had no
idea! Aren't you the least bit interested?\""
},
{
"Key": "57e87a1b-3c3d-44c1-a393-ce71200caf1e",
"Value": "\"Well I had an idea! I always thought, and often said, that there
was something wrong with him � and I was right!\""
},
{
"Key": "dfd0e229-102b-47ce-aa07-a0b2c4226ced",
"Value": "\"As expected, the Kellids know nothing about strategy and
maneuvers. However, one can't deny they possess a certain... resourcefulness and
tactical ingenuity.\""
},
{
"Key": "f61977b4-f7ab-462f-83ae-15a638ae30f5",
"Value": "\"Animal craftiness, not more than that.\""
},
{
"Key": "555bd0d7-31a0-4788-bde5-5bb7c0dbbea3",
"Value": "\"Don't be fooled. They are counting on their opponent taking them
for idiots. Underestimating them is a mistake you only do once.\""
},
{
"Key": "96a44034-7d37-4cea-88d6-f5e32cb1b382",
"Value": "\"It's all about resolution and improvisation. You've got something
to learn from them here, ha ha.\""
},
{
"Key": "869d5209-21c9-43ba-aba0-6c13be03c40d",
"Value": "\"I always knew Irovetti wasn't fit to be a king. Well, maybe this
is our chance to correct history's mistake.\""
},
{
"Key": "c431418e-16dc-405d-8030-8affa8419ef4",
"Value": "\"Ha! How nicely put! Where's my notebook...\""
},
{
"Key": "824892ef-fc75-4dbc-a67e-f2252ffcc679",
"Value": "\"Why not? We've already tried putting someone on a throne. Now
let's try throwing someone off one, ha ha ha!\""
},
{
"Key": "ff5556c8-391c-415d-91df-49159de59402",
"Value": "\"He who searches for fairness in this world only walks the path of
disappointment.\""
},
{
"Key": "9abf5989-6e04-4395-b45f-d8e99bd2cdc2",
"Value": "\"Ilora Nuski's camp was more a thieves' nest than a general's
headquarters. They stood no chance.\""
},
{
"Key": "53f6e7d8-f9b8-4ae6-a277-743fd9aae692",
"Value": "\"Ha! As if anyone could stand a chance against us!\""
},
{
"Key": "38fdae11-485d-415d-b6c9-7a76cd36ae93",
"Value": "\"Similarities attract.\""
},
{
"Key": "38f01df7-8ea6-4ea9-a731-de8f4398559d",
"Value": "\"But they received such terrible orders. � Take everything, and
leave nothing behind but scorched earth!\""
},
{
"Key": "a4dd25a5-f4f7-46de-a048-ff15e927923d",
"Value": "\"It's our {mf|baron's|baroness's|King's|Queen's} birthday, and I
have a word to say! This date is special for all of those who follow you today �
and to the many others who will join you in the years to come.\""
},
{
"Key": "b00f9413-2b90-483f-ab80-5c6ef82ede0d",
"Value": "\"You are our leader, and the one who will decide the fate of this
land � and its people. It's a great honor, and a great responsibility. Remain
strong and worthy, and lead us forward!\""
},
{
"Key": "9c209a3c-ddf8-43ef-a8f3-24e6f6d93e54",
"Value": "\"The virtues of a noble chevalier are entirely foreign to Sir
Lebeda. He kept inviting me on a date so persistently � and behaved as though he
was deaf to my objections!\""
},
{
"Key": "65bd256f-f597-4b54-a0a2-9856d1a9b69f",
"Value": "\"Just say that you will meet him in some quiet place... and I'll
show up instead of you. I will give him more than he ever bargained for!\""
},
{
"Key": "86b6b274-07ac-4a18-ad71-5043a1c91bb9",
"Value": "\"I should talk to him. About the void, and the ashes and the end
of all that exists. About the pointlessness of life. And he will see that spoiling
the lives of others is doubly pointless.\""
},
{
"Key": "868b7ae6-2c0b-4c2b-8ea6-43bef2add74d",
"Value": "\"Ha, ha. Some find it difficult to own defeat and stand back...
Even when everyone around can see it's a lost cause.\""
},
{
"Key": "53afc539-2822-411c-a2b2-4fe0735cc438",
"Value": "{n}The barbarian's face is distorted with rage. She grinds her
teeth, and sweat drips from her forehead. Noticing Tartuccio, she swings her sword
but stops it just in time.{/n} \"Oh, it's you. Stay out from under my feet, or I'll
strike you down!\""
},
{
"Key": "e8b29d12-55a6-4238-98ec-c6b3d7d41a0c",
"Value": "{n}Amiri takes a deep breath, then barks out,{/n} \"Blood for {g|
Gorum}Gorum{/g}!\" {n}Swinging her bloody sword, she runs toward the sound of
battle.{/n}"
},
{
"Key": "1ee7432a-2c99-4a63-8965-34bbeaf22348",
"Value": "\"Barbarians...\""
},
{
"Key": "8bbd8908-e0ff-4eaf-b0c6-eb4f252a01d3",
"Value": "\"I think that's exactly how heroes should be!\""
},
{
"Key": "cf39c006-b41d-491f-81b7-df0c1e170835",
"Value": "\"What? Stupid, sweaty, and always looking for something to gobble
up or lop the head off of? {g|Calistria}Calistria{/g} save me from such
'heroes'!\""
},
{
"Key": "ee119358-243d-448b-86b5-9fb38cf5578d",
"Value": "\"Blood for Gorum!\""
},
{
"Key": "9536f730-daea-4c07-b601-79820e619bc7",
"Value": "\"It's the end for you rats!\""
},
{
"Key": "abe6e997-cba8-4117-a880-5c3dea113a45",
"Value": "\"They got someone! We have to help!\""
},
{
"Key": "37962967-c5fa-4472-875f-3a14113b730e",
"Value": "\"Look, they're running! Get them!\""
},
{
"Key": "918f6498-2988-4afd-8420-0840238cba82",
"Value": "\"And what shall I do with this one?\""
},
{
"Key": "0a6ec4d8-6b1f-48fe-b4af-2918b5fd1ebf",
"Value": "\"We'll finish him later. He won't get away!\""
},
{
"Key": "0158eb90-dcd3-4c5d-9c58-7cdb77c3727e",
"Value": "\"You're not going anywhere!\""
},
{
"Key": "90044051-578f-48ab-a50e-1befaaad1424",
"Value": "The door is blocked from the other side."
},
{
"Key": "14de2466-c31c-4907-9fca-1e884cc56337",
"Value": "\"This is it. My time has come... Oh, Groetus, take my soul...\""
},
{
"Key": "39779b2e-bc08-491e-81bc-5c69b83b082a",
"Value": "[Draft] The door is closed with a complex lock, then you obviously
need a key."
},
{
"Key": "d0dcf054-27ec-46ca-bde1-6c72f54e26c8",
"Value": "The door is securely locked. It cannot be opened without a key."
},
{
"Key": "13701f98-f22e-46a4-bdbc-43a33160d186",
"Value": "\"Is everyone taken care of?\""
},
{
"Key": "61034822-5bfc-4b40-b627-9d42e100a4a5",
"Value": "\"There are more here. Look sharp � no one escapes!\""
},
{
"Key": "df6d052f-8169-402a-a177-3bf24d8f6a7d",
"Value": "\"They won't get away from us! Cut them down like sheep!\""
},
{
"Key": "3eb19eab-b0b7-4255-9cd1-644ad5721e09",
"Value": "\"The assassins are already here! Follow me, quickly!\""
},
{
"Key": "64969f9d-b720-4109-9123-49761ed3a0a9",
"Value": "A large map of Brevoy and its surroundings, dotted with numerous
cryptic marks and notes."
},
{
"Key": "90e17710-90f9-4142-8d68-3d24e1cd1755",
"Value": "\"Don't you think we have enough trouble already?\""
},
{
"Key": "6b7fb22f-5216-4860-a1fc-7977a123df16",
"Value": "\"This'll teach those slovenly guards not to slack off on the
job!\""
},
{
"Key": "ba39204d-2b63-46b1-8348-b43c5963cc28",
"Value": "The door is blocked from the inside."
},
{
"Key": "2853386b-2cc5-47ec-a854-0c7c9c4013a6",
"Value": "The passage is blocked. You can't make it through this way!"
},
{
"Key": "6a0378d2-60a2-42e5-bcbf-d6858093f299",
"Value": "The heavy grate is securely locked."
},
{
"Key": "37329fe5-32e8-426e-97b5-9f1dd2cda759",
"Value": "\"Thank you, Valerie. I owe you my life!\""
},
{
"Key": "e4b22d96-689f-4346-862a-5f97620ed18d",
"Value": "\"Cough, cough! I thought I was a goner...\""
},
{
"Key": "795ff996-3de0-4dba-a53d-7065de84a319",
"Value": "\"If I ever get my hands on that arsonist...\""
},
{
"Key": "ce819535-8560-4177-8048-2ffa6cd2ca71",
"Value": "\"An armory! I'm sure Jamandi wouldn't mind if we borrowed some
weapons!\""
},
{
"Key": "74ebefe7-91fe-4304-87e1-b12e62a8eb10",
"Value": "\"I can't believe it! That could have been us!\""
},
{
"Key": "05759997-d80e-4543-8fee-e246afef00ca",
"Value": "\"Oh, no... Is everyone dead?\""
},
{
"Key": "475d3b43-2ed3-4d50-8293-b07b5d4fb1c3",
"Value": "\"Well, their adventures have certainly come to an end!\""
},
{
"Key": "29c4195e-9972-419d-8769-68c3fef2540f",
"Value": "\"Pathetic. They couldn't even defend themselves, but they thought
they could conquer the Stolen Lands?\""
},
{
"Key": "1d0b3b69-1245-4e5f-b8dc-76cfa05a4a89",
"Value": "\"Don't let them through! Jamandi dies tonight!\""
},
{
"Key": "a27ef0cb-685b-4d54-a2d9-ec54e6c0203d",
"Value": "\"She's not going anywhere!\""
},
{
"Key": "fd79b896-63c8-4652-985d-f4dfd00886bd",
"Value": "\"Reinforcements are already on the way! Say your prayers, scum!\""
},
{
"Key": "601f4dc7-40c6-48d6-bc7b-02773a856813",
"Value": "\"Not even departed, and we already won our first battle! Seems
like a good omen, right?\""
},
{
"Key": "b57020ce-2a43-4cbd-af25-a0d214d08cd8",
"Value": "\"An unheard-of atrocity! Mark my words: we'll find out who was
behind it!\""
},
{
"Key": "b5f7f91e-0f09-443d-af91-0e3f09fc57a9",
"Value": "\"In your faces, jerks!\""
},
{
"Key": "57ec1fc8-b041-4dd5-b519-686d1fd5c6d9",
"Value": "\"Praised be Erastil, we made it!\""
},
{
"Key": "e566ec56-02bf-4c8a-8ee3-e55b2f6a6f10",
"Value": "\"That's it. Time to count our losses, I suppose.\""
},
{
"Key": "940fa42d-2a7e-44ed-9e7f-933aac03df9b",
"Value": "\"There they are! The assassins!\""
},
{
"Key": "8aa3464b-fd85-4c93-bb1f-6bcf9baf236f",
"Value": "\"This is your last chance � drop your weapons, and we'll spare
your lives!\""
},
{
"Key": "3b84a9e7-545b-4635-a6e2-867f5e822350",
"Value": "\"So generous! I'm afraid I can't offer you the same courtesy. Hey,
you ugly mug! Get them!\""
},
{
"Key": "e2fd8969-a2fb-4978-9f4d-7714c165bf94",
"Value": "\"What in Hell's name is that?!\""
},
{
"Key": "803ba407-db2b-4ff1-b830-e986019b28b1",
"Value": "...covered our noses and mouths before we rushed inside!"
},
{
"Key": "d56037bc-a6e6-4185-8170-f41d7c8c6677",
"Value": "...rushed to save the guards from the fire!"
},
{
"Key": "c460f36f-72ff-4919-a052-5f8d08d946e3",
"Value": "...shouted to Valerie that she should leave them and join us to
help Jamandi Aldori."
},
{
"Key": "669e3591-41bc-4123-a83a-d8939e8828e6",
"Value": "Close."
},
{
"Key": "9a09166d-d76c-4782-b3b6-5cac6ca80b84",
"Value": "Close."
},
{
"Key": "dc557c15-3064-4012-b21a-1c63e74071d1",
"Value": "...tried to find a less dangerous passage."
},
{
"Key": "29d9e695-7331-49ed-81c2-3ba12cd75ac4",
"Value": "...drenched ourselves with buckets of water."
},
{
"Key": "da8bd2d9-73dc-4803-a5df-b25ecad46794",
"Value": "Continue."
},
{
"Key": "db88b6bd-250b-4081-b9d0-cffc96eff0ca",
"Value": "...we darted away from the wall, attempting to avoid the flaming
debris."
},
{
"Key": "b36477d3-5667-4a9d-96e5-a530e2e7b11b",
"Value": "...one of us pressed up against the wall, trying to hold it up just
a bit longer."
},
{
"Key": "038cd5fa-0813-42ed-a7e9-eecbfe9c17db",
"Value": "...we ran forward, hoping to make it under the wall before
everything crashed down."
},
{
"Key": "42b540dc-7a85-4632-a97f-d9418e6611dc",
"Value": "...one of us heroically pushed the others forward, taking the
weight of the blow themselves!"
},
{
"Key": "7e072518-bd10-451c-8f9d-a0e22f59f566",
"Value": "Continue."
},
{
"Key": "e4bc588a-6b1c-4068-9e93-02a1c2cd6c92",
"Value": "And so our adventure started � earlier and much more tragic than
we'd expected! The whole team who'd gathered in the hall yesterday had been reduced
to but a handful of brave souls, led by {Name} (and not at all by that scoundrel
Tartuccio, no matter what he might have imagined of himself!). Jamandi Aldori was
waiting for us, but to get to her, we'd have to march through fire � literally! As
we approached the burning building, we..."
},
{
"Key": "cdfd6408-cf18-47b2-b08a-90181dd5777f",
"Value": "The hot air burned our lungs, and our eyes watered from the smoke,
but {Name} led us stubbornly through the flames (while Tartuccio did nothing useful
at all!). We'd made it to the hallway leading to the banquet hall when we heard
someone calling for us � it was Valerie, one of the guards I'd chatted with a bit
in the banquet hall. Even then, in that calm setting, I'd been stunned by her
beauty. But now, amid the smoke and flame, she looked like a celestial avenger � an
armored deity, menacing but beautiful and merciful, descending from the higher
spheres to help us poor mortals. She held a burned, barely living guard in her
arms. \"There are two more!\" she shouted as she passed by us. \"They are wounded!
Help me pull them out!\" Tartuccio grumbled something about how Jamandi was waiting
for us. Meanwhile, {Name}..."
},
{
"Key": "6d1a2141-94dc-433c-9153-a5e084658c74",
"Value": "Alas, there was no safe passage. The villains who'd attacked the
mansion knew what they were doing � the only path to the banquet hall led straight
through the fire, which kept spreading despite the guards' best efforts! Having
ascertained this, we..."
},
{
"Key": "7240e0d4-f054-43bb-9f59-314f4172d552",
"Value": "Prudence is the key to victory! Before moving through the fire, we
thoroughly wet our clothes and hair. After that, we..."
},
{
"Key": "fa51b598-3f95-4fc4-b82b-a55ced7c7357",
"Value": "Saving the poor fellows didn't take long � together, we lifted them
up and carried them away from the fire."
},
{
"Key": "139e2545-0348-4543-a065-7abf49dceac2",
"Value": "Saving the poor fellows was harder than it had seemed � we inhaled
a lot of smoke and burned ourselves more than once before managing to pull them
away from the fire."
},
{
"Key": "42ccda65-2f92-4136-a10b-fd058d7952e0",
"Value": "Only then did Valerie pause to catch her breath and wipe the sweat
from her face. \"Thank you, that was truly noble of you,\" she said. \"And now, let
us rush to Lady Aldori's aid!\"\nEnsuring the guards we'd rescued were (relatively)
safe, we made our way to the hall, where the battle was already in full swing."
},
{
"Key": "5a0cb137-d070-4375-a502-1c62327d32df",
"Value": "Valerie hesitated � for this valiant warrior, two things came above
all else: loyalty to her pledge, and duty to her comrades in arms. Now, she had to
choose one over the other."
},
{
"Key": "6414e1dd-9096-445a-b768-bef9aeb32880",
"Value": "{Name} showed exceptional eloquence � no easy thing with the flames
roaring all around! With a heavy sigh, Valerie stopped arguing and followed us to
the dome of the banquet hall, where the battle was already in full swing."
},
{
"Key": "5b1a16a1-aeed-41ae-a4a6-1916e8bcc6c1",
"Value": "A burning house is no place for arguments! While {Name} tried to
convince the beautiful guard to join our team, we all inhaled a lot of smoke and
received several rather painful burns. But in the end, Valerie agreed, and our
small team bravely made our way to the dome of the banquet hall, where the battle
was already in full swing."
},
{
"Key": "38b72685-77fb-4bc2-8258-95c6823b09c3",
"Value": "We shouldn't have wasted our time looking for another path! While
we did, the fire caused extensive damage to the mansion. As soon as we entered, we
heard a horrible cracking sound as the flaming wall next to us quickly slanted,
threatening to fall on our heads! With no time to think..."
},
{
"Key": "891267b6-5a22-4d36-96c0-8436dd4d7a10",
"Value": "I don't know what saved us that day � maybe the gods, or luck, or
just our own dexterity, but the flaming logs and red-hot bricks didn't hit any of
us."
},
{
"Key": "4149cd07-d8cb-4eba-ac97-1a0445236312",
"Value": "It was a good thing we hadn't wasted any time. After entering the
building and taking just a few steps forward, the wall behind us slanted and
crashed down with a terrible crackling sound, blocking the way back. While we may
not have planned on going back, if we'd come in a little later, the flaming logs
and red-hot bricks would have fallen right on our heads! Regardless, we were left
with only one way to go."
},
{
"Key": "b164f4f2-8554-499d-9e11-408d0aa3303c",
"Value": "Avoiding burning logs and red-hot bricks as they fall from above
isn't easy, especially with smoke and flames to deal with. Fortunately, we were all
alive, but no one made it out without at least a few burns and wounds."
},
{
"Key": "d0e5dc31-8ea3-486a-bef6-a1f679ccefe8",
"Value": "{Name} pressed up against the wall and, tensing {mf|his|her}
muscles incredibly, slowed the wall's fall just enough for us to get out of danger!
It was a small but true feat!"
},
{
"Key": "70e2838b-82d5-4b1c-96b7-4a1203133f91",
"Value": "{Name} pressed up against the wall, but not everyone can fight back
a force of nature like that. Flaming logs and red-hot bricks began tumbling down
around us! Fortunately, we were all alive, but we were far from unscathed. No one
made it out without at least a few burns and wounds, especially {Name} {mf|him|
her}self."
},
{
"Key": "79b2b39c-93f7-480b-981d-5ecc03d203ae",
"Value": "{Name} pushed us all forward, just as the flaming logs and red-hot
bricks began tumbling down. Anyone else would have been little more than a burning
puddle after that, but a moment later, {Name} walked out of the clouds of smoke �
wounded and burned, but alive."
},
{
"Key": "0fba7bca-fad5-415f-9862-ac6946560a9d",
"Value": "The way back was blocked, but we weren't turning back anyway. We
had only one way to go."
},
{
"Key": "0bf69f58-7256-444d-8f95-b05bfacc46a5",
"Value": "\"No distractions! If you haven't forgotten, they're trying to kill
us!\""
},
{
"Key": "b0f405b0-3af3-41a5-a69b-ca8b588eb6cb",
"Value": "\"Gold? Interesting... How much?\""
},
{
"Key": "83d61080-6110-4093-b1ff-81068f5aaa5d",
"Value": "\"Stealing from a swordlord in her own mansion? She'd have our
heads.\""
},
{
"Key": "f429edde-1f7d-4b7a-af1d-6716ab0daadc",
"Value": "{n}Tartuccio looks at the chest on the table and rubs his hands
together.{/n} \"What have we here? This chest is full of gold! I'd guess it's the
guards' salaries, all things considered. Well, those freeloaders don't seem to have
been working too hard for it � maybe we should pocket it instead!\""
},
{
"Key": "b389ddef-4b1d-4095-9fcf-43fcabbb1854",
"Value": "\"What? No! We're heroes, not thieves!\""
},
{
"Key": "d3a492fd-09fd-4fbd-9b2a-8dc11587ceed",
"Value": "\"Who said we were stealing it? We'll just... take the gold for
safety... so the assassins don't get it! And then we can heroically return it to
Jamandi when this is all over!\""
},
{
"Key": "e0662143-e6c6-41b5-bb15-bd9baed86334",
"Value": "\"A lot! Take a look!\""
},
{
"Key": "659c63db-f78a-4773-b888-7e4658d2d48d",
"Value": "\"Finally! A voice of reason!\""
},
{
"Key": "71e5fdde-d479-42e3-a817-53df9df4d898",
"Value": "\"How would she know it was us and not the assassins? Unless
someone planned on telling her...\" {n}The gnome throws a sideways glance at Linzi.
{/n}"
},
{
"Key": "444dd788-a69c-49b7-8739-40eddccc3600",
"Value": "\"Don't drag me into this! You do what you want, but I'm not taking
a single coin!\""
},
{
"Key": "d66b4081-3629-4890-81d3-f050b22d2b34",
"Value": "\"Are you out of your minds? We're in the middle of a battle, blood
flowing in rivers as an army of assassins chases us, and you want to rob our host?
A noble feat, to be sure!\""
},
{
"Key": "0fb4a0ef-6974-47e5-bd48-e13a798c72a7",
"Value": "{n}Tartuccio shrugs with ostentatious nonchalance.{/n} \"Do what
you want � I don't care. It was just a suggestion... But there's a lot of money in
that chest, and with all these bandits running around... It wouldn't be any better
if they stole it!\""
},
{
"Key": "94993809-844e-4268-88ee-7ca07406f0fa",
"Value": "\"What's wrong?\""
},
{
"Key": "7a8ee899-b0b7-4827-81ec-d3e7d3b6344d",
"Value": "\"Aren't you being a bit premature? Look at yourself � you've
barely got a scratch!\""
},
{
"Key": "31ea643f-e1da-4456-85b4-a994add754f5",
"Value": "\"Quit the act � stand and fight, or I'll really send you to your
final rest!\""
},
{
"Key": "11e5aa67-839c-45ac-b637-eafdf1e6bf9f",
"Value": "[Pour one of the dwarf's healing potions into his mouth] \"This
should help!\""
},
{
"Key": "4b55f32d-30e9-47a3-93c4-1e97f7da7e59",
"Value": "{n}A dwarf is lying on the ground, staring into the dark sky. He
doesn't seem to have any severe wounds, but his trembling whisper is weak, as
though he were at death's door.{/n} \"{g|Groetus}Groetus{/g}... I can sense your
silhouette hovering over me... It won't be much longer... Soon, we shall meet, oh
lord of oblivion...\""
},
{
"Key": "adce6697-2db1-46d5-b9cc-58d853a74b86",
"Value": "\"I'm dying... I knew this expedition was doomed... Oh, {g|
Groetus}Groetus{/g}, my vision darkens...\""
},
{
"Key": "9ede8042-ed25-4b67-8cb0-da12a89e005b",
"Value": "\"That's impossible!\" {n}The dwarf lifts his head and inspects his
body carefully, then tries to move his hands and feet.{/n} \"It... it seems you
might be right.\""
},
{
"Key": "4d699408-73d0-4fe7-a2a2-ed4663794c73",
"Value": "\"You're wrong... Who would know better than I the severity of my
own wounds...? I can feel the last drops of vital force leaving me...\""
},
{
"Key": "88703c8e-fd79-479a-a914-d04a33b268b0",
"Value": "\"How rude � speaking to a dying man that way! Look, I can't even
move!\" {n}The dwarf moves his hands then looks at them, baffled.{/n} \"It can't
be... But I'm gravely wounded! I can't even stand on my own two feet... Watch!\""
},
{
"Key": "6e86af55-80f9-4b3b-bf4a-ebd0a976761f",
"Value": "\"I can't hear you... I'm being taken away... into the
darkness...\""
},
{
"Key": "06a99263-bf16-4a1f-a92a-c956bb704675",
"Value": "{n}Tartuccio gives the dwarf a swift kick.{/n} \"Up, you faker!
Just look at him � dying, he says! What a buffoon! Come on, get up now, or I'll
tap-dance on your corpse!\""
},
{
"Key": "876c9735-a57a-45f7-97f1-eaa9b61c9db5",
"Value": "{n}The dwarf grunts as he regains his feet and warily looks down at
his bloodstained armor.{/n} \"It... it seems I will live. I suppose I must postpone
meeting my god... Not for long, I'm sure. But while we remain in this transient
world � Harrim is at your service.\""
},
{
"Key": "2680a8de-1f56-4365-9186-c51a3137ab67",
"Value": "{n}The dwarf's wounds, shallow as they are, begin to heal, but he
seems not to notice as he keeps whispering.{/n} \"Too late... Forgive me...
Oblivion is calling...\""
},
{
"Key": "6cb988b6-9658-4ba3-8f76-7a2c7afb8d0f",
"Value": "A fancy golden signet ring with an intricate monogram � a personal
gift from Tartuccio to {Name}.\nWearing this item grants a +1 bonus to Armor Class.
This is a deflection bonus that does not stack with other deflection bonuses."
},
{
"Key": "6dec83dd-900b-42da-a2c9-7f47cc9fc2ec",
"Value": "Tartuccio's Present"
},
{
"Key": "92828486-ae7f-4dc9-aeab-11aa8d0e4a85",
"Value": "\"Oh, familiar faces...\" {n}The pale elf looks eerie in the
semidarkness, like a ghost given flesh.{/n} \"I hope you're not so frightened as to
swing at every shadow. It's me, Jaethal. I don't recommend advancing down the
hallway � assuming you value your life, of course. There were a few people with me,
and you can see what happened to them.\""
},
{
"Key": "75a181f8-4eb8-46ba-ace7-71eb42e81044",
"Value": "\"And just how did they all end up dead while you don't seem to
have a scratch?\" {n}Tartuccio eyes Jaethal suspiciously.{/n}"
},
{
"Key": "8d872d54-5fca-42da-9ae0-b9fb247f4ace",
"Value": "\"I'll answer, but briefly, and just once. Further scares and
explanations will wait until we aren't being hunted by a group of assassins. Deal?
All right. I'm...undead. These traps are deadly to the living, but they're harmless
to me.\""
},
{
"Key": "2609c6ab-b1e9-43db-81b5-d703e6a2af55",
"Value": "{n}Jaethal looks at Linzi as though at an annoying fly.{/n} \"As I
said, further explanations will wait until later! All you need to know right now is
that we're on the same side, and we have to fight off a small army of hired
assassins. Let's get to it!\""
},
{
"Key": "bfa928a0-21c7-4687-86ca-f8e2666ddae6",
"Value": "\"What do you mean, 'undead'? Really? Like zombies, or skeletons,
or...\""
},
{
"Key": "c1580ae4-e8db-4d8d-b148-da6b2ba2531e",
"Value": "\"Who are you?\""
},
{
"Key": "308182d8-c8dd-4427-9c73-dfd1c0c09c89",
"Value": "\"Do you need help putting out the fire?\""
},
{
"Key": "de748e5d-36f7-4e3e-a14b-6b75ea6d0cd6",
"Value": "\"Where's the hall?\""
},
{
"Key": "6f0748a0-c0a0-4c58-b853-eb3e795a4c19",
"Value": "\"I'll go immediately!\""
},
{
"Key": "3efdb93f-daec-4747-b238-4fa139085a12",
"Value": "\"What's going on here?\""
},
{
"Key": "81cf70af-1e9c-488b-9dac-baa463c3ee97",
"Value": "{n}The stout man's unshaven face is covered with scars. There's
blood on his armor, but he doesn't even seem to notice his wounds as he confidently
gives orders to the guards.{/n} \"You � run and get an axe. You bring more water.
You stay here and hold our defense � those assassins are still around here
somewhere!\""
},
{
"Key": "f25de136-a48a-4bd5-9afe-080dce0300ac",
"Value": "{n}He turns to you.{/n} \"Aha! Some of our guests survived � good.
You need to get to the banquet hall and help Lady Jamandi!\""
},
{
"Key": "f16839e4-f9ce-425f-ba80-211953ffe9b5",
"Value": "\"Kesten {g|House Garess}Garess{/g}, a fighter in the service of
{g|Swordlords}Swordlord{/g} Jamandi Aldori. Right now, I'm in charge of the mansion
guards. As you can see, there's a lot to do!\""
},
{
"Key": "c9d93971-ac98-46ae-b633-2c28d05c290e",
"Value": "\"No, we'll manage! I've got my best people here... those who still
live. Your place is by Lady Aldori's side!\""
},
{
"Key": "41885d98-8ee2-4b57-94ea-290b6246fa92",
"Value": "\"It doesn't seem right... What if some of the guards are wounded?
We need to help them!\""
},
{
"Key": "09233713-cde1-4878-81ed-78d615087493",
"Value": "\"Linzi, are you sure you're really a bard? It must be hard, being
deaf in both ears! You were told to help Jamandi! Was there a big word in there you
didn't understand?\""
},
{
"Key": "79f02d51-5588-42c6-a014-48fd6a6ea199",
"Value": "{n}Kesten points to the burning building.{/n} \"You'll have to run
through the fire. We've almost put it out at the entrance, so your main concern
should be to not inhale any smoke. Hold your breath and take the first right, then
head straight down the hallway!\""
},
{
"Key": "8f9aa37d-e57a-436b-be5f-e9ee8ad9418a",
"Value": "\"What are you waiting for? Get to Lady Jamandi in the banquet
hall! Now!\""
},
{
"Key": "61617d58-0f35-4422-ab10-9f82c911f7f0",
"Value": "\"May {g|Abadar}Abadar{/g} keep you safe.\""
},
{
"Key": "4d497fba-9eeb-4ac4-b92a-b46924ff4616",
"Value": "\"Someone opened the gate. Let in a group of assassins in the
middle of the night. Now they've set the mansion on fire to cut off access to the
hall. They don't want Lady Jamandi to get reinforcements. We cleared the passage,
so you can get through � just try to avoid inhaling the smoke! We'll be right
behind you � we just need to put out the fire first to save the mansion!\""
},
{
"Key": "70116074-2469-4595-8930-37bb05baafa9",
"Value": "\"What's going on?\""
},
{
"Key": "dcc8b3c9-43f0-4b91-b177-0bdf7eccb290",
"Value": "\"Is this a joke?\""
},
{
"Key": "bb58291e-7fd4-4ea1-a726-ccb5b5434e46",
"Value": "\"Get out of my room!\""
},
{
"Key": "68ad5fb6-d696-4f9c-88cd-9ccf11d8e281",
"Value": "{n}Linzi bursts into your room. She looks scared. Her face is
smeared with soot, and she holds a weapon in her hands.{/n} \"Help! Help!\""
},
{
"Key": "2f88f3ef-0e4b-44f7-9c71-21887419db41",
"Value": "\"The mansion's under attack! We need to help!\""
},
{
"Key": "16374bf6-1309-4519-8363-c6093948e050",
"Value": "\"Some villains broke in and started killing everyone! I barely
made it! Hurry, we have to help the guards fight off the attackers, or we'll all be
cut down one by one!\""
},
{
"Key": "e237c711-f9ed-4a03-bc98-ca4432804913",
"Value": "{n}As if to lend credence to Linzi's words, a scream echoes from
the hallway.{/n}"
},
{
"Key": "6dd87dad-54da-430e-9a64-0e1e053aecdc",
"Value": "\"No time for jokes! The mansion's under attack!\""
},
{
"Key": "16534075-6402-4ff4-bf52-ebc96969f846",
"Value": "\"You can't stay here! The mansion's under attack!\""
},
{
"Key": "a261de7a-631e-48d1-b882-72119b822e28",
"Value": "\"You're just in time! A bit longer and I'd have been... ugh, I
don't even want to think about it! Can you imagine what a terrible loss that would
have been? But it's all right, now. I'm safe, sound, and unscathed � ready to lead
you to victory!\""
},
{
"Key": "a54908e1-0f9c-4c61-a1bc-2cdc39eea553",
"Value": "\"Lady Jamandi's holding the line in the banquet hall � you know,
the one she had us gathered in before? We need to make our way to her! And along
the way, we'll try to save some of these dummies who were supposed to accompany us
to the {g|Stolen Lands}Stolen Lands{/g}!\""
},
{
"Key": "cc1a51ac-b9f7-423f-a357-bbf78a60a37c",
"Value": "\"Speaking of dummies...\" {n}The gnome looks back at Linzi and
starts whispering as he takes a ring off his finger, handing it to you.{/n} \"Take
this ring � quiet now, so that little fool doesn't hear us! She might try to steal
it herself... It's magical. It'll protect you. You'll need it while you work to
defend me!\""
},
{
"Key": "25fef35e-0804-42ee-997b-1abbb6986a1a",
"Value": "\"Just simple bandits? We'll deal with them in no time!\""
},
{
"Key": "8f0679de-78c2-4c12-8ba7-7cca7024ce12",
"Value": "\"It may be difficult, but at least it won't be boring!\""
},
{
"Key": "b4ac0ea8-b1d5-464f-903a-75be2e128991",
"Value": "\"Our own barony! Now that's a prize worth fighting for!\""
},
{
"Key": "bbffc92e-b9e4-4295-bd84-03d52db761bd",
"Value": "\"Finally, the idle talk's over. Can't wait to set out!\""
},
{
"Key": "d7c3ce31-f03c-4950-9557-9b824cd70d4c",
"Value": "\"So many strangers in one night... I hope there are no schemers
among the guests!\""
},
{
"Key": "ef67f8f1-f20d-4647-a57d-2ab4262b029e",
"Value": "\"Welcome to the mansion of Swordlord Jamandi Aldori.\""
},
{
"Key": "1ed0c46e-18ae-43dd-9695-710586ff10fa",
"Value": "\"Please try to avoid soiling the carpets or scratching the
furniture.\""
},
{
"Key": "50083348-35ff-4b82-97e0-5e10afbd03e1",
"Value": "\"This expedition is surely doomed...\""
},
{
"Key": "12b781d6-976d-420a-b60c-39f3a9ca0fac",
"Value": "\"What game is Jamandi playing? I'm not used to feeling like a
pawn!\""
},
{
"Key": "220157b7-28e0-4ad8-bd3f-326838e5ea71",
"Value": "\"Get some rest before the road. You've a difficult journey before
you.\""
},
{
"Key": "a303819b-94f3-40ca-9d3f-772c9fe54a2a",
"Value": "\"I'll double the guard for the night, just as a precaution...\""
},
{
"Key": "ec68981c-e5a8-4e85-88b7-2ec408786d10",
"Value": "\"And so begins a glorious story that'll win over all of Golarion!
The first page is being written here and now!\""
},
{
"Key": "7fca0b6c-a3cf-4392-8c2b-b25beae951c5",
"Value": "\"What are you dallying for?\""
},
{
"Key": "2fa1be0c-c3f6-4d96-885d-0063eadc75fe",
"Value": "\"I'm telling you, Jamandi's cache has to be here somewhere!\""
},
{
"Key": "33ac4aba-8a9b-42c8-ad63-eed2ec9e9d17",
"Value": "\"Well, hurry it up, before � stop! Someone's coming!\""
},
{
"Key": "9bf403d9-4441-45d0-bf7a-97f59957525b",
"Value": "\"What did they say about a cache? Curious...\""
},
{
"Key": "1434e525-3ab6-4808-9889-428773661b4b",
"Value": "\"Such power! Such valor! Such starry eyes! I'm sure the Stag Lord
will be unable to resist you!\""
},
{
"Key": "bc1e55f8-7165-4da8-aa53-6b0d28c70bf7",
"Value": "\"Tomorrow, our glorious journey begins! Are you ready? I hope so �
I don't need layabouts on my team!\""
},
{
"Key": "35610b60-ba3c-4cff-b449-dd9ff33fbde3",
"Value": "\"A great deal of trust has been placed in you. Do not let Lady
Aldori down!\""
},
{
"Key": "72da0cf4-4968-4273-8185-9488e6d2cb02",
"Value": "\"Tartuccio's trying to set me up. He's the one who gave me this
ring!\""
},
{
"Key": "1d818ee0-e725-4623-b5ac-13fa7c17079a",
"Value": "\"I have no connections to Pitax � but Tartuccio's name, accent,
and clothes seem like he came straight from there! Which of us looks more like they
might be Irovetti's spy?\""
},
{
"Key": "c90f242d-e7bc-4884-81e9-5e38dcdce317",
"Value": "[Attack] \"Liar!\""
},
{
"Key": "137e7a87-21c6-45c2-9396-0d248f6ad052",
"Value": "Explained your actions to Jamandi Aldori."
},
{
"Key": "bd4abbec-22a8-4ce8-b4b3-3fad5a5ea668",
"Value": "\"Forgive me for my trespass. In my defense, we were in the middle
of a battle and in dire need of weapons.\""
},
{
"Key": "fd5ab121-95ae-49f9-ae3b-56556cd21185",
"Value": "\"We were in the middle of battle and needed weapons! There was no
time to run and ask permission!\""
},
{
"Key": "7d55c061-c2c1-4ea8-83e2-3e496d96af0f",
"Value": "\"We weren't trying to take the money � we just wanted to keep it
away from the bandits.\""
},
{
"Key": "a39c39da-eec8-4c06-8073-76cf79894e46",
"Value": "\"So what if we did? The guards weren't able to handle their
responsibilities, so we decided we should teach them a lesson.\""
},
{
"Key": "33c83e1e-34fe-4edc-a6fd-068e3704ef85",
"Value": "\"People were dying right in front of me. How could I just walk
by?\""
},
{
"Key": "1940f26e-0078-472d-a37b-b3874554c290",
"Value": "\"I wouldn't have saved them without good reason. Dead soldiers are
useless, but the wounded could still help Kesten defend the mansion.\""
},
{
"Key": "aedfd8b0-a188-495d-978f-afe4f8f72a88",
"Value": "\"I regret that I couldn't save everyone � I would have if I could!
I'm sad for the perished, but I had to decide between helping them and helping Lady
Aldori. Forgive me if I chose wrongly.\""
},
{
"Key": "953b7c20-7d45-4358-9100-3fc8a68d60eb",
"Value": "\"Heartless? So what? I'm not going to worry about guards' lives
when their ruler's life is at stake!\""
},
{
"Key": "5fb6348b-e946-4fff-b8d2-b757521f91ba",
"Value": "[Take the ring from your pocket] \"You mean this ring? The one YOU
gave me?!\""
},
{
"Key": "aaf3f28f-5d76-441b-a306-818066e41316",
"Value": "[Show your hands] \"What ring? What are you talking about?\""
},
{
"Key": "6ef8bba0-c11a-42e0-8622-85d029b9c666",
"Value": "{n}As Jamandi catches her breath, she looks over the trashed
banquet hall and salutes the survivors.{/n} \"Thank you for your valor and bravery!
The enemy was strong, but you were stronger. And that means I made the right
choice! Just as I thought, there were worthy leaders among you � {Name} and
Tartuccio, to be precise. I'm especially grateful to them for the courage and
common sense they showed while defending the mansion... But this attack means we
have even less time than I'd thought. Someone already knows of our plans and is
acting against us. You'll begin your expedition immediately.\""
},
{
"Key": "4a71ddaa-adb5-479a-a322-a51c1ad9a019",
"Value": "\"Lady Aldori...\" {n}Valerie bows respectfully to the {g|
Swordlords}swordlord{/g}.{/n} \"Most of those who were to set off for the {g|Stolen
Lands}Stolen Lands{/g} have been killed. Those who yet live will require help.
Please allow me to join the expedition.\""
},
{
"Key": "050dde59-30e5-494d-842c-b4030db2d229",
"Value": "\"I'm sad to lose such a talented warrior, but you're right,
Valerie. They have greater need of you right now. Go, and may {g|Abadar}Abadar{/g}
keep you. Which of the two teams would you prefer to accompany?\""
},
{
"Key": "312ecf06-6bfc-4bd4-9dff-9d7ff5863951",
"Value": "\"Lady Aldori! Please, I know who arranged this attack. The vile
king of {g|Pitax}Pitax{/g}, Irovetti! What's more, I know who among us works for
him...\" {n}After a dramatic pause, Tartuccio points a finger toward you.
{/n} \"{Name}! Show everyone the ring you're wearing! You think I wouldn't
recognize Irovetti's seal? That's why {mf||s}he wasn't killed � the bandits
recognized {mf|him|her} as one of their own by this signet ring!\""
},
{
"Key": "af1d261a-e9b3-4256-9358-aa14bacdeb3a",
"Value": "{n}Jamandi draws her sword.{/n} \"Not another move, or I'll kill
you where you stand!\""
},
{
"Key": "c063f5ef-1028-4913-9228-d20b7368e24b",
"Value": "\"Yes, such a gambit would be typical of Irovetti and his {d|c0
Keep Ring}henchmen{/d}... And yet, it still seems suspicious.\""
},
{
"Key": "b8979854-1c15-426b-abcc-cfb194c17e09",
"Value": "\"In the middle of the attack, he took off the very {d|c0 Keep
Ring}ring{/d} that would guarantee his safety just to set you up? Possible, but not
convincing.\""
},
{
"Key": "3063a4fd-0996-4384-86c1-9c9831cff024",
"Value": "\"Probably, yes, but this evidence is circumstantial at best.\""
},
{
"Key": "82d4d4da-37a7-42b0-a2d9-ed07a2c16dcb",
"Value": "\"There's definitely a spy among us, but who? Tartuccio, or {Name}?
All I have is one word against another. I'm afraid you're both under suspicion.\""
},
{
"Key": "46dfa11f-ae0f-44fc-865d-1782fd46dd1d",
"Value": "\"Lady Aldori, don't listen to this thick-headed barbarian � she
doesn't know what she's talking about! During the attack, {Name} showed {mf|his|
her} true colors! {mf|He|She} forced us to break into the armory and rob it!\""
},
{
"Key": "10da89e8-d5b0-4804-82df-89867365f4bc",
"Value": "\"And not just that, upon finding the guards' salaries in the
armory, {mf||s}he immediately {d|c0 took money}pocketed{/d} it all!\""
},
{
"Key": "a8f9df50-3d9c-49a0-8e8b-1f4cf9f16bf0",
"Value": "\"Considering the circumstances, that was more than reasonable.\""
},
{
"Key": "85a61fac-0102-4600-9e78-87127a898150",
"Value": "\"An attack is no reason to break into rooms in someone else's
house and pocket their property.\""
},
{
"Key": "676043c2-10b6-4694-9b5f-d4d51b9ee927",
"Value": "\"Any thief caught red-handed would say the same.\""
},
{
"Key": "3d26491f-c252-4ee3-8063-76f48c4751d8",
"Value": "\"Thank you for trying to help my people.\""
},
{
"Key": "0783906a-4744-4ade-a585-2e5797803844",
"Value": "\"I'll be the judge of how my guards have handled their
responsibilities. Please return the money now.\""
},
{
"Key": "04961f97-8533-485b-a754-6ef38fd08dca",
"Value": "\"I see you don't scare easily! You'll do well in the {g|Stolen
Lands}Stolen Lands{/g}. But I'm going to have to ask you to return the money.\""
},
{
"Key": "7e4a58fd-7522-4048-ab9b-ba3d5702c576",
"Value": "\"What about that trick {mf||s}he pulled right before we came in
here?\""
},
{
"Key": "94d45595-25e2-4d06-80f9-cdd2ae18c410",
"Value": "\"{mf|He|She} knew very well you were fighting the enemy, but
instead of rushing to help you, {mf||s}he dallied as long as {mf||s}he could!
Dropping everything to {d|c0 Saved People}save{/d} people from the fire, even
though the guards were handling things just fine! {Name} was obviously hoping to
show up too late and find you already dead!\""
},
{
"Key": "b005203f-41cb-4da6-88c6-26aef1dbe780",
"Value": "\"Some scoundrels set your mansion on fire, and as we were
approaching the room, we saw your brave guards � your underlings! � dying in the
fire, begging to be saved! And what did {Name} do? {mf|He|She} {d|c0 Let People
Burn}passed{/d} right on by, mercilessly leaving them to their fates! Simply
heartless!\""
},
{
"Key": "9db1c32c-1d6e-4511-99ab-83ae6e727e37",
"Value": "\"Cruel, but true.\""
},
{
"Key": "a797942e-aa99-40c6-a411-ff48e58adc3b",
"Value": "\"Really, Tartuccio? You're seriously trying to blame {Name} for
saving people from a fire?\""
},
{
"Key": "7de01618-2ad3-4bf8-aa9f-3f10437886f9",
"Value": "\"Trying to save others is commendable, but Tartuccio's right � you
were needed here more.\""
},
{
"Key": "fccc83ca-4c62-4950-8399-db35212c0a3d",
"Value": "\"You're talking about living people, {Name}, not pawns on a game
board.\""
},
{
"Key": "82d541b0-e18f-483a-b8f9-f465cbbff46d",
"Value": "\"Alas, sometimes such decisions must be made. Don't blame yourself
� you did the right thing.\""
},
{
"Key": "eafc982b-21ca-40b8-9621-5f2ed4a0da27",
"Value": "\"Leaving them to die bought you mere minutes. Believe me, I would
have held on until your arrival.\""
},
{
"Key": "abcf0d05-3dbf-4d8e-b4da-33084fc37613",
"Value": "\"It's a cruel reality, but on the battlefield, sometimes such
decisions have to be made.\""
},
{
"Key": "840d2aac-596f-401d-9512-55f755b7c19b",
"Value": "\"Enough squabbling. I'm still not sure which of you I can trust.
However, the risk of entrusting the whole affair to a spy is too great. Here's what
we'll do � two teams will head out. One will be headed by Tartuccio, and the other
by {Name}. That way, I'll know at least one group can be counted on to serve my
interests in the {g|Stolen Lands}Stolen Lands{/g}!\""
},
{
"Key": "f14849a3-e24c-4db8-8a4b-a1584e753cd2",
"Value": "\"If {Name} allows, I would join {mf|his|her} team. {mf|He|She}
seems a worthy commander in my eyes.\""
},
{
"Key": "76f13c47-398c-4e23-83de-ce832993ac42",
"Value": "\"If Tartuccio allows, I would join his team. Forgive me, {Name},
but I don't appreciate your {d|c0 You Chaotic}willfulness{/d}.\""
},
{
"Key": "9a81a1f8-22a4-4e13-9cbb-ba95e418cbf3",
"Value": "\"And I like {Name}! What wisdom lies in minding orders, laws, and
rules in the face of oblivion, knowing not whether you'll be alive tomorrow? I will
go with {mf|his|her} team.\""
},
{
"Key": "ad8986d8-6775-4400-92a0-42dbe8405d6c",
"Value": "\"Commanders, military leaders... All these {d|c0 You Lawful}laws
and rules{/d} are but dust and vanity. I suppose I will accompany Tartuccio.\""
},
{
"Key": "49db7f61-1bad-4ed8-bfda-ca173200d4d7",
"Value": "\"I like how {Name} does things � efficient and without unnecessary
spiritual agonizing. I'll go with {mf|him|her}.\""
},
{
"Key": "61543dc3-530c-4c77-8404-c0734fad8ab7",
"Value": "\"{Name} is good in battle, but I don't like all the {d|c0 You
Good}spiritual agonizing{/d}. I prefer those who can act without wasting time
helping every little pipsqueak. Those like Tartuccio.\""
},
{
"Key": "1d15d26a-fcc8-474d-9ab0-4b3a2117a743",
"Value": "\"Oh, Tartuccio's going to take the credit for himself and be done
with it! {g|Shelyn}Shelyn{/g} spare me from such allies! {Name}, I'm going with
you. You're a hero worthy of my quill!\""
},
{
"Key": "0bb190e5-4ec4-4793-bfa8-10145f543dc9",
"Value": "\"Efficient? I'd say {d|c0 You Evil}heartless{/d}! Would the
protagonist of my book do such a thing? No � I guess I'd better go with
Tartuccio.\""
},
{
"Key": "d11315f5-8a10-4822-9731-a210a7f53c50",
"Value": "\"All right. We have two teams. To avoid unnecessary conflict on
the road, you'll each take a different route to the {g|Stolen Lands}Stolen
Lands{/g}. Tartuccio's team will go through {g|Nivakta's Crossing}Nivakta's
Crossing{/g} � the garrison commandant will provide him all the help he needs.
{Name} will take {mf|his|her} team to {g|Oleg's Trading Post}Oleg Leveton's trading
post{/g} � he's been complaining about the Stag Lord's bandits for a while now.
There, you'll be provided with all the necessary travel supplies.\""
},
{
"Key": "c93f06bb-f884-4211-bb4b-473d2c48dfa9",
"Value": "\"{Name}, I'd like to believe you, but I know all too well how
convincing traitors and spies can be. If you're truly innocent, I hope you can
forgive me this precaution.\""
},
{
"Key": "9b3db6d6-ee71-4082-818a-4d3c3cd78f69",
"Value": "\"And now � farewell! This battle was but the first ordeal along
your path, and you overcame it as true champions of {g|Restov}Restov{/g}. May the
obstacles that follow also fall to your feet! Fear nothing, my friends, and return
victorious!\""
},
{
"Key": "43cddbdb-4c45-4533-be04-003793e737e7",
"Value": "\"I don't even need to think! {Name}, I'm coming with you. As for
you, purple toad, just wait till we meet along the way � I'll be sure to hang your
rotten spy guts from the trees!\""
},
{
"Key": "1f5a4052-ac70-4678-9aa7-926b0ef4962f",
"Value": "\"That was a sound desision. Sometimes one must act at one's own
risk and peril. Until crossing the boundaries of what is allowed, showing
initiative is no crime.\""
},
{
"Key": "fc539185-1d80-4f02-8b2e-f905378f8aac",
"Value": "{n}Valerie nods in approval.{/n} \"Prudent and devoted.\""
},
{
"Key": "6691c8fb-364f-4b29-9442-99bb87e38f44",
"Value": "\"Is it not insane to be faced with death and stop to question
whether you may be breaking some law or rule? {Name} acted wisely.\""
},
{
"Key": "20ed44f4-e97b-4bdf-9b65-881c5702ef84",
"Value": "\"Of course, theft is not to be condoned... But when the fire burns
around you and you are but one step away from death, would it not be insane to
worry about laws and rules? I see this act not as a crime, but as a unique wisdom
visiting us as we stood at the face of oblivion...\""
},
{
"Key": "33d3e36e-e692-4a1d-89e8-124bb865d23d",
"Value": "\"It was perfectly reasonable. Just the way a leader should
think.\""
},
{
"Key": "0590a07e-171a-4225-a4f3-42e3f01bf9f9",
"Value": "\"May {g|Shelyn}Shelyn{/g} spare me from ever having to make such a
choice... But {Name} behaved decently, as a true leader!\""
},
{
"Key": "e3f5a6ed-674e-4f04-8564-567c0a6a623c",
"Value": "\"While you're away, Kesten will investigate the night's events and
learn who in {g|Restov}Restov{/g} is working for {g|Pitax}Pitax{/g}. But you should
know that it isn't just Pitax we need to worry about � {g|House Surtova}the Royal
House of Surtova{/g} may also interfere in our plans. I've managed to keep this
affair a secret from them so far, but that can't last long. By my estimations, you
have no more than three months. After that, any feats you accomplish will be
pointless.\""
},
{
"Key": "f0035e8d-1722-4b63-829a-9962df3dc682",
"Value": "\"I bet my life the spy's anyone but {Name}! I saw how {mf||s}he
dealt with those creeps with my own eyes! A true warrior � I'd go with {mf|him|her}
through hell and high water! This purple crook, on the other hand...\" {n}Amiri
spits on the floor with contempt.{/n} \"He's got the eyes of a spy! And the mug of
a spy!\""
},
{
"Key": "ca0531fc-12aa-4fb8-85e1-95bab41a98a3",
"Value": "\"Tartuccio, your words are quite convincing, but I can't afford to
trust words alone. If you're really innocent, I hope you'll prove it with your
deeds.\""
},
{
"Key": "51e97550-9ffe-4ceb-86a3-358a1d4385b8",
"Value": "\"Lady Aldori, I saw it all with my own eyes! The ring must be in
{mf|his|her} pocket! Search {mf|him|her}, and I'm sure...\""
},
{
"Key": "3e528fae-b56c-4dd3-a2f0-70714f9c8541",
"Value": "\"Enough, Tartuccio. I'm still the one giving orders here. We won't
be searching anyone.\""
},
{
"Key": "37e1024f-73a2-41a0-a6bc-83b4e18f67ac",
"Value": "\"{Name}, how could you say such a monstrous thing?! Is that the
way the hero of my book would talk? You sound more like a villain!\""
},
{
"Key": "edd0a527-a830-42b2-8cd6-f391e5d0e872",
"Value": "\"Of course, theft is not to be condoned... However, when the fire
burns around you and you are but one step away from death, is it not insane to
worry about laws and rules?\""
},
{
"Key": "39788a2c-d647-4154-a8a0-36970ca25022",
"Value": "\"It is insane when faced with death to stop and question whether
you may be breaking some law or rule. Even more insane would be to ask forgiveness
for making the right decision. Sorry, {Name}, but your words display a lack of
wisdom.\""
},
{
"Key": "532a7e35-5371-4983-a45a-b4ae8dd6495b",
"Value": "\"There is a difference between taking initiative in battle and
blatant arrogation. How can one who disregards authority be a leader {mf|him|
her}self?\""
},
{
"Key": "e2a4a619-0e7f-483c-b1b1-03a7d5c61db3",
"Value": "\"A true leader is someone who has their priorities straight, not
someone who would put a valuable ally's life in danger for the sake of some
servant.\""
},
{
"Key": "337cb92d-5b21-4b25-848d-af0698f2f30f",
"Value": "\"Where are they? This is taking forever! They didn't even say what
this was for, just that the Aldori were looking for heroes! Who are the Aldori,
anyway? Rich folk?\""
},
{
"Key": "cd58f4ca-940f-45a4-8c14-3c117eb14213",
"Value": "\"If you can't be patient, no one's keeping you here � just go back
to your mountains, or whatever hole you crawled out of. {g|Swordlords}The Aldori
Swordlords{/g} run the premier school for the dueling arts � they're also the
richest and most influential group in this part of {g|Brevoy}Brevoy{/g}! Take that
tone with them, and they'll teach you some manners pretty quickly!\""
},
{
"Key": "93662454-097b-4872-8de9-793cbbbe176e",
"Value": "\"All right, you purple toad, just shut your trap. And if you
can't, I'll help you!\""
},
{
"Key": "36b3f447-0d2e-4f8f-a6cd-3a62b5a180b4",
"Value": "\"Hush! Quiet! They're coming.\""
},
{
"Key": "c554cb0c-f9e8-4a57-97bd-7bc7eeea45d4",
"Value": "\"There's a whole team of us. Who exactly will receive the baron's
title?\""
},
{
"Key": "cc2128b2-8ba0-4bb6-b71b-eb43ae2514b9",
"Value": "\"You're helping us found a barony? What do you gain from such
generosity?\""
},
{
"Key": "b9c65bf3-dcd8-4cad-a0fe-9580b22feacf",
"Value": "\"What rewards can we expect, exactly?\""
},
{
"Key": "54f818f6-5649-4338-9989-1c0d3a6bbf35",
"Value": "\"It's clear as day.\""
},
{
"Key": "968fdc3f-46f4-4652-a369-ecafd9486ae9",
"Value": "\"Why not just recognize this Stag Lord as baron?\""
},
{
"Key": "d5546c72-da6e-44a9-a507-ec81d6554bbb",
"Value": "{n}The mayor � a middle-aged man with bushy sideburns and a monocle
� wears a beaming smile.{/n} \"We thank you from the bottom of our hearts for
responding to our call. You may be few, but that's unavoidable � we need only the
best of the best for this task! And I see true heroes before me, strong and
fearless � exactly what {g|Restov}Restov{/g} needs!\""
},
{
"Key": "be9990a8-031f-4a5e-a7de-51d2508eb096",
"Value": "\"Greetings, everyone! I am {g|Swordlords}Swordlord{/g} Jamandi
Aldori, and this is Lord Mayor Ioseph Sellemius of {g|Restov}Restov{/g}. Welcome to
my mansion.\""
},
{
"Key": "9a4bc5a6-f6db-436a-ab80-9f80f1c763a3",
"Value": "\"Thank you, Lord Mayor. Now, to the point. South of here, just
beyond {g|Brevoy}Brevoy's{/g} border, lies a region known as the {g|Stolen
Lands}Stolen Lands{/g}. This is disputed territory, and while it's long been
claimed by nearby states, it's never been truly taken. I won't bore you with the
legal technicalities. Suffice to say that anyone with enough courage and power to
seize the Stolen Lands and name themselves baron or baroness, claiming dominion �
well, none of the neighboring states would be able to challenge it. Of course, {g|
Restov}Restov{/g} would be first to recognize the legitimacy of this new state, as
well as the noble title of its founder.\""
},
{
"Key": "dbe9e338-22ae-43bc-b383-f202910c2a01",
"Value": "\"Unfortunately, one serious obstacle stands between you and this
title � a gang of bandits holds sway in the {g|Stolen Lands}Stolen Lands{/g}. Their
chief, who they call the Stag Lord, considers himself the rightful owner of these
lands, and no one has yet been able to challenge his power. Bring me his head, and
you'll be able to return to the Stolen Lands as their legal ruler. Any
questions?\""
},
{
"Key": "66ddb3ca-691b-4fac-844a-1cd9f309dd51",
"Value": "\"I will, of course. I'm the leader of this team, after all! Don't
worry, though � I'll make it worth your while to help me!\""
},
{
"Key": "206e8ea7-6901-435b-b958-49fd052671e0",
"Value": "\"We haven't yet begun, and you already speak of divvying
rewards... What makes you think we'll even succeed? There's little point arguing
over who gains the title when we'll most likely lose our lives there...\""
},
{
"Key": "377a2987-5899-471b-b9ba-8f3e95b593f8",
"Value": "\"We believe you're all equally deserving of a noble title � over
the course of your expedition, it will be up to you as a team to decide which of
you is best suited to rule.\""
},
{
"Key": "003bc9d2-7ced-4974-a79d-d2af3c1268e5",
"Value": "\"Don't ask stupid questions! Why should you even care? What they
have to gain and why... That's for Lady Aldori and I to discuss! It's none of your
concern. Your only concern is to swing your sword around, or whatever it is you
do!\""
},
{
"Key": "c2b3fd32-7056-4250-abb0-bfb2899ac4e6",
"Value": "\"Of course, we stand to benefit from this enterprise. But if
you're concerned that we intend to rule your country from afar, using you as a
front, please know that these concerns are unfounded. Let's just say that we have a
strong interest in the region's stability. We have need of a ruling power we can
negotiate with, not bandit gangs and monster hordes.\""
},
{
"Key": "8c6c976a-f4d3-4083-9ed7-762cb877f0dc",
"Value": "{n}The lord mayor's eyebrows rise so far he almost drops his
monocle.{/n} \"And what reward would you seek beyond a noble title and your own
lands?\""
},
{
"Key": "a824fb0e-ba86-4520-98c0-f37b77db9e3c",
"Value": "\"We'll absorb the costs of preparing and equipping your
expeditions. Once you return victorious, {g|Restov}Restov{/g} will also allocate
you a significant sum to provide financial support for you to establish your
country. Essentially, we'll help you build your capital. I hope such a reward is
satisfactory?\""
},
{
"Key": "5e7311fa-330e-4e73-9df9-862b2b45d30a",
"Value": "\"Words, words, words... 'Significant,' 'financial'... I can't fill
my belly with pretty words!\""
},
{
"Key": "02a7e689-bf44-4667-a226-afa5832011e6",
"Value": "{n}Jamandi smiles.{/n} \"Of course, there will also be an official
banquet held in your honor. All of {g|Restov}Restov's{/g} high society will gather
to celebrate your feat!\""
},
{
"Key": "c6cd1e0a-ca20-475f-8560-1895ede082d7",
"Value": "\"Now you're talking!\""
},
{
"Key": "ef4b7180-24ca-4114-9eb7-9aaae40af7dc",
"Value": "\"Excellent. You venture forth tomorrow. For now, you can take some
time to get to know one another better, or you can head straight to your guest
rooms to get some rest. You'll find we've already prepared supplies for you there.
And thank you again for agreeing to take part in this expedition. I wish you
luck!\""
},
{
"Key": "74c440fd-e2b9-4f76-8b76-509033cf9b2d",
"Value": "\"That's a good point. As I see it, this Stag Lord already holds
power over the region with confidence. Many noble bloodlines were started by
bandits who just got lucky, weren't they?\""
},
{
"Key": "75e74cb1-0d7a-4c1e-9089-80a1f945a9a6",
"Value": "{n}The {g|Swordlords}swordlord's{/g} gaze is chilling as she
responds.{/n} \"Perhaps because we do have standards to maintain. This room has
seen many celebrations of adventurers, and even those who 'just got lucky.' But
giving a noble title to a bandit lord � that's one thing that's never happened
here, and it won't while I still breathe.\""
},
{
"Key": "12e1248c-0ae7-47dd-8a94-5732336b62f6",
"Value": "{n}Jamandi clears her throat loudly, interrupting the argument.{/n}
\"If I may please answer the question...\" {n}She takes a long pause, waiting for
the voices to die down as everyone directs their attention toward her.{/n}"
},
{
"Key": "b6b47c65-83d0-4c9e-9613-7b0d193bba26",
"Value": "\"Thank you again, with all my heart, for replying to this call!
The flare in your eyes reveals your courage, the unshakable will that distinguishes
true heroes! I look at you, oh champions of {g|Restov}Restov{/g}, and doubt not for
a second that you'll be victorious. So venture forth toward your feat � go, and
return in triumph!\""
},
{
"Key": "9e5a030d-9d31-4b5f-b9f8-a63444d4dc31",
"Value": "\"I'm {Name}. Pleased to meet you.\""
},
{
"Key": "f8ce078d-fb4d-4efc-b53c-7b755671c0e4",
"Value": "\"What do you want from me?\""
},
{
"Key": "d643c7a0-5a16-43f7-8886-13d10c9bfc0c",
"Value": "\"We sure will! Just wait � we've plenty of great feats in
store!\""
},
{
"Key": "da311e19-6059-4d1d-9021-9cc97f9dcc0f",
"Value": "\"Wait, a book?\""
},
{
"Key": "f7a687b5-ef63-4304-950a-10230c7cfb6f",
"Value": "\"I'm no hero, just a mercenary.\""
},
{
"Key": "db424add-0742-4b26-a0e1-8278ab11aef7",
"Value": "\"This is nonsense.\""
},
{
"Key": "f36734d2-9c02-4ca1-9c9c-0da00aafa86f",
"Value": "\"Not a bad plan! It's settled, then � I'll accomplish the feats,
and you'll write them down!\""
},
{
"Key": "27d3361b-6754-4da5-a5c0-d476651952b2",
"Value": "\"What about that barbarian? She looks pretty heroic. I think her
name's Amiri.\""
},
{
"Key": "d62e4b1e-5e1c-44c6-91f8-af2190ecaca5",
"Value": "\"I have nothing against Tartuccio.\""
},
{
"Key": "697bfa18-d801-4374-bb6c-3e535bea212c",
"Value": "\"Hi! My name's Linzi! I'm a bard, though this is my first real
adventure. So, shall we go teach this Stag Lord a lesson?\""
},
{
"Key": "747e3d8c-7e2b-4f0f-aa1b-9c5933a2e010",
"Value": "\"Likewise! Actually, I also wanted to ask you something...\""
},
{
"Key": "934a5ccb-6700-4f68-a905-c58079c0a3ac",
"Value": "\"Nothing weird, don't worry! I just wanted to ask you
something...\""
},
{
"Key": "95dcab25-3f35-4260-a8ff-e413ba5c8a58",
"Value": "\"Ha ha ha, I have no doubt! Kind of related, I wanted to ask you
something...\""
},
{
"Key": "aa2e796e-35af-46e0-84a2-04cf9bf76811",
"Value": "\"How do you feel about this Tartuccio fellow? I think he's pretty
obnoxious, personally. He appointed himself head of the team, and he's just after
the baron's crown... or whatever it is barons wear. Doesn't matter! I don't like
him � I think you should be team leader! When I first saw you, I couldn't help but
think, 'Now here's a real hero! Someone who'll be praised in poems and songs!
This...'\" {n}Linzi blushes a little.{/n} \"'This is the person I'll write my book
about!'\""
},
{
"Key": "34795ea3-8278-43e0-80ed-6e1cbbabe818",
"Value": "\"It's not nonsense! Let me explain.\""
},
{
"Key": "e51d65c1-ca17-4dea-9bfc-683deef436b9",
"Value": "\"Damn, I should have led with that... Please, just let me
explain!\""
},
{
"Key": "81d48b41-f541-4157-95d6-aac27fafa14f",
"Value": "\"And what are you a mercenary for? Is it only riches? Or maybe you
want glory, too? Don't you want your feats to be remembered and glorified for
centuries? Just listen!\""
},
{
"Key": "ced90b2b-647d-452c-81f5-c832e19ff941",
"Value": "\"You know what the trouble with most heroes' biographies is?
They're always written years later, based on the tales of � best case � people who
saw things from the outside. Worst case? Someone heard about it from their brother,
who heard it from their friend, who heard it from their cousin, and so on... adding
a new batch of lies each time! Every time I read about a heroic journey, I think to
myself, 'Why didn't they just bring a bard with them to write it all down
properly?'\""
},
{
"Key": "62685a75-e311-41d3-b5ee-d7ba0ae2ceec",
"Value": "\"And then I thought, I could be that bard! I just needed to find a
suitable hero and volunteer to follow along on their glorious adventure. A great
plan, huh? And here we are, with a heroic journey lying before us. Who's going to
be the hero? Some dwarf who keeps muttering about how we'll all die? Or maybe that
horrific scythe lady? Or, gods forbid, Tartuccio? No way!\""
},
{
"Key": "1cb0d2e2-2e61-45d7-9560-cdd2ac0e5978",
"Value": "\"Oh, yeah, she's fantastic � you can tell she could tear a bear's
head off with her bare hands! But...\" {n}Linzi's voice falls to a whisper.
{/n} \"She kind of scares me � just a little! But, I mean, her sword's twice as big
as I am! She could cut me down without even noticing! Just think on it a bit, all
right? I'm sure you'll agree!\""
},
{
"Key": "ee0d944d-2f75-48cd-9562-2037882785d4",
"Value": "\"Deal!\""
},
{
"Key": "d55dd4dc-f9ee-4be8-804e-2198fce9262a",
"Value": "\"Really? Hmm... Well, all right. But I hope you change your
mind.\""
},
{
"Key": "ae0e31b6-36f4-4b87-be84-3ed73fb828d1",
"Value": "\"All right, I'm going to my room to write about tonight. See you
in the morning!\""
},
{
"Key": "2c433aa0-5aa0-47f7-9d83-d189643ec6ff",
"Value": "\"Their wine is all right, nice and strong! But the appetizers �
pff! Barely a mouthful!\""
},
{
"Key": "13312000-9f67-4374-9b0d-72947f27d144",
"Value": "\"Today is a historic day for Restov � and maybe for all of
Brevoy.\""
},
{
"Key": "8d2155e4-7529-4a43-9892-3f45cdf27701",
"Value": "\"All of high society is here � even Natala Surtova. There could be
an assassination, a provocation... anything!\""
},
{
"Key": "b29bf863-f2a1-419e-976b-b000098c9ef7",
"Value": "\"Hail!\""
},
{
"Key": "2d7aa2ed-2336-4749-bd2e-5227c2c8317b",
"Value": "\"What torture... The guests eat and drink, and we can't even
move!\""
},
{
"Key": "f8dcda11-4480-4f25-a95d-420aef586a33",
"Value": "\"Oh, these young heroes... Such bravery, such spirit! Why, I
remember when I was your age...\""
},
{
"Key": "b86498d6-61c9-46e0-aad7-217df9e990f6",
"Value": "\"It's nice to see the beginning of a future noble family...\""
},
{
"Key": "e1673278-80ab-467c-afdc-c962cae518ea",
"Value": "\"So it was you who dealt with the Stag Lord? Allow me to shake
your hand!\""
},
{
"Key": "1f362313-4abf-42f6-9868-3f97431c3ac9",
"Value": "\"A feast in times of pestilence... A ludicrous attempt to sink
into reverie, to digress from contemplating one's own insignificance...\""
},
{
"Key": "6b1edaab-d4f8-440d-8fc1-1e9015125a90",
"Value": "\"They call this a feast? I'd show them some real festivities, if
they'd let me.\""
},
{
"Key": "6af494f7-ff3d-48f2-96c4-4f06d39d0973",
"Value": "\"It's still too early for the official proceedings. Go, speak with
the guests.\""
},
{
"Key": "eed837b7-1355-4f1e-8f86-907a9ccfba96",
"Value": "\"Well, Tartuccio... Hic! W-well, scum... And how did we... Hmm,
maybe I've had one too many...\""
},
{
"Key": "68514a7e-ac31-4763-b91d-a3f2d264ed03",
"Value": "\"Pour up to the brim, so that... So that... Oh, I must be drunk �
I forgot the line!\""
},
{
"Key": "bc50df53-6d3a-46bf-a535-56f1c326f664",
"Value": "\"Mmm... Try the eclairs � they're delicious!\""
},
{
"Key": "01280867-a462-4a70-97bb-1dd7bb28e0e8",
"Value": "\"Ha ha! To victory! To freedom! Bottoms up, bottoms up! Yes!\""
},
{
"Key": "d66ec29d-997f-4c91-a174-47301a7960fd",
"Value": "\"What would you like?\""
},
{
"Key": "682b8829-a8a8-405e-91ad-4a9bdb16dc5a",
"Value": "\"They'll be serving pot roast after the ceremony.\""
},
{
"Key": "7de5090c-a033-41cc-9c2d-e1a21fd70571",
"Value": "\"Having you here is a great honor for us!\""
},
{
"Key": "63abd838-0b1b-4d9e-8b85-e01c972fdf32",
"Value": "\"Ah, yes... I see good old Restov hasn't changed a bit. Even the
smell in the streets is the same.\""
},
{
"Key": "41c28190-8a0b-4c19-8e43-6fe79acdfa5f",
"Value": "\"These people are not just celebrating. It seems your feat has
given them new hope.\""
},
{
"Key": "3a4066fa-1769-4887-a52b-2ad2ec7174e4",
"Value": "\"Truth be told, I'm not really comfortable here. I lost my taste
for high society.\""
},
{
"Key": "51e806c0-90c8-4433-a784-94a6959ac546",
"Value": "\"{Name}, the hero{mf||ine} of the Stolen Lands, the slayer of the
Stag Lord!\""
},
{
"Key": "92f124ed-2c5f-45e9-a5cb-ff23d1d37b85",
"Value": "\"Lords and ladies! Today, we are here to honor three brave people
who have done the impossible � they've tamed the Stolen Lands!\""
},
{
"Key": "b6d98219-18d7-4fbc-8feb-d83b651d5f00",
"Value": "\"Baron Hannis Drelev, the new master of Glenebon. Captain Maegar
Varn, the conqueror of Dunsward. And finally...\""
},
{
"Key": "35390082-ecc2-4ba4-ae37-5caa9fc78bdc",
"Value": "\"{Name} � the tamer of the Shrike Hills, who put an end to the
atrocities of the Stag Lord's bandits!\""
},
{
"Key": "6b3a79fd-c8c8-4e48-8ef3-4049b38f2886",
"Value": "\"Step forward.\""
},
{
"Key": "f6187acd-c3af-41ef-9d58-341e121f19eb",
"Value": "\"On behalf of the people of the Free City of Restov, I confer upon
you this noble title!\""
},
{
"Key": "5dddcfec-8530-4700-9649-c2ed648a00f1",
"Value": "\"Rise, Your Grace, Baron{mf||ess} {Name} the First!\""
},
{
"Key": "4b8ddb9e-2e31-44ca-8daf-9b82a2e43746",
"Value": "\"Hip-hip, hooray!\""
},
{
"Key": "74e4995d-8c42-479f-a09c-8ebfda1fed1e",
"Value": "\"Hail to the conquerors of the Stolen Lands!\""
},
{
"Key": "c900c56d-6d82-4123-a24f-c0bc58e62717",
"Value": "\"To long years and new victories!\""
},
{
"Key": "7685e895-fef8-4739-a1db-a6e8ac33736e",
"Value": "\"These are the kinds of heroes we've needed!\""
},
{
"Key": "66da605d-9887-4492-8411-6835c3405288",
"Value": "\"Erastil bless you!\""
},
{
"Key": "27884c11-7bdf-4d33-87b4-0a49384b78a5",
"Value": "\"Yes, I defeated the Stag Lord. Pray tell, what did you do to
deserve your new dominion?\""
},
{
"Key": "0517f48f-303d-41c9-9f10-c2fa0acebbb8",
"Value": "\"So you have no army, and no special merits � you were just given
land for being pretty?\""
},
{
"Key": "c65ddd53-5f9d-4a17-84a8-997c82055512",
"Value": "\"You're not very polite for a nobleman.\""
},
{
"Key": "97c0090a-eefd-4ea6-b44d-dbee410e5e2c",
"Value": "\"Goodbye.\""
},
{
"Key": "9cca9f27-d924-4fc4-a12c-1c6845c282c2",
"Value": "{n}This man's gorgeous clothes hide rippling muscles beneath them.
He looks past your ear, obviously bored.{/n}"
},
{
"Key": "4b544446-d8f2-4f4a-b595-466b565cad7d",
"Value": "\"Baron Hannis Drelev,\" {n}he says offhandedly, emphasizing the
word 'baron.'{/n} \"And you must be... the Stag Lord butcher. I'm sorry, I quite
forgot your name. But you took out the Stag Lord and his gang, and so Swordlord
Jamandi is granting you permission to take his place, right? Well, congratulations.
My lands lie to the west of yours � I suppose we're neighbors, now.\""
},
{
"Key": "2d7510d3-b597-4df4-a25d-1c58afd4af4b",
"Value": "{n}A smirk appears on the baron's face.{/n} \"I don't need to
deserve or prove anything � countless generations of my glorious ancestors have
done so for me. If I had a slightly bigger army, {g|Swordlords}Swordlord{/g}
Jamandi would have simply given all of {g|Stolen Lands}the Stolen Lands{/g} to me.
Alas, I don't have so many soldiers at my disposal, so she had to urgently make
'barons' � heh � of the likes of you and Varn.\""
},
{
"Key": "ebf87fb5-a786-4456-b2c4-7e8f0da80455",
"Value": "\"Under other circumstances, I'd have you whipped for such words.
But let's not ruin Lady Aldori's celebration, hmm? If you want so badly to measure
merits, we can do so another time.\""
},
{
"Key": "dafc4e08-e491-4092-8b0f-030873bcc6cd",
"Value": "\"Ha! Politeness must be deserved.\""
},
{
"Key": "76bf61d6-22aa-4903-87d7-51491e828b8d",
"Value": "{n}Not even deigning to reply, Baron Drelev turns around and looks
away.{/n}"
},
{
"Key": "dd3471fc-0899-4f01-b27d-4b5a01d55936",
"Value": "\"Do many people in Restov venerate Erastil?\""
},
{
"Key": "774c1231-1562-4a98-ad4f-1c9289740fd9",
"Value": "\"I worship Erastil as well. Please, may I receive your
blessing?\""
},
{
"Key": "612a8b17-4009-4d3a-9761-8fcb78cd8a16",
"Value": "\"Bringing law into the Stolen Lands is a difficult endeavour. I
would be grateful for any help you could spare!\""
},
{
"Key": "b3634c65-628b-456c-9192-7e40303d8c89",
"Value": "\"You're dressed surprisingly simply for such a festive
occasion.\""
},
{
"Key": "39b9560e-99d2-4d39-8c31-6dde13857a4c",
"Value": "\"It was an honor to meet you. Goodbye.\""
},
{
"Key": "6dc5a240-06a9-4de2-a023-621d49bbe42e",
"Value": "\"The gods are monsters, priest. Fretful monsters that don't
deserve to be worshipped.\""
},
{
"Key": "78c6571e-2023-4f6e-9941-eed4d17225e0",
"Value": "\"I saw how you fought beside Jamandi that night... Your god
granted you impressive power!\""
},
{
"Key": "c44ba120-f1ce-4ba1-acca-0bfe935bd7c2",
"Value": "{n}A handsome man with a weather-beaten face grasps your hand
tightly in his rough, calloused palms. Unlike the rest of the guests in their
festive clothes, he wears a simple robe � the only luxury you see on him is a holy
symbol of {g|Erastil}Erastil{/g} made of solid gold. The other guests look at him
with respect, some bordering on awe.{/n}"
},
{
"Key": "f3dfe60e-4cd8-4861-8862-9f43e7b94357",
"Value": "\"Congratulations on your victory,\" {n}he says in a deep voice.
{/n} \"Allow me to introduce myself. I am Ezvanki Keeg, High Priest of {g|
Erastil}Erastil{/g} in {g|Restov}Restov{/g}.\""
},
{
"Key": "37240614-d138-4163-bed7-833ec782a70d",
"Value": "\"They revere many gods in {g|Restov}Restov{/g}. They pray to {g|
Abadar}Abadar{/g}, patron of cities, and {g|Pharasma}Pharasma{/g}, gatherer of
souls... There are also some more rare cults. But there's no denying that the {g|
Erastil}Stag God{/g} has the largest congregation here. And no wonder � people here
have lived off farming and hunting for centuries.\""
},
{
"Key": "e557eb56-3841-4e1d-9110-660443ce112c",
"Value": "\"It's a pleasure to know the baron{mf||ess} is not only brave, but
also pious. Let {g|Erastil}Erastil{/g} keep you in his grace!\""
},
{
"Key": "a273c9ac-d359-48e8-85a4-362fa530f7b3",
"Value": "\"This is a truly noble undertaking. I believe our community will
be able to provide you with reasonable assistance. We will help you construct a
shrine in your capital, free of charge.\""
},
{
"Key": "d0668909-9502-4a61-8733-b9d5f831ea50",
"Value": "\"Our most pious aspirations are often hindered. But is it not the
case that overcoming such obstacles allows us to become closer to our god? I give
you my blessing, and I believe you will be able to overcome these hardships and
achieve your goals!\""
},
{
"Key": "79aecf36-2e8d-4ff3-bc29-0a724093630a",
"Value": "{n}The corners of the priest's mouth turn up in a faint smile.
{/n} \"The nobles dress in silks and satins to stand out from the poor. A priest
wears a simple robe to stand out from the nobles.\""
},
{
"Key": "d91e2b23-28b8-47a0-80d2-02d6d473bb45",
"Value": "\"{g|Erastil}Erastil{/g} keep you.\""
},
{
"Key": "8238c46f-834a-4842-8c31-a4c3de8d2c99",
"Value": "\"The higher powers have favored you so far. May they stay with you
in the future!\""
},
{
"Key": "d806ecda-89c0-4e1f-b53b-aadeba678e6a",
"Value": "\"Do you really believe that? Well, it saddens me to hear you think
so.\""
},
{
"Key": "d54bd5ca-30d4-473d-9012-f300160157a1",
"Value": "\"Yes, I used to serve {g|Erastil}Erastil{/g} on the battlefield,
but those days are long past. Now I call on his power to heal those who've fallen
from a roof more often than anyone wounded by a sword! Of course, someone has to
roam the forests and slay monsters, but I'm more useful to my congregation here,
attending to more mundane affairs, like hospitals, shelters, and charity fairs.\""
},
{
"Key": "8b6bab05-b9cf-4759-9b8c-eb97c3451030",
"Value": "\"Yes, let's begin.\""
},
{
"Key": "fe7dd215-875e-4ef5-bfcc-40f24b22e110",
"Value": "\"I'd like to speak with the guests some more.\""
},
{
"Key": "803bff4a-d9f0-4fc7-866b-c97510e2699c",
"Value": "\"Before we begin, I'd like to talk about the envoy I'll be taking
with me.\""
},
{
"Key": "1bd5769b-d877-41ae-901b-e2e0069a01e7",
"Value": "\"I'll take Kassil.\""
},
{
"Key": "5a488884-cf5d-4ee8-9dc0-35ccdd0f2fe6",
"Value": "\"Young Lander will come with me.\""
},
{
"Key": "3f26fb58-542a-4868-a584-d7bbfa773735",
"Value": "\"Shandra Mervey will be my envoy.\""
},
{
"Key": "1f4ca44e-b6e0-4022-9e29-22ad03976be3",
"Value": "\"Yes, that's my decision.\""
},
{
"Key": "48908fe5-ae73-4d65-83b7-9be555c44742",
"Value": "\"So, how do you like our little gathering? I hope you have made
some useful connections. Shall we move on to the official proceedings?\""
},
{
"Key": "85f3410a-8dfa-40e8-9471-eb5be235972a",
"Value": "\"My apprentice, Kassil Aldori, will go with you, won't he?\""
},
{
"Key": "b427c1dc-3e3f-4383-b06c-ac27251356a3",
"Value": "\"From what I understand, you've decided to take Lander {g|House
Lebeda}Lebeda{/g} with you?\""
},
{
"Key": "074419d8-83dd-4361-abba-06c1a63299c0",
"Value": "\"I'm I'm not mistaken, you've chosen Shandra Mervey, Natala {g|
House Surtova}Surtova's{/g} servant?\""
},
{
"Key": "970b217a-b762-4069-b3cb-04948bc2ae81",
"Value": "\"Whatever you choose, I won't argue. But you must choose your
inner circle with the utmost care.\""
},
{
"Key": "2c30f79c-2167-439e-80f5-5b31bd6e6773",
"Value": "\"Of course. Enjoy the feast! You deserve it.\""
},
{
"Key": "68f0ed7e-0aa6-4150-b51f-c17edd5ddb32",
"Value": "\"Excellent. Stand here...\""
},
{
"Key": "95ea1433-9fde-4a8f-9dce-24b5abae7067",
"Value": "\"A fine choice. You can trust him as you would myself.\""
},
{
"Key": "45124a50-f483-40e4-980f-b7b021d06b67",
"Value": "\"Oh, the heir of {g|House Lebeda}House Lebeda{/g} � naive enough
to think no one would recognize him here. I wouldn't trust him � who knows what he
has in mind!\""
},
{
"Key": "3624c224-cab5-4e9d-8e85-493f520921d3",
"Value": "\"The emissary of {g|House Surtova}House Surtova{/g}? Well, perhaps
it's for the best. As they say, keep your friends close, and your enemies
closer...\""
},
{
"Key": "763de124-2700-4ca1-be16-c5c5cc64c018",
"Value": "\"Jamandi, just want kind of game are you playing? I think I have
the right to know.\""
},
{
"Key": "1e79d58a-91e8-4835-afae-35d60cd03172",
"Value": "\"What do I need to know about the history of Brevoy?\""
},
{
"Key": "25f53530-a1cf-417a-b476-bbd8abe548e3",
"Value": "\"What do I need to know about the current political atmosphere?\""
},
{
"Key": "68f19f06-d5d7-43a5-90e9-51a3774f84cd",
"Value": "\"What role do I play in your plans?\""
},
{
"Key": "dd0f515f-dba6-430e-bded-a64b419650ee",
"Value": "\"If Natala is already here, why did she let you grant me the
title?\""
},
{
"Key": "daf8f414-5278-4fe4-bcaf-69d12d98fc7d",
"Value": "\"I don't need an envoy.\""
},
{
"Key": "364ff95d-bd80-4222-9b0f-aad4a585a62b",
"Value": "\"Thank you for the explanation.\""
},
{
"Key": "238c919b-6809-45e5-9fee-d0d80796f830",
"Value": "\"What happens next?\""
},
{
"Key": "3cad9707-1437-47dc-9092-20078f419946",
"Value": "\"Do you already know about my encounter with Tartuccio?\""
},
{
"Key": "ff036eb2-0b48-4ac1-87f1-5f4153735e48",
"Value": "\"Thank you. I'm going to speak with the guests.\""
},
{
"Key": "eae9f8ca-f8b7-41bc-bf63-efa4bf87687e",
"Value": "\"What part does Restov play in this game?\""
},
{
"Key": "587b9ca7-3b8c-420e-9966-31e5fb1ba818",
"Value": "\"Don't the Swordlords have any other foreign allies capable of
playing this role?\""
},
{
"Key": "9251a461-d32a-41ed-9878-98d4f3e9d8cf",
"Value": "\"May Abadar help us bring civilization to this savage land.\""
},
{
"Key": "8c34ae97-60b9-4b0b-b7c2-5334a7a3f5e4",
"Value": "\"Good work. Nice to see I haven't lost my intuition for people.
Not many would have managed to set out to {g|Stolen Lands}the Stolen Lands{/g} and
return with the Stag Lord's head, but I knew you could handle it.\""
},
{
"Key": "4fcdc3a6-ef4e-4e1e-a57f-83d64d944d9f",
"Value": "\"Congratulations are in order. Today, you'll receive the title of
baron{mf||ess} before the high society of {g|Restov}Restov{/g}, and even {g|
Natala}Natala Surtova{/g} personally, gods bless her. Tomorrow, you'll be able to
return to the Stolen Lands if you wish, but this time as a ruler.\""
},
{
"Key": "8879c2ee-c832-43da-adc2-6fdbe89fdb34",
"Value": "\"But matters of state can wait. For now, enjoy this feast in your
honor. All the city leaders are here. It's a great opportunity to make some useful
connections.\""
},
{
"Key": "7015d7e5-b59c-4d53-a950-7b326c74ec17",
"Value": "\"Speaking of connections, let me introduce you to Kassil Aldori.
He's my adopted son and apprentice. He's a trustworthy man � I'd like to send him
with you as an envoy.\""
},
{
"Key": "12cea0f0-5358-4a75-aab7-b40a84706309",
"Value": "{n}Kassil, a young half-orc with impeccable poise, performs a
textbook-perfect bow.{/n}"
},
{
"Key": "d5b977f3-7037-41c7-9749-ca878b1702b3",
"Value": "\"Yes, you certainly have that right. But tell me, how well do you
know {g|Brevoy}Brevoy's{/g} history, or the current political atmosphere? It won't
be an easy explanation.\""
},
{
"Key": "63114bf1-f763-4f58-92e1-36fe31de8f1d",
"Value": "\"Don't think I'm trying to impose a nanny or a spy on you! We're
neighbors now. You'll need someone knowledgeable about {g|Brevoy}Brevoy's{/g}
politics to act as an ambassador to your court. If you don't like Kassil, you're
free to choose someone else, but I won't be able to vouch for the loyalty or
trustworthiness of another envoy.\""
},
{
"Key": "2ca3a29c-5f6e-43c8-90cd-f18b890cd1f0",
"Value": "\"I hope you have a better understanding of what's at stake.\""
},
{
"Key": "f02e7b16-842c-4b5b-9b95-1a63b8b93aa9",
"Value": "\"Of course. Kesten gave me a full report. You dealt with the
scoundrel perfectly. It would be naive to think that none of your neighbors will
try to stick their hands in your affairs � especially that sly fox Irovetti!\""
},
{
"Key": "70bd1bf6-2799-491b-a09e-5aa29cbea9ce",
"Value": "\"What's now called {g|Brevoy}Brevoy{/g} was originally two
different countries � {g|Rostland}Rostland{/g} and {g|Issia}Issia{/g}. Two hundred
years ago, they were stuck in constant squabbles. Then {g|Choral}Choral the
Conqueror{/g} showed up and united the two states into one. Such diplomatic tricks
are easy to manage when you have dragons at your disposal.\""
},
{
"Key": "b0020387-cec0-4345-aecb-3c6cf07ff4cb",
"Value": "\"The so-called noble Houses of {g|Brevoy}Brevoy{/g} � mainly {g|
House Surtova}Surtova{/g}, {g|House Orlovsky}Orlovsky{/g}, and {g|House
Lebeda}Lebeda{/g} � once ruled over {g|Issia}Issia{/g}. We, {g|Swordlords}the
Aldori{/g}, ruled {g|Rostland}Rostland{/g}. {g|House Rogarvia}The Royal House
Rogarvia{/g}, founded by {g|Choral}Choral the Conqueror{/g}, forced us into
obedience. But two hundred years isn't long enough to make peace with such a
troubled history � even two thousand years wouldn't be enough for us to accept
Issian rule! Brevoy is a country held together by a thread, and that thread grows
ever weaker.\""
},
{
"Key": "01390472-3831-47c9-a9ea-a48e03e63d27",
"Value": "\"We � {g|Swordlords}the Aldori{/g} and the Great noble Houses �
spent two hundred years under the rule of invaders, {g|House Rogarvia}the Royal
House Rogarvia{/g}. We plotted, we schemed, we stabbed each other in the back, but
open confrontation was out of the question. But a few years ago, House Rogarvia...
disappeared. No one knows how or why, but one day, their manors were just... empty.
And the force that held {g|Brevoy}Brevoy{/g} together, that kept us from a bloody
feud... ceased to be.\""
},
{
"Key": "49fafe22-eac5-4eb4-bd71-b437046b7c67",
"Value": "\"{g|Brevoy}Brevoy{/g} is currently ruled by {g|House Surtova}the
House Surtova{/g} � the former kings of {g|Issia}Issia{/g}. But their power pales
in comparison to that of {g|House Rogarvia}House Rogarvia{/g}, when they were here.
So now, Surtova and {g|Swordlords}Aldori{/g} stand facing each other, staring each
other in the eye, waiting for the other to draw their sword. It's an untenable
situation. No one wants a civil war that would drown Brevoy in blood... but peace
between us is also out of the question.\""
},
{
"Key": "9d92ebd7-5eea-4003-a7ae-094d6a2dc85b",
"Value": "\"{g|Rostland}Rostland{/g} wants to regain its independence � and
we will regain it. The power the {g|Issia}Issians{/g} hold over us is humiliating
and costly. And the {g|House Surtova}Surtovas{/g} won't give us our freedom without
a fight � that is, unless there's some external power that can force everyone to
sit down and talk... Do you see where this is going?\""
},
{
"Key": "18bd13b5-dfcf-41ac-8ff6-0b93d7c2b82e",
"Value": "\"{g|Stolen Lands}The Stolen Lands{/g} are disputed territory. {g|
Brevoy}Brevoy{/g} can't appropriate them without raising protests from each of the
neighboring states. However, if some brave people were to found independent states
on that land, it would be another matter entirely. My hope is that you and your
future neighbors � Baron Hannis Drelev and Captain Maegar Varn � will become our
allies. But even your neutrality would introduce a powerful counterbalance to the
aggression of the Noble Houses. Maybe, with your help, the inevitable division of
Brevoy can occur without too much pain.\""
},
{
"Key": "13284d30-47ef-4e26-9e27-a165d77cbe8e",
"Value": "\"Actually, she could still intervene and disrupt the proceedings.
But she's a {g|House Surtova}Surtova{/g} � their games are always complex and
multilayered. They're always looking for ways to turn defeat into victory. If she's
decided to allow you to become a baron{mf||ess}, it means she already has some idea
of how she can turn it to her benefit. Let's consider how she could do so.\""
},
{
"Key": "d8f63b4d-797b-4756-8911-c7699173c570",
"Value": "\"Maybe she understands that {g|Rostland}Rostland{/g} will
inevitably separate, and she doesn't want a war. In that case, new states in {g|
Stolen Lands}the Stolen Lands{/g} give the {g|Issia}Issians{/g} a reason to sit
down and talk without losing face. But that's an optimistic view, and truth be
told, it doesn't quite match up with what we've come to expect from the {g|House
Surtova}Surtovas{/g}.\""
},
{
"Key": "c7e0078d-63eb-459a-b8e8-a77bc4dfb18b",
"Value": "\"The more likely scenario is that Natala wants to win you over to
her side. If war breaks out and at least one of you stabs us in the back, {g|
Rostland}Rostland{/g} will be surrounded by enemies. That might be enough to bring
about our downfall... But you would fall first, and your newly formed states would
be left in ruin. The {g|Issia}Issians{/g} always like to have someone around to
pull their chestnuts out of the fire for them. A piece of friendly advice: don't do
business with {g|House Surtova}Surtovas{/g}, no matter what promises they make you.
Any deal with the Noble Houses is a deal with devils.\""
},
{
"Key": "baf1cfc5-c906-4768-85d2-790700767027",
"Value": "\"How should I know? We're in the middle of a big game � and today
you move from being merely a piece on the board to being one of the players.\""
},
{
"Key": "170ec63c-5adf-469a-9eae-4e571fd5434e",
"Value": "\"Enjoy your evening! When you're ready for the official part, come
to me.\""
},
{
"Key": "1feaddab-468e-41e8-aee0-e73e768c0f65",
"Value": "\"{g|Restov}Restov{/g} is a free city, proud of its independence
from everyone, including the {g|Swordlords}Aldori Swordlords{/g}. But when it comes
to {g|Rostland}Rostland's{/g} liberation, our goals align. This whole plan is our
joint creation with Lord Mayor Ioseph Sellemius.\""
},
{
"Key": "22d77c96-8497-41e0-8e09-a4f1edc744c9",
"Value": "\"You have pulled it off even {d|c11 Fast}faster{/d} than I
expected. Very good: we were short of time, and these months you've won for us
proved very useful. Lord Mayor Sellemius especially appreciated it, and asked me to
give you this little token of gratitude.\""
},
{
"Key": "1f92b807-7c17-4010-80b2-262b6555a2a2",
"Value": "\"We hope to get some help from the Mivoni Aldori � the descendants
of the {g|Swordlords}Swordlords{/g} who have fled from {g|Choral}Choral's{/g} rage
to build a new nation in the south. But the {g|Issia}Issians{/g} know this well,
and are doing everything they can to deny us this help. I won't go into details,
but, if my intelligence is correct, if a civil war starts in {g|Brevoy}Brevoy{/g},
{g|Mivon}Mivon{/g} will be too occupied with its own inner troubles to
interfere.\""
},
{
"Key": "075bdc94-f881-4b76-9d30-d8a916ba1dff",
"Value": "{n}Jamandi nods.{/n} \"I will pray to the God of Walls and Ditches
that he never leave your side. Though you can definitely expect more support from
me than just thoughts and prayers!\""
},
{
"Key": "36a80d89-a5af-4582-bedf-86dbb6730371",
"Value": "\"Just Lander? No last name? No title?\""
},
{
"Key": "e0ff6d3e-27cf-4ef4-8af8-c3b0d96793d2",
"Value": "\"Are you from Restovic nobility?\""
},
{
"Key": "9742a2f4-9974-4c42-b1a8-95b7e0b2e25a",
"Value": "\"Please, tell me again what you're doing here?\""
},
{
"Key": "5274aca2-c759-4f72-a5cd-eaaac57e9cff",
"Value": "\"A pleasure meeting you. Goodbye.\""
},
{
"Key": "09cbb9f0-0fa0-43ff-93d7-ad5b43573059",
"Value": "\"I'll consider your proposal.\""
},
{
"Key": "bc1905ed-6052-4c1f-9fb4-dc7ca0db8838",
"Value": "\"Tell me once more what you want from me.\""
},
{
"Key": "a58de0a5-fa87-4e4d-96de-a7e423d64a71",
"Value": "{n}A handsome, well-dressed young man of about seventeen years old
looks at you with a polite smile.{/n}"
},
{
"Key": "61786129-073a-4bfb-83a6-402033e45a90",
"Value": "\"So, you're the famous slayer of the Stag Lord's gang, soon to be
a baron{mf||ess}? Pleased to make your acquaintance. My name is... Lander.\""
},
{
"Key": "b403fd52-6885-476f-88c1-61c5700a4cbc",
"Value": "\"Well, let's just say I'm here... incognito. Under my
circumstances, it's wise to keep one's lineage to oneself.\""
},
{
"Key": "88cca767-120c-4c1b-8055-15094635a6fe",
"Value": "\"Oh, no, I'm not from here. I'm just visiting, you could say. I
wanted to see for myself the heroes who managed to conquer the frontier lands, and
the Lord Mayor was kind enough to invite me to this wonderful party.\""
},
{
"Key": "51d38587-a1a8-4849-8b6a-fd7a95999e3e",
"Value": "\"Truth be told, that's precisely what I wanted to speak with you
about. You see, I am an heir to one of {g|Brevoy}Brevoy's{/g} Noble Houses. I won't
say which, but believe me, a newly appointed baron{mf||ess} with no connections
would do well to have a friend like me.\""
},
{
"Key": "b7fce405-52e5-422a-899b-7fc9dc321f44",
"Value": "\"I travel the country in secret, without servants, so I can see it
for myself � not from a carriage window, but face-to-face with the people. My
family would never approve, of course � but then, I never asked. I need to know {g|
Brevoy}Brevoy{/g} if I'm going to rule a part of it someday.\""
},
{
"Key": "b776dbc2-9d35-4628-a1f7-dcbd08c3d606",
"Value": "\"I know Jamandi wants to impose her stepson on you as an emissary
of {g|Brevoy}Brevoy{/g}. Refuse. Take me instead. Don't look at my age � while they
may have trained this half-orc to swing a sword, I've been training to rule since I
was a child. I'll be of far greater use to you � both now and in the future, after
I have a firm position in my family.\""
},
{
"Key": "450093bb-3dd6-43fe-bc21-3ecce428455a",
"Value": "\"Wait, we've only just met! This is the whole point of parties
such as this � making connections that could eventually grow into alliances!\""
},
{
"Key": "f7a93994-c85d-456d-9d35-7621f1469035",
"Value": "\"Yes. Do so, and carefully.\""
},
{
"Key": "b636da70-9fbd-47ee-b7d6-199ffcacd670",
"Value": "\"Is this a threat?\""
},
{
"Key": "b33bae46-487b-41ef-8509-ed3ef1604a40",
"Value": "\"What do you think awaits me?\""
},
{
"Key": "0fc1b0fa-1aa0-4528-bc56-14f755d36e92",
"Value": "\"What would you propose?\""
},
{
"Key": "d7ae103c-5363-496e-8e1b-ae2c3357a86c",
"Value": "\"It was a pleasure meeting you. May I take my leave.\""
},
{
"Key": "d30d01fe-cd81-4804-8cd5-75210f6410c3",
"Value": "\"I'll consider your proposal.\""
},
{
"Key": "5b8f9235-7af8-401d-a14e-ef735f5f5f6c",
"Value": "{n}{d|Natala}Natala{/d} {g|House Surtova}Surtova{/g} is discussing
something with an unfamiliar old lady in a low voice. Upon noticing you, she breaks
into a sugary sweet smile.{/n} \"You were not only tough, but quick! Well,
congratulations on your victory. Enjoy it... while you can.\""
},
{
"Key": "bbff24c5-8a92-4e86-b604-0f64c4f37d22",
"Value": "\"I would never. I simply wished to warn you, in case you don't
fully realize the fate that awaits you and your barony.\""
},
{
"Key": "2d5769a9-22f5-48b8-96e2-574e4f31496b",
"Value": "\"Nothing good, I fear. The Aldori, our dearest friends, didn't
deem it necessary to inform you of their plans, I assume? You see, they're
preparing to separate from {g|Brevoy}Brevoy{/g} � it will not be a peaceful
process.\""
},
{
"Key": "54e45f67-804e-401c-bc5b-8fb7df2ab96d",
"Value": "\"They lack the strength, currently � hence using this legal
loophole to create some 'independent' allies. Once the civil war breaks out, your
lands will be the first to endure a strike from {g|Brevoy}Brevoy's{/g} forces.
Perhaps they'll erect a memorial stone in independent {g|Restov}Restov{/g} to honor
you... Well, I wouldn't count on even that, really.\""
},
{
"Key": "1e23047b-02ce-4d5a-8299-d798f5d02cd6",
"Value": "\"In your situation, the most reasonable course of action would be
to align yourself with the lawful rulers of {g|Brevoy}Brevoy{/g} � the noble
Houses. {g|Swordlords}The Aldori{/g} won't dare to rebel, knowing they will
immediately become entrapped. You could help Brevoy avoid a civil war, while
simultaneously enjoying some well-deserved peace in your lands.\""
},
{
"Key": "968947f6-a99c-4588-aff0-147e2f3cbc0d",
"Value": "\"I believe Jamandi has already attempted to impose a guard on you
as an emissary? I'm guessing her lowborn stepson � the green-skinned boy, Kassil.
It's up to you, of course, but I would recommend you a different envoy. Please meet
Shandra Mervey, an experienced diplomat who's more familiar with Brevoy's politics
than any brawler could be.\""
},
{
"Key": "312eefc8-16e1-4017-877d-68963a5101d3",
"Value": "\"Before you leave, please allow me to introduce someone to you.\""
},
{
"Key": "286dba13-ef3a-463c-af16-7c9a9a5b7420",
"Value": "\"What a wonderful celebration! One thing is for certain � the
Aldori know how to enjoy themselves.\""
},
{
"Key": "4bf15b47-b40e-4e60-be79-ec64fe704091",
"Value": "{n}The old woman standing next to Natala gives you a slight bow.
{/n} \"I would be happy to help you establish diplomatic relations with {g|
Brevoy}Brevoy{/g}.\""
},
{
"Key": "7792933a-7fec-487b-9894-2abfb42efd37",
"Value": "\"Think on it. Do not make any hasty decisions.\""
},
{
"Key": "11a8c978-f265-4241-846b-2a3a37720f7a",
"Value": "\"I don't believe we've been introduced.\""
},
{
"Key": "007f0cdb-c17e-45ac-bc81-5b9d6153e705",
"Value": "\"So, you rule Restov? And what about the Aldori?\""
},
{
"Key": "956aa91a-2228-47f5-91b6-b05222bd2938",
"Value": "\"How are things in Restov?\""
},
{
"Key": "2d58a065-5fca-4ba3-953f-0acf1dd47b17",
"Value": "\"It was nice meeting you. Goodbye.\""
},
{
"Key": "0fde8e4c-5bab-434d-805d-a4022d2a05b6",
"Value": "\"I would be happy to accept your offer.\""
},
{
"Key": "000181e8-be6d-444e-a74e-56f1415c8ac1",
"Value": "\"Thank you for the offer, but I can't accept it.\""
},
{
"Key": "a990926b-a591-4708-80c8-6c2d12de7329",
"Value": "\"I'll probably accept your offer in the end. I'll need resources
for construction, after all.\""
},
{
"Key": "9f5fd22f-4511-48c8-b769-e1ee0ed652bb",
"Value": "\"What kind of 'events' were you talking about?\""
},
{
"Key": "46504ec6-a25e-4cd0-a478-c7917bb16175",
"Value": "{n}An older {d|Sellemius}man{/d} with full sideburns looks at you
with interest through a golden eyeglass.{/n} \"Well, now, if it isn't the hero of
the festivities, the protege of our dear Jamandi!\""
},
{
"Key": "ee92332d-236b-4aa5-bd0f-520b296858c9",
"Value": "\"You pulled this all off quite cleverly! I confess, I wasn't
convinced your enterprise would succeed � I even bet a bottle of my best {g|
Pitax}Pitaxian{/g} wine against you! But I'm happy to admit I was wrong. The Aldori
have always been adept at finding new talent!\""
},
{
"Key": "cee72367-aefe-48fa-aa4a-a36b0db8d840",
"Value": "\"So it would seem. I am {d|Sellemius}Ioseph Sellemius{/d}, Lord
Mayor of {g|Restov}Restov{/g} � I rule this town and the adjacent lands. As your
northern neighbor, I hope we can look forward to a long and fruitful friendship!\""
},
{
"Key": "79c71e5d-1287-483e-b955-01b4982144f4",
"Value": "\"Ah, {g|Brevoy}Brevoy's{/g} politics seem complex and
incomprehensible to many. Here, in this part of {g|Rostland}Rostland{/g}, the
spirit of northern freedom still lives. We are loyal to the throne, of course � may
the gods prolong the life of {g|King Noleski Surtova}His Highness{/g} � but here,
far from the dominions of the great houses, we have our own way of life... It is
especially important now, after the certain events that I probably don't need to
name.\""
},
{
"Key": "03905a63-c625-45cf-a934-4a8ff818ae49",
"Value": "\"The Aldori {g|Swordlords}Swordlords{/g} used to rule {g|
Rostland}Rostland{/g}. They're still the largest landowners and main military force
in the region. But it's not for nothing that {g|Restov}Restov{/g} is called a free
city. We're proud to choose the Lord Mayor from among the citizens, considered not
by their lineage, but by their own merits.\""
},
{
"Key": "175913af-0db1-47e1-a0db-9d62bdb72c05",
"Value": "\"I don't want to boast, but things have been going well in recent
years. Trade prospers, the population grows, and the citizens are happy! Although
recently � especially after the disappearance of {g|House Rogarvia}House
Rogarvia{/g} � more and more troublemakers have been appearing, and people are
talking about the most shocking things... But those sorts of rumors aren't worthy
of your attention.\""
},
{
"Key": "d1f69876-49d6-4bf2-bfa3-dd2b06d8fb83",
"Value": "\"Please wait a moment... Your young barony will need resources to
establish itself, and from what I've been told, you're somewhat in need of
financial assistance. I could organize and supply everything you need for the
construction, and spread out the cost on extremely favorable terms.\""
},
{
"Key": "ab12905e-a45f-4106-9eb1-0b8c2894caae",
"Value": "\"The feeling is mutual, I assure you. I look forward to hearing
more of your dazzling successes soon!\""
},
{
"Key": "060881d5-b6b5-40c0-861d-86c133e12081",
"Value": "\"Then it's a deal! I'll get everything in order right away and
schedule a delivery immediately!\""
},
{
"Key": "5f761b92-14f4-4b84-b4ba-99e1e8ed40af",
"Value": "\"It's your choice, of course. I just figured I'd mention it.\""
},
{
"Key": "0bbce35c-e932-4fb2-9486-3e0941ee0ac0",
"Value": "{n}Mayor Sellemius gives you a patronizing smile.{/n} \"Why, an
aspiring politician needs to be well-informed! I'm talking, of course, about the
disappearance of {g|House Rogarvia}the ruling house Rogarvia{/g}. Can you imagine
it? Old man {g|Choral}Choral{/g} conquered our land two centuries ago. It would be
a shameless lie to say that nobody wished his royal house could just disappear into
thin air. But once that exact thing happened � turned out, nobody was ready for
it!\""
},
{
"Key": "6ad94881-46f7-4a2f-8012-22e51f6fa8d9",
"Value": "\"Poof! All over the country, every member of the royal house
disappeared without a trace! Nobody knows what happened. It is a mystery... But a
mystery pregnant with opportunity for everyone!\""
},
{
"Key": "54331699-a49d-417c-8faa-754b0c92766f",
"Value": "\"I could immediately procure, let's say... five hundred cartloads
of building supplies. I'm sure that would give you a good start. In exchange, I
would ask a small favor: until you repay the debt in full, you simply assume the
obligation of contracting building services through {g|Restov}Restov{/g}'s builders
guild. Do we have a deal?\""
},
{
"Key": "bcea09c3-26c3-444e-9abc-d35377f300cb",
"Value": "\"How did you earn the title of baron?\""
},
{
"Key": "defd7c5c-a039-48e2-84ff-25edfbb808c0",
"Value": "\"How do you feel being a noble?\""
},
{
"Key": "028c172b-300d-4fda-8c3d-2a168f5d779c",
"Value": "\"It was nice meeting you. Farewell.\""
},
{
"Key": "4d032e93-37f2-439a-a1f3-db8df1b51c08",
"Value": "{n}This man is obviously more comfortable on the battlefield than
in the company of nobles. He's well built, but the expensive waistcoat he's wearing
doesn't quite fit properly, as though it was borrowed. He has a few pale scars
across his face, and his dark hair is drawn into an unkempt ponytail with a few
streaks of gray running through it. He greets you with a broad smile and a firm
handshake.{/n}"
},
{
"Key": "7b9682e3-44e0-4fce-9637-01c30fff5fc9",
"Value": "\"Let me introduce myself! I'm Maegar Varn, the new ruler of {g|
Dunsward}Dunsward{/g}, your neighbor to the east. Like you, I'm about to be a
baron. Great job with the Stag Lord, by the way. Not everyone could exterminate a
whole gang of bandits with such a small team.\""
},
{
"Key": "7cddc50d-efe1-4446-bc32-3fed7b173617",
"Value": "\"Truth be told, my team and I just happened to be in the right
place at the right time. Jamandi Aldori needed someone reliable to take and hold
the territory. I'm the captain of a mercenary team, if that wasn't clear. Varling
Host � have you heard of us? No? No matter.\""
},
{
"Key": "0869d5d2-73db-472e-b245-3b416b9a0bfe",
"Value": "\"We've done work for Jamandi before. This time, the task was
simple � we just waltzed into the area, cleared it of the most brazen monsters, and
built a small fort to hold the place. And for that � a barony and land to own! It
was a dream job!\""
},
{
"Key": "4b4691d2-d6c5-4788-b9b0-803541b30314",
"Value": "\"Goodbye! Once you've settled in, come pay us a visit!\""
},
{
"Key": "38f0d124-732e-4b4e-b23d-81db6cca59f2",
"Value": "{n}Looking at his rich clothes, Varn smirks.{/n} \"Like a pheasant
on a plate. I've killed all kinds of monsters � but this is the first time I've so
strongly felt like turning away could get me eaten.\""
},
{
"Key": "fc7e85d7-bcb5-4021-bf3b-c4169410b1d8",
"Value": "{n}He nods toward an arrogant man in the other corner of the room.
{/n} \"See that lad? Baron Drelev. He's not like us � who knows what generation of
baron he is? Didn't even shake my hand. You and me? We're like dirt beneath his
boots. That's why those like us � the newly made nobility � need to stick together.
Otherwise, he'd take my land and yours in the blink of an eye.\""
},
{
"Key": "64724b10-375a-47b3-976c-bbd8a00e13d3",
"Value": "\"Who are you?\""
},
{
"Key": "78fdc1cc-38f7-423e-b42e-1f11cc926ae5",
"Value": "\"What are you doing here?\""
},
{
"Key": "b2bd20e3-e2f2-4296-8bf3-cb4ab4c62d11",
"Value": "\"The fog looks visible enough to me.\""
},
{
"Key": "69421d75-fbc7-4d63-bd51-6e135b7a0b30",
"Value": "\"I should probably go.\""
},
{
"Key": "b0aa1b7f-2884-48f0-8767-8f7a3d6cfc73",
"Value": "\"My 'rival'? Do you mean Tartuccio?\""
},
{
"Key": "d1213bc5-b889-496e-9c25-7e156d9aebed",
"Value": "\"What power is he searching for?\""
},
{
"Key": "54a83bfd-a9b6-4fd4-8500-36420706d5db",
"Value": "\"How do you know we're rivals?\""
},
{
"Key": "295d0862-bee7-4631-a5ea-f0f72ae4c3d6",
"Value": "\"All the more reason not to linger. Farewell.\""
},
{
"Key": "294097f5-84de-498a-98ef-94e878971790",
"Value": "\"Invisible fog? Does that mean you can find your way through
it?\""
},
{
"Key": "2b8a91d6-94c7-49a9-b3b6-e3c32ff58938",
"Value": "\"Can you tell me where he is now?\""
},
{
"Key": "aa9c9f28-57da-4c97-9714-e84b2509edda",
"Value": "\"Thank you.\""
},
{
"Key": "82cea897-37ec-40e0-a428-f76d82e69735",
"Value": "\"You actually said something that made sense.\""
},
{
"Key": "b4ae3fb7-a670-40af-ad09-3c0e8a105085",
"Value": "\"I see.\""
},
{
"Key": "825743a6-7af6-4ab8-a98b-787bcbedd165",
"Value": "\"And why is it you see that so clearly?\""
},
{
"Key": "4111e740-430f-48f9-b52e-5ba83fc84ed3",
"Value": "\"I don't have time to listen to an old fools nonsense. Be gone!\""
},
{
"Key": "ac905514-e293-472d-80bf-9d11195fca82",
"Value": "\"One more word � and I'll kill you\"."
},
{
"Key": "91d54209-4eac-4347-9055-627214048ba1",
"Value": "\"Get out of my sight!\""
},
{
"Key": "2ac2364b-d002-4ffb-86e8-caf77e4d808a",
"Value": "Attacked insane old man."
},
{
"Key": "610ae3dd-f7d0-401b-95c9-f69ca4a95abc",
"Value": "[Attack] \"I warned you.\""
},
{
"Key": "8691f401-34b7-4728-87f6-64e72651dac7",
"Value": "Told the old man that you don't care about your rival's actions."
},
{
"Key": "6f874a86-7d57-4df4-b297-124484f60fc3",
"Value": "\"I just do what I have to. I don't care about rivals.\""
},
{
"Key": "43d7ce32-a89f-4b4b-b521-2df64e3d4bef",
"Value": "{n}A jittery old man in squalid clothing shuffles up to you. His
gray hair is unkempt, and he continually clenches and unclenches his wrinkled,
freckled hands. When he stops and looks up at you, his eyes widen, and he tugs at
his beard.{/n}"
},
{
"Key": "2b81a693-11ca-4f14-b4a6-c23b0a36d87a",
"Value": "\"Strange weather. Invisible fog, creeping out of the woods. Soars
beyond the sky, obscures the sun and moon... Strange.\" {n}The old man shakes his
head, his eyes shifting about seemingly at random.{/n}"
},
{
"Key": "f3734282-88ae-4910-9738-156db4c455b8",
"Value": "{n}The old man stares at you intently.{/n} \"You hasten? You
should. Your rival wastes no time. He races, but in another direction. He searches
for power. He'll find it.\""
},
{
"Key": "7e76fcce-3f40-4a08-9ace-223c6eac122d",
"Value": "\"I see more than ever. I've never seen so much before...\" {n}The
old man wipes his hand across his face and sighs wearily.{/n} \"But someone must
look, and no one else can.\""
},
{
"Key": "d9d8e131-8e9b-47bc-8847-45ccda5880a9",
"Value": "{n}The old man raises a thick eyebrow curiously.{/n} \"I do
nothing. Breathe? Walk? Observe?\""
},
{
"Key": "d60ba64a-01e1-4432-a312-5ba5f6e3922d",
"Value": "{n}The old man freezes for a moment.{/n} \"Remus. But that won't
help with the fog.\""
},
{
"Key": "c84aac2c-1ec1-4854-bb3e-34140aa9fd7f",
"Value": "{n}The old man tugs his beard again.{/n} \"He's not tall, but he
wants to climb high. Beside him are those who could stand against him... and might
yet still.\""
},
{
"Key": "3cdb664b-e0db-4b8d-b1d1-ebf294edd8e9",
"Value": "\"Turn your back to the {g|Oleg's Trading Post}trading post{/g} and
look south. There's an ancient tomb. Look for him there.\" {n}The old man turns and
walks away slowly, muttering softly.{/n} \"Once stolen, the land should be
reclaimed... Once reclaimed, binded with the claimer shall it be. Binded, merged,
joined by unbreakable ties. Claiming the land, claiming its pain, claiming its
death...\""
},
{
"Key": "d16630bb-0d32-43f7-a164-f4fa3627421b",
"Value": "\"I don't know � I see. You can choose where you set your eyes...
usually. But can you choose what they see?\""
},
{
"Key": "217030b9-96a7-4cef-af95-3adc525215ef",
"Value": "\"Someone else's. Old, but forever young. That which was taken from
another. That which gave joy... and now gives death.\""
},
{
"Key": "d34d97d9-31b2-4829-8896-9cee875c5bf1",
"Value": "\"The fog is... wrong. It hinders your legs, not your sight. I wish
not to try.\""
},
{
"Key": "5920fb8a-f08a-4a3e-9bb8-412b56eb6f8c",
"Value": "\"He's in an old tomb. South of the {g|Oleg's Trading Post}trading
post{/g}.\""
},
{
"Key": "b44c20a3-bd91-4571-bf65-2e040ae638b2",
"Value": "{n}The old man shrugs.{/n} \"When I see clearly, I speak
clearly.\""
},
{
"Key": "766c0567-d20d-4716-8758-efab7f35bbdb",
"Value": "{n}The old man nods.{/n}"
},
{
"Key": "b429feae-7a8f-4fe3-8633-382cbcc7223e",
"Value": "{n}The old man's face is blank.{/n} \"I slept there last night. I
noticed him as I left.\""
},
{
"Key": "edfa5556-5588-41c2-aec7-4b365c96bb69",
"Value": "{n}The old man turns and walks away slowly, muttering softly.
{/n} \"Once stolen, the land should be reclaimed... Once reclaimed, binded with the
claimer shall it be. Binded, merged, joined by unbreakable ties. Claiming the land,
claiming its pain, claiming its death...\""
},
{
"Key": "641c04a3-7052-4de0-9305-8b049ebf04de",
"Value": "\"I don't like this old man. Looks like the kind who can cast the
evil eye!\""
},
{
"Key": "8661afa4-cb22-4286-b487-411cc51e5980",
"Value": "\"Move along, old man. We give no alms.\""
},
{
"Key": "3d597cbd-11f2-4c83-8899-c48dd519031f",
"Value": "\"Bold dog barks loud... while cunning one readies to bite.
Cunning, short, but stubborn. He is now in an ancient tomb that lies south of the
{g|Oleg's Trading Post}trading post{/g}. Searching for the great power that once
gave joy, and now brings only death. You don't want my nonsense? Than you'll hear
sobs and screams.\nOnce stolen, the land should be reclaimed... Once reclaimed,
binded with the claimer shall it be. Binded, merged, joined by unbreakable ties.
Claiming the land, claiming its pain, claiming its death...\""
},
{
"Key": "799110ba-dea5-4044-8e39-c404f1b22015",
"Value": "\"Five coins to cross the river.\""
},
{
"Key": "6c6a5091-61b5-4e18-8be4-a9e23c4ee9b9",
"Value": "This small house burnt down a dozen years ago."
},
{
"Key": "a9ad9585-461d-4f35-86c3-bd844ec7eadd",
"Value": "It appears these posts once held a rope bridge."
},
{
"Key": "3b778a7f-60c1-4088-929b-cfc7c9b38088",
"Value": "\"Who are you?\""
},
{
"Key": "3b294615-f782-4ce0-89b8-2cdfc362c429",
"Value": "\"What do you want from me?\""
},
{
"Key": "2a22e72c-1a23-484b-868f-8090b74e70bd",
"Value": "\"How did you die?\""
},
{
"Key": "8579fd02-344a-48dd-8c27-f74d3784e7b1",
"Value": "[Attack] \"No one dares to trespass inside my head. Die,
monster!\""
},
{
"Key": "c5a7bd67-426a-4718-92aa-e682b9d6c9b0",
"Value": "\"I'd better go.\""
},
{
"Key": "a196696e-13cb-43f5-9bd3-aab8980a5892",
"Value": "\"Why must I be the one who does it?\""
},
{
"Key": "aa8f5a7b-772d-41c3-8cac-1f5344b92ff7",
"Value": "\"I don't have time for this.\""
},
{
"Key": "f35ce2fa-4651-46e4-808b-61f560b02f6b",
"Value": "\"Very well. I shall mete your vengeance upon the Stag Lord.\""
},
{
"Key": "3a96e1cb-0323-46f3-8664-f5a5e8d7d819",
"Value": "\"Can't you kill the Stag Lord yourself?\""
},
{
"Key": "5df76bb9-621c-45a8-bf9e-259e7b38c777",
"Value": "\"My answer is the same.\""
},
{
"Key": "576f0943-1999-41fa-a1a1-6eefd991136e",
"Value": "\"So it was you who sent me those nightmares?\""
},
{
"Key": "44436ea8-97a5-4c16-87ee-6d3a03d5f3b9",
"Value": "\"I've killed you already. How did you survive?\""
},
{
"Key": "2b943ca0-b9fe-456d-8d71-ecc3b1ba61b4",
"Value": "Refused to help Davik Nettle because he annoyed you."
},
{
"Key": "34c3a0a9-8a9b-481d-a37e-62bb8f7cd4d3",
"Value": "\"I refuse to help you on principle. You shouldn't have messed with
my head!\""
},
{
"Key": "83e2dc87-3e43-484d-8719-44410d8cdcc8",
"Value": "Attacked Davik Nettle because he dared to threaten you."
},
{
"Key": "739cad07-c2d8-4229-b593-a86252434534",
"Value": "[Attack] \"You dare to threaten me? You're no better than the Stag
Lord and his bandits. I'll teach you a lesson!\""
},
{
"Key": "284edcf8-b353-4e1c-a6d4-4bb924cb3115",
"Value": "Attacked Davik Nettle for fun."
},
{
"Key": "5f6dad8a-73d9-418b-ac78-2fe4c89cd833",
"Value": "[Attack] \"Killing you may be pointless, but I'll do it again
anyway just for fun!\""
},
{
"Key": "c783d662-4bbb-440f-818a-b239642429c2",
"Value": "\"Isn't it beautiful that Urgathoa gifted you with undeath so you
could see your death avenged?\""
},
{
"Key": "29e7c74b-94b1-47c3-8327-b17c0c358179",
"Value": "\"Revenge is a holy pursuit. Calistria would be pleased if I
avenged you.\""
},
{
"Key": "969b8769-c771-47d7-ac89-f070f32195d9",
"Value": "\"Becoming undead � such a horrible fate! Pharasma would want me to
help you find peace.\""
},
{
"Key": "d26f6e86-0048-4f97-b724-138ad9f9d516",
"Value": "\"Becoming undead � such a horrible fate! Sarenrae would want me to
help you find peace.\""
},
{
"Key": "2adb6b4f-77ce-4309-a3b7-cf75c1bc3e7a",
"Value": "{n}The corpse's face is bloated from being so long in the water.
The stench from its toothless mouth is so foul that your eyes begin to water. The
hand, clenching a sinister-looking spear, is covered with scabs.{/n}"
},
{
"Key": "8efb770a-a637-4a7f-991e-1c8073057529",
"Value": "{n}Suddenly you feel faint � as if a cold, wet hand is placed heavy
on top of your head. Wet hair sticks to skin, and trickles of icy-cold water run
down your face and shirt. A hoarse whisper rises inside your head:{/n} \"There you
are...\""
},
{
"Key": "ffc1f08b-e9ba-458e-a587-667caa59f1f1",
"Value": "{n}The bloated face of the drowned man yawns open at you. You feel
once more faint, and the invisible wet hand falls upon your brow again.
{/n} \"Greetings, {name}...\""
},
{
"Key": "921e7be4-1f84-4a05-9704-4f0d23b28739",
"Value": "\"Davik Nettle...\" {n}A storm of bright images flashes before your
eyes. A long time ago, this person, then a living man, came here from Brevoy,
constructed a rope bridge, built a house, and lived in it, collecting payment from
those who crossed the river.{/n}"
},
{
"Key": "4c70c1c8-330d-4da8-8bd4-d1f1ce5279b5",
"Value": "{n}You see a vision of a man wearing an antlered helm. You hear a
muffled groan, and the helm drops to the ground with a loud thud. Your hands are
covered with hot blood... too much blood.{/n}"
},
{
"Key": "079347ed-07db-47b9-b84b-c7cee079cc01",
"Value": "{n}You see a vision of a lovely spring day. Sunbeams shine warm
against your cheeks. Three men approach the house by the bridge, one of them
wearing an antlered helm.{n}\"The Stag Lord\"...{/n} Angry faces, a quarrel, the
glint of an unsheathed sword... Suddenly the Stag Lord's greedy eyes are twisted by
surprise. The master of the house has unleashed his hounds!{/n}"
},
{
"Key": "97a4592e-2b85-4601-a086-08cfea27dd08",
"Value": "{n}A burning smell stirs you awake to the sound of loud barking.
Flames are crawling up the walls. The sound of breaking glass, the bitter cold
night air... you are outside... Outside the house, and something is wrong. An arrow
strikes deep in your shoulder. You hear the guffaw of ten throats. You run, already
in the middle of the bridge. The man in the antlered helm cuts one of the ropes. An
ear-splitting scream fills the air.{/n}"
},
{
"Key": "d763a3c9-a45c-4e35-99d6-b435c70b5283",
"Value": "{n}You feel invisible fingers, cold as stone, draw aside a wet
strand of hair from your forehead.{/n}"
},
{
"Key": "e813316b-13ea-4437-af7a-d688a0110d66",
"Value": "{n}You are taken in a whirlwind of visions and images, and you
see... yourself! You lie with your eyes closed, thrashing in your sleep... finally
you scream and wake, drenched in cold sweat.{/n}"
},
{
"Key": "42a167ea-ca5b-47b3-9f0c-4b2e75e39560",
"Value": "{n}The drowned man, who'd been sitting motionless, nods his head.
{/n} \"Come later... take the spear...\""
},
{
"Key": "dc66bdcd-6f94-4345-bb0f-4ccbc32d85d5",
"Value": "{n}You see the Stag Lord and his cutthroats trying to build a new
bridge here... Then running madly away from the rotting monster. The Stag Lord has
avoided this place ever since.{/n}"
},
{
"Key": "7534fd8c-501c-4253-900e-76e3f4465a62",
"Value": "{n}The drowned man grins at you with blue lips.{/n}"
},
{
"Key": "73ba586c-4876-43d4-a863-677951eb7d18",
"Value": "\"Stag Lord... is dead... {g|Pharasma}Pharasma{/g} awaits...
Farewell, {name}...\""
},
{
"Key": "496580f3-fc70-4743-b21c-d83d9dd92065",
"Value": "{n}Gurgling, deep-chested laughter pierces your skull, clouding
your vision and flooding your ears. All else becomes muffled, as if you are trapped
underwater. You shake your head to cast off the apparition.{/n}"
},
{
"Key": "3530a638-3234-4b08-8a6d-e86a41e4ec61",
"Value": "\"I sense evil... But not evil committed by this poor soul, no. He
arose on account of some evil done to him.\""
},
{
"Key": "e091b6ec-eb05-4966-821d-fd768d3547f3",
"Value": "{n}Jaethal winces in disgust.{/n}"
},
{
"Key": "fc01cdf2-0a09-4d8a-ae8e-1f48b7468c76",
"Value": "\"Why not? Isn't this the very mission that brought us here in the
first place?\""
},
{
"Key": "85bfbf2a-6f97-45d1-a40c-5ebc7769338c",
"Value": "\"Don't you hate it when someone asks you to do something you were
going to do anyway? It makes me want to do nothing, just to spite them!\""
},
{
"Key": "b01e6db2-be8d-443e-bf20-b0e430e6520c",
"Value": "\"Well, at least we won't be doing it for free.\""
},
{
"Key": "d8eaa400-2ce9-4849-96aa-52e7074133c8",
"Value": "\"I would help him even if he wasn't going to pay. He has such a
hard life... Well, a hard undeath. That must be even harder!\""
},
{
"Key": "7617c7f7-b0f7-4cc9-9330-85f0a0ed4d07",
"Value": "\"You're always helping scum like this for free. As if our own
lives are easy!\""
},
{
"Key": "3c56863d-024f-4921-a932-13e78364577a",
"Value": "\"Right, no more chatting with corpses! Let's hang him out to dry
so he'll stay out of your head!\""
},
{
"Key": "44e150ea-cadd-4cd1-ac77-6467d6cfda94",
"Value": "{n}Without a sound, the dead man rushes to attack you.{/n}"
},
{
"Key": "114524ba-be34-4bf4-8daf-cc7f81616d3d",
"Value": "\"You freed an innocent soul from eternal torment, {name}. Yours is
truly a noble soul.\" {n}Tristian lowers his head and begins whispering a prayer.
{/n}"
},
{
"Key": "03cf6d66-1eda-4359-bd8e-fcbbe31ee1aa",
"Value": "{n}The corpse crumples to the ground.{/n}"
},
{
"Key": "fe816ea6-9323-42ff-bc91-2cb58a8cbf9e",
"Value": "\"But why? We may have the power to help him!\""
},
{
"Key": "b03c090a-3ca1-4e0e-bfd5-f43e0a98a3ca",
"Value": "{n}A series of visions flash before your eyes � you see the Stag
Lord dying in a variety of horrible ways: impaled, beheaded, drowned, immolated...
The dead man lets out a moan full of rage and anguish.{/n}"
},
{
"Key": "c53b1b6c-890e-404a-8989-543acbb777c2",
"Value": "{n}The dead man bows his head. For a moment, a vision of a peaceful
rural cemetery appears before your eyes.{/n}"
},
{
"Key": "0745c800-0386-43ee-b1cd-e13a2333d4bb",
"Value": "{n}Octavia nods without saying a word.{/n}"
},
{
"Key": "d11bd660-f7ea-4f6e-a274-fb9d2d73e44d",
"Value": "\"Right! Let's go make the goddess proud!\""
},
{
"Key": "e6fcada9-cc47-4e98-92ef-4ff09cb44451",
"Value": "\"I certainly wouldn't call him beautiful, but you're right �
there's a reason the goddess bestows her gifts, even on lowly peasants like him.\""
},
{
"Key": "1c153e65-689a-41e3-a719-d6b2c917bbe9",
"Value": "{n}Jaethal turns away, scowling.{/n}"
},
{
"Key": "b0521a1b-8fa1-45f2-a61e-678c9f79826c",
"Value": "Drowned engineer's spear"
},
{
"Key": "c1ec1990-d5f2-460e-96e4-b380f485a035",
"Value": "The spear's shaft always feels cold and wet to the touch."
},
{
"Key": "01423b3f-d24c-4445-9c4a-1af2f32a7ee0",
"Value": "{mf|He|She} looked out of the window."
},
{
"Key": "a9ea0465-db91-42f2-8bc0-8cf9ac0ceeda",
"Value": "{mf|He|She} tried to open the door."
},
{
"Key": "79bbc744-5991-4dba-bc61-c6bd1e16c873",
"Value": "{mf|He|She} jumped out of the window."
},
{
"Key": "2ecec978-49c9-4c7b-96f2-98736234da36",
"Value": "Close."
},
{
"Key": "5ab9a015-f22c-455c-9a68-0701af0f7e68",
"Value": "{mf|He|She} yelled: \"I killed the Stag Lord! Get out of my
dreams!\""
},
{
"Key": "bb87f1eb-c789-462d-b26a-d0f02d7f390e",
"Value": "Close."
},
{
"Key": "7b86c4d9-d996-4f24-a301-4e19dab83d90",
"Value": "The drowned man's mouth opened slowly, and a hoarse whisper
said:\n\"{g|Shrike River}Shrike River{/g}, {name}...\"\nAt this moment {name}
finally awoke. Drenched in sweat, {mf|he|she} told us what {mf|he|she}'d seen in
the dream."
},
{
"Key": "a7ac3513-3756-446d-a0c3-fcbed9014003",
"Value": "...{name}'s skin felt cold. {mf|He|She} heard the murmur of the
water and the soft lapping of waves. After opening {mf|his|her} eyes, {mf|he|she}
saw a rocky river bottom and a bloated body, tangled in green water-weeds. The
drowned man's empty gaze was fixed upon {name}."
},
{
"Key": "9746786d-6296-4015-906c-6f0e418179ca",
"Value": "The instant {mf|he|she} approached the window, the glass broke and
an arrow hit {mf|him|her} in the chest. Falling, {mf|he|she} glimpsed a dozen dark
figures standing outside. {mf|His|Her} eyes dimmed..."
},
{
"Key": "a661f2a1-dd20-4975-8214-29d3802cab7b",
"Value": "{name} suddenly awoke inside the house. Dogs were howling fiercely,
not far away. It smelled like burning, the wooden walls were steaming hot, and
smoke was wreathing beneath the low ceiling."
},
{
"Key": "8913c70c-3853-4431-9af8-06f9f2f53f39",
"Value": "{name} pushed the door with {mf|his|her} shoulder, but it wouldn't
budge. The flames were starting to crawl up the walls. {name} grew short of breath,
and {mf|he|she} sat down heavily on the floor..."
},
{
"Key": "4e3eddc9-4a19-4862-823f-e4bcf40fc18b",
"Value": "Kicking out the window, {name} jumped out into the darkness. An
arrow hit {mf|his|her} shoulder, and {mf|he|she} heard laughter and shouts of
triumph. {mf|He|She} surged forward, to the rope bridge. Reaching the middle of the
river, {name} cast a glance back and noticed that a young man wearing an antlered
helm cut one of the ropes with an axe. The bridge began to collapse as its ropes
twisted and snapped..."
},
{
"Key": "a72360ae-59d0-454f-9e25-36a8f0d8d56c",
"Value": "Suddenly the dream began to lose its power. \"Farewell,\" whispered
someone in {name}'s ear, and {mf|he|she} woke up."
},
{
"Key": "5c0c1024-7434-4765-af6f-3b6dcbe1f551",
"Value": "\"I'll set off to the Stag Lord's fortress as soon as I'm ready.\""
},
{
"Key": "82b27ab0-8f4f-4876-b1a6-686e3c1e2e0d",
"Value": "\"Will you help me in the battle?\""
},
{
"Key": "c6e5ac4d-04b4-4311-9ed7-595f7c878747",
"Value": "\"You're still following me? I don't trust you � I won't do as you
say.\""
},
{
"Key": "b6de3c12-3e1c-4a11-9f55-e7c9d2b926e3",
"Value": "\"You can count on me. I'll deal with the Stag Lord and his
minions. No one will ever harm you anymore.\""
},
{
"Key": "133b044c-7740-453c-bace-7edf71b136f0",
"Value": "\"What happens after I defeat the Stag Lord? Will I ever see you
again?\""
},
{
"Key": "85481121-547b-4631-849f-16c64f9c5fe3",
"Value": "\"Greetings.\" {n}The nymph's tender voice comes to you softly. The
scent of flowers and evening dew is dizzying.{/n} \"In this dark hour, I had not
even dreamed of encountering someone in these lands who could stand against the one
who blights me. But you appeared, and you brought hope along with you. With the
strength of the fog fading, I am able to show you the way to the Stag Lord's
fortress. Please, go there � slay our enemy before he can strike another blow.\""
},
{
"Key": "29bba7bf-2b4a-4de2-b749-b69aa223aa7b",
"Value": "{n}The nymph leans forward and places something in your hand.
{/n} \"Should you lose, my heart will stop with yours. But should you win, the sun
shall rise once more over these lands. In its rays, in the ring dance of blooming
life, we shall meet again. I leave you a small gift, a token of hope and the reward
that awaits you after all these hardships. Farewell... No. Take care!\""
},
{
"Key": "60e9d282-cf0b-4079-9f46-f9b10bb7c3de",
"Value": "\"I cannot.\" {n}The nymph lowers her head.{/n} \"My power is
barely enough to make a slight tear through the veil of fog. Keeping the way open
to you is all I can do to help.\""
},
{
"Key": "ffa85d04-cfda-488c-97bc-54e70ad62431",
"Value": "\"I expect no kind words or trust. But you are the enemy of my
enemy, so I will do all I can to help you fight him. Know that the road to the Stag
Lord's fortress is open. If you defeat him, if you allow the sun to reach my
flowers and streams again, you can expect a true reward!\""
},
{
"Key": "40fbd19a-25b1-46f7-8048-057089806365",
"Value": "\"Your words resonate inside my soul. Now I can see that I chose
the right person, worthy to hear my pleas�\""
},
{
"Key": "350bb6b6-34d1-451b-a5b6-ff36e3002508",
"Value": "{n}The nymph casts her eyes down for a moment.{/n} \"And you
would... would like to see me again? Then yes. Of course. I'll come to you once the
tormentor is gone for good. I really hope to have a chance to show you the true
beauty of these lands... the meadows, the flowers...\""
},
{
"Key": "31ea8fa1-345f-4c16-b988-22a45e34448f",
"Value": "The Nymph's Gift"
},
{
"Key": "63bdce4f-753e-458f-aefe-516258e2b25f",
"Value": "A pendant with a lock of hair, received as a gift from a nymph
called the Guardian of the Bloom."
},
{
"Key": "a0fb3c61-3b43-4e3d-b98c-5e3d195999b3",
"Value": "Judging by the outline, this bas-relief once depicted the sun and
moon. Now it's almost completely eroded."
},
{
"Key": "3568a88c-5752-4293-b12d-20f44cbecb9f",
"Value": "A bas-relief of the sun, long eroded. The vague outlines of four
strange creatures have been carved over it."
},
{
"Key": "04fec1b6-7789-4372-8fd7-49139f7dd268",
"Value": "On closer inspection, one can discern the outline of a head with a
single eye."
},
{
"Key": "d53867cc-92bd-4635-8b59-2fe35f29ffae",
"Value": "The image carved in the stone has almost completely worn away over
the ages. One can still distinguish a sickle, a sword, and a skull with a single
eye socket, covered with a coin."
},
{
"Key": "ca841a01-f277-4ef4-b6d0-727cad92b332",
"Value": "It seemed from afar to be but cracks in the stone, but turns out to
be a faded image of the sun. A grinning jackal's skull has recently been scratched
on top of the image."
},
{
"Key": "f2681631-ff95-4c1d-96d5-e5b64c1fa5b3",
"Value": "\"Here's our target!\""
},
{
"Key": "ef4ae484-19d8-4f49-b51b-00aa3ed1772f",
"Value": "\"To arms!\""
},
{
"Key": "71bc1553-75ee-4e29-b6b9-0de9d606bbec",
"Value": "\"Tartuccio greets you, {name}!\""
},
{
"Key": "8cf43caf-b39f-41cc-b303-9fa708502e17",
"Value": "\"Don't you have some other pressing business to attend? Perhaps
Jamandi's quest � the search for the Stag Lord?\""
},
{
"Key": "86c1cce9-731c-4dfd-891f-e0fc27415502",
"Value": "\"Get to the point, Tartuccio. I know you're looking for an
artifact � and you're planning to use it against me.\""
},
{
"Key": "ecf60ac0-c26d-4d54-9943-146f359137ba",
"Value": "[Attack] \"A barony cannot have two lords. You'll just have to...
disappear!\""
},
{
"Key": "4d330d43-9582-4f82-ab9b-0fe7e21e7426",
"Value": "\"Linzi, don't you think it's the perfect time to throw away that
silly draft and start a real book? You already have a great protagonist � me!\""
},
{
"Key": "be32b49c-2193-4c0f-b2f3-dee4eace0192",
"Value": "\"Valerie, I would say you and your sword can find greater glory
than in service to Tartuccio. He summoned you to fight the Stag Lord's bandits, but
now uses you for more questionable dealings.\""
},
{
"Key": "83bdc846-9661-4224-ac57-31017b5cbb83",
"Value": "\"Jaethal, isn't Tartuccio's arrogance long past what you can
suffer? I can find far better use for a companion such as you.\""
},
{
"Key": "07ec2903-74f7-4b1f-ab73-046028907ad3",
"Value": "\"Harrim, I would be happy to see you among my companions. Your
faith does not oblige you to follow fools and liars like Tartuccio.\""
},
{
"Key": "2ddcec51-b57d-4388-89df-b3089c4379ab",
"Value": "{n}A gnome in gaudy purple garb seizes your attention. Of course �
the scoundrel Tartuccio, who you know from your time in {g|Restov}Restov{/g}. The
vile gnome is standing on a small hill, expressing his discontentment in every way
he can muster.{/n}"
},
{
"Key": "4042d6d2-53b8-455f-bc95-e2a8c5c5e4dd",
"Value": "\"Let me guess � you're still dawdling?\" {n}Tartuccio scoffs at
his underlings, unimpressed.{/n} \"Should I make some tea in the meantime? Bake a
pie, perhaps? Plant a small garden and harvest some cherries? Perhaps you'd be more
comfortable wearing fools' caps and colored trousers? Then at least I'd be able to
sell tickets. Come one, come all! Feast your eyes upon � \"The Slowest and Most
Ridiculous Buffoons on {g|Golarion}Golarion{/g}!\""
},
{
"Key": "8b6acd5d-d8a6-424b-b714-c50d52ab815c",
"Value": "\"Why hurry? The same end awaits us all.\""
},
{
"Key": "88f5c781-d80c-4362-ab97-ca5cfaebc8cc",
"Value": "\"Sir Tartuccio, I may serve you, but I am no one's slave. We do
what we can, but it is no simple feat to find an unknown object in a vast
dungeon.\""
},
{
"Key": "18b7c280-7340-4252-a398-61b570c92a5b",
"Value": "\"Achoo! Digging through a dusty dungeon, searching for I-don't-
know-what. And all this frowning! Scold, scold, scold. This is not how I imagined
adventures with the future baron! What am I ever going write my book about? How we
labored to open a chest filled with dust?\""
},
{
"Key": "d13b8eb8-55da-427a-9503-8ea65bcb6ced",
"Value": "{n}Jaethal stares Tartuccio down.{/n} \"Hold your tongue, gnome. I
can hardly tell your twaddle from the buzzing of a fly.\""
},
{
"Key": "c42bccb4-6460-4b01-a8e0-d0adafa5de39",
"Value": "\"Quickly now. If we don't find that artifact soon, someone else
might seize it. Someone... who's standing over there watching you right now, you
fools!\" {n}Tartuccio turns his angry gaze upon you. He nods to his guards to draw
their weapons.{/n}"
},
{
"Key": "a186cbc4-35b5-4aff-9775-e172d277ffd3",
"Value": "\"I might ask you the very same! Aren't you supposed to be
searching the local forest for some bandit boss in a horned hat?\""
},
{
"Key": "63a4c88e-a918-4d3b-92d3-ffc6202b8678",
"Value": "\"Looks like someone's grown fond of an imaginary crown... Over
here, you fools � front and center! Cover my retreat!\""
},
{
"Key": "3efe3c4c-4e15-42cd-b203-5e7dee7867d9",
"Value": "{n}The gnome grins.{/n} \"What ever did I do to deserve someone
like you?! Here, you fools, drop your shovels � we're leaving! The rest of you �
cover my retreat!\""
},
{
"Key": "21632622-182b-44f9-8565-5ab983f2f4da",
"Value": "{n}The little bard jumps for joy.{/n} \"Yes! I shall overturn a new
leaf! And on that leaf I shall pen a wonderful, thrilling story � of the victory of
the future baron{mf||ess}! And the bitter defeat of {mf|his|her} malevolent,
flatulent rival!\" {n}Linzi sticks her tongue out at Tartuccio.{/n}"
},
{
"Key": "b489eae1-d5cd-47b1-bec2-c410b318b96b",
"Value": "{n}Linzi frowns.{/n} \"Why do you say my story is silly?! You
haven't even read it. Ach, a critic is born every minute. Why should I help you
anyway?\""
},
{
"Key": "d0875d09-14aa-4831-a97e-1da2319c2210",
"Value": "{n}Valerie folds her arms across her chest.{/n} \"You're right.
Tartuccio has deceived us. A warrior who bows to a lie, who humiliates herself �
there is no glory in this. I shall aid this scoundrel no more.\""
},
{
"Key": "509d6d36-b017-40c0-a6d2-46cfc52bd6d3",
"Value": "{n}Valerie looks unconvinced.{/n} \"There is truth in what you say,
but a warrior cannot leave her commander on the easy words of a stranger.\""
},
{
"Key": "ca496de5-b2d1-433d-ab84-b25e587866a4",
"Value": "{n}The elf looks at you for a brief moment, then nods silently. She
draws her weapon and eyes Tartuccio coldly.{/n}"
},
{
"Key": "5b37cc1e-27b5-4a91-984f-b2d4f8b0c8fd",
"Value": "{n}The elf allows herself a faint smile, unkind and frightening.
{/n} \"Flattery cannot buy me, {race}.\""
},
{
"Key": "1ea936c2-6fd0-4645-b07f-40b2bca8c475",
"Value": "{n}Harrim strokes his beard, brooding.{/n} \"There is as much
vanity in your words, as in the words of all who have not seen the wisdom of {g|
Groetus}Groetus{/g}. Yet you seem a worthier leader than the arrogant Tartuccio.
Perhaps in serving you I shall open your eyes to the teachings of my faith.\""
},
{
"Key": "367bf794-a4b0-41cd-ab5f-0ecc134cb42d",
"Value": "{n}Harrim pensively twists the strands of his beard between his
fingers.{/n} \"Side with you? I cannot say if there be sense in that. I am
satisfied in serving Tartuccio, as much as anyone else. {g|Groetus}Groetus's{/g}
peace awaits us all, in the end.\""
},
{
"Key": "4b2e078b-36ea-4f5a-8175-51da668cbc1b",
"Value": "\"I see my magnificent rival will stop at nothing, even at stealing
the servants of {mf|his|her} enemy. Let us see if your fools are even more useless
than mine! Draw your swords! And cover my retreat!\""
},
{
"Key": "c5487bf5-c33a-436c-94b6-f91a22d55068",
"Value": "There are enough supplies to encamp once."
},
{
"Key": "5868e0a3-6d96-451d-80da-64b62639b06b",
"Value": "Your supplies are all but exhausted. You've not enough to set up
camp."
},
{
"Key": "eaea33aa-c375-4ddd-8b4c-ea8c962ffcf4",
"Value": "\"Hide it! Queen Bdaah never find!\""
},
{
"Key": "d061a97f-661d-4df3-9841-5f770e7a01f6",
"Value": "\"Treasure heavy!\""
},
{
"Key": "b69ff349-3d07-4ae3-8857-224cf6b650cc",
"Value": "\"Aiii! Protect treasure!\""
},
{
"Key": "58048139-3988-4fcb-8d55-87f97c46a15c",
"Value": "\"Friend!\""
},
{
"Key": "9fafe4f1-4280-4165-ad7e-fe1db1cf8775",
"Value": "\"Friend chief!\""
},
{
"Key": "78246c0d-e500-4d88-b5cb-9140c821422f",
"Value": "\"Queen Bdaah say let you in!\""
},
{
"Key": "d131e493-f8b1-43cc-90a8-c697ecd0136d",
"Value": "\"You go Queen? Joy see her!\""
},
{
"Key": "ed22f6bc-b6ee-4dd1-bb0d-dae59693648b",
"Value": "Four hours have passed."
},
{
"Key": "5bdb8c17-8230-454e-b2a0-5b84c2a4053c",
"Value": "Looks like the footprints of a large beast. A dragon perhaps..."
},
{
"Key": "bf006618-ed6f-4058-ae59-5f5cf72b870b",
"Value": "Died of unknown causes."
},
{
"Key": "51fe3366-1759-4b9d-98bb-8ea9b4363600",
"Value": "The dead man's face is set in a mask of terror. The body is covered
with burns."
},
{
"Key": "d547f97a-5e29-4179-90b5-0692312e32c9",
"Value": "The entrance to the old mine seems to have been blocked for a long
time."
},
{
"Key": "2f926b2c-735a-4c6e-9f67-9f9533a88976",
"Value": "The intertwined roots of the huge tree cover what might be an
entrance to the dungeons."
},
{
"Key": "e9ef0f5d-c5c3-44ad-bbd3-80222b67ae84",
"Value": "The entrance to the mine has recently been cleared. It appears the
kobolds have made use of this path."
},
{
"Key": "8ec3262f-c494-4e88-9d81-3765396f2b94",
"Value": "The roots, previously blocking the way, were pulled apart � by
magic or some mechanism."
},
{
"Key": "b8ccf16e-749e-402b-b06d-72d6a50d545b",
"Value": "\"It's niccce... calm...\""
},
{
"Key": "66d2ac44-132f-4e0a-9d83-11270dd4bc45",
"Value": "\"I hear, moon radish grew sssomewhere near... but where?\""
},
{
"Key": "1682278c-93e1-4a1d-aa7a-5c32a2c96291",
"Value": "\"War � fool.\""
},
{
"Key": "1f61ad25-bbdb-4935-b720-90cbac28f51c",
"Value": "\"If I father, call daughter Bdaah. And son too...\""
},
{
"Key": "ede3dc5f-479d-4452-a9c8-abdc60560a6e",
"Value": "The body of a woman, fouled beyond recognition. Her fingers still
clench a torn leather leash."
},
{
"Key": "b3efcc04-a4bc-4eae-88a9-343304c82007",
"Value": "\"Sss... Sss...\""
},
{
"Key": "de8f750b-4031-4c4e-8b59-fbd8d3f0bc11",
"Value": "Judging by his heavy breath and bloated stomach, this kobold
obviously ate too many radishes."
},
{
"Key": "4f3bf838-1974-470f-a09c-0577d49201a0",
"Value": "\"Teacher... asssk teacher...\""
},
{
"Key": "e766ad02-7376-474e-9fe0-c8e2c596fba6",
"Value": "\"Deathhh!\""
},
{
"Key": "b7c8f3f1-c2de-4efb-9afd-ae62b5b0b040",
"Value": "These radish plants have been badly battered."
},
{
"Key": "5d2d700c-4192-449b-a408-dc38ff91d9a9",
"Value": "The patch is covered with half-eaten bits of moon radish."
},
{
"Key": "d7539486-7f7e-4ffe-bdca-5e98a922f685",
"Value": "\"Who's there?!\""
},
{
"Key": "af0687c7-f179-4708-807a-9537de003f2e",
"Value": "\"What's that noise?\""
},
{
"Key": "6bf0a06a-6574-4878-af0d-db7767303c30",
"Value": "\"So that's why there's less and less food in the area. Well,
you'll just have to make up for the loss...\""
},
{
"Key": "f1187524-8d73-41c1-b3bb-40a29c31bbe1",
"Value": "\"Rrrrr...\""
},
{
"Key": "dad5e69f-e92f-484c-a326-51fd2d9f3304",
"Value": "\"So you're not as simple as you look? Well, your clever tricks
won't help you now...\""
},
{
"Key": "da6a3b56-b2ef-48a8-ac85-6dc24d2a3e19",
"Value": "\"It's so easy to trick you, silly {mf|boy|girl}...\""
},
{
"Key": "0023872b-9366-48c7-b3ef-d6ba221926b3",
"Value": "Spend the night here"
},
{
"Key": "fdf22382-6c3e-4040-8176-8551b608f6f0",
"Value": "Buried chest"
},
{
"Key": "9c41989d-87b7-4bb3-befb-9dda28eb728b",
"Value": "Climb the hill"
},
{
"Key": "7b8c0972-358a-4127-9ba6-0b110ae59e20",
"Value": "Descend the hill"
},
{
"Key": "2ad14d66-584c-4c87-85a4-a99dd7948ebb",
"Value": "Climb up the trunk"
},
{
"Key": "4fc86372-c393-4ab5-aa9e-06dae3b77380",
"Value": "Climb down the trunk"
},
{
"Key": "636412f7-763a-4809-b2cd-49c79d52acf6",
"Value": "A Crumpled Letter"
},
{
"Key": "6dad4f64-dd62-4b14-8337-4913c21fab14",
"Value": "\"My Dear Kennoth Plamer,\nWith your desire to pursue a new
archaeological mission in mind, I spent a few hours in my library today and
identified a location worthy of your research. In the northeastern part of the
River Kingdoms lies a region called the Stolen Lands. Many antiquities can be found
in such places. No doubt an inquisitive researcher would be able to find old coins,
significant cultural remnants, and even pieces of artifacts that might be restored.
Naturally, you shall require the services of a specialist to evaluate your findings
during your travels. I've no doubt of your ability to recruit such a specialist
once you arrive in the Stolen Lands. Such contacts can typically be made in large
cities or settlements. You would not want your return journey encumbered with items
of scant value or interest, after all.\nBefore you set off, it is my obligation to
warn you that this place is untamed and can be perilous. Watch not only for bandits
and monsters, but also impassable swamps and dangerous open plains. Should you
decide to visit the Stolen Lands, I strongly urge you, Kennoth, to hire a
professional guide, and better yet � guards. It is wise to take precautions.\nI
should appreciate it greatly if you return with a few amusing curiosities for me,
as a token of our friendship.\nYour true friend,\nAgneth Bregan\""
},
{
"Key": "30858186-1b67-40f2-95e0-e1af66f03eb8",
"Value": "Lab Journal"
},
{
"Key": "a5a60fac-f5c5-4524-8f27-695dd52e4e62",
"Value": "\"Went into the woods. Found many roots, pine cones, flowers � and
a dead squirrel. Scant little I can make of that! I must consider where I might
gain rarer ingredients for my experiments.\n...\nSome damnable racoons got into the
hut while I was exploring the woods. Broke all the glassware. The only things left
are ten flat-bottom glass tubes, five round-bottom flasks, a couple porcelain
mortars, three pestles and the precious spiral. � A good thing all the pots are
still there. So many good chemicals wasted! Shame. Need to lock everything up in
the closet.\n...\nTried to finish the experiment today, the one I started at the
old lab. Used the lead powder from the master's box. At the crystallization stage
the liquid foamed, changed color and formed a deposit. Another unsuccessful
experiment � and I've all but exhausted my supply of essential
materials.\n...\nCaught a racoon with a snare trap. Didn't get the bastard to the
hut in time. Perhaps I should ask some hunters for help in catching experimental
subjects? But I must save money, and besides, I see how those bumpkins scowl at me.
As if I've grown horns!\n...\nThird attempt at the crystallization experiment.
Broke the last round bottom flask. � I recall my tutor calling me ham-handed and
making me clean up. Perhaps he was right. But he did teach me much, despite
everything. But why didn't he wish me to develop my abilities? Didn't he want me to
learn anything beyond the basic potion recipes?! Kept saying I wasn't ready, but in
truth he feared the student surpassing the teacher, and for good reason: I shall
prove this process works. I'll prove it to everyone.\n...\nToday an old lady came
from the nearby village, asking me to make her goats yield more milk. I had to help
� I'm in desperate need of money. Oh, why must I spend my time so?\n...\nBoring,
boring, BORING!\"\nSeveral pages remain empty, then the writings
continue.\n\"Observation day 1\nFinally. I finally got a chance I can't miss. I
found a dying elf in the woods. She was barely breathing, and ants were swarming
all over her. Who is she? What happened to her?\nIt matters not: this is the
opportunity I've been waiting for.\nWith great effort I managed to drag her to the
hut, remove her clothes and hide her behind the bags in the corner. Enough wasting
my talents on trifles � it's time for action.\nUsed the largest glass tube from the
master's box, the one with the warning (\"In case of contact with skin, wash off
immediately\"! Ha! The dottering parrot of all the standard warnings.) I spread it
evenly over her body, and began my observations.\nObservation day 3\nThe subject
has survived. Had to tie her up and gag her � the moaning could attract unwanted
attention. Her skin is changing, but� it's hard to determine the precise character
of these changes. The early stages of festering, perhaps? The treated areas do
smell faintly.\nObservation day 5\nThe changes continue, faster and faster. The
epidermis has festered away, the joints are grown swollen, tough and calloused. �
And the subject has a fever.\nObservation day 9\nOver the past few days, the
subject's legs became covered with mildew and moss. Her fingers and toes grow long
and crooked � as though she would grow into the ground? I shall move the subject
outside. The experiment now demands sunlight.\nObservation day 13\nThe body's
changes are so significant, it's impossible to recall the creature's original
appearance, from the way it looks now. A seething growth covers the whole body's
surface. Every day I find new kinds of moss, mildew, grass and other plants.\nThe
subject attempts to move. Had to immobilize her. I try to make contact, but she
utters inarticulate sounds, alike to howling. Might intelligence be restored at a
further stage of regeneration?\nObservation day 18\nThe subject has grown larger,
several times. She is now� strangely quiet these last few days. I'm beginning to
worry: in the end I see I've become attached to her. She will make me
famous!\nObservation day 25\nMy living experiment shows all signs of obedience. She
is much like a little tree � a magnificent walking tree! She is already eight feet
tall, and the child keeps growing! I wish to give her space, more fresh air and
sunlight. I suspect we shall need some fertilizer� For now, I only walk her around
the woods on a leash.\nThis is the greatest achievement of my career! Soon we'll be
ready for a journey to Absalom, and there� there I will present my masterpiece. I
must think of a name for my girl...\""
},
{
"Key": "8a295669-575d-4239-b111-e462c9ae0c5f",
"Value": "Engraved Silver Pendant"
},
{
"Key": "2940c162-f60b-40ec-bcbe-3f92cc228ca2",
"Value": "A silver pendant, found tied to a branch on the shambling mound.
The name \"Bertha\" is engraved upon it."
},
{
"Key": "ea428ed8-6b92-4ed0-9b94-25aa749f41ac",
"Value": "\"Stop! What's going on here?\""
},
{
"Key": "900d7693-2cf5-4503-a93e-3366c0d0874b",
"Value": "[Attack] \"I don't wish to suffer such creatures on my future
lands!\""
},
{
"Key": "3993b8d3-f620-40f8-a4b7-4220f720eebe",
"Value": "[Observe and do not interfere]"
},
{
"Key": "1c54a18d-734e-402d-a2f4-86b21a0148d6",
"Value": "\"Kobolds, tell me more about what happened.\""
},
{
"Key": "5291bb87-e726-41c0-9b10-13942931a7fe",
"Value": "\"You should make peace and search for the relic together.\""
},
{
"Key": "fbeee0f4-dd50-49e2-be45-c3211a44d05f",
"Value": "\"I side with the kobolds and Chief Sootscale.\""
},
{
"Key": "c2b555ad-b8a4-4073-b024-523f17620b61",
"Value": "\"I side with the mites and Queen Bdaah.\""
},
{
"Key": "1ca9ca6d-152d-4d7c-bf72-f553c476af3d",
"Value": "\"You are all disgusting, I don't want to help either of you.\""
},
{
"Key": "4488d421-5381-48d9-ab05-ca18fc93f71a",
"Value": "Decided to act as a neutral arbiter in confrontation between mites
and kobolds."
},
{
"Key": "9c8d87a7-e391-4106-bab2-2cd54088e876",
"Value": "\"This quarrel is your own. I have no wish to be a part of it.
However, if you allow me to visit your domains, I shall strive to learn the
truth.\""
},
{
"Key": "e7eeb8b3-7965-4115-98e3-b96e3edbde98",
"Value": "\"Mites, I want to ask you a few questions.\""
},
{
"Key": "4866cb79-5d1b-4e91-98b0-44ac123124f1",
"Value": "\"How do you know the relic was stolen by the mites?\""
},
{
"Key": "136e1fd0-7ea6-4e8e-9a0e-e0d7d535196c",
"Value": "\"What is this relic?\""
},
{
"Key": "72683826-18f4-40c8-8be8-91c11ca9d527",
"Value": "\"Did you really attack the mites?\""
},
{
"Key": "7f7eb992-8f9d-411b-a5e5-28b1c9049eb4",
"Value": "\"It's clear to me now.\""
},
{
"Key": "64ca8ede-bd9e-4642-9cca-13163664518b",
"Value": "\"And where is 'shaman Tartuk' now?\""
},
{
"Key": "e3947edf-b465-4888-98c3-e81f6d776620",
"Value": "\"Tartuk is not a real kobold. He deceived you.\""
},
{
"Key": "faf96a96-f155-4075-9bcb-773ec2fcf616",
"Value": "\"My Queen, why did you fight the kobolds?\""
},
{
"Key": "206960a0-93ce-487a-a50f-127b647002e0",
"Value": "\"Why do you need the relic?\""
},
{
"Key": "d60447e3-e037-4031-bf2b-a493fbd620a6",
"Value": "\"Why do the kobolds think the relic was stolen by the mites?\""
},
{
"Key": "3d3b68a2-b5c3-4910-9ccd-93dde1d4bc71",
"Value": "\"Do you know where this purple-scaled shaman is now?\""
},
{
"Key": "a2c5b6f4-f171-48a8-960f-bd989b38cbc2",
"Value": "\"Very well. I have no more questions.\""
},
{
"Key": "c5523c72-0879-409f-a319-423668231ba4",
"Value": "\"I would hear my companion's advice.\""
},
{
"Key": "ce7d207f-f7c1-4d5b-94bf-caacec63dc3e",
"Value": "\"Ha ha! Great!\""
},
{
"Key": "0abc035a-d5d2-430c-b801-836be59f4055",
"Value": "\"Do you know why Choral the Conqueror razed half of Rostland? It
was for puns like that!\""
},
{
"Key": "dbeb81ad-dd34-4576-9ec7-788a83a04d81",
"Value": "[Say nothing]"
},
{
"Key": "b1412092-9b5a-4986-ad02-72a7df838faa",
"Value": "\"Why support either? Do you think they'll ever listen to you? Let
us battle these little ones, both groups, and be done with it!\""
},
{
"Key": "59d9da7c-7cc1-4bce-a6a1-96c654efbdca",
"Value": "\"Cowardly traitorsss! Sssonsss of a pike! Return the relic!\""
},
{
"Key": "e6024655-ff93-4f20-8f85-6cc20a3f7856",
"Value": "\"Silly, silly kobold, go look your relic your dungeon! Look under
bed, under table. Ha-ha, silly kobold have no bed and no table? Search your eggs!
You lose relic, and blame mites! Accuse Queen!\""
},
{
"Key": "71ecdad3-c70e-4f24-b1a2-0ad53589c618",
"Value": "\"Liesss! Chief Sssootssscale not sssilly!\" {n}The kobold leader
shakes his weapon at the insult.{/n}"
},
{
"Key": "6d4874ea-b5ee-4af0-bad1-23f9148bba18",
"Value": "{n}The little mite jumps in place.{/n} \"Stranger! Stranger! You
see, yes? Silly kobold attack mite! Insult us, our magnificent Queen!\""
},
{
"Key": "ac830504-00b6-4d3e-bd0a-e260443a813b",
"Value": "\"Liesss! Mite thief! Sssteal relic from kobold! We revenge! Help
usss, ssstranger!\""
},
{
"Key": "8b99fad4-e7f2-43ea-8c34-26372d086840",
"Value": "\"I Chief! I name Sssootssscale. Kobold and mite live here long,
live peaccce! But now mite thief! Sssteal our relic!\""
},
{
"Key": "0765c35b-187f-446e-9017-7a3f3eada487",
"Value": "\"Help kobold! Kobold ssstong, fierccce!\""
},
{
"Key": "4d346258-cd8c-4ac3-b908-855b098cab31",
"Value": "\"Mite tricksssy! But Chief Sssootssscale is more tricksssy! I
call. New ssshaman come. Ssshaman Tartuk know who ssstole relic. Tartuk good!\""
},
{
"Key": "299b318e-f398-4d20-b708-40f842b1b74c",
"Value": "\"Sssootssscale not ssstupid! He know real kobold!\" {n}The chief
puffs up his chest, rejecting the insult.{/n}"
},
{
"Key": "56f139a6-39bb-46a6-9099-7b98892d2f17",
"Value": "\"Relic key! Kobold take relic, enter sssacred hall!\""
},
{
"Key": "6d63a5b3-b587-44d6-8ddd-41ef579e7613",
"Value": "\"Revenge! Mite coward! Kobold come, mite run! We come, take them
relic, go. Let they give back our relic, we give back their!\""
},
{
"Key": "9958a9c0-b3bd-4099-b3fa-265eda1b3397",
"Value": "\"Ssshaman was dungeon. Did not enter sssacred hall. Mite collapsse
our entranccce! Kobold wrath mite!\""
},
{
"Key": "277095cd-2920-4b4b-8b86-216de5f884d7",
"Value": "{n}A small mite bows comically.{/n} \"I seneschal Vaggik. Here our
magnificent Warrior Queen Bdaah!\" {n}He points at his large companion, adorned
with the hide of a wolf.{/n} \"Queen defeat scary wolf battle, vanquish hundred
enemies, charm hundred hearts! Queen Bdaah allow you speak her. May sit. We
understand,\" {n}he says generously.{/n} \"Legs tremble when see such beauty\"."
},
{
"Key": "0ccdb56c-52d5-471c-9e9e-1d40bd920cdc",
"Value": "{n}The mite Queen shakes her head sadly.{/n} \"We live here long,
kobolds and mites. We live peace, friends, trade. Together hunt good shaggy animal,
gut it. Sweet! Long ago Chief kobold and our old King make good alliance. Two
branch Old Sycamore we take, charm and give each to other. This be relic. Kobold
have one, mite have one. Not long ago kobold come, yell we thief, take our relic!
Silly kobold.\""
},
{
"Key": "8dbfece9-68dd-472f-a8f1-30fe10e6fe67",
"Value": "\"Two relic. They key, give entrance to sacred hall. There, under
Old Sycamore. One key for kobold, one key for mite. Each can go hall. All fair.\""
},
{
"Key": "eeca5a0f-f4b1-4fc0-a3ea-e08cf49df2e3",
"Value": "\"Kobold Chief silly ugly old.\" {n}Seneschal and other mites
giggle at these words.{/n} \"He lose last mind, listen new shaman Tartuk. Shaman
not so ugly,\" {n}Bdaah smacks her lips in approval.{/n} \"But angry, tricksy, say
wicked mite. I catch him and make crown from his scale. Pretty crown, purple!\""
},
{
"Key": "45b725d9-00c0-43cb-9fc5-9d96c721125c",
"Value": "\"He prowl dungeon near our house. We see he once, but not catch.
Want find shaman � look under ground.\""
},
{
"Key": "783e1a24-3819-4883-9ac4-672995f8e17e",
"Value": "{n}Queen Bdaah nods with a queenly air.{/n} \"Stranger good. Fight
kobold with me. Win, come my chamber. We make feast, play music, throw knife in
furry squirrel. Sweet!\""
},
{
"Key": "d9b1c61d-bf1b-4336-b245-041451ce4e66",
"Value": "{n}The mite Queen scratches her nose with the tip of her sword.{/n}
\"We accept. Stranger go peace our land. But we know truth already. Kobold must pay
for his stupid!\""
},
{
"Key": "d7309c4f-04e2-46d9-b06f-9d64088e3c78",
"Value": "\"Never!\" {n}The chief hisses in animal rage.{/n} \"Deathhh to
traitorsss!\""
},
{
"Key": "8680e4bf-0807-4801-ba8f-d6c249ced0a3",
"Value": "{n}The mite queen swings her blade.{/n} \"We no retreat! Choose who
support, stranger, or enemy us all!\""
},
{
"Key": "3a687af7-0d45-48a2-994e-5ffcec39330c",
"Value": "\"Enough insult, silly lizard. I Bdaah, Warrior Queen, lead my mite
to glory!\""
},
{
"Key": "f0ecff6b-712e-49f5-9745-994b97995a2b",
"Value": "\"Ridiculousss! Pathhhetic thief look for deathhh! I come back with
ssshaman Tartuk and shhhow mite pain!\""
},
{
"Key": "30d210c5-f0e2-48a2-93e5-4828633180e3",
"Value": "\"Protect Queen!\""
},
{
"Key": "61ab93ce-3887-40b3-8049-90212f1c939c",
"Value": "\"Kobold fight! Hold ssstranger! I go my ssshaman Tartuk!\""
},
{
"Key": "c3566a60-9eb3-4741-ab26-bad7976d1f40",
"Value": "\"Ssstranger go. Find out mite thief! We hit mite! Hit! Hit! I call
ssshaman Tartuk from under ground and hit them bad!\""
},
{
"Key": "10243f04-7952-4a1b-8c28-2fc66506b0da",
"Value": "{n}The mite leader snarls angrily.{/n} \"We not leave! Fighters �
hit stranger! Hit silly kobold!\""
},
{
"Key": "0d381f96-cf73-4011-b5dd-f52686edbb89",
"Value": "{n}Chief Sootscale hisses in triumph.{/n} \"Ssstrangersss now
guessst my houssse! Friendsss!\""
},
{
"Key": "1af7ec89-9844-4ab4-b9f6-a0ab21e4acde",
"Value": "\"Sweet! Stranger, go my cave chamber, talk. Kobold, be afraid!\""
},
{
"Key": "c044c8bd-0811-4946-b464-e4765ab7feb5",
"Value": "\"Insssult! Blood! Washhh out!\""
},
{
"Key": "5b2bdd99-1582-489f-8a85-a86965fa1ab4",
"Value": "\"Coward! Turn! Elic!\""
},
{
"Key": "ed9eb598-8f3b-44f5-a9a3-bcbb00457d81",
"Value": "\"Liesss! Chief! Scale!\" {n}The kobold crier diligently copies the
words and gestures of the chief, swinging his weapon. It seems both groups are but
a breath away from battle.{/n}"
},
{
"Key": "4ae8084a-b40f-4b73-b817-0bdac3ecfb2e",
"Value": "\"Thief! \"Teal! Elic!\" {n}echoes the crier enthusiastically.{/n}"
},
{
"Key": "386199f8-d7d8-476a-b8b5-9cb99554f5dc",
"Value": "\"Tartuk! Ood! Ooood!\""
},
{
"Key": "9b91f1c8-c4a5-450e-8ddd-4fa819229f0f",
"Value": "\"Oh, I can't stop laughing! He's so sweet! He repeats
everything!\""
},
{
"Key": "b506d0d3-35e4-4292-a8fa-e442e664b09e",
"Value": "{n}The crier swells with pride.{/n} \"Peats! Verything!\""
},
{
"Key": "48e582d5-b921-4859-93bd-363d485a1a65",
"Value": "\"It's up to you, but we should remember that living among such
creatures could be dangerous. The kobolds and mites are aggressive, poorly
organized and unreliable. It's better to exile them, or not interfere, lest we're
entangled in their unworthy deeds.\""
},
{
"Key": "72c96b0f-f2ad-4b43-9d9e-43c1c0cf9d8a",
"Value": "\"They haven't done anything bad. We shouldn't attack them. I wish
they would make peace, but if this isn't possible, let's side with Chief Sootscale
and the kobolds! They're so funny, and they haven't the guile to lie.\""
},
{
"Key": "6ade34b3-d577-4da3-9f7a-5a43a06cf7f4",
"Value": "\"I'd just kill them all: less monsters � less problems. But if you
need to choose, side with the mites. They are fierce, and would make fine
allies.\""
},
{
"Key": "2a718cf6-ccdc-4dd0-8306-77473b093c4e",
"Value": "{n}Jaethal rolls her eyes.{/n} \"And so again, to be the judge. To
weigh and balance trivium. Decade upon decade...\""
},
{
"Key": "738e0975-3934-49eb-9025-b3713b6b2c01",
"Value": "\"Such hubris in such small and simple creatures... But are our own
monarchs any better?\""
},
{
"Key": "a55de03e-7249-4099-bfc8-064ce326619c",
"Value": "\"So warlike! It's like a miniature version of the Taldan Imperial
Chronicles!\""
},
{
"Key": "457aba58-0c65-422e-b07e-14500fb491a3",
"Value": "\"Great! Thanks for supporting them � they're so funny!\""
},
{
"Key": "8bde76fc-5593-42b4-ba10-bce98da574f3",
"Value": "\"Ha, that's right! They might be small, but they fight all
right!\""
},
{
"Key": "f7e03761-1693-44bf-b10f-fe3c905b94ae",
"Value": "\"Heh, that's more like it! Let's cut these creeps to pieces!\""
},
{
"Key": "e4dbfac3-f3ec-40c0-905f-2bd32d6888c1",
"Value": "\"You know what they say... mite makes right! Ha ha ha!\""
},
{
"Key": "0d23a151-04cf-47f0-bf9b-35af8d77238b",
"Value": "{n}The half-orc wears a jaunty grin.{/n}"
},
{
"Key": "b089c6b3-3fd9-4eb4-a777-7cbe4e42f483",
"Value": "\"Heh, that's right! He was an expert in fiery humor!\""
},
{
"Key": "95cf355d-9975-4c99-88c3-f0b94a231b63",
"Value": "{n}Realizing his pun went unnoticed, Regongar grunts and turns
away.{/n}"
},
{
"Key": "d9b16ae0-6339-4b8e-a9b1-602e12917b41",
"Value": "\"Let us free the lands of these dangerous creatures!\""
},
{
"Key": "99aa76e0-80db-4439-96a7-e3d9812fc3b4",
"Value": "\"You interfere in a war you have no stake in. I hope you know what
you are doing.\""
},
{
"Key": "0a1f06c6-3a61-4487-9244-011a429e46df",
"Value": "\"Fine, I will kill the wolf leader.\""
},
{
"Key": "40a5f003-5822-4970-9b86-faaa225315d8",
"Value": "Killed the peaceful mites and kobolds"
},
{
"Key": "1b8b54d8-da43-4114-a0cd-a777cfd8913a",
"Value": "[Attack] \"You will bleed, dirty scum!\""
},
{
"Key": "00ef2b7b-e98a-4987-b673-4dc0c255bc51",
"Value": "Tried to trick the mites and the kobolds into going straight into
the hungry worg's claws."
},
{
"Key": "ed709d28-859e-478a-8785-b6395512c580",
"Value": "\"The worg is dead. Go see for yourself.\""
},
{
"Key": "1085cf2d-f793-49b2-a495-ba727ae23028",
"Value": "\"I've dealt with the wolf leader.\""
},
{
"Key": "bae23dc1-f30c-4e85-924f-5c9a14f99c40",
"Value": "\"I suppose I'll go.\""
},
{
"Key": "203e0168-f483-455b-8ef4-7f56699c53f4",
"Value": "\"Who are you?\""
},
{
"Key": "0fbce63f-c9c7-4b75-9b1d-c0bc1372ccaf",
"Value": "\"Why are you not fighting each other?\""
},
{
"Key": "a62e343f-3dfa-483b-b926-d1e53b8289ea",
"Value": "\"What did you say about wolves?\""
},
{
"Key": "aa06ef36-4302-4bd3-84a5-c999c9a905fa",
"Value": "\"No, I have other matters to attend.\""
},
{
"Key": "612615e0-6bf8-4368-a233-08431ca93d6d",
"Value": "{n}An oversized mite approaches you. He raises his bald blue head
with dignity, and his neck is decorated with taglocks and a wolf's fang pendant. To
his right walks a kobold, also swelling with conceit.{/n}"
},
{
"Key": "2888d7bf-3245-4abf-a64b-c9f190c7e749",
"Value": "{n}The leader of the hunters nods at you solemnly.{/n}"
},
{
"Key": "717f4a36-3ae8-4a58-b0b0-acee97fe0b0d",
"Value": "{n}The bald mite clicks his tongue, annoyed.{/n} \"Why you not
check? Blockhead, now we go check... wait here, I come.\" {n}Turning to his
companion, he waves his hand.{/n}"
},
{
"Key": "5ba27270-2322-4948-b921-b852cdea1583",
"Value": "{n}The mite squints at you.{/n} \"No, we not go.\""
},
{
"Key": "fdf064c9-e601-4485-a59d-7c3eaa35c1b3",
"Value": "\"Hooray! Great new! Mite and kobold keep live together, no threat!
Good for you. Maybe you grow up big hunter, like us.\" {n}Saying this, he gives you
a small purse.{/n}"
},
{
"Key": "851b292f-d043-48a9-897f-facba47e84f2",
"Value": "\"Peaceful mite and kobold. Hunt together. Was easy � many mite,
many kobold hunt together. Now not.\""
},
{
"Key": "4f8489f2-52a5-48f7-bbc3-d4281edd9ac5",
"Value": "\"War � bad. Puddles blood, scream loud, mite and kobold dead,
cold... Why fight? Dangerous, hairy wolf around.\" {n}The mite shakes his head
helplessly.{/n}"
},
{
"Key": "05dcb36f-b07c-40f2-9e86-55e80638e686",
"Value": "\"Welcome peace zone! Here no war, no one attack. Only maybe fat
wolf lord. He want chew us, we more sly! Who kill him � big reward.\""
},
{
"Key": "846437ec-c976-435a-ae7e-ef5cf85363f1",
"Value": "\"Ward!\""
},
{
"Key": "d76da876-1fc2-4023-a185-4e77a4c84e47",
"Value": "{n}After a short pause, the mite pats his neighbor on the back:{/n}
\"But we no fool! Go and be friend. No want war! But miss Queen Bdaah � big
beauty.\""
},
{
"Key": "5bc99c00-8c7e-428d-a4b6-80e86d139794",
"Value": "\"Near long tree live pack wolf. Big angry, tell mite and kobold
bad thing. We maybe kill him easy, but war take hunters away.\""
},
{
"Key": "32d4f5c4-1626-4861-88a2-9660121aa31a",
"Value": "{n}The mite shrugs nonchalantly.{/n}"
},
{
"Key": "ec614c66-eb38-45a8-b11f-cc409552caaf",
"Value": "\"Not like thisss.\""
},
{
"Key": "a5d44026-5ca8-4792-ab56-a45d00810cda",
"Value": "\"Misss beauty?\" {n}The kobold scratches his head, baffled.{/n}"
},
{
"Key": "8681379e-697d-4673-8ead-b58ca89cbb73",
"Value": "\"Hey! Blue head and sssnake ssskin! After me!\""
},
{
"Key": "e938249d-fe49-4b4b-bf05-21be8981c721",
"Value": "\"Wait, what are you saying? The worg is alive! He'll... He'll eat
them!\""
},
{
"Key": "da1d23b2-433c-4190-becc-1b24808e8a97",
"Value": "\"Wise words! I think many people, not just mites and kobolds,
could learn something from these creatures!\""
},
{
"Key": "c959f4f3-74e8-4b70-a90c-6ad0e02bfdf9",
"Value": "\"Bah! Cowards!\""
},
{
"Key": "d497fd98-39cb-40fb-b098-fd1f0461b78a",
"Value": "\"Great, ha ha! Well, you're done for, creeps!\""
},
{
"Key": "139530eb-5457-4e58-8d00-603d6542c548",
"Value": "\"Bad, bad! You die now!\""
},
{
"Key": "0a9bff38-de7e-4ea3-b3e7-9620ff119634",
"Value": "Tried to take by force a bucket of moon radish from the kobolds."
},
{
"Key": "afdb9c3f-1ea0-4fe9-8197-3a9fa18e1e82",
"Value": "\"I will take what I want, and no one will stand in my way.
Understand?\""
},
{
"Key": "501f104a-d6cd-4047-9698-8dce99759aee",
"Value": "Tricked the kobolds into going straight into a hungry worg's
claws."
},
{
"Key": "32d737ac-2c02-47f1-af3e-17f69706c627",
"Value": "[Point towards the worg's lair] \"I have just seen mountains of the
same radishes right over there...\""
},
{
"Key": "c531e15c-d336-4679-a308-3c865b9d5969",
"Value": "\"What are you doing here?\""
},
{
"Key": "398da804-bbb6-4918-8c18-02dfaf7c61ab",
"Value": "\"Why don't you join the war against the mites?\""
},
{
"Key": "58ad60fd-74cf-45e0-a96b-4bc13d89e7bc",
"Value": "[Attack] \"There is no place in these lands for such creatures!\""
},
{
"Key": "12396da7-93e6-40ec-851b-19ac50078926",
"Value": "\"I must go.\""
},
{
"Key": "405bd0fe-c069-44d2-a794-92e1518ddc51",
"Value": "Suggested to share half of the moon radish you dig out with the
kobolds."
},
{
"Key": "fa5533fb-faf4-480f-ab98-fcd839e18209",
"Value": "\"I don't need all of it. I will leave half of what I dig out for
you.\""
},
{
"Key": "34c3b4f9-1832-4edd-8934-d311c2545cf3",
"Value": "\"About that radish...\""
},
{
"Key": "2da91595-26f8-438a-918d-6a0cc4f96f16",
"Value": "Tried to steal a bucket of moon radish from the kobolds."
},
{
"Key": "2f5fa2e2-37bb-47a8-a49b-a50affd34ff6",
"Value": "[Leave quietly, taking a bucket of moon radishes with you]"
},
{
"Key": "3a33a13b-a998-4bc2-8040-3a1400c922d9",
"Value": "Tried to convince the kobolds to respect the right of all creatures
to partake of nature's blessings."
},
{
"Key": "f768ffcb-01a1-47ca-b2cf-8764f4fccd4c",
"Value": "\"There are enough radishes for everyone. You mustn't forbid others
from using what grows freely in the forest. I will dig out as much as I need.\""
},
{
"Key": "a1f68037-9bb5-485a-941c-7d2bd0ec22c1",
"Value": "\"Let's talk about something else.\""
},
{
"Key": "340bd401-13c2-4b1b-8eb3-a4922a7b0b11",
"Value": "\"Chew the radishhh... sssearch for sssecret truth... sssmall in
big...\" {n}The kobolds who are lying nearby answer with a devout murmur � at least
those who aren't sleeping.{/n}"
},
{
"Key": "64ce367a-2a63-4ccc-94ae-2abee89c39fb",
"Value": "{n}The kobolds stare at you in awe, then look at each other,
whispering. Finally their leader raises his hand, and they fall silent.{/n}"
},
{
"Key": "39955e11-9925-4959-b588-8d79bf7f24c4",
"Value": "{n}Covering his face in terror, the kobold nods to you hastily. His
brethren moan sorrowfully.{/n}"
},
{
"Key": "fb927b5f-75de-48a2-8cd2-30539029a862",
"Value": "\"Ha... ha... ha! Way... stand...\" {n}The kobold suddenly grows
serious and stares at you, coldly blinking.{/n} \"You are dead.\""
},
{
"Key": "0f4184fe-5088-4931-8196-3478a5e3d1c8",
"Value": "\"Mite sssilly... But Sssootssscale alssso. There are more
important thhhings in life!\" {n}The kobold punctuates his words with a burp, and
the others hiss in approval.{/n}"
},
{
"Key": "d61342bb-505f-4ce9-acbc-1cdcf7040c84",
"Value": "\"Our patch... our cccelessstial radishhh...\""
},
{
"Key": "5abb0fb1-ef52-43be-aa36-b27642eb2f96",
"Value": "{n}The kobolds stop talking, surprised. Their leader's eyes light
up with curiosity.{/n} \"Good... Deal.\""
},
{
"Key": "eaa8c1eb-30d8-4531-b115-21e4396eaf77",
"Value": "{n}The oldest kobold lifts his head from the ground and tries to
focus his eyes on you.{/n}"
},
{
"Key": "e06c1745-41f0-4bdc-a708-422e2acd6694",
"Value": "{n}Finding the right moment, you quietly leave the patch with a
sizable bunch of radishes in your hands. The kobolds pay you no heed.{/n}"
},
{
"Key": "9cd5db17-b9e3-463d-81a2-6640027819ac",
"Value": "{n}As you touch the handle of the nearest bucket, the kobolds start
clambering to their feet, screaming and hissing. They sway towards you, their fists
raised!{/n}"
},
{
"Key": "411a9c97-0235-4aed-ba10-4fd95932adb9",
"Value": "{n}The old kobold remains silent for a time, wrinkling his
forehead. Finally, lifting a finger solemnly, he announces:{/n}\"You chew � and let
chew!\" {n}Pleased with his verdict, he turns over on his side. Other kobolds break
out into delighted hissing.{/n}"
},
{
"Key": "b16a3415-b4e6-4f38-b7da-7beab1ad1e1d",
"Value": "\"Kobold find � kobold dig � kobold chew. Ssstranger... ssstop
drool.\" {n}The kobolds make harsh hissing sounds, some rolling around on their
backs and grabbing their snouts with their fists. It seems that they are giggling.
{/n}"
},
{
"Key": "77d1c5a5-6117-4513-9e60-54238385fca0",
"Value": "{n}The kobold lowers his head on the ground with a thud.{/n}"
},
{
"Key": "8556c8af-8e21-4465-b9fb-45d5324d05c5",
"Value": "\"Ssstrange rumour... The cccelessstial radishhh growsss only here!
It wasss alwaysss... We check. Sssend ssscout...\" {n}However there is no one
listening to the elder kobold. The others are already moving in the direction you
pointed � alone or tightly hugging in pairs.{/n}"
},
{
"Key": "cb8e3668-9576-45bd-b93c-644c1f7a1cdd",
"Value": "{n}A kobold lying in the middle of the patch calls out to you.
Judging by the sorry state of his scales, he is the eldest of the group. His red
eyes squint from the light, and his throat struggles to form words.{/n}"
},
{
"Key": "2a2bd0ad-5c1a-4d4a-b077-9cb1c31b83b7",
"Value": "\"SSSTOP! Ssstop, traitor!\""
},
{
"Key": "0ba640e9-ae8f-40a6-88b8-bd8c44fa51b8",
"Value": "\"Huh... Little philosophers, aren't they? Wouldn't expect that...
Wouldn't expect...\""
},
{
"Key": "5779a17d-d54e-44fe-8169-446acd129ba4",
"Value": "\"Yick, radishes! We grew them back in my village. One day, while I
was reading a book, my pa grabbed it from me and threw it into fire! Then he made
me go pick radishes. It was autumn, and the ground was wet and cold, and there were
worms everywhere... Ugh. Filthy roots!\""
},
{
"Key": "840d3490-642b-499c-91d2-43ac2ba62bfd",
"Value": "\"Ha! I've seen people willing to die for a pair of boots, but
someone dying for radishes, that's a new one!\""
},
{
"Key": "3449c69

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