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Add frequencies to feats missing them (foundryvtt#9190)
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TikaelSol authored Aug 10, 2023
1 parent ad5a16b commit 41a3d69
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Showing 150 changed files with 390 additions and 179 deletions.
3 changes: 1 addition & 2 deletions packs/age-of-ashes-bestiary/charau-ka-dragon-priest.json
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},
"frequency": {
"max": 1,
"per": "hour",
"value": 1
"per": "PT1H"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/age-of-ashes-bestiary/charau-ka.json
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},
"frequency": {
"max": 1,
"per": "hour",
"value": 1
"per": "PT1H"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/age-of-ashes-bestiary/malarunk.json
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},
"frequency": {
"max": 1,
"per": "hour",
"value": 1
"per": "PT1H"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/age-of-ashes-bestiary/racharak.json
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},
"frequency": {
"max": 1,
"per": "hour",
"value": 1
"per": "PT1H"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/agents-of-edgewatch-bestiary/olansa-terimor.json
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},
"frequency": {
"max": 1,
"per": "hour",
"value": 1
"per": "PT1H"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/agents-of-edgewatch-bestiary/siege-shard.json
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},
"frequency": {
"max": 1,
"per": "minute",
"value": 1
"per": "PT1M"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/blood-lords-bestiary/necrohulk-flailer.json
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},
"frequency": {
"max": 1,
"per": "hour",
"value": 1
"per": "PT1H"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/blood-lords-bestiary/necrohulk-smasher.json
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},
"frequency": {
"max": 1,
"per": "hour",
"value": 1
"per": "PT1H"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/book-of-the-dead-bestiary/child-of-urgathoa.json
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},
"frequency": {
"max": 1,
"per": "minute",
"value": 1
"per": "PT1M"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/book-of-the-dead-bestiary/geist.json
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},
"frequency": {
"max": 1,
"per": "minute",
"value": 1
"per": "PT1M"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/book-of-the-dead-bestiary/iruxi-ossature.json
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},
"frequency": {
"max": 1,
"per": "hour",
"value": 1
"per": "PT1H"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/book-of-the-dead-bestiary/onryo.json
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},
"frequency": {
"max": 1,
"per": "hour",
"value": 1
"per": "PT1H"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/crown-of-the-kobold-king-bestiary/jekkajak.json
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},
"frequency": {
"max": 1,
"per": "hour",
"value": 1
"per": "PT1H"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/crown-of-the-kobold-king-bestiary/narlynark.json
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},
"frequency": {
"max": 1,
"per": "hour",
"value": 1
"per": "PT1H"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/extinction-curse-bestiary/thessekka.json
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},
"frequency": {
"max": 1,
"per": "minute",
"value": 1
"per": "PT1M"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/extinction-curse-bestiary/war-sauropelta.json
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},
"frequency": {
"max": 1,
"per": "minute",
"value": 1
"per": "PT1M"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/extinction-curse-bestiary/xulgath-bilebearer.json
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},
"frequency": {
"max": 1,
"per": "minute",
"value": 1
"per": "PT1M"
},
"requirements": {
"value": ""
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3 changes: 1 addition & 2 deletions packs/extinction-curse-bestiary/xulgath-stoneliege.json
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},
"frequency": {
"max": 1,
"per": "minute",
"value": 1
"per": "PT1M"
},
"requirements": {
"value": ""
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5 changes: 5 additions & 0 deletions packs/feats/align-armament.json
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"description": {
"value": "<p><strong>Frequency</strong> once per round</p>\n<hr />\n<p>You bring a weapon into metaphysical concordance with your deity's beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity's alignment components. This action has the trait corresponding to the chosen alignment component.</p>\n<p>When you use this action, you touch a weapon. For 1 round, that weapon deals an additional 1d6 damage of the chosen type to creatures of the opposed alignment. For example, if you chose good, the weapon would deal an extra 1d6 good damage to evil creatures. If you Align an Armament again, any previously aligned armament loses its additional damage.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.Item.Effect: Align Armament (Chaotic)]</p>\n<p>@UUID[Compendium.pf2e.feat-effects.Item.Effect: Align Armament (Evil)]</p>\n<p>@UUID[Compendium.pf2e.feat-effects.Item.Effect: Align Armament (Good)]</p>\n<p>@UUID[Compendium.pf2e.feat-effects.Item.Effect: Align Armament (Lawful)]</p>\n<hr />\n<p><strong>Special</strong> You can select this feat a second time, choosing your deity's other alignment component. When you Align an Armament, you can choose either alignment component.</p>"
},
"frequency": {
"max": 1,
"per": "round",
"value": 1
},
"level": {
"value": 8
},
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5 changes: 5 additions & 0 deletions packs/feats/arcane-shroud.json
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"description": {
"value": "<p><strong>Frequency</strong> once per turn</p>\n<p><strong>Requirements</strong> Your most recent action was to Cast a Spell from a spell slot or make a Spellstrike with a spell from a spell slot.</p>\n<hr />\n<p>Your spell has a powerful aftereffect, briefly granting you a certain spell depending on the spell you cast. You use Arcane Cascade and are subject to an additional aftereffect spell depending on the school of your most recent spell. This aftereffect spell's duration lasts until the end of your next turn or its normal duration, whichever is longer. Using Arcane Shroud again ends any existing spell you gained from Arcane Shroud.</p>\n<ul>\n<li><strong>Abjuration</strong> <em>@UUID[Compendium.pf2e.spells-srd.Item.Mountain Resilience]</em></li>\n<li><strong>Conjuration</strong> <em>@UUID[Compendium.pf2e.spells-srd.Item.Blink]</em></li>\n<li><strong>Divination</strong> <em>@UUID[Compendium.pf2e.spells-srd.Item.See the Unseen]</em></li>\n<li><strong>Enchantment</strong> <em>@UUID[Compendium.pf2e.spells-srd.Item.Heroism]</em></li>\n<li><strong>Evocation</strong> <em>@UUID[Compendium.pf2e.spells-srd.Item.Fire Shield]</em></li>\n<li><strong>Illusion</strong> <em>@UUID[Compendium.pf2e.spells-srd.Item.Invisibility]</em> (ends after a hostile action, as normal)</li>\n<li><strong>Necromancy</strong> <em>@UUID[Compendium.pf2e.spells-srd.Item.False Life]</em></li>\n<li><strong>Transmutation</strong> <em>@UUID[Compendium.pf2e.spells-srd.Item.Fleet Step]</em></li>\n</ul>"
},
"frequency": {
"max": 1,
"per": "turn",
"value": 1
},
"level": {
"value": 14
},
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5 changes: 5 additions & 0 deletions packs/feats/artokuss-fire.json
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"description": {
"value": "<p><strong>Frequency</strong> once per round</p>\n<p><strong>Trigger</strong> You use @UUID[Compendium.pf2e.feats-srd.Item.Quick Alchemy] to craft an @UUID[Compendium.pf2e.equipment-srd.Item.Alchemist's Fire (Lesser)]{Alchemist's Fire}, and that bomb's level is at least 2 levels lower than your @UUID[Compendium.pf2e.classfeatures.Item.Advanced Alchemy] level.</p>\n<hr />\n<p>Artokus developed a mixture of volatile materials that burns hotter and longer than typical alchemist's fire. You include this additive mixture when crafting your alchemist's fire.</p>\n<p>The alchemist's fire deals @Damage[1d4[persistent,fire]] damage in addition to what the alchemist fire would normally cause (for instance, a moderate alchemist's fire deals 1d4+2 persistent fire damage).</p>\n<p>A creature taking persistent fire damage from the alchemist's fire requires two successful flat checks to end the persistent damage, or one check if the creature had an assisted recovery that reduces the flat check to DC 10.</p>\n<p>The enhanced alchemist's fire burns even underwater, and any attempts to end the persistent damage by using water have no effect.</p>"
},
"frequency": {
"max": 1,
"per": "round",
"value": 1
},
"level": {
"value": 6
},
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5 changes: 5 additions & 0 deletions packs/feats/avenge-ally.json
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"description": {
"value": "<p><strong>Frequency</strong> once every 10 minutes</p>\n<p><strong>Requirements</strong> You are adjacent to an ally with the @UUID[Compendium.pf2e.conditionitems.Item.Dying] condition.</p>\n<hr />\n<p>Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks. Make a Strike. Roll twice on the attack roll and use the higher result.</p>"
},
"frequency": {
"max": 1,
"per": "PT10M",
"value": 1
},
"level": {
"value": 13
},
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5 changes: 5 additions & 0 deletions packs/feats/beastmasters-call.json
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"description": {
"value": "<p><strong>Frequency</strong> once per turn</p>\n<hr />\n<p>You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately.</p>"
},
"frequency": {
"max": 1,
"per": "turn",
"value": 1
},
"level": {
"value": 12
},
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5 changes: 5 additions & 0 deletions packs/feats/bespell-weapon.json
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"description": {
"value": "<p><strong>Frequency</strong> once per turn</p>\n<p><strong>Requirements</strong> Your most recent action was to cast a non-cantrip spell.</p>\n<hr />\n<p>You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.</p>\n<ul>\n<li><strong>Abjuration</strong> @UUID[Compendium.pf2e.feat-effects.Item.Effect: Bespell Weapon (Force)]{force damage},</li>\n<li><strong>Conjuration or Transmutation</strong> @UUID[Compendium.pf2e.feat-effects.Item.Effect: Bespell Weapon]{the same type as the weapon},</li>\n<li><strong>Divination, Enchantment, or Illusion</strong> @UUID[Compendium.pf2e.feat-effects.Item.Effect: Bespell Weapon (Mental)]{mental damage},</li>\n<li><strong>Evocation</strong> a type the spell dealt, or @UUID[Compendium.pf2e.feat-effects.Item.Effect: Bespell Weapon (Force)]{force damage} if the spell didn't deal damage,</li>\n<li><strong>Necromancy</strong> @UUID[Compendium.pf2e.feat-effects.Item.Effect: Bespell Weapon (Negative)]{negative damage}</li>\n</ul>"
},
"frequency": {
"max": 1,
"per": "turn",
"value": 1
},
"level": {
"value": 4
},
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4 changes: 4 additions & 0 deletions packs/feats/boleras-interrogation.json
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"description": {
"value": "<p><strong>Frequency</strong> Three times per day</p>\n<hr />\n<p>You focus your attention on a single creature within 30 feet. That creature must attempt a Will save against your Perception DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a -2 penalty to Deception checks. On a critical failure, the penalty to Deception checks is -4. This effect lasts for 10 minutes as long as you are within 30 feet of the target and the target is aware that you are using the ability against it. If you begin a new interrogation, this effect ends for any previous target. After your interrogation ends, the target is immune to this ability for 24 hours.</p>\n<p>@UUID[Compendium.pf2e.feat-effects.Item.Effect: Bolera's Interrogation (failure)]</p>\n<p>@UUID[Compendium.pf2e.feat-effects.Item.Effect: Bolera's Interrogation (Critical Failure)]</p>"
},
"frequency": {
"max": 3,
"per": "day"
},
"level": {
"value": 6
},
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4 changes: 4 additions & 0 deletions packs/feats/breath-of-hungry-death.json
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"description": {
"value": "<p><strong>Frequency</strong> Once per hour</p>\n<hr />\n<p>You have uncovered occult mysteries that allow you to unleash the devastating hunger of Kabriri upon your foes with a single exhalation, releasing a massive cloud of flesh-eating gas that glows with a sickly green light. You deal [[/r {7d6[acid],7d6[negative]}]]{7d6 acid and 7d6 negative damage} to all creatures within a @Template[type:cone|distance:30] (@Check[type:reflex|dc:resolve(@actor.attributes.classOrSpellDC.value)|basic:true] save with a DC equal to your class DC or spell DC, whichever is higher). A creature that gets a critical failure on this Reflex save is also @UUID[Compendium.pf2e.conditionitems.Item.Paralyzed] for 1 round. A creature that succeeds at this save becomes temporarily immune to Breath of Hungry Death for 24 hours.</p>\n<p>When a creature is killed using Breath of Hungry Death, its body is reduced to a smoldering pile of ash wafting with necrotic fumes. You can use a reaction to immediately inhale these fumes and become satiated or fully satiated as if you had used Consume Flesh.</p>"
},
"frequency": {
"max": 1,
"per": "PT1H"
},
"level": {
"value": 16
},
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5 changes: 5 additions & 0 deletions packs/feats/cantorian-restoration.json
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"description": {
"value": "<p><strong>Frequency</strong> once per day</p>\n<p><strong>Trigger</strong> A living creature within 60 feet would die.</p>\n<hr />\n<p>The energy that flows in your blood can save a life in the direst of times. The triggering creature receives the effects of <em>@UUID[Compendium.pf2e.spells-srd.Item.Breath of Life]</em>, except they recover a number of Hit Points equal to [[/r (6d8+@actor.abilities.con.mod)[healing]]]{6d8 plus your Constitution modifier}.</p>"
},
"frequency": {
"max": 1,
"per": "day",
"value": 1
},
"level": {
"value": 17
},
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5 changes: 5 additions & 0 deletions packs/feats/chemical-purification.json
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"description": {
"value": "<p><strong>Frequency</strong> once per round</p>\n<p><strong>Trigger</strong> You use Quick Alchemy to craft an alchemist's fire or ghost charge, and that bomb's level is at least 2 levels lower than your advanced alchemy level.</p>\n<hr />\n<p>You developed a method to chemically purify and consecrate your bombs on the fly. You include this additive mixture when crafting your alchemist's fire or ghost charge. The created bomb deals @Damage[1d4[persistent,positive]] damage in addition to whatever damage it would normally cause. As usual for positive damage, this damage harms only undead and creatures with negative healing.</p>"
},
"frequency": {
"max": 1,
"per": "round",
"value": 1
},
"level": {
"value": 4
},
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5 changes: 5 additions & 0 deletions packs/feats/combine-elixirs.json
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"description": {
"value": "<p><strong>Frequency</strong> once per round</p>\n<p><strong>Trigger</strong> You use @UUID[Compendium.pf2e.classfeatures.Item.Quick Alchemy] to craft an alchemical item that has the elixir trait and is at least 2 levels lower than your advanced alchemy level.</p>\n<hr />\n<p>You've discovered how to mix two elixirs into a single hybrid concoction.</p>\n<p>You can spend 2 additional batches of @UUID[Compendium.pf2e.classfeatures.Item.Infused Reagents] to add a second elixir to the one you're crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs' levels. When this combination elixir is consumed, both the constituent elixirs take effect.</p>\n<p>For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.</p>"
},
"frequency": {
"max": 1,
"per": "round",
"value": 1
},
"level": {
"value": 6
},
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5 changes: 5 additions & 0 deletions packs/feats/communal-sustain.json
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"description": {
"value": "<p><strong>Frequency</strong> once per round</p>\n<hr />\n<p>Choose one spell with a sustained duration that one of your allies has in effect. You must be within 30 feet of the chosen ally. The ally can Sustain the Spell once as a free action, triggered at the start of their next turn.</p>"
},
"frequency": {
"max": 1,
"per": "round",
"value": 1
},
"level": {
"value": 12
},
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5 changes: 5 additions & 0 deletions packs/feats/counterclockwork-focus.json
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"description": {
"value": "<p><strong>Frequency</strong> once per round</p>\n<hr />\n<p>You understand the need for law enforcement doctrine to adapt to the ever-changing innovations in technology and arcana. Your training in special weapons and tactics give you access to unusual techniques to respond to clockwork- and magic-related crimes. You apply special additives to a loaded firearm. On your next Strike with that firearm before the end of your turn, you deal an additional 2d6 damage if the target is a construct, and you can treat the ammunition as your choice of cold iron or adamantine. At 18th level, this additional damage increases to 3d6, and you can choose to instead treat the ammunition as orichalcum.</p>"
},
"frequency": {
"max": 1,
"per": "round",
"value": 1
},
"level": {
"value": 10
},
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