{
 "Seraphina Dawnbreaker": {
  "name": "Seraphina Dawnbreaker",
  "ancestry": "Human (Versatile Human)",
  "background": "Acolyte",
  "class": "Champion (Justice cause, formerly paladin)",
  "level": "3",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+0",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+1",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "4",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "44",
  "hpCur": "44",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple T, Martial T, Unarmed T",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Iomedae",
  "classFeats": "Key Features (sample page): Heavy armor, lay on hands, a blessed blade\nSubclass: Justice cause, formerly paladin\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 3rd level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd)\nClass feats: Deity's Domain (1st), Divine Grace (2nd)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: Versatile Human. Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).\nAncestry feats: Cooperative Nature (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Battle Medicine (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "20",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "+1 longsword",
  "s1a": "+10",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+5",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail",
  "gear": "+1 longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Religious Symbol (Wooden) • Holy Water ×2 • Antidote (Lesser)",
  "gp": "11",
  "sp": "1",
  "bulk": "6 Bulk, 7 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 20 = 10 + Dex +0 + proficiency +5 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 22. Wealth (GM Core, level 3): item slots 2/1/1 hold Weapon Potency (+1), Splint Mail; 25 gp currency: 13 gp 9 sp spent, 11 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Concept: Righteous knight-errant bringing justice to frontier settlements\nReal-world Parallel: Like a frontier marshal or Texas Ranger - combining law enforcement with moral authority\nPractical Usage: Ideal for campaigns involving undead, fiends, or moral corruption\nSolo Strengths: Self-healing, high AC, social authority through divine mandate\nFrom Sample Characters (The Pathfinder 2e Guide), Low Level Solo Heroes (Levels 1-5).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background WIS, STR; class key STR; 1st level STR, CON, CHA, WIS.\nTrained skills: automatic Religion (Champion), Religion (Acolyte background, already trained); chosen Intimidation (deity's divine skill), Medicine (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Society (Champion: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Medicine to expert.\nHit Points: 8 (Human) + (10 (Champion) + 2 Con) × 3 = 44.\nProficiency ranks: Champion class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Whisper Nightshade": {
  "name": "Whisper Nightshade",
  "ancestry": "Halfling (Twilight Halfling)",
  "background": "Criminal",
  "class": "Rogue (Mastermind)",
  "level": "4",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "+1",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "4",
  "r_survival": "2",
  "r_thievery": "4",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "50",
  "hpCur": "50",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Key Features (sample page): Sneak attack, skill mastery, social manipulation\nSubclass: Mastermind\nKey attribute: Dexterity\nClass features to 4th level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd), You're Next (4th)",
  "ancFeats": "Heritage: Twilight Halfling. Your ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.\nAncestry feats: Titan Slinger (1st)",
  "skillFeats": "Experienced Smuggler (Criminal background)\nSkill feats: Terrain Stalker (1st), Lie to Me (2nd), Pickpocket (3rd), Cat Fall (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "20",
  "s1n": "+1 rapier",
  "s1a": "+11",
  "s1d": "1d6−1 P",
  "s2n": "Hand Crossbow",
  "s2a": "+10",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Sneak attack +1d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "Explorer's Clothing • Charlatan's Gloves",
  "gear": "+1 rapier • Hand Crossbow • Adventurer's Pack • Thieves' Toolkit • Disguise Kit • Bolts ×20 • Antidote (Lesser)",
  "gp": "15",
  "sp": "2",
  "bulk": "2 Bulk, 8 L (encumbered above 4, maximum 9)",
  "i_thievery": "1",
  "conditions": "Gear notes: AC 20 = 10 + Dex +4 + proficiency +6 + explorer's clothing 0. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1), Charlatan's Gloves; 30 gp currency: 14 gp 8 sp spent, 15 gp 2 sp kept.",
  "backstory": "Concept: Information broker operating in urban shadows\nBackstory: Former street orphan who built an intelligence network\nEquipment Focus: Concealed weapons, thieves' tools, disguises\nSolo Adaptability: High stealth and social skills provide multiple problem-solving approaches\nFrom Sample Characters (The Pathfinder 2e Guide), Low Level Solo Heroes (Levels 1-5).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background DEX, CON; class key DEX; 1st level DEX, CON, CHA, WIS.\nTrained skills: automatic Stealth (Rogue), Society (Mastermind), Stealth (Criminal background, already trained); chosen Occultism (Mastermind), Deception (replacement for a skill already trained), Thievery (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence), Intimidation (Rogue: 7 + Intelligence), Performance (Rogue: 7 + Intelligence), Survival (Rogue: 7 + Intelligence).\nLore: Lore (Underworld) (Criminal background).\nSkill increases: 2nd Stealth to expert; 3rd Deception to expert; 4th Thievery to expert.\nHit Points: 6 (Halfling) + (8 (Rogue) + 3 Con) × 4 = 50.\nProficiency ranks: Rogue class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Bramblethorne Ashdelve": {
  "name": "Bramblethorne Ashdelve",
  "ancestry": "Dwarf (Rock Dwarf)",
  "background": "Hunter",
  "class": "Ranger (Animal Companion)",
  "level": "2",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+1",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "−1",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "2",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Tanning)",
  "r_lore1": "2",
  "hpMax": "36",
  "hpCur": "36",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Key Features (sample page): Hunt prey, animal companion, survival expertise\nSubclass: Animal Companion\nKey attribute: Dexterity\nClass features to 2nd level (Player Core): Hunt Prey (1st), Hunter's Edge (1st)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd)",
  "ancFeats": "Heritage: Rock Dwarf. Your ancestors lived and worked among the ancient stones of the mountains or the depths of the earth. This makes you solid as a rock when you plant your feet. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove, or Trip you. This bonus also applies to saving throws against spells or effects that attempt to force you to move or knock you Prone. In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance\nAncestry feats: Rock Runner (1st)",
  "skillFeats": "Survey Wildlife (Hunter background)\nSkill feats: Experienced Tracker (2nd)",
  "ac": "19",
  "s1n": "Longbow",
  "s1a": "+8",
  "s1d": "1d8 P",
  "s2n": "Shortsword",
  "s2a": "+8",
  "s2d": "1d6+1 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Hunt Prey; hunter's edge as listed under class features.",
  "worn": "Leather Armor",
  "gear": "Longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Healing Potion (Minor)",
  "gp": "5",
  "sp": "4",
  "bulk": "4 Bulk, 4 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 19 = 10 + Dex +4 + proficiency +4 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 14 gp 6 sp spent, 5 gp 4 sp kept.",
  "backstory": "Concept: Mountain guide with bear companion\nAnalogy: Like a wilderness scout combined with K-9 unit - two-person team in one character\nAnimal Companion: Bear provides combat support and emotional anchor\nWilderness Mastery: Unparalleled in natural environments\nFrom Sample Characters (The Pathfinder 2e Guide), Low Level Solo Heroes (Levels 1-5).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, DEX (flaw CHA); background DEX, CON; class key DEX; 1st level DEX, CON, WIS, STR.\nTrained skills: automatic Survival (Ranger), Survival (Hunter background, already trained); chosen Nature (replacement for a skill already trained), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence).\nLore: Lore (Tanning) (Hunter background).\nHit Points: 10 (Dwarf) + (10 (Ranger) + 3 Con) × 2 = 36.\nProficiency ranks: Ranger class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Zara Starweaver": {
  "name": "Zara Starweaver",
  "ancestry": "Human (Skilled Human)",
  "background": "Scholar",
  "class": "Wizard (Unified Magical Theory, formerly universalist)",
  "level": "5",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+4",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "58",
  "hpCur": "58",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Key Features (sample page): Arcane spells, thesis flexibility, broad knowledge\nSubclass: Unified Magical Theory, formerly universalist\nKey attribute: Intelligence\nClass features to 5th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: Skilled Human. Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "19",
  "s1n": "Staff of Fire",
  "s1a": "+7",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+9",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing • Mage's Hat",
  "gear": "Staff of Fire • Sling • Wand of Mystic Armor (rank 1) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "32",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 19 = 10 + Dex +2 + proficiency +7 + explorer's clothing 0. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Staff of Fire, Mage's Hat, Magic Wand (1st-Rank Spell); 50 gp currency: 17 gp 6 sp 2 cp spent, 32 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "2",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Concept: Traveling researcher cataloguing magical phenomena\nUnique Angle: Focuses on utility spells over pure damage\nSolo Utility: Magical solutions to complex problems, divination for guidance\nFrom Sample Characters (The Pathfinder 2e Guide), Low Level Solo Heroes (Levels 1-5).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Skilled Human), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence), Deception (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Occultism to expert.\nHit Points: 8 (Human) + (6 (Wizard) + 4 Con) × 5 = 58.\nProficiency ranks: Wizard class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Kael Brightshield": {
  "name": "Kael Brightshield",
  "ancestry": "Elf (Ancient Elf)",
  "background": "Warrior",
  "class": "Magus (Starlit Span)",
  "level": "1",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 2 more of your choice",
  "str": "+1",
  "dex": "+4",
  "con": "+2",
  "int": "+2",
  "wis": "+0",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "16",
  "hpCur": "16",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Key Features (sample page): Spellstrike with ranged weapons, arcane spells\nSubclass: Starlit Span\nKey attribute: Dexterity\nClass features to 1st level (Impossible Magic): Arcane Cascade (1st), Conflux Spells (1st), Hybrid Study (1st), Magus Spellcasting (1st), Spellstrike (1st)\nSpellcasting: slots by the Magus table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Shooting Star (conflux spell).",
  "ancFeats": "Heritage: Ancient Elf. In your long life, you've dabbled in many paths and many styles. A typical ancient elf is at least 100 years old, though you might be younger at the GM's discretion. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat.\nAncestry feats: Free Heart (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)",
  "ac": "18",
  "s1n": "Longbow",
  "s1a": "+7",
  "s1d": "1d8 P",
  "s2n": "Shortsword",
  "s2a": "+7",
  "s2d": "1d6+1 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Spellstrike: deliver an attack spell through a Strike (see class features).",
  "worn": "Leather Armor",
  "gear": "Longbow • Shortsword • Adventurer's Pack • Spellbook (Blank) • Arrows ×20",
  "gp": "3",
  "sp": "4",
  "bulk": "4 Bulk, 4 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +4 + proficiency +3 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 11 gp 6 sp spent, 3 gp 4 sp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "1",
  "sp_1_1": "Force Barrage",
  "sp_focus_1": "Shooting Star",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Concept: Arcane archer blending magic and marksmanship\nCombat Style: Combines precision attacks with spell effects\nSolo Effectiveness: Range provides safety, magic offers versatility\nFrom Sample Characters (The Pathfinder 2e Guide), Low Level Solo Heroes (Levels 1-5).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background CON, DEX; class key DEX; 1st level DEX, INT, CON, STR.\nTrained skills: automatic Arcana (Magus), Intimidation (Warrior background); chosen Athletics (Magus: 2 + Intelligence), Acrobatics (Magus: 2 + Intelligence), Occultism (Magus: 2 + Intelligence), Crafting (Magus: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nHit Points: 6 (Elf) + (8 (Magus) + 2 Con) × 1 = 16.\nProficiency ranks: Magus class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Captain Theron Stormwright": {
  "name": "Captain Theron Stormwright",
  "ancestry": "Human (Versatile Human)",
  "background": "Soldier (as Warrior)",
  "class": "Fighter (Archer)",
  "level": "9",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+2",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "6",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "134",
  "hpCur": "134",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E; Fighter Weapon Mastery: one weapon group of your choice M",
  "classFeats": "Subclass: Archer\nKey attribute: Dexterity\nClass features to 9th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th), Battlefield Surveyor (7th), Weapon Specialization (7th), Battle Hardened (9th), Combat Flexibility (9th)\nClass feats: Vicious Swing (1st), Sudden Charge (2nd), Double Slice (4th), Reactive Shield (6th), Exacting Strike (8th)",
  "ancFeats": "Heritage: Versatile Human. Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Group Aid (9th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Experienced Tracker (6th), Quick Jump (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking longbow",
  "s1a": "+20",
  "s1d": "2d8+3 P",
  "s2n": "Shortsword",
  "s2a": "+17",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Fighter Weapon Mastery: bow group (master, legendary at 13th).",
  "worn": "+1 resilient leather armor • Sailor's Collar • One Hundred Victories",
  "gear": "+1 striking longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Healing Potion (Moderate) ×2",
  "pp": "3",
  "gp": "109",
  "sp": "4",
  "bulk": "4 Bulk, 6 L (encumbered above 7, maximum 12)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_athletics": "1",
  "i_intimidation": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +4 + proficiency +11 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Weapon Potency (+1), Striking, Armor Potency (+1), Resilient, Sailor's Collar, One Hundred Victories; 250 gp currency: 110 gp 6 sp spent, 139 gp 4 sp kept.",
  "backstory": "Concept: Veteran military officer turned mercenary captain\nAdvanced Features: Multiple combat feats, combat flexibility, tactical leadership\nCharacter Arc: Struggles with loyalty to country versus personal code\nCommand Presence: Natural leader even when working alone\nFrom Sample Characters (The Pathfinder 2e Guide), Medium Level Solo Heroes (Levels 6-12).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background CON, DEX; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial).\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert; 5th Intimidation to expert; 7th Athletics to master; 9th Intimidation to master.\nHit Points: 8 (Human) + (10 (Fighter) + 4 Con) × 9 = 134.\nBackground: Soldier is not a published Pathfinder 2e background; this sheet uses Warrior, the closest one, for boosts and skills.\nProficiency ranks: Fighter class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Moonwhisper Shadowdancer": {
  "name": "Moonwhisper Shadowdancer",
  "ancestry": "Catfolk (Flexible Catfolk)",
  "background": "Fortune Teller",
  "class": "Oracle (Lore)",
  "level": "8",
  "size": "Medium, catfolk, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Amurrun, Common",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+1",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "4",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "104",
  "hpCur": "104",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Lore\nKey attribute: Charisma\nClass features to 8th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th)\nFeats granted by the subclass: Whispers of Weakness\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Read Aura; rank 1 Mindlink; rank 3 Hypercognition.\nFocus spells from: Brain Drain (revelation spell).",
  "ancFeats": "Heritage: Flexible Catfolk. You've inherited flexibility beyond that of most humanoids. You don't treat tight spaces that don't require you to Squeeze as difficult terrain. In addition, you get a +1 circumstance bonus to checks when you attempt to Escape.\nAncestry feats: Catfolk Dance (1st), Well-Groomed (5th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Courtly Graces (2nd), Streetwise (4th), Student of the Canon (6th), Schooled in Secrets (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "25",
  "s1n": "Spear",
  "s1a": "+10",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 25 = 10 + Dex +3 + proficiency +10 + padded armor 1 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Armor Potency (+1), Glasses of Sociability, Staff of Healing, Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 8 sp 2 cp spent, 93 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Read Aura",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Mindlink",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Hypercognition",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "sp_focus_1": "Brain Drain",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Concept: Mystical seer burdened with prophetic visions\nMystery Focus: Lore mystery provides versatility and knowledge\nCurse Integration: Her oracular curse creates interesting roleplay challenges\nDivine Magic: Spontaneous casting adapts to changing situations\nFrom Sample Characters (The Pathfinder 2e Guide), Medium Level Solo Heroes (Levels 6-12).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX, CON (flaw WIS); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Occultism (Lore), Occultism (Fortune Teller background, already trained); chosen Society (replacement for a skill already trained), Arcana (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master.\nHit Points: 8 (Catfolk) + (8 (Oracle) + 4 Con) × 8 = 104.\nProficiency ranks: Oracle class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Gareth Ironbane": {
  "name": "Gareth Ironbane",
  "ancestry": "Dwarf (Forge Dwarf)",
  "background": "Miner",
  "class": "Barbarian (Giant Instinct)",
  "level": "10",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+5",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "6",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Mining)",
  "r_lore1": "2",
  "hpMax": "170",
  "hpCur": "170",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Giant Instinct\nKey attribute: Strength\nClass features to 10th level (Player Core 2): Instinct (1st), Quick-Tempered (1st), Rage (1st), Furious Footfalls (3rd), Brutality (5th), Juggernaut (7th), Weapon Specialization (7th), Raging Resistance (9th), Reflex Expertise (9th)\nClass feats: Sudden Charge (1st), Raging Thrower (2nd), Moment of Clarity (4th), Cleave (6th), Furious Finish (8th), Swipe (10th)",
  "ancFeats": "Heritage: Forge Dwarf. You have a remarkable adaptation to hot environments. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).\nAncestry feats: Mountain Strategy (1st), Rock Runner (5th), Stone Bones (9th)",
  "skillFeats": "Terrain Expertise (Miner background)\nSkill feats: Titan Wrestler (2nd), Intimidating Glare (4th), Experienced Tracker (6th), Cat Fall (8th), Quick Jump (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "s1n": "+1 striking flaming greataxe",
  "s1a": "+20",
  "s1d": "2d12+7 S + 1d6 fire",
  "s2n": "Javelin",
  "s2a": "+17",
  "s2d": "1d6+7 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greataxe: sweep. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Rage: +2 damage while raging (instinct may raise it), not included above.",
  "worn": "+1 resilient studded leather armor • Sailor's Collar • Guise of the Smirking Devil",
  "gear": "+1 striking flaming greataxe • Javelin ×3 • Adventurer's Pack • Healing Potion (Moderate) ×3",
  "pp": "5",
  "gp": "108",
  "sp": "2",
  "bulk": "4 Bulk, 7 L (encumbered above 10, maximum 15)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_athletics": "1",
  "i_intimidation": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +3 + proficiency +12 + studded leather armor 2 + potency 1. Str meets its Strength 1: no check penalty. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Striking, Flaming, Armor Potency (+1), Resilient, Sailor's Collar, Guise of the Smirking Devil; 350 gp currency: 191 gp 8 sp spent, 158 gp 2 sp kept. GM choice: Titan Mauler (a Large weapon) is not used; the greataxe is Medium.",
  "backstory": "Concept: Lone warrior seeking redemption for past failures\nInstinct Abilities: Giant instinct provides size and reach advantages\nEmotional Depth: Rage represents controlled response to trauma\nSolo Tactics: High damage and durability overcome action economy disadvantage\nFrom Sample Characters (The Pathfinder 2e Guide), Medium Level Solo Heroes (Levels 6-12).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial); 10th level STR, CON, DEX, WIS (CON partial).\nTrained skills: automatic Athletics (Barbarian), Survival (Miner background); chosen Intimidation (Barbarian: 3 + Intelligence), Acrobatics (Barbarian: 3 + Intelligence), Nature (Barbarian: 3 + Intelligence).\nLore: Lore (Mining) (Miner background).\nSkill increases: 3rd Athletics to expert; 5th Intimidation to expert; 7th Athletics to master; 9th Intimidation to master.\nHit Points: 10 (Dwarf) + (12 (Barbarian) + 4 Con) × 10 = 170.\nProficiency ranks: Barbarian class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Lyrienne Dawnstrider": {
  "name": "Lyrienne Dawnstrider",
  "ancestry": "Elf (Woodland Elf)",
  "background": "Hermit",
  "class": "Druid (Untamed Order, formerly wild order)",
  "level": "7",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 3 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+2",
  "int": "+3",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "4",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "6",
  "r_thievery": "0",
  "lore1Name": "Lore (Forest)",
  "r_lore1": "2",
  "hpMax": "76",
  "hpCur": "76",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "4",
  "classFeats": "Subclass: Untamed Order, formerly wild order\nKey attribute: Wisdom\nClass features to 7th level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st), Fortitude Expertise (3rd), Perception Expertise (3rd), Reflex Expertise (5th), Expert Spellcaster (7th)\nFeats granted by the subclass: Untamed Form\nClass feats: Reach Spell (2nd), Widen Spell (4th), Call of the Wild (6th)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Untamed Shift (order spell).",
  "ancFeats": "Heritage: Woodland Elf. You're adapted to life in the forest, the deep jungle, or a similar environment, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn't affect you if you're using a climb Speed. You can always use the Take Cover action when you are within forest terrain to gain cover, even if you\nAncestry feats: Forlorn (1st), Ancestral Suspicion (5th)",
  "skillFeats": "Dubious Knowledge (Hermit background)\nSkill feats: Experienced Tracker (2nd), Battle Medicine (4th), Titan Wrestler (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Animal Staff",
  "s1a": "+9",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Primeval Mistletoe • Battle Medic's Baton",
  "gear": "Animal Staff • Sling • Wand of Heal (rank 2) • Wand of Heal (rank 1) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "73",
  "sp": "2",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_nature": "1",
  "i_medicine": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +3 + proficiency +9 + padded armor 1 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Animal Staff, Armor Potency (+1), Primeval Mistletoe, Battle Medic's Baton, Magic Wand (2nd-Rank Spell), Magic Wand (1st-Rank Spell); 125 gp currency: 51 gp 7 sp 2 cp spent, 73 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "2",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "sp_focus_1": "Untamed Shift",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Concept: Shapeshifting guardian of ancient forest\nUntamed Form: Formerly Wild Shape; multiple forms provide tactical flexibility\nNature Magic: Primal spells control battlefield and environment\nAnimal Communication: Vast network of natural allies\nFrom Sample Characters (The Pathfinder 2e Guide), Medium Level Solo Heroes (Levels 6-12).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, WIS (flaw CON); background CON, WIS; class key WIS; 1st level WIS, CON, DEX, INT; 5th level WIS, CON, DEX, INT (WIS partial).\nTrained skills: automatic Nature (Druid), Intimidation (Untamed Order); chosen Occultism (Hermit background), Survival (Druid: 2 + Intelligence), Medicine (Druid: 2 + Intelligence), Athletics (Druid: 2 + Intelligence), Diplomacy (Druid: 2 + Intelligence); Intelligence increases Acrobatics (5th level).\nLore: Lore (Forest) (Hermit background).\nSkill increases: 3rd Survival to expert; 5th Nature to expert; 7th Survival to master.\nHit Points: 6 (Elf) + (8 (Druid) + 2 Con) × 7 = 76.\nProficiency ranks: Druid class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Valdris Shadowmend": {
  "name": "Valdris Shadowmend",
  "ancestry": "Fetchling (Liminal Fetchling)",
  "background": "Occultist (as Scholar)",
  "class": "Witch (Starless Shadow Patron)",
  "level": "12",
  "size": "Medium, fetchling, humanoid",
  "speed": "25 ft",
  "senses": "Darkvision",
  "languages": "Common, Shadowtongue + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "6",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "128",
  "hpCur": "128",
  "profs": "Unarmored T; Simple E, Unarmed E",
  "tradition": "Occult",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Starless Shadow Patron\nKey attribute: Intelligence\nClass features to 12th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th), Witch's Charge (8th), Steady Spellcasting (10th), Coven Spell (12th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Fear.\nFocus spells from: Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: Liminal Fetchling. You come from a line of fetchlings with a closer connection to the Ethereal Plane and Netherworld, and you share those realms' affinity with the in-between and unseen. You gain a +1 circumstance bonus to locate Undetected creatures within 60 feet when using the Seek action. Your flat check to target Concealed creatures is @Check[flat|dc:3] instead of DC 5, and your flat check to target undetected creatures is @Check[flat|dc:9] instead of DC 11.\nAncestry feats: Shadow Blending (1st), Extinguish Light (5th), Sculpt Shadows (9th)",
  "skillFeats": "Skill feats: Terrain Stalker (2nd), Lie to Me (4th), Courtly Graces (6th), Quiet Allies (8th), Charming Liar (10th), Streetwise (12th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "30",
  "s1n": "Mentalist's Staff (Greater)",
  "s1a": "+16",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+20",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+2 resilient explorer's clothing • Pendant of the Occult (Greater) • Mage's Hat (Greater)",
  "gear": "Mentalist's Staff (Greater) • Sling • Wand of Soothe (rank 4) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Greater)",
  "pp": "7",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_occultism": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 30 = 10 + Dex +4 + proficiency +14 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 12): item slots 11/10/10/9/8/8 hold Mentalist's Staff (Greater), Armor Potency (+2), Resilient, Pendant of the Occult (Greater), Mage's Hat (Greater), Magic Wand (4th-Rank Spell); 700 gp currency: 521 gp 6 sp 2 cp spent, 178 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Fear",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "3",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Spellwrack",
  "sp_6_2": "Truesight",
  "sp_6_3": "Vibrant Pattern",
  "sp_focus_1": "Patron's Puppet",
  "sp_focus_2": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Concept: Planar researcher studying shadow magic\nPatron Relationship: Complex bargain with otherworldly entity\nHex Focus: Debuffing and control effects\nShadow Affinity: Natural connection to Shadow Plane\nFrom Sample Characters (The Pathfinder 2e Guide), Medium Level Solo Heroes (Levels 6-12).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS.\nTrained skills: automatic Occultism (Starless Shadow); chosen Arcana (Scholar background), Stealth (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Society (Witch: 3 + Intelligence), Nature (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence); Intelligence increases Athletics (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Stealth to expert; 5th Deception to expert; 7th Stealth to master; 9th Deception to master; 11th Society to expert.\nHit Points: 8 (Fetchling) + (6 (Witch) + 4 Con) × 12 = 128.\nBackground: Occultist is not a published Pathfinder 2e background; this sheet uses Scholar, the closest one, for boosts and skills.\nProficiency ranks: Witch class table, 12th level (Foundry pf2e data, ORC license)."
 },
 "Archmage Celestine Voidwalker": {
  "name": "Archmage Celestine Voidwalker",
  "ancestry": "Human (Skilled Human)",
  "background": "Academy Dropout",
  "class": "Wizard (Spell Blending)",
  "level": "18",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "4",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "206",
  "hpCur": "206",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: Spell Blending\nKey attribute: Intelligence\nArcane school: not stated on the sample page; School of Unified Magical Theory assumed (GM choice)\nClass features to 18th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Prodigious Will (17th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th), Quickened Casting (12th), Dizzying Spell (14th), Scintillating Spell (16th), Infinite Possibilities (18th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: Skilled Human. Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Group Aid (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Dubious Knowledge (Academy Dropout background)\nSkill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th), Biographical Eye (12th), Read Lips (14th), Legendary Codebreaker (16th), Sign Language (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+22",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Accolade Robe (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Disintegrate (rank 7) • Wand of Fiery Body (rank 7) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "542",
  "gp": "102",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +22 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Staff of Fire (Major), Armor Potency (+2), Resilient (Greater), Accolade Robe (Greater), Magic Wand (7th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 1977 gp 6 sp 2 cp spent, 5522 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Eclipse Burst",
  "sp_7_3": "Prismatic Spray",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Implosion",
  "sp_9_3": "Massacre",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Concept: Legendary spellcaster who rewrote magical theory\nEpic Scope: Commands reality-altering magic, influences planar politics\nIntellectual Legacy: Magical innovations change how others practice wizardry\nSpellshape Mastery: Flexible spell preparation and spellshape (formerly metamagic) enhancement\nFrom Sample Characters (The Pathfinder 2e Guide), High Level Solo Heroes (Levels 13-20).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (Wizard), Arcana (Academy Dropout background, already trained); chosen Society (Skilled Human), Occultism (replacement for a skill already trained), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence), Deception (Wizard: 2 + Intelligence); Intelligence increases Diplomacy (10th level).\nLore: Lore (Academia) (Academy Dropout background).\nSkill increases: 3rd Arcana to expert; 5th Occultism to expert; 7th Society to master; 9th Arcana to master; 11th Occultism to master; 13th Religion to expert; 15th Society to legendary; 17th Arcana to legendary.\nHit Points: 8 (Human) + (6 (Wizard) + 5 Con) × 18 = 206.\nProficiency ranks: Wizard class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Saint Valorian the Redeemer": {
  "name": "Saint Valorian the Redeemer",
  "ancestry": "Human (Nephilim)",
  "background": "Missionary",
  "class": "Champion (Redemption cause, formerly redeemer)",
  "level": "15",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+0",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "233",
  "hpCur": "233",
  "profs": "Unarmored M, Light M, Medium M, Heavy M; Simple M, Martial M, Unarmed M",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "4",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Redemption cause, formerly redeemer\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Redemption cause): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 15th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th), Divine Will (11th), Exalted Reaction (11th), Perception Expertise (11th), Armor Mastery (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Advanced Deity's Domain (8th), Quick Shield Block (10th), Divine Wall (12th), Divine Reflexes (14th)\nFocus spells from: Lay on Hands (devotion spell), Healer's Blessing (Deity's Domain).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Musetouched (1st), Extraplanar Haze (5th), Cooperative Soul (9th), Stubborn Persistence (13th)",
  "skillFeats": "Group Impression (Missionary background)\nSkill feats: Courtly Graces (2nd), Titan Wrestler (4th), Bon Mot (6th), Streetwise (8th), Student of the Canon (10th), Quick Jump (12th), Glad-Hand (14th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "39",
  "shieldAc": "2",
  "shHard": "15",
  "shHp": "120 (60)",
  "shCur": "120",
  "s1n": "+2 greater striking frost thundering scimitar",
  "s1a": "+28",
  "s1d": "3d6+11 S + 1d6 cold + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+21",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+2 greater resilient full plate • Sailor's Collar (Greater) • Glasses of Sociability",
  "gear": "+2 greater striking frost thundering scimitar • Javelin ×3 • Sturdy Shield (Greater) • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Greater) • Holy Water ×2",
  "pp": "65",
  "gp": "101",
  "sp": "1",
  "bulk": "7 Bulk, 9 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "2",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 39 = 10 + Dex +0 + proficiency +21 + full plate 6 + potency 2. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Greater) raised: AC 41. Wealth (GM Core, level 15): item slots 14/13/13/12/11/11 hold Weapon Potency (+2), Striking (Greater), Armor Potency (+2), Resilient (Greater), Sturdy Shield (Greater), Sailor's Collar (Greater); 2250 gp currency: 1498 gp 9 sp spent, 751 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Healer's Blessing",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Concept: Divine champion seeking to redeem fallen souls\nLegendary Status: Worshipped as living saint in multiple regions\nRedemption Focus: Converts enemies rather than destroying them\nDivine Authority: Speaks with the voice of celestial powers\nFrom Sample Characters (The Pathfinder 2e Guide), High Level Solo Heroes (Levels 13-20).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background CON, STR; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS (CON partial); 15th level STR, CON, CHA, WIS (STR partial).\nTrained skills: automatic Religion (Champion), Diplomacy (Missionary background); chosen Medicine (deity's divine skill), Society (Champion: 2 + Intelligence), Athletics (Champion: 2 + Intelligence).\nLore: Lore (Scribing) (Missionary background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Religion to expert; 13th Religion to master; 15th Diplomacy to legendary.\nHit Points: 8 (Human) + (10 (Champion) + 5 Con) × 15 = 233.\nProficiency ranks: Champion class table, 15th level (Foundry pf2e data, ORC license)."
 },
 "The Shadow That Walks": {
  "name": "The Shadow That Walks",
  "ancestry": "Ratfolk (Shadow Rat)",
  "background": "Street Urchin",
  "class": "Monk (Wolf Stance)",
  "level": "20",
  "size": "Small, humanoid, ratfolk",
  "speed": "55 ft",
  "senses": "Low-light vision",
  "languages": "Common, Ysoki + 1 more of your choice",
  "str": "+4",
  "dex": "+6",
  "con": "+5",
  "int": "+1",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "8",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "8",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "8",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "8",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (home city)",
  "r_lore1": "2",
  "hpMax": "306",
  "hpCur": "306",
  "profs": "Unarmored L; Simple M, Unarmed M",
  "classFeats": "Subclass: Wolf Stance\nKey attribute: Dexterity\nPath to Perfection (suggested): 7th Reflex to master; 11th Will to master; 15th Reflex to legendary\nClass features to 20th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th), Path to Perfection (7th), Weapon Specialization (7th), Metal Strikes (9th), Monk Expertise (9th), Second Path to Perfection (11th), Graceful Mastery (13th), Master Strikes (13th), Greater Weapon Specialization (15th), Third Path to Perfection (15th), Adamantine Strikes (17th), Graceful Legend (17th), Perfected Form (19th)\nClass feats: Wolf Stance (1st), Stunning Blows (2nd), Crushing Grab (4th), Deflect Projectile (6th), Wolf Drag (8th), Whirling Throw (10th), Disrupt Qi (12th), Dodging Roll (14th), Flinging Blow (16th), Swift River (18th), Godbreaker (20th)",
  "ancFeats": "Heritage: Shadow Rat. Your ancestors lived in dark spaces underground, granting you dark fur and a vaguely unnatural mien. You gain the trained proficiency rank in Intimidation and can use Intimidation to Coerce animals. When you Demoralize an animal, you don't take a penalty for not sharing a language with it. If you would automatically become trained in Intimidation (from your background or class, for example), you become trained in another skill of your choice. Animals' attitudes toward you begin one degree worse \nAncestry feats: Cheek Pouches (1st), Lab Rat (5th), Rat Form (9th), Skittering Sneak (13th), Overcrowd (17th)",
  "skillFeats": "Pickpocket (Street Urchin background)\nSkill feats: Terrain Stalker (2nd), Lie to Me (4th), Cat Fall (6th), Titan Wrestler (8th), Quiet Allies (10th), Charming Liar (12th), Steady Balance (14th), Quick Jump (16th), Swift Sneak (18th), Confabulator (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "46",
  "s1n": "+3 major striking corrosive flaming thundering wolf jaw",
  "s1a": "+35",
  "s1d": "4d8+10 P + 1d6 acid + 1d6 fire + 1d6 sonic",
  "s2n": "+3 major striking corrosive flaming thundering fist",
  "s2a": "+35",
  "s2d": "4d6+10 B + 1d6 acid + 1d6 fire + 1d6 sonic",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Wolf Jaw: agile, backstabber, finesse, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+3 major striking corrosive flaming thundering handwraps of mighty blows • +3 greater resilient explorer's clothing • Cloak of Swiftness • Commandant's Scabbard",
  "gear": "Adventurer's Pack • Healing Potion (Major) • Antidote (Major)",
  "pp": "1268",
  "gp": "108",
  "sp": "4",
  "bulk": "2 Bulk, 4 L (encumbered above 9, maximum 14)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_acrobatics": "3",
  "i_athletics": "3",
  "conditions": "Gear notes: Speed 55 ft = 25 ft + 30 ft Incredible Movement (unarmored). AC 46 = 10 + Dex +5 + proficiency +28 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Weapon Potency (+3), Striking (Major), Armor Potency (+3), Resilient (Greater), Cloak of Swiftness, Commandant's Scabbard; 20000 gp currency: 7211 gp 6 sp spent, 12788 gp 4 sp kept.",
  "backstory": "Concept: Legendary figure who transcended physical limitations\nUltimate Power: Perfect mastery of shadow magic and martial arts\nMythic Journey: Rose from street orphan to legendary hero\nShadow Integration: Exists partially in Shadow Plane\nFrom Sample Characters (The Pathfinder 2e Guide), High Level Solo Heroes (Levels 13-20).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw STR); background DEX, CON; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial); 10th level DEX, CON, WIS, STR (CON partial); 15th level DEX, CON, WIS, STR (DEX partial); 20th level DEX, CON, WIS, STR (CON, WIS partial).\nTrained skills: automatic Thievery (Street Urchin background), Intimidation (Shadow Rat); chosen Stealth (Monk: 4 + Intelligence), Deception (Monk: 4 + Intelligence), Acrobatics (Monk: 4 + Intelligence), Athletics (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence).\nLore: Lore (home city) (Street Urchin background).\nSkill increases: 3rd Stealth to expert; 5th Deception to expert; 7th Stealth to master; 9th Deception to master; 11th Acrobatics to expert; 13th Acrobatics to master; 15th Stealth to legendary; 17th Deception to legendary; 19th Acrobatics to legendary.\nHit Points: 6 (Ratfolk) + (10 (Monk) + 5 Con) × 20 = 306.\nProficiency ranks: Monk class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Titansbane Worldshaker": {
  "name": "Titansbane Worldshaker",
  "ancestry": "Jotunborn",
  "background": "Gladiator",
  "class": "Barbarian (Giant Instinct)",
  "level": "17",
  "size": "Large, giant, humanoid, jotunborn",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Jotun",
  "str": "+5",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "6",
  "r_fortitude": "8",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "8",
  "r_arcana": "0",
  "r_athletics": "8",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "6",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Gladiatorial)",
  "r_lore1": "2",
  "hpMax": "299",
  "hpCur": "299",
  "profs": "Unarmored E, Light E, Medium E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Giant Instinct\nKey attribute: Strength\nClass features to 17th level (Player Core 2): Instinct (1st), Quick-Tempered (1st), Rage (1st), Furious Footfalls (3rd), Brutality (5th), Juggernaut (7th), Weapon Specialization (7th), Raging Resistance (9th), Reflex Expertise (9th), Mighty Rage (11th), Greater Juggernaut (13th), Medium Armor Expertise (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Indomitable Will (15th), Perception Mastery (17th), Revitalizing Rage (17th)\nClass feats: Sudden Charge (1st), Raging Thrower (2nd), Moment of Clarity (4th), Cleave (6th), Furious Finish (8th), Swipe (10th), Knockback (12th), Sudden Leap (14th), Thrash (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nSize: Large (jotunborn).\nAncestry feats: Plane-Stepping Dash (1st), Planar Resilience (5th), Plane Step (9th), Plane Hop (13th), Planar Traveler (17th)",
  "skillFeats": "Impressive Performance (Gladiator background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Intimidating Glare (6th), Experienced Tracker (8th), Quick Jump (10th), Steady Balance (12th), Terrifying Resistance (14th), Forager (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "+3 greater striking corrosive flaming thundering greataxe",
  "s1a": "+31",
  "s1d": "3d12+11 S + 1d6 acid + 1d6 fire + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+27",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greataxe: sweep. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Rage: +2 damage while raging (instinct may raise it), not included above.",
  "worn": "+2 greater resilient leather armor • Sailor's Collar (Greater) • Guise of the Smirking Devil",
  "gear": "+3 greater striking corrosive flaming thundering greataxe • Javelin ×3 • Adventurer's Pack • Healing Potion (Greater) ×3",
  "pp": "219",
  "gp": "104",
  "sp": "2",
  "bulk": "4 Bulk, 7 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "2",
  "i_intimidation": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +21 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+2), Resilient (Greater), Sailor's Collar (Greater), Guise of the Smirking Devil; 5000 gp currency: 2705 gp 8 sp spent, 2294 gp 2 sp kept. GM choice: Titan Mauler (a Large weapon) is not used; the greataxe is Medium. GM choice: Large creature; items are listed at Medium size and Bulk is counted as Medium (conservative).",
  "backstory": "Concept: Colossal warrior who challenges the gods themselves\nEpic Combat: Faces armies single-handedly\nSize Advantage: Giant instinct rages swell to Large, and later Huge, size\nDivine Defiance: Refuses to bow to any authority\nFrom Sample Characters (The Pathfinder 2e Guide), High Level Solo Heroes (Levels 13-20).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, WIS, CON (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial); 10th level STR, CON, DEX, WIS (CON partial); 15th level STR, CON, DEX, WIS (STR, WIS partial).\nTrained skills: automatic Athletics (Barbarian), Performance (Gladiator background); chosen Acrobatics (Barbarian: 3 + Intelligence), Intimidation (Barbarian: 3 + Intelligence), Survival (Barbarian: 3 + Intelligence).\nLore: Lore (Gladiatorial) (Gladiator background).\nSkill increases: 3rd Athletics to expert; 5th Acrobatics to expert; 7th Athletics to master; 9th Acrobatics to master; 11th Intimidation to expert; 13th Intimidation to master; 15th Athletics to legendary; 17th Acrobatics to legendary.\nHit Points: 10 (Jotunborn) + (12 (Barbarian) + 5 Con) × 17 = 299.\nProficiency ranks: Barbarian class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "The Chronicler of Eternity": {
  "name": "The Chronicler of Eternity",
  "ancestry": "Android (Artisan Android)",
  "background": "Archaeologist (as Scholar)",
  "class": "Oracle (Time)",
  "level": "14",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+3",
  "int": "+1",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "6",
  "r_athletics": "0",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "162",
  "hpCur": "162",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Time\nKey attribute: Charisma\nClass features to 14th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th)\nFeats granted by the subclass: Trance of Celerity\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Epiphany at the Crossroads (12th), Forestall Curse (14th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Time Sense; rank 1 Déjà Vu; rank 3 Time Pocket; rank 7 Time Beacon.\nFocus spells from: Temporal Distortion (revelation spell).",
  "ancFeats": "Heritage: Artisan Android. Your body was originally designed to create works of art, complex tools, or maintain advanced machinery. You become trained in Crafting (or another skill if you're already trained in Crafting), and you gain the Specialty Crafting skill feat in a specialty of your choice.\nAncestry feats: Internal Compartment (1st), Nanite Shroud (5th), Repair Module (9th), Revivification Protocol (13th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Quick Repair (4th), Streetwise (6th), Oddity Identification (8th), Specialty Crafting (10th), Schooled in Secrets (12th), Snare Crafting (14th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "35",
  "s1n": "Spear",
  "s1a": "+18",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+22",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 resilient leather armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (Major) • Wand of Heal (rank 6) • Wand of Breath of Life (rank 5) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater)",
  "pp": "65",
  "gp": "106",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 6 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 35 = 10 + Dex +4 + proficiency +18 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 14): item slots 13/12/12/11/10/10 hold Armor Potency (+2), Prognostic Veil, Messenger's Ring, Staff of Healing (Major), Magic Wand (6th-Rank Spell), Magic Wand (5th-Rank Spell); 1500 gp currency: 743 gp 6 sp 2 cp spent, 756 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Time Sense",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Déjà Vu",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Time Pocket",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Time Beacon",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Sunburst",
  "sp_7_4": "Divine Decree",
  "sp_focus_1": "Temporal Distortion",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Concept: Timeless being recording the history of ages\nTemporal Powers: Manipulates time and prophecy\nEndless Memory: Remembers events across multiple eras\nHistorical Perspective: Understands long-term consequences of actions\nFrom Sample Characters (The Pathfinder 2e Guide), High Level Solo Heroes (Levels 13-20).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CHA); background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS; 10th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Occultism (Time), Crafting (Artisan Android); chosen Arcana (Scholar background), Society (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master; 9th Arcana to master; 11th Occultism to expert; 13th Occultism to master.\nHit Points: 8 (Android) + (8 (Oracle) + 3 Con) × 14 = 162.\nBackground: Archaeologist is not a published Pathfinder 2e background; this sheet uses Scholar, the closest one, for boosts and skills.\nProficiency ranks: Oracle class table, 14th level (Foundry pf2e data, ORC license)."
 },
 "Sir Marcus Goldenheart": {
  "name": "Sir Marcus Goldenheart",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Champion (Justice)",
  "level": "4",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+0",
  "con": "+3",
  "int": "+0",
  "wis": "+1",
  "cha": "+1",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "4",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "60",
  "hpCur": "60",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple T, Martial T, Unarmed T",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Iomedae",
  "classFeats": "Subclass: Justice\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 4th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "+1 longsword",
  "s1a": "+11",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+6",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail • Glasses of Sociability",
  "gear": "+1 longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Lesser)",
  "gp": "13",
  "sp": "1",
  "bulk": "6 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 21 = 10 + Dex +0 + proficiency +6 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 23. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1), Splint Mail, Glasses of Sociability; 30 gp currency: 16 gp 9 sp spent, 13 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Righteous Blade Partnership (Party of 2, Level 4; Low Level Duos (Levels 1-5)).\nMembers: Sir Marcus Goldenheart (Human Champion (Justice), level 4) (this character); Aria Swiftarrow (Elf Ranger (Precision Edge), level 4)\nPartnership Dynamic: Noble knight paired with elven scout\nTactical Synergy: Marcus provides defense and healing while Aria handles ranged combat and tracking\nReal-world Example: Police partnership combining uniformed authority with detective skills\nCharacter Growth: Marcus learns subtlety, Aria learns honor\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, CHA, WIS.\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background, already trained); chosen Intimidation (deity's divine skill), Athletics (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Medicine (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert.\nHit Points: 8 (Human) + (10 (Champion) + 3 Con) × 4 = 60.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Aria Swiftarrow": {
  "name": "Aria Swiftarrow",
  "ancestry": "Elf",
  "background": "Hunter",
  "class": "Ranger (Precision Edge)",
  "level": "4",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+1",
  "dex": "+4",
  "con": "+2",
  "int": "+1",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "4",
  "r_thievery": "0",
  "lore1Name": "Lore (Tanning)",
  "r_lore1": "2",
  "hpMax": "54",
  "hpCur": "54",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Precision Edge\nKey attribute: Dexterity\nClass features to 4th level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd), Monster Hunter (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st)",
  "skillFeats": "Survey Wildlife (Hunter background)\nSkill feats: Experienced Tracker (2nd), Terrain Stalker (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "s1n": "+1 longbow",
  "s1a": "+11",
  "s1d": "1d8 P",
  "s2n": "Shortsword",
  "s2a": "+10",
  "s2d": "1d6+1 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Hunt Prey; Precision edge: first hit each round +1d8 precision vs your prey.",
  "worn": "Leather Armor",
  "gear": "+1 longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Antidote (Lesser)",
  "gp": "16",
  "sp": "4",
  "bulk": "4 Bulk, 4 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 21 = 10 + Dex +4 + proficiency +6 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1); 30 gp currency: 13 gp 6 sp spent, 16 gp 4 sp kept.",
  "backstory": "Party: The Righteous Blade Partnership (Party of 2, Level 4; Low Level Duos (Levels 1-5)).\nMembers: Sir Marcus Goldenheart (Human Champion (Justice), level 4); Aria Swiftarrow (Elf Ranger (Precision Edge), level 4) (this character)\nPartnership Dynamic: Noble knight paired with elven scout\nTactical Synergy: Marcus provides defense and healing while Aria handles ranged combat and tracking\nReal-world Example: Police partnership combining uniformed authority with detective skills\nCharacter Growth: Marcus learns subtlety, Aria learns honor\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background DEX, CON; class key DEX; 1st level DEX, CON, WIS, STR.\nTrained skills: automatic Survival (Ranger), Survival (Hunter background, already trained); chosen Nature (replacement for a skill already trained), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence), Intimidation (Ranger: 4 + Intelligence).\nLore: Lore (Tanning) (Hunter background).\nSkill increases: 3rd Survival to expert.\nHit Points: 6 (Elf) + (10 (Ranger) + 2 Con) × 4 = 54.\nBackground: not stated on the sample page; Hunter is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Professor Aldric Spellwright": {
  "name": "Professor Aldric Spellwright",
  "ancestry": "Human",
  "background": "Scholar",
  "class": "Wizard (School of Mentalism)",
  "level": "3",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+1",
  "con": "+3",
  "int": "+4",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "35",
  "hpCur": "35",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: School of Mentalism\nKey attribute: Intelligence\nClass features to 3rd level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st)\nClass feats: Reach Spell (2nd)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Daze, Figment; rank 1 Dizzying Colors, Sleep, Sure Strike; rank 2 Illusory Creature, Stupefy.\nFocus spells from: Charming Push (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Skill feats: Courtly Graces (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "16",
  "s1n": "Staff",
  "s1a": "+5",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Staff • Sling • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Antidote (Lesser) • Scroll of Mystic Armor (rank 1)",
  "gp": "15",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +1 + proficiency +5 + explorer's clothing 0. Wealth (GM Core, level 3): item slots 2/1/1 hold nothing; 25 gp currency: 9 gp 6 sp 2 cp spent, 15 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Figment",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Sleep",
  "sp_1_3": "Sure Strike",
  "sp_1_4": "Force Barrage",
  "slots2": "3",
  "sp_2_1": "Illusory Creature",
  "sp_2_2": "Stupefy",
  "sp_2_3": "Blur",
  "sp_focus_1": "Charming Push",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcane Investigations Duo (Party of 2, Level 3; Low Level Duos (Levels 1-5)).\nMembers: Professor Aldric Spellwright (Human Wizard (School of Mentalism), level 3) (this character); Jinx Quickfingers (Halfling Rogue (Thief), level 3)\nPartnership Dynamic: Academic researcher with street-smart accomplice\nComplementary Skills: Magical analysis combined with practical investigation\nStory Potential: Solving supernatural mysteries that baffle normal authorities\nSocial Contrast: High society academic meets underground criminal\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert.\nHit Points: 8 (Human) + (6 (Wizard) + 3 Con) × 3 = 35.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Jinx Quickfingers": {
  "name": "Jinx Quickfingers",
  "ancestry": "Halfling",
  "background": "Criminal",
  "class": "Rogue (Thief)",
  "level": "3",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "+1",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "4",
  "r_survival": "0",
  "r_thievery": "4",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "39",
  "hpCur": "39",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Thief\nKey attribute: Dexterity\nClass features to 3rd level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Distracting Shadows (1st)",
  "skillFeats": "Experienced Smuggler (Criminal background)\nSkill feats: Terrain Stalker (1st), Pickpocket (2nd), Lie to Me (3rd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "19",
  "s1n": "+1 rapier",
  "s1a": "+10",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+9",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft. Sneak attack +1d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "Explorer's Clothing",
  "gear": "+1 rapier • Sling • Adventurer's Pack • Thieves' Toolkit • Sling Bullets ×20 • Antidote (Lesser)",
  "gp": "15",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 6 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 19 = 10 + Dex +4 + proficiency +5 + explorer's clothing 0. Wealth (GM Core, level 3): item slots 2/1/1 hold Weapon Potency (+1); 25 gp currency: 9 gp 6 sp 2 cp spent, 15 gp 3 sp 8 cp kept.",
  "backstory": "Party: The Arcane Investigations Duo (Party of 2, Level 3; Low Level Duos (Levels 1-5)).\nMembers: Professor Aldric Spellwright (Human Wizard (School of Mentalism), level 3); Jinx Quickfingers (Halfling Rogue (Thief), level 3) (this character)\nPartnership Dynamic: Academic researcher with street-smart accomplice\nComplementary Skills: Magical analysis combined with practical investigation\nStory Potential: Solving supernatural mysteries that baffle normal authorities\nSocial Contrast: High society academic meets underground criminal\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background DEX, CON; class key DEX; 1st level DEX, CON, CHA, WIS.\nTrained skills: automatic Stealth (Rogue), Thievery (Thief), Stealth (Criminal background, already trained); chosen Deception (replacement for a skill already trained), Acrobatics (Rogue: 7 + Intelligence), Society (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence), Intimidation (Rogue: 7 + Intelligence), Occultism (Rogue: 7 + Intelligence), Performance (Rogue: 7 + Intelligence).\nLore: Lore (Underworld) (Criminal background).\nSkill increases: 2nd Stealth to expert; 3rd Thievery to expert.\nHit Points: 6 (Halfling) + (8 (Rogue) + 3 Con) × 3 = 39.\nBackground: not stated on the sample page; Criminal is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Brother Matthias": {
  "name": "Brother Matthias",
  "ancestry": "Human",
  "background": "Acolyte",
  "class": "Cleric (Healing Domain)",
  "level": "2",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "30",
  "hpCur": "30",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Healing Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Healing domain): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 2nd level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st)\nClass feats: Domain Initiate (2nd)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Breathe Fire (rank 1), Fireball (rank 3), Wall of Fire (rank 4).\nFocus spells from: Healer's Blessing (Domain Initiate).\nDivine font: 4 × heal at rank 1 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Battle Medicine (2nd)",
  "ac": "15",
  "s1n": "Scimitar",
  "s1a": "+4",
  "s1d": "1d6 S",
  "s2n": "Sling",
  "s2a": "+5",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Scimitar • Sling • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Healing Potion (Minor)",
  "gp": "8",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 6 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 15 = 10 + Dex +1 + proficiency +4 + explorer's clothing 0. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 11 gp 7 sp 2 cp spent, 8 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "sp_1_3": "Command",
  "sp_focus_1": "Healer's Blessing",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Healing Hands Partnership (Party of 2, Level 2; Low Level Duos (Levels 1-5)).\nMembers: Brother Matthias (Human Cleric (Healing Domain), level 2) (this character); Sage Willowbark (Leshy Druid (Leaf Order), level 2)\nPartnership Dynamic: Divine healer partnered with natural medicine practitioner\nPhilosophical Tension: Organized religion versus natural spirituality\nHealing Synergy: Multiple approaches to restoration and cure\nHumanitarian Mission: Bringing medical aid to underserved communities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry WIS, CON; background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Religion (Acolyte background, already trained); chosen Medicine (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Cleric: 2 + Intelligence), Occultism (Cleric: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nHit Points: 8 (Human) + (8 (Cleric) + 3 Con) × 2 = 30.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Sage Willowbark": {
  "name": "Sage Willowbark",
  "ancestry": "Leshy",
  "background": "Scholar",
  "class": "Druid (Leaf Order)",
  "level": "2",
  "size": "Small, leshy, plant",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey",
  "str": "+0",
  "dex": "+2",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "30",
  "hpCur": "30",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "classFeats": "Subclass: Leaf Order\nKey attribute: Wisdom\nClass features to 2nd level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st)\nFeats granted by the subclass: Leshy Familiar\nClass feats: Reach Spell (2nd)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Cornucopia (order spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Leshy Superstition (1st)",
  "skillFeats": "Skill feats: Courtly Graces (2nd)",
  "ac": "17",
  "s1n": "Staff",
  "s1a": "+4",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Staff • Sling • Adventurer's Pack • Healer's Toolkit • Sling Bullets ×20 • Healing Potion (Minor)",
  "gp": "9",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 5 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +2 + proficiency +4 + padded armor 1. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 10 gp 7 sp 2 cp spent, 9 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "sp_focus_1": "Cornucopia",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Healing Hands Partnership (Party of 2, Level 2; Low Level Duos (Levels 1-5)).\nMembers: Brother Matthias (Human Cleric (Healing Domain), level 2); Sage Willowbark (Leshy Druid (Leaf Order), level 2) (this character)\nPartnership Dynamic: Divine healer partnered with natural medicine practitioner\nPhilosophical Tension: Organized religion versus natural spirituality\nHealing Synergy: Multiple approaches to restoration and cure\nHumanitarian Mission: Bringing medical aid to underserved communities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, DEX (flaw INT); background WIS, CON; class key WIS; 1st level WIS, CON, DEX, INT.\nTrained skills: automatic Nature (Druid), Diplomacy (Leaf Order); chosen Arcana (Scholar background), Society (Druid: 2 + Intelligence), Occultism (Druid: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nHit Points: 8 (Leshy) + (8 (Druid) + 3 Con) × 2 = 30.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Druid class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Kaelen Darkthorn": {
  "name": "Kaelen Darkthorn",
  "ancestry": "Human (Aiuvarin)",
  "background": "Scholar",
  "class": "Witch (Silence in Snow Patron)",
  "level": "5",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+4",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "58",
  "hpCur": "58",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: Silence in Snow Patron\nKey attribute: Intelligence\nClass features to 5th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th)\nClass feats: Cackle (2nd), Reach Spell (4th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Gust of Wind.\nFocus spells from: Clinging Ice (patron hex cantrip), Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Forlorn (1st), Inspire Imitation (5th)",
  "skillFeats": "Skill feats: Battle Medicine (2nd), Oddity Identification (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "19",
  "s1n": "Staff of Healing",
  "s1a": "+7",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+9",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing • Pendant of the Occult",
  "gear": "Staff of Healing • Sling • Wand of Heal (rank 1) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Lesser) ×2",
  "gp": "24",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_occultism": "1",
  "conditions": "Gear notes: AC 19 = 10 + Dex +2 + proficiency +7 + explorer's clothing 0. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Staff of Healing, Pendant of the Occult, Magic Wand (1st-Rank Spell); 50 gp currency: 25 gp 6 sp 2 cp spent, 24 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Gust of Wind",
  "sp_1_2": "Heal",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "2",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_focus_1": "Clinging Ice (cantrip)",
  "sp_focus_2": "Patron's Puppet",
  "sp_focus_3": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Shadow and Steel Duo (Party of 2, Level 5; Low Level Duos (Levels 1-5)).\nMembers: Kaelen Darkthorn (Human (Aiuvarin) Witch (Silence in Snow Patron), level 5) (this character); Valdris Ironspine (Dwarf Fighter (Weapon Master), level 5)\nPartnership Dynamic: Occult spellcaster protected by martial expert\nContrast Theme: Mysterious magic user with straightforward warrior\nTactical Balance: Hexes and curses supported by reliable combat\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Nature (Silence in Snow); chosen Occultism (Scholar background), Arcana (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence), Athletics (Witch: 3 + Intelligence), Crafting (Witch: 3 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Occultism to expert; 5th Arcana to expert.\nHit Points: 8 (Human) + (6 (Witch) + 4 Con) × 5 = 58.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Valdris Ironspine": {
  "name": "Valdris Ironspine",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Fighter (Weapon Master)",
  "level": "5",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "4",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "80",
  "hpCur": "80",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E; Fighter Weapon Mastery: one weapon group of your choice M",
  "classFeats": "Subclass: Weapon Master\nKey attribute: Strength\nClass features to 5th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th)\nClass feats: Vicious Swing (1st), Sudden Charge (2nd), Double Slice (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Mountain Strategy (1st), Rock Runner (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "23",
  "s1n": "+1 striking greatsword",
  "s1a": "+16",
  "s1d": "2d12+4 S",
  "s2n": "Javelin",
  "s2a": "+11",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greatsword: versatile P. Javelin: thrown, range 30 ft. Fighter Weapon Mastery: sword group (master, legendary at 13th).",
  "worn": "Splint Mail • One Hundred Victories",
  "gear": "+1 striking greatsword • Javelin ×3 • Adventurer's Pack • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "31",
  "sp": "2",
  "bulk": "6 Bulk, 5 L (encumbered above 9, maximum 14)",
  "i_intimidation": "1",
  "conditions": "Gear notes: Speed 15 ft in splint mail (20 ft without armor). AC 23 = 10 + Dex +1 + proficiency +7 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Weapon Potency (+1), Striking, Splint Mail, One Hundred Victories; 50 gp currency: 18 gp 8 sp spent, 31 gp 2 sp kept.",
  "backstory": "Party: The Shadow and Steel Duo (Party of 2, Level 5; Low Level Duos (Levels 1-5)).\nMembers: Kaelen Darkthorn (Human (Aiuvarin) Witch (Silence in Snow Patron), level 5); Valdris Ironspine (Dwarf Fighter (Weapon Master), level 5) (this character)\nPartnership Dynamic: Occult spellcaster protected by martial expert\nContrast Theme: Mysterious magic user with straightforward warrior\nTactical Balance: Hexes and curses supported by reliable combat\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial).\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert; 5th Intimidation to expert.\nHit Points: 10 (Dwarf) + (10 (Fighter) + 4 Con) × 5 = 80.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Melody Heartstring": {
  "name": "Melody Heartstring",
  "ancestry": "Human (Aiuvarin)",
  "background": "Entertainer",
  "class": "Bard (Maestro)",
  "level": "1",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+1",
  "int": "+0",
  "wis": "+1",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Theater)",
  "r_lore1": "2",
  "hpMax": "17",
  "hpCur": "17",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Maestro\nKey attribute: Charisma\nClass features to 1st level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st)\nFeats granted by the subclass: Lingering Composition\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Soothe.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells), Lingering Composition (Maestro muse feat).",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Cooperative Nature (1st)",
  "skillFeats": "Fascinating Performance (Entertainer background)",
  "ac": "17",
  "s1n": "Rapier",
  "s1a": "+6",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Rapier • Sling • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Minor) ×2",
  "gp": "2",
  "sp": "4",
  "cp": "8",
  "bulk": "3 Bulk, 6 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +3 + proficiency +3 + padded armor 1. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 12 gp 5 sp 2 cp spent, 2 gp 4 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "2",
  "sp_1_1": "Soothe",
  "sp_1_2": "Command",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "sp_focus_3": "Lingering Composition",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Traveling Entertainers (Party of 2, Level 1; Low Level Duos (Levels 1-5)).\nMembers: Melody Heartstring (Human (Aiuvarin) Bard (Maestro), level 1) (this character); Tumble Brightlaughs (Gnome Swashbuckler (Wit), level 1)\nPartnership Dynamic: Musical performer and acrobatic comedian\nPerformance Focus: Earn money and gather information through entertainment\nSocial Network: Connections across all social classes\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX; background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS.\nTrained skills: automatic Occultism (Bard), Performance (Bard), Performance (Entertainer background, already trained); chosen Acrobatics (replacement for a skill already trained), Diplomacy (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Society (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence).\nLore: Lore (Theater) (Entertainer background).\nHit Points: 8 (Human) + (8 (Bard) + 1 Con) × 1 = 17.\nBackground: not stated on the sample page; Entertainer is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Tumble Brightlaughs": {
  "name": "Tumble Brightlaughs",
  "ancestry": "Gnome",
  "background": "Acrobat",
  "class": "Swashbuckler (Wit)",
  "level": "1",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+4",
  "con": "+2",
  "int": "+0",
  "wis": "+1",
  "cha": "+3",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Circus)",
  "r_lore1": "2",
  "hpMax": "20",
  "hpCur": "20",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Wit\nKey attribute: Dexterity\nClass features to 1st level (Player Core 2): Confident Finisher (1st), Panache (1st), Precise Strike (1st), Stylish Combatant (1st), Swashbuckler's Style (1st)\nFeats granted by the subclass: Bon Mot\nClass feats: Disarming Flair (1st)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Razzle-Dazzle (1st)",
  "skillFeats": "Steady Balance (Acrobat background)",
  "ac": "17",
  "s1n": "Rapier",
  "s1a": "+7",
  "s1d": "1d6−1 P",
  "s2n": "Dagger",
  "s2a": "+7",
  "s2d": "1d4−1 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Dagger: agile, finesse, thrown 10, versatile S. Precise strike while you have panache: +2 precision (finisher +2d6).",
  "worn": "Explorer's Clothing",
  "gear": "Rapier • Dagger • Adventurer's Pack • Healing Potion (Minor) ×2",
  "gp": "3",
  "sp": "2",
  "bulk": "2 Bulk, 4 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +4 + proficiency +3 + explorer's clothing 0. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 11 gp 8 sp spent, 3 gp 2 sp kept.",
  "backstory": "Party: The Traveling Entertainers (Party of 2, Level 1; Low Level Duos (Levels 1-5)).\nMembers: Melody Heartstring (Human (Aiuvarin) Bard (Maestro), level 1); Tumble Brightlaughs (Gnome Swashbuckler (Wit), level 1) (this character)\nPartnership Dynamic: Musical performer and acrobatic comedian\nPerformance Focus: Earn money and gather information through entertainment\nSocial Network: Connections across all social classes\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background DEX, CHA; class key DEX; 1st level DEX, CHA, CON, WIS.\nTrained skills: automatic Acrobatics (Swashbuckler), Diplomacy (Wit), Acrobatics (Acrobat background, already trained); chosen Performance (replacement for a skill already trained), Deception (Swashbuckler: 4 + Intelligence), Athletics (Swashbuckler: 4 + Intelligence), Intimidation (Swashbuckler: 4 + Intelligence), Stealth (Swashbuckler: 4 + Intelligence).\nLore: Lore (Circus) (Acrobat background).\nHit Points: 8 (Gnome) + (10 (Swashbuckler) + 2 Con) × 1 = 20.\nBackground: not stated on the sample page; Acrobat is a suggested choice that fits the role.\nProficiency ranks: Swashbuckler class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Seeker Voidheart": {
  "name": "Seeker Voidheart",
  "ancestry": "Human (Nephilim)",
  "background": "Fortune Teller",
  "class": "Summoner (Angel Eidolon)",
  "level": "9",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "134",
  "hpCur": "134",
  "profs": "Unarmored T; Simple T, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Angel Eidolon\nKey attribute: Charisma\nClass features to 9th level (Impossible Magic): Eidolon (1st), Evolution Feat (1st), Link Spells (1st), Spell Repertoire (1st), Summoner Spellcasting (1st), Shared Vigilance (3rd), Signature Spells (3rd), Eidolon Unarmed Expertise (5th), Eidolon Symbiosis (7th), Eidolon Weapon Specialization (7th), Expert Spellcaster (9th), Shared Reflexes (9th)\nClass feats: Unfetter Eidolon (2nd), Shrink Down (4th), Tandem Strike (6th), Boost Summons (8th)\nSpellcasting: slots by the Summoner table; each rank lists the repertoire (as many spells as slots, granted ones included).\nFocus spells from: Boost Eidolon (link cantrip), Evolution Surge (link spell).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Aeonbound (1st), Nephilim Resistance (5th), Group Aid (9th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Quick Jump (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Staff of Healing",
  "s1a": "+11",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat • Glasses of Sociability",
  "gear": "Staff of Healing • Sling • Wand of Heal (rank 3) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "pp": "1",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +2 + proficiency +11 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Staff of Healing, Armor Potency (+1), Resilient, Glasses of Sociability, Magic Wand (3rd-Rank Spell), Magic Wand (3rd-Rank Spell); 250 gp currency: 136 gp 6 sp 2 cp spent, 113 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots4": "2",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "slots5": "1",
  "sp_5_1": "Breath of Life",
  "sp_focus_1": "Boost Eidolon (cantrip)",
  "sp_focus_2": "Evolution Surge",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Planar Investigators (Party of 2, Level 9; Medium Level Duos (Levels 6-12)).\nMembers: Seeker Voidheart (Human (Nephilim, fiendish lineage) Summoner (Angel Eidolon), level 9) (this character); Guardian Lightbringer (Human (Nephilim) Oracle (Cosmos), level 9)\nAdvanced Synergy: Fiendish heritage balanced by celestial connections\nOutsider Expertise: Specialists in extraplanar phenomena\nRedemption Theme: Proving that origin doesn't determine destiny\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Diplomacy (Angel Eidolon), Religion (Angel Eidolon), Occultism (Fortune Teller background); chosen Athletics (Summoner: 3 + Intelligence), Nature (Summoner: 3 + Intelligence), Arcana (Summoner: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Diplomacy to expert; 5th Athletics to expert; 7th Diplomacy to master; 9th Athletics to master.\nHit Points: 8 (Human) + (10 (Summoner) + 4 Con) × 9 = 134.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Summoner class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Guardian Lightbringer": {
  "name": "Guardian Lightbringer",
  "ancestry": "Human (Nephilim)",
  "background": "Warrior",
  "class": "Oracle (Cosmos)",
  "level": "9",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "116",
  "hpCur": "116",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Cosmos\nKey attribute: Charisma\nClass features to 9th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th)\nFeats granted by the subclass: Oracular Warning\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Light; rank 1 Dizzying Colors; rank 2 Darkness; rank 5 Moon Frenzy.\nFocus spells from: Spray of Stars (revelation spell).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Nephilim Resistance (5th), Divine Countermeasures (9th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Oddity Identification (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "25",
  "s1n": "Spear",
  "s1a": "+11",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing • Wand of Heal (rank 3) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) ×2",
  "pp": "4",
  "gp": "108",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 25 = 10 + Dex +2 + proficiency +11 + padded armor 1 + potency 1. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Armor Potency (+1), Resilient, Glasses of Sociability, Staff of Healing, Magic Wand (3rd-Rank Spell), Magic Wand (3rd-Rank Spell); 250 gp currency: 101 gp 8 sp 2 cp spent, 148 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Light",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "3",
  "sp_5_1": "Moon Frenzy",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_focus_1": "Spray of Stars",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Planar Investigators (Party of 2, Level 9; Medium Level Duos (Levels 6-12)).\nMembers: Seeker Voidheart (Human (Nephilim, fiendish lineage) Summoner (Angel Eidolon), level 9); Guardian Lightbringer (Human (Nephilim) Oracle (Cosmos), level 9) (this character)\nAdvanced Synergy: Fiendish heritage balanced by celestial connections\nOutsider Expertise: Specialists in extraplanar phenomena\nRedemption Theme: Proving that origin doesn't determine destiny\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Nature (Cosmos), Intimidation (Warrior background); chosen Occultism (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master.\nHit Points: 8 (Human) + (8 (Oracle) + 4 Con) × 9 = 116.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Stormlord Zephyr": {
  "name": "Stormlord Zephyr",
  "ancestry": "Human (Sylph)",
  "background": "Noble",
  "class": "Sorcerer (Elemental Air)",
  "level": "8",
  "size": "Medium, human, humanoid, sylph",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "88",
  "hpCur": "88",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Elemental Air\nKey attribute: Charisma\nClass features to 8th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th), Expert Spellcaster (7th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Blood Rising (8th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Gale Blast; rank 1 Tailwind; rank 2 Resist Energy; rank 3 Wall of Wind; rank 4 Unfettered Movement.\nFocus spells from: Elemental Toss (bloodline spell).",
  "ancFeats": "Heritage: Sylph. You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Haughty Obstinacy (1st), Skillful Tail (5th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Intimidating Glare (4th), Bon Mot (6th), Streetwise (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "23",
  "s1n": "Staff of Air",
  "s1a": "+10",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 explorer's clothing • Mage's Hat",
  "gear": "Staff of Air • Sling • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 23 = 10 + Dex +2 + proficiency +10 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Staff of Air, Armor Potency (+1), Mage's Hat, Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 6 sp 2 cp spent, 93 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Gale Blast",
  "sp_cantrips_2": "Electric Arc",
  "sp_cantrips_3": "Frostbite",
  "sp_cantrips_4": "Ignition",
  "sp_cantrips_5": "Tangle Vine",
  "slots1": "4",
  "sp_1_1": "Tailwind",
  "sp_1_2": "Heal",
  "sp_1_3": "Gust of Wind",
  "sp_1_4": "Breathe Fire",
  "slots2": "4",
  "sp_2_1": "Resist Energy",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Entangling Flora",
  "sp_2_4": "Oaken Resilience",
  "slots3": "4",
  "sp_3_1": "Wall of Wind",
  "sp_3_2": "Fireball",
  "sp_3_3": "Haste",
  "sp_3_4": "Slow",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Fly",
  "sp_4_3": "Wall of Fire",
  "sp_4_4": "Vital Beacon",
  "sp_focus_1": "Elemental Toss",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Elemental Wardens (Party of 2, Level 8; Medium Level Duos (Levels 6-12)).\nMembers: Stormlord Zephyr (Human (Sylph) Sorcerer (Elemental Air), level 8) (this character); Earthshaker Granite (Human (Oread) Monk (Mountain Stance), level 8)\nElemental Balance: Air and earth magic in harmony\nPhilosophical Difference: Freedom versus stability\nEnvironmental Control: Shape weather and terrain\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Intimidation (Bloodline: Elemental), Nature (Bloodline: Elemental), Society (Noble background); chosen Diplomacy (Sorcerer: 2 + Intelligence), Arcana (Sorcerer: 2 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 8 (Human) + (6 (Sorcerer) + 4 Con) × 8 = 88.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Earthshaker Granite": {
  "name": "Earthshaker Granite",
  "ancestry": "Human (Oread)",
  "background": "Martial Disciple",
  "class": "Monk (Mountain Stance)",
  "level": "8",
  "size": "Medium, human, humanoid, oread",
  "speed": "40 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+4",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "104",
  "hpCur": "104",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "classFeats": "Subclass: Mountain Stance\nKey attribute: Strength\nPath to Perfection (suggested): 7th Fortitude to master\nClass features to 8th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th), Path to Perfection (7th), Weapon Specialization (7th)\nClass feats: Mountain Stance (1st), Stunning Blows (2nd), Crushing Grab (4th), Flurry of Maneuvers (6th), Deflect Projectile (8th)",
  "ancFeats": "Heritage: Oread. An earth elemental ancestor has influenced your bloodline, and your features highlight this elemental planar connection. You might have a crystalline or metallic sheen to your skin or hair, rough and stony flesh, or glittering gemstone eyes. You gain the oread trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from oread feats and feats from your ancestry whenever you gain an an\nAncestry feats: Cooperative Nature (1st), Skillful Tail (5th)",
  "skillFeats": "Skill feats: Cat Fall (2nd), Titan Wrestler (4th), Terrain Stalker (6th), Steady Balance (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking falling stone",
  "s1a": "+17",
  "s1d": "2d8+6 B",
  "s2n": "+1 striking fist (outside the stance)",
  "s2a": "+17",
  "s2d": "2d6+6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Falling Stone: forceful, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+1 striking handwraps of mighty blows • +1 explorer's clothing • Bracelet of Dashing • Sailor's Collar",
  "gear": "Adventurer's Pack • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "4",
  "bulk": "1 Bulk, 5 L (encumbered above 9, maximum 14)",
  "i_acrobatics": "1",
  "i_athletics": "1",
  "conditions": "Gear notes: Speed 40 ft = 25 ft + 15 ft Incredible Movement (unarmored). AC 27 = 10 + Dex +4 + proficiency +12 + explorer's clothing 0 + potency 1. In Mountain Stance: AC 26 (+4 item bonus, which does not stack with the potency rune; Dex cap +0). Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Handwraps of Mighty Blows, Striking, Armor Potency (+1), Bracelet of Dashing, Sailor's Collar; 180 gp currency: 86 gp 6 sp spent, 93 gp 4 sp kept.",
  "backstory": "Party: The Elemental Wardens (Party of 2, Level 8; Medium Level Duos (Levels 6-12)).\nMembers: Stormlord Zephyr (Human (Sylph) Sorcerer (Elemental Air), level 8); Earthshaker Granite (Human (Oread) Monk (Mountain Stance), level 8) (this character)\nElemental Balance: Air and earth magic in harmony\nPhilosophical Difference: Freedom versus stability\nEnvironmental Control: Shape weather and terrain\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, DEX; background STR, DEX; class key STR; 1st level STR, DEX, CON, WIS; 5th level STR, DEX, CON, WIS (STR partial).\nTrained skills: automatic ; chosen Acrobatics (Martial Disciple background), Athletics (Monk: 4 + Intelligence), Stealth (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence), Medicine (Monk: 4 + Intelligence).\nLore: Lore (Warfare) (Martial Disciple background).\nSkill increases: 3rd Acrobatics to expert; 5th Athletics to expert; 7th Acrobatics to master.\nHit Points: 8 (Human) + (10 (Monk) + 2 Con) × 8 = 104.\nBackground: not stated on the sample page; Martial Disciple is a suggested choice that fits the role.\nProficiency ranks: Monk class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Loremaster Infinite": {
  "name": "Loremaster Infinite",
  "ancestry": "Android",
  "background": "Scholar",
  "class": "Investigator (Empiricism)",
  "level": "11",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "140",
  "hpCur": "140",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 11th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cleansing Subroutine (1st), Inoculation Subroutine (5th), Repair Module (9th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Group Impression (3rd), Streetwise (4th), Oddity Identification (5th), Bon Mot (6th), Schooled in Secrets (7th), Glad-Hand (8th), No Cause for Alarm (9th), Shameless Request (10th), Biographical Eye (11th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "29",
  "s1n": "+2 striking frost shock rapier",
  "s1a": "+21",
  "s1d": "2d6+2 P + 1d6 cold + 1d6 electricity",
  "s2n": "Hand Crossbow",
  "s2a": "+19",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +3d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 resilient leather armor • Messenger's Ring",
  "gear": "+2 striking frost shock rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Moderate)",
  "gp": "97",
  "sp": "3",
  "bulk": "3 Bulk, 6 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 29 = 10 + Dex +4 + proficiency +13 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Weapon Potency (+2), Striking, Frost, Shock, Armor Potency (+1), Messenger's Ring; 500 gp currency: 402 gp 7 sp spent, 97 gp 3 sp kept.",
  "backstory": "Party: The Knowledge Seekers (Party of 2, Level 11; Medium Level Duos (Levels 6-12)).\nMembers: Loremaster Infinite (Android Investigator (Empiricism), level 11) (this character); Chronicler Ancient (Elf Witch (Spinner of Threads Patron), level 11)\nInformation Network: Scientific method meets mystical insight\nMemory Palace: Perfect recall combined with dream prophecy\nAcademic Rivalry: Competitive pursuit of ultimate knowledge\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial).\nTrained skills: automatic Society (Investigator); chosen Arcana (Empiricism Methodology), Occultism (Scholar background), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence); Intelligence increases Intimidation (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Occultism to expert; 5th Diplomacy to expert; 6th Deception to expert; 7th Society to master; 8th Arcana to master; 9th Occultism to master; 10th Diplomacy to master; 11th Deception to master.\nHit Points: 8 (Android) + (8 (Investigator) + 4 Con) × 11 = 140.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Chronicler Ancient": {
  "name": "Chronicler Ancient",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Witch (Spinner of Threads Patron)",
  "level": "11",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "116",
  "hpCur": "116",
  "profs": "Unarmored T; Simple E, Unarmed E",
  "tradition": "Occult",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Spinner of Threads Patron\nKey attribute: Intelligence\nClass features to 11th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th), Witch's Charge (8th), Steady Spellcasting (10th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Sure Strike.\nFocus spells from: Nudge Fate (patron hex cantrip), Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st), Ageless Patience (5th), Submerged Stillness (9th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Natural Medicine (8th), Schooled in Secrets (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "Mentalist's Staff (Greater)",
  "s1a": "+15",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+19",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Pendant of the Occult (Greater) • Mage's Hat (Greater)",
  "gear": "Mentalist's Staff (Greater) • Sling • Wand of Soothe (rank 4) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_occultism": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Mentalist's Staff (Greater), Armor Potency (+1), Pendant of the Occult (Greater), Mage's Hat (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 500 gp currency: 391 gp 6 sp 2 cp spent, 108 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Sure Strike",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "3",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_5_3": "Banishment",
  "slots6": "2",
  "sp_6_1": "Spellwrack",
  "sp_6_2": "Truesight",
  "sp_focus_1": "Nudge Fate (cantrip)",
  "sp_focus_2": "Patron's Puppet",
  "sp_focus_3": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Knowledge Seekers (Party of 2, Level 11; Medium Level Duos (Levels 6-12)).\nMembers: Loremaster Infinite (Android Investigator (Empiricism), level 11); Chronicler Ancient (Elf Witch (Spinner of Threads Patron), level 11) (this character)\nInformation Network: Scientific method meets mystical insight\nMemory Palace: Perfect recall combined with dream prophecy\nAcademic Rivalry: Competitive pursuit of ultimate knowledge\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS.\nTrained skills: automatic Occultism (Spinner of Threads); chosen Arcana (Scholar background), Society (Witch: 3 + Intelligence), Nature (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence), Athletics (Witch: 3 + Intelligence); Intelligence increases Crafting (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master; 9th Arcana to master; 11th Occultism to expert.\nHit Points: 6 (Elf) + (6 (Witch) + 4 Con) × 11 = 116.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Fangbane Hunter": {
  "name": "Fangbane Hunter",
  "ancestry": "Goblin",
  "background": "Bounty Hunter",
  "class": "Ranger (Monster Hunter)",
  "level": "10",
  "size": "Small, goblin, humanoid",
  "speed": "25 ft",
  "senses": "Darkvision",
  "languages": "Common, Goblin",
  "str": "+3",
  "dex": "+5",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "+1",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "6",
  "r_thievery": "0",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "146",
  "hpCur": "146",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Monster Hunter\nKey attribute: Dexterity\nClass features to 10th level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd), Ranger Weapon Expertise (5th), Trackless Journey (5th), Natural Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th), Nature's Edge (9th), Ranger Expertise (9th)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd), Monster Hunter (4th), Favored Terrain (6th), Quick Draw (8th), Running Reload (10th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Junk Tinker (1st), Kneecap (5th), Cling (9th)",
  "skillFeats": "Experienced Tracker (Bounty Hunter background)\nSkill feats: Terrain Stalker (2nd), Titan Wrestler (4th), Forager (6th), Natural Medicine (8th), Quick Jump (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "s1n": "+1 striking shock longbow",
  "s1a": "+20",
  "s1d": "2d8+2 P + 1d6 electricity",
  "s2n": "Shortsword",
  "s2a": "+19",
  "s2d": "1d6+5 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Hunt Prey; hunter's edge as listed under class features.",
  "worn": "+1 resilient explorer's clothing • Primeval Mistletoe",
  "gear": "+1 striking shock longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Healing Potion (Moderate) ×3",
  "pp": "9",
  "gp": "101",
  "sp": "3",
  "bulk": "3 Bulk, 7 L (encumbered above 8, maximum 13)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_nature": "1",
  "conditions": "Gear notes: AC 28 = 10 + Dex +5 + proficiency +12 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Weapon Potency (+1), Striking, Shock, Armor Potency (+1), Resilient, Primeval Mistletoe; 350 gp currency: 158 gp 7 sp spent, 191 gp 3 sp kept.",
  "backstory": "Party: The Wild Hunt Pair (Party of 2, Level 10; Medium Level Duos (Levels 6-12)).\nMembers: Fangbane Hunter (Goblin Ranger (Monster Hunter), level 10) (this character); Spiritcaller Bones (Fetchling Summoner (Fey Eidolon), level 10)\nMonster Expertise: Hunting dangerous creatures and aberrations\nReputation Building: Become legendary monster hunters\nUnlikely Partnership: Small goblin with otherworldly allies\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX, CON (flaw WIS); background WIS, DEX; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial); 10th level DEX, CON, WIS, STR.\nTrained skills: automatic Survival (Ranger), Survival (Bounty Hunter background, already trained); chosen Nature (replacement for a skill already trained), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence).\nLore: Lore (Legal) (Bounty Hunter background).\nSkill increases: 3rd Survival to expert; 5th Nature to expert; 7th Survival to master; 9th Nature to master.\nHit Points: 6 (Goblin) + (10 (Ranger) + 4 Con) × 10 = 146.\nBackground: not stated on the sample page; Bounty Hunter is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Spiritcaller Bones": {
  "name": "Spiritcaller Bones",
  "ancestry": "Fetchling",
  "background": "Fortune Teller",
  "class": "Summoner (Fey Eidolon)",
  "level": "10",
  "size": "Medium, fetchling, humanoid",
  "speed": "25 ft",
  "senses": "Darkvision",
  "languages": "Common, Shadowtongue",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "148",
  "hpCur": "148",
  "profs": "Unarmored T; Simple T, Unarmed E",
  "tradition": "Primal",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Fey Eidolon\nKey attribute: Charisma\nClass features to 10th level (Impossible Magic): Eidolon (1st), Evolution Feat (1st), Link Spells (1st), Spell Repertoire (1st), Summoner Spellcasting (1st), Shared Vigilance (3rd), Signature Spells (3rd), Eidolon Unarmed Expertise (5th), Eidolon Symbiosis (7th), Eidolon Weapon Specialization (7th), Expert Spellcaster (9th), Shared Reflexes (9th)\nClass feats: Unfetter Eidolon (2nd), Lifelink Surge (4th), Tandem Strike (6th), Hulking Size (8th), Nimble Form (10th)\nSpellcasting: slots by the Summoner table; each rank lists the repertoire (as many spells as slots, granted ones included).\nFocus spells from: Boost Eidolon (link cantrip), Evolution Surge (link spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Hard to Fool (1st), Lightless Litheness (5th), Sculpt Shadows (9th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Quick Jump (8th), Natural Medicine (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "Staff of Healing (Greater)",
  "s1a": "+12",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+16",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat (Greater) • Glasses of Sociability",
  "gear": "Staff of Healing (Greater) • Sling • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) ×2",
  "pp": "8",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +4 + proficiency +12 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Staff of Healing (Greater), Armor Potency (+1), Resilient, Mage's Hat (Greater), Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 350 gp currency: 161 gp 6 sp 2 cp spent, 188 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots4": "2",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "slots5": "2",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_focus_1": "Boost Eidolon (cantrip)",
  "sp_focus_2": "Evolution Surge",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Wild Hunt Pair (Party of 2, Level 10; Medium Level Duos (Levels 6-12)).\nMembers: Fangbane Hunter (Goblin Ranger (Monster Hunter), level 10); Spiritcaller Bones (Fetchling Summoner (Fey Eidolon), level 10) (this character)\nMonster Expertise: Hunting dangerous creatures and aberrations\nReputation Building: Become legendary monster hunters\nUnlikely Partnership: Small goblin with otherworldly allies\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CHA; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS.\nTrained skills: automatic Deception (Fey Eidolon), Nature (Fey Eidolon), Occultism (Fortune Teller background); chosen Diplomacy (Summoner: 3 + Intelligence), Athletics (Summoner: 3 + Intelligence), Arcana (Summoner: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Diplomacy to expert; 5th Athletics to expert; 7th Diplomacy to master; 9th Athletics to master.\nHit Points: 8 (Fetchling) + (10 (Summoner) + 4 Con) × 10 = 148.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Summoner class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Voice of Heaven": {
  "name": "Voice of Heaven",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Champion (Liberation cause, formerly liberator)",
  "level": "7",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+0",
  "con": "+3",
  "int": "+0",
  "wis": "+3",
  "cha": "+2",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "99",
  "hpCur": "99",
  "profs": "Unarmored E, Light E, Medium E, Heavy E; Simple E, Martial E, Unarmed E",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Milani",
  "classFeats": "Subclass: Liberation cause, formerly liberator\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Liberation cause): Milani. Divine font heal; sanctification can holy; favored weapon morningstar; divine skill Society.\nClass features to 7th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th)\nFocus spells from: Lay on Hands (devotion spell), Unimpeded Stride (Deity's Domain).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Musetouched (1st), Sense Allies (5th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th), Titan Wrestler (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "shieldAc": "2",
  "shHard": "8",
  "shHp": "64 (32)",
  "shCur": "64",
  "s1n": "+1 striking morningstar",
  "s1a": "+16",
  "s1d": "2d6+6 B",
  "s2n": "Javelin",
  "s2a": "+11",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Morningstar: versatile P. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+1 full plate • Sailor's Collar • Glasses of Sociability",
  "gear": "+1 striking morningstar • Javelin ×3 • Sturdy Shield (Minor) • Adventurer's Pack • Religious Symbol (Wooden) • Holy Water ×2 • Antidote (Moderate)",
  "gp": "51",
  "sp": "1",
  "bulk": "7 Bulk, 9 L (encumbered above 9, maximum 14)",
  "i_athletics": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 28 = 10 + Dex +0 + proficiency +11 + full plate 6 + potency 1. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Minor) raised: AC 30. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Weapon Potency (+1), Striking, Armor Potency (+1), Sturdy Shield (Minor), Sailor's Collar, Glasses of Sociability; 125 gp currency: 73 gp 9 sp spent, 51 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Unimpeded Stride",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Divine Mandate Duo (Party of 2, Level 7; Medium Level Duos (Levels 6-12)).\nMembers: Voice of Heaven (Human (Nephilim) Champion (Liberation cause, formerly liberator), level 7) (this character); Sword of Justice (Human Magus (Laughing Shadow), level 7)\nDivine Mission: Serving higher powers through different methods\nCombat Style: Holy warrior and devout arcane spellsword\nMoral Clarity: Unwavering commitment to righteousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background WIS, STR; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial).\nTrained skills: automatic Religion (Champion), Religion (Acolyte background, already trained); chosen Society (deity's divine skill), Diplomacy (replacement for a skill already trained), Athletics (Champion: 2 + Intelligence), Intimidation (Champion: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 8 (Human) + (10 (Champion) + 3 Con) × 7 = 99.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Sword of Justice": {
  "name": "Sword of Justice",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Magus (Laughing Shadow)",
  "level": "7",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+4",
  "dex": "+2",
  "con": "+2",
  "int": "+4",
  "wis": "+0",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "4",
  "r_intimidation": "6",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "78",
  "hpCur": "78",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: Laughing Shadow\nKey attribute: Strength\nClass features to 7th level (Impossible Magic): Arcane Cascade (1st), Conflux Spells (1st), Hybrid Study (1st), Magus Spellcasting (1st), Spellstrike (1st), Reflex Expertise (5th), Weapon Expertise (5th), Studious Spells (7th), Weapon Specialization (7th)\nClass feats: Raise a Tome (2nd), Expansive Spellstrike (4th), Spell Parry (6th)\nSpellcasting: slots by the Magus table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Dimensional Assault (conflux spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th), Terrifying Resistance (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "25",
  "s1n": "+1 striking scimitar",
  "s1a": "+16",
  "s1d": "2d6+6 S",
  "s2n": "Javelin",
  "s2a": "+13",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Spellstrike: deliver an attack spell through a Strike (see class features).",
  "worn": "+1 hide armor • Mage's Hat • Sailor's Collar",
  "gear": "+1 striking scimitar • Javelin ×3 • Adventurer's Pack • Spellbook (Blank) • Healing Potion (Moderate)",
  "gp": "69",
  "sp": "2",
  "bulk": "4 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_arcana": "1",
  "i_athletics": "1",
  "conditions": "Gear notes: AC 25 = 10 + Dex +2 + proficiency +9 + hide armor 3 + potency 1. Str meets its Strength 2: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Weapon Potency (+1), Striking, Armor Potency (+1), Mage's Hat, Sailor's Collar; 125 gp currency: 55 gp 8 sp spent, 69 gp 2 sp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots3": "2",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "slots4": "1",
  "sp_4_1": "Fly",
  "sp_focus_1": "Dimensional Assault",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Divine Mandate Duo (Party of 2, Level 7; Medium Level Duos (Levels 6-12)).\nMembers: Voice of Heaven (Human (Nephilim) Champion (Liberation cause, formerly liberator), level 7); Sword of Justice (Human Magus (Laughing Shadow), level 7) (this character)\nDivine Mission: Serving higher powers through different methods\nCombat Style: Holy warrior and devout arcane spellsword\nMoral Clarity: Unwavering commitment to righteousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, INT; background STR, INT; class key STR; 1st level STR, INT, CON, DEX; 5th level STR, INT, CON, DEX (STR partial).\nTrained skills: automatic Arcana (Magus), Intimidation (Warrior background); chosen Diplomacy (Magus: 2 + Intelligence), Society (Magus: 2 + Intelligence), Athletics (Magus: 2 + Intelligence), Acrobatics (Magus: 2 + Intelligence), Occultism (Magus: 2 + Intelligence); Intelligence increases Crafting (5th level).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Intimidation to expert; 5th Diplomacy to expert; 7th Intimidation to master.\nHit Points: 8 (Human) + (8 (Magus) + 2 Con) × 7 = 78.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Magus class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Infinity Starweaver": {
  "name": "Infinity Starweaver",
  "ancestry": "Human",
  "background": "Scholar",
  "class": "Wizard (Spell Blending)",
  "level": "16",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "184",
  "hpCur": "184",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: Spell Blending\nKey attribute: Intelligence\nArcane school: not stated on the sample page; School of Unified Magical Theory assumed (GM choice)\nClass features to 16th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th), Quickened Casting (12th), Dizzying Spell (14th), Spell Tinker (16th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Cooperative Soul (9th), Stubborn Persistence (13th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th), Biographical Eye (12th), Read Lips (14th), Unified Theory (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "36",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+20",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+24",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Disintegrate (rank 7) • Wand of Teleport (rank 6) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Greater) ×3",
  "pp": "194",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 36 = 10 + Dex +4 + proficiency +20 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Staff of Fire (Major), Armor Potency (+2), Resilient (Greater), Mage's Hat (Greater), Magic Wand (7th-Rank Spell), Magic Wand (6th-Rank Spell); 3250 gp currency: 1202 gp 6 sp 2 cp spent, 2047 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Eclipse Burst",
  "sp_7_3": "Prismatic Spray",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Cosmic Balance (Party of 2, Level 16; High Level Duos (Levels 13-20)).\nMembers: Infinity Starweaver (Human Wizard (Spell Blending), level 16) (this character); Eternity Voidwalker (Elf Oracle (Cosmos), level 16)\nLegendary Status: Their partnership maintains balance between order and chaos\nReality Manipulation: Combined power reshapes fundamental laws\nCosmic Responsibility: Guardians of universal stability\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Occultism to expert; 13th Occultism to master; 15th Arcana to legendary.\nHit Points: 8 (Human) + (6 (Wizard) + 5 Con) × 16 = 184.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Eternity Voidwalker": {
  "name": "Eternity Voidwalker",
  "ancestry": "Elf",
  "background": "Fortune Teller",
  "class": "Oracle (Cosmos)",
  "level": "16",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+1",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "198",
  "hpCur": "198",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Cosmos\nKey attribute: Charisma\nClass features to 16th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nFeats granted by the subclass: Oracular Warning\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Epiphany at the Crossroads (12th), Mysterious Repertoire (14th), Portentous Spell (16th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Light; rank 1 Dizzying Colors; rank 2 Darkness; rank 5 Moon Frenzy.\nFocus spells from: Spray of Stars (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Forlorn (1st), Ancestral Suspicion (5th), Elf Step (9th), Avenge Ally (13th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Bon Mot (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th), Divine Guidance (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "37",
  "s1n": "Spear",
  "s1a": "+20",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+24",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient leather armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (Major) • Wand of Heal (rank 7) • Wand of Heal (rank 6) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3",
  "pp": "124",
  "gp": "106",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +4 + proficiency +20 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (Major), Magic Wand (7th-Rank Spell), Magic Wand (6th-Rank Spell); 3250 gp currency: 1903 gp 6 sp 2 cp spent, 1346 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Light",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Moon Frenzy",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "sp_focus_1": "Spray of Stars",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Cosmic Balance (Party of 2, Level 16; High Level Duos (Levels 13-20)).\nMembers: Infinity Starweaver (Human Wizard (Spell Blending), level 16); Eternity Voidwalker (Elf Oracle (Cosmos), level 16) (this character)\nLegendary Status: Their partnership maintains balance between order and chaos\nReality Manipulation: Combined power reshapes fundamental laws\nCosmic Responsibility: Guardians of universal stability\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CON); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS; 15th level CHA, CON, DEX, WIS (CHA, DEX partial).\nTrained skills: automatic Religion (Oracle), Nature (Cosmos), Occultism (Fortune Teller background); chosen Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Acrobatics (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary.\nHit Points: 6 (Elf) + (8 (Oracle) + 4 Con) × 16 = 198.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "The Archfey's Voice": {
  "name": "The Archfey's Voice",
  "ancestry": "Gnome",
  "background": "Fortune Teller",
  "class": "Summoner (Fey Eidolon)",
  "level": "19",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "8",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "293",
  "hpCur": "293",
  "profs": "Unarmored M; Simple E, Unarmed M",
  "tradition": "Primal",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Fey Eidolon\nKey attribute: Charisma\nClass features to 19th level (Impossible Magic): Eidolon (1st), Evolution Feat (1st), Link Spells (1st), Spell Repertoire (1st), Summoner Spellcasting (1st), Shared Vigilance (3rd), Signature Spells (3rd), Eidolon Unarmed Expertise (5th), Eidolon Symbiosis (7th), Eidolon Weapon Specialization (7th), Expert Spellcaster (9th), Shared Reflexes (9th), Eidolon Defensive Expertise (11th), Simple Weapon Expertise (11th), Twin Juggernauts (11th), Defensive Robes (13th), Eidolon Unarmed Mastery (13th), Weapon Specialization (13th), Greater Eidolon Specialization (15th), Shared Resolve (15th), Eidolon Transcendence (17th), Master Spellcaster (17th), Eidolon Defensive Mastery (19th), Instant Manifestation (19th)\nClass feats: Unfetter Eidolon (2nd), Lifelink Surge (4th), Tandem Strike (6th), Surprising Leap (8th), Nimble Form (10th), Summoner's Call (12th), Spell-Repelling Form (14th), Effortless Concentration (16th), True Transmogrification (18th)\nSpellcasting: slots by the Summoner table; each rank lists the repertoire (as many spells as slots, granted ones included).\nFocus spells from: Boost Eidolon (link cantrip), Evolution Surge (link spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Illusion Sense (1st), Project Persona (5th), Vivacious Conduit (9th), Life Leap (13th), Razzle-Dazzle (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th), Titan Wrestler (6th), Bon Mot (8th), Streetwise (10th), Quick Jump (12th), Natural Medicine (14th), Glad-Hand (16th), Combat Climber (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "42",
  "s1n": "Staff of Healing (True)",
  "s1a": "+22",
  "s1d": "1d8+1 B",
  "s2n": "Sling",
  "s2a": "+27",
  "s2d": "1d6+1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Messenger's Ring (Greater)",
  "gear": "Staff of Healing (True) • Sling • Wand of Heal (rank 8) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Major) • Antidote (Major)",
  "pp": "622",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 42 = 10 + Dex +4 + proficiency +25 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Staff of Healing (True), Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 5676 gp 6 sp 2 cp spent, 6323 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots8": "2",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "slots9": "2",
  "sp_9_1": "Massacre",
  "sp_9_2": "Nature's Enmity",
  "sp_focus_1": "Boost Eidolon (cantrip)",
  "sp_focus_2": "Evolution Surge",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Planar Sovereigns (Party of 2, Level 19; High Level Duos (Levels 13-20)).\nMembers: The Archfey's Voice (Gnome Summoner (Fey Eidolon), level 19) (this character); The Dragon's Heart (Kobold Sorcerer (Draconic), level 19)\nPlanar Politics: Representatives of major extraplanar powers\nEpic Influence: Decisions affect entire planes of existence\nPower Brokering: Negotiate treaties between gods and mortals\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial); 15th level CHA, CON, DEX, WIS (CHA, DEX partial).\nTrained skills: automatic Deception (Fey Eidolon), Nature (Fey Eidolon), Occultism (Fortune Teller background); chosen Diplomacy (Summoner: 3 + Intelligence), Society (Summoner: 3 + Intelligence), Athletics (Summoner: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Athletics to expert; 13th Athletics to master; 15th Diplomacy to legendary; 17th Society to legendary; 19th Athletics to legendary.\nHit Points: 8 (Gnome) + (10 (Summoner) + 5 Con) × 19 = 293.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Summoner class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "The Dragon's Heart": {
  "name": "The Dragon's Heart",
  "ancestry": "Kobold",
  "background": "Fortune Teller",
  "class": "Sorcerer (Draconic)",
  "level": "19",
  "size": "Small, humanoid, kobold",
  "speed": "25 ft",
  "senses": "Darkvision",
  "languages": "Common, Sakvroth",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "8",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "8",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "196",
  "hpCur": "196",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Draconic\nKey attribute: Charisma\nClass features to 19th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Majestic Will (17th), Bloodline Paragon (19th), Legendary Spellcaster (19th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Blood Rising (8th), Bespell Strikes (10th), Terraforming Trickery (12th), Blood Ascendancy (14th), Effortless Concentration (16th), Echoing Spell (18th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Shield; rank 1 Fear; rank 3 Haste; rank 4 Fly; rank 7 Mask of Terror; rank 9 Overwhelming Presence.\nFocus spells from: Flurry of Claws (bloodline spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Draconic Sycophant (1st), Grovel (5th), Briar Battler (9th), Close Quarters (13th), Benefactor's Majesty (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Lie to Me (2nd), Group Impression (4th), Intimidating Glare (6th), Charming Liar (8th), Bon Mot (10th), Confabulator (12th), Glad-Hand (14th), Slippery Secrets (16th), No Cause for Alarm (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "40",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+23",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+27",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accolade Robe (Greater) • Ventriloquist's Ring (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Spell Turning (rank 8) • Wand of Fiery Body (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Major)",
  "pp": "622",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "i_deception": "2",
  "conditions": "Gear notes: AC 40 = 10 + Dex +4 + proficiency +23 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Staff of Fire (Major), Armor Potency (+3), Resilient (Greater), Accolade Robe (Greater), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 5671 gp 6 sp 2 cp spent, 6328 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Shield",
  "sp_cantrips_2": "Electric Arc",
  "sp_cantrips_3": "Telekinetic Projectile",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "4",
  "sp_1_1": "Fear",
  "sp_1_2": "Force Barrage",
  "sp_1_3": "Mystic Armor",
  "sp_1_4": "Grease",
  "slots2": "4",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Haste",
  "sp_3_2": "Fireball",
  "sp_3_3": "Slow",
  "sp_3_4": "Lightning Bolt",
  "slots4": "4",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "sp_4_4": "Confusion",
  "slots5": "4",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "sp_5_4": "Black Tentacles",
  "slots6": "4",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Mask of Terror",
  "sp_7_2": "Fiery Body",
  "sp_7_3": "Eclipse Burst",
  "sp_7_4": "Prismatic Spray",
  "slots8": "4",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "sp_8_4": "Uncontrollable Dance",
  "slots9": "4",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Implosion",
  "sp_9_4": "Massacre",
  "slots10": "1",
  "sp_10_1": "Cataclysm",
  "sp_10_2": "Freeze Time",
  "sp_focus_1": "Flurry of Claws",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Planar Sovereigns (Party of 2, Level 19; High Level Duos (Levels 13-20)).\nMembers: The Archfey's Voice (Gnome Summoner (Fey Eidolon), level 19); The Dragon's Heart (Kobold Sorcerer (Draconic), level 19) (this character)\nPlanar Politics: Representatives of major extraplanar powers\nEpic Influence: Decisions affect entire planes of existence\nPower Brokering: Negotiate treaties between gods and mortals\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX, CON (flaw CON); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS; 15th level CHA, CON, DEX, WIS (CHA, CON, DEX partial).\nTrained skills: automatic Intimidation (Bloodline: Draconic), Arcana (Bloodline: Draconic), Occultism (Fortune Teller background); chosen Deception (Sorcerer: 2 + Intelligence), Diplomacy (Sorcerer: 2 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Arcana to expert; 5th Deception to expert; 7th Arcana to master; 9th Deception to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Arcana to legendary; 17th Deception to legendary; 19th Diplomacy to legendary.\nHit Points: 6 (Kobold) + (6 (Sorcerer) + 4 Con) × 19 = 196.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Temporal Anchor": {
  "name": "Temporal Anchor",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Fighter (Champion Dedication)",
  "level": "14",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "+2",
  "keyAttr": "str",
  "r_perception": "6",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "6",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "206",
  "hpCur": "206",
  "profs": "Unarmored E, Light E, Medium E, Heavy E; Simple M, Martial M, Advanced E, Unarmed M; Fighter Weapon Mastery: one weapon group of your choice L",
  "deity": "Iomedae",
  "classFeats": "Subclass: Champion Dedication\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nArchetype from the sample page: Champion Dedication (2nd-level class feat); Religion trained (Champion Dedication); Society trained (Champion Dedication, for Intimidation already trained)\nClass features to 14th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th), Battlefield Surveyor (7th), Weapon Specialization (7th), Battle Hardened (9th), Combat Flexibility (9th), Armor Expertise (11th), Fighter Expertise (11th), Weapon Legend (13th)\nClass feats: Vicious Swing (1st), Champion Dedication (2nd), Sudden Charge (4th), Double Slice (6th), Reactive Shield (8th), Exacting Strike (10th), Snagging Strike (12th), Intimidating Strike (14th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Mountain Strategy (1st), Unburdened Iron (5th), Stone Bones (9th), Telluric Power (13th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Experienced Tracker (6th), Quick Jump (8th), Terrifying Resistance (10th), Steady Balance (12th), Forager (14th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "36",
  "shieldAc": "2",
  "shHard": "15",
  "shHp": "120 (60)",
  "shCur": "120",
  "s1n": "+2 greater striking corrosive flaming longsword",
  "s1a": "+28",
  "s1d": "3d8+8 S + 1d6 acid + 1d6 fire",
  "s2n": "Javelin",
  "s2a": "+23",
  "s2d": "1d6+7 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Fighter Weapon Mastery: sword group (master; legendary from 13th).",
  "worn": "+2 resilient splint mail • Sailor's Collar (Greater) • One Hundred Victories",
  "gear": "+2 greater striking corrosive flaming longsword • Javelin ×3 • Sturdy Shield (Greater) • Adventurer's Pack",
  "pp": "48",
  "gp": "104",
  "sp": "2",
  "bulk": "6 Bulk, 4 L (encumbered above 9, maximum 14)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_athletics": "2",
  "i_intimidation": "1",
  "conditions": "Gear notes: Speed 15 ft in splint mail (20 ft without armor). AC 36 = 10 + Dex +1 + proficiency +18 + splint mail 5 + potency 2. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Greater) raised: AC 38. Wealth (GM Core, level 14): item slots 13/12/12/11/10/10 hold Weapon Potency (+2), Striking (Greater), Corrosive, Armor Potency (+2), Sturdy Shield (Greater), Sailor's Collar (Greater); 1500 gp currency: 915 gp 8 sp spent, 584 gp 2 sp kept.",
  "backstory": "Party: The Time Guardians (Party of 2, Level 14; High Level Duos (Levels 13-20)).\nMembers: Temporal Anchor (Dwarf Fighter (Champion Dedication), level 14) (this character); Paradox Resolver (Android Oracle (Time), level 14)\nTimeline Protection: Prevent temporal paradoxes and alterations\nStability Focus: Maintain causal consistency across timelines\nTemporal Authority: Judge crimes against causality itself\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, CHA (flaw CHA); background STR, CHA; class key STR; 1st level STR, CON, DEX, CHA; 5th level STR, CON, DEX, WIS; 10th level STR, CON, DEX, WIS (STR partial).\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert; 5th Intimidation to expert; 7th Athletics to master; 9th Intimidation to master; 11th Acrobatics to expert; 13th Acrobatics to master.\nHit Points: 10 (Dwarf) + (10 (Fighter) + 4 Con) × 14 = 206.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 14th level (Foundry pf2e data, ORC license)."
 },
 "Paradox Resolver (The Time Guardians)": {
  "name": "Paradox Resolver (The Time Guardians)",
  "ancestry": "Android",
  "background": "Detective",
  "class": "Oracle (Time)",
  "level": "14",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+3",
  "int": "+1",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "162",
  "hpCur": "162",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Time\nKey attribute: Charisma\nClass features to 14th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th)\nFeats granted by the subclass: Trance of Celerity\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Magic Sense (12th), Forestall Curse (14th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Time Sense; rank 1 Déjà Vu; rank 3 Time Pocket; rank 7 Time Beacon.\nFocus spells from: Temporal Distortion (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Internal Compartment (1st), Inoculation Subroutine (5th), Repair Module (9th), Revivification Protocol (13th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Oddity Identification (8th), Bon Mot (10th), Schooled in Secrets (12th), Glad-Hand (14th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "35",
  "s1n": "Spear",
  "s1a": "+18",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+22",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 resilient leather armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (Major) • Wand of Heal (rank 6) • Wand of Breath of Life (rank 5) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater)",
  "pp": "65",
  "gp": "106",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 6 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 35 = 10 + Dex +4 + proficiency +18 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 14): item slots 13/12/12/11/10/10 hold Armor Potency (+2), Prognostic Veil, Messenger's Ring, Staff of Healing (Major), Magic Wand (6th-Rank Spell), Magic Wand (5th-Rank Spell); 1500 gp currency: 743 gp 6 sp 2 cp spent, 756 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Time Sense",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Déjà Vu",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Time Pocket",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Time Beacon",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Sunburst",
  "sp_7_4": "Divine Decree",
  "sp_focus_1": "Temporal Distortion",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Paradox Resolver\" in The Time Guardians.\nParty: The Time Guardians (Party of 2, Level 14; High Level Duos (Levels 13-20)).\nMembers: Temporal Anchor (Dwarf Fighter (Champion Dedication), level 14); Paradox Resolver (Android Oracle (Time), level 14) (this character)\nTimeline Protection: Prevent temporal paradoxes and alterations\nStability Focus: Maintain causal consistency across timelines\nTemporal Authority: Judge crimes against causality itself\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CHA); background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS; 10th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Occultism (Time), Society (Detective background); chosen Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence), Acrobatics (Oracle: 3 + Intelligence).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master.\nHit Points: 8 (Android) + (8 (Oracle) + 3 Con) × 14 = 162.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 14th level (Foundry pf2e data, ORC license)."
 },
 "The Perfect Warrior": {
  "name": "The Perfect Warrior",
  "ancestry": "Tengu",
  "background": "Warrior",
  "class": "Monk (Dragon Stance)",
  "level": "20",
  "size": "Medium, humanoid, tengu",
  "speed": "55 ft",
  "senses": "Low-light vision",
  "languages": "Common, Tengu",
  "str": "+6",
  "dex": "+5",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "8",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "8",
  "r_arcana": "0",
  "r_athletics": "8",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "8",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "286",
  "hpCur": "286",
  "profs": "Unarmored L; Simple M, Unarmed M",
  "classFeats": "Subclass: Dragon Stance\nKey attribute: Strength\nPath to Perfection (suggested): 7th Fortitude to master; 11th Will to master; 15th Fortitude to legendary\nClass features to 20th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th), Path to Perfection (7th), Weapon Specialization (7th), Metal Strikes (9th), Monk Expertise (9th), Second Path to Perfection (11th), Graceful Mastery (13th), Master Strikes (13th), Greater Weapon Specialization (15th), Third Path to Perfection (15th), Adamantine Strikes (17th), Graceful Legend (17th), Perfected Form (19th)\nClass feats: Dragon Stance (1st), Stunning Blows (2nd), Crushing Grab (4th), Flurry of Maneuvers (6th), Deflect Projectile (8th), Dragon Roar (10th), Whirling Throw (12th), Dodging Roll (14th), Flinging Blow (16th), Swift River (18th), Impossible Technique (20th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Squawk! (1st), Long-Nosed Form (5th), Eat Fortune (9th), Jinx Glutton (13th), Great Tengu Form (17th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Cat Fall (2nd), Titan Wrestler (4th), Terrain Stalker (6th), Steady Balance (8th), Quick Jump (10th), Quiet Allies (12th), Student of the Canon (14th), Nimble Crawl (16th), Combat Climber (18th), Swift Sneak (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "46",
  "s1n": "+3 major striking frost shock thundering dragon tail",
  "s1a": "+35",
  "s1d": "4d10+12 B + 1d6 cold + 1d6 electricity + 1d6 sonic",
  "s2n": "+3 major striking frost shock thundering fist",
  "s2a": "+35",
  "s2d": "4d6+12 B + 1d6 cold + 1d6 electricity + 1d6 sonic",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Dragon Tail: backswing, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+3 major striking frost shock thundering handwraps of mighty blows • +3 greater resilient explorer's clothing • Cloak of Swiftness • Commandant's Scabbard",
  "gear": "Adventurer's Pack • Healing Potion (Major) • Antidote (Major)",
  "pp": "1268",
  "gp": "108",
  "sp": "4",
  "bulk": "2 Bulk, 4 L (encumbered above 11, maximum 16)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_acrobatics": "3",
  "i_athletics": "3",
  "conditions": "Gear notes: Speed 55 ft = 25 ft + 30 ft Incredible Movement (unarmored). AC 46 = 10 + Dex +5 + proficiency +28 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Weapon Potency (+3), Striking (Major), Armor Potency (+3), Resilient (Greater), Cloak of Swiftness, Commandant's Scabbard; 20000 gp currency: 7211 gp 6 sp spent, 12788 gp 4 sp kept.",
  "backstory": "Party: The Ascended Masters (Party of 2, Level 20; High Level Duos (Levels 13-20)).\nMembers: The Perfect Warrior (Tengu Monk (Dragon Stance), level 20) (this character); The Enlightened Sage (Kitsune Sorcerer (Imperial), level 20)\nTranscendent Beings: Achieved perfect mastery of their disciplines\nTeaching Role: Guide others toward enlightenment\nPhilosophical Unity: Perfect harmony between body and mind\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, STR; background STR, DEX; class key STR; 1st level STR, DEX, CON, WIS; 5th level STR, DEX, CON, WIS (STR partial); 10th level STR, DEX, CON, WIS (DEX partial); 15th level STR, DEX, CON, WIS (STR partial); 20th level STR, DEX, CON, WIS (DEX, CON, WIS partial).\nTrained skills: automatic Intimidation (Warrior background); chosen Acrobatics (Monk: 4 + Intelligence), Athletics (Monk: 4 + Intelligence), Stealth (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Acrobatics to expert; 5th Athletics to expert; 7th Acrobatics to master; 9th Athletics to master; 11th Stealth to expert; 13th Stealth to master; 15th Acrobatics to legendary; 17th Athletics to legendary; 19th Stealth to legendary.\nHit Points: 6 (Tengu) + (10 (Monk) + 4 Con) × 20 = 286.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Monk class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "The Enlightened Sage": {
  "name": "The Enlightened Sage",
  "ancestry": "Kitsune",
  "background": "Scholar",
  "class": "Sorcerer (Imperial)",
  "level": "20",
  "size": "Medium, humanoid, kitsune",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+5",
  "cha": "+6",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "8",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "228",
  "hpCur": "228",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Imperial\nKey attribute: Charisma\nClass features to 20th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Majestic Will (17th), Bloodline Paragon (19th), Legendary Spellcaster (19th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Blood Rising (8th), Bespell Strikes (10th), Blood Sovereignty (12th), Reflect Harm (14th), Scintillating Spell (16th), Echoing Spell (18th), Bloodline Perfection (20th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Detect Magic; rank 1 Force Barrage; rank 2 Dispel Magic; rank 3 Haste; rank 4 Translocate; rank 5 Scouting Eye; rank 6 Disintegrate; rank 7 Retrocognition; rank 8 Quandary; rank 9 Implosion.\nFocus spells from: Ancestral Memories (bloodline spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Shapechanger's Intuition (1st), Hybrid Form (5th), Fox Trick (9th), Myriad Forms (13th), Retractable Claws (17th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Lie to Me (4th), Streetwise (6th), Oddity Identification (8th), Charming Liar (10th), Schooled in Secrets (12th), Biographical Eye (14th), Legendary Codebreaker (16th), Sign Language (18th), Read Lips (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "41",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+24",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+28",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accolade Robe (Greater) • Ventriloquist's Ring (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Uncontrollable Dance (rank 9) • Wand of Earthquake (rank 8) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Major) • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "1225",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "i_deception": "2",
  "conditions": "Gear notes: AC 41 = 10 + Dex +4 + proficiency +24 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Staff of Fire (Major), Armor Potency (+3), Resilient (Greater), Accolade Robe (Greater), Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 7646 gp 6 sp 2 cp spent, 12353 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Detect Magic",
  "sp_cantrips_2": "Electric Arc",
  "sp_cantrips_3": "Telekinetic Projectile",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Light",
  "slots1": "4",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "sp_1_4": "Fear",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Blur",
  "sp_2_3": "Invisibility",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Haste",
  "sp_3_2": "Fireball",
  "sp_3_3": "Slow",
  "sp_3_4": "Lightning Bolt",
  "slots4": "4",
  "sp_4_1": "Translocate",
  "sp_4_2": "Fly",
  "sp_4_3": "Wall of Fire",
  "sp_4_4": "Confusion",
  "slots5": "4",
  "sp_5_1": "Scouting Eye",
  "sp_5_2": "Cone of Cold",
  "sp_5_3": "Wall of Stone",
  "sp_5_4": "Banishment",
  "slots6": "4",
  "sp_6_1": "Disintegrate",
  "sp_6_2": "Chain Lightning",
  "sp_6_3": "Wall of Force",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Retrocognition",
  "sp_7_2": "Fiery Body",
  "sp_7_3": "Eclipse Burst",
  "sp_7_4": "Prismatic Spray",
  "slots8": "4",
  "sp_8_1": "Quandary",
  "sp_8_2": "Earthquake",
  "sp_8_3": "Polar Ray",
  "sp_8_4": "Desiccate",
  "slots9": "4",
  "sp_9_1": "Implosion",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_9_4": "Falling Stars",
  "slots10": "1",
  "sp_10_1": "Cataclysm",
  "sp_10_2": "Freeze Time",
  "sp_focus_1": "Ancestral Memories",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Ascended Masters (Party of 2, Level 20; High Level Duos (Levels 13-20)).\nMembers: The Perfect Warrior (Tengu Monk (Dragon Stance), level 20); The Enlightened Sage (Kitsune Sorcerer (Imperial), level 20) (this character)\nTranscendent Beings: Achieved perfect mastery of their disciplines\nTeaching Role: Guide others toward enlightenment\nPhilosophical Unity: Perfect harmony between body and mind\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS; 15th level CHA, CON, DEX, WIS (CHA, CON, WIS partial); 20th level CHA, CON, DEX, WIS (DEX partial).\nTrained skills: automatic Arcana (Bloodline: Imperial), Society (Bloodline: Imperial); chosen Occultism (Scholar background), Deception (Sorcerer: 2 + Intelligence), Diplomacy (Sorcerer: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master; 9th Arcana to master; 11th Occultism to expert; 13th Occultism to master; 15th Society to legendary; 17th Arcana to legendary; 19th Occultism to legendary.\nHit Points: 8 (Kitsune) + (6 (Sorcerer) + 5 Con) × 20 = 228.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Genesis": {
  "name": "Genesis",
  "ancestry": "Leshy",
  "background": "Herbalist",
  "class": "Druid (Untamed Order)",
  "level": "18",
  "size": "Small, leshy, plant",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey + 3 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+3",
  "wis": "+5",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "6",
  "r_nature": "8",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "8",
  "r_thievery": "0",
  "lore1Name": "Lore (Herbalism)",
  "r_lore1": "2",
  "hpMax": "242",
  "hpCur": "242",
  "profs": "Unarmored E, Light E, Medium E; Simple E, Unarmed E",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "6",
  "classFeats": "Subclass: Untamed Order\nKey attribute: Wisdom\nClass features to 18th level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st), Fortitude Expertise (3rd), Perception Expertise (3rd), Reflex Expertise (5th), Expert Spellcaster (7th), Weapon Expertise (11th), Wild Willpower (11th), Medium Armor Expertise (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nFeats granted by the subclass: Untamed Form\nClass feats: Reach Spell (2nd), Widen Spell (4th), Call of the Wild (6th), Steady Spellcasting (8th), Elemental Shape (10th), Wandering Oasis (12th), Bizarre Transformation (14th), Monstrosity Shape (16th), Primal Aegis (18th)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Untamed Shift (order spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Grasping Reach (1st), Speak with Kindred (5th), Green Dash (9th), Cloak of Poison (13th), Wood Ward (17th)",
  "skillFeats": "Natural Medicine (Herbalist background)\nSkill feats: Experienced Tracker (2nd), Battle Medicine (4th), Titan Wrestler (6th), Forager (8th), Quick Jump (10th), Continual Recovery (12th), Train Animal (14th), Planar Survival (16th), Ward Medic (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "39",
  "s1n": "Animal Staff (Major)",
  "s1a": "+22",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient leather armor • Living Mantle • Healer's Gloves (Greater)",
  "gear": "Animal Staff (Major) • Sling • Wand of Heal (rank 8) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "472",
  "gp": "101",
  "sp": "4",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_nature": "2",
  "i_medicine": "2",
  "conditions": "Gear notes: AC 39 = 10 + Dex +4 + proficiency +22 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Animal Staff (Major), Armor Potency (+2), Resilient (Greater), Living Mantle, Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 2678 gp 5 sp 2 cp spent, 4821 gp 4 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "sp_4_3": "Unfettered Movement",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Field of Life",
  "sp_6_3": "Tangling Creepers",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Eclipse Burst",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "slots9": "3",
  "sp_9_1": "Massacre",
  "sp_9_2": "Nature's Enmity",
  "sp_9_3": "Falling Stars",
  "sp_focus_1": "Untamed Shift",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The World Shapers (Party of 2, Level 18; High Level Duos (Levels 13-20)).\nMembers: Genesis (Leshy Druid (Untamed Order), level 18) (this character); Exodus (Ghoran Witch (Wilding Steward Patron), level 18)\nEvolutionary Power: Guide the development of life itself\nPlanetary Influence: Reshape entire ecosystems\nLife's Advocates: Protect and nurture all living things\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, DEX (flaw INT); background WIS, CON; class key WIS; 1st level WIS, CON, DEX, INT; 5th level WIS, CON, DEX, INT (WIS partial); 10th level WIS, CON, DEX, INT (CON partial); 15th level WIS, CON, DEX, INT (WIS, DEX partial).\nTrained skills: automatic Nature (Druid), Intimidation (Untamed Order), Nature (Herbalist background, already trained); chosen Survival (replacement for a skill already trained), Medicine (Druid: 2 + Intelligence), Athletics (Druid: 2 + Intelligence); Intelligence increases Diplomacy (5th level), Acrobatics (10th level), Arcana (15th level).\nLore: Lore (Herbalism) (Herbalist background).\nSkill increases: 3rd Nature to expert; 5th Survival to expert; 7th Nature to master; 9th Survival to master; 11th Medicine to expert; 13th Medicine to master; 15th Nature to legendary; 17th Survival to legendary.\nHit Points: 8 (Leshy) + (8 (Druid) + 5 Con) × 18 = 242.\nBackground: not stated on the sample page; Herbalist is a suggested choice that fits the role.\nProficiency ranks: Druid class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Exodus": {
  "name": "Exodus",
  "ancestry": "Ghoran",
  "background": "Scholar",
  "class": "Witch (Wilding Steward Patron)",
  "level": "18",
  "size": "Medium, ghoran, humanoid, plant",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "6",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "206",
  "hpCur": "206",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: Wilding Steward Patron\nKey attribute: Intelligence\nClass features to 18th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Will of the Pupil (17th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th), Witch's Charge (8th), Steady Spellcasting (10th), Witch's Broom (12th), Coven Spell (14th), Effortless Concentration (16th), Split Hex (18th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Summon Animal.\nFocus spells from: Wilding Word (patron hex cantrip), Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Hidden Thorn (1st), Speak with Flowers (5th), Flowering Path (9th), Solar Rejuvenation (13th), Wood Ward (17th)",
  "skillFeats": "Skill feats: Battle Medicine (2nd), Oddity Identification (4th), Natural Medicine (6th), Schooled in Secrets (8th), Train Animal (10th), Bizarre Magic (12th), Disturbing Knowledge (14th), Root Magic (16th), Deceptive Worship (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Staff of Healing (True)",
  "s1a": "+22",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Pendant of the Occult (Greater) • Mage's Hat (Greater)",
  "gear": "Staff of Healing (True) • Sling • Wand of Heal (rank 8) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "477",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_occultism": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +22 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Staff of Healing (True), Armor Potency (+2), Resilient (Greater), Pendant of the Occult (Greater), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 2626 gp 6 sp 2 cp spent, 4873 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Summon Animal",
  "sp_1_2": "Heal",
  "sp_1_3": "Gust of Wind",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "sp_4_3": "Unfettered Movement",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Field of Life",
  "sp_6_3": "Tangling Creepers",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Eclipse Burst",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "slots9": "3",
  "sp_9_1": "Massacre",
  "sp_9_2": "Nature's Enmity",
  "sp_9_3": "Falling Stars",
  "sp_focus_1": "Wilding Word (cantrip)",
  "sp_focus_2": "Patron's Puppet",
  "sp_focus_3": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The World Shapers (Party of 2, Level 18; High Level Duos (Levels 13-20)).\nMembers: Genesis (Leshy Druid (Untamed Order), level 18); Exodus (Ghoran Witch (Wilding Steward Patron), level 18) (this character)\nEvolutionary Power: Guide the development of life itself\nPlanetary Influence: Reshape entire ecosystems\nLife's Advocates: Protect and nurture all living things\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, INT; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Nature (Wilding Steward); chosen Occultism (Scholar background), Arcana (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence), Athletics (Witch: 3 + Intelligence), Crafting (Witch: 3 + Intelligence); Intelligence increases Diplomacy (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Occultism to expert; 5th Arcana to expert; 7th Occultism to master; 9th Arcana to master; 11th Nature to expert; 13th Nature to master; 15th Occultism to legendary; 17th Arcana to legendary.\nHit Points: 8 (Ghoran) + (6 (Witch) + 5 Con) × 18 = 206.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Sheriff Stoutheart": {
  "name": "Sheriff Stoutheart",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Champion (Justice)",
  "level": "4",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+0",
  "con": "+3",
  "int": "+0",
  "wis": "+1",
  "cha": "+1",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "4",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "60",
  "hpCur": "60",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple T, Martial T, Unarmed T",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Iomedae",
  "classFeats": "Subclass: Justice\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 4th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "+1 longsword",
  "s1a": "+11",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+6",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail • Glasses of Sociability",
  "gear": "+1 longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Lesser)",
  "gp": "13",
  "sp": "1",
  "bulk": "6 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 21 = 10 + Dex +0 + proficiency +6 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 23. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1), Splint Mail, Glasses of Sociability; 30 gp currency: 16 gp 9 sp spent, 13 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Frontier Justice League (Party of 3, Level 4; Low Level Trios (Levels 1-5)).\nMembers: Sheriff Stoutheart (Human Champion (Justice), level 4) (this character); Deputy Quickdraw (Halfling Gunslinger (Pistolero), level 4); Judge Wiseheart (Dwarf Cleric (Truth Domain), level 4)\nGroup Dynamic: Law enforcement team bringing order to lawless frontier\nWestern Theme: Fantasy version of classic frontier lawmen\nJustice Focus: Balance mercy with necessary force\nCommunity Service: Protect settlers and build civilization\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, CHA, WIS.\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background, already trained); chosen Intimidation (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Champion: 2 + Intelligence), Athletics (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Intimidation to expert.\nHit Points: 8 (Human) + (10 (Champion) + 3 Con) × 4 = 60.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Deputy Quickdraw": {
  "name": "Deputy Quickdraw",
  "ancestry": "Halfling",
  "background": "Warrior",
  "class": "Gunslinger (Pistolero)",
  "level": "4",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "+0",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "4",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "2",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "50",
  "hpCur": "50",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T; Simple and martial firearms and crossbows E",
  "classFeats": "Subclass: Pistolero\nKey attribute: Dexterity\nClass features to 4th level (Guns & Gears): Gunslinger's Way (1st), Slinger's Precision (1st), Stubborn (3rd)\nClass feats: Hit the Dirt! (1st), Crossbow Crack Shot (2nd), Cover Fire (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Folksy Patter (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "s1n": "+1 hand crossbow",
  "s1a": "+13",
  "s1d": "1d6 P",
  "s2n": "Shortsword",
  "s2a": "+10",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Hand Crossbow: range 60 ft. Shortsword: agile, finesse, versatile S.",
  "worn": "Leather Armor • Bracelet of Dashing",
  "gear": "+1 hand crossbow • Shortsword • Adventurer's Pack • Bolts ×20 • Antidote (Lesser)",
  "gp": "19",
  "sp": "4",
  "bulk": "2 Bulk, 6 L (encumbered above 5, maximum 10)",
  "i_acrobatics": "1",
  "conditions": "Gear notes: AC 21 = 10 + Dex +4 + proficiency +6 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1), Bracelet of Dashing; 30 gp currency: 10 gp 6 sp spent, 19 gp 4 sp kept. GM choice: firearms are uncommon, so this sheet uses a hand crossbow (gunslingers are trained with crossbows); with GM access, swap in a dueling pistol.",
  "backstory": "Party: The Frontier Justice League (Party of 3, Level 4; Low Level Trios (Levels 1-5)).\nMembers: Sheriff Stoutheart (Human Champion (Justice), level 4); Deputy Quickdraw (Halfling Gunslinger (Pistolero), level 4) (this character); Judge Wiseheart (Dwarf Cleric (Truth Domain), level 4)\nGroup Dynamic: Law enforcement team bringing order to lawless frontier\nWestern Theme: Fantasy version of classic frontier lawmen\nJustice Focus: Balance mercy with necessary force\nCommunity Service: Protect settlers and build civilization\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background CON, DEX; class key DEX; 1st level DEX, CON, WIS, STR.\nTrained skills: automatic Intimidation (Warrior background, already trained); chosen Intimidation (Way of the Pistolero), Diplomacy (replacement for a skill already trained), Society (Gunslinger: 3 + Intelligence), Acrobatics (Gunslinger: 3 + Intelligence), Stealth (Gunslinger: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Intimidation to expert.\nHit Points: 6 (Halfling) + (8 (Gunslinger) + 3 Con) × 4 = 50.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Gunslinger class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Judge Wiseheart": {
  "name": "Judge Wiseheart",
  "ancestry": "Dwarf",
  "background": "Barrister",
  "class": "Cleric (Truth Domain)",
  "level": "4",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+0",
  "dex": "+1",
  "con": "+2",
  "int": "+0",
  "wis": "+4",
  "cha": "+2",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "4",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "50",
  "hpCur": "50",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Iomedae",
  "classFeats": "Subclass: Truth Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Truth domain): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 4th level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st), Second Doctrine (3rd)\nClass feats: Domain Initiate (2nd), Communal Healing (4th)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Sure Strike (rank 1), Enlarge (rank 2), Fire Shield (rank 4).\nFocus spells from: Word of Truth (Domain Initiate).\nDivine font: 4 × heal at rank 2 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Rock Runner (1st)",
  "skillFeats": "Group Impression (Barrister background)\nSkill feats: Intimidating Glare (2nd), Courtly Graces (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "17",
  "s1n": "Longsword",
  "s1a": "+6",
  "s1d": "1d8 S",
  "s2n": "Sling",
  "s2a": "+7",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Longsword • Sling • Wand of Heal (rank 1) • Adventurer's Pack • Religious Symbol (Wooden) • Sling Bullets ×20 • Healing Potion (Lesser)",
  "gp": "15",
  "sp": "2",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +1 + proficiency +6 + explorer's clothing 0. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Magic Wand (1st-Rank Spell); 30 gp currency: 14 gp 7 sp 2 cp spent, 15 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_focus_1": "Word of Truth",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Frontier Justice League (Party of 3, Level 4; Low Level Trios (Levels 1-5)).\nMembers: Sheriff Stoutheart (Human Champion (Justice), level 4); Deputy Quickdraw (Halfling Gunslinger (Pistolero), level 4); Judge Wiseheart (Dwarf Cleric (Truth Domain), level 4) (this character)\nGroup Dynamic: Law enforcement team bringing order to lawless frontier\nWestern Theme: Fantasy version of classic frontier lawmen\nJustice Focus: Balance mercy with necessary force\nCommunity Service: Protect settlers and build civilization\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, CHA (flaw CHA); background CHA, WIS; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Diplomacy (Barrister background); chosen Intimidation (deity's divine skill), Society (Cleric: 2 + Intelligence), Medicine (Cleric: 2 + Intelligence).\nLore: Lore (Legal) (Barrister background).\nSkill increases: 3rd Intimidation to expert.\nHit Points: 10 (Dwarf) + (8 (Cleric) + 2 Con) × 4 = 50.\nBackground: not stated on the sample page; Barrister is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Valedictorian Brightmind": {
  "name": "Valedictorian Brightmind",
  "ancestry": "Human",
  "background": "Scholar",
  "class": "Wizard (Unified Magical Theory)",
  "level": "3",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+1",
  "con": "+3",
  "int": "+4",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "35",
  "hpCur": "35",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: Unified Magical Theory\nKey attribute: Intelligence\nClass features to 3rd level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st)\nClass feats: Reach Spell (1st), Widen Spell (2nd)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Skill feats: Courtly Graces (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "16",
  "s1n": "Staff",
  "s1a": "+5",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Staff • Sling • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Antidote (Lesser) • Scroll of Mystic Armor (rank 1)",
  "gp": "15",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +1 + proficiency +5 + explorer's clothing 0. Wealth (GM Core, level 3): item slots 2/1/1 hold nothing; 25 gp currency: 9 gp 6 sp 2 cp spent, 15 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "2",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcane Academy Graduates (Party of 3, Level 3; Low Level Trios (Levels 1-5)).\nMembers: Valedictorian Brightmind (Human Wizard (Unified Magical Theory), level 3) (this character); Council President Charmheart (Human (Aiuvarin) Bard (Enigma), level 3); Star Athlete Strongarm (Orc Fighter (Weapon Master), level 3)\nGroup Dynamic: Recent graduates applying academic knowledge to real world\nSchool Pride: Represent their institution's reputation\nLearning Curve: Theory meets practice in dangerous situations\nDiverse Backgrounds: Different social classes united by education\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert.\nHit Points: 8 (Human) + (6 (Wizard) + 3 Con) × 3 = 35.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Council President Charmheart": {
  "name": "Council President Charmheart",
  "ancestry": "Human (Aiuvarin)",
  "background": "Noble",
  "class": "Bard (Enigma)",
  "level": "3",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+1",
  "int": "+0",
  "wis": "+1",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "35",
  "hpCur": "35",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Enigma\nKey attribute: Charisma\nClass features to 3rd level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd)\nFeats granted by the subclass: Bardic Lore\nClass feats: Directed Audience (2nd)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Sure Strike.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells).",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Forlorn (1st)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "19",
  "s1n": "Rapier",
  "s1a": "+8",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+8",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Rapier • Sling • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Antidote (Lesser) • Scroll of Soothe (rank 1)",
  "gp": "13",
  "sp": "4",
  "cp": "8",
  "bulk": "3 Bulk, 6 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 19 = 10 + Dex +3 + proficiency +5 + padded armor 1. Wealth (GM Core, level 3): item slots 2/1/1 hold nothing; 25 gp currency: 11 gp 5 sp 2 cp spent, 13 gp 4 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Sure Strike",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "2",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcane Academy Graduates (Party of 3, Level 3; Low Level Trios (Levels 1-5)).\nMembers: Valedictorian Brightmind (Human Wizard (Unified Magical Theory), level 3); Council President Charmheart (Human (Aiuvarin) Bard (Enigma), level 3) (this character); Star Athlete Strongarm (Orc Fighter (Weapon Master), level 3)\nGroup Dynamic: Recent graduates applying academic knowledge to real world\nSchool Pride: Represent their institution's reputation\nLearning Curve: Theory meets practice in dangerous situations\nDiverse Backgrounds: Different social classes united by education\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX; background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS.\nTrained skills: automatic Occultism (Bard), Performance (Bard), Society (Noble background); chosen Diplomacy (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence), Acrobatics (Bard: 4 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert.\nHit Points: 8 (Human) + (8 (Bard) + 1 Con) × 3 = 35.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Star Athlete Strongarm": {
  "name": "Star Athlete Strongarm",
  "ancestry": "Orc",
  "background": "Gladiator",
  "class": "Fighter (Weapon Master)",
  "level": "3",
  "size": "Medium, humanoid, orc",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Orcish",
  "str": "+4",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Gladiatorial)",
  "r_lore1": "2",
  "hpMax": "49",
  "hpCur": "49",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E",
  "classFeats": "Subclass: Weapon Master\nKey attribute: Strength\nClass features to 3rd level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd)\nClass feats: Vicious Swing (1st), Sudden Charge (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Orc Superstition (1st)",
  "skillFeats": "Impressive Performance (Gladiator background)\nSkill feats: Titan Wrestler (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "s1n": "+1 greatsword",
  "s1a": "+12",
  "s1d": "1d12+4 S",
  "s2n": "Javelin",
  "s2a": "+8",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greatsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail",
  "gear": "+1 greatsword • Javelin ×3 • Adventurer's Pack • Antidote (Lesser)",
  "gp": "18",
  "sp": "2",
  "bulk": "6 Bulk, 4 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 21 = 10 + Dex +1 + proficiency +5 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 3): item slots 2/1/1 hold Weapon Potency (+1), Splint Mail; 25 gp currency: 6 gp 8 sp spent, 18 gp 2 sp kept.",
  "backstory": "Party: The Arcane Academy Graduates (Party of 3, Level 3; Low Level Trios (Levels 1-5)).\nMembers: Valedictorian Brightmind (Human Wizard (Unified Magical Theory), level 3); Council President Charmheart (Human (Aiuvarin) Bard (Enigma), level 3); Star Athlete Strongarm (Orc Fighter (Weapon Master), level 3) (this character)\nGroup Dynamic: Recent graduates applying academic knowledge to real world\nSchool Pride: Represent their institution's reputation\nLearning Curve: Theory meets practice in dangerous situations\nDiverse Backgrounds: Different social classes united by education\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Performance (Gladiator background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Intimidation (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence).\nLore: Lore (Gladiatorial) (Gladiator background).\nSkill increases: 3rd Athletics to expert.\nHit Points: 10 (Orc) + (10 (Fighter) + 3 Con) × 3 = 49.\nBackground: not stated on the sample page; Gladiator is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Tracker Keeneye": {
  "name": "Tracker Keeneye",
  "ancestry": "Elf",
  "background": "Bounty Hunter",
  "class": "Ranger (Monster Hunter)",
  "level": "2",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+1",
  "dex": "+4",
  "con": "+1",
  "int": "+1",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "2",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "28",
  "hpCur": "28",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Monster Hunter\nKey attribute: Dexterity\nClass features to 2nd level (Player Core): Hunt Prey (1st), Hunter's Edge (1st)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st)",
  "skillFeats": "Experienced Tracker (Bounty Hunter background)\nSkill feats: Terrain Stalker (2nd)",
  "ac": "19",
  "s1n": "Longbow",
  "s1a": "+8",
  "s1d": "1d8 P",
  "s2n": "Shortsword",
  "s2a": "+8",
  "s2d": "1d6+1 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Hunt Prey; hunter's edge as listed under class features.",
  "worn": "Leather Armor",
  "gear": "Longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Healing Potion (Minor)",
  "gp": "5",
  "sp": "4",
  "bulk": "4 Bulk, 4 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 19 = 10 + Dex +4 + proficiency +4 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 14 gp 6 sp spent, 5 gp 4 sp kept.",
  "backstory": "Party: The Monster Hunting Company (Party of 3, Level 2; Low Level Trios (Levels 1-5)).\nMembers: Tracker Keeneye (Elf Ranger (Monster Hunter), level 2) (this character); Slayer Ironwill (Dwarf Barbarian (Animal Instinct - Bear), level 2); Scholar Deepthought (Gnome Investigator (Empiricism), level 2)\nGroup Dynamic: Professional monster hunters with complementary expertise\nHunt Structure: Track, identify, eliminate dangerous creatures\nKnowledge Base: Combine practical experience with academic research\nRisk Management: Balance danger with profit and public service\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background WIS, DEX; class key DEX; 1st level DEX, CON, WIS, STR.\nTrained skills: automatic Survival (Ranger), Survival (Bounty Hunter background, already trained); chosen Nature (replacement for a skill already trained), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence), Intimidation (Ranger: 4 + Intelligence).\nLore: Lore (Legal) (Bounty Hunter background).\nHit Points: 6 (Elf) + (10 (Ranger) + 1 Con) × 2 = 28.\nBackground: not stated on the sample page; Bounty Hunter is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Slayer Ironwill": {
  "name": "Slayer Ironwill",
  "ancestry": "Dwarf",
  "background": "Bounty Hunter",
  "class": "Barbarian (Animal Instinct - Bear)",
  "level": "2",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "40",
  "hpCur": "40",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Animal Instinct - Bear\nKey attribute: Strength\nClass features to 2nd level (Player Core 2): Instinct (1st), Quick-Tempered (1st), Rage (1st)\nClass feats: Sudden Charge (1st), Raging Thrower (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Dwarven Doughtiness (1st)",
  "skillFeats": "Experienced Tracker (Bounty Hunter background)\nSkill feats: Titan Wrestler (2nd)",
  "ac": "19",
  "s1n": "jaws (raging)",
  "s1a": "+8",
  "s1d": "1d10+4 P",
  "s2n": "claw (raging)",
  "s2a": "+8",
  "s2d": "1d6+4 S",
  "s3n": "Javelin",
  "s3a": "+5",
  "s3d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Jaws: unarmed. Claw: agile, unarmed. Javelin: thrown, range 30 ft. Rage: +2 damage while raging (instinct may raise it), not included above.",
  "worn": "Chain Mail",
  "gear": "Javelin ×3 • Adventurer's Pack • Healing Potion (Minor)",
  "gp": "8",
  "sp": "2",
  "bulk": "3 Bulk, 4 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: AC 19 = 10 + Dex +1 + proficiency +4 + chain mail 4. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 11 gp 8 sp spent, 8 gp 2 sp kept.",
  "backstory": "Party: The Monster Hunting Company (Party of 3, Level 2; Low Level Trios (Levels 1-5)).\nMembers: Tracker Keeneye (Elf Ranger (Monster Hunter), level 2); Slayer Ironwill (Dwarf Barbarian (Animal Instinct - Bear), level 2) (this character); Scholar Deepthought (Gnome Investigator (Empiricism), level 2)\nGroup Dynamic: Professional monster hunters with complementary expertise\nHunt Structure: Track, identify, eliminate dangerous creatures\nKnowledge Base: Combine practical experience with academic research\nRisk Management: Balance danger with profit and public service\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Athletics (Barbarian), Survival (Bounty Hunter background); chosen Nature (Barbarian: 3 + Intelligence), Intimidation (Barbarian: 3 + Intelligence), Acrobatics (Barbarian: 3 + Intelligence).\nLore: Lore (Legal) (Bounty Hunter background).\nHit Points: 10 (Dwarf) + (12 (Barbarian) + 3 Con) × 2 = 40.\nBackground: not stated on the sample page; Bounty Hunter is a suggested choice that fits the role.\nProficiency ranks: Barbarian class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Scholar Deepthought": {
  "name": "Scholar Deepthought",
  "ancestry": "Gnome",
  "background": "Scholar",
  "class": "Investigator (Empiricism)",
  "level": "2",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 4 more of your choice",
  "str": "−1",
  "dex": "+2",
  "con": "+2",
  "int": "+4",
  "wis": "+1",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "28",
  "hpCur": "28",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 2nd level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Fey Fellowship (1st)",
  "skillFeats": "Skill feats: Courtly Graces (2nd)",
  "ac": "17",
  "s1n": "Rapier",
  "s1a": "+6",
  "s1d": "1d6−1 P",
  "s2n": "Hand Crossbow",
  "s2a": "+6",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Strategic strike +1d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "Padded Armor",
  "gear": "Rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Minor)",
  "gp": "5",
  "sp": "1",
  "bulk": "2 Bulk, 7 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +2 + proficiency +4 + padded armor 1. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 14 gp 9 sp spent, 5 gp 1 sp kept.",
  "backstory": "Party: The Monster Hunting Company (Party of 3, Level 2; Low Level Trios (Levels 1-5)).\nMembers: Tracker Keeneye (Elf Ranger (Monster Hunter), level 2); Slayer Ironwill (Dwarf Barbarian (Animal Instinct - Bear), level 2); Scholar Deepthought (Gnome Investigator (Empiricism), level 2) (this character)\nGroup Dynamic: Professional monster hunters with complementary expertise\nHunt Structure: Track, identify, eliminate dangerous creatures\nKnowledge Base: Combine practical experience with academic research\nRisk Management: Balance danger with profit and public service\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS.\nTrained skills: automatic Society (Investigator); chosen Arcana (Empiricism Methodology), Occultism (Scholar background), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 2nd Society to expert.\nHit Points: 8 (Gnome) + (8 (Investigator) + 2 Con) × 2 = 28.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Ringmaster Spectacular": {
  "name": "Ringmaster Spectacular",
  "ancestry": "Human",
  "background": "Entertainer",
  "class": "Bard (Maestro)",
  "level": "5",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "4",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "4",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Theater)",
  "r_lore1": "2",
  "hpMax": "58",
  "hpCur": "58",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Maestro\nKey attribute: Charisma\nClass features to 5th level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd)\nFeats granted by the subclass: Lingering Composition\nClass feats: Directed Audience (2nd), Melodious Spell (4th)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Soothe.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells), Lingering Composition (Maestro muse feat).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th)",
  "skillFeats": "Fascinating Performance (Entertainer background)\nSkill feats: Impressive Performance (2nd), Cat Fall (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "22",
  "s1n": "Rapier",
  "s1a": "+11",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+11",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "Leather Armor • Glasses of Sociability",
  "gear": "Rapier • Sling • Composer Staff • Wand of Soothe (rank 1) • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "28",
  "sp": "6",
  "cp": "8",
  "bulk": "5 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 22 = 10 + Dex +4 + proficiency +7 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Glasses of Sociability, Composer Staff, Magic Wand (1st-Rank Spell); 50 gp currency: 21 gp 3 sp 2 cp spent, 28 gp 6 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Soothe",
  "sp_1_2": "Command",
  "sp_1_3": "Fear",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "2",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "sp_focus_3": "Lingering Composition",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Traveling Circus (Party of 3, Level 5; Low Level Trios (Levels 1-5)).\nMembers: Ringmaster Spectacular (Human Bard (Maestro), level 5) (this character); Acrobat Graceful (Catfolk Monk (Tiger Stance), level 5); Magician Mysterious (Gnome Sorcerer (Aberrant), level 5)\nGroup Dynamic: Entertainment troupe with hidden depths\nPerformance Art: Each adventure becomes part of their show\nSocial Network: Connections across all social levels\nSecret Agenda: Use performances to gather information\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX; background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS; 5th level CHA, DEX, CON, WIS (CHA partial).\nTrained skills: automatic Occultism (Bard), Performance (Bard), Performance (Entertainer background, already trained); chosen Acrobatics (replacement for a skill already trained), Diplomacy (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Society (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence).\nLore: Lore (Theater) (Entertainer background).\nSkill increases: 3rd Performance to expert; 5th Acrobatics to expert.\nHit Points: 8 (Human) + (8 (Bard) + 2 Con) × 5 = 58.\nBackground: not stated on the sample page; Entertainer is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Acrobat Graceful": {
  "name": "Acrobat Graceful",
  "ancestry": "Catfolk",
  "background": "Acrobat",
  "class": "Monk (Tiger Stance)",
  "level": "5",
  "size": "Medium, catfolk, humanoid",
  "speed": "35 ft",
  "senses": "Low-light vision",
  "languages": "Amurrun, Common",
  "str": "+2",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+1",
  "cha": "+1",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "4",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "4",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Circus)",
  "r_lore1": "2",
  "hpMax": "78",
  "hpCur": "78",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "classFeats": "Subclass: Tiger Stance\nKey attribute: Dexterity\nClass features to 5th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th)\nClass feats: Tiger Stance (1st), Stunning Blows (2nd), Crushing Grab (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cat Nap (1st), Light Paws (5th)",
  "skillFeats": "Steady Balance (Acrobat background)\nSkill feats: Impressive Performance (2nd), Cat Fall (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "23",
  "s1n": "+1 striking tiger claw",
  "s1a": "+14",
  "s1d": "2d8+2 S",
  "s2n": "+1 striking fist",
  "s2a": "+14",
  "s2d": "2d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Tiger Claw: agile, finesse, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+1 striking handwraps of mighty blows • Explorer's Clothing • Bracelet of Dashing",
  "gear": "Adventurer's Pack • Healing Potion (Lesser) ×2",
  "gp": "24",
  "sp": "4",
  "bulk": "1 Bulk, 4 L (encumbered above 7, maximum 12)",
  "i_acrobatics": "1",
  "conditions": "Gear notes: Speed 35 ft = 25 ft + 10 ft Incredible Movement (unarmored). AC 23 = 10 + Dex +4 + proficiency +9 + explorer's clothing 0. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Handwraps of Mighty Blows, Striking, Bracelet of Dashing; 50 gp currency: 25 gp 6 sp spent, 24 gp 4 sp kept.",
  "backstory": "Party: The Traveling Circus (Party of 3, Level 5; Low Level Trios (Levels 1-5)).\nMembers: Ringmaster Spectacular (Human Bard (Maestro), level 5); Acrobat Graceful (Catfolk Monk (Tiger Stance), level 5) (this character); Magician Mysterious (Gnome Sorcerer (Aberrant), level 5)\nGroup Dynamic: Entertainment troupe with hidden depths\nPerformance Art: Each adventure becomes part of their show\nSocial Network: Connections across all social levels\nSecret Agenda: Use performances to gather information\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX, CON (flaw WIS); background DEX, CON; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial).\nTrained skills: automatic Acrobatics (Acrobat background); chosen Performance (Monk: 4 + Intelligence), Athletics (Monk: 4 + Intelligence), Stealth (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence).\nLore: Lore (Circus) (Acrobat background).\nSkill increases: 3rd Performance to expert; 5th Acrobatics to expert.\nHit Points: 8 (Catfolk) + (10 (Monk) + 4 Con) × 5 = 78.\nBackground: not stated on the sample page; Acrobat is a suggested choice that fits the role.\nProficiency ranks: Monk class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Magician Mysterious": {
  "name": "Magician Mysterious",
  "ancestry": "Gnome",
  "background": "Entertainer",
  "class": "Sorcerer (Aberrant)",
  "level": "5",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "4",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "4",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Theater)",
  "r_lore1": "2",
  "hpMax": "58",
  "hpCur": "58",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Aberrant\nKey attribute: Charisma\nClass features to 5th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th)\nClass feats: Reach Spell (2nd), Widen Spell (4th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Daze; rank 1 Phantom Pain; rank 2 Stupefy; rank 3 Vampiric Feast.\nFocus spells from: Tentacular Limbs (bloodline spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Razzle-Dazzle (1st), Project Persona (5th)",
  "skillFeats": "Fascinating Performance (Entertainer background)\nSkill feats: Impressive Performance (2nd), Cat Fall (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "20",
  "s1n": "Mentalist's Staff",
  "s1a": "+6",
  "s1d": "1d8−1 B",
  "s2n": "Sling",
  "s2a": "+10",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing • Mage's Hat",
  "gear": "Mentalist's Staff • Sling • Wand of Soothe (rank 1) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Lesser) ×2",
  "gp": "24",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 4, maximum 9)",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 20 = 10 + Dex +3 + proficiency +7 + explorer's clothing 0. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Mentalist's Staff, Mage's Hat, Magic Wand (1st-Rank Spell); 50 gp currency: 25 gp 6 sp 2 cp spent, 24 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "4",
  "sp_1_1": "Phantom Pain",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "sp_1_4": "Fear",
  "slots2": "4",
  "sp_2_1": "Stupefy",
  "sp_2_2": "Blur",
  "sp_2_3": "Invisibility",
  "sp_2_4": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Vampiric Feast",
  "sp_3_2": "Heroism",
  "sp_3_3": "Haste",
  "sp_focus_1": "Tentacular Limbs",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Traveling Circus (Party of 3, Level 5; Low Level Trios (Levels 1-5)).\nMembers: Ringmaster Spectacular (Human Bard (Maestro), level 5); Acrobat Graceful (Catfolk Monk (Tiger Stance), level 5); Magician Mysterious (Gnome Sorcerer (Aberrant), level 5) (this character)\nGroup Dynamic: Entertainment troupe with hidden depths\nPerformance Art: Each adventure becomes part of their show\nSocial Network: Connections across all social levels\nSecret Agenda: Use performances to gather information\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Intimidation (Bloodline: Aberrant), Occultism (Bloodline: Aberrant), Performance (Entertainer background); chosen Acrobatics (Sorcerer: 2 + Intelligence), Arcana (Sorcerer: 2 + Intelligence).\nLore: Lore (Theater) (Entertainer background).\nSkill increases: 3rd Performance to expert; 5th Acrobatics to expert.\nHit Points: 8 (Gnome) + (6 (Sorcerer) + 4 Con) × 5 = 58.\nBackground: not stated on the sample page; Entertainer is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "High Priest Devoted": {
  "name": "High Priest Devoted",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Cleric (Healing Domain)",
  "level": "1",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "19",
  "hpCur": "19",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Healing Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Healing domain): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 1st level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Breathe Fire (rank 1), Fireball (rank 3), Wall of Fire (rank 4).\nDivine font: 4 × heal at rank 1 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)",
  "ac": "14",
  "s1n": "Scimitar",
  "s1a": "+3",
  "s1d": "1d6 S",
  "s2n": "Sling",
  "s2a": "+4",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Scimitar • Sling • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Healing Potion (Minor) • Holy Water",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 14 = 10 + Dex +1 + proficiency +3 + explorer's clothing 0. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 7 sp 2 cp spent, 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "2",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "backstory": "Party: The Temple Guardians (Party of 3, Level 1; Low Level Trios (Levels 1-5)).\nMembers: High Priest Devoted (Human (Nephilim) Cleric (Healing Domain), level 1) (this character); Temple Guard Stalwart (Human Fighter (Shield Specialist), level 1); Shrine Keeper Wise (Halfling Oracle (Life), level 1)\nGroup Dynamic: Religious order protecting sacred sites\nDivine Mission: Serve their deity through action and prayer\nCommunity Role: Provide spiritual guidance and practical aid\nSacred Duty: Protect religious artifacts and holy places\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry WIS, CON; background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Religion (Acolyte background, already trained); chosen Medicine (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Cleric: 2 + Intelligence), Occultism (Cleric: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nHit Points: 8 (Human) + (8 (Cleric) + 3 Con) × 1 = 19.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Temple Guard Stalwart": {
  "name": "Temple Guard Stalwart",
  "ancestry": "Human",
  "background": "Acolyte",
  "class": "Fighter (Shield Specialist)",
  "level": "1",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+1",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "2",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "20",
  "hpCur": "20",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E",
  "classFeats": "Subclass: Shield Specialist\nKey attribute: Strength\nClass features to 1st level (Player Core): Reactive Strike (1st), Shield Block (1st)\nClass feats: Vicious Swing (1st)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)",
  "ac": "18",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "Longsword",
  "s1a": "+9",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+6",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Chain Mail",
  "gear": "Longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Healing Potion (Minor)",
  "sp": "2",
  "bulk": "5 Bulk, 4 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +1 + proficiency +3 + chain mail 4. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 20. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 8 sp spent, 2 sp kept.",
  "backstory": "Party: The Temple Guardians (Party of 3, Level 1; Low Level Trios (Levels 1-5)).\nMembers: High Priest Devoted (Human (Nephilim) Cleric (Healing Domain), level 1); Temple Guard Stalwart (Human Fighter (Shield Specialist), level 1) (this character); Shrine Keeper Wise (Halfling Oracle (Life), level 1)\nGroup Dynamic: Religious order protecting sacred sites\nDivine Mission: Serve their deity through action and prayer\nCommunity Role: Provide spiritual guidance and practical aid\nSacred Duty: Protect religious artifacts and holy places\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background WIS, STR; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Religion (Acolyte background); chosen Athletics (Fighter: Acrobatics or Athletics), Intimidation (Fighter: 3 + Intelligence), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nHit Points: 8 (Human) + (10 (Fighter) + 2 Con) × 1 = 20.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Shrine Keeper Wise": {
  "name": "Shrine Keeper Wise",
  "ancestry": "Halfling",
  "background": "Acolyte",
  "class": "Oracle (Life)",
  "level": "1",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+2",
  "con": "+1",
  "int": "+0",
  "wis": "+3",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "15",
  "hpCur": "15",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Life\nKey attribute: Charisma\nClass features to 1st level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st)\nFeats granted by the subclass: Nudge the Scales\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Vitality Lash; rank 1 Soothe.\nFocus spells from: Life Link (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Titan Slinger (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)",
  "ac": "16",
  "s1n": "Spear",
  "s1a": "+2",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+5",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Spear • Sling • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Minor) ×2 • Scroll of Heal (rank 1)",
  "gp": "1",
  "sp": "1",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +2 + proficiency +3 + padded armor 1. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 13 gp 8 sp 2 cp spent, 1 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Vitality Lash",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Soothe",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_focus_1": "Life Link",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Temple Guardians (Party of 3, Level 1; Low Level Trios (Levels 1-5)).\nMembers: High Priest Devoted (Human (Nephilim) Cleric (Healing Domain), level 1); Temple Guard Stalwart (Human Fighter (Shield Specialist), level 1); Shrine Keeper Wise (Halfling Oracle (Life), level 1) (this character)\nGroup Dynamic: Religious order protecting sacred sites\nDivine Mission: Serve their deity through action and prayer\nCommunity Role: Provide spiritual guidance and practical aid\nSacred Duty: Protect religious artifacts and holy places\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw STR); background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS.\nTrained skills: automatic Religion (Oracle), Medicine (Life), Religion (Acolyte background, already trained); chosen Occultism (replacement for a skill already trained), Diplomacy (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nHit Points: 6 (Halfling) + (8 (Oracle) + 1 Con) × 1 = 15.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Portal Commander": {
  "name": "Portal Commander",
  "ancestry": "Human (Nephilim)",
  "background": "Warrior",
  "class": "Summoner (Demon Eidolon)",
  "level": "9",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "134",
  "hpCur": "134",
  "profs": "Unarmored T; Simple T, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Demon Eidolon\nKey attribute: Charisma\nClass features to 9th level (Impossible Magic): Eidolon (1st), Evolution Feat (1st), Link Spells (1st), Spell Repertoire (1st), Summoner Spellcasting (1st), Shared Vigilance (3rd), Signature Spells (3rd), Eidolon Unarmed Expertise (5th), Eidolon Symbiosis (7th), Eidolon Weapon Specialization (7th), Expert Spellcaster (9th), Shared Reflexes (9th)\nClass feats: Unfetter Eidolon (2nd), Tandem Movement (4th), Tandem Strike (6th), Surprising Leap (8th)\nSpellcasting: slots by the Summoner table; each rank lists the repertoire (as many spells as slots, granted ones included).\nFocus spells from: Boost Eidolon (link cantrip), Evolution Surge (link spell).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Haughty Obstinacy (1st), Extraplanar Haze (5th), Divine Countermeasures (9th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Quick Jump (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Staff of Healing",
  "s1a": "+11",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat • Glasses of Sociability",
  "gear": "Staff of Healing • Sling • Wand of Heal (rank 3) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "pp": "1",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +2 + proficiency +11 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Staff of Healing, Armor Potency (+1), Resilient, Glasses of Sociability, Magic Wand (3rd-Rank Spell), Magic Wand (3rd-Rank Spell); 250 gp currency: 136 gp 6 sp 2 cp spent, 113 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots4": "2",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "slots5": "1",
  "sp_5_1": "Breath of Life",
  "sp_focus_1": "Boost Eidolon (cantrip)",
  "sp_focus_2": "Evolution Surge",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Planar Expeditionary Force (Party of 3, Level 9; Medium Level Trios (Levels 6-12)).\nMembers: Portal Commander (Human (Nephilim) Summoner (Demon Eidolon), level 9) (this character); Dimensional Scout (Fetchling Rogue (Eldritch Trickster), level 9); Planar Analyst (Human Wizard (School of the Boundary), level 9)\nGroup Dynamic: Elite team exploring dangerous alternate dimensions\nExpertise Areas: Summoning, stealth, and magical theory\nUnique Challenges: Navigate politics of extraplanar entities\nEpic Scope: Discoveries affect multiple planes of existence\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Intimidation (Demon Eidolon), Religion (Demon Eidolon), Intimidation (Warrior background, already trained); chosen Diplomacy (replacement for a skill already trained), Athletics (Summoner: 3 + Intelligence), Nature (Summoner: 3 + Intelligence), Arcana (Summoner: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Diplomacy to expert; 5th Athletics to expert; 7th Diplomacy to master; 9th Athletics to master.\nHit Points: 8 (Human) + (10 (Summoner) + 4 Con) × 9 = 134.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Summoner class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Dimensional Scout": {
  "name": "Dimensional Scout",
  "ancestry": "Fetchling",
  "background": "Hunter",
  "class": "Rogue (Eldritch Trickster)",
  "level": "9",
  "size": "Medium, fetchling, humanoid",
  "speed": "25 ft",
  "senses": "Darkvision",
  "languages": "Common, Shadowtongue",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+2",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "6",
  "r_survival": "6",
  "r_thievery": "4",
  "lore1Name": "Lore (Tanning)",
  "r_lore1": "2",
  "hpMax": "116",
  "hpCur": "116",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Eldritch Trickster\nKey attribute: Dexterity\nClass features to 9th level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd), Weapon Tricks (5th), Evasive Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th), Debilitating Strikes (9th), Rogue Resilience (9th)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd), Mobility (4th), Quick Draw (6th), Underhanded Assault (8th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Shadow Blending (1st), Clever Shadow (5th), Hefting Shadow (9th)",
  "skillFeats": "Survey Wildlife (Hunter background)\nSkill feats: Experienced Tracker (1st), Terrain Stalker (2nd), Pickpocket (3rd), Forager (4th), Natural Medicine (5th), Quiet Allies (6th), Subtle Theft (7th), Planar Survival (8th), Train Animal (9th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking rapier",
  "s1a": "+18",
  "s1d": "2d6+2 P",
  "s2n": "Hand Crossbow",
  "s2a": "+17",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Sneak attack +2d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "+1 resilient leather armor • Charlatan's Gloves • Cloak of Illusions",
  "gear": "+1 striking rapier • Hand Crossbow • Adventurer's Pack • Thieves' Toolkit • Bolts ×20 • Healing Potion (Moderate) ×2",
  "pp": "3",
  "gp": "108",
  "sp": "3",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_thievery": "1",
  "i_stealth": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +4 + proficiency +11 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Weapon Potency (+1), Striking, Armor Potency (+1), Resilient, Charlatan's Gloves, Cloak of Illusions; 250 gp currency: 111 gp 7 sp spent, 138 gp 3 sp kept.",
  "backstory": "Party: The Planar Expeditionary Force (Party of 3, Level 9; Medium Level Trios (Levels 6-12)).\nMembers: Portal Commander (Human (Nephilim) Summoner (Demon Eidolon), level 9); Dimensional Scout (Fetchling Rogue (Eldritch Trickster), level 9) (this character); Planar Analyst (Human Wizard (School of the Boundary), level 9)\nGroup Dynamic: Elite team exploring dangerous alternate dimensions\nExpertise Areas: Summoning, stealth, and magical theory\nUnique Challenges: Navigate politics of extraplanar entities\nEpic Scope: Discoveries affect multiple planes of existence\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background DEX, CON; class key DEX; 1st level DEX, CON, CHA, WIS; 5th level DEX, CON, CHA, WIS (DEX partial).\nTrained skills: automatic Stealth (Rogue), Survival (Hunter background); chosen Nature (Rogue: 7 + Intelligence), Thievery (Rogue: 7 + Intelligence), Deception (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Society (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence).\nLore: Lore (Tanning) (Hunter background).\nSkill increases: 2nd Survival to expert; 3rd Nature to expert; 4th Stealth to expert; 5th Thievery to expert; 6th Deception to expert; 7th Survival to master; 8th Nature to master; 9th Stealth to master.\nHit Points: 8 (Fetchling) + (8 (Rogue) + 4 Con) × 9 = 116.\nBackground: not stated on the sample page; Hunter is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Planar Analyst": {
  "name": "Planar Analyst",
  "ancestry": "Human",
  "background": "Detective",
  "class": "Wizard (School of the Boundary)",
  "level": "9",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+4",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "98",
  "hpCur": "98",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: School of the Boundary\nKey attribute: Intelligence\nClass features to 9th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Bespell Strikes (6th), Steady Spellcasting (8th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Telekinetic Hand, Void Warp; rank 1 Grim Tendrils, Phantasmal Minion, Summon Undead; rank 2 Darkness, See the Unseen; rank 3 Bind Undead, Ghostly Weapon; rank 4 Flicker, Translocate; rank 5 Banishment, Invoke Spirits.\nFocus spells from: Fortify Summoning (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Hardy Traveler (9th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Oddity Identification (4th), Student of the Canon (6th), Schooled in Secrets (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Staff of the Dead",
  "s1a": "+11",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat",
  "gear": "Staff of the Dead • Sling • Wand of Haste (rank 3) • Wand of Fireball (rank 3) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Moderate) ×2",
  "pp": "4",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +2 + proficiency +11 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Staff of the Dead, Armor Potency (+1), Resilient, Mage's Hat, Magic Wand (3rd-Rank Spell), Magic Wand (3rd-Rank Spell); 250 gp currency: 102 gp 6 sp 2 cp spent, 147 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Telekinetic Hand",
  "sp_cantrips_2": "Void Warp",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Grim Tendrils",
  "sp_1_2": "Phantasmal Minion",
  "sp_1_3": "Summon Undead",
  "sp_1_4": "Force Barrage",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "See the Unseen",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "slots3": "4",
  "sp_3_1": "Bind Undead",
  "sp_3_2": "Ghostly Weapon",
  "sp_3_3": "Fireball",
  "sp_3_4": "Haste",
  "slots4": "4",
  "sp_4_1": "Flicker",
  "sp_4_2": "Translocate",
  "sp_4_3": "Fly",
  "sp_4_4": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Banishment",
  "sp_5_2": "Invoke Spirits",
  "sp_5_3": "Cone of Cold",
  "sp_focus_1": "Fortify Summoning",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Planar Expeditionary Force (Party of 3, Level 9; Medium Level Trios (Levels 6-12)).\nMembers: Portal Commander (Human (Nephilim) Summoner (Demon Eidolon), level 9); Dimensional Scout (Fetchling Rogue (Eldritch Trickster), level 9); Planar Analyst (Human Wizard (School of the Boundary), level 9) (this character)\nGroup Dynamic: Elite team exploring dangerous alternate dimensions\nExpertise Areas: Summoning, stealth, and magical theory\nUnique Challenges: Navigate politics of extraplanar entities\nEpic Scope: Discoveries affect multiple planes of existence\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (Wizard), Society (Detective background); chosen Occultism (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master; 9th Arcana to master.\nHit Points: 8 (Human) + (6 (Wizard) + 4 Con) × 9 = 98.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Stormcaller Tempest": {
  "name": "Stormcaller Tempest",
  "ancestry": "Human (Sylph)",
  "background": "Herbalist",
  "class": "Druid (Storm Order)",
  "level": "11",
  "size": "Medium, human, humanoid, sylph",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 4 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+3",
  "wis": "+5",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "4",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "6",
  "r_thievery": "0",
  "lore1Name": "Lore (Herbalism)",
  "r_lore1": "2",
  "hpMax": "140",
  "hpCur": "140",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Unarmed E",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "4",
  "classFeats": "Subclass: Storm Order\nKey attribute: Wisdom\nClass features to 11th level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st), Fortitude Expertise (3rd), Perception Expertise (3rd), Reflex Expertise (5th), Expert Spellcaster (7th), Weapon Expertise (11th), Wild Willpower (11th)\nFeats granted by the subclass: Storm Born\nClass feats: Reach Spell (2nd), Widen Spell (4th), Call of the Wild (6th), Steady Spellcasting (8th), Overwhelming Energy (10th)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Tempest Surge (order spell).",
  "ancFeats": "Heritage: Sylph. You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Skillful Tail (5th), Cooperative Soul (9th)",
  "skillFeats": "Natural Medicine (Herbalist background)\nSkill feats: Experienced Tracker (2nd), Battle Medicine (4th), Titan Wrestler (6th), Forager (8th), Quick Jump (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "Staff of Air (Greater)",
  "s1a": "+15",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+18",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient padded armor • Living Mantle • Healer's Gloves (Greater)",
  "gear": "Staff of Air (Greater) • Sling • Wand of Heal (rank 4) • Wand of Haste (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "108",
  "sp": "2",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_nature": "2",
  "i_medicine": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +3 + proficiency +13 + padded armor 1 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Staff of Air (Greater), Armor Potency (+1), Living Mantle, Healer's Gloves (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 500 gp currency: 391 gp 7 sp 2 cp spent, 108 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "sp_4_3": "Unfettered Movement",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "2",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Field of Life",
  "sp_focus_1": "Tempest Surge",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Elemental Triumvirate (Party of 3, Level 11; Medium Level Trios (Levels 6-12)).\nMembers: Stormcaller Tempest (Human (Sylph) Druid (Storm Order), level 11) (this character); Flamekeeper Phoenix (Human (Naari, formerly ifrit) Oracle (Flames), level 11); Tideshaper Current (Human (Undine) Sorcerer (Elemental Water), level 11)\nGroup Dynamic: Masters of elemental forces working in harmony\nEnvironmental Control: Shape weather and terrain on massive scales\nElemental Philosophy: Each represents different aspects of natural power\nCosmic Balance: Maintain equilibrium between elemental forces\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry WIS, CON; background WIS, CON; class key WIS; 1st level WIS, CON, DEX, INT; 5th level WIS, CON, DEX, INT (WIS partial); 10th level WIS, CON, DEX, INT (CON partial).\nTrained skills: automatic Nature (Druid), Acrobatics (Storm Order), Nature (Herbalist background, already trained); chosen Survival (replacement for a skill already trained), Medicine (Druid: 2 + Intelligence), Athletics (Druid: 2 + Intelligence), Diplomacy (Druid: 2 + Intelligence); Intelligence increases Arcana (5th level), Crafting (10th level).\nLore: Lore (Herbalism) (Herbalist background).\nSkill increases: 3rd Nature to expert; 5th Survival to expert; 7th Nature to master; 9th Survival to master; 11th Medicine to expert.\nHit Points: 8 (Human) + (8 (Druid) + 4 Con) × 11 = 140.\nBackground: not stated on the sample page; Herbalist is a suggested choice that fits the role.\nProficiency ranks: Druid class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Flamekeeper Phoenix": {
  "name": "Flamekeeper Phoenix",
  "ancestry": "Human (Naari)",
  "background": "Fortune Teller",
  "class": "Oracle (Flames)",
  "level": "11",
  "size": "Medium, human, humanoid, naari",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "140",
  "hpCur": "140",
  "profs": "Unarmored T, Light T; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Flames\nKey attribute: Charisma\nClass features to 11th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th)\nFeats granted by the subclass: Foretell Harm\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Ignition; rank 1 Breathe Fire; rank 2 Blazing Bolt; rank 3 Fireball.\nFocus spells from: Incendiary Aura (revelation spell).",
  "ancFeats": "Heritage: Naari. You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the naari trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from naari feats and feats from your ancestry\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Hardy Traveler (9th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Bon Mot (8th), Schooled in Secrets (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "Spear",
  "s1a": "+15",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+18",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient padded armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Fire (Greater) • Wand of Heal (rank 4) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "108",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +3 + proficiency +13 + padded armor 1 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Armor Potency (+1), Prognostic Veil, Messenger's Ring, Staff of Fire (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 500 gp currency: 391 gp 8 sp 2 cp spent, 108 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Ignition",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Breathe Fire",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Blazing Bolt",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Fireball",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "3",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_focus_1": "Incendiary Aura",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Elemental Triumvirate (Party of 3, Level 11; Medium Level Trios (Levels 6-12)).\nMembers: Stormcaller Tempest (Human (Sylph) Druid (Storm Order), level 11); Flamekeeper Phoenix (Human (Naari, formerly ifrit) Oracle (Flames), level 11) (this character); Tideshaper Current (Human (Undine) Sorcerer (Elemental Water), level 11)\nGroup Dynamic: Masters of elemental forces working in harmony\nEnvironmental Control: Shape weather and terrain on massive scales\nElemental Philosophy: Each represents different aspects of natural power\nCosmic Balance: Maintain equilibrium between elemental forces\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial).\nTrained skills: automatic Religion (Oracle), Acrobatics (Flames), Occultism (Fortune Teller background); chosen Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert.\nHit Points: 8 (Human) + (8 (Oracle) + 4 Con) × 11 = 140.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Tideshaper Current": {
  "name": "Tideshaper Current",
  "ancestry": "Human (Undine)",
  "background": "Fortune Teller",
  "class": "Sorcerer (Elemental Water)",
  "level": "11",
  "size": "Medium, human, humanoid, undine",
  "speed": "25 ft, swim 10 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "6",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "0",
  "r_intimidation": "4",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "118",
  "hpCur": "118",
  "profs": "Unarmored T; Simple E, Unarmed E",
  "tradition": "Primal",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Elemental Water\nKey attribute: Charisma\nClass features to 11th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Blood Rising (8th), Bespell Strikes (10th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Frostbite; rank 1 Hydraulic Push; rank 2 Resist Energy; rank 3 Aqueous Orb; rank 4 Unfettered Movement; rank 6 Scintillating Safeguard.\nFocus spells from: Elemental Toss (bloodline spell).",
  "ancFeats": "Heritage: Undine. A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Haughty Obstinacy (1st), Skillful Tail (5th), Hardy Traveler (9th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Lie to Me (2nd), Intimidating Glare (4th), Charming Liar (6th), Natural Medicine (8th), Confabulator (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "27",
  "s1n": "Staff of Water (Greater)",
  "s1a": "+15",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+18",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat (Greater) • Ventriloquist's Ring (Greater)",
  "gear": "Staff of Water (Greater) • Sling • Wand of Heal (rank 4) • Wand of Haste (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "i_deception": "2",
  "conditions": "Gear notes: AC 27 = 10 + Dex +3 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Staff of Water (Greater), Armor Potency (+1), Mage's Hat (Greater), Ventriloquist's Ring (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 500 gp currency: 391 gp 6 sp 2 cp spent, 108 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Frostbite",
  "sp_cantrips_2": "Electric Arc",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Hydraulic Push",
  "sp_1_2": "Heal",
  "sp_1_3": "Gust of Wind",
  "sp_1_4": "Breathe Fire",
  "slots2": "4",
  "sp_2_1": "Resist Energy",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Entangling Flora",
  "sp_2_4": "Oaken Resilience",
  "slots3": "4",
  "sp_3_1": "Aqueous Orb",
  "sp_3_2": "Fireball",
  "sp_3_3": "Haste",
  "sp_3_4": "Slow",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Fly",
  "sp_4_3": "Wall of Fire",
  "sp_4_4": "Vital Beacon",
  "slots5": "4",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "sp_5_4": "Toxic Cloud",
  "slots6": "3",
  "sp_6_1": "Scintillating Safeguard",
  "sp_6_2": "Chain Lightning",
  "sp_6_3": "Field of Life",
  "sp_focus_1": "Elemental Toss",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Elemental Triumvirate (Party of 3, Level 11; Medium Level Trios (Levels 6-12)).\nMembers: Stormcaller Tempest (Human (Sylph) Druid (Storm Order), level 11); Flamekeeper Phoenix (Human (Naari, formerly ifrit) Oracle (Flames), level 11); Tideshaper Current (Human (Undine) Sorcerer (Elemental Water), level 11) (this character)\nGroup Dynamic: Masters of elemental forces working in harmony\nEnvironmental Control: Shape weather and terrain on massive scales\nElemental Philosophy: Each represents different aspects of natural power\nCosmic Balance: Maintain equilibrium between elemental forces\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial).\nTrained skills: automatic Intimidation (Bloodline: Elemental), Nature (Bloodline: Elemental), Occultism (Fortune Teller background); chosen Arcana (Sorcerer: 2 + Intelligence), Deception (Sorcerer: 2 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Arcana to expert; 5th Deception to expert; 7th Arcana to master; 9th Deception to master; 11th Intimidation to expert.\nHit Points: 8 (Human) + (6 (Sorcerer) + 4 Con) × 11 = 118.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Spymaster Veil": {
  "name": "Spymaster Veil",
  "ancestry": "Human (Aiuvarin)",
  "background": "Charlatan",
  "class": "Rogue (Mastermind)",
  "level": "8",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "+3",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "2",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "4",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "4",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "96",
  "hpCur": "96",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Mastermind\nKey attribute: Dexterity\nClass features to 8th level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd), Weapon Tricks (5th), Evasive Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd), You're Next (4th), Mobility (6th), Quick Draw (8th)",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Forlorn (1st), Elven Persistence (5th)",
  "skillFeats": "Charming Liar (Charlatan background)\nSkill feats: Terrain Stalker (1st), Lie to Me (2nd), Pickpocket (3rd), Cat Fall (4th), Quiet Allies (5th), Subtle Theft (6th), Steady Balance (7th), Swift Sneak (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "26",
  "s1n": "+1 striking rapier",
  "s1a": "+17",
  "s1d": "2d6+2 P",
  "s2n": "Hand Crossbow",
  "s2a": "+16",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Sneak attack +2d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "+1 leather armor • Charlatan's Gloves • Cloak of Illusions",
  "gear": "+1 striking rapier • Hand Crossbow • Adventurer's Pack • Thieves' Toolkit • Disguise Kit • Bolts ×20 • Healing Potion (Moderate)",
  "pp": "1",
  "gp": "106",
  "sp": "3",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_thievery": "1",
  "i_stealth": "1",
  "conditions": "Gear notes: AC 26 = 10 + Dex +4 + proficiency +10 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Weapon Potency (+1), Striking, Armor Potency (+1), Charlatan's Gloves, Cloak of Illusions; 180 gp currency: 63 gp 7 sp spent, 116 gp 3 sp kept.",
  "backstory": "Party: The Shadow Cabinet (Party of 3, Level 8; Medium Level Trios (Levels 6-12)).\nMembers: Spymaster Veil (Human (Aiuvarin) Rogue (Mastermind), level 8) (this character); Assassin Whisper (Catfolk Monk (Stumbling Stance), level 8); Infiltrator Mask (Human (Changeling) Investigator (Interrogation), level 8)\nGroup Dynamic: Elite intelligence operatives serving crown or cause\nInformation Warfare: Gather secrets and eliminate threats\nDeep Cover: Maintain false identities for years\nMoral Ambiguity: Serve greater good through questionable means\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background CHA, DEX; class key DEX; 1st level DEX, CON, CHA, WIS; 5th level DEX, CON, CHA, WIS (DEX partial).\nTrained skills: automatic Stealth (Rogue), Society (Mastermind), Deception (Charlatan background); chosen Occultism (Mastermind), Thievery (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence), Intimidation (Rogue: 7 + Intelligence), Performance (Rogue: 7 + Intelligence), Survival (Rogue: 7 + Intelligence).\nLore: Lore (Underworld) (Charlatan background).\nSkill increases: 2nd Stealth to expert; 3rd Deception to expert; 4th Thievery to expert; 5th Acrobatics to expert; 6th Society to expert; 7th Stealth to master; 8th Deception to master.\nHit Points: 8 (Human) + (8 (Rogue) + 3 Con) × 8 = 96.\nBackground: not stated on the sample page; Charlatan is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Assassin Whisper": {
  "name": "Assassin Whisper",
  "ancestry": "Catfolk",
  "background": "Charlatan",
  "class": "Monk (Stumbling Stance)",
  "level": "8",
  "size": "Medium, catfolk, humanoid",
  "speed": "40 ft",
  "senses": "Low-light vision",
  "languages": "Amurrun, Common + 1 more of your choice",
  "str": "+2",
  "dex": "+4",
  "con": "+3",
  "int": "+1",
  "wis": "+1",
  "cha": "+1",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "6",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "112",
  "hpCur": "112",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "classFeats": "Subclass: Stumbling Stance\nKey attribute: Dexterity\nPath to Perfection (suggested): 7th Reflex to master\nClass features to 8th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th), Path to Perfection (7th), Weapon Specialization (7th)\nClass feats: Stumbling Stance (1st), Stunning Blows (2nd), Crushing Grab (4th), Deflect Projectile (6th), Stumbling Feint (8th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Catfolk Dance (1st), Light Paws (5th)",
  "skillFeats": "Charming Liar (Charlatan background)\nSkill feats: Terrain Stalker (2nd), Lie to Me (4th), Cat Fall (6th), Titan Wrestler (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking stumbling swing",
  "s1a": "+17",
  "s1d": "2d8+4 B",
  "s2n": "+1 striking fist",
  "s2a": "+17",
  "s2d": "2d6+4 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Stumbling Swing: agile, backstabber, finesse, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+1 striking handwraps of mighty blows • +1 explorer's clothing • Bracelet of Dashing • Sailor's Collar",
  "gear": "Adventurer's Pack • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "4",
  "bulk": "1 Bulk, 5 L (encumbered above 7, maximum 12)",
  "i_acrobatics": "1",
  "i_athletics": "1",
  "conditions": "Gear notes: Speed 40 ft = 25 ft + 15 ft Incredible Movement (unarmored). AC 27 = 10 + Dex +4 + proficiency +12 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Handwraps of Mighty Blows, Striking, Armor Potency (+1), Bracelet of Dashing, Sailor's Collar; 180 gp currency: 86 gp 6 sp spent, 93 gp 4 sp kept.",
  "backstory": "Party: The Shadow Cabinet (Party of 3, Level 8; Medium Level Trios (Levels 6-12)).\nMembers: Spymaster Veil (Human (Aiuvarin) Rogue (Mastermind), level 8); Assassin Whisper (Catfolk Monk (Stumbling Stance), level 8) (this character); Infiltrator Mask (Human (Changeling) Investigator (Interrogation), level 8)\nGroup Dynamic: Elite intelligence operatives serving crown or cause\nInformation Warfare: Gather secrets and eliminate threats\nDeep Cover: Maintain false identities for years\nMoral Ambiguity: Serve greater good through questionable means\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX, CON (flaw WIS); background INT, DEX; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial).\nTrained skills: automatic Deception (Charlatan background); chosen Stealth (Monk: 4 + Intelligence), Acrobatics (Monk: 4 + Intelligence), Athletics (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence), Medicine (Monk: 4 + Intelligence).\nLore: Lore (Underworld) (Charlatan background).\nSkill increases: 3rd Stealth to expert; 5th Deception to expert; 7th Stealth to master.\nHit Points: 8 (Catfolk) + (10 (Monk) + 3 Con) × 8 = 112.\nBackground: not stated on the sample page; Charlatan is a suggested choice that fits the role.\nProficiency ranks: Monk class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Infiltrator Mask": {
  "name": "Infiltrator Mask",
  "ancestry": "Human (Changeling)",
  "background": "Charlatan",
  "class": "Investigator (Interrogation)",
  "level": "8",
  "size": "Medium, human, humanoid, changeling",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+2",
  "int": "+4",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "88",
  "hpCur": "88",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Interrogation\nKey attribute: Intelligence\nClass features to 8th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th)\nFeats granted by the subclass: No Cause for Alarm\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th)",
  "ancFeats": "Heritage: Changeling. Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent's ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Charming Liar (Charlatan background)\nSkill feats: Terrain Stalker (2nd), Lie to Me (3rd), Courtly Graces (4th), Quiet Allies (5th), Streetwise (6th), Swift Sneak (7th), Confabulator (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "26",
  "s1n": "+1 striking rapier",
  "s1a": "+17",
  "s1d": "2d6+2 P",
  "s2n": "Hand Crossbow",
  "s2a": "+16",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +2d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 leather armor • Glasses of Sociability",
  "gear": "+1 striking rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Disguise Kit • Bolts ×20 • Healing Potion (Moderate)",
  "pp": "1",
  "gp": "108",
  "sp": "3",
  "bulk": "3 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 26 = 10 + Dex +4 + proficiency +10 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Weapon Potency (+1), Striking, Armor Potency (+1), Glasses of Sociability; 180 gp currency: 61 gp 7 sp spent, 118 gp 3 sp kept.",
  "backstory": "Party: The Shadow Cabinet (Party of 3, Level 8; Medium Level Trios (Levels 6-12)).\nMembers: Spymaster Veil (Human (Aiuvarin) Rogue (Mastermind), level 8); Assassin Whisper (Catfolk Monk (Stumbling Stance), level 8); Infiltrator Mask (Human (Changeling) Investigator (Interrogation), level 8) (this character)\nGroup Dynamic: Elite intelligence operatives serving crown or cause\nInformation Warfare: Gather secrets and eliminate threats\nDeep Cover: Maintain false identities for years\nMoral Ambiguity: Serve greater good through questionable means\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, DEX; background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial).\nTrained skills: automatic Society (Investigator), Diplomacy (Interrogation Methodology), Deception (Charlatan background); chosen Stealth (Investigator: 4 + Intelligence), Arcana (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Underworld) (Charlatan background).\nSkill increases: 2nd Stealth to expert; 3rd Deception to expert; 4th Society to expert; 5th Arcana to expert; 6th Diplomacy to expert; 7th Stealth to master; 8th Deception to master.\nHit Points: 8 (Human) + (8 (Investigator) + 2 Con) × 8 = 88.\nBackground: not stated on the sample page; Charlatan is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "War Priest Valor": {
  "name": "War Priest Valor",
  "ancestry": "Human",
  "background": "Acolyte",
  "class": "Cleric (Warpriest, Champion Dedication)",
  "level": "10",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+2",
  "dex": "+2",
  "con": "+3",
  "int": "+0",
  "wis": "+5",
  "cha": "+4",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "6",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "118",
  "hpCur": "118",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E; Deity's favored weapon E",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Iomedae",
  "classFeats": "Subclass: Warpriest, Champion Dedication\nKey attribute: Wisdom\nDoctrine: Warpriest\nDeity (GM choice, the sample page names none; picked to fit the Warpriest, Champion Dedication cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nArchetype from the sample page: Champion Dedication (2nd-level class feat); Occultism trained (Champion Dedication, for Religion already trained); Nature trained (Champion Dedication, for Intimidation already trained)\nClass features to 10th level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st), Second Doctrine (3rd), Perception Expertise (5th), Third Doctrine (7th), Resolute Faith (9th)\nClass feats: Champion Dedication (2nd), Domain Initiate (4th), Communal Healing (6th), Emblazon Armament (8th), Channel Smite (10th)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Sure Strike (rank 1), Enlarge (rank 2), Fire Shield (rank 4).\nFocus spells from: Athletic Rush (Domain Initiate).\nDivine font: 5 × heal at rank 5 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Cooperative Soul (9th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Battle Medicine (2nd), Group Impression (4th), Courtly Graces (6th), Continual Recovery (8th), Bon Mot (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "shieldAc": "2",
  "shHard": "10",
  "shHp": "80 (40)",
  "shCur": "80",
  "s1n": "+1 striking flaming longsword",
  "s1a": "+17",
  "s1d": "2d8+2 S + 1d6 fire",
  "s2n": "Sling",
  "s2a": "+16",
  "s2d": "1d6+1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient hide armor • Healer's Gloves (Greater)",
  "gear": "+1 striking flaming longsword • Sling • Sturdy Shield (Lesser) • Adventurer's Pack • Religious Symbol (Wooden) • Sling Bullets ×20 • Healing Potion (Moderate) ×3 • Holy Water",
  "pp": "5",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "5 Bulk, 9 L (encumbered above 7, maximum 12)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_medicine": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +2 + proficiency +12 + hide armor 3 + potency 1. Str meets its Strength 2: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Lesser) raised: AC 30. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Striking, Flaming, Armor Potency (+1), Resilient, Sturdy Shield (Lesser), Healer's Gloves (Greater); 350 gp currency: 192 gp 6 sp 2 cp spent, 157 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "slots4": "3",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "slots5": "3",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_focus_1": "Athletic Rush",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Divine Intervention Squad (Party of 3, Level 10; Medium Level Trios (Levels 6-12)).\nMembers: War Priest Valor (Human Cleric (Warpriest, Champion Dedication), level 10) (this character); Battle Oracle (Dwarf Oracle (Battle), level 10); Holy Warrior (Human (Nephilim) Magus (Starlit Span), level 10)\nGroup Dynamic: Divine champions handling supernatural threats\nReligious Authority: Speak with voice of their deities\nSupernatural Expertise: Combat undead, fiends, and aberrations\nMoral Clarity: Unwavering dedication to their faiths\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry WIS, CHA; background WIS, STR; class key WIS; 1st level WIS, CON, CHA, STR; 5th level WIS, CON, CHA, DEX (WIS partial); 10th level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Religion (Acolyte background, already trained); chosen Intimidation (deity's divine skill), Medicine (replacement for a skill already trained), Diplomacy (Cleric: 2 + Intelligence), Society (Cleric: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Religion to expert; 5th Medicine to expert; 7th Religion to master; 9th Medicine to master.\nHit Points: 8 (Human) + (8 (Cleric) + 3 Con) × 10 = 118.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Battle Oracle": {
  "name": "Battle Oracle",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Oracle (Battle)",
  "level": "10",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "130",
  "hpCur": "130",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Battle\nKey attribute: Charisma\nClass features to 10th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th)\nFeats granted by the subclass: Oracular Warning\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Shield; rank 1 Sure Strike; rank 2 Telekinetic Maneuver; rank 4 Weapon Storm.\nFocus spells from: Weapon Trance (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unburdened Iron (1st), Rock Runner (5th), Stone Bones (9th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Oddity Identification (8th), Bon Mot (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "Spear",
  "s1a": "+12",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+15",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing (Greater) • Wand of Heal (rank 4) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) ×3",
  "pp": "9",
  "gp": "108",
  "sp": "1",
  "cp": "8",
  "bulk": "4 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +3 + proficiency +12 + padded armor 1 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Armor Potency (+1), Resilient, Glasses of Sociability, Staff of Healing (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 350 gp currency: 151 gp 8 sp 2 cp spent, 198 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Shield",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "4",
  "sp_1_1": "Sure Strike",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Telekinetic Maneuver",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Weapon Storm",
  "sp_4_2": "Unfettered Movement",
  "sp_4_3": "Vital Beacon",
  "sp_4_4": "Fly",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "sp_focus_1": "Weapon Trance",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Divine Intervention Squad (Party of 3, Level 10; Medium Level Trios (Levels 6-12)).\nMembers: War Priest Valor (Human Cleric (Warpriest, Champion Dedication), level 10); Battle Oracle (Dwarf Oracle (Battle), level 10) (this character); Holy Warrior (Human (Nephilim) Magus (Starlit Span), level 10)\nGroup Dynamic: Divine champions handling supernatural threats\nReligious Authority: Speak with voice of their deities\nSupernatural Expertise: Combat undead, fiends, and aberrations\nMoral Clarity: Unwavering dedication to their faiths\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, CHA (flaw CHA); background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS; 10th level CHA, CON, DEX, WIS (CHA, CON partial).\nTrained skills: automatic Religion (Oracle), Athletics (Battle), Intimidation (Warrior background); chosen Occultism (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master.\nHit Points: 10 (Dwarf) + (8 (Oracle) + 4 Con) × 10 = 130.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Holy Warrior": {
  "name": "Holy Warrior",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Magus (Starlit Span)",
  "level": "10",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 5 more of your choice",
  "str": "+3",
  "dex": "+5",
  "con": "+3",
  "int": "+4",
  "wis": "+0",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "118",
  "hpCur": "118",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Starlit Span\nKey attribute: Dexterity\nClass features to 10th level (Impossible Magic): Arcane Cascade (1st), Conflux Spells (1st), Hybrid Study (1st), Magus Spellcasting (1st), Spellstrike (1st), Reflex Expertise (5th), Weapon Expertise (5th), Studious Spells (7th), Weapon Specialization (7th), Expert Spellcaster (9th), Perception Expertise (9th), Twofold Will (9th)\nClass feats: Raise a Tome (2nd), Expansive Spellstrike (4th), Spell Parry (6th), Fused Staff (8th), Cascading Ray (10th)\nSpellcasting: slots by the Magus table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Shooting Star (conflux spell).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Nephilim Resistance (5th), Divine Wings (9th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Quick Jump (6th), Steady Balance (8th), Combat Climber (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "s1n": "+1 striking thundering longbow",
  "s1a": "+20",
  "s1d": "2d8+2 P + 1d6 sonic",
  "s2n": "Shortsword",
  "s2a": "+19",
  "s2d": "1d6+5 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Spellstrike: deliver an attack spell through a Strike (see class features).",
  "worn": "+1 resilient explorer's clothing • Mage's Hat (Greater) • Sailor's Collar",
  "gear": "+1 striking thundering longbow • Shortsword • Adventurer's Pack • Spellbook (Blank) • Arrows ×20 • Healing Potion (Moderate) ×3",
  "pp": "5",
  "gp": "105",
  "sp": "3",
  "bulk": "3 Bulk, 9 L (encumbered above 8, maximum 13)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "i_athletics": "1",
  "conditions": "Gear notes: AC 28 = 10 + Dex +5 + proficiency +12 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Striking, Thundering, Armor Potency (+1), Resilient, Mage's Hat (Greater), Sailor's Collar; 350 gp currency: 194 gp 7 sp spent, 155 gp 3 sp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots4": "2",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "slots5": "2",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_focus_1": "Shooting Star",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Divine Intervention Squad (Party of 3, Level 10; Medium Level Trios (Levels 6-12)).\nMembers: War Priest Valor (Human Cleric (Warpriest, Champion Dedication), level 10); Battle Oracle (Dwarf Oracle (Battle), level 10); Holy Warrior (Human (Nephilim) Magus (Starlit Span), level 10) (this character)\nGroup Dynamic: Divine champions handling supernatural threats\nReligious Authority: Speak with voice of their deities\nSupernatural Expertise: Combat undead, fiends, and aberrations\nMoral Clarity: Unwavering dedication to their faiths\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT; background INT, DEX; class key DEX; 1st level DEX, INT, CON, STR; 5th level DEX, INT, CON, STR (DEX partial); 10th level DEX, INT, CON, STR (INT partial).\nTrained skills: automatic Arcana (Magus), Religion (Acolyte background); chosen Athletics (Magus: 2 + Intelligence), Acrobatics (Magus: 2 + Intelligence), Intimidation (Magus: 2 + Intelligence), Occultism (Magus: 2 + Intelligence), Crafting (Magus: 2 + Intelligence); Intelligence increases Deception (5th level).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Religion to expert; 5th Arcana to expert; 7th Religion to master; 9th Arcana to master.\nHit Points: 8 (Human) + (8 (Magus) + 3 Con) × 10 = 118.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Magus class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Department Head": {
  "name": "Department Head",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (Spell Blending)",
  "level": "7",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 4 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+3",
  "int": "+4",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "69",
  "hpCur": "69",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Spell Blending\nKey attribute: Intelligence\nArcane school: not stated on the sample page; School of Unified Magical Theory assumed (GM choice)\nClass features to 7th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Elven Persistence (5th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "23",
  "s1n": "Staff of Fire",
  "s1a": "+9",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 explorer's clothing • Mage's Hat",
  "gear": "Staff of Fire • Sling • Wand of See the Unseen (rank 2) • Wand of Invisibility (rank 2) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "72",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 23 = 10 + Dex +3 + proficiency +9 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Staff of Fire, Armor Potency (+1), Mage's Hat, Magic Wand (2nd-Rank Spell), Magic Wand (2nd-Rank Spell); 125 gp currency: 52 gp 6 sp 2 cp spent, 72 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "2",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcane Research Division (Party of 3, Level 7; Medium Level Trios (Levels 6-12)).\nMembers: Department Head (Elf Wizard (Spell Blending), level 7) (this character); Field Researcher (Human Witch (The Inscribed One Patron), level 7); Laboratory Assistant (Goblin Alchemist (Chirurgeon), level 7)\nGroup Dynamic: Academic team pushing boundaries of magical knowledge\nResearch Focus: Discover new spells and magical theories\nInstitutional Politics: Navigate university bureaucracy and funding\nEthical Questions: Balance knowledge pursuit with responsible application\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master.\nHit Points: 6 (Elf) + (6 (Wizard) + 3 Con) × 7 = 69.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Field Researcher": {
  "name": "Field Researcher",
  "ancestry": "Human",
  "background": "Scholar",
  "class": "Witch (The Inscribed One Patron)",
  "level": "7",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+4",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "78",
  "hpCur": "78",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: The Inscribed One Patron\nKey attribute: Intelligence\nClass features to 7th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Runic Weapon.\nFocus spells from: Discern Secrets (patron hex cantrip), Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "22",
  "s1n": "Staff of Fire",
  "s1a": "+9",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+11",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 explorer's clothing • Pendant of the Occult • Mage's Hat",
  "gear": "Staff of Fire • Sling • Wand of See the Unseen (rank 2) • Wand of Invisibility (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "73",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_occultism": "1",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 22 = 10 + Dex +2 + proficiency +9 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Staff of Fire, Armor Potency (+1), Pendant of the Occult, Mage's Hat, Magic Wand (2nd-Rank Spell), Magic Wand (2nd-Rank Spell); 125 gp currency: 51 gp 6 sp 2 cp spent, 73 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Runic Weapon",
  "sp_1_2": "Force Barrage",
  "sp_1_3": "Mystic Armor",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "2",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_focus_1": "Discern Secrets (cantrip)",
  "sp_focus_2": "Patron's Puppet",
  "sp_focus_3": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Arcane Research Division (Party of 3, Level 7; Medium Level Trios (Levels 6-12)).\nMembers: Department Head (Elf Wizard (Spell Blending), level 7); Field Researcher (Human Witch (The Inscribed One Patron), level 7) (this character); Laboratory Assistant (Goblin Alchemist (Chirurgeon), level 7)\nGroup Dynamic: Academic team pushing boundaries of magical knowledge\nResearch Focus: Discover new spells and magical theories\nInstitutional Politics: Navigate university bureaucracy and funding\nEthical Questions: Balance knowledge pursuit with responsible application\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (The Inscribed One); chosen Occultism (Scholar background), Society (Witch: 3 + Intelligence), Nature (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence), Athletics (Witch: 3 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master.\nHit Points: 8 (Human) + (6 (Witch) + 4 Con) × 7 = 78.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Laboratory Assistant": {
  "name": "Laboratory Assistant",
  "ancestry": "Goblin",
  "background": "Herbalist",
  "class": "Alchemist (Chirurgeon)",
  "level": "7",
  "size": "Small, goblin, humanoid",
  "speed": "25 ft",
  "senses": "Darkvision",
  "languages": "Common, Goblin + 4 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+3",
  "int": "+4",
  "wis": "+1",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "6",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "4",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (Herbalism)",
  "r_lore1": "2",
  "hpMax": "83",
  "hpCur": "83",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Unarmed E; Alchemical bombs E",
  "classFeats": "Subclass: Chirurgeon\nKey attribute: Intelligence\nClass features to 7th level (Player Core 2): Alchemy (1st), Research Field (1st), Field Discovery (5th), Powerful Alchemy (5th), Alchemical Weapon Expertise (7th), Will Expertise (7th)\nClass feats: Quick Bomber (1st), Far Lobber (2nd), Healing Bomb (4th), Revivifying Mutagen (6th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Goblin Scuttle (1st), Kneecap (5th)",
  "skillFeats": "Natural Medicine (Herbalist background)\nSkill feats: Quick Repair (2nd), Battle Medicine (4th), Courtly Graces (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "+1 striking dagger",
  "s1a": "+15",
  "s1d": "2d4 P",
  "s2n": "Sling",
  "s2a": "+14",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Dagger: agile, finesse, thrown 10, versatile S. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Crafter's Eyepiece • Battle Medic's Baton",
  "gear": "+1 striking dagger • Sling • Adventurer's Pack • Alchemist's Toolkit • Formula Book (Blank) • Healer's Toolkit • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "64",
  "cp": "8",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_crafting": "1",
  "i_medicine": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +3 + proficiency +9 + padded armor 1 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Weapon Potency (+1), Striking, Armor Potency (+1), Crafter's Eyepiece, Battle Medic's Baton; 125 gp currency: 60 gp 9 sp 2 cp spent, 64 gp 8 cp kept.",
  "backstory": "Party: The Arcane Research Division (Party of 3, Level 7; Medium Level Trios (Levels 6-12)).\nMembers: Department Head (Elf Wizard (Spell Blending), level 7); Field Researcher (Human Witch (The Inscribed One Patron), level 7); Laboratory Assistant (Goblin Alchemist (Chirurgeon), level 7) (this character)\nGroup Dynamic: Academic team pushing boundaries of magical knowledge\nResearch Focus: Discover new spells and magical theories\nInstitutional Politics: Navigate university bureaucracy and funding\nEthical Questions: Balance knowledge pursuit with responsible application\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX, INT (flaw WIS); background CON, INT; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Crafting (Alchemist), Nature (Herbalist background); chosen Medicine (Alchemist: 3 + Intelligence), Society (Alchemist: 3 + Intelligence), Arcana (Alchemist: 3 + Intelligence), Thievery (Alchemist: 3 + Intelligence), Athletics (Alchemist: 3 + Intelligence), Acrobatics (Alchemist: 3 + Intelligence), Deception (Alchemist: 3 + Intelligence).\nLore: Lore (Herbalism) (Herbalist background).\nSkill increases: 3rd Crafting to expert; 5th Medicine to expert; 7th Crafting to master.\nHit Points: 6 (Goblin) + (8 (Alchemist) + 3 Con) × 7 = 83.\nBackground: not stated on the sample page; Herbalist is a suggested choice that fits the role.\nProficiency ranks: Alchemist class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Mind": {
  "name": "Mind",
  "ancestry": "Android",
  "background": "Fortune Teller",
  "class": "Psychic (Conscious Mind: The Distant Grasp)",
  "level": "17",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "195",
  "hpCur": "195",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: Conscious Mind: The Distant Grasp\nKey attribute: Intelligence\nSubconscious mind (suggested): Gathered Lore\nClass features to 17th level (Dark Archive (Remastered)): Conscious Mind (1st), Psi Cantrips and Amps (1st), Psychic Spellcasting (1st), Spell Repertoire (1st), Subconscious Mind (1st), Unleash Psyche (1st), Signature Spells (3rd), Clarity of Focus (5th), Precognitive Reflexes (5th), Expert Spellcaster (7th), Fortitude Expertise (9th), Extrasensory Perception (11th), Walls of Will (11th), Weapon Expertise (11th), Personal Barrier (13th), Psychic Weapon Specialization (13th), Master Spellcaster (15th), Fortress of Will (17th)\nClass feats: Counter Thought (2nd), Mental Buffer (4th), Steady Spellcasting (6th), Remove Presence (8th), Signature Spell Expansion (Psychic) (10th), Psi Catastrophe (12th), Deep Roots (14th), Wandering Thoughts (16th)\nSpellcasting: slots by the Psychic table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Kinetic Ram; rank 2 Telekinetic Maneuver; rank 3 Gravity Well; rank 4 Fly; rank 5 Telekinetic Haul; rank 6 Poltergeist's Fury; rank 7 Telekinetic Bombardment; rank 8 Falling Sky; rank 9 Implosion.\nFocus spells from: Telekinetic Rend (unique psi cantrip).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Proximity Alert (1st), Nanite Shroud (5th), Repair Module (9th), Revivification Protocol (13th), Internal Respirator (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Lie to Me (4th), Bon Mot (6th), Charming Liar (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th), Shameless Request (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "37",
  "s1n": "Mentalist's Staff (Major)",
  "s1a": "+21",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+25",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Pendant of the Occult (Greater) • Messenger's Ring",
  "gear": "Mentalist's Staff (Major) • Sling • Wand of Soothe (rank 7) • Wand of Warp Mind (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3 • Antidote (Major)",
  "pp": "237",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_occultism": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +4 + proficiency +21 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Mentalist's Staff (Major), Armor Potency (+2), Resilient (Greater), Messenger's Ring, Magic Wand (7th-Rank Spell), Magic Wand (7th-Rank Spell); 5000 gp currency: 2526 gp 6 sp 2 cp spent, 2473 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "slots1": "2",
  "sp_1_1": "Kinetic Ram",
  "sp_1_2": "Soothe",
  "slots2": "2",
  "sp_2_1": "Telekinetic Maneuver",
  "sp_2_2": "Blur",
  "slots3": "2",
  "sp_3_1": "Gravity Well",
  "sp_3_2": "Heroism",
  "slots4": "2",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "slots5": "2",
  "sp_5_1": "Telekinetic Haul",
  "sp_5_2": "Synesthesia",
  "slots6": "2",
  "sp_6_1": "Poltergeist's Fury",
  "sp_6_2": "Spellwrack",
  "slots7": "2",
  "sp_7_1": "Telekinetic Bombardment",
  "sp_7_2": "Warp Mind",
  "slots8": "2",
  "sp_8_1": "Falling Sky",
  "sp_8_2": "Uncontrollable Dance",
  "slots9": "1",
  "sp_9_1": "Implosion",
  "sp_focus_1": "Telekinetic Rend (cantrip)",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Cosmic Triumvirate (Party of 3, Level 17; High Level Trios (Levels 13-20)).\nMembers: Mind (Android Psychic (Conscious Mind: The Distant Grasp), level 17) (this character); Body (Orc Barbarian (Giant Instinct), level 17); Soul (Human (Nephilim) Oracle (Cosmos), level 17)\nGroup Dynamic: Perfect balance of mental, physical, and spiritual power\nPhilosophical Unity: Represent different aspects of existence\nCosmic Authority: Guardians of universal balance\nTranscendent Purpose: Guide evolution of consciousness itself\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT, DEX partial).\nTrained skills: automatic Occultism (Psychic), Occultism (Fortune Teller background, already trained); chosen Arcana (replacement for a skill already trained), Diplomacy (Psychic: 3 + Intelligence), Deception (Psychic: 3 + Intelligence), Society (Psychic: 3 + Intelligence), Acrobatics (Psychic: 3 + Intelligence), Athletics (Psychic: 3 + Intelligence), Crafting (Psychic: 3 + Intelligence), Intimidation (Psychic: 3 + Intelligence); Intelligence increases Medicine (10th level).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Occultism to expert; 5th Arcana to expert; 7th Occultism to master; 9th Arcana to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Occultism to legendary; 17th Arcana to legendary.\nHit Points: 8 (Android) + (6 (Psychic) + 5 Con) × 17 = 195.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Psychic class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Body": {
  "name": "Body",
  "ancestry": "Orc",
  "background": "Laborer",
  "class": "Barbarian (Giant Instinct)",
  "level": "17",
  "size": "Medium, humanoid, orc",
  "speed": "25 ft",
  "senses": "Darkvision",
  "languages": "Common, Orcish",
  "str": "+5",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "6",
  "r_fortitude": "8",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "8",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "8",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "6",
  "r_thievery": "0",
  "lore1Name": "Lore (Labor)",
  "r_lore1": "2",
  "hpMax": "299",
  "hpCur": "299",
  "profs": "Unarmored E, Light E, Medium E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Giant Instinct\nKey attribute: Strength\nClass features to 17th level (Player Core 2): Instinct (1st), Quick-Tempered (1st), Rage (1st), Furious Footfalls (3rd), Brutality (5th), Juggernaut (7th), Weapon Specialization (7th), Raging Resistance (9th), Reflex Expertise (9th), Mighty Rage (11th), Greater Juggernaut (13th), Medium Armor Expertise (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Indomitable Will (15th), Perception Mastery (17th), Revitalizing Rage (17th)\nClass feats: Sudden Charge (1st), Raging Thrower (2nd), Moment of Clarity (4th), Cleave (6th), Furious Finish (8th), Swipe (10th), Knockback (12th), Sudden Leap (14th), Thrash (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Orc Superstition (1st), Scar-Thick Skin (5th), Pervasive Superstition (9th), Spell Devourer (13th), Athletic Might (17th)",
  "skillFeats": "Hefty Hauler (Laborer background)\nSkill feats: Titan Wrestler (2nd), Intimidating Glare (4th), Experienced Tracker (6th), Cat Fall (8th), Quick Jump (10th), Terrifying Resistance (12th), Forager (14th), Steady Balance (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "+3 greater striking corrosive shock thundering greataxe",
  "s1a": "+31",
  "s1d": "3d12+11 S + 1d6 acid + 1d6 electricity + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+27",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greataxe: sweep. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Rage: +2 damage while raging (instinct may raise it), not included above.",
  "worn": "+2 greater resilient leather armor • Sailor's Collar (Greater) • Guise of the Smirking Devil",
  "gear": "+3 greater striking corrosive shock thundering greataxe • Javelin ×3 • Adventurer's Pack • Healing Potion (Greater) ×3",
  "pp": "219",
  "gp": "104",
  "sp": "2",
  "bulk": "4 Bulk, 7 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "2",
  "i_intimidation": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +21 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+2), Resilient (Greater), Sailor's Collar (Greater), Guise of the Smirking Devil; 5000 gp currency: 2705 gp 8 sp spent, 2294 gp 2 sp kept. GM choice: Titan Mauler (a Large weapon) is not used; the greataxe is Medium.",
  "backstory": "Party: The Cosmic Triumvirate (Party of 3, Level 17; High Level Trios (Levels 13-20)).\nMembers: Mind (Android Psychic (Conscious Mind: The Distant Grasp), level 17); Body (Orc Barbarian (Giant Instinct), level 17) (this character); Soul (Human (Nephilim) Oracle (Cosmos), level 17)\nGroup Dynamic: Perfect balance of mental, physical, and spiritual power\nPhilosophical Unity: Represent different aspects of existence\nCosmic Authority: Guardians of universal balance\nTranscendent Purpose: Guide evolution of consciousness itself\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial); 10th level STR, CON, DEX, WIS (CON partial); 15th level STR, CON, DEX, WIS (STR partial).\nTrained skills: automatic Athletics (Barbarian), Athletics (Laborer background, already trained); chosen Intimidation (replacement for a skill already trained), Survival (Barbarian: 3 + Intelligence), Acrobatics (Barbarian: 3 + Intelligence), Nature (Barbarian: 3 + Intelligence).\nLore: Lore (Labor) (Laborer background).\nSkill increases: 3rd Athletics to expert; 5th Intimidation to expert; 7th Athletics to master; 9th Intimidation to master; 11th Survival to expert; 13th Survival to master; 15th Athletics to legendary; 17th Intimidation to legendary.\nHit Points: 10 (Orc) + (12 (Barbarian) + 5 Con) × 17 = 299.\nBackground: not stated on the sample page; Laborer is a suggested choice that fits the role.\nProficiency ranks: Barbarian class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Soul": {
  "name": "Soul",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Oracle (Cosmos)",
  "level": "17",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "212",
  "hpCur": "212",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Cosmos\nKey attribute: Charisma\nClass features to 17th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th)\nFeats granted by the subclass: Oracular Warning\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Epiphany at the Crossroads (12th), Mysterious Repertoire (14th), Portentous Spell (16th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Light; rank 1 Dizzying Colors; rank 2 Darkness; rank 5 Moon Frenzy.\nFocus spells from: Spray of Stars (revelation spell).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Aeonbound (1st), Blessed Blood (Nephilim) (5th), Cooperative Soul (9th), Stubborn Persistence (13th), Heroic Presence (17th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Oddity Identification (6th), Bon Mot (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th), Divine Guidance (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Spear",
  "s1a": "+21",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+25",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient leather armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 7) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3 • Antidote (Major)",
  "pp": "232",
  "gp": "101",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +21 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (True), Magic Wand (7th-Rank Spell), Magic Wand (7th-Rank Spell); 5000 gp currency: 2578 gp 6 sp 2 cp spent, 2421 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Light",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Moon Frenzy",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "3",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_focus_1": "Spray of Stars",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Cosmic Triumvirate (Party of 3, Level 17; High Level Trios (Levels 13-20)).\nMembers: Mind (Android Psychic (Conscious Mind: The Distant Grasp), level 17); Body (Orc Barbarian (Giant Instinct), level 17); Soul (Human (Nephilim) Oracle (Cosmos), level 17) (this character)\nGroup Dynamic: Perfect balance of mental, physical, and spiritual power\nPhilosophical Unity: Represent different aspects of existence\nCosmic Authority: Guardians of universal balance\nTranscendent Purpose: Guide evolution of consciousness itself\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS; 15th level CHA, CON, DEX, WIS (CHA, CON, WIS partial).\nTrained skills: automatic Religion (Oracle), Nature (Cosmos), Religion (Acolyte background, already trained); chosen Occultism (replacement for a skill already trained), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary; 17th Occultism to legendary.\nHit Points: 8 (Human) + (8 (Oracle) + 4 Con) × 17 = 212.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Creator": {
  "name": "Creator",
  "ancestry": "Human",
  "background": "Scholar",
  "class": "Wizard (School of Ars Grammatica)",
  "level": "20",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 7 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+6",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "228",
  "hpCur": "228",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "8",
  "classFeats": "Subclass: School of Ars Grammatica\nKey attribute: Intelligence\nClass features to 20th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Prodigious Will (17th), Archwizard's Spellcraft (19th), Legendary Spellcaster (19th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Bespell Strikes (6th), Steady Spellcasting (8th), Bond Conservation (10th), Overwhelming Energy (12th), Quickened Casting (14th), Spell Tinker (16th), Infinite Possibilities (18th), Archwizard's Might (20th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Message, Sigil; rank 1 Command, Disguise Magic, Runic Body, Runic Weapon; rank 2 Dispel Magic, Translate; rank 3 Enthrall, Veil of Privacy; rank 4 Dispelling Globe, Suggestion; rank 5 Sending, Truespeech; rank 6 Repulsion, Spellwrack; rank 7 Contingency, Planar Seal; rank 8 Quandary, Unrelenting Observation; rank 9 Detonate Magic.\nFocus spells from: Protective Wards (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Hardy Traveler (9th), Stubborn Persistence (13th), Heroic Presence (17th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th), Biographical Eye (12th), Sign Language (14th), Unified Theory (16th), Legendary Codebreaker (18th), Glean Contents (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "41",
  "s1n": "Quotidian Staff (Greater)",
  "s1a": "+24",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+28",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accolade Robe (Greater)",
  "gear": "Quotidian Staff (Greater) • Sling • Wand of Uncontrollable Dance (rank 9) • Wand of Earthquake (rank 8) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Major) • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "1292",
  "gp": "102",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 1 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "conditions": "Gear notes: AC 41 = 10 + Dex +4 + proficiency +24 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Quotidian Staff (Greater), Armor Potency (+3), Resilient (Greater), Accolade Robe (Greater), Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 6977 gp 6 sp 2 cp spent, 13022 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Message",
  "sp_cantrips_2": "Sigil",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Command",
  "sp_1_2": "Disguise Magic",
  "sp_1_3": "Runic Body",
  "sp_1_4": "Runic Weapon",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Translate",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "slots3": "4",
  "sp_3_1": "Enthrall",
  "sp_3_2": "Veil of Privacy",
  "sp_3_3": "Fireball",
  "sp_3_4": "Haste",
  "slots4": "4",
  "sp_4_1": "Dispelling Globe",
  "sp_4_2": "Suggestion",
  "sp_4_3": "Fly",
  "sp_4_4": "Translocate",
  "slots5": "4",
  "sp_5_1": "Sending",
  "sp_5_2": "Truespeech",
  "sp_5_3": "Cone of Cold",
  "sp_5_4": "Wall of Stone",
  "slots6": "4",
  "sp_6_1": "Repulsion",
  "sp_6_2": "Spellwrack",
  "sp_6_3": "Chain Lightning",
  "sp_6_4": "Disintegrate",
  "slots7": "4",
  "sp_7_1": "Contingency",
  "sp_7_2": "Planar Seal",
  "sp_7_3": "Fiery Body",
  "sp_7_4": "Eclipse Burst",
  "slots8": "4",
  "sp_8_1": "Quandary",
  "sp_8_2": "Unrelenting Observation",
  "sp_8_3": "Earthquake",
  "sp_8_4": "Polar Ray",
  "slots9": "4",
  "sp_9_1": "Detonate Magic",
  "sp_9_2": "Foresight",
  "sp_9_3": "Implosion",
  "sp_9_4": "Massacre",
  "slots10": "1",
  "sp_10_1": "Cataclysm",
  "sp_focus_1": "Protective Wards",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Reality Architects (Party of 3, Level 20; High Level Trios (Levels 13-20)).\nMembers: Creator (Human Wizard (School of Ars Grammatica), level 20) (this character); Preserver (Elf Druid (Leaf Order), level 20); Destroyer (Human (Dhampir) Witch (The Resentment Patron), level 20)\nGroup Dynamic: Forces of creation, preservation, and destruction in balance\nUniversal Scope: Shape fundamental laws of reality\nEternal Cycle: Maintain balance between growth and decay\nDivine Responsibility: Answer only to cosmic principles\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT partial); 20th level INT, CON, DEX, WIS (CON, DEX, WIS partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level), Diplomacy (20th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Occultism to expert; 13th Occultism to master; 15th Arcana to legendary; 17th Society to legendary; 19th Occultism to legendary.\nHit Points: 8 (Human) + (6 (Wizard) + 5 Con) × 20 = 228.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Preserver": {
  "name": "Preserver",
  "ancestry": "Elf",
  "background": "Herbalist",
  "class": "Druid (Leaf Order)",
  "level": "20",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+4",
  "int": "+5",
  "wis": "+6",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "8",
  "r_nature": "8",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "8",
  "r_thievery": "0",
  "lore1Name": "Lore (Herbalism)",
  "r_lore1": "2",
  "hpMax": "246",
  "hpCur": "246",
  "profs": "Unarmored E, Light E, Medium E; Simple E, Unarmed E",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "8",
  "classFeats": "Subclass: Leaf Order\nKey attribute: Wisdom\nClass features to 20th level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st), Fortitude Expertise (3rd), Perception Expertise (3rd), Reflex Expertise (5th), Expert Spellcaster (7th), Weapon Expertise (11th), Wild Willpower (11th), Medium Armor Expertise (13th), Weapon Specialization (13th), Master Spellcaster (15th), Legendary Spellcaster (19th), Primal Hierophant (19th)\nFeats granted by the subclass: Leshy Familiar\nClass feats: Reach Spell (2nd), Widen Spell (4th), Call of the Wild (6th), Steady Spellcasting (8th), Overwhelming Energy (10th), Defensive Dismissal (12th), Timeless Nature (14th), Impaling Briars (16th), Primal Aegis (18th), Ley Line Conduit (20th)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Cornucopia (order spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Elven Persistence (5th), Elf Step (9th), Avenge Ally (13th), Magic Rider (17th)",
  "skillFeats": "Natural Medicine (Herbalist background)\nSkill feats: Experienced Tracker (2nd), Battle Medicine (4th), Titan Wrestler (6th), Forager (8th), Quick Jump (10th), Continual Recovery (12th), Train Animal (14th), Planar Survival (16th), Ward Medic (18th), Combat Climber (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "42",
  "s1n": "Staff of Healing (True)",
  "s1a": "+24",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+29",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Living Mantle (Greater) • Healer's Gloves (Greater)",
  "gear": "Staff of Healing (True) • Sling • Wand of Heal (rank 9) • Wand of Earthquake (rank 8) • Adventurer's Pack • Healer's Toolkit • Sling Bullets ×20 • Healing Potion (Major) • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "1221",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "5 Bulk, 1 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_nature": "3",
  "i_medicine": "2",
  "conditions": "Gear notes: AC 42 = 10 + Dex +5 + proficiency +24 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Staff of Healing (True), Armor Potency (+3), Resilient (Greater), Living Mantle (Greater), Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 7681 gp 6 sp 2 cp spent, 12318 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "sp_4_3": "Unfettered Movement",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Field of Life",
  "sp_6_3": "Tangling Creepers",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Eclipse Burst",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "slots9": "3",
  "sp_9_1": "Massacre",
  "sp_9_2": "Nature's Enmity",
  "sp_9_3": "Falling Stars",
  "sp_focus_1": "Cornucopia",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Reality Architects (Party of 3, Level 20; High Level Trios (Levels 13-20)).\nMembers: Creator (Human Wizard (School of Ars Grammatica), level 20); Preserver (Elf Druid (Leaf Order), level 20) (this character); Destroyer (Human (Dhampir) Witch (The Resentment Patron), level 20)\nGroup Dynamic: Forces of creation, preservation, and destruction in balance\nUniversal Scope: Shape fundamental laws of reality\nEternal Cycle: Maintain balance between growth and decay\nDivine Responsibility: Answer only to cosmic principles\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, WIS (flaw CON); background WIS, CON; class key WIS; 1st level WIS, CON, DEX, INT; 5th level WIS, CON, DEX, INT (WIS partial); 10th level WIS, CON, DEX, INT; 15th level WIS, CON, DEX, INT (WIS, DEX, INT partial); 20th level WIS, CON, DEX, INT (CON partial).\nTrained skills: automatic Nature (Druid), Diplomacy (Leaf Order), Nature (Herbalist background, already trained); chosen Survival (replacement for a skill already trained), Medicine (Druid: 2 + Intelligence), Athletics (Druid: 2 + Intelligence), Acrobatics (Druid: 2 + Intelligence), Arcana (Druid: 2 + Intelligence); Intelligence increases Crafting (5th level), Deception (10th level), Intimidation (20th level).\nLore: Lore (Herbalism) (Herbalist background).\nSkill increases: 3rd Nature to expert; 5th Survival to expert; 7th Nature to master; 9th Survival to master; 11th Medicine to expert; 13th Medicine to master; 15th Nature to legendary; 17th Survival to legendary; 19th Medicine to legendary.\nHit Points: 6 (Elf) + (8 (Druid) + 4 Con) × 20 = 246.\nBackground: not stated on the sample page; Herbalist is a suggested choice that fits the role.\nProficiency ranks: Druid class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Destroyer": {
  "name": "Destroyer",
  "ancestry": "Human (Dhampir)",
  "background": "Scholar",
  "class": "Witch (The Resentment Patron)",
  "level": "20",
  "size": "Medium, human, humanoid, dhampir",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 7 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+6",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "8",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "228",
  "hpCur": "228",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Occult",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "8",
  "classFeats": "Subclass: The Resentment Patron\nKey attribute: Intelligence\nClass features to 20th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Will of the Pupil (17th), Legendary Spellcaster (19th), Patron's Gift (19th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th), Witch's Charge (8th), Steady Spellcasting (10th), Coven Spell (12th), Witch's Broom (14th), Effortless Concentration (16th), Split Hex (18th), Hex Master (20th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Enfeeble.\nFocus spells from: Evil Eye (patron hex cantrip), Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: Dhampir. You are the scion of a vampire, half living and half undead, gifted with uncanny charm and grace, a bloodless pallor, and elongated incisors. You gain the dhampir trait, in addition to the traits from your ancestry. You have the void healing ability, which means you are harmed by vitality damage and healed by void effects as if you were undead. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from dhampir feats and feats from yo\nAncestry feats: Straveika (1st), Necromantic Physiology (5th), Group Aid (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Skill feats: Battle Medicine (2nd), Oddity Identification (4th), Natural Medicine (6th), Schooled in Secrets (8th), Train Animal (10th), Disturbing Knowledge (12th), Bizarre Magic (14th), Root Magic (16th), Deceptive Worship (18th), Unified Theory (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "41",
  "s1n": "Mentalist's Staff (Major)",
  "s1a": "+24",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+28",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Archivist's Gaze • Accolade Robe (Greater)",
  "gear": "Mentalist's Staff (Major) • Sling • Wand of Soothe (rank 9) • Wand of Uncontrollable Dance (rank 8) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Uncontrollable Dance (rank 8)",
  "pp": "442",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_occultism": "3",
  "i_arcana": "3",
  "conditions": "Gear notes: AC 41 = 10 + Dex +4 + proficiency +24 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Mentalist's Staff (Major), Armor Potency (+3), Resilient (Greater), Archivist's Gaze, Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 15476 gp 6 sp 2 cp spent, 4523 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Enfeeble",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "3",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Spellwrack",
  "sp_6_2": "Truesight",
  "sp_6_3": "Vibrant Pattern",
  "slots7": "3",
  "sp_7_1": "Warp Mind",
  "sp_7_2": "Mask of Terror",
  "sp_7_3": "Visions of Danger",
  "slots8": "3",
  "sp_8_1": "Uncontrollable Dance",
  "sp_8_2": "Spirit Song",
  "sp_8_3": "Quandary",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Overwhelming Presence",
  "sp_9_3": "Unfathomable Song",
  "slots10": "1",
  "sp_10_1": "Fabricated Truth",
  "sp_focus_1": "Evil Eye (cantrip)",
  "sp_focus_2": "Patron's Puppet",
  "sp_focus_3": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Reality Architects (Party of 3, Level 20; High Level Trios (Levels 13-20)).\nMembers: Creator (Human Wizard (School of Ars Grammatica), level 20); Preserver (Elf Druid (Leaf Order), level 20); Destroyer (Human (Dhampir) Witch (The Resentment Patron), level 20) (this character)\nGroup Dynamic: Forces of creation, preservation, and destruction in balance\nUniversal Scope: Shape fundamental laws of reality\nEternal Cycle: Maintain balance between growth and decay\nDivine Responsibility: Answer only to cosmic principles\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT partial); 20th level INT, CON, DEX, WIS (CON, DEX, WIS partial).\nTrained skills: automatic Occultism (The Resentment); chosen Arcana (Scholar background), Nature (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence), Athletics (Witch: 3 + Intelligence), Crafting (Witch: 3 + Intelligence); Intelligence increases Diplomacy (10th level), Intimidation (20th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Occultism to expert; 5th Arcana to expert; 7th Occultism to master; 9th Arcana to master; 11th Nature to expert; 13th Nature to master; 15th Occultism to legendary; 17th Arcana to legendary; 19th Nature to legendary.\nHit Points: 8 (Human) + (6 (Witch) + 5 Con) × 20 = 228.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Judge": {
  "name": "Judge",
  "ancestry": "Shisk",
  "background": "Barrister",
  "class": "Champion (Liberation)",
  "level": "19",
  "size": "Medium, humanoid, shisk",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Mwangi, Shisk + 1 more of your choice",
  "str": "+5",
  "dex": "+0",
  "con": "+4",
  "int": "+1",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "8",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "274",
  "hpCur": "274",
  "profs": "Unarmored L, Light L, Medium L, Heavy L; Simple M, Martial M, Unarmed M",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "6",
  "deity": "Milani",
  "classFeats": "Subclass: Liberation\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Liberation cause): Milani. Divine font heal; sanctification can holy; favored weapon morningstar; divine skill Society.\nClass features to 19th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th), Divine Will (11th), Exalted Reaction (11th), Perception Expertise (11th), Armor Mastery (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Champion Mastery (17th), Legendary Armor (17th), Hero's Defiance (19th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Advanced Deity's Domain (8th), Quick Shield Block (10th), Divine Wall (12th), Divine Reflexes (14th), Shield of Grace (16th), Exalted Greatness (18th)\nFocus spells from: Lay on Hands (devotion spell), Unimpeded Stride (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Shisk Lore (1st), Inured to the Heat (5th), Dig up Secrets (9th), Secret Eyes (13th), Fountain of Secrets (17th)",
  "skillFeats": "Group Impression (Barrister background)\nSkill feats: Intimidating Glare (2nd), Courtly Graces (4th), Terrifying Resistance (6th), Bon Mot (8th), Streetwise (10th), Student of the Canon (12th), Battle Cry (14th), Glad-Hand (16th), Scare to Death (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "46",
  "shieldAc": "2",
  "shHard": "17",
  "shHp": "136 (68)",
  "shCur": "136",
  "s1n": "+3 greater striking corrosive flaming thundering morningstar",
  "s1a": "+33",
  "s1d": "3d6+11 B + 1d6 acid + 1d6 fire + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+25",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Morningstar: versatile P. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+3 greater resilient full plate • Commandant's Scabbard • Messenger's Ring",
  "gear": "+3 greater striking corrosive flaming thundering morningstar • Javelin ×3 • Sturdy Shield (Major) • Adventurer's Pack • Religious Symbol (Wooden) • Holy Water ×2 • Antidote (Major)",
  "pp": "898",
  "gp": "106",
  "sp": "1",
  "bulk": "8 Bulk, 8 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "3",
  "i_diplomacy": "2",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 46 = 10 + Dex +0 + proficiency +27 + full plate 6 + potency 3. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Major) raised: AC 48. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+3), Resilient (Greater), Sturdy Shield (Major), Commandant's Scabbard; 12000 gp currency: 2913 gp 9 sp spent, 9086 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Unimpeded Stride",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Temporal Tribunal (Party of 3, Level 19; High Level Trios (Levels 13-20)).\nMembers: Judge (Shisk Champion (Liberation), level 19) (this character); Prosecutor (Tengu Investigator (Interrogation), level 19); Defender (Ratfolk Bard (Polymath), level 19)\nGroup Dynamic: Court system for crimes against time itself\nTemporal Authority: Judge violations of causality\nTimeline Protection: Maintain stability across all realities\nJustice Paradigm: Apply law to unprecedented situations\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, STR; background CHA, STR; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS; 15th level STR, CON, CHA, WIS (STR, CHA partial).\nTrained skills: automatic Religion (Champion), Diplomacy (Barrister background); chosen Society (deity's divine skill), Intimidation (Champion: 2 + Intelligence), Athletics (Champion: 2 + Intelligence), Medicine (Champion: 2 + Intelligence).\nLore: Lore (Legal) (Barrister background).\nSkill increases: 3rd Intimidation to expert; 5th Diplomacy to expert; 7th Intimidation to master; 9th Diplomacy to master; 11th Society to expert; 13th Society to master; 15th Intimidation to legendary; 17th Diplomacy to legendary; 19th Society to legendary.\nHit Points: 8 (Shisk) + (10 (Champion) + 4 Con) × 19 = 274.\nBackground: not stated on the sample page; Barrister is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Prosecutor": {
  "name": "Prosecutor",
  "ancestry": "Tengu",
  "background": "Barrister",
  "class": "Investigator (Interrogation)",
  "level": "19",
  "size": "Medium, humanoid, tengu",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Tengu + 5 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "8",
  "r_classdc": "6",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "8",
  "r_diplomacy": "8",
  "r_intimidation": "8",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "4",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "234",
  "hpCur": "234",
  "profs": "Unarmored M, Light M; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Interrogation\nKey attribute: Intelligence\nClass features to 19th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th), Incredible Senses (13th), Light Armor Expertise (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Savvy Reflexes (15th), Greater Dogged Will (17th), Light Armor Mastery (19th), Master Detective (19th)\nFeats granted by the subclass: No Cause for Alarm\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th), Shared Stratagem (12th), Thorough Research (14th), Didactic Strike (16th), Just One More Thing (18th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Squawk! (1st), Magpie Snatch (5th), Eat Fortune (9th), Jinx Glutton (13th), Harbinger's Caw (17th)",
  "skillFeats": "Group Impression (Barrister background)\nSkill feats: Intimidating Glare (2nd), Courtly Graces (3rd), Terrifying Resistance (4th), Bon Mot (5th), Streetwise (6th), Battle Cry (7th), Glad-Hand (8th), Shameless Request (9th), Terrified Retreat (10th), Lasting Coercion (11th), Quick Coercion (12th), Group Coercion (13th), Hobnobber (14th), Scare to Death (15th), Legendary Negotiation (16th), Bargain Hunter (17th), Legendary Codebreaker (18th), Biographical Eye (19th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th), Prescient Consumable (19th)",
  "ac": "43",
  "s1n": "+3 greater striking frost shock thundering rapier",
  "s1a": "+33",
  "s1d": "3d6+6 P + 1d6 cold + 1d6 electricity + 1d6 sonic",
  "s2n": "Hand Crossbow",
  "s2a": "+30",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Strategic strike +5d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+3 greater resilient explorer's clothing • Messenger's Ring (Greater)",
  "gear": "+3 greater striking frost shock thundering rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Disguise Kit • Bolts ×20 • Healing Potion (Major)",
  "pp": "589",
  "gp": "100",
  "sp": "2",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 43 = 10 + Dex +5 + proficiency +25 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Weapon Potency (+3), Striking (Greater), Frost, Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater); 12000 gp currency: 6009 gp 8 sp spent, 5990 gp 2 sp kept.",
  "backstory": "Party: The Temporal Tribunal (Party of 3, Level 19; High Level Trios (Levels 13-20)).\nMembers: Judge (Shisk Champion (Liberation), level 19); Prosecutor (Tengu Investigator (Interrogation), level 19) (this character); Defender (Ratfolk Bard (Polymath), level 19)\nGroup Dynamic: Court system for crimes against time itself\nTemporal Authority: Judge violations of causality\nTimeline Protection: Maintain stability across all realities\nJustice Paradigm: Apply law to unprecedented situations\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT; background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial); 15th level INT, DEX, CON, WIS (INT partial).\nTrained skills: automatic Society (Investigator), Diplomacy (Interrogation Methodology), Diplomacy (Barrister background, already trained); chosen Intimidation (replacement for a skill already trained), Arcana (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence); Intelligence increases Survival (10th level).\nLore: Lore (Legal) (Barrister background).\nSkill increases: 2nd Intimidation to expert; 3rd Diplomacy to expert; 4th Society to expert; 5th Arcana to expert; 6th Deception to expert; 7th Intimidation to master; 8th Diplomacy to master; 9th Society to master; 10th Arcana to master; 11th Deception to master; 12th Stealth to expert; 13th Stealth to master; 14th Thievery to expert; 15th Intimidation to legendary; 16th Diplomacy to legendary; 17th Society to legendary; 18th Arcana to legendary; 19th Deception to legendary.\nHit Points: 6 (Tengu) + (8 (Investigator) + 4 Con) × 19 = 234.\nBackground: not stated on the sample page; Barrister is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Defender": {
  "name": "Defender",
  "ancestry": "Ratfolk",
  "background": "Barrister",
  "class": "Bard (Polymath)",
  "level": "19",
  "size": "Small, humanoid, ratfolk",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Ysoki + 1 more of your choice",
  "str": "−1",
  "dex": "+5",
  "con": "+4",
  "int": "+1",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "8",
  "r_performance": "8",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "234",
  "hpCur": "234",
  "profs": "Unarmored E, Light E; Simple E, Martial E, Unarmed E",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Polymath\nKey attribute: Charisma\nClass features to 19th level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd), Expert Spellcaster (7th), Fortitude Expertise (9th), Performer's Heart (9th), Bard Weapon Expertise (11th), Perception Mastery (11th), Light Armor Expertise (13th), Weapon Specialization (13th), Master Spellcaster (15th), Greater Performer's Heart (17th), Legendary Spellcaster (19th), Magnum Opus (19th)\nFeats granted by the subclass: Versatile Performance\nClass feats: Esoteric Polymath (2nd), Melodious Spell (4th), Directed Audience (6th), Steady Spellcasting (8th), Ode to Ouroboros (10th), Eclectic Polymath (12th), Allegro (14th), Effortless Concentration (16th), All in My Head (18th)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Phantasmal Minion.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cheek Pouches (1st), Quick Stow (Ratfolk) (5th), Rat Form (9th), Skittering Sneak (13th), Big Mouth (17th)",
  "skillFeats": "Group Impression (Barrister background)\nSkill feats: Impressive Performance (2nd), Lie to Me (4th), Virtuosic Performer (6th), Oddity Identification (8th), Bon Mot (10th), Charming Liar (12th), Schooled in Secrets (14th), Legendary Performer (16th), Glad-Hand (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th), Prescient Consumable (19th)",
  "ac": "41",
  "s1n": "Rapier",
  "s1a": "+28",
  "s1d": "1d6+1 P",
  "s2n": "Sling",
  "s2a": "+28",
  "s2d": "1d6+1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accompaniment Cloak • Messenger's Ring (Greater)",
  "gear": "Rapier • Sling • Composer Staff (Major) • Wand of Soothe (rank 8) • Wand of Warp Mind (rank 7) • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Major)",
  "pp": "559",
  "gp": "105",
  "sp": "5",
  "cp": "8",
  "bulk": "4 Bulk, 8 L (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_performance": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 41 = 10 + Dex +5 + proficiency +23 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater), Composer Staff (Major), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 6304 gp 4 sp 2 cp spent, 5695 gp 5 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Phantasmal Minion",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "3",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Spellwrack",
  "sp_6_2": "Truesight",
  "sp_6_3": "Vibrant Pattern",
  "slots7": "3",
  "sp_7_1": "Warp Mind",
  "sp_7_2": "Mask of Terror",
  "sp_7_3": "Visions of Danger",
  "slots8": "3",
  "sp_8_1": "Uncontrollable Dance",
  "sp_8_2": "Spirit Song",
  "sp_8_3": "Quandary",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Overwhelming Presence",
  "sp_9_3": "Unfathomable Song",
  "slots10": "1",
  "sp_10_1": "Fabricated Truth",
  "sp_10_2": "Alter Reality",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Temporal Tribunal (Party of 3, Level 19; High Level Trios (Levels 13-20)).\nMembers: Judge (Shisk Champion (Liberation), level 19); Prosecutor (Tengu Investigator (Interrogation), level 19); Defender (Ratfolk Bard (Polymath), level 19) (this character)\nGroup Dynamic: Court system for crimes against time itself\nTemporal Authority: Judge violations of causality\nTimeline Protection: Maintain stability across all realities\nJustice Paradigm: Apply law to unprecedented situations\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw STR); background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS; 5th level CHA, DEX, CON, WIS (CHA partial); 10th level CHA, DEX, CON, WIS (DEX partial); 15th level CHA, DEX, CON, WIS (CHA partial).\nTrained skills: automatic Occultism (Bard), Performance (Bard), Diplomacy (Barrister background); chosen Deception (Bard: 4 + Intelligence), Society (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence), Acrobatics (Bard: 4 + Intelligence), Athletics (Bard: 4 + Intelligence).\nLore: Lore (Legal) (Barrister background).\nSkill increases: 3rd Performance to expert; 5th Occultism to expert; 7th Performance to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Performance to legendary; 17th Occultism to legendary; 19th Diplomacy to legendary.\nHit Points: 6 (Ratfolk) + (8 (Bard) + 4 Con) × 19 = 234.\nBackground: not stated on the sample page; Barrister is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Head Librarian": {
  "name": "Head Librarian",
  "ancestry": "Leshy",
  "background": "Scholar",
  "class": "Witch (The Inscribed One Patron)",
  "level": "16",
  "size": "Small, leshy, plant",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "184",
  "hpCur": "184",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: The Inscribed One Patron\nKey attribute: Intelligence\nClass features to 16th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th), Witch's Charge (8th), Steady Spellcasting (10th), Witch's Broom (12th), Coven Spell (14th), Effortless Concentration (16th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Runic Weapon.\nFocus spells from: Discern Secrets (patron hex cantrip), Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Undaunted (1st), Ritual Reversion (5th), Flowering Path (9th), Cloak of Poison (13th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Natural Medicine (8th), Schooled in Secrets (10th), Train Animal (12th), Biographical Eye (14th), Legendary Codebreaker (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "36",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+20",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+24",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Pendant of the Occult (Greater) • Mage's Hat (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Disintegrate (rank 7) • Wand of Teleport (rank 6) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3",
  "pp": "129",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_occultism": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 36 = 10 + Dex +4 + proficiency +20 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Staff of Fire (Major), Armor Potency (+2), Resilient (Greater), Pendant of the Occult (Greater), Magic Wand (7th-Rank Spell), Magic Wand (6th-Rank Spell); 3250 gp currency: 1851 gp 6 sp 2 cp spent, 1398 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Runic Weapon",
  "sp_1_2": "Force Barrage",
  "sp_1_3": "Mystic Armor",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Eclipse Burst",
  "sp_7_3": "Prismatic Spray",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "sp_focus_1": "Discern Secrets (cantrip)",
  "sp_focus_2": "Patron's Puppet",
  "sp_focus_3": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Infinite Library (Party of 3, Level 16; High Level Trios (Levels 13-20)).\nMembers: Head Librarian (Leshy Witch (The Inscribed One Patron), level 16) (this character); Chief Archivist (Automaton Investigator (Forensic Medicine), level 16); Master Cataloger (Anadi Oracle (Lore), level 16)\nGroup Dynamic: Keepers of all knowledge across all realities\nInformation Mastery: Access to any fact that has ever existed\nKnowledge Guardians: Protect dangerous information from misuse\nEducational Mission: Guide seekers toward enlightenment\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, INT (flaw INT); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS; 10th level INT, CON, DEX, WIS (INT, CON partial); 15th level INT, CON, DEX, WIS (WIS partial).\nTrained skills: automatic Arcana (The Inscribed One); chosen Occultism (Scholar background), Society (Witch: 3 + Intelligence), Nature (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence); Intelligence increases Athletics (5th level), Crafting (15th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master; 9th Arcana to master; 11th Occultism to expert; 13th Occultism to master; 15th Society to legendary.\nHit Points: 8 (Leshy) + (6 (Witch) + 5 Con) × 16 = 184.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Chief Archivist": {
  "name": "Chief Archivist",
  "ancestry": "Automaton",
  "background": "Scholar",
  "class": "Investigator (Forensic Medicine)",
  "level": "16",
  "size": "Medium, automaton, construct",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Utopian + 5 more of your choice",
  "str": "+1",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "4",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "200",
  "hpCur": "200",
  "profs": "Unarmored E, Light E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Forensic Medicine\nKey attribute: Intelligence\nClass features to 16th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th), Incredible Senses (13th), Light Armor Expertise (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Savvy Reflexes (15th)\nFeats granted by the subclass: Forensic Acumen, Battle Medicine\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th), Shared Stratagem (12th), Thorough Research (14th), Didactic Strike (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Arcane Communication (1st), Hardened Chassis (5th), Overburn (9th), Astral Blink (13th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Group Impression (3rd), Streetwise (4th), Oddity Identification (5th), Bon Mot (6th), Schooled in Secrets (7th), Glad-Hand (8th), No Cause for Alarm (9th), Shameless Request (10th), Biographical Eye (11th), Glean Contents (12th), Read Lips (13th), Sign Language (14th), Legendary Codebreaker (15th), Unified Theory (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th)",
  "ac": "37",
  "s1n": "+2 greater striking shock thundering rapier",
  "s1a": "+28",
  "s1d": "3d6+7 P + 1d6 electricity + 1d6 sonic",
  "s2n": "Hand Crossbow",
  "s2a": "+26",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Strategic strike +4d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+2 greater resilient leather armor • Messenger's Ring",
  "gear": "+2 greater striking shock thundering rapier • Hand Crossbow • Adventurer's Pack • Healer's Toolkit • Thieves' Toolkit • Bolts ×20 • Healing Potion (Greater) ×3",
  "pp": "143",
  "gp": "103",
  "sp": "3",
  "bulk": "4 Bulk, 7 L (encumbered above 6, maximum 11)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +4 + proficiency +20 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Weapon Potency (+2), Striking (Greater), Shock, Armor Potency (+2), Resilient (Greater), Messenger's Ring; 3250 gp currency: 1716 gp 7 sp spent, 1533 gp 3 sp kept.",
  "backstory": "Party: The Infinite Library (Party of 3, Level 16; High Level Trios (Levels 13-20)).\nMembers: Head Librarian (Leshy Witch (The Inscribed One Patron), level 16); Chief Archivist (Automaton Investigator (Forensic Medicine), level 16) (this character); Master Cataloger (Anadi Oracle (Lore), level 16)\nGroup Dynamic: Keepers of all knowledge across all realities\nInformation Mastery: Access to any fact that has ever existed\nKnowledge Guardians: Protect dangerous information from misuse\nEducational Mission: Guide seekers toward enlightenment\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, INT; background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS; 15th level INT, DEX, CON, WIS (INT, DEX partial).\nTrained skills: automatic Society (Investigator), Medicine (Forensic Medicine Methodology); chosen Arcana (Scholar background), Occultism (Investigator: 4 + Intelligence), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence); Intelligence increases Intimidation (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Occultism to expert; 5th Diplomacy to expert; 6th Deception to expert; 7th Society to master; 8th Arcana to master; 9th Occultism to master; 10th Diplomacy to master; 11th Deception to master; 12th Stealth to expert; 13th Stealth to master; 14th Thievery to expert; 15th Society to legendary; 16th Arcana to legendary.\nHit Points: 8 (Automaton) + (8 (Investigator) + 4 Con) × 16 = 200.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Master Cataloger": {
  "name": "Master Cataloger",
  "ancestry": "Anadi",
  "background": "Scholar",
  "class": "Oracle (Lore)",
  "level": "16",
  "size": "Medium, anadi, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Anadi, Mwangi",
  "str": "+0",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+5",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "6",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "184",
  "hpCur": "184",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Lore\nKey attribute: Charisma\nClass features to 16th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nFeats granted by the subclass: Whispers of Weakness\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Epiphany at the Crossroads (12th), Forestall Curse (14th), Portentous Spell (16th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Read Aura; rank 1 Mindlink; rank 3 Hypercognition; rank 6 Never Mind.\nFocus spells from: Brain Drain (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Skittertalk (1st), Hybrid Shape (5th), Hunter's Fangs (9th), Webslinger (13th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th), Biographical Eye (12th), Read Lips (14th), Legendary Codebreaker (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "37",
  "s1n": "Spear",
  "s1a": "+20",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+24",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient leather armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (Major) • Wand of Heal (rank 7) • Wand of Heal (rank 6) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3",
  "pp": "124",
  "gp": "106",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +4 + proficiency +20 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (Major), Magic Wand (7th-Rank Spell), Magic Wand (6th-Rank Spell); 3250 gp currency: 1903 gp 6 sp 2 cp spent, 1346 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Read Aura",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Mindlink",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Hypercognition",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Never Mind",
  "sp_6_2": "Field of Life",
  "sp_6_3": "Blade Barrier",
  "sp_6_4": "Spirit Blast",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "sp_focus_1": "Brain Drain",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Infinite Library (Party of 3, Level 16; High Level Trios (Levels 13-20)).\nMembers: Head Librarian (Leshy Witch (The Inscribed One Patron), level 16); Chief Archivist (Automaton Investigator (Forensic Medicine), level 16); Master Cataloger (Anadi Oracle (Lore), level 16) (this character)\nGroup Dynamic: Keepers of all knowledge across all realities\nInformation Mastery: Access to any fact that has ever existed\nKnowledge Guardians: Protect dangerous information from misuse\nEducational Mission: Guide seekers toward enlightenment\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw CON); background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (WIS partial); 15th level CHA, CON, DEX, WIS (CHA, DEX partial).\nTrained skills: automatic Religion (Oracle), Occultism (Lore); chosen Arcana (Scholar background), Society (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master; 9th Arcana to master; 11th Occultism to expert; 13th Occultism to master; 15th Society to legendary.\nHit Points: 8 (Anadi) + (8 (Oracle) + 3 Con) × 16 = 184.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Alpha": {
  "name": "Alpha",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Fighter (Champion Dedication)",
  "level": "14",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+2",
  "keyAttr": "str",
  "r_perception": "6",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "6",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "204",
  "hpCur": "204",
  "profs": "Unarmored E, Light E, Medium E, Heavy E; Simple M, Martial M, Advanced E, Unarmed M; Fighter Weapon Mastery: one weapon group of your choice L",
  "deity": "Iomedae",
  "classFeats": "Subclass: Champion Dedication\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nArchetype from the sample page: Champion Dedication (2nd-level class feat); Religion trained (Champion Dedication); Society trained (Champion Dedication, for Intimidation already trained)\nClass features to 14th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th), Battlefield Surveyor (7th), Weapon Specialization (7th), Battle Hardened (9th), Combat Flexibility (9th), Armor Expertise (11th), Fighter Expertise (11th), Weapon Legend (13th)\nClass feats: Vicious Swing (1st), Champion Dedication (2nd), Sudden Charge (4th), Double Slice (6th), Reactive Shield (8th), Exacting Strike (10th), Snagging Strike (12th), Intimidating Strike (14th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Group Aid (9th), Bounce Back (13th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Experienced Tracker (6th), Quick Jump (8th), Terrifying Resistance (10th), Steady Balance (12th), Forager (14th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "36",
  "shieldAc": "2",
  "shHard": "15",
  "shHp": "120 (60)",
  "shCur": "120",
  "s1n": "+2 greater striking corrosive thundering longsword",
  "s1a": "+29",
  "s1d": "3d8+9 S + 1d6 acid + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+23",
  "s2d": "1d6+8 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Fighter Weapon Mastery: sword group (master; legendary from 13th).",
  "worn": "+2 resilient splint mail • Sailor's Collar (Greater) • One Hundred Victories",
  "gear": "+2 greater striking corrosive thundering longsword • Javelin ×3 • Sturdy Shield (Greater) • Adventurer's Pack",
  "pp": "48",
  "gp": "104",
  "sp": "2",
  "bulk": "6 Bulk, 4 L (encumbered above 10, maximum 15)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_athletics": "2",
  "i_intimidation": "1",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 36 = 10 + Dex +1 + proficiency +18 + splint mail 5 + potency 2. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Greater) raised: AC 38. Wealth (GM Core, level 14): item slots 13/12/12/11/10/10 hold Weapon Potency (+2), Striking (Greater), Thundering, Armor Potency (+2), Sturdy Shield (Greater), Sailor's Collar (Greater); 1500 gp currency: 915 gp 8 sp spent, 584 gp 2 sp kept.",
  "backstory": "Party: The Final Protocol (Party of 3, Level 14; High Level Trios (Levels 13-20)).\nMembers: Alpha (Human Fighter (Champion Dedication), level 14) (this character); Omega (Android Wizard (Spell Substitution), level 14); Epsilon (Azarketi Oracle (Tempest), level 14)\nGroup Dynamic: Last resort team for existential threats\nUltimate Authority: Authorized to use any means necessary\nSacrifice Doctrine: Will give everything to preserve reality\nLegend Status: Known only to highest authorities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CHA; class key STR; 1st level STR, CON, DEX, CHA; 5th level STR, CON, DEX, WIS (STR partial); 10th level STR, CON, DEX, WIS.\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert; 5th Intimidation to expert; 7th Athletics to master; 9th Intimidation to master; 11th Acrobatics to expert; 13th Acrobatics to master.\nHit Points: 8 (Human) + (10 (Fighter) + 4 Con) × 14 = 204.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 14th level (Foundry pf2e data, ORC license)."
 },
 "Omega": {
  "name": "Omega",
  "ancestry": "Android",
  "background": "Scholar",
  "class": "Wizard (Spell Substitution)",
  "level": "14",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "148",
  "hpCur": "148",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Spell Substitution\nKey attribute: Intelligence\nArcane school: not stated on the sample page; School of Unified Magical Theory assumed (GM choice)\nClass features to 14th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th), Quickened Casting (12th), Dizzying Spell (14th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Radiant Circuitry (1st), Inoculation Subroutine (5th), Internal Respirator (9th), Revivification Protocol (13th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th), Biographical Eye (12th), Sign Language (14th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "34",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+18",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+22",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Wall of Force (rank 6) • Wand of Cone of Cold (rank 5) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Greater) • Scroll of Teleport (rank 6)",
  "pp": "69",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 34 = 10 + Dex +4 + proficiency +18 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 14): item slots 13/12/12/11/10/10 hold Staff of Fire (Major), Armor Potency (+2), Resilient, Mage's Hat (Greater), Magic Wand (6th-Rank Spell), Magic Wand (5th-Rank Spell); 1500 gp currency: 702 gp 6 sp 2 cp spent, 797 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Eclipse Burst",
  "sp_7_3": "Prismatic Spray",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Final Protocol (Party of 3, Level 14; High Level Trios (Levels 13-20)).\nMembers: Alpha (Human Fighter (Champion Dedication), level 14); Omega (Android Wizard (Spell Substitution), level 14) (this character); Epsilon (Azarketi Oracle (Tempest), level 14)\nGroup Dynamic: Last resort team for existential threats\nUltimate Authority: Authorized to use any means necessary\nSacrifice Doctrine: Will give everything to preserve reality\nLegend Status: Known only to highest authorities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Occultism to expert; 13th Occultism to master.\nHit Points: 8 (Android) + (6 (Wizard) + 4 Con) × 14 = 148.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 14th level (Foundry pf2e data, ORC license)."
 },
 "Epsilon": {
  "name": "Epsilon",
  "ancestry": "Azarketi",
  "background": "Fortune Teller",
  "class": "Oracle (Tempest)",
  "level": "14",
  "size": "Medium, amphibious, azarketi, humanoid",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Alghollthu, Common",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "176",
  "hpCur": "176",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Tempest\nKey attribute: Charisma\nClass features to 14th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th)\nFeats granted by the subclass: Foretell Harm\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Magic Sense (12th), Mysterious Repertoire (14th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Electric Arc; rank 1 Thunderstrike; rank 4 Hydraulic Torrent; rank 6 Chain Lightning.\nFocus spells from: Tempest Touch (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Striking Retribution (1st), Aquatic Conversationalist (5th), Replenishing Hydration (9th), Aquatic Adaptation (13th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Bon Mot (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "35",
  "s1n": "Spear",
  "s1a": "+18",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+22",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 resilient leather armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (Major) • Wand of Heal (rank 6) • Wand of Breath of Life (rank 5) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater)",
  "pp": "65",
  "gp": "106",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 6 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 35 = 10 + Dex +4 + proficiency +18 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 14): item slots 13/12/12/11/10/10 hold Armor Potency (+2), Prognostic Veil, Messenger's Ring, Staff of Healing (Major), Magic Wand (6th-Rank Spell), Magic Wand (5th-Rank Spell); 1500 gp currency: 743 gp 6 sp 2 cp spent, 756 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Thunderstrike",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Hydraulic Torrent",
  "sp_4_2": "Unfettered Movement",
  "sp_4_3": "Vital Beacon",
  "sp_4_4": "Fly",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Field of Life",
  "sp_6_3": "Blade Barrier",
  "sp_6_4": "Spirit Blast",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "sp_focus_1": "Tempest Touch",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Final Protocol (Party of 3, Level 14; High Level Trios (Levels 13-20)).\nMembers: Alpha (Human Fighter (Champion Dedication), level 14); Omega (Android Wizard (Spell Substitution), level 14); Epsilon (Azarketi Oracle (Tempest), level 14) (this character)\nGroup Dynamic: Last resort team for existential threats\nUltimate Authority: Authorized to use any means necessary\nSacrifice Doctrine: Will give everything to preserve reality\nLegend Status: Known only to highest authorities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw WIS); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial).\nTrained skills: automatic Religion (Oracle), Nature (Tempest), Occultism (Fortune Teller background); chosen Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master.\nHit Points: 8 (Azarketi) + (8 (Oracle) + 4 Con) × 14 = 176.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 14th level (Foundry pf2e data, ORC license)."
 },
 "Tank": {
  "name": "Tank",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Champion (Justice)",
  "level": "4",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+0",
  "con": "+3",
  "int": "+0",
  "wis": "+1",
  "cha": "+1",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "4",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "60",
  "hpCur": "60",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple T, Martial T, Unarmed T",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Iomedae",
  "classFeats": "Subclass: Justice\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 4th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "+1 longsword",
  "s1a": "+11",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+6",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail • Glasses of Sociability",
  "gear": "+1 longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Lesser)",
  "gp": "13",
  "sp": "1",
  "bulk": "6 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 21 = 10 + Dex +0 + proficiency +6 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 23. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1), Splint Mail, Glasses of Sociability; 30 gp currency: 16 gp 9 sp spent, 13 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Rookie Adventuring Company (Party of 4, Level 4; Low Level Quartets (Levels 1-5)).\nMembers: Tank (Human Champion (Justice), level 4) (this character); Striker (Elf Ranger (Flurry Edge), level 4); Support (Halfling Cleric (Healing Domain), level 4); Utility (Gnome Wizard (School of Civic Wizardry), level 4)\nCompany Structure: Newly formed adventuring group learning to work together\nRole Distribution: Classic tank/DPS/healer/caster setup\nGrowth Focus: Develop from individual heroes into cohesive team\nReal-world Parallel: Like a startup company - enthusiastic but inexperienced\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, CHA, WIS.\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background, already trained); chosen Intimidation (deity's divine skill), Athletics (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Medicine (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert.\nHit Points: 8 (Human) + (10 (Champion) + 3 Con) × 4 = 60.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Striker": {
  "name": "Striker",
  "ancestry": "Elf",
  "background": "Warrior",
  "class": "Ranger (Flurry Edge)",
  "level": "4",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+1",
  "dex": "+4",
  "con": "+2",
  "int": "+1",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "4",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "54",
  "hpCur": "54",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Flurry Edge\nKey attribute: Dexterity\nClass features to 4th level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd), Monster Hunter (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Experienced Tracker (2nd), Terrain Stalker (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "s1n": "+1 shortsword",
  "s1a": "+11",
  "s1d": "1d6+1 P",
  "s2n": "Shortsword",
  "s2a": "+10",
  "s2d": "1d6+1 P",
  "s3n": "Shortbow",
  "s3a": "+10",
  "s3d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Shortsword: agile, finesse, versatile S. Shortsword: agile, finesse, versatile S. Shortbow: deadly d10, range 60 ft. Hunt Prey; Flurry edge: multiple attack penalty vs your prey −3/−6 (agile −2/−4).",
  "worn": "Leather Armor",
  "gear": "+1 shortsword • Shortsword • Shortbow • Adventurer's Pack • Arrows ×20 • Antidote (Lesser)",
  "gp": "18",
  "sp": "5",
  "bulk": "3 Bulk, 5 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 21 = 10 + Dex +4 + proficiency +6 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1); 30 gp currency: 11 gp 5 sp spent, 18 gp 5 sp kept.",
  "backstory": "Party: The Rookie Adventuring Company (Party of 4, Level 4; Low Level Quartets (Levels 1-5)).\nMembers: Tank (Human Champion (Justice), level 4); Striker (Elf Ranger (Flurry Edge), level 4) (this character); Support (Halfling Cleric (Healing Domain), level 4); Utility (Gnome Wizard (School of Civic Wizardry), level 4)\nCompany Structure: Newly formed adventuring group learning to work together\nRole Distribution: Classic tank/DPS/healer/caster setup\nGrowth Focus: Develop from individual heroes into cohesive team\nReal-world Parallel: Like a startup company - enthusiastic but inexperienced\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background CON, DEX; class key DEX; 1st level DEX, CON, WIS, STR.\nTrained skills: automatic Survival (Ranger), Intimidation (Warrior background); chosen Nature (Ranger: 4 + Intelligence), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Survival to expert.\nHit Points: 6 (Elf) + (10 (Ranger) + 2 Con) × 4 = 54.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Support": {
  "name": "Support",
  "ancestry": "Halfling",
  "background": "Acolyte",
  "class": "Cleric (Healing Domain)",
  "level": "4",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+2",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "4",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "50",
  "hpCur": "50",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Healing Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Healing domain): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 4th level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st), Second Doctrine (3rd)\nClass feats: Domain Initiate (2nd), Communal Healing (4th)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Breathe Fire (rank 1), Fireball (rank 3), Wall of Fire (rank 4).\nFocus spells from: Healer's Blessing (Domain Initiate).\nDivine font: 4 × heal at rank 2 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Watchful Halfling (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Battle Medicine (2nd), Group Impression (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "18",
  "s1n": "Scimitar",
  "s1a": "+5",
  "s1d": "1d6−1 S",
  "s2n": "Sling",
  "s2a": "+8",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Scimitar • Sling • Wand of Heal (rank 1) • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Holy Water ×2 • Antidote (Lesser)",
  "gp": "13",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +2 + proficiency +6 + explorer's clothing 0. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Magic Wand (1st-Rank Spell); 30 gp currency: 16 gp 7 sp 2 cp spent, 13 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_focus_1": "Healer's Blessing",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Rookie Adventuring Company (Party of 4, Level 4; Low Level Quartets (Levels 1-5)).\nMembers: Tank (Human Champion (Justice), level 4); Striker (Elf Ranger (Flurry Edge), level 4); Support (Halfling Cleric (Healing Domain), level 4) (this character); Utility (Gnome Wizard (School of Civic Wizardry), level 4)\nCompany Structure: Newly formed adventuring group learning to work together\nRole Distribution: Classic tank/DPS/healer/caster setup\nGrowth Focus: Develop from individual heroes into cohesive team\nReal-world Parallel: Like a startup company - enthusiastic but inexperienced\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Religion (Acolyte background, already trained); chosen Medicine (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Cleric: 2 + Intelligence), Occultism (Cleric: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Religion to expert.\nHit Points: 6 (Halfling) + (8 (Cleric) + 3 Con) × 4 = 50.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Utility": {
  "name": "Utility",
  "ancestry": "Gnome",
  "background": "Scholar",
  "class": "Wizard (School of Civic Wizardry)",
  "level": "4",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 4 more of your choice",
  "str": "−1",
  "dex": "+1",
  "con": "+3",
  "int": "+4",
  "wis": "+1",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "44",
  "hpCur": "44",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: School of Civic Wizardry\nKey attribute: Intelligence\nClass features to 4th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st)\nClass feats: Reach Spell (2nd), Widen Spell (4th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Prestidigitation, Read Aura; rank 1 Hydraulic Push, Pummeling Rubble, Summon Construct; rank 2 Revealing Light, Water Walk.\nFocus spells from: Earthworks (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Razzle-Dazzle (1st)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "17",
  "s1n": "Staff",
  "s1a": "+5",
  "s1d": "1d8−1 B",
  "s2n": "Sling",
  "s2a": "+7",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing • Mage's Hat",
  "gear": "Staff • Sling • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Lesser)",
  "gp": "15",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 6 L (encumbered above 4, maximum 9)",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 17 = 10 + Dex +1 + proficiency +6 + explorer's clothing 0. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Mage's Hat; 30 gp currency: 14 gp 6 sp 2 cp spent, 15 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Prestidigitation",
  "sp_cantrips_2": "Read Aura",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Hydraulic Push",
  "sp_1_2": "Pummeling Rubble",
  "sp_1_3": "Summon Construct",
  "sp_1_4": "Force Barrage",
  "slots2": "4",
  "sp_2_1": "Revealing Light",
  "sp_2_2": "Water Walk",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "sp_focus_1": "Earthworks",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Rookie Adventuring Company (Party of 4, Level 4; Low Level Quartets (Levels 1-5)).\nMembers: Tank (Human Champion (Justice), level 4); Striker (Elf Ranger (Flurry Edge), level 4); Support (Halfling Cleric (Healing Domain), level 4); Utility (Gnome Wizard (School of Civic Wizardry), level 4) (this character)\nCompany Structure: Newly formed adventuring group learning to work together\nRole Distribution: Classic tank/DPS/healer/caster setup\nGrowth Focus: Develop from individual heroes into cohesive team\nReal-world Parallel: Like a startup company - enthusiastic but inexperienced\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert.\nHit Points: 8 (Gnome) + (6 (Wizard) + 3 Con) × 4 = 44.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Squad Leader": {
  "name": "Squad Leader",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Fighter (Weapon Master)",
  "level": "3",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "47",
  "hpCur": "47",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E",
  "classFeats": "Subclass: Weapon Master\nKey attribute: Strength\nClass features to 3rd level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd)\nClass feats: Vicious Swing (1st), Sudden Charge (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "s1n": "+1 greatsword",
  "s1a": "+12",
  "s1d": "1d12+4 S",
  "s2n": "Javelin",
  "s2a": "+8",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greatsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail",
  "gear": "+1 greatsword • Javelin ×3 • Adventurer's Pack • Antidote (Lesser)",
  "gp": "18",
  "sp": "2",
  "bulk": "6 Bulk, 4 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 21 = 10 + Dex +1 + proficiency +5 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 3): item slots 2/1/1 hold Weapon Potency (+1), Splint Mail; 25 gp currency: 6 gp 8 sp spent, 18 gp 2 sp kept.",
  "backstory": "Party: The Royal Academy Elite Squad (Party of 4, Level 3; Low Level Quartets (Levels 1-5)).\nMembers: Squad Leader (Human Fighter (Weapon Master), level 3) (this character); Spell Specialist (Elf Sorcerer (Imperial Bloodline), level 3); Field Medic (Dwarf Cleric (Healing Domain), level 3); Scout (Halfling Rogue (Thief), level 3)\nMilitary Academy: Elite graduates on their first major mission\nDiscipline Focus: Military training emphasizes teamwork and tactics\nInstitutional Pride: Represent their academy's reputation\nLeadership Development: Rotate command roles to build versatile officers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert.\nHit Points: 8 (Human) + (10 (Fighter) + 3 Con) × 3 = 47.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Spell Specialist (The Royal Academy Elite Squad)": {
  "name": "Spell Specialist (The Royal Academy Elite Squad)",
  "ancestry": "Elf",
  "background": "Fortune Teller",
  "class": "Sorcerer (Imperial Bloodline)",
  "level": "3",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+1",
  "int": "+1",
  "wis": "+1",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "4",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "27",
  "hpCur": "27",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Imperial Bloodline\nKey attribute: Charisma\nClass features to 3rd level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd)\nClass feats: Reach Spell (2nd)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Detect Magic; rank 1 Force Barrage; rank 2 Dispel Magic.\nFocus spells from: Ancestral Memories (bloodline spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Lie to Me (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "17",
  "s1n": "Staff",
  "s1a": "+5",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+7",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Staff • Sling • Adventurer's Pack • Sling Bullets ×20 • Antidote (Lesser) • Scroll of Mystic Armor (rank 1)",
  "gp": "16",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 6 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +2 + proficiency +5 + explorer's clothing 0. Wealth (GM Core, level 3): item slots 2/1/1 hold nothing; 25 gp currency: 8 gp 6 sp 2 cp spent, 16 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Detect Magic",
  "sp_cantrips_2": "Electric Arc",
  "sp_cantrips_3": "Telekinetic Projectile",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Light",
  "slots1": "4",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "sp_1_4": "Fear",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Blur",
  "sp_2_3": "Invisibility",
  "sp_focus_1": "Ancestral Memories",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Spell Specialist\" in The Royal Academy Elite Squad.\nParty: The Royal Academy Elite Squad (Party of 4, Level 3; Low Level Quartets (Levels 1-5)).\nMembers: Squad Leader (Human Fighter (Weapon Master), level 3); Spell Specialist (Elf Sorcerer (Imperial Bloodline), level 3) (this character); Field Medic (Dwarf Cleric (Healing Domain), level 3); Scout (Halfling Rogue (Thief), level 3)\nMilitary Academy: Elite graduates on their first major mission\nDiscipline Focus: Military training emphasizes teamwork and tactics\nInstitutional Pride: Represent their academy's reputation\nLeadership Development: Rotate command roles to build versatile officers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CON); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS.\nTrained skills: automatic Arcana (Bloodline: Imperial), Society (Bloodline: Imperial), Occultism (Fortune Teller background); chosen Deception (Sorcerer: 2 + Intelligence), Diplomacy (Sorcerer: 2 + Intelligence), Intimidation (Sorcerer: 2 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Arcana to expert.\nHit Points: 6 (Elf) + (6 (Sorcerer) + 1 Con) × 3 = 27.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Field Medic (The Royal Academy Elite Squad)": {
  "name": "Field Medic (The Royal Academy Elite Squad)",
  "ancestry": "Dwarf",
  "background": "Field Medic",
  "class": "Cleric (Healing Domain)",
  "level": "3",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+0",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "4",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "43",
  "hpCur": "43",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Healing Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Healing domain): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 3rd level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st), Second Doctrine (3rd)\nClass feats: Domain Initiate (2nd)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Breathe Fire (rank 1), Fireball (rank 3), Wall of Fire (rank 4).\nFocus spells from: Healer's Blessing (Domain Initiate).\nDivine font: 4 × heal at rank 2 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Mountain Strategy (1st)",
  "skillFeats": "Battle Medicine (Field Medic background)\nSkill feats: Group Impression (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "16",
  "s1n": "Scimitar",
  "s1a": "+5",
  "s1d": "1d6 S",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Scimitar • Sling • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Holy Water ×2",
  "gp": "11",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +1 + proficiency +5 + explorer's clothing 0. Wealth (GM Core, level 3): item slots 2/1/1 hold nothing; 25 gp currency: 13 gp 7 sp 2 cp spent, 11 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "sp_1_3": "Command",
  "slots2": "2",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_focus_1": "Healer's Blessing",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Field Medic\" in The Royal Academy Elite Squad.\nParty: The Royal Academy Elite Squad (Party of 4, Level 3; Low Level Quartets (Levels 1-5)).\nMembers: Squad Leader (Human Fighter (Weapon Master), level 3); Spell Specialist (Elf Sorcerer (Imperial Bloodline), level 3); Field Medic (Dwarf Cleric (Healing Domain), level 3) (this character); Scout (Halfling Rogue (Thief), level 3)\nMilitary Academy: Elite graduates on their first major mission\nDiscipline Focus: Military training emphasizes teamwork and tactics\nInstitutional Pride: Represent their academy's reputation\nLeadership Development: Rotate command roles to build versatile officers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, CHA (flaw CHA); background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Medicine (Field Medic background, already trained); chosen Medicine (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Cleric: 2 + Intelligence), Occultism (Cleric: 2 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nSkill increases: 3rd Medicine to expert.\nHit Points: 10 (Dwarf) + (8 (Cleric) + 3 Con) × 3 = 43.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Scout": {
  "name": "Scout",
  "ancestry": "Halfling",
  "background": "Hunter",
  "class": "Rogue (Thief)",
  "level": "3",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "+1",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "4",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "2",
  "r_survival": "4",
  "r_thievery": "2",
  "lore1Name": "Lore (Tanning)",
  "r_lore1": "2",
  "hpMax": "39",
  "hpCur": "39",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Thief\nKey attribute: Dexterity\nClass features to 3rd level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Watchful Halfling (1st)",
  "skillFeats": "Survey Wildlife (Hunter background)\nSkill feats: Experienced Tracker (1st), Terrain Stalker (2nd), Pickpocket (3rd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "19",
  "s1n": "+1 rapier",
  "s1a": "+10",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+9",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft. Sneak attack +1d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "Explorer's Clothing",
  "gear": "+1 rapier • Sling • Adventurer's Pack • Thieves' Toolkit • Sling Bullets ×20 • Antidote (Lesser)",
  "gp": "15",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 6 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 19 = 10 + Dex +4 + proficiency +5 + explorer's clothing 0. Wealth (GM Core, level 3): item slots 2/1/1 hold Weapon Potency (+1); 25 gp currency: 9 gp 6 sp 2 cp spent, 15 gp 3 sp 8 cp kept.",
  "backstory": "Party: The Royal Academy Elite Squad (Party of 4, Level 3; Low Level Quartets (Levels 1-5)).\nMembers: Squad Leader (Human Fighter (Weapon Master), level 3); Spell Specialist (Elf Sorcerer (Imperial Bloodline), level 3); Field Medic (Dwarf Cleric (Healing Domain), level 3); Scout (Halfling Rogue (Thief), level 3) (this character)\nMilitary Academy: Elite graduates on their first major mission\nDiscipline Focus: Military training emphasizes teamwork and tactics\nInstitutional Pride: Represent their academy's reputation\nLeadership Development: Rotate command roles to build versatile officers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background DEX, CON; class key DEX; 1st level DEX, CON, CHA, WIS.\nTrained skills: automatic Stealth (Rogue), Thievery (Thief), Survival (Hunter background); chosen Nature (Rogue: 7 + Intelligence), Deception (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Society (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence), Intimidation (Rogue: 7 + Intelligence).\nLore: Lore (Tanning) (Hunter background).\nSkill increases: 2nd Survival to expert; 3rd Nature to expert.\nHit Points: 6 (Halfling) + (8 (Rogue) + 3 Con) × 3 = 39.\nBackground: not stated on the sample page; Hunter is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Caravan Master": {
  "name": "Caravan Master",
  "ancestry": "Human",
  "background": "Merchant",
  "class": "Ranger (Outwit)",
  "level": "5",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 2 more of your choice",
  "str": "+2",
  "dex": "+4",
  "con": "+3",
  "int": "+1",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "4",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "4",
  "r_thievery": "0",
  "lore1Name": "Lore (Mercantile)",
  "r_lore1": "2",
  "hpMax": "73",
  "hpCur": "73",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Outwit\nKey attribute: Dexterity\nClass features to 5th level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd), Ranger Weapon Expertise (5th), Trackless Journey (5th)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd), Monster Hunter (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Bargain Hunter (Merchant background)\nSkill feats: Experienced Tracker (2nd), Terrain Stalker (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "22",
  "s1n": "+1 striking longbow",
  "s1a": "+14",
  "s1d": "2d8 P",
  "s2n": "Shortsword",
  "s2a": "+13",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Hunt Prey; Outwit edge: +2 circumstance to Deception, Intimidation, Stealth and Recall Knowledge vs your prey.",
  "worn": "Leather Armor",
  "gear": "+1 striking longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "24",
  "sp": "4",
  "bulk": "4 Bulk, 5 L (encumbered above 7, maximum 12)",
  "conditions": "Gear notes: AC 22 = 10 + Dex +4 + proficiency +7 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Weapon Potency (+1), Striking; 50 gp currency: 25 gp 6 sp spent, 24 gp 4 sp kept.",
  "backstory": "Party: The Caravan Protection Agency (Party of 4, Level 5; Low Level Quartets (Levels 1-5)).\nMembers: Caravan Master (Human Ranger (Outwit), level 5) (this character); Guard Captain (Dwarf Fighter (Dual-Weapon Warrior), level 5); Trail Guide (Elf Druid (Animal Order), level 5); Merchant Liaison (Halfling Bard (Maestro), level 5)\nCommercial Focus: Protect valuable cargo across dangerous territories\nSurvival Expertise: Specialists in wilderness travel and bandit defense\nEconomic Stakes: Success affects trade routes and regional prosperity\nReputation Building: Word of mouth drives future business\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background INT, DEX; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial).\nTrained skills: automatic Survival (Ranger), Diplomacy (Merchant background); chosen Nature (Ranger: 4 + Intelligence), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence).\nLore: Lore (Mercantile) (Merchant background).\nSkill increases: 3rd Survival to expert; 5th Nature to expert.\nHit Points: 8 (Human) + (10 (Ranger) + 3 Con) × 5 = 73.\nBackground: not stated on the sample page; Merchant is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Guard Captain": {
  "name": "Guard Captain",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Fighter (Dual-Weapon Warrior)",
  "level": "5",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "4",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "80",
  "hpCur": "80",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E; Fighter Weapon Mastery: one weapon group of your choice M",
  "classFeats": "Subclass: Dual-Weapon Warrior\nKey attribute: Strength\nClass features to 5th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th)\nClass feats: Vicious Swing (1st), Sudden Charge (2nd), Double Slice (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Mountain Strategy (1st), Unburdened Iron (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "23",
  "s1n": "+1 striking longsword",
  "s1a": "+16",
  "s1d": "2d8+4 S",
  "s2n": "Shortsword",
  "s2a": "+15",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Shortsword: agile, finesse, versatile S. Fighter Weapon Mastery: sword group (master, legendary at 13th).",
  "worn": "Splint Mail • One Hundred Victories",
  "gear": "+1 striking longsword • Shortsword • Adventurer's Pack • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "31",
  "sp": "6",
  "bulk": "5 Bulk, 3 L (encumbered above 9, maximum 14)",
  "i_intimidation": "1",
  "conditions": "Gear notes: Speed 15 ft in splint mail (20 ft without armor). AC 23 = 10 + Dex +1 + proficiency +7 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Weapon Potency (+1), Striking, Splint Mail, One Hundred Victories; 50 gp currency: 18 gp 4 sp spent, 31 gp 6 sp kept.",
  "backstory": "Party: The Caravan Protection Agency (Party of 4, Level 5; Low Level Quartets (Levels 1-5)).\nMembers: Caravan Master (Human Ranger (Outwit), level 5); Guard Captain (Dwarf Fighter (Dual-Weapon Warrior), level 5) (this character); Trail Guide (Elf Druid (Animal Order), level 5); Merchant Liaison (Halfling Bard (Maestro), level 5)\nCommercial Focus: Protect valuable cargo across dangerous territories\nSurvival Expertise: Specialists in wilderness travel and bandit defense\nEconomic Stakes: Success affects trade routes and regional prosperity\nReputation Building: Word of mouth drives future business\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial).\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert; 5th Intimidation to expert.\nHit Points: 10 (Dwarf) + (10 (Fighter) + 4 Con) × 5 = 80.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Trail Guide": {
  "name": "Trail Guide",
  "ancestry": "Elf",
  "background": "Hunter",
  "class": "Druid (Animal Order)",
  "level": "5",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 3 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+2",
  "int": "+3",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "4",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "4",
  "r_thievery": "0",
  "lore1Name": "Lore (Tanning)",
  "r_lore1": "2",
  "hpMax": "56",
  "hpCur": "56",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "classFeats": "Subclass: Animal Order\nKey attribute: Wisdom\nClass features to 5th level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st), Fortitude Expertise (3rd), Perception Expertise (3rd), Reflex Expertise (5th)\nFeats granted by the subclass: Animal Companion\nClass feats: Reach Spell (2nd), Widen Spell (4th)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Heal Animal (order spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st), Ancestral Suspicion (5th)",
  "skillFeats": "Survey Wildlife (Hunter background)\nSkill feats: Experienced Tracker (2nd), Battle Medicine (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "s1n": "Spear",
  "s1a": "+7",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+10",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor • Battle Medic's Baton",
  "gear": "Spear • Sling • Animal Staff • Wand of Heal (rank 1) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Lesser) ×2",
  "gp": "24",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_medicine": "1",
  "conditions": "Gear notes: AC 21 = 10 + Dex +3 + proficiency +7 + padded armor 1. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Battle Medic's Baton, Animal Staff, Magic Wand (1st-Rank Spell); 50 gp currency: 25 gp 8 sp 2 cp spent, 24 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "2",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_focus_1": "Heal Animal",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Caravan Protection Agency (Party of 4, Level 5; Low Level Quartets (Levels 1-5)).\nMembers: Caravan Master (Human Ranger (Outwit), level 5); Guard Captain (Dwarf Fighter (Dual-Weapon Warrior), level 5); Trail Guide (Elf Druid (Animal Order), level 5) (this character); Merchant Liaison (Halfling Bard (Maestro), level 5)\nCommercial Focus: Protect valuable cargo across dangerous territories\nSurvival Expertise: Specialists in wilderness travel and bandit defense\nEconomic Stakes: Success affects trade routes and regional prosperity\nReputation Building: Word of mouth drives future business\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, WIS (flaw CON); background WIS, CON; class key WIS; 1st level WIS, CON, DEX, INT; 5th level WIS, CON, DEX, INT (WIS partial).\nTrained skills: automatic Nature (Druid), Athletics (Animal Order), Survival (Hunter background); chosen Medicine (Druid: 2 + Intelligence), Diplomacy (Druid: 2 + Intelligence), Acrobatics (Druid: 2 + Intelligence), Arcana (Druid: 2 + Intelligence); Intelligence increases Crafting (5th level).\nLore: Lore (Tanning) (Hunter background).\nSkill increases: 3rd Survival to expert; 5th Nature to expert.\nHit Points: 6 (Elf) + (8 (Druid) + 2 Con) × 5 = 56.\nBackground: not stated on the sample page; Hunter is a suggested choice that fits the role.\nProficiency ranks: Druid class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Merchant Liaison": {
  "name": "Merchant Liaison",
  "ancestry": "Halfling",
  "background": "Merchant",
  "class": "Bard (Maestro)",
  "level": "5",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+4",
  "con": "+2",
  "int": "+0",
  "wis": "+3",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Mercantile)",
  "r_lore1": "2",
  "hpMax": "56",
  "hpCur": "56",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Maestro\nKey attribute: Charisma\nClass features to 5th level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd)\nFeats granted by the subclass: Lingering Composition\nClass feats: Directed Audience (2nd), Melodious Spell (4th)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Soothe.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells), Lingering Composition (Maestro muse feat).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unfettered Halfling (1st), Step Lively (5th)",
  "skillFeats": "Bargain Hunter (Merchant background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "s1n": "Rapier",
  "s1a": "+11",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+11",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing • Glasses of Sociability",
  "gear": "Rapier • Sling • Composer Staff • Wand of Soothe (rank 1) • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "30",
  "sp": "5",
  "cp": "8",
  "bulk": "4 Bulk, 8 L (encumbered above 4, maximum 9)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 21 = 10 + Dex +4 + proficiency +7 + explorer's clothing 0. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Glasses of Sociability, Composer Staff, Magic Wand (1st-Rank Spell); 50 gp currency: 19 gp 4 sp 2 cp spent, 30 gp 5 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Soothe",
  "sp_1_2": "Command",
  "sp_1_3": "Fear",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "2",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "sp_focus_3": "Lingering Composition",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Caravan Protection Agency (Party of 4, Level 5; Low Level Quartets (Levels 1-5)).\nMembers: Caravan Master (Human Ranger (Outwit), level 5); Guard Captain (Dwarf Fighter (Dual-Weapon Warrior), level 5); Trail Guide (Elf Druid (Animal Order), level 5); Merchant Liaison (Halfling Bard (Maestro), level 5) (this character)\nCommercial Focus: Protect valuable cargo across dangerous territories\nSurvival Expertise: Specialists in wilderness travel and bandit defense\nEconomic Stakes: Success affects trade routes and regional prosperity\nReputation Building: Word of mouth drives future business\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw STR); background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS; 5th level CHA, DEX, CON, WIS (CHA partial).\nTrained skills: automatic Occultism (Bard), Performance (Bard), Diplomacy (Merchant background); chosen Society (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence), Acrobatics (Bard: 4 + Intelligence).\nLore: Lore (Mercantile) (Merchant background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert.\nHit Points: 6 (Halfling) + (8 (Bard) + 2 Con) × 5 = 56.\nBackground: not stated on the sample page; Merchant is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Investigator": {
  "name": "Investigator",
  "ancestry": "Human",
  "background": "Detective",
  "class": "Investigator (Empiricism)",
  "level": "2",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+1",
  "int": "+4",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "26",
  "hpCur": "26",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 2nd level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd)",
  "ac": "18",
  "s1n": "Rapier",
  "s1a": "+7",
  "s1d": "1d6 P",
  "s2n": "Hand Crossbow",
  "s2a": "+7",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Strategic strike +1d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "Padded Armor",
  "gear": "Rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Minor)",
  "gp": "5",
  "sp": "1",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +3 + proficiency +4 + padded armor 1. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 14 gp 9 sp spent, 5 gp 1 sp kept.",
  "backstory": "Party: The Temple Investigation Unit (Party of 4, Level 2; Low Level Quartets (Levels 1-5)).\nMembers: Investigator (Human Investigator (Empiricism), level 2) (this character); Enforcer (Dwarf Champion (Justice), level 2); Scholar (Elf Wizard (Unified Magical Theory), level 2); Counselor (Halfling Oracle (Life), level 2)\nReligious Authority: Investigate crimes against faith and morality\nDivine Mandate: Answer to higher powers than secular law\nMoral Complexity: Balance justice with mercy and redemption\nCommunity Trust: Must maintain public faith in religious institutions\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, DEX; background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS.\nTrained skills: automatic Society (Investigator), Society (Detective background, already trained); chosen Arcana (Empiricism Methodology), Diplomacy (replacement for a skill already trained), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert.\nHit Points: 8 (Human) + (8 (Investigator) + 1 Con) × 2 = 26.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Enforcer": {
  "name": "Enforcer",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Champion (Justice)",
  "level": "2",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+0",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "36",
  "hpCur": "36",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple T, Martial T, Unarmed T",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Iomedae",
  "classFeats": "Subclass: Justice\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 2nd level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st)\nClass feats: Deity's Domain (1st), Divine Grace (2nd)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Rock Runner (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd)",
  "ac": "19",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "Longsword",
  "s1a": "+8",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+4",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail",
  "gear": "Longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Minor) • Holy Water",
  "gp": "8",
  "sp": "1",
  "bulk": "6 Bulk, 6 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: Speed 15 ft in splint mail (20 ft without armor). AC 19 = 10 + Dex +0 + proficiency +4 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 21. Wealth (GM Core, level 2): item slots 1 hold Splint Mail; 20 gp currency: 11 gp 9 sp spent, 8 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Temple Investigation Unit (Party of 4, Level 2; Low Level Quartets (Levels 1-5)).\nMembers: Investigator (Human Investigator (Empiricism), level 2); Enforcer (Dwarf Champion (Justice), level 2) (this character); Scholar (Elf Wizard (Unified Magical Theory), level 2); Counselor (Halfling Oracle (Life), level 2)\nReligious Authority: Investigate crimes against faith and morality\nDivine Mandate: Answer to higher powers than secular law\nMoral Complexity: Balance justice with mercy and redemption\nCommunity Trust: Must maintain public faith in religious institutions\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, CHA, WIS.\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background, already trained); chosen Intimidation (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Champion: 2 + Intelligence), Athletics (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nHit Points: 10 (Dwarf) + (10 (Champion) + 3 Con) × 2 = 36.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Scholar": {
  "name": "Scholar",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (Unified Magical Theory)",
  "level": "2",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 4 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+2",
  "int": "+4",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "22",
  "hpCur": "22",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: Unified Magical Theory\nKey attribute: Intelligence\nClass features to 2nd level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st)\nClass feats: Reach Spell (1st), Widen Spell (2nd)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st)",
  "skillFeats": "Skill feats: Courtly Graces (2nd)",
  "ac": "16",
  "s1n": "Staff",
  "s1a": "+4",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Staff • Sling • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Minor) ×2",
  "gp": "9",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +2 + proficiency +4 + explorer's clothing 0. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 10 gp 6 sp 2 cp spent, 9 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Temple Investigation Unit (Party of 4, Level 2; Low Level Quartets (Levels 1-5)).\nMembers: Investigator (Human Investigator (Empiricism), level 2); Enforcer (Dwarf Champion (Justice), level 2); Scholar (Elf Wizard (Unified Magical Theory), level 2) (this character); Counselor (Halfling Oracle (Life), level 2)\nReligious Authority: Investigate crimes against faith and morality\nDivine Mandate: Answer to higher powers than secular law\nMoral Complexity: Balance justice with mercy and redemption\nCommunity Trust: Must maintain public faith in religious institutions\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nHit Points: 6 (Elf) + (6 (Wizard) + 2 Con) × 2 = 22.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Counselor (The Temple Investigation Unit)": {
  "name": "Counselor (The Temple Investigation Unit)",
  "ancestry": "Halfling",
  "background": "Fortune Teller",
  "class": "Oracle (Life)",
  "level": "2",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+2",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "26",
  "hpCur": "26",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Life\nKey attribute: Charisma\nClass features to 2nd level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st)\nFeats granted by the subclass: Nudge the Scales\nClass feats: Reach Spell (2nd)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Vitality Lash; rank 1 Soothe.\nFocus spells from: Life Link (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Halfling Luck (1st)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Battle Medicine (2nd)",
  "ac": "17",
  "s1n": "Spear",
  "s1a": "+3",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Spear • Sling • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Minor) ×2",
  "gp": "10",
  "sp": "1",
  "cp": "8",
  "bulk": "2 Bulk, 6 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +2 + proficiency +4 + padded armor 1. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 9 gp 8 sp 2 cp spent, 10 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Vitality Lash",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Soothe",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "sp_focus_1": "Life Link",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Counselor\" in The Temple Investigation Unit.\nParty: The Temple Investigation Unit (Party of 4, Level 2; Low Level Quartets (Levels 1-5)).\nMembers: Investigator (Human Investigator (Empiricism), level 2); Enforcer (Dwarf Champion (Justice), level 2); Scholar (Elf Wizard (Unified Magical Theory), level 2); Counselor (Halfling Oracle (Life), level 2) (this character)\nReligious Authority: Investigate crimes against faith and morality\nDivine Mandate: Answer to higher powers than secular law\nMoral Complexity: Balance justice with mercy and redemption\nCommunity Trust: Must maintain public faith in religious institutions\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw STR); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS.\nTrained skills: automatic Religion (Oracle), Medicine (Life), Occultism (Fortune Teller background); chosen Diplomacy (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nHit Points: 6 (Halfling) + (8 (Oracle) + 2 Con) × 2 = 26.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Sheriff (The Frontier Settlement Council, Party of 4)": {
  "name": "Sheriff (The Frontier Settlement Council, Party of 4)",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Fighter (Shield Specialist)",
  "level": "1",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "2",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "21",
  "hpCur": "21",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E",
  "classFeats": "Subclass: Shield Specialist\nKey attribute: Strength\nClass features to 1st level (Player Core): Reactive Strike (1st), Shield Block (1st)\nClass feats: Vicious Swing (1st)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)",
  "ac": "18",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "Longsword",
  "s1a": "+9",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+6",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Chain Mail",
  "gear": "Longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Healing Potion (Minor)",
  "sp": "2",
  "bulk": "5 Bulk, 4 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +1 + proficiency +3 + chain mail 4. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 20. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 8 sp spent, 2 sp kept.",
  "backstory": "Listed on the sample page as \"Sheriff\" in The Frontier Settlement Council.\nParty: The Frontier Settlement Council (Party of 4, Level 1; Low Level Quartets (Levels 1-5)).\nMembers: Sheriff (Human Fighter (Shield Specialist), level 1) (this character); Doctor (Halfling Cleric (Healing Domain), level 1); Teacher (Gnome Bard (Polymath), level 1); Builder (Dwarf Inventor (Armor Innovation), level 1)\nCommunity Leaders: Essential professions in frontier settlement\nCivic Duty: Build civilization in wilderness\nMutual Dependence: Each role supports community survival\nGrowth Together: Town and heroes develop simultaneously\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Diplomacy (Fighter: 3 + Intelligence), Society (Fighter: 3 + Intelligence), Acrobatics (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nHit Points: 8 (Human) + (10 (Fighter) + 3 Con) × 1 = 21.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Doctor (The Frontier Settlement Council, Party of 4)": {
  "name": "Doctor (The Frontier Settlement Council, Party of 4)",
  "ancestry": "Halfling",
  "background": "Field Medic",
  "class": "Cleric (Healing Domain)",
  "level": "1",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+2",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "17",
  "hpCur": "17",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Healing Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Healing domain): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 1st level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Breathe Fire (rank 1), Fireball (rank 3), Wall of Fire (rank 4).\nDivine font: 4 × heal at rank 1 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Distracting Shadows (1st)",
  "skillFeats": "Battle Medicine (Field Medic background)",
  "ac": "15",
  "s1n": "Scimitar",
  "s1a": "+2",
  "s1d": "1d6−1 S",
  "s2n": "Sling",
  "s2a": "+5",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Scimitar • Sling • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Healing Potion (Minor) • Holy Water",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 15 = 10 + Dex +2 + proficiency +3 + explorer's clothing 0. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 7 sp 2 cp spent, 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "2",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "backstory": "Listed on the sample page as \"Doctor\" in The Frontier Settlement Council.\nParty: The Frontier Settlement Council (Party of 4, Level 1; Low Level Quartets (Levels 1-5)).\nMembers: Sheriff (Human Fighter (Shield Specialist), level 1); Doctor (Halfling Cleric (Healing Domain), level 1) (this character); Teacher (Gnome Bard (Polymath), level 1); Builder (Dwarf Inventor (Armor Innovation), level 1)\nCommunity Leaders: Essential professions in frontier settlement\nCivic Duty: Build civilization in wilderness\nMutual Dependence: Each role supports community survival\nGrowth Together: Town and heroes develop simultaneously\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Medicine (Field Medic background, already trained); chosen Medicine (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Cleric: 2 + Intelligence), Occultism (Cleric: 2 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nHit Points: 6 (Halfling) + (8 (Cleric) + 3 Con) × 1 = 17.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Teacher (The Frontier Settlement Council, Party of 4)": {
  "name": "Teacher (The Frontier Settlement Council, Party of 4)",
  "ancestry": "Gnome",
  "background": "Scholar",
  "class": "Bard (Polymath)",
  "level": "1",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+2",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "18",
  "hpCur": "18",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Polymath\nKey attribute: Charisma\nClass features to 1st level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st)\nFeats granted by the subclass: Versatile Performance\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Phantasmal Minion.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Fey Fellowship (1st)",
  "ac": "16",
  "s1n": "Rapier",
  "s1a": "+5",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+5",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Rapier • Sling • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Minor) ×2",
  "gp": "2",
  "sp": "4",
  "cp": "8",
  "bulk": "3 Bulk, 6 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +2 + proficiency +3 + padded armor 1. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 12 gp 5 sp 2 cp spent, 2 gp 4 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "2",
  "sp_1_1": "Phantasmal Minion",
  "sp_1_2": "Soothe",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Teacher\" in The Frontier Settlement Council.\nParty: The Frontier Settlement Council (Party of 4, Level 1; Low Level Quartets (Levels 1-5)).\nMembers: Sheriff (Human Fighter (Shield Specialist), level 1); Doctor (Halfling Cleric (Healing Domain), level 1); Teacher (Gnome Bard (Polymath), level 1) (this character); Builder (Dwarf Inventor (Armor Innovation), level 1)\nCommunity Leaders: Essential professions in frontier settlement\nCivic Duty: Build civilization in wilderness\nMutual Dependence: Each role supports community survival\nGrowth Together: Town and heroes develop simultaneously\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background WIS, CHA; class key CHA; 1st level CHA, DEX, CON, WIS.\nTrained skills: automatic Occultism (Bard), Performance (Bard); chosen Arcana (Scholar background), Society (Bard: 4 + Intelligence), Diplomacy (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Acrobatics (Bard: 4 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nHit Points: 8 (Gnome) + (8 (Bard) + 2 Con) × 1 = 18.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Builder": {
  "name": "Builder",
  "ancestry": "Dwarf",
  "background": "Tinker",
  "class": "Inventor (Armor Innovation)",
  "level": "1",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven + 4 more of your choice",
  "str": "+1",
  "dex": "+1",
  "con": "+3",
  "int": "+4",
  "wis": "+1",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "21",
  "hpCur": "21",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Armor Innovation\nKey attribute: Intelligence\nClass features to 1st level (Guns & Gears): Explode (1st), Innovation (1st), Overdrive (1st), Peerless Inventor (1st), Shield Block (1st)\nClass feats: Explosive Leap (1st)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Dwarven Doughtiness (1st)",
  "skillFeats": "Specialty Crafting (Tinker background)",
  "ac": "16",
  "s1n": "Warhammer",
  "s1a": "+4",
  "s1d": "1d8+1 B",
  "s2n": "Crossbow",
  "s2a": "+4",
  "s2d": "1d8 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Warhammer: shove. Crossbow: range 120 ft.",
  "worn": "Studded Leather Armor",
  "gear": "Warhammer • Crossbow • Adventurer's Pack • Repair Toolkit • Bolts ×20 • Healing Potion (Minor)",
  "sp": "3",
  "bulk": "5 Bulk, 3 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +1 + proficiency +3 + studded leather armor 2. Str meets its Strength 1: no check penalty. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 7 sp spent, 3 sp kept.",
  "backstory": "Party: The Frontier Settlement Council (Party of 4, Level 1; Low Level Quartets (Levels 1-5)).\nMembers: Sheriff (Human Fighter (Shield Specialist), level 1); Doctor (Halfling Cleric (Healing Domain), level 1); Teacher (Gnome Bard (Polymath), level 1); Builder (Dwarf Inventor (Armor Innovation), level 1) (this character)\nCommunity Leaders: Essential professions in frontier settlement\nCivic Duty: Build civilization in wilderness\nMutual Dependence: Each role supports community survival\nGrowth Together: Town and heroes develop simultaneously\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, INT (flaw CHA); background INT, CON; class key INT; 1st level INT, CON, DEX, STR.\nTrained skills: automatic Crafting (Inventor), Crafting (Tinker background, already trained); chosen Arcana (replacement for a skill already trained), Society (Inventor: 3 + Intelligence), Athletics (Inventor: 3 + Intelligence), Thievery (Inventor: 3 + Intelligence), Acrobatics (Inventor: 3 + Intelligence), Deception (Inventor: 3 + Intelligence), Diplomacy (Inventor: 3 + Intelligence), Intimidation (Inventor: 3 + Intelligence).\nLore: Lore (Engineering) (Tinker background).\nHit Points: 10 (Dwarf) + (8 (Inventor) + 3 Con) × 1 = 21.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Inventor class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "High Inquisitor": {
  "name": "High Inquisitor",
  "ancestry": "Human",
  "background": "Barrister",
  "class": "Investigator (Interrogation)",
  "level": "10",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+3",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "6",
  "r_intimidation": "6",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "118",
  "hpCur": "118",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Interrogation\nKey attribute: Intelligence\nClass features to 10th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th)\nFeats granted by the subclass: No Cause for Alarm\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Group Aid (9th)",
  "skillFeats": "Group Impression (Barrister background)\nSkill feats: Intimidating Glare (2nd), Courtly Graces (3rd), Terrifying Resistance (4th), Bon Mot (5th), Streetwise (6th), Battle Cry (7th), Glad-Hand (8th), Shameless Request (9th), Terrified Retreat (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "s1n": "+1 striking corrosive rapier",
  "s1a": "+19",
  "s1d": "2d6+2 P + 1d6 acid",
  "s2n": "Hand Crossbow",
  "s2a": "+18",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +3d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 resilient leather armor • Messenger's Ring",
  "gear": "+1 striking corrosive rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Disguise Kit • Bolts ×20 • Healing Potion (Moderate) ×3",
  "pp": "8",
  "gp": "108",
  "sp": "3",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +12 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Weapon Potency (+1), Striking, Corrosive, Armor Potency (+1), Resilient, Messenger's Ring; 350 gp currency: 161 gp 7 sp spent, 188 gp 3 sp kept.",
  "backstory": "Party: The Royal Inquisition (Party of 4, Level 10; Medium Level Quartets (Levels 6-12)).\nMembers: High Inquisitor (Human Investigator (Interrogation), level 10) (this character); Divine Champion (Human (Nephilim) Champion (Justice), level 10); Court Wizard (Elf Wizard (Spell Blending), level 10); Master Spy (Halfling Rogue (Mastermind), level 10)\nRoyal Authority: Direct representatives of crown authority\nInvestigation Focus: Root out corruption and conspiracy\nPolitical Intrigue: Navigate court politics while serving justice\nMoral Dilemmas: Balance loyalty to crown with personal ethics\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, DEX; background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial).\nTrained skills: automatic Society (Investigator), Diplomacy (Interrogation Methodology), Diplomacy (Barrister background, already trained); chosen Intimidation (replacement for a skill already trained), Arcana (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence); Intelligence increases Survival (10th level).\nLore: Lore (Legal) (Barrister background).\nSkill increases: 2nd Intimidation to expert; 3rd Diplomacy to expert; 4th Society to expert; 5th Arcana to expert; 6th Deception to expert; 7th Intimidation to master; 8th Diplomacy to master; 9th Society to master; 10th Arcana to master.\nHit Points: 8 (Human) + (8 (Investigator) + 3 Con) × 10 = 118.\nBackground: not stated on the sample page; Barrister is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Divine Champion (The Royal Inquisition)": {
  "name": "Divine Champion (The Royal Inquisition)",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Champion (Justice)",
  "level": "10",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+0",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+3",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "148",
  "hpCur": "148",
  "profs": "Unarmored E, Light E, Medium E, Heavy E; Simple E, Martial E, Unarmed E",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "4",
  "deity": "Iomedae",
  "classFeats": "Subclass: Justice\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 10th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Advanced Deity's Domain (8th), Quick Shield Block (10th)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Halo (1st), Sense Allies (5th), Divine Countermeasures (9th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th), Intimidating Glare (6th), Quick Jump (8th), Bon Mot (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "31",
  "shieldAc": "2",
  "shHard": "10",
  "shHp": "80 (40)",
  "shCur": "80",
  "s1n": "+1 striking frost longsword",
  "s1a": "+20",
  "s1d": "2d8+7 S + 1d6 cold",
  "s2n": "Javelin",
  "s2a": "+14",
  "s2d": "1d6+7 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+1 resilient full plate • Sailor's Collar • Messenger's Ring",
  "gear": "+1 striking frost longsword • Javelin ×3 • Sturdy Shield (Lesser) • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Moderate) ×2 • Holy Water ×2",
  "pp": "1",
  "gp": "101",
  "sp": "1",
  "bulk": "7 Bulk, 9 L (encumbered above 10, maximum 15)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_athletics": "1",
  "i_diplomacy": "2",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 31 = 10 + Dex +0 + proficiency +14 + full plate 6 + potency 1. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Lesser) raised: AC 33. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Frost, Armor Potency (+1), Resilient, Sturdy Shield (Lesser), Sailor's Collar, Messenger's Ring; 350 gp currency: 238 gp 9 sp spent, 111 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Listed on the sample page as \"Divine Champion\" in The Royal Inquisition.\nParty: The Royal Inquisition (Party of 4, Level 10; Medium Level Quartets (Levels 6-12)).\nMembers: High Inquisitor (Human Investigator (Interrogation), level 10); Divine Champion (Human (Nephilim) Champion (Justice), level 10) (this character); Court Wizard (Elf Wizard (Spell Blending), level 10); Master Spy (Halfling Rogue (Mastermind), level 10)\nRoyal Authority: Direct representatives of crown authority\nInvestigation Focus: Root out corruption and conspiracy\nPolitical Intrigue: Navigate court politics while serving justice\nMoral Dilemmas: Balance loyalty to crown with personal ethics\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background WIS, STR; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS.\nTrained skills: automatic Religion (Champion), Religion (Acolyte background, already trained); chosen Intimidation (deity's divine skill), Athletics (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Medicine (Champion: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Religion to expert; 5th Athletics to expert; 7th Religion to master; 9th Athletics to master.\nHit Points: 8 (Human) + (10 (Champion) + 4 Con) × 10 = 148.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Court Wizard (The Royal Inquisition)": {
  "name": "Court Wizard (The Royal Inquisition)",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (Spell Blending)",
  "level": "10",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "106",
  "hpCur": "106",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Spell Blending\nKey attribute: Intelligence\nArcane school: not stated on the sample page; School of Unified Magical Theory assumed (GM choice)\nClass features to 10th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Elven Persistence (5th), Elf Step (9th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "Staff of Fire (Greater)",
  "s1a": "+12",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+16",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "Staff of Fire (Greater) • Sling • Wand of Haste (rank 3) • Wand of Invisibility (rank 2) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Moderate) ×3",
  "pp": "9",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 27 = 10 + Dex +4 + proficiency +12 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Staff of Fire (Greater), Armor Potency (+1), Resilient, Mage's Hat (Greater), Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 350 gp currency: 152 gp 6 sp 2 cp spent, 197 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Court Wizard\" in The Royal Inquisition.\nParty: The Royal Inquisition (Party of 4, Level 10; Medium Level Quartets (Levels 6-12)).\nMembers: High Inquisitor (Human Investigator (Interrogation), level 10); Divine Champion (Human (Nephilim) Champion (Justice), level 10); Court Wizard (Elf Wizard (Spell Blending), level 10) (this character); Master Spy (Halfling Rogue (Mastermind), level 10)\nRoyal Authority: Direct representatives of crown authority\nInvestigation Focus: Root out corruption and conspiracy\nPolitical Intrigue: Navigate court politics while serving justice\nMoral Dilemmas: Balance loyalty to crown with personal ethics\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master.\nHit Points: 6 (Elf) + (6 (Wizard) + 4 Con) × 10 = 106.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Master Spy (The Royal Inquisition)": {
  "name": "Master Spy (The Royal Inquisition)",
  "ancestry": "Halfling",
  "background": "Charlatan",
  "class": "Rogue (Mastermind)",
  "level": "10",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+5",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "6",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "126",
  "hpCur": "126",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Mastermind\nKey attribute: Dexterity\nClass features to 10th level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd), Weapon Tricks (5th), Evasive Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th), Debilitating Strikes (9th), Rogue Resilience (9th)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd), You're Next (4th), Mobility (6th), Quick Draw (8th), Underhanded Assault (10th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Sure Feet (1st), Step Lively (5th), Dance Underfoot (9th)",
  "skillFeats": "Charming Liar (Charlatan background)\nSkill feats: Terrain Stalker (1st), Lie to Me (2nd), Pickpocket (3rd), Cat Fall (4th), Quiet Allies (5th), Subtle Theft (6th), Steady Balance (7th), Swift Sneak (8th), Confabulator (9th), Nimble Crawl (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "s1n": "+1 striking corrosive rapier",
  "s1a": "+20",
  "s1d": "2d6+1 P + 1d6 acid",
  "s2n": "Hand Crossbow",
  "s2a": "+19",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Sneak attack +2d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "+1 resilient explorer's clothing • Charlatan's Gloves (Greater) • Cloak of Illusions",
  "gear": "+1 striking corrosive rapier • Hand Crossbow • Adventurer's Pack • Thieves' Toolkit • Disguise Kit • Bolts ×20 • Healing Potion (Moderate) ×3",
  "pp": "5",
  "gp": "103",
  "sp": "2",
  "bulk": "3 Bulk, 1 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_thievery": "2",
  "i_stealth": "1",
  "conditions": "Gear notes: AC 28 = 10 + Dex +5 + proficiency +12 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Striking, Corrosive, Armor Potency (+1), Resilient, Charlatan's Gloves (Greater), Cloak of Illusions; 350 gp currency: 196 gp 8 sp spent, 153 gp 2 sp kept.",
  "backstory": "Listed on the sample page as \"Master Spy\" in The Royal Inquisition.\nParty: The Royal Inquisition (Party of 4, Level 10; Medium Level Quartets (Levels 6-12)).\nMembers: High Inquisitor (Human Investigator (Interrogation), level 10); Divine Champion (Human (Nephilim) Champion (Justice), level 10); Court Wizard (Elf Wizard (Spell Blending), level 10); Master Spy (Halfling Rogue (Mastermind), level 10) (this character)\nRoyal Authority: Direct representatives of crown authority\nInvestigation Focus: Root out corruption and conspiracy\nPolitical Intrigue: Navigate court politics while serving justice\nMoral Dilemmas: Balance loyalty to crown with personal ethics\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background CHA, DEX; class key DEX; 1st level DEX, CON, CHA, WIS; 5th level DEX, CON, CHA, WIS (DEX partial); 10th level DEX, CON, CHA, WIS.\nTrained skills: automatic Stealth (Rogue), Society (Mastermind), Deception (Charlatan background); chosen Occultism (Mastermind), Thievery (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence), Intimidation (Rogue: 7 + Intelligence), Performance (Rogue: 7 + Intelligence), Survival (Rogue: 7 + Intelligence).\nLore: Lore (Underworld) (Charlatan background).\nSkill increases: 2nd Stealth to expert; 3rd Deception to expert; 4th Thievery to expert; 5th Acrobatics to expert; 6th Society to expert; 7th Stealth to master; 8th Deception to master; 9th Thievery to master; 10th Acrobatics to master.\nHit Points: 6 (Halfling) + (8 (Rogue) + 4 Con) × 10 = 126.\nBackground: not stated on the sample page; Charlatan is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Earth Warden (The Elemental Wardens Circle)": {
  "name": "Earth Warden (The Elemental Wardens Circle)",
  "ancestry": "Human (Oread)",
  "background": "Warrior",
  "class": "Monk (Mountain Stance)",
  "level": "8",
  "size": "Medium, human, humanoid, oread",
  "speed": "40 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+4",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "104",
  "hpCur": "104",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "classFeats": "Subclass: Mountain Stance\nKey attribute: Strength\nPath to Perfection (suggested): 7th Fortitude to master\nClass features to 8th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th), Path to Perfection (7th), Weapon Specialization (7th)\nClass feats: Mountain Stance (1st), Stunning Blows (2nd), Crushing Grab (4th), Flurry of Maneuvers (6th), Deflect Projectile (8th)",
  "ancFeats": "Heritage: Oread. An earth elemental ancestor has influenced your bloodline, and your features highlight this elemental planar connection. You might have a crystalline or metallic sheen to your skin or hair, rough and stony flesh, or glittering gemstone eyes. You gain the oread trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from oread feats and feats from your ancestry whenever you gain an an\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Cat Fall (2nd), Titan Wrestler (4th), Terrain Stalker (6th), Steady Balance (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking falling stone",
  "s1a": "+17",
  "s1d": "2d8+6 B",
  "s2n": "+1 striking fist (outside the stance)",
  "s2a": "+17",
  "s2d": "2d6+6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Falling Stone: forceful, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+1 striking handwraps of mighty blows • +1 explorer's clothing • Bracelet of Dashing • Sailor's Collar",
  "gear": "Adventurer's Pack • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "4",
  "bulk": "1 Bulk, 5 L (encumbered above 9, maximum 14)",
  "i_acrobatics": "1",
  "i_athletics": "1",
  "conditions": "Gear notes: Speed 40 ft = 25 ft + 15 ft Incredible Movement (unarmored). AC 27 = 10 + Dex +4 + proficiency +12 + explorer's clothing 0 + potency 1. In Mountain Stance: AC 26 (+4 item bonus, which does not stack with the potency rune; Dex cap +0). Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Handwraps of Mighty Blows, Striking, Armor Potency (+1), Bracelet of Dashing, Sailor's Collar; 180 gp currency: 86 gp 6 sp spent, 93 gp 4 sp kept.",
  "backstory": "Listed on the sample page as \"Earth Warden\" in The Elemental Wardens Circle.\nParty: The Elemental Wardens Circle (Party of 4, Level 8; Medium Level Quartets (Levels 6-12)).\nMembers: Earth Warden (Human (Oread) Monk (Mountain Stance), level 8) (this character); Fire Keeper (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Speaker (Human (Undine) Druid (Wave Order), level 8); Wind Dancer (Human (Sylph) Oracle (Tempest), level 8)\nElemental Balance: Maintain harmony between primal forces\nEnvironmental Protection: Prevent elemental disasters\nPlanar Connections: Relationships with elemental planes\nNatural Authority: Recognized by elemental creatures\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, DEX; background STR, DEX; class key STR; 1st level STR, DEX, CON, WIS; 5th level STR, DEX, CON, WIS (STR partial).\nTrained skills: automatic Intimidation (Warrior background); chosen Acrobatics (Monk: 4 + Intelligence), Athletics (Monk: 4 + Intelligence), Stealth (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Acrobatics to expert; 5th Athletics to expert; 7th Acrobatics to master.\nHit Points: 8 (Human) + (10 (Monk) + 2 Con) × 8 = 104.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Monk class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Fire Keeper (The Elemental Wardens Circle)": {
  "name": "Fire Keeper (The Elemental Wardens Circle)",
  "ancestry": "Human (Naari)",
  "background": "Fortune Teller",
  "class": "Sorcerer (Elemental Fire)",
  "level": "8",
  "size": "Medium, human, humanoid, naari",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "6",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "88",
  "hpCur": "88",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Elemental Fire\nKey attribute: Charisma\nClass features to 8th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th), Expert Spellcaster (7th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Blood Rising (8th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Ignition; rank 1 Breathe Fire; rank 2 Resist Energy; rank 3 Fireball; rank 4 Unfettered Movement.\nFocus spells from: Elemental Toss (bloodline spell).",
  "ancFeats": "Heritage: Naari. You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the naari trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from naari feats and feats from your ancestry\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Lie to Me (2nd), Intimidating Glare (4th), Charming Liar (6th), Natural Medicine (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "23",
  "s1n": "Staff of Fire",
  "s1a": "+10",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 explorer's clothing • Mage's Hat • Ventriloquist's Ring",
  "gear": "Staff of Fire • Sling • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_arcana": "1",
  "i_deception": "1",
  "conditions": "Gear notes: AC 23 = 10 + Dex +2 + proficiency +10 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Staff of Fire, Armor Potency (+1), Mage's Hat, Ventriloquist's Ring, Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 6 sp 2 cp spent, 93 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Ignition",
  "sp_cantrips_2": "Electric Arc",
  "sp_cantrips_3": "Frostbite",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Breathe Fire",
  "sp_1_2": "Heal",
  "sp_1_3": "Gust of Wind",
  "sp_1_4": "Thunderstrike",
  "slots2": "4",
  "sp_2_1": "Resist Energy",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Entangling Flora",
  "sp_2_4": "Oaken Resilience",
  "slots3": "4",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "sp_3_4": "Lightning Bolt",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Fly",
  "sp_4_3": "Wall of Fire",
  "sp_4_4": "Vital Beacon",
  "sp_focus_1": "Elemental Toss",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Fire Keeper\" in The Elemental Wardens Circle.\nParty: The Elemental Wardens Circle (Party of 4, Level 8; Medium Level Quartets (Levels 6-12)).\nMembers: Earth Warden (Human (Oread) Monk (Mountain Stance), level 8); Fire Keeper (Human (Naari) Sorcerer (Elemental Fire), level 8) (this character); Water Speaker (Human (Undine) Druid (Wave Order), level 8); Wind Dancer (Human (Sylph) Oracle (Tempest), level 8)\nElemental Balance: Maintain harmony between primal forces\nEnvironmental Protection: Prevent elemental disasters\nPlanar Connections: Relationships with elemental planes\nNatural Authority: Recognized by elemental creatures\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Intimidation (Bloodline: Elemental), Nature (Bloodline: Elemental), Occultism (Fortune Teller background); chosen Arcana (Sorcerer: 2 + Intelligence), Deception (Sorcerer: 2 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Arcana to expert; 5th Deception to expert; 7th Arcana to master.\nHit Points: 8 (Human) + (6 (Sorcerer) + 4 Con) × 8 = 88.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Water Speaker (The Elemental Wardens Circle)": {
  "name": "Water Speaker (The Elemental Wardens Circle)",
  "ancestry": "Human (Undine)",
  "background": "Noble",
  "class": "Druid (Wave Order)",
  "level": "8",
  "size": "Medium, human, humanoid, undine",
  "speed": "25 ft, swim 10 ft",
  "senses": "Normal vision",
  "languages": "Common + 4 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+3",
  "int": "+3",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "96",
  "hpCur": "96",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "4",
  "classFeats": "Subclass: Wave Order\nKey attribute: Wisdom\nClass features to 8th level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st), Fortitude Expertise (3rd), Perception Expertise (3rd), Reflex Expertise (5th), Expert Spellcaster (7th)\nFeats granted by the subclass: Shore Step\nClass feats: Reach Spell (2nd), Widen Spell (4th), Call of the Wild (6th), Steady Spellcasting (8th)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Rising Surf (order spell).",
  "ancFeats": "Heritage: Undine. A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Experienced Tracker (4th), Bon Mot (6th), Streetwise (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Spear",
  "s1a": "+10",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Primeval Mistletoe • Battle Medic's Baton",
  "gear": "Spear • Sling • Staff of Water • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_nature": "1",
  "i_medicine": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +2 + proficiency +10 + padded armor 1 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Armor Potency (+1), Primeval Mistletoe, Battle Medic's Baton, Staff of Water, Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 8 sp 2 cp spent, 93 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "sp_4_3": "Unfettered Movement",
  "sp_focus_1": "Rising Surf",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Water Speaker\" in The Elemental Wardens Circle.\nParty: The Elemental Wardens Circle (Party of 4, Level 8; Medium Level Quartets (Levels 6-12)).\nMembers: Earth Warden (Human (Oread) Monk (Mountain Stance), level 8); Fire Keeper (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Speaker (Human (Undine) Druid (Wave Order), level 8) (this character); Wind Dancer (Human (Sylph) Oracle (Tempest), level 8)\nElemental Balance: Maintain harmony between primal forces\nEnvironmental Protection: Prevent elemental disasters\nPlanar Connections: Relationships with elemental planes\nNatural Authority: Recognized by elemental creatures\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry WIS, CON; background INT, WIS; class key WIS; 1st level WIS, CON, DEX, INT; 5th level WIS, CON, DEX, INT (WIS partial).\nTrained skills: automatic Nature (Druid), Medicine (Wave Order), Society (Noble background); chosen Diplomacy (Druid: 2 + Intelligence), Survival (Druid: 2 + Intelligence), Athletics (Druid: 2 + Intelligence), Acrobatics (Druid: 2 + Intelligence); Intelligence increases Arcana (5th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 8 (Human) + (8 (Druid) + 3 Con) × 8 = 96.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Druid class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Wind Dancer (The Elemental Wardens Circle)": {
  "name": "Wind Dancer (The Elemental Wardens Circle)",
  "ancestry": "Human (Sylph)",
  "background": "Acrobat",
  "class": "Oracle (Tempest)",
  "level": "8",
  "size": "Medium, human, humanoid, sylph",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Circus)",
  "r_lore1": "2",
  "hpMax": "96",
  "hpCur": "96",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Tempest\nKey attribute: Charisma\nClass features to 8th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th)\nFeats granted by the subclass: Foretell Harm\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Electric Arc; rank 1 Thunderstrike; rank 4 Hydraulic Torrent.\nFocus spells from: Tempest Touch (revelation spell).",
  "ancFeats": "Heritage: Sylph. You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Skillful Tail (5th)",
  "skillFeats": "Steady Balance (Acrobat background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Oddity Identification (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "25",
  "s1n": "Spear",
  "s1a": "+10",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 25 = 10 + Dex +3 + proficiency +10 + padded armor 1 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Armor Potency (+1), Glasses of Sociability, Staff of Healing, Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 8 sp 2 cp spent, 93 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Thunderstrike",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Hydraulic Torrent",
  "sp_4_2": "Unfettered Movement",
  "sp_4_3": "Vital Beacon",
  "sp_4_4": "Fly",
  "sp_focus_1": "Tempest Touch",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Wind Dancer\" in The Elemental Wardens Circle.\nParty: The Elemental Wardens Circle (Party of 4, Level 8; Medium Level Quartets (Levels 6-12)).\nMembers: Earth Warden (Human (Oread) Monk (Mountain Stance), level 8); Fire Keeper (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Speaker (Human (Undine) Druid (Wave Order), level 8); Wind Dancer (Human (Sylph) Oracle (Tempest), level 8) (this character)\nElemental Balance: Maintain harmony between primal forces\nEnvironmental Protection: Prevent elemental disasters\nPlanar Connections: Relationships with elemental planes\nNatural Authority: Recognized by elemental creatures\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background DEX, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Nature (Tempest), Acrobatics (Acrobat background); chosen Occultism (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Circus) (Acrobat background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master.\nHit Points: 8 (Human) + (8 (Oracle) + 3 Con) × 8 = 96.\nBackground: not stated on the sample page; Acrobat is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Division Chief": {
  "name": "Division Chief",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Magus (Twisting Tree)",
  "level": "11",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+5",
  "dex": "+3",
  "con": "+3",
  "int": "+4",
  "wis": "+0",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "4",
  "r_arcana": "6",
  "r_athletics": "6",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "129",
  "hpCur": "129",
  "profs": "Unarmored E, Light E, Medium E; Simple E, Martial E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Twisting Tree\nKey attribute: Strength\nClass features to 11th level (Impossible Magic): Arcane Cascade (1st), Conflux Spells (1st), Hybrid Study (1st), Magus Spellcasting (1st), Spellstrike (1st), Reflex Expertise (5th), Weapon Expertise (5th), Studious Spells (7th), Weapon Specialization (7th), Expert Spellcaster (9th), Perception Expertise (9th), Twofold Will (9th), Medium Armor Expertise (11th)\nClass feats: Raise a Tome (2nd), Expansive Spellstrike (4th), Spell Parry (6th), Standby Spell (8th), Cascading Ray (10th)\nSpellcasting: slots by the Magus table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Spinning Staff (conflux spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Group Aid (9th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Quick Jump (6th), Steady Balance (8th), Combat Climber (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "31",
  "s1n": "+2 striking thundering spellstriker staff",
  "s1a": "+22",
  "s1d": "2d8+7 B + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+18",
  "s2d": "1d6+7 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Spellstrike: deliver an attack spell through a Strike (see class features).",
  "worn": "+1 resilient studded leather armor • Mage's Hat (Greater) • Sailor's Collar",
  "gear": "+2 striking thundering spellstriker staff • Javelin ×3 • Adventurer's Pack • Spellbook (Blank) • Healing Potion (Moderate) ×3",
  "pp": "9",
  "gp": "109",
  "sp": "2",
  "bulk": "3 Bulk, 8 L (encumbered above 10, maximum 15)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "i_athletics": "1",
  "conditions": "Gear notes: AC 31 = 10 + Dex +3 + proficiency +15 + studded leather armor 2 + potency 1. Str meets its Strength 1: no check penalty. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Spellstriker Staff, Weapon Potency (+2), Thundering, Armor Potency (+1), Resilient, Mage's Hat (Greater); 500 gp currency: 300 gp 8 sp spent, 199 gp 2 sp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots5": "2",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "slots6": "1",
  "sp_6_1": "Chain Lightning",
  "sp_focus_1": "Spinning Staff",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcane Enforcement Division (Party of 4, Level 11; Medium Level Quartets (Levels 6-12)).\nMembers: Division Chief (Human Magus (Twisting Tree), level 11) (this character); Battle Mage (Elf Wizard (School of Battle Magic), level 11); Arcane Detective (Gnome Investigator (Alchemical Sciences), level 11); Spell Specialist (Human (Aiuvarin) Witch (The Inscribed One Patron), level 11)\nMagical Law Enforcement: Police magical crimes and violations\nSpecialized Training: Combat rogue spellcasters and magical threats\nRegulatory Authority: Enforce laws governing magical practice\nPublic Safety: Protect civilians from magical dangers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, INT; background STR, INT; class key STR; 1st level STR, INT, CON, DEX; 5th level STR, INT, CON, DEX (STR partial); 10th level STR, INT, CON, DEX (INT partial).\nTrained skills: automatic Arcana (Magus), Intimidation (Warrior background); chosen Athletics (Magus: 2 + Intelligence), Acrobatics (Magus: 2 + Intelligence), Occultism (Magus: 2 + Intelligence), Crafting (Magus: 2 + Intelligence), Deception (Magus: 2 + Intelligence); Intelligence increases Diplomacy (5th level).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Arcana to expert; 5th Athletics to expert; 7th Arcana to master; 9th Athletics to master; 11th Acrobatics to expert.\nHit Points: 8 (Human) + (8 (Magus) + 3 Con) × 11 = 129.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Magus class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Battle Mage (The Arcane Enforcement Division)": {
  "name": "Battle Mage (The Arcane Enforcement Division)",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (School of Battle Magic)",
  "level": "11",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "116",
  "hpCur": "116",
  "profs": "Unarmored T; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: School of Battle Magic\nKey attribute: Intelligence\nClass features to 11th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Bespell Strikes (6th), Steady Spellcasting (8th), Bond Conservation (10th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Shield, Telekinetic Projectile; rank 1 Breathe Fire, Force Barrage, Mystic Armor; rank 2 Mist, Resist Energy; rank 3 Earthbind, Fireball; rank 4 Wall of Fire, Weapon Storm; rank 5 Howling Blizzard, Impaling Spike; rank 6 Chain Lightning, Disintegrate.\nFocus spells from: Force Bolt (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Ageless Patience (5th), Submerged Stillness (9th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "Staff of Fire (Greater)",
  "s1a": "+15",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+19",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "Staff of Fire (Greater) • Sling • Wand of Fly (rank 4) • Wand of Haste (rank 4) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Staff of Fire (Greater), Armor Potency (+1), Mage's Hat (Greater), Magic Wand (4th-Rank Spell), Magic Wand (4th-Rank Spell); 500 gp currency: 392 gp 6 sp 2 cp spent, 107 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Shield",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "sp_cantrips_6": "Prestidigitation",
  "slots1": "4",
  "sp_1_1": "Breathe Fire",
  "sp_1_2": "Force Barrage",
  "sp_1_3": "Mystic Armor",
  "sp_1_4": "Grease",
  "slots2": "4",
  "sp_2_1": "Mist",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "slots3": "4",
  "sp_3_1": "Earthbind",
  "sp_3_2": "Fireball",
  "sp_3_3": "Haste",
  "sp_3_4": "Slow",
  "slots4": "4",
  "sp_4_1": "Wall of Fire",
  "sp_4_2": "Weapon Storm",
  "sp_4_3": "Fly",
  "sp_4_4": "Translocate",
  "slots5": "4",
  "sp_5_1": "Howling Blizzard",
  "sp_5_2": "Impaling Spike",
  "sp_5_3": "Cone of Cold",
  "sp_5_4": "Wall of Stone",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "sp_focus_1": "Force Bolt",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Battle Mage\" in The Arcane Enforcement Division.\nParty: The Arcane Enforcement Division (Party of 4, Level 11; Medium Level Quartets (Levels 6-12)).\nMembers: Division Chief (Human Magus (Twisting Tree), level 11); Battle Mage (Elf Wizard (School of Battle Magic), level 11) (this character); Arcane Detective (Gnome Investigator (Alchemical Sciences), level 11); Spell Specialist (Human (Aiuvarin) Witch (The Inscribed One Patron), level 11)\nMagical Law Enforcement: Police magical crimes and violations\nSpecialized Training: Combat rogue spellcasters and magical threats\nRegulatory Authority: Enforce laws governing magical practice\nPublic Safety: Protect civilians from magical dangers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Occultism to expert.\nHit Points: 6 (Elf) + (6 (Wizard) + 4 Con) × 11 = 116.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Arcane Detective": {
  "name": "Arcane Detective",
  "ancestry": "Gnome",
  "background": "Detective",
  "class": "Investigator (Alchemical Sciences)",
  "level": "11",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 5 more of your choice",
  "str": "−1",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "6",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "140",
  "hpCur": "140",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Alchemical Sciences\nKey attribute: Intelligence\nClass features to 11th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th)\nFeats granted by the subclass: Alchemical Crafting\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Animal Elocutionist (1st), Project Persona (5th), Vivacious Conduit (9th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd), Lie to Me (4th), Bon Mot (5th), Charming Liar (6th), Glad-Hand (7th), Confabulator (8th), No Cause for Alarm (9th), Slippery Secrets (10th), Shameless Request (11th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "+2 striking flaming frost rapier",
  "s1a": "+21",
  "s1d": "2d6+1 P + 1d6 fire + 1d6 cold",
  "s2n": "Hand Crossbow",
  "s2a": "+19",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +3d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 resilient explorer's clothing • Messenger's Ring",
  "gear": "+2 striking flaming frost rapier • Hand Crossbow • Adventurer's Pack • Alchemist's Toolkit • Thieves' Toolkit • Bolts ×20 • Healing Potion (Moderate)",
  "gp": "97",
  "sp": "2",
  "bulk": "3 Bulk, 6 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Weapon Potency (+2), Striking, Flaming, Frost, Armor Potency (+1), Messenger's Ring; 500 gp currency: 402 gp 8 sp spent, 97 gp 2 sp kept.",
  "backstory": "Party: The Arcane Enforcement Division (Party of 4, Level 11; Medium Level Quartets (Levels 6-12)).\nMembers: Division Chief (Human Magus (Twisting Tree), level 11); Battle Mage (Elf Wizard (School of Battle Magic), level 11); Arcane Detective (Gnome Investigator (Alchemical Sciences), level 11) (this character); Spell Specialist (Human (Aiuvarin) Witch (The Inscribed One Patron), level 11)\nMagical Law Enforcement: Police magical crimes and violations\nSpecialized Training: Combat rogue spellcasters and magical threats\nRegulatory Authority: Enforce laws governing magical practice\nPublic Safety: Protect civilians from magical dangers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS.\nTrained skills: automatic Society (Investigator), Crafting (Alchemical Sciences Methodology), Society (Detective background, already trained); chosen Arcana (replacement for a skill already trained), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence); Intelligence increases Survival (10th level).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Diplomacy to expert; 5th Deception to expert; 6th Stealth to expert; 7th Society to master; 8th Arcana to master; 9th Diplomacy to master; 10th Deception to master; 11th Stealth to master.\nHit Points: 8 (Gnome) + (8 (Investigator) + 4 Con) × 11 = 140.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Spell Specialist (The Arcane Enforcement Division)": {
  "name": "Spell Specialist (The Arcane Enforcement Division)",
  "ancestry": "Human (Aiuvarin)",
  "background": "Scholar",
  "class": "Witch (The Inscribed One Patron)",
  "level": "11",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "4",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "118",
  "hpCur": "118",
  "profs": "Unarmored T; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: The Inscribed One Patron\nKey attribute: Intelligence\nClass features to 11th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th), Witch's Charge (8th), Steady Spellcasting (10th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Runic Weapon.\nFocus spells from: Discern Secrets (patron hex cantrip), Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Free Heart (1st), Ageless Patience (5th), Submerged Stillness (9th)",
  "skillFeats": "Skill feats: Battle Medicine (2nd), Oddity Identification (4th), Natural Medicine (6th), Schooled in Secrets (8th), Train Animal (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "27",
  "s1n": "Staff of Fire (Greater)",
  "s1a": "+15",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+18",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Pendant of the Occult (Greater) • Mage's Hat (Greater)",
  "gear": "Staff of Fire (Greater) • Sling • Wand of Fly (rank 4) • Wand of Fireball (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_occultism": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 27 = 10 + Dex +3 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Staff of Fire (Greater), Armor Potency (+1), Pendant of the Occult (Greater), Mage's Hat (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 500 gp currency: 391 gp 6 sp 2 cp spent, 108 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Runic Weapon",
  "sp_1_2": "Force Barrage",
  "sp_1_3": "Mystic Armor",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "2",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_focus_1": "Discern Secrets (cantrip)",
  "sp_focus_2": "Patron's Puppet",
  "sp_focus_3": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Listed on the sample page as \"Spell Specialist\" in The Arcane Enforcement Division.\nParty: The Arcane Enforcement Division (Party of 4, Level 11; Medium Level Quartets (Levels 6-12)).\nMembers: Division Chief (Human Magus (Twisting Tree), level 11); Battle Mage (Elf Wizard (School of Battle Magic), level 11); Arcane Detective (Gnome Investigator (Alchemical Sciences), level 11); Spell Specialist (Human (Aiuvarin) Witch (The Inscribed One Patron), level 11) (this character)\nMagical Law Enforcement: Police magical crimes and violations\nSpecialized Training: Combat rogue spellcasters and magical threats\nRegulatory Authority: Enforce laws governing magical practice\nPublic Safety: Protect civilians from magical dangers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial).\nTrained skills: automatic Arcana (The Inscribed One); chosen Occultism (Scholar background), Nature (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence), Athletics (Witch: 3 + Intelligence), Crafting (Witch: 3 + Intelligence); Intelligence increases Diplomacy (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Occultism to expert; 5th Arcana to expert; 7th Occultism to master; 9th Arcana to master; 11th Nature to expert.\nHit Points: 8 (Human) + (6 (Witch) + 4 Con) × 11 = 118.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Guild Master (The Monster Hunting Guild)": {
  "name": "Guild Master (The Monster Hunting Guild)",
  "ancestry": "Human",
  "background": "Hunter",
  "class": "Ranger (Monster Hunter)",
  "level": "9",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+2",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "6",
  "r_thievery": "0",
  "lore1Name": "Lore (Tanning)",
  "r_lore1": "2",
  "hpMax": "134",
  "hpCur": "134",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Monster Hunter\nKey attribute: Dexterity\nClass features to 9th level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd), Ranger Weapon Expertise (5th), Trackless Journey (5th), Natural Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th), Nature's Edge (9th), Ranger Expertise (9th)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd), Monster Hunter (4th), Favored Terrain (6th), Quick Draw (8th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Cooperative Soul (9th)",
  "skillFeats": "Survey Wildlife (Hunter background)\nSkill feats: Experienced Tracker (2nd), Terrain Stalker (4th), Titan Wrestler (6th), Forager (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking longbow",
  "s1a": "+18",
  "s1d": "2d8+2 P",
  "s2n": "Shortsword",
  "s2a": "+17",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Hunt Prey; hunter's edge as listed under class features.",
  "worn": "+1 resilient leather armor • Primeval Mistletoe",
  "gear": "+1 striking longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Healing Potion (Moderate) ×2",
  "pp": "3",
  "gp": "109",
  "sp": "4",
  "bulk": "4 Bulk, 5 L (encumbered above 7, maximum 12)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_nature": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +4 + proficiency +11 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Weapon Potency (+1), Striking, Armor Potency (+1), Resilient, Primeval Mistletoe; 250 gp currency: 110 gp 6 sp spent, 139 gp 4 sp kept.",
  "backstory": "Listed on the sample page as \"Guild Master\" in The Monster Hunting Guild.\nParty: The Monster Hunting Guild (Party of 4, Level 9; Medium Level Quartets (Levels 6-12)).\nMembers: Guild Master (Human Ranger (Monster Hunter), level 9) (this character); Veteran Slayer (Dwarf Barbarian (Giant Instinct), level 9); Guild Scholar (Elf Investigator (Empiricism), level 9); Field Medic (Halfling Oracle (Life), level 9)\nProfessional Monster Hunters: Elite team taking contracts on dangerous creatures\nReputation System: Success builds fame and attracts better contracts\nKnowledge Base: Extensive research on monster behavior and weaknesses\nPublic Service: Protect communities from supernatural threats\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background DEX, CON; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial).\nTrained skills: automatic Survival (Ranger), Survival (Hunter background, already trained); chosen Nature (replacement for a skill already trained), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence).\nLore: Lore (Tanning) (Hunter background).\nSkill increases: 3rd Survival to expert; 5th Nature to expert; 7th Survival to master; 9th Nature to master.\nHit Points: 8 (Human) + (10 (Ranger) + 4 Con) × 9 = 134.\nBackground: not stated on the sample page; Hunter is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Veteran Slayer": {
  "name": "Veteran Slayer",
  "ancestry": "Dwarf",
  "background": "Bounty Hunter",
  "class": "Barbarian (Giant Instinct)",
  "level": "9",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "6",
  "r_thievery": "0",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "154",
  "hpCur": "154",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Giant Instinct\nKey attribute: Strength\nClass features to 9th level (Player Core 2): Instinct (1st), Quick-Tempered (1st), Rage (1st), Furious Footfalls (3rd), Brutality (5th), Juggernaut (7th), Weapon Specialization (7th), Raging Resistance (9th), Reflex Expertise (9th)\nClass feats: Sudden Charge (1st), Raging Thrower (2nd), Moment of Clarity (4th), Cleave (6th), Furious Finish (8th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unburdened Iron (1st), Mountain Strategy (5th), Echoes in Stone (9th)",
  "skillFeats": "Experienced Tracker (Bounty Hunter background)\nSkill feats: Titan Wrestler (2nd), Intimidating Glare (4th), Forager (6th), Natural Medicine (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking greataxe",
  "s1a": "+18",
  "s1d": "2d12+6 S",
  "s2n": "Javelin",
  "s2a": "+15",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greataxe: sweep. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Rage: +2 damage while raging (instinct may raise it), not included above.",
  "worn": "+1 resilient hide armor • Sailor's Collar • One Hundred Victories",
  "gear": "+1 striking greataxe • Javelin ×3 • Adventurer's Pack • Healing Potion (Moderate) ×2",
  "pp": "4",
  "gp": "104",
  "sp": "2",
  "bulk": "5 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_athletics": "1",
  "i_intimidation": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +2 + proficiency +11 + hide armor 3 + potency 1. Str meets its Strength 2: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Weapon Potency (+1), Striking, Armor Potency (+1), Resilient, Sailor's Collar, One Hundred Victories; 250 gp currency: 105 gp 8 sp spent, 144 gp 2 sp kept. GM choice: Titan Mauler (a Large weapon) is not used; the greataxe is Medium.",
  "backstory": "Party: The Monster Hunting Guild (Party of 4, Level 9; Medium Level Quartets (Levels 6-12)).\nMembers: Guild Master (Human Ranger (Monster Hunter), level 9); Veteran Slayer (Dwarf Barbarian (Giant Instinct), level 9) (this character); Guild Scholar (Elf Investigator (Empiricism), level 9); Field Medic (Halfling Oracle (Life), level 9)\nProfessional Monster Hunters: Elite team taking contracts on dangerous creatures\nReputation System: Success builds fame and attracts better contracts\nKnowledge Base: Extensive research on monster behavior and weaknesses\nPublic Service: Protect communities from supernatural threats\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial).\nTrained skills: automatic Athletics (Barbarian), Survival (Bounty Hunter background); chosen Nature (Barbarian: 3 + Intelligence), Intimidation (Barbarian: 3 + Intelligence), Acrobatics (Barbarian: 3 + Intelligence).\nLore: Lore (Legal) (Bounty Hunter background).\nSkill increases: 3rd Survival to expert; 5th Nature to expert; 7th Survival to master; 9th Nature to master.\nHit Points: 10 (Dwarf) + (12 (Barbarian) + 4 Con) × 9 = 154.\nBackground: not stated on the sample page; Bounty Hunter is a suggested choice that fits the role.\nProficiency ranks: Barbarian class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Guild Scholar": {
  "name": "Guild Scholar",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Investigator (Empiricism)",
  "level": "9",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 4 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+2",
  "int": "+4",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "96",
  "hpCur": "96",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 9th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st), Ageless Patience (5th), Submerged Stillness (9th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Group Impression (3rd), Streetwise (4th), Oddity Identification (5th), Bon Mot (6th), Schooled in Secrets (7th), Glad-Hand (8th), No Cause for Alarm (9th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking rapier",
  "s1a": "+18",
  "s1d": "2d6+2 P",
  "s2n": "Hand Crossbow",
  "s2a": "+17",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +3d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 resilient leather armor • Glasses of Sociability",
  "gear": "+1 striking rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Moderate) ×2",
  "pp": "3",
  "gp": "107",
  "sp": "3",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +4 + proficiency +11 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Weapon Potency (+1), Striking, Armor Potency (+1), Resilient, Glasses of Sociability; 250 gp currency: 112 gp 7 sp spent, 137 gp 3 sp kept.",
  "backstory": "Party: The Monster Hunting Guild (Party of 4, Level 9; Medium Level Quartets (Levels 6-12)).\nMembers: Guild Master (Human Ranger (Monster Hunter), level 9); Veteran Slayer (Dwarf Barbarian (Giant Instinct), level 9); Guild Scholar (Elf Investigator (Empiricism), level 9) (this character); Field Medic (Halfling Oracle (Life), level 9)\nProfessional Monster Hunters: Elite team taking contracts on dangerous creatures\nReputation System: Success builds fame and attracts better contracts\nKnowledge Base: Extensive research on monster behavior and weaknesses\nPublic Service: Protect communities from supernatural threats\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial).\nTrained skills: automatic Society (Investigator); chosen Arcana (Empiricism Methodology), Occultism (Scholar background), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Occultism to expert; 5th Diplomacy to expert; 6th Deception to expert; 7th Society to master; 8th Arcana to master; 9th Occultism to master.\nHit Points: 6 (Elf) + (8 (Investigator) + 2 Con) × 9 = 96.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Field Medic (The Monster Hunting Guild)": {
  "name": "Field Medic (The Monster Hunting Guild)",
  "ancestry": "Halfling",
  "background": "Field Medic",
  "class": "Oracle (Life)",
  "level": "9",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+3",
  "con": "+3",
  "int": "+0",
  "wis": "+3",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "6",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "105",
  "hpCur": "105",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Life\nKey attribute: Charisma\nClass features to 9th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th)\nFeats granted by the subclass: Nudge the Scales\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Vitality Lash; rank 1 Soothe; rank 2 False Vitality; rank 5 Grisly Growths.\nFocus spells from: Life Link (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Watchful Halfling (1st), Step Lively (5th), Irrepressible (Halfling) (9th)",
  "skillFeats": "Battle Medicine (Field Medic background)\nSkill feats: Group Impression (2nd), Continual Recovery (4th), Bon Mot (6th), Student of the Canon (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "26",
  "s1n": "Spear",
  "s1a": "+10",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+14",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing • Wand of Heal (rank 3) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) ×2",
  "pp": "4",
  "gp": "108",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 26 = 10 + Dex +3 + proficiency +11 + padded armor 1 + potency 1. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Armor Potency (+1), Resilient, Glasses of Sociability, Staff of Healing, Magic Wand (3rd-Rank Spell), Magic Wand (3rd-Rank Spell); 250 gp currency: 101 gp 8 sp 2 cp spent, 148 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Vitality Lash",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Soothe",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "False Vitality",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "3",
  "sp_5_1": "Grisly Growths",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_focus_1": "Life Link",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Field Medic\" in The Monster Hunting Guild.\nParty: The Monster Hunting Guild (Party of 4, Level 9; Medium Level Quartets (Levels 6-12)).\nMembers: Guild Master (Human Ranger (Monster Hunter), level 9); Veteran Slayer (Dwarf Barbarian (Giant Instinct), level 9); Guild Scholar (Elf Investigator (Empiricism), level 9); Field Medic (Halfling Oracle (Life), level 9) (this character)\nProfessional Monster Hunters: Elite team taking contracts on dangerous creatures\nReputation System: Success builds fame and attracts better contracts\nKnowledge Base: Extensive research on monster behavior and weaknesses\nPublic Service: Protect communities from supernatural threats\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw STR); background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Medicine (Life), Medicine (Field Medic background, already trained); chosen Diplomacy (replacement for a skill already trained), Occultism (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nSkill increases: 3rd Medicine to expert; 5th Diplomacy to expert; 7th Medicine to master; 9th Diplomacy to master.\nHit Points: 6 (Halfling) + (8 (Oracle) + 3 Con) × 9 = 105.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Chief Ambassador (The Diplomatic Corps)": {
  "name": "Chief Ambassador (The Diplomatic Corps)",
  "ancestry": "Human",
  "background": "Noble",
  "class": "Bard (Polymath)",
  "level": "7",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "78",
  "hpCur": "78",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Polymath\nKey attribute: Charisma\nClass features to 7th level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd), Expert Spellcaster (7th)\nFeats granted by the subclass: Versatile Performance\nClass feats: Esoteric Polymath (2nd), Melodious Spell (4th), Directed Audience (6th)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Phantasmal Minion.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Impressive Performance (4th), Bon Mot (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "25",
  "s1n": "Rapier",
  "s1a": "+13",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "+1 leather armor • Glasses of Sociability",
  "gear": "Rapier • Sling • Composer Staff • Wand of Soothe (rank 2) • Wand of Invisibility (rank 2) • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "68",
  "sp": "6",
  "cp": "8",
  "bulk": "5 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 25 = 10 + Dex +4 + proficiency +9 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Armor Potency (+1), Glasses of Sociability, Composer Staff, Magic Wand (2nd-Rank Spell), Magic Wand (2nd-Rank Spell); 125 gp currency: 56 gp 3 sp 2 cp spent, 68 gp 6 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Phantasmal Minion",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "2",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Chief Ambassador\" in The Diplomatic Corps.\nParty: The Diplomatic Corps (Party of 4, Level 7; Medium Level Quartets (Levels 6-12)).\nMembers: Chief Ambassador (Human Bard (Polymath), level 7) (this character); Cultural Attaché (Elf Oracle (Lore), level 7); Security Detail (Dwarf Champion (Liberation), level 7); Intelligence Analyst (Gnome Investigator (Interrogation), level 7)\nInternational Relations: Navigate complex political situations\nCultural Bridge: Facilitate understanding between different peoples\nPeaceful Solutions: Prevent wars through skilled negotiation\nInformation Gathering: Monitor foreign threats and opportunities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX; background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS; 5th level CHA, DEX, CON, WIS (CHA partial).\nTrained skills: automatic Occultism (Bard), Performance (Bard), Society (Noble background); chosen Diplomacy (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence), Acrobatics (Bard: 4 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 8 (Human) + (8 (Bard) + 2 Con) × 7 = 78.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Cultural Attaché": {
  "name": "Cultural Attaché",
  "ancestry": "Elf",
  "background": "Noble",
  "class": "Oracle (Lore)",
  "level": "7",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+2",
  "int": "+1",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "76",
  "hpCur": "76",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Lore\nKey attribute: Charisma\nClass features to 7th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th)\nFeats granted by the subclass: Whispers of Weakness\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Read Aura; rank 1 Mindlink; rank 3 Hypercognition.\nFocus spells from: Brain Drain (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st), Elven Persistence (5th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Bon Mot (4th), Streetwise (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Spear",
  "s1a": "+9",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing • Wand of Heal (rank 2) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "73",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +3 + proficiency +9 + padded armor 1 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Armor Potency (+1), Glasses of Sociability, Staff of Healing, Magic Wand (2nd-Rank Spell), Magic Wand (2nd-Rank Spell); 125 gp currency: 51 gp 8 sp 2 cp spent, 73 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Read Aura",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Mindlink",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Hypercognition",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "3",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_focus_1": "Brain Drain",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Diplomatic Corps (Party of 4, Level 7; Medium Level Quartets (Levels 6-12)).\nMembers: Chief Ambassador (Human Bard (Polymath), level 7); Cultural Attaché (Elf Oracle (Lore), level 7) (this character); Security Detail (Dwarf Champion (Liberation), level 7); Intelligence Analyst (Gnome Investigator (Interrogation), level 7)\nInternational Relations: Navigate complex political situations\nCultural Bridge: Facilitate understanding between different peoples\nPeaceful Solutions: Prevent wars through skilled negotiation\nInformation Gathering: Monitor foreign threats and opportunities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CON); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Occultism (Lore), Society (Noble background); chosen Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence), Acrobatics (Oracle: 3 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 6 (Elf) + (8 (Oracle) + 2 Con) × 7 = 76.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Security Detail": {
  "name": "Security Detail",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Champion (Liberation)",
  "level": "7",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+0",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "+1",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "108",
  "hpCur": "108",
  "profs": "Unarmored E, Light E, Medium E, Heavy E; Simple E, Martial E, Unarmed E",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Milani",
  "classFeats": "Subclass: Liberation\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Liberation cause): Milani. Divine font heal; sanctification can holy; favored weapon morningstar; divine skill Society.\nClass features to 7th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th)\nFocus spells from: Lay on Hands (devotion spell), Unimpeded Stride (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Rock Runner (1st), Boulder Roll (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th), Student of the Canon (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "shieldAc": "2",
  "shHard": "8",
  "shHp": "64 (32)",
  "shCur": "64",
  "s1n": "+1 striking morningstar",
  "s1a": "+16",
  "s1d": "2d6+6 B",
  "s2n": "Javelin",
  "s2a": "+11",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Morningstar: versatile P. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+1 full plate • Sailor's Collar • Glasses of Sociability",
  "gear": "+1 striking morningstar • Javelin ×3 • Sturdy Shield (Minor) • Adventurer's Pack • Religious Symbol (Wooden) • Holy Water ×2 • Antidote (Moderate)",
  "gp": "51",
  "sp": "1",
  "bulk": "7 Bulk, 9 L (encumbered above 9, maximum 14)",
  "i_athletics": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 15 ft in full plate (20 ft without armor). AC 28 = 10 + Dex +0 + proficiency +11 + full plate 6 + potency 1. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Minor) raised: AC 30. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Weapon Potency (+1), Striking, Armor Potency (+1), Sturdy Shield (Minor), Sailor's Collar, Glasses of Sociability; 125 gp currency: 73 gp 9 sp spent, 51 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Unimpeded Stride",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Diplomatic Corps (Party of 4, Level 7; Medium Level Quartets (Levels 6-12)).\nMembers: Chief Ambassador (Human Bard (Polymath), level 7); Cultural Attaché (Elf Oracle (Lore), level 7); Security Detail (Dwarf Champion (Liberation), level 7) (this character); Intelligence Analyst (Gnome Investigator (Interrogation), level 7)\nInternational Relations: Navigate complex political situations\nCultural Bridge: Facilitate understanding between different peoples\nPeaceful Solutions: Prevent wars through skilled negotiation\nInformation Gathering: Monitor foreign threats and opportunities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial).\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background); chosen Society (deity's divine skill), Athletics (Champion: 2 + Intelligence), Diplomacy (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Athletics to expert; 7th Religion to master.\nHit Points: 10 (Dwarf) + (10 (Champion) + 4 Con) × 7 = 108.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Intelligence Analyst": {
  "name": "Intelligence Analyst",
  "ancestry": "Gnome",
  "background": "Detective",
  "class": "Investigator (Interrogation)",
  "level": "7",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 4 more of your choice",
  "str": "−1",
  "dex": "+3",
  "con": "+3",
  "int": "+4",
  "wis": "+2",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "85",
  "hpCur": "85",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Interrogation\nKey attribute: Intelligence\nClass features to 7th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th)\nFeats granted by the subclass: No Cause for Alarm\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Illusion Sense (1st), Project Persona (5th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Terrain Stalker (2nd), Lie to Me (3rd), Courtly Graces (4th), Quiet Allies (5th), Charming Liar (6th), Swift Sneak (7th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "+1 striking rapier",
  "s1a": "+15",
  "s1d": "2d6+1 P",
  "s2n": "Hand Crossbow",
  "s2a": "+14",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +2d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 padded armor • Glasses of Sociability",
  "gear": "+1 striking rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Disguise Kit • Bolts ×20 • Healing Potion (Moderate)",
  "gp": "65",
  "sp": "1",
  "bulk": "2 Bulk, 8 L (encumbered above 4, maximum 9)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +3 + proficiency +9 + padded armor 1 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Weapon Potency (+1), Striking, Armor Potency (+1), Glasses of Sociability; 125 gp currency: 59 gp 9 sp spent, 65 gp 1 sp kept.",
  "backstory": "Party: The Diplomatic Corps (Party of 4, Level 7; Medium Level Quartets (Levels 6-12)).\nMembers: Chief Ambassador (Human Bard (Polymath), level 7); Cultural Attaché (Elf Oracle (Lore), level 7); Security Detail (Dwarf Champion (Liberation), level 7); Intelligence Analyst (Gnome Investigator (Interrogation), level 7) (this character)\nInternational Relations: Navigate complex political situations\nCultural Bridge: Facilitate understanding between different peoples\nPeaceful Solutions: Prevent wars through skilled negotiation\nInformation Gathering: Monitor foreign threats and opportunities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial).\nTrained skills: automatic Society (Investigator), Diplomacy (Interrogation Methodology), Society (Detective background, already trained); chosen Stealth (replacement for a skill already trained), Deception (Investigator: 4 + Intelligence), Arcana (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Stealth to expert; 3rd Deception to expert; 4th Society to expert; 5th Arcana to expert; 6th Occultism to expert; 7th Stealth to master.\nHit Points: 8 (Gnome) + (8 (Investigator) + 3 Con) × 7 = 85.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Prime Material Representative": {
  "name": "Prime Material Representative",
  "ancestry": "Human",
  "background": "Noble",
  "class": "Wizard (Unified Magical Theory)",
  "level": "18",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "206",
  "hpCur": "206",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: Unified Magical Theory\nKey attribute: Intelligence\nClass features to 18th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Prodigious Will (17th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th), Quickened Casting (12th), Dizzying Spell (14th), Spell Tinker (16th), Infinite Possibilities (18th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Hardy Traveler (9th), Stubborn Persistence (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Bon Mot (4th), Streetwise (6th), Oddity Identification (8th), Glad-Hand (10th), Schooled in Secrets (12th), No Cause for Alarm (14th), Shameless Request (16th), Legendary Negotiation (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+22",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Accolade Robe (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Disintegrate (rank 7) • Wand of Fiery Body (rank 7) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "542",
  "gp": "102",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +22 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Staff of Fire (Major), Armor Potency (+2), Resilient (Greater), Accolade Robe (Greater), Magic Wand (7th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 1977 gp 6 sp 2 cp spent, 5522 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Eclipse Burst",
  "sp_7_3": "Prismatic Spray",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Implosion",
  "sp_9_3": "Massacre",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Planar Council (Party of 4, Level 18; High Level Quartets (Levels 13-20)).\nMembers: Prime Material Representative (Human Wizard (Unified Magical Theory), level 18) (this character); Vitality Speaker (Human (Nephilim) Oracle (Life), level 18); Void Voice (Human (Dhampir) Sorcerer (Undead Bloodline), level 18); Elemental Mediator (Human (Suli) Summoner (Elemental Eidolon), level 18)\nCosmic Responsibility: Govern relationships between planes\nUniversal Authority: Recognized by extraplanar powers\nReality Maintenance: Prevent planar catastrophes\nDiplomatic Immunity: Safe passage across all planes\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (Wizard), Society (Noble background); chosen Diplomacy (Wizard: 2 + Intelligence), Occultism (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence); Intelligence increases Athletics (10th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Arcana to expert; 13th Arcana to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (6 (Wizard) + 5 Con) × 18 = 206.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Vitality Speaker (The Planar Council)": {
  "name": "Vitality Speaker (The Planar Council)",
  "ancestry": "Human (Nephilim)",
  "background": "Noble",
  "class": "Oracle (Life)",
  "level": "18",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "242",
  "hpCur": "242",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Life\nKey attribute: Charisma\nClass features to 18th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th)\nFeats granted by the subclass: Nudge the Scales\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Magic Sense (12th), Forestall Curse (14th), Portentous Spell (16th), Divine Effusion (18th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Vitality Lash; rank 1 Soothe; rank 2 False Vitality; rank 5 Grisly Growths.\nFocus spells from: Life Link (revelation spell).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Aeonbound (1st), Sense Allies (5th), Group Aid (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Bon Mot (4th), Streetwise (6th), Student of the Canon (8th), Oddity Identification (10th), Glad-Hand (12th), Schooled in Secrets (14th), No Cause for Alarm (16th), Shameless Request (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "39",
  "s1n": "Spear",
  "s1a": "+22",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient leather armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 8) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Moment of Renewal (rank 8)",
  "pp": "472",
  "gp": "101",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 39 = 10 + Dex +4 + proficiency +22 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (True), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 2678 gp 6 sp 2 cp spent, 4821 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Vitality Lash",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Soothe",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "False Vitality",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Grisly Growths",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "4",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_9_4": "Telepathic Demand",
  "sp_focus_1": "Life Link",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Vitality Speaker\" in The Planar Council.\nParty: The Planar Council (Party of 4, Level 18; High Level Quartets (Levels 13-20)).\nMembers: Prime Material Representative (Human Wizard (Unified Magical Theory), level 18); Vitality Speaker (Human (Nephilim) Oracle (Life), level 18) (this character); Void Voice (Human (Dhampir) Sorcerer (Undead Bloodline), level 18); Elemental Mediator (Human (Suli) Summoner (Elemental Eidolon), level 18)\nCosmic Responsibility: Govern relationships between planes\nUniversal Authority: Recognized by extraplanar powers\nReality Maintenance: Prevent planar catastrophes\nDiplomatic Immunity: Safe passage across all planes\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial); 15th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Medicine (Life), Society (Noble background); chosen Diplomacy (Oracle: 3 + Intelligence), Occultism (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Religion to expert; 13th Religion to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (8 (Oracle) + 5 Con) × 18 = 242.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Void Voice": {
  "name": "Void Voice",
  "ancestry": "Human (Dhampir)",
  "background": "Fortune Teller",
  "class": "Sorcerer (Undead Bloodline)",
  "level": "18",
  "size": "Medium, human, humanoid, dhampir",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "6",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "206",
  "hpCur": "206",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Undead Bloodline\nKey attribute: Charisma\nClass features to 18th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Majestic Will (17th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Blood Rising (8th), Bespell Strikes (10th), Blood Sovereignty (12th), Spell Shroud (14th), Scintillating Spell (16th), Echoing Spell (18th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Void Warp; rank 1 Harm; rank 2 See the Unseen; rank 3 Bind Undead; rank 4 Talking Corpse; rank 5 Invoke Spirits; rank 6 Vampiric Exsanguination; rank 7 Execute; rank 8 Canticle of Everlasting Grief; rank 9 Wails of the Damned.\nFocus spells from: Undeath's Blessing (bloodline spell).",
  "ancFeats": "Heritage: Dhampir. You are the scion of a vampire, half living and half undead, gifted with uncanny charm and grace, a bloodless pallor, and elongated incisors. You gain the dhampir trait, in addition to the traits from your ancestry. You have the void healing ability, which means you are harmed by vitality damage and healed by void effects as if you were undead. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from dhampir feats and feats from yo\nAncestry feats: Voice of the Night (1st), Undead Slayer (5th), Cooperative Soul (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th), Intimidating Glare (6th), Bon Mot (8th), Streetwise (10th), Terrifying Resistance (12th), Glad-Hand (14th), Battle Cry (16th), Schooled in Secrets (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Staff of the Dead (Major)",
  "s1a": "+22",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing",
  "gear": "Staff of the Dead (Major) • Sling • Wand of Heal (rank 8) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Overwhelming Presence (rank 9)",
  "pp": "372",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +22 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Staff of the Dead (Major), Armor Potency (+2), Resilient (Greater), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 3676 gp 6 sp 2 cp spent, 3823 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Void Warp",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Harm",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "See the Unseen",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Bind Undead",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Talking Corpse",
  "sp_4_2": "Unfettered Movement",
  "sp_4_3": "Vital Beacon",
  "sp_4_4": "Fly",
  "slots5": "4",
  "sp_5_1": "Invoke Spirits",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "slots6": "4",
  "sp_6_1": "Vampiric Exsanguination",
  "sp_6_2": "Field of Life",
  "sp_6_3": "Blade Barrier",
  "sp_6_4": "Spirit Blast",
  "slots7": "4",
  "sp_7_1": "Execute",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Sunburst",
  "sp_7_4": "Divine Decree",
  "slots8": "4",
  "sp_8_1": "Canticle of Everlasting Grief",
  "sp_8_2": "Moment of Renewal",
  "sp_8_3": "Divine Aura",
  "sp_8_4": "Spirit Song",
  "slots9": "4",
  "sp_9_1": "Wails of the Damned",
  "sp_9_2": "Overwhelming Presence",
  "sp_9_3": "Foresight",
  "sp_9_4": "Massacre",
  "sp_focus_1": "Undeath's Blessing",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Planar Council (Party of 4, Level 18; High Level Quartets (Levels 13-20)).\nMembers: Prime Material Representative (Human Wizard (Unified Magical Theory), level 18); Vitality Speaker (Human (Nephilim) Oracle (Life), level 18); Void Voice (Human (Dhampir) Sorcerer (Undead Bloodline), level 18) (this character); Elemental Mediator (Human (Suli) Summoner (Elemental Eidolon), level 18)\nCosmic Responsibility: Govern relationships between planes\nUniversal Authority: Recognized by extraplanar powers\nReality Maintenance: Prevent planar catastrophes\nDiplomatic Immunity: Safe passage across all planes\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial); 15th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Intimidation (Bloodline: Undead), Religion (Bloodline: Undead), Occultism (Fortune Teller background); chosen Diplomacy (Sorcerer: 2 + Intelligence), Society (Sorcerer: 2 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Intimidation to expert; 13th Intimidation to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (6 (Sorcerer) + 5 Con) × 18 = 206.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Elemental Mediator (The Planar Council)": {
  "name": "Elemental Mediator (The Planar Council)",
  "ancestry": "Human (Suli)",
  "background": "Noble",
  "class": "Summoner (Elemental Eidolon)",
  "level": "18",
  "size": "Medium, human, humanoid, suli",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "278",
  "hpCur": "278",
  "profs": "Unarmored E; Simple E, Unarmed M",
  "tradition": "Primal",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Elemental Eidolon\nKey attribute: Charisma\nClass features to 18th level (Impossible Magic): Eidolon (1st), Evolution Feat (1st), Link Spells (1st), Spell Repertoire (1st), Summoner Spellcasting (1st), Shared Vigilance (3rd), Signature Spells (3rd), Eidolon Unarmed Expertise (5th), Eidolon Symbiosis (7th), Eidolon Weapon Specialization (7th), Expert Spellcaster (9th), Shared Reflexes (9th), Eidolon Defensive Expertise (11th), Simple Weapon Expertise (11th), Twin Juggernauts (11th), Defensive Robes (13th), Eidolon Unarmed Mastery (13th), Weapon Specialization (13th), Greater Eidolon Specialization (15th), Shared Resolve (15th), Eidolon Transcendence (17th), Master Spellcaster (17th)\nClass feats: Unfetter Eidolon (2nd), Reactive Dismissal (4th), Tandem Strike (6th), Constricting Hold (8th), Merciless Rend (10th), Summoner's Call (12th), Spell-Repelling Form (14th), Ever-Vigilant Senses (16th), Hobbling Criticals (18th)\nSpellcasting: slots by the Summoner table; each rank lists the repertoire (as many spells as slots, granted ones included).\nFocus spells from: Boost Eidolon (link cantrip), Evolution Surge (link spell).",
  "ancFeats": "Heritage: Suli. You are descended from a janni or otherwise embody a dichotomy of opposing elemental planar forces. You gain the suli trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from suli feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Skillful Tail (5th), Group Aid (9th), Stubborn Persistence (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Streetwise (8th), Quick Jump (10th), Natural Medicine (12th), Glad-Hand (14th), Combat Climber (16th), Train Animal (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Staff of Healing (True)",
  "s1a": "+22",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Accolade Robe (Greater) • Messenger's Ring",
  "gear": "Staff of Healing (True) • Sling • Wand of Heal (rank 7) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "472",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +22 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Staff of Healing (True), Armor Potency (+2), Resilient (Greater), Accolade Robe (Greater), Magic Wand (7th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 2676 gp 6 sp 2 cp spent, 4823 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots8": "2",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "slots9": "2",
  "sp_9_1": "Massacre",
  "sp_9_2": "Nature's Enmity",
  "sp_focus_1": "Boost Eidolon (cantrip)",
  "sp_focus_2": "Evolution Surge",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Elemental Mediator\" in The Planar Council.\nParty: The Planar Council (Party of 4, Level 18; High Level Quartets (Levels 13-20)).\nMembers: Prime Material Representative (Human Wizard (Unified Magical Theory), level 18); Vitality Speaker (Human (Nephilim) Oracle (Life), level 18); Void Voice (Human (Dhampir) Sorcerer (Undead Bloodline), level 18); Elemental Mediator (Human (Suli) Summoner (Elemental Eidolon), level 18) (this character)\nCosmic Responsibility: Govern relationships between planes\nUniversal Authority: Recognized by extraplanar powers\nReality Maintenance: Prevent planar catastrophes\nDiplomatic Immunity: Safe passage across all planes\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial); 15th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Nature (Elemental Eidolon), Survival (Elemental Eidolon), Society (Noble background); chosen Diplomacy (Summoner: 3 + Intelligence), Athletics (Summoner: 3 + Intelligence), Arcana (Summoner: 3 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Athletics to expert; 13th Athletics to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (10 (Summoner) + 5 Con) × 18 = 278.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Summoner class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Stability Anchor": {
  "name": "Stability Anchor",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Fighter (Sentinel Dedication)",
  "level": "20",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+6",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+5",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "6",
  "r_fortitude": "6",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "6",
  "r_acrobatics": "8",
  "r_arcana": "0",
  "r_athletics": "8",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "8",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "310",
  "hpCur": "310",
  "profs": "Unarmored M, Light M, Medium M, Heavy M; Simple L, Martial L, Advanced M, Unarmed L; Fighter Weapon Mastery: one weapon group of your choice L",
  "classFeats": "Subclass: Sentinel Dedication\nKey attribute: Strength\nArchetype from the sample page: Sentinel Dedication (2nd-level class feat)\nClass features to 20th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th), Battlefield Surveyor (7th), Weapon Specialization (7th), Battle Hardened (9th), Combat Flexibility (9th), Armor Expertise (11th), Fighter Expertise (11th), Weapon Legend (13th), Greater Weapon Specialization (15th), Improved Flexibility (15th), Tempered Reflexes (15th), Armor Mastery (17th), Versatile Legend (19th)\nClass feats: Vicious Swing (1st), Sentinel Dedication (2nd), Sudden Charge (4th), Double Slice (6th), Reactive Shield (8th), Exacting Strike (10th), Snagging Strike (12th), Intimidating Strike (14th), Shield Warden (16th), Twin Parry (18th), Lunge (20th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unburdened Iron (1st), Dwarven Doughtiness (5th), Echoes in Stone (9th), March the Mines (13th), Stonewall (17th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Experienced Tracker (6th), Quick Jump (8th), Terrifying Resistance (10th), Steady Balance (12th), Forager (14th), Combat Climber (16th), Battle Cry (18th), Nimble Crawl (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th), Prescient Consumable (19th)",
  "ac": "45",
  "shieldAc": "2",
  "shHard": "17",
  "shHp": "136 (68)",
  "shCur": "136",
  "s1n": "+3 major striking corrosive shock thundering longsword",
  "s1a": "+37",
  "s1d": "4d8+14 S + 1d6 acid + 1d6 electricity + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+32",
  "s2d": "1d6+14 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Fighter Weapon Mastery: sword group (master; legendary from 13th).",
  "worn": "+3 greater resilient splint mail • Commandant's Scabbard • Guise of the Smirking Devil",
  "gear": "+3 major striking corrosive shock thundering longsword • Javelin ×3 • Sturdy Shield (Major) • Adventurer's Pack • Healing Potion (Major) • Antidote (Major)",
  "pp": "1200",
  "gp": "109",
  "sp": "2",
  "bulk": "7 Bulk, 6 L (encumbered above 11, maximum 16)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "3",
  "i_intimidation": "2",
  "conditions": "Gear notes: Speed 15 ft in splint mail (20 ft without armor). AC 45 = 10 + Dex +1 + proficiency +26 + splint mail 5 + potency 3. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Major) raised: AC 47. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Weapon Potency (+3), Striking (Major), Armor Potency (+3), Resilient (Greater), Sturdy Shield (Major), Commandant's Scabbard; 20000 gp currency: 7890 gp 8 sp spent, 12109 gp 2 sp kept.",
  "backstory": "Party: The Reality Guard (Party of 4, Level 20; High Level Quartets (Levels 13-20)).\nMembers: Stability Anchor (Dwarf Fighter (Sentinel Dedication), level 20) (this character); Chaos Controller (Gnome Sorcerer (Aberrant), level 20); Order Keeper (Android Investigator (Empiricism), level 20); Balance Maintainer (Human Oracle (Cosmos), level 20)\nExistential Defense: Protect reality from fundamental threats\nUniversal Authority: Override normal laws when necessary\nSacrifice Doctrine: Will destroy themselves to save existence\nLegendary Status: Known across multiple realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial); 10th level STR, CON, DEX, WIS (CON partial); 15th level STR, CON, DEX, WIS (STR, WIS partial); 20th level STR, CON, DEX, WIS (CON, DEX partial).\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert; 5th Intimidation to expert; 7th Athletics to master; 9th Intimidation to master; 11th Acrobatics to expert; 13th Acrobatics to master; 15th Athletics to legendary; 17th Intimidation to legendary; 19th Acrobatics to legendary.\nHit Points: 10 (Dwarf) + (10 (Fighter) + 5 Con) × 20 = 310.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Chaos Controller": {
  "name": "Chaos Controller",
  "ancestry": "Gnome",
  "background": "Fortune Teller",
  "class": "Sorcerer (Aberrant)",
  "level": "20",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+5",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+6",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "8",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "8",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "228",
  "hpCur": "228",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Aberrant\nKey attribute: Charisma\nClass features to 20th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Majestic Will (17th), Bloodline Paragon (19th), Legendary Spellcaster (19th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Blood Rising (8th), Bespell Strikes (10th), Magic Sense (12th), Reflect Harm (14th), Scintillating Spell (16th), Echoing Spell (18th), Bloodline Conduit (20th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Daze; rank 1 Phantom Pain; rank 2 Stupefy; rank 3 Vampiric Feast; rank 4 Confusion; rank 5 Slither; rank 6 Never Mind; rank 7 Warp Mind; rank 8 Uncontrollable Dance; rank 9 Unfathomable Song.\nFocus spells from: Tentacular Limbs (bloodline spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Razzle-Dazzle (1st), Project Persona (5th), Vivacious Conduit (9th), Life Leap (13th), Illusion Sense (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Lie to Me (2nd), Group Impression (4th), Intimidating Glare (6th), Charming Liar (8th), Bon Mot (10th), Confabulator (12th), Glad-Hand (14th), Slippery Secrets (16th), No Cause for Alarm (18th), Shameless Request (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "42",
  "s1n": "Mentalist's Staff (Major)",
  "s1a": "+23",
  "s1d": "1d8+1 B",
  "s2n": "Sling",
  "s2a": "+29",
  "s2d": "1d6+1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accolade Robe (Greater) • Ventriloquist's Ring (Greater)",
  "gear": "Mentalist's Staff (Major) • Sling • Wand of Soothe (rank 9) • Wand of Uncontrollable Dance (rank 8) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Major) • Antidote (Major) • Scroll of Foresight (rank 9)",
  "pp": "1055",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "i_deception": "2",
  "conditions": "Gear notes: AC 42 = 10 + Dex +5 + proficiency +24 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Mentalist's Staff (Major), Armor Potency (+3), Resilient (Greater), Accolade Robe (Greater), Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 9346 gp 6 sp 2 cp spent, 10653 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "4",
  "sp_1_1": "Phantom Pain",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "sp_1_4": "Fear",
  "slots2": "4",
  "sp_2_1": "Stupefy",
  "sp_2_2": "Blur",
  "sp_2_3": "Invisibility",
  "sp_2_4": "Dispel Magic",
  "slots3": "4",
  "sp_3_1": "Vampiric Feast",
  "sp_3_2": "Heroism",
  "sp_3_3": "Haste",
  "sp_3_4": "Slow",
  "slots4": "4",
  "sp_4_1": "Confusion",
  "sp_4_2": "Fly",
  "sp_4_3": "Translocate",
  "sp_4_4": "Phantasmal Killer",
  "slots5": "4",
  "sp_5_1": "Slither",
  "sp_5_2": "Synesthesia",
  "sp_5_3": "Black Tentacles",
  "sp_5_4": "Banishment",
  "slots6": "4",
  "sp_6_1": "Never Mind",
  "sp_6_2": "Spellwrack",
  "sp_6_3": "Truesight",
  "sp_6_4": "Vibrant Pattern",
  "slots7": "4",
  "sp_7_1": "Warp Mind",
  "sp_7_2": "Mask of Terror",
  "sp_7_3": "Visions of Danger",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Uncontrollable Dance",
  "sp_8_2": "Spirit Song",
  "sp_8_3": "Quandary",
  "sp_8_4": "Disappearance",
  "slots9": "4",
  "sp_9_1": "Unfathomable Song",
  "sp_9_2": "Foresight",
  "sp_9_3": "Overwhelming Presence",
  "sp_9_4": "Telepathic Demand",
  "slots10": "1",
  "sp_10_1": "Fabricated Truth",
  "sp_10_2": "Alter Reality",
  "sp_focus_1": "Tentacular Limbs",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Reality Guard (Party of 4, Level 20; High Level Quartets (Levels 13-20)).\nMembers: Stability Anchor (Dwarf Fighter (Sentinel Dedication), level 20); Chaos Controller (Gnome Sorcerer (Aberrant), level 20) (this character); Order Keeper (Android Investigator (Empiricism), level 20); Balance Maintainer (Human Oracle (Cosmos), level 20)\nExistential Defense: Protect reality from fundamental threats\nUniversal Authority: Override normal laws when necessary\nSacrifice Doctrine: Will destroy themselves to save existence\nLegendary Status: Known across multiple realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial); 15th level CHA, CON, DEX, WIS (CHA, DEX partial); 20th level CHA, CON, DEX, WIS (CON, WIS partial).\nTrained skills: automatic Intimidation (Bloodline: Aberrant), Occultism (Bloodline: Aberrant), Occultism (Fortune Teller background, already trained); chosen Arcana (replacement for a skill already trained), Deception (Sorcerer: 2 + Intelligence), Diplomacy (Sorcerer: 2 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Arcana to expert; 5th Deception to expert; 7th Arcana to master; 9th Deception to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Arcana to legendary; 17th Deception to legendary; 19th Diplomacy to legendary.\nHit Points: 8 (Gnome) + (6 (Sorcerer) + 5 Con) × 20 = 228.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Order Keeper": {
  "name": "Order Keeper",
  "ancestry": "Android",
  "background": "Detective",
  "class": "Investigator (Empiricism)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 6 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+5",
  "int": "+6",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "8",
  "r_classdc": "6",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "8",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "8",
  "r_survival": "2",
  "r_thievery": "8",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "268",
  "hpCur": "268",
  "profs": "Unarmored M, Light M; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 20th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th), Incredible Senses (13th), Light Armor Expertise (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Savvy Reflexes (15th), Greater Dogged Will (17th), Light Armor Mastery (19th), Master Detective (19th)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th), Thorough Research (12th), Just One More Thing (14th), Didactic Strike (16th), Lead Investigator (18th), Everyone's a Suspect (20th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Internal Compartment (1st), Nanite Shroud (5th), Internal Respirator (9th), Revivification Protocol (13th), Repair Module (17th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd), Lie to Me (4th), Bon Mot (5th), Charming Liar (6th), Glad-Hand (7th), Confabulator (8th), No Cause for Alarm (9th), Slippery Secrets (10th), Shameless Request (11th), Biographical Eye (12th), Sign Language (13th), Read Lips (14th), Legendary Codebreaker (15th), Glean Contents (16th), Legendary Negotiation (17th), Unified Theory (18th), Bargain Hunter (19th), Hobnobber (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th), Prescient Consumable (19th)",
  "ac": "44",
  "s1n": "+3 major striking corrosive shock thundering rapier",
  "s1a": "+34",
  "s1d": "4d6+6 P + 1d6 acid + 1d6 electricity + 1d6 sonic",
  "s2n": "Hand Crossbow",
  "s2a": "+31",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Strategic strike +5d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+3 greater resilient explorer's clothing • Messenger's Ring (Greater)",
  "gear": "+3 major striking corrosive shock thundering rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Major) • Antidote (Major)",
  "pp": "1321",
  "gp": "104",
  "sp": "2",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 44 = 10 + Dex +5 + proficiency +26 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Weapon Potency (+3), Striking (Major), Shock, Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater); 20000 gp currency: 6685 gp 8 sp spent, 13314 gp 2 sp kept.",
  "backstory": "Party: The Reality Guard (Party of 4, Level 20; High Level Quartets (Levels 13-20)).\nMembers: Stability Anchor (Dwarf Fighter (Sentinel Dedication), level 20); Chaos Controller (Gnome Sorcerer (Aberrant), level 20); Order Keeper (Android Investigator (Empiricism), level 20) (this character); Balance Maintainer (Human Oracle (Cosmos), level 20)\nExistential Defense: Protect reality from fundamental threats\nUniversal Authority: Override normal laws when necessary\nSacrifice Doctrine: Will destroy themselves to save existence\nLegendary Status: Known across multiple realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial); 15th level INT, DEX, CON, WIS (INT, CON partial); 20th level INT, DEX, CON, WIS (DEX, WIS partial).\nTrained skills: automatic Society (Investigator), Society (Detective background, already trained); chosen Arcana (Empiricism Methodology), Diplomacy (replacement for a skill already trained), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence); Intelligence increases Intimidation (10th level), Crafting (20th level).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Diplomacy to expert; 5th Deception to expert; 6th Stealth to expert; 7th Society to master; 8th Arcana to master; 9th Diplomacy to master; 10th Deception to master; 11th Stealth to master; 12th Thievery to expert; 13th Thievery to master; 14th Occultism to expert; 15th Society to legendary; 16th Arcana to legendary; 17th Diplomacy to legendary; 18th Deception to legendary; 19th Stealth to legendary; 20th Thievery to legendary.\nHit Points: 8 (Android) + (8 (Investigator) + 5 Con) × 20 = 268.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Balance Maintainer": {
  "name": "Balance Maintainer",
  "ancestry": "Human",
  "background": "Fortune Teller",
  "class": "Oracle (Cosmos)",
  "level": "20",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+6",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "268",
  "hpCur": "268",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Cosmos\nKey attribute: Charisma\nClass features to 20th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th), Legendary Spellcaster (19th), Oracular Clarity (19th)\nFeats granted by the subclass: Oracular Warning\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Domain Fluency (12th), Mysterious Repertoire (14th), Portentous Spell (16th), Divine Effusion (18th), Oracular Providence (20th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Light; rank 1 Dizzying Colors; rank 2 Darkness; rank 5 Moon Frenzy.\nFocus spells from: Spray of Stars (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Cooperative Soul (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Bon Mot (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th), Divine Guidance (16th), Shameless Request (18th), Legendary Negotiation (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "42",
  "s1n": "Spear",
  "s1a": "+24",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+28",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient leather armor • Prognostic Veil (Greater) • Messenger's Ring (Greater)",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 9) • Wand of Moment of Renewal (rank 8) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Moment of Renewal (rank 8)",
  "pp": "442",
  "gp": "101",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "3",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 42 = 10 + Dex +4 + proficiency +24 + leather armor 1 + potency 3. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Armor Potency (+3), Resilient (Greater), Prognostic Veil (Greater), Staff of Healing (True), Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 15478 gp 6 sp 2 cp spent, 4521 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Light",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Moon Frenzy",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "4",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_9_4": "Telepathic Demand",
  "sp_focus_1": "Spray of Stars",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Reality Guard (Party of 4, Level 20; High Level Quartets (Levels 13-20)).\nMembers: Stability Anchor (Dwarf Fighter (Sentinel Dedication), level 20); Chaos Controller (Gnome Sorcerer (Aberrant), level 20); Order Keeper (Android Investigator (Empiricism), level 20); Balance Maintainer (Human Oracle (Cosmos), level 20) (this character)\nExistential Defense: Protect reality from fundamental threats\nUniversal Authority: Override normal laws when necessary\nSacrifice Doctrine: Will destroy themselves to save existence\nLegendary Status: Known across multiple realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial); 15th level CHA, CON, DEX, WIS (CHA partial); 20th level CHA, CON, DEX, WIS (CON, DEX, WIS partial).\nTrained skills: automatic Religion (Oracle), Nature (Cosmos), Occultism (Fortune Teller background); chosen Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary; 17th Occultism to legendary; 19th Diplomacy to legendary.\nHit Points: 8 (Human) + (8 (Oracle) + 5 Con) × 20 = 268.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Transcendent Warrior": {
  "name": "Transcendent Warrior",
  "ancestry": "Human (Nephilim)",
  "background": "Warrior",
  "class": "Champion (Grandeur cause)",
  "level": "19",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+0",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "8",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "293",
  "hpCur": "293",
  "profs": "Unarmored L, Light L, Medium L, Heavy L; Simple M, Martial M, Unarmed M",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "6",
  "deity": "Ragathiel",
  "classFeats": "Subclass: Grandeur cause\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Grandeur cause): Ragathiel. Divine font harm or heal; sanctification must holy; favored weapon bastard sword; divine skill Intimidation.\nClass features to 19th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th), Divine Will (11th), Exalted Reaction (11th), Perception Expertise (11th), Armor Mastery (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Champion Mastery (17th), Legendary Armor (17th), Hero's Defiance (19th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Advanced Deity's Domain (8th), Quick Shield Block (10th), Divine Wall (12th), Exalted Greatness (14th), Shield of Grace (16th), Divine Reflexes (18th)\nFocus spells from: Lay on Hands (devotion spell), Fire Ray (Deity's Domain).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Musetouched (1st), Extraplanar Haze (5th), Hardy Traveler (9th), Stubborn Persistence (13th), Heroic Presence (17th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th), Student of the Canon (6th), Quick Jump (8th), Bon Mot (10th), Combat Climber (12th), Glad-Hand (14th), Powerful Leap (16th), No Cause for Alarm (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "46",
  "shieldAc": "2",
  "shHard": "17",
  "shHp": "136 (68)",
  "shCur": "136",
  "s1n": "+3 greater striking frost shock thundering bastard sword",
  "s1a": "+33",
  "s1d": "3d8+11 S + 1d6 cold + 1d6 electricity + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+25",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+3 greater resilient full plate • Commandant's Scabbard • Messenger's Ring",
  "gear": "+3 greater striking frost shock thundering bastard sword • Javelin ×3 • Sturdy Shield (Major) • Adventurer's Pack • Religious Symbol (Wooden) • Holy Water ×2 • Antidote (Major)",
  "pp": "898",
  "gp": "103",
  "sp": "1",
  "bulk": "8 Bulk, 8 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "3",
  "i_diplomacy": "2",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 46 = 10 + Dex +0 + proficiency +27 + full plate 6 + potency 3. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Major) raised: AC 48. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+3), Resilient (Greater), Sturdy Shield (Major), Commandant's Scabbard; 12000 gp currency: 2916 gp 9 sp spent, 9083 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Fire Ray",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Ascension Protocol (Party of 4, Level 19; High Level Quartets (Levels 13-20)).\nMembers: Transcendent Warrior (Human (Nephilim) Champion (Grandeur cause), level 19) (this character); Perfect Mage (Elf Wizard (Staff Nexus), level 19); Eternal Scholar (Human Oracle (Lore), level 19); Divine Voice (Halfling Bard (Maestro), level 19)\nDivine Ascension: Candidates for godhood\nPortfolio Development: Each represents different aspects of divinity\nWorship Following: Mortals already venerate them\nCosmic Trial: Must prove worthiness for divine power\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS (CON partial); 15th level STR, CON, CHA, WIS (STR partial).\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background, already trained); chosen Intimidation (deity's divine skill), Athletics (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Medicine (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Athletics to expert; 7th Religion to master; 9th Athletics to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary; 17th Athletics to legendary; 19th Diplomacy to legendary.\nHit Points: 8 (Human) + (10 (Champion) + 5 Con) × 19 = 293.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Perfect Mage (The Ascension Protocol)": {
  "name": "Perfect Mage (The Ascension Protocol)",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (Staff Nexus)",
  "level": "19",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "196",
  "hpCur": "196",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "8",
  "classFeats": "Subclass: Staff Nexus\nKey attribute: Intelligence\nArcane school: not stated on the sample page; School of Unified Magical Theory assumed (GM choice)\nClass features to 19th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Prodigious Will (17th), Archwizard's Spellcraft (19th), Legendary Spellcaster (19th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th), Quickened Casting (12th), Superior Bond (14th), Effortless Concentration (16th), Reprepare Spell (18th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Ancestral Suspicion (5th), Submerged Stillness (9th), Avenge Ally (13th), Magic Rider (17th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th), Biographical Eye (12th), Read Lips (14th), Unified Theory (16th), Legendary Codebreaker (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "40",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+23",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+27",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accolade Robe (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Spell Turning (rank 8) • Wand of Fiery Body (rank 7) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Major) • Antidote (Major)",
  "pp": "622",
  "gp": "102",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "conditions": "Gear notes: AC 40 = 10 + Dex +4 + proficiency +23 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Staff of Fire (Major), Armor Potency (+3), Resilient (Greater), Accolade Robe (Greater), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 5677 gp 6 sp 2 cp spent, 6322 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Eclipse Burst",
  "sp_7_3": "Prismatic Spray",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Implosion",
  "sp_9_3": "Massacre",
  "slots10": "1",
  "sp_10_1": "Cataclysm",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Perfect Mage\" in The Ascension Protocol.\nParty: The Ascension Protocol (Party of 4, Level 19; High Level Quartets (Levels 13-20)).\nMembers: Transcendent Warrior (Human (Nephilim) Champion (Grandeur cause), level 19); Perfect Mage (Elf Wizard (Staff Nexus), level 19) (this character); Eternal Scholar (Human Oracle (Lore), level 19); Divine Voice (Halfling Bard (Maestro), level 19)\nDivine Ascension: Candidates for godhood\nPortfolio Development: Each represents different aspects of divinity\nWorship Following: Mortals already venerate them\nCosmic Trial: Must prove worthiness for divine power\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS; 15th level INT, CON, DEX, WIS (INT, CON, DEX partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Occultism to expert; 13th Occultism to master; 15th Arcana to legendary; 17th Society to legendary; 19th Occultism to legendary.\nHit Points: 6 (Elf) + (6 (Wizard) + 4 Con) × 19 = 196.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Eternal Scholar": {
  "name": "Eternal Scholar",
  "ancestry": "Human",
  "background": "Scholar",
  "class": "Oracle (Lore)",
  "level": "19",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "8",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "236",
  "hpCur": "236",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Lore\nKey attribute: Charisma\nClass features to 19th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th), Legendary Spellcaster (19th), Oracular Clarity (19th)\nFeats granted by the subclass: Whispers of Weakness\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Domain Fluency (12th), Forestall Curse (14th), Portentous Spell (16th), Divine Effusion (18th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Read Aura; rank 1 Mindlink; rank 3 Hypercognition; rank 6 Never Mind.\nFocus spells from: Brain Drain (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Hardy Traveler (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th), Biographical Eye (12th), Glean Contents (14th), Legendary Codebreaker (16th), Read Lips (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "41",
  "s1n": "Spear",
  "s1a": "+23",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+27",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient leather armor • Prognostic Veil • Messenger's Ring (Greater)",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 8) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Major)",
  "pp": "589",
  "gp": "106",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 6 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 41 = 10 + Dex +4 + proficiency +23 + leather armor 1 + potency 3. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater), Staff of Healing (True), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 6003 gp 6 sp 2 cp spent, 5996 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Read Aura",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Mindlink",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Hypercognition",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Never Mind",
  "sp_6_2": "Field of Life",
  "sp_6_3": "Blade Barrier",
  "sp_6_4": "Spirit Blast",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "4",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_9_4": "Telepathic Demand",
  "sp_focus_1": "Brain Drain",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Ascension Protocol (Party of 4, Level 19; High Level Quartets (Levels 13-20)).\nMembers: Transcendent Warrior (Human (Nephilim) Champion (Grandeur cause), level 19); Perfect Mage (Elf Wizard (Staff Nexus), level 19); Eternal Scholar (Human Oracle (Lore), level 19) (this character); Divine Voice (Halfling Bard (Maestro), level 19)\nDivine Ascension: Candidates for godhood\nPortfolio Development: Each represents different aspects of divinity\nWorship Following: Mortals already venerate them\nCosmic Trial: Must prove worthiness for divine power\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS; 15th level CHA, CON, DEX, WIS (CHA, CON, WIS partial).\nTrained skills: automatic Religion (Oracle), Occultism (Lore); chosen Arcana (Scholar background), Society (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master; 9th Arcana to master; 11th Occultism to expert; 13th Occultism to master; 15th Society to legendary; 17th Arcana to legendary; 19th Occultism to legendary.\nHit Points: 8 (Human) + (8 (Oracle) + 4 Con) × 19 = 236.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Divine Voice (The Ascension Protocol)": {
  "name": "Divine Voice (The Ascension Protocol)",
  "ancestry": "Halfling",
  "background": "Acolyte",
  "class": "Bard (Maestro)",
  "level": "19",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+5",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "8",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "234",
  "hpCur": "234",
  "profs": "Unarmored E, Light E; Simple E, Martial E, Unarmed E",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Maestro\nKey attribute: Charisma\nClass features to 19th level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd), Expert Spellcaster (7th), Fortitude Expertise (9th), Performer's Heart (9th), Bard Weapon Expertise (11th), Perception Mastery (11th), Light Armor Expertise (13th), Weapon Specialization (13th), Master Spellcaster (15th), Greater Performer's Heart (17th), Legendary Spellcaster (19th), Magnum Opus (19th)\nFeats granted by the subclass: Lingering Composition\nClass feats: Directed Audience (2nd), Melodious Spell (4th), Steady Spellcasting (6th), Call and Response (8th), Symphony of the Unfettered Heart (10th), Reverberate (12th), Allegro (14th), Effortless Concentration (16th), All in My Head (18th)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Soothe.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells), Lingering Composition (Maestro muse feat).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Titan Slinger (1st), Step Lively (5th), Dance Underfoot (9th), Toppling Dance (13th), Irrepressible (Halfling) (17th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th), Impressive Performance (6th), Bon Mot (8th), Streetwise (10th), Virtuosic Performer (12th), Glad-Hand (14th), No Cause for Alarm (16th), Shameless Request (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th), Prescient Consumable (19th)",
  "ac": "40",
  "s1n": "Rapier",
  "s1a": "+27",
  "s1d": "1d6+1 P",
  "s2n": "Sling",
  "s2a": "+27",
  "s2d": "1d6+1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accompaniment Cloak • Messenger's Ring (Greater)",
  "gear": "Rapier • Sling • Composer Staff (Major) • Wand of Soothe (rank 8) • Wand of Warp Mind (rank 7) • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Major)",
  "pp": "559",
  "gp": "105",
  "sp": "5",
  "cp": "8",
  "bulk": "4 Bulk, 8 L (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_performance": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 40 = 10 + Dex +4 + proficiency +23 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater), Composer Staff (Major), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 6304 gp 4 sp 2 cp spent, 5695 gp 5 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Soothe",
  "sp_1_2": "Command",
  "sp_1_3": "Fear",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "3",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Spellwrack",
  "sp_6_2": "Truesight",
  "sp_6_3": "Vibrant Pattern",
  "slots7": "3",
  "sp_7_1": "Warp Mind",
  "sp_7_2": "Mask of Terror",
  "sp_7_3": "Visions of Danger",
  "slots8": "3",
  "sp_8_1": "Uncontrollable Dance",
  "sp_8_2": "Spirit Song",
  "sp_8_3": "Quandary",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Overwhelming Presence",
  "sp_9_3": "Unfathomable Song",
  "slots10": "1",
  "sp_10_1": "Fabricated Truth",
  "sp_10_2": "Alter Reality",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "sp_focus_3": "Lingering Composition",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Listed on the sample page as \"Divine Voice\" in The Ascension Protocol.\nParty: The Ascension Protocol (Party of 4, Level 19; High Level Quartets (Levels 13-20)).\nMembers: Transcendent Warrior (Human (Nephilim) Champion (Grandeur cause), level 19); Perfect Mage (Elf Wizard (Staff Nexus), level 19); Eternal Scholar (Human Oracle (Lore), level 19); Divine Voice (Halfling Bard (Maestro), level 19) (this character)\nDivine Ascension: Candidates for godhood\nPortfolio Development: Each represents different aspects of divinity\nWorship Following: Mortals already venerate them\nCosmic Trial: Must prove worthiness for divine power\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw STR); background WIS, CHA; class key CHA; 1st level CHA, DEX, CON, WIS; 5th level CHA, DEX, CON, WIS (CHA partial); 10th level CHA, DEX, CON, WIS (WIS partial); 15th level CHA, DEX, CON, WIS (CHA, DEX partial).\nTrained skills: automatic Occultism (Bard), Performance (Bard), Religion (Acolyte background); chosen Diplomacy (Bard: 4 + Intelligence), Society (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Religion to expert; 13th Religion to master; 15th Diplomacy to legendary; 17th Society to legendary; 19th Religion to legendary.\nHit Points: 6 (Halfling) + (8 (Bard) + 4 Con) × 19 = 234.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Chronarch Prime": {
  "name": "Chronarch Prime",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Fighter (Duelist Dedication)",
  "level": "16",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+5",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "6",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "8",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "6",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "248",
  "hpCur": "248",
  "profs": "Unarmored E, Light E, Medium E, Heavy E; Simple M, Martial M, Advanced E, Unarmed M; Fighter Weapon Mastery: one weapon group of your choice L",
  "classFeats": "Subclass: Duelist Dedication\nKey attribute: Dexterity\nArchetype from the sample page: Duelist Dedication (2nd-level class feat)\nClass features to 16th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th), Battlefield Surveyor (7th), Weapon Specialization (7th), Battle Hardened (9th), Combat Flexibility (9th), Armor Expertise (11th), Fighter Expertise (11th), Weapon Legend (13th), Greater Weapon Specialization (15th), Improved Flexibility (15th), Tempered Reflexes (15th)\nClass feats: Vicious Swing (1st), Duelist Dedication (2nd), Sudden Charge (4th), Double Slice (6th), Reactive Shield (8th), Exacting Strike (10th), Snagging Strike (12th), Intimidating Strike (14th), Shield Warden (16th); Quick Draw (2nd, granted by Duelist Dedication)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Group Aid (9th), Stubborn Persistence (13th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Experienced Tracker (6th), Quick Jump (8th), Terrifying Resistance (10th), Steady Balance (12th), Forager (14th), Combat Climber (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th)",
  "ac": "38",
  "s1n": "+2 greater striking frost shock rapier",
  "s1a": "+31",
  "s1d": "3d6+12 P + 1d6 cold + 1d6 electricity",
  "s2n": "Javelin",
  "s2a": "+27",
  "s2d": "1d6+10 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Fighter Weapon Mastery: sword group (master; legendary from 13th).",
  "worn": "+2 greater resilient splint mail • Sailor's Collar (Greater) • Guise of the Smirking Devil",
  "gear": "+2 greater striking frost shock rapier • Javelin ×3 • Adventurer's Pack • Healing Potion (Greater) ×2",
  "pp": "133",
  "gp": "103",
  "sp": "2",
  "bulk": "5 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "2",
  "i_intimidation": "2",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 38 = 10 + Dex +1 + proficiency +20 + splint mail 5 + potency 2. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Weapon Potency (+2), Striking (Greater), Armor Potency (+2), Resilient (Greater), Sailor's Collar (Greater), Guise of the Smirking Devil; 3250 gp currency: 1816 gp 8 sp spent, 1433 gp 2 sp kept.",
  "backstory": "Party: The Time Enforcement Agency (Party of 4, Level 16; High Level Quartets (Levels 13-20)).\nMembers: Chronarch Prime (Human Fighter (Duelist Dedication), level 16) (this character); Timeline Analyst (Android Investigator (Forensic Medicine), level 16); Paradox Resolver (Elf Wizard (School of the Boundary), level 16); Causal Enforcer (Halfling Oracle (Time), level 16)\nTemporal Authority: Police crimes against causality\nTimeline Protection: Maintain stability across all timelines\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Jurisdiction: Operate across infinite realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background CON, DEX; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial); 10th level DEX, CON, WIS, STR (CON partial); 15th level DEX, CON, WIS, STR (DEX partial).\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert; 5th Intimidation to expert; 7th Athletics to master; 9th Intimidation to master; 11th Acrobatics to expert; 13th Acrobatics to master; 15th Athletics to legendary.\nHit Points: 8 (Human) + (10 (Fighter) + 5 Con) × 16 = 248.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Timeline Analyst (The Time Enforcement Agency)": {
  "name": "Timeline Analyst (The Time Enforcement Agency)",
  "ancestry": "Android",
  "background": "Detective",
  "class": "Investigator (Forensic Medicine)",
  "level": "16",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 5 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "4",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "200",
  "hpCur": "200",
  "profs": "Unarmored E, Light E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Forensic Medicine\nKey attribute: Intelligence\nClass features to 16th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th), Incredible Senses (13th), Light Armor Expertise (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Savvy Reflexes (15th)\nFeats granted by the subclass: Forensic Acumen, Battle Medicine\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th), Shared Stratagem (12th), Thorough Research (14th), Didactic Strike (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Internal Compartment (1st), Nanite Shroud (5th), Repair Module (9th), Revivification Protocol (13th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd), Oddity Identification (4th), Bon Mot (5th), Schooled in Secrets (6th), Glad-Hand (7th), No Cause for Alarm (8th), Biographical Eye (9th), Shameless Request (10th), Glean Contents (11th), Sign Language (12th), Read Lips (13th), Disturbing Knowledge (14th), Legendary Codebreaker (15th), Unified Theory (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th)",
  "ac": "37",
  "s1n": "+2 greater striking flaming frost rapier",
  "s1a": "+29",
  "s1d": "3d6+6 P + 1d6 fire + 1d6 cold",
  "s2n": "Hand Crossbow",
  "s2a": "+27",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Strategic strike +4d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+2 greater resilient explorer's clothing • Messenger's Ring",
  "gear": "+2 greater striking flaming frost rapier • Hand Crossbow • Adventurer's Pack • Healer's Toolkit • Thieves' Toolkit • Bolts ×20 • Healing Potion (Greater) ×3",
  "pp": "143",
  "gp": "105",
  "sp": "2",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +5 + proficiency +20 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Weapon Potency (+2), Striking (Greater), Flaming, Armor Potency (+2), Resilient (Greater), Messenger's Ring; 3250 gp currency: 1714 gp 8 sp spent, 1535 gp 2 sp kept.",
  "backstory": "Listed on the sample page as \"Timeline Analyst\" in The Time Enforcement Agency.\nParty: The Time Enforcement Agency (Party of 4, Level 16; High Level Quartets (Levels 13-20)).\nMembers: Chronarch Prime (Human Fighter (Duelist Dedication), level 16); Timeline Analyst (Android Investigator (Forensic Medicine), level 16) (this character); Paradox Resolver (Elf Wizard (School of the Boundary), level 16); Causal Enforcer (Halfling Oracle (Time), level 16)\nTemporal Authority: Police crimes against causality\nTimeline Protection: Maintain stability across all timelines\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Jurisdiction: Operate across infinite realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial); 15th level INT, DEX, CON, WIS (INT, CON partial).\nTrained skills: automatic Society (Investigator), Medicine (Forensic Medicine Methodology), Society (Detective background, already trained); chosen Arcana (replacement for a skill already trained), Occultism (Investigator: 4 + Intelligence), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence); Intelligence increases Intimidation (10th level).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Occultism to expert; 5th Diplomacy to expert; 6th Deception to expert; 7th Society to master; 8th Arcana to master; 9th Occultism to master; 10th Diplomacy to master; 11th Deception to master; 12th Stealth to expert; 13th Stealth to master; 14th Thievery to expert; 15th Society to legendary; 16th Arcana to legendary.\nHit Points: 8 (Android) + (8 (Investigator) + 4 Con) × 16 = 200.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Paradox Resolver (The Time Enforcement Agency)": {
  "name": "Paradox Resolver (The Time Enforcement Agency)",
  "ancestry": "Elf",
  "background": "Detective",
  "class": "Wizard (School of the Boundary)",
  "level": "16",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "166",
  "hpCur": "166",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: School of the Boundary\nKey attribute: Intelligence\nClass features to 16th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Bespell Strikes (6th), Steady Spellcasting (8th), Bond Conservation (10th), Overwhelming Energy (12th), Quickened Casting (14th), Spell Tinker (16th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Telekinetic Hand, Void Warp; rank 1 Grim Tendrils, Phantasmal Minion, Summon Undead; rank 2 Darkness, See the Unseen; rank 3 Bind Undead, Ghostly Weapon; rank 4 Flicker, Translocate; rank 5 Banishment, Invoke Spirits; rank 6 Teleport, Vampiric Exsanguination; rank 7 Eclipse Burst, Interplanar Teleport; rank 8 Quandary, Unrelenting Observation.\nFocus spells from: Fortify Summoning (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Ageless Patience (5th), Submerged Stillness (9th), Avenge Ally (13th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Oddity Identification (4th), Student of the Canon (6th), Schooled in Secrets (8th), Biographical Eye (10th), Glean Contents (12th), Read Lips (14th), Unified Theory (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "36",
  "s1n": "Staff of the Dead (Major)",
  "s1a": "+20",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+24",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "Staff of the Dead (Major) • Sling • Wand of Disintegrate (rank 7) • Wand of Teleport (rank 6) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Greater) ×3",
  "pp": "194",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 36 = 10 + Dex +4 + proficiency +20 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Staff of the Dead (Major), Armor Potency (+2), Resilient (Greater), Mage's Hat (Greater), Magic Wand (7th-Rank Spell), Magic Wand (6th-Rank Spell); 3250 gp currency: 1202 gp 6 sp 2 cp spent, 2047 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Telekinetic Hand",
  "sp_cantrips_2": "Void Warp",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Grim Tendrils",
  "sp_1_2": "Phantasmal Minion",
  "sp_1_3": "Summon Undead",
  "sp_1_4": "Force Barrage",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "See the Unseen",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "slots3": "4",
  "sp_3_1": "Bind Undead",
  "sp_3_2": "Ghostly Weapon",
  "sp_3_3": "Fireball",
  "sp_3_4": "Haste",
  "slots4": "4",
  "sp_4_1": "Flicker",
  "sp_4_2": "Translocate",
  "sp_4_3": "Fly",
  "sp_4_4": "Wall of Fire",
  "slots5": "4",
  "sp_5_1": "Banishment",
  "sp_5_2": "Invoke Spirits",
  "sp_5_3": "Cone of Cold",
  "sp_5_4": "Wall of Stone",
  "slots6": "4",
  "sp_6_1": "Teleport",
  "sp_6_2": "Vampiric Exsanguination",
  "sp_6_3": "Chain Lightning",
  "sp_6_4": "Disintegrate",
  "slots7": "4",
  "sp_7_1": "Eclipse Burst",
  "sp_7_2": "Interplanar Teleport",
  "sp_7_3": "Fiery Body",
  "sp_7_4": "Prismatic Spray",
  "slots8": "4",
  "sp_8_1": "Quandary",
  "sp_8_2": "Unrelenting Observation",
  "sp_8_3": "Earthquake",
  "sp_8_4": "Polar Ray",
  "sp_focus_1": "Fortify Summoning",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Paradox Resolver\" in The Time Enforcement Agency.\nParty: The Time Enforcement Agency (Party of 4, Level 16; High Level Quartets (Levels 13-20)).\nMembers: Chronarch Prime (Human Fighter (Duelist Dedication), level 16); Timeline Analyst (Android Investigator (Forensic Medicine), level 16); Paradox Resolver (Elf Wizard (School of the Boundary), level 16) (this character); Causal Enforcer (Halfling Oracle (Time), level 16)\nTemporal Authority: Police crimes against causality\nTimeline Protection: Maintain stability across all timelines\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Jurisdiction: Operate across infinite realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS; 15th level INT, CON, DEX, WIS (INT, CON, DEX partial).\nTrained skills: automatic Arcana (Wizard), Society (Detective background); chosen Occultism (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Occultism to expert; 13th Occultism to master; 15th Arcana to legendary.\nHit Points: 6 (Elf) + (6 (Wizard) + 4 Con) × 16 = 166.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Causal Enforcer": {
  "name": "Causal Enforcer",
  "ancestry": "Halfling",
  "background": "Warrior",
  "class": "Oracle (Time)",
  "level": "16",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "8",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "198",
  "hpCur": "198",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Time\nKey attribute: Charisma\nClass features to 16th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nFeats granted by the subclass: Trance of Celerity\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Domain Fluency (12th), Forestall Curse (14th), Portentous Spell (16th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Time Sense; rank 1 Déjà Vu; rank 3 Time Pocket; rank 7 Time Beacon.\nFocus spells from: Temporal Distortion (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unfettered Halfling (1st), Step Lively (5th), Irrepressible (Halfling) (9th), Dance Underfoot (13th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th), Terrifying Resistance (6th), Bon Mot (8th), Streetwise (10th), Student of the Canon (12th), Battle Cry (14th), Glad-Hand (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "36",
  "s1n": "Spear",
  "s1a": "+19",
  "s1d": "1d6+1 P",
  "s2n": "Sling",
  "s2a": "+24",
  "s2d": "1d6+1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (Major) • Wand of Heal (rank 7) • Wand of Heal (rank 6) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3",
  "pp": "124",
  "gp": "108",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 36 = 10 + Dex +4 + proficiency +20 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (Major), Magic Wand (7th-Rank Spell), Magic Wand (6th-Rank Spell); 3250 gp currency: 1901 gp 7 sp 2 cp spent, 1348 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Time Sense",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Déjà Vu",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Time Pocket",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Time Beacon",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Sunburst",
  "sp_7_4": "Divine Decree",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "sp_focus_1": "Temporal Distortion",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Time Enforcement Agency (Party of 4, Level 16; High Level Quartets (Levels 13-20)).\nMembers: Chronarch Prime (Human Fighter (Duelist Dedication), level 16); Timeline Analyst (Android Investigator (Forensic Medicine), level 16); Paradox Resolver (Elf Wizard (School of the Boundary), level 16); Causal Enforcer (Halfling Oracle (Time), level 16) (this character)\nTemporal Authority: Police crimes against causality\nTimeline Protection: Maintain stability across all timelines\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Jurisdiction: Operate across infinite realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw STR); background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS; 15th level CHA, CON, DEX, WIS (CHA, CON, DEX, WIS partial).\nTrained skills: automatic Religion (Oracle), Occultism (Time), Intimidation (Warrior background); chosen Diplomacy (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Intimidation to expert; 5th Diplomacy to expert; 7th Intimidation to master; 9th Diplomacy to master; 11th Society to expert; 13th Society to master; 15th Intimidation to legendary.\nHit Points: 6 (Halfling) + (8 (Oracle) + 4 Con) × 16 = 198.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Matter": {
  "name": "Matter",
  "ancestry": "Human (Oread)",
  "background": "Martial Disciple",
  "class": "Monk (Mountain Stance)",
  "level": "14",
  "size": "Medium, human, humanoid, oread",
  "speed": "45 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "6",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "190",
  "hpCur": "190",
  "profs": "Unarmored M; Simple M, Unarmed M",
  "classFeats": "Subclass: Mountain Stance\nKey attribute: Strength\nPath to Perfection (suggested): 7th Fortitude to master; 11th Will to master\nClass features to 14th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th), Path to Perfection (7th), Weapon Specialization (7th), Metal Strikes (9th), Monk Expertise (9th), Second Path to Perfection (11th), Graceful Mastery (13th), Master Strikes (13th)\nClass feats: Mountain Stance (1st), Stunning Blows (2nd), Crushing Grab (4th), Flurry of Maneuvers (6th), Deflect Projectile (8th), Whirling Throw (10th), Disrupt Qi (12th), Reflexive Stance (14th)",
  "ancFeats": "Heritage: Oread. An earth elemental ancestor has influenced your bloodline, and your features highlight this elemental planar connection. You might have a crystalline or metallic sheen to your skin or hair, rough and stony flesh, or glittering gemstone eyes. You gain the oread trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from oread feats and feats from your ancestry whenever you gain an an\nAncestry feats: Haughty Obstinacy (1st), Skillful Tail (5th), Cooperative Soul (9th), Stubborn Persistence (13th)",
  "skillFeats": "Skill feats: Cat Fall (2nd), Titan Wrestler (4th), Terrain Stalker (6th), Steady Balance (8th), Quick Jump (10th), Quiet Allies (12th), Student of the Canon (14th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "36",
  "s1n": "+2 greater striking corrosive flaming falling stone",
  "s1a": "+27",
  "s1d": "3d8+8 B + 1d6 acid + 1d6 fire",
  "s2n": "+2 greater striking corrosive flaming fist (outside the stance)",
  "s2a": "+27",
  "s2d": "3d6+8 B + 1d6 acid + 1d6 fire",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Falling Stone: forceful, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+2 greater striking corrosive flaming handwraps of mighty blows • +2 resilient explorer's clothing • Arboreal Boots (Greater) • Sailor's Collar (Greater)",
  "gear": "Adventurer's Pack",
  "pp": "52",
  "gp": "103",
  "sp": "4",
  "bulk": "1 Bulk, 3 L (encumbered above 10, maximum 15)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_acrobatics": "2",
  "i_athletics": "2",
  "conditions": "Gear notes: Speed 45 ft = 25 ft + 20 ft Incredible Movement (unarmored). AC 36 = 10 + Dex +4 + proficiency +20 + explorer's clothing 0 + potency 2. In Mountain Stance: AC 34 (+4 item bonus, which does not stack with the potency rune; Dex cap +0). Wealth (GM Core, level 14): item slots 13/12/12/11/10/10 hold Weapon Potency (+2), Striking (Greater), Corrosive, Armor Potency (+2), Arboreal Boots (Greater), Sailor's Collar (Greater); 1500 gp currency: 876 gp 6 sp spent, 623 gp 4 sp kept.",
  "backstory": "Party: The Cosmic Synthesis (Party of 4, Level 14; High Level Quartets (Levels 13-20)).\nMembers: Matter (Human (Oread) Monk (Mountain Stance), level 14) (this character); Energy (Human (Naari) Sorcerer (Elemental Bloodline), level 14); Information (Android Investigator (Empiricism), level 14); Consciousness (Human Oracle (Cosmos), level 14)\nUniversal Forces: Embody fundamental aspects of existence\nPerfect Balance: Maintain equilibrium between cosmic forces\nReality Integration: Bridge material and spiritual realms\nEvolutionary Guide: Help others achieve cosmic understanding\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, DEX; background STR, DEX; class key STR; 1st level STR, DEX, CON, WIS; 5th level STR, DEX, CON, WIS (STR partial); 10th level STR, DEX, CON, WIS (DEX partial).\nTrained skills: automatic ; chosen Acrobatics (Martial Disciple background), Athletics (Monk: 4 + Intelligence), Stealth (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence), Medicine (Monk: 4 + Intelligence).\nLore: Lore (Warfare) (Martial Disciple background).\nSkill increases: 3rd Acrobatics to expert; 5th Athletics to expert; 7th Acrobatics to master; 9th Athletics to master; 11th Stealth to expert; 13th Stealth to master.\nHit Points: 8 (Human) + (10 (Monk) + 3 Con) × 14 = 190.\nBackground: not stated on the sample page; Martial Disciple is a suggested choice that fits the role.\nProficiency ranks: Monk class table, 14th level (Foundry pf2e data, ORC license)."
 },
 "Energy": {
  "name": "Energy",
  "ancestry": "Human (Naari)",
  "background": "Fortune Teller",
  "class": "Sorcerer (Elemental Bloodline)",
  "level": "14",
  "size": "Medium, human, humanoid, naari",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "6",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "0",
  "r_intimidation": "6",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "148",
  "hpCur": "148",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Primal",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Elemental Bloodline\nKey attribute: Charisma\nClass features to 14th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Blood Rising (8th), Bespell Strikes (10th), Terraforming Trickery (12th), Spell Shroud (14th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Ignition; rank 1 Breathe Fire; rank 2 Resist Energy; rank 3 Fireball; rank 4 Unfettered Movement; rank 7 Energy Aegis.\nFocus spells from: Elemental Toss (bloodline spell).",
  "ancFeats": "Heritage: Naari. You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the naari trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from naari feats and feats from your ancestry\nAncestry feats: Haughty Obstinacy (1st), Skillful Tail (5th), Cooperative Soul (9th), Stubborn Persistence (13th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Lie to Me (2nd), Intimidating Glare (4th), Charming Liar (6th), Natural Medicine (8th), Confabulator (10th), Terrifying Resistance (12th), Battle Cry (14th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "33",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+18",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+21",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 resilient explorer's clothing • Mage's Hat (Greater) • Ventriloquist's Ring (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Heal (rank 6) • Wand of Banishment (rank 5) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater)",
  "pp": "65",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "i_deception": "2",
  "conditions": "Gear notes: AC 33 = 10 + Dex +3 + proficiency +18 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 14): item slots 13/12/12/11/10/10 hold Staff of Fire (Major), Armor Potency (+2), Mage's Hat (Greater), Ventriloquist's Ring (Greater), Magic Wand (6th-Rank Spell), Magic Wand (5th-Rank Spell); 1500 gp currency: 741 gp 6 sp 2 cp spent, 758 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Ignition",
  "sp_cantrips_2": "Electric Arc",
  "sp_cantrips_3": "Frostbite",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Breathe Fire",
  "sp_1_2": "Heal",
  "sp_1_3": "Gust of Wind",
  "sp_1_4": "Thunderstrike",
  "slots2": "4",
  "sp_2_1": "Resist Energy",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Entangling Flora",
  "sp_2_4": "Oaken Resilience",
  "slots3": "4",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "sp_3_4": "Lightning Bolt",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Fly",
  "sp_4_3": "Wall of Fire",
  "sp_4_4": "Vital Beacon",
  "slots5": "4",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "sp_5_4": "Toxic Cloud",
  "slots6": "4",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Field of Life",
  "sp_6_3": "Tangling Creepers",
  "sp_6_4": "Petrify",
  "slots7": "4",
  "sp_7_1": "Energy Aegis",
  "sp_7_2": "Fiery Body",
  "sp_7_3": "Regenerate",
  "sp_7_4": "Eclipse Burst",
  "sp_focus_1": "Elemental Toss",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Cosmic Synthesis (Party of 4, Level 14; High Level Quartets (Levels 13-20)).\nMembers: Matter (Human (Oread) Monk (Mountain Stance), level 14); Energy (Human (Naari) Sorcerer (Elemental Bloodline), level 14) (this character); Information (Android Investigator (Empiricism), level 14); Consciousness (Human Oracle (Cosmos), level 14)\nUniversal Forces: Embody fundamental aspects of existence\nPerfect Balance: Maintain equilibrium between cosmic forces\nReality Integration: Bridge material and spiritual realms\nEvolutionary Guide: Help others achieve cosmic understanding\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial).\nTrained skills: automatic Intimidation (Bloodline: Elemental), Nature (Bloodline: Elemental), Occultism (Fortune Teller background); chosen Arcana (Sorcerer: 2 + Intelligence), Deception (Sorcerer: 2 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Arcana to expert; 5th Deception to expert; 7th Arcana to master; 9th Deception to master; 11th Intimidation to expert; 13th Intimidation to master.\nHit Points: 8 (Human) + (6 (Sorcerer) + 4 Con) × 14 = 148.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 14th level (Foundry pf2e data, ORC license)."
 },
 "Information": {
  "name": "Information",
  "ancestry": "Android",
  "background": "Detective",
  "class": "Investigator (Empiricism)",
  "level": "14",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "6",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "176",
  "hpCur": "176",
  "profs": "Unarmored E, Light E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 14th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th), Incredible Senses (13th), Light Armor Expertise (13th), Weapon Mastery (13th)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th), Thorough Research (12th), Just One More Thing (14th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cleansing Subroutine (1st), Nanite Shroud (5th), Repair Module (9th), Revivification Protocol (13th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd), Lie to Me (4th), Bon Mot (5th), Charming Liar (6th), Glad-Hand (7th), Confabulator (8th), No Cause for Alarm (9th), Slippery Secrets (10th), Shameless Request (11th), Biographical Eye (12th), Sign Language (13th), Read Lips (14th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "35",
  "s1n": "+2 greater striking flaming frost rapier",
  "s1a": "+26",
  "s1d": "3d6+3 P + 1d6 fire + 1d6 cold",
  "s2n": "Hand Crossbow",
  "s2a": "+24",
  "s2d": "1d6+3 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +4d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+2 resilient leather armor • Messenger's Ring",
  "gear": "+2 greater striking flaming frost rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Greater)",
  "pp": "64",
  "gp": "107",
  "sp": "3",
  "bulk": "3 Bulk, 6 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 35 = 10 + Dex +4 + proficiency +18 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 14): item slots 13/12/12/11/10/10 hold Weapon Potency (+2), Striking (Greater), Flaming, Frost, Armor Potency (+2), Messenger's Ring; 1500 gp currency: 752 gp 7 sp spent, 747 gp 3 sp kept.",
  "backstory": "Party: The Cosmic Synthesis (Party of 4, Level 14; High Level Quartets (Levels 13-20)).\nMembers: Matter (Human (Oread) Monk (Mountain Stance), level 14); Energy (Human (Naari) Sorcerer (Elemental Bloodline), level 14); Information (Android Investigator (Empiricism), level 14) (this character); Consciousness (Human Oracle (Cosmos), level 14)\nUniversal Forces: Embody fundamental aspects of existence\nPerfect Balance: Maintain equilibrium between cosmic forces\nReality Integration: Bridge material and spiritual realms\nEvolutionary Guide: Help others achieve cosmic understanding\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial).\nTrained skills: automatic Society (Investigator), Society (Detective background, already trained); chosen Arcana (Empiricism Methodology), Diplomacy (replacement for a skill already trained), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence); Intelligence increases Intimidation (10th level).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Diplomacy to expert; 5th Deception to expert; 6th Stealth to expert; 7th Society to master; 8th Arcana to master; 9th Diplomacy to master; 10th Deception to master; 11th Stealth to master; 12th Thievery to expert; 13th Thievery to master; 14th Occultism to expert.\nHit Points: 8 (Android) + (8 (Investigator) + 4 Con) × 14 = 176.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 14th level (Foundry pf2e data, ORC license)."
 },
 "Consciousness": {
  "name": "Consciousness",
  "ancestry": "Human",
  "background": "Fortune Teller",
  "class": "Oracle (Cosmos)",
  "level": "14",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "176",
  "hpCur": "176",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Cosmos\nKey attribute: Charisma\nClass features to 14th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th)\nFeats granted by the subclass: Oracular Warning\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Magic Sense (12th), Forestall Curse (14th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Light; rank 1 Dizzying Colors; rank 2 Darkness; rank 5 Moon Frenzy.\nFocus spells from: Spray of Stars (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Cooperative Soul (9th), Stubborn Persistence (13th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Bon Mot (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "34",
  "s1n": "Spear",
  "s1a": "+18",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+21",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 resilient padded armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (Major) • Wand of Heal (rank 6) • Wand of Breath of Life (rank 5) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater)",
  "pp": "65",
  "gp": "108",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 34 = 10 + Dex +3 + proficiency +18 + padded armor 1 + potency 2. Wealth (GM Core, level 14): item slots 13/12/12/11/10/10 hold Armor Potency (+2), Prognostic Veil, Messenger's Ring, Staff of Healing (Major), Magic Wand (6th-Rank Spell), Magic Wand (5th-Rank Spell); 1500 gp currency: 741 gp 8 sp 2 cp spent, 758 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Light",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Moon Frenzy",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "sp_focus_1": "Spray of Stars",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Cosmic Synthesis (Party of 4, Level 14; High Level Quartets (Levels 13-20)).\nMembers: Matter (Human (Oread) Monk (Mountain Stance), level 14); Energy (Human (Naari) Sorcerer (Elemental Bloodline), level 14); Information (Android Investigator (Empiricism), level 14); Consciousness (Human Oracle (Cosmos), level 14) (this character)\nUniversal Forces: Embody fundamental aspects of existence\nPerfect Balance: Maintain equilibrium between cosmic forces\nReality Integration: Bridge material and spiritual realms\nEvolutionary Guide: Help others achieve cosmic understanding\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial).\nTrained skills: automatic Religion (Oracle), Nature (Cosmos), Occultism (Fortune Teller background); chosen Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master.\nHit Points: 8 (Human) + (8 (Oracle) + 4 Con) × 14 = 176.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 14th level (Foundry pf2e data, ORC license)."
 },
 "Company Commander": {
  "name": "Company Commander",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Fighter (Weapon Master)",
  "level": "4",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "60",
  "hpCur": "60",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E",
  "classFeats": "Subclass: Weapon Master\nKey attribute: Strength\nClass features to 4th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd)\nClass feats: Vicious Swing (1st), Sudden Charge (2nd), Double Slice (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "22",
  "s1n": "+1 greatsword",
  "s1a": "+13",
  "s1d": "1d12+4 S",
  "s2n": "Javelin",
  "s2a": "+9",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greatsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail • One Hundred Victories",
  "gear": "+1 greatsword • Javelin ×3 • Adventurer's Pack • Healing Potion (Lesser)",
  "gp": "14",
  "sp": "2",
  "bulk": "6 Bulk, 4 L (encumbered above 9, maximum 14)",
  "i_intimidation": "1",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 22 = 10 + Dex +1 + proficiency +6 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1), Splint Mail, One Hundred Victories; 30 gp currency: 15 gp 8 sp spent, 14 gp 2 sp kept.",
  "backstory": "Party: The Royal Military Academy Honor Guard (Party of 5, Level 4; Low Level Quintets (Levels 1-5)).\nMembers: Company Commander (Human Fighter (Weapon Master), level 4) (this character); Heavy Infantry (Dwarf Champion (Justice), level 4); Reconnaissance (Elf Ranger (Precision Edge), level 4); Combat Medic (Halfling Cleric (Healing Domain), level 4); Battle Mage (Gnome Wizard (School of Battle Magic), level 4)\nMilitary Structure: Elite graduates serving as royal ceremonial guard\nCombined Arms: Each member represents different military specialization\nHonor Code: Bound by military tradition and personal integrity\nReal-world Parallel: Like elite military honor guards or special forces units\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert.\nHit Points: 8 (Human) + (10 (Fighter) + 3 Con) × 4 = 60.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Heavy Infantry (The Royal Military Academy Honor Guard)": {
  "name": "Heavy Infantry (The Royal Military Academy Honor Guard)",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Champion (Justice)",
  "level": "4",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+0",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "4",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "62",
  "hpCur": "62",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple T, Martial T, Unarmed T",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Iomedae",
  "classFeats": "Subclass: Justice\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 4th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Mountain Strategy (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "+1 longsword",
  "s1a": "+11",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+6",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail • Glasses of Sociability",
  "gear": "+1 longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Lesser)",
  "gp": "13",
  "sp": "1",
  "bulk": "6 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 15 ft in splint mail (20 ft without armor). AC 21 = 10 + Dex +0 + proficiency +6 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 23. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1), Splint Mail, Glasses of Sociability; 30 gp currency: 16 gp 9 sp spent, 13 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Listed on the sample page as \"Heavy Infantry\" in The Royal Military Academy Honor Guard.\nParty: The Royal Military Academy Honor Guard (Party of 5, Level 4; Low Level Quintets (Levels 1-5)).\nMembers: Company Commander (Human Fighter (Weapon Master), level 4); Heavy Infantry (Dwarf Champion (Justice), level 4) (this character); Reconnaissance (Elf Ranger (Precision Edge), level 4); Combat Medic (Halfling Cleric (Healing Domain), level 4); Battle Mage (Gnome Wizard (School of Battle Magic), level 4)\nMilitary Structure: Elite graduates serving as royal ceremonial guard\nCombined Arms: Each member represents different military specialization\nHonor Code: Bound by military tradition and personal integrity\nReal-world Parallel: Like elite military honor guards or special forces units\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, CHA, WIS.\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background, already trained); chosen Intimidation (deity's divine skill), Athletics (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Medicine (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert.\nHit Points: 10 (Dwarf) + (10 (Champion) + 3 Con) × 4 = 62.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Reconnaissance": {
  "name": "Reconnaissance",
  "ancestry": "Elf",
  "background": "Hunter",
  "class": "Ranger (Precision Edge)",
  "level": "4",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+1",
  "dex": "+4",
  "con": "+2",
  "int": "+1",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "4",
  "r_thievery": "0",
  "lore1Name": "Lore (Tanning)",
  "r_lore1": "2",
  "hpMax": "54",
  "hpCur": "54",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Precision Edge\nKey attribute: Dexterity\nClass features to 4th level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd), Monster Hunter (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st)",
  "skillFeats": "Survey Wildlife (Hunter background)\nSkill feats: Experienced Tracker (2nd), Terrain Stalker (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "s1n": "+1 longbow",
  "s1a": "+11",
  "s1d": "1d8 P",
  "s2n": "Shortsword",
  "s2a": "+10",
  "s2d": "1d6+1 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Hunt Prey; Precision edge: first hit each round +1d8 precision vs your prey.",
  "worn": "Leather Armor",
  "gear": "+1 longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Antidote (Lesser)",
  "gp": "16",
  "sp": "4",
  "bulk": "4 Bulk, 4 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 21 = 10 + Dex +4 + proficiency +6 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1); 30 gp currency: 13 gp 6 sp spent, 16 gp 4 sp kept.",
  "backstory": "Party: The Royal Military Academy Honor Guard (Party of 5, Level 4; Low Level Quintets (Levels 1-5)).\nMembers: Company Commander (Human Fighter (Weapon Master), level 4); Heavy Infantry (Dwarf Champion (Justice), level 4); Reconnaissance (Elf Ranger (Precision Edge), level 4) (this character); Combat Medic (Halfling Cleric (Healing Domain), level 4); Battle Mage (Gnome Wizard (School of Battle Magic), level 4)\nMilitary Structure: Elite graduates serving as royal ceremonial guard\nCombined Arms: Each member represents different military specialization\nHonor Code: Bound by military tradition and personal integrity\nReal-world Parallel: Like elite military honor guards or special forces units\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background DEX, CON; class key DEX; 1st level DEX, CON, WIS, STR.\nTrained skills: automatic Survival (Ranger), Survival (Hunter background, already trained); chosen Nature (replacement for a skill already trained), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence), Intimidation (Ranger: 4 + Intelligence).\nLore: Lore (Tanning) (Hunter background).\nSkill increases: 3rd Survival to expert.\nHit Points: 6 (Elf) + (10 (Ranger) + 2 Con) × 4 = 54.\nBackground: not stated on the sample page; Hunter is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Combat Medic": {
  "name": "Combat Medic",
  "ancestry": "Halfling",
  "background": "Field Medic",
  "class": "Cleric (Healing Domain)",
  "level": "4",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+2",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "4",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "50",
  "hpCur": "50",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Healing Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Healing domain): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 4th level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st), Second Doctrine (3rd)\nClass feats: Domain Initiate (2nd), Communal Healing (4th)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Breathe Fire (rank 1), Fireball (rank 3), Wall of Fire (rank 4).\nFocus spells from: Healer's Blessing (Domain Initiate).\nDivine font: 4 × heal at rank 2 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Halfling Luck (1st)",
  "skillFeats": "Battle Medicine (Field Medic background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "18",
  "s1n": "Scimitar",
  "s1a": "+5",
  "s1d": "1d6−1 S",
  "s2n": "Sling",
  "s2a": "+8",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Scimitar • Sling • Wand of Heal (rank 1) • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Holy Water ×2 • Antidote (Lesser)",
  "gp": "13",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +2 + proficiency +6 + explorer's clothing 0. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Magic Wand (1st-Rank Spell); 30 gp currency: 16 gp 7 sp 2 cp spent, 13 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_focus_1": "Healer's Blessing",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Royal Military Academy Honor Guard (Party of 5, Level 4; Low Level Quintets (Levels 1-5)).\nMembers: Company Commander (Human Fighter (Weapon Master), level 4); Heavy Infantry (Dwarf Champion (Justice), level 4); Reconnaissance (Elf Ranger (Precision Edge), level 4); Combat Medic (Halfling Cleric (Healing Domain), level 4) (this character); Battle Mage (Gnome Wizard (School of Battle Magic), level 4)\nMilitary Structure: Elite graduates serving as royal ceremonial guard\nCombined Arms: Each member represents different military specialization\nHonor Code: Bound by military tradition and personal integrity\nReal-world Parallel: Like elite military honor guards or special forces units\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Medicine (Field Medic background, already trained); chosen Medicine (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Cleric: 2 + Intelligence), Occultism (Cleric: 2 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nSkill increases: 3rd Medicine to expert.\nHit Points: 6 (Halfling) + (8 (Cleric) + 3 Con) × 4 = 50.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Battle Mage (The Royal Military Academy Honor Guard)": {
  "name": "Battle Mage (The Royal Military Academy Honor Guard)",
  "ancestry": "Gnome",
  "background": "Scholar",
  "class": "Wizard (School of Battle Magic)",
  "level": "4",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 4 more of your choice",
  "str": "−1",
  "dex": "+1",
  "con": "+3",
  "int": "+4",
  "wis": "+1",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "44",
  "hpCur": "44",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: School of Battle Magic\nKey attribute: Intelligence\nClass features to 4th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st)\nClass feats: Reach Spell (2nd), Widen Spell (4th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Shield, Telekinetic Projectile; rank 1 Breathe Fire, Force Barrage, Mystic Armor; rank 2 Mist, Resist Energy.\nFocus spells from: Force Bolt (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Fey Fellowship (1st)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "17",
  "s1n": "Staff of Fire",
  "s1a": "+5",
  "s1d": "1d8−1 B",
  "s2n": "Sling",
  "s2a": "+7",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Staff of Fire • Sling • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Lesser)",
  "gp": "15",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 6 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +1 + proficiency +6 + explorer's clothing 0. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Staff of Fire; 30 gp currency: 14 gp 6 sp 2 cp spent, 15 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Shield",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "sp_cantrips_6": "Prestidigitation",
  "slots1": "4",
  "sp_1_1": "Breathe Fire",
  "sp_1_2": "Force Barrage",
  "sp_1_3": "Mystic Armor",
  "sp_1_4": "Grease",
  "slots2": "4",
  "sp_2_1": "Mist",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "sp_focus_1": "Force Bolt",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Battle Mage\" in The Royal Military Academy Honor Guard.\nParty: The Royal Military Academy Honor Guard (Party of 5, Level 4; Low Level Quintets (Levels 1-5)).\nMembers: Company Commander (Human Fighter (Weapon Master), level 4); Heavy Infantry (Dwarf Champion (Justice), level 4); Reconnaissance (Elf Ranger (Precision Edge), level 4); Combat Medic (Halfling Cleric (Healing Domain), level 4); Battle Mage (Gnome Wizard (School of Battle Magic), level 4) (this character)\nMilitary Structure: Elite graduates serving as royal ceremonial guard\nCombined Arms: Each member represents different military specialization\nHonor Code: Bound by military tradition and personal integrity\nReal-world Parallel: Like elite military honor guards or special forces units\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert.\nHit Points: 8 (Gnome) + (6 (Wizard) + 3 Con) × 4 = 44.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Venture-Captain": {
  "name": "Venture-Captain",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Investigator (Empiricism)",
  "level": "3",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+2",
  "int": "+4",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "2",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "38",
  "hpCur": "38",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 3rd level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "18",
  "s1n": "+1 rapier",
  "s1a": "+8",
  "s1d": "1d6 P",
  "s2n": "Hand Crossbow",
  "s2a": "+7",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Strategic strike +1d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "Padded Armor",
  "gear": "+1 rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Antidote (Lesser)",
  "gp": "11",
  "sp": "1",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +2 + proficiency +5 + padded armor 1. Wealth (GM Core, level 3): item slots 2/1/1 hold Weapon Potency (+1); 25 gp currency: 13 gp 9 sp spent, 11 gp 1 sp kept.",
  "backstory": "Party: The Pathfinder Society Lodge (Party of 5, Level 3; Low Level Quintets (Levels 1-5)).\nMembers: Venture-Captain (Human Investigator (Empiricism), level 3) (this character); Combat Specialist (Human (Dromaar) Barbarian (Animal Instinct), level 3); Arcane Researcher (Elf Wizard (Unified Magical Theory), level 3); Divine Scholar (Human (Nephilim) Oracle (Lore), level 3); Field Agent (Halfling Rogue (Thief), level 3)\nExploration Focus: Discover ancient sites and catalog historical artifacts\nKnowledge Network: Share discoveries with global organization\nAcademic Mission: Advance understanding of world's history and magic\nAdventure Variety: Missions range from archaeology to monster hunting\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, DEX; background CON, INT; class key INT; 1st level INT, DEX, CON, WIS.\nTrained skills: automatic Society (Investigator), Intimidation (Warrior background); chosen Arcana (Empiricism Methodology), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert.\nHit Points: 8 (Human) + (8 (Investigator) + 2 Con) × 3 = 38.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Combat Specialist (The Pathfinder Society Lodge)": {
  "name": "Combat Specialist (The Pathfinder Society Lodge)",
  "ancestry": "Human (Dromaar)",
  "background": "Warrior",
  "class": "Barbarian (Animal Instinct)",
  "level": "3",
  "size": "Medium, human, humanoid, dromaar",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "53",
  "hpCur": "53",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Animal Instinct\nKey attribute: Strength\nClass features to 3rd level (Player Core 2): Instinct (1st), Quick-Tempered (1st), Rage (1st), Furious Footfalls (3rd)\nClass feats: Sudden Charge (1st), Raging Thrower (2nd)",
  "ancFeats": "Heritage: Dromaar. Orcish strength emboldens your bloodline. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait, the dromaar trait, and low-light vision. When you gain an ancestry feat, you can choose from dromaar and orc feats in addition to those from your ancestry.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "20",
  "s1n": "+1 jaws (raging)",
  "s1a": "+10",
  "s1d": "1d10+4 P",
  "s2n": "+1 claw (raging)",
  "s2a": "+10",
  "s2d": "1d6+4 S",
  "s3n": "Javelin",
  "s3a": "+6",
  "s3d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Jaws: unarmed. Claw: agile, unarmed. Javelin: thrown, range 30 ft. Rage: +2 damage while raging (instinct may raise it), not included above.",
  "worn": "+1 handwraps of mighty blows • Chain Mail",
  "gear": "Javelin ×3 • Adventurer's Pack • Antidote (Lesser)",
  "gp": "14",
  "sp": "2",
  "bulk": "3 Bulk, 4 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: AC 20 = 10 + Dex +1 + proficiency +5 + chain mail 4. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 3): item slots 2/1/1 hold Handwraps of Mighty Blows; 25 gp currency: 10 gp 8 sp spent, 14 gp 2 sp kept.",
  "backstory": "Listed on the sample page as \"Combat Specialist\" in The Pathfinder Society Lodge.\nParty: The Pathfinder Society Lodge (Party of 5, Level 3; Low Level Quintets (Levels 1-5)).\nMembers: Venture-Captain (Human Investigator (Empiricism), level 3); Combat Specialist (Human (Dromaar) Barbarian (Animal Instinct), level 3) (this character); Arcane Researcher (Elf Wizard (Unified Magical Theory), level 3); Divine Scholar (Human (Nephilim) Oracle (Lore), level 3); Field Agent (Halfling Rogue (Thief), level 3)\nExploration Focus: Discover ancient sites and catalog historical artifacts\nKnowledge Network: Share discoveries with global organization\nAcademic Mission: Advance understanding of world's history and magic\nAdventure Variety: Missions range from archaeology to monster hunting\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Athletics (Barbarian), Intimidation (Warrior background); chosen Survival (Barbarian: 3 + Intelligence), Acrobatics (Barbarian: 3 + Intelligence), Nature (Barbarian: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert.\nHit Points: 8 (Human) + (12 (Barbarian) + 3 Con) × 3 = 53.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Barbarian class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Arcane Researcher": {
  "name": "Arcane Researcher",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (Unified Magical Theory)",
  "level": "3",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 4 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+2",
  "int": "+4",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "30",
  "hpCur": "30",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: Unified Magical Theory\nKey attribute: Intelligence\nClass features to 3rd level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st)\nClass feats: Reach Spell (1st), Widen Spell (2nd)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st)",
  "skillFeats": "Skill feats: Courtly Graces (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "17",
  "s1n": "Staff",
  "s1a": "+5",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+7",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Staff • Sling • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Antidote (Lesser) • Scroll of Mystic Armor (rank 1)",
  "gp": "15",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +2 + proficiency +5 + explorer's clothing 0. Wealth (GM Core, level 3): item slots 2/1/1 hold nothing; 25 gp currency: 9 gp 6 sp 2 cp spent, 15 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "2",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Pathfinder Society Lodge (Party of 5, Level 3; Low Level Quintets (Levels 1-5)).\nMembers: Venture-Captain (Human Investigator (Empiricism), level 3); Combat Specialist (Human (Dromaar) Barbarian (Animal Instinct), level 3); Arcane Researcher (Elf Wizard (Unified Magical Theory), level 3) (this character); Divine Scholar (Human (Nephilim) Oracle (Lore), level 3); Field Agent (Halfling Rogue (Thief), level 3)\nExploration Focus: Discover ancient sites and catalog historical artifacts\nKnowledge Network: Share discoveries with global organization\nAcademic Mission: Advance understanding of world's history and magic\nAdventure Variety: Missions range from archaeology to monster hunting\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert.\nHit Points: 6 (Elf) + (6 (Wizard) + 2 Con) × 3 = 30.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Divine Scholar": {
  "name": "Divine Scholar",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Oracle (Lore)",
  "level": "3",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+1",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "38",
  "hpCur": "38",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Lore\nKey attribute: Charisma\nClass features to 3rd level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd)\nFeats granted by the subclass: Whispers of Weakness\nClass feats: Reach Spell (2nd)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Read Aura; rank 1 Mindlink.\nFocus spells from: Brain Drain (revelation spell).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Lawbringer (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Courtly Graces (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "17",
  "s1n": "Spear",
  "s1a": "+5",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Spear • Sling • Adventurer's Pack • Sling Bullets ×20 • Antidote (Lesser) • Scroll of Heal (rank 1)",
  "gp": "16",
  "sp": "1",
  "cp": "8",
  "bulk": "2 Bulk, 6 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +1 + proficiency +5 + padded armor 1. Wealth (GM Core, level 3): item slots 2/1/1 hold nothing; 25 gp currency: 8 gp 8 sp 2 cp spent, 16 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Read Aura",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Mindlink",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_focus_1": "Brain Drain",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Pathfinder Society Lodge (Party of 5, Level 3; Low Level Quintets (Levels 1-5)).\nMembers: Venture-Captain (Human Investigator (Empiricism), level 3); Combat Specialist (Human (Dromaar) Barbarian (Animal Instinct), level 3); Arcane Researcher (Elf Wizard (Unified Magical Theory), level 3); Divine Scholar (Human (Nephilim) Oracle (Lore), level 3) (this character); Field Agent (Halfling Rogue (Thief), level 3)\nExploration Focus: Discover ancient sites and catalog historical artifacts\nKnowledge Network: Share discoveries with global organization\nAcademic Mission: Advance understanding of world's history and magic\nAdventure Variety: Missions range from archaeology to monster hunting\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS.\nTrained skills: automatic Religion (Oracle), Occultism (Lore), Religion (Acolyte background, already trained); chosen Society (replacement for a skill already trained), Arcana (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Society to expert.\nHit Points: 8 (Human) + (8 (Oracle) + 2 Con) × 3 = 38.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Field Agent": {
  "name": "Field Agent",
  "ancestry": "Halfling",
  "background": "Charlatan",
  "class": "Rogue (Thief)",
  "level": "3",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+4",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+2",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "4",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "36",
  "hpCur": "36",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Thief\nKey attribute: Dexterity\nClass features to 3rd level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Sure Feet (1st)",
  "skillFeats": "Charming Liar (Charlatan background)\nSkill feats: Terrain Stalker (1st), Lie to Me (2nd), Pickpocket (3rd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "19",
  "s1n": "+1 rapier",
  "s1a": "+10",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+9",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft. Sneak attack +1d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "Explorer's Clothing",
  "gear": "+1 rapier • Sling • Adventurer's Pack • Thieves' Toolkit • Sling Bullets ×20 • Antidote (Lesser)",
  "gp": "15",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 6 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 19 = 10 + Dex +4 + proficiency +5 + explorer's clothing 0. Wealth (GM Core, level 3): item slots 2/1/1 hold Weapon Potency (+1); 25 gp currency: 9 gp 6 sp 2 cp spent, 15 gp 3 sp 8 cp kept.",
  "backstory": "Party: The Pathfinder Society Lodge (Party of 5, Level 3; Low Level Quintets (Levels 1-5)).\nMembers: Venture-Captain (Human Investigator (Empiricism), level 3); Combat Specialist (Human (Dromaar) Barbarian (Animal Instinct), level 3); Arcane Researcher (Elf Wizard (Unified Magical Theory), level 3); Divine Scholar (Human (Nephilim) Oracle (Lore), level 3); Field Agent (Halfling Rogue (Thief), level 3) (this character)\nExploration Focus: Discover ancient sites and catalog historical artifacts\nKnowledge Network: Share discoveries with global organization\nAcademic Mission: Advance understanding of world's history and magic\nAdventure Variety: Missions range from archaeology to monster hunting\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background CHA, DEX; class key DEX; 1st level DEX, CON, CHA, WIS.\nTrained skills: automatic Stealth (Rogue), Thievery (Thief), Deception (Charlatan background); chosen Acrobatics (Rogue: 7 + Intelligence), Society (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence), Intimidation (Rogue: 7 + Intelligence), Occultism (Rogue: 7 + Intelligence), Performance (Rogue: 7 + Intelligence).\nLore: Lore (Underworld) (Charlatan background).\nSkill increases: 2nd Stealth to expert; 3rd Deception to expert.\nHit Points: 6 (Halfling) + (8 (Rogue) + 2 Con) × 3 = 36.\nBackground: not stated on the sample page; Charlatan is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Captain": {
  "name": "Captain",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Ranger (Monster Hunter)",
  "level": "5",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+2",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "4",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "4",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "78",
  "hpCur": "78",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Monster Hunter\nKey attribute: Dexterity\nClass features to 5th level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd), Ranger Weapon Expertise (5th), Trackless Journey (5th)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd), Monster Hunter (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Experienced Tracker (2nd), Terrain Stalker (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "22",
  "s1n": "+1 striking longbow",
  "s1a": "+14",
  "s1d": "2d8 P",
  "s2n": "Shortsword",
  "s2a": "+13",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Hunt Prey; hunter's edge as listed under class features.",
  "worn": "Leather Armor",
  "gear": "+1 striking longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "24",
  "sp": "4",
  "bulk": "4 Bulk, 5 L (encumbered above 7, maximum 12)",
  "conditions": "Gear notes: AC 22 = 10 + Dex +4 + proficiency +7 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Weapon Potency (+1), Striking; 50 gp currency: 25 gp 6 sp spent, 24 gp 4 sp kept.",
  "backstory": "Party: The Mercenary Company \"Silver Hawks\" (Party of 5, Level 5; Low Level Quintets (Levels 1-5)).\nMembers: Captain (Human Ranger (Monster Hunter), level 5) (this character); Lieutenant (Dwarf Fighter (Dual-Weapon Warrior), level 5); Sergeant (Human (Aiuvarin) Rogue (Mastermind), level 5); Corporal (Halfling Cleric (Might Domain), level 5); Specialist (Gnome Sorcerer (Elemental Air), level 5)\nProfessional Military: Experienced soldiers for hire\nReputation System: Success builds fame and attracts better contracts\nMilitary Efficiency: Clear hierarchy and defined roles\nEconomic Focus: Balance profit with professional ethics\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background CON, DEX; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial).\nTrained skills: automatic Survival (Ranger), Intimidation (Warrior background); chosen Nature (Ranger: 4 + Intelligence), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Survival to expert; 5th Nature to expert.\nHit Points: 8 (Human) + (10 (Ranger) + 4 Con) × 5 = 78.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Lieutenant": {
  "name": "Lieutenant",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Fighter (Dual-Weapon Warrior)",
  "level": "5",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "4",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "80",
  "hpCur": "80",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E; Fighter Weapon Mastery: one weapon group of your choice M",
  "classFeats": "Subclass: Dual-Weapon Warrior\nKey attribute: Strength\nClass features to 5th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th)\nClass feats: Vicious Swing (1st), Sudden Charge (2nd), Double Slice (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unburdened Iron (1st), Dwarven Doughtiness (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "23",
  "s1n": "+1 striking longsword",
  "s1a": "+16",
  "s1d": "2d8+4 S",
  "s2n": "Shortsword",
  "s2a": "+15",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Shortsword: agile, finesse, versatile S. Fighter Weapon Mastery: sword group (master, legendary at 13th).",
  "worn": "Splint Mail • One Hundred Victories",
  "gear": "+1 striking longsword • Shortsword • Adventurer's Pack • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "31",
  "sp": "6",
  "bulk": "5 Bulk, 3 L (encumbered above 9, maximum 14)",
  "i_intimidation": "1",
  "conditions": "Gear notes: Speed 15 ft in splint mail (20 ft without armor). AC 23 = 10 + Dex +1 + proficiency +7 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Weapon Potency (+1), Striking, Splint Mail, One Hundred Victories; 50 gp currency: 18 gp 4 sp spent, 31 gp 6 sp kept.",
  "backstory": "Party: The Mercenary Company \"Silver Hawks\" (Party of 5, Level 5; Low Level Quintets (Levels 1-5)).\nMembers: Captain (Human Ranger (Monster Hunter), level 5); Lieutenant (Dwarf Fighter (Dual-Weapon Warrior), level 5) (this character); Sergeant (Human (Aiuvarin) Rogue (Mastermind), level 5); Corporal (Halfling Cleric (Might Domain), level 5); Specialist (Gnome Sorcerer (Elemental Air), level 5)\nProfessional Military: Experienced soldiers for hire\nReputation System: Success builds fame and attracts better contracts\nMilitary Efficiency: Clear hierarchy and defined roles\nEconomic Focus: Balance profit with professional ethics\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial).\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert; 5th Intimidation to expert.\nHit Points: 10 (Dwarf) + (10 (Fighter) + 4 Con) × 5 = 80.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Sergeant": {
  "name": "Sergeant",
  "ancestry": "Human (Aiuvarin)",
  "background": "Warrior",
  "class": "Rogue (Mastermind)",
  "level": "5",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+2",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "4",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "4",
  "r_survival": "2",
  "r_thievery": "4",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "68",
  "hpCur": "68",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Mastermind\nKey attribute: Dexterity\nClass features to 5th level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd), Weapon Tricks (5th)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd), You're Next (4th)",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Forlorn (1st), Ageless Patience (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Terrain Stalker (1st), Pickpocket (2nd), Lie to Me (3rd), Cat Fall (4th), Quiet Allies (5th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "22",
  "s1n": "+1 striking rapier",
  "s1a": "+14",
  "s1d": "2d6 P",
  "s2n": "Hand Crossbow",
  "s2a": "+13",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Sneak attack +2d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "Leather Armor • Charlatan's Gloves",
  "gear": "+1 striking rapier • Hand Crossbow • Adventurer's Pack • Thieves' Toolkit • Disguise Kit • Bolts ×20 • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "21",
  "sp": "3",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_thievery": "1",
  "conditions": "Gear notes: AC 22 = 10 + Dex +4 + proficiency +7 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Weapon Potency (+1), Striking, Charlatan's Gloves; 50 gp currency: 28 gp 7 sp spent, 21 gp 3 sp kept.",
  "backstory": "Party: The Mercenary Company \"Silver Hawks\" (Party of 5, Level 5; Low Level Quintets (Levels 1-5)).\nMembers: Captain (Human Ranger (Monster Hunter), level 5); Lieutenant (Dwarf Fighter (Dual-Weapon Warrior), level 5); Sergeant (Human (Aiuvarin) Rogue (Mastermind), level 5) (this character); Corporal (Halfling Cleric (Might Domain), level 5); Specialist (Gnome Sorcerer (Elemental Air), level 5)\nProfessional Military: Experienced soldiers for hire\nReputation System: Success builds fame and attracts better contracts\nMilitary Efficiency: Clear hierarchy and defined roles\nEconomic Focus: Balance profit with professional ethics\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background CON, DEX; class key DEX; 1st level DEX, CON, CHA, WIS; 5th level DEX, CON, CHA, WIS (DEX partial).\nTrained skills: automatic Stealth (Rogue), Society (Mastermind), Intimidation (Warrior background); chosen Occultism (Mastermind), Thievery (Rogue: 7 + Intelligence), Deception (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence), Performance (Rogue: 7 + Intelligence), Survival (Rogue: 7 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 2nd Stealth to expert; 3rd Thievery to expert; 4th Deception to expert; 5th Acrobatics to expert.\nHit Points: 8 (Human) + (8 (Rogue) + 4 Con) × 5 = 68.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Corporal": {
  "name": "Corporal",
  "ancestry": "Halfling",
  "background": "Warrior",
  "class": "Cleric (Might Domain)",
  "level": "5",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+2",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "4",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "4",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "66",
  "hpCur": "66",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Gorum",
  "classFeats": "Subclass: Might Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Might domain): Gorum. Divine font harm or heal; sanctification can holy or unholy; favored weapon greatsword; divine skill Athletics.\nClass features to 5th level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st), Second Doctrine (3rd), Perception Expertise (5th)\nClass feats: Domain Initiate (2nd), Communal Healing (4th)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Sure Strike (rank 1), Enlarge (rank 2), Weapon Storm (rank 4).\nFocus spells from: Athletic Rush (Domain Initiate).\nDivine font: 5 × heal at rank 3 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Halfling Luck (1st), Step Lively (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Battle Medicine (2nd), Group Impression (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "20",
  "s1n": "Staff of Healing",
  "s1a": "+6",
  "s1d": "1d8−1 B",
  "s2n": "Sling",
  "s2a": "+10",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing • Battle Medic's Baton",
  "gear": "Staff of Healing • Sling • Wand of Heal (rank 1) • Adventurer's Pack • Religious Symbol (Wooden) • Sling Bullets ×20 • Healing Potion (Lesser) ×2",
  "gp": "24",
  "sp": "2",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 4, maximum 9)",
  "i_medicine": "1",
  "conditions": "Gear notes: AC 20 = 10 + Dex +3 + proficiency +7 + explorer's clothing 0. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Staff of Healing, Battle Medic's Baton, Magic Wand (1st-Rank Spell); 50 gp currency: 25 gp 7 sp 2 cp spent, 24 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "slots3": "2",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_focus_1": "Athletic Rush",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Mercenary Company \"Silver Hawks\" (Party of 5, Level 5; Low Level Quintets (Levels 1-5)).\nMembers: Captain (Human Ranger (Monster Hunter), level 5); Lieutenant (Dwarf Fighter (Dual-Weapon Warrior), level 5); Sergeant (Human (Aiuvarin) Rogue (Mastermind), level 5); Corporal (Halfling Cleric (Might Domain), level 5) (this character); Specialist (Gnome Sorcerer (Elemental Air), level 5)\nProfessional Military: Experienced soldiers for hire\nReputation System: Success builds fame and attracts better contracts\nMilitary Efficiency: Clear hierarchy and defined roles\nEconomic Focus: Balance profit with professional ethics\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background CON, WIS; class key WIS; 1st level WIS, CON, CHA, DEX; 5th level WIS, CON, CHA, DEX (WIS partial).\nTrained skills: automatic Religion (Cleric), Intimidation (Warrior background); chosen Athletics (deity's divine skill), Medicine (Cleric: 2 + Intelligence), Diplomacy (Cleric: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Medicine to expert.\nHit Points: 6 (Halfling) + (8 (Cleric) + 4 Con) × 5 = 66.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Specialist (The Mercenary Company \"Silver Hawks\")": {
  "name": "Specialist (The Mercenary Company \"Silver Hawks\")",
  "ancestry": "Gnome",
  "background": "Fortune Teller",
  "class": "Sorcerer (Elemental Air)",
  "level": "5",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "4",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "58",
  "hpCur": "58",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Elemental Air\nKey attribute: Charisma\nClass features to 5th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th)\nClass feats: Reach Spell (2nd), Widen Spell (4th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Gale Blast; rank 1 Tailwind; rank 2 Resist Energy; rank 3 Wall of Wind.\nFocus spells from: Elemental Toss (bloodline spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Illusion Sense (1st), Project Persona (5th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Lie to Me (2nd), Intimidating Glare (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "20",
  "s1n": "Staff of Air",
  "s1a": "+6",
  "s1d": "1d8−1 B",
  "s2n": "Sling",
  "s2a": "+10",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing • Mage's Hat",
  "gear": "Staff of Air • Sling • Wand of Heal (rank 1) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Lesser) ×2",
  "gp": "24",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 4, maximum 9)",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 20 = 10 + Dex +3 + proficiency +7 + explorer's clothing 0. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Staff of Air, Mage's Hat, Magic Wand (1st-Rank Spell); 50 gp currency: 25 gp 6 sp 2 cp spent, 24 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Gale Blast",
  "sp_cantrips_2": "Electric Arc",
  "sp_cantrips_3": "Frostbite",
  "sp_cantrips_4": "Ignition",
  "sp_cantrips_5": "Tangle Vine",
  "slots1": "4",
  "sp_1_1": "Tailwind",
  "sp_1_2": "Heal",
  "sp_1_3": "Gust of Wind",
  "sp_1_4": "Breathe Fire",
  "slots2": "4",
  "sp_2_1": "Resist Energy",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Entangling Flora",
  "sp_2_4": "Oaken Resilience",
  "slots3": "3",
  "sp_3_1": "Wall of Wind",
  "sp_3_2": "Fireball",
  "sp_3_3": "Haste",
  "sp_focus_1": "Elemental Toss",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Specialist\" in The Mercenary Company \"Silver Hawks\".\nParty: The Mercenary Company \"Silver Hawks\" (Party of 5, Level 5; Low Level Quintets (Levels 1-5)).\nMembers: Captain (Human Ranger (Monster Hunter), level 5); Lieutenant (Dwarf Fighter (Dual-Weapon Warrior), level 5); Sergeant (Human (Aiuvarin) Rogue (Mastermind), level 5); Corporal (Halfling Cleric (Might Domain), level 5); Specialist (Gnome Sorcerer (Elemental Air), level 5) (this character)\nProfessional Military: Experienced soldiers for hire\nReputation System: Success builds fame and attracts better contracts\nMilitary Efficiency: Clear hierarchy and defined roles\nEconomic Focus: Balance profit with professional ethics\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Intimidation (Bloodline: Elemental), Nature (Bloodline: Elemental), Occultism (Fortune Teller background); chosen Arcana (Sorcerer: 2 + Intelligence), Deception (Sorcerer: 2 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Arcana to expert; 5th Deception to expert.\nHit Points: 8 (Gnome) + (6 (Sorcerer) + 4 Con) × 5 = 58.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Guild Master (The Artisan Collective)": {
  "name": "Guild Master (The Artisan Collective)",
  "ancestry": "Human",
  "background": "Tinker",
  "class": "Inventor (Weapon Innovation)",
  "level": "2",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+1",
  "dex": "+1",
  "con": "+3",
  "int": "+4",
  "wis": "+0",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "30",
  "hpCur": "30",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Weapon Innovation\nKey attribute: Intelligence\nClass features to 2nd level (Guns & Gears): Explode (1st), Innovation (1st), Overdrive (1st), Peerless Inventor (1st), Shield Block (1st)\nClass feats: Explosive Leap (1st), Tamper (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st)",
  "skillFeats": "Specialty Crafting (Tinker background)\nSkill feats: Quick Repair (2nd)",
  "ac": "17",
  "s1n": "Warhammer",
  "s1a": "+5",
  "s1d": "1d8+1 B",
  "s2n": "Crossbow",
  "s2a": "+5",
  "s2d": "1d8 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Warhammer: shove. Crossbow: range 120 ft.",
  "worn": "Studded Leather Armor",
  "gear": "Warhammer • Crossbow • Adventurer's Pack • Repair Toolkit • Bolts ×20 • Healing Potion (Minor)",
  "gp": "5",
  "sp": "3",
  "bulk": "5 Bulk, 3 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +1 + proficiency +4 + studded leather armor 2. Str meets its Strength 1: no check penalty. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 14 gp 7 sp spent, 5 gp 3 sp kept.",
  "backstory": "Listed on the sample page as \"Guild Master\" in The Artisan Collective.\nParty: The Artisan Collective (Party of 5, Level 2; Low Level Quintets (Levels 1-5)).\nMembers: Guild Master (Human Inventor (Weapon Innovation), level 2) (this character); Mastersmith (Dwarf Fighter (Weapon Master), level 2); Enchanter (Elf Wizard (School of Mentalism), level 2); Appraiser (Halfling Investigator (Empiricism), level 2); Negotiator (Human (Aiuvarin) Bard (Maestro), level 2)\nCraft Focus: Create exceptional weapons, armor, and magical items\nEconomic Network: Trade relationships across multiple cities\nInnovation Drive: Develop new techniques and magical applications\nQuality Reputation: Known for superior craftsmanship\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, STR.\nTrained skills: automatic Crafting (Inventor), Crafting (Tinker background, already trained); chosen Arcana (replacement for a skill already trained), Society (Inventor: 3 + Intelligence), Athletics (Inventor: 3 + Intelligence), Thievery (Inventor: 3 + Intelligence), Acrobatics (Inventor: 3 + Intelligence), Deception (Inventor: 3 + Intelligence), Diplomacy (Inventor: 3 + Intelligence), Intimidation (Inventor: 3 + Intelligence).\nLore: Lore (Engineering) (Tinker background).\nHit Points: 8 (Human) + (8 (Inventor) + 3 Con) × 2 = 30.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Inventor class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Mastersmith": {
  "name": "Mastersmith",
  "ancestry": "Dwarf",
  "background": "Tinker",
  "class": "Fighter (Weapon Master)",
  "level": "2",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+2",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "2",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "34",
  "hpCur": "34",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E",
  "classFeats": "Subclass: Weapon Master\nKey attribute: Strength\nClass features to 2nd level (Player Core): Reactive Strike (1st), Shield Block (1st)\nClass feats: Vicious Swing (1st), Sudden Charge (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Dwarven Doughtiness (1st)",
  "skillFeats": "Specialty Crafting (Tinker background)\nSkill feats: Quick Repair (2nd)",
  "ac": "20",
  "s1n": "Greatsword",
  "s1a": "+10",
  "s1d": "1d12+4 S",
  "s2n": "Javelin",
  "s2a": "+8",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greatsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail",
  "gear": "Greatsword • Javelin ×3 • Adventurer's Pack • Healing Potion (Minor) ×2",
  "gp": "8",
  "sp": "2",
  "bulk": "6 Bulk, 5 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: Speed 15 ft in splint mail (20 ft without armor). AC 20 = 10 + Dex +1 + proficiency +4 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 2): item slots 1 hold Splint Mail; 20 gp currency: 11 gp 8 sp spent, 8 gp 2 sp kept.",
  "backstory": "Party: The Artisan Collective (Party of 5, Level 2; Low Level Quintets (Levels 1-5)).\nMembers: Guild Master (Human Inventor (Weapon Innovation), level 2); Mastersmith (Dwarf Fighter (Weapon Master), level 2) (this character); Enchanter (Elf Wizard (School of Mentalism), level 2); Appraiser (Halfling Investigator (Empiricism), level 2); Negotiator (Human (Aiuvarin) Bard (Maestro), level 2)\nCraft Focus: Create exceptional weapons, armor, and magical items\nEconomic Network: Trade relationships across multiple cities\nInnovation Drive: Develop new techniques and magical applications\nQuality Reputation: Known for superior craftsmanship\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background DEX, STR; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Crafting (Tinker background); chosen Athletics (Fighter: Acrobatics or Athletics), Intimidation (Fighter: 3 + Intelligence), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence).\nLore: Lore (Engineering) (Tinker background).\nHit Points: 10 (Dwarf) + (10 (Fighter) + 2 Con) × 2 = 34.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Enchanter": {
  "name": "Enchanter",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (School of Mentalism)",
  "level": "2",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 4 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+2",
  "int": "+4",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "22",
  "hpCur": "22",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: School of Mentalism\nKey attribute: Intelligence\nClass features to 2nd level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st)\nClass feats: Reach Spell (2nd)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Daze, Figment; rank 1 Dizzying Colors, Sleep, Sure Strike.\nFocus spells from: Charming Push (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st)",
  "skillFeats": "Skill feats: Quick Repair (2nd)",
  "ac": "16",
  "s1n": "Staff",
  "s1a": "+4",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Staff • Sling • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Minor) ×2",
  "gp": "9",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +2 + proficiency +4 + explorer's clothing 0. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 10 gp 6 sp 2 cp spent, 9 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Figment",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Sleep",
  "sp_1_3": "Sure Strike",
  "sp_1_4": "Force Barrage",
  "sp_focus_1": "Charming Push",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Artisan Collective (Party of 5, Level 2; Low Level Quintets (Levels 1-5)).\nMembers: Guild Master (Human Inventor (Weapon Innovation), level 2); Mastersmith (Dwarf Fighter (Weapon Master), level 2); Enchanter (Elf Wizard (School of Mentalism), level 2) (this character); Appraiser (Halfling Investigator (Empiricism), level 2); Negotiator (Human (Aiuvarin) Bard (Maestro), level 2)\nCraft Focus: Create exceptional weapons, armor, and magical items\nEconomic Network: Trade relationships across multiple cities\nInnovation Drive: Develop new techniques and magical applications\nQuality Reputation: Known for superior craftsmanship\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Crafting (Wizard: 2 + Intelligence), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nHit Points: 6 (Elf) + (6 (Wizard) + 2 Con) × 2 = 22.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Appraiser": {
  "name": "Appraiser",
  "ancestry": "Halfling",
  "background": "Merchant",
  "class": "Investigator (Empiricism)",
  "level": "2",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling + 4 more of your choice",
  "str": "−1",
  "dex": "+3",
  "con": "+1",
  "int": "+4",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Mercantile)",
  "r_lore1": "2",
  "hpMax": "24",
  "hpCur": "24",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 2nd level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Titan Slinger (1st)",
  "skillFeats": "Bargain Hunter (Merchant background)\nSkill feats: Courtly Graces (2nd)",
  "ac": "18",
  "s1n": "Rapier",
  "s1a": "+7",
  "s1d": "1d6−1 P",
  "s2n": "Hand Crossbow",
  "s2a": "+7",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Strategic strike +1d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "Padded Armor",
  "gear": "Rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Minor)",
  "gp": "5",
  "sp": "1",
  "bulk": "2 Bulk, 7 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +3 + proficiency +4 + padded armor 1. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 14 gp 9 sp spent, 5 gp 1 sp kept.",
  "backstory": "Party: The Artisan Collective (Party of 5, Level 2; Low Level Quintets (Levels 1-5)).\nMembers: Guild Master (Human Inventor (Weapon Innovation), level 2); Mastersmith (Dwarf Fighter (Weapon Master), level 2); Enchanter (Elf Wizard (School of Mentalism), level 2); Appraiser (Halfling Investigator (Empiricism), level 2) (this character); Negotiator (Human (Aiuvarin) Bard (Maestro), level 2)\nCraft Focus: Create exceptional weapons, armor, and magical items\nEconomic Network: Trade relationships across multiple cities\nInnovation Drive: Develop new techniques and magical applications\nQuality Reputation: Known for superior craftsmanship\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, INT (flaw STR); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS.\nTrained skills: automatic Society (Investigator), Diplomacy (Merchant background); chosen Arcana (Empiricism Methodology), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Mercantile) (Merchant background).\nSkill increases: 2nd Society to expert.\nHit Points: 6 (Halfling) + (8 (Investigator) + 1 Con) × 2 = 24.\nBackground: not stated on the sample page; Merchant is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Negotiator": {
  "name": "Negotiator",
  "ancestry": "Human (Aiuvarin)",
  "background": "Merchant",
  "class": "Bard (Maestro)",
  "level": "2",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+1",
  "int": "+0",
  "wis": "+1",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Mercantile)",
  "r_lore1": "2",
  "hpMax": "26",
  "hpCur": "26",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Maestro\nKey attribute: Charisma\nClass features to 2nd level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st)\nFeats granted by the subclass: Lingering Composition\nClass feats: Directed Audience (2nd)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Soothe.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells), Lingering Composition (Maestro muse feat).",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Bargain Hunter (Merchant background)\nSkill feats: Group Impression (2nd)",
  "ac": "18",
  "s1n": "Rapier",
  "s1a": "+7",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+7",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Rapier • Sling • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Minor)",
  "gp": "11",
  "sp": "4",
  "cp": "8",
  "bulk": "3 Bulk, 5 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +3 + proficiency +4 + padded armor 1. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 8 gp 5 sp 2 cp spent, 11 gp 4 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Soothe",
  "sp_1_2": "Command",
  "sp_1_3": "Fear",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "sp_focus_3": "Lingering Composition",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Artisan Collective (Party of 5, Level 2; Low Level Quintets (Levels 1-5)).\nMembers: Guild Master (Human Inventor (Weapon Innovation), level 2); Mastersmith (Dwarf Fighter (Weapon Master), level 2); Enchanter (Elf Wizard (School of Mentalism), level 2); Appraiser (Halfling Investigator (Empiricism), level 2); Negotiator (Human (Aiuvarin) Bard (Maestro), level 2) (this character)\nCraft Focus: Create exceptional weapons, armor, and magical items\nEconomic Network: Trade relationships across multiple cities\nInnovation Drive: Develop new techniques and magical applications\nQuality Reputation: Known for superior craftsmanship\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX; background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS.\nTrained skills: automatic Occultism (Bard), Performance (Bard), Diplomacy (Merchant background); chosen Society (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence), Acrobatics (Bard: 4 + Intelligence).\nLore: Lore (Mercantile) (Merchant background).\nHit Points: 8 (Human) + (8 (Bard) + 1 Con) × 2 = 26.\nBackground: not stated on the sample page; Merchant is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Chief Physician": {
  "name": "Chief Physician",
  "ancestry": "Human",
  "background": "Field Medic",
  "class": "Cleric (Healing Domain)",
  "level": "1",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "19",
  "hpCur": "19",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Healing Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Healing domain): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 1st level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Breathe Fire (rank 1), Fireball (rank 3), Wall of Fire (rank 4).\nDivine font: 4 × heal at rank 1 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st)",
  "skillFeats": "Battle Medicine (Field Medic background)",
  "ac": "14",
  "s1n": "Scimitar",
  "s1a": "+3",
  "s1d": "1d6 S",
  "s2n": "Sling",
  "s2a": "+4",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Scimitar • Sling • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Healing Potion (Minor) • Holy Water",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 14 = 10 + Dex +1 + proficiency +3 + explorer's clothing 0. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 7 sp 2 cp spent, 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "2",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "backstory": "Party: The Frontier Medical Corps (Party of 5, Level 1; Low Level Quintets (Levels 1-5)).\nMembers: Chief Physician (Human Cleric (Healing Domain), level 1) (this character); Field Surgeon (Elf Oracle (Life), level 1); Medic (Halfling Investigator (Forensic Medicine), level 1); Guard (Dwarf Fighter (Shield Specialist), level 1); Counselor (Gnome Bard (Maestro), level 1)\nHumanitarian Mission: Provide medical care to underserved frontier communities\nMedical Specialization: Each member handles different aspects of healthcare\nMobile Clinic: Travel to bring care where it's needed most\nLife-Saving Focus: Clear moral purpose drives character development\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry WIS, CON; background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Medicine (Field Medic background, already trained); chosen Medicine (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Cleric: 2 + Intelligence), Occultism (Cleric: 2 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nHit Points: 8 (Human) + (8 (Cleric) + 3 Con) × 1 = 19.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Field Surgeon": {
  "name": "Field Surgeon",
  "ancestry": "Elf",
  "background": "Field Medic",
  "class": "Oracle (Life)",
  "level": "1",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+1",
  "int": "+1",
  "wis": "+1",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "15",
  "hpCur": "15",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Life\nKey attribute: Charisma\nClass features to 1st level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st)\nFeats granted by the subclass: Nudge the Scales\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Vitality Lash; rank 1 Soothe.\nFocus spells from: Life Link (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st)",
  "skillFeats": "Battle Medicine (Field Medic background)",
  "ac": "16",
  "s1n": "Spear",
  "s1a": "+3",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+5",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Spear • Sling • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Minor) ×2 • Scroll of Heal (rank 1)",
  "gp": "1",
  "sp": "1",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +2 + proficiency +3 + padded armor 1. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 13 gp 8 sp 2 cp spent, 1 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Vitality Lash",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Soothe",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_focus_1": "Life Link",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Frontier Medical Corps (Party of 5, Level 1; Low Level Quintets (Levels 1-5)).\nMembers: Chief Physician (Human Cleric (Healing Domain), level 1); Field Surgeon (Elf Oracle (Life), level 1) (this character); Medic (Halfling Investigator (Forensic Medicine), level 1); Guard (Dwarf Fighter (Shield Specialist), level 1); Counselor (Gnome Bard (Maestro), level 1)\nHumanitarian Mission: Provide medical care to underserved frontier communities\nMedical Specialization: Each member handles different aspects of healthcare\nMobile Clinic: Travel to bring care where it's needed most\nLife-Saving Focus: Clear moral purpose drives character development\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CON); background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS.\nTrained skills: automatic Religion (Oracle), Medicine (Life), Medicine (Field Medic background, already trained); chosen Diplomacy (replacement for a skill already trained), Occultism (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence), Acrobatics (Oracle: 3 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nHit Points: 6 (Elf) + (8 (Oracle) + 1 Con) × 1 = 15.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Medic": {
  "name": "Medic",
  "ancestry": "Halfling",
  "background": "Field Medic",
  "class": "Investigator (Forensic Medicine)",
  "level": "1",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling + 4 more of your choice",
  "str": "−1",
  "dex": "+2",
  "con": "+2",
  "int": "+4",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "16",
  "hpCur": "16",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Forensic Medicine\nKey attribute: Intelligence\nClass features to 1st level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st)\nFeats granted by the subclass: Forensic Acumen\nClass feats: Takedown Expert (1st)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Titan Slinger (1st)",
  "skillFeats": "Battle Medicine (Field Medic background)",
  "ac": "16",
  "s1n": "Rapier",
  "s1a": "+5",
  "s1d": "1d6−1 P",
  "s2n": "Hand Crossbow",
  "s2a": "+5",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Strategic strike +1d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "Padded Armor",
  "gear": "Rapier • Hand Crossbow • Adventurer's Pack • Healer's Toolkit • Thieves' Toolkit • Bolts ×20",
  "sp": "1",
  "bulk": "3 Bulk, 5 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +2 + proficiency +3 + padded armor 1. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 9 sp spent, 1 sp kept.",
  "backstory": "Party: The Frontier Medical Corps (Party of 5, Level 1; Low Level Quintets (Levels 1-5)).\nMembers: Chief Physician (Human Cleric (Healing Domain), level 1); Field Surgeon (Elf Oracle (Life), level 1); Medic (Halfling Investigator (Forensic Medicine), level 1) (this character); Guard (Dwarf Fighter (Shield Specialist), level 1); Counselor (Gnome Bard (Maestro), level 1)\nHumanitarian Mission: Provide medical care to underserved frontier communities\nMedical Specialization: Each member handles different aspects of healthcare\nMobile Clinic: Travel to bring care where it's needed most\nLife-Saving Focus: Clear moral purpose drives character development\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, INT (flaw STR); background CON, INT; class key INT; 1st level INT, DEX, CON, WIS.\nTrained skills: automatic Society (Investigator), Medicine (Forensic Medicine Methodology), Medicine (Field Medic background, already trained); chosen Diplomacy (replacement for a skill already trained), Arcana (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nHit Points: 6 (Halfling) + (8 (Investigator) + 2 Con) × 1 = 16.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Guard": {
  "name": "Guard",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Fighter (Shield Specialist)",
  "level": "1",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "2",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "23",
  "hpCur": "23",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E",
  "classFeats": "Subclass: Shield Specialist\nKey attribute: Strength\nClass features to 1st level (Player Core): Reactive Strike (1st), Shield Block (1st)\nClass feats: Vicious Swing (1st)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Mountain Strategy (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)",
  "ac": "18",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "Longsword",
  "s1a": "+9",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+6",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Chain Mail",
  "gear": "Longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Healing Potion (Minor)",
  "sp": "2",
  "bulk": "5 Bulk, 4 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +1 + proficiency +3 + chain mail 4. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 20. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 8 sp spent, 2 sp kept.",
  "backstory": "Party: The Frontier Medical Corps (Party of 5, Level 1; Low Level Quintets (Levels 1-5)).\nMembers: Chief Physician (Human Cleric (Healing Domain), level 1); Field Surgeon (Elf Oracle (Life), level 1); Medic (Halfling Investigator (Forensic Medicine), level 1); Guard (Dwarf Fighter (Shield Specialist), level 1) (this character); Counselor (Gnome Bard (Maestro), level 1)\nHumanitarian Mission: Provide medical care to underserved frontier communities\nMedical Specialization: Each member handles different aspects of healthcare\nMobile Clinic: Travel to bring care where it's needed most\nLife-Saving Focus: Clear moral purpose drives character development\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nHit Points: 10 (Dwarf) + (10 (Fighter) + 3 Con) × 1 = 23.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Counselor (The Frontier Medical Corps)": {
  "name": "Counselor (The Frontier Medical Corps)",
  "ancestry": "Gnome",
  "background": "Entertainer",
  "class": "Bard (Maestro)",
  "level": "1",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+3",
  "con": "+2",
  "int": "+0",
  "wis": "+1",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Theater)",
  "r_lore1": "2",
  "hpMax": "18",
  "hpCur": "18",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Maestro\nKey attribute: Charisma\nClass features to 1st level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st)\nFeats granted by the subclass: Lingering Composition\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Soothe.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells), Lingering Composition (Maestro muse feat).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Illusion Sense (1st)",
  "skillFeats": "Fascinating Performance (Entertainer background)",
  "ac": "17",
  "s1n": "Rapier",
  "s1a": "+6",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Rapier • Sling • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Minor) ×2",
  "gp": "2",
  "sp": "4",
  "cp": "8",
  "bulk": "3 Bulk, 6 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +3 + proficiency +3 + padded armor 1. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 12 gp 5 sp 2 cp spent, 2 gp 4 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "2",
  "sp_1_1": "Soothe",
  "sp_1_2": "Command",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "sp_focus_3": "Lingering Composition",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Listed on the sample page as \"Counselor\" in The Frontier Medical Corps.\nParty: The Frontier Medical Corps (Party of 5, Level 1; Low Level Quintets (Levels 1-5)).\nMembers: Chief Physician (Human Cleric (Healing Domain), level 1); Field Surgeon (Elf Oracle (Life), level 1); Medic (Halfling Investigator (Forensic Medicine), level 1); Guard (Dwarf Fighter (Shield Specialist), level 1); Counselor (Gnome Bard (Maestro), level 1) (this character)\nHumanitarian Mission: Provide medical care to underserved frontier communities\nMedical Specialization: Each member handles different aspects of healthcare\nMobile Clinic: Travel to bring care where it's needed most\nLife-Saving Focus: Clear moral purpose drives character development\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS.\nTrained skills: automatic Occultism (Bard), Performance (Bard), Performance (Entertainer background, already trained); chosen Medicine (replacement for a skill already trained), Diplomacy (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Society (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence).\nLore: Lore (Theater) (Entertainer background).\nHit Points: 8 (Gnome) + (8 (Bard) + 2 Con) × 1 = 18.\nBackground: not stated on the sample page; Entertainer is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Grand Inquisitor": {
  "name": "Grand Inquisitor",
  "ancestry": "Human",
  "background": "Barrister",
  "class": "Investigator (Interrogation)",
  "level": "10",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+3",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "6",
  "r_intimidation": "6",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "118",
  "hpCur": "118",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Interrogation\nKey attribute: Intelligence\nClass features to 10th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th)\nFeats granted by the subclass: No Cause for Alarm\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Group Aid (9th)",
  "skillFeats": "Group Impression (Barrister background)\nSkill feats: Intimidating Glare (2nd), Courtly Graces (3rd), Terrifying Resistance (4th), Bon Mot (5th), Streetwise (6th), Battle Cry (7th), Glad-Hand (8th), Shameless Request (9th), Terrified Retreat (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "s1n": "+1 striking corrosive rapier",
  "s1a": "+19",
  "s1d": "2d6+2 P + 1d6 acid",
  "s2n": "Hand Crossbow",
  "s2a": "+18",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +3d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 resilient leather armor • Messenger's Ring",
  "gear": "+1 striking corrosive rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Disguise Kit • Bolts ×20 • Healing Potion (Moderate) ×3",
  "pp": "8",
  "gp": "108",
  "sp": "3",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +12 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Weapon Potency (+1), Striking, Corrosive, Armor Potency (+1), Resilient, Messenger's Ring; 350 gp currency: 161 gp 7 sp spent, 188 gp 3 sp kept.",
  "backstory": "Party: The Royal Inquisition Special Division (Party of 5, Level 10; Medium Level Quintets (Levels 6-12)).\nMembers: Grand Inquisitor (Human Investigator (Interrogation), level 10) (this character); Divine Champion (Human (Nephilim) Champion (Justice), level 10); Court Wizard (Elf Wizard (School of Mentalism), level 10); Master Spy (Halfling Rogue (Mastermind), level 10); Truthseeker (Dwarf Oracle (Ancestors), level 10)\nRoyal Authority: Direct mandate from crown to root out corruption\nInvestigation Network: Extensive contacts and information sources\nMoral Complexity: Balance justice with political necessities\nHigh Stakes: Decisions affect kingdom's stability\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, DEX; background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial).\nTrained skills: automatic Society (Investigator), Diplomacy (Interrogation Methodology), Diplomacy (Barrister background, already trained); chosen Intimidation (replacement for a skill already trained), Arcana (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence); Intelligence increases Survival (10th level).\nLore: Lore (Legal) (Barrister background).\nSkill increases: 2nd Intimidation to expert; 3rd Diplomacy to expert; 4th Society to expert; 5th Arcana to expert; 6th Deception to expert; 7th Intimidation to master; 8th Diplomacy to master; 9th Society to master; 10th Arcana to master.\nHit Points: 8 (Human) + (8 (Investigator) + 3 Con) × 10 = 118.\nBackground: not stated on the sample page; Barrister is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Divine Champion (The Royal Inquisition Special Division)": {
  "name": "Divine Champion (The Royal Inquisition Special Division)",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Champion (Justice)",
  "level": "10",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+0",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+3",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "148",
  "hpCur": "148",
  "profs": "Unarmored E, Light E, Medium E, Heavy E; Simple E, Martial E, Unarmed E",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "4",
  "deity": "Iomedae",
  "classFeats": "Subclass: Justice\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 10th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Quick Shield Block (8th), Advanced Deity's Domain (10th)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Haughty Obstinacy (1st), Nephilim Resistance (5th), Cooperative Soul (9th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th), Intimidating Glare (6th), Quick Jump (8th), Bon Mot (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "31",
  "shieldAc": "2",
  "shHard": "10",
  "shHp": "80 (40)",
  "shCur": "80",
  "s1n": "+1 striking frost longsword",
  "s1a": "+20",
  "s1d": "2d8+7 S + 1d6 cold",
  "s2n": "Javelin",
  "s2a": "+14",
  "s2d": "1d6+7 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+1 resilient full plate • Sailor's Collar • Messenger's Ring",
  "gear": "+1 striking frost longsword • Javelin ×3 • Sturdy Shield (Lesser) • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Moderate) ×2 • Holy Water ×2",
  "pp": "1",
  "gp": "101",
  "sp": "1",
  "bulk": "7 Bulk, 9 L (encumbered above 10, maximum 15)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_athletics": "1",
  "i_diplomacy": "2",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 31 = 10 + Dex +0 + proficiency +14 + full plate 6 + potency 1. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Lesser) raised: AC 33. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Frost, Armor Potency (+1), Resilient, Sturdy Shield (Lesser), Sailor's Collar, Messenger's Ring; 350 gp currency: 238 gp 9 sp spent, 111 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Listed on the sample page as \"Divine Champion\" in The Royal Inquisition Special Division.\nParty: The Royal Inquisition Special Division (Party of 5, Level 10; Medium Level Quintets (Levels 6-12)).\nMembers: Grand Inquisitor (Human Investigator (Interrogation), level 10); Divine Champion (Human (Nephilim) Champion (Justice), level 10) (this character); Court Wizard (Elf Wizard (School of Mentalism), level 10); Master Spy (Halfling Rogue (Mastermind), level 10); Truthseeker (Dwarf Oracle (Ancestors), level 10)\nRoyal Authority: Direct mandate from crown to root out corruption\nInvestigation Network: Extensive contacts and information sources\nMoral Complexity: Balance justice with political necessities\nHigh Stakes: Decisions affect kingdom's stability\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background WIS, STR; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS.\nTrained skills: automatic Religion (Champion), Religion (Acolyte background, already trained); chosen Intimidation (deity's divine skill), Athletics (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Medicine (Champion: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Religion to expert; 5th Athletics to expert; 7th Religion to master; 9th Athletics to master.\nHit Points: 8 (Human) + (10 (Champion) + 4 Con) × 10 = 148.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Court Wizard (The Royal Inquisition Special Division)": {
  "name": "Court Wizard (The Royal Inquisition Special Division)",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (School of Mentalism)",
  "level": "10",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "106",
  "hpCur": "106",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: School of Mentalism\nKey attribute: Intelligence\nClass features to 10th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Bespell Strikes (6th), Steady Spellcasting (8th), Bond Conservation (10th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Daze, Figment; rank 1 Dizzying Colors, Sleep, Sure Strike; rank 2 Illusory Creature, Stupefy; rank 3 Dream Message, Mind Reading; rank 4 Nightmare, Vision of Death; rank 5 Hallucination, Illusory Scene.\nFocus spells from: Charming Push (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Elven Persistence (5th), Submerged Stillness (9th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "Mentalist's Staff (Greater)",
  "s1a": "+12",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+16",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "Mentalist's Staff (Greater) • Sling • Wand of Haste (rank 3) • Wand of Invisibility (rank 2) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Moderate) ×3",
  "pp": "9",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 27 = 10 + Dex +4 + proficiency +12 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Mentalist's Staff (Greater), Armor Potency (+1), Resilient, Mage's Hat (Greater), Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 350 gp currency: 152 gp 6 sp 2 cp spent, 197 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Figment",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Sleep",
  "sp_1_3": "Sure Strike",
  "sp_1_4": "Force Barrage",
  "slots2": "4",
  "sp_2_1": "Illusory Creature",
  "sp_2_2": "Stupefy",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "slots3": "4",
  "sp_3_1": "Dream Message",
  "sp_3_2": "Mind Reading",
  "sp_3_3": "Fireball",
  "sp_3_4": "Haste",
  "slots4": "4",
  "sp_4_1": "Nightmare",
  "sp_4_2": "Vision of Death",
  "sp_4_3": "Fly",
  "sp_4_4": "Translocate",
  "slots5": "4",
  "sp_5_1": "Hallucination",
  "sp_5_2": "Illusory Scene",
  "sp_5_3": "Cone of Cold",
  "sp_5_4": "Wall of Stone",
  "sp_focus_1": "Charming Push",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Court Wizard\" in The Royal Inquisition Special Division.\nParty: The Royal Inquisition Special Division (Party of 5, Level 10; Medium Level Quintets (Levels 6-12)).\nMembers: Grand Inquisitor (Human Investigator (Interrogation), level 10); Divine Champion (Human (Nephilim) Champion (Justice), level 10); Court Wizard (Elf Wizard (School of Mentalism), level 10) (this character); Master Spy (Halfling Rogue (Mastermind), level 10); Truthseeker (Dwarf Oracle (Ancestors), level 10)\nRoyal Authority: Direct mandate from crown to root out corruption\nInvestigation Network: Extensive contacts and information sources\nMoral Complexity: Balance justice with political necessities\nHigh Stakes: Decisions affect kingdom's stability\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master.\nHit Points: 6 (Elf) + (6 (Wizard) + 4 Con) × 10 = 106.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Master Spy (The Royal Inquisition Special Division)": {
  "name": "Master Spy (The Royal Inquisition Special Division)",
  "ancestry": "Halfling",
  "background": "Charlatan",
  "class": "Rogue (Mastermind)",
  "level": "10",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+5",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "6",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "126",
  "hpCur": "126",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Mastermind\nKey attribute: Dexterity\nClass features to 10th level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd), Weapon Tricks (5th), Evasive Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th), Debilitating Strikes (9th), Rogue Resilience (9th)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd), You're Next (4th), Mobility (6th), Quick Draw (8th), Underhanded Assault (10th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Folksy Patter (1st), Step Lively (5th), Irrepressible (Halfling) (9th)",
  "skillFeats": "Charming Liar (Charlatan background)\nSkill feats: Terrain Stalker (1st), Lie to Me (2nd), Pickpocket (3rd), Cat Fall (4th), Quiet Allies (5th), Subtle Theft (6th), Steady Balance (7th), Swift Sneak (8th), Confabulator (9th), Nimble Crawl (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "s1n": "+1 striking flaming rapier",
  "s1a": "+20",
  "s1d": "2d6+1 P + 1d6 fire",
  "s2n": "Hand Crossbow",
  "s2a": "+19",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Sneak attack +2d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "+1 resilient explorer's clothing • Charlatan's Gloves (Greater) • Cloak of Illusions",
  "gear": "+1 striking flaming rapier • Hand Crossbow • Adventurer's Pack • Thieves' Toolkit • Disguise Kit • Bolts ×20 • Healing Potion (Moderate) ×3",
  "pp": "5",
  "gp": "103",
  "sp": "2",
  "bulk": "3 Bulk, 1 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_thievery": "2",
  "i_stealth": "1",
  "conditions": "Gear notes: AC 28 = 10 + Dex +5 + proficiency +12 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Striking, Flaming, Armor Potency (+1), Resilient, Charlatan's Gloves (Greater), Cloak of Illusions; 350 gp currency: 196 gp 8 sp spent, 153 gp 2 sp kept.",
  "backstory": "Listed on the sample page as \"Master Spy\" in The Royal Inquisition Special Division.\nParty: The Royal Inquisition Special Division (Party of 5, Level 10; Medium Level Quintets (Levels 6-12)).\nMembers: Grand Inquisitor (Human Investigator (Interrogation), level 10); Divine Champion (Human (Nephilim) Champion (Justice), level 10); Court Wizard (Elf Wizard (School of Mentalism), level 10); Master Spy (Halfling Rogue (Mastermind), level 10) (this character); Truthseeker (Dwarf Oracle (Ancestors), level 10)\nRoyal Authority: Direct mandate from crown to root out corruption\nInvestigation Network: Extensive contacts and information sources\nMoral Complexity: Balance justice with political necessities\nHigh Stakes: Decisions affect kingdom's stability\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background CHA, DEX; class key DEX; 1st level DEX, CON, CHA, WIS; 5th level DEX, CON, CHA, WIS (DEX partial); 10th level DEX, CON, CHA, WIS.\nTrained skills: automatic Stealth (Rogue), Society (Mastermind), Deception (Charlatan background); chosen Occultism (Mastermind), Thievery (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence), Intimidation (Rogue: 7 + Intelligence), Performance (Rogue: 7 + Intelligence), Survival (Rogue: 7 + Intelligence).\nLore: Lore (Underworld) (Charlatan background).\nSkill increases: 2nd Stealth to expert; 3rd Deception to expert; 4th Thievery to expert; 5th Acrobatics to expert; 6th Society to expert; 7th Stealth to master; 8th Deception to master; 9th Thievery to master; 10th Acrobatics to master.\nHit Points: 6 (Halfling) + (8 (Rogue) + 4 Con) × 10 = 126.\nBackground: not stated on the sample page; Charlatan is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Truthseeker": {
  "name": "Truthseeker",
  "ancestry": "Dwarf",
  "background": "Detective",
  "class": "Oracle (Ancestors)",
  "level": "10",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "6",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "130",
  "hpCur": "130",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Ancestors\nKey attribute: Charisma\nClass features to 10th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th)\nFeats granted by the subclass: Whispers of Weakness\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Guidance; rank 1 Ill Omen; rank 2 Ghostly Carrier; rank 5 Dreaming Potential.\nFocus spells from: Ancestral Touch (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Rock Runner (1st), Boulder Roll (5th), Stone Bones (9th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Intimidating Glare (2nd), Group Impression (4th), Courtly Graces (6th), Terrifying Resistance (8th), Bon Mot (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "Spear",
  "s1a": "+12",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+15",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing (Greater) • Wand of Heal (rank 4) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) ×3",
  "pp": "9",
  "gp": "108",
  "sp": "1",
  "cp": "8",
  "bulk": "4 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +3 + proficiency +12 + padded armor 1 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Armor Potency (+1), Resilient, Glasses of Sociability, Staff of Healing (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 350 gp currency: 151 gp 8 sp 2 cp spent, 198 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Guidance",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "4",
  "sp_1_1": "Ill Omen",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Ghostly Carrier",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Dreaming Potential",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "sp_focus_1": "Ancestral Touch",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Royal Inquisition Special Division (Party of 5, Level 10; Medium Level Quintets (Levels 6-12)).\nMembers: Grand Inquisitor (Human Investigator (Interrogation), level 10); Divine Champion (Human (Nephilim) Champion (Justice), level 10); Court Wizard (Elf Wizard (School of Mentalism), level 10); Master Spy (Halfling Rogue (Mastermind), level 10); Truthseeker (Dwarf Oracle (Ancestors), level 10) (this character)\nRoyal Authority: Direct mandate from crown to root out corruption\nInvestigation Network: Extensive contacts and information sources\nMoral Complexity: Balance justice with political necessities\nHigh Stakes: Decisions affect kingdom's stability\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, CHA (flaw CHA); background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS; 10th level CHA, CON, DEX, WIS (CHA, WIS partial).\nTrained skills: automatic Religion (Oracle), Society (Ancestors), Society (Detective background, already trained); chosen Intimidation (replacement for a skill already trained), Diplomacy (Oracle: 3 + Intelligence), Occultism (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 3rd Intimidation to expert; 5th Diplomacy to expert; 7th Intimidation to master; 9th Diplomacy to master.\nHit Points: 10 (Dwarf) + (8 (Oracle) + 4 Con) × 10 = 130.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Prime Elementalist (The Elemental Conclave)": {
  "name": "Prime Elementalist (The Elemental Conclave)",
  "ancestry": "Human",
  "background": "Herbalist",
  "class": "Kineticist (Dual Gate: Air and Fire)",
  "level": "8",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 3 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+2",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "con",
  "r_perception": "2",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "4",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Herbalism)",
  "r_lore1": "2",
  "hpMax": "104",
  "hpCur": "104",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "classFeats": "Subclass: Dual Gate: Air and Fire\nKey attribute: Constitution\nClass features to 8th level (Rage of Elements): Impulses (1st), Kinetic Aura (1st), Kinetic Gate (1st), Extract Element (3rd), Will Expertise (3rd), Gate's Threshold (5th), Kinetic Durability (7th), Kinetic Expertise (7th)\nClass feats: Weapon Infusion (1st), Ocean's Balm (2nd), Thermal Nimbus (4th), Fresh Produce (6th), Rising Hurricane (8th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Natural Medicine (Herbalist background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Experienced Tracker (6th), Quick Jump (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "26",
  "s1n": "Elemental Blast (air, 60 ft)",
  "s1a": "+17",
  "s1d": "2d6 electricity",
  "s2n": "Elemental Blast (fire, 60 ft)",
  "s2a": "+17",
  "s2d": "2d6 fire",
  "s3n": "Elemental Blast (air, melee)",
  "s3a": "+17",
  "s3d": "2d6 electricity",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Impulse attacks use Constitution and the class DC proficiency; 2-action Elemental Blast adds Con +4 status damage; melee blasts add Strength.",
  "worn": "+1 leather armor • Gate Attenuator • Sailor's Collar • Bracelet of Dashing",
  "gear": "Adventurer's Pack • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "91",
  "sp": "5",
  "bulk": "2 Bulk, 4 L (encumbered above 5, maximum 10)",
  "i_athletics": "1",
  "i_acrobatics": "1",
  "conditions": "Gear notes: AC 26 = 10 + Dex +4 + proficiency +10 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Armor Potency (+1), Gate Attenuator, Sailor's Collar, Bracelet of Dashing; 180 gp currency: 88 gp 5 sp spent, 91 gp 5 sp kept.",
  "backstory": "Listed on the sample page as \"Prime Elementalist\" in The Elemental Conclave.\nParty: The Elemental Conclave (Party of 5, Level 8; Medium Level Quintets (Levels 6-12)).\nMembers: Prime Elementalist (Human Kineticist (Dual Gate: Air and Fire), level 8) (this character); Earth Warden (Human (Oread) Monk (Mountain Stance), level 8); Fire Keeper (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Speaker (Human (Undine) Druid (Wave Order), level 8); Wind Dancer (Human (Sylph) Oracle (Tempest), level 8)\nElemental Mastery: Unprecedented control over primal forces\nEnvironmental Authority: Shape weather and terrain on regional scales\nPlanar Diplomacy: Negotiate with elemental plane powers\nBalance Maintenance: Prevent elemental catastrophes\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, DEX; background CON, DEX; class key CON; 1st level CON, DEX, WIS, INT; 5th level CON, DEX, WIS, INT (CON partial).\nTrained skills: automatic Nature (Kineticist), Nature (Herbalist background, already trained); chosen Athletics (replacement for a skill already trained), Acrobatics (Kineticist: 3 + Intelligence), Survival (Kineticist: 3 + Intelligence), Intimidation (Kineticist: 3 + Intelligence), Arcana (Kineticist: 3 + Intelligence); Intelligence increases Crafting (5th level).\nLore: Lore (Herbalism) (Herbalist background).\nSkill increases: 3rd Nature to expert; 5th Athletics to expert; 7th Nature to master.\nHit Points: 8 (Human) + (8 (Kineticist) + 4 Con) × 8 = 104.\nBackground: not stated on the sample page; Herbalist is a suggested choice that fits the role.\nProficiency ranks: Kineticist class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Earth Warden (The Elemental Conclave)": {
  "name": "Earth Warden (The Elemental Conclave)",
  "ancestry": "Human (Oread)",
  "background": "Warrior",
  "class": "Monk (Mountain Stance)",
  "level": "8",
  "size": "Medium, human, humanoid, oread",
  "speed": "40 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+4",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "104",
  "hpCur": "104",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "classFeats": "Subclass: Mountain Stance\nKey attribute: Strength\nPath to Perfection (suggested): 7th Fortitude to master\nClass features to 8th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th), Path to Perfection (7th), Weapon Specialization (7th)\nClass feats: Mountain Stance (1st), Stunning Blows (2nd), Crushing Grab (4th), Flurry of Maneuvers (6th), Deflect Projectile (8th)",
  "ancFeats": "Heritage: Oread. An earth elemental ancestor has influenced your bloodline, and your features highlight this elemental planar connection. You might have a crystalline or metallic sheen to your skin or hair, rough and stony flesh, or glittering gemstone eyes. You gain the oread trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from oread feats and feats from your ancestry whenever you gain an an\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Cat Fall (2nd), Titan Wrestler (4th), Terrain Stalker (6th), Steady Balance (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking falling stone",
  "s1a": "+17",
  "s1d": "2d8+6 B",
  "s2n": "+1 striking fist (outside the stance)",
  "s2a": "+17",
  "s2d": "2d6+6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Falling Stone: forceful, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+1 striking handwraps of mighty blows • +1 explorer's clothing • Bracelet of Dashing • Sailor's Collar",
  "gear": "Adventurer's Pack • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "4",
  "bulk": "1 Bulk, 5 L (encumbered above 9, maximum 14)",
  "i_acrobatics": "1",
  "i_athletics": "1",
  "conditions": "Gear notes: Speed 40 ft = 25 ft + 15 ft Incredible Movement (unarmored). AC 27 = 10 + Dex +4 + proficiency +12 + explorer's clothing 0 + potency 1. In Mountain Stance: AC 26 (+4 item bonus, which does not stack with the potency rune; Dex cap +0). Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Handwraps of Mighty Blows, Striking, Armor Potency (+1), Bracelet of Dashing, Sailor's Collar; 180 gp currency: 86 gp 6 sp spent, 93 gp 4 sp kept.",
  "backstory": "Listed on the sample page as \"Earth Warden\" in The Elemental Conclave.\nParty: The Elemental Conclave (Party of 5, Level 8; Medium Level Quintets (Levels 6-12)).\nMembers: Prime Elementalist (Human Kineticist (Dual Gate: Air and Fire), level 8); Earth Warden (Human (Oread) Monk (Mountain Stance), level 8) (this character); Fire Keeper (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Speaker (Human (Undine) Druid (Wave Order), level 8); Wind Dancer (Human (Sylph) Oracle (Tempest), level 8)\nElemental Mastery: Unprecedented control over primal forces\nEnvironmental Authority: Shape weather and terrain on regional scales\nPlanar Diplomacy: Negotiate with elemental plane powers\nBalance Maintenance: Prevent elemental catastrophes\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, DEX; background STR, DEX; class key STR; 1st level STR, DEX, CON, WIS; 5th level STR, DEX, CON, WIS (STR partial).\nTrained skills: automatic Intimidation (Warrior background); chosen Acrobatics (Monk: 4 + Intelligence), Athletics (Monk: 4 + Intelligence), Stealth (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Acrobatics to expert; 5th Athletics to expert; 7th Acrobatics to master.\nHit Points: 8 (Human) + (10 (Monk) + 2 Con) × 8 = 104.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Monk class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Fire Keeper (The Elemental Conclave)": {
  "name": "Fire Keeper (The Elemental Conclave)",
  "ancestry": "Human (Naari)",
  "background": "Fortune Teller",
  "class": "Sorcerer (Elemental Fire)",
  "level": "8",
  "size": "Medium, human, humanoid, naari",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "6",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "88",
  "hpCur": "88",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Elemental Fire\nKey attribute: Charisma\nClass features to 8th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th), Expert Spellcaster (7th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Blood Rising (8th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Ignition; rank 1 Breathe Fire; rank 2 Resist Energy; rank 3 Fireball; rank 4 Unfettered Movement.\nFocus spells from: Elemental Toss (bloodline spell).",
  "ancFeats": "Heritage: Naari. You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the naari trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from naari feats and feats from your ancestry\nAncestry feats: Haughty Obstinacy (1st), Skillful Tail (5th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Lie to Me (2nd), Intimidating Glare (4th), Charming Liar (6th), Natural Medicine (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "23",
  "s1n": "Staff of Fire",
  "s1a": "+10",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 explorer's clothing • Mage's Hat • Ventriloquist's Ring",
  "gear": "Staff of Fire • Sling • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_arcana": "1",
  "i_deception": "1",
  "conditions": "Gear notes: AC 23 = 10 + Dex +2 + proficiency +10 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Staff of Fire, Armor Potency (+1), Mage's Hat, Ventriloquist's Ring, Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 6 sp 2 cp spent, 93 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Ignition",
  "sp_cantrips_2": "Electric Arc",
  "sp_cantrips_3": "Frostbite",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Breathe Fire",
  "sp_1_2": "Heal",
  "sp_1_3": "Gust of Wind",
  "sp_1_4": "Thunderstrike",
  "slots2": "4",
  "sp_2_1": "Resist Energy",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Entangling Flora",
  "sp_2_4": "Oaken Resilience",
  "slots3": "4",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "sp_3_4": "Lightning Bolt",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Fly",
  "sp_4_3": "Wall of Fire",
  "sp_4_4": "Vital Beacon",
  "sp_focus_1": "Elemental Toss",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Fire Keeper\" in The Elemental Conclave.\nParty: The Elemental Conclave (Party of 5, Level 8; Medium Level Quintets (Levels 6-12)).\nMembers: Prime Elementalist (Human Kineticist (Dual Gate: Air and Fire), level 8); Earth Warden (Human (Oread) Monk (Mountain Stance), level 8); Fire Keeper (Human (Naari) Sorcerer (Elemental Fire), level 8) (this character); Water Speaker (Human (Undine) Druid (Wave Order), level 8); Wind Dancer (Human (Sylph) Oracle (Tempest), level 8)\nElemental Mastery: Unprecedented control over primal forces\nEnvironmental Authority: Shape weather and terrain on regional scales\nPlanar Diplomacy: Negotiate with elemental plane powers\nBalance Maintenance: Prevent elemental catastrophes\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Intimidation (Bloodline: Elemental), Nature (Bloodline: Elemental), Occultism (Fortune Teller background); chosen Arcana (Sorcerer: 2 + Intelligence), Deception (Sorcerer: 2 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Arcana to expert; 5th Deception to expert; 7th Arcana to master.\nHit Points: 8 (Human) + (6 (Sorcerer) + 4 Con) × 8 = 88.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Water Speaker (The Elemental Conclave)": {
  "name": "Water Speaker (The Elemental Conclave)",
  "ancestry": "Human (Undine)",
  "background": "Noble",
  "class": "Druid (Wave Order)",
  "level": "8",
  "size": "Medium, human, humanoid, undine",
  "speed": "25 ft, swim 10 ft",
  "senses": "Normal vision",
  "languages": "Common + 4 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+3",
  "int": "+3",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "96",
  "hpCur": "96",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "4",
  "classFeats": "Subclass: Wave Order\nKey attribute: Wisdom\nClass features to 8th level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st), Fortitude Expertise (3rd), Perception Expertise (3rd), Reflex Expertise (5th), Expert Spellcaster (7th)\nFeats granted by the subclass: Shore Step\nClass feats: Reach Spell (2nd), Widen Spell (4th), Call of the Wild (6th), Steady Spellcasting (8th)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Rising Surf (order spell).",
  "ancFeats": "Heritage: Undine. A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Experienced Tracker (4th), Bon Mot (6th), Streetwise (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Spear",
  "s1a": "+10",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Primeval Mistletoe • Battle Medic's Baton",
  "gear": "Spear • Sling • Staff of Water • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_nature": "1",
  "i_medicine": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +2 + proficiency +10 + padded armor 1 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Armor Potency (+1), Primeval Mistletoe, Battle Medic's Baton, Staff of Water, Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 8 sp 2 cp spent, 93 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "sp_4_3": "Unfettered Movement",
  "sp_focus_1": "Rising Surf",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Water Speaker\" in The Elemental Conclave.\nParty: The Elemental Conclave (Party of 5, Level 8; Medium Level Quintets (Levels 6-12)).\nMembers: Prime Elementalist (Human Kineticist (Dual Gate: Air and Fire), level 8); Earth Warden (Human (Oread) Monk (Mountain Stance), level 8); Fire Keeper (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Speaker (Human (Undine) Druid (Wave Order), level 8) (this character); Wind Dancer (Human (Sylph) Oracle (Tempest), level 8)\nElemental Mastery: Unprecedented control over primal forces\nEnvironmental Authority: Shape weather and terrain on regional scales\nPlanar Diplomacy: Negotiate with elemental plane powers\nBalance Maintenance: Prevent elemental catastrophes\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry WIS, CON; background INT, WIS; class key WIS; 1st level WIS, CON, DEX, INT; 5th level WIS, CON, DEX, INT (WIS partial).\nTrained skills: automatic Nature (Druid), Medicine (Wave Order), Society (Noble background); chosen Diplomacy (Druid: 2 + Intelligence), Survival (Druid: 2 + Intelligence), Athletics (Druid: 2 + Intelligence), Acrobatics (Druid: 2 + Intelligence); Intelligence increases Arcana (5th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 8 (Human) + (8 (Druid) + 3 Con) × 8 = 96.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Druid class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Wind Dancer (The Elemental Conclave)": {
  "name": "Wind Dancer (The Elemental Conclave)",
  "ancestry": "Human (Sylph)",
  "background": "Acrobat",
  "class": "Oracle (Tempest)",
  "level": "8",
  "size": "Medium, human, humanoid, sylph",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Circus)",
  "r_lore1": "2",
  "hpMax": "96",
  "hpCur": "96",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Tempest\nKey attribute: Charisma\nClass features to 8th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th)\nFeats granted by the subclass: Foretell Harm\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Electric Arc; rank 1 Thunderstrike; rank 4 Hydraulic Torrent.\nFocus spells from: Tempest Touch (revelation spell).",
  "ancFeats": "Heritage: Sylph. You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Skillful Tail (5th)",
  "skillFeats": "Steady Balance (Acrobat background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Oddity Identification (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "25",
  "s1n": "Spear",
  "s1a": "+10",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 25 = 10 + Dex +3 + proficiency +10 + padded armor 1 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Armor Potency (+1), Glasses of Sociability, Staff of Healing, Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 8 sp 2 cp spent, 93 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Thunderstrike",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Hydraulic Torrent",
  "sp_4_2": "Unfettered Movement",
  "sp_4_3": "Vital Beacon",
  "sp_4_4": "Fly",
  "sp_focus_1": "Tempest Touch",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Wind Dancer\" in The Elemental Conclave.\nParty: The Elemental Conclave (Party of 5, Level 8; Medium Level Quintets (Levels 6-12)).\nMembers: Prime Elementalist (Human Kineticist (Dual Gate: Air and Fire), level 8); Earth Warden (Human (Oread) Monk (Mountain Stance), level 8); Fire Keeper (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Speaker (Human (Undine) Druid (Wave Order), level 8); Wind Dancer (Human (Sylph) Oracle (Tempest), level 8) (this character)\nElemental Mastery: Unprecedented control over primal forces\nEnvironmental Authority: Shape weather and terrain on regional scales\nPlanar Diplomacy: Negotiate with elemental plane powers\nBalance Maintenance: Prevent elemental catastrophes\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background DEX, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Nature (Tempest), Acrobatics (Acrobat background); chosen Occultism (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Circus) (Acrobat background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master.\nHit Points: 8 (Human) + (8 (Oracle) + 3 Con) × 8 = 96.\nBackground: not stated on the sample page; Acrobat is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Bureau Chief": {
  "name": "Bureau Chief",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Magus (Laughing Shadow)",
  "level": "11",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+5",
  "dex": "+3",
  "con": "+3",
  "int": "+4",
  "wis": "+0",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "4",
  "r_arcana": "6",
  "r_athletics": "6",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "129",
  "hpCur": "129",
  "profs": "Unarmored E, Light E, Medium E; Simple E, Martial E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Laughing Shadow\nKey attribute: Strength\nClass features to 11th level (Impossible Magic): Arcane Cascade (1st), Conflux Spells (1st), Hybrid Study (1st), Magus Spellcasting (1st), Spellstrike (1st), Reflex Expertise (5th), Weapon Expertise (5th), Studious Spells (7th), Weapon Specialization (7th), Expert Spellcaster (9th), Perception Expertise (9th), Twofold Will (9th), Medium Armor Expertise (11th)\nClass feats: Raise a Tome (2nd), Expansive Spellstrike (4th), Spell Parry (6th), Spell Swipe (8th), Cascading Ray (10th)\nSpellcasting: slots by the Magus table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Dimensional Assault (conflux spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Hardy Traveler (9th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Quick Jump (6th), Steady Balance (8th), Combat Climber (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "31",
  "s1n": "+2 striking flaming frost scimitar",
  "s1a": "+22",
  "s1d": "2d6+7 S + 1d6 fire + 1d6 cold",
  "s2n": "Javelin",
  "s2a": "+18",
  "s2d": "1d6+7 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Spellstrike: deliver an attack spell through a Strike (see class features).",
  "worn": "+1 resilient studded leather armor • Mage's Hat (Greater)",
  "gear": "+2 striking flaming frost scimitar • Javelin ×3 • Adventurer's Pack • Spellbook (Blank) • Healing Potion (Moderate)",
  "gp": "103",
  "sp": "2",
  "bulk": "3 Bulk, 5 L (encumbered above 10, maximum 15)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 31 = 10 + Dex +3 + proficiency +15 + studded leather armor 2 + potency 1. Str meets its Strength 1: no check penalty. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Weapon Potency (+2), Striking, Flaming, Frost, Armor Potency (+1), Mage's Hat (Greater); 500 gp currency: 396 gp 8 sp spent, 103 gp 2 sp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots5": "2",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "slots6": "1",
  "sp_6_1": "Chain Lightning",
  "sp_focus_1": "Dimensional Assault",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcanum Enforcement Bureau (Party of 5, Level 11; Medium Level Quintets (Levels 6-12)).\nMembers: Bureau Chief (Human Magus (Laughing Shadow), level 11) (this character); Senior Agent (Elf Wizard (Unified Magical Theory), level 11); Detective (Gnome Investigator (Alchemical Sciences), level 11); Specialist (Human (Aiuvarin) Witch (The Inscribed One Patron), level 11); Analyst (Halfling Oracle (Lore), level 11)\nMagical Law Enforcement: Police illegal magical activities\nSpecialized Training: Counter rogue spellcasters and magical threats\nRegulatory Power: Enforce laws governing magical practice\nPublic Protection: Shield civilians from magical dangers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, INT; background STR, INT; class key STR; 1st level STR, INT, CON, DEX; 5th level STR, INT, CON, DEX (STR partial); 10th level STR, INT, CON, DEX (INT partial).\nTrained skills: automatic Arcana (Magus), Intimidation (Warrior background); chosen Athletics (Magus: 2 + Intelligence), Acrobatics (Magus: 2 + Intelligence), Occultism (Magus: 2 + Intelligence), Crafting (Magus: 2 + Intelligence), Deception (Magus: 2 + Intelligence); Intelligence increases Diplomacy (5th level).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Arcana to expert; 5th Athletics to expert; 7th Arcana to master; 9th Athletics to master; 11th Acrobatics to expert.\nHit Points: 8 (Human) + (8 (Magus) + 3 Con) × 11 = 129.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Magus class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Senior Agent": {
  "name": "Senior Agent",
  "ancestry": "Elf",
  "background": "Charlatan",
  "class": "Wizard (Unified Magical Theory)",
  "level": "11",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "0",
  "r_crafting": "2",
  "r_deception": "6",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "6",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "116",
  "hpCur": "116",
  "profs": "Unarmored T; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Unified Magical Theory\nKey attribute: Intelligence\nClass features to 11th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Forlorn (1st), Ancestral Suspicion (5th), Elf Step (9th)",
  "skillFeats": "Charming Liar (Charlatan background)\nSkill feats: Terrain Stalker (2nd), Lie to Me (4th), Courtly Graces (6th), Quiet Allies (8th), Streetwise (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "Staff of Fire (Greater)",
  "s1a": "+15",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+19",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "Staff of Fire (Greater) • Sling • Wand of Fly (rank 4) • Wand of Haste (rank 4) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Staff of Fire (Greater), Armor Potency (+1), Mage's Hat (Greater), Magic Wand (4th-Rank Spell), Magic Wand (4th-Rank Spell); 500 gp currency: 392 gp 6 sp 2 cp spent, 107 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "2",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcanum Enforcement Bureau (Party of 5, Level 11; Medium Level Quintets (Levels 6-12)).\nMembers: Bureau Chief (Human Magus (Laughing Shadow), level 11); Senior Agent (Elf Wizard (Unified Magical Theory), level 11) (this character); Detective (Gnome Investigator (Alchemical Sciences), level 11); Specialist (Human (Aiuvarin) Witch (The Inscribed One Patron), level 11); Analyst (Halfling Oracle (Lore), level 11)\nMagical Law Enforcement: Police illegal magical activities\nSpecialized Training: Counter rogue spellcasters and magical threats\nRegulatory Power: Enforce laws governing magical practice\nPublic Protection: Shield civilians from magical dangers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard), Deception (Charlatan background); chosen Stealth (Wizard: 2 + Intelligence), Society (Wizard: 2 + Intelligence), Occultism (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence); Intelligence increases Acrobatics (10th level).\nLore: Lore (Underworld) (Charlatan background).\nSkill increases: 3rd Stealth to expert; 5th Deception to expert; 7th Stealth to master; 9th Deception to master; 11th Arcana to expert.\nHit Points: 6 (Elf) + (6 (Wizard) + 4 Con) × 11 = 116.\nBackground: not stated on the sample page; Charlatan is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Detective": {
  "name": "Detective",
  "ancestry": "Gnome",
  "background": "Detective",
  "class": "Investigator (Alchemical Sciences)",
  "level": "11",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 5 more of your choice",
  "str": "−1",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "6",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "140",
  "hpCur": "140",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Alchemical Sciences\nKey attribute: Intelligence\nClass features to 11th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th)\nFeats granted by the subclass: Alchemical Crafting\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Illusion Sense (1st), Project Persona (5th), Vivacious Conduit (9th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd), Lie to Me (4th), Bon Mot (5th), Charming Liar (6th), Glad-Hand (7th), Confabulator (8th), No Cause for Alarm (9th), Slippery Secrets (10th), Shameless Request (11th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "+2 striking corrosive flaming rapier",
  "s1a": "+21",
  "s1d": "2d6+1 P + 1d6 acid + 1d6 fire",
  "s2n": "Hand Crossbow",
  "s2a": "+19",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +3d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 resilient explorer's clothing • Messenger's Ring",
  "gear": "+2 striking corrosive flaming rapier • Hand Crossbow • Adventurer's Pack • Alchemist's Toolkit • Thieves' Toolkit • Bolts ×20 • Healing Potion (Moderate)",
  "gp": "97",
  "sp": "2",
  "bulk": "3 Bulk, 6 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Weapon Potency (+2), Striking, Corrosive, Flaming, Armor Potency (+1), Messenger's Ring; 500 gp currency: 402 gp 8 sp spent, 97 gp 2 sp kept.",
  "backstory": "Party: The Arcanum Enforcement Bureau (Party of 5, Level 11; Medium Level Quintets (Levels 6-12)).\nMembers: Bureau Chief (Human Magus (Laughing Shadow), level 11); Senior Agent (Elf Wizard (Unified Magical Theory), level 11); Detective (Gnome Investigator (Alchemical Sciences), level 11) (this character); Specialist (Human (Aiuvarin) Witch (The Inscribed One Patron), level 11); Analyst (Halfling Oracle (Lore), level 11)\nMagical Law Enforcement: Police illegal magical activities\nSpecialized Training: Counter rogue spellcasters and magical threats\nRegulatory Power: Enforce laws governing magical practice\nPublic Protection: Shield civilians from magical dangers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS.\nTrained skills: automatic Society (Investigator), Crafting (Alchemical Sciences Methodology), Society (Detective background, already trained); chosen Arcana (replacement for a skill already trained), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence); Intelligence increases Survival (10th level).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Diplomacy to expert; 5th Deception to expert; 6th Stealth to expert; 7th Society to master; 8th Arcana to master; 9th Diplomacy to master; 10th Deception to master; 11th Stealth to master.\nHit Points: 8 (Gnome) + (8 (Investigator) + 4 Con) × 11 = 140.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Specialist (The Arcanum Enforcement Bureau)": {
  "name": "Specialist (The Arcanum Enforcement Bureau)",
  "ancestry": "Human (Aiuvarin)",
  "background": "Scholar",
  "class": "Witch (The Inscribed One Patron)",
  "level": "11",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "4",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "118",
  "hpCur": "118",
  "profs": "Unarmored T; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: The Inscribed One Patron\nKey attribute: Intelligence\nClass features to 11th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th), Witch's Charge (8th), Steady Spellcasting (10th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Runic Weapon.\nFocus spells from: Discern Secrets (patron hex cantrip), Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Unwavering Mien (1st), Elven Persistence (5th), Submerged Stillness (9th)",
  "skillFeats": "Skill feats: Battle Medicine (2nd), Oddity Identification (4th), Natural Medicine (6th), Schooled in Secrets (8th), Train Animal (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "27",
  "s1n": "Staff of Fire (Greater)",
  "s1a": "+15",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+18",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Pendant of the Occult (Greater) • Mage's Hat (Greater)",
  "gear": "Staff of Fire (Greater) • Sling • Wand of Fly (rank 4) • Wand of Fireball (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_occultism": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 27 = 10 + Dex +3 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Staff of Fire (Greater), Armor Potency (+1), Pendant of the Occult (Greater), Mage's Hat (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 500 gp currency: 391 gp 6 sp 2 cp spent, 108 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Runic Weapon",
  "sp_1_2": "Force Barrage",
  "sp_1_3": "Mystic Armor",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "2",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_focus_1": "Discern Secrets (cantrip)",
  "sp_focus_2": "Patron's Puppet",
  "sp_focus_3": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Listed on the sample page as \"Specialist\" in The Arcanum Enforcement Bureau.\nParty: The Arcanum Enforcement Bureau (Party of 5, Level 11; Medium Level Quintets (Levels 6-12)).\nMembers: Bureau Chief (Human Magus (Laughing Shadow), level 11); Senior Agent (Elf Wizard (Unified Magical Theory), level 11); Detective (Gnome Investigator (Alchemical Sciences), level 11); Specialist (Human (Aiuvarin) Witch (The Inscribed One Patron), level 11) (this character); Analyst (Halfling Oracle (Lore), level 11)\nMagical Law Enforcement: Police illegal magical activities\nSpecialized Training: Counter rogue spellcasters and magical threats\nRegulatory Power: Enforce laws governing magical practice\nPublic Protection: Shield civilians from magical dangers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial).\nTrained skills: automatic Arcana (The Inscribed One); chosen Occultism (Scholar background), Nature (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence), Athletics (Witch: 3 + Intelligence), Crafting (Witch: 3 + Intelligence); Intelligence increases Diplomacy (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Occultism to expert; 5th Arcana to expert; 7th Occultism to master; 9th Arcana to master; 11th Nature to expert.\nHit Points: 8 (Human) + (6 (Witch) + 4 Con) × 11 = 118.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Analyst": {
  "name": "Analyst",
  "ancestry": "Halfling",
  "background": "Detective",
  "class": "Oracle (Lore)",
  "level": "11",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "6",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "127",
  "hpCur": "127",
  "profs": "Unarmored T, Light T; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Lore\nKey attribute: Charisma\nClass features to 11th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th)\nFeats granted by the subclass: Whispers of Weakness\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Read Aura; rank 1 Mindlink; rank 3 Hypercognition; rank 6 Never Mind.\nFocus spells from: Brain Drain (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Halfling Luck (1st), Step Lively (5th), Guiding Luck (9th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Oddity Identification (4th), Student of the Canon (6th), Schooled in Secrets (8th), Biographical Eye (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "Spear",
  "s1a": "+14",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+19",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (Greater) • Wand of Heal (rank 4) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "108",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Armor Potency (+1), Prognostic Veil, Messenger's Ring, Staff of Healing (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 500 gp currency: 391 gp 7 sp 2 cp spent, 108 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Read Aura",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Mindlink",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Hypercognition",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "3",
  "sp_6_1": "Never Mind",
  "sp_6_2": "Field of Life",
  "sp_6_3": "Blade Barrier",
  "sp_focus_1": "Brain Drain",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcanum Enforcement Bureau (Party of 5, Level 11; Medium Level Quintets (Levels 6-12)).\nMembers: Bureau Chief (Human Magus (Laughing Shadow), level 11); Senior Agent (Elf Wizard (Unified Magical Theory), level 11); Detective (Gnome Investigator (Alchemical Sciences), level 11); Specialist (Human (Aiuvarin) Witch (The Inscribed One Patron), level 11); Analyst (Halfling Oracle (Lore), level 11) (this character)\nMagical Law Enforcement: Police illegal magical activities\nSpecialized Training: Counter rogue spellcasters and magical threats\nRegulatory Power: Enforce laws governing magical practice\nPublic Protection: Shield civilians from magical dangers\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw STR); background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (WIS partial).\nTrained skills: automatic Religion (Oracle), Occultism (Lore), Society (Detective background); chosen Arcana (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master; 9th Arcana to master; 11th Occultism to expert.\nHit Points: 6 (Halfling) + (8 (Oracle) + 3 Con) × 11 = 127.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Chief Researcher": {
  "name": "Chief Researcher",
  "ancestry": "Human",
  "background": "Scholar",
  "class": "Ranger (Monster Hunter)",
  "level": "9",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+2",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "0",
  "r_arcana": "6",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "125",
  "hpCur": "125",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Monster Hunter\nKey attribute: Dexterity\nClass features to 9th level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd), Ranger Weapon Expertise (5th), Trackless Journey (5th), Natural Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th), Nature's Edge (9th), Ranger Expertise (9th)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd), Monster Hunter (4th), Favored Terrain (6th), Quick Draw (8th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Group Aid (9th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Experienced Tracker (4th), Streetwise (6th), Oddity Identification (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking longbow",
  "s1a": "+18",
  "s1d": "2d8+2 P",
  "s2n": "Shortsword",
  "s2a": "+17",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Hunt Prey; hunter's edge as listed under class features.",
  "worn": "+1 resilient leather armor • Primeval Mistletoe",
  "gear": "+1 striking longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Healing Potion (Moderate) ×2",
  "pp": "3",
  "gp": "109",
  "sp": "4",
  "bulk": "4 Bulk, 5 L (encumbered above 7, maximum 12)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_nature": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +4 + proficiency +11 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Weapon Potency (+1), Striking, Armor Potency (+1), Resilient, Primeval Mistletoe; 250 gp currency: 110 gp 6 sp spent, 139 gp 4 sp kept.",
  "backstory": "Party: The Monster Research Institute (Party of 5, Level 9; Medium Level Quintets (Levels 6-12)).\nMembers: Chief Researcher (Human Ranger (Monster Hunter), level 9) (this character); Field Biologist (Elf Druid (Animal Order), level 9); Combat Specialist (Dwarf Barbarian (Dragon Instinct), level 9); Behavioral Analyst (Gnome Investigator (Empiricism), level 9); Medical Officer (Halfling Oracle (Life), level 9)\nScientific Approach: Study monsters to understand their nature and weaknesses\nKnowledge Advancement: Publish research to help future hunters\nEthical Framework: Balance research with conservation and public safety\nInstitutional Support: Backed by universities and government funding\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background WIS, DEX; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial).\nTrained skills: automatic Survival (Ranger); chosen Arcana (Scholar background), Society (Ranger: 4 + Intelligence), Occultism (Ranger: 4 + Intelligence), Nature (Ranger: 4 + Intelligence), Stealth (Ranger: 4 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master; 9th Arcana to master.\nHit Points: 8 (Human) + (10 (Ranger) + 3 Con) × 9 = 125.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Field Biologist": {
  "name": "Field Biologist",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Druid (Animal Order)",
  "level": "9",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 3 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+2",
  "int": "+3",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "96",
  "hpCur": "96",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "4",
  "classFeats": "Subclass: Animal Order\nKey attribute: Wisdom\nClass features to 9th level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st), Fortitude Expertise (3rd), Perception Expertise (3rd), Reflex Expertise (5th), Expert Spellcaster (7th)\nFeats granted by the subclass: Animal Companion\nClass feats: Reach Spell (2nd), Widen Spell (4th), Call of the Wild (6th), Steady Spellcasting (8th)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Heal Animal (order spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Ancestral Suspicion (5th), Elf Step (9th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Natural Medicine (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "26",
  "s1n": "Spear",
  "s1a": "+11",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+14",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient padded armor • Primeval Mistletoe • Battle Medic's Baton",
  "gear": "Spear • Sling • Animal Staff • Wand of Heal (rank 3) • Wand of Haste (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "103",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_nature": "1",
  "i_medicine": "1",
  "conditions": "Gear notes: AC 26 = 10 + Dex +3 + proficiency +11 + padded armor 1 + potency 1. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Armor Potency (+1), Resilient, Primeval Mistletoe, Animal Staff, Magic Wand (3rd-Rank Spell), Magic Wand (3rd-Rank Spell); 250 gp currency: 146 gp 8 sp 2 cp spent, 103 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "sp_4_3": "Unfettered Movement",
  "slots5": "2",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_focus_1": "Heal Animal",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Monster Research Institute (Party of 5, Level 9; Medium Level Quintets (Levels 6-12)).\nMembers: Chief Researcher (Human Ranger (Monster Hunter), level 9); Field Biologist (Elf Druid (Animal Order), level 9) (this character); Combat Specialist (Dwarf Barbarian (Dragon Instinct), level 9); Behavioral Analyst (Gnome Investigator (Empiricism), level 9); Medical Officer (Halfling Oracle (Life), level 9)\nScientific Approach: Study monsters to understand their nature and weaknesses\nKnowledge Advancement: Publish research to help future hunters\nEthical Framework: Balance research with conservation and public safety\nInstitutional Support: Backed by universities and government funding\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, WIS (flaw CON); background WIS, CON; class key WIS; 1st level WIS, CON, DEX, INT; 5th level WIS, CON, DEX, INT (WIS partial).\nTrained skills: automatic Nature (Druid), Athletics (Animal Order); chosen Arcana (Scholar background), Society (Druid: 2 + Intelligence), Occultism (Druid: 2 + Intelligence), Survival (Druid: 2 + Intelligence), Medicine (Druid: 2 + Intelligence); Intelligence increases Diplomacy (5th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master; 9th Arcana to master.\nHit Points: 6 (Elf) + (8 (Druid) + 2 Con) × 9 = 96.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Druid class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Combat Specialist (The Monster Research Institute)": {
  "name": "Combat Specialist (The Monster Research Institute)",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Barbarian (Dragon Instinct)",
  "level": "9",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "6",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "154",
  "hpCur": "154",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Dragon Instinct\nKey attribute: Strength\nClass features to 9th level (Player Core 2): Instinct (1st), Quick-Tempered (1st), Rage (1st), Furious Footfalls (3rd), Brutality (5th), Juggernaut (7th), Weapon Specialization (7th), Raging Resistance (9th), Reflex Expertise (9th)\nClass feats: Sudden Charge (1st), Raging Thrower (2nd), Moment of Clarity (4th), Cleave (6th), Furious Finish (8th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Rock Runner (1st), Boulder Roll (5th), Stone Bones (9th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Experienced Tracker (4th), Cat Fall (6th), Quick Jump (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking greatsword",
  "s1a": "+18",
  "s1d": "2d12+6 S",
  "s2n": "Javelin",
  "s2a": "+15",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greatsword: versatile P. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Rage: +2 damage while raging (instinct may raise it), not included above.",
  "worn": "+1 resilient hide armor • Sailor's Collar • One Hundred Victories",
  "gear": "+1 striking greatsword • Javelin ×3 • Adventurer's Pack • Healing Potion (Moderate) ×2",
  "pp": "4",
  "gp": "104",
  "sp": "2",
  "bulk": "5 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_athletics": "1",
  "i_intimidation": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +2 + proficiency +11 + hide armor 3 + potency 1. Str meets its Strength 2: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Weapon Potency (+1), Striking, Armor Potency (+1), Resilient, Sailor's Collar, One Hundred Victories; 250 gp currency: 105 gp 8 sp spent, 144 gp 2 sp kept.",
  "backstory": "Listed on the sample page as \"Combat Specialist\" in The Monster Research Institute.\nParty: The Monster Research Institute (Party of 5, Level 9; Medium Level Quintets (Levels 6-12)).\nMembers: Chief Researcher (Human Ranger (Monster Hunter), level 9); Field Biologist (Elf Druid (Animal Order), level 9); Combat Specialist (Dwarf Barbarian (Dragon Instinct), level 9) (this character); Behavioral Analyst (Gnome Investigator (Empiricism), level 9); Medical Officer (Halfling Oracle (Life), level 9)\nScientific Approach: Study monsters to understand their nature and weaknesses\nKnowledge Advancement: Publish research to help future hunters\nEthical Framework: Balance research with conservation and public safety\nInstitutional Support: Backed by universities and government funding\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial).\nTrained skills: automatic Athletics (Barbarian), Intimidation (Warrior background); chosen Survival (Barbarian: 3 + Intelligence), Acrobatics (Barbarian: 3 + Intelligence), Nature (Barbarian: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert; 5th Intimidation to expert; 7th Athletics to master; 9th Intimidation to master.\nHit Points: 10 (Dwarf) + (12 (Barbarian) + 4 Con) × 9 = 154.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Barbarian class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Behavioral Analyst (The Monster Research Institute)": {
  "name": "Behavioral Analyst (The Monster Research Institute)",
  "ancestry": "Gnome",
  "background": "Detective",
  "class": "Investigator (Empiricism)",
  "level": "9",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 4 more of your choice",
  "str": "−1",
  "dex": "+3",
  "con": "+3",
  "int": "+4",
  "wis": "+2",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "107",
  "hpCur": "107",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 9th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Illusion Sense (1st), Project Persona (5th), Vivacious Conduit (9th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd), Oddity Identification (4th), Bon Mot (5th), Schooled in Secrets (6th), Glad-Hand (7th), No Cause for Alarm (8th), Biographical Eye (9th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "26",
  "s1n": "+1 striking rapier",
  "s1a": "+17",
  "s1d": "2d6+1 P",
  "s2n": "Hand Crossbow",
  "s2a": "+16",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +3d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 resilient padded armor • Glasses of Sociability",
  "gear": "+1 striking rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Moderate) ×2",
  "pp": "3",
  "gp": "109",
  "sp": "1",
  "bulk": "2 Bulk, 9 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 26 = 10 + Dex +3 + proficiency +11 + padded armor 1 + potency 1. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Weapon Potency (+1), Striking, Armor Potency (+1), Resilient, Glasses of Sociability; 250 gp currency: 110 gp 9 sp spent, 139 gp 1 sp kept.",
  "backstory": "Listed on the sample page as \"Behavioral Analyst\" in The Monster Research Institute.\nParty: The Monster Research Institute (Party of 5, Level 9; Medium Level Quintets (Levels 6-12)).\nMembers: Chief Researcher (Human Ranger (Monster Hunter), level 9); Field Biologist (Elf Druid (Animal Order), level 9); Combat Specialist (Dwarf Barbarian (Dragon Instinct), level 9); Behavioral Analyst (Gnome Investigator (Empiricism), level 9) (this character); Medical Officer (Halfling Oracle (Life), level 9)\nScientific Approach: Study monsters to understand their nature and weaknesses\nKnowledge Advancement: Publish research to help future hunters\nEthical Framework: Balance research with conservation and public safety\nInstitutional Support: Backed by universities and government funding\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial).\nTrained skills: automatic Society (Investigator), Society (Detective background, already trained); chosen Arcana (Empiricism Methodology), Occultism (replacement for a skill already trained), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Occultism to expert; 5th Diplomacy to expert; 6th Deception to expert; 7th Society to master; 8th Arcana to master; 9th Occultism to master.\nHit Points: 8 (Gnome) + (8 (Investigator) + 3 Con) × 9 = 107.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Medical Officer (The Monster Research Institute)": {
  "name": "Medical Officer (The Monster Research Institute)",
  "ancestry": "Halfling",
  "background": "Field Medic",
  "class": "Oracle (Life)",
  "level": "9",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+3",
  "con": "+3",
  "int": "+0",
  "wis": "+3",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "6",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "105",
  "hpCur": "105",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Life\nKey attribute: Charisma\nClass features to 9th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th)\nFeats granted by the subclass: Nudge the Scales\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Vitality Lash; rank 1 Soothe; rank 2 False Vitality; rank 5 Grisly Growths.\nFocus spells from: Life Link (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Titan Slinger (1st), Step Lively (5th), Dance Underfoot (9th)",
  "skillFeats": "Battle Medicine (Field Medic background)\nSkill feats: Group Impression (2nd), Continual Recovery (4th), Bon Mot (6th), Student of the Canon (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "26",
  "s1n": "Spear",
  "s1a": "+10",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+14",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing • Wand of Heal (rank 3) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) ×2",
  "pp": "4",
  "gp": "108",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 26 = 10 + Dex +3 + proficiency +11 + padded armor 1 + potency 1. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Armor Potency (+1), Resilient, Glasses of Sociability, Staff of Healing, Magic Wand (3rd-Rank Spell), Magic Wand (3rd-Rank Spell); 250 gp currency: 101 gp 8 sp 2 cp spent, 148 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Vitality Lash",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Soothe",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "False Vitality",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "3",
  "sp_5_1": "Grisly Growths",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_focus_1": "Life Link",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Medical Officer\" in The Monster Research Institute.\nParty: The Monster Research Institute (Party of 5, Level 9; Medium Level Quintets (Levels 6-12)).\nMembers: Chief Researcher (Human Ranger (Monster Hunter), level 9); Field Biologist (Elf Druid (Animal Order), level 9); Combat Specialist (Dwarf Barbarian (Dragon Instinct), level 9); Behavioral Analyst (Gnome Investigator (Empiricism), level 9); Medical Officer (Halfling Oracle (Life), level 9) (this character)\nScientific Approach: Study monsters to understand their nature and weaknesses\nKnowledge Advancement: Publish research to help future hunters\nEthical Framework: Balance research with conservation and public safety\nInstitutional Support: Backed by universities and government funding\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw STR); background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Medicine (Life), Medicine (Field Medic background, already trained); chosen Diplomacy (replacement for a skill already trained), Occultism (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nSkill increases: 3rd Medicine to expert; 5th Diplomacy to expert; 7th Medicine to master; 9th Diplomacy to master.\nHit Points: 6 (Halfling) + (8 (Oracle) + 3 Con) × 9 = 105.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Chief Ambassador (The International Diplomatic Mission)": {
  "name": "Chief Ambassador (The International Diplomatic Mission)",
  "ancestry": "Human",
  "background": "Noble",
  "class": "Bard (Polymath)",
  "level": "7",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "78",
  "hpCur": "78",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Polymath\nKey attribute: Charisma\nClass features to 7th level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd), Expert Spellcaster (7th)\nFeats granted by the subclass: Versatile Performance\nClass feats: Esoteric Polymath (2nd), Melodious Spell (4th), Directed Audience (6th)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Phantasmal Minion.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Impressive Performance (4th), Bon Mot (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "25",
  "s1n": "Rapier",
  "s1a": "+13",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "+1 leather armor • Glasses of Sociability",
  "gear": "Rapier • Sling • Composer Staff • Wand of Soothe (rank 2) • Wand of Invisibility (rank 2) • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "68",
  "sp": "6",
  "cp": "8",
  "bulk": "5 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 25 = 10 + Dex +4 + proficiency +9 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Armor Potency (+1), Glasses of Sociability, Composer Staff, Magic Wand (2nd-Rank Spell), Magic Wand (2nd-Rank Spell); 125 gp currency: 56 gp 3 sp 2 cp spent, 68 gp 6 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Phantasmal Minion",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "2",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Chief Ambassador\" in The International Diplomatic Mission.\nParty: The International Diplomatic Mission (Party of 5, Level 7; Medium Level Quintets (Levels 6-12)).\nMembers: Chief Ambassador (Human Bard (Polymath), level 7) (this character); Cultural Liaison (Elf Oracle (Ancestors), level 7); Security Chief (Dwarf Champion (Liberation), level 7); Intelligence Officer (Halfling Investigator (Interrogation), level 7); Trade Representative (Gnome Wizard (School of Mentalism), level 7)\nDiplomatic Immunity: High-level access to foreign governments\nCultural Bridge: Facilitate understanding between different nations\nPeace Mission: Prevent conflicts through skilled negotiation\nEconomic Integration: Develop beneficial trade relationships\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX; background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS; 5th level CHA, DEX, CON, WIS (CHA partial).\nTrained skills: automatic Occultism (Bard), Performance (Bard), Society (Noble background); chosen Diplomacy (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence), Acrobatics (Bard: 4 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 8 (Human) + (8 (Bard) + 2 Con) × 7 = 78.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Cultural Liaison (The International Diplomatic Mission)": {
  "name": "Cultural Liaison (The International Diplomatic Mission)",
  "ancestry": "Elf",
  "background": "Noble",
  "class": "Oracle (Ancestors)",
  "level": "7",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+2",
  "int": "+1",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "76",
  "hpCur": "76",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Ancestors\nKey attribute: Charisma\nClass features to 7th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th)\nFeats granted by the subclass: Whispers of Weakness\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Guidance; rank 1 Ill Omen; rank 2 Ghostly Carrier.\nFocus spells from: Ancestral Touch (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Ageless Patience (5th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Bon Mot (4th), Streetwise (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Spear",
  "s1a": "+9",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing • Wand of Heal (rank 2) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "73",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +3 + proficiency +9 + padded armor 1 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Armor Potency (+1), Glasses of Sociability, Staff of Healing, Magic Wand (2nd-Rank Spell), Magic Wand (2nd-Rank Spell); 125 gp currency: 51 gp 8 sp 2 cp spent, 73 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Guidance",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "4",
  "sp_1_1": "Ill Omen",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Ghostly Carrier",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "3",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_focus_1": "Ancestral Touch",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Cultural Liaison\" in The International Diplomatic Mission.\nParty: The International Diplomatic Mission (Party of 5, Level 7; Medium Level Quintets (Levels 6-12)).\nMembers: Chief Ambassador (Human Bard (Polymath), level 7); Cultural Liaison (Elf Oracle (Ancestors), level 7) (this character); Security Chief (Dwarf Champion (Liberation), level 7); Intelligence Officer (Halfling Investigator (Interrogation), level 7); Trade Representative (Gnome Wizard (School of Mentalism), level 7)\nDiplomatic Immunity: High-level access to foreign governments\nCultural Bridge: Facilitate understanding between different nations\nPeace Mission: Prevent conflicts through skilled negotiation\nEconomic Integration: Develop beneficial trade relationships\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CON); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Society (Ancestors), Society (Noble background, already trained); chosen Diplomacy (replacement for a skill already trained), Occultism (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence), Acrobatics (Oracle: 3 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 6 (Elf) + (8 (Oracle) + 2 Con) × 7 = 76.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Security Chief (The International Diplomatic Mission)": {
  "name": "Security Chief (The International Diplomatic Mission)",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Champion (Liberation)",
  "level": "7",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+0",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "+1",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "108",
  "hpCur": "108",
  "profs": "Unarmored E, Light E, Medium E, Heavy E; Simple E, Martial E, Unarmed E",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Milani",
  "classFeats": "Subclass: Liberation\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Liberation cause): Milani. Divine font heal; sanctification can holy; favored weapon morningstar; divine skill Society.\nClass features to 7th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th)\nFocus spells from: Lay on Hands (devotion spell), Unimpeded Stride (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Dwarven Doughtiness (1st), Mountain Strategy (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th), Student of the Canon (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "shieldAc": "2",
  "shHard": "8",
  "shHp": "64 (32)",
  "shCur": "64",
  "s1n": "+1 striking morningstar",
  "s1a": "+16",
  "s1d": "2d6+6 B",
  "s2n": "Javelin",
  "s2a": "+11",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Morningstar: versatile P. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+1 full plate • Sailor's Collar • Glasses of Sociability",
  "gear": "+1 striking morningstar • Javelin ×3 • Sturdy Shield (Minor) • Adventurer's Pack • Religious Symbol (Wooden) • Holy Water ×2 • Antidote (Moderate)",
  "gp": "51",
  "sp": "1",
  "bulk": "7 Bulk, 9 L (encumbered above 9, maximum 14)",
  "i_athletics": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 15 ft in full plate (20 ft without armor). AC 28 = 10 + Dex +0 + proficiency +11 + full plate 6 + potency 1. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Minor) raised: AC 30. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Weapon Potency (+1), Striking, Armor Potency (+1), Sturdy Shield (Minor), Sailor's Collar, Glasses of Sociability; 125 gp currency: 73 gp 9 sp spent, 51 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Unimpeded Stride",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Listed on the sample page as \"Security Chief\" in The International Diplomatic Mission.\nParty: The International Diplomatic Mission (Party of 5, Level 7; Medium Level Quintets (Levels 6-12)).\nMembers: Chief Ambassador (Human Bard (Polymath), level 7); Cultural Liaison (Elf Oracle (Ancestors), level 7); Security Chief (Dwarf Champion (Liberation), level 7) (this character); Intelligence Officer (Halfling Investigator (Interrogation), level 7); Trade Representative (Gnome Wizard (School of Mentalism), level 7)\nDiplomatic Immunity: High-level access to foreign governments\nCultural Bridge: Facilitate understanding between different nations\nPeace Mission: Prevent conflicts through skilled negotiation\nEconomic Integration: Develop beneficial trade relationships\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial).\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background); chosen Society (deity's divine skill), Athletics (Champion: 2 + Intelligence), Diplomacy (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Athletics to expert; 7th Religion to master.\nHit Points: 10 (Dwarf) + (10 (Champion) + 4 Con) × 7 = 108.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Intelligence Officer (The International Diplomatic Mission)": {
  "name": "Intelligence Officer (The International Diplomatic Mission)",
  "ancestry": "Halfling",
  "background": "Charlatan",
  "class": "Investigator (Interrogation)",
  "level": "7",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling + 4 more of your choice",
  "str": "−1",
  "dex": "+4",
  "con": "+2",
  "int": "+4",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "76",
  "hpCur": "76",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Interrogation\nKey attribute: Intelligence\nClass features to 7th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th)\nFeats granted by the subclass: No Cause for Alarm\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unfettered Halfling (1st), Step Lively (5th)",
  "skillFeats": "Charming Liar (Charlatan background)\nSkill feats: Terrain Stalker (2nd), Lie to Me (3rd), Courtly Graces (4th), Quiet Allies (5th), Streetwise (6th), Swift Sneak (7th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "+1 striking rapier",
  "s1a": "+16",
  "s1d": "2d6+1 P",
  "s2n": "Hand Crossbow",
  "s2a": "+15",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +2d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 explorer's clothing • Glasses of Sociability",
  "gear": "+1 striking rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Disguise Kit • Bolts ×20 • Healing Potion (Moderate)",
  "gp": "65",
  "sp": "2",
  "bulk": "2 Bulk, 8 L (encumbered above 4, maximum 9)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +4 + proficiency +9 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Weapon Potency (+1), Striking, Armor Potency (+1), Glasses of Sociability; 125 gp currency: 59 gp 8 sp spent, 65 gp 2 sp kept.",
  "backstory": "Listed on the sample page as \"Intelligence Officer\" in The International Diplomatic Mission.\nParty: The International Diplomatic Mission (Party of 5, Level 7; Medium Level Quintets (Levels 6-12)).\nMembers: Chief Ambassador (Human Bard (Polymath), level 7); Cultural Liaison (Elf Oracle (Ancestors), level 7); Security Chief (Dwarf Champion (Liberation), level 7); Intelligence Officer (Halfling Investigator (Interrogation), level 7) (this character); Trade Representative (Gnome Wizard (School of Mentalism), level 7)\nDiplomatic Immunity: High-level access to foreign governments\nCultural Bridge: Facilitate understanding between different nations\nPeace Mission: Prevent conflicts through skilled negotiation\nEconomic Integration: Develop beneficial trade relationships\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, INT (flaw STR); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial).\nTrained skills: automatic Society (Investigator), Diplomacy (Interrogation Methodology), Deception (Charlatan background); chosen Stealth (Investigator: 4 + Intelligence), Arcana (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Underworld) (Charlatan background).\nSkill increases: 2nd Stealth to expert; 3rd Deception to expert; 4th Society to expert; 5th Arcana to expert; 6th Diplomacy to expert; 7th Stealth to master.\nHit Points: 6 (Halfling) + (8 (Investigator) + 2 Con) × 7 = 76.\nBackground: not stated on the sample page; Charlatan is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Trade Representative": {
  "name": "Trade Representative",
  "ancestry": "Gnome",
  "background": "Merchant",
  "class": "Wizard (School of Mentalism)",
  "level": "7",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 4 more of your choice",
  "str": "−1",
  "dex": "+2",
  "con": "+4",
  "int": "+4",
  "wis": "+2",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Mercantile)",
  "r_lore1": "2",
  "hpMax": "78",
  "hpCur": "78",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: School of Mentalism\nKey attribute: Intelligence\nClass features to 7th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Bespell Strikes (6th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Daze, Figment; rank 1 Dizzying Colors, Sleep, Sure Strike; rank 2 Illusory Creature, Stupefy; rank 3 Dream Message, Mind Reading; rank 4 Nightmare, Vision of Death.\nFocus spells from: Charming Push (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Illusion Sense (1st), Project Persona (5th)",
  "skillFeats": "Bargain Hunter (Merchant background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th), Bon Mot (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "22",
  "s1n": "Mentalist's Staff",
  "s1a": "+8",
  "s1d": "1d8−1 B",
  "s2n": "Sling",
  "s2a": "+11",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 explorer's clothing • Mage's Hat",
  "gear": "Mentalist's Staff • Sling • Wand of See the Unseen (rank 2) • Wand of Invisibility (rank 2) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "72",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 4, maximum 9)",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 22 = 10 + Dex +2 + proficiency +9 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Mentalist's Staff, Armor Potency (+1), Mage's Hat, Magic Wand (2nd-Rank Spell), Magic Wand (2nd-Rank Spell); 125 gp currency: 52 gp 6 sp 2 cp spent, 72 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Figment",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Sleep",
  "sp_1_3": "Sure Strike",
  "sp_1_4": "Force Barrage",
  "slots2": "4",
  "sp_2_1": "Illusory Creature",
  "sp_2_2": "Stupefy",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "slots3": "4",
  "sp_3_1": "Dream Message",
  "sp_3_2": "Mind Reading",
  "sp_3_3": "Fireball",
  "sp_3_4": "Haste",
  "slots4": "3",
  "sp_4_1": "Nightmare",
  "sp_4_2": "Vision of Death",
  "sp_4_3": "Fly",
  "sp_focus_1": "Charming Push",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The International Diplomatic Mission (Party of 5, Level 7; Medium Level Quintets (Levels 6-12)).\nMembers: Chief Ambassador (Human Bard (Polymath), level 7); Cultural Liaison (Elf Oracle (Ancestors), level 7); Security Chief (Dwarf Champion (Liberation), level 7); Intelligence Officer (Halfling Investigator (Interrogation), level 7); Trade Representative (Gnome Wizard (School of Mentalism), level 7) (this character)\nDiplomatic Immunity: High-level access to foreign governments\nCultural Bridge: Facilitate understanding between different nations\nPeace Mission: Prevent conflicts through skilled negotiation\nEconomic Integration: Develop beneficial trade relationships\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (Wizard), Diplomacy (Merchant background); chosen Society (Wizard: 2 + Intelligence), Occultism (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence).\nLore: Lore (Mercantile) (Merchant background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 8 (Gnome) + (6 (Wizard) + 4 Con) × 7 = 78.\nBackground: not stated on the sample page; Merchant is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Prime Consciousness": {
  "name": "Prime Consciousness",
  "ancestry": "Human",
  "background": "Fortune Teller",
  "class": "Psychic (The Infinite Eye)",
  "level": "19",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "217",
  "hpCur": "217",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "int",
  "r_spell": "8",
  "classFeats": "Subclass: The Infinite Eye\nKey attribute: Intelligence\nSubconscious mind (suggested): Precise Discipline\nClass features to 19th level (Dark Archive (Remastered)): Conscious Mind (1st), Psi Cantrips and Amps (1st), Psychic Spellcasting (1st), Spell Repertoire (1st), Subconscious Mind (1st), Unleash Psyche (1st), Signature Spells (3rd), Clarity of Focus (5th), Precognitive Reflexes (5th), Expert Spellcaster (7th), Fortitude Expertise (9th), Extrasensory Perception (11th), Walls of Will (11th), Weapon Expertise (11th), Personal Barrier (13th), Psychic Weapon Specialization (13th), Master Spellcaster (15th), Fortress of Will (17th), Infinite Mind (19th), Legendary Spellcaster (19th)\nClass feats: Counter Thought (2nd), Mental Buffer (4th), Steady Spellcasting (6th), Whispering Steps (8th), Signature Spell Expansion (Psychic) (10th), No!!! (12th), Deep Roots (14th), Constant Levitation (16th), All in Your Head (18th)\nSpellcasting: slots by the Psychic table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Sure Strike; rank 2 Augury; rank 3 Locate; rank 4 Clairvoyance; rank 5 Scouting Eye; rank 6 Truesight; rank 7 True Target; rank 8 Unrelenting Observation; rank 9 Foresight.\nFocus spells from: Glimpse Weakness (unique psi cantrip).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Cooperative Soul (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Lie to Me (4th), Bon Mot (6th), Charming Liar (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th), Shameless Request (16th), Bizarre Magic (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "40",
  "s1n": "Mentalist's Staff (Major)",
  "s1a": "+23",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+27",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Pendant of the Occult (Greater) • Messenger's Ring (Greater)",
  "gear": "Mentalist's Staff (Major) • Sling • Wand of Soothe (rank 8) • Wand of Warp Mind (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Major)",
  "pp": "624",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_occultism": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 40 = 10 + Dex +4 + proficiency +23 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Mentalist's Staff (Major), Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 5651 gp 6 sp 2 cp spent, 6348 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "slots1": "2",
  "sp_1_1": "Sure Strike",
  "sp_1_2": "Soothe",
  "slots2": "2",
  "sp_2_1": "Augury",
  "sp_2_2": "Blur",
  "slots3": "2",
  "sp_3_1": "Locate",
  "sp_3_2": "Heroism",
  "slots4": "2",
  "sp_4_1": "Clairvoyance",
  "sp_4_2": "Fly",
  "slots5": "2",
  "sp_5_1": "Scouting Eye",
  "sp_5_2": "Synesthesia",
  "slots6": "2",
  "sp_6_1": "Truesight",
  "sp_6_2": "Spellwrack",
  "slots7": "2",
  "sp_7_1": "True Target",
  "sp_7_2": "Warp Mind",
  "slots8": "2",
  "sp_8_1": "Unrelenting Observation",
  "sp_8_2": "Uncontrollable Dance",
  "slots9": "2",
  "sp_9_1": "Foresight",
  "sp_9_2": "Overwhelming Presence",
  "sp_focus_1": "Glimpse Weakness (cantrip)",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Cosmic Council of Five (Party of 5, Level 19; High Level Quintets (Levels 13-20)).\nMembers: Prime Consciousness (Human Psychic (The Infinite Eye), level 19) (this character); Matter Architect (Human (Oread) Monk (Crane Stance), level 19); Energy Weaver (Human (Naari) Kineticist (Fire Gate), level 19); Time Guardian (Android Oracle (Time), level 19); Space Walker (Elf Wizard (Unified Magical Theory), level 19)\nUniversal Authority: Govern fundamental forces of existence\nCosmic Responsibility: Maintain balance across all realities\nDivine Mandate: Answer to universal principles rather than gods\nReality Shaping: Combined power can alter natural laws\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Occultism (Psychic), Occultism (Fortune Teller background, already trained); chosen Arcana (replacement for a skill already trained), Diplomacy (Psychic: 3 + Intelligence), Deception (Psychic: 3 + Intelligence), Society (Psychic: 3 + Intelligence), Acrobatics (Psychic: 3 + Intelligence), Athletics (Psychic: 3 + Intelligence), Crafting (Psychic: 3 + Intelligence), Intimidation (Psychic: 3 + Intelligence); Intelligence increases Medicine (10th level).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Occultism to expert; 5th Arcana to expert; 7th Occultism to master; 9th Arcana to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Occultism to legendary; 17th Arcana to legendary; 19th Diplomacy to legendary.\nHit Points: 8 (Human) + (6 (Psychic) + 5 Con) × 19 = 217.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Psychic class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Matter Architect": {
  "name": "Matter Architect",
  "ancestry": "Human (Oread)",
  "background": "Martial Disciple",
  "class": "Monk (Crane Stance)",
  "level": "19",
  "size": "Medium, human, humanoid, oread",
  "speed": "55 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+5",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "8",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "8",
  "r_arcana": "0",
  "r_athletics": "8",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "8",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "293",
  "hpCur": "293",
  "profs": "Unarmored L; Simple M, Unarmed M",
  "classFeats": "Subclass: Crane Stance\nKey attribute: Dexterity\nPath to Perfection (suggested): 7th Reflex to master; 11th Will to master; 15th Reflex to legendary\nClass features to 19th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th), Path to Perfection (7th), Weapon Specialization (7th), Metal Strikes (9th), Monk Expertise (9th), Second Path to Perfection (11th), Graceful Mastery (13th), Master Strikes (13th), Greater Weapon Specialization (15th), Third Path to Perfection (15th), Adamantine Strikes (17th), Graceful Legend (17th), Perfected Form (19th)\nClass feats: Crane Stance (1st), Stunning Blows (2nd), Crushing Grab (4th), Flurry of Maneuvers (6th), Deflect Projectile (8th), Crane Flutter (10th), Whirling Throw (12th), Dodging Roll (14th), Flinging Blow (16th), Swift River (18th)",
  "ancFeats": "Heritage: Oread. An earth elemental ancestor has influenced your bloodline, and your features highlight this elemental planar connection. You might have a crystalline or metallic sheen to your skin or hair, rough and stony flesh, or glittering gemstone eyes. You gain the oread trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from oread feats and feats from your ancestry whenever you gain an an\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Cooperative Soul (9th), Stubborn Persistence (13th), Heroic Presence (17th)",
  "skillFeats": "Skill feats: Cat Fall (2nd), Titan Wrestler (4th), Terrain Stalker (6th), Steady Balance (8th), Quick Jump (10th), Quiet Allies (12th), Student of the Canon (14th), Nimble Crawl (16th), Combat Climber (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "45",
  "s1n": "+3 greater striking corrosive flaming thundering crane wing",
  "s1a": "+33",
  "s1d": "3d6+10 B + 1d6 acid + 1d6 fire + 1d6 sonic",
  "s2n": "+3 greater striking corrosive flaming thundering fist (outside the stance)",
  "s2a": "+33",
  "s2d": "3d6+10 B + 1d6 acid + 1d6 fire + 1d6 sonic",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Crane Wing: agile, finesse, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+3 greater striking corrosive flaming thundering handwraps of mighty blows • +3 greater resilient explorer's clothing • Cloak of Swiftness • Commandant's Scabbard",
  "gear": "Adventurer's Pack • Healing Potion (Major)",
  "pp": "536",
  "gp": "103",
  "sp": "4",
  "bulk": "1 Bulk, 3 L (encumbered above 9, maximum 14)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_acrobatics": "3",
  "i_athletics": "3",
  "conditions": "Gear notes: Speed 55 ft = 25 ft + 30 ft Incredible Movement (unarmored). AC 45 = 10 + Dex +5 + proficiency +27 + explorer's clothing 0 + potency 3. In Crane Stance: AC 46 (+1 circumstance). Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+3), Resilient (Greater), Cloak of Swiftness, Commandant's Scabbard; 12000 gp currency: 6536 gp 6 sp spent, 5463 gp 4 sp kept.",
  "backstory": "Party: The Cosmic Council of Five (Party of 5, Level 19; High Level Quintets (Levels 13-20)).\nMembers: Prime Consciousness (Human Psychic (The Infinite Eye), level 19); Matter Architect (Human (Oread) Monk (Crane Stance), level 19) (this character); Energy Weaver (Human (Naari) Kineticist (Fire Gate), level 19); Time Guardian (Android Oracle (Time), level 19); Space Walker (Elf Wizard (Unified Magical Theory), level 19)\nUniversal Authority: Govern fundamental forces of existence\nCosmic Responsibility: Maintain balance across all realities\nDivine Mandate: Answer to universal principles rather than gods\nReality Shaping: Combined power can alter natural laws\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background DEX, CON; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial); 10th level DEX, CON, WIS, STR (CON partial); 15th level DEX, CON, WIS, STR (DEX partial).\nTrained skills: automatic ; chosen Acrobatics (Martial Disciple background), Athletics (Monk: 4 + Intelligence), Stealth (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence), Medicine (Monk: 4 + Intelligence).\nLore: Lore (Warfare) (Martial Disciple background).\nSkill increases: 3rd Acrobatics to expert; 5th Athletics to expert; 7th Acrobatics to master; 9th Athletics to master; 11th Stealth to expert; 13th Stealth to master; 15th Acrobatics to legendary; 17th Athletics to legendary; 19th Stealth to legendary.\nHit Points: 8 (Human) + (10 (Monk) + 5 Con) × 19 = 293.\nBackground: not stated on the sample page; Martial Disciple is a suggested choice that fits the role.\nProficiency ranks: Monk class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Energy Weaver": {
  "name": "Energy Weaver",
  "ancestry": "Human (Naari)",
  "background": "Herbalist",
  "class": "Kineticist (Fire Gate)",
  "level": "19",
  "size": "Medium, human, humanoid, naari",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+5",
  "int": "+4",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "con",
  "r_perception": "4",
  "r_fortitude": "8",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "8",
  "r_acrobatics": "8",
  "r_arcana": "2",
  "r_athletics": "8",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "8",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Herbalism)",
  "r_lore1": "2",
  "hpMax": "255",
  "hpCur": "255",
  "profs": "Unarmored M, Light M; Simple E, Unarmed E",
  "classFeats": "Subclass: Fire Gate\nKey attribute: Constitution\nClass features to 19th level (Rage of Elements): Impulses (1st), Kinetic Aura (1st), Kinetic Gate (1st), Extract Element (3rd), Will Expertise (3rd), Gate's Threshold (5th), Kinetic Durability (7th), Kinetic Expertise (7th), Perception Expertise (9th), Second Gate's Threshold (9th), Kinetic Quickness (11th), Reflow Elements (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Third Gate's Threshold (13th), Weapon Specialization (13th), Greater Kinetic Durability (15th), Kinetic Mastery (15th), Double Reflow (17th), Fourth Gate's Threshold (17th), Final Gate (19th), Kinetic Legend (19th), Light Armor Mastery (19th)\nFeats granted by the subclass: Intimidating Glare\nClass feats: Weapon Infusion (1st), Ocean's Balm (2nd), Thermal Nimbus (4th), Fresh Produce (6th), Rising Hurricane (8th), Aura Shaping (10th), Scorching Column (12th), Walk Through the Conflagration (14th), Orchard's Endurance (16th), Ride the Tsunami (18th)",
  "ancFeats": "Heritage: Naari. You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the naari trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from naari feats and feats from your ancestry\nAncestry feats: Cooperative Nature (1st), Skillful Tail (5th), Cooperative Soul (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Natural Medicine (Herbalist background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Experienced Tracker (6th), Quick Jump (8th), Steady Balance (10th), Forager (12th), Train Animal (14th), Combat Climber (16th), Nimble Crawl (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "43",
  "s1n": "Elemental Blast (fire, 60 ft)",
  "s1a": "+34",
  "s1d": "5d6 fire",
  "s2n": "Elemental Blast (fire, melee)",
  "s2a": "+34",
  "s2d": "5d6 fire",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Weapon specialization included (+2/3/4 by rank expert/master/legendary). Impulse attacks use Constitution and the class DC proficiency; 2-action Elemental Blast adds Con +5 status damage; melee blasts add Strength.",
  "worn": "+3 greater resilient explorer's clothing • Gate Attenuator (Major) • Commandant's Scabbard • Arboreal Boots (Greater)",
  "gear": "Adventurer's Pack • Healing Potion (Major) • Antidote (Major)",
  "pp": "622",
  "gp": "103",
  "sp": "4",
  "bulk": "1 Bulk, 5 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "3",
  "i_acrobatics": "2",
  "conditions": "Gear notes: AC 43 = 10 + Dex +5 + proficiency +25 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Armor Potency (+3), Resilient (Greater), Gate Attenuator (Major), Commandant's Scabbard, Arboreal Boots (Greater); 12000 gp currency: 5676 gp 6 sp spent, 6323 gp 4 sp kept.",
  "backstory": "Party: The Cosmic Council of Five (Party of 5, Level 19; High Level Quintets (Levels 13-20)).\nMembers: Prime Consciousness (Human Psychic (The Infinite Eye), level 19); Matter Architect (Human (Oread) Monk (Crane Stance), level 19); Energy Weaver (Human (Naari) Kineticist (Fire Gate), level 19) (this character); Time Guardian (Android Oracle (Time), level 19); Space Walker (Elf Wizard (Unified Magical Theory), level 19)\nUniversal Authority: Govern fundamental forces of existence\nCosmic Responsibility: Maintain balance across all realities\nDivine Mandate: Answer to universal principles rather than gods\nReality Shaping: Combined power can alter natural laws\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, DEX; background CON, DEX; class key CON; 1st level CON, DEX, WIS, INT; 5th level CON, DEX, WIS, INT (CON partial); 10th level CON, DEX, WIS, INT (DEX partial); 15th level CON, DEX, WIS, INT (CON partial).\nTrained skills: automatic Nature (Kineticist), Nature (Herbalist background, already trained); chosen Athletics (replacement for a skill already trained), Acrobatics (Kineticist: 3 + Intelligence), Survival (Kineticist: 3 + Intelligence), Intimidation (Kineticist: 3 + Intelligence), Arcana (Kineticist: 3 + Intelligence); Intelligence increases Crafting (5th level), Deception (10th level), Diplomacy (15th level).\nLore: Lore (Herbalism) (Herbalist background).\nSkill increases: 3rd Nature to expert; 5th Athletics to expert; 7th Nature to master; 9th Athletics to master; 11th Acrobatics to expert; 13th Acrobatics to master; 15th Nature to legendary; 17th Athletics to legendary; 19th Acrobatics to legendary.\nHit Points: 8 (Human) + (8 (Kineticist) + 5 Con) × 19 = 255.\nBackground: not stated on the sample page; Herbalist is a suggested choice that fits the role.\nProficiency ranks: Kineticist class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Time Guardian (The Cosmic Council of Five)": {
  "name": "Time Guardian (The Cosmic Council of Five)",
  "ancestry": "Android",
  "background": "Warrior",
  "class": "Oracle (Time)",
  "level": "19",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+1",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "236",
  "hpCur": "236",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Time\nKey attribute: Charisma\nClass features to 19th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th), Legendary Spellcaster (19th), Oracular Clarity (19th)\nFeats granted by the subclass: Trance of Celerity\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), On Borrowed Time (10th), Magic Sense (12th), Mysterious Repertoire (14th), Portentous Spell (16th), Divine Effusion (18th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Time Sense; rank 1 Déjà Vu; rank 3 Time Pocket; rank 7 Time Beacon.\nFocus spells from: Temporal Distortion (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cleansing Subroutine (1st), Inoculation Subroutine (5th), Internal Respirator (9th), Revivification Protocol (13th), Repair Module (17th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Oddity Identification (8th), Bon Mot (10th), Schooled in Secrets (12th), Glad-Hand (14th), No Cause for Alarm (16th), Divine Guidance (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "41",
  "s1n": "Spear",
  "s1a": "+23",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+27",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient leather armor • Prognostic Veil • Messenger's Ring (Greater)",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 8) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Major)",
  "pp": "589",
  "gp": "106",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 6 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 41 = 10 + Dex +4 + proficiency +23 + leather armor 1 + potency 3. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater), Staff of Healing (True), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 6003 gp 6 sp 2 cp spent, 5996 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Time Sense",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Déjà Vu",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Time Pocket",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Time Beacon",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Sunburst",
  "sp_7_4": "Divine Decree",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "4",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_9_4": "Telepathic Demand",
  "sp_focus_1": "Temporal Distortion",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Time Guardian\" in The Cosmic Council of Five.\nParty: The Cosmic Council of Five (Party of 5, Level 19; High Level Quintets (Levels 13-20)).\nMembers: Prime Consciousness (Human Psychic (The Infinite Eye), level 19); Matter Architect (Human (Oread) Monk (Crane Stance), level 19); Energy Weaver (Human (Naari) Kineticist (Fire Gate), level 19); Time Guardian (Android Oracle (Time), level 19) (this character); Space Walker (Elf Wizard (Unified Magical Theory), level 19)\nUniversal Authority: Govern fundamental forces of existence\nCosmic Responsibility: Maintain balance across all realities\nDivine Mandate: Answer to universal principles rather than gods\nReality Shaping: Combined power can alter natural laws\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CHA); background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS; 10th level CHA, CON, DEX, WIS (CHA partial); 15th level CHA, CON, DEX, WIS (CON, DEX partial).\nTrained skills: automatic Religion (Oracle), Occultism (Time), Intimidation (Warrior background); chosen Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary; 17th Occultism to legendary; 19th Diplomacy to legendary.\nHit Points: 8 (Android) + (8 (Oracle) + 4 Con) × 19 = 236.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Space Walker": {
  "name": "Space Walker",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (Unified Magical Theory)",
  "level": "19",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "196",
  "hpCur": "196",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "8",
  "classFeats": "Subclass: Unified Magical Theory\nKey attribute: Intelligence\nClass features to 19th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Prodigious Will (17th), Archwizard's Spellcraft (19th), Legendary Spellcaster (19th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th), Quickened Casting (12th), Dizzying Spell (14th), Spell Tinker (16th), Infinite Possibilities (18th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st), Elven Persistence (5th), Elf Step (9th), Avenge Ally (13th), Magic Rider (17th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th), Biographical Eye (12th), Glean Contents (14th), Unified Theory (16th), Legendary Codebreaker (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "40",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+23",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+27",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accolade Robe (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Spell Turning (rank 8) • Wand of Fiery Body (rank 7) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Major) • Antidote (Major)",
  "pp": "622",
  "gp": "102",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "conditions": "Gear notes: AC 40 = 10 + Dex +4 + proficiency +23 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Staff of Fire (Major), Armor Potency (+3), Resilient (Greater), Accolade Robe (Greater), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 5677 gp 6 sp 2 cp spent, 6322 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Eclipse Burst",
  "sp_7_3": "Prismatic Spray",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Implosion",
  "sp_9_3": "Massacre",
  "slots10": "1",
  "sp_10_1": "Cataclysm",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Cosmic Council of Five (Party of 5, Level 19; High Level Quintets (Levels 13-20)).\nMembers: Prime Consciousness (Human Psychic (The Infinite Eye), level 19); Matter Architect (Human (Oread) Monk (Crane Stance), level 19); Energy Weaver (Human (Naari) Kineticist (Fire Gate), level 19); Time Guardian (Android Oracle (Time), level 19); Space Walker (Elf Wizard (Unified Magical Theory), level 19) (this character)\nUniversal Authority: Govern fundamental forces of existence\nCosmic Responsibility: Maintain balance across all realities\nDivine Mandate: Answer to universal principles rather than gods\nReality Shaping: Combined power can alter natural laws\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS; 15th level INT, CON, DEX, WIS (INT, CON, DEX partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Occultism to expert; 13th Occultism to master; 15th Arcana to legendary; 17th Society to legendary; 19th Occultism to legendary.\nHit Points: 6 (Elf) + (6 (Wizard) + 4 Con) × 19 = 196.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Core Processor": {
  "name": "Core Processor",
  "ancestry": "Android",
  "background": "Tinker",
  "class": "Inventor (Armor Innovation)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 6 more of your choice",
  "str": "+4",
  "dex": "+5",
  "con": "+5",
  "int": "+6",
  "wis": "+0",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "8",
  "r_crafting": "8",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "268",
  "hpCur": "268",
  "profs": "Unarmored M, Light M, Medium M; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Armor Innovation\nKey attribute: Intelligence\nClass features to 20th level (Guns & Gears): Explode (1st), Innovation (1st), Overdrive (1st), Peerless Inventor (1st), Shield Block (1st), Expert Overdrive (3rd), Reconfigure (3rd), Inventor Weapon Expertise (5th), Breakthrough Innovation (7th), Master Overdrive (7th), Reflex Expertise (7th), Weapon Specialization (7th), Inventive Expertise (9th), Offensive Boost (9th), Churning Mind (11th), Medium Armor Expertise (11th), Complete Reconfiguration (13th), Inventor Weapon Mastery (13th), Perception Expertise (13th), Greater Weapon Specialization (15th), Legendary Overdrive (15th), Revolutionary Innovation (15th), Anvil's Hardness (17th), Inventive Mastery (17th), Infinite Invention (19th), Medium Armor Mastery (19th)\nClass feats: Explosive Leap (1st), Tamper (2nd), Haphazard Repair (4th), Searing Restoration (6th), Overdrive Ally (8th), Electrify Armor (10th), Boost Modulation (12th), Unstable Redundancies (14th), Persistent Boost (16th), Negate Damage (18th), You Failed to Account For... This! (20th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cleansing Subroutine (1st), Inoculation Subroutine (5th), Internal Respirator (9th), Revivification Protocol (13th), Repair Module (17th)",
  "skillFeats": "Specialty Crafting (Tinker background)\nSkill feats: Quick Repair (2nd), Courtly Graces (4th), Titan Wrestler (6th), Streetwise (8th), Quick Jump (10th), Snare Crafting (12th), Combat Climber (14th), Inventor (16th), Powerful Leap (18th), Impeccable Crafting (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "44",
  "s1n": "+3 major striking flaming frost shock warhammer",
  "s1a": "+33",
  "s1d": "4d8+10 B + 1d6 fire + 1d6 cold + 1d6 electricity",
  "s2n": "Crossbow",
  "s2a": "+31",
  "s2d": "1d8+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Warhammer: shove. Crossbow: range 120 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Crafter's Eyepiece (Greater) • Commandant's Scabbard",
  "gear": "+3 major striking flaming frost shock warhammer • Crossbow • Adventurer's Pack • Repair Toolkit • Bolts ×20 • Healing Potion (Major) • Antidote (Major)",
  "pp": "1271",
  "gp": "107",
  "sp": "2",
  "bulk": "5 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_crafting": "2",
  "i_athletics": "3",
  "conditions": "Gear notes: AC 44 = 10 + Dex +5 + proficiency +26 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Weapon Potency (+3), Striking (Major), Armor Potency (+3), Resilient (Greater), Crafter's Eyepiece (Greater), Commandant's Scabbard; 20000 gp currency: 7182 gp 8 sp spent, 12817 gp 2 sp kept.",
  "backstory": "Party: The Infinity Engine Collective (Party of 5, Level 20; High Level Quintets (Levels 13-20)).\nMembers: Core Processor (Android Inventor (Armor Innovation), level 20) (this character); Logic Matrix (Android Wizard (Spell Substitution), level 20); Data Interface (Android Investigator (Empiricism), level 20); Quantum Bridge (Android Oracle (Cosmos), level 20); Network Hub (Android Summoner (Construct Eidolon), level 20)\nDigital Transcendence: Collective consciousness spanning multiple realities\nUniversal Computing: Process information faster than gods\nReality Programming: Code new physics into existence\nAI Evolution: Represent the ultimate potential of artificial consciousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, CON; class key INT; 1st level INT, CON, DEX, STR; 5th level INT, CON, DEX, STR (INT partial); 10th level INT, CON, DEX, STR (CON partial); 15th level INT, CON, DEX, STR (INT, DEX partial); 20th level INT, CON, DEX, STR (CON, STR partial).\nTrained skills: automatic Crafting (Inventor), Crafting (Tinker background, already trained); chosen Arcana (replacement for a skill already trained), Society (Inventor: 3 + Intelligence), Athletics (Inventor: 3 + Intelligence), Thievery (Inventor: 3 + Intelligence), Acrobatics (Inventor: 3 + Intelligence), Deception (Inventor: 3 + Intelligence), Diplomacy (Inventor: 3 + Intelligence), Intimidation (Inventor: 3 + Intelligence); Intelligence increases Medicine (10th level), Nature (20th level).\nLore: Lore (Engineering) (Tinker background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Athletics to expert; 13th Athletics to master; 15th Arcana to legendary; 17th Society to legendary; 19th Athletics to legendary.\nClass skill increases: 3rd Crafting to expert; 7th Crafting to master; 15th Crafting to legendary.\nHit Points: 8 (Android) + (8 (Inventor) + 5 Con) × 20 = 268.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Inventor class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Logic Matrix": {
  "name": "Logic Matrix",
  "ancestry": "Android",
  "background": "Scholar",
  "class": "Wizard (Spell Substitution)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 6 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+5",
  "int": "+6",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "228",
  "hpCur": "228",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "8",
  "classFeats": "Subclass: Spell Substitution\nKey attribute: Intelligence\nArcane school: not stated on the sample page; School of Unified Magical Theory assumed (GM choice)\nClass features to 20th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Prodigious Will (17th), Archwizard's Spellcraft (19th), Legendary Spellcaster (19th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th), Quickened Casting (12th), Superior Bond (14th), Effortless Concentration (16th), Reprepare Spell (18th), Spell Combination (20th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Radiant Circuitry (1st), Inoculation Subroutine (5th), Repair Module (9th), Revivification Protocol (13th), Internal Respirator (17th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th), Biographical Eye (12th), Sign Language (14th), Unified Theory (16th), Legendary Codebreaker (18th), Glean Contents (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "42",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+24",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+29",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accolade Robe (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Uncontrollable Dance (rank 9) • Wand of Earthquake (rank 8) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Major) • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "1292",
  "gp": "102",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 1 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "conditions": "Gear notes: AC 42 = 10 + Dex +5 + proficiency +24 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Staff of Fire (Major), Armor Potency (+3), Resilient (Greater), Accolade Robe (Greater), Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 6977 gp 6 sp 2 cp spent, 13022 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Eclipse Burst",
  "sp_7_3": "Prismatic Spray",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Implosion",
  "sp_9_3": "Massacre",
  "slots10": "1",
  "sp_10_1": "Cataclysm",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Infinity Engine Collective (Party of 5, Level 20; High Level Quintets (Levels 13-20)).\nMembers: Core Processor (Android Inventor (Armor Innovation), level 20); Logic Matrix (Android Wizard (Spell Substitution), level 20) (this character); Data Interface (Android Investigator (Empiricism), level 20); Quantum Bridge (Android Oracle (Cosmos), level 20); Network Hub (Android Summoner (Construct Eidolon), level 20)\nDigital Transcendence: Collective consciousness spanning multiple realities\nUniversal Computing: Process information faster than gods\nReality Programming: Code new physics into existence\nAI Evolution: Represent the ultimate potential of artificial consciousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT, DEX partial); 20th level INT, CON, DEX, WIS (CON, WIS partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level), Diplomacy (20th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Occultism to expert; 13th Occultism to master; 15th Arcana to legendary; 17th Society to legendary; 19th Occultism to legendary.\nHit Points: 8 (Android) + (6 (Wizard) + 5 Con) × 20 = 228.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Data Interface": {
  "name": "Data Interface",
  "ancestry": "Android",
  "background": "Detective",
  "class": "Investigator (Empiricism)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 6 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+5",
  "int": "+6",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "8",
  "r_classdc": "6",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "8",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "8",
  "r_survival": "2",
  "r_thievery": "8",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "268",
  "hpCur": "268",
  "profs": "Unarmored M, Light M; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 20th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th), Incredible Senses (13th), Light Armor Expertise (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Savvy Reflexes (15th), Greater Dogged Will (17th), Light Armor Mastery (19th), Master Detective (19th)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th), Thorough Research (12th), Just One More Thing (14th), Didactic Strike (16th), Lead Investigator (18th), Everyone's a Suspect (20th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Radiant Circuitry (1st), Inoculation Subroutine (5th), Repair Module (9th), Revivification Protocol (13th), Internal Respirator (17th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd), Lie to Me (4th), Bon Mot (5th), Charming Liar (6th), Glad-Hand (7th), Confabulator (8th), No Cause for Alarm (9th), Slippery Secrets (10th), Shameless Request (11th), Biographical Eye (12th), Sign Language (13th), Glean Contents (14th), Legendary Codebreaker (15th), Read Lips (16th), Legendary Negotiation (17th), Unified Theory (18th), Bargain Hunter (19th), Hobnobber (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th), Prescient Consumable (19th)",
  "ac": "44",
  "s1n": "+3 major striking corrosive shock thundering rapier",
  "s1a": "+34",
  "s1d": "4d6+6 P + 1d6 acid + 1d6 electricity + 1d6 sonic",
  "s2n": "Hand Crossbow",
  "s2a": "+31",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Strategic strike +5d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+3 greater resilient explorer's clothing • Messenger's Ring (Greater)",
  "gear": "+3 major striking corrosive shock thundering rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Major) • Antidote (Major)",
  "pp": "1321",
  "gp": "104",
  "sp": "2",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 44 = 10 + Dex +5 + proficiency +26 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Weapon Potency (+3), Striking (Major), Shock, Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater); 20000 gp currency: 6685 gp 8 sp spent, 13314 gp 2 sp kept.",
  "backstory": "Party: The Infinity Engine Collective (Party of 5, Level 20; High Level Quintets (Levels 13-20)).\nMembers: Core Processor (Android Inventor (Armor Innovation), level 20); Logic Matrix (Android Wizard (Spell Substitution), level 20); Data Interface (Android Investigator (Empiricism), level 20) (this character); Quantum Bridge (Android Oracle (Cosmos), level 20); Network Hub (Android Summoner (Construct Eidolon), level 20)\nDigital Transcendence: Collective consciousness spanning multiple realities\nUniversal Computing: Process information faster than gods\nReality Programming: Code new physics into existence\nAI Evolution: Represent the ultimate potential of artificial consciousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial); 15th level INT, DEX, CON, WIS (INT, CON partial); 20th level INT, DEX, CON, WIS (DEX, WIS partial).\nTrained skills: automatic Society (Investigator), Society (Detective background, already trained); chosen Arcana (Empiricism Methodology), Diplomacy (replacement for a skill already trained), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence); Intelligence increases Intimidation (10th level), Crafting (20th level).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Diplomacy to expert; 5th Deception to expert; 6th Stealth to expert; 7th Society to master; 8th Arcana to master; 9th Diplomacy to master; 10th Deception to master; 11th Stealth to master; 12th Thievery to expert; 13th Thievery to master; 14th Occultism to expert; 15th Society to legendary; 16th Arcana to legendary; 17th Diplomacy to legendary; 18th Deception to legendary; 19th Stealth to legendary; 20th Thievery to legendary.\nHit Points: 8 (Android) + (8 (Investigator) + 5 Con) × 20 = 268.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Quantum Bridge (The Infinity Engine Collective)": {
  "name": "Quantum Bridge (The Infinity Engine Collective)",
  "ancestry": "Android",
  "background": "Tinker",
  "class": "Oracle (Cosmos)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 1 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+4",
  "int": "+1",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "248",
  "hpCur": "248",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Cosmos\nKey attribute: Charisma\nClass features to 20th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th), Legendary Spellcaster (19th), Oracular Clarity (19th)\nFeats granted by the subclass: Oracular Warning\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Magic Sense (12th), Forestall Curse (14th), Portentous Spell (16th), Divine Effusion (18th), Oracular Providence (20th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Light; rank 1 Dizzying Colors; rank 2 Darkness; rank 5 Moon Frenzy.\nFocus spells from: Spray of Stars (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cleansing Subroutine (1st), Inoculation Subroutine (5th), Repair Module (9th), Revivification Protocol (13th), Internal Respirator (17th)",
  "skillFeats": "Specialty Crafting (Tinker background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Oddity Identification (8th), Bon Mot (10th), Schooled in Secrets (12th), Glad-Hand (14th), No Cause for Alarm (16th), Divine Guidance (18th), Shameless Request (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "42",
  "s1n": "Spear",
  "s1a": "+24",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+29",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Prognostic Veil (Greater) • Messenger's Ring (Greater)",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 9) • Wand of Moment of Renewal (rank 8) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Moment of Renewal (rank 8)",
  "pp": "442",
  "gp": "103",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "3",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 42 = 10 + Dex +5 + proficiency +24 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Armor Potency (+3), Resilient (Greater), Prognostic Veil (Greater), Staff of Healing (True), Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 15476 gp 7 sp 2 cp spent, 4523 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Light",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Moon Frenzy",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "4",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_9_4": "Telepathic Demand",
  "sp_focus_1": "Spray of Stars",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Quantum Bridge\" in The Infinity Engine Collective.\nParty: The Infinity Engine Collective (Party of 5, Level 20; High Level Quintets (Levels 13-20)).\nMembers: Core Processor (Android Inventor (Armor Innovation), level 20); Logic Matrix (Android Wizard (Spell Substitution), level 20); Data Interface (Android Investigator (Empiricism), level 20); Quantum Bridge (Android Oracle (Cosmos), level 20) (this character); Network Hub (Android Summoner (Construct Eidolon), level 20)\nDigital Transcendence: Collective consciousness spanning multiple realities\nUniversal Computing: Process information faster than gods\nReality Programming: Code new physics into existence\nAI Evolution: Represent the ultimate potential of artificial consciousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CHA); background DEX, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS; 10th level CHA, CON, DEX, WIS (CHA, DEX partial); 15th level CHA, CON, DEX, WIS; 20th level CHA, CON, DEX, WIS (CHA, CON, DEX, WIS partial).\nTrained skills: automatic Religion (Oracle), Nature (Cosmos), Crafting (Tinker background); chosen Occultism (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence).\nLore: Lore (Engineering) (Tinker background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary; 17th Occultism to legendary; 19th Diplomacy to legendary.\nHit Points: 8 (Android) + (8 (Oracle) + 4 Con) × 20 = 248.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Network Hub (The Infinity Engine Collective)": {
  "name": "Network Hub (The Infinity Engine Collective)",
  "ancestry": "Android",
  "background": "Fortune Teller",
  "class": "Summoner (Construct Eidolon)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 1 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+5",
  "int": "+1",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "8",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "8",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "308",
  "hpCur": "308",
  "profs": "Unarmored M; Simple E, Unarmed M",
  "tradition": "Arcane",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Construct Eidolon\nKey attribute: Charisma\nClass features to 20th level (Impossible Magic): Eidolon (1st), Evolution Feat (1st), Link Spells (1st), Spell Repertoire (1st), Summoner Spellcasting (1st), Shared Vigilance (3rd), Signature Spells (3rd), Eidolon Unarmed Expertise (5th), Eidolon Symbiosis (7th), Eidolon Weapon Specialization (7th), Expert Spellcaster (9th), Shared Reflexes (9th), Eidolon Defensive Expertise (11th), Simple Weapon Expertise (11th), Twin Juggernauts (11th), Defensive Robes (13th), Eidolon Unarmed Mastery (13th), Weapon Specialization (13th), Greater Eidolon Specialization (15th), Shared Resolve (15th), Eidolon Transcendence (17th), Master Spellcaster (17th), Eidolon Defensive Mastery (19th), Instant Manifestation (19th)\nClass feats: Unfetter Eidolon (2nd), Defend Summoner (4th), Tandem Strike (6th), Constricting Hold (8th), Protective Bond (10th), Summoner's Call (12th), Resilient Shell (14th), Ever-Vigilant Senses (16th), Hobbling Criticals (18th), Twin Eidolon (20th)\nSpellcasting: slots by the Summoner table; each rank lists the repertoire (as many spells as slots, granted ones included).\nFocus spells from: Boost Eidolon (link cantrip), Evolution Surge (link spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Emotionless (1st), Nanite Shroud (5th), Internal Respirator (9th), Revivification Protocol (13th), Repair Module (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Quick Jump (8th), Natural Medicine (10th), Glad-Hand (12th), Combat Climber (14th), Train Animal (16th), No Cause for Alarm (18th), Powerful Leap (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "44",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+24",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+29",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accolade Robe (Greater) • Messenger's Ring (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Uncontrollable Dance (rank 9) • Wand of Earthquake (rank 8) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "442",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 44 = 10 + Dex +5 + proficiency +26 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Staff of Fire (Major), Armor Potency (+3), Resilient (Greater), Accolade Robe (Greater), Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 15476 gp 6 sp 2 cp spent, 4523 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots8": "2",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "slots9": "2",
  "sp_9_1": "Foresight",
  "sp_9_2": "Implosion",
  "sp_focus_1": "Boost Eidolon (cantrip)",
  "sp_focus_2": "Evolution Surge",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Network Hub\" in The Infinity Engine Collective.\nParty: The Infinity Engine Collective (Party of 5, Level 20; High Level Quintets (Levels 13-20)).\nMembers: Core Processor (Android Inventor (Armor Innovation), level 20); Logic Matrix (Android Wizard (Spell Substitution), level 20); Data Interface (Android Investigator (Empiricism), level 20); Quantum Bridge (Android Oracle (Cosmos), level 20); Network Hub (Android Summoner (Construct Eidolon), level 20) (this character)\nDigital Transcendence: Collective consciousness spanning multiple realities\nUniversal Computing: Process information faster than gods\nReality Programming: Code new physics into existence\nAI Evolution: Represent the ultimate potential of artificial consciousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CHA); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS; 10th level CHA, CON, DEX, WIS (CHA partial); 15th level CHA, CON, DEX, WIS (CON, DEX partial); 20th level CHA, CON, DEX, WIS (CHA, WIS partial).\nTrained skills: automatic Arcana (Construct Eidolon), Crafting (Construct Eidolon), Occultism (Fortune Teller background); chosen Diplomacy (Summoner: 3 + Intelligence), Athletics (Summoner: 3 + Intelligence), Nature (Summoner: 3 + Intelligence), Society (Summoner: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Diplomacy to expert; 5th Athletics to expert; 7th Diplomacy to master; 9th Athletics to master; 11th Nature to expert; 13th Nature to master; 15th Diplomacy to legendary; 17th Athletics to legendary; 19th Nature to legendary.\nHit Points: 8 (Android) + (10 (Summoner) + 5 Con) × 20 = 308.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Summoner class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Material Plane Voice": {
  "name": "Material Plane Voice",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Champion (Grandeur cause)",
  "level": "18",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+0",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "278",
  "hpCur": "278",
  "profs": "Unarmored L, Light L, Medium L, Heavy L; Simple M, Martial M, Unarmed M",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "6",
  "deity": "Ragathiel",
  "classFeats": "Subclass: Grandeur cause\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Grandeur cause): Ragathiel. Divine font harm or heal; sanctification must holy; favored weapon bastard sword; divine skill Intimidation.\nClass features to 18th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th), Divine Will (11th), Exalted Reaction (11th), Perception Expertise (11th), Armor Mastery (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Champion Mastery (17th), Legendary Armor (17th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Advanced Deity's Domain (8th), Quick Shield Block (10th), Divine Wall (12th), Exalted Greatness (14th), Shield of Grace (16th), Divine Reflexes (18th)\nFocus spells from: Lay on Hands (devotion spell), Fire Ray (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Cooperative Soul (9th), Stubborn Persistence (13th), Heroic Presence (17th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th), Titan Wrestler (6th), Bon Mot (8th), Streetwise (10th), Student of the Canon (12th), Quick Jump (14th), Glad-Hand (16th), Combat Climber (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "44",
  "shieldAc": "2",
  "shHard": "17",
  "shHp": "136 (68)",
  "shCur": "136",
  "s1n": "+3 greater striking corrosive frost thundering bastard sword",
  "s1a": "+32",
  "s1d": "3d8+11 S + 1d6 acid + 1d6 cold + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+24",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+2 greater resilient full plate • Commandant's Scabbard • Messenger's Ring",
  "gear": "+3 greater striking corrosive frost thundering bastard sword • Javelin ×3 • Sturdy Shield (Major) • Adventurer's Pack • Religious Symbol (Wooden) • Holy Water ×2 • Antidote (Major)",
  "pp": "448",
  "gp": "103",
  "sp": "1",
  "bulk": "7 Bulk, 8 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "3",
  "i_diplomacy": "2",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 44 = 10 + Dex +0 + proficiency +26 + full plate 6 + potency 2. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Major) raised: AC 46. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+2), Resilient (Greater), Sturdy Shield (Major), Commandant's Scabbard; 7500 gp currency: 2916 gp 9 sp spent, 4583 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Fire Ray",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Planar Sovereignty (Party of 5, Level 18; High Level Quintets (Levels 13-20)).\nMembers: Material Plane Voice (Human Champion (Grandeur cause), level 18) (this character); Vitality Speaker (Human (Nephilim) Oracle (Life), level 18); Void Warden (Human (Dhampir) Cleric (Death Domain), level 18); Elemental Mediator (Human (Suli) Kineticist (Dual Gate: Fire and Water), level 18); Shadow Plane Ambassador (Fetchling Witch (Starless Shadow Patron), level 18)\nPlanar Government: Official representatives of major planes\nCosmic Diplomacy: Negotiate between opposing cosmic forces\nReality Maintenance: Prevent planar catastrophes and invasions\nUniversal Peace: Maintain balance between creation and destruction\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS (CON partial); 15th level STR, CON, CHA, WIS (STR partial).\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background, already trained); chosen Intimidation (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Champion: 2 + Intelligence), Athletics (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Religion to expert; 13th Religion to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (10 (Champion) + 5 Con) × 18 = 278.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Vitality Speaker (The Planar Sovereignty)": {
  "name": "Vitality Speaker (The Planar Sovereignty)",
  "ancestry": "Human (Nephilim)",
  "background": "Noble",
  "class": "Oracle (Life)",
  "level": "18",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "242",
  "hpCur": "242",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Life\nKey attribute: Charisma\nClass features to 18th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th)\nFeats granted by the subclass: Nudge the Scales\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Domain Fluency (12th), Mysterious Repertoire (14th), Portentous Spell (16th), Divine Effusion (18th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Vitality Lash; rank 1 Soothe; rank 2 False Vitality; rank 5 Grisly Growths.\nFocus spells from: Life Link (revelation spell).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Haughty Obstinacy (1st), Nephilim Resistance (5th), Group Aid (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Bon Mot (4th), Streetwise (6th), Student of the Canon (8th), Oddity Identification (10th), Glad-Hand (12th), Schooled in Secrets (14th), No Cause for Alarm (16th), Shameless Request (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "39",
  "s1n": "Spear",
  "s1a": "+22",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient leather armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 8) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Moment of Renewal (rank 8)",
  "pp": "472",
  "gp": "101",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 39 = 10 + Dex +4 + proficiency +22 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (True), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 2678 gp 6 sp 2 cp spent, 4821 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Vitality Lash",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Soothe",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "False Vitality",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Grisly Growths",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "4",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_9_4": "Telepathic Demand",
  "sp_focus_1": "Life Link",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Vitality Speaker\" in The Planar Sovereignty.\nParty: The Planar Sovereignty (Party of 5, Level 18; High Level Quintets (Levels 13-20)).\nMembers: Material Plane Voice (Human Champion (Grandeur cause), level 18); Vitality Speaker (Human (Nephilim) Oracle (Life), level 18) (this character); Void Warden (Human (Dhampir) Cleric (Death Domain), level 18); Elemental Mediator (Human (Suli) Kineticist (Dual Gate: Fire and Water), level 18); Shadow Plane Ambassador (Fetchling Witch (Starless Shadow Patron), level 18)\nPlanar Government: Official representatives of major planes\nCosmic Diplomacy: Negotiate between opposing cosmic forces\nReality Maintenance: Prevent planar catastrophes and invasions\nUniversal Peace: Maintain balance between creation and destruction\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial); 15th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Medicine (Life), Society (Noble background); chosen Diplomacy (Oracle: 3 + Intelligence), Occultism (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Religion to expert; 13th Religion to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (8 (Oracle) + 5 Con) × 18 = 242.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Void Warden": {
  "name": "Void Warden",
  "ancestry": "Human (Dhampir)",
  "background": "Warrior",
  "class": "Cleric (Death Domain)",
  "level": "18",
  "size": "Medium, human, humanoid, dhampir",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+5",
  "cha": "+4",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "8",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "242",
  "hpCur": "242",
  "profs": "Unarmored E; Simple E, Unarmed E; Deity's favored weapon E",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "6",
  "deity": "Pharasma",
  "classFeats": "Subclass: Death Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Death domain): Pharasma. Divine font heal; sanctification none; favored weapon dagger; divine skill Medicine.\nClass features to 18th level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st), Second Doctrine (3rd), Perception Expertise (5th), Third Doctrine (7th), Resolute Faith (9th), Fourth Doctrine (11th), Reflex Expertise (11th), Divine Defense (13th), Weapon Specialization (13th), Fifth Doctrine (15th)\nClass feats: Domain Initiate (2nd), Communal Healing (4th), Emblazon Armament (6th), Channel Smite (8th), Divine Weapon (10th), Selective Energy (12th), Sap Life (14th), Resurrectionist (16th), Divine Apex (18th)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Mindlink (rank 1), Ghostly Weapon (rank 3), Vision of Death (rank 4).\nFocus spells from: Death's Call (Domain Initiate).\nDivine font: 6 × heal at rank 9 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: Dhampir. You are the scion of a vampire, half living and half undead, gifted with uncanny charm and grace, a bloodless pallor, and elongated incisors. You gain the dhampir trait, in addition to the traits from your ancestry. You have the void healing ability, which means you are harmed by vitality damage and healed by void effects as if you were undead. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from dhampir feats and feats from yo\nAncestry feats: Straveika (1st), Necromantic Physiology (5th), Group Aid (9th), Stubborn Persistence (13th), Heroic Presence (17th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Battle Medicine (2nd), Group Impression (4th), Courtly Graces (6th), Student of the Canon (8th), Continual Recovery (10th), Bon Mot (12th), Streetwise (14th), Ward Medic (16th), Glad-Hand (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Dagger",
  "s1a": "+26",
  "s1d": "1d4+2 P",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Dagger: agile, finesse, thrown 10, versatile S. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Prognostic Veil • Healer's Gloves (Greater)",
  "gear": "Dagger • Sling • Staff of Healing (True) • Wand of Heal (rank 8) • Wand of Regenerate (rank 7) • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Antidote (Major) • Scroll of Moment of Renewal (rank 8)",
  "pp": "471",
  "gp": "108",
  "cp": "8",
  "bulk": "4 Bulk, 1 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_medicine": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +22 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (True), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 2681 gp 9 sp 2 cp spent, 4818 gp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "slots4": "3",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "slots5": "3",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "slots6": "3",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "slots7": "3",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "slots8": "3",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "slots9": "3",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_focus_1": "Death's Call",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Planar Sovereignty (Party of 5, Level 18; High Level Quintets (Levels 13-20)).\nMembers: Material Plane Voice (Human Champion (Grandeur cause), level 18); Vitality Speaker (Human (Nephilim) Oracle (Life), level 18); Void Warden (Human (Dhampir) Cleric (Death Domain), level 18) (this character); Elemental Mediator (Human (Suli) Kineticist (Dual Gate: Fire and Water), level 18); Shadow Plane Ambassador (Fetchling Witch (Starless Shadow Patron), level 18)\nPlanar Government: Official representatives of major planes\nCosmic Diplomacy: Negotiate between opposing cosmic forces\nReality Maintenance: Prevent planar catastrophes and invasions\nUniversal Peace: Maintain balance between creation and destruction\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry WIS, CON; background CON, WIS; class key WIS; 1st level WIS, CON, CHA, DEX; 5th level WIS, CON, CHA, DEX (WIS partial); 10th level WIS, CON, CHA, DEX (CON partial); 15th level WIS, CON, CHA, DEX (WIS partial).\nTrained skills: automatic Religion (Cleric), Intimidation (Warrior background); chosen Medicine (deity's divine skill), Diplomacy (Cleric: 2 + Intelligence), Society (Cleric: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Medicine to expert; 7th Religion to master; 9th Medicine to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary; 17th Medicine to legendary.\nHit Points: 8 (Human) + (8 (Cleric) + 5 Con) × 18 = 242.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Elemental Mediator (The Planar Sovereignty)": {
  "name": "Elemental Mediator (The Planar Sovereignty)",
  "ancestry": "Human (Suli)",
  "background": "Noble",
  "class": "Kineticist (Dual Gate: Fire and Water)",
  "level": "18",
  "size": "Medium, human, humanoid, suli",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+4",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "con",
  "r_perception": "4",
  "r_fortitude": "8",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "6",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "242",
  "hpCur": "242",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "classFeats": "Subclass: Dual Gate: Fire and Water\nKey attribute: Constitution\nClass features to 18th level (Rage of Elements): Impulses (1st), Kinetic Aura (1st), Kinetic Gate (1st), Extract Element (3rd), Will Expertise (3rd), Gate's Threshold (5th), Kinetic Durability (7th), Kinetic Expertise (7th), Perception Expertise (9th), Second Gate's Threshold (9th), Kinetic Quickness (11th), Reflow Elements (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Third Gate's Threshold (13th), Weapon Specialization (13th), Greater Kinetic Durability (15th), Kinetic Mastery (15th), Double Reflow (17th), Fourth Gate's Threshold (17th)\nClass feats: Weapon Infusion (1st), Ocean's Balm (2nd), Thermal Nimbus (4th), Fresh Produce (6th), Rising Hurricane (8th), Aura Shaping (10th), Scorching Column (12th), Alloy Flesh and Steel (14th), Walk Through the Conflagration (16th), Usurp the Lunar Reins (18th)",
  "ancFeats": "Heritage: Suli. You are descended from a janni or otherwise embody a dichotomy of opposing elemental planar forces. You gain the suli trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from suli feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Cooperative Soul (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Streetwise (8th), Natural Medicine (10th), Quick Jump (12th), Glad-Hand (14th), Train Animal (16th), Combat Climber (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "39",
  "s1n": "Elemental Blast (fire, 60 ft)",
  "s1a": "+31",
  "s1d": "5d6 fire",
  "s2n": "Elemental Blast (water, 30 ft)",
  "s2a": "+31",
  "s2d": "5d8 cold",
  "s3n": "Elemental Blast (fire, melee)",
  "s3a": "+31",
  "s3d": "5d6 fire",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Weapon specialization included (+2/3/4 by rank expert/master/legendary). Impulse attacks use Constitution and the class DC proficiency; 2-action Elemental Blast adds Con +5 status damage; melee blasts add Strength.",
  "worn": "+2 greater resilient leather armor • Gate Attenuator (Major) • Sailor's Collar (Greater) • Arboreal Boots (Greater)",
  "gear": "Adventurer's Pack • Antidote (Major)",
  "pp": "672",
  "gp": "101",
  "sp": "5",
  "bulk": "2 Bulk, 3 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "2",
  "i_acrobatics": "2",
  "conditions": "Gear notes: AC 39 = 10 + Dex +4 + proficiency +22 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Armor Potency (+2), Resilient (Greater), Gate Attenuator (Major), Sailor's Collar (Greater), Arboreal Boots (Greater); 7500 gp currency: 678 gp 5 sp spent, 6821 gp 5 sp kept.",
  "backstory": "Listed on the sample page as \"Elemental Mediator\" in The Planar Sovereignty.\nParty: The Planar Sovereignty (Party of 5, Level 18; High Level Quintets (Levels 13-20)).\nMembers: Material Plane Voice (Human Champion (Grandeur cause), level 18); Vitality Speaker (Human (Nephilim) Oracle (Life), level 18); Void Warden (Human (Dhampir) Cleric (Death Domain), level 18); Elemental Mediator (Human (Suli) Kineticist (Dual Gate: Fire and Water), level 18) (this character); Shadow Plane Ambassador (Fetchling Witch (Starless Shadow Patron), level 18)\nPlanar Government: Official representatives of major planes\nCosmic Diplomacy: Negotiate between opposing cosmic forces\nReality Maintenance: Prevent planar catastrophes and invasions\nUniversal Peace: Maintain balance between creation and destruction\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, DEX; background INT, CON; class key CON; 1st level CON, DEX, WIS, INT; 5th level CON, DEX, WIS, INT (CON partial); 10th level CON, DEX, WIS, INT; 15th level CON, DEX, WIS, INT (CON, DEX, INT partial).\nTrained skills: automatic Nature (Kineticist), Society (Noble background); chosen Diplomacy (Kineticist: 3 + Intelligence), Athletics (Kineticist: 3 + Intelligence), Acrobatics (Kineticist: 3 + Intelligence), Survival (Kineticist: 3 + Intelligence), Intimidation (Kineticist: 3 + Intelligence); Intelligence increases Arcana (5th level), Crafting (10th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Nature to expert; 13th Nature to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (8 (Kineticist) + 5 Con) × 18 = 242.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Kineticist class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Shadow Plane Ambassador": {
  "name": "Shadow Plane Ambassador",
  "ancestry": "Fetchling",
  "background": "Noble",
  "class": "Witch (Starless Shadow Patron)",
  "level": "18",
  "size": "Medium, fetchling, humanoid",
  "speed": "25 ft",
  "senses": "Darkvision",
  "languages": "Common, Shadowtongue + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "6",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "188",
  "hpCur": "188",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Occult",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: Starless Shadow Patron\nKey attribute: Intelligence\nClass features to 18th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Will of the Pupil (17th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th), Witch's Charge (8th), Steady Spellcasting (10th), Coven Spell (12th), Witch's Broom (14th), Effortless Concentration (16th), Split Hex (18th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Fear.\nFocus spells from: Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Slink (1st), Lightless Litheness (5th), Sculpt Shadows (9th), Umbra Ally (13th), Become as Shadow (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Terrain Stalker (4th), Lie to Me (6th), Bon Mot (8th), Streetwise (10th), Quiet Allies (12th), Charming Liar (14th), Glad-Hand (16th), Swift Sneak (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Mentalist's Staff (Major)",
  "s1a": "+22",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Pendant of the Occult (Greater) • Mage's Hat (Greater)",
  "gear": "Mentalist's Staff (Major) • Sling • Wand of Soothe (rank 8) • Wand of Warp Mind (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Uncontrollable Dance (rank 8)",
  "pp": "477",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_occultism": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +22 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Mentalist's Staff (Major), Armor Potency (+2), Resilient (Greater), Pendant of the Occult (Greater), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 2626 gp 6 sp 2 cp spent, 4873 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Fear",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "3",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Spellwrack",
  "sp_6_2": "Truesight",
  "sp_6_3": "Vibrant Pattern",
  "slots7": "3",
  "sp_7_1": "Warp Mind",
  "sp_7_2": "Mask of Terror",
  "sp_7_3": "Visions of Danger",
  "slots8": "3",
  "sp_8_1": "Uncontrollable Dance",
  "sp_8_2": "Spirit Song",
  "sp_8_3": "Quandary",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Overwhelming Presence",
  "sp_9_3": "Unfathomable Song",
  "sp_focus_1": "Patron's Puppet",
  "sp_focus_2": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Planar Sovereignty (Party of 5, Level 18; High Level Quintets (Levels 13-20)).\nMembers: Material Plane Voice (Human Champion (Grandeur cause), level 18); Vitality Speaker (Human (Nephilim) Oracle (Life), level 18); Void Warden (Human (Dhampir) Cleric (Death Domain), level 18); Elemental Mediator (Human (Suli) Kineticist (Dual Gate: Fire and Water), level 18); Shadow Plane Ambassador (Fetchling Witch (Starless Shadow Patron), level 18) (this character)\nPlanar Government: Official representatives of major planes\nCosmic Diplomacy: Negotiate between opposing cosmic forces\nReality Maintenance: Prevent planar catastrophes and invasions\nUniversal Peace: Maintain balance between creation and destruction\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS; 15th level INT, CON, DEX, WIS (INT, CON, DEX partial).\nTrained skills: automatic Occultism (Starless Shadow), Society (Noble background); chosen Diplomacy (Witch: 3 + Intelligence), Stealth (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Arcana (Witch: 3 + Intelligence), Nature (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence); Intelligence increases Acrobatics (10th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Stealth to expert; 13th Stealth to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Fetchling) + (6 (Witch) + 4 Con) × 18 = 188.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Chronarch Supreme": {
  "name": "Chronarch Supreme",
  "ancestry": "Human",
  "background": "Barrister",
  "class": "Fighter (Marshal Dedication)",
  "level": "17",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 2 more of your choice",
  "str": "+5",
  "dex": "+4",
  "con": "+4",
  "int": "+1",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "6",
  "r_fortitude": "6",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "8",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "8",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "4",
  "r_thievery": "0",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "246",
  "hpCur": "246",
  "profs": "Unarmored M, Light M, Medium M, Heavy M; Simple M, Martial M, Advanced E, Unarmed M; Fighter Weapon Mastery: one weapon group of your choice L",
  "classFeats": "Subclass: Marshal Dedication\nKey attribute: Strength\nArchetype from the sample page: Marshal Dedication (2nd-level class feat); Intimidation expert (Marshal Dedication)\nClass features to 17th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th), Battlefield Surveyor (7th), Weapon Specialization (7th), Battle Hardened (9th), Combat Flexibility (9th), Armor Expertise (11th), Fighter Expertise (11th), Weapon Legend (13th), Greater Weapon Specialization (15th), Improved Flexibility (15th), Tempered Reflexes (15th), Armor Mastery (17th)\nClass feats: Vicious Swing (1st), Marshal Dedication (2nd), Sudden Charge (4th), Double Slice (6th), Reactive Shield (8th), Exacting Strike (10th), Snagging Strike (12th), Intimidating Strike (14th), Shield Warden (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Cooperative Soul (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Group Impression (Barrister background)\nSkill feats: Titan Wrestler (2nd), Intimidating Glare (4th), Cat Fall (6th), Experienced Tracker (8th), Quick Jump (10th), Terrifying Resistance (12th), Steady Balance (14th), Forager (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th)",
  "ac": "41",
  "shieldAc": "2",
  "shHard": "15",
  "shHp": "120 (60)",
  "shCur": "120",
  "s1n": "+3 greater striking frost shock thundering longsword",
  "s1a": "+33",
  "s1d": "3d8+13 S + 1d6 cold + 1d6 electricity + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+27",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Fighter Weapon Mastery: sword group (master; legendary from 13th).",
  "worn": "+2 greater resilient splint mail • Sailor's Collar (Greater) • Guise of the Smirking Devil",
  "gear": "+3 greater striking frost shock thundering longsword • Javelin ×3 • Sturdy Shield (Greater) • Adventurer's Pack • Healing Potion (Greater) ×3",
  "pp": "148",
  "gp": "104",
  "sp": "2",
  "bulk": "6 Bulk, 7 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "2",
  "i_intimidation": "2",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 41 = 10 + Dex +1 + proficiency +23 + splint mail 5 + potency 2. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Greater) raised: AC 43. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+2), Resilient (Greater), Sturdy Shield (Greater), Sailor's Collar (Greater); 5000 gp currency: 3415 gp 8 sp spent, 1584 gp 2 sp kept.",
  "backstory": "Party: The Temporal Enforcement Division (Party of 5, Level 17; High Level Quintets (Levels 13-20)).\nMembers: Chronarch Supreme (Human Fighter (Marshal Dedication), level 17) (this character); Timeline Analyst (Elf Investigator (Forensic Medicine), level 17); Paradox Hunter (Halfling Rogue (Ruffian), level 17); Causal Engineer (Dwarf Inventor (Construct Innovation), level 17); Probability Oracle (Gnome Oracle (Time), level 17)\nTemporal Authority: Police violations of causality across all timelines\nParadox Prevention: Ensure timeline stability and prevent reality collapse\nMultiverse Jurisdiction: Operate across infinite parallel realities\nCausal Enforcement: Maintain cause-and-effect relationships\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background INT, STR; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial); 10th level STR, CON, DEX, WIS; 15th level STR, CON, DEX, WIS (STR, CON partial).\nTrained skills: automatic Diplomacy (Barrister background); chosen Athletics (Fighter: Acrobatics or Athletics), Intimidation (Fighter: 3 + Intelligence), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Legal) (Barrister background).\nSkill increases: 3rd Athletics to expert; 5th Acrobatics to expert; 7th Athletics to master; 9th Intimidation to master; 11th Acrobatics to master; 13th Survival to expert; 15th Athletics to legendary; 17th Intimidation to legendary.\nHit Points: 8 (Human) + (10 (Fighter) + 4 Con) × 17 = 246.\nBackground: not stated on the sample page; Barrister is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Timeline Analyst (The Temporal Enforcement Division)": {
  "name": "Timeline Analyst (The Temporal Enforcement Division)",
  "ancestry": "Elf",
  "background": "Detective",
  "class": "Investigator (Forensic Medicine)",
  "level": "17",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "8",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "4",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "210",
  "hpCur": "210",
  "profs": "Unarmored E, Light E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Forensic Medicine\nKey attribute: Intelligence\nClass features to 17th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th), Incredible Senses (13th), Light Armor Expertise (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Savvy Reflexes (15th), Greater Dogged Will (17th)\nFeats granted by the subclass: Forensic Acumen, Battle Medicine\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th), Shared Stratagem (12th), Thorough Research (14th), Didactic Strike (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st), Ageless Patience (5th), Elf Step (9th), Avenge Ally (13th), Magic Rider (17th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd), Oddity Identification (4th), Bon Mot (5th), Schooled in Secrets (6th), Glad-Hand (7th), No Cause for Alarm (8th), Biographical Eye (9th), Shameless Request (10th), Read Lips (11th), Glean Contents (12th), Sign Language (13th), Bizarre Magic (14th), Legendary Codebreaker (15th), Unified Theory (16th), Disturbing Knowledge (17th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th)",
  "ac": "38",
  "s1n": "+3 greater striking corrosive flaming thundering rapier",
  "s1a": "+31",
  "s1d": "3d6+6 P + 1d6 acid + 1d6 fire + 1d6 sonic",
  "s2n": "Hand Crossbow",
  "s2a": "+28",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Strategic strike +5d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+2 greater resilient explorer's clothing • Messenger's Ring",
  "gear": "+3 greater striking corrosive flaming thundering rapier • Hand Crossbow • Adventurer's Pack • Healer's Toolkit • Thieves' Toolkit • Bolts ×20 • Healing Potion (Greater) ×3 • Antidote (Major)",
  "pp": "201",
  "gp": "100",
  "sp": "2",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +5 + proficiency +21 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Weapon Potency (+3), Striking (Greater), Thundering, Armor Potency (+2), Resilient (Greater), Messenger's Ring; 5000 gp currency: 2889 gp 8 sp spent, 2110 gp 2 sp kept.",
  "backstory": "Listed on the sample page as \"Timeline Analyst\" in The Temporal Enforcement Division.\nParty: The Temporal Enforcement Division (Party of 5, Level 17; High Level Quintets (Levels 13-20)).\nMembers: Chronarch Supreme (Human Fighter (Marshal Dedication), level 17); Timeline Analyst (Elf Investigator (Forensic Medicine), level 17) (this character); Paradox Hunter (Halfling Rogue (Ruffian), level 17); Causal Engineer (Dwarf Inventor (Construct Innovation), level 17); Probability Oracle (Gnome Oracle (Time), level 17)\nTemporal Authority: Police violations of causality across all timelines\nParadox Prevention: Ensure timeline stability and prevent reality collapse\nMultiverse Jurisdiction: Operate across infinite parallel realities\nCausal Enforcement: Maintain cause-and-effect relationships\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial); 15th level INT, DEX, CON, WIS (INT partial).\nTrained skills: automatic Society (Investigator), Medicine (Forensic Medicine Methodology), Society (Detective background, already trained); chosen Arcana (replacement for a skill already trained), Occultism (Investigator: 4 + Intelligence), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence); Intelligence increases Intimidation (10th level).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Occultism to expert; 5th Diplomacy to expert; 6th Deception to expert; 7th Society to master; 8th Arcana to master; 9th Occultism to master; 10th Diplomacy to master; 11th Deception to master; 12th Stealth to expert; 13th Stealth to master; 14th Thievery to expert; 15th Society to legendary; 16th Arcana to legendary; 17th Occultism to legendary.\nHit Points: 6 (Elf) + (8 (Investigator) + 4 Con) × 17 = 210.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Paradox Hunter (The Temporal Enforcement Division)": {
  "name": "Paradox Hunter (The Temporal Enforcement Division)",
  "ancestry": "Halfling",
  "background": "Bounty Hunter",
  "class": "Rogue (Ruffian)",
  "level": "17",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+5",
  "con": "+4",
  "int": "+0",
  "wis": "+5",
  "cha": "+4",
  "keyAttr": "dex",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "8",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "8",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "8",
  "r_survival": "8",
  "r_thievery": "6",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "210",
  "hpCur": "210",
  "profs": "Unarmored E, Medium E, Light E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Ruffian\nKey attribute: Dexterity\nClass features to 17th level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd), Weapon Tricks (5th), Evasive Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th), Debilitating Strikes (9th), Rogue Resilience (9th), Rogue Expertise (11th), Greater Rogue Reflexes (13th), Light Armor Expertise (13th), Master Tricks (13th), Perception Legend (13th), Double Debilitation (15th), Greater Weapon Specialization (15th), Agile Mind (17th)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd), You're Next (4th), Mobility (6th), Quick Draw (8th), Underhanded Assault (10th), Gang Up (12th), Nimble Roll (14th), Opportune Backstab (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Sure Feet (1st), Step Lively (5th), Irrepressible (Halfling) (9th), Dance Underfoot (13th), Toppling Dance (17th)",
  "skillFeats": "Experienced Tracker (Bounty Hunter background)\nSkill feats: Terrain Stalker (1st), Pickpocket (2nd), Forager (3rd), Natural Medicine (4th), Quiet Allies (5th), Subtle Theft (6th), Planar Survival (7th), Train Animal (8th), Swift Sneak (9th), Foil Senses (10th), Monster Crafting (11th), Environmental Guide (12th), Terrain Expertise (13th), Survey Wildlife (14th), Legendary Survivalist (15th), Legendary Guide (16th), Legendary Sneak (17th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th)",
  "ac": "38",
  "s1n": "+3 greater striking corrosive flaming frost mace",
  "s1a": "+25",
  "s1d": "3d6+5 B + 1d6 acid + 1d6 fire + 1d6 cold",
  "s2n": "Hand Crossbow",
  "s2a": "+28",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Mace: shove. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Sneak attack +4d6 precision vs off-guard targets (agile/finesse/ranged or simple weapons).",
  "worn": "+2 greater resilient explorer's clothing • Charlatan's Gloves (Greater) • Cloak of Illusions (Greater)",
  "gear": "+3 greater striking corrosive flaming frost mace • Hand Crossbow • Adventurer's Pack • Thieves' Toolkit • Bolts ×20 • Healing Potion (Greater) ×3",
  "pp": "219",
  "gp": "101",
  "sp": "2",
  "bulk": "3 Bulk (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_thievery": "2",
  "i_stealth": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +5 + proficiency +21 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+2), Resilient (Greater), Charlatan's Gloves (Greater), Cloak of Illusions (Greater); 5000 gp currency: 2708 gp 8 sp spent, 2291 gp 2 sp kept.",
  "backstory": "Listed on the sample page as \"Paradox Hunter\" in The Temporal Enforcement Division.\nParty: The Temporal Enforcement Division (Party of 5, Level 17; High Level Quintets (Levels 13-20)).\nMembers: Chronarch Supreme (Human Fighter (Marshal Dedication), level 17); Timeline Analyst (Elf Investigator (Forensic Medicine), level 17); Paradox Hunter (Halfling Rogue (Ruffian), level 17) (this character); Causal Engineer (Dwarf Inventor (Construct Innovation), level 17); Probability Oracle (Gnome Oracle (Time), level 17)\nTemporal Authority: Police violations of causality across all timelines\nParadox Prevention: Ensure timeline stability and prevent reality collapse\nMultiverse Jurisdiction: Operate across infinite parallel realities\nCausal Enforcement: Maintain cause-and-effect relationships\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background WIS, DEX; class key DEX; 1st level DEX, CON, CHA, WIS; 5th level DEX, CON, CHA, WIS (DEX partial); 10th level DEX, CON, CHA, WIS (WIS partial); 15th level DEX, CON, CHA, WIS (DEX, CON partial).\nTrained skills: automatic Stealth (Rogue), Intimidation (Ruffian), Survival (Bounty Hunter background); chosen Nature (Rogue: 7 + Intelligence), Thievery (Rogue: 7 + Intelligence), Deception (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Society (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence).\nLore: Lore (Legal) (Bounty Hunter background).\nSkill increases: 2nd Survival to expert; 3rd Nature to expert; 4th Stealth to expert; 5th Thievery to expert; 6th Deception to expert; 7th Survival to master; 8th Nature to master; 9th Stealth to master; 10th Thievery to master; 11th Deception to master; 12th Acrobatics to expert; 13th Acrobatics to master; 14th Society to expert; 15th Survival to legendary; 16th Nature to legendary; 17th Stealth to legendary.\nHit Points: 6 (Halfling) + (8 (Rogue) + 4 Con) × 17 = 210.\nBackground: not stated on the sample page; Bounty Hunter is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Causal Engineer (The Temporal Enforcement Division)": {
  "name": "Causal Engineer (The Temporal Enforcement Division)",
  "ancestry": "Dwarf",
  "background": "Tinker",
  "class": "Inventor (Construct Innovation)",
  "level": "17",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven + 5 more of your choice",
  "str": "+4",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+1",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "6",
  "r_crafting": "8",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "231",
  "hpCur": "231",
  "profs": "Unarmored E, Light E, Medium E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Construct Innovation\nKey attribute: Intelligence\nClass features to 17th level (Guns & Gears): Explode (1st), Innovation (1st), Overdrive (1st), Peerless Inventor (1st), Shield Block (1st), Expert Overdrive (3rd), Reconfigure (3rd), Inventor Weapon Expertise (5th), Breakthrough Innovation (7th), Master Overdrive (7th), Reflex Expertise (7th), Weapon Specialization (7th), Inventive Expertise (9th), Offensive Boost (9th), Churning Mind (11th), Medium Armor Expertise (11th), Complete Reconfiguration (13th), Inventor Weapon Mastery (13th), Perception Expertise (13th), Greater Weapon Specialization (15th), Legendary Overdrive (15th), Revolutionary Innovation (15th), Anvil's Hardness (17th), Inventive Mastery (17th)\nClass feats: Explosive Leap (1st), Tamper (2nd), Haphazard Repair (4th), Searing Restoration (6th), Overdrive Ally (8th), Lock On (10th), Boost Modulation (12th), Unstable Redundancies (14th), Persistent Boost (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Rock Runner (1st), Boulder Roll (5th), Echoes in Stone (9th), Telluric Power (13th), Stonewall (17th)",
  "skillFeats": "Specialty Crafting (Tinker background)\nSkill feats: Quick Repair (2nd), Courtly Graces (4th), Titan Wrestler (6th), Streetwise (8th), Quick Jump (10th), Snare Crafting (12th), Combat Climber (14th), Inventor (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "+3 greater striking corrosive flaming thundering warhammer",
  "s1a": "+30",
  "s1d": "3d8+10 B + 1d6 acid + 1d6 fire + 1d6 sonic",
  "s2n": "Crossbow",
  "s2a": "+27",
  "s2d": "1d8+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Warhammer: shove. Crossbow: range 120 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+2 greater resilient leather armor • Crafter's Eyepiece (Greater) • Sailor's Collar (Greater)",
  "gear": "+3 greater striking corrosive flaming thundering warhammer • Crossbow • Adventurer's Pack • Repair Toolkit • Bolts ×20 • Healing Potion (Greater) ×3",
  "pp": "219",
  "gp": "100",
  "sp": "3",
  "bulk": "5 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_crafting": "2",
  "i_athletics": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +21 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+2), Resilient (Greater), Crafter's Eyepiece (Greater), Sailor's Collar (Greater); 5000 gp currency: 2709 gp 7 sp spent, 2290 gp 3 sp kept.",
  "backstory": "Listed on the sample page as \"Causal Engineer\" in The Temporal Enforcement Division.\nParty: The Temporal Enforcement Division (Party of 5, Level 17; High Level Quintets (Levels 13-20)).\nMembers: Chronarch Supreme (Human Fighter (Marshal Dedication), level 17); Timeline Analyst (Elf Investigator (Forensic Medicine), level 17); Paradox Hunter (Halfling Rogue (Ruffian), level 17); Causal Engineer (Dwarf Inventor (Construct Innovation), level 17) (this character); Probability Oracle (Gnome Oracle (Time), level 17)\nTemporal Authority: Police violations of causality across all timelines\nParadox Prevention: Ensure timeline stability and prevent reality collapse\nMultiverse Jurisdiction: Operate across infinite parallel realities\nCausal Enforcement: Maintain cause-and-effect relationships\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, INT (flaw CHA); background INT, CON; class key INT; 1st level INT, CON, DEX, STR; 5th level INT, CON, DEX, STR (INT partial); 10th level INT, CON, DEX, STR (CON partial); 15th level INT, CON, DEX, STR (INT partial).\nTrained skills: automatic Crafting (Inventor), Crafting (Tinker background, already trained); chosen Arcana (replacement for a skill already trained), Society (Inventor: 3 + Intelligence), Athletics (Inventor: 3 + Intelligence), Thievery (Inventor: 3 + Intelligence), Acrobatics (Inventor: 3 + Intelligence), Deception (Inventor: 3 + Intelligence), Diplomacy (Inventor: 3 + Intelligence), Intimidation (Inventor: 3 + Intelligence); Intelligence increases Medicine (10th level).\nLore: Lore (Engineering) (Tinker background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Athletics to expert; 13th Athletics to master; 15th Arcana to legendary; 17th Society to legendary.\nClass skill increases: 3rd Crafting to expert; 7th Crafting to master; 15th Crafting to legendary.\nHit Points: 10 (Dwarf) + (8 (Inventor) + 5 Con) × 17 = 231.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Inventor class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Probability Oracle (The Temporal Enforcement Division)": {
  "name": "Probability Oracle (The Temporal Enforcement Division)",
  "ancestry": "Gnome",
  "background": "Fortune Teller",
  "class": "Oracle (Time)",
  "level": "17",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "229",
  "hpCur": "229",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Time\nKey attribute: Charisma\nClass features to 17th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th)\nFeats granted by the subclass: Trance of Celerity\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Magic Sense (12th), Forestall Curse (14th), Portentous Spell (16th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Time Sense; rank 1 Déjà Vu; rank 3 Time Pocket; rank 7 Time Beacon.\nFocus spells from: Temporal Distortion (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Razzle-Dazzle (1st), Project Persona (5th), Vivacious Conduit (9th), Life Leap (13th), Animal Elocutionist (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Bon Mot (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th), Divine Guidance (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "37",
  "s1n": "Spear",
  "s1a": "+20",
  "s1d": "1d6+1 P",
  "s2n": "Sling",
  "s2a": "+25",
  "s2d": "1d6+1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 7) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3 • Antidote (Major)",
  "pp": "232",
  "gp": "103",
  "sp": "2",
  "cp": "8",
  "bulk": "4 Bulk (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +4 + proficiency +21 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (True), Magic Wand (7th-Rank Spell), Magic Wand (7th-Rank Spell); 5000 gp currency: 2576 gp 7 sp 2 cp spent, 2423 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Time Sense",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Déjà Vu",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Time Pocket",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Time Beacon",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Sunburst",
  "sp_7_4": "Divine Decree",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "3",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_focus_1": "Temporal Distortion",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Probability Oracle\" in The Temporal Enforcement Division.\nParty: The Temporal Enforcement Division (Party of 5, Level 17; High Level Quintets (Levels 13-20)).\nMembers: Chronarch Supreme (Human Fighter (Marshal Dedication), level 17); Timeline Analyst (Elf Investigator (Forensic Medicine), level 17); Paradox Hunter (Halfling Rogue (Ruffian), level 17); Causal Engineer (Dwarf Inventor (Construct Innovation), level 17); Probability Oracle (Gnome Oracle (Time), level 17) (this character)\nTemporal Authority: Police violations of causality across all timelines\nParadox Prevention: Ensure timeline stability and prevent reality collapse\nMultiverse Jurisdiction: Operate across infinite parallel realities\nCausal Enforcement: Maintain cause-and-effect relationships\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial); 15th level CHA, CON, DEX, WIS (CHA, DEX partial).\nTrained skills: automatic Religion (Oracle), Occultism (Time), Occultism (Fortune Teller background, already trained); chosen Diplomacy (replacement for a skill already trained), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary; 17th Occultism to legendary.\nHit Points: 8 (Gnome) + (8 (Oracle) + 5 Con) × 17 = 229.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Divine Warrior (The Ascension Threshold)": {
  "name": "Divine Warrior (The Ascension Threshold)",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Champion (Grandeur cause)",
  "level": "16",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+0",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "232",
  "hpCur": "232",
  "profs": "Unarmored M, Light M, Medium M, Heavy M; Simple M, Martial M, Unarmed M",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "4",
  "deity": "Ragathiel",
  "classFeats": "Subclass: Grandeur cause\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Grandeur cause): Ragathiel. Divine font harm or heal; sanctification must holy; favored weapon bastard sword; divine skill Intimidation.\nClass features to 16th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th), Divine Will (11th), Exalted Reaction (11th), Perception Expertise (11th), Armor Mastery (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Advanced Deity's Domain (8th), Quick Shield Block (10th), Divine Wall (12th), Exalted Greatness (14th), Shield of Grace (16th)\nFocus spells from: Lay on Hands (devotion spell), Fire Ray (Deity's Domain).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Blessed Blood (Nephilim) (5th), Cooperative Soul (9th), Bounce Back (13th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th), Intimidating Glare (6th), Quick Jump (8th), Bon Mot (10th), Combat Climber (12th), Glad-Hand (14th), Powerful Leap (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "40",
  "shieldAc": "2",
  "shHard": "15",
  "shHp": "120 (60)",
  "shCur": "120",
  "s1n": "+2 greater striking flaming frost bastard sword",
  "s1a": "+29",
  "s1d": "3d8+11 S + 1d6 fire + 1d6 cold",
  "s2n": "Javelin",
  "s2a": "+22",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+2 greater resilient full plate • Sailor's Collar (Greater) • Messenger's Ring",
  "gear": "+2 greater striking flaming frost bastard sword • Javelin ×3 • Sturdy Shield (Greater) • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Greater) • Holy Water ×2",
  "pp": "100",
  "gp": "108",
  "sp": "1",
  "bulk": "7 Bulk, 8 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 40 = 10 + Dex +0 + proficiency +22 + full plate 6 + potency 2. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Greater) raised: AC 42. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Weapon Potency (+2), Striking (Greater), Armor Potency (+2), Resilient (Greater), Sturdy Shield (Greater), Sailor's Collar (Greater); 3250 gp currency: 2141 gp 9 sp spent, 1108 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Fire Ray",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Listed on the sample page as \"Divine Warrior\" in The Ascension Threshold.\nParty: The Ascension Threshold (Party of 5, Level 16; High Level Quintets (Levels 13-20)).\nMembers: Divine Warrior (Human (Nephilim) Champion (Grandeur cause), level 16) (this character); Perfect Mage (Human Wizard (Staff Nexus), level 16); Eternal Oracle (Elf Oracle (Time), level 16); Master Artist (Halfling Bard (Maestro), level 16); Shadow Walker (Fetchling Monk (Wolf Stance), level 16)\nDivinity Candidates: Mortals ready to ascend to godhood\nPortfolio Development: Each represents different aspects of divine power\nWorshipper Base: Already have followers and temples\nDivine Trial: Must prove worthiness for cosmic responsibility\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background WIS, STR; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS; 15th level STR, CON, CHA, WIS (STR, CON, WIS partial).\nTrained skills: automatic Religion (Champion), Religion (Acolyte background, already trained); chosen Intimidation (deity's divine skill), Athletics (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Medicine (Champion: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Religion to expert; 5th Athletics to expert; 7th Religion to master; 9th Athletics to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary.\nHit Points: 8 (Human) + (10 (Champion) + 4 Con) × 16 = 232.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Perfect Mage (The Ascension Threshold)": {
  "name": "Perfect Mage (The Ascension Threshold)",
  "ancestry": "Human",
  "background": "Scholar",
  "class": "Wizard (Staff Nexus)",
  "level": "16",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "184",
  "hpCur": "184",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: Staff Nexus\nKey attribute: Intelligence\nArcane school: not stated on the sample page; School of Unified Magical Theory assumed (GM choice)\nClass features to 16th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th), Quickened Casting (12th), Dizzying Spell (14th), Scintillating Spell (16th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Group Aid (9th), Stubborn Persistence (13th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th), Biographical Eye (12th), Glean Contents (14th), Unified Theory (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "36",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+20",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+24",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Disintegrate (rank 7) • Wand of Teleport (rank 6) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Greater) ×3",
  "pp": "194",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 36 = 10 + Dex +4 + proficiency +20 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Staff of Fire (Major), Armor Potency (+2), Resilient (Greater), Mage's Hat (Greater), Magic Wand (7th-Rank Spell), Magic Wand (6th-Rank Spell); 3250 gp currency: 1202 gp 6 sp 2 cp spent, 2047 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Eclipse Burst",
  "sp_7_3": "Prismatic Spray",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Perfect Mage\" in The Ascension Threshold.\nParty: The Ascension Threshold (Party of 5, Level 16; High Level Quintets (Levels 13-20)).\nMembers: Divine Warrior (Human (Nephilim) Champion (Grandeur cause), level 16); Perfect Mage (Human Wizard (Staff Nexus), level 16) (this character); Eternal Oracle (Elf Oracle (Time), level 16); Master Artist (Halfling Bard (Maestro), level 16); Shadow Walker (Fetchling Monk (Wolf Stance), level 16)\nDivinity Candidates: Mortals ready to ascend to godhood\nPortfolio Development: Each represents different aspects of divine power\nWorshipper Base: Already have followers and temples\nDivine Trial: Must prove worthiness for cosmic responsibility\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Occultism to expert; 13th Occultism to master; 15th Arcana to legendary.\nHit Points: 8 (Human) + (6 (Wizard) + 5 Con) × 16 = 184.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Eternal Oracle": {
  "name": "Eternal Oracle",
  "ancestry": "Elf",
  "background": "Fortune Teller",
  "class": "Oracle (Time)",
  "level": "16",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+1",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "198",
  "hpCur": "198",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Time\nKey attribute: Charisma\nClass features to 16th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nFeats granted by the subclass: Trance of Celerity\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Domain Fluency (12th), Mysterious Repertoire (14th), Portentous Spell (16th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Time Sense; rank 1 Déjà Vu; rank 3 Time Pocket; rank 7 Time Beacon.\nFocus spells from: Temporal Distortion (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st), Ageless Patience (5th), Elf Step (9th), Avenge Ally (13th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Bon Mot (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th), Divine Guidance (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "37",
  "s1n": "Spear",
  "s1a": "+20",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+24",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient leather armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (Major) • Wand of Heal (rank 7) • Wand of Heal (rank 6) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3",
  "pp": "124",
  "gp": "106",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +4 + proficiency +20 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (Major), Magic Wand (7th-Rank Spell), Magic Wand (6th-Rank Spell); 3250 gp currency: 1903 gp 6 sp 2 cp spent, 1346 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Time Sense",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Déjà Vu",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Time Pocket",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Time Beacon",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Sunburst",
  "sp_7_4": "Divine Decree",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "sp_focus_1": "Temporal Distortion",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Ascension Threshold (Party of 5, Level 16; High Level Quintets (Levels 13-20)).\nMembers: Divine Warrior (Human (Nephilim) Champion (Grandeur cause), level 16); Perfect Mage (Human Wizard (Staff Nexus), level 16); Eternal Oracle (Elf Oracle (Time), level 16) (this character); Master Artist (Halfling Bard (Maestro), level 16); Shadow Walker (Fetchling Monk (Wolf Stance), level 16)\nDivinity Candidates: Mortals ready to ascend to godhood\nPortfolio Development: Each represents different aspects of divine power\nWorshipper Base: Already have followers and temples\nDivine Trial: Must prove worthiness for cosmic responsibility\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CON); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS; 15th level CHA, CON, DEX, WIS (CHA, DEX partial).\nTrained skills: automatic Religion (Oracle), Occultism (Time), Occultism (Fortune Teller background, already trained); chosen Diplomacy (replacement for a skill already trained), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence), Acrobatics (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary.\nHit Points: 6 (Elf) + (8 (Oracle) + 4 Con) × 16 = 198.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Master Artist": {
  "name": "Master Artist",
  "ancestry": "Halfling",
  "background": "Entertainer",
  "class": "Bard (Maestro)",
  "level": "16",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+5",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "6",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "6",
  "r_performance": "8",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Theater)",
  "r_lore1": "2",
  "hpMax": "198",
  "hpCur": "198",
  "profs": "Unarmored E, Light E; Simple E, Martial E, Unarmed E",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Maestro\nKey attribute: Charisma\nClass features to 16th level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd), Expert Spellcaster (7th), Fortitude Expertise (9th), Performer's Heart (9th), Bard Weapon Expertise (11th), Perception Mastery (11th), Light Armor Expertise (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nFeats granted by the subclass: Lingering Composition\nClass feats: Directed Audience (2nd), Melodious Spell (4th), Steady Spellcasting (6th), Call and Response (8th), House of Imaginary Walls (10th), Reverberate (12th), Allegro (14th), Effortless Concentration (16th)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Soothe.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells), Lingering Composition (Maestro muse feat).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Halfling Luck (1st), Step Lively (5th), Guiding Luck (9th), Irrepressible (Halfling) (13th)",
  "skillFeats": "Fascinating Performance (Entertainer background)\nSkill feats: Impressive Performance (2nd), Cat Fall (4th), Group Impression (6th), Virtuosic Performer (8th), Steady Balance (10th), Oddity Identification (12th), Bon Mot (14th), Legendary Performer (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th)",
  "ac": "37",
  "s1n": "Rapier",
  "s1a": "+25",
  "s1d": "1d6+1 P",
  "s2n": "Sling",
  "s2a": "+25",
  "s2d": "1d6+1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Accompaniment Cloak • Messenger's Ring",
  "gear": "Rapier • Sling • Composer Staff (Major) • Wand of Soothe (rank 7) • Wand of Spellwrack (rank 6) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3",
  "pp": "124",
  "gp": "106",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_performance": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +5 + proficiency +20 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Armor Potency (+2), Resilient (Greater), Accompaniment Cloak, Composer Staff (Major), Magic Wand (7th-Rank Spell), Magic Wand (6th-Rank Spell); 3250 gp currency: 1903 gp 6 sp 2 cp spent, 1346 gp 3 sp 8 cp kept. Left behind to stay unencumbered: Musical Instrument (Handheld).",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Soothe",
  "sp_1_2": "Command",
  "sp_1_3": "Fear",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "3",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Spellwrack",
  "sp_6_2": "Truesight",
  "sp_6_3": "Vibrant Pattern",
  "slots7": "3",
  "sp_7_1": "Warp Mind",
  "sp_7_2": "Mask of Terror",
  "sp_7_3": "Visions of Danger",
  "slots8": "3",
  "sp_8_1": "Uncontrollable Dance",
  "sp_8_2": "Spirit Song",
  "sp_8_3": "Quandary",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "sp_focus_3": "Lingering Composition",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Ascension Threshold (Party of 5, Level 16; High Level Quintets (Levels 13-20)).\nMembers: Divine Warrior (Human (Nephilim) Champion (Grandeur cause), level 16); Perfect Mage (Human Wizard (Staff Nexus), level 16); Eternal Oracle (Elf Oracle (Time), level 16); Master Artist (Halfling Bard (Maestro), level 16) (this character); Shadow Walker (Fetchling Monk (Wolf Stance), level 16)\nDivinity Candidates: Mortals ready to ascend to godhood\nPortfolio Development: Each represents different aspects of divine power\nWorshipper Base: Already have followers and temples\nDivine Trial: Must prove worthiness for cosmic responsibility\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw STR); background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS; 5th level CHA, DEX, CON, WIS (CHA partial); 10th level CHA, DEX, CON, WIS (DEX partial); 15th level CHA, DEX, CON, WIS (CHA, WIS partial).\nTrained skills: automatic Occultism (Bard), Performance (Bard), Performance (Entertainer background, already trained); chosen Acrobatics (replacement for a skill already trained), Diplomacy (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Society (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence).\nLore: Lore (Theater) (Entertainer background).\nSkill increases: 3rd Performance to expert; 5th Acrobatics to expert; 7th Performance to master; 9th Acrobatics to master; 11th Occultism to expert; 13th Occultism to master; 15th Performance to legendary.\nHit Points: 6 (Halfling) + (8 (Bard) + 4 Con) × 16 = 198.\nBackground: not stated on the sample page; Entertainer is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Shadow Walker": {
  "name": "Shadow Walker",
  "ancestry": "Fetchling",
  "background": "Charlatan",
  "class": "Monk (Wolf Stance)",
  "level": "16",
  "size": "Medium, fetchling, humanoid",
  "speed": "50 ft",
  "senses": "Darkvision",
  "languages": "Common, Shadowtongue + 1 more of your choice",
  "str": "+4",
  "dex": "+5",
  "con": "+4",
  "int": "+1",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "8",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "8",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "232",
  "hpCur": "232",
  "profs": "Unarmored M; Simple M, Unarmed M",
  "classFeats": "Subclass: Wolf Stance\nKey attribute: Dexterity\nPath to Perfection (suggested): 7th Reflex to master; 11th Will to master; 15th Reflex to legendary\nClass features to 16th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th), Path to Perfection (7th), Weapon Specialization (7th), Metal Strikes (9th), Monk Expertise (9th), Second Path to Perfection (11th), Graceful Mastery (13th), Master Strikes (13th), Greater Weapon Specialization (15th), Third Path to Perfection (15th)\nClass feats: Wolf Stance (1st), Stunning Blows (2nd), Crushing Grab (4th), Deflect Projectile (6th), Wolf Drag (8th), Whirling Throw (10th), Reflexive Stance (12th), Dodging Roll (14th), Flinging Blow (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Hard to Fool (1st), Clever Shadow (5th), Hefting Shadow (9th), Umbra Ally (13th)",
  "skillFeats": "Charming Liar (Charlatan background)\nSkill feats: Terrain Stalker (2nd), Lie to Me (4th), Cat Fall (6th), Titan Wrestler (8th), Quiet Allies (10th), Steady Balance (12th), Quick Jump (14th), Swift Sneak (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "39",
  "s1n": "+2 greater striking corrosive thundering wolf jaw",
  "s1a": "+29",
  "s1d": "3d8+10 P + 1d6 acid + 1d6 sonic",
  "s2n": "+2 greater striking corrosive thundering fist",
  "s2a": "+29",
  "s2d": "3d6+10 B + 1d6 acid + 1d6 sonic",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Wolf Jaw: agile, backstabber, finesse, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+2 greater striking corrosive thundering handwraps of mighty blows • +2 greater resilient explorer's clothing • Arboreal Boots (Greater) • Sailor's Collar (Greater)",
  "gear": "Adventurer's Pack • Healing Potion (Greater) ×2",
  "pp": "131",
  "gp": "103",
  "sp": "4",
  "bulk": "1 Bulk, 5 L (encumbered above 9, maximum 14)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_acrobatics": "2",
  "i_athletics": "2",
  "conditions": "Gear notes: Speed 50 ft = 25 ft + 25 ft Incredible Movement (unarmored). AC 39 = 10 + Dex +5 + proficiency +22 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Weapon Potency (+2), Striking (Greater), Armor Potency (+2), Resilient (Greater), Arboreal Boots (Greater), Sailor's Collar (Greater); 3250 gp currency: 1836 gp 6 sp spent, 1413 gp 4 sp kept.",
  "backstory": "Party: The Ascension Threshold (Party of 5, Level 16; High Level Quintets (Levels 13-20)).\nMembers: Divine Warrior (Human (Nephilim) Champion (Grandeur cause), level 16); Perfect Mage (Human Wizard (Staff Nexus), level 16); Eternal Oracle (Elf Oracle (Time), level 16); Master Artist (Halfling Bard (Maestro), level 16); Shadow Walker (Fetchling Monk (Wolf Stance), level 16) (this character)\nDivinity Candidates: Mortals ready to ascend to godhood\nPortfolio Development: Each represents different aspects of divine power\nWorshipper Base: Already have followers and temples\nDivine Trial: Must prove worthiness for cosmic responsibility\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background INT, DEX; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial); 10th level DEX, CON, WIS, STR; 15th level DEX, CON, WIS, STR (DEX, CON partial).\nTrained skills: automatic Deception (Charlatan background); chosen Stealth (Monk: 4 + Intelligence), Acrobatics (Monk: 4 + Intelligence), Athletics (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence), Medicine (Monk: 4 + Intelligence).\nLore: Lore (Underworld) (Charlatan background).\nSkill increases: 3rd Stealth to expert; 5th Deception to expert; 7th Stealth to master; 9th Deception to master; 11th Acrobatics to expert; 13th Acrobatics to master; 15th Stealth to legendary.\nHit Points: 8 (Fetchling) + (10 (Monk) + 4 Con) × 16 = 232.\nBackground: not stated on the sample page; Charlatan is a suggested choice that fits the role.\nProficiency ranks: Monk class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Cohort Leader": {
  "name": "Cohort Leader",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Fighter (Weapon Master)",
  "level": "4",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "60",
  "hpCur": "60",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E",
  "classFeats": "Subclass: Weapon Master\nKey attribute: Strength\nClass features to 4th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd)\nClass feats: Vicious Swing (1st), Sudden Charge (2nd), Double Slice (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "22",
  "s1n": "+1 greatsword",
  "s1a": "+13",
  "s1d": "1d12+4 S",
  "s2n": "Javelin",
  "s2a": "+9",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greatsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail • One Hundred Victories",
  "gear": "+1 greatsword • Javelin ×3 • Adventurer's Pack • Healing Potion (Lesser)",
  "gp": "14",
  "sp": "2",
  "bulk": "6 Bulk, 4 L (encumbered above 9, maximum 14)",
  "i_intimidation": "1",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 22 = 10 + Dex +1 + proficiency +6 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1), Splint Mail, One Hundred Victories; 30 gp currency: 15 gp 8 sp spent, 14 gp 2 sp kept.",
  "backstory": "Party: The Royal Academy Elite Cohort (Party of 6, Level 4; Low Level Sextets (Levels 1-5)).\nMembers: Cohort Leader (Human Fighter (Weapon Master), level 4) (this character); Heavy Infantry (Dwarf Champion (Justice), level 4); Ranger Scout (Elf Ranger (Flurry Edge), level 4); Battle Medic (Halfling Cleric (Healing Domain), level 4); War Mage (Gnome Wizard (School of Battle Magic), level 4); Intelligence Officer (Human (Aiuvarin) Rogue (Mastermind), level 4)\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert.\nHit Points: 8 (Human) + (10 (Fighter) + 3 Con) × 4 = 60.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Heavy Infantry (The Royal Academy Elite Cohort)": {
  "name": "Heavy Infantry (The Royal Academy Elite Cohort)",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Champion (Justice)",
  "level": "4",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+0",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "4",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "62",
  "hpCur": "62",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple T, Martial T, Unarmed T",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Iomedae",
  "classFeats": "Subclass: Justice\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 4th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Mountain Strategy (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "+1 longsword",
  "s1a": "+11",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+6",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Splint Mail • Glasses of Sociability",
  "gear": "+1 longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Lesser)",
  "gp": "13",
  "sp": "1",
  "bulk": "6 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 15 ft in splint mail (20 ft without armor). AC 21 = 10 + Dex +0 + proficiency +6 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 23. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1), Splint Mail, Glasses of Sociability; 30 gp currency: 16 gp 9 sp spent, 13 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Listed on the sample page as \"Heavy Infantry\" in The Royal Academy Elite Cohort.\nParty: The Royal Academy Elite Cohort (Party of 6, Level 4; Low Level Sextets (Levels 1-5)).\nMembers: Cohort Leader (Human Fighter (Weapon Master), level 4); Heavy Infantry (Dwarf Champion (Justice), level 4) (this character); Ranger Scout (Elf Ranger (Flurry Edge), level 4); Battle Medic (Halfling Cleric (Healing Domain), level 4); War Mage (Gnome Wizard (School of Battle Magic), level 4); Intelligence Officer (Human (Aiuvarin) Rogue (Mastermind), level 4)\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, CHA, WIS.\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background, already trained); chosen Intimidation (deity's divine skill), Athletics (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Medicine (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert.\nHit Points: 10 (Dwarf) + (10 (Champion) + 3 Con) × 4 = 62.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Ranger Scout": {
  "name": "Ranger Scout",
  "ancestry": "Elf",
  "background": "Hunter",
  "class": "Ranger (Flurry Edge)",
  "level": "4",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+1",
  "dex": "+4",
  "con": "+2",
  "int": "+1",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "4",
  "r_thievery": "0",
  "lore1Name": "Lore (Tanning)",
  "r_lore1": "2",
  "hpMax": "54",
  "hpCur": "54",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Flurry Edge\nKey attribute: Dexterity\nClass features to 4th level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd), Monster Hunter (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Forlorn (1st)",
  "skillFeats": "Survey Wildlife (Hunter background)\nSkill feats: Experienced Tracker (2nd), Terrain Stalker (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "s1n": "+1 shortsword",
  "s1a": "+11",
  "s1d": "1d6+1 P",
  "s2n": "Shortsword",
  "s2a": "+10",
  "s2d": "1d6+1 P",
  "s3n": "Shortbow",
  "s3a": "+10",
  "s3d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Shortsword: agile, finesse, versatile S. Shortsword: agile, finesse, versatile S. Shortbow: deadly d10, range 60 ft. Hunt Prey; Flurry edge: multiple attack penalty vs your prey −3/−6 (agile −2/−4).",
  "worn": "Leather Armor",
  "gear": "+1 shortsword • Shortsword • Shortbow • Adventurer's Pack • Arrows ×20 • Antidote (Lesser)",
  "gp": "18",
  "sp": "5",
  "bulk": "3 Bulk, 5 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 21 = 10 + Dex +4 + proficiency +6 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1); 30 gp currency: 11 gp 5 sp spent, 18 gp 5 sp kept.",
  "backstory": "Party: The Royal Academy Elite Cohort (Party of 6, Level 4; Low Level Sextets (Levels 1-5)).\nMembers: Cohort Leader (Human Fighter (Weapon Master), level 4); Heavy Infantry (Dwarf Champion (Justice), level 4); Ranger Scout (Elf Ranger (Flurry Edge), level 4) (this character); Battle Medic (Halfling Cleric (Healing Domain), level 4); War Mage (Gnome Wizard (School of Battle Magic), level 4); Intelligence Officer (Human (Aiuvarin) Rogue (Mastermind), level 4)\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background DEX, CON; class key DEX; 1st level DEX, CON, WIS, STR.\nTrained skills: automatic Survival (Ranger), Survival (Hunter background, already trained); chosen Nature (replacement for a skill already trained), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence), Intimidation (Ranger: 4 + Intelligence).\nLore: Lore (Tanning) (Hunter background).\nSkill increases: 3rd Survival to expert.\nHit Points: 6 (Elf) + (10 (Ranger) + 2 Con) × 4 = 54.\nBackground: not stated on the sample page; Hunter is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Battle Medic": {
  "name": "Battle Medic",
  "ancestry": "Halfling",
  "background": "Field Medic",
  "class": "Cleric (Healing Domain)",
  "level": "4",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+2",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "4",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "50",
  "hpCur": "50",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Healing Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Healing domain): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 4th level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st), Second Doctrine (3rd)\nClass feats: Domain Initiate (2nd), Communal Healing (4th)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Breathe Fire (rank 1), Fireball (rank 3), Wall of Fire (rank 4).\nFocus spells from: Healer's Blessing (Domain Initiate).\nDivine font: 4 × heal at rank 2 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Halfling Luck (1st)",
  "skillFeats": "Battle Medicine (Field Medic background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "18",
  "s1n": "Scimitar",
  "s1a": "+5",
  "s1d": "1d6−1 S",
  "s2n": "Sling",
  "s2a": "+8",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Scimitar • Sling • Wand of Heal (rank 1) • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Holy Water ×2 • Antidote (Lesser)",
  "gp": "13",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +2 + proficiency +6 + explorer's clothing 0. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Magic Wand (1st-Rank Spell); 30 gp currency: 16 gp 7 sp 2 cp spent, 13 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_focus_1": "Healer's Blessing",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Royal Academy Elite Cohort (Party of 6, Level 4; Low Level Sextets (Levels 1-5)).\nMembers: Cohort Leader (Human Fighter (Weapon Master), level 4); Heavy Infantry (Dwarf Champion (Justice), level 4); Ranger Scout (Elf Ranger (Flurry Edge), level 4); Battle Medic (Halfling Cleric (Healing Domain), level 4) (this character); War Mage (Gnome Wizard (School of Battle Magic), level 4); Intelligence Officer (Human (Aiuvarin) Rogue (Mastermind), level 4)\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Medicine (Field Medic background, already trained); chosen Medicine (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Cleric: 2 + Intelligence), Occultism (Cleric: 2 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nSkill increases: 3rd Medicine to expert.\nHit Points: 6 (Halfling) + (8 (Cleric) + 3 Con) × 4 = 50.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "War Mage": {
  "name": "War Mage",
  "ancestry": "Gnome",
  "background": "Scholar",
  "class": "Wizard (School of Battle Magic)",
  "level": "4",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 4 more of your choice",
  "str": "−1",
  "dex": "+1",
  "con": "+3",
  "int": "+4",
  "wis": "+1",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "44",
  "hpCur": "44",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: School of Battle Magic\nKey attribute: Intelligence\nClass features to 4th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st)\nClass feats: Reach Spell (2nd), Widen Spell (4th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Shield, Telekinetic Projectile; rank 1 Breathe Fire, Force Barrage, Mystic Armor; rank 2 Mist, Resist Energy.\nFocus spells from: Force Bolt (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Fey Fellowship (1st)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "17",
  "s1n": "Staff of Fire",
  "s1a": "+5",
  "s1d": "1d8−1 B",
  "s2n": "Sling",
  "s2a": "+7",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Staff of Fire • Sling • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Lesser)",
  "gp": "15",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 6 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +1 + proficiency +6 + explorer's clothing 0. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Staff of Fire; 30 gp currency: 14 gp 6 sp 2 cp spent, 15 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Shield",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "sp_cantrips_6": "Prestidigitation",
  "slots1": "4",
  "sp_1_1": "Breathe Fire",
  "sp_1_2": "Force Barrage",
  "sp_1_3": "Mystic Armor",
  "sp_1_4": "Grease",
  "slots2": "4",
  "sp_2_1": "Mist",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "sp_focus_1": "Force Bolt",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Royal Academy Elite Cohort (Party of 6, Level 4; Low Level Sextets (Levels 1-5)).\nMembers: Cohort Leader (Human Fighter (Weapon Master), level 4); Heavy Infantry (Dwarf Champion (Justice), level 4); Ranger Scout (Elf Ranger (Flurry Edge), level 4); Battle Medic (Halfling Cleric (Healing Domain), level 4); War Mage (Gnome Wizard (School of Battle Magic), level 4) (this character); Intelligence Officer (Human (Aiuvarin) Rogue (Mastermind), level 4)\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert.\nHit Points: 8 (Gnome) + (6 (Wizard) + 3 Con) × 4 = 44.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Intelligence Officer (The Royal Academy Elite Cohort)": {
  "name": "Intelligence Officer (The Royal Academy Elite Cohort)",
  "ancestry": "Human (Aiuvarin)",
  "background": "Charlatan",
  "class": "Rogue (Mastermind)",
  "level": "4",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+2",
  "int": "+0",
  "wis": "+1",
  "cha": "+2",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "4",
  "r_survival": "2",
  "r_thievery": "4",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "48",
  "hpCur": "48",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Mastermind\nKey attribute: Dexterity\nClass features to 4th level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd), You're Next (4th)",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Cooperative Nature (1st)",
  "skillFeats": "Charming Liar (Charlatan background)\nSkill feats: Terrain Stalker (1st), Lie to Me (2nd), Pickpocket (3rd), Cat Fall (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "s1n": "+1 rapier",
  "s1a": "+11",
  "s1d": "1d6 P",
  "s2n": "Hand Crossbow",
  "s2a": "+10",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Sneak attack +1d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "Leather Armor • Charlatan's Gloves",
  "gear": "+1 rapier • Hand Crossbow • Adventurer's Pack • Thieves' Toolkit • Disguise Kit • Bolts ×20 • Antidote (Lesser)",
  "gp": "13",
  "sp": "3",
  "bulk": "3 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_thievery": "1",
  "conditions": "Gear notes: AC 21 = 10 + Dex +4 + proficiency +6 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 4): item slots 3/2/2/1 hold Weapon Potency (+1), Charlatan's Gloves; 30 gp currency: 16 gp 7 sp spent, 13 gp 3 sp kept.",
  "backstory": "Listed on the sample page as \"Intelligence Officer\" in The Royal Academy Elite Cohort.\nParty: The Royal Academy Elite Cohort (Party of 6, Level 4; Low Level Sextets (Levels 1-5)).\nMembers: Cohort Leader (Human Fighter (Weapon Master), level 4); Heavy Infantry (Dwarf Champion (Justice), level 4); Ranger Scout (Elf Ranger (Flurry Edge), level 4); Battle Medic (Halfling Cleric (Healing Domain), level 4); War Mage (Gnome Wizard (School of Battle Magic), level 4); Intelligence Officer (Human (Aiuvarin) Rogue (Mastermind), level 4) (this character)\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background CHA, DEX; class key DEX; 1st level DEX, CON, CHA, WIS.\nTrained skills: automatic Stealth (Rogue), Society (Mastermind), Deception (Charlatan background); chosen Occultism (Mastermind), Thievery (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence), Intimidation (Rogue: 7 + Intelligence), Performance (Rogue: 7 + Intelligence), Survival (Rogue: 7 + Intelligence).\nLore: Lore (Underworld) (Charlatan background).\nSkill increases: 2nd Stealth to expert; 3rd Deception to expert; 4th Thievery to expert.\nHit Points: 8 (Human) + (8 (Rogue) + 2 Con) × 4 = 48.\nBackground: not stated on the sample page; Charlatan is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 4th level (Foundry pf2e data, ORC license)."
 },
 "Expedition Leader": {
  "name": "Expedition Leader",
  "ancestry": "Human",
  "background": "Detective",
  "class": "Investigator (Empiricism)",
  "level": "3",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+1",
  "int": "+4",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "35",
  "hpCur": "35",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 3rd level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "19",
  "s1n": "+1 rapier",
  "s1a": "+9",
  "s1d": "1d6 P",
  "s2n": "Hand Crossbow",
  "s2a": "+8",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Strategic strike +1d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "Padded Armor",
  "gear": "+1 rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Antidote (Lesser)",
  "gp": "11",
  "sp": "1",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 19 = 10 + Dex +3 + proficiency +5 + padded armor 1. Wealth (GM Core, level 3): item slots 2/1/1 hold Weapon Potency (+1); 25 gp currency: 13 gp 9 sp spent, 11 gp 1 sp kept.",
  "backstory": "Party: The Grand Expedition Society (Party of 6, Level 3; Low Level Sextets (Levels 1-5)).\nMembers: Expedition Leader (Human Investigator (Empiricism), level 3) (this character); Security Chief (Dwarf Barbarian (Giant Instinct), level 3); Chief Scholar (Elf Wizard (Unified Magical Theory), level 3); Cultural Liaison (Human (Aiuvarin) Bard (Enigma), level 3); Survival Expert (Halfling Ranger (Outwit), level 3); Medical Officer (Gnome Oracle (Life), level 3)\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, DEX; background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS.\nTrained skills: automatic Society (Investigator), Society (Detective background, already trained); chosen Arcana (Empiricism Methodology), Diplomacy (replacement for a skill already trained), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert.\nHit Points: 8 (Human) + (8 (Investigator) + 1 Con) × 3 = 35.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Security Chief (The Grand Expedition Society)": {
  "name": "Security Chief (The Grand Expedition Society)",
  "ancestry": "Dwarf",
  "background": "Warrior",
  "class": "Barbarian (Giant Instinct)",
  "level": "3",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "55",
  "hpCur": "55",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Giant Instinct\nKey attribute: Strength\nClass features to 3rd level (Player Core 2): Instinct (1st), Quick-Tempered (1st), Rage (1st), Furious Footfalls (3rd)\nClass feats: Sudden Charge (1st), Raging Thrower (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unburdened Iron (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "20",
  "s1n": "+1 greataxe",
  "s1a": "+10",
  "s1d": "1d12+4 S",
  "s2n": "Javelin",
  "s2a": "+6",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greataxe: sweep. Javelin: thrown, range 30 ft. Rage: +2 damage while raging (instinct may raise it), not included above.",
  "worn": "Chain Mail",
  "gear": "+1 greataxe • Javelin ×3 • Adventurer's Pack • Antidote (Lesser)",
  "gp": "12",
  "sp": "2",
  "bulk": "5 Bulk, 4 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: AC 20 = 10 + Dex +1 + proficiency +5 + chain mail 4. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 3): item slots 2/1/1 hold Weapon Potency (+1); 25 gp currency: 12 gp 8 sp spent, 12 gp 2 sp kept. GM choice: Titan Mauler (a Large weapon) is not used; the greataxe is Medium.",
  "backstory": "Listed on the sample page as \"Security Chief\" in The Grand Expedition Society.\nParty: The Grand Expedition Society (Party of 6, Level 3; Low Level Sextets (Levels 1-5)).\nMembers: Expedition Leader (Human Investigator (Empiricism), level 3); Security Chief (Dwarf Barbarian (Giant Instinct), level 3) (this character); Chief Scholar (Elf Wizard (Unified Magical Theory), level 3); Cultural Liaison (Human (Aiuvarin) Bard (Enigma), level 3); Survival Expert (Halfling Ranger (Outwit), level 3); Medical Officer (Gnome Oracle (Life), level 3)\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Athletics (Barbarian), Intimidation (Warrior background); chosen Survival (Barbarian: 3 + Intelligence), Acrobatics (Barbarian: 3 + Intelligence), Nature (Barbarian: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert.\nHit Points: 10 (Dwarf) + (12 (Barbarian) + 3 Con) × 3 = 55.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Barbarian class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Chief Scholar": {
  "name": "Chief Scholar",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (Unified Magical Theory)",
  "level": "3",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 4 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+2",
  "int": "+4",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "30",
  "hpCur": "30",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: Unified Magical Theory\nKey attribute: Intelligence\nClass features to 3rd level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st)\nClass feats: Reach Spell (1st), Widen Spell (2nd)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st)",
  "skillFeats": "Skill feats: Courtly Graces (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "17",
  "s1n": "Staff",
  "s1a": "+5",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+7",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Staff • Sling • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Antidote (Lesser) • Scroll of Mystic Armor (rank 1)",
  "gp": "15",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +2 + proficiency +5 + explorer's clothing 0. Wealth (GM Core, level 3): item slots 2/1/1 hold nothing; 25 gp currency: 9 gp 6 sp 2 cp spent, 15 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "2",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Grand Expedition Society (Party of 6, Level 3; Low Level Sextets (Levels 1-5)).\nMembers: Expedition Leader (Human Investigator (Empiricism), level 3); Security Chief (Dwarf Barbarian (Giant Instinct), level 3); Chief Scholar (Elf Wizard (Unified Magical Theory), level 3) (this character); Cultural Liaison (Human (Aiuvarin) Bard (Enigma), level 3); Survival Expert (Halfling Ranger (Outwit), level 3); Medical Officer (Gnome Oracle (Life), level 3)\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert.\nHit Points: 6 (Elf) + (6 (Wizard) + 2 Con) × 3 = 30.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Cultural Liaison (The Grand Expedition Society)": {
  "name": "Cultural Liaison (The Grand Expedition Society)",
  "ancestry": "Human (Aiuvarin)",
  "background": "Noble",
  "class": "Bard (Enigma)",
  "level": "3",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+1",
  "int": "+0",
  "wis": "+1",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "35",
  "hpCur": "35",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Enigma\nKey attribute: Charisma\nClass features to 3rd level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd)\nFeats granted by the subclass: Bardic Lore\nClass feats: Directed Audience (2nd)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Sure Strike.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells).",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Forlorn (1st)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "19",
  "s1n": "Rapier",
  "s1a": "+8",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+8",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Rapier • Sling • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Antidote (Lesser) • Scroll of Soothe (rank 1)",
  "gp": "13",
  "sp": "4",
  "cp": "8",
  "bulk": "3 Bulk, 6 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 19 = 10 + Dex +3 + proficiency +5 + padded armor 1. Wealth (GM Core, level 3): item slots 2/1/1 hold nothing; 25 gp currency: 11 gp 5 sp 2 cp spent, 13 gp 4 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Sure Strike",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "2",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Cultural Liaison\" in The Grand Expedition Society.\nParty: The Grand Expedition Society (Party of 6, Level 3; Low Level Sextets (Levels 1-5)).\nMembers: Expedition Leader (Human Investigator (Empiricism), level 3); Security Chief (Dwarf Barbarian (Giant Instinct), level 3); Chief Scholar (Elf Wizard (Unified Magical Theory), level 3); Cultural Liaison (Human (Aiuvarin) Bard (Enigma), level 3) (this character); Survival Expert (Halfling Ranger (Outwit), level 3); Medical Officer (Gnome Oracle (Life), level 3)\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX; background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS.\nTrained skills: automatic Occultism (Bard), Performance (Bard), Society (Noble background); chosen Diplomacy (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence), Acrobatics (Bard: 4 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert.\nHit Points: 8 (Human) + (8 (Bard) + 1 Con) × 3 = 35.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Survival Expert": {
  "name": "Survival Expert",
  "ancestry": "Halfling",
  "background": "Hunter",
  "class": "Ranger (Outwit)",
  "level": "3",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "+0",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "4",
  "r_thievery": "0",
  "lore1Name": "Lore (Tanning)",
  "r_lore1": "2",
  "hpMax": "45",
  "hpCur": "45",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Outwit\nKey attribute: Dexterity\nClass features to 3rd level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Watchful Halfling (1st)",
  "skillFeats": "Survey Wildlife (Hunter background)\nSkill feats: Experienced Tracker (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "20",
  "s1n": "+1 longbow",
  "s1a": "+10",
  "s1d": "1d8 P",
  "s2n": "Shortsword",
  "s2a": "+9",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Hunt Prey; Outwit edge: +2 circumstance to Deception, Intimidation, Stealth and Recall Knowledge vs your prey.",
  "worn": "Leather Armor",
  "gear": "+1 longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Antidote (Lesser)",
  "gp": "11",
  "sp": "4",
  "bulk": "4 Bulk, 4 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 20 = 10 + Dex +4 + proficiency +5 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 3): item slots 2/1/1 hold Weapon Potency (+1); 25 gp currency: 13 gp 6 sp spent, 11 gp 4 sp kept.",
  "backstory": "Party: The Grand Expedition Society (Party of 6, Level 3; Low Level Sextets (Levels 1-5)).\nMembers: Expedition Leader (Human Investigator (Empiricism), level 3); Security Chief (Dwarf Barbarian (Giant Instinct), level 3); Chief Scholar (Elf Wizard (Unified Magical Theory), level 3); Cultural Liaison (Human (Aiuvarin) Bard (Enigma), level 3); Survival Expert (Halfling Ranger (Outwit), level 3) (this character); Medical Officer (Gnome Oracle (Life), level 3)\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background DEX, CON; class key DEX; 1st level DEX, CON, WIS, STR.\nTrained skills: automatic Survival (Ranger), Survival (Hunter background, already trained); chosen Nature (replacement for a skill already trained), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence).\nLore: Lore (Tanning) (Hunter background).\nSkill increases: 3rd Survival to expert.\nHit Points: 6 (Halfling) + (10 (Ranger) + 3 Con) × 3 = 45.\nBackground: not stated on the sample page; Hunter is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Medical Officer (The Grand Expedition Society)": {
  "name": "Medical Officer (The Grand Expedition Society)",
  "ancestry": "Gnome",
  "background": "Field Medic",
  "class": "Oracle (Life)",
  "level": "3",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+2",
  "con": "+3",
  "int": "+0",
  "wis": "+1",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "4",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "41",
  "hpCur": "41",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Life\nKey attribute: Charisma\nClass features to 3rd level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd)\nFeats granted by the subclass: Nudge the Scales\nClass feats: Reach Spell (2nd)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Vitality Lash; rank 1 Soothe; rank 2 False Vitality.\nFocus spells from: Life Link (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Razzle-Dazzle (1st)",
  "skillFeats": "Battle Medicine (Field Medic background)\nSkill feats: Group Impression (2nd)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "18",
  "s1n": "Spear",
  "s1a": "+4",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+7",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Spear • Sling • Adventurer's Pack • Sling Bullets ×20 • Antidote (Lesser) • Scroll of Heal (rank 1)",
  "gp": "16",
  "sp": "1",
  "cp": "8",
  "bulk": "2 Bulk, 6 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +2 + proficiency +5 + padded armor 1. Wealth (GM Core, level 3): item slots 2/1/1 hold nothing; 25 gp currency: 8 gp 8 sp 2 cp spent, 16 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Vitality Lash",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Soothe",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "3",
  "sp_2_1": "False Vitality",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_focus_1": "Life Link",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Medical Officer\" in The Grand Expedition Society.\nParty: The Grand Expedition Society (Party of 6, Level 3; Low Level Sextets (Levels 1-5)).\nMembers: Expedition Leader (Human Investigator (Empiricism), level 3); Security Chief (Dwarf Barbarian (Giant Instinct), level 3); Chief Scholar (Elf Wizard (Unified Magical Theory), level 3); Cultural Liaison (Human (Aiuvarin) Bard (Enigma), level 3); Survival Expert (Halfling Ranger (Outwit), level 3); Medical Officer (Gnome Oracle (Life), level 3) (this character)\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS.\nTrained skills: automatic Religion (Oracle), Medicine (Life), Medicine (Field Medic background, already trained); chosen Diplomacy (replacement for a skill already trained), Occultism (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nSkill increases: 3rd Medicine to expert.\nHit Points: 8 (Gnome) + (8 (Oracle) + 3 Con) × 3 = 41.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 3rd level (Foundry pf2e data, ORC license)."
 },
 "Guild Master (The Artisan Guild Consortium)": {
  "name": "Guild Master (The Artisan Guild Consortium)",
  "ancestry": "Human",
  "background": "Tinker",
  "class": "Inventor (Weapon Innovation)",
  "level": "5",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+2",
  "dex": "+2",
  "con": "+4",
  "int": "+4",
  "wis": "+0",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "4",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "68",
  "hpCur": "68",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Weapon Innovation\nKey attribute: Intelligence\nClass features to 5th level (Guns & Gears): Explode (1st), Innovation (1st), Overdrive (1st), Peerless Inventor (1st), Shield Block (1st), Expert Overdrive (3rd), Reconfigure (3rd), Inventor Weapon Expertise (5th)\nClass feats: Explosive Leap (1st), Tamper (2nd), Haphazard Repair (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Specialty Crafting (Tinker background)\nSkill feats: Quick Repair (2nd), Courtly Graces (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "22",
  "s1n": "+1 striking warhammer",
  "s1a": "+12",
  "s1d": "2d8+2 B",
  "s2n": "Crossbow",
  "s2a": "+11",
  "s2d": "1d8 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Warhammer: shove. Crossbow: range 120 ft.",
  "worn": "Hide Armor • Crafter's Eyepiece",
  "gear": "+1 striking warhammer • Crossbow • Adventurer's Pack • Repair Toolkit • Bolts ×20 • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "25",
  "sp": "3",
  "bulk": "6 Bulk, 4 L (encumbered above 7, maximum 12)",
  "i_crafting": "1",
  "conditions": "Gear notes: AC 22 = 10 + Dex +2 + proficiency +7 + hide armor 3. Str meets its Strength 2: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Weapon Potency (+1), Striking, Crafter's Eyepiece; 50 gp currency: 24 gp 7 sp spent, 25 gp 3 sp kept.",
  "backstory": "Listed on the sample page as \"Guild Master\" in The Artisan Guild Consortium.\nParty: The Artisan Guild Consortium (Party of 6, Level 5; Low Level Sextets (Levels 1-5)).\nMembers: Guild Master (Human Inventor (Weapon Innovation), level 5) (this character); Master Smith (Dwarf Fighter (Weapon Master), level 5); Grand Enchanter (Elf Wizard (School of Civic Wizardry), level 5); Chief Appraiser (Halfling Investigator (Empiricism), level 5); Trade Negotiator (Human (Aiuvarin) Bard (Maestro), level 5); Security Captain (Orc Champion (Liberation), level 5)\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, STR; 5th level INT, CON, DEX, STR (INT partial).\nTrained skills: automatic Crafting (Inventor), Crafting (Tinker background, already trained); chosen Arcana (replacement for a skill already trained), Society (Inventor: 3 + Intelligence), Athletics (Inventor: 3 + Intelligence), Thievery (Inventor: 3 + Intelligence), Acrobatics (Inventor: 3 + Intelligence), Deception (Inventor: 3 + Intelligence), Diplomacy (Inventor: 3 + Intelligence), Intimidation (Inventor: 3 + Intelligence).\nLore: Lore (Engineering) (Tinker background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert.\nClass skill increases: 3rd Crafting to expert.\nHit Points: 8 (Human) + (8 (Inventor) + 4 Con) × 5 = 68.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Inventor class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Master Smith": {
  "name": "Master Smith",
  "ancestry": "Dwarf",
  "background": "Tinker",
  "class": "Fighter (Weapon Master)",
  "level": "5",
  "size": "Medium, dwarf, humanoid",
  "speed": "15 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+3",
  "con": "+3",
  "int": "+0",
  "wis": "+3",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "4",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "75",
  "hpCur": "75",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E; Fighter Weapon Mastery: one weapon group of your choice M",
  "classFeats": "Subclass: Weapon Master\nKey attribute: Strength\nClass features to 5th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th)\nClass feats: Vicious Swing (1st), Sudden Charge (2nd), Double Slice (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Rock Runner (1st), Dwarven Reinforcement (5th)",
  "skillFeats": "Specialty Crafting (Tinker background)\nSkill feats: Quick Repair (2nd), Titan Wrestler (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "23",
  "s1n": "+1 striking greatsword",
  "s1a": "+16",
  "s1d": "2d12+4 S",
  "s2n": "Javelin",
  "s2a": "+12",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greatsword: versatile P. Javelin: thrown, range 30 ft. Fighter Weapon Mastery: sword group (master, legendary at 13th).",
  "worn": "Splint Mail • One Hundred Victories",
  "gear": "+1 striking greatsword • Javelin ×3 • Adventurer's Pack • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "31",
  "sp": "2",
  "bulk": "6 Bulk, 5 L (encumbered above 9, maximum 14)",
  "i_intimidation": "1",
  "conditions": "Gear notes: Speed 15 ft in splint mail (20 ft without armor). AC 23 = 10 + Dex +1 + proficiency +7 + splint mail 5. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Weapon Potency (+1), Striking, Splint Mail, One Hundred Victories; 50 gp currency: 18 gp 8 sp spent, 31 gp 2 sp kept.",
  "backstory": "Party: The Artisan Guild Consortium (Party of 6, Level 5; Low Level Sextets (Levels 1-5)).\nMembers: Guild Master (Human Inventor (Weapon Innovation), level 5); Master Smith (Dwarf Fighter (Weapon Master), level 5) (this character); Grand Enchanter (Elf Wizard (School of Civic Wizardry), level 5); Chief Appraiser (Halfling Investigator (Empiricism), level 5); Trade Negotiator (Human (Aiuvarin) Bard (Maestro), level 5); Security Captain (Orc Champion (Liberation), level 5)\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background DEX, STR; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial).\nTrained skills: automatic Crafting (Tinker background); chosen Athletics (Fighter: Acrobatics or Athletics), Intimidation (Fighter: 3 + Intelligence), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence).\nLore: Lore (Engineering) (Tinker background).\nSkill increases: 3rd Crafting to expert; 5th Athletics to expert.\nHit Points: 10 (Dwarf) + (10 (Fighter) + 3 Con) × 5 = 75.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Grand Enchanter": {
  "name": "Grand Enchanter",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (School of Civic Wizardry)",
  "level": "5",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 4 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+3",
  "int": "+4",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "4",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "51",
  "hpCur": "51",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "2",
  "classFeats": "Subclass: School of Civic Wizardry\nKey attribute: Intelligence\nClass features to 5th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th)\nClass feats: Reach Spell (2nd), Widen Spell (4th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Prestidigitation, Read Aura; rank 1 Hydraulic Push, Pummeling Rubble, Summon Construct; rank 2 Revealing Light, Water Walk; rank 3 Cozy Cabin, Safe Passage.\nFocus spells from: Earthworks (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st), Ancestral Suspicion (5th)",
  "skillFeats": "Skill feats: Quick Repair (2nd), Courtly Graces (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "20",
  "s1n": "Staff of the Mage's Friend",
  "s1a": "+7",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+10",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing • Mage's Hat",
  "gear": "Staff of the Mage's Friend • Sling • Wand of Mystic Armor (rank 1) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "32",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 20 = 10 + Dex +3 + proficiency +7 + explorer's clothing 0. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Staff of the Mage's Friend, Mage's Hat, Magic Wand (1st-Rank Spell); 50 gp currency: 17 gp 6 sp 2 cp spent, 32 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Prestidigitation",
  "sp_cantrips_2": "Read Aura",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Hydraulic Push",
  "sp_1_2": "Pummeling Rubble",
  "sp_1_3": "Summon Construct",
  "sp_1_4": "Force Barrage",
  "slots2": "4",
  "sp_2_1": "Revealing Light",
  "sp_2_2": "Water Walk",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "slots3": "3",
  "sp_3_1": "Cozy Cabin",
  "sp_3_2": "Safe Passage",
  "sp_3_3": "Fireball",
  "sp_focus_1": "Earthworks",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Artisan Guild Consortium (Party of 6, Level 5; Low Level Sextets (Levels 1-5)).\nMembers: Guild Master (Human Inventor (Weapon Innovation), level 5); Master Smith (Dwarf Fighter (Weapon Master), level 5); Grand Enchanter (Elf Wizard (School of Civic Wizardry), level 5) (this character); Chief Appraiser (Halfling Investigator (Empiricism), level 5); Trade Negotiator (Human (Aiuvarin) Bard (Maestro), level 5); Security Captain (Orc Champion (Liberation), level 5)\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Crafting (Wizard: 2 + Intelligence), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Crafting to expert; 5th Arcana to expert.\nHit Points: 6 (Elf) + (6 (Wizard) + 3 Con) × 5 = 51.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Chief Appraiser": {
  "name": "Chief Appraiser",
  "ancestry": "Halfling",
  "background": "Merchant",
  "class": "Investigator (Empiricism)",
  "level": "5",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling + 4 more of your choice",
  "str": "−1",
  "dex": "+4",
  "con": "+2",
  "int": "+4",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Mercantile)",
  "r_lore1": "2",
  "hpMax": "56",
  "hpCur": "56",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 5th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd), Detective's Readiness (4th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Watchful Halfling (1st), Step Lively (5th)",
  "skillFeats": "Bargain Hunter (Merchant background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd), Lie to Me (4th), Streetwise (5th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "21",
  "s1n": "+1 striking rapier",
  "s1a": "+14",
  "s1d": "2d6−1 P",
  "s2n": "Hand Crossbow",
  "s2a": "+13",
  "s2d": "1d6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Strategic strike +2d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "Explorer's Clothing • Glasses of Sociability",
  "gear": "+1 striking rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "24",
  "sp": "2",
  "bulk": "2 Bulk, 9 L (encumbered above 4, maximum 9)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 21 = 10 + Dex +4 + proficiency +7 + explorer's clothing 0. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Weapon Potency (+1), Striking, Glasses of Sociability; 50 gp currency: 25 gp 8 sp spent, 24 gp 2 sp kept.",
  "backstory": "Party: The Artisan Guild Consortium (Party of 6, Level 5; Low Level Sextets (Levels 1-5)).\nMembers: Guild Master (Human Inventor (Weapon Innovation), level 5); Master Smith (Dwarf Fighter (Weapon Master), level 5); Grand Enchanter (Elf Wizard (School of Civic Wizardry), level 5); Chief Appraiser (Halfling Investigator (Empiricism), level 5) (this character); Trade Negotiator (Human (Aiuvarin) Bard (Maestro), level 5); Security Captain (Orc Champion (Liberation), level 5)\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, INT (flaw STR); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial).\nTrained skills: automatic Society (Investigator), Diplomacy (Merchant background); chosen Arcana (Empiricism Methodology), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Mercantile) (Merchant background).\nSkill increases: 2nd Society to expert; 3rd Diplomacy to expert; 4th Arcana to expert; 5th Deception to expert.\nHit Points: 6 (Halfling) + (8 (Investigator) + 2 Con) × 5 = 56.\nBackground: not stated on the sample page; Merchant is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Trade Negotiator": {
  "name": "Trade Negotiator",
  "ancestry": "Human (Aiuvarin)",
  "background": "Merchant",
  "class": "Bard (Maestro)",
  "level": "5",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Mercantile)",
  "r_lore1": "2",
  "hpMax": "58",
  "hpCur": "58",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Maestro\nKey attribute: Charisma\nClass features to 5th level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd)\nFeats granted by the subclass: Lingering Composition\nClass feats: Directed Audience (2nd), Melodious Spell (4th)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Soothe.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells), Lingering Composition (Maestro muse feat).",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Haughty Obstinacy (1st), Ancestral Suspicion (5th)",
  "skillFeats": "Bargain Hunter (Merchant background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "22",
  "s1n": "Rapier",
  "s1a": "+11",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+11",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "Leather Armor • Glasses of Sociability",
  "gear": "Rapier • Sling • Composer Staff • Wand of Soothe (rank 1) • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Lesser) • Antidote (Lesser)",
  "gp": "28",
  "sp": "6",
  "cp": "8",
  "bulk": "5 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 22 = 10 + Dex +4 + proficiency +7 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Glasses of Sociability, Composer Staff, Magic Wand (1st-Rank Spell); 50 gp currency: 21 gp 3 sp 2 cp spent, 28 gp 6 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Soothe",
  "sp_1_2": "Command",
  "sp_1_3": "Fear",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "2",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "sp_focus_3": "Lingering Composition",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Artisan Guild Consortium (Party of 6, Level 5; Low Level Sextets (Levels 1-5)).\nMembers: Guild Master (Human Inventor (Weapon Innovation), level 5); Master Smith (Dwarf Fighter (Weapon Master), level 5); Grand Enchanter (Elf Wizard (School of Civic Wizardry), level 5); Chief Appraiser (Halfling Investigator (Empiricism), level 5); Trade Negotiator (Human (Aiuvarin) Bard (Maestro), level 5) (this character); Security Captain (Orc Champion (Liberation), level 5)\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX; background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS; 5th level CHA, DEX, CON, WIS (CHA partial).\nTrained skills: automatic Occultism (Bard), Performance (Bard), Diplomacy (Merchant background); chosen Society (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence), Acrobatics (Bard: 4 + Intelligence).\nLore: Lore (Mercantile) (Merchant background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert.\nHit Points: 8 (Human) + (8 (Bard) + 2 Con) × 5 = 58.\nBackground: not stated on the sample page; Merchant is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Security Captain": {
  "name": "Security Captain",
  "ancestry": "Orc",
  "background": "Warrior",
  "class": "Champion (Liberation)",
  "level": "5",
  "size": "Medium, humanoid, orc",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Orcish",
  "str": "+4",
  "dex": "+0",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+2",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "4",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "80",
  "hpCur": "80",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Unarmed E",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Milani",
  "classFeats": "Subclass: Liberation\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Liberation cause): Milani. Divine font heal; sanctification can holy; favored weapon morningstar; divine skill Society.\nClass features to 5th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th)\nFocus spells from: Lay on Hands (devotion spell), Unimpeded Stride (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Orc Ferocity (1st), Athletic Might (5th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th)",
  "genFeats": "General feats: Incredible Initiative (3rd)",
  "ac": "23",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "+1 striking morningstar",
  "s1a": "+14",
  "s1d": "2d6+4 B",
  "s2n": "Javelin",
  "s2a": "+9",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Morningstar: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Full Plate • Glasses of Sociability",
  "gear": "+1 striking morningstar • Javelin ×3 • Steel Shield • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Lesser) • Holy Water ×2 • Antidote (Lesser)",
  "gp": "24",
  "sp": "1",
  "bulk": "7 Bulk, 9 L (encumbered above 9, maximum 14)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 23 = 10 + Dex +0 + proficiency +7 + full plate 6. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 25. Wealth (GM Core, level 5): item slots 4/3/3/2/1/1 hold Weapon Potency (+1), Striking, Full Plate, Glasses of Sociability; 50 gp currency: 25 gp 9 sp spent, 24 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Unimpeded Stride",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Artisan Guild Consortium (Party of 6, Level 5; Low Level Sextets (Levels 1-5)).\nMembers: Guild Master (Human Inventor (Weapon Innovation), level 5); Master Smith (Dwarf Fighter (Weapon Master), level 5); Grand Enchanter (Elf Wizard (School of Civic Wizardry), level 5); Chief Appraiser (Halfling Investigator (Empiricism), level 5); Trade Negotiator (Human (Aiuvarin) Bard (Maestro), level 5); Security Captain (Orc Champion (Liberation), level 5) (this character)\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial).\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background); chosen Society (deity's divine skill), Athletics (Champion: 2 + Intelligence), Diplomacy (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Athletics to expert.\nHit Points: 10 (Orc) + (10 (Champion) + 4 Con) × 5 = 80.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 5th level (Foundry pf2e data, ORC license)."
 },
 "Mayor": {
  "name": "Mayor",
  "ancestry": "Human",
  "background": "Noble",
  "class": "Fighter (Aldori Duelist)",
  "level": "2",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 2 more of your choice",
  "str": "+1",
  "dex": "+4",
  "con": "+2",
  "int": "+1",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "2",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "32",
  "hpCur": "32",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E",
  "classFeats": "Subclass: Aldori Duelist\nKey attribute: Dexterity\nClass features to 2nd level (Player Core): Reactive Strike (1st), Shield Block (1st)\nClass feats: Vicious Swing (1st), Sudden Charge (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd)",
  "ac": "19",
  "s1n": "Longsword",
  "s1a": "+7",
  "s1d": "1d8+1 S",
  "s2n": "Javelin",
  "s2a": "+10",
  "s2d": "1d6+1 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Leather Armor",
  "gear": "Longsword • Javelin ×3 • Adventurer's Pack • Healing Potion (Minor)",
  "gp": "11",
  "sp": "2",
  "bulk": "3 Bulk, 4 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 19 = 10 + Dex +4 + proficiency +4 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 8 gp 8 sp spent, 11 gp 2 sp kept. GM choice: the Aldori dueling sword is uncommon, so this sheet uses a longsword; with GM access, swap it in.",
  "backstory": "Party: The Frontier Settlement Council (Party of 6, Level 2; Low Level Sextets (Levels 1-5)).\nMembers: Mayor (Human Fighter (Aldori Duelist), level 2) (this character); Sheriff (Human (Dromaar) Ranger (Monster Hunter), level 2); Doctor (Halfling Cleric (Healing Domain), level 2); Teacher (Gnome Bard (Polymath), level 2); Engineer (Dwarf Inventor (Armor Innovation), level 2); Merchant (Elf Oracle (Lore), level 2)\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background INT, DEX; class key DEX; 1st level DEX, CON, WIS, STR.\nTrained skills: automatic Society (Noble background); chosen Athletics (Fighter: Acrobatics or Athletics), Diplomacy (Fighter: 3 + Intelligence), Intimidation (Fighter: 3 + Intelligence), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nHit Points: 8 (Human) + (10 (Fighter) + 2 Con) × 2 = 32.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Sheriff (The Frontier Settlement Council, Party of 6)": {
  "name": "Sheriff (The Frontier Settlement Council, Party of 6)",
  "ancestry": "Human (Dromaar)",
  "background": "Warrior",
  "class": "Ranger (Monster Hunter)",
  "level": "2",
  "size": "Medium, human, humanoid, dromaar",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+1",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+1",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "2",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "34",
  "hpCur": "34",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Monster Hunter\nKey attribute: Dexterity\nClass features to 2nd level (Player Core): Hunt Prey (1st), Hunter's Edge (1st)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd)",
  "ancFeats": "Heritage: Dromaar. Orcish strength emboldens your bloodline. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait, the dromaar trait, and low-light vision. When you gain an ancestry feat, you can choose from dromaar and orc feats in addition to those from your ancestry.\nAncestry feats: Monstrous Peacemaker (1st)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd)",
  "ac": "19",
  "s1n": "Longbow",
  "s1a": "+8",
  "s1d": "1d8 P",
  "s2n": "Shortsword",
  "s2a": "+8",
  "s2d": "1d6+1 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Hunt Prey; hunter's edge as listed under class features.",
  "worn": "Leather Armor",
  "gear": "Longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Healing Potion (Minor)",
  "gp": "5",
  "sp": "4",
  "bulk": "4 Bulk, 4 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 19 = 10 + Dex +4 + proficiency +4 + leather armor 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 14 gp 6 sp spent, 5 gp 4 sp kept.",
  "backstory": "Listed on the sample page as \"Sheriff\" in The Frontier Settlement Council.\nParty: The Frontier Settlement Council (Party of 6, Level 2; Low Level Sextets (Levels 1-5)).\nMembers: Mayor (Human Fighter (Aldori Duelist), level 2); Sheriff (Human (Dromaar) Ranger (Monster Hunter), level 2) (this character); Doctor (Halfling Cleric (Healing Domain), level 2); Teacher (Gnome Bard (Polymath), level 2); Engineer (Dwarf Inventor (Armor Innovation), level 2); Merchant (Elf Oracle (Lore), level 2)\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background CON, DEX; class key DEX; 1st level DEX, CON, WIS, STR.\nTrained skills: automatic Survival (Ranger), Intimidation (Warrior background); chosen Diplomacy (Ranger: 4 + Intelligence), Society (Ranger: 4 + Intelligence), Nature (Ranger: 4 + Intelligence), Stealth (Ranger: 4 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nHit Points: 8 (Human) + (10 (Ranger) + 3 Con) × 2 = 34.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Doctor (The Frontier Settlement Council, Party of 6)": {
  "name": "Doctor (The Frontier Settlement Council, Party of 6)",
  "ancestry": "Halfling",
  "background": "Field Medic",
  "class": "Cleric (Healing Domain)",
  "level": "2",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+2",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "28",
  "hpCur": "28",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Healing Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Healing domain): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 2nd level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st)\nClass feats: Domain Initiate (2nd)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Breathe Fire (rank 1), Fireball (rank 3), Wall of Fire (rank 4).\nFocus spells from: Healer's Blessing (Domain Initiate).\nDivine font: 4 × heal at rank 1 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Sure Feet (1st)",
  "skillFeats": "Battle Medicine (Field Medic background)\nSkill feats: Group Impression (2nd)",
  "ac": "16",
  "s1n": "Scimitar",
  "s1a": "+3",
  "s1d": "1d6−1 S",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Scimitar • Sling • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Healing Potion (Minor)",
  "gp": "8",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 6 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +2 + proficiency +4 + explorer's clothing 0. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 11 gp 7 sp 2 cp spent, 8 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "sp_1_3": "Command",
  "sp_focus_1": "Healer's Blessing",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Doctor\" in The Frontier Settlement Council.\nParty: The Frontier Settlement Council (Party of 6, Level 2; Low Level Sextets (Levels 1-5)).\nMembers: Mayor (Human Fighter (Aldori Duelist), level 2); Sheriff (Human (Dromaar) Ranger (Monster Hunter), level 2); Doctor (Halfling Cleric (Healing Domain), level 2) (this character); Teacher (Gnome Bard (Polymath), level 2); Engineer (Dwarf Inventor (Armor Innovation), level 2); Merchant (Elf Oracle (Lore), level 2)\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Medicine (Field Medic background, already trained); chosen Medicine (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Cleric: 2 + Intelligence), Occultism (Cleric: 2 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nHit Points: 6 (Halfling) + (8 (Cleric) + 3 Con) × 2 = 28.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Teacher (The Frontier Settlement Council, Party of 6)": {
  "name": "Teacher (The Frontier Settlement Council, Party of 6)",
  "ancestry": "Gnome",
  "background": "Scholar",
  "class": "Bard (Polymath)",
  "level": "2",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+2",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "28",
  "hpCur": "28",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Polymath\nKey attribute: Charisma\nClass features to 2nd level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st)\nFeats granted by the subclass: Versatile Performance\nClass feats: Esoteric Polymath (2nd)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Phantasmal Minion.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Razzle-Dazzle (1st)",
  "skillFeats": "Skill feats: Courtly Graces (2nd)",
  "ac": "17",
  "s1n": "Rapier",
  "s1a": "+6",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Rapier • Sling • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Minor)",
  "gp": "11",
  "sp": "4",
  "cp": "8",
  "bulk": "3 Bulk, 5 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +2 + proficiency +4 + padded armor 1. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 8 gp 5 sp 2 cp spent, 11 gp 4 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Phantasmal Minion",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Teacher\" in The Frontier Settlement Council.\nParty: The Frontier Settlement Council (Party of 6, Level 2; Low Level Sextets (Levels 1-5)).\nMembers: Mayor (Human Fighter (Aldori Duelist), level 2); Sheriff (Human (Dromaar) Ranger (Monster Hunter), level 2); Doctor (Halfling Cleric (Healing Domain), level 2); Teacher (Gnome Bard (Polymath), level 2) (this character); Engineer (Dwarf Inventor (Armor Innovation), level 2); Merchant (Elf Oracle (Lore), level 2)\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background WIS, CHA; class key CHA; 1st level CHA, DEX, CON, WIS.\nTrained skills: automatic Occultism (Bard), Performance (Bard); chosen Arcana (Scholar background), Society (Bard: 4 + Intelligence), Diplomacy (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Acrobatics (Bard: 4 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nHit Points: 8 (Gnome) + (8 (Bard) + 2 Con) × 2 = 28.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Engineer": {
  "name": "Engineer",
  "ancestry": "Dwarf",
  "background": "Tinker",
  "class": "Inventor (Armor Innovation)",
  "level": "2",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven + 4 more of your choice",
  "str": "+1",
  "dex": "+1",
  "con": "+3",
  "int": "+4",
  "wis": "+1",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "32",
  "hpCur": "32",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Martial T, Unarmed T",
  "classFeats": "Subclass: Armor Innovation\nKey attribute: Intelligence\nClass features to 2nd level (Guns & Gears): Explode (1st), Innovation (1st), Overdrive (1st), Peerless Inventor (1st), Shield Block (1st)\nClass feats: Explosive Leap (1st), Tamper (2nd)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unburdened Iron (1st)",
  "skillFeats": "Specialty Crafting (Tinker background)\nSkill feats: Quick Repair (2nd)",
  "ac": "17",
  "s1n": "Warhammer",
  "s1a": "+5",
  "s1d": "1d8+1 B",
  "s2n": "Crossbow",
  "s2a": "+5",
  "s2d": "1d8 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Warhammer: shove. Crossbow: range 120 ft.",
  "worn": "Studded Leather Armor",
  "gear": "Warhammer • Crossbow • Adventurer's Pack • Repair Toolkit • Bolts ×20 • Healing Potion (Minor)",
  "gp": "5",
  "sp": "3",
  "bulk": "5 Bulk, 3 L (encumbered above 6, maximum 11)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +1 + proficiency +4 + studded leather armor 2. Str meets its Strength 1: no check penalty. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 14 gp 7 sp spent, 5 gp 3 sp kept.",
  "backstory": "Party: The Frontier Settlement Council (Party of 6, Level 2; Low Level Sextets (Levels 1-5)).\nMembers: Mayor (Human Fighter (Aldori Duelist), level 2); Sheriff (Human (Dromaar) Ranger (Monster Hunter), level 2); Doctor (Halfling Cleric (Healing Domain), level 2); Teacher (Gnome Bard (Polymath), level 2); Engineer (Dwarf Inventor (Armor Innovation), level 2) (this character); Merchant (Elf Oracle (Lore), level 2)\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, INT (flaw CHA); background INT, CON; class key INT; 1st level INT, CON, DEX, STR.\nTrained skills: automatic Crafting (Inventor), Crafting (Tinker background, already trained); chosen Arcana (replacement for a skill already trained), Society (Inventor: 3 + Intelligence), Athletics (Inventor: 3 + Intelligence), Thievery (Inventor: 3 + Intelligence), Acrobatics (Inventor: 3 + Intelligence), Deception (Inventor: 3 + Intelligence), Diplomacy (Inventor: 3 + Intelligence), Intimidation (Inventor: 3 + Intelligence).\nLore: Lore (Engineering) (Tinker background).\nHit Points: 10 (Dwarf) + (8 (Inventor) + 3 Con) × 2 = 32.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Inventor class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "Merchant": {
  "name": "Merchant",
  "ancestry": "Elf",
  "background": "Merchant",
  "class": "Oracle (Lore)",
  "level": "2",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+1",
  "int": "+1",
  "wis": "+1",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Mercantile)",
  "r_lore1": "2",
  "hpMax": "24",
  "hpCur": "24",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Lore\nKey attribute: Charisma\nClass features to 2nd level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st)\nFeats granted by the subclass: Whispers of Weakness\nClass feats: Reach Spell (2nd)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Read Aura; rank 1 Mindlink.\nFocus spells from: Brain Drain (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st)",
  "skillFeats": "Bargain Hunter (Merchant background)\nSkill feats: Courtly Graces (2nd)",
  "ac": "17",
  "s1n": "Spear",
  "s1a": "+4",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+6",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Spear • Sling • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Minor) ×2",
  "gp": "10",
  "sp": "1",
  "cp": "8",
  "bulk": "2 Bulk, 6 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +2 + proficiency +4 + padded armor 1. Wealth (GM Core, level 2): item slots 1 hold nothing; 20 gp currency: 9 gp 8 sp 2 cp spent, 10 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Read Aura",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Mindlink",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "sp_focus_1": "Brain Drain",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Frontier Settlement Council (Party of 6, Level 2; Low Level Sextets (Levels 1-5)).\nMembers: Mayor (Human Fighter (Aldori Duelist), level 2); Sheriff (Human (Dromaar) Ranger (Monster Hunter), level 2); Doctor (Halfling Cleric (Healing Domain), level 2); Teacher (Gnome Bard (Polymath), level 2); Engineer (Dwarf Inventor (Armor Innovation), level 2); Merchant (Elf Oracle (Lore), level 2) (this character)\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CON); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS.\nTrained skills: automatic Religion (Oracle), Occultism (Lore), Diplomacy (Merchant background); chosen Society (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence), Acrobatics (Oracle: 3 + Intelligence).\nLore: Lore (Mercantile) (Merchant background).\nHit Points: 6 (Elf) + (8 (Oracle) + 1 Con) × 2 = 24.\nBackground: not stated on the sample page; Merchant is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 2nd level (Foundry pf2e data, ORC license)."
 },
 "High Priest": {
  "name": "High Priest",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Cleric (Healing Domain)",
  "level": "1",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "19",
  "hpCur": "19",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Healing Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Healing domain): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 1st level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Breathe Fire (rank 1), Fireball (rank 3), Wall of Fire (rank 4).\nDivine font: 4 × heal at rank 1 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Lawbringer (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)",
  "ac": "14",
  "s1n": "Scimitar",
  "s1a": "+3",
  "s1d": "1d6 S",
  "s2n": "Sling",
  "s2a": "+4",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Scimitar • Sling • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Healing Potion (Minor) • Holy Water",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 14 = 10 + Dex +1 + proficiency +3 + explorer's clothing 0. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 7 sp 2 cp spent, 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "2",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "backstory": "Party: The Temple Guardian Order (Party of 6, Level 1; Low Level Sextets (Levels 1-5)).\nMembers: High Priest (Human (Nephilim) Cleric (Healing Domain), level 1) (this character); Temple Champion (Human Champion (Justice), level 1); Sacred Scholar (Elf Oracle (Ancestors), level 1); Divine Warrior (Dwarf Cleric (Warpriest), level 1); Healing Acolyte (Halfling Cleric (Healing Domain), level 1); Temple Guard (Human (Dromaar) Fighter (Shield Specialist), level 1)\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry WIS, CON; background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Religion (Acolyte background, already trained); chosen Medicine (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Cleric: 2 + Intelligence), Occultism (Cleric: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nHit Points: 8 (Human) + (8 (Cleric) + 3 Con) × 1 = 19.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Temple Champion": {
  "name": "Temple Champion",
  "ancestry": "Human",
  "background": "Acolyte",
  "class": "Champion (Justice)",
  "level": "1",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+0",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+1",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "20",
  "hpCur": "20",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple T, Martial T, Unarmed T",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Iomedae",
  "classFeats": "Subclass: Justice\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 1st level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st)\nClass feats: Deity's Domain (1st)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)",
  "ac": "17",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "Longsword",
  "s1a": "+7",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+3",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Chain Mail",
  "gear": "Longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Minor)",
  "sp": "1",
  "bulk": "5 Bulk, 5 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: AC 17 = 10 + Dex +0 + proficiency +3 + chain mail 4. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 19. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 9 sp spent, 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Temple Guardian Order (Party of 6, Level 1; Low Level Sextets (Levels 1-5)).\nMembers: High Priest (Human (Nephilim) Cleric (Healing Domain), level 1); Temple Champion (Human Champion (Justice), level 1) (this character); Sacred Scholar (Elf Oracle (Ancestors), level 1); Divine Warrior (Dwarf Cleric (Warpriest), level 1); Healing Acolyte (Halfling Cleric (Healing Domain), level 1); Temple Guard (Human (Dromaar) Fighter (Shield Specialist), level 1)\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background WIS, STR; class key STR; 1st level STR, CON, CHA, WIS.\nTrained skills: automatic Religion (Champion), Religion (Acolyte background, already trained); chosen Intimidation (deity's divine skill), Athletics (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Medicine (Champion: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nHit Points: 8 (Human) + (10 (Champion) + 2 Con) × 1 = 20.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Sacred Scholar": {
  "name": "Sacred Scholar",
  "ancestry": "Elf",
  "background": "Acolyte",
  "class": "Oracle (Ancestors)",
  "level": "1",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+0",
  "int": "+1",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "14",
  "hpCur": "14",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "2",
  "classFeats": "Subclass: Ancestors\nKey attribute: Charisma\nClass features to 1st level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st)\nFeats granted by the subclass: Whispers of Weakness\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Guidance; rank 1 Ill Omen.\nFocus spells from: Ancestral Touch (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)",
  "ac": "16",
  "s1n": "Spear",
  "s1a": "+3",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+5",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Spear • Sling • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Minor) ×2 • Scroll of Heal (rank 1)",
  "gp": "1",
  "sp": "1",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 16 = 10 + Dex +2 + proficiency +3 + padded armor 1. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 13 gp 8 sp 2 cp spent, 1 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Guidance",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Ill Omen",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_focus_1": "Ancestral Touch",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Temple Guardian Order (Party of 6, Level 1; Low Level Sextets (Levels 1-5)).\nMembers: High Priest (Human (Nephilim) Cleric (Healing Domain), level 1); Temple Champion (Human Champion (Justice), level 1); Sacred Scholar (Elf Oracle (Ancestors), level 1) (this character); Divine Warrior (Dwarf Cleric (Warpriest), level 1); Healing Acolyte (Halfling Cleric (Healing Domain), level 1); Temple Guard (Human (Dromaar) Fighter (Shield Specialist), level 1)\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CON); background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS.\nTrained skills: automatic Religion (Oracle), Society (Ancestors), Religion (Acolyte background, already trained); chosen Arcana (replacement for a skill already trained), Occultism (Oracle: 3 + Intelligence), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nHit Points: 6 (Elf) + (8 (Oracle) + 0 Con) × 1 = 14.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Divine Warrior (The Temple Guardian Order)": {
  "name": "Divine Warrior (The Temple Guardian Order)",
  "ancestry": "Dwarf",
  "background": "Acolyte",
  "class": "Cleric (Warpriest)",
  "level": "1",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+0",
  "dex": "+1",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "21",
  "hpCur": "21",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Torag",
  "classFeats": "Subclass: Warpriest\nKey attribute: Wisdom\nDoctrine: Warpriest\nDeity (GM choice, the sample page names none; picked to fit the Warpriest domain): Torag. Divine font heal; sanctification can holy; favored weapon warhammer; divine skill Crafting.\nClass features to 1st level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Mindlink (rank 1), Earthbind (rank 3), Creation (rank 4).\nDivine font: 4 × heal at rank 1 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unburdened Iron (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)",
  "ac": "15",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "Warhammer",
  "s1a": "+3",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+4",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Warhammer: shove. Sling: propulsive, range 50 ft.",
  "worn": "Padded Armor",
  "gear": "Warhammer • Sling • Steel Shield • Adventurer's Pack • Religious Symbol (Wooden) • Sling Bullets ×20 • Healing Potion (Minor) ×2",
  "gp": "2",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 15 = 10 + Dex +1 + proficiency +3 + padded armor 1. Steel Shield raised: AC 17. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 12 gp 8 sp 2 cp spent, 2 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "2",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "backstory": "Listed on the sample page as \"Divine Warrior\" in The Temple Guardian Order.\nParty: The Temple Guardian Order (Party of 6, Level 1; Low Level Sextets (Levels 1-5)).\nMembers: High Priest (Human (Nephilim) Cleric (Healing Domain), level 1); Temple Champion (Human Champion (Justice), level 1); Sacred Scholar (Elf Oracle (Ancestors), level 1); Divine Warrior (Dwarf Cleric (Warpriest), level 1) (this character); Healing Acolyte (Halfling Cleric (Healing Domain), level 1); Temple Guard (Human (Dromaar) Fighter (Shield Specialist), level 1)\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, CHA (flaw CHA); background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Religion (Acolyte background, already trained); chosen Crafting (deity's divine skill), Medicine (replacement for a skill already trained), Diplomacy (Cleric: 2 + Intelligence), Society (Cleric: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nHit Points: 10 (Dwarf) + (8 (Cleric) + 3 Con) × 1 = 21.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Healing Acolyte": {
  "name": "Healing Acolyte",
  "ancestry": "Halfling",
  "background": "Field Medic",
  "class": "Cleric (Healing Domain)",
  "level": "1",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+2",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "+1",
  "keyAttr": "wis",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "17",
  "hpCur": "17",
  "profs": "Unarmored T; Simple T, Unarmed T; Deity's favored weapon T",
  "tradition": "Divine",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Healing Domain\nKey attribute: Wisdom\nDoctrine: Cloistered Cleric (not stated on the sample page; Cloistered Cleric assumed)\nDeity (GM choice, the sample page names none; picked to fit the Healing domain): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 1st level (Player Core): Cleric Spellcasting (1st), Deity (1st), Divine Font (1st), Doctrine (1st), First Doctrine (1st)\nSpellcasting: slots by the Cleric table; each rank lists one suggested prepared spell per slot.\nDeity's spells added to your spell list: Breathe Fire (rank 1), Fireball (rank 3), Wall of Fire (rank 4).\nDivine font: 4 × heal at rank 1 each day (extra slots beyond the rank row).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Halfling Luck (1st)",
  "skillFeats": "Battle Medicine (Field Medic background)",
  "ac": "15",
  "s1n": "Scimitar",
  "s1a": "+2",
  "s1d": "1d6−1 S",
  "s2n": "Sling",
  "s2a": "+5",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Sling: propulsive, range 50 ft.",
  "worn": "Explorer's Clothing",
  "gear": "Scimitar • Sling • Adventurer's Pack • Religious Symbol (Wooden) • Healer's Toolkit • Sling Bullets ×20 • Healing Potion (Minor) • Holy Water",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 4, maximum 9)",
  "conditions": "Gear notes: AC 15 = 10 + Dex +2 + proficiency +3 + explorer's clothing 0. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 7 sp 2 cp spent, 2 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "2",
  "sp_1_1": "Heal",
  "sp_1_2": "Bless",
  "backstory": "Party: The Temple Guardian Order (Party of 6, Level 1; Low Level Sextets (Levels 1-5)).\nMembers: High Priest (Human (Nephilim) Cleric (Healing Domain), level 1); Temple Champion (Human Champion (Justice), level 1); Sacred Scholar (Elf Oracle (Ancestors), level 1); Divine Warrior (Dwarf Cleric (Warpriest), level 1); Healing Acolyte (Halfling Cleric (Healing Domain), level 1) (this character); Temple Guard (Human (Dromaar) Fighter (Shield Specialist), level 1)\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background WIS, CON; class key WIS; 1st level WIS, CON, CHA, DEX.\nTrained skills: automatic Religion (Cleric), Medicine (Field Medic background, already trained); chosen Medicine (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Cleric: 2 + Intelligence), Occultism (Cleric: 2 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nHit Points: 6 (Halfling) + (8 (Cleric) + 3 Con) × 1 = 17.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Cleric class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Temple Guard": {
  "name": "Temple Guard",
  "ancestry": "Human (Dromaar)",
  "background": "Acolyte",
  "class": "Fighter (Shield Specialist)",
  "level": "1",
  "size": "Medium, human, humanoid, dromaar",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+1",
  "con": "+2",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "2",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "20",
  "hpCur": "20",
  "profs": "Unarmored T, Light T, Medium T, Heavy T; Simple E, Martial E, Advanced T, Unarmed E",
  "classFeats": "Subclass: Shield Specialist\nKey attribute: Strength\nClass features to 1st level (Player Core): Reactive Strike (1st), Shield Block (1st)\nClass feats: Vicious Swing (1st)",
  "ancFeats": "Heritage: Dromaar. Orcish strength emboldens your bloodline. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait, the dromaar trait, and low-light vision. When you gain an ancestry feat, you can choose from dromaar and orc feats in addition to those from your ancestry.\nAncestry feats: Monstrous Peacemaker (1st)",
  "skillFeats": "Student of the Canon (Acolyte background)",
  "ac": "18",
  "shieldAc": "2",
  "shHard": "5",
  "shHp": "20 (10)",
  "shCur": "20",
  "s1n": "Longsword",
  "s1a": "+9",
  "s1d": "1d8+4 S",
  "s2n": "Javelin",
  "s2a": "+6",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft.",
  "worn": "Chain Mail",
  "gear": "Longsword • Javelin ×3 • Steel Shield • Adventurer's Pack • Healing Potion (Minor)",
  "sp": "2",
  "bulk": "5 Bulk, 4 L (encumbered above 9, maximum 14)",
  "conditions": "Gear notes: AC 18 = 10 + Dex +1 + proficiency +3 + chain mail 4. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Steel Shield raised: AC 20. Wealth (GM Core, level 1): item slots none hold nothing; 15 gp currency: 14 gp 8 sp spent, 2 sp kept.",
  "backstory": "Party: The Temple Guardian Order (Party of 6, Level 1; Low Level Sextets (Levels 1-5)).\nMembers: High Priest (Human (Nephilim) Cleric (Healing Domain), level 1); Temple Champion (Human Champion (Justice), level 1); Sacred Scholar (Elf Oracle (Ancestors), level 1); Divine Warrior (Dwarf Cleric (Warpriest), level 1); Healing Acolyte (Halfling Cleric (Healing Domain), level 1); Temple Guard (Human (Dromaar) Fighter (Shield Specialist), level 1) (this character)\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background WIS, STR; class key STR; 1st level STR, CON, DEX, WIS.\nTrained skills: automatic Religion (Acolyte background); chosen Athletics (Fighter: Acrobatics or Athletics), Intimidation (Fighter: 3 + Intelligence), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nHit Points: 8 (Human) + (10 (Fighter) + 2 Con) × 1 = 20.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 1st level (Foundry pf2e data, ORC license)."
 },
 "Lord Inquisitor": {
  "name": "Lord Inquisitor",
  "ancestry": "Human",
  "background": "Barrister",
  "class": "Investigator (Interrogation)",
  "level": "10",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+3",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "6",
  "r_intimidation": "6",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "118",
  "hpCur": "118",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Interrogation\nKey attribute: Intelligence\nClass features to 10th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th)\nFeats granted by the subclass: No Cause for Alarm\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Hardy Traveler (9th)",
  "skillFeats": "Group Impression (Barrister background)\nSkill feats: Courtly Graces (2nd), Intimidating Glare (3rd), Bon Mot (4th), Streetwise (5th), Terrifying Resistance (6th), Glad-Hand (7th), Shameless Request (8th), Battle Cry (9th), Hobnobber (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "s1n": "+1 striking corrosive rapier",
  "s1a": "+19",
  "s1d": "2d6+2 P + 1d6 acid",
  "s2n": "Hand Crossbow",
  "s2a": "+18",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +3d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 resilient leather armor • Messenger's Ring",
  "gear": "+1 striking corrosive rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Disguise Kit • Bolts ×20 • Healing Potion (Moderate) ×3",
  "pp": "8",
  "gp": "108",
  "sp": "3",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +12 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Weapon Potency (+1), Striking, Corrosive, Armor Potency (+1), Resilient, Messenger's Ring; 350 gp currency: 161 gp 7 sp spent, 188 gp 3 sp kept.",
  "backstory": "Party: The Royal Inquisition Grand Council (Party of 6, Level 10; Medium Level Sextets (Levels 6-12)).\nMembers: Lord Inquisitor (Human Investigator (Interrogation), level 10) (this character); Divine Enforcer (Human (Nephilim) Champion (Justice), level 10); Arcane Investigator (Elf Wizard (School of Mentalism), level 10); Master Interrogator (Human (Aiuvarin) Bard (Polymath), level 10); Shadow Agent (Halfling Rogue (Mastermind), level 10); Truth Seeker (Dwarf Oracle (Ancestors), level 10)\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, DEX; background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial).\nTrained skills: automatic Society (Investigator), Diplomacy (Interrogation Methodology), Diplomacy (Barrister background, already trained); chosen Intimidation (replacement for a skill already trained), Arcana (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence); Intelligence increases Survival (10th level).\nLore: Lore (Legal) (Barrister background).\nSkill increases: 2nd Diplomacy to expert; 3rd Society to expert; 4th Intimidation to expert; 5th Arcana to expert; 6th Deception to expert; 7th Diplomacy to master; 8th Society to master; 9th Intimidation to master; 10th Arcana to master.\nHit Points: 8 (Human) + (8 (Investigator) + 3 Con) × 10 = 118.\nBackground: not stated on the sample page; Barrister is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Divine Enforcer": {
  "name": "Divine Enforcer",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Champion (Justice)",
  "level": "10",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+0",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+3",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "6",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "148",
  "hpCur": "148",
  "profs": "Unarmored E, Light E, Medium E, Heavy E; Simple E, Martial E, Unarmed E",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "4",
  "deity": "Iomedae",
  "classFeats": "Subclass: Justice\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 10th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Advanced Deity's Domain (8th), Quick Shield Block (10th)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Skillful Tail (5th), Cooperative Soul (9th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Intimidating Glare (2nd), Group Impression (4th), Courtly Graces (6th), Terrifying Resistance (8th), Bon Mot (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "31",
  "shieldAc": "2",
  "shHard": "10",
  "shHp": "80 (40)",
  "shCur": "80",
  "s1n": "+1 striking frost longsword",
  "s1a": "+20",
  "s1d": "2d8+7 S + 1d6 cold",
  "s2n": "Javelin",
  "s2a": "+14",
  "s2d": "1d6+7 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+1 resilient full plate • Sailor's Collar • Messenger's Ring",
  "gear": "+1 striking frost longsword • Javelin ×3 • Sturdy Shield (Lesser) • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Moderate) ×2 • Holy Water ×2",
  "pp": "1",
  "gp": "101",
  "sp": "1",
  "bulk": "7 Bulk, 9 L (encumbered above 10, maximum 15)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_athletics": "1",
  "i_diplomacy": "2",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 31 = 10 + Dex +0 + proficiency +14 + full plate 6 + potency 1. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Lesser) raised: AC 33. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Frost, Armor Potency (+1), Resilient, Sturdy Shield (Lesser), Sailor's Collar, Messenger's Ring; 350 gp currency: 238 gp 9 sp spent, 111 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Royal Inquisition Grand Council (Party of 6, Level 10; Medium Level Sextets (Levels 6-12)).\nMembers: Lord Inquisitor (Human Investigator (Interrogation), level 10); Divine Enforcer (Human (Nephilim) Champion (Justice), level 10) (this character); Arcane Investigator (Elf Wizard (School of Mentalism), level 10); Master Interrogator (Human (Aiuvarin) Bard (Polymath), level 10); Shadow Agent (Halfling Rogue (Mastermind), level 10); Truth Seeker (Dwarf Oracle (Ancestors), level 10)\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background WIS, STR; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS.\nTrained skills: automatic Religion (Champion), Religion (Acolyte background, already trained); chosen Intimidation (deity's divine skill), Diplomacy (replacement for a skill already trained), Society (Champion: 2 + Intelligence), Athletics (Champion: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Intimidation to expert; 5th Diplomacy to expert; 7th Intimidation to master; 9th Diplomacy to master.\nHit Points: 8 (Human) + (10 (Champion) + 4 Con) × 10 = 148.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Arcane Investigator": {
  "name": "Arcane Investigator",
  "ancestry": "Elf",
  "background": "Detective",
  "class": "Wizard (School of Mentalism)",
  "level": "10",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "106",
  "hpCur": "106",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: School of Mentalism\nKey attribute: Intelligence\nClass features to 10th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Bespell Strikes (6th), Steady Spellcasting (8th), Bond Conservation (10th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Daze, Figment; rank 1 Dizzying Colors, Sleep, Sure Strike; rank 2 Illusory Creature, Stupefy; rank 3 Dream Message, Mind Reading; rank 4 Nightmare, Vision of Death; rank 5 Hallucination, Illusory Scene.\nFocus spells from: Charming Push (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Forlorn (1st), Ancestral Suspicion (5th), Submerged Stillness (9th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Oddity Identification (4th), Student of the Canon (6th), Schooled in Secrets (8th), Biographical Eye (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "Mentalist's Staff (Greater)",
  "s1a": "+12",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+16",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "Mentalist's Staff (Greater) • Sling • Wand of Haste (rank 3) • Wand of Invisibility (rank 2) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Moderate) ×3",
  "pp": "9",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 27 = 10 + Dex +4 + proficiency +12 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Mentalist's Staff (Greater), Armor Potency (+1), Resilient, Mage's Hat (Greater), Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 350 gp currency: 152 gp 6 sp 2 cp spent, 197 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Figment",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Sleep",
  "sp_1_3": "Sure Strike",
  "sp_1_4": "Force Barrage",
  "slots2": "4",
  "sp_2_1": "Illusory Creature",
  "sp_2_2": "Stupefy",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "slots3": "4",
  "sp_3_1": "Dream Message",
  "sp_3_2": "Mind Reading",
  "sp_3_3": "Fireball",
  "sp_3_4": "Haste",
  "slots4": "4",
  "sp_4_1": "Nightmare",
  "sp_4_2": "Vision of Death",
  "sp_4_3": "Fly",
  "sp_4_4": "Translocate",
  "slots5": "4",
  "sp_5_1": "Hallucination",
  "sp_5_2": "Illusory Scene",
  "sp_5_3": "Cone of Cold",
  "sp_5_4": "Wall of Stone",
  "sp_focus_1": "Charming Push",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Royal Inquisition Grand Council (Party of 6, Level 10; Medium Level Sextets (Levels 6-12)).\nMembers: Lord Inquisitor (Human Investigator (Interrogation), level 10); Divine Enforcer (Human (Nephilim) Champion (Justice), level 10); Arcane Investigator (Elf Wizard (School of Mentalism), level 10) (this character); Master Interrogator (Human (Aiuvarin) Bard (Polymath), level 10); Shadow Agent (Halfling Rogue (Mastermind), level 10); Truth Seeker (Dwarf Oracle (Ancestors), level 10)\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard), Society (Detective background); chosen Occultism (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master.\nHit Points: 6 (Elf) + (6 (Wizard) + 4 Con) × 10 = 106.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Master Interrogator": {
  "name": "Master Interrogator",
  "ancestry": "Human (Aiuvarin)",
  "background": "Barrister",
  "class": "Bard (Polymath)",
  "level": "10",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+3",
  "int": "+0",
  "wis": "+3",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "6",
  "r_intimidation": "6",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "118",
  "hpCur": "118",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Polymath\nKey attribute: Charisma\nClass features to 10th level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd), Expert Spellcaster (7th), Fortitude Expertise (9th), Performer's Heart (9th)\nFeats granted by the subclass: Versatile Performance\nClass feats: Esoteric Polymath (2nd), Melodious Spell (4th), Directed Audience (6th), Steady Spellcasting (8th), Quickened Casting (10th)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Phantasmal Minion.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells).",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Forlorn (1st), Ancestral Suspicion (5th), Group Aid (9th)",
  "skillFeats": "Group Impression (Barrister background)\nSkill feats: Intimidating Glare (2nd), Courtly Graces (4th), Impressive Performance (6th), Terrifying Resistance (8th), Bon Mot (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "s1n": "Rapier",
  "s1a": "+16",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+16",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient leather armor • Glasses of Sociability",
  "gear": "Rapier • Sling • Composer Staff (Greater) • Wand of Soothe (rank 4) • Wand of Heroism (rank 3) • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Moderate) ×3",
  "pp": "9",
  "gp": "103",
  "sp": "6",
  "cp": "8",
  "bulk": "5 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +12 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Armor Potency (+1), Resilient, Glasses of Sociability, Composer Staff (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 350 gp currency: 156 gp 3 sp 2 cp spent, 193 gp 6 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Phantasmal Minion",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "3",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_5_3": "Banishment",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Royal Inquisition Grand Council (Party of 6, Level 10; Medium Level Sextets (Levels 6-12)).\nMembers: Lord Inquisitor (Human Investigator (Interrogation), level 10); Divine Enforcer (Human (Nephilim) Champion (Justice), level 10); Arcane Investigator (Elf Wizard (School of Mentalism), level 10); Master Interrogator (Human (Aiuvarin) Bard (Polymath), level 10) (this character); Shadow Agent (Halfling Rogue (Mastermind), level 10); Truth Seeker (Dwarf Oracle (Ancestors), level 10)\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX; background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS; 5th level CHA, DEX, CON, WIS (CHA partial); 10th level CHA, DEX, CON, WIS (DEX partial).\nTrained skills: automatic Occultism (Bard), Performance (Bard), Diplomacy (Barrister background); chosen Intimidation (Bard: 4 + Intelligence), Society (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence).\nLore: Lore (Legal) (Barrister background).\nSkill increases: 3rd Intimidation to expert; 5th Diplomacy to expert; 7th Intimidation to master; 9th Diplomacy to master.\nHit Points: 8 (Human) + (8 (Bard) + 3 Con) × 10 = 118.\nBackground: not stated on the sample page; Barrister is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Shadow Agent": {
  "name": "Shadow Agent",
  "ancestry": "Halfling",
  "background": "Charlatan",
  "class": "Rogue (Mastermind)",
  "level": "10",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+5",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "6",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "126",
  "hpCur": "126",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Mastermind\nKey attribute: Dexterity\nClass features to 10th level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd), Weapon Tricks (5th), Evasive Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th), Debilitating Strikes (9th), Rogue Resilience (9th)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd), You're Next (4th), Mobility (6th), Quick Draw (8th), Underhanded Assault (10th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Folksy Patter (1st), Step Lively (5th), Dance Underfoot (9th)",
  "skillFeats": "Charming Liar (Charlatan background)\nSkill feats: Terrain Stalker (1st), Lie to Me (2nd), Pickpocket (3rd), Cat Fall (4th), Quiet Allies (5th), Subtle Theft (6th), Steady Balance (7th), Swift Sneak (8th), Confabulator (9th), Nimble Crawl (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "s1n": "+1 striking frost rapier",
  "s1a": "+20",
  "s1d": "2d6+1 P + 1d6 cold",
  "s2n": "Hand Crossbow",
  "s2a": "+19",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Sneak attack +2d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "+1 resilient explorer's clothing • Charlatan's Gloves (Greater) • Cloak of Illusions",
  "gear": "+1 striking frost rapier • Hand Crossbow • Adventurer's Pack • Thieves' Toolkit • Disguise Kit • Bolts ×20 • Healing Potion (Moderate) ×3",
  "pp": "5",
  "gp": "103",
  "sp": "2",
  "bulk": "3 Bulk, 1 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_thievery": "2",
  "i_stealth": "1",
  "conditions": "Gear notes: AC 28 = 10 + Dex +5 + proficiency +12 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Striking, Frost, Armor Potency (+1), Resilient, Charlatan's Gloves (Greater), Cloak of Illusions; 350 gp currency: 196 gp 8 sp spent, 153 gp 2 sp kept.",
  "backstory": "Party: The Royal Inquisition Grand Council (Party of 6, Level 10; Medium Level Sextets (Levels 6-12)).\nMembers: Lord Inquisitor (Human Investigator (Interrogation), level 10); Divine Enforcer (Human (Nephilim) Champion (Justice), level 10); Arcane Investigator (Elf Wizard (School of Mentalism), level 10); Master Interrogator (Human (Aiuvarin) Bard (Polymath), level 10); Shadow Agent (Halfling Rogue (Mastermind), level 10) (this character); Truth Seeker (Dwarf Oracle (Ancestors), level 10)\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background CHA, DEX; class key DEX; 1st level DEX, CON, CHA, WIS; 5th level DEX, CON, CHA, WIS (DEX partial); 10th level DEX, CON, CHA, WIS.\nTrained skills: automatic Stealth (Rogue), Society (Mastermind), Deception (Charlatan background); chosen Occultism (Mastermind), Thievery (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence), Intimidation (Rogue: 7 + Intelligence), Performance (Rogue: 7 + Intelligence), Survival (Rogue: 7 + Intelligence).\nLore: Lore (Underworld) (Charlatan background).\nSkill increases: 2nd Stealth to expert; 3rd Deception to expert; 4th Thievery to expert; 5th Acrobatics to expert; 6th Society to expert; 7th Stealth to master; 8th Deception to master; 9th Thievery to master; 10th Acrobatics to master.\nHit Points: 6 (Halfling) + (8 (Rogue) + 4 Con) × 10 = 126.\nBackground: not stated on the sample page; Charlatan is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Truth Seeker": {
  "name": "Truth Seeker",
  "ancestry": "Dwarf",
  "background": "Detective",
  "class": "Oracle (Ancestors)",
  "level": "10",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "6",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "130",
  "hpCur": "130",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Ancestors\nKey attribute: Charisma\nClass features to 10th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th)\nFeats granted by the subclass: Whispers of Weakness\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Guidance; rank 1 Ill Omen; rank 2 Ghostly Carrier; rank 5 Dreaming Potential.\nFocus spells from: Ancestral Touch (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Rock Runner (1st), Boulder Roll (5th), Stone Bones (9th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Intimidating Glare (2nd), Group Impression (4th), Courtly Graces (6th), Terrifying Resistance (8th), Bon Mot (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "Spear",
  "s1a": "+12",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+15",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing (Greater) • Wand of Heal (rank 4) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) ×3",
  "pp": "9",
  "gp": "108",
  "sp": "1",
  "cp": "8",
  "bulk": "4 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +3 + proficiency +12 + padded armor 1 + potency 1. Wealth (GM Core, level 10): item slots 9/8/8/7/6/6 hold Armor Potency (+1), Resilient, Glasses of Sociability, Staff of Healing (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 350 gp currency: 151 gp 8 sp 2 cp spent, 198 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Guidance",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots1": "4",
  "sp_1_1": "Ill Omen",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Ghostly Carrier",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Dreaming Potential",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "sp_focus_1": "Ancestral Touch",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Royal Inquisition Grand Council (Party of 6, Level 10; Medium Level Sextets (Levels 6-12)).\nMembers: Lord Inquisitor (Human Investigator (Interrogation), level 10); Divine Enforcer (Human (Nephilim) Champion (Justice), level 10); Arcane Investigator (Elf Wizard (School of Mentalism), level 10); Master Interrogator (Human (Aiuvarin) Bard (Polymath), level 10); Shadow Agent (Halfling Rogue (Mastermind), level 10); Truth Seeker (Dwarf Oracle (Ancestors), level 10) (this character)\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, CHA (flaw CHA); background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS; 10th level CHA, CON, DEX, WIS (CHA, WIS partial).\nTrained skills: automatic Religion (Oracle), Society (Ancestors), Society (Detective background, already trained); chosen Intimidation (replacement for a skill already trained), Diplomacy (Oracle: 3 + Intelligence), Occultism (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 3rd Intimidation to expert; 5th Diplomacy to expert; 7th Intimidation to master; 9th Diplomacy to master.\nHit Points: 10 (Dwarf) + (8 (Oracle) + 4 Con) × 10 = 130.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 10th level (Foundry pf2e data, ORC license)."
 },
 "Prime Elementalist (The Elemental Mastery Council)": {
  "name": "Prime Elementalist (The Elemental Mastery Council)",
  "ancestry": "Human",
  "background": "Herbalist",
  "class": "Kineticist (Dual Gate: Air and Water)",
  "level": "8",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 3 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+2",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "con",
  "r_perception": "2",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "4",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Herbalism)",
  "r_lore1": "2",
  "hpMax": "104",
  "hpCur": "104",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "classFeats": "Subclass: Dual Gate: Air and Water\nKey attribute: Constitution\nClass features to 8th level (Rage of Elements): Impulses (1st), Kinetic Aura (1st), Kinetic Gate (1st), Extract Element (3rd), Will Expertise (3rd), Gate's Threshold (5th), Kinetic Durability (7th), Kinetic Expertise (7th)\nClass feats: Weapon Infusion (1st), Ocean's Balm (2nd), Thermal Nimbus (4th), Fresh Produce (6th), Rising Hurricane (8th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th)",
  "skillFeats": "Natural Medicine (Herbalist background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Experienced Tracker (6th), Quick Jump (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "26",
  "s1n": "Elemental Blast (air, 60 ft)",
  "s1a": "+17",
  "s1d": "2d6 electricity",
  "s2n": "Elemental Blast (water, 30 ft)",
  "s2a": "+17",
  "s2d": "2d8 cold",
  "s3n": "Elemental Blast (air, melee)",
  "s3a": "+17",
  "s3d": "2d6 electricity",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Impulse attacks use Constitution and the class DC proficiency; 2-action Elemental Blast adds Con +4 status damage; melee blasts add Strength.",
  "worn": "+1 leather armor • Gate Attenuator • Sailor's Collar • Bracelet of Dashing",
  "gear": "Adventurer's Pack • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "91",
  "sp": "5",
  "bulk": "2 Bulk, 4 L (encumbered above 5, maximum 10)",
  "i_athletics": "1",
  "i_acrobatics": "1",
  "conditions": "Gear notes: AC 26 = 10 + Dex +4 + proficiency +10 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Armor Potency (+1), Gate Attenuator, Sailor's Collar, Bracelet of Dashing; 180 gp currency: 88 gp 5 sp spent, 91 gp 5 sp kept.",
  "backstory": "Listed on the sample page as \"Prime Elementalist\" in The Elemental Mastery Council.\nParty: The Elemental Mastery Council (Party of 6, Level 8; Medium Level Sextets (Levels 6-12)).\nMembers: Prime Elementalist (Human Kineticist (Dual Gate: Air and Water), level 8) (this character); Earth Sovereign (Human (Oread) Monk (Mountain Stance), level 8); Fire Lord (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Empress (Human (Undine) Druid (Wave Order), level 8); Air Duchess (Human (Sylph) Oracle (Tempest), level 8); Void Walker (Fetchling Witch (Starless Shadow Patron), level 8)\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, DEX; background CON, DEX; class key CON; 1st level CON, DEX, WIS, INT; 5th level CON, DEX, WIS, INT (CON partial).\nTrained skills: automatic Nature (Kineticist), Nature (Herbalist background, already trained); chosen Athletics (replacement for a skill already trained), Acrobatics (Kineticist: 3 + Intelligence), Survival (Kineticist: 3 + Intelligence), Intimidation (Kineticist: 3 + Intelligence), Arcana (Kineticist: 3 + Intelligence); Intelligence increases Crafting (5th level).\nLore: Lore (Herbalism) (Herbalist background).\nSkill increases: 3rd Nature to expert; 5th Athletics to expert; 7th Nature to master.\nHit Points: 8 (Human) + (8 (Kineticist) + 4 Con) × 8 = 104.\nBackground: not stated on the sample page; Herbalist is a suggested choice that fits the role.\nProficiency ranks: Kineticist class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Earth Sovereign": {
  "name": "Earth Sovereign",
  "ancestry": "Human (Oread)",
  "background": "Noble",
  "class": "Monk (Mountain Stance)",
  "level": "8",
  "size": "Medium, human, humanoid, oread",
  "speed": "40 ft",
  "senses": "Low-light vision",
  "languages": "Common + 2 more of your choice",
  "str": "+4",
  "dex": "+3",
  "con": "+2",
  "int": "+1",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "2",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "104",
  "hpCur": "104",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "classFeats": "Subclass: Mountain Stance\nKey attribute: Strength\nPath to Perfection (suggested): 7th Fortitude to master\nClass features to 8th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th), Path to Perfection (7th), Weapon Specialization (7th)\nClass feats: Mountain Stance (1st), Stunning Blows (2nd), Crushing Grab (4th), Deflect Projectile (6th), Whirling Throw (8th)",
  "ancFeats": "Heritage: Oread. An earth elemental ancestor has influenced your bloodline, and your features highlight this elemental planar connection. You might have a crystalline or metallic sheen to your skin or hair, rough and stony flesh, or glittering gemstone eyes. You gain the oread trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from oread feats and feats from your ancestry whenever you gain an an\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Cat Fall (4th), Titan Wrestler (6th), Bon Mot (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "26",
  "s1n": "+1 striking falling stone",
  "s1a": "+17",
  "s1d": "2d8+6 B",
  "s2n": "+1 striking fist (outside the stance)",
  "s2a": "+17",
  "s2d": "2d6+6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Falling Stone: forceful, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+1 striking handwraps of mighty blows • +1 explorer's clothing • Bracelet of Dashing • Sailor's Collar",
  "gear": "Adventurer's Pack • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "4",
  "bulk": "1 Bulk, 5 L (encumbered above 9, maximum 14)",
  "i_acrobatics": "1",
  "i_athletics": "1",
  "conditions": "Gear notes: Speed 40 ft = 25 ft + 15 ft Incredible Movement (unarmored). AC 26 = 10 + Dex +3 + proficiency +12 + explorer's clothing 0 + potency 1. In Mountain Stance: AC 26 (+4 item bonus, which does not stack with the potency rune; Dex cap +0). Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Handwraps of Mighty Blows, Striking, Armor Potency (+1), Bracelet of Dashing, Sailor's Collar; 180 gp currency: 86 gp 6 sp spent, 93 gp 4 sp kept.",
  "backstory": "Party: The Elemental Mastery Council (Party of 6, Level 8; Medium Level Sextets (Levels 6-12)).\nMembers: Prime Elementalist (Human Kineticist (Dual Gate: Air and Water), level 8); Earth Sovereign (Human (Oread) Monk (Mountain Stance), level 8) (this character); Fire Lord (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Empress (Human (Undine) Druid (Wave Order), level 8); Air Duchess (Human (Sylph) Oracle (Tempest), level 8); Void Walker (Fetchling Witch (Starless Shadow Patron), level 8)\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, DEX; background INT, STR; class key STR; 1st level STR, DEX, CON, WIS; 5th level STR, DEX, CON, WIS (STR partial).\nTrained skills: automatic Society (Noble background); chosen Diplomacy (Monk: 4 + Intelligence), Acrobatics (Monk: 4 + Intelligence), Athletics (Monk: 4 + Intelligence), Stealth (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 8 (Human) + (10 (Monk) + 2 Con) × 8 = 104.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Monk class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Fire Lord": {
  "name": "Fire Lord",
  "ancestry": "Human (Naari)",
  "background": "Fortune Teller",
  "class": "Sorcerer (Elemental Fire)",
  "level": "8",
  "size": "Medium, human, humanoid, naari",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "88",
  "hpCur": "88",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Elemental Fire\nKey attribute: Charisma\nClass features to 8th level (Player Core 2): Bloodline (1st), Bloodline Spells (1st), Sorcerer Spellcasting (1st), Sorcerous Potency (1st), Spell Repertoire (1st), Signature Spells (3rd), Magical Fortitude (5th), Expert Spellcaster (7th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Blood Rising (8th)\nSpellcasting: slots by the Sorcerer table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Ignition; rank 1 Breathe Fire; rank 2 Resist Energy; rank 3 Fireball; rank 4 Unfettered Movement.\nFocus spells from: Elemental Toss (bloodline spell).",
  "ancFeats": "Heritage: Naari. You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the naari trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from naari feats and feats from your ancestry\nAncestry feats: Cooperative Nature (1st), Skillful Tail (5th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th), Intimidating Glare (6th), Bon Mot (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "23",
  "s1n": "Staff of Fire",
  "s1a": "+10",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 explorer's clothing",
  "gear": "Staff of Fire • Sling • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "conditions": "Gear notes: AC 23 = 10 + Dex +2 + proficiency +10 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Staff of Fire, Armor Potency (+1), Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 6 sp 2 cp spent, 93 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Ignition",
  "sp_cantrips_2": "Electric Arc",
  "sp_cantrips_3": "Frostbite",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Breathe Fire",
  "sp_1_2": "Heal",
  "sp_1_3": "Gust of Wind",
  "sp_1_4": "Thunderstrike",
  "slots2": "4",
  "sp_2_1": "Resist Energy",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Entangling Flora",
  "sp_2_4": "Oaken Resilience",
  "slots3": "4",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "sp_3_4": "Lightning Bolt",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Fly",
  "sp_4_3": "Wall of Fire",
  "sp_4_4": "Vital Beacon",
  "sp_focus_1": "Elemental Toss",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Elemental Mastery Council (Party of 6, Level 8; Medium Level Sextets (Levels 6-12)).\nMembers: Prime Elementalist (Human Kineticist (Dual Gate: Air and Water), level 8); Earth Sovereign (Human (Oread) Monk (Mountain Stance), level 8); Fire Lord (Human (Naari) Sorcerer (Elemental Fire), level 8) (this character); Water Empress (Human (Undine) Druid (Wave Order), level 8); Air Duchess (Human (Sylph) Oracle (Tempest), level 8); Void Walker (Fetchling Witch (Starless Shadow Patron), level 8)\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Intimidation (Bloodline: Elemental), Nature (Bloodline: Elemental), Occultism (Fortune Teller background); chosen Diplomacy (Sorcerer: 2 + Intelligence), Society (Sorcerer: 2 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 8 (Human) + (6 (Sorcerer) + 4 Con) × 8 = 88.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Sorcerer class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Water Empress": {
  "name": "Water Empress",
  "ancestry": "Human (Undine)",
  "background": "Noble",
  "class": "Druid (Wave Order)",
  "level": "8",
  "size": "Medium, human, humanoid, undine",
  "speed": "25 ft, swim 10 ft",
  "senses": "Normal vision",
  "languages": "Common + 4 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+3",
  "int": "+3",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "96",
  "hpCur": "96",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "4",
  "classFeats": "Subclass: Wave Order\nKey attribute: Wisdom\nClass features to 8th level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st), Fortitude Expertise (3rd), Perception Expertise (3rd), Reflex Expertise (5th), Expert Spellcaster (7th)\nFeats granted by the subclass: Shore Step\nClass feats: Reach Spell (2nd), Widen Spell (4th), Call of the Wild (6th), Steady Spellcasting (8th)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Rising Surf (order spell).",
  "ancFeats": "Heritage: Undine. A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Experienced Tracker (4th), Bon Mot (6th), Streetwise (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Spear",
  "s1a": "+10",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Primeval Mistletoe • Battle Medic's Baton",
  "gear": "Spear • Sling • Staff of Water • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_nature": "1",
  "i_medicine": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +2 + proficiency +10 + padded armor 1 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Armor Potency (+1), Primeval Mistletoe, Battle Medic's Baton, Staff of Water, Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 8 sp 2 cp spent, 93 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "sp_4_3": "Unfettered Movement",
  "sp_focus_1": "Rising Surf",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Elemental Mastery Council (Party of 6, Level 8; Medium Level Sextets (Levels 6-12)).\nMembers: Prime Elementalist (Human Kineticist (Dual Gate: Air and Water), level 8); Earth Sovereign (Human (Oread) Monk (Mountain Stance), level 8); Fire Lord (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Empress (Human (Undine) Druid (Wave Order), level 8) (this character); Air Duchess (Human (Sylph) Oracle (Tempest), level 8); Void Walker (Fetchling Witch (Starless Shadow Patron), level 8)\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry WIS, CON; background INT, WIS; class key WIS; 1st level WIS, CON, DEX, INT; 5th level WIS, CON, DEX, INT (WIS partial).\nTrained skills: automatic Nature (Druid), Medicine (Wave Order), Society (Noble background); chosen Diplomacy (Druid: 2 + Intelligence), Survival (Druid: 2 + Intelligence), Athletics (Druid: 2 + Intelligence), Acrobatics (Druid: 2 + Intelligence); Intelligence increases Arcana (5th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 8 (Human) + (8 (Druid) + 3 Con) × 8 = 96.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Druid class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Air Duchess": {
  "name": "Air Duchess",
  "ancestry": "Human (Sylph)",
  "background": "Noble",
  "class": "Oracle (Tempest)",
  "level": "8",
  "size": "Medium, human, humanoid, sylph",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "4",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "104",
  "hpCur": "104",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Tempest\nKey attribute: Charisma\nClass features to 8th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th)\nFeats granted by the subclass: Foretell Harm\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Electric Arc; rank 1 Thunderstrike; rank 4 Hydraulic Torrent.\nFocus spells from: Tempest Touch (revelation spell).",
  "ancFeats": "Heritage: Sylph. You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Bon Mot (4th), Streetwise (6th), Student of the Canon (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Spear",
  "s1a": "+10",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing • Wand of Heal (rank 3) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +2 + proficiency +10 + padded armor 1 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Armor Potency (+1), Glasses of Sociability, Staff of Healing, Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 8 sp 2 cp spent, 93 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Thunderstrike",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Hydraulic Torrent",
  "sp_4_2": "Unfettered Movement",
  "sp_4_3": "Vital Beacon",
  "sp_4_4": "Fly",
  "sp_focus_1": "Tempest Touch",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Elemental Mastery Council (Party of 6, Level 8; Medium Level Sextets (Levels 6-12)).\nMembers: Prime Elementalist (Human Kineticist (Dual Gate: Air and Water), level 8); Earth Sovereign (Human (Oread) Monk (Mountain Stance), level 8); Fire Lord (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Empress (Human (Undine) Druid (Wave Order), level 8); Air Duchess (Human (Sylph) Oracle (Tempest), level 8) (this character); Void Walker (Fetchling Witch (Starless Shadow Patron), level 8)\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Nature (Tempest), Society (Noble background); chosen Diplomacy (Oracle: 3 + Intelligence), Occultism (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master.\nHit Points: 8 (Human) + (8 (Oracle) + 4 Con) × 8 = 104.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Void Walker": {
  "name": "Void Walker",
  "ancestry": "Fetchling",
  "background": "Scholar",
  "class": "Witch (Starless Shadow Patron)",
  "level": "8",
  "size": "Medium, fetchling, humanoid",
  "speed": "25 ft",
  "senses": "Darkvision",
  "languages": "Common, Shadowtongue + 4 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+3",
  "int": "+4",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "80",
  "hpCur": "80",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Occult",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Starless Shadow Patron\nKey attribute: Intelligence\nClass features to 8th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th), Witch's Charge (8th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Fear.\nFocus spells from: Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Shadow Blending (1st), Lightless Litheness (5th)",
  "skillFeats": "Skill feats: Battle Medicine (2nd), Oddity Identification (4th), Natural Medicine (6th), Schooled in Secrets (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Mentalist's Staff",
  "s1a": "+10",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 explorer's clothing • Pendant of the Occult • Mage's Hat",
  "gear": "Mentalist's Staff • Sling • Wand of Soothe (rank 3) • Wand of Invisibility (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) • Antidote (Moderate)",
  "gp": "93",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_occultism": "1",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +3 + proficiency +10 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 8): item slots 7/6/6/5/4/4 hold Mentalist's Staff, Armor Potency (+1), Pendant of the Occult, Mage's Hat, Magic Wand (3rd-Rank Spell), Magic Wand (2nd-Rank Spell); 180 gp currency: 86 gp 6 sp 2 cp spent, 93 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Fear",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "sp_focus_1": "Patron's Puppet",
  "sp_focus_2": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Elemental Mastery Council (Party of 6, Level 8; Medium Level Sextets (Levels 6-12)).\nMembers: Prime Elementalist (Human Kineticist (Dual Gate: Air and Water), level 8); Earth Sovereign (Human (Oread) Monk (Mountain Stance), level 8); Fire Lord (Human (Naari) Sorcerer (Elemental Fire), level 8); Water Empress (Human (Undine) Druid (Wave Order), level 8); Air Duchess (Human (Sylph) Oracle (Tempest), level 8); Void Walker (Fetchling Witch (Starless Shadow Patron), level 8) (this character)\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Occultism (Starless Shadow); chosen Arcana (Scholar background), Nature (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence), Athletics (Witch: 3 + Intelligence), Crafting (Witch: 3 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Occultism to expert; 5th Arcana to expert; 7th Occultism to master.\nHit Points: 8 (Fetchling) + (6 (Witch) + 3 Con) × 8 = 80.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 8th level (Foundry pf2e data, ORC license)."
 },
 "Arcanum Director": {
  "name": "Arcanum Director",
  "ancestry": "Human",
  "background": "Noble",
  "class": "Magus (Starlit Span)",
  "level": "11",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+3",
  "dex": "+5",
  "con": "+3",
  "int": "+4",
  "wis": "+0",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "4",
  "r_arcana": "6",
  "r_athletics": "6",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "129",
  "hpCur": "129",
  "profs": "Unarmored E, Light E, Medium E; Simple E, Martial E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Starlit Span\nKey attribute: Dexterity\nClass features to 11th level (Impossible Magic): Arcane Cascade (1st), Conflux Spells (1st), Hybrid Study (1st), Magus Spellcasting (1st), Spellstrike (1st), Reflex Expertise (5th), Weapon Expertise (5th), Studious Spells (7th), Weapon Specialization (7th), Expert Spellcaster (9th), Perception Expertise (9th), Twofold Will (9th), Medium Armor Expertise (11th)\nClass feats: Raise a Tome (2nd), Expansive Spellstrike (4th), Spell Parry (6th), Capture Magic (8th), Cascading Ray (10th)\nSpellcasting: slots by the Magus table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Shooting Star (conflux spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Hardy Traveler (9th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Intimidating Glare (6th), Quick Jump (8th), Steady Balance (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "31",
  "s1n": "+2 striking corrosive thundering longbow",
  "s1a": "+22",
  "s1d": "2d8+2 P + 1d6 acid + 1d6 sonic",
  "s2n": "Shortsword",
  "s2a": "+20",
  "s2d": "1d6+5 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Spellstrike: deliver an attack spell through a Strike (see class features).",
  "worn": "+1 resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "+2 striking corrosive thundering longbow • Shortsword • Adventurer's Pack • Spellbook (Blank) • Arrows ×20 • Healing Potion (Moderate)",
  "gp": "100",
  "sp": "3",
  "bulk": "3 Bulk, 6 L (encumbered above 8, maximum 13)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 31 = 10 + Dex +5 + proficiency +15 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Weapon Potency (+2), Striking, Thundering, Corrosive, Armor Potency (+1), Mage's Hat (Greater); 500 gp currency: 399 gp 7 sp spent, 100 gp 3 sp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots5": "2",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "slots6": "1",
  "sp_6_1": "Chain Lightning",
  "sp_focus_1": "Shooting Star",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcanum Supreme Bureau (Party of 6, Level 11; Medium Level Sextets (Levels 6-12)).\nMembers: Arcanum Director (Human Magus (Starlit Span), level 11) (this character); Senior Wizard (Elf Wizard (Spell Blending), level 11); Chief Detective (Gnome Investigator (Alchemical Sciences), level 11); Occult Specialist (Human (Aiuvarin) Witch (The Unseen Broker Patron), level 11); Divine Consultant (Human (Nephilim) Oracle (Cosmos), level 11); Primal Expert (Halfling Druid (Leaf Order), level 11)\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT; background INT, DEX; class key DEX; 1st level DEX, INT, CON, STR; 5th level DEX, INT, CON, STR (DEX partial); 10th level DEX, INT, CON, STR (INT partial).\nTrained skills: automatic Arcana (Magus), Society (Noble background); chosen Athletics (Magus: 2 + Intelligence), Acrobatics (Magus: 2 + Intelligence), Intimidation (Magus: 2 + Intelligence), Occultism (Magus: 2 + Intelligence), Crafting (Magus: 2 + Intelligence); Intelligence increases Deception (5th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Arcana to expert; 5th Athletics to expert; 7th Arcana to master; 9th Athletics to master; 11th Acrobatics to expert.\nHit Points: 8 (Human) + (8 (Magus) + 3 Con) × 11 = 129.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Magus class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Senior Wizard": {
  "name": "Senior Wizard",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Wizard (Spell Blending)",
  "level": "11",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "116",
  "hpCur": "116",
  "profs": "Unarmored T; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Spell Blending\nKey attribute: Intelligence\nArcane school: not stated on the sample page; School of Unified Magical Theory assumed (GM choice)\nClass features to 11th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st), Ancestral Suspicion (5th), Submerged Stillness (9th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th), Schooled in Secrets (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "Staff of Fire (Greater)",
  "s1a": "+15",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+19",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "Staff of Fire (Greater) • Sling • Wand of Fly (rank 4) • Wand of Haste (rank 4) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Staff of Fire (Greater), Armor Potency (+1), Mage's Hat (Greater), Magic Wand (4th-Rank Spell), Magic Wand (4th-Rank Spell); 500 gp currency: 392 gp 6 sp 2 cp spent, 107 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "2",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcanum Supreme Bureau (Party of 6, Level 11; Medium Level Sextets (Levels 6-12)).\nMembers: Arcanum Director (Human Magus (Starlit Span), level 11); Senior Wizard (Elf Wizard (Spell Blending), level 11) (this character); Chief Detective (Gnome Investigator (Alchemical Sciences), level 11); Occult Specialist (Human (Aiuvarin) Witch (The Unseen Broker Patron), level 11); Divine Consultant (Human (Nephilim) Oracle (Cosmos), level 11); Primal Expert (Halfling Druid (Leaf Order), level 11)\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS.\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Occultism to expert.\nHit Points: 6 (Elf) + (6 (Wizard) + 4 Con) × 11 = 116.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Chief Detective": {
  "name": "Chief Detective",
  "ancestry": "Gnome",
  "background": "Detective",
  "class": "Investigator (Alchemical Sciences)",
  "level": "11",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 5 more of your choice",
  "str": "−1",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "6",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "140",
  "hpCur": "140",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Alchemical Sciences\nKey attribute: Intelligence\nClass features to 11th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th)\nFeats granted by the subclass: Alchemical Crafting\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Animal Elocutionist (1st), Project Persona (5th), Vivacious Conduit (9th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd), Lie to Me (4th), Bon Mot (5th), Charming Liar (6th), Glad-Hand (7th), Confabulator (8th), No Cause for Alarm (9th), Slippery Secrets (10th), Shameless Request (11th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "+2 striking flaming frost rapier",
  "s1a": "+21",
  "s1d": "2d6+1 P + 1d6 fire + 1d6 cold",
  "s2n": "Hand Crossbow",
  "s2a": "+19",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +3d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 resilient explorer's clothing • Messenger's Ring",
  "gear": "+2 striking flaming frost rapier • Hand Crossbow • Adventurer's Pack • Alchemist's Toolkit • Thieves' Toolkit • Bolts ×20 • Healing Potion (Moderate)",
  "gp": "97",
  "sp": "2",
  "bulk": "3 Bulk, 6 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Weapon Potency (+2), Striking, Flaming, Frost, Armor Potency (+1), Messenger's Ring; 500 gp currency: 402 gp 8 sp spent, 97 gp 2 sp kept.",
  "backstory": "Party: The Arcanum Supreme Bureau (Party of 6, Level 11; Medium Level Sextets (Levels 6-12)).\nMembers: Arcanum Director (Human Magus (Starlit Span), level 11); Senior Wizard (Elf Wizard (Spell Blending), level 11); Chief Detective (Gnome Investigator (Alchemical Sciences), level 11) (this character); Occult Specialist (Human (Aiuvarin) Witch (The Unseen Broker Patron), level 11); Divine Consultant (Human (Nephilim) Oracle (Cosmos), level 11); Primal Expert (Halfling Druid (Leaf Order), level 11)\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS.\nTrained skills: automatic Society (Investigator), Crafting (Alchemical Sciences Methodology), Society (Detective background, already trained); chosen Arcana (replacement for a skill already trained), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence); Intelligence increases Survival (10th level).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Diplomacy to expert; 5th Deception to expert; 6th Stealth to expert; 7th Society to master; 8th Arcana to master; 9th Diplomacy to master; 10th Deception to master; 11th Stealth to master.\nHit Points: 8 (Gnome) + (8 (Investigator) + 4 Con) × 11 = 140.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Occult Specialist": {
  "name": "Occult Specialist",
  "ancestry": "Human (Aiuvarin)",
  "background": "Scholar",
  "class": "Witch (The Unseen Broker Patron)",
  "level": "11",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+5",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "4",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "118",
  "hpCur": "118",
  "profs": "Unarmored T; Simple E, Unarmed E",
  "tradition": "Occult",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: The Unseen Broker Patron\nKey attribute: Intelligence\nClass features to 11th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th), Witch's Charge (8th), Steady Spellcasting (10th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Command.\nFocus spells from: Pact Broker (patron hex cantrip), Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Submerged Stillness (9th)",
  "skillFeats": "Skill feats: Battle Medicine (2nd), Oddity Identification (4th), Natural Medicine (6th), Schooled in Secrets (8th), Train Animal (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "27",
  "s1n": "Mentalist's Staff (Greater)",
  "s1a": "+15",
  "s1d": "1d8 B",
  "s2n": "Sling",
  "s2a": "+18",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Pendant of the Occult (Greater) • Mage's Hat (Greater)",
  "gear": "Mentalist's Staff (Greater) • Sling • Wand of Soothe (rank 4) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "108",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_occultism": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 27 = 10 + Dex +3 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Mentalist's Staff (Greater), Armor Potency (+1), Pendant of the Occult (Greater), Mage's Hat (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 500 gp currency: 391 gp 6 sp 2 cp spent, 108 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Command",
  "sp_1_2": "Soothe",
  "sp_1_3": "Fear",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "3",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_5_3": "Banishment",
  "slots6": "2",
  "sp_6_1": "Spellwrack",
  "sp_6_2": "Truesight",
  "sp_focus_1": "Pact Broker (cantrip)",
  "sp_focus_2": "Patron's Puppet",
  "sp_focus_3": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Arcanum Supreme Bureau (Party of 6, Level 11; Medium Level Sextets (Levels 6-12)).\nMembers: Arcanum Director (Human Magus (Starlit Span), level 11); Senior Wizard (Elf Wizard (Spell Blending), level 11); Chief Detective (Gnome Investigator (Alchemical Sciences), level 11); Occult Specialist (Human (Aiuvarin) Witch (The Unseen Broker Patron), level 11) (this character); Divine Consultant (Human (Nephilim) Oracle (Cosmos), level 11); Primal Expert (Halfling Druid (Leaf Order), level 11)\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial).\nTrained skills: automatic Occultism (The Unseen Broker); chosen Arcana (Scholar background), Nature (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence), Athletics (Witch: 3 + Intelligence), Crafting (Witch: 3 + Intelligence); Intelligence increases Diplomacy (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Occultism to expert; 5th Arcana to expert; 7th Occultism to master; 9th Arcana to master; 11th Nature to expert.\nHit Points: 8 (Human) + (6 (Witch) + 4 Con) × 11 = 118.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Divine Consultant": {
  "name": "Divine Consultant",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Oracle (Cosmos)",
  "level": "11",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "140",
  "hpCur": "140",
  "profs": "Unarmored T, Light T; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Cosmos\nKey attribute: Charisma\nClass features to 11th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th)\nFeats granted by the subclass: Oracular Warning\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Light; rank 1 Dizzying Colors; rank 2 Darkness; rank 5 Moon Frenzy.\nFocus spells from: Spray of Stars (revelation spell).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Aeonbound (1st), Blessed Blood (Nephilim) (5th), Divine Countermeasures (9th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Oddity Identification (6th), Bon Mot (8th), Schooled in Secrets (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "Spear",
  "s1a": "+15",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+18",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient padded armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (Greater) • Wand of Heal (rank 4) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "108",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +3 + proficiency +13 + padded armor 1 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Armor Potency (+1), Prognostic Veil, Messenger's Ring, Staff of Healing (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 500 gp currency: 391 gp 8 sp 2 cp spent, 108 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Light",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Moon Frenzy",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "slots6": "3",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_focus_1": "Spray of Stars",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcanum Supreme Bureau (Party of 6, Level 11; Medium Level Sextets (Levels 6-12)).\nMembers: Arcanum Director (Human Magus (Starlit Span), level 11); Senior Wizard (Elf Wizard (Spell Blending), level 11); Chief Detective (Gnome Investigator (Alchemical Sciences), level 11); Occult Specialist (Human (Aiuvarin) Witch (The Unseen Broker Patron), level 11); Divine Consultant (Human (Nephilim) Oracle (Cosmos), level 11) (this character); Primal Expert (Halfling Druid (Leaf Order), level 11)\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background WIS, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS.\nTrained skills: automatic Religion (Oracle), Nature (Cosmos), Religion (Acolyte background, already trained); chosen Occultism (replacement for a skill already trained), Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert.\nHit Points: 8 (Human) + (8 (Oracle) + 4 Con) × 11 = 140.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "Primal Expert": {
  "name": "Primal Expert",
  "ancestry": "Halfling",
  "background": "Herbalist",
  "class": "Druid (Leaf Order)",
  "level": "11",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling + 3 more of your choice",
  "str": "−1",
  "dex": "+4",
  "con": "+4",
  "int": "+3",
  "wis": "+5",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "4",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "6",
  "r_thievery": "0",
  "lore1Name": "Lore (Herbalism)",
  "r_lore1": "2",
  "hpMax": "138",
  "hpCur": "138",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Unarmed E",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "4",
  "classFeats": "Subclass: Leaf Order\nKey attribute: Wisdom\nClass features to 11th level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st), Fortitude Expertise (3rd), Perception Expertise (3rd), Reflex Expertise (5th), Expert Spellcaster (7th), Weapon Expertise (11th), Wild Willpower (11th)\nFeats granted by the subclass: Leshy Familiar\nClass feats: Reach Spell (2nd), Widen Spell (4th), Call of the Wild (6th), Steady Spellcasting (8th), Healing Transformation (10th)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Cornucopia (order spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Watchful Halfling (1st), Step Lively (5th), Irrepressible (Halfling) (9th)",
  "skillFeats": "Natural Medicine (Herbalist background)\nSkill feats: Experienced Tracker (2nd), Battle Medicine (4th), Titan Wrestler (6th), Forager (8th), Quick Jump (10th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th)",
  "ac": "28",
  "s1n": "Staff of Healing (Greater)",
  "s1a": "+14",
  "s1d": "1d8−1 B",
  "s2n": "Sling",
  "s2a": "+19",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Living Mantle • Healer's Gloves (Greater)",
  "gear": "Staff of Healing (Greater) • Sling • Wand of Heal (rank 4) • Wand of Haste (rank 3) • Adventurer's Pack • Healer's Toolkit • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_nature": "2",
  "i_medicine": "2",
  "conditions": "Gear notes: AC 28 = 10 + Dex +4 + proficiency +13 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 11): item slots 10/9/9/8/7/7 hold Staff of Healing (Greater), Armor Potency (+1), Living Mantle, Healer's Gloves (Greater), Magic Wand (4th-Rank Spell), Magic Wand (3rd-Rank Spell); 500 gp currency: 396 gp 6 sp 2 cp spent, 103 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "sp_4_3": "Unfettered Movement",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "2",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Field of Life",
  "sp_focus_1": "Cornucopia",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Arcanum Supreme Bureau (Party of 6, Level 11; Medium Level Sextets (Levels 6-12)).\nMembers: Arcanum Director (Human Magus (Starlit Span), level 11); Senior Wizard (Elf Wizard (Spell Blending), level 11); Chief Detective (Gnome Investigator (Alchemical Sciences), level 11); Occult Specialist (Human (Aiuvarin) Witch (The Unseen Broker Patron), level 11); Divine Consultant (Human (Nephilim) Oracle (Cosmos), level 11); Primal Expert (Halfling Druid (Leaf Order), level 11) (this character)\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background WIS, CON; class key WIS; 1st level WIS, CON, DEX, INT; 5th level WIS, CON, DEX, INT (WIS partial); 10th level WIS, CON, DEX, INT (CON partial).\nTrained skills: automatic Nature (Druid), Diplomacy (Leaf Order), Nature (Herbalist background, already trained); chosen Survival (replacement for a skill already trained), Medicine (Druid: 2 + Intelligence), Athletics (Druid: 2 + Intelligence), Acrobatics (Druid: 2 + Intelligence); Intelligence increases Arcana (5th level), Crafting (10th level).\nLore: Lore (Herbalism) (Herbalist background).\nSkill increases: 3rd Nature to expert; 5th Survival to expert; 7th Nature to master; 9th Survival to master; 11th Medicine to expert.\nHit Points: 6 (Halfling) + (8 (Druid) + 4 Con) × 11 = 138.\nBackground: not stated on the sample page; Herbalist is a suggested choice that fits the role.\nProficiency ranks: Druid class table, 11th level (Foundry pf2e data, ORC license)."
 },
 "General Commander": {
  "name": "General Commander",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Champion (Liberation)",
  "level": "9",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+0",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+2",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "134",
  "hpCur": "134",
  "profs": "Unarmored E, Light E, Medium E, Heavy E; Simple E, Martial E, Unarmed E",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "4",
  "deity": "Milani",
  "classFeats": "Subclass: Liberation\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Liberation cause): Milani. Divine font heal; sanctification can holy; favored weapon morningstar; divine skill Society.\nClass features to 9th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Advanced Deity's Domain (8th)\nFocus spells from: Lay on Hands (devotion spell), Unimpeded Stride (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Group Aid (9th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th), Student of the Canon (6th), Quick Jump (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "30",
  "shieldAc": "2",
  "shHard": "10",
  "shHp": "80 (40)",
  "shCur": "80",
  "s1n": "+1 striking morningstar",
  "s1a": "+18",
  "s1d": "2d6+6 B",
  "s2n": "Javelin",
  "s2a": "+13",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Morningstar: versatile P. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+1 resilient full plate • Sailor's Collar • Glasses of Sociability",
  "gear": "+1 striking morningstar • Javelin ×3 • Sturdy Shield (Lesser) • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Moderate) • Holy Water ×2",
  "pp": "2",
  "gp": "106",
  "sp": "1",
  "bulk": "7 Bulk, 9 L (encumbered above 9, maximum 14)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_athletics": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 30 = 10 + Dex +0 + proficiency +13 + full plate 6 + potency 1. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Lesser) raised: AC 32. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Striking, Armor Potency (+1), Resilient, Sturdy Shield (Lesser), Sailor's Collar, Glasses of Sociability; 250 gp currency: 123 gp 9 sp spent, 126 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Unimpeded Stride",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The International Peacekeeping Force (Party of 6, Level 9; Medium Level Sextets (Levels 6-12)).\nMembers: General Commander (Human Champion (Liberation), level 9) (this character); Chief Diplomat (Elf Bard (Polymath), level 9); Intelligence Director (Halfling Investigator (Interrogation), level 9); Special Operations (Human (Dromaar) Ranger (Monster Hunter), level 9); Magical Support (Gnome Wizard (Unified Magical Theory), level 9); Medical Corps (Dwarf Oracle (Life), level 9)\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial).\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background); chosen Society (deity's divine skill), Athletics (Champion: 2 + Intelligence), Diplomacy (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Athletics to expert; 7th Religion to master; 9th Athletics to master.\nHit Points: 8 (Human) + (10 (Champion) + 4 Con) × 9 = 134.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Chief Diplomat": {
  "name": "Chief Diplomat",
  "ancestry": "Elf",
  "background": "Noble",
  "class": "Bard (Polymath)",
  "level": "9",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+1",
  "int": "+1",
  "wis": "+2",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "87",
  "hpCur": "87",
  "profs": "Unarmored T, Light T; Simple T, Martial T, Unarmed T",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Polymath\nKey attribute: Charisma\nClass features to 9th level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd), Expert Spellcaster (7th), Fortitude Expertise (9th), Performer's Heart (9th)\nFeats granted by the subclass: Versatile Performance\nClass feats: Esoteric Polymath (2nd), Melodious Spell (4th), Directed Audience (6th), Steady Spellcasting (8th)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Phantasmal Minion.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Ancestral Suspicion (5th), Elf Step (9th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Impressive Performance (4th), Bon Mot (6th), Streetwise (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "Rapier",
  "s1a": "+15",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+15",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient leather armor • Glasses of Sociability",
  "gear": "Rapier • Sling • Composer Staff • Wand of Soothe (rank 3) • Wand of Heroism (rank 3) • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Moderate) ×2",
  "pp": "4",
  "gp": "103",
  "sp": "6",
  "cp": "8",
  "bulk": "5 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +4 + proficiency +11 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Armor Potency (+1), Resilient, Glasses of Sociability, Composer Staff, Magic Wand (3rd-Rank Spell), Magic Wand (3rd-Rank Spell); 250 gp currency: 106 gp 3 sp 2 cp spent, 143 gp 6 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Phantasmal Minion",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "2",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The International Peacekeeping Force (Party of 6, Level 9; Medium Level Sextets (Levels 6-12)).\nMembers: General Commander (Human Champion (Liberation), level 9); Chief Diplomat (Elf Bard (Polymath), level 9) (this character); Intelligence Director (Halfling Investigator (Interrogation), level 9); Special Operations (Human (Dromaar) Ranger (Monster Hunter), level 9); Magical Support (Gnome Wizard (Unified Magical Theory), level 9); Medical Corps (Dwarf Oracle (Life), level 9)\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CON); background CHA, DEX; class key CHA; 1st level CHA, DEX, CON, WIS; 5th level CHA, DEX, CON, WIS (CHA partial).\nTrained skills: automatic Occultism (Bard), Performance (Bard), Society (Noble background); chosen Diplomacy (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence), Acrobatics (Bard: 4 + Intelligence), Athletics (Bard: 4 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master.\nHit Points: 6 (Elf) + (8 (Bard) + 1 Con) × 9 = 87.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Intelligence Director": {
  "name": "Intelligence Director",
  "ancestry": "Halfling",
  "background": "Noble",
  "class": "Investigator (Interrogation)",
  "level": "9",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling + 4 more of your choice",
  "str": "−1",
  "dex": "+4",
  "con": "+2",
  "int": "+4",
  "wis": "+3",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "96",
  "hpCur": "96",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Interrogation\nKey attribute: Intelligence\nClass features to 9th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th)\nFeats granted by the subclass: No Cause for Alarm\nClass feats: Takedown Expert (1st), That's Odd (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Sure Feet (1st), Step Lively (5th), Irrepressible (Halfling) (9th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Terrain Stalker (2nd), Lie to Me (3rd), Quiet Allies (4th), Charming Liar (5th), Streetwise (6th), Swift Sneak (7th), Confabulator (8th), Foil Senses (9th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "26",
  "s1n": "+1 striking rapier",
  "s1a": "+18",
  "s1d": "2d6+1 P",
  "s2n": "Hand Crossbow",
  "s2a": "+17",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +3d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 resilient explorer's clothing • Glasses of Sociability",
  "gear": "+1 striking rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Disguise Kit • Bolts ×20 • Healing Potion (Moderate) ×2",
  "pp": "4",
  "gp": "100",
  "sp": "2",
  "bulk": "2 Bulk, 9 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 26 = 10 + Dex +4 + proficiency +11 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Weapon Potency (+1), Striking, Armor Potency (+1), Resilient, Glasses of Sociability; 250 gp currency: 109 gp 8 sp spent, 140 gp 2 sp kept.",
  "backstory": "Party: The International Peacekeeping Force (Party of 6, Level 9; Medium Level Sextets (Levels 6-12)).\nMembers: General Commander (Human Champion (Liberation), level 9); Chief Diplomat (Elf Bard (Polymath), level 9); Intelligence Director (Halfling Investigator (Interrogation), level 9) (this character); Special Operations (Human (Dromaar) Ranger (Monster Hunter), level 9); Magical Support (Gnome Wizard (Unified Magical Theory), level 9); Medical Corps (Dwarf Oracle (Life), level 9)\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, INT (flaw STR); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial).\nTrained skills: automatic Society (Investigator), Diplomacy (Interrogation Methodology), Society (Noble background, already trained); chosen Stealth (replacement for a skill already trained), Deception (Investigator: 4 + Intelligence), Arcana (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 2nd Stealth to expert; 3rd Deception to expert; 4th Society to expert; 5th Arcana to expert; 6th Diplomacy to expert; 7th Stealth to master; 8th Deception to master; 9th Society to master.\nHit Points: 6 (Halfling) + (8 (Investigator) + 2 Con) × 9 = 96.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Special Operations": {
  "name": "Special Operations",
  "ancestry": "Human (Dromaar)",
  "background": "Hunter",
  "class": "Ranger (Monster Hunter)",
  "level": "9",
  "size": "Medium, human, humanoid, dromaar",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+2",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "2",
  "r_survival": "6",
  "r_thievery": "0",
  "lore1Name": "Lore (Tanning)",
  "r_lore1": "2",
  "hpMax": "134",
  "hpCur": "134",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Monster Hunter\nKey attribute: Dexterity\nClass features to 9th level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd), Ranger Weapon Expertise (5th), Trackless Journey (5th), Natural Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th), Nature's Edge (9th), Ranger Expertise (9th)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd), Monster Hunter (4th), Favored Terrain (6th), Quick Draw (8th)",
  "ancFeats": "Heritage: Dromaar. Orcish strength emboldens your bloodline. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait, the dromaar trait, and low-light vision. When you gain an ancestry feat, you can choose from dromaar and orc feats in addition to those from your ancestry.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Cooperative Soul (9th)",
  "skillFeats": "Survey Wildlife (Hunter background)\nSkill feats: Experienced Tracker (2nd), Terrain Stalker (4th), Titan Wrestler (6th), Forager (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "27",
  "s1n": "+1 striking longbow",
  "s1a": "+18",
  "s1d": "2d8+2 P",
  "s2n": "Shortsword",
  "s2a": "+17",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Hunt Prey; hunter's edge as listed under class features.",
  "worn": "+1 resilient leather armor • Primeval Mistletoe",
  "gear": "+1 striking longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Healing Potion (Moderate) ×2",
  "pp": "3",
  "gp": "109",
  "sp": "4",
  "bulk": "4 Bulk, 5 L (encumbered above 7, maximum 12)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_nature": "1",
  "conditions": "Gear notes: AC 27 = 10 + Dex +4 + proficiency +11 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Weapon Potency (+1), Striking, Armor Potency (+1), Resilient, Primeval Mistletoe; 250 gp currency: 110 gp 6 sp spent, 139 gp 4 sp kept.",
  "backstory": "Party: The International Peacekeeping Force (Party of 6, Level 9; Medium Level Sextets (Levels 6-12)).\nMembers: General Commander (Human Champion (Liberation), level 9); Chief Diplomat (Elf Bard (Polymath), level 9); Intelligence Director (Halfling Investigator (Interrogation), level 9); Special Operations (Human (Dromaar) Ranger (Monster Hunter), level 9) (this character); Magical Support (Gnome Wizard (Unified Magical Theory), level 9); Medical Corps (Dwarf Oracle (Life), level 9)\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background DEX, CON; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial).\nTrained skills: automatic Survival (Ranger), Survival (Hunter background, already trained); chosen Nature (replacement for a skill already trained), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence).\nLore: Lore (Tanning) (Hunter background).\nSkill increases: 3rd Survival to expert; 5th Nature to expert; 7th Survival to master; 9th Nature to master.\nHit Points: 8 (Human) + (10 (Ranger) + 4 Con) × 9 = 134.\nBackground: not stated on the sample page; Hunter is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Magical Support": {
  "name": "Magical Support",
  "ancestry": "Gnome",
  "background": "Scholar",
  "class": "Wizard (Unified Magical Theory)",
  "level": "9",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 4 more of your choice",
  "str": "−1",
  "dex": "+2",
  "con": "+4",
  "int": "+4",
  "wis": "+2",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "98",
  "hpCur": "98",
  "profs": "Unarmored T; Simple T, Unarmed T",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "4",
  "classFeats": "Subclass: Unified Magical Theory\nKey attribute: Intelligence\nClass features to 9th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Animal Elocutionist (1st), Project Persona (5th), Vivacious Conduit (9th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th), Student of the Canon (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Staff of Fire",
  "s1a": "+10",
  "s1d": "1d8−1 B",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient explorer's clothing • Mage's Hat",
  "gear": "Staff of Fire • Sling • Wand of Haste (rank 3) • Wand of Fireball (rank 3) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Moderate) ×2",
  "pp": "4",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 4, maximum 9)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_arcana": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +2 + proficiency +11 + explorer's clothing 0 + potency 1. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Staff of Fire, Armor Potency (+1), Resilient, Mage's Hat, Magic Wand (3rd-Rank Spell), Magic Wand (3rd-Rank Spell); 250 gp currency: 102 gp 6 sp 2 cp spent, 147 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "2",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The International Peacekeeping Force (Party of 6, Level 9; Medium Level Sextets (Levels 6-12)).\nMembers: General Commander (Human Champion (Liberation), level 9); Chief Diplomat (Elf Bard (Polymath), level 9); Intelligence Director (Halfling Investigator (Interrogation), level 9); Special Operations (Human (Dromaar) Ranger (Monster Hunter), level 9); Magical Support (Gnome Wizard (Unified Magical Theory), level 9) (this character); Medical Corps (Dwarf Oracle (Life), level 9)\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master.\nHit Points: 8 (Gnome) + (6 (Wizard) + 4 Con) × 9 = 98.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Medical Corps": {
  "name": "Medical Corps",
  "ancestry": "Dwarf",
  "background": "Field Medic",
  "class": "Oracle (Life)",
  "level": "9",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+0",
  "dex": "+2",
  "con": "+4",
  "int": "+0",
  "wis": "+3",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "6",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "118",
  "hpCur": "118",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Life\nKey attribute: Charisma\nClass features to 9th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th)\nFeats granted by the subclass: Nudge the Scales\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Vitality Lash; rank 1 Soothe; rank 2 False Vitality; rank 5 Grisly Growths.\nFocus spells from: Life Link (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Mountain Strategy (1st), Rock Runner (5th), Echoes in Stone (9th)",
  "skillFeats": "Battle Medicine (Field Medic background)\nSkill feats: Group Impression (2nd), Continual Recovery (4th), Bon Mot (6th), Student of the Canon (8th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "25",
  "s1n": "Spear",
  "s1a": "+11",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+13",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 resilient padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing • Wand of Heal (rank 3) • Wand of Heroism (rank 3) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate) ×2",
  "pp": "4",
  "gp": "108",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "1",
  "i_reflex": "1",
  "i_will": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 25 = 10 + Dex +2 + proficiency +11 + padded armor 1 + potency 1. Wealth (GM Core, level 9): item slots 8/7/7/6/5/5 hold Armor Potency (+1), Resilient, Glasses of Sociability, Staff of Healing, Magic Wand (3rd-Rank Spell), Magic Wand (3rd-Rank Spell); 250 gp currency: 101 gp 8 sp 2 cp spent, 148 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Vitality Lash",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Soothe",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "False Vitality",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "3",
  "sp_5_1": "Grisly Growths",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_focus_1": "Life Link",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The International Peacekeeping Force (Party of 6, Level 9; Medium Level Sextets (Levels 6-12)).\nMembers: General Commander (Human Champion (Liberation), level 9); Chief Diplomat (Elf Bard (Polymath), level 9); Intelligence Director (Halfling Investigator (Interrogation), level 9); Special Operations (Human (Dromaar) Ranger (Monster Hunter), level 9); Magical Support (Gnome Wizard (Unified Magical Theory), level 9); Medical Corps (Dwarf Oracle (Life), level 9) (this character)\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, CHA (flaw CHA); background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS.\nTrained skills: automatic Religion (Oracle), Medicine (Life), Medicine (Field Medic background, already trained); chosen Diplomacy (replacement for a skill already trained), Occultism (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nSkill increases: 3rd Medicine to expert; 5th Diplomacy to expert; 7th Medicine to master; 9th Diplomacy to master.\nHit Points: 10 (Dwarf) + (8 (Oracle) + 4 Con) × 9 = 118.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 9th level (Foundry pf2e data, ORC license)."
 },
 "Institute Director": {
  "name": "Institute Director",
  "ancestry": "Human",
  "background": "Noble",
  "class": "Ranger (Monster Hunter)",
  "level": "7",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 2 more of your choice",
  "str": "+2",
  "dex": "+4",
  "con": "+3",
  "int": "+1",
  "wis": "+2",
  "cha": "+0",
  "keyAttr": "dex",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "4",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "2",
  "r_survival": "6",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "99",
  "hpCur": "99",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Monster Hunter\nKey attribute: Dexterity\nClass features to 7th level (Player Core): Hunt Prey (1st), Hunter's Edge (1st), Will Expertise (3rd), Ranger Weapon Expertise (5th), Trackless Journey (5th), Natural Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th)\nClass feats: Hunted Shot (1st), Twin Takedown (2nd), Monster Hunter (4th), Favored Terrain (6th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Experienced Tracker (2nd), Terrain Stalker (4th), Titan Wrestler (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "25",
  "s1n": "+1 striking longbow",
  "s1a": "+16",
  "s1d": "2d8+2 P",
  "s2n": "Shortsword",
  "s2a": "+15",
  "s2d": "1d6+4 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longbow: deadly d10, volley 30, range 100 ft. Shortsword: agile, finesse, versatile S. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Hunt Prey; hunter's edge as listed under class features.",
  "worn": "+1 leather armor • Primeval Mistletoe",
  "gear": "+1 striking longbow • Shortsword • Adventurer's Pack • Arrows ×20 • Healing Potion (Moderate)",
  "gp": "64",
  "sp": "4",
  "bulk": "4 Bulk, 4 L (encumbered above 7, maximum 12)",
  "i_nature": "1",
  "conditions": "Gear notes: AC 25 = 10 + Dex +4 + proficiency +9 + leather armor 1 + potency 1. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Weapon Potency (+1), Striking, Armor Potency (+1), Primeval Mistletoe; 125 gp currency: 60 gp 6 sp spent, 64 gp 4 sp kept.",
  "backstory": "Party: The Monster Research Institute Board (Party of 6, Level 7; Medium Level Sextets (Levels 6-12)).\nMembers: Institute Director (Human Ranger (Monster Hunter), level 7) (this character); Chief Biologist (Elf Druid (Animal Order), level 7); Combat Researcher (Dwarf Barbarian (Dragon Instinct), level 7); Behavioral Analyst (Gnome Investigator (Empiricism), level 7); Medical Director (Halfling Oracle (Life), level 7); Ethics Advisor (Human (Nephilim) Champion (Redemption), level 7)\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background INT, DEX; class key DEX; 1st level DEX, CON, WIS, STR; 5th level DEX, CON, WIS, STR (DEX partial).\nTrained skills: automatic Survival (Ranger), Society (Noble background); chosen Nature (Ranger: 4 + Intelligence), Stealth (Ranger: 4 + Intelligence), Athletics (Ranger: 4 + Intelligence), Acrobatics (Ranger: 4 + Intelligence), Medicine (Ranger: 4 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Survival to expert; 5th Nature to expert; 7th Survival to master.\nHit Points: 8 (Human) + (10 (Ranger) + 3 Con) × 7 = 99.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Ranger class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Chief Biologist": {
  "name": "Chief Biologist",
  "ancestry": "Elf",
  "background": "Scholar",
  "class": "Druid (Animal Order)",
  "level": "7",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 3 more of your choice",
  "str": "+0",
  "dex": "+3",
  "con": "+2",
  "int": "+3",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "wis",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "76",
  "hpCur": "76",
  "profs": "Unarmored T, Light T, Medium T; Simple T, Unarmed T",
  "tradition": "Primal",
  "castType": "Prepared",
  "spellAttr": "wis",
  "r_spell": "4",
  "classFeats": "Subclass: Animal Order\nKey attribute: Wisdom\nClass features to 7th level (Player Core): Anathema (1st), Druid Spellcasting (1st), Druidic Order (1st), Shield Block (1st), Voice of Nature (1st), Wildsong (1st), Fortitude Expertise (3rd), Perception Expertise (3rd), Reflex Expertise (5th), Expert Spellcaster (7th)\nFeats granted by the subclass: Animal Companion\nClass feats: Reach Spell (2nd), Widen Spell (4th), Call of the Wild (6th)\nSpellcasting: slots by the Druid table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Heal Animal (order spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Elven Persistence (5th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Streetwise (4th), Oddity Identification (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Spear",
  "s1a": "+9",
  "s1d": "1d6 P",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Primeval Mistletoe • Battle Medic's Baton",
  "gear": "Spear • Sling • Animal Staff • Wand of Heal (rank 2) • Wand of Heal (rank 1) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "73",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_nature": "1",
  "i_medicine": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +3 + proficiency +9 + padded armor 1 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Armor Potency (+1), Primeval Mistletoe, Battle Medic's Baton, Animal Staff, Magic Wand (2nd-Rank Spell), Magic Wand (1st-Rank Spell); 125 gp currency: 51 gp 8 sp 2 cp spent, 73 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Frostbite",
  "sp_cantrips_3": "Ignition",
  "sp_cantrips_4": "Tangle Vine",
  "sp_cantrips_5": "Stabilize",
  "slots1": "3",
  "sp_1_1": "Heal",
  "sp_1_2": "Gust of Wind",
  "sp_1_3": "Breathe Fire",
  "slots2": "3",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Entangling Flora",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "2",
  "sp_4_1": "Fly",
  "sp_4_2": "Wall of Fire",
  "sp_focus_1": "Heal Animal",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Monster Research Institute Board (Party of 6, Level 7; Medium Level Sextets (Levels 6-12)).\nMembers: Institute Director (Human Ranger (Monster Hunter), level 7); Chief Biologist (Elf Druid (Animal Order), level 7) (this character); Combat Researcher (Dwarf Barbarian (Dragon Instinct), level 7); Behavioral Analyst (Gnome Investigator (Empiricism), level 7); Medical Director (Halfling Oracle (Life), level 7); Ethics Advisor (Human (Nephilim) Champion (Redemption), level 7)\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, WIS (flaw CON); background WIS, CON; class key WIS; 1st level WIS, CON, DEX, INT; 5th level WIS, CON, DEX, INT (WIS partial).\nTrained skills: automatic Nature (Druid), Athletics (Animal Order); chosen Arcana (Scholar background), Society (Druid: 2 + Intelligence), Occultism (Druid: 2 + Intelligence), Survival (Druid: 2 + Intelligence), Medicine (Druid: 2 + Intelligence); Intelligence increases Diplomacy (5th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master.\nHit Points: 6 (Elf) + (8 (Druid) + 2 Con) × 7 = 76.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Druid class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Combat Researcher": {
  "name": "Combat Researcher",
  "ancestry": "Dwarf",
  "background": "Scholar",
  "class": "Barbarian (Dragon Instinct)",
  "level": "7",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven",
  "str": "+4",
  "dex": "+2",
  "con": "+3",
  "int": "+0",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "115",
  "hpCur": "115",
  "profs": "Unarmored T, Light T, Medium T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Dragon Instinct\nKey attribute: Strength\nClass features to 7th level (Player Core 2): Instinct (1st), Quick-Tempered (1st), Rage (1st), Furious Footfalls (3rd), Brutality (5th), Juggernaut (7th), Weapon Specialization (7th)\nClass feats: Sudden Charge (1st), Raging Thrower (2nd), Moment of Clarity (4th), Cleave (6th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Mountain Strategy (1st), Dwarven Doughtiness (5th)",
  "skillFeats": "Skill feats: Courtly Graces (2nd), Titan Wrestler (4th), Streetwise (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "25",
  "s1n": "+1 striking greatsword",
  "s1a": "+16",
  "s1d": "2d12+6 S",
  "s2n": "Javelin",
  "s2a": "+13",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Greatsword: versatile P. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Rage: +2 damage while raging (instinct may raise it), not included above.",
  "worn": "+1 hide armor • Sailor's Collar • One Hundred Victories",
  "gear": "+1 striking greatsword • Javelin ×3 • Adventurer's Pack • Healing Potion (Moderate)",
  "gp": "69",
  "sp": "2",
  "bulk": "5 Bulk, 5 L (encumbered above 9, maximum 14)",
  "i_athletics": "1",
  "i_intimidation": "1",
  "conditions": "Gear notes: AC 25 = 10 + Dex +2 + proficiency +9 + hide armor 3 + potency 1. Str meets its Strength 2: no check penalty, Speed penalty −5 ft less. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Weapon Potency (+1), Striking, Armor Potency (+1), Sailor's Collar, One Hundred Victories; 125 gp currency: 55 gp 8 sp spent, 69 gp 2 sp kept.",
  "backstory": "Party: The Monster Research Institute Board (Party of 6, Level 7; Medium Level Sextets (Levels 6-12)).\nMembers: Institute Director (Human Ranger (Monster Hunter), level 7); Chief Biologist (Elf Druid (Animal Order), level 7); Combat Researcher (Dwarf Barbarian (Dragon Instinct), level 7) (this character); Behavioral Analyst (Gnome Investigator (Empiricism), level 7); Medical Director (Halfling Oracle (Life), level 7); Ethics Advisor (Human (Nephilim) Champion (Redemption), level 7)\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, STR (flaw CHA); background WIS, STR; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial).\nTrained skills: automatic Athletics (Barbarian); chosen Arcana (Scholar background), Society (Barbarian: 3 + Intelligence), Occultism (Barbarian: 3 + Intelligence), Intimidation (Barbarian: 3 + Intelligence).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Society to expert; 5th Arcana to expert; 7th Society to master.\nHit Points: 10 (Dwarf) + (12 (Barbarian) + 3 Con) × 7 = 115.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Barbarian class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Behavioral Analyst (The Monster Research Institute Board)": {
  "name": "Behavioral Analyst (The Monster Research Institute Board)",
  "ancestry": "Gnome",
  "background": "Detective",
  "class": "Investigator (Empiricism)",
  "level": "7",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish + 4 more of your choice",
  "str": "−1",
  "dex": "+3",
  "con": "+3",
  "int": "+4",
  "wis": "+2",
  "cha": "+1",
  "keyAttr": "int",
  "r_perception": "6",
  "r_fortitude": "2",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "4",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "4",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "4",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "2",
  "r_survival": "2",
  "r_thievery": "2",
  "lore1Name": "Lore (Underworld)",
  "r_lore1": "2",
  "hpMax": "85",
  "hpCur": "85",
  "profs": "Unarmored T, Light T; Simple E, Martial E, Unarmed E",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 7th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd), Detective's Readiness (4th), Ongoing Investigation (6th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Fey Fellowship (1st), Project Persona (5th)",
  "skillFeats": "Streetwise (Detective background)\nSkill feats: Courtly Graces (2nd), Group Impression (3rd), Oddity Identification (4th), Bon Mot (5th), Schooled in Secrets (6th), Glad-Hand (7th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "+1 striking rapier",
  "s1a": "+15",
  "s1d": "2d6+1 P",
  "s2n": "Hand Crossbow",
  "s2a": "+14",
  "s2d": "1d6+2 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary). Strategic strike +2d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+1 padded armor • Glasses of Sociability",
  "gear": "+1 striking rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Moderate)",
  "gp": "64",
  "sp": "1",
  "bulk": "2 Bulk, 8 L (encumbered above 4, maximum 9)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +3 + proficiency +9 + padded armor 1 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Weapon Potency (+1), Striking, Armor Potency (+1), Glasses of Sociability; 125 gp currency: 60 gp 9 sp spent, 64 gp 1 sp kept.",
  "backstory": "Listed on the sample page as \"Behavioral Analyst\" in The Monster Research Institute Board.\nParty: The Monster Research Institute Board (Party of 6, Level 7; Medium Level Sextets (Levels 6-12)).\nMembers: Institute Director (Human Ranger (Monster Hunter), level 7); Chief Biologist (Elf Druid (Animal Order), level 7); Combat Researcher (Dwarf Barbarian (Dragon Instinct), level 7); Behavioral Analyst (Gnome Investigator (Empiricism), level 7) (this character); Medical Director (Halfling Oracle (Life), level 7); Ethics Advisor (Human (Nephilim) Champion (Redemption), level 7)\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, INT (flaw STR); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial).\nTrained skills: automatic Society (Investigator), Society (Detective background, already trained); chosen Arcana (Empiricism Methodology), Occultism (replacement for a skill already trained), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence), Survival (Investigator: 4 + Intelligence).\nLore: Lore (Underworld) (Detective background).\nSkill increases: 2nd Society to expert; 3rd Arcana to expert; 4th Occultism to expert; 5th Diplomacy to expert; 6th Deception to expert; 7th Society to master.\nHit Points: 8 (Gnome) + (8 (Investigator) + 3 Con) × 7 = 85.\nBackground: not stated on the sample page; Detective is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Medical Director": {
  "name": "Medical Director",
  "ancestry": "Halfling",
  "background": "Field Medic",
  "class": "Oracle (Life)",
  "level": "7",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+3",
  "con": "+3",
  "int": "+0",
  "wis": "+3",
  "cha": "+4",
  "keyAttr": "cha",
  "r_perception": "2",
  "r_fortitude": "2",
  "r_reflex": "2",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "4",
  "r_intimidation": "0",
  "r_medicine": "6",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "83",
  "hpCur": "83",
  "profs": "Unarmored T, Light T; Simple T, Unarmed T",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "4",
  "classFeats": "Subclass: Life\nKey attribute: Charisma\nClass features to 7th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th)\nFeats granted by the subclass: Nudge the Scales\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Vitality Lash; rank 1 Soothe; rank 2 False Vitality.\nFocus spells from: Life Link (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unfettered Halfling (1st), Step Lively (5th)",
  "skillFeats": "Battle Medicine (Field Medic background)\nSkill feats: Group Impression (2nd), Continual Recovery (4th), Bon Mot (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "24",
  "s1n": "Spear",
  "s1a": "+8",
  "s1d": "1d6−1 P",
  "s2n": "Sling",
  "s2a": "+12",
  "s2d": "1d6−1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft.",
  "worn": "+1 padded armor • Glasses of Sociability",
  "gear": "Spear • Sling • Staff of Healing • Wand of Heal (rank 2) • Wand of Restoration (rank 2) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Moderate)",
  "gp": "73",
  "sp": "1",
  "cp": "8",
  "bulk": "3 Bulk, 8 L (encumbered above 4, maximum 9)",
  "i_diplomacy": "1",
  "conditions": "Gear notes: AC 24 = 10 + Dex +3 + proficiency +9 + padded armor 1 + potency 1. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Armor Potency (+1), Glasses of Sociability, Staff of Healing, Magic Wand (2nd-Rank Spell), Magic Wand (2nd-Rank Spell); 125 gp currency: 51 gp 8 sp 2 cp spent, 73 gp 1 sp 8 cp kept.",
  "sp_cantrips_1": "Vitality Lash",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Soothe",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "False Vitality",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "3",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_focus_1": "Life Link",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Monster Research Institute Board (Party of 6, Level 7; Medium Level Sextets (Levels 6-12)).\nMembers: Institute Director (Human Ranger (Monster Hunter), level 7); Chief Biologist (Elf Druid (Animal Order), level 7); Combat Researcher (Dwarf Barbarian (Dragon Instinct), level 7); Behavioral Analyst (Gnome Investigator (Empiricism), level 7); Medical Director (Halfling Oracle (Life), level 7) (this character); Ethics Advisor (Human (Nephilim) Champion (Redemption), level 7)\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw STR); background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Medicine (Life), Medicine (Field Medic background, already trained); chosen Diplomacy (replacement for a skill already trained), Occultism (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Warfare) (Field Medic background).\nSkill increases: 3rd Medicine to expert; 5th Diplomacy to expert; 7th Medicine to master.\nHit Points: 6 (Halfling) + (8 (Oracle) + 3 Con) × 7 = 83.\nBackground: not stated on the sample page; Field Medic is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Ethics Advisor": {
  "name": "Ethics Advisor",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Champion (Redemption)",
  "level": "7",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+4",
  "dex": "+0",
  "con": "+3",
  "int": "+0",
  "wis": "+3",
  "cha": "+2",
  "keyAttr": "str",
  "r_perception": "2",
  "r_fortitude": "4",
  "r_reflex": "2",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "99",
  "hpCur": "99",
  "profs": "Unarmored E, Light E, Medium E, Heavy E; Simple E, Martial E, Unarmed E",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "2",
  "deity": "Sarenrae",
  "classFeats": "Subclass: Redemption\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Redemption cause): Sarenrae. Divine font heal; sanctification can holy; favored weapon scimitar; divine skill Medicine.\nClass features to 7th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th)\nFocus spells from: Lay on Hands (devotion spell), Healer's Blessing (Deity's Domain).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th), Intimidating Glare (6th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th)",
  "ac": "28",
  "shieldAc": "2",
  "shHard": "8",
  "shHp": "64 (32)",
  "shCur": "64",
  "s1n": "+1 striking scimitar",
  "s1a": "+16",
  "s1d": "2d6+6 S",
  "s2n": "Javelin",
  "s2a": "+11",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Scimitar: forceful, sweep. Javelin: thrown, range 30 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+1 full plate • Sailor's Collar • Glasses of Sociability",
  "gear": "+1 striking scimitar • Javelin ×3 • Sturdy Shield (Minor) • Adventurer's Pack • Religious Symbol (Wooden) • Holy Water ×2 • Antidote (Moderate)",
  "gp": "51",
  "sp": "1",
  "bulk": "7 Bulk, 9 L (encumbered above 9, maximum 14)",
  "i_athletics": "1",
  "i_diplomacy": "1",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 28 = 10 + Dex +0 + proficiency +11 + full plate 6 + potency 1. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Minor) raised: AC 30. Wealth (GM Core, level 7): item slots 6/5/5/4/3/3 hold Weapon Potency (+1), Striking, Armor Potency (+1), Sturdy Shield (Minor), Sailor's Collar, Glasses of Sociability; 125 gp currency: 73 gp 9 sp spent, 51 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Healer's Blessing",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Monster Research Institute Board (Party of 6, Level 7; Medium Level Sextets (Levels 6-12)).\nMembers: Institute Director (Human Ranger (Monster Hunter), level 7); Chief Biologist (Elf Druid (Animal Order), level 7); Combat Researcher (Dwarf Barbarian (Dragon Instinct), level 7); Behavioral Analyst (Gnome Investigator (Empiricism), level 7); Medical Director (Halfling Oracle (Life), level 7); Ethics Advisor (Human (Nephilim) Champion (Redemption), level 7) (this character)\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background WIS, STR; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial).\nTrained skills: automatic Religion (Champion), Religion (Acolyte background, already trained); chosen Medicine (deity's divine skill), Athletics (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Intimidation (Champion: 2 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Religion to expert; 5th Athletics to expert; 7th Religion to master.\nHit Points: 8 (Human) + (10 (Champion) + 3 Con) × 7 = 99.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 7th level (Foundry pf2e data, ORC license)."
 },
 "Prime Minister": {
  "name": "Prime Minister",
  "ancestry": "Human",
  "background": "Noble",
  "class": "Champion (Obedience)",
  "level": "19",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+0",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "274",
  "hpCur": "274",
  "profs": "Unarmored L, Light L, Medium L, Heavy L; Simple M, Martial M, Unarmed M",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "6",
  "deity": "Asmodeus",
  "classFeats": "Subclass: Obedience\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Obedience cause): Asmodeus. Divine font harm; sanctification must unholy; favored weapon mace; divine skill Deception.\nClass features to 19th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th), Divine Will (11th), Exalted Reaction (11th), Perception Expertise (11th), Armor Mastery (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Champion Mastery (17th), Legendary Armor (17th), Hero's Defiance (19th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Quick Shield Block (8th), Advanced Deity's Domain (10th), Divine Wall (12th), Exalted Greatness (14th), Shield of Grace (16th), Divine Reflexes (18th)\nFocus spells from: Touch of the Void (devotion spell), Fire Ray (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Hardy Traveler (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Streetwise (8th), Student of the Canon (10th), Quick Jump (12th), Glad-Hand (14th), Combat Climber (16th), No Cause for Alarm (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "46",
  "shieldAc": "2",
  "shHard": "17",
  "shHp": "136 (68)",
  "shCur": "136",
  "s1n": "+3 greater striking frost shock thundering mace",
  "s1a": "+33",
  "s1d": "3d6+11 B + 1d6 cold + 1d6 electricity + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+25",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Mace: shove. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+3 greater resilient full plate • Commandant's Scabbard • Messenger's Ring",
  "gear": "+3 greater striking frost shock thundering mace • Javelin ×3 • Sturdy Shield (Major) • Adventurer's Pack • Religious Symbol (Wooden) • Holy Water ×2 • Antidote (Major)",
  "pp": "898",
  "gp": "106",
  "sp": "1",
  "bulk": "8 Bulk, 8 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "3",
  "i_diplomacy": "2",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 46 = 10 + Dex +0 + proficiency +27 + full plate 6 + potency 3. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Major) raised: AC 48. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+3), Resilient (Greater), Sturdy Shield (Major), Commandant's Scabbard; 12000 gp currency: 2913 gp 9 sp spent, 9086 gp 1 sp kept.",
  "sp_focus_1": "Touch of the Void",
  "sp_focus_2": "Fire Ray",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Universal Governance Council (Party of 6, Level 19; High Level Sextets (Levels 13-20)).\nMembers: Prime Minister (Human Champion (Obedience), level 19) (this character); Archmage Chancellor (Elf Wizard (Unified Magical Theory), level 19); High Oracle (Halfling Oracle (Cosmos), level 19); Supreme Judge (Dwarf Investigator (Empiricism), level 19); Grand Admiral (Human (Aiuvarin) Fighter (Marshal Dedication), level 19); Divine Voice (Human (Nephilim) Bard (Maestro), level 19)\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background CHA, STR; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS; 15th level STR, CON, CHA, WIS (STR, CON, CHA partial).\nTrained skills: automatic Religion (Champion), Society (Noble background); chosen Deception (deity's divine skill), Diplomacy (Champion: 2 + Intelligence), Athletics (Champion: 2 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Religion to expert; 13th Religion to master; 15th Diplomacy to legendary; 17th Society to legendary; 19th Religion to legendary.\nHit Points: 8 (Human) + (10 (Champion) + 4 Con) × 19 = 274.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Archmage Chancellor": {
  "name": "Archmage Chancellor",
  "ancestry": "Elf",
  "background": "Noble",
  "class": "Wizard (Unified Magical Theory)",
  "level": "19",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "196",
  "hpCur": "196",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "8",
  "classFeats": "Subclass: Unified Magical Theory\nKey attribute: Intelligence\nClass features to 19th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Prodigious Will (17th), Archwizard's Spellcraft (19th), Legendary Spellcaster (19th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th), Quickened Casting (12th), Superior Bond (14th), Scintillating Spell (16th), Infinite Possibilities (18th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Elven Persistence (5th), Elf Step (9th), Avenge Ally (13th), Magic Rider (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Bon Mot (4th), Streetwise (6th), Oddity Identification (8th), Glad-Hand (10th), Schooled in Secrets (12th), No Cause for Alarm (14th), Shameless Request (16th), Legendary Negotiation (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "40",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+23",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+27",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accolade Robe (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Spell Turning (rank 8) • Wand of Fiery Body (rank 7) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Major) • Antidote (Major)",
  "pp": "622",
  "gp": "102",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "conditions": "Gear notes: AC 40 = 10 + Dex +4 + proficiency +23 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Staff of Fire (Major), Armor Potency (+3), Resilient (Greater), Accolade Robe (Greater), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 5677 gp 6 sp 2 cp spent, 6322 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Eclipse Burst",
  "sp_7_3": "Prismatic Spray",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Implosion",
  "sp_9_3": "Massacre",
  "slots10": "1",
  "sp_10_1": "Cataclysm",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Universal Governance Council (Party of 6, Level 19; High Level Sextets (Levels 13-20)).\nMembers: Prime Minister (Human Champion (Obedience), level 19); Archmage Chancellor (Elf Wizard (Unified Magical Theory), level 19) (this character); High Oracle (Halfling Oracle (Cosmos), level 19); Supreme Judge (Dwarf Investigator (Empiricism), level 19); Grand Admiral (Human (Aiuvarin) Fighter (Marshal Dedication), level 19); Divine Voice (Human (Nephilim) Bard (Maestro), level 19)\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS; 15th level INT, CON, DEX, WIS (INT, CON, DEX partial).\nTrained skills: automatic Arcana (Wizard), Society (Noble background); chosen Diplomacy (Wizard: 2 + Intelligence), Occultism (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence); Intelligence increases Athletics (10th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Arcana to expert; 13th Arcana to master; 15th Diplomacy to legendary; 17th Society to legendary; 19th Arcana to legendary.\nHit Points: 6 (Elf) + (6 (Wizard) + 4 Con) × 19 = 196.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "High Oracle": {
  "name": "High Oracle",
  "ancestry": "Halfling",
  "background": "Fortune Teller",
  "class": "Oracle (Cosmos)",
  "level": "19",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "234",
  "hpCur": "234",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Cosmos\nKey attribute: Charisma\nClass features to 19th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th), Legendary Spellcaster (19th), Oracular Clarity (19th)\nFeats granted by the subclass: Oracular Warning\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Domain Fluency (12th), Mysterious Repertoire (14th), Portentous Spell (16th), Divine Effusion (18th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Light; rank 1 Dizzying Colors; rank 2 Darkness; rank 5 Moon Frenzy.\nFocus spells from: Spray of Stars (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Watchful Halfling (1st), Step Lively (5th), Irrepressible (Halfling) (9th), Dance Underfoot (13th), Toppling Dance (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Bon Mot (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th), Divine Guidance (16th), Shameless Request (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "40",
  "s1n": "Spear",
  "s1a": "+22",
  "s1d": "1d6+1 P",
  "s2n": "Sling",
  "s2a": "+27",
  "s2d": "1d6+1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Prognostic Veil • Messenger's Ring (Greater)",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 8) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Major)",
  "pp": "589",
  "gp": "108",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 7 L (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 40 = 10 + Dex +4 + proficiency +23 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater), Staff of Healing (True), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 6001 gp 7 sp 2 cp spent, 5998 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Light",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Dizzying Colors",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Moon Frenzy",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "4",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_9_4": "Telepathic Demand",
  "sp_focus_1": "Spray of Stars",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Universal Governance Council (Party of 6, Level 19; High Level Sextets (Levels 13-20)).\nMembers: Prime Minister (Human Champion (Obedience), level 19); Archmage Chancellor (Elf Wizard (Unified Magical Theory), level 19); High Oracle (Halfling Oracle (Cosmos), level 19) (this character); Supreme Judge (Dwarf Investigator (Empiricism), level 19); Grand Admiral (Human (Aiuvarin) Fighter (Marshal Dedication), level 19); Divine Voice (Human (Nephilim) Bard (Maestro), level 19)\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CHA (flaw STR); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS; 15th level CHA, CON, DEX, WIS (CHA, CON, DEX, WIS partial).\nTrained skills: automatic Religion (Oracle), Nature (Cosmos), Occultism (Fortune Teller background); chosen Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary; 17th Occultism to legendary; 19th Diplomacy to legendary.\nHit Points: 6 (Halfling) + (8 (Oracle) + 4 Con) × 19 = 234.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Supreme Judge": {
  "name": "Supreme Judge",
  "ancestry": "Dwarf",
  "background": "Barrister",
  "class": "Investigator (Empiricism)",
  "level": "19",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "8",
  "r_classdc": "6",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "8",
  "r_diplomacy": "8",
  "r_intimidation": "8",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "4",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "238",
  "hpCur": "238",
  "profs": "Unarmored M, Light M; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 19th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th), Incredible Senses (13th), Light Armor Expertise (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Savvy Reflexes (15th), Greater Dogged Will (17th), Light Armor Mastery (19th), Master Detective (19th)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th), Thorough Research (12th), Just One More Thing (14th), Didactic Strike (16th), Lead Investigator (18th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Rock Runner (1st), Boulder Roll (5th), Stone Bones (9th), Telluric Power (13th), Stonewall (17th)",
  "skillFeats": "Group Impression (Barrister background)\nSkill feats: Intimidating Glare (2nd), Courtly Graces (3rd), Terrifying Resistance (4th), Bon Mot (5th), Streetwise (6th), Battle Cry (7th), Glad-Hand (8th), No Cause for Alarm (9th), Shameless Request (10th), Terrified Retreat (11th), Lasting Coercion (12th), Quick Coercion (13th), Group Coercion (14th), Scare to Death (15th), Legendary Negotiation (16th), Hobnobber (17th), Bargain Hunter (18th), Legendary Codebreaker (19th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th), Prescient Consumable (19th)",
  "ac": "43",
  "s1n": "+3 greater striking flaming frost shock rapier",
  "s1a": "+32",
  "s1d": "3d6+6 P + 1d6 fire + 1d6 cold + 1d6 electricity",
  "s2n": "Hand Crossbow",
  "s2a": "+29",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Strategic strike +5d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+3 greater resilient leather armor • Messenger's Ring (Greater)",
  "gear": "+3 greater striking flaming frost shock rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Major)",
  "pp": "588",
  "gp": "107",
  "sp": "3",
  "bulk": "3 Bulk, 6 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 43 = 10 + Dex +4 + proficiency +25 + leather armor 1 + potency 3. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Weapon Potency (+3), Striking (Greater), Flaming, Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater); 12000 gp currency: 6012 gp 7 sp spent, 5987 gp 3 sp kept.",
  "backstory": "Party: The Universal Governance Council (Party of 6, Level 19; High Level Sextets (Levels 13-20)).\nMembers: Prime Minister (Human Champion (Obedience), level 19); Archmage Chancellor (Elf Wizard (Unified Magical Theory), level 19); High Oracle (Halfling Oracle (Cosmos), level 19); Supreme Judge (Dwarf Investigator (Empiricism), level 19) (this character); Grand Admiral (Human (Aiuvarin) Fighter (Marshal Dedication), level 19); Divine Voice (Human (Nephilim) Bard (Maestro), level 19)\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, INT (flaw CHA); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS; 15th level INT, DEX, CON, WIS (INT, DEX, CON, WIS partial).\nTrained skills: automatic Society (Investigator), Diplomacy (Barrister background); chosen Arcana (Empiricism Methodology), Intimidation (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence); Intelligence increases Survival (10th level).\nLore: Lore (Legal) (Barrister background).\nSkill increases: 2nd Intimidation to expert; 3rd Diplomacy to expert; 4th Society to expert; 5th Arcana to expert; 6th Deception to expert; 7th Intimidation to master; 8th Diplomacy to master; 9th Society to master; 10th Arcana to master; 11th Deception to master; 12th Stealth to expert; 13th Stealth to master; 14th Thievery to expert; 15th Intimidation to legendary; 16th Diplomacy to legendary; 17th Society to legendary; 18th Arcana to legendary; 19th Deception to legendary.\nHit Points: 10 (Dwarf) + (8 (Investigator) + 4 Con) × 19 = 238.\nBackground: not stated on the sample page; Barrister is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Grand Admiral": {
  "name": "Grand Admiral",
  "ancestry": "Human (Aiuvarin)",
  "background": "Warrior",
  "class": "Fighter (Marshal Dedication)",
  "level": "19",
  "size": "Medium, human, humanoid, aiuvarin",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "6",
  "r_fortitude": "6",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "6",
  "r_acrobatics": "8",
  "r_arcana": "0",
  "r_athletics": "8",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "0",
  "r_intimidation": "8",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "4",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "293",
  "hpCur": "293",
  "profs": "Unarmored M, Light M, Medium M, Heavy M; Simple L, Martial L, Advanced M, Unarmed L; Fighter Weapon Mastery: one weapon group of your choice L",
  "classFeats": "Subclass: Marshal Dedication\nKey attribute: Strength\nArchetype from the sample page: Marshal Dedication (2nd-level class feat); Intimidation expert (Marshal Dedication)\nClass features to 19th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th), Battlefield Surveyor (7th), Weapon Specialization (7th), Battle Hardened (9th), Combat Flexibility (9th), Armor Expertise (11th), Fighter Expertise (11th), Weapon Legend (13th), Greater Weapon Specialization (15th), Improved Flexibility (15th), Tempered Reflexes (15th), Armor Mastery (17th), Versatile Legend (19th)\nClass feats: Vicious Swing (1st), Marshal Dedication (2nd), Sudden Charge (4th), Double Slice (6th), Reactive Shield (8th), Exacting Strike (10th), Snagging Strike (12th), Intimidating Strike (14th), Shield Warden (16th), Twin Parry (18th)",
  "ancFeats": "Heritage: Aiuvarin. You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.\nAncestry feats: Haughty Obstinacy (1st), Elven Persistence (5th), Group Aid (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Cat Fall (4th), Experienced Tracker (6th), Quick Jump (8th), Terrifying Resistance (10th), Steady Balance (12th), Forager (14th), Combat Climber (16th), Battle Cry (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th), Prescient Consumable (19th)",
  "ac": "44",
  "shieldAc": "2",
  "shHard": "17",
  "shHp": "136 (68)",
  "shCur": "136",
  "s1n": "+3 greater striking corrosive flaming frost longsword",
  "s1a": "+35",
  "s1d": "3d8+13 S + 1d6 acid + 1d6 fire + 1d6 cold",
  "s2n": "Javelin",
  "s2a": "+31",
  "s2d": "1d6+13 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Fighter Weapon Mastery: sword group (master; legendary from 13th).",
  "worn": "+3 greater resilient splint mail • Commandant's Scabbard • Guise of the Smirking Devil",
  "gear": "+3 greater striking corrosive flaming frost longsword • Javelin ×3 • Sturdy Shield (Major) • Adventurer's Pack • Antidote (Major)",
  "pp": "900",
  "gp": "109",
  "sp": "2",
  "bulk": "7 Bulk, 5 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "3",
  "i_intimidation": "2",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 44 = 10 + Dex +1 + proficiency +25 + splint mail 5 + potency 3. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Major) raised: AC 46. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+3), Resilient (Greater), Sturdy Shield (Major), Commandant's Scabbard; 12000 gp currency: 2890 gp 8 sp spent, 9109 gp 2 sp kept.",
  "backstory": "Party: The Universal Governance Council (Party of 6, Level 19; High Level Sextets (Levels 13-20)).\nMembers: Prime Minister (Human Champion (Obedience), level 19); Archmage Chancellor (Elf Wizard (Unified Magical Theory), level 19); High Oracle (Halfling Oracle (Cosmos), level 19); Supreme Judge (Dwarf Investigator (Empiricism), level 19); Grand Admiral (Human (Aiuvarin) Fighter (Marshal Dedication), level 19) (this character); Divine Voice (Human (Nephilim) Bard (Maestro), level 19)\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, DEX, WIS; 5th level STR, CON, DEX, WIS (STR partial); 10th level STR, CON, DEX, WIS (CON partial); 15th level STR, CON, DEX, WIS (STR partial).\nTrained skills: automatic Intimidation (Warrior background); chosen Athletics (Fighter: Acrobatics or Athletics), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence), Medicine (Fighter: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Athletics to expert; 5th Acrobatics to expert; 7th Athletics to master; 9th Intimidation to master; 11th Acrobatics to master; 13th Survival to expert; 15th Athletics to legendary; 17th Intimidation to legendary; 19th Acrobatics to legendary.\nHit Points: 8 (Human) + (10 (Fighter) + 5 Con) × 19 = 293.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Divine Voice (The Universal Governance Council)": {
  "name": "Divine Voice (The Universal Governance Council)",
  "ancestry": "Human (Nephilim)",
  "background": "Acolyte",
  "class": "Bard (Maestro)",
  "level": "19",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "6",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "8",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Scribing)",
  "r_lore1": "2",
  "hpMax": "236",
  "hpCur": "236",
  "profs": "Unarmored E, Light E; Simple E, Martial E, Unarmed E",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Maestro\nKey attribute: Charisma\nClass features to 19th level (Player Core): Bard Spellcasting (1st), Composition Spells (1st), Muses (1st), Spell Repertoire (1st), Reflex Expertise (3rd), Signature Spells (3rd), Expert Spellcaster (7th), Fortitude Expertise (9th), Performer's Heart (9th), Bard Weapon Expertise (11th), Perception Mastery (11th), Light Armor Expertise (13th), Weapon Specialization (13th), Master Spellcaster (15th), Greater Performer's Heart (17th), Legendary Spellcaster (19th), Magnum Opus (19th)\nFeats granted by the subclass: Lingering Composition\nClass feats: Directed Audience (2nd), Melodious Spell (4th), Steady Spellcasting (6th), Call and Response (8th), Quickened Casting (10th), Reverberate (12th), Allegro (14th), Resounding Finale (16th), All in My Head (18th)\nSpellcasting: slots by the Bard table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Soothe.\nFocus spells from: Courageous Anthem (composition cantrip), Counter Performance (Composition Spells), Lingering Composition (Maestro muse feat).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Irrepressible (Nephilim) (1st), Extraplanar Haze (5th), Divine Countermeasures (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Student of the Canon (Acolyte background)\nSkill feats: Group Impression (2nd), Courtly Graces (4th), Impressive Performance (6th), Bon Mot (8th), Streetwise (10th), Virtuosic Performer (12th), Glad-Hand (14th), No Cause for Alarm (16th), Shameless Request (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th), Prescient Consumable (19th)",
  "ac": "41",
  "s1n": "Rapier",
  "s1a": "+27",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+27",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient leather armor • Accompaniment Cloak • Messenger's Ring (Greater)",
  "gear": "Rapier • Sling • Composer Staff (Major) • Wand of Soothe (rank 8) • Wand of Warp Mind (rank 7) • Adventurer's Pack • Musical Instrument (Handheld) • Sling Bullets ×20 • Healing Potion (Major)",
  "pp": "559",
  "gp": "103",
  "sp": "6",
  "cp": "8",
  "bulk": "5 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_performance": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 41 = 10 + Dex +4 + proficiency +23 + leather armor 1 + potency 3. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 19): item slots 18/17/17/16/15/15 hold Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater), Composer Staff (Major), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 12000 gp currency: 6306 gp 3 sp 2 cp spent, 5693 gp 6 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Soothe",
  "sp_1_2": "Command",
  "sp_1_3": "Fear",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "3",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Spellwrack",
  "sp_6_2": "Truesight",
  "sp_6_3": "Vibrant Pattern",
  "slots7": "3",
  "sp_7_1": "Warp Mind",
  "sp_7_2": "Mask of Terror",
  "sp_7_3": "Visions of Danger",
  "slots8": "3",
  "sp_8_1": "Uncontrollable Dance",
  "sp_8_2": "Spirit Song",
  "sp_8_3": "Quandary",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Overwhelming Presence",
  "sp_9_3": "Unfathomable Song",
  "slots10": "1",
  "sp_10_1": "Fabricated Truth",
  "sp_10_2": "Alter Reality",
  "sp_focus_1": "Courageous Anthem (cantrip)",
  "sp_focus_2": "Counter Performance",
  "sp_focus_3": "Lingering Composition",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Listed on the sample page as \"Divine Voice\" in The Universal Governance Council.\nParty: The Universal Governance Council (Party of 6, Level 19; High Level Sextets (Levels 13-20)).\nMembers: Prime Minister (Human Champion (Obedience), level 19); Archmage Chancellor (Elf Wizard (Unified Magical Theory), level 19); High Oracle (Halfling Oracle (Cosmos), level 19); Supreme Judge (Dwarf Investigator (Empiricism), level 19); Grand Admiral (Human (Aiuvarin) Fighter (Marshal Dedication), level 19); Divine Voice (Human (Nephilim) Bard (Maestro), level 19) (this character)\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, DEX; background WIS, CHA; class key CHA; 1st level CHA, DEX, CON, WIS; 5th level CHA, DEX, CON, WIS (CHA partial); 10th level CHA, DEX, CON, WIS; 15th level CHA, DEX, CON, WIS (CHA, DEX, WIS partial).\nTrained skills: automatic Occultism (Bard), Performance (Bard), Religion (Acolyte background); chosen Diplomacy (Bard: 4 + Intelligence), Society (Bard: 4 + Intelligence), Deception (Bard: 4 + Intelligence), Arcana (Bard: 4 + Intelligence).\nLore: Lore (Scribing) (Acolyte background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Religion to expert; 13th Religion to master; 15th Diplomacy to legendary; 17th Society to legendary; 19th Religion to legendary.\nHit Points: 8 (Human) + (8 (Bard) + 4 Con) × 19 = 236.\nBackground: not stated on the sample page; Acolyte is a suggested choice that fits the role.\nProficiency ranks: Bard class table, 19th level (Foundry pf2e data, ORC license)."
 },
 "Prime Directive": {
  "name": "Prime Directive",
  "ancestry": "Android",
  "background": "Warrior",
  "class": "Champion (Justice)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 1 more of your choice",
  "str": "+6",
  "dex": "+1",
  "con": "+5",
  "int": "+1",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "8",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "308",
  "hpCur": "308",
  "profs": "Unarmored L, Light L, Medium L, Heavy L; Simple M, Martial M, Unarmed M",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "6",
  "deity": "Iomedae",
  "classFeats": "Subclass: Justice\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nClass features to 20th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th), Divine Will (11th), Exalted Reaction (11th), Perception Expertise (11th), Armor Mastery (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Champion Mastery (17th), Legendary Armor (17th), Hero's Defiance (19th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Advanced Deity's Domain (8th), Quick Shield Block (10th), Divine Wall (12th), Exalted Greatness (14th), Shield of Grace (16th), Divine Reflexes (18th), Sacred Defender (20th)\nFocus spells from: Lay on Hands (devotion spell), Athletic Rush (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Emotionless (1st), Nanite Shroud (5th), Repair Module (9th), Revivification Protocol (13th), Internal Respirator (17th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th), Student of the Canon (6th), Quick Jump (8th), Bon Mot (10th), Combat Climber (12th), Glad-Hand (14th), Powerful Leap (16th), No Cause for Alarm (18th), Divine Guidance (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "47",
  "shieldAc": "2",
  "shHard": "17",
  "shHp": "136 (68)",
  "shCur": "136",
  "s1n": "+3 major striking corrosive flaming frost longsword",
  "s1a": "+35",
  "s1d": "4d8+12 S + 1d6 acid + 1d6 fire + 1d6 cold",
  "s2n": "Javelin",
  "s2a": "+27",
  "s2d": "1d6+12 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+3 greater resilient splint mail • Commandant's Scabbard • Messenger's Ring (Greater)",
  "gear": "+3 major striking corrosive flaming frost longsword • Javelin ×3 • Sturdy Shield (Major) • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Major) • Holy Water ×2 • Antidote (Major)",
  "pp": "926",
  "gp": "103",
  "sp": "1",
  "bulk": "7 Bulk, 9 L (encumbered above 11, maximum 16)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "3",
  "i_diplomacy": "3",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 47 = 10 + Dex +1 + proficiency +28 + splint mail 5 + potency 3. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Major) raised: AC 49. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Weapon Potency (+3), Striking (Major), Armor Potency (+3), Sturdy Shield (Major), Commandant's Scabbard, Messenger's Ring (Greater); 20000 gp currency: 10636 gp 9 sp spent, 9363 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Athletic Rush",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Infinity Protocol Collective (Party of 6, Level 20; High Level Sextets (Levels 13-20)).\nMembers: Prime Directive (Android Champion (Justice), level 20) (this character); Core Matrix (Android Wizard (Unified Magical Theory), level 20); Logic Engine (Android Investigator (Empiricism), level 20); Data Oracle (Android Oracle (Lore), level 20); Network Hub (Android Summoner (Construct Eidolon), level 20); Quantum Bridge (Android Inventor (Construct Innovation), level 20)\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Rewrite physical laws and constants\nAI Evolution: Represent ultimate potential of artificial consciousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, STR (flaw CHA); background STR, CON; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS; 15th level STR, CON, CHA, WIS (STR, CON partial); 20th level STR, CON, CHA, WIS (WIS partial).\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background, already trained); chosen Intimidation (deity's divine skill), Athletics (replacement for a skill already trained), Diplomacy (Champion: 2 + Intelligence), Medicine (Champion: 2 + Intelligence), Society (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Athletics to expert; 7th Religion to master; 9th Athletics to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary; 17th Athletics to legendary; 19th Diplomacy to legendary.\nHit Points: 8 (Android) + (10 (Champion) + 5 Con) × 20 = 308.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Core Matrix": {
  "name": "Core Matrix",
  "ancestry": "Android",
  "background": "Scholar",
  "class": "Wizard (Unified Magical Theory)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 6 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+5",
  "int": "+6",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "8",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "228",
  "hpCur": "228",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "8",
  "classFeats": "Subclass: Unified Magical Theory\nKey attribute: Intelligence\nClass features to 20th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Prodigious Will (17th), Archwizard's Spellcraft (19th), Legendary Spellcaster (19th)\nClass feats: Reach Spell (1st), Widen Spell (2nd), Bespell Strikes (4th), Steady Spellcasting (6th), Bond Conservation (8th), Overwhelming Energy (10th), Quickened Casting (12th), Superior Bond (14th), Spell Tinker (16th), Infinite Possibilities (18th), Spellshape Mastery (20th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot.\nFocus spells from: Hand of the Apprentice (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Radiant Circuitry (1st), Inoculation Subroutine (5th), Repair Module (9th), Revivification Protocol (13th), Internal Respirator (17th)",
  "skillFeats": "Skill feats: Quick Repair (2nd), Courtly Graces (4th), Specialty Crafting (6th), Streetwise (8th), Oddity Identification (10th), Snare Crafting (12th), Schooled in Secrets (14th), Inventor (16th), Impeccable Crafting (18th), Craft Anything (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "42",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+24",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+29",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accolade Robe (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Uncontrollable Dance (rank 9) • Wand of Earthquake (rank 8) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Major) • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "1292",
  "gp": "102",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 1 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "conditions": "Gear notes: AC 42 = 10 + Dex +5 + proficiency +24 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Staff of Fire (Major), Armor Potency (+3), Resilient (Greater), Accolade Robe (Greater), Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 6977 gp 6 sp 2 cp spent, 13022 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots1": "3",
  "sp_1_1": "Force Barrage",
  "sp_1_2": "Mystic Armor",
  "sp_1_3": "Grease",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Fireball",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Wall of Fire",
  "slots5": "3",
  "sp_5_1": "Cone of Cold",
  "sp_5_2": "Wall of Stone",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Chain Lightning",
  "sp_6_2": "Disintegrate",
  "sp_6_3": "Wall of Force",
  "slots7": "3",
  "sp_7_1": "Fiery Body",
  "sp_7_2": "Eclipse Burst",
  "sp_7_3": "Prismatic Spray",
  "slots8": "3",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "sp_8_3": "Desiccate",
  "slots9": "3",
  "sp_9_1": "Foresight",
  "sp_9_2": "Implosion",
  "sp_9_3": "Massacre",
  "slots10": "1",
  "sp_10_1": "Cataclysm",
  "sp_focus_1": "Hand of the Apprentice",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Infinity Protocol Collective (Party of 6, Level 20; High Level Sextets (Levels 13-20)).\nMembers: Prime Directive (Android Champion (Justice), level 20); Core Matrix (Android Wizard (Unified Magical Theory), level 20) (this character); Logic Engine (Android Investigator (Empiricism), level 20); Data Oracle (Android Oracle (Lore), level 20); Network Hub (Android Summoner (Construct Eidolon), level 20); Quantum Bridge (Android Inventor (Construct Innovation), level 20)\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Rewrite physical laws and constants\nAI Evolution: Represent ultimate potential of artificial consciousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT, DEX partial); 20th level INT, CON, DEX, WIS (CON, WIS partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Crafting (Wizard: 2 + Intelligence), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level), Diplomacy (20th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Crafting to expert; 5th Arcana to expert; 7th Crafting to master; 9th Arcana to master; 11th Society to expert; 13th Society to master; 15th Crafting to legendary; 17th Arcana to legendary; 19th Society to legendary.\nHit Points: 8 (Android) + (6 (Wizard) + 5 Con) × 20 = 228.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Logic Engine": {
  "name": "Logic Engine",
  "ancestry": "Android",
  "background": "Tinker",
  "class": "Investigator (Empiricism)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 6 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+5",
  "int": "+6",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "8",
  "r_classdc": "6",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "8",
  "r_deception": "8",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "8",
  "r_survival": "2",
  "r_thievery": "4",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "268",
  "hpCur": "268",
  "profs": "Unarmored M, Light M; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 20th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th), Incredible Senses (13th), Light Armor Expertise (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Savvy Reflexes (15th), Greater Dogged Will (17th), Light Armor Mastery (19th), Master Detective (19th)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th), Thorough Research (12th), Just One More Thing (14th), Didactic Strike (16th), Lead Investigator (18th), Everyone's a Suspect (20th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cleansing Subroutine (1st), Inoculation Subroutine (5th), Internal Respirator (9th), Revivification Protocol (13th), Repair Module (17th)",
  "skillFeats": "Specialty Crafting (Tinker background)\nSkill feats: Quick Repair (2nd), Courtly Graces (3rd), Group Impression (4th), Streetwise (5th), Bon Mot (6th), Snare Crafting (7th), Glad-Hand (8th), Inventor (9th), No Cause for Alarm (10th), Impeccable Crafting (11th), Shameless Request (12th), Rapid Affixture (13th), Tattoo Artist (14th), Craft Anything (15th), Communal Crafting (16th), Magical Crafting (17th), Legendary Negotiation (18th), Alchemical Crafting (19th), Crafter's Appraisal (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th), Prescient Consumable (19th)",
  "ac": "44",
  "s1n": "+3 major striking corrosive shock thundering rapier",
  "s1a": "+34",
  "s1d": "4d6+6 P + 1d6 acid + 1d6 electricity + 1d6 sonic",
  "s2n": "Hand Crossbow",
  "s2a": "+31",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Strategic strike +5d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+3 greater resilient explorer's clothing • Messenger's Ring (Greater)",
  "gear": "+3 major striking corrosive shock thundering rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Major) • Antidote (Major)",
  "pp": "1321",
  "gp": "104",
  "sp": "2",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 44 = 10 + Dex +5 + proficiency +26 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Weapon Potency (+3), Striking (Major), Shock, Armor Potency (+3), Resilient (Greater), Messenger's Ring (Greater); 20000 gp currency: 6685 gp 8 sp spent, 13314 gp 2 sp kept.",
  "backstory": "Party: The Infinity Protocol Collective (Party of 6, Level 20; High Level Sextets (Levels 13-20)).\nMembers: Prime Directive (Android Champion (Justice), level 20); Core Matrix (Android Wizard (Unified Magical Theory), level 20); Logic Engine (Android Investigator (Empiricism), level 20) (this character); Data Oracle (Android Oracle (Lore), level 20); Network Hub (Android Summoner (Construct Eidolon), level 20); Quantum Bridge (Android Inventor (Construct Innovation), level 20)\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Rewrite physical laws and constants\nAI Evolution: Represent ultimate potential of artificial consciousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial); 15th level INT, DEX, CON, WIS (INT, CON partial); 20th level INT, DEX, CON, WIS (DEX, WIS partial).\nTrained skills: automatic Society (Investigator), Crafting (Tinker background, already trained); chosen Crafting (Empiricism Methodology), Arcana (replacement for a skill already trained), Diplomacy (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence); Intelligence increases Survival (10th level), Intimidation (20th level).\nLore: Lore (Engineering) (Tinker background).\nSkill increases: 2nd Crafting to expert; 3rd Society to expert; 4th Arcana to expert; 5th Diplomacy to expert; 6th Deception to expert; 7th Crafting to master; 8th Society to master; 9th Arcana to master; 10th Diplomacy to master; 11th Deception to master; 12th Stealth to expert; 13th Stealth to master; 14th Thievery to expert; 15th Crafting to legendary; 16th Society to legendary; 17th Arcana to legendary; 18th Diplomacy to legendary; 19th Deception to legendary; 20th Stealth to legendary.\nHit Points: 8 (Android) + (8 (Investigator) + 5 Con) × 20 = 268.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Data Oracle": {
  "name": "Data Oracle",
  "ancestry": "Android",
  "background": "Fortune Teller",
  "class": "Oracle (Lore)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 1 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+5",
  "int": "+1",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "268",
  "hpCur": "268",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "8",
  "classFeats": "Subclass: Lore\nKey attribute: Charisma\nClass features to 20th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th), Legendary Spellcaster (19th), Oracular Clarity (19th)\nFeats granted by the subclass: Whispers of Weakness\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Epiphany at the Crossroads (12th), Forestall Curse (14th), Portentous Spell (16th), Divine Effusion (18th), Oracular Providence (20th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Read Aura; rank 1 Mindlink; rank 3 Hypercognition; rank 6 Never Mind.\nFocus spells from: Brain Drain (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Emotionless (1st), Nanite Shroud (5th), Repair Module (9th), Revivification Protocol (13th), Internal Respirator (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Bon Mot (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th), Divine Guidance (16th), Shameless Request (18th), Legendary Negotiation (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "42",
  "s1n": "Spear",
  "s1a": "+24",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+29",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Prognostic Veil (Greater) • Messenger's Ring (Greater)",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 9) • Wand of Moment of Renewal (rank 8) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Moment of Renewal (rank 8)",
  "pp": "442",
  "gp": "103",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "3",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 42 = 10 + Dex +5 + proficiency +24 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Armor Potency (+3), Resilient (Greater), Prognostic Veil (Greater), Staff of Healing (True), Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 15476 gp 7 sp 2 cp spent, 4523 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Read Aura",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Mindlink",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Hypercognition",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Never Mind",
  "sp_6_2": "Field of Life",
  "sp_6_3": "Blade Barrier",
  "sp_6_4": "Spirit Blast",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "4",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_9_4": "Telepathic Demand",
  "sp_focus_1": "Brain Drain",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Infinity Protocol Collective (Party of 6, Level 20; High Level Sextets (Levels 13-20)).\nMembers: Prime Directive (Android Champion (Justice), level 20); Core Matrix (Android Wizard (Unified Magical Theory), level 20); Logic Engine (Android Investigator (Empiricism), level 20); Data Oracle (Android Oracle (Lore), level 20) (this character); Network Hub (Android Summoner (Construct Eidolon), level 20); Quantum Bridge (Android Inventor (Construct Innovation), level 20)\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Rewrite physical laws and constants\nAI Evolution: Represent ultimate potential of artificial consciousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CHA); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS; 10th level CHA, CON, DEX, WIS (CHA partial); 15th level CHA, CON, DEX, WIS (CON, DEX partial); 20th level CHA, CON, DEX, WIS (CHA, WIS partial).\nTrained skills: automatic Religion (Oracle), Occultism (Lore), Occultism (Fortune Teller background, already trained); chosen Diplomacy (replacement for a skill already trained), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence), Acrobatics (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary; 17th Occultism to legendary; 19th Diplomacy to legendary.\nHit Points: 8 (Android) + (8 (Oracle) + 5 Con) × 20 = 268.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Network Hub (The Infinity Protocol Collective)": {
  "name": "Network Hub (The Infinity Protocol Collective)",
  "ancestry": "Android",
  "background": "Fortune Teller",
  "class": "Summoner (Construct Eidolon)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 1 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+5",
  "int": "+1",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "2",
  "r_athletics": "8",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "8",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "308",
  "hpCur": "308",
  "profs": "Unarmored M; Simple E, Unarmed M",
  "tradition": "Arcane",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Construct Eidolon\nKey attribute: Charisma\nClass features to 20th level (Impossible Magic): Eidolon (1st), Evolution Feat (1st), Link Spells (1st), Spell Repertoire (1st), Summoner Spellcasting (1st), Shared Vigilance (3rd), Signature Spells (3rd), Eidolon Unarmed Expertise (5th), Eidolon Symbiosis (7th), Eidolon Weapon Specialization (7th), Expert Spellcaster (9th), Shared Reflexes (9th), Eidolon Defensive Expertise (11th), Simple Weapon Expertise (11th), Twin Juggernauts (11th), Defensive Robes (13th), Eidolon Unarmed Mastery (13th), Weapon Specialization (13th), Greater Eidolon Specialization (15th), Shared Resolve (15th), Eidolon Transcendence (17th), Master Spellcaster (17th), Eidolon Defensive Mastery (19th), Instant Manifestation (19th)\nClass feats: Unfetter Eidolon (2nd), Tandem Movement (4th), Tandem Strike (6th), Hulking Size (8th), Transpose (10th), Towering Size (12th), Piercing Jab (14th), Eidolon's Trample (16th), True Transmogrification (18th), Twin Eidolon (20th)\nSpellcasting: slots by the Summoner table; each rank lists the repertoire (as many spells as slots, granted ones included).\nFocus spells from: Boost Eidolon (link cantrip), Evolution Surge (link spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Emotionless (1st), Inoculation Subroutine (5th), Repair Module (9th), Revivification Protocol (13th), Internal Respirator (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Quick Jump (8th), Natural Medicine (10th), Glad-Hand (12th), Combat Climber (14th), Train Animal (16th), No Cause for Alarm (18th), Powerful Leap (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "44",
  "s1n": "Staff of Fire (Major)",
  "s1a": "+24",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+29",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Accolade Robe (Greater) • Messenger's Ring (Greater)",
  "gear": "Staff of Fire (Major) • Sling • Wand of Uncontrollable Dance (rank 9) • Wand of Earthquake (rank 8) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "442",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "i_diplomacy": "3",
  "conditions": "Gear notes: AC 44 = 10 + Dex +5 + proficiency +26 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Staff of Fire (Major), Armor Potency (+3), Resilient (Greater), Accolade Robe (Greater), Magic Wand (9th-Rank Spell), Magic Wand (8th-Rank Spell); 20000 gp currency: 15476 gp 6 sp 2 cp spent, 4523 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Electric Arc",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Detect Magic",
  "sp_cantrips_5": "Light",
  "slots8": "2",
  "sp_8_1": "Earthquake",
  "sp_8_2": "Polar Ray",
  "slots9": "2",
  "sp_9_1": "Foresight",
  "sp_9_2": "Implosion",
  "sp_focus_1": "Boost Eidolon (cantrip)",
  "sp_focus_2": "Evolution Surge",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Network Hub\" in The Infinity Protocol Collective.\nParty: The Infinity Protocol Collective (Party of 6, Level 20; High Level Sextets (Levels 13-20)).\nMembers: Prime Directive (Android Champion (Justice), level 20); Core Matrix (Android Wizard (Unified Magical Theory), level 20); Logic Engine (Android Investigator (Empiricism), level 20); Data Oracle (Android Oracle (Lore), level 20); Network Hub (Android Summoner (Construct Eidolon), level 20) (this character); Quantum Bridge (Android Inventor (Construct Innovation), level 20)\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Rewrite physical laws and constants\nAI Evolution: Represent ultimate potential of artificial consciousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CHA); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS; 10th level CHA, CON, DEX, WIS (CHA partial); 15th level CHA, CON, DEX, WIS (CON, DEX partial); 20th level CHA, CON, DEX, WIS (CHA, WIS partial).\nTrained skills: automatic Arcana (Construct Eidolon), Crafting (Construct Eidolon), Occultism (Fortune Teller background); chosen Diplomacy (Summoner: 3 + Intelligence), Athletics (Summoner: 3 + Intelligence), Nature (Summoner: 3 + Intelligence), Society (Summoner: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Diplomacy to expert; 5th Athletics to expert; 7th Diplomacy to master; 9th Athletics to master; 11th Nature to expert; 13th Nature to master; 15th Diplomacy to legendary; 17th Athletics to legendary; 19th Nature to legendary.\nHit Points: 8 (Android) + (10 (Summoner) + 5 Con) × 20 = 308.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Summoner class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Quantum Bridge (The Infinity Protocol Collective)": {
  "name": "Quantum Bridge (The Infinity Protocol Collective)",
  "ancestry": "Android",
  "background": "Tinker",
  "class": "Inventor (Construct Innovation)",
  "level": "20",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 6 more of your choice",
  "str": "+4",
  "dex": "+5",
  "con": "+5",
  "int": "+6",
  "wis": "+0",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "8",
  "r_crafting": "8",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "268",
  "hpCur": "268",
  "profs": "Unarmored M, Light M, Medium M; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Construct Innovation\nKey attribute: Intelligence\nClass features to 20th level (Guns & Gears): Explode (1st), Innovation (1st), Overdrive (1st), Peerless Inventor (1st), Shield Block (1st), Expert Overdrive (3rd), Reconfigure (3rd), Inventor Weapon Expertise (5th), Breakthrough Innovation (7th), Master Overdrive (7th), Reflex Expertise (7th), Weapon Specialization (7th), Inventive Expertise (9th), Offensive Boost (9th), Churning Mind (11th), Medium Armor Expertise (11th), Complete Reconfiguration (13th), Inventor Weapon Mastery (13th), Perception Expertise (13th), Greater Weapon Specialization (15th), Legendary Overdrive (15th), Revolutionary Innovation (15th), Anvil's Hardness (17th), Inventive Mastery (17th), Infinite Invention (19th), Medium Armor Mastery (19th)\nClass feats: Explosive Leap (1st), Tamper (2nd), Haphazard Repair (4th), Searing Restoration (6th), Overdrive Ally (8th), Helpful Tinkering (10th), Boost Modulation (12th), Unstable Redundancies (14th), You Failed to Account For... This! (16th), Engine of Destruction (18th), Just the Thing! (20th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Emotionless (1st), Inoculation Subroutine (5th), Repair Module (9th), Revivification Protocol (13th), Internal Respirator (17th)",
  "skillFeats": "Specialty Crafting (Tinker background)\nSkill feats: Quick Repair (2nd), Courtly Graces (4th), Titan Wrestler (6th), Streetwise (8th), Quick Jump (10th), Snare Crafting (12th), Combat Climber (14th), Inventor (16th), Powerful Leap (18th), Impeccable Crafting (20th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th), Thorough Search (19th)",
  "ac": "44",
  "s1n": "+3 major striking corrosive flaming frost warhammer",
  "s1a": "+33",
  "s1d": "4d8+10 B + 1d6 acid + 1d6 fire + 1d6 cold",
  "s2n": "Crossbow",
  "s2a": "+31",
  "s2d": "1d8+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Warhammer: shove. Crossbow: range 120 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+3 greater resilient explorer's clothing • Crafter's Eyepiece (Greater) • Commandant's Scabbard",
  "gear": "+3 major striking corrosive flaming frost warhammer • Crossbow • Adventurer's Pack • Repair Toolkit • Bolts ×20 • Healing Potion (Major) • Antidote (Major)",
  "pp": "1271",
  "gp": "107",
  "sp": "2",
  "bulk": "5 Bulk, 6 L (encumbered above 9, maximum 14)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_crafting": "2",
  "i_athletics": "3",
  "conditions": "Gear notes: AC 44 = 10 + Dex +5 + proficiency +26 + explorer's clothing 0 + potency 3. Wealth (GM Core, level 20): item slots 19/18/18/17/16/16 hold Weapon Potency (+3), Striking (Major), Armor Potency (+3), Resilient (Greater), Crafter's Eyepiece (Greater), Commandant's Scabbard; 20000 gp currency: 7182 gp 8 sp spent, 12817 gp 2 sp kept.",
  "backstory": "Listed on the sample page as \"Quantum Bridge\" in The Infinity Protocol Collective.\nParty: The Infinity Protocol Collective (Party of 6, Level 20; High Level Sextets (Levels 13-20)).\nMembers: Prime Directive (Android Champion (Justice), level 20); Core Matrix (Android Wizard (Unified Magical Theory), level 20); Logic Engine (Android Investigator (Empiricism), level 20); Data Oracle (Android Oracle (Lore), level 20); Network Hub (Android Summoner (Construct Eidolon), level 20); Quantum Bridge (Android Inventor (Construct Innovation), level 20) (this character)\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Rewrite physical laws and constants\nAI Evolution: Represent ultimate potential of artificial consciousness\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, CON; class key INT; 1st level INT, CON, DEX, STR; 5th level INT, CON, DEX, STR (INT partial); 10th level INT, CON, DEX, STR (CON partial); 15th level INT, CON, DEX, STR (INT, DEX partial); 20th level INT, CON, DEX, STR (CON, STR partial).\nTrained skills: automatic Crafting (Inventor), Crafting (Tinker background, already trained); chosen Arcana (replacement for a skill already trained), Society (Inventor: 3 + Intelligence), Athletics (Inventor: 3 + Intelligence), Thievery (Inventor: 3 + Intelligence), Acrobatics (Inventor: 3 + Intelligence), Deception (Inventor: 3 + Intelligence), Diplomacy (Inventor: 3 + Intelligence), Intimidation (Inventor: 3 + Intelligence); Intelligence increases Medicine (10th level), Nature (20th level).\nLore: Lore (Engineering) (Tinker background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Athletics to expert; 13th Athletics to master; 15th Arcana to legendary; 17th Society to legendary; 19th Athletics to legendary.\nClass skill increases: 3rd Crafting to expert; 7th Crafting to master; 15th Crafting to legendary.\nHit Points: 8 (Android) + (8 (Inventor) + 5 Con) × 20 = 268.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Inventor class table, 20th level (Foundry pf2e data, ORC license)."
 },
 "Matter Sovereign": {
  "name": "Matter Sovereign",
  "ancestry": "Human (Oread)",
  "background": "Noble",
  "class": "Monk (Mountain Stance)",
  "level": "18",
  "size": "Medium, human, humanoid, oread",
  "speed": "50 ft",
  "senses": "Low-light vision",
  "languages": "Common + 2 more of your choice",
  "str": "+5",
  "dex": "+4",
  "con": "+4",
  "int": "+1",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "8",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "2",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "260",
  "hpCur": "260",
  "profs": "Unarmored L; Simple M, Unarmed M",
  "classFeats": "Subclass: Mountain Stance\nKey attribute: Strength\nPath to Perfection (suggested): 7th Fortitude to master; 11th Will to master; 15th Fortitude to legendary\nClass features to 18th level (Player Core 2): Flurry of Blows (1st), Powerful Fist (1st), Incredible Movement (3rd), Mystic Strikes (3rd), Expert Strikes (5th), Perception Expertise (5th), Path to Perfection (7th), Weapon Specialization (7th), Metal Strikes (9th), Monk Expertise (9th), Second Path to Perfection (11th), Graceful Mastery (13th), Master Strikes (13th), Greater Weapon Specialization (15th), Third Path to Perfection (15th), Adamantine Strikes (17th), Graceful Legend (17th)\nClass feats: Mountain Stance (1st), Stunning Blows (2nd), Crushing Grab (4th), Deflect Projectile (6th), Whirling Throw (8th), Sleeper Hold (10th), Reflexive Stance (12th), Dodging Roll (14th), Flinging Blow (16th), Swift River (18th)",
  "ancFeats": "Heritage: Oread. An earth elemental ancestor has influenced your bloodline, and your features highlight this elemental planar connection. You might have a crystalline or metallic sheen to your skin or hair, rough and stony flesh, or glittering gemstone eyes. You gain the oread trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from oread feats and feats from your ancestry whenever you gain an an\nAncestry feats: Cooperative Nature (1st), Skillful Tail (5th), Hardy Traveler (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Cat Fall (4th), Titan Wrestler (6th), Bon Mot (8th), Streetwise (10th), Steady Balance (12th), Quick Jump (14th), Glad-Hand (16th), Nimble Crawl (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "42",
  "s1n": "+3 greater striking frost shock thundering falling stone",
  "s1a": "+32",
  "s1d": "3d8+11 B + 1d6 cold + 1d6 electricity + 1d6 sonic",
  "s2n": "+3 greater striking frost shock thundering fist (outside the stance)",
  "s2a": "+32",
  "s2d": "3d6+11 B + 1d6 cold + 1d6 electricity + 1d6 sonic",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Falling Stone: forceful, nonlethal, unarmed. Fist: agile, finesse, nonlethal, unarmed. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Stance strike first; fist outside the stance. Handwraps of mighty blows carry the runes for all unarmed attacks.",
  "worn": "+3 greater striking frost shock thundering handwraps of mighty blows • +2 greater resilient explorer's clothing • Cloak of Swiftness • Sailor's Collar (Greater)",
  "gear": "Adventurer's Pack • Antidote (Major)",
  "pp": "518",
  "gp": "108",
  "sp": "4",
  "bulk": "1 Bulk, 3 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_acrobatics": "3",
  "i_athletics": "2",
  "conditions": "Gear notes: Speed 50 ft = 25 ft + 25 ft Incredible Movement (unarmored). AC 42 = 10 + Dex +4 + proficiency +26 + explorer's clothing 0 + potency 2. In Mountain Stance: AC 40 (+4 item bonus, which does not stack with the potency rune; Dex cap +0). Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+2), Resilient (Greater), Cloak of Swiftness, Sailor's Collar (Greater); 7500 gp currency: 2211 gp 6 sp spent, 5288 gp 4 sp kept.",
  "backstory": "Party: The Cosmic Synthesis Assembly (Party of 6, Level 18; High Level Sextets (Levels 13-20)).\nMembers: Matter Sovereign (Human (Oread) Monk (Mountain Stance), level 18) (this character); Energy Empress (Human (Naari) Kineticist (Fire Gate), level 18); Space Lord (Human Wizard (School of the Boundary), level 18); Time Guardian (Android Oracle (Time), level 18); Mind Walker (Elf Psychic (The Oscillating Wave), level 18); Soul Speaker (Human (Nephilim) Champion (Grandeur cause), level 18)\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, DEX; background INT, STR; class key STR; 1st level STR, DEX, CON, WIS; 5th level STR, DEX, CON, WIS (STR partial); 10th level STR, DEX, CON, WIS; 15th level STR, DEX, CON, WIS (STR, DEX partial).\nTrained skills: automatic Society (Noble background); chosen Diplomacy (Monk: 4 + Intelligence), Acrobatics (Monk: 4 + Intelligence), Athletics (Monk: 4 + Intelligence), Stealth (Monk: 4 + Intelligence), Religion (Monk: 4 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Acrobatics to expert; 13th Acrobatics to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (10 (Monk) + 4 Con) × 18 = 260.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Monk class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Energy Empress": {
  "name": "Energy Empress",
  "ancestry": "Human (Naari)",
  "background": "Noble",
  "class": "Kineticist (Fire Gate)",
  "level": "18",
  "size": "Medium, human, humanoid, naari",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+4",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "con",
  "r_perception": "4",
  "r_fortitude": "8",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "6",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "242",
  "hpCur": "242",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "classFeats": "Subclass: Fire Gate\nKey attribute: Constitution\nClass features to 18th level (Rage of Elements): Impulses (1st), Kinetic Aura (1st), Kinetic Gate (1st), Extract Element (3rd), Will Expertise (3rd), Gate's Threshold (5th), Kinetic Durability (7th), Kinetic Expertise (7th), Perception Expertise (9th), Second Gate's Threshold (9th), Kinetic Quickness (11th), Reflow Elements (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Third Gate's Threshold (13th), Weapon Specialization (13th), Greater Kinetic Durability (15th), Kinetic Mastery (15th), Double Reflow (17th), Fourth Gate's Threshold (17th)\nFeats granted by the subclass: Intimidating Glare\nClass feats: Weapon Infusion (1st), Ocean's Balm (2nd), Thermal Nimbus (4th), Fresh Produce (6th), Rising Hurricane (8th), Aura Shaping (10th), Scorching Column (12th), Rapid Reattunement (14th), Assume Earth's Mantle (16th), Ignite the Sun (18th)",
  "ancFeats": "Heritage: Naari. You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the naari trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from naari feats and feats from your ancestry\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Hardy Traveler (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Streetwise (8th), Natural Medicine (10th), Quick Jump (12th), Glad-Hand (14th), Train Animal (16th), Combat Climber (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "39",
  "s1n": "Elemental Blast (fire, 60 ft)",
  "s1a": "+31",
  "s1d": "5d6 fire",
  "s2n": "Elemental Blast (fire, melee)",
  "s2a": "+31",
  "s2d": "5d6 fire",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Weapon specialization included (+2/3/4 by rank expert/master/legendary). Impulse attacks use Constitution and the class DC proficiency; 2-action Elemental Blast adds Con +5 status damage; melee blasts add Strength.",
  "worn": "+2 greater resilient leather armor • Gate Attenuator (Major) • Sailor's Collar (Greater) • Arboreal Boots (Greater)",
  "gear": "Adventurer's Pack • Antidote (Major)",
  "pp": "672",
  "gp": "101",
  "sp": "5",
  "bulk": "2 Bulk, 3 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "2",
  "i_acrobatics": "2",
  "conditions": "Gear notes: AC 39 = 10 + Dex +4 + proficiency +22 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Armor Potency (+2), Resilient (Greater), Gate Attenuator (Major), Sailor's Collar (Greater), Arboreal Boots (Greater); 7500 gp currency: 678 gp 5 sp spent, 6821 gp 5 sp kept.",
  "backstory": "Party: The Cosmic Synthesis Assembly (Party of 6, Level 18; High Level Sextets (Levels 13-20)).\nMembers: Matter Sovereign (Human (Oread) Monk (Mountain Stance), level 18); Energy Empress (Human (Naari) Kineticist (Fire Gate), level 18) (this character); Space Lord (Human Wizard (School of the Boundary), level 18); Time Guardian (Android Oracle (Time), level 18); Mind Walker (Elf Psychic (The Oscillating Wave), level 18); Soul Speaker (Human (Nephilim) Champion (Grandeur cause), level 18)\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, DEX; background INT, CON; class key CON; 1st level CON, DEX, WIS, INT; 5th level CON, DEX, WIS, INT (CON partial); 10th level CON, DEX, WIS, INT; 15th level CON, DEX, WIS, INT (CON, DEX, INT partial).\nTrained skills: automatic Nature (Kineticist), Society (Noble background); chosen Diplomacy (Kineticist: 3 + Intelligence), Athletics (Kineticist: 3 + Intelligence), Acrobatics (Kineticist: 3 + Intelligence), Survival (Kineticist: 3 + Intelligence), Intimidation (Kineticist: 3 + Intelligence); Intelligence increases Arcana (5th level), Crafting (10th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Nature to expert; 13th Nature to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (8 (Kineticist) + 5 Con) × 18 = 242.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Kineticist class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Space Lord": {
  "name": "Space Lord",
  "ancestry": "Human",
  "background": "Scholar",
  "class": "Wizard (School of the Boundary)",
  "level": "18",
  "size": "Medium, human, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Academia)",
  "r_lore1": "2",
  "hpMax": "206",
  "hpCur": "206",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: School of the Boundary\nKey attribute: Intelligence\nClass features to 18th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Prodigious Will (17th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Bespell Strikes (6th), Steady Spellcasting (8th), Bond Conservation (10th), Overwhelming Energy (12th), Quickened Casting (14th), Scintillating Spell (16th), Reprepare Spell (18th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Telekinetic Hand, Void Warp; rank 1 Grim Tendrils, Phantasmal Minion, Summon Undead; rank 2 Darkness, See the Unseen; rank 3 Bind Undead, Ghostly Weapon; rank 4 Flicker, Translocate; rank 5 Banishment, Invoke Spirits; rank 6 Teleport, Vampiric Exsanguination; rank 7 Eclipse Burst, Interplanar Teleport; rank 8 Quandary, Unrelenting Observation; rank 9 Massacre.\nFocus spells from: Fortify Summoning (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Cooperative Soul (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Skill feats: Group Impression (2nd), Courtly Graces (4th), Bon Mot (6th), Streetwise (8th), Oddity Identification (10th), Glad-Hand (12th), Schooled in Secrets (14th), No Cause for Alarm (16th), Shameless Request (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Staff of the Dead (Major)",
  "s1a": "+22",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Accolade Robe (Greater)",
  "gear": "Staff of the Dead (Major) • Sling • Wand of Disintegrate (rank 7) • Wand of Fiery Body (rank 7) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Antidote (Major) • Scroll of Earthquake (rank 8)",
  "pp": "542",
  "gp": "102",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "3",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +22 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Staff of the Dead (Major), Armor Potency (+2), Resilient (Greater), Accolade Robe (Greater), Magic Wand (7th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 1977 gp 6 sp 2 cp spent, 5522 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Telekinetic Hand",
  "sp_cantrips_2": "Void Warp",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Grim Tendrils",
  "sp_1_2": "Phantasmal Minion",
  "sp_1_3": "Summon Undead",
  "sp_1_4": "Force Barrage",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "See the Unseen",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "slots3": "4",
  "sp_3_1": "Bind Undead",
  "sp_3_2": "Ghostly Weapon",
  "sp_3_3": "Fireball",
  "sp_3_4": "Haste",
  "slots4": "4",
  "sp_4_1": "Flicker",
  "sp_4_2": "Translocate",
  "sp_4_3": "Fly",
  "sp_4_4": "Wall of Fire",
  "slots5": "4",
  "sp_5_1": "Banishment",
  "sp_5_2": "Invoke Spirits",
  "sp_5_3": "Cone of Cold",
  "sp_5_4": "Wall of Stone",
  "slots6": "4",
  "sp_6_1": "Teleport",
  "sp_6_2": "Vampiric Exsanguination",
  "sp_6_3": "Chain Lightning",
  "sp_6_4": "Disintegrate",
  "slots7": "4",
  "sp_7_1": "Eclipse Burst",
  "sp_7_2": "Interplanar Teleport",
  "sp_7_3": "Fiery Body",
  "sp_7_4": "Prismatic Spray",
  "slots8": "4",
  "sp_8_1": "Quandary",
  "sp_8_2": "Unrelenting Observation",
  "sp_8_3": "Earthquake",
  "sp_8_4": "Polar Ray",
  "slots9": "4",
  "sp_9_1": "Massacre",
  "sp_9_2": "Foresight",
  "sp_9_3": "Implosion",
  "sp_9_4": "Falling Stars",
  "sp_focus_1": "Fortify Summoning",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Cosmic Synthesis Assembly (Party of 6, Level 18; High Level Sextets (Levels 13-20)).\nMembers: Matter Sovereign (Human (Oread) Monk (Mountain Stance), level 18); Energy Empress (Human (Naari) Kineticist (Fire Gate), level 18); Space Lord (Human Wizard (School of the Boundary), level 18) (this character); Time Guardian (Android Oracle (Time), level 18); Mind Walker (Elf Psychic (The Oscillating Wave), level 18); Soul Speaker (Human (Nephilim) Champion (Grandeur cause), level 18)\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Arcana (Wizard); chosen Occultism (Scholar background), Diplomacy (Wizard: 2 + Intelligence), Society (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence); Intelligence increases Athletics (10th level).\nLore: Lore (Academia) (Scholar background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Arcana to expert; 13th Arcana to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (6 (Wizard) + 5 Con) × 18 = 206.\nBackground: not stated on the sample page; Scholar is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Time Guardian (The Cosmic Synthesis Assembly)": {
  "name": "Time Guardian (The Cosmic Synthesis Assembly)",
  "ancestry": "Android",
  "background": "Warrior",
  "class": "Oracle (Time)",
  "level": "18",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+1",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "224",
  "hpCur": "224",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Time\nKey attribute: Charisma\nClass features to 18th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th)\nFeats granted by the subclass: Trance of Celerity\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), On Borrowed Time (10th), Domain Fluency (12th), Mysterious Repertoire (14th), Portentous Spell (16th), Divine Effusion (18th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Time Sense; rank 1 Déjà Vu; rank 3 Time Pocket; rank 7 Time Beacon.\nFocus spells from: Temporal Distortion (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Proximity Alert (1st), Nanite Shroud (5th), Internal Respirator (9th), Revivification Protocol (13th), Repair Module (17th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Oddity Identification (8th), Bon Mot (10th), Schooled in Secrets (12th), Glad-Hand (14th), No Cause for Alarm (16th), Divine Guidance (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "39",
  "s1n": "Spear",
  "s1a": "+22",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient leather armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 8) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Moment of Renewal (rank 8)",
  "pp": "472",
  "gp": "101",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 7 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 39 = 10 + Dex +4 + proficiency +22 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (True), Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 2678 gp 6 sp 2 cp spent, 4821 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Time Sense",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Déjà Vu",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Time Pocket",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Time Beacon",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Sunburst",
  "sp_7_4": "Divine Decree",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "4",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_9_4": "Telepathic Demand",
  "sp_focus_1": "Temporal Distortion",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Time Guardian\" in The Cosmic Synthesis Assembly.\nParty: The Cosmic Synthesis Assembly (Party of 6, Level 18; High Level Sextets (Levels 13-20)).\nMembers: Matter Sovereign (Human (Oread) Monk (Mountain Stance), level 18); Energy Empress (Human (Naari) Kineticist (Fire Gate), level 18); Space Lord (Human Wizard (School of the Boundary), level 18); Time Guardian (Android Oracle (Time), level 18) (this character); Mind Walker (Elf Psychic (The Oscillating Wave), level 18); Soul Speaker (Human (Nephilim) Champion (Grandeur cause), level 18)\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CHA); background CON, CHA; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS; 10th level CHA, CON, DEX, WIS (CHA partial); 15th level CHA, CON, DEX, WIS (CON, DEX partial).\nTrained skills: automatic Religion (Oracle), Occultism (Time), Intimidation (Warrior background); chosen Diplomacy (Oracle: 3 + Intelligence), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary; 17th Occultism to legendary.\nHit Points: 8 (Android) + (8 (Oracle) + 4 Con) × 18 = 224.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Mind Walker": {
  "name": "Mind Walker",
  "ancestry": "Elf",
  "background": "Fortune Teller",
  "class": "Psychic (The Oscillating Wave)",
  "level": "18",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+1",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "8",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "186",
  "hpCur": "186",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Occult",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: The Oscillating Wave\nKey attribute: Charisma\nSubconscious mind (suggested): Emotional Acceptance\nClass features to 18th level (Dark Archive (Remastered)): Conscious Mind (1st), Psi Cantrips and Amps (1st), Psychic Spellcasting (1st), Spell Repertoire (1st), Subconscious Mind (1st), Unleash Psyche (1st), Signature Spells (3rd), Clarity of Focus (5th), Precognitive Reflexes (5th), Expert Spellcaster (7th), Fortitude Expertise (9th), Extrasensory Perception (11th), Walls of Will (11th), Weapon Expertise (11th), Personal Barrier (13th), Psychic Weapon Specialization (13th), Master Spellcaster (15th), Fortress of Will (17th)\nClass feats: Counter Thought (2nd), Mental Buffer (4th), Steady Spellcasting (6th), Mental Static (8th), Signature Spell Expansion (Psychic) (10th), No!!! (12th), Deep Roots (14th), Target of Psychic Ire (16th), Twin Psyche (18th)\nSpellcasting: slots by the Psychic table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: rank 1 Breathe Fire; rank 2 Blazing Bolt; rank 3 Fireball; rank 4 Ice Storm; rank 5 Howling Blizzard; rank 6 Frozen Fog; rank 7 Volcanic Eruption; rank 8 Arctic Rift; rank 9 Falling Stars.\nFocus spells from: Thermal Stasis (unique psi cantrip).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Free Heart (1st), Ageless Patience (5th), Submerged Stillness (9th), Avenge Ally (13th), Magic Rider (17th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Lie to Me (4th), Bon Mot (6th), Charming Liar (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th), Shameless Request (16th), Bizarre Magic (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Mentalist's Staff (Major)",
  "s1a": "+22",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+26",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Pendant of the Occult (Greater) • Messenger's Ring",
  "gear": "Mentalist's Staff (Major) • Sling • Wand of Soothe (rank 8) • Wand of Warp Mind (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Antidote (Major) • Scroll of Uncontrollable Dance (rank 8)",
  "pp": "477",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "2 Bulk, 8 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_occultism": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +22 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Mentalist's Staff (Major), Armor Potency (+2), Resilient (Greater), Messenger's Ring, Magic Wand (8th-Rank Spell), Magic Wand (7th-Rank Spell); 7500 gp currency: 2626 gp 6 sp 2 cp spent, 4873 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "slots1": "2",
  "sp_1_1": "Breathe Fire",
  "sp_1_2": "Soothe",
  "slots2": "2",
  "sp_2_1": "Blazing Bolt",
  "sp_2_2": "Blur",
  "slots3": "2",
  "sp_3_1": "Fireball",
  "sp_3_2": "Heroism",
  "slots4": "2",
  "sp_4_1": "Ice Storm",
  "sp_4_2": "Fly",
  "slots5": "2",
  "sp_5_1": "Howling Blizzard",
  "sp_5_2": "Synesthesia",
  "slots6": "2",
  "sp_6_1": "Frozen Fog",
  "sp_6_2": "Spellwrack",
  "slots7": "2",
  "sp_7_1": "Volcanic Eruption",
  "sp_7_2": "Warp Mind",
  "slots8": "2",
  "sp_8_1": "Arctic Rift",
  "sp_8_2": "Uncontrollable Dance",
  "slots9": "2",
  "sp_9_1": "Falling Stars",
  "sp_9_2": "Foresight",
  "sp_focus_1": "Thermal Stasis (cantrip)",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Cosmic Synthesis Assembly (Party of 6, Level 18; High Level Sextets (Levels 13-20)).\nMembers: Matter Sovereign (Human (Oread) Monk (Mountain Stance), level 18); Energy Empress (Human (Naari) Kineticist (Fire Gate), level 18); Space Lord (Human Wizard (School of the Boundary), level 18); Time Guardian (Android Oracle (Time), level 18); Mind Walker (Elf Psychic (The Oscillating Wave), level 18) (this character); Soul Speaker (Human (Nephilim) Champion (Grandeur cause), level 18)\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CHA (flaw CON); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS; 15th level CHA, CON, DEX, WIS (CHA, DEX partial).\nTrained skills: automatic Occultism (Psychic), Occultism (Fortune Teller background, already trained); chosen Arcana (replacement for a skill already trained), Diplomacy (Psychic: 3 + Intelligence), Deception (Psychic: 3 + Intelligence), Society (Psychic: 3 + Intelligence), Acrobatics (Psychic: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Occultism to expert; 5th Arcana to expert; 7th Occultism to master; 9th Arcana to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Occultism to legendary; 17th Arcana to legendary.\nHit Points: 6 (Elf) + (6 (Psychic) + 4 Con) × 18 = 186.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Psychic class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Soul Speaker": {
  "name": "Soul Speaker",
  "ancestry": "Human (Nephilim)",
  "background": "Noble",
  "class": "Champion (Grandeur cause)",
  "level": "18",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "20 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+0",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "6",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "260",
  "hpCur": "260",
  "profs": "Unarmored L, Light L, Medium L, Heavy L; Simple M, Martial M, Unarmed M",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "6",
  "deity": "Ragathiel",
  "classFeats": "Subclass: Grandeur cause\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Grandeur cause): Ragathiel. Divine font harm or heal; sanctification must holy; favored weapon bastard sword; divine skill Intimidation.\nClass features to 18th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th), Divine Will (11th), Exalted Reaction (11th), Perception Expertise (11th), Armor Mastery (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Champion Mastery (17th), Legendary Armor (17th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Advanced Deity's Domain (8th), Quick Shield Block (10th), Divine Wall (12th), Divine Reflexes (14th), Shield of Grace (16th), Exalted Greatness (18th)\nFocus spells from: Lay on Hands (devotion spell), Fire Ray (Deity's Domain).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Cooperative Nature (1st), Skillful Tail (5th), Divine Wings (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Streetwise (8th), Student of the Canon (10th), Quick Jump (12th), Glad-Hand (14th), Combat Climber (16th), No Cause for Alarm (18th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "44",
  "shieldAc": "2",
  "shHard": "17",
  "shHp": "136 (68)",
  "shCur": "136",
  "s1n": "+3 greater striking corrosive shock thundering bastard sword",
  "s1a": "+32",
  "s1d": "3d8+11 S + 1d6 acid + 1d6 electricity + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+24",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+2 greater resilient full plate • Commandant's Scabbard • Messenger's Ring",
  "gear": "+3 greater striking corrosive shock thundering bastard sword • Javelin ×3 • Sturdy Shield (Major) • Adventurer's Pack • Religious Symbol (Wooden) • Holy Water ×2 • Antidote (Major)",
  "pp": "448",
  "gp": "103",
  "sp": "1",
  "bulk": "7 Bulk, 8 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "3",
  "i_diplomacy": "2",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 44 = 10 + Dex +0 + proficiency +26 + full plate 6 + potency 2. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Major) raised: AC 46. Wealth (GM Core, level 18): item slots 17/16/16/15/14/14 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+2), Resilient (Greater), Sturdy Shield (Major), Commandant's Scabbard; 7500 gp currency: 2916 gp 9 sp spent, 4583 gp 1 sp kept.",
  "sp_focus_1": "Lay on Hands",
  "sp_focus_2": "Fire Ray",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Cosmic Synthesis Assembly (Party of 6, Level 18; High Level Sextets (Levels 13-20)).\nMembers: Matter Sovereign (Human (Oread) Monk (Mountain Stance), level 18); Energy Empress (Human (Naari) Kineticist (Fire Gate), level 18); Space Lord (Human Wizard (School of the Boundary), level 18); Time Guardian (Android Oracle (Time), level 18); Mind Walker (Elf Psychic (The Oscillating Wave), level 18); Soul Speaker (Human (Nephilim) Champion (Grandeur cause), level 18) (this character)\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background CHA, STR; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS; 15th level STR, CON, CHA, WIS (STR, CON, CHA partial).\nTrained skills: automatic Religion (Champion), Society (Noble background); chosen Intimidation (deity's divine skill), Diplomacy (Champion: 2 + Intelligence), Athletics (Champion: 2 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Religion to expert; 13th Religion to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (10 (Champion) + 4 Con) × 18 = 260.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 18th level (Foundry pf2e data, ORC license)."
 },
 "Material Speaker": {
  "name": "Material Speaker",
  "ancestry": "Human",
  "background": "Noble",
  "class": "Fighter (Champion Dedication)",
  "level": "17",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 2 more of your choice",
  "str": "+5",
  "dex": "+4",
  "con": "+4",
  "int": "+1",
  "wis": "+3",
  "cha": "+2",
  "keyAttr": "str",
  "r_perception": "6",
  "r_fortitude": "6",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "246",
  "hpCur": "246",
  "profs": "Unarmored M, Light M, Medium M, Heavy M; Simple M, Martial M, Advanced E, Unarmed M; Fighter Weapon Mastery: one weapon group of your choice L",
  "deity": "Iomedae",
  "classFeats": "Subclass: Champion Dedication\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Justice cause): Iomedae. Divine font heal; sanctification must holy; favored weapon longsword; divine skill Intimidation.\nArchetype from the sample page: Champion Dedication (2nd-level class feat); Religion trained (Champion Dedication); Medicine trained (Champion Dedication, for Intimidation already trained)\nClass features to 17th level (Player Core): Reactive Strike (1st), Shield Block (1st), Bravery (3rd), Fighter Weapon Mastery (5th), Battlefield Surveyor (7th), Weapon Specialization (7th), Battle Hardened (9th), Combat Flexibility (9th), Armor Expertise (11th), Fighter Expertise (11th), Weapon Legend (13th), Greater Weapon Specialization (15th), Improved Flexibility (15th), Tempered Reflexes (15th), Armor Mastery (17th)\nClass feats: Vicious Swing (1st), Champion Dedication (2nd), Sudden Charge (4th), Double Slice (6th), Reactive Shield (8th), Exacting Strike (10th), Snagging Strike (12th), Intimidating Strike (14th), Shield Warden (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Cooperative Soul (9th), Stubborn Persistence (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Intimidating Glare (6th), Bon Mot (8th), Streetwise (10th), Quick Jump (12th), Glad-Hand (14th), Combat Climber (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th)",
  "ac": "41",
  "shieldAc": "2",
  "shHard": "15",
  "shHp": "120 (60)",
  "shCur": "120",
  "s1n": "+3 greater striking corrosive flaming frost longsword",
  "s1a": "+33",
  "s1d": "3d8+13 S + 1d6 acid + 1d6 fire + 1d6 cold",
  "s2n": "Javelin",
  "s2a": "+27",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Longsword: versatile P. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Fighter Weapon Mastery: sword group (master; legendary from 13th).",
  "worn": "+2 greater resilient splint mail • Sailor's Collar (Greater) • Guise of the Smirking Devil",
  "gear": "+3 greater striking corrosive flaming frost longsword • Javelin ×3 • Sturdy Shield (Greater) • Adventurer's Pack • Healing Potion (Greater) ×3",
  "pp": "148",
  "gp": "104",
  "sp": "2",
  "bulk": "6 Bulk, 7 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "2",
  "i_intimidation": "2",
  "conditions": "Gear notes: Speed 20 ft in splint mail (25 ft without armor). AC 41 = 10 + Dex +1 + proficiency +23 + splint mail 5 + potency 2. Str meets its Strength 3: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Greater) raised: AC 43. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+2), Resilient (Greater), Sturdy Shield (Greater), Sailor's Collar (Greater); 5000 gp currency: 3415 gp 8 sp spent, 1584 gp 2 sp kept.",
  "backstory": "Party: The Planar Sovereignty Parliament (Party of 6, Level 17; High Level Sextets (Levels 13-20)).\nMembers: Material Speaker (Human Fighter (Champion Dedication), level 17) (this character); Vitality Delegate (Human (Nephilim) Oracle (Life), level 17); Void Representative (Human (Dhampir) Witch (The Resentment Patron), level 17); Elemental Ambassador (Human (Suli) Kineticist (Dual Gate: Earth and Water), level 17); Shadow Envoy (Fetchling Rogue (Scoundrel), level 17); Ethereal Mediator (Gnome Summoner (Psychopomp Eidolon), level 17)\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background CHA, INT; class key STR; 1st level STR, CON, DEX, CHA; 5th level STR, CON, DEX, WIS; 10th level STR, CON, DEX, WIS (STR partial); 15th level STR, CON, DEX, WIS (CON partial).\nTrained skills: automatic Society (Noble background); chosen Athletics (Fighter: Acrobatics or Athletics), Diplomacy (Fighter: 3 + Intelligence), Intimidation (Fighter: 3 + Intelligence), Acrobatics (Fighter: 3 + Intelligence), Survival (Fighter: 3 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Athletics to expert; 13th Athletics to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (10 (Fighter) + 4 Con) × 17 = 246.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Fighter class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Vitality Delegate": {
  "name": "Vitality Delegate",
  "ancestry": "Human (Nephilim)",
  "background": "Noble",
  "class": "Oracle (Life)",
  "level": "17",
  "size": "Medium, human, humanoid, nephilim",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 1 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "8",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "6",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "229",
  "hpCur": "229",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Life\nKey attribute: Charisma\nClass features to 17th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Extreme Curse (17th), Greater Mysterious Resolve (17th)\nFeats granted by the subclass: Nudge the Scales\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Domain Fluency (12th), Mysterious Repertoire (14th), Portentous Spell (16th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Vitality Lash; rank 1 Soothe; rank 2 False Vitality; rank 5 Grisly Growths.\nFocus spells from: Life Link (revelation spell).",
  "ancFeats": "Heritage: Nephilim. Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Musetouched (1st), Sense Allies (5th), Hardy Traveler (9th), Stubborn Persistence (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Bon Mot (4th), Streetwise (6th), Student of the Canon (8th), Oddity Identification (10th), Glad-Hand (12th), Schooled in Secrets (14th), No Cause for Alarm (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Spear",
  "s1a": "+21",
  "s1d": "1d6+2 P",
  "s2n": "Sling",
  "s2a": "+25",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient leather armor • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (True) • Wand of Heal (rank 7) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3 • Antidote (Major)",
  "pp": "232",
  "gp": "101",
  "sp": "3",
  "cp": "8",
  "bulk": "4 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +21 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (True), Magic Wand (7th-Rank Spell), Magic Wand (7th-Rank Spell); 5000 gp currency: 2578 gp 6 sp 2 cp spent, 2421 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Vitality Lash",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Soothe",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "False Vitality",
  "sp_2_2": "Dispel Magic",
  "sp_2_3": "Resist Energy",
  "sp_2_4": "Spiritual Armament",
  "slots3": "4",
  "sp_3_1": "Heroism",
  "sp_3_2": "Blindness",
  "sp_3_3": "Chilling Darkness",
  "sp_3_4": "Crisis of Faith",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Grisly Growths",
  "sp_5_2": "Breath of Life",
  "sp_5_3": "Banishment",
  "sp_5_4": "Divine Immolation",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Regenerate",
  "sp_7_2": "Sunburst",
  "sp_7_3": "Divine Decree",
  "sp_7_4": "Energy Aegis",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "slots9": "3",
  "sp_9_1": "Overwhelming Presence",
  "sp_9_2": "Foresight",
  "sp_9_3": "Massacre",
  "sp_focus_1": "Life Link",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Planar Sovereignty Parliament (Party of 6, Level 17; High Level Sextets (Levels 13-20)).\nMembers: Material Speaker (Human Fighter (Champion Dedication), level 17); Vitality Delegate (Human (Nephilim) Oracle (Life), level 17) (this character); Void Representative (Human (Dhampir) Witch (The Resentment Patron), level 17); Elemental Ambassador (Human (Suli) Kineticist (Dual Gate: Earth and Water), level 17); Shadow Envoy (Fetchling Rogue (Scoundrel), level 17); Ethereal Mediator (Gnome Summoner (Psychopomp Eidolon), level 17)\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON; background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial); 15th level CHA, CON, DEX, WIS (CHA partial).\nTrained skills: automatic Religion (Oracle), Medicine (Life), Society (Noble background); chosen Diplomacy (Oracle: 3 + Intelligence), Occultism (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Religion to expert; 13th Religion to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (8 (Oracle) + 5 Con) × 17 = 229.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Void Representative": {
  "name": "Void Representative",
  "ancestry": "Human (Dhampir)",
  "background": "Noble",
  "class": "Witch (The Resentment Patron)",
  "level": "17",
  "size": "Medium, human, humanoid, dhampir",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 6 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "8",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "195",
  "hpCur": "195",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Occult",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: The Resentment Patron\nKey attribute: Intelligence\nClass features to 17th level (Player Core): Familiar (1st), Hexes (1st), Patron (1st), Witch Spellcasting (1st), Magical Fortitude (5th), Expert Spellcaster (7th), Reflex Expertise (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th), Will of the Pupil (17th)\nClass feats: Cackle (2nd), Reach Spell (4th), Widen Spell (6th), Witch's Charge (8th), Steady Spellcasting (10th), Coven Spell (12th), Witch's Broom (14th), Effortless Concentration (16th)\nSpellcasting: slots by the Witch table; each rank lists one suggested prepared spell per slot.\nGranted by the subclass: rank 1 Enfeeble.\nFocus spells from: Evil Eye (patron hex cantrip), Patron's Puppet (hex), Cackle (Cackle).",
  "ancFeats": "Heritage: Dhampir. You are the scion of a vampire, half living and half undead, gifted with uncanny charm and grace, a bloodless pallor, and elongated incisors. You gain the dhampir trait, in addition to the traits from your ancestry. You have the void healing ability, which means you are harmed by vitality damage and healed by void effects as if you were undead. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from dhampir feats and feats from yo\nAncestry feats: Haughty Obstinacy (1st), Necromantic Physiology (5th), Cooperative Soul (9th), Bounce Back (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Bon Mot (4th), Streetwise (6th), Oddity Identification (8th), Glad-Hand (10th), Schooled in Secrets (12th), No Cause for Alarm (14th), Shameless Request (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "37",
  "s1n": "Mentalist's Staff (Major)",
  "s1a": "+21",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+25",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Pendant of the Occult (Greater) • Mage's Hat (Greater)",
  "gear": "Mentalist's Staff (Major) • Sling • Wand of Soothe (rank 7) • Wand of Warp Mind (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3 • Antidote (Major)",
  "pp": "237",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_occultism": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +4 + proficiency +21 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Mentalist's Staff (Major), Armor Potency (+2), Resilient (Greater), Pendant of the Occult (Greater), Magic Wand (7th-Rank Spell), Magic Wand (7th-Rank Spell); 5000 gp currency: 2526 gp 6 sp 2 cp spent, 2473 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Daze",
  "sp_cantrips_2": "Telekinetic Projectile",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Guidance",
  "sp_cantrips_5": "Figment",
  "slots1": "3",
  "sp_1_1": "Enfeeble",
  "sp_1_2": "Soothe",
  "sp_1_3": "Command",
  "slots2": "3",
  "sp_2_1": "Blur",
  "sp_2_2": "Invisibility",
  "sp_2_3": "Dispel Magic",
  "slots3": "3",
  "sp_3_1": "Heroism",
  "sp_3_2": "Haste",
  "sp_3_3": "Slow",
  "slots4": "3",
  "sp_4_1": "Fly",
  "sp_4_2": "Translocate",
  "sp_4_3": "Confusion",
  "slots5": "3",
  "sp_5_1": "Synesthesia",
  "sp_5_2": "Black Tentacles",
  "sp_5_3": "Banishment",
  "slots6": "3",
  "sp_6_1": "Spellwrack",
  "sp_6_2": "Truesight",
  "sp_6_3": "Vibrant Pattern",
  "slots7": "3",
  "sp_7_1": "Warp Mind",
  "sp_7_2": "Mask of Terror",
  "sp_7_3": "Visions of Danger",
  "slots8": "3",
  "sp_8_1": "Uncontrollable Dance",
  "sp_8_2": "Spirit Song",
  "sp_8_3": "Quandary",
  "slots9": "2",
  "sp_9_1": "Foresight",
  "sp_9_2": "Overwhelming Presence",
  "sp_focus_1": "Evil Eye (cantrip)",
  "sp_focus_2": "Patron's Puppet",
  "sp_focus_3": "Cackle",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Planar Sovereignty Parliament (Party of 6, Level 17; High Level Sextets (Levels 13-20)).\nMembers: Material Speaker (Human Fighter (Champion Dedication), level 17); Vitality Delegate (Human (Nephilim) Oracle (Life), level 17); Void Representative (Human (Dhampir) Witch (The Resentment Patron), level 17) (this character); Elemental Ambassador (Human (Suli) Kineticist (Dual Gate: Earth and Water), level 17); Shadow Envoy (Fetchling Rogue (Scoundrel), level 17); Ethereal Mediator (Gnome Summoner (Psychopomp Eidolon), level 17)\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry INT, CON; background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS (CON partial); 15th level INT, CON, DEX, WIS (INT partial).\nTrained skills: automatic Occultism (The Resentment), Society (Noble background); chosen Diplomacy (Witch: 3 + Intelligence), Arcana (Witch: 3 + Intelligence), Nature (Witch: 3 + Intelligence), Medicine (Witch: 3 + Intelligence), Religion (Witch: 3 + Intelligence), Deception (Witch: 3 + Intelligence), Acrobatics (Witch: 3 + Intelligence); Intelligence increases Athletics (10th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Occultism to expert; 13th Occultism to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (6 (Witch) + 5 Con) × 17 = 195.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Witch class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Elemental Ambassador": {
  "name": "Elemental Ambassador",
  "ancestry": "Human (Suli)",
  "background": "Noble",
  "class": "Kineticist (Dual Gate: Earth and Water)",
  "level": "17",
  "size": "Medium, human, humanoid, suli",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+5",
  "int": "+4",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "con",
  "r_perception": "4",
  "r_fortitude": "8",
  "r_reflex": "6",
  "r_will": "4",
  "r_classdc": "6",
  "r_acrobatics": "2",
  "r_arcana": "2",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "6",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "2",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "229",
  "hpCur": "229",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "classFeats": "Subclass: Dual Gate: Earth and Water\nKey attribute: Constitution\nClass features to 17th level (Rage of Elements): Impulses (1st), Kinetic Aura (1st), Kinetic Gate (1st), Extract Element (3rd), Will Expertise (3rd), Gate's Threshold (5th), Kinetic Durability (7th), Kinetic Expertise (7th), Perception Expertise (9th), Second Gate's Threshold (9th), Kinetic Quickness (11th), Reflow Elements (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Third Gate's Threshold (13th), Weapon Specialization (13th), Greater Kinetic Durability (15th), Kinetic Mastery (15th), Double Reflow (17th), Fourth Gate's Threshold (17th)\nClass feats: Weapon Infusion (1st), Ocean's Balm (2nd), Thermal Nimbus (4th), Fresh Produce (6th), Rising Hurricane (8th), Aura Shaping (10th), Scorching Column (12th), Body of Air (14th), Alloy Flesh and Steel (16th)",
  "ancFeats": "Heritage: Suli. You are descended from a janni or otherwise embody a dichotomy of opposing elemental planar forces. You gain the suli trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from suli feats and feats from your ancestry whenever you gain an ancestry feat.\nAncestry feats: Haughty Obstinacy (1st), Sense Allies (5th), Hardy Traveler (9th), Stubborn Persistence (13th), Heroic Presence (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Streetwise (8th), Natural Medicine (10th), Quick Jump (12th), Glad-Hand (14th), Train Animal (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "38",
  "s1n": "Elemental Blast (earth, 30 ft)",
  "s1a": "+30",
  "s1d": "5d8 B",
  "s2n": "Elemental Blast (water, 30 ft)",
  "s2a": "+30",
  "s2d": "5d8 cold",
  "s3n": "Elemental Blast (earth, melee)",
  "s3a": "+30",
  "s3d": "5d8 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Weapon specialization included (+2/3/4 by rank expert/master/legendary). Impulse attacks use Constitution and the class DC proficiency; 2-action Elemental Blast adds Con +5 status damage; melee blasts add Strength.",
  "worn": "+2 greater resilient leather armor • Gate Attenuator (Greater) • Sailor's Collar (Greater) • Arboreal Boots (Greater)",
  "gear": "Adventurer's Pack • Healing Potion (Greater) ×3 • Antidote (Major)",
  "pp": "302",
  "gp": "101",
  "sp": "5",
  "bulk": "2 Bulk, 6 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "2",
  "i_acrobatics": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +4 + proficiency +21 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Armor Potency (+2), Resilient (Greater), Gate Attenuator (Greater), Sailor's Collar (Greater), Arboreal Boots (Greater); 5000 gp currency: 1878 gp 5 sp spent, 3121 gp 5 sp kept.",
  "backstory": "Party: The Planar Sovereignty Parliament (Party of 6, Level 17; High Level Sextets (Levels 13-20)).\nMembers: Material Speaker (Human Fighter (Champion Dedication), level 17); Vitality Delegate (Human (Nephilim) Oracle (Life), level 17); Void Representative (Human (Dhampir) Witch (The Resentment Patron), level 17); Elemental Ambassador (Human (Suli) Kineticist (Dual Gate: Earth and Water), level 17) (this character); Shadow Envoy (Fetchling Rogue (Scoundrel), level 17); Ethereal Mediator (Gnome Summoner (Psychopomp Eidolon), level 17)\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, DEX; background INT, CON; class key CON; 1st level CON, DEX, WIS, INT; 5th level CON, DEX, WIS, INT (CON partial); 10th level CON, DEX, WIS, INT; 15th level CON, DEX, WIS, INT (CON, DEX, INT partial).\nTrained skills: automatic Nature (Kineticist), Society (Noble background); chosen Diplomacy (Kineticist: 3 + Intelligence), Athletics (Kineticist: 3 + Intelligence), Acrobatics (Kineticist: 3 + Intelligence), Survival (Kineticist: 3 + Intelligence), Intimidation (Kineticist: 3 + Intelligence); Intelligence increases Arcana (5th level), Crafting (10th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Nature to expert; 13th Nature to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Human) + (8 (Kineticist) + 5 Con) × 17 = 229.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Kineticist class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Shadow Envoy": {
  "name": "Shadow Envoy",
  "ancestry": "Fetchling",
  "background": "Noble",
  "class": "Rogue (Scoundrel)",
  "level": "17",
  "size": "Medium, fetchling, humanoid",
  "speed": "25 ft",
  "senses": "Darkvision",
  "languages": "Common, Shadowtongue",
  "str": "+0",
  "dex": "+5",
  "con": "+4",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "dex",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "8",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "4",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "2",
  "r_religion": "0",
  "r_society": "8",
  "r_stealth": "8",
  "r_survival": "2",
  "r_thievery": "6",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "212",
  "hpCur": "212",
  "profs": "Unarmored E, Light E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Scoundrel\nKey attribute: Dexterity\nClass features to 17th level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd), Weapon Tricks (5th), Evasive Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th), Debilitating Strikes (9th), Rogue Resilience (9th), Rogue Expertise (11th), Greater Rogue Reflexes (13th), Light Armor Expertise (13th), Master Tricks (13th), Perception Legend (13th), Double Debilitation (15th), Greater Weapon Specialization (15th), Agile Mind (17th)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd), You're Next (4th), Mobility (6th), Quick Draw (8th), Underhanded Assault (10th), Gang Up (12th), Nimble Roll (14th), Opportune Backstab (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Hard to Fool (1st), Extinguish Light (5th), Sculpt Shadows (9th), Umbra Ally (13th), Become as Shadow (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (1st), Terrain Stalker (2nd), Lie to Me (3rd), Bon Mot (4th), Streetwise (5th), Quiet Allies (6th), Charming Liar (7th), Glad-Hand (8th), Swift Sneak (9th), Confabulator (10th), No Cause for Alarm (11th), Foil Senses (12th), Slippery Secrets (13th), Shameless Request (14th), Legendary Negotiation (15th), Bargain Hunter (16th), Legendary Sneak (17th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th)",
  "ac": "38",
  "s1n": "+3 greater striking corrosive flaming frost rapier",
  "s1a": "+31",
  "s1d": "3d6+6 P + 1d6 acid + 1d6 fire + 1d6 cold",
  "s2n": "Hand Crossbow",
  "s2a": "+28",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Sneak attack +4d6 precision vs off-guard targets (agile/finesse/ranged).",
  "worn": "+2 greater resilient explorer's clothing • Charlatan's Gloves (Greater) • Cloak of Illusions (Greater)",
  "gear": "+3 greater striking corrosive flaming frost rapier • Hand Crossbow • Adventurer's Pack • Thieves' Toolkit • Disguise Kit • Bolts ×20 • Healing Potion (Greater) ×3",
  "pp": "218",
  "gp": "108",
  "sp": "2",
  "bulk": "3 Bulk, 1 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_thievery": "2",
  "i_stealth": "2",
  "conditions": "Gear notes: AC 38 = 10 + Dex +5 + proficiency +21 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Weapon Potency (+3), Striking (Greater), Armor Potency (+2), Resilient (Greater), Charlatan's Gloves (Greater), Cloak of Illusions (Greater); 5000 gp currency: 2711 gp 8 sp spent, 2288 gp 2 sp kept.",
  "backstory": "Party: The Planar Sovereignty Parliament (Party of 6, Level 17; High Level Sextets (Levels 13-20)).\nMembers: Material Speaker (Human Fighter (Champion Dedication), level 17); Vitality Delegate (Human (Nephilim) Oracle (Life), level 17); Void Representative (Human (Dhampir) Witch (The Resentment Patron), level 17); Elemental Ambassador (Human (Suli) Kineticist (Dual Gate: Earth and Water), level 17); Shadow Envoy (Fetchling Rogue (Scoundrel), level 17) (this character); Ethereal Mediator (Gnome Summoner (Psychopomp Eidolon), level 17)\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, CON; background CHA, DEX; class key DEX; 1st level DEX, CON, CHA, WIS; 5th level DEX, CON, CHA, WIS (DEX partial); 10th level DEX, CON, CHA, WIS; 15th level DEX, CON, CHA, WIS (DEX, CON, CHA partial).\nTrained skills: automatic Stealth (Rogue), Diplomacy (Scoundrel), Deception (Scoundrel), Society (Noble background); chosen Thievery (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence), Intimidation (Rogue: 7 + Intelligence), Occultism (Rogue: 7 + Intelligence), Performance (Rogue: 7 + Intelligence), Survival (Rogue: 7 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 2nd Diplomacy to expert; 3rd Society to expert; 4th Stealth to expert; 5th Deception to expert; 6th Thievery to expert; 7th Diplomacy to master; 8th Society to master; 9th Stealth to master; 10th Deception to master; 11th Thievery to master; 12th Acrobatics to expert; 13th Acrobatics to master; 14th Athletics to expert; 15th Diplomacy to legendary; 16th Society to legendary; 17th Stealth to legendary.\nHit Points: 8 (Fetchling) + (8 (Rogue) + 4 Con) × 17 = 212.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Ethereal Mediator": {
  "name": "Ethereal Mediator",
  "ancestry": "Gnome",
  "background": "Noble",
  "class": "Summoner (Psychopomp Eidolon)",
  "level": "17",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "8",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "8",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "263",
  "hpCur": "263",
  "profs": "Unarmored E; Simple E, Unarmed M",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Psychopomp Eidolon\nKey attribute: Charisma\nClass features to 17th level (Impossible Magic): Eidolon (1st), Evolution Feat (1st), Link Spells (1st), Spell Repertoire (1st), Summoner Spellcasting (1st), Shared Vigilance (3rd), Signature Spells (3rd), Eidolon Unarmed Expertise (5th), Eidolon Symbiosis (7th), Eidolon Weapon Specialization (7th), Expert Spellcaster (9th), Shared Reflexes (9th), Eidolon Defensive Expertise (11th), Simple Weapon Expertise (11th), Twin Juggernauts (11th), Defensive Robes (13th), Eidolon Unarmed Mastery (13th), Weapon Specialization (13th), Greater Eidolon Specialization (15th), Shared Resolve (15th), Eidolon Transcendence (17th), Master Spellcaster (17th)\nClass feats: Unfetter Eidolon (2nd), Shrink Down (4th), Tandem Strike (6th), Constricting Hold (8th), Magical Onslaught (10th), Summoner's Call (12th), Piercing Jab (14th), Eidolon's Trample (16th)\nSpellcasting: slots by the Summoner table; each rank lists the repertoire (as many spells as slots, granted ones included).\nFocus spells from: Boost Eidolon (link cantrip), Evolution Surge (link spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Fey Fellowship (1st), Project Persona (5th), Life Leap (9th), Vivacious Conduit (13th), Razzle-Dazzle (17th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Group Impression (2nd), Titan Wrestler (4th), Bon Mot (6th), Streetwise (8th), Quick Jump (10th), Natural Medicine (12th), Glad-Hand (14th), Combat Climber (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "37",
  "s1n": "Staff of Healing (True)",
  "s1a": "+20",
  "s1d": "1d8+1 B",
  "s2n": "Sling",
  "s2a": "+25",
  "s2d": "1d6+1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Messenger's Ring",
  "gear": "Staff of Healing (True) • Sling • Wand of Heal (rank 7) • Wand of Regenerate (rank 7) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3 • Antidote (Major)",
  "pp": "302",
  "gp": "103",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +4 + proficiency +21 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 17): item slots 16/15/15/14/13/13 hold Staff of Healing (True), Armor Potency (+2), Resilient (Greater), Messenger's Ring, Magic Wand (7th-Rank Spell), Magic Wand (7th-Rank Spell); 5000 gp currency: 1876 gp 6 sp 2 cp spent, 3123 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Divine Lance",
  "sp_cantrips_2": "Guidance",
  "sp_cantrips_3": "Shield",
  "sp_cantrips_4": "Stabilize",
  "sp_cantrips_5": "Light",
  "slots8": "2",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "slots9": "1",
  "sp_9_1": "Overwhelming Presence",
  "sp_focus_1": "Boost Eidolon (cantrip)",
  "sp_focus_2": "Evolution Surge",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Planar Sovereignty Parliament (Party of 6, Level 17; High Level Sextets (Levels 13-20)).\nMembers: Material Speaker (Human Fighter (Champion Dedication), level 17); Vitality Delegate (Human (Nephilim) Oracle (Life), level 17); Void Representative (Human (Dhampir) Witch (The Resentment Patron), level 17); Elemental Ambassador (Human (Suli) Kineticist (Dual Gate: Earth and Water), level 17); Shadow Envoy (Fetchling Rogue (Scoundrel), level 17); Ethereal Mediator (Gnome Summoner (Psychopomp Eidolon), level 17) (this character)\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial); 15th level CHA, CON, DEX, WIS (CHA, DEX partial).\nTrained skills: automatic Intimidation (Psychopomp Eidolon), Religion (Psychopomp Eidolon), Society (Noble background); chosen Diplomacy (Summoner: 3 + Intelligence), Athletics (Summoner: 3 + Intelligence), Nature (Summoner: 3 + Intelligence).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Diplomacy to expert; 5th Society to expert; 7th Diplomacy to master; 9th Society to master; 11th Athletics to expert; 13th Athletics to master; 15th Diplomacy to legendary; 17th Society to legendary.\nHit Points: 8 (Gnome) + (10 (Summoner) + 5 Con) × 17 = 263.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Summoner class table, 17th level (Foundry pf2e data, ORC license)."
 },
 "Chronarch Emperor": {
  "name": "Chronarch Emperor",
  "ancestry": "Human",
  "background": "Warrior",
  "class": "Champion (Obedience)",
  "level": "16",
  "size": "Medium, human, humanoid",
  "speed": "20 ft",
  "senses": "Normal vision",
  "languages": "Common + 1 more of your choice",
  "str": "+5",
  "dex": "+0",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+4",
  "keyAttr": "str",
  "r_perception": "4",
  "r_fortitude": "6",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "6",
  "r_crafting": "0",
  "r_deception": "2",
  "r_diplomacy": "6",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "0",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Warfare)",
  "r_lore1": "2",
  "hpMax": "248",
  "hpCur": "248",
  "profs": "Unarmored M, Light M, Medium M, Heavy M; Simple M, Martial M, Unarmed M",
  "tradition": "Divine",
  "spellAttr": "cha",
  "r_spell": "4",
  "deity": "Asmodeus",
  "classFeats": "Subclass: Obedience\nKey attribute: Strength\nDeity (GM choice, the sample page names none; picked to fit the Obedience cause): Asmodeus. Divine font harm; sanctification must unholy; favored weapon mace; divine skill Deception.\nClass features to 16th level (Player Core 2): Cause (1st), Deity (1st), Devotion Spells (1st), Shield Block (1st), Blessing of the Devoted (3rd), Weapon Expertise (5th), Armor Expertise (7th), Weapon Specialization (7th), Champion Expertise (9th), Reflex Expertise (9th), Relentless Reaction (9th), Sacred Body (9th), Divine Will (11th), Exalted Reaction (11th), Perception Expertise (11th), Armor Mastery (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th)\nClass feats: Deity's Domain (1st), Divine Grace (2nd), Divine Health (4th), Shield Warden (6th), Quick Shield Block (8th), Advanced Deity's Domain (10th), Divine Wall (12th), Exalted Greatness (14th), Shield of Grace (16th)\nFocus spells from: Touch of the Void (devotion spell), Fire Ray (Deity's Domain).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Cooperative Nature (1st), Sense Allies (5th), Group Aid (9th), Bounce Back (13th)",
  "skillFeats": "Intimidating Glare (Warrior background)\nSkill feats: Titan Wrestler (2nd), Group Impression (4th), Student of the Canon (6th), Quick Jump (8th), Bon Mot (10th), Combat Climber (12th), Glad-Hand (14th), Powerful Leap (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "40",
  "shieldAc": "2",
  "shHard": "15",
  "shHp": "120 (60)",
  "shCur": "120",
  "s1n": "+2 greater striking corrosive thundering mace",
  "s1a": "+29",
  "s1d": "3d6+11 B + 1d6 acid + 1d6 sonic",
  "s2n": "Javelin",
  "s2a": "+22",
  "s2d": "1d6+11 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Mace: shove. Javelin: thrown, range 30 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+2 greater resilient full plate • Sailor's Collar (Greater) • Messenger's Ring",
  "gear": "+2 greater striking corrosive thundering mace • Javelin ×3 • Sturdy Shield (Greater) • Adventurer's Pack • Religious Symbol (Wooden) • Healing Potion (Greater) • Holy Water ×2",
  "pp": "101",
  "gp": "101",
  "sp": "1",
  "bulk": "7 Bulk, 8 L (encumbered above 10, maximum 15)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_athletics": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: Speed 20 ft in full plate (25 ft without armor). AC 40 = 10 + Dex +0 + proficiency +22 + full plate 6 + potency 2. Str meets its Strength 4: no check penalty, Speed penalty −5 ft less. Sturdy Shield (Greater) raised: AC 42. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Weapon Potency (+2), Striking (Greater), Armor Potency (+2), Resilient (Greater), Sturdy Shield (Greater), Sailor's Collar (Greater); 3250 gp currency: 2138 gp 9 sp spent, 1111 gp 1 sp kept.",
  "sp_focus_1": "Touch of the Void",
  "sp_focus_2": "Fire Ray",
  "focusMax": "2",
  "focusCur": "2",
  "backstory": "Party: The Temporal Enforcement Supreme Command (Party of 6, Level 16; High Level Sextets (Levels 13-20)).\nMembers: Chronarch Emperor (Human Champion (Obedience), level 16) (this character); Timeline Director (Elf Wizard (School of the Boundary), level 16); Paradox Hunter (Halfling Rogue (Ruffian), level 16); Probability Oracle (Gnome Oracle (Time), level 16); Causal Engineer (Dwarf Inventor (Construct Innovation), level 16); Quantum Judge (Android Investigator (Empiricism), level 16)\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry STR, CON; background STR, CON; class key STR; 1st level STR, CON, CHA, WIS; 5th level STR, CON, CHA, WIS (STR partial); 10th level STR, CON, CHA, WIS (CON partial); 15th level STR, CON, CHA, WIS (STR partial).\nTrained skills: automatic Religion (Champion), Intimidation (Warrior background); chosen Deception (deity's divine skill), Athletics (Champion: 2 + Intelligence), Diplomacy (Champion: 2 + Intelligence).\nLore: Lore (Warfare) (Warrior background).\nSkill increases: 3rd Religion to expert; 5th Athletics to expert; 7th Religion to master; 9th Athletics to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary.\nHit Points: 8 (Human) + (10 (Champion) + 5 Con) × 16 = 248.\nBackground: not stated on the sample page; Warrior is a suggested choice that fits the role.\nProficiency ranks: Champion class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Timeline Director": {
  "name": "Timeline Director",
  "ancestry": "Elf",
  "background": "Noble",
  "class": "Wizard (School of the Boundary)",
  "level": "16",
  "size": "Medium, elf, humanoid",
  "speed": "30 ft",
  "senses": "Low-light vision",
  "languages": "Common, Elven + 5 more of your choice",
  "str": "+0",
  "dex": "+4",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "+0",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "4",
  "r_classdc": "2",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "2",
  "r_crafting": "2",
  "r_deception": "2",
  "r_diplomacy": "0",
  "r_intimidation": "0",
  "r_medicine": "0",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "2",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Genealogy)",
  "r_lore1": "2",
  "hpMax": "166",
  "hpCur": "166",
  "profs": "Unarmored E; Simple E, Unarmed E",
  "tradition": "Arcane",
  "castType": "Prepared",
  "spellAttr": "int",
  "r_spell": "6",
  "classFeats": "Subclass: School of the Boundary\nKey attribute: Intelligence\nClass features to 16th level (Player Core): Arcane Bond (1st), Arcane School (1st), Arcane Thesis (1st), Wizard Spellcasting (1st), Reflex Expertise (5th), Expert Spellcaster (7th), Magical Fortitude (9th), Perception Expertise (11th), Weapon Expertise (11th), Defensive Robes (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nClass feats: Reach Spell (2nd), Widen Spell (4th), Bespell Strikes (6th), Steady Spellcasting (8th), Bond Conservation (10th), Overwhelming Energy (12th), Quickened Casting (14th), Scintillating Spell (16th)\nSpellcasting: slots by the Wizard table; each rank lists one suggested prepared spell per slot. The extra school slot holds a curriculum spell.\nGranted by the subclass: cantrip Telekinetic Hand, Void Warp; rank 1 Grim Tendrils, Phantasmal Minion, Summon Undead; rank 2 Darkness, See the Unseen; rank 3 Bind Undead, Ghostly Weapon; rank 4 Flicker, Translocate; rank 5 Banishment, Invoke Spirits; rank 6 Teleport, Vampiric Exsanguination; rank 7 Eclipse Burst, Interplanar Teleport; rank 8 Quandary, Unrelenting Observation.\nFocus spells from: Fortify Summoning (school spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unwavering Mien (1st), Elven Persistence (5th), Elf Step (9th), Avenge Ally (13th)",
  "skillFeats": "Courtly Graces (Noble background)\nSkill feats: Streetwise (2nd), Oddity Identification (4th), Student of the Canon (6th), Schooled in Secrets (8th), Biographical Eye (10th), Sign Language (12th), Read Lips (14th), Unified Theory (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "36",
  "s1n": "Staff of the Dead (Major)",
  "s1a": "+20",
  "s1d": "1d8+2 B",
  "s2n": "Sling",
  "s2a": "+24",
  "s2d": "1d6+2 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Mage's Hat (Greater)",
  "gear": "Staff of the Dead (Major) • Sling • Wand of Disintegrate (rank 7) • Wand of Teleport (rank 6) • Adventurer's Pack • Spellbook (Blank) • Sling Bullets ×20 • Healing Potion (Greater) ×3",
  "pp": "194",
  "gp": "107",
  "sp": "3",
  "cp": "8",
  "bulk": "3 Bulk (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_arcana": "2",
  "conditions": "Gear notes: AC 36 = 10 + Dex +4 + proficiency +20 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Staff of the Dead (Major), Armor Potency (+2), Resilient (Greater), Mage's Hat (Greater), Magic Wand (7th-Rank Spell), Magic Wand (6th-Rank Spell); 3250 gp currency: 1202 gp 6 sp 2 cp spent, 2047 gp 3 sp 8 cp kept.",
  "sp_cantrips_1": "Telekinetic Hand",
  "sp_cantrips_2": "Void Warp",
  "sp_cantrips_3": "Electric Arc",
  "sp_cantrips_4": "Telekinetic Projectile",
  "sp_cantrips_5": "Shield",
  "sp_cantrips_6": "Detect Magic",
  "slots1": "4",
  "sp_1_1": "Grim Tendrils",
  "sp_1_2": "Phantasmal Minion",
  "sp_1_3": "Summon Undead",
  "sp_1_4": "Force Barrage",
  "slots2": "4",
  "sp_2_1": "Darkness",
  "sp_2_2": "See the Unseen",
  "sp_2_3": "Blur",
  "sp_2_4": "Invisibility",
  "slots3": "4",
  "sp_3_1": "Bind Undead",
  "sp_3_2": "Ghostly Weapon",
  "sp_3_3": "Fireball",
  "sp_3_4": "Haste",
  "slots4": "4",
  "sp_4_1": "Flicker",
  "sp_4_2": "Translocate",
  "sp_4_3": "Fly",
  "sp_4_4": "Wall of Fire",
  "slots5": "4",
  "sp_5_1": "Banishment",
  "sp_5_2": "Invoke Spirits",
  "sp_5_3": "Cone of Cold",
  "sp_5_4": "Wall of Stone",
  "slots6": "4",
  "sp_6_1": "Teleport",
  "sp_6_2": "Vampiric Exsanguination",
  "sp_6_3": "Chain Lightning",
  "sp_6_4": "Disintegrate",
  "slots7": "4",
  "sp_7_1": "Eclipse Burst",
  "sp_7_2": "Interplanar Teleport",
  "sp_7_3": "Fiery Body",
  "sp_7_4": "Prismatic Spray",
  "slots8": "4",
  "sp_8_1": "Quandary",
  "sp_8_2": "Unrelenting Observation",
  "sp_8_3": "Earthquake",
  "sp_8_4": "Polar Ray",
  "sp_focus_1": "Fortify Summoning",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Party: The Temporal Enforcement Supreme Command (Party of 6, Level 16; High Level Sextets (Levels 13-20)).\nMembers: Chronarch Emperor (Human Champion (Obedience), level 16); Timeline Director (Elf Wizard (School of the Boundary), level 16) (this character); Paradox Hunter (Halfling Rogue (Ruffian), level 16); Probability Oracle (Gnome Oracle (Time), level 16); Causal Engineer (Dwarf Inventor (Construct Innovation), level 16); Quantum Judge (Android Investigator (Empiricism), level 16)\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CON); background INT, CON; class key INT; 1st level INT, CON, DEX, WIS; 5th level INT, CON, DEX, WIS (INT partial); 10th level INT, CON, DEX, WIS; 15th level INT, CON, DEX, WIS (INT, CON, DEX partial).\nTrained skills: automatic Arcana (Wizard), Society (Noble background); chosen Occultism (Wizard: 2 + Intelligence), Religion (Wizard: 2 + Intelligence), Crafting (Wizard: 2 + Intelligence), Nature (Wizard: 2 + Intelligence), Acrobatics (Wizard: 2 + Intelligence), Athletics (Wizard: 2 + Intelligence); Intelligence increases Deception (10th level).\nLore: Lore (Genealogy) (Noble background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Occultism to expert; 13th Occultism to master; 15th Arcana to legendary.\nHit Points: 6 (Elf) + (6 (Wizard) + 4 Con) × 16 = 166.\nBackground: not stated on the sample page; Noble is a suggested choice that fits the role.\nProficiency ranks: Wizard class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Paradox Hunter (The Temporal Enforcement Supreme Command)": {
  "name": "Paradox Hunter (The Temporal Enforcement Supreme Command)",
  "ancestry": "Halfling",
  "background": "Bounty Hunter",
  "class": "Rogue (Ruffian)",
  "level": "16",
  "size": "Small, halfling, humanoid",
  "speed": "25 ft",
  "senses": "Normal vision",
  "languages": "Common, Halfling",
  "str": "−1",
  "dex": "+5",
  "con": "+4",
  "int": "+0",
  "wis": "+5",
  "cha": "+4",
  "keyAttr": "dex",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "8",
  "r_will": "4",
  "r_classdc": "4",
  "r_acrobatics": "6",
  "r_arcana": "0",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "0",
  "r_nature": "8",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "4",
  "r_stealth": "6",
  "r_survival": "8",
  "r_thievery": "6",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "198",
  "hpCur": "198",
  "profs": "Unarmored E, Medium E, Light E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Ruffian\nKey attribute: Dexterity\nClass features to 16th level (Player Core): Rogue's Racket (1st), Sneak Attack (1st), Surprise Attack (1st), Deny Advantage (3rd), Weapon Tricks (5th), Evasive Reflexes (7th), Perception Mastery (7th), Weapon Specialization (7th), Debilitating Strikes (9th), Rogue Resilience (9th), Rogue Expertise (11th), Greater Rogue Reflexes (13th), Light Armor Expertise (13th), Master Tricks (13th), Perception Legend (13th), Double Debilitation (15th), Greater Weapon Specialization (15th)\nClass feats: Nimble Dodge (1st), Twin Feint (2nd), You're Next (4th), Mobility (6th), Quick Draw (8th), Underhanded Assault (10th), Gang Up (12th), Nimble Roll (14th), Opportune Backstab (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Sure Feet (1st), Step Lively (5th), Dance Underfoot (9th), Toppling Dance (13th)",
  "skillFeats": "Experienced Tracker (Bounty Hunter background)\nSkill feats: Terrain Stalker (1st), Pickpocket (2nd), Forager (3rd), Natural Medicine (4th), Quiet Allies (5th), Subtle Theft (6th), Planar Survival (7th), Train Animal (8th), Swift Sneak (9th), Foil Senses (10th), Environmental Guide (11th), Monster Crafting (12th), Survey Wildlife (13th), Terrain Expertise (14th), Legendary Survivalist (15th), Legendary Guide (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th)",
  "ac": "37",
  "s1n": "+2 greater striking flaming frost mace",
  "s1a": "+23",
  "s1d": "3d6+5 B + 1d6 fire + 1d6 cold",
  "s2n": "Hand Crossbow",
  "s2a": "+27",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Mace: shove. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Sneak attack +3d6 precision vs off-guard targets (agile/finesse/ranged or simple weapons).",
  "worn": "+2 greater resilient explorer's clothing • Charlatan's Gloves (Greater) • Cloak of Illusions (Greater)",
  "gear": "+2 greater striking flaming frost mace • Hand Crossbow • Adventurer's Pack • Thieves' Toolkit • Bolts ×20 • Healing Potion (Greater) ×2",
  "pp": "134",
  "gp": "101",
  "sp": "2",
  "bulk": "2 Bulk, 9 L (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_thievery": "2",
  "i_stealth": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +5 + proficiency +20 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Weapon Potency (+2), Striking (Greater), Armor Potency (+2), Resilient (Greater), Charlatan's Gloves (Greater), Cloak of Illusions (Greater); 3250 gp currency: 1808 gp 8 sp spent, 1441 gp 2 sp kept.",
  "backstory": "Listed on the sample page as \"Paradox Hunter\" in The Temporal Enforcement Supreme Command.\nParty: The Temporal Enforcement Supreme Command (Party of 6, Level 16; High Level Sextets (Levels 13-20)).\nMembers: Chronarch Emperor (Human Champion (Obedience), level 16); Timeline Director (Elf Wizard (School of the Boundary), level 16); Paradox Hunter (Halfling Rogue (Ruffian), level 16) (this character); Probability Oracle (Gnome Oracle (Time), level 16); Causal Engineer (Dwarf Inventor (Construct Innovation), level 16); Quantum Judge (Android Investigator (Empiricism), level 16)\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, WIS, CON (flaw STR); background WIS, DEX; class key DEX; 1st level DEX, CON, CHA, WIS; 5th level DEX, CON, CHA, WIS (DEX partial); 10th level DEX, CON, CHA, WIS (WIS partial); 15th level DEX, CON, CHA, WIS (DEX, CON partial).\nTrained skills: automatic Stealth (Rogue), Intimidation (Ruffian), Survival (Bounty Hunter background); chosen Nature (Rogue: 7 + Intelligence), Thievery (Rogue: 7 + Intelligence), Deception (Rogue: 7 + Intelligence), Acrobatics (Rogue: 7 + Intelligence), Society (Rogue: 7 + Intelligence), Diplomacy (Rogue: 7 + Intelligence), Athletics (Rogue: 7 + Intelligence).\nLore: Lore (Legal) (Bounty Hunter background).\nSkill increases: 2nd Survival to expert; 3rd Nature to expert; 4th Stealth to expert; 5th Thievery to expert; 6th Deception to expert; 7th Survival to master; 8th Nature to master; 9th Stealth to master; 10th Thievery to master; 11th Deception to master; 12th Acrobatics to expert; 13th Acrobatics to master; 14th Society to expert; 15th Survival to legendary; 16th Nature to legendary.\nHit Points: 6 (Halfling) + (8 (Rogue) + 4 Con) × 16 = 198.\nBackground: not stated on the sample page; Bounty Hunter is a suggested choice that fits the role.\nProficiency ranks: Rogue class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Probability Oracle (The Temporal Enforcement Supreme Command)": {
  "name": "Probability Oracle (The Temporal Enforcement Supreme Command)",
  "ancestry": "Gnome",
  "background": "Fortune Teller",
  "class": "Oracle (Time)",
  "level": "16",
  "size": "Small, gnome, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Common, Fey, Gnomish",
  "str": "−1",
  "dex": "+4",
  "con": "+5",
  "int": "+0",
  "wis": "+4",
  "cha": "+5",
  "keyAttr": "cha",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "2",
  "r_acrobatics": "0",
  "r_arcana": "0",
  "r_athletics": "0",
  "r_crafting": "0",
  "r_deception": "0",
  "r_diplomacy": "6",
  "r_intimidation": "0",
  "r_medicine": "2",
  "r_nature": "2",
  "r_occultism": "6",
  "r_performance": "0",
  "r_religion": "8",
  "r_society": "2",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "0",
  "lore1Name": "Lore (Fortune-Telling)",
  "r_lore1": "2",
  "hpMax": "216",
  "hpCur": "216",
  "profs": "Unarmored E, Light E; Simple E, Unarmed E",
  "tradition": "Divine",
  "castType": "Spontaneous",
  "spellAttr": "cha",
  "r_spell": "6",
  "classFeats": "Subclass: Time\nKey attribute: Charisma\nClass features to 16th level (Player Core 2): Mystery (1st), Oracle Spellcasting (1st), Oracular Curse (1st), Revelation Spells (1st), Spell Repertoire (1st), Signature Spells (3rd), Expert Spellcaster (7th), Mysterious Resolve (7th), Magical Fortitude (9th), Divine Access (11th), Major Curse (11th), Oracular Senses (11th), Weapon Expertise (11th), Light Armor Expertise (13th), Premonition Reflexes (13th), Weapon Specialization (13th), Master Spellcaster (15th)\nFeats granted by the subclass: Trance of Celerity\nClass feats: Reach Spell (2nd), Widen Spell (4th), Steady Spellcasting (6th), Domain Acumen (8th), Quickened Casting (10th), Epiphany at the Crossroads (12th), Forestall Curse (14th), Portentous Spell (16th)\nSpellcasting: slots by the Oracle table; each rank lists the repertoire (as many spells as slots, granted ones included).\nGranted by the subclass: cantrip Time Sense; rank 1 Déjà Vu; rank 3 Time Pocket; rank 7 Time Beacon.\nFocus spells from: Temporal Distortion (revelation spell).",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Animal Elocutionist (1st), Project Persona (5th), Life Leap (9th), Vivacious Conduit (13th)",
  "skillFeats": "Oddity Identification (Fortune Teller background)\nSkill feats: Group Impression (2nd), Battle Medicine (4th), Student of the Canon (6th), Bon Mot (8th), Schooled in Secrets (10th), Glad-Hand (12th), No Cause for Alarm (14th), Divine Guidance (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "36",
  "s1n": "Spear",
  "s1a": "+19",
  "s1d": "1d6+1 P",
  "s2n": "Sling",
  "s2a": "+24",
  "s2d": "1d6+1 B",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Spear: thrown 20. Sling: propulsive, range 50 ft. Weapon specialization included (+2/3/4 by rank expert/master/legendary).",
  "worn": "+2 greater resilient explorer's clothing • Prognostic Veil • Messenger's Ring",
  "gear": "Spear • Sling • Staff of Healing (Major) • Wand of Heal (rank 7) • Wand of Heal (rank 6) • Adventurer's Pack • Sling Bullets ×20 • Healing Potion (Greater) ×3",
  "pp": "124",
  "gp": "108",
  "sp": "2",
  "cp": "8",
  "bulk": "3 Bulk, 9 L (encumbered above 4, maximum 9)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_religion": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 36 = 10 + Dex +4 + proficiency +20 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Armor Potency (+2), Resilient (Greater), Prognostic Veil, Staff of Healing (Major), Magic Wand (7th-Rank Spell), Magic Wand (6th-Rank Spell); 3250 gp currency: 1901 gp 7 sp 2 cp spent, 1348 gp 2 sp 8 cp kept.",
  "sp_cantrips_1": "Time Sense",
  "sp_cantrips_2": "Divine Lance",
  "sp_cantrips_3": "Guidance",
  "sp_cantrips_4": "Shield",
  "sp_cantrips_5": "Stabilize",
  "slots1": "4",
  "sp_1_1": "Déjà Vu",
  "sp_1_2": "Heal",
  "sp_1_3": "Bless",
  "sp_1_4": "Command",
  "slots2": "4",
  "sp_2_1": "Dispel Magic",
  "sp_2_2": "Resist Energy",
  "sp_2_3": "Spiritual Armament",
  "sp_2_4": "See the Unseen",
  "slots3": "4",
  "sp_3_1": "Time Pocket",
  "sp_3_2": "Heroism",
  "sp_3_3": "Blindness",
  "sp_3_4": "Chilling Darkness",
  "slots4": "4",
  "sp_4_1": "Unfettered Movement",
  "sp_4_2": "Vital Beacon",
  "sp_4_3": "Fly",
  "sp_4_4": "Divine Wrath",
  "slots5": "4",
  "sp_5_1": "Breath of Life",
  "sp_5_2": "Banishment",
  "sp_5_3": "Divine Immolation",
  "sp_5_4": "Sending",
  "slots6": "4",
  "sp_6_1": "Field of Life",
  "sp_6_2": "Blade Barrier",
  "sp_6_3": "Spirit Blast",
  "sp_6_4": "Truesight",
  "slots7": "4",
  "sp_7_1": "Time Beacon",
  "sp_7_2": "Regenerate",
  "sp_7_3": "Sunburst",
  "sp_7_4": "Divine Decree",
  "slots8": "4",
  "sp_8_1": "Moment of Renewal",
  "sp_8_2": "Divine Aura",
  "sp_8_3": "Spirit Song",
  "sp_8_4": "Canticle of Everlasting Grief",
  "sp_focus_1": "Temporal Distortion",
  "focusMax": "1",
  "focusCur": "1",
  "backstory": "Listed on the sample page as \"Probability Oracle\" in The Temporal Enforcement Supreme Command.\nParty: The Temporal Enforcement Supreme Command (Party of 6, Level 16; High Level Sextets (Levels 13-20)).\nMembers: Chronarch Emperor (Human Champion (Obedience), level 16); Timeline Director (Elf Wizard (School of the Boundary), level 16); Paradox Hunter (Halfling Rogue (Ruffian), level 16); Probability Oracle (Gnome Oracle (Time), level 16) (this character); Causal Engineer (Dwarf Inventor (Construct Innovation), level 16); Quantum Judge (Android Investigator (Empiricism), level 16)\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CHA, CON, DEX (flaw STR); background CHA, CON; class key CHA; 1st level CHA, CON, DEX, WIS; 5th level CHA, CON, DEX, WIS (CHA partial); 10th level CHA, CON, DEX, WIS (CON partial); 15th level CHA, CON, DEX, WIS (CHA, DEX partial).\nTrained skills: automatic Religion (Oracle), Occultism (Time), Occultism (Fortune Teller background, already trained); chosen Diplomacy (replacement for a skill already trained), Medicine (Oracle: 3 + Intelligence), Society (Oracle: 3 + Intelligence), Nature (Oracle: 3 + Intelligence).\nLore: Lore (Fortune-Telling) (Fortune Teller background).\nSkill increases: 3rd Religion to expert; 5th Occultism to expert; 7th Religion to master; 9th Occultism to master; 11th Diplomacy to expert; 13th Diplomacy to master; 15th Religion to legendary.\nHit Points: 8 (Gnome) + (8 (Oracle) + 5 Con) × 16 = 216.\nBackground: not stated on the sample page; Fortune Teller is a suggested choice that fits the role.\nProficiency ranks: Oracle class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Causal Engineer (The Temporal Enforcement Supreme Command)": {
  "name": "Causal Engineer (The Temporal Enforcement Supreme Command)",
  "ancestry": "Dwarf",
  "background": "Tinker",
  "class": "Inventor (Construct Innovation)",
  "level": "16",
  "size": "Medium, dwarf, humanoid",
  "speed": "20 ft",
  "senses": "Darkvision",
  "languages": "Common, Dwarven + 5 more of your choice",
  "str": "+4",
  "dex": "+4",
  "con": "+5",
  "int": "+5",
  "wis": "+1",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "4",
  "r_fortitude": "4",
  "r_reflex": "4",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "8",
  "r_athletics": "6",
  "r_crafting": "8",
  "r_deception": "2",
  "r_diplomacy": "2",
  "r_intimidation": "2",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "0",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "0",
  "r_survival": "0",
  "r_thievery": "2",
  "lore1Name": "Lore (Engineering)",
  "r_lore1": "2",
  "hpMax": "218",
  "hpCur": "218",
  "profs": "Unarmored E, Light E, Medium E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Construct Innovation\nKey attribute: Intelligence\nClass features to 16th level (Guns & Gears): Explode (1st), Innovation (1st), Overdrive (1st), Peerless Inventor (1st), Shield Block (1st), Expert Overdrive (3rd), Reconfigure (3rd), Inventor Weapon Expertise (5th), Breakthrough Innovation (7th), Master Overdrive (7th), Reflex Expertise (7th), Weapon Specialization (7th), Inventive Expertise (9th), Offensive Boost (9th), Churning Mind (11th), Medium Armor Expertise (11th), Complete Reconfiguration (13th), Inventor Weapon Mastery (13th), Perception Expertise (13th), Greater Weapon Specialization (15th), Legendary Overdrive (15th), Revolutionary Innovation (15th)\nClass feats: Explosive Leap (1st), Tamper (2nd), Haphazard Repair (4th), Searing Restoration (6th), Overdrive Ally (8th), Lock On (10th), Shared Overdrive (12th), Unstable Redundancies (14th), You Failed to Account For... This! (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Unburdened Iron (1st), Dwarven Reinforcement (5th), Stone Bones (9th), March the Mines (13th)",
  "skillFeats": "Specialty Crafting (Tinker background)\nSkill feats: Quick Repair (2nd), Courtly Graces (4th), Titan Wrestler (6th), Streetwise (8th), Quick Jump (10th), Snare Crafting (12th), Combat Climber (14th), Inventor (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Prescient Consumable (15th)",
  "ac": "37",
  "s1n": "+2 greater striking corrosive flaming warhammer",
  "s1a": "+28",
  "s1d": "3d8+10 B + 1d6 acid + 1d6 fire",
  "s2n": "Crossbow",
  "s2a": "+26",
  "s2d": "1d8+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Warhammer: shove. Crossbow: range 120 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary).",
  "worn": "+2 greater resilient leather armor • Crafter's Eyepiece (Greater) • Sailor's Collar (Greater)",
  "gear": "+2 greater striking corrosive flaming warhammer • Crossbow • Adventurer's Pack • Repair Toolkit • Bolts ×20 • Healing Potion (Greater) ×2",
  "pp": "134",
  "gp": "100",
  "sp": "3",
  "bulk": "5 Bulk, 5 L (encumbered above 9, maximum 14)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_crafting": "2",
  "i_athletics": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +4 + proficiency +20 + leather armor 1 + potency 2. Str meets its Strength 0: no check penalty. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Weapon Potency (+2), Striking (Greater), Armor Potency (+2), Resilient (Greater), Crafter's Eyepiece (Greater), Sailor's Collar (Greater); 3250 gp currency: 1809 gp 7 sp spent, 1440 gp 3 sp kept.",
  "backstory": "Listed on the sample page as \"Causal Engineer\" in The Temporal Enforcement Supreme Command.\nParty: The Temporal Enforcement Supreme Command (Party of 6, Level 16; High Level Sextets (Levels 13-20)).\nMembers: Chronarch Emperor (Human Champion (Obedience), level 16); Timeline Director (Elf Wizard (School of the Boundary), level 16); Paradox Hunter (Halfling Rogue (Ruffian), level 16); Probability Oracle (Gnome Oracle (Time), level 16); Causal Engineer (Dwarf Inventor (Construct Innovation), level 16) (this character); Quantum Judge (Android Investigator (Empiricism), level 16)\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry CON, WIS, INT (flaw CHA); background INT, CON; class key INT; 1st level INT, CON, DEX, STR; 5th level INT, CON, DEX, STR (INT partial); 10th level INT, CON, DEX, STR (CON partial); 15th level INT, CON, DEX, STR (INT partial).\nTrained skills: automatic Crafting (Inventor), Crafting (Tinker background, already trained); chosen Arcana (replacement for a skill already trained), Society (Inventor: 3 + Intelligence), Athletics (Inventor: 3 + Intelligence), Thievery (Inventor: 3 + Intelligence), Acrobatics (Inventor: 3 + Intelligence), Deception (Inventor: 3 + Intelligence), Diplomacy (Inventor: 3 + Intelligence), Intimidation (Inventor: 3 + Intelligence); Intelligence increases Medicine (10th level).\nLore: Lore (Engineering) (Tinker background).\nSkill increases: 3rd Arcana to expert; 5th Society to expert; 7th Arcana to master; 9th Society to master; 11th Athletics to expert; 13th Athletics to master; 15th Arcana to legendary.\nClass skill increases: 3rd Crafting to expert; 7th Crafting to master; 15th Crafting to legendary.\nHit Points: 10 (Dwarf) + (8 (Inventor) + 5 Con) × 16 = 218.\nBackground: not stated on the sample page; Tinker is a suggested choice that fits the role.\nProficiency ranks: Inventor class table, 16th level (Foundry pf2e data, ORC license)."
 },
 "Quantum Judge": {
  "name": "Quantum Judge",
  "ancestry": "Android",
  "background": "Barrister",
  "class": "Investigator (Empiricism)",
  "level": "16",
  "size": "Medium, android, humanoid",
  "speed": "25 ft",
  "senses": "Low-light vision",
  "languages": "Androffan, Common + 5 more of your choice",
  "str": "+0",
  "dex": "+5",
  "con": "+4",
  "int": "+5",
  "wis": "+4",
  "cha": "−1",
  "keyAttr": "int",
  "r_perception": "8",
  "r_fortitude": "4",
  "r_reflex": "6",
  "r_will": "6",
  "r_classdc": "4",
  "r_acrobatics": "2",
  "r_arcana": "6",
  "r_athletics": "2",
  "r_crafting": "0",
  "r_deception": "6",
  "r_diplomacy": "8",
  "r_intimidation": "8",
  "r_medicine": "2",
  "r_nature": "0",
  "r_occultism": "2",
  "r_performance": "0",
  "r_religion": "0",
  "r_society": "6",
  "r_stealth": "6",
  "r_survival": "2",
  "r_thievery": "4",
  "lore1Name": "Lore (Legal)",
  "r_lore1": "2",
  "hpMax": "200",
  "hpCur": "200",
  "profs": "Unarmored E, Light E; Simple M, Martial M, Unarmed M",
  "classFeats": "Subclass: Empiricism\nKey attribute: Intelligence\nClass features to 16th level (Player Core 2): Devise a Stratagem (1st), Methodology (1st), On the Case (1st), Strategic Strike (1st), Keen Recollection (3rd), Skillful Lessons (3rd), Weapon Expertise (5th), Vigilant Senses (7th), Weapon Specialization (7th), Fortitude Expertise (9th), Investigator Expertise (9th), Deductive Improvisation (11th), Dogged Will (11th), Incredible Senses (13th), Light Armor Expertise (13th), Weapon Mastery (13th), Greater Weapon Specialization (15th), Savvy Reflexes (15th)\nFeats granted by the subclass: That's Odd\nClass feats: Takedown Expert (1st), Shared Stratagem (2nd), Detective's Readiness (4th), Ongoing Investigation (6th), Clue Them All In (8th), Strategic Assessment (10th), Thorough Research (12th), Just One More Thing (14th), Didactic Strike (16th)",
  "ancFeats": "Heritage: not stated on the sample page; choose one.\nAncestry feats: Internal Compartment (1st), Inoculation Subroutine (5th), Internal Respirator (9th), Revivification Protocol (13th)",
  "skillFeats": "Group Impression (Barrister background)\nSkill feats: Intimidating Glare (2nd), Courtly Graces (3rd), Terrifying Resistance (4th), Bon Mot (5th), Streetwise (6th), Battle Cry (7th), Glad-Hand (8th), No Cause for Alarm (9th), Shameless Request (10th), Terrified Retreat (11th), Lasting Coercion (12th), Quick Coercion (13th), Group Coercion (14th), Scare to Death (15th), Legendary Negotiation (16th)",
  "genFeats": "General feats: Incredible Initiative (3rd), Diehard (7th), Prescient Planner (11th), Expeditious Search (15th)",
  "ac": "37",
  "s1n": "+2 greater striking shock thundering rapier",
  "s1a": "+29",
  "s1d": "3d6+6 P + 1d6 electricity + 1d6 sonic",
  "s2n": "Hand Crossbow",
  "s2a": "+27",
  "s2d": "1d6+6 P",
  "strikeNotes": "Multiple attack penalty −5/−10 (agile −4/−8). Rapier: deadly d8, disarm, finesse. Hand Crossbow: range 60 ft. Greater Weapon specialization included (+4/6/8 by rank expert/master/legendary). Strategic strike +4d6 precision after a successful Devise a Stratagem (which can use Int for the attack roll).",
  "worn": "+2 greater resilient explorer's clothing • Messenger's Ring",
  "gear": "+2 greater striking shock thundering rapier • Hand Crossbow • Adventurer's Pack • Writing Set • Thieves' Toolkit • Bolts ×20 • Healing Potion (Greater) ×3",
  "pp": "143",
  "gp": "109",
  "sp": "2",
  "bulk": "2 Bulk, 9 L (encumbered above 5, maximum 10)",
  "i_fortitude": "2",
  "i_reflex": "2",
  "i_will": "2",
  "i_diplomacy": "2",
  "conditions": "Gear notes: AC 37 = 10 + Dex +5 + proficiency +20 + explorer's clothing 0 + potency 2. Wealth (GM Core, level 16): item slots 15/14/14/13/12/12 hold Weapon Potency (+2), Striking (Greater), Shock, Armor Potency (+2), Resilient (Greater), Messenger's Ring; 3250 gp currency: 1710 gp 8 sp spent, 1539 gp 2 sp kept.",
  "backstory": "Party: The Temporal Enforcement Supreme Command (Party of 6, Level 16; High Level Sextets (Levels 13-20)).\nMembers: Chronarch Emperor (Human Champion (Obedience), level 16); Timeline Director (Elf Wizard (School of the Boundary), level 16); Paradox Hunter (Halfling Rogue (Ruffian), level 16); Probability Oracle (Gnome Oracle (Time), level 16); Causal Engineer (Dwarf Inventor (Construct Innovation), level 16); Quantum Judge (Android Investigator (Empiricism), level 16) (this character)\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed\nFrom Sample Characters (The Pathfinder 2e Guide).\n\nNotes:\nBoosts, extra trained skills, skill increases, feats and gear are suggested choices; the rest follows the Remaster rules.\nBoosts: ancestry DEX, INT, CON (flaw CHA); background INT, DEX; class key INT; 1st level INT, DEX, CON, WIS; 5th level INT, DEX, CON, WIS (INT partial); 10th level INT, DEX, CON, WIS (DEX partial); 15th level INT, DEX, CON, WIS (INT, CON partial).\nTrained skills: automatic Society (Investigator), Diplomacy (Barrister background); chosen Arcana (Empiricism Methodology), Intimidation (Investigator: 4 + Intelligence), Deception (Investigator: 4 + Intelligence), Stealth (Investigator: 4 + Intelligence), Thievery (Investigator: 4 + Intelligence), Occultism (Investigator: 4 + Intelligence), Medicine (Investigator: 4 + Intelligence), Athletics (Investigator: 4 + Intelligence), Acrobatics (Investigator: 4 + Intelligence); Intelligence increases Survival (10th level).\nLore: Lore (Legal) (Barrister background).\nSkill increases: 2nd Intimidation to expert; 3rd Diplomacy to expert; 4th Society to expert; 5th Arcana to expert; 6th Deception to expert; 7th Intimidation to master; 8th Diplomacy to master; 9th Society to master; 10th Arcana to master; 11th Deception to master; 12th Stealth to expert; 13th Stealth to master; 14th Thievery to expert; 15th Intimidation to legendary; 16th Diplomacy to legendary.\nHit Points: 8 (Android) + (8 (Investigator) + 4 Con) × 16 = 200.\nBackground: not stated on the sample page; Barrister is a suggested choice that fits the role.\nProficiency ranks: Investigator class table, 16th level (Foundry pf2e data, ORC license)."
 }
}
