# data[].attributes.body
Group-Sword
Forceful-This weapon becomes more dangerous when you build up momentum. When you attack with the weapon more than once on your turn, the second attack adds a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack adds a circumstance bonus to damage equal to double the number of weapon damage dice.
=========================
Sweep-This weapon makes wide-sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted an attack this turn against a creature other than the target of this attack.
=========================

# data[].attributes.body
Deadly D8-On a critical hit, a weapon with this trait adds a weapon damage die of the listed size. This damage increases to two dice if the weapon is master quality and three dice if the weapon is legendary. For instance, a master-quality rapier deals 2d6 additional piercing damage on a critical hit.
=========================
Forceful-This weapon becomes more dangerous when you build up momentum. When you attack with the weapon more than once on your turn, the second attack adds a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack adds a circumstance bonus to damage equal to double the number of weapon damage dice.
=========================
Reach-This weapon is long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.
=========================

# data[].attributes.body
A belt pouch can hold up to 4 items of light Bulk.

# data[].attributes.body
STR              14  INT                     6
DEX              12  WIS                   10
CON             13  CHA                   9
=========================
Speed 40ft

# data[].attributes.body
Natural Ambition-You were raised to be ambitious and always reach for the stars, causing you to progress quickly in your chosen field. You gain a 1st-level class feat for your class.
=========================
General Training-Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat.

Special You can select this feat multiple times, choosing a different feat each time.
=========================

# data[].attributes.body
Student of the Canon-You’ve researched the fundamental tenets of many faiths enough to recognize notions about them that are unlikely to be true. When attempting a Religion check to Read Scripture or to Recall Knowledge about the tenets of faiths, you treat a critical failure as a failure instead.

# data[].attributes.body
Toughness-You can withstand more punishment than most before going down. Increase your maximum Hit Points by your level or 4, whichever is higher. When you reach level 5 and every time you gain a level thereafter, adjust your maximum Hit Points gained from Toughness accordingly (for example, at level 7, this feat would increase your maximum Hit Points by 7).

You also gain a +1 circumstance bonus to recovery saves.

# data[].attributes.body
Expanded Domain-Choose a domain that you don’t already have from your deity’s list and gain its initial domain power. You use this additional domain power at a cost of 1 Spell Point per use. Increase your Spell Point pool by 1.

Special You can select this feat up to two times, each time selecting a domain you don’t already have.
=========================
Deadly Simplicity-When you are wielding your deity’s favored weapon, increase the damage die of that weapon by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). If the weapon already has a damage die of d12, you gain no benefit from this feat.

If your deity’s favored weapon has the unarmed trait and its damage die is lower than d6, this feat increases its damage die to d6.
=========================
Healing Hands-Trigger: You start to cast heal to heal a living creature or harm to heal an undead creature.

Add a Verbal Casting action to the casting of the triggering spell and increase the number of Hit Points the target regains by 1d8. If you are at least 10th level, you instead increase the number of Hit Points the target regains by 2d8, and at 20th level, you instead increase it by 3d8.
=========================
Advanced Domain-Your studies or prayers have unlocked the deeper secrets of your deity’s domain. You gain the advanced domain power from one of your domains (as listed on Table 3–10: Domains on pages 72–73).

Increase your Spell Point pool by the number of points this new domain power costs to cast.

Special You can select this feat once per domain for which you have the initial domain power. Each time, you gain an advanced domain power for a different domain.
=========================

# data[].attributes.body
Scribe Scroll-You can write spells onto scrolls, allowing you to cast them later without spending a spell slot.

You use the Craft activity as described on page 148, but you can make only scrolls. Instead of attempting a Crafting check, you attempt a check with the appropriate skill for the spell’s tradition—Arcana for a spell on the arcane spell list, Nature for a primal spell, Occultism for an occult spell, and Religion for a divine spell. If a spell appears on multiple spell lists, you can choose which of the applicable skills to use.

You must have access to a spell in order to scribe it onto a scroll.
=========================
Weapon Proficiency-You gain the trained proficiency rank in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one exotic weapon of your choice.

Special You can select this feat more than once, each time you select it, you become trained in additional weapons as appropriate (first all simple weapons, then all martial weapons, then one exotic weapon each additional time)

# data[].attributes.body
Battle Medic-You can patch up yourself or an adjacent ally, even if you’re in the middle of combat. In order to do so, you must attempt a DC 20 Medicine check.

Regardless of your result, the target is bolstered to your use of Battle Medic.

If you’re a master of Medicine, you can instead attempt a DC 25 check to increase the Hit Points regained by 2d10, and if you’re legendary, you can instead attempt a DC 30 check to increase the Hit Points regained by 4d10.

Success The target regains Hit Points equal to 1d10 plus your Wisdom modifier.

Critical Success As success, but target regains 1d10 additional HP.

Critical Failure The target takes 1d10 damage.
=========================
Robust Recovery-Your physiology is especially strong against diseases and poisons, and you have learned folk medicine that allows you to help others recover from them as well. When you treat a disease or a poison, or someone else uses one of these actions to benefit you, increase the circumstance bonus granted on a success to +4.
=========================
Steady Balance-You can keep your balance easily, even when balancing in adverse conditions. You treat a success using the Balance action as a critical success. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground, and if you’re the target of an attack or effect that requires a saving throw, you fall only if you critically fail your attempt to Maintain Balance.

# data[].attributes.body
Ordinary clothing is functional and decently tailored, such as peasant garb, monk’s robes, traveler’s attire, or work clothes. Fine clothing suits a noble or royal, made with expensive fabrics, precious metals, and intricate patterns.
=========================

Winter Clothing-grants a +1 item bonus to Survival checks to Survive in the Wild when enduring cold.

# data[].attributes.body
A compass gives you a +1 item bonus to Survival checks to navigate, provided you’re in a location with uniform magnetic fields.

# data[].attributes.body
This satchel includes 50 feet of hemp rope, some pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you’re climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall.

You gain a +1 item bonus to Athletics checks to Climb while utilizing an expert climbing kit. A single kit has only enough materials for one climber; each climber needs their own kit.

# data[].attributes.body
This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net. Expert-quality fishing tackle grants a +1 item bonus to checks to fish.

# data[].attributes.body
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat a Disease, or Treat a Poison. Expert-quality healer’s tools provide a +1 item bonus to such checks.

# data[].attributes.body
Saddlebags come in a pair. Each can hold up to 3 Bulk worth of items. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they counts as 1 Bulk instead of light Bulk.

# data[].attributes.body
A satchel can hold up to 2 Bulk worth of items. If you are carrying or stowing a satchel rather than wearing it over your shoulder, it counts as light Bulk instead of negligible.

# data[].attributes.body
A simple glass vial holds up to 1 ounce of liquid.

# data[].attributes.body
*   Ordinary clothing
*   Fine Clothing
*   Winter Clothing
*   Bedroll
*   Belt Pouch
*   Compass
*   Climbing kit
*   Cookware
*   Rations                                 x10
*   Fishing Tackle
*   Healer's Tools
*   Religious Symbol
*   Saddlebags                             x2
*   Satchel
*   Scroll Case
*   Sheath
*   Tack
*   Tent, 4 person
*   Vial                                       x10
*   Waterskin
*   Writing Set
*   Extra ink & Paper
*   Mug

# data[].attributes.body
-Met up with the rest of the party in the midst of combat
-2 party members afflicted corruption
-Infected by corruption
-Narrowed down what it could be and found it to be a powerful curse
-Working toward removing it
-Dasago also infected
-Encountered possible vampire
-Forced the Guardian to retreat
-X amount of days until next incident

# data[].attributes.body
Landed on the island and met up with the survivors we were sent to retrieve

# data[].attributes.body
Chill touch

Daze

Detect magic

Disrupt undead

Forbidding ward

Guidance

Know direction

Light

Message

Prestidigitation

Read aura

Shield

Sigil

Stabilize

# data[].attributes.body
*   Air Bubble
*   Alarm
*   Bane
*   Bless
*   Command
*   Create Water
*   Detect Alignment
*   Detect Poison
*   Disrupting Weapons
*   Fear
*   Harm
*   Heal
*   Lock
*   Magic Weapon
*   Mending
*   Protection
*   Purify Food and Drink
*   Ray of Enfeeblement
*   Sanctuary
*   Summon Monster
* Ventriloquism

# data[].attributes.body
*   Augury
*   Calm Emotions
*   Continual Flame
*   Create Food
*   Darkness
*   Darkvision
*   Deafness
*   Death Knell
*   Endure Elements
*   Faerie Fire
*   Gentle Repose
*   Ghoulish Cravings
*   Remove Fear
*   Resist Energy
*   Restoration
*   Restore Senses
*   See Invisibility
*   Shield Other
*   Silence
*   Sound Burst
*   Spiritual Weapon
*   Status
*   Undetectable Alignment
*   Water Breathing
* Water Walk

# data[].attributes.body
*   Bind Undead
*   Blindness
*   Circle of Protection
*   Crisis of Faith
*   Dispel Magic
*   Dream Message
*   Heroism
*   Locate
*   Neutralize Poison
*   Remove Disease
*   Sanctified Ground
*   Searing Light
*   Vampiric Touch
* Zone of Truth

# data[].attributes.body
*   Air Walk
*   Dimensional Anchor
*   Discern Lies
*   Divine Wrath
*   Enervation
*   Freedom of Movement
*   Globe of Invulnerability
*   Outcast's Curse
*   Read Omens
*   Remove Curse
*   Spell Immunity
* Talking Corpse

# data[].attributes.body
*   Air Walk   http://pf2playtest.opengamingnetwork.com/spells/all-spells/a/air-walk/
*   Dimensional Anchor
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/dimensional-anchor/
*   Discern Lies
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/discern-lies/
*   Divine Wrath
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/divine-wrath/
*   Enervation
http://pf2playtest.opengamingnetwork.com/spells/all-spells/e/enervation/
*   Freedom of Movement
http://pf2playtest.opengamingnetwork.com/spells/all-spells/f/freedom-of-movement/
*   Globe of Invulnerability
http://pf2playtest.opengamingnetwork.com/spells/all-spells/g/globe-of-invulnerability/
*   Outcast's Curse
http://pf2playtest.opengamingnetwork.com/spells/all-spells/o/outcasts-curse/
*   Read Omens
http://pf2playtest.opengamingnetwork.com/spells/all-spells/r/read-omens/
*   Remove Curse
http://pf2playtest.opengamingnetwork.com/spells/all-spells/r/remove-curse/
*   Spell Immunity
http://pf2playtest.opengamingnetwork.com/spells/all-spells/s/spell-immunity/
*   Talking Corpse
Pg 262

# data[].attributes.body
*   Bind Undead
http://pf2playtest.opengamingnetwork.com/spells/all-spells/b/bind-undead/
*   Blindness
Pg 208
*   Circle of Protection
http://pf2playtest.opengamingnetwork.com/spells/all-spells/c/circle-of-protection/
*   Crisis of Faith
http://pf2playtest.opengamingnetwork.com/spells/all-spells/c/crisis-of-faith/
*   Dispel Magic
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/dispel-magic/
*   Dream Message
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/dream-message/
*   Heroism
http://pf2playtest.opengamingnetwork.com/spells/all-spells/h/heroism/
*   Locate
http://pf2playtest.opengamingnetwork.com/spells/all-spells/l/locate/
*   Neutralize Poison
Pg 242
*   Remove Disease
http://pf2playtest.opengamingnetwork.com/spells/all-spells/r/remove-disease/
*   Sanctified Ground
http://pf2playtest.opengamingnetwork.com/spells/all-spells/s/sanctified-ground/
*   Searing Light
http://pf2playtest.opengamingnetwork.com/spells/all-spells/s/searing-light/
*   Vampiric Touch
Pg 268
*   Zone of Truth
http://pf2playtest.opengamingnetwork.com/spells/all-spells/z/zone-of-truth/

# data[].attributes.body
*   Augury
http://pf2playtest.opengamingnetwork.com/spells/all-spells/a/augury/
*   Calm Emotions
http://pf2playtest.opengamingnetwork.com/spells/all-spells/c/calm-emotions/
*   Continual Flame
http://pf2playtest.opengamingnetwork.com/spells/all-spells/c/continual-flame/
*   Create Food
http://pf2playtest.opengamingnetwork.com/spells/all-spells/c/create-food/
*   Darkness
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/darkness/
*   Darkvision
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/darkvision/
*   Deafness
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/deafness/
*   Death Knell
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/death-knell/
*   Endure Elements
http://pf2playtest.opengamingnetwork.com/spells/all-spells/e/endure-elements/
*   Faerie Fire
http://pf2playtest.opengamingnetwork.com/spells/all-spells/f/faerie-fire/
*   Gentle Repose
http://pf2playtest.opengamingnetwork.com/spells/all-spells/g/gentle-repose/
*   Ghoulish Cravings
http://pf2playtest.opengamingnetwork.com/spells/all-spells/g/ghoulish-cravings/
*   Remove Fear
http://pf2playtest.opengamingnetwork.com/spells/all-spells/r/remove-fear/
*   Resist Energy
http://pf2playtest.opengamingnetwork.com/spells/all-spells/r/resist-energy/
*   Restoration
http://pf2playtest.opengamingnetwork.com/spells/all-spells/r/restoration/
*   Restore Senses
http://pf2playtest.opengamingnetwork.com/spells/all-spells/r/restore-senses/
*   See Invisibility
https://pf2playtest.opengamingnetwork.com/spells/all-spells/s/see-invisibility/
*   Shield Other
http://pf2playtest.opengamingnetwork.com/spells/all-spells/s/shield-other/
*   Silence
http://pf2playtest.opengamingnetwork.com/spells/all-spells/s/silence/
*   Sound Burst
http://pf2playtest.opengamingnetwork.com/spells/all-spells/s/sound-burst/
*   Spiritual Weapon
Pg 259
*   Status
Pg 259
*   Undetectable Alignment
http://pf2playtest.opengamingnetwork.com/spells/all-spells/u/undetectable-alignment/
*   Water Breathing
Pg 271
*   Water Walk
Pg 271

# data[].attributes.body
*   Air Bubble
http://pf2playtest.opengamingnetwork.com/spells/all-spells/a/air-bubble/
*   Alarm
http://pf2playtest.opengamingnetwork.com/spells/all-spells/a/alarm/
*   Bane
http://pf2playtest.opengamingnetwork.com/spells/all-spells/b/bane/
*   Bless
http://pf2playtest.opengamingnetwork.com/spells/all-spells/b/bless/
*   Command
http://pf2playtest.opengamingnetwork.com/spells/all-spells/c/command/
*   Create Water
http://pf2playtest.opengamingnetwork.com/spells/all-spells/c/create-water/
*   Detect Alignment
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/detect-alignment/
*   Detect Poison
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/detect-poison/
*   Disrupting Weapons
http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/disrupting-weapons/
*   Fear
http://pf2playtest.opengamingnetwork.com/spells/all-spells/f/fear/
*   Harm
http://pf2playtest.opengamingnetwork.com/spells/all-spells/h/harm/
*   Heal
http://pf2playtest.opengamingnetwork.com/spells/all-spells/h/heal/
*   Lock
http://pf2playtest.opengamingnetwork.com/spells/all-spells/l/lock/
*   Magic Weapon
http://pf2playtest.opengamingnetwork.com/spells/all-spells/m/magic-weapon/
*   Mending
http://pf2playtest.opengamingnetwork.com/spells/all-spells/m/mending/
*   Protection
http://pf2playtest.opengamingnetwork.com/spells/all-spells/p/protection/
*   Purify Food and Drink
http://pf2playtest.opengamingnetwork.com/spells/all-spells/p/purify-food-and-drink/
*   Ray of Enfeeblement
http://pf2playtest.opengamingnetwork.com/spells/all-spells/r/ray-of-enfeeblement/
*   Sanctuary
http://pf2playtest.opengamingnetwork.com/spells/all-spells/s/sanctuary/
*   Summon Monster
Pg 261
http://pf2playtest.opengamingnetwork.com/bestiary/creatures/
*   Ventriloquism
Pg 268

# data[].attributes.body
Chill touch http://pf2playtest.opengamingnetwork.com/spells/all-spells/c/chill-touch/

Daze http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/daze/

Detect magic  http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/detect-magic/

Disrupt undead  http://pf2playtest.opengamingnetwork.com/spells/all-spells/d/disrupt-undead/

Forbidding ward  http://pf2playtest.opengamingnetwork.com/spells/all-spells/f/forbidding-ward/

Guidance http://pf2playtest.opengamingnetwork.com/spells/all-spells/g/guidance/

Know direction                   Pg 234

Light  Pg 234

Message  http://pf2playtest.opengamingnetwork.com/spells/all-spells/m/message/

Prestidigitation http://pf2playtest.opengamingnetwork.com/spells/all-spells/p/prestidigitation/

Read aura  http://pf2playtest.opengamingnetwork.com/spells/all-spells/r/read-aura/

Shield  http://pf2playtest.opengamingnetwork.com/spells/all-spells/s/shield/

Sigil  http://pf2playtest.opengamingnetwork.com/spells/all-spells/s/sigil/

Stabilize  Pg 259

# data[].attributes.body
*   Guidance                            SL 0
*   Detect Magic                 SL 0
*   Forbidding Ward               SL 0
*   Light                                    SL 0
*   Stabilize                              SL 0
=========================
*   Heal                                      SL 1
*   Summon Monster             SL 1
*   Magic Weapon                   SL 1
=========================
*   Darkvision                           SL 2
*   Resist Energy                    SL 2
*   Sound Burst                       SL 2
=========================
*   Bind Undead                      SL 3
*   Circle of Protection          SL 3
*   Heroism                              SL 3
=========================
*   Divine Wrath                     SL 4
*   Freedom of Movement   SL 4
*   Outcast's Curse                SL 4

# data[].attributes.body
*   Chill Touch
*   Daze
*   Disrupt Undead
*   Guidance
*   Stabilize
=========================
*   Disrupting Weapons
*   Heal
*   Summon Monster
=========================
*   Death Knell
*   Sound Burst
*  Spiritual Weapon
=========================
*   Bind Undead
*   Heroism
*   Searing Light
=========================
*   Divine Wrath
*   Freedom of Movement
*   Outcast's Curse

# data[].attributes.body
*   Detect Magic
*   Guidance
*   Light
*   Message
*   Stabilize
=========================
*   Create Water
*   Heal
*   Summon Monster
=========================
*   Create Food
*   Endure Elements
*   Resist Energy
=========================
*   Circle of Protection
*   Dispel Magic
*   Locate
=========================
* Air Walk
* Freedom of Movement
* Read Omens

# data[].attributes.body
http://pf2playtest.opengamingnetwork.com/spells/spell-lists/divine/

# data[].attributes.body
Breastplate
+4 AC
+2 TAC
+3 Dex mod cap
-4 Check Penalty
-5 ft Speed penalty
-Clumsy
=========================
Heavy Steel Sheild
+2 AC
+2 TAC
-1 Check Penalty
=========================
Expert Scimitar
+1 Item Bonus
+1 Item Hardness
+2 Structure Hardness
=========================