diff --git a/README.md b/README.md index e3516d4..29bc60b 100644 --- a/README.md +++ b/README.md @@ -45,7 +45,7 @@ constraints checked before anything is planned. | [`http-handler/`](http-handler/) | 1.0.0 | Inbound HTTP verb routers using existing handler objects | | [`profile-handler/`](profile-handler/) | 1.0.0 | Read-only character directory and profile API; depends on HTTP Handler | | [`roll-tables/`](roll-tables/) | 1.0.0 | Random tables as softcode data: `+table/roll` tells the room, table keepers edit them by command, and a table can be published to a wiki page | -| [`pf2e-remaster/`](pf2e-remaster/) | 1.2.1 | Pathfinder Second Edition (Remaster) core rules as wiki pages: classes, ancestries, heritages, backgrounds, feats, spells, actions, equipment, skills, conditions and DC tables; a content pack under the ORC License | +| [`pf2e-remaster/`](pf2e-remaster/) | 1.3.0 | Pathfinder Second Edition (Remaster) core rules as wiki pages: classes, ancestries, heritages, backgrounds, feats, spells, actions, equipment, skills, conditions and DC tables; a content pack under the ORC License | These currently double as the reference implementations for package authors — each README explains which manifest features it demonstrates. The curated diff --git a/index.yaml b/index.yaml index c9515d7..549867b 100644 --- a/index.yaml +++ b/index.yaml @@ -35,5 +35,5 @@ packages: - path: pf2e-remaster/ name: Pathfinder 2e package: pf2e-remaster - version: 1.2.1 + version: 1.3.0 description: Pathfinder Second Edition (Remaster) core rules as wiki pages (classes, ancestries, feats, spells, equipment, skills, conditions, DC tables; ORC License) diff --git a/pf2e-remaster/README.md b/pf2e-remaster/README.md index bd4a94e..545f89c 100644 --- a/pf2e-remaster/README.md +++ b/pf2e-remaster/README.md @@ -18,8 +18,8 @@ Not published, endorsed or approved by Paizo. Pathfinder is a trademark of Paizo The wiki collection is named **Pathfinder 2e**; its main learning article explains the Remaster scope. Start at **Learn PF2e** in the wiki, or use `+wiki Learn PF2e`. The guides walk through -character creation, an exact-budget dwarf fighter, equipment, a two-turn encounter, -defeat/recovery and advancement. Rules topics link to the complete option entries; +character creation, complete dwarf fighter and wizard examples, equipment, movement +and a separate two-turn adjacent encounter, defeat/recovery and worked level-2 advancement. Rules topics link to the complete option entries; spell-rank and feat-level indexes have headings for the wiki table of contents. This is a core learning path and reference, not an adventure, bestiary, rules engine or automatic check that a particular character meets every prerequisite. @@ -29,7 +29,7 @@ or automatic check that a particular character meets every prerequisite. | Namespace | Pages | |---|---| | Category | Character Creation, Rules, Conditions and Difficulty Classes (all four pinned to the wiki home), and under them Classes, Class Features, Ancestries, Heritages (one per ancestry, plus Versatile Heritages), Backgrounds, Skills, Feats (Ancestry, Class, General, Skill and Archetype Feats, with one category per class and per ancestry), Spells (Cantrips, Rank 1 to Rank 10, Focus Spells, Rituals, and one per tradition), Actions (Basic, Specialty Basic, Skill, Exploration, Downtime, Subsystem, Other), Equipment (Weapons, Armor, Shields, Ammunition, Consumables and their kinds, Runes, Staves, Wands, Worn and Held Items, Adventuring Gear, Treasure and more), Familiar Abilities, and the condition groups | -| Main | 16 classes, 341 class features, 16 ancestries, 106 heritages, 63 backgrounds, 1,814 feats, 659 spells, 166 actions, 1,241 items, 55 familiar abilities, 17 skills, Proficiency Ranks, Character Sheet, 37 rules overviews, 42 conditions, Degrees of Success and the four DC tables, and twelve guided-learning pages | +| Main | 16 classes, 341 class features, 16 ancestries, 106 heritages, 63 backgrounds, 1,814 feats, 659 spells, 166 actions, 1,241 items, 55 familiar abilities, 17 skills, Proficiency Ranks, Character Sheet, 37 rules overviews, 42 conditions, Degrees of Success and the four DC tables, and thirteen guided-learning pages | | Help | ORC License Notice (wiki admins only may edit or delete it) | Each class page gives its key attribute, Hit Points, initial proficiencies, feat levels, class @@ -46,9 +46,10 @@ Requires a SharpMUSH server and strict PackageValidator supporting manifest form 1.13 and its `wiki_collection_name` metadata ([SharpMUSH #2050](https://github.com/SharpMUSH/SharpMUSH/issues/2050)). The validator checks the complete manifest and file-backed wiki bodies. -Version 1.2.1 names the collection **Pathfinder 2e** and explains its Remaster scope -in the main learning article. It retains the twelve guided-learning pages and linked -corrections introduced in 1.2.0. This source revision prepares the manifest/index +Version 1.3.0 adds the complete Dwarf Wizard Example, locally checked level-1/2 +Wizard slot counts and advancement, actual movement practice, consistent heroic +recovery timing and currency guidance. The collection remains **Pathfinder 2e**; +its main learning article explains the Remaster scope. There are thirteen guided-learning pages. This source revision prepares the manifest/index version; it does not itself publish a release or change an installed game. ## Editing and upgrades @@ -84,4 +85,4 @@ or left out where the name is the rule. - `wiki//.md`: one Markdown file per page. - `NOTICE.md`: the ORC notice. -The Wizard learning route separately covers a level-1 casting ledger: book choices, ordinary and curriculum preparations, focus, spell attacks, basic saves, repeated preparation, Arcane Bond and daily reset. It assumes an explicitly stated Intelligence/proficiency input; it is not a complete alternate character build. The full higher-level Wizard Spells per Day table is an explicitly labelled external primary dependency. +The Wizard route links its complete starting sheet to the named book and casting ledger: ordinary and curriculum preparations, focus, spell attacks, basic saves, repeated preparation, Arcane Bond and daily reset. A worked level-2 update includes actual feat/book/preparation choices. Local base-slot counts cover levels 1–2; the full higher-level Wizard Spells per Day table remains an explicitly labelled external primary dependency. Source navigation checks do not certify live rendering, rules completeness or usability for every player. diff --git a/pf2e-remaster/package.yaml b/pf2e-remaster/package.yaml index c3bcc1c..d710678 100644 --- a/pf2e-remaster/package.yaml +++ b/pf2e-remaster/package.yaml @@ -1,6 +1,6 @@ format: 1.13 package: pf2e-remaster -version: 1.2.1 +version: 1.3.0 wiki_collection_name: Pathfinder 2e authors: [SharpMUSH project] description: >- @@ -23587,6 +23587,11 @@ wiki: categories: [Character Creation] file: wiki/main/dwarf_fighter_example.md + - page: main:dwarf_wizard_example + title: Dwarf Wizard Example + categories: [Character Creation] + file: wiki/main/dwarf_wizard_example.md + - page: main:equipment_basics title: Equipment Basics categories: [Equipment, Rules] diff --git a/pf2e-remaster/wiki/category/character_creation.md b/pf2e-remaster/wiki/category/character_creation.md index f10a4a6..19da318 100644 --- a/pf2e-remaster/wiki/category/character_creation.md +++ b/pf2e-remaster/wiki/category/character_creation.md @@ -1,4 +1,4 @@ -A separate [[Wizard Learning Guide|main:wizard_learning_guide]] completes a level-1 spellbook/preparation example with explicit casting inputs; it does not replace the full character-creation checklist. +The complete [[Dwarf Wizard Example|main:dwarf_wizard_example]] supplies the starting character sheet for [[Wizard Learning Guide|main:wizard_learning_guide]], whose named book, preparation and casting ledgers continue that build. Both use the full character-creation checklist. Start with [[Learn PF2e|main:learn_pf2e]] and the ordered [[Character Creation Guide|main:character_creation_guide]]; compare the completed [[Dwarf Fighter Example|main:dwarf_fighter_example]]. diff --git a/pf2e-remaster/wiki/main/character_creation_guide.md b/pf2e-remaster/wiki/main/character_creation_guide.md index f026404..45b4b64 100644 --- a/pf2e-remaster/wiki/main/character_creation_guide.md +++ b/pf2e-remaster/wiki/main/character_creation_guide.md @@ -1,4 +1,4 @@ -Use this checklist with a blank sheet and the linked option pages. For numbers filled in at every stage, keep [[Dwarf Fighter Example|main:dwarf_fighter_example]] beside it. [[Character Sheet|main:character_sheet]] explains the fields. +Use this checklist with a blank sheet and the linked option pages. For numbers filled in at every stage, keep the completed [[Dwarf Fighter Example|main:dwarf_fighter_example]] or [[Dwarf Wizard Example|main:dwarf_wizard_example]] beside it. [[Character Sheet|main:character_sheet]] explains the fields. ## 1. Agree on a concept @@ -12,7 +12,7 @@ Write Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma, all Open [[Ancestries|category:ancestries]], then an ancestry's page. Record HP, size, Speed, traits, languages, senses and other granted features. Choose one eligible heritage and one eligible level-1 ancestry feat. Apply the ancestry's listed boosts and flaw, choosing any free boost without duplicating another boost in this allocation. Record granted equipment too: [[Dwarf|main:dwarf]] grants a [[Clan Dagger|main:clan_dagger]]. -You may instead replace the ancestry's entire listed boost/flaw allocation with two free boosts to different attributes. This replaces it; it is not two additional boosts. Voluntary flaws are optional roleplaying choices and grant no extra boosts. The worked dwarf uses the printed ancestry allocation. +You may instead replace the ancestry's entire listed boost/flaw allocation with two free boosts to different attributes. This replaces it; it is not two additional boosts. Voluntary flaws are optional roleplaying choices and grant no extra boosts. The Fighter example uses the printed ancestry allocation; the Wizard example uses the alternative two boosts. Do not mix their rows. ## 4. Add a background diff --git a/pf2e-remaster/wiki/main/drain_bonded_item.md b/pf2e-remaster/wiki/main/drain_bonded_item.md index f25bf25..307494d 100644 --- a/pf2e-remaster/wiki/main/drain_bonded_item.md +++ b/pf2e-remaster/wiki/main/drain_bonded_item.md @@ -4,8 +4,6 @@ --- -**Frequency** once per day - **Requirements** Your bonded item is on your person. --- diff --git a/pf2e-remaster/wiki/main/dwarf_wizard_example.md b/pf2e-remaster/wiki/main/dwarf_wizard_example.md new file mode 100644 index 0000000..6ef648c --- /dev/null +++ b/pf2e-remaster/wiki/main/dwarf_wizard_example.md @@ -0,0 +1,84 @@ +An original level-1 character for the [[Character Creation Guide|main:character_creation_guide]] and [[Wizard Learning Guide|main:wizard_learning_guide]]. This is a complete set of starting choices, not an automatic character validator. Confirm campaign access with your GM. The [[Dwarf Fighter Example|main:dwarf_fighter_example]] is a different character; do not copy its attributes, armor, purchases or reactions onto this sheet. + +## Choices and attribute ledger + +Choose [[Dwarf|main:dwarf]], [[Rock Dwarf|main:rock_dwarf]], [[Warrior|main:warrior]] and [[Wizard|main:wizard]]. Select [[Unburdened Iron|main:unburdened_iron]] as the ancestry feat. Warrior supplies [[Intimidating Glare|main:intimidating_glare]]. + +For ancestry attributes, use the creation rules' **alternative two free boosts**, choosing Intelligence and Dexterity. This replaces the ancestry's entire printed boost/flaw allocation; do not also add its Constitution/Wisdom boosts or Charisma flaw. + +| Allocation | Str | Dex | Con | Int | Wis | Cha | +|---|---|---|---|---|---|---| +| Start | 0 | 0 | 0 | 0 | 0 | 0 | +| Alternative ancestry: free Int and Dex | 0 | +1 | 0 | +1 | 0 | 0 | +| Warrior: restricted Str, free Int | +1 | +1 | 0 | +2 | 0 | 0 | +| Wizard: key Int | +1 | +1 | 0 | +3 | 0 | 0 | +| Four free: Int, Dex, Con, Wis | **+1** | **+2** | **+1** | **+4** | **+1** | **0** | + +Each allocation uses different attributes within its own row. Record Medium size, Dwarf and Humanoid traits, darkvision and Speed 20 feet. Start with Common and Dwarven; Intelligence +4 adds four permitted languages: Gnomish, Goblin, Jotun and Orcish. Darkvision works in darkness and dim light, without color in darkness. + +Rock Dwarf's conditional +2 circumstance bonus applies to the relevant Fortitude or Reflex DC against Reposition, Shove and Trip, and to saves against effects that force movement or knock you prone. Forced movement of at least 10 feet is halved. Record these separately from ordinary defenses. + +## Training, feats and class features + +Warrior trains Intimidation and Warfare Lore. Wizard trains Arcana and **six additional skills** (2 + Intelligence 4): Crafting, Medicine, Occultism, Society, Stealth and Thievery. These nine trained skills, counting Warfare Lore, contain no duplicate. Training the same skill twice would not make it expert. + +Wizard grants trained Perception, Fortitude, Reflex, simple weapons, unarmed attacks, unarmored defense, wizard class DC, spell attacks and spell DC; Will is expert. There is **no ordinary level-1 Wizard class-feat slot**. The list of level-1 feats on the class page is not another grant. Keep the ancestry feat and the background's skill feat above; neither is a Wizard class feat. + +Choose [[School of Battle Magic|main:school_of_battle_magic]] and the [[Spell Substitution|main:spell_substitution]] thesis. Record [[Arcane School|main:arcane_school]], [[Arcane Thesis|main:arcane_thesis]], [[Arcane Bond|main:arcane_bond]] and [[Wizard Spellcasting|main:wizard_spellcasting]]. The initial school spell is [[Force Bolt|main:force_bolt]], with a maximum focus pool of **1**. Do not add Energy Absorption, a familiar or any extra class feat. + +## Exact starting inventory + +| Item | Paid | Bulk | Starting placement | +|---|---|---|---| +| [[Clan Dagger|main:clan_dagger]] | Free ancestry grant | L | Worn and readily accessible, not held | +| Wizard spellbook, ordinary book form | Free class grant, worth no more than 10 sp | L; see [[Spellbook (Blank)|main:spellbook_blank]] | Owned and kept on your person; designated as bonded item during preparations | +| Remaining coins | All **15 gp** retained | No whole Bulk from these coins | Carried | + +The ordinary blank book costs 1 gp, equal to the grant's 10 sp limit; [[Equipment Basics|main:equipment_basics]] gives the conversion. This is the class's free book, not a second purchase. There is no purchased armor, shield, potion, backpack, toolkit or travel pack. Both hands start free; the dagger must be drawn before a Strike. Carrying the bonded book on your person satisfies the stated bond requirement without inventing an extra held item. + +The two light items do not make a whole Bulk: **counted Bulk 0, with two light items recorded**. Strength +1 allows **6 Bulk before becoming encumbered, maximum 11 Bulk**. Arrange supplies for the actual adventure with your group and record loans or purchases. Medicine training alone does not supply a healer's toolkit. + +## Ready-to-use numbers + +At level 1, trained proficiency is +3 and expert is +5. These are ordinary values with no conditions, armor, item bonuses or temporary spells active. In particular, preparing Mystic Armor does not mean it has already been cast. + +| Statistic | Calculation | Total | +|---|---|---| +| Maximum HP | Dwarf 10 + Wizard 6 + Con 1 | **17** | +| Perception | Wis 1 + trained 3 | **+4** | +| Fortitude | Con 1 + trained 3 | **+4** | +| Reflex | Dex 2 + trained 3 | **+5** | +| Will | Wis 1 + expert 5 | **+6** | +| Wizard class DC | 10 + Int 4 + trained 3 | **17** | +| Spell attack | Int 4 + trained 3 | **+7** | +| Spell DC | 10 + Int 4 + trained 3 | **17** | +| AC, unarmored | 10 + Dex 2 + trained 3 | **15** | +| Drawn clan dagger Strike | Str 1 + trained 3 | **+4**, 1d4+1 piercing or bludgeoning | +| Speed | Dwarf base Speed | **20 feet** | + +The dagger is a simple weapon and has no finesse trait: use Strength for this Strike. Neither its Parry trait nor the Shield cantrip gives a constant AC bonus. Follow their full entries when using them. This Wizard does not have the Fighter's Reactive Strike or general Shield Block feat; the Shield cantrip provides its own specific reaction when applicable. + +| Trained skills | Modifier | +|---|---| +| Arcana, Crafting, Occultism, Society, Warfare Lore | Int 4 + trained 3 = **+7** each | +| Medicine | Wis 1 + trained 3 = **+4** | +| Intimidation | Cha 0 + trained 3 = **+3** | +| Stealth, Thievery | Dex 2 + trained 3 = **+5** each | + +Untrained skills: Acrobatics +2, Athletics +1, Deception +0, Diplomacy +0, Nature +1, Performance +0, Religion +1 and Survival +1. Untrained modifiers do not authorize trained-only actions. Ordinary Fortitude DC is 14 and Reflex DC is 15; Rock Dwarf makes them **16 / 17** only against its listed maneuvers. + +## Book, preparations and first casts + +Use the exact named book choices and preparation table in the [[Wizard Learning Guide|main:wizard_learning_guide]]: **11 book cantrips and seven rank-1 spells**, including curriculum additions, with six prepared cantrips, two ordinary rank-1 slots and one separate curriculum rank-1 slot. Force Bolt and its **1/1 Focus Point** are separate from that book/slot count. Spell Substitution adds no extra slot. + +During daily preparations, designate the owned book as the bonded item and keep it on your person. Record Drain Bonded Item unused. Follow [[Spell Preparation|main:spell_preparation]] for rest, preparation and reset, then work the guide's actual casts using the **+7 spell attack and DC 17 derived above**. The guide owns the named spell/resource ledger; this sheet owns the character's choices and calculated numbers. + +Choose your own name, concept and other personal details. Start at 0 XP and normally 1 [[Hero Point|main:hero_points]] at session start. After play, use the complete level-2 Wizard update in [[Leveling Up|main:leveling_up]]. Return to [[Learn PF2e|main:learn_pf2e]] for the other learning routes. + +## Sources + +Original ledger and arithmetic using the linked local entries and *Player Core*: [Dwarf, p.43](https://2e.aonprd.com/Ancestries.aspx?ID=59), [Rock Dwarf, p.43](https://2e.aonprd.com/Heritages.aspx?ID=237), [Warrior, p.88](https://2e.aonprd.com/Backgrounds.aspx?ID=445), [Wizard, pp.192–197](https://2e.aonprd.com/Classes.aspx?ID=39), [Unburdened Iron, p.44](https://2e.aonprd.com/Feats.aspx?ID=4393), and [Clan Dagger, p.277](https://2e.aonprd.com/Weapons.aspx?ID=368). Attribute allocation and statistic formulas are sourced on [[Character Creation Guide|main:character_creation_guide]] and [[Character Sheet|main:character_sheet]]; the book's named choices and school/thesis/preparation sources are on [[Wizard Learning Guide|main:wizard_learning_guide]]. [Currency, Player Core p.10](https://2e.aonprd.com/Rules.aspx?ID=3295). + +--- + +*Rules text under the ORC License. See [[ORC License Notice|help:orc_license_notice]].* diff --git a/pf2e-remaster/wiki/main/dying.md b/pf2e-remaster/wiki/main/dying.md index 72a7c99..69868a7 100644 --- a/pf2e-remaster/wiki/main/dying.md +++ b/pf2e-remaster/wiki/main/dying.md @@ -4,12 +4,14 @@ You are bleeding out or otherwise close to death. While dying you are [[Unconsci - Damage while dying raises the value by 1, or by 2 if it comes from an enemy's critical hit or your critical failure on a save. - If a recovery check removes the condition while you are still at 0 Hit Points, you stay unconscious but can wake as [[Unconscious|main:unconscious]] describes. - You lose the condition and wake up whenever you have 1 Hit Point or more. -- Whenever you lose the condition, you become [[Wounded|main:wounded]] 1, or your wounded value goes up by 1. +- Normally, losing the condition gives [[Wounded|main:wounded]] 1 or increases your wounded value by 1. [[Heroic recovery|main:hero_points]] is the specific exception: spend all remaining Hero Points (at least one), at your turn's start or when dying would increase, to stabilize at 0 HP without adding wounded. Existing wounded remains. ## Learn the procedure See [[Dying and Recovery|main:dying_and_recovery]] for initial defeat, recovery checks, rescue, and repeated defeat. +*Heroic-recovery exception: [Heroic Recovery](https://2e.aonprd.com/Rules.aspx?ID=2263) and [Hero Points](https://2e.aonprd.com/Rules.aspx?ID=2333), Player Core.* + *Source: Player Core, p. 443.* --- diff --git a/pf2e-remaster/wiki/main/dying_and_recovery.md b/pf2e-remaster/wiki/main/dying_and_recovery.md index 06ac150..d4b65e7 100644 --- a/pf2e-remaster/wiki/main/dying_and_recovery.md +++ b/pf2e-remaster/wiki/main/dying_and_recovery.md @@ -31,7 +31,9 @@ At dying 0, remove dying; at 0 HP you remain unconscious. Healing to at least 1 *Sources: [Taking Damage](https://2e.aonprd.com/Rules.aspx?ID=2327) and [Losing the Dying Condition](https://2e.aonprd.com/Rules.aspx?ID=2328), Player Core, p. 411; [Instant Death](https://2e.aonprd.com/Rules.aspx?ID=2330), Player Core, p. 411.* -[[Hero Points|main:hero_points]] provide a specific exception: spend all remaining points (at least one), at your turn’s start or when dying would increase, for heroic recovery. This stabilizes at 0 HP without adding wounded; it does not erase existing wounded. Ordinary stabilization does add wounded. +[[Hero Points|main:hero_points]] provide a specific exception: spend all remaining points (at least one), at your turn’s start or when dying would increase, for heroic recovery. This removes dying and stabilizes at 0 HP without adding wounded; it does not erase existing wounded or supply positive HP. Ordinary stabilization does add wounded. + +*Specific exception: [Heroic Recovery](https://2e.aonprd.com/Rules.aspx?ID=2263) and [Hero Points](https://2e.aonprd.com/Rules.aspx?ID=2333), Player Core.* ## An ally administers the potion diff --git a/pf2e-remaster/wiki/main/encounter_mode.md b/pf2e-remaster/wiki/main/encounter_mode.md index 9e954f3..e8d6105 100644 --- a/pf2e-remaster/wiki/main/encounter_mode.md +++ b/pf2e-remaster/wiki/main/encounter_mode.md @@ -14,12 +14,28 @@ When the GM calls for initiative, roll the check they specify, usually Perceptio *Source: [Turns](https://2e.aonprd.com/Rules.aspx?ID=2427), Player Core, pp. 435–436.* +## Move into reach + +Before a melee attack, check [[Size and Reach|main:size_and_reach]] and the actual distance. This route's Medium dwarf has 5-foot reach: an enemy 15 feet away is not already within it. Spend one action to [[Stride|main:stride]] up to your Speed; with Speed 20, a clear 10-foot approach can finish within 5 feet of that enemy. Moving is not included for free in a Strike. + +[[Step|main:step]] instead costs one action to move just 5 feet and avoids reactions triggered by that movement. It requires land Speed at least 10 feet and cannot enter difficult terrain. A Step does not cover that whole 10-foot approach in one action. Ordinary movement can trigger an opponent's applicable reaction; having a reaction available does not give every creature Reactive Strike. + +On the standard square grid, each square is 5 feet across. Moving one straight adjacent square costs 5 feet before terrain adjustments. Diagonal squares alternate **5, 10, 5, 10 feet** across all your movement in the same turn. A second Stride continues the count; it does not restart it. Reset the count for the next turn. For example, four consecutive diagonal squares cost 30 feet. See [[Terrain and Cover|main:terrain_and_cover]] for costs and defenses that the simple straight-line practice leaves out. + +The first, separate exercise in [[First Encounter|main:first_encounter]] pays for an actual approach, attack and defense. Reset before its adjacent Trip lesson; those are not consecutive fights on one HP ledger. + +*Sources: linked Stride/Step entries; [Grid Movement](https://2e.aonprd.com/Rules.aspx?ID=2356) and [Diagonal Movement](https://2e.aonprd.com/Rules.aspx?ID=2357), Player Core p.421.* + ## Reactions and hands A reaction needs its trigger and an available reaction. You can react on another creature's turn. The GM decides availability before your first turn. Thereafter, refresh happens at your turn's start, not at the round boundary. [[Reactive Strike|main:reactive_strike]] and [[Shield Block|main:shield_block]] normally compete for your one reaction. *Source: [Reactions in Encounters](https://2e.aonprd.com/Rules.aspx?ID=2432), Player Core, p. 436.* +[[Stand|main:stand]] is a Move action and can trigger an eligible creature's Reactive Strike even without traveling to another square. For a Move action that stays in its square, the trigger happens at the action's end: Stand has finished and the target is upright when the reaction attack resolves. Do not retain prone's off-guard effect from before it stood; other independent effects can still affect AC. The worked Trip lesson declines this reaction, so it adds no reaction attack to that ledger. + +*Sources: [Stand](https://2e.aonprd.com/Actions.aspx?ID=2303), p.418; [Reactions to Movement](https://2e.aonprd.com/Rules.aspx?ID=2355), p.421; [Reactive Strike](https://2e.aonprd.com/Actions.aspx?ID=2256), p.138, Player Core.* + [[Raise a Shield|main:raise_a_shield]] costs one action and requires a wielded shield; its AC benefit lasts until your next turn starts. Shield Block additionally needs a raised shield and its physical-attack-damage trigger. A sword and steel shield fill both hands: [[Trip|main:trip]] needs a hand freed first. See [[Equipment Basics|main:equipment_basics]] and the worked encounter for paid hand changes. *Sources: [Raise a Shield](https://2e.aonprd.com/Actions.aspx?ID=2316), Player Core, p. 419; [Shield Block](https://2e.aonprd.com/Feats.aspx?ID=5212), p. 262; [Trip](https://2e.aonprd.com/Actions.aspx?ID=2382), p. 236.* diff --git a/pf2e-remaster/wiki/main/equipment_basics.md b/pf2e-remaster/wiki/main/equipment_basics.md index 4f4f74b..38d5a9e 100644 --- a/pf2e-remaster/wiki/main/equipment_basics.md +++ b/pf2e-remaster/wiki/main/equipment_basics.md @@ -1,5 +1,11 @@ Read this with an item page open. [[Dwarf Fighter Example|main:dwarf_fighter_example]] supplies a complete shopping ledger; [[Equipment|category:equipment]] contains the options. +## Read money and prices + +**gp** means gold pieces, **sp** silver, **cp** copper and **pp** platinum. Adjacent denominations differ by ten: **1 pp = 10 gp; 1 gp = 10 sp; 1 sp = 10 cp**. Thus the Wizard's free-book limit of 10 sp equals the ordinary blank book's 1 gp price; do not buy a second book just to satisfy a free grant. Record actual purchases and remaining coins separately from granted items, then use the Bulk rules for the coins actually carried. + +*Source: [Currency, Player Core p.10](https://2e.aonprd.com/Rules.aspx?ID=3295). The [[Dwarf Wizard Example|main:dwarf_wizard_example]] records the free book and retained starting money.* + ## Read a weapon Category selects your proficiency. Damage lists dice and type: B means bludgeoning, P piercing, S slashing. Hands says how many hands wield it; owning it or carrying it without holding it is not wielding it. Group matters only when an ability uses that group. diff --git a/pf2e-remaster/wiki/main/first_encounter.md b/pf2e-remaster/wiki/main/first_encounter.md index 73d7399..34568a2 100644 --- a/pf2e-remaster/wiki/main/first_encounter.md +++ b/pf2e-remaster/wiki/main/first_encounter.md @@ -1,6 +1,22 @@ This original exercise uses the [[Dwarf Fighter Example|main:dwarf_fighter_example]]. Read [[Encounter Mode|main:encounter_mode]], [[Multiple Attack Penalty|main:multiple_attack_penalty]] and [[Degrees of Success|main:degrees_of_success]] first. -## Set the table +## Exercise 1: move into reach, attack and defend + +Use a fresh copy of the level-1 fighter: **23 HP, AC 18, Speed 20, longsword +9 (1d8+4), steel shield 20 HP/Hardness 5**. Hold sword and shield; the shield starts unraised. Supply a Medium opponent **15 feet away along a clear straight line**, with **30 HP, AC 18, attack +7 and 6 slashing damage on a normal hit**. Both have ordinary 5-foot melee reach. For this exercise you act first; assume no terrain costs, movement reactions, cover, conditions or other modifiers. These are teaching inputs, not a monster entry. + +1. **Stride (action 1)** 10 feet toward the opponent, stopping 5 feet away. This is within your Speed 20 and puts it within your reach. See [[Stride|main:stride]] and [[Size and Reach|main:size_and_reach]]. +2. **Strike (action 2)** with your first attack this turn: supplied die 14 + 9 = **23 vs AC 18**, a success. Supplied damage die 4 + Strength 4 = **8**; the opponent has **22 HP**. Paying for movement did not increase your attack count. +3. **Raise a Shield (action 3)** for **AC 20** until your next turn starts. + +The opponent uses its first Strike: supplied die 14 + 7 = **21 vs AC 20**, a success for 6 slashing damage. Spend your one reaction on [[Shield Block|main:shield_block]]: Hardness 5 prevents 5, then you and the shield each take 1. End this practice at **fighter 22 HP, opponent 22 HP, shield 19 HP**, with your reaction spent. The opponent ends its turn early. + +A [[Step|main:step]] would move only 5 feet, not the full approach in action 1. Read [[Encounter Mode|main:encounter_mode]] for Step's restrictions, movement reactions and the standard grid/diagonal rule. + +## Exercise 2: reset for the adjacent Trip lesson + +This is a **new teaching setup**, not round 2 of the approach above. Reset the fighter to 23 HP, the opponent to 30 HP and the steel shield to 20 HP. No items were consumed. Use the original inventory and all conditions below. + +### Set the table You have **23 HP, AC 18, Perception +7, Athletics +7, longsword +9 (1d8+4 slashing)**. Your chain mail is worn; sword and steel shield occupy one hand each. Your single minor healing potion and granted clan dagger are worn and readily accessible, neither held nor stowed in a backpack; you retain 2 gp. No container Bulk discount or storage benefit is assumed. No toolkit or other supplies appear for free. @@ -8,7 +24,7 @@ The illustrative opponent is a Medium creature, already adjacent within your mel Initiative: your die 12 + Perception 7 = **19**; the GM supplies the opponent's **14**. You act first. -## Round 1: free a hand, Trip, Strike +### Round 1: free a hand, Trip, Strike At your turn's start, gain 3 actions and 1 reaction. @@ -21,7 +37,9 @@ You finish holding sword and shield, with AC 18: no action remained to Raise a S The opponent spends one action to [[Stand|main:stand]], ending prone and restoring its AC to 18. Standing can trigger your [[Reactive Strike|main:reactive_strike]]; you choose to decline it in this exercise. Its next action is its first Strike: 15 + 7 = **22 vs your AC 18: success**, dealing 6 damage. You have **17 HP**. It ends its turn without using its third action. You cannot Shield Block: your shield was not raised. -## Round 2: Vicious Swing and shield defense +Stand's Move trigger happens at the end of that in-place action, after the opponent is upright; a Reactive Strike taken then would not inherit prone's off-guard effect. In this lesson, keep the declined reaction available; resolve only the opponent's following Strike. See [[Encounter Mode|main:encounter_mode]] for the timing source. + +### Round 2: Vicious Swing and shield defense Your new turn refreshes your three actions and one reaction; attack counting starts again. diff --git a/pf2e-remaster/wiki/main/hero_points.md b/pf2e-remaster/wiki/main/hero_points.md index b804d01..99532c5 100644 --- a/pf2e-remaster/wiki/main/hero_points.md +++ b/pf2e-remaster/wiki/main/hero_points.md @@ -2,7 +2,9 @@ Give out 1 Hero Point to each PC at the start of the session. Give out roughly 1 **Spend 1 Hero Point** to reroll a check and use the second result. This is a fortune effect. -**Spend all your Hero Points** to avoid death when your dying condition would increase. Lose dying and stabilize with 0 HP. Don't gain or increase your wounded value from losing the dying condition in this way, but if you already had that condition you don't lose it. +**Heroic recovery:** while dying, spend all your remaining Hero Points (**at least one**) at the start of your turn or when your dying value would increase. Remove [[Dying|main:dying]] and stabilize at 0 HP. This does not grant positive HP or remove unconscious. Unlike ordinary loss of dying, it does not give or increase [[Wounded|main:wounded]]; keep any wounded value you already had. Follow [[Dying and Recovery|main:dying_and_recovery]] for the rest of the defeat procedure. + +*Specific timing and exception: [Heroic Recovery](https://2e.aonprd.com/Rules.aspx?ID=2263), alongside [Hero Points](https://2e.aonprd.com/Rules.aspx?ID=2333), Player Core.* *Source: Player Core, p. 413.* diff --git a/pf2e-remaster/wiki/main/ignition.md b/pf2e-remaster/wiki/main/ignition.md index 772ea55..b5e06df 100644 --- a/pf2e-remaster/wiki/main/ignition.md +++ b/pf2e-remaster/wiki/main/ignition.md @@ -19,10 +19,6 @@ You snap your fingers and point at a target, which begins to smolder. Make a spe **Heightened (+1)** The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4. -Scaling Persistent Fire Damage - -Scaling Persistent Fire Damage (Melee) - *Source: Player Core.* --- diff --git a/pf2e-remaster/wiki/main/learn_pf2e.md b/pf2e-remaster/wiki/main/learn_pf2e.md index 7960270..b34bf5c 100644 --- a/pf2e-remaster/wiki/main/learn_pf2e.md +++ b/pf2e-remaster/wiki/main/learn_pf2e.md @@ -10,7 +10,7 @@ Start here to learn the core character and play procedures in this reference. Ke ## Learn a spellcaster -1. Use the [[Wizard Learning Guide|main:wizard_learning_guide]] as a separate level-1 casting route. It lists a complete spellbook and today's preparations, with explicitly assumed casting statistics; finish the rest of the character through Character Creation. +1. Start with the complete [[Dwarf Wizard Example|main:dwarf_wizard_example]]: choices, attribute ledger, skills, languages, free book, equipment and calculated defenses. Then use [[Wizard Learning Guide|main:wizard_learning_guide]] for its named spellbook, preparations and casting/resource ledger. 2. Follow [[Spell Preparation|main:spell_preparation]] for book choices, repeated preparations, curriculum slots, cantrips, focus, daily reset and Arcane Bond. 3. Read [[Cast a Spell|main:cast_a_spell]] and [[Basic Saving Throws|main:basic_saving_throws]], then work the guide's attack, save and resource examples. @@ -18,9 +18,9 @@ Start here to learn the core character and play procedures in this reference. Ke 1. Learn [[Proficiency Ranks|main:proficiency_ranks]] and [[Degrees of Success|main:degrees_of_success]]. 2. Follow [[Encounter Mode|main:encounter_mode]] and [[Multiple Attack Penalty|main:multiple_attack_penalty]]. -3. Work through [[First Encounter|main:first_encounter]] with the example fighter, checking hands, actions and reactions. +3. Work through [[First Encounter|main:first_encounter]] with the example fighter: first approach into reach, attack and defend; then reset for the separate adjacent Trip lesson. Check [[Stride|main:stride]], [[Step|main:step]] and [[Size and Reach|main:size_and_reach]], as well as hands, actions and reactions. 4. Read [[Dying and Recovery|main:dying_and_recovery]] before resolving defeat, healing or another knock-out. -5. After play, use [[Leveling Up|main:leveling_up]] to update the whole sheet. +5. After play, use [[Leveling Up|main:leveling_up]] for worked level-2 Fighter and Wizard updates. The local Wizard base-slot table covers levels 1–2; the full higher-level table remains an external primary reference. ## Look something up diff --git a/pf2e-remaster/wiki/main/leveling_up.md b/pf2e-remaster/wiki/main/leveling_up.md index 920abbd..953e175 100644 --- a/pf2e-remaster/wiki/main/leveling_up.md +++ b/pf2e-remaster/wiki/main/leveling_up.md @@ -32,13 +32,64 @@ Untrained skills, including noisy-chain-mail Stealth −1, do not increase. Spee Hefty Hauler raises the encumbered threshold **9 → 11 Bulk** and maximum **14 → 16 Bulk**. The starting load still counts as 4 Bulk with two light items, if nothing was spent, consumed or acquired. Copy the actual current inventory, coins and shield HP from play; level 2 does not replenish them. There is no spellcasting progression for this selection. +## Worked update: the dwarf wizard reaches level 2 + +Start with the exact [[Dwarf Wizard Example|main:dwarf_wizard_example]] and the book in [[Wizard Learning Guide|main:wizard_learning_guide]]. Suppose it reaches **1,080 XP**: write **level 2 and 80 XP**. Add Wizard 6 + Constitution 1 = 7 maximum HP: **17 → 24**. Current injuries, conditions, coins and supplies carry forward; leveling is not healing or daily preparation. + +Wizard's level-2 row grants one Wizard feat and one skill feat. Choose [[Conceal Spell|main:conceal_spell]] (class feat 2) and [[Assurance|main:assurance]] in Arcana (skill feat 1, requires training in the chosen skill). Arcana is already trained. Conceal Spell costs **one action** and affects the next Cast a Spell action; it is not a passive bonus to attacks or defenses. Read its subtle-trait limits: visible spell effects can remain apparent. A one-action Conceal Spell followed immediately by a two-action spell uses all three actions. + +At level 2, Arcana's trained proficiency is +4. Assurance can replace an Arcana roll with **10 + 4 = 14**; it excludes Intelligence and all other bonuses, penalties and modifiers. The ordinary rolled Arcana modifier is still Intelligence 4 + proficiency 4 = **+8**. Assurance is not a +14 modifier or a bonus to the ordinary roll. + +No new ancestry feat, general-feat slot, skill increase or attribute boosts arrive at Wizard level 2. Keep the six attributes and existing ranks. Trained bonuses become +4; expert becomes +6. + +| Sheet field | Level 1 | Level 2 | +|---|---|---| +| Maximum HP | 17 | 24 | +| AC, unarmored before temporary spells | 15 | 16 | +| Perception | +4 | +5 | +| Fortitude / Reflex / Will | +4 / +5 / +6 | +5 / +6 / +7 | +| Wizard class DC / spell DC | 17 / 17 | 18 / 18 | +| Spell attack | +7 | +8 | +| Drawn clan dagger attack | +4 | +5 | +| Arcana / Crafting / Occultism / Society / Warfare Lore | +7 each | +8 each | +| Medicine | +4 | +5 | +| Intimidation | +3 | +4 | +| Stealth / Thievery | +5 / +5 | +6 / +6 | + +Untrained skills do not increase. Dagger damage remains 1d4+1, Speed 20 feet and Bulk limits 6/11. Ordinary Fortitude/Reflex DCs become 15/16, or **17/18** against Rock Dwarf's listed maneuvers. Conceal Spell and Assurance add no passive AC, damage, attribute or proficiency-rank increase. + +### Update the book, then prepare a level-2 day + +The [[Wizard Spellcasting|main:wizard_spellcasting]] table gives **five ordinary cantrips and three ordinary rank-1 slots** at level 2. Battle Magic adds its separate curriculum cantrip and rank-1 slot. No rank-2 slots arrive yet; cantrips and the initial school focus spell remain rank 1. + +Add **two arcane rank-1 book spells**, [[Breathe Fire|main:breathe_fire]] and [[Sure Strike|main:sure_strike]]. Their entries list arcane and no uncommon trait. Neither was in the level-1 book. This makes **11 book cantrips and nine rank-1 book spells**. Breathe Fire happens to be in the curriculum, but is added here using one of the ordinary two-spell level-up choices. There is no additional new-rank curriculum book grant at this level. + +After resting and making the next allowed daily preparations, choose this complete day: + +| Resource | Level-2 preparation | Starting state | +|---|---|---| +| Five ordinary cantrips | Ignition, Electric Arc, Detect Magic, Light, Telekinetic Hand | Prepared and reusable | +| Extra curriculum cantrip | Shield | Prepared; follow its own restrictions | +| Ordinary rank-1 slot A | Force Barrage | Ready | +| Ordinary rank-1 slot B | Sure Strike | Ready | +| Ordinary rank-1 slot C | Fear | Ready | +| Separate curriculum rank-1 slot D | Mystic Armor | Ready | +| Focus pool | Force Bolt | 1/1 point | +| Arcane Bond | Owned spellbook on your person | Drain Bonded Item unused | + +Breathe Fire is in the book but unprepared today. Slot D cannot hold Fear or Sure Strike: neither is in this school's curriculum. Preparing Mystic Armor does not activate it; AC is **16** until an actual effect changes it. Spell Substitution can replace a still-ready preparation under its own ten-minute procedure, with curriculum restrictions preserved; it grants no fifth slot. Use [[Spell Preparation|main:spell_preparation]] to track this level-2 day's resources. + +The scripted casts in [[Wizard Learning Guide|main:wizard_learning_guide]] are a **separate level-1 exercise**. To replay them, use a separate practice sheet reset to that guide's original level-1 statistics and preparations: spell attack +7, DC17, ordinary slots A and B both Force Barrage, curriculum slot C Mystic Armor, focus 1/1 and unused Drain Bonded Item. Its supplied dice and printed outcomes apply to that setup. Do not carry slots or spent resources from the level-2 day above into that exercise, or substitute DC18 while keeping its level-1 save outcomes. This practice reset does not change your actual level-2 character or replenish its resources. + +This local worked progression stops at level 2. For later levels, follow the [full Wizard advancement and Spells per Day table (external primary reference)](https://2e.aonprd.com/Classes.aspx?ID=39), which excludes curriculum additions. + ## Final check Review every affected sheet entry, including conditional DCs from Rock Dwarf and your new action's hand state. Continue with [[Encounter Mode|main:encounter_mode]], or return to [[Character Creation Guide|main:character_creation_guide]] for a different build. ## Sources -Original checklist and worked arithmetic based on *Player Core*: [Leveling Up, p. 29](https://2e.aonprd.com/Rules.aspx?ID=2065), [Fighter advancement and skill-feat qualification, pp. 138–139](https://2e.aonprd.com/Classes.aspx?ID=35), [Dueling Parry, p. 141](https://2e.aonprd.com/Feats.aspx?ID=4781), and [Hefty Hauler, p. 256](https://2e.aonprd.com/Feats.aspx?ID=5156). The example retains the equipment and attribute sources on [[Dwarf Fighter Example|main:dwarf_fighter_example]]. +Original checklist and worked arithmetic based on *Player Core*: [Leveling Up, p. 29](https://2e.aonprd.com/Rules.aspx?ID=2065), [Fighter advancement and skill-feat qualification, pp. 138–139](https://2e.aonprd.com/Classes.aspx?ID=35), [Dueling Parry, p. 141](https://2e.aonprd.com/Feats.aspx?ID=4781), and [Hefty Hauler, p. 256](https://2e.aonprd.com/Feats.aspx?ID=5156). The fighter retains the equipment and attribute sources on [[Dwarf Fighter Example|main:dwarf_fighter_example]]. The Wizard update uses [Wizard advancement and spellcasting, Player Core pp.192–197](https://2e.aonprd.com/Classes.aspx?ID=39), the complete [[Dwarf Wizard Example|main:dwarf_wizard_example]], and the linked local Conceal Spell, Assurance, Breathe Fire and Sure Strike entries. Those entries supply the feat costs, qualification and spell options; the new ordinary slot count comes from the verified Wizard table. --- diff --git a/pf2e-remaster/wiki/main/spell_preparation.md b/pf2e-remaster/wiki/main/spell_preparation.md index 2b36f3d..c0846a1 100644 --- a/pf2e-remaster/wiki/main/spell_preparation.md +++ b/pf2e-remaster/wiki/main/spell_preparation.md @@ -34,7 +34,7 @@ At level 1, a Wizard with a curriculum school has five ordinary prepared cantrip The [[Arcane School|main:arcane_school]] rules separately add curriculum spells to your book. These book additions are not additional ordinary slots. The [[School of Unified Magical Theory|main:school_of_unified_magical_theory]] has no curriculum and uses its own benefits instead; do not give it this extra preparation ledger. -These counts describe level 1. For later levels, consult the [full Wizard class progression and Wizard Spells per Day table (external primary reference)](https://2e.aonprd.com/Classes.aspx?ID=39). That table excludes the school's additional curriculum preparations. +For the ordinary level-1 and level-2 counts, use the local table in [[Wizard Spellcasting|main:wizard_spellcasting]]: level 2 has five ordinary cantrips and three ordinary rank-1 slots, before curriculum additions. Follow [[Leveling Up|main:leveling_up]] for the worked level-2 preparations. The [full higher-level Wizard Spells per Day table (external primary reference)](https://2e.aonprd.com/Classes.aspx?ID=39) remains external and excludes the school's additional curriculum preparations. ## Focus, Refocus and Arcane Bond diff --git a/pf2e-remaster/wiki/main/wizard_learning_guide.md b/pf2e-remaster/wiki/main/wizard_learning_guide.md index f780d5e..61de368 100644 --- a/pf2e-remaster/wiki/main/wizard_learning_guide.md +++ b/pf2e-remaster/wiki/main/wizard_learning_guide.md @@ -1,17 +1,17 @@ Use this route to learn a level-1 Wizard's spell choices, daily preparations and casting. Start with [[Wizard|main:wizard]], [[Wizard Spellcasting|main:wizard_spellcasting]], [[Arcane School|main:arcane_school]], [[Arcane Thesis|main:arcane_thesis]] and [[Arcane Bond|main:arcane_bond]]. Then read [[Spell Preparation|main:spell_preparation]], [[Cast a Spell|main:cast_a_spell]] and [[Basic Saving Throws|main:basic_saving_throws]]. -This is a **casting example, not a complete character build**. Finish ancestry, background, boosts, feats, skills, equipment, HP and defenses through the [[Character Creation Guide|main:character_creation_guide]] and [[Character Sheet|main:character_sheet]]. The [[Dwarf Fighter Example|main:dwarf_fighter_example]] is a separate build; its statistics and purchases do not belong to this Wizard. +Use the completed [[Dwarf Wizard Example|main:dwarf_wizard_example]] alongside this casting lesson. It supplies the ancestry/background/class choices, boost ledger, languages, skills, inventory, HP and defenses. The [[Character Creation Guide|main:character_creation_guide]] explains how to make other choices. The [[Dwarf Fighter Example|main:dwarf_fighter_example]] is a separate build; its statistics and purchases do not belong to this Wizard. ## Set the example's inputs -Assume a level-1 Wizard with Intelligence +4 and trained spell attacks and spell DC. Choose the [[School of Battle Magic|main:school_of_battle_magic]] and the [[Spell Substitution|main:spell_substitution]] thesis. No bonus spells, feats, scrolls, staff charges or magic items are used here. +The [[Dwarf Wizard Example|main:dwarf_wizard_example]] derives Intelligence +4 and trained spellcasting at level 1. It chooses the [[School of Battle Magic|main:school_of_battle_magic]] and the [[Spell Substitution|main:spell_substitution]] thesis. Use that sheet here. No extra spell grants, scrolls, staff charges or magic items are added for the exercise. Trained [[Proficiency|main:proficiency_ranks]] at level 1 contributes 1 + 2 = +3. With no other modifiers: - Spell attack modifier: Intelligence +4 + proficiency +3 = **+7**. - Spell DC: 10 + Intelligence +4 + proficiency +3 = **17**. -These are assumed inputs for arithmetic, not a complete attribute-boost ledger. Do not add Intelligence to the damage of the spells used below. +These values come from the completed character's attribute and proficiency ledger. Its ordinary AC is 15 before any spell is cast; preparing Mystic Armor in slot C does not activate it. Do not add Intelligence to the damage of the spells used below. ## Record the complete spellbook @@ -107,9 +107,11 @@ Spell Substitution could separately take ten minutes to replace the still-ready After resting and making the next allowed daily preparations, regain slots, choose the same legal preparations or different ones, refill focus and reset the daily bond use. Designate the owned book again. You still have the same 11 cantrips and seven rank-1 spells recorded in it. -## Continue beyond level 1 +## Continue to level 2 -Use [[Leveling Up|main:leveling_up]] and the [full Wizard class progression and Wizard Spells per Day table (external primary reference)](https://2e.aonprd.com/Classes.aspx?ID=39). This guide verifies level 1 only; its counts are not a progression table. The full Wizard table excludes additional curriculum preparations. Follow the full class, school and thesis entries as you gain levels. +The local [[Wizard Spellcasting|main:wizard_spellcasting]] table gives ordinary level-1 and level-2 preparation counts, with curriculum additions kept separate. Follow [[Leveling Up|main:leveling_up]] for the completed Dwarf Wizard's level-2 sheet update, two new book spells, feat choices and named preparations. This is the next supported early-level example; do not simply add the level-1 spent-slot ledger to a fresh day's preparations. + +For level 3 and beyond, use the [full Wizard class progression and Wizard Spells per Day table (external primary reference)](https://2e.aonprd.com/Classes.aspx?ID=39), plus the class, school and thesis entries. This package's worked route covers levels 1–2, not the complete level-20 progression. The full table excludes additional curriculum preparations. Return to [[Learn PF2e|main:learn_pf2e]]. diff --git a/pf2e-remaster/wiki/main/wizard_spellcasting.md b/pf2e-remaster/wiki/main/wizard_spellcasting.md index d05de9a..489a7e1 100644 --- a/pf2e-remaster/wiki/main/wizard_spellcasting.md +++ b/pf2e-remaster/wiki/main/wizard_spellcasting.md @@ -34,7 +34,22 @@ Each time you gain a level, you add two arcane spells to your spellbook, of any Use [[Spell Preparation|main:spell_preparation]] to distinguish book choices, ordinary slots, curriculum preparations, cantrips and focus. The [[Wizard Learning Guide|main:wizard_learning_guide]] supplies named level-1 choices, attack/DC arithmetic and a resource ledger. Follow [[Cast a Spell|main:cast_a_spell]] for casting and [[Basic Saving Throws|main:basic_saving_throws]] when a spell calls for a basic save. -The full progression table referenced above is an external dependency: [full Wizard class progression and Wizard Spells per Day table (external primary reference)](https://2e.aonprd.com/Classes.aspx?ID=39). It is not reproduced on this page. The table excludes additional curriculum cantrips and spells, as clarified by the [official Player Core errata](https://paizo.com/pathfinder/faq). The learning guide's quantities cover level 1 only. +### Ordinary preparations at levels 1–2 + +These are the **base Wizard preparations**, before any school's curriculum additions. Cantrips are prepared separately; they are not ranked spell slots. + +| Wizard level | Ordinary prepared cantrips | Ordinary rank-1 slots | Rank-2 or higher slots | +|---|---|---|---| +| 1 | 5 | 2 | None | +| 2 | 5 | 3 | None | + +For this route's Battle Magic Wizard, add **one prepared curriculum cantrip and one separate rank-1 curriculum slot** at either level. That makes six prepared cantrips and three rank-1 preparations at level 1, or six cantrips and four rank-1 preparations at level 2. Each curriculum preparation must obey the school restrictions; these are not four unrestricted slots at level 2. Unified Magical Theory has no curriculum and follows its own benefits. + +Gaining level 2 adds two eligible arcane spells to the book, but does not unlock rank-2 slots or the new-rank curriculum book addition. Rank-2 slots first arrive at Wizard level 3. See [[Leveling Up|main:leveling_up]] for an actual level-2 book and preparation update, and [[Dwarf Wizard Example|main:dwarf_wizard_example]] for the starting sheet. + +*Source: [Wizard Spells per Day and Wizard Spellcasting, Player Core pp.192–197](https://2e.aonprd.com/Classes.aspx?ID=39). These base counts exclude curriculum additions; see the [official Player Core errata](https://paizo.com/pathfinder/faq).* + +The full level-3–20 progression remains an external dependency: [full Wizard class progression and Wizard Spells per Day table (external primary reference)](https://2e.aonprd.com/Classes.aspx?ID=39). The local table and worked route establish levels 1–2 only. *Procedure references: Player Core pp.195,198,297–299,403–404,439; [Arcane Schools](https://2e.aonprd.com/ArcaneSchools.aspx) and [Prepared Spells](https://2e.aonprd.com/Rules.aspx?ID=2223).* diff --git a/pf2e-remaster/wiki/main/wounded.md b/pf2e-remaster/wiki/main/wounded.md index 22cdf71..8d9b91c 100644 --- a/pf2e-remaster/wiki/main/wounded.md +++ b/pf2e-remaster/wiki/main/wounded.md @@ -1,10 +1,12 @@ You have been seriously injured. Wounded has a value. -- When you lose the [[Dying|main:dying]] condition, you become wounded 1, or your wounded value goes up by 1. +- Normally, losing [[Dying|main:dying]] gives wounded 1 or increases your wounded value by 1. [[Heroic recovery|main:hero_points]] is the specific exception: spend all remaining Hero Points (at least one), at your turn's start or when dying would increase, to stabilize at 0 HP without adding wounded. It does not remove a wounded value you already have. - When you become dying while wounded, add your wounded value to your dying value. **Ends:** when someone restores Hit Points to you with Treat Wounds, or when you are restored to full Hit Points by any means and rest for 10 minutes. +*Heroic-recovery exception: [Heroic Recovery](https://2e.aonprd.com/Rules.aspx?ID=2263) and [Hero Points](https://2e.aonprd.com/Rules.aspx?ID=2333), Player Core.* + *Source: Player Core, p. 447.* --- diff --git a/tools/check-pf2e-navigation.py b/tools/check-pf2e-navigation.py index 0f4d0ba..b29756e 100644 --- a/tools/check-pf2e-navigation.py +++ b/tools/check-pf2e-navigation.py @@ -14,12 +14,12 @@ START = "main:learn_pf2e" JOURNEYS = { "check": ["main:character_sheet", "main:proficiency_ranks", "main:degrees_of_success"], - "creation": ["main:character_creation_guide", "main:dwarf_fighter_example", "main:dwarf", "main:warrior", "main:fighter"], + "creation": ["main:character_creation_guide", "main:dwarf_fighter_example", "main:dwarf_wizard_example", "main:dwarf", "main:warrior", "main:fighter"], "equipment": ["main:equipment_basics", "main:longsword", "main:chain_mail", "main:steel_shield", "main:clan_dagger"], - "encounter": ["main:encounter_mode", "main:multiple_attack_penalty", "main:first_encounter", "main:trip", "main:strike"], + "encounter": ["main:encounter_mode", "main:multiple_attack_penalty", "main:first_encounter", "main:stride", "main:step", "main:size_and_reach", "main:trip", "main:strike"], "recovery": ["main:dying_and_recovery", "main:dying", "main:wounded", "main:unconscious", "main:hero_points"], "between encounters": ["main:treat_wounds", "main:medicine", "main:healers_toolkit"], - "advancement": ["main:leveling_up", "main:dueling_parry", "main:hefty_hauler"], + "advancement": ["main:leveling_up", "main:dueling_parry", "main:hefty_hauler", "main:conceal_spell", "main:assurance"], "wizard": ["main:wizard_learning_guide", "main:spell_preparation", "main:basic_saving_throws", "main:wizard", "main:arcane_school", "main:school_of_battle_magic", "main:ignition", "main:electric_arc", "main:force_barrage", "main:force_bolt"], "reference": ["category:spells", "category:conditions", "category:dwarf_feats", "category:fighter_feats"], } @@ -28,9 +28,20 @@ # Instructional routes must be present on the decision page itself; reaching an # option through an alphabetical directory does not repair a detached workflow. DIRECT_EDGES = { - "main:learn_pf2e": {"main:wizard_learning_guide"}, - "main:wizard_learning_guide": {"main:spell_preparation", "main:basic_saving_throws", "main:arcane_school"}, - "main:wizard_spellcasting": {"main:spell_preparation", "main:cast_a_spell"}, + "main:learn_pf2e": {"main:wizard_learning_guide", "main:dwarf_wizard_example", "main:first_encounter", "main:leveling_up"}, + "main:character_creation_guide": {"main:dwarf_fighter_example", "main:dwarf_wizard_example"}, + "main:dwarf_wizard_example": { + "main:character_creation_guide", "main:wizard_learning_guide", "main:leveling_up", + "main:dwarf", "main:rock_dwarf", "main:warrior", "main:wizard", "main:spellbook_blank", + }, + "main:encounter_mode": {"main:stride", "main:step", "main:size_and_reach", "main:stand", "main:first_encounter"}, + "main:first_encounter": {"main:stride", "main:step", "main:size_and_reach", "main:encounter_mode", "main:dying_and_recovery"}, + "main:leveling_up": {"main:dwarf_wizard_example", "main:wizard_spellcasting", "main:conceal_spell", "main:assurance", "main:breathe_fire", "main:sure_strike"}, + "main:hero_points": {"main:dying", "main:wounded", "main:dying_and_recovery"}, + "main:dying": {"main:hero_points", "main:dying_and_recovery"}, + "main:wounded": {"main:hero_points"}, + "main:wizard_learning_guide": {"main:dwarf_wizard_example", "main:leveling_up", "main:spell_preparation", "main:basic_saving_throws", "main:arcane_school"}, + "main:wizard_spellcasting": {"main:spell_preparation", "main:cast_a_spell", "main:leveling_up", "main:dwarf_wizard_example"}, "main:arcane_school": { "main:school_of_ars_grammatica", "main:school_of_battle_magic", "main:school_of_civic_wizardry", "main:school_of_mentalism",