Requirements The ally is willing to accept your aid, and you have prepared to help (see below). Halfling CRB: The Ability Boosts/Flaws work great, but the only appealing Ancestry Feats are the Halfling Luck feat chain. When you Rage, you gain your chosen animal's unarmed attack (or attacks). 0. Hello awesome people! This week we got panels on Action: Demoralize, Condition: Frightened, and Gozreh, The Wind and Wave. Intimidating Glare allows you to demoralize with a look, so when you demoralize this way, you don't take the -4 penalty to your check if your target doesn't understand your language. Multiclass options often go un-sung in Pathfinder 2e, so let's talk about them! Which ones are the BEST for each individual class in the game?Check out my ne. So, technically you should have 10' reach as a large (tall) creature. Sometimes objects not crafted to be weapons nonetheless see use in combat. Anything you do in the game has an effect. You are flat-footed, you don't treat anyone as your ally (though they might still treat you as theirs), and you can't , Ready, or use reactions. 6. Panache Recovery: Demoralizing foes applies Frightened. A linguistic effect that targets a creature works only if the target understands the language you are using. Source Core Rulebook pg. Gunslinger Ways. Gunslinger. This seems nice in certain situations compared to others, but. If you get two conditions that say you get frightened 1, each is effectively doing set frightenedvalue= 1. 0. Lore (Int): A possibility if you didn’t dump Intelligence. Prerequisites Duelist Dedication, or Dandy Dedication. Your taunts and threats earn your foes ire. You like a weapon that makes an impression almost as much as you like making an impression. Worst - Ones which you will not use. With good martial capabilities and a dependence on Charisma, the Thaumaturge fits easily as a Face, and Striker. 100 4. Make a spell attack roll against a single creature. Threatening Approach [two-actions] You Stride to be adjacent to a foe and Demoralize that foe. Extra animals simply linger conveniently off-screen. Bon Mot to support your casters and reduce Demoralize DC. Source Core Rulebook pg. Among ranged and thrown weapons, there are 9 1+ hand weapons in the game and 48 1h weapons. : r/Pathfinder2e. Critical Failure The target is frightened 3 and fleeing for 1 round. 1. Your way grants a series of deeds, access to feats, proficiency with a skill, and a special reload action, all of which help shape and influence the way you affect the battlefield. If your maximum dying value is ever reduced to 0, you instantly die. Increase your maximum Hit Points by your level. Coerce. Battle Cry. 79. If you felt like you wanted to give it a go at your table and let someone use Demoralize with the range of Message for two actions. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. When your new campaign starts at a higher level, a new player joins an existing group, or a current player’s character dies and they need a new one, your campaign will have one or more PCs who don’t start at 1st level. You can use the additional action to Step, Stride, Strike, or Demoralize. At level 9 you have the ability to retag people with demoralize incase they were able to get the fear effect off or resisted it the first time which is particularly useful if your GM likes to use lots of enemies or very high level enemies. Confused. Your way grants a series of deeds, access to feats, proficiency with a skill, and a special reload action, all of which help shape and influence the way you affect the battlefield. At level one, power attack is good if your third action is tied up with movement/demoralize/whatever. 99 $11. Wrestlers are athletes who pit their strength and skill against powerful foes. If you critically succeed at your attack roll, the target treats the result of its Fortitude save as one degree worse. If you’re attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first. A Double Barrel Pistol or Musket pushes the double reload off till like round 3 (since you have an extra shot you can inject into turn 2) and some combats will. Speed fly 25 feet Melee [one-action] ghostly hand +13 [] (agile, finesse, magical), Damage 2d6+2 negative Frightful Moan [one-action] (auditory, divine, emotion, enchantment, fear, mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 21 Will save. The level of a skill feat is typically the minimum level at which a character could meet its proficiency prerequisite. You can’t act. Source PRG2:APG. No, think of it as programming logic. Spell 1. Hypercognition is an incredible spell if you've got the knowledge skills to support it. Mirror implements represent misdirection, illusion, and sleight of hand, bending and shifting a perspective and the way you look at things. A line drawn between the center of your space and the center of your ally. Your legs surge with strength, ready to leap high and far. Your cause must match your alignment exactly. Action Demoralizing an opponent is a standard action. The RP for the attack is usually a Bite and Tear. Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. Lets assume an average encounter is 5 rounds. 619 4. If the terrain is not a viable environment for these trees, they wither after 24 hours. But there aren't a lot of those if you exclude bows. 1 hydraulic push, noxious vapors, gust of wind. This is called a critical specialization effect. Divine eidolons are always formed of spiritual essence, much like the divine servitors they resemble. While the terminology is differ, the game's ancestries are still essentially races like those. I find that +2 monsters or two on level monsters present good fast encounters to slot into the game that can still drain resources. Demoralize loses the auditory trait and gains the visual trait, and the Powderkeg Punk doesn't take a penalty if the creature doesn't understand their language. 1- Gang up = perma flat-footed (so sneak attack) 2- Great speed + good action economy (when mature animal companion u can even move or strike w/o expending an action) 3- Opportune Backstab recction for free attack everytime your mount hits. Success The target is frightened 1. 4. The Athletics Skill represents a character’s ability to perform several physically demanding tasks like Swimming, Climbing, Jumping, and Breaking Objects. So far this is clear. Mechanically Demoralize loses the auditory trait and gains the visual trait when you demoralize this way. Permanent reach from 7th level means you can lock down a lot of the field with attack of opportunity and slap away safely against all but the largest foes. Attempt a check using your unarmed attack modifier against the DC of the effect. If you issue an obviously self-destructive order, the target doesn't act until you. Charisma will let you spec into Feint and Demoralize which increases your chance to hit as well as triggering the backstab on Laughing Shadow. But the main factor is having a strong personality and a threatening demeanor. Source Core Rulebook pg. You fall unconscious (“gain the Unconscious condition”). Persistent damage is a condition that causes damage to recur beyond the original effect. The shield has Hardness 8, HP 64, and BT 32. Prerequisite(s) trained in Intimidation You can Demoralize with a mere glare. As a result, for Victory Point/success counting systems that allow each PC a limited number of chances to roll, either the summoner or the. With Intimidating Prowess, your enemy will still need to hear you, which means silence effects or deaf enemies will render your Demoralize useless. 0. Demoralize Spells Agonizing Despair, Belittling Boast, Blistering Invective, Canticle of Everlasting Grief, Cutting Insult, Fear, Horrifying Blood Loss, Hypnopompic Terrors, Impending Doom, Implement of Destruction, Invoke Spirits, Mask of Terror, Mind of Menace, Phantasmal Killer, Teeth to Terror, Unfathomable Song, Unspeakable Shadow, Weird (Nearly) guaranteed 2 Strikes per round, usually 3 and frequently 4 or can use one action to Demoralize and 3 attacks Level 14 Druid Multiclass Polymorph Monk [aDPR 81(91)] Wild Shapes into a Huge (animal, chose Snake) with unarmed Fang attack (Master Proficiency) for 4d4+10 damage and 1d6 poison damage (average 23 damage) Intimidating Glare. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). The target can end the effect early with a retort to your. Ogres embody brutish, amoral violence and cruelty. Communal Tale Feat 10. When you do, Demoralize loses the auditory trait and gains the visual trait. 262 4. Other skills, namely stealth, can be used as part of the initiative roll. Reload options like Demoralize on Reload can make even that better. You make a single check when you use it, and success or fail, that is your only attempt per enemy (as per demoralize). and now I'm converting my female Half-Orc weapon-improvising bouncer from 5e to P2E! I've only just started, but it'll likely involve Swashbuckler as base class, with maybe another archetype like Bounty Hunter, Martial. Saving Throw basic Reflex. Intimidation checks made to Demoralize (+3 at 17th level). The maximum dying value at which you die is reduced by your doomed value. It's also context-aware, and you can use it to drag and drop in character sheets, on the map, etc. For example, the range increment of a crossbow is 120 feet. Be careful taking any single-target damage dealing spell. Dragon, Red. No -- the benefits of flanking only apply to melee and unarmed attacks because the rule says the enemy "must be within reach". com, and I can't find any spells or actions that can remove the Dazzled condition. The 'off round' reload-strike-reload sucks, but risky reload really fixes it so you can Risky Reload, Reload, Strike. The Eidolon allows you to change your role within the party, allowing your dynamic duo to serve as a Defender, Scout, and Striker, while the Summoner can serve as a Face with some light Blaster,. On a success, you deal 3d6 electricity damage. 0. Folklorists are welcome across the Mwangi Expanse for the entertaining stories they tell and the counsel they impart. The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). You can Demoralize with the Intimidate skill to temporarily frighten them (and basically give a universal -1 debuff to everything, including AC), pick up the Bon Mot skill feat and use Diplomacy to hurl witty insults to lower their Will Save and Perception (and if they want to end that, they have to end anything they are concentrating on!) like. If you use distracting words, it gains the auditory and linguistic traits. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Most notably, you’ll use Interact, Step, Stride, and Strike a great deal. Some effects and spells will specify something to the effect of "increase you condition value by 1", these do exactly what they say they do, setfrightenedvalue=frightenedvalue+1. Apologies for typos and minor misunderstandings of the rules. At level 9 you have the ability to retag people with demoralize incase they were able to get the fear effect off or resisted it the first time which is particularly useful if your GM likes to use lots of enemies or very high level enemies. You can Demoralize with a mere glare. Demoralise action us an easy way to debuff an enemy, especially intimidation build cha caster. 0. Speed 25 feet; glide. 0. When you die, you’re no longer doomed. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. Traps have a trait to indicate whether they're magical or mechanical. Bard song is +1 status to hit. Works mechanically and makes sense given that excluding spawn, a lot of undead, like. Beyond organizing the push into the Stolen Lands and her desire to foster a new ally to the south, she hopes some day to found additional dueling schools beyond Brevoy's borders where the Aldori style can be taught—a pursuit that not all of her peers equally approve of. You take a status penalty equal to this value to all your checks and DCs. Rush [two-actions] The grizzly bear Strides and makes a Strike at the end of that movement. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive. Disarm [one-action] Attack. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. So, for example, if you have a Will bonus of +7, your Will DC is 17. P2PE, of course, stands for Point-to-Point Encryption, while E2EE stands for End-to-End Encryption. They only have a . Unconscious. In. The 'off round' reload-strike-reload sucks, but risky reload really fixes it so you can Risky Reload, Reload, Strike. Terrifying Howl. If you go ranger, you can take flurry to reduce the MAP and do up to 4 strikes a round at 0/-3/-6/-6 instead of 3 strikes at 0/-5/-10 (but you're still better off doing something else instead striking 3+ times). The Rogue is the unchallenged master of skills, but their capabilities don’t end there. 215 4. While adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. Your eyes are overstimulated. 0. Add Non-Mint $14. If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. On a critical success, the target takes double damage and is dazzled for 1 round. Enlarge: An exciting buff for big, durable melee allies, especially those with reactions like Attack of Opportunity. Bon Mot can be used repeatedly, incentivizes creative insults and, most importantly, rewards you appropriately. . Demoralize and Scare to Death are separate effects. Trip is an attack, so it's affected by the MAP, but you can avoid penalties by using Assurance. Usage held in 2 hands; Bulk 2. Attempt a Deception check against that opponent’s Perception DC. Stabilize. Vigorous motion while casting. Eidolons Source Secrets of Magic pg. Human CRB: Easy to fit to any build. Universal Battlemap Importer if you make your own maps in Dungeondraft, Dungeon Alchemist, etc. Action: Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Buffs are also good. If so, stop doing that. This increase resets after one hour has. When you successfully Demoralize a creature, its frightened condition can't decrease to less than 1 at the end of its turn until it either uses a hostile action against you or can no longer observe or sense you for at least 1. Next grab the xun league archetype for more skill proficiency bumps and the L10 feat to demoralize multiple enemies at a time (now you buff and debuff). The Beastmaster Archetype is all about granting an animal companion to anyone that wants one, or more than one if you so desire. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Escape [one-action] You attempt to escape from being grabbed, immobilized, or restrained. If you're looking for an Archetype to build into, because Thaum feats generally are worth skipping, look into Marshal. Medicine (Wis): Your Wisdom is decent, and this is one of your only options for additional healing beyond resting. Each day, you channel your magic into two abilities, which can be either familiar or master abilities. 510 4. Introduction. 262 4. 0. The benefit of having the eidolon try is that they don't share your "cooldown" so you can demoralize one turn and your eidolon can demoralize the same target next turn. Affected by a non-damaging spell while casting. 0 You're lying on the ground. 10 + grappler's CMB + spell level. Source Core Rulebook pg. The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn. Treasure for New Characters. Persistent Damage. If you succeed you recovery but then take persistent damage and go to dying 2 because after you recovered you became wounded one. Hello awesome people! This week we got panels on Action: Demoralize, Condition: Frightened, and Gozreh, The Wind and Wave. And that doesn't even deal with enemies immune to mental or emotion effects. The character can act on that turn. If you choose to Demoralize, you gain a +2 item bonus to the Intimidation check. 1 Your companion is a canine creature related to the Shadow Plane denizens known as shadow mastiffs. Wellspring Mage Adjustments: You learn spells as normal for your class, but change your. Trigger You hit a creature with a melee attack roll. There are some exceptions where the spell or effect states "increase the [condition] value by 1", but. If successful, any ally with the goblin trait can, as its first action on its first turn of the combat, Stride up. You try to knock a creature to the ground. 99. 619 4. 0. Characters who earn Jamandi's trust and support can unlock access to the. Find the level of the subject, and assign the corresponding DC. Ranger shared edge gives effective +6 to hit on iterative attacks from lvl. Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or. Success: If you are successful, the target is shaken for. During the. Demoralize generates panache, and Piercing Finisher is a great way to get extra efficacy out of your single Strike per turn if your positioning is good. Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). 196 2. Tyler began playing tabletop RPGs with 3rd edition Dungeons and Dragons over 20 years ago. And employment outcomes among early P2E participants are encouraging. You jump 30 feet in any direction without touching the ground. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Haste is a good buff if you fellow PCs plan in advance how the will use their extra action. You unleash a terrifying howl. Many of these outcomes are easy to adjudicate during the game. Most characters gain skill feats at 2nd level and every 2 levels thereafter. Version 2. 0. The games are similar to classic RPG games such as Baldur's Gate and Neverwinter Nights. aonprd. If successful, any ally with the goblin trait can, as its first action on its first turn of the combat, Stride up to double its speed as a single action. You hide a small object on your person (such as a weapon of light Bulk). Other times, the specific effect requires more detailed rules. Source Advanced Player's Guide pg. Ranged weapons with this trait use the range increment specified in the weapon’s. Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. Anything you do in the game has an effect. Source Core Rulebook pg. 10 Ranks: If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter. Familiars are a small, magical animal-like creature that serves as equal parts pet and multipurpose tool. Weaknesses. It seems like they ommitted surprise rounds because they're not needed due to how initiative works now. Some of them become increasingly harder to do after the first: The more attacks you make beyond your first in a single turn, the less accurate you become, represented by. PFS Note All characters have access to the vigilante archetype. Critical Failure The creature is stunned for 1 round and blinded for 1 minute. Or charisma should be secondary stat. 108. While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. Attempt an Athletics check against the target’s Reflex DC. Most arthropods have a starting attitude of indifferent to. Though resting typically happens at night, a group gains the same benefits for resting during the day. The following general rules are. This is handled in a clever and elegant way by limiting you to only having one animal during fights and granting an Exploration action Call Companion. Move into flanking. The idea is that multiple Barbarians can't use Terrifying Howl within the same 1 minute window. Small module to keep track of persistent damage for pathfinder 2E using the effects system. neat survey though. Activate [two-actions] command, Interact. This increases to two dice if the. Requirements You are within melee reach of the opponent you attempt to Feint. Each additional day spent Crafting reduces the materials needed. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “ [type]” is the damage type. Class Feat: Brutal Beating (crit enemy becomes frightened 1) Skill Increase: Expert Intimidation. When reduced to 0 Hit Points, an undead creature is destroyed. 2 darkness, entangle, rime slick. 0. As a pirate, you sail the seas in search of enemy ships to plunder. I wrote a guide for the Thaumaturge. If he succeeds at this check, any morale bonuses the target has are suppressed for a number of rounds equal to the Aldori swordlord’s class level. Good point. The hobgoblin general attempts an Intimidate check to Demoralize a single foe within 60 feet as a free action. 258 4. Plant (primal) A. 0. vladz11 • 2 yr. 127 PFS Note All Pathfinder Society agents have access to the Gunslinger archetype. So I was looking into barbarian rage says: You can't use actions with the concentrate trait unless they also have the rage trait. You follow the rules as explicitly written. You will choose the dc20 check for +10 healing. Special: You also gain a +4 bonus on Intimidate. Persistent Damage. 0. Intimidating Prowess therefore grants a +1 circumstance bonus to Demoralize (which Primal Roar counts towards), and this increases to +2 when you reach 20 Strength at level 10. Though a regular rat darting underfoot might startle or even frighten the average passerby, giant rats and rat swarms are far more dangerous. . But you also have an unusual ability to improve it without even using class feats that you can't do with actions like Create a Diversion. Access You are a member of the. Demoralize is one of the best skill actions for a Ruffian Rogue, with Athletics maneuvers being a second way to set up flat-footed for your allies, or if missing a flanking partner. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You are always ready to draw your weapon and begin a duel, no matter the circumstances. 0. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. Feat 7. Source Core Rulebook pg. Feint [one-action] Mental. Tut-Tut [free-action] Feat 4. As with all penalties to your Speed, this can’t reduce your Speed below 5 feet. That being said, you don't really need to min/max. The frightened condition always includes a value. Version 2. Source Core Rulebook pg. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Grabbed. Source Advanced Player's Guide pg. 0. By PF2E standards, the ability to get feats without spending feat points is strong. Worst of two rolls is 50% chance of rolling 5 or less. Step (Single Action) (move) Move 5 feet without triggering reactions. Buck [reaction] DC 17 Irritating Dander A creature that hits the goblin dog with an unarmed attack, tries to Grapple it, or otherwise touches it is exposed to goblin pox. You learn a particular fighting style, known as a way. 6. Tyler has a long-standing love for building characters and for game mechanics, and brings that enthusiasm to everything he creates. So Raise Shield, Stride, Strike. Dragon's Blood Pudding (Moderate) +2: 5: Alchemical Tools: Yes — Bangles of Crowns +3: 17: Other Worn. All you need after that is a Bard for Inspire Courage. PF2e Dailies, an Add-on Module for Foundry Virtual Tabletop. One of the main strengths of Demoralize is it's very well-supported by skill feats. You are carrying more weight than you can manage. The exact effect depends on which weapon group your weapon belongs to, as listed below. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. mindless. You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target. The minotaur makes an Intimidation check to Demoralize all living creatures within 60 feet that can hear the minotaur but not see it. 91 4. Emotion Fear General Incapacitation Skill. The target can’t be more than one size larger than you. x/Pathfinder 1st edition getting in the way of understanding 2nd edition. 0. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. This minion would have the Mature/Valet ability that lets it take 1 action at the end of. That choice sets the Setup Time and the Crafting DC. On February 1st we'll be launching the first entries of Simply PF2e's Class Guides and. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. With threats either veiled or overt, you attempt to bully a creature into doing what you want. With both feats, you can Demoralize blind enemies and deaf. Use a non lethal attack! Persistent damage is awful if you go down. If your Fighter has a decent Charisma score, he/she can Demoralize, then Intimidating Strike, and the opponent will have a -2 to AC and saves until the end of their turn, when it will drop to -1 to AC and saves. Bon Mot [one-action] Feat 1. Getting two shots in one action means I've got 2 actions left to do other things - command my animal companion, move, demoralize, etc. Your eyes are overstimulated. Uncommon Archetype Emotion Fear Mental Press. Objective: As a negative regulator of T cells, Programmed Death Ligand 1 (PD-L1) is both an indicator and inhibitor of anti-tumor immune responses, which has led to confusion about. That means at most 1 sneak attack per enemy per fight, and that's assuming you succeed, which you will be sitting at like only a 60-70% success chance. Encounter Mode. Exemplary Finisher 9th If the foe was temporarily immune to your Demoralize, their temporary immunity ends. Finally, Valet is probably the best ability for an. It has two massive tusks, which it uses to gore prey and tangle with rival slurks. Terrifying Howl's Immunity is specific to the effects of "Terrifying Howl" the feat. Bon Mot-The will save penalty is the big one for me, but you might find a use for the perception penalty. If your dying 1 and fail your recovery check you go to dying 2 then take persistent damage and go to dying 3. Gouts of flame rush from your hands. Game Master. The Ranger is skilled martial character sharing elements of the Fighter and the Rogue with some nature elements, capable of filling several roles within the party. Fear character build. P2e's scaling math and increased crit range mean that higher level monsters are very dangerous, a single +3 monster presents a damned tough fight that could easily kill a player or two. Demoralize doesn't distract the target and the enemy doesn't need to come up with a comeback. This module is discontinued as of Foundry v10 and PF2e 4. You don't have your wits about you, and you attack wildly. Yep, Fleet and Toughness are two feats I take on every character. When you gain a skill feat, you must select a general feat with the skill trait; you can’t select a general feat that lacks the skill trait. The Summoner is the ultimate pet class in Pathfinder 2e, granting you a powerful, customizable creature called an “Eidolon”. This is typically the Athletics DC of a creature grabbing you. If you’re dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. It has no effect on an object or a mindless creature. 45 with Demoralize, giving us a 61. If you succeed, they have to target only. Demoralize isn't an attack, can make an opponent Frightened, which is a -1 status penalty to all checks (including DCs and their AC). The GM is the final arbiter. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. This was derived from the cheat sheet included in the Character Sheet Pack . Genarab •. After the first round, I almost always had to Stride, since enemies weren't staying next to me. It does seem that the general consensus is that using Terrifying Howl makes everyone you hit. Show Description For: Non-Mint.