diff --git a/types/README.md b/types/README.md index 10c30735d..b40dee301 100644 --- a/types/README.md +++ b/types/README.md @@ -6,4 +6,3 @@ npm run clean && npm ci && npm run build && node_modules/.bin/tsc --declaration It also has these files and directories taken as-is from the pf2e system: * foundryvtt/forks/pf2e/types/foundry/** -> types/types/foundry -* foundryvtt/forks/pf2e/static/lang/*.json -> types diff --git a/types/action-en.json b/types/action-en.json deleted file mode 100644 index 877b31178..000000000 --- a/types/action-en.json +++ /dev/null @@ -1,1035 +0,0 @@ -{ - "PF2E": { - "Action": { - "ApplyEffect": "Apply Effect", - "ExpandDescription": "Expand Description", - "Range": { - "IncrementN": "Range Increment {n} ft.", - "MaxN": "Range {n} ft." - }, - "Use": "Use" - }, - "Actions": { - "AdministerFirstAid": { - "Description": "
You perform first aid on an adjacent creature that is dying or bleeding. If a creature is both dying and bleeding, choose which ailment you're trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.
Success If you're trying to stabilize, the target loses the dying condition (but remains @UUID[Compendium.pf2e.conditionitems.Item.fBnFDH2MTzgFijKf]{Unconscious}). If you're trying to stop bleeding, the target benefits from an assisted recovery with the lowered DC for particularly appropriate help.
Critical Failure If you were trying to stabilize, the target's dying value increases by 1. If you were trying to stop bleeding, the target immediately takes an amount of damage equal to its persistent bleed damage.
", - "Stabilize": { - "Description": "Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature's recovery roll DC (typically 15 + its dying value).
Success The creature loses the dying condition (but remains unconscious).
Critical Failure The creature's dying value increases by 1.
Attempt a Medicine check on a creature that is taking persistent bleed damage. The DC is usually the DC of the effect that caused the bleed.
Success The creature benefits from an assisted recovery with the lowered DC for particularly appropriate help.
Critical Failure The creature immediately takes an amount of damage equal to its persistent bleed damage.
Requirements You must use a @UUID[Compendium.pf2e.equipment-srd.Item.vLGDUFrg4yGzpTQX]{repair toolkit}.
You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the repair toolkit with both hands. You can also use this activity to remove a talisman. Attaching more than one talisman to an item deactivates all the talismans. They must be removed and re-affixed before they can be used again.
", - "Title": "Affix a Talisman" - }, - "Aid": { - "Description": "You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
Critical Success You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.
Success You grant your ally a +1 circumstance bonus to the triggering check.
Critical Failure Your ally takes a –1 circumstance penalty to the triggering check.
", - "Notes": { - "criticalFailure": "Your ally takes a –1 circumstance penalty to the triggering check.", - "criticalSuccess": "You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.", - "success": "You grant your ally a +1 circumstance bonus to the triggering check." - }, - "Title": "Aid", - "Warning": { - "NoStatistic": "The Aid action can be used with different statistics, and no statistic was specified." - } - }, - "ArcaneSlam": { - "Modifier": { - "SizeDifference": "Size Difference" - }, - "Notes": { - "NoTarget": "Size Difference You take a -2 circumstance penalty to your check if the target is one size larger than you and a -4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that.", - "criticalFailure": "Critical Failure The creature breaks free and is no longer @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} by you.", - "criticalSuccess": "Critical Success You slam the foe down and the magical energy overwhelms it. The creature is knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}, becomes @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round, and takes damage equal to [[/r 2d6 + @abilities.str.mod # Damage: Arcane Slam]]{2d6 plus your Strength modifier}. The foe is no longer @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} by you.", - "failure": "Failure You are unable to slam the creature, but your hold on the creature remains.", - "success": "Success You slam the foe down. The creature is knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone} and takes damage equal to your [[/r @abilities.str.mod # Damage: Arcane Slam]]{Strength modifier}. The foe is no longer @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} by you." - }, - "Title": "Arcane Slam" - }, - "ArrestAFall": { - "Description": "Trigger You fall.
Requirements You have a fly Speed.
You attempt your choice of an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
Success You take no damage from the fall.
", - "Notes": { - "success": "Success You take no damage from the fall." - }, - "Title": "Arrest A Fall" - }, - "AvertGaze": { - "Description": "You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
", - "Title": "Avert Gaze" - }, - "AvoidNotice": { - "Description": "You attempt a Stealth check to avoid notice while traveling at half speed. If you have the Swift Sneak feat, you can move at full Speed rather than half, but you still can't use another exploration activity while you do so. If you have the Legendary Sneak feat, you can move at full Speed and use a second exploration activity. If you're Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).
", - "Notes": { - "criticalSuccess": "Critical Success You're @UUID[Compendium.pf2e.conditionitems.Item.VRSef5y1LmL2Hkjf]{Undetected} by the creature during your movement and remain undetected by the creature at the end of it.You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are off-guard while on a narrow surface or uneven ground.
Critical Success You move up to your Speed.
Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).
Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
Critical Failure You fall and your turn ends.
Requirements You have a burrow Speed.
You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
", - "Title": "Burrow" - }, - "Climb": { - "Description": "Requirements You have two hands free.
You attempt an Athletics check to move a maximum distance of 5 feet up, down, or across an incline. You're @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} while climbing unless you have a climb Speed. The GM determines the DC based on the nature of the incline and environmental circumstances; you might get an automatic critical success on an incline that's trivial to climb. If your land Speed is 40 feet or higher, increase the maximum distance by 5 feet for every 20 feet of Speed above 20 feet.
Critical Success You move along the incline, increasing the maximum distance by 5 feet.
Success You move along the incline.
Critical Failure You fall. If you began the climb on stable ground, you fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.
With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar and described in full in the Conditions Appendix.
Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if they weren't already unfriendly or hostile). However, the target is too scared of you to retaliate - at least in the short term.
Success As critical success, but once the target becomes unfriendly, they might decide to act against you — for example, by reporting you to the authorities or assisting your enemies.
Failure The target doesn't do what you say, and if they were not already unfriendly or hostile, they become unfriendly.
Critical Failure The target refuses to comply, becomes hostile if they weren't already, and can't be Coerced by you for at least 1 week.
You issue an order to an animal. Attempt a Nature check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.
You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like Ride.
Most animals know the Drop Prone, Leap, Seek, Stand, Stride, and Strike basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.
Success The animal does as you command on its next turn.
Failure The animal is hesitant or resistant, and it does nothing.
Critical Failure The animal misbehaves or misunderstands, and it takes some other action determined by the GM.
You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer's Perception DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).
You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.
Success The object remains undetected.
Failure The searcher finds the object.
", - "Notes": { - "failure": "Failure The searcher finds the object.", - "success": "Success The object remains undetected." - }, - "Title": "Conceal an Object" - }, - "CoverTracks": { - "Description": "You cover your tracks, moving up to half your travel Speed, using the @UUID[Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.YVLMgNxXTUQuDJgp]{Travel Speed} rules. You don't need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.
In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the exploration trait.
", - "Title": "Cover Tracks" - }, - "Craft": { - "Details": { - "DaysForNoCost": "Days until no Additional Cost:", - "Discount": "Discount Per Day:", - "LostMaterials": "Lose {cost} of Materials", - "PayFull": "Pay {cost} Full Costs and Craft", - "PayMaterials": "Pay {cost} Material Costs and Craft", - "ReceiveItem": "Receive Item" - }, - "Error": { - "ItemReferenceMismatch": "Only accepts physical items for Craft from a compendium or the world's Item Directory." - }, - "Information": { - "LoseMaterials": "{actorName} loses {cost} of materials.", - "PayAndReceive": "{actorName} pays {cost} crafting costs and receives {quantity}x {itemName}.", - "ReceiveItem": "{actorName} receives {quantity}x {itemName}." - }, - "Notes": { - "criticalFailure": "Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.", - "criticalSuccess": "Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.", - "failure": "Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.", - "success": "Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank." - }, - "SelectItemDialog": { - "CancelButtonLabel": "Cancel", - "CraftButtonLabel": "Craft", - "DropItemZoneLabel": "Drag item here...", - "Title": "Select item to Craft" - }, - "SelectSpellDialog": { - "CraftButtonLabel": "Craft", - "Title": "Select Spell" - }, - "Title": "Craft", - "Warning": { - "CantAddItem": "Could not add items", - "InsufficientCoins": "Insufficient coins", - "MissingItem": "Unable to Craft unknown item with ID {uuid}.", - "NotPhysicalItem": "Specified item {item} is not a physical item." - } - }, - "Crawl": { - "Description": "You move 5 feet by crawling and continue to stay prone.
", - "Title": "Crawl" - }, - "CreateADiversion": { - "Description": "With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits.
Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.
Success You become @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to @UUID[Compendium.pf2e.actionspf2e.Item.VMozDqMMuK5kpoX4]{Sneak} away.) This lasts until the end of your turn or until you do anything except @UUID[Compendium.pf2e.actionspf2e.Item.UHpkTuCtyaPqiCAB]{Step} or use the Stealth skill to @UUID[Compendium.pf2e.actionspf2e.Item.XMcnh4cSI32tljXa]{Hide} or Sneak. If you @UUID[Compendium.pf2e.actionspf2e.Item.VjxZFuUXrCU94MWR]{Strike} a creature, the creature remains @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against that attack, and you then become @UUID[Compendium.pf2e.conditionitems.Item.1wQY3JYyhMYeeV2G]{Observed}. If you do anything else, you become observed just before you act unless the GM determines otherwise.
Failure You don't divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can't notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so.
If the document's handwriting doesn't need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person's handwriting, you need a sample of that person's handwriting.
If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer's Perception DC or Society DC, whichever is higher, using the success or failure results below. Once the GM rolls your check for a document, that same result is used against all passive observers' DCs no matter how many creatures passively observe that document.
An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC (if they succeed, they know your document is a forgery).
Success The observer does not detect the forgery.
Failure The observer knows your document is a forgery.
An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a @Check[type:perception|dc:{societyDC}] or @Check[type:society|dc:{societyDC}] check against your Society DC (if they succeed, they know your document is a forgery).
", - "FailureGmNote": "The forgery has some obvious signs of being a fake, so the GM compares the result of {total} to each passive observer's Perception DC or Society DC, whichever is higher, using the success or failure results below. The same result is used against all passive observers' DCs no matter how many creatures passively observe that document.
\n{success}
\n{failure}
", - "Name": "Forged Document", - "SuccessGmNote": "The forgery is of good enough quality that passive observers can't notice the fake. Only those who carefully examine the document and attempt a @Check[type:perception|dc:{societyDC}|showDC:gm] or @Check[type:society|dc:{societyDC}|showDC:gm] check against your Society DC can do so.
" - }, - "ForgedDocumentCreatedNotification": "A forged document has been added to {name}'s inventory.", - "Notes": { - "criticalFailure": "Failure The observer knows your document is a forgery.", - "criticalSuccess": "Success The observer does not detect the forgery.", - "failure": "Failure The observer knows your document is a forgery.", - "success": "Success The observer does not detect the forgery." - }, - "Title": "Create Forgery", - "UnspecificHandwriting": "Unspecific Handwriting" - }, - "DecipherWriting": { - "Description": "You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.
The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.
Critical Success You understand the true meaning of the text.
Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
Failure You can't understand the text and take a –2 circumstance penalty to further checks to decipher it.
Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.
", - "Notes": { - "criticalFailure": "Critical Failure You believe you understand the text on that page, but you have in fact misconstrued its message.", - "criticalSuccess": "Critical Success You understand the true meaning of the text.", - "failure": "Failure You can't understand the text and take a –2 circumstance penalty to further checks to decipher it.", - "success": "Success You understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation." - }, - "SampleTasks": { - "Trained": "entry-level philosophy treatise", - "Expert": "complex code, such as a cipher", - "Master": "spymaster's code or advanced research notes", - "Legendary": "esoteric planar text written in metaphor by an ancient celestial" - }, - "Title": "Decipher Writing", - "Warning": { - "NoSkill": "The Decipher Writing action can be used with different skills, and no skill was specified. The skills used for Deciphering Writing and the types of texts they usually decipher are: Arcana for writing about magic or science, Occultism for esoteric texts about mysteries and philosophy, Religion for scripture, or Society for coded messages or archaic documents." - } - }, - "Delay": { - "Description": "You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
", - "Title": "Delay" - }, - "Demoralize": { - "Description": "With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, you're not speaking a language, or they can't hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. A thieves' toolkit is helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.
Your Thievery check result determines your progress.
Critical Success You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.
Success You disable the device, or you achieve one success toward disabling a device that requires more than one success.
Critical Failure You trigger the device.
", - "Notes": { - "criticalFailure": "Critical Failure You trigger the device.", - "criticalSuccess": "Critical Success You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.", - "success": "Success You disable the device, or you achieve one success toward disabling a device that requires more than one success." - }, - "Title": "Disable Device" - }, - "Disarm": { - "Description": "Requirements You have at least one hand free. The target can't be more than one size larger than you.
You try to knock an item out of a creature's grasp. Attempt an Athletics check against the target's Reflex DC.
Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space.
Success You weaken your target's grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a -2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
Critical Failure You lose your balance and become @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn.
You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise.
", - "Title": "Dismiss" - }, - "DropProne": { - "Description": "You fall prone.
", - "Title": "Drop Prone" - }, - "EarnIncome": { - "Description": "You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.
When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task's level, and your proficiency rank (as listed on the Income Earned table).
You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task's completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.
Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.
Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.
Critical Failure You earn nothing for your work and are fired immediately. You can't continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.
", - "Notes": { - "criticalFailure": "Critical Failure You earn nothing for your work and are fired immediately. You can't continue at the task. Your reputation suffers, potentially making it difficult for you to find rewarding jobs in that community in the future.", - "criticalSuccess": "Critical Success You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.", - "failure": "Failure You do shoddy work and get paid the bare minimum for your time. Gain the amount of currency listed in the failure column for the task level. The GM will likely reduce how long you can continue at the task.", - "success": "Success You do competent work. Gain the amount of currency listed for the task level and your proficiency rank." - }, - "SampleTasks": { - "Caption": "These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.", - "Trained": "bartend, do legal research", - "Expert": "curate drink selection, present minor court cases", - "Master": "run a large brewery, present important court cases", - "Legendary": "run an international brewing franchise, present a case in Hell's courts" - }, - "Title": "Earn Income" - }, - "EncouragingWords": { - "BadArgs": "This action must be performed with exactly one character or NPC.", - "Cancel": "Cancel", - "ContentLabel1": "Diplomacy DC:", - "ContentLabel2": "DC Modifier:", - "ContentMain": "Select a target DC. Remember that you can't attempt a heal above your proficiency. Attempting to do so will downgrade the DC and amount healed to the highest you're capable of.", - "ContentOption1": "Trained DC 15", - "ContentOption2": "Expert DC 20, +5 Stamina", - "ContentOption3": "Master DC 30, +15 Stamina", - "ContentOption4": "Legendary DC 40, +25 Stamina", - "CritFailure": "Critical Failure", - "CritSuccess": "Critical Success", - "Damage": "Damage", - "Failure": "Failure", - "NotTrained": "{name} is not trained in Diplomacy and doesn't know how to use Encouraging Words.", - "Recovery": "Stamina Recovery", - "StaminaNotEnabled": "The Stamina variant is not enabled.", - "Success": "Success", - "Title": "Encouraging Words" - }, - "EndCover": { - "TowerShield": { - "Description": "{actor} comes out from behind their {weapon}.", - "Title": "End Cover" - }, - "ShortTitle": "End Cover", - "Title": "End Cover" - }, - "Escape": { - "Description": "You attempt to escape from being @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed}, @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{Immobilized}, or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained}. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escape} DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).
Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.
", - "Notes": { - "criticalFailure": "Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.", - "criticalSuccess": "Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.", - "success": "Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target." - }, - "Title": "Escape" - }, - "Feint": { - "Description": "Requirements You are within melee reach of the target you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target's Perception DC.
Critical Success You throw your enemy's defenses against you entirely off. The target is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against melee attacks that you attempt against it until the end of your next turn.
Success Your foe is fooled, but only momentarily. The target is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against the next melee attack that you attempt against it before the end of your current turn.
Critical Failure Your feint backfires. You are @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against melee attacks the target attempts against you until the end of your next turn.
Requirements You have a fly Speed.
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall.
", - "Title": "Fly" - }, - "ForceOpen": { - "Description": "Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a crowbar, prying something open takes a -2 item penalty to the Athletics check to Force Open.
Critical Success You open the door, window, container, or gate and can avoid damaging it in the process.
Success You break the door, window, container, or gate open, and it gains the @UUID[Compendium.pf2e.conditionitems.Item.6dNUvdb1dhToNDj3]{Broken} condition. If it's especially sturdy, the GM might have it take damage but not be broken.
Critical Failure Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.
Success You collect information about the individual or topic. The GM determines the specifics.
Critical Failure You collect incorrect information about the individual or topic.
Trigger You fall from or past an edge or handhold.
Requirements Your hands are not tied behind your back or otherwise restrained.
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then @UUID[Compendium.pf2e.actionspf2e.Item.pprgrYQ1QnIDGZiy]{Climb} up using Athletics.
Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
Critical Failure You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take @Damage[10[bludgeoning]] damage from the impact for every 20 feet fallen.
", - "Notes": { - "criticalFailure": "Critical Failure You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take @Damage[10[bludgeoning]] damage from the impact for every 20 feet fallen.", - "criticalSuccess": "Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.", - "success": "Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check." - }, - "Title": "Grab An Edge" - }, - "Grapple": { - "Description": "Requirements You have at least one free hand and your target is no more than one size larger than you.
You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free.
Critical Success Your target is @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} until the end of your next turn unless you move or your target @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escapes}.
Success Your target is @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} until the end of your next turn unless you move or your target @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escapes}.
Failure You fail to grab your target. If you already had the target @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} using a Grapple, those conditions on the target end.
Critical Failure If you already had the target @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained}, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.
You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you're observed by but that you have cover or greater cover against or are concealed} from. You get a +2 circumstance bonus to your check if you have standard cover (or +4 from greater cover).
Success If the creature could see you, you're now hidden from it instead of observed. If you were hidden from or undetected by the creature, you retain that condition.
If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.
If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.
", - "Notes": { - "success": "Success If the creature could see you, you're now @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} from it instead of observed. If you were @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} from or @UUID[Compendium.pf2e.conditionitems.Item.VRSef5y1LmL2Hkjf]{Undetected} by the creature, you retain that condition." - }, - "Title": "Hide" - }, - "HighJump": { - "Description": "You @UUID[Compendium.pf2e.actionspf2e.Item.Bcxarzksqt9ezrs6]{Stride}, then attempt a DC 30 Athletics check to jump vertically. If you didn't Stride at least 10 feet, you automatically fail. This DC might be increased or decreased due to the situation, as determined by the GM.
Critical Success You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} up to 8 feet vertically and 10 feet horizontally.
Success You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} up to 5 feet vertically and 5 feet horizontally.
Failure You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} normally.
Critical Failure You fall @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone} in your space.
Requirements You are holding or wearing an alchemist's toolkit.
You can identify the nature of an alchemical item with 10 minutes of testing using your alchemist's toolkit. If your attempt is interrupted in any way, you must start over.
Success You identify the item and the means of activating it.
Failure You fail to identify the item but can try again.
Critical Failure You misidentify the item as another item of the GM's choice.
", - "Notes": { - "criticalFailure": "Critical Failure You misidentify the item as another item of the GM's choice.", - "failure": "Failure You fail to identify the item but can try again.", - "success": "Success You identify the item and the means of activating it." - }, - "Title": "Identify Alchemy" - }, - "IdentifyMagic": { - "Description": "Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic. If your attempt is interrupted, you must start over. The GM sets the DC for your check. Cursed magic or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn't increase the DC to identify it.
Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect's name and what it does. You can't try again in hopes of getting a critical success.
Failure You fail to identify the magic and can't try again for 1 day.
Critical Failure You misidentify the magic as something else of the GM's choice.
", - "Notes": { - "criticalFailure": "Critical Failure You misidentify the magic as something else of the GM's choice.", - "criticalSuccess": "Critical Success You learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.", - "failure": "Failure You fail to identify the magic and can't try again for 1 day.", - "success": "Success For an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect's name and what it does. You can't try again in hopes of getting a critical success." - }, - "Title": "Identify Magic", - "Warning": { - "NoStatistic": "The Identify Magic action can be used with different statistics, and no statistic was specified." - } - }, - "Impersonate": { - "Description": "You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a @UUID[Compendium.pf2e.equipment-srd.Item.Jvp0x2Sc82WVpExT]{Disguise Kit}, but a simpler, quicker disguise might do the job if you're not trying to imitate a specific individual, at the GM's discretion.
In most cases, creatures have a chance to detect your deception only if they use the @UUID[Compendium.pf2e.actionspf2e.Item.BlAOM2X92SI6HMtJ]{Seek} action to attempt Perception checks against your Deception DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature's Perception DC instead.
If you're disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you're imitating, or the GM might roll a secret Deception check even if you aren't directly interacting with others.
Success You trick the creature into thinking you're the person you're disguised as. You might have to attempt a new check if your behavior changes.
Failure The creature can tell you're not who you claim to be.
Critical Failure The creature can tell you're not who you claim to be, and it recognizes you if it would know you without a disguise.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect. On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.
", - "Draw": { - "Title": "Draw" - }, - "Draw1H": { - "Description": "{actor} draws their {weapon}.", - "Title": "Draw (1H)" - }, - "Draw2H": { - "Description": "{actor} draws their {weapon}.", - "Title": "Draw (2H)" - }, - "Grip": { - "Description": "{actor} grips their {weapon} with two hands.", - "Title": "Change Grip (2H)" - }, - "Modular": { - "Description": "{actor} adjusts their {weapon} to deal {damageType} damage.", - "Title": "Modular" - }, - "Parenthetical": "Interact {purpose}", - "PickUp1H": { - "Description": "{actor} picks up {weapon} from the ground.", - "Title": "Pick Up (1H)" - }, - "PickUp2H": { - "Description": "{actor} picks up {weapon} from the ground.", - "Title": "Pick Up (2H)" - }, - "Retrieve1H": { - "Description": "{actor} retrieves their {weapon}.", - "Title": "Retrieve (1H)" - }, - "Retrieve2H": { - "Description": "{actor} retrieves their {weapon}.", - "Title": "Retrieve (1H)" - }, - "Sheathe": { - "Description": "{actor} sheathes their {weapon}.", - "Title": "Sheathe" - }, - "Title": "Interact" - }, - "Leap": { - "Description": "You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a @UUID[Compendium.pf2e.actionspf2e.Item.2HJ4yuEFY1Cast4h]{High Jump} or @UUID[Compendium.pf2e.actionspf2e.Item.JUvAvruz7yRQXfz2]{Long Jump}.
Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list.
You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn't use Religion to add an occult spell to your bardic spell repertoire.
To learn the spell, you must do the following:
Critical Success You expend half the materials and learn the spell.
Success You expend the materials and learn the spell.
Failure You fail to learn the spell but can try again after you gain a level. The materials aren't expended.
Critical Failure As failure, except you expend half the materials.
", - "Notes": { - "criticalFailure": "Critical Failure You fail to learn the spell but can try again after you gain a level. You expend half the materials.", - "criticalSuccess": "Critical Success You expend half the materials and learn the spell.", - "failure": "Failure You fail to learn the spell but can try again after you gain a level. The materials aren't expended.", - "success": "Success You expend the materials and learn the spell." - }, - "Title": "Learn a Spell", - "Warning": { - "NoSkill": "The Learn a Spell action can be used with different skills, and no skill was specified. Each magical tradition has a corresponding skill: Arcana for the arcane tradition, Nature for the primal tradition, Occultism for the occult tradition, and Religion for the divine tradition." - } - }, - "Lie": { - "Description": "You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it's impossible to get anyone to believe them.
At the GM's discretion, if a creature initially believes your lie, it might attempt a Perception check later to @UUID[Compendium.pf2e.actionspf2e.Item.1xRFPTFtWtGJ9ELw]{Sense Motive} against your Deception DC to realize it's a lie. This usually happens if the creature discovers enough evidence to counter your statements.
Success The target believes your lie.
Failure The target doesn't believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
You @UUID[Compendium.pf2e.actionspf2e.Item.Bcxarzksqt9ezrs6]{Stride}, then attempt a DC 15 Athletics check to make a long jump in the direction you were Striding. If you didn't Stride at least 10 feet, you automatically fail your check. The GM might increase or decrease this DC depending on the situation.
Success You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} up to a distance equal to your check result rounded down to the nearest 5 feet. You can't jump farther than your land Speed.
Failure You make a normal horizontal @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap}.
Critical Failure You make a normal horizontal @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap}, then fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.
With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a Diplomacy check against the Will DC of one target. You can instead choose up to five targets if you take a –2 penalty. The GM might add other bonuses or penalties based on the situation. Any impression you make lasts for only the current social interaction unless the GM decides otherwise.
Critical Success The target's attitude toward you improves by two steps.Critical Failure The target's attitude toward you decreases by one step.
", - "Notes": { - "criticalFailure": "Critical Failure The target's attitude toward you decreases by one step.", - "criticalSuccess": "Critical Success The target's attitude toward you improves by two steps.", - "success": "Success The target's attitude toward you improves by one step." - }, - "Title": "Make an Impression" - }, - "ManeuverInFlight": { - "Description": "You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.
Success You succeed at the maneuver.
Failure Your maneuver fails. The GM chooses if you simply can't move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
Critical Failure As failure, but the consequence is more dire.
Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
", - "Title": "Mount" - }, - "PalmAnObject": { - "Description": "You pick up a small, unattended object and try not to be noticed. Roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation.
Success The creature doesn't notice you Palming the Object.
Failure The creature notices you Palming the Object.
", - "Notes": { - "failure": "Failure The creature notices you Palming the Object, and the GM determines the creature's response.", - "success": "Success The creature does not notice you Palming the Object." - }, - "Title": "Palm an Object" - }, - "Perform": { - "Description": "When making a brief performance - one song, a quick dance, or a few jokes - you use the Perform action. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers, or even change their attitudes if the GM sees fit.
Critical Success Your performance impresses the observers, and they're likely to share stories of your ability.
Success You prove yourself, and observers appreciate the quality of your performance.
Failure Your performance falls flat.
Critical Failure You demonstrate only incompetence.
Opening a lock without a key is very similar to Disable a Device, but the DC of the Thievery check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found in their description). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools
Critical Success You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.
Success You open the lock, or you achieve one success toward opening a complex lock.
Critical Failure You break your tools. Fixing them requires using Crafting to @UUID[Compendium.pf2e.actionspf2e.Item.bT3skovyLUtP22ME]{Repair} them or else swapping in @UUID[Compendium.pf2e.equipment-srd.Item.Sw7MBLASN3xK4Y44]{Replacement Picks}.
", - "Notes": { - "criticalFailure": "Critical Failure You break your tools. Fixing them requires using Crafting to @UUID[Compendium.pf2e.actionspf2e.Item.bT3skovyLUtP22ME]{Repair} them or else swapping in @UUID[Compendium.pf2e.equipment-srd.Item.Sw7MBLASN3xK4Y44]{Replacement Picks}.", - "criticalSuccess": "Critical Success You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.", - "success": "Success You open the lock, or you achieve one success toward opening a complex lock." - }, - "Title": "Pick a Lock" - }, - "PointOut": { - "Description": "Requirements A creature is undetected by one or more of your allies but isn't undetected by you.
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} to your allies, rather than @UUID[Compendium.pf2e.conditionitems.Item.VRSef5y1LmL2Hkjf]{Undetected}. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a @Check[perception|defense:stealth]{Perception} check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.
", - "Title": "Point Out" - }, - "RaiseAShield": { - "BadArgs": "This action must be performed with exactly one character or NPC.", - "Content": "{actor} raises their {shield}.", - "Description": "You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
", - "NoShieldEquipped": "{actor} must have a shield equipped.", - "ReactionTitle": "Reactive Shield", - "ShieldIsBroken": "{actor}'s {shield} is broken.", - "ShieldIsDestroyed": "{actor}'s {shield} is destroyed.", - "ShortTitle": "Raise", - "SingleActionTitle": "Raise a Shield", - "Title": "Raise a Shield" - }, - "Ready": { - "Description": "You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.
", - "Title": "Ready" - }, - "RecallKnowledge": { - "Description": "You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you'd like to use and ask the GM one question. The GM determines the DC. You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you don't like your options.
Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one follow-up question.
Success You recall the knowledge accurately. The GM answers your question truthfully.
Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure).
", - "Notes": { - "criticalFailure": "Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure).", - "criticalSuccess": "Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one follow-up question.", - "success": "Success You recall the knowledge accurately. The GM answers your question truthfully." - }, - "SampleTasks": { - "Caption": "The following examples use Society or Religion.", - "Untrained": "name of a ruler, head of state, key noble, or major deity", - "Trained": "line of succession for a major noble family, core doctrines of a major deity", - "Expert": "genealogy of a minor noble, teachings of an ancient priest", - "Master": "hierarchy of a genie noble court, major extraplanar temples of a deity", - "Legendary": "existence of a long-lost noble heir, secret doctrines of a religion" - }, - "Title": "Recall Knowledge", - "Warning": { - "NoSkill": "The Recall Knowledge action can be used with different skills, and no skill was specified." - } - }, - "Release": { - "Description": "You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Reactive Strike).
If you want to prepare to Release something outside of your turn, use the Ready activity.
", - "Drop": { - "Description": "{actor} drops their {weapon} onto the ground.", - "Title": "Drop" - }, - "Grip": { - "Description": "{actor} releases a hand from their {weapon}.", - "Title": "Change Grip (1H)" - }, - "Title": "Release" - }, - "Repair": { - "Chat": { - "ItemDamaged": "{itemName} was dealt {damageDealt} points of damage for a total of {afterDamageHitPoints} out of {maximumHitPoints} hit points.", - "ItemRepaired": "{itemName} was repaired for {repairedDamage} points of damage for a total of {afterRepairHitPoints} out of {maximumHitPoints} hit points." - }, - "Error": { - "ItemReferenceMismatch": "Only accepts physical items for Repair from an actor." - }, - "Labels": { - "DamageMitigatedByHardness": "The critically failed Repair attempt caused no damage to the item due to hardness.", - "DealItemDamage": "Deal {value} damage to item", - "Hardness": "Hardness", - "ItemLevelRepairDC": "Item level {level} repair DC", - "RestoreItemHitPoints": "Restore {value} Hit Points to item", - "RollItemDamage": "Roll {value} damage" - }, - "Notes": { - "criticalFailure": "Critical Failure You deal 2d6 damage to the item. Apply the item's Hardness to this damage.", - "criticalSuccess": "Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary).", - "success": "Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary)." - }, - "SelectItemDialog": { - "CancelButtonLabel": "Cancel", - "DropItemZoneLabel": "Drag item here...", - "RepairButtonLabel": "Repair", - "Title": "Select item to Repair" - }, - "Title": "Repair", - "Warning": { - "NotPhysicalItem": "Specified item {item} is not a physical item." - } - }, - "Reposition": { - "Description": "You muscle a creature or object around. Attempt an Athletics check against the target's Fortitude DC.
Critical Success You move the creature up to 10 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.
Success You move the target up to 5 feet. It must remain within your reach during this movement, and you can't move it into or through obstacles.
Critical Failure The target can move you up to 5 feet as though it successfully Repositioned you.
You can make a request of a creature that's friendly or helpful to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.
Critical Success The target agrees to your request without qualifications.
Success The target agrees to your request, but they might demand added provisions or alterations to the request.
Failure The target refuses the request, though they might propose an alternative that is less extreme.
Critical Failure Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one @UUID[Compendium.pf2e.actionspf2e.Item.BlAOM2X92SI6HMtJ]{Seek} action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.
Critical Success Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
Success Any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
", - "Notes": { - "criticalSuccess": "Critical Success Any @UUID[Compendium.pf2e.conditionitems.Item.VRSef5y1LmL2Hkjf]{Undetected} or @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} creature you critically succeeded against becomes @UUID[Compendium.pf2e.conditionitems.Item.1wQY3JYyhMYeeV2G]{Observed} by you. You learn the location of objects in the area you critically succeeded against.", - "success": "Success Any @UUID[Compendium.pf2e.conditionitems.Item.VRSef5y1LmL2Hkjf]{Undetected} creature you succeeded against becomes @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} from you instead of undetected, and any hidden creature you succeeded against becomes @UUID[Compendium.pf2e.conditionitems.Item.1wQY3JYyhMYeeV2G]{Observed} by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM." - }, - "Title": "Seek" - }, - "SenseDirection": { - "Description": "Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction.
Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
Success You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
", - "Modifier": { - "NoCompass": "No Compass" - }, - "Notes": { - "criticalSuccess": "Critical Success You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.", - "success": "Success You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions." - }, - "SampleTasks": { - "Untrained": "determine a cardinal direction using the sun", - "Trained": "find an overgrown path in a forest", - "Expert": "navigate a hedge maze", - "Master": "navigate a byzantine labyrinth or relatively featureless desert", - "Legendary": "navigate an ever-changing dream realm" - }, - "Title": "Sense Direction" - }, - "SenseMotive": { - "Description": "You try to tell whether a creature's behavior is abnormal. Choose one creature and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.
Critical Success You determine the creature's true intentions and get a solid idea of any mental magic affecting it.
Success You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it.
Failure You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.
Critical Failure You get a false sense of the creature's intentions.
", - "Notes": { - "criticalFailure": "Critical Failure You get a false sense of the creature's intentions.", - "criticalSuccess": "Critical Success You determine the creature's true intentions and get a solid idea of any mental magic affecting it.", - "failure": "Failure You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.", - "success": "Success You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it." - }, - "Title": "Sense Motive" - }, - "ShieldBlock": { - "SelectAShield": "Select a shield" - }, - "Shove": { - "Description": "Requirements You have at least one hand free. The target can't be more than one size larger than you.
You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.
Critical Success You push your target up to 10 feet away from you. You can @UUID[Compendium.pf2e.actionspf2e.Item.Bcxarzksqt9ezrs6]{Stride} after it, but you must move the same distance and in the same direction.
Success You push your target back 5 feet. You can @UUID[Compendium.pf2e.actionspf2e.Item.Bcxarzksqt9ezrs6]{Stride} after it, but you must move the same distance and in the same direction.
Critical Failure You lose your balance, fall, and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.
You attempt to move to another place while becoming or staying undetected. Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)
At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement. If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you're moving, the bonus increase from Taking Cover doesn't apply. You don't get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.
Success You're undetected by the creature during your movement and remain undetected by the creature at the end of it.
You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected.
If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
Failure A telltale sound or other sign gives your position away, though you still remain unseen. You're hidden from the creature throughout your movement and remain so.
Critical Failure You're spotted! You're observed by the creature throughout your movement and remain so. If you're invisible and were hidden from the creature, instead of being observed you're hidden throughout your movement and remain so.
", - "Notes": { - "criticalFailure": "Critical Failure You're spotted! You're observed by the creature throughout your movement and remain so. If you're invisible and were hidden from the creature, instead of being observed you're hidden throughout your movement and remain so.", - "failure": "Failure A telltale sound or other sign gives your position away, though you still remain unseen. You're hidden from the creature throughout your movement and remain so.", - "success": "Success You're undetected by the creature during your movement and remain undetected by the creature at the end of it." - }, - "Title": "Sneak" - }, - "Squeeze": { - "Description": "You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check.
Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.
Success You squeeze through in 1 minute per 5 feet.
Critical Failure You become stuck in the tight space. While you're stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.
You stand up from being prone.
", - "Title": "Stand" - }, - "Steal": { - "Description": "You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard.
Attempt a Thievery check to determine if you successfully Steal the object. The DC is usually the Perception DC of the creature wearing the object. It's easiest to steal an object that is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). The GM might increase the DC if the object is protected or if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents). For instance, the DC is typically 5 higher if the object is in a pocket, held in a creature's hand, or similarly protected.
You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM might impose a circumstance penalty to the DCs of observers who are distracted.
Success You steal the item without the bearer noticing, or an observer doesn't see you take or attempt to take the item.
Failure The item's bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.
", - "Notes": { - "failure": "Failure The item's bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.", - "success": "Success You steal the item without the bearer noticing, or an observer doesn't see you take or attempt to take the item." - }, - "Pocketed": "Object pocketed or protected", - "Title": "Steal" - }, - "SteelYourResolve": { - "BadArgs": "This action must be performed with exactly one character or NPC.", - "Content": "Spend a resolve point and regain stamina?", - "NoStamina": "{name} is tired and needs to go to bed! No resolve points remaining.", - "RecoverStamina": "{name} has {ratio} SP and spends a resolve point, recovering half their maximum Stamina.", - "StaminaNotEnabled": "The Stamina variant is not enabled.", - "Title": "Steel Your Resolve" - }, - "Step": { - "Description": "You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Reactive Strike, that can be triggered by move actions or upon leaving or entering a square.
You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
", - "Title": "Step" - }, - "Stride": { - "Description": "You move up to your Speed.
", - "Title": "Stride" - }, - "Strike": { - "Description": "You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you're using, and compare the result to the target creature's AC to determine the effect.
Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.
Success You make a damage roll according to the weapon or unarmed attack and deal damage.
", - "Notes": { - "criticalSuccess": "Critical Success You make a damage roll according to the weapon or unarmed attack and deal double damage.", - "success": "Success You make a damage roll according to the weapon or unarmed attack and deal damage." - }, - "Title": "Strike" - }, - "Subsist": { - "AfterExplorationPenalty": "After Exploration", - "Description": "You try to provide food and shelter for yourself, and possibly others as well, with a standard of living. This typically uses Society if you’re in a settlement or Survival if you’re in the wild. The GM determines the DC based on the nature of the place where you're trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty.
Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.
Failure You're exposed to the elements and don't get enough food, becoming @UUID[Compendium.pf2e.conditionitems.Item.HL2l2VRSaQHu9lUw]{Fatigued} until you attain sufficient food and shelter.
Critical Failure You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don't find any food at all; if you don't have any stored up, you're in danger of starving or dying of thirst if you continue failing.
", - "Notes": { - "criticalFailure": "Critical Failure You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don't find any food at all; if you don't have any stored up, you're in danger of starving or dying of thirst if you continue failing. @UUID[Compendium.pf2e.other-effects.Item.wHWWHkjDXmJl4Ia6]{Effect: Adverse Subsist Situation}", - "criticalSuccess": "Critical Success You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.", - "failure": "Failure You're exposed to the elements and don't get enough food, becoming fatigued until you attain sufficient food and shelter.", - "success": "Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living." - }, - "SampleTasks": { - "Untrained": "a lush forest with calm weather or a large city with plentiful resources", - "Trained": "typical hillside or village", - "Expert": "typical mountains or insular hamlet", - "Master": "typical desert or city under siege", - "Legendary": "barren wasteland or city of undead" - }, - "Title": "Subsist", - "Warning": { - "NoSkill": "The Subsist action can be used with different skills, and no skill was specified. This typically uses Society if you're in a settlement or Survival if you're in the wild." - } - }, - "Sustain": { - "Description": "Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes.
An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
If your Sustain action is disrupted, the ability ends.
", - "Title": "Sustain" - }, - "Swim": { - "Description": "You attempt an Athletics check to move a maximum distance of 10 feet through water. The GM determines the DC based on the turbulence or danger of the water; in most instances of calm water, you get an automatic critical success. If your land Speed is 40 feet or higher, increase the maximum possible distance by 5 feet for every 20 feet of Speed above 20 feet.
If you end your turn in water and haven't succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. This doesn't apply if your last action on your turn was to enter the water.
Critical Success You move through the water, increasing the maximum distance by 5 feet.
Success You move through the water.
Critical Failure You make no progress. If you're holding your breath, you lose 1 round of air.
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, @UUID[Compendium.pf2e.actionspf2e.Item.VMozDqMMuK5kpoX4]{Sneak}, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become @UUID[Compendium.pf2e.conditionitems.Item.fBnFDH2MTzgFijKf]{Unconscious}, or end this effect as a free action.
", - "TowerShield": { - "Description": "{actor} takes cover behind their {shield}." - }, - "ShortTitle": "Take Cover", - "Title": "Take Cover" - }, - "Tamper": { - "Notes": { - "criticalFailure": "Critical Failure Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take [[/r (@actor.level)[fire] #Tamper Backfire]]{fire damage equal to your level}.", - "criticalSuccess": "Critical Success Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a -2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy off-guard and inflicting a -10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used. @UUID[Compendium.pf2e.feat-effects.Item.rzcpTJU9MvW1x1gz]{Effect: Armor Tampered With (Critical Success)} @UUID[Compendium.pf2e.feat-effects.Item.o7qm13OmaYOMwgib]{Effect: Weapon Tampered With (Critical Success)}", - "success": "Success Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't Interact to end it. @UUID[Compendium.pf2e.feat-effects.Item.IfRkgjyh0JzGalIy]{Effect: Armor Tampered With (Success)} @UUID[Compendium.pf2e.feat-effects.Item.4QWayYR3JSL9bk2T]{Effect: Weapon Tampered With (Success)}" - }, - "Title": "Tamper" - }, - "Track": { - "Description": "You follow tracks, moving at up to half your travel Speed, using the @UUID[Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.YVLMgNxXTUQuDJgp]{Travel Speed} rules. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour.
In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the exploration trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check.
You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground.
Success You find the trail or continue to follow the one you're already following.
Failure You lose the trail but can try again after a 1-hour delay.
Critical Failure You lose the trail and can't try again for 24 hours.
", - "Notes": { - "criticalFailure": "Critical Failure You lose the trail and can't try again for 24 hours.", - "failure": "Failure You lose the trail but can try again after a 1-hour delay.", - "success": "Success You find the trail or continue to follow the one you're already following." - }, - "SampleTasks": { - "Untrained": "the path of a large army following a road", - "Trained": "relatively fresh tracks of a rampaging bear through the plains", - "Expert": "a nimble panther's tracks through a jungle, tracks obscured by rainfall", - "Master": "tracks obscured by winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock", - "Legendary": "old tracks through a windy desert's sands, tracks obscured by a major blizzard or hurricane" - }, - "Title": "Track" - }, - "TreatDisease": { - "Description": "You spend at least 8 hours caring for a diseased creature. Attempt a Medicine check against the disease's DC. After you attempt to Treat a Disease for a creature, you can't try again until after that creature's next save against the disease.
Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the disease.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the disease.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.
You treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison's DC. After you attempt to Treat a Poison for a creature, you can't try again until after the next time that creature attempts a save against the poison.
Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison.
Success You grant the creature a +2 circumstance bonus to its next saving throw against the poison.
Critical Failure Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.
You try to knock a creature to the ground. Attempt an Athletics check against the target's Reflex DC.
Critical Success The target falls and lands prone and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance and fall and land prone.
You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy's Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.
Success You move through the enemy's space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don't have enough Speed to move all the way through its space, you get the same effect as a failure.
Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in.
This monster can see in all directions simultaneously and therefore can't be flanked.
", - "AquaticAmbush": "Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.
\nEffect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against this Strike.
", - "AtWillSpells": "The monster can cast its at-will spells any number of times without using up spell slots.
", - "AttackOfOpportunity": "Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
\nEffect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
", - "Aura": "A monster's aura automatically affects everything within a specified emanation around that monster. The monster doesn't need to spend actions on the aura; rather, the aura's effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura.
\nIf an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round.
\nThe GM might determine that a monster's aura doesn't affect its own allies. For example, a creature might be immune to a monster's frightful presence if they have been around each other for a long time.
", - "Buck": "Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.
\nTrigger A creature @UUID[Compendium.pf2e.actionspf2e.Item.PM5jvValFkbFH3TV]{Mounts} or uses the @UUID[Compendium.pf2e.actionspf2e.Item.q9nbyIF0PEBqMtYe]{Command an Animal} action while riding the monster.
\nEffect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}. If the save is a critical failure, the triggering creature also takes @Damage[1d6[bludgeoning]] damage in addition to the normal damage for the fall.
", - "CatchRock": "Requirements The monster must have a free hand but can @UUID[Compendium.pf2e.actionspf2e.Item.wQYmDStjdjn0I26t]{Release} anything it's holding as part of this reaction.
\nTrigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.
\nEffect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
", - "ChangeShape": "The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the @UUID[Compendium.pf2e.actionspf2e.Item.AJstokjdG6iDjVjE]{Impersonate} use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
", - "ConstantSpells": "A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
", - "Constrict": "The monster deals the listed amount of damage to any number of creatures @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
", - "Coven": "This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.
\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank @UUID[Compendium.pf2e.spells-srd.Item.dN8QBNuTiaBHCKUe]{Cursed Metamorphosis} spell and all the following spells, which the coven can cast at any rank up to 5th: @UUID[Compendium.pf2e.spells-srd.Item.41TZEjhO6D1nWw2X]{Augury}, @UUID[Compendium.pf2e.spells-srd.Item.vLA0q0WOK2YPuJs6]{Charm}, @UUID[Compendium.pf2e.spells-srd.Item.HXhWYJviWalN5tQ2]{Clairaudience}, @UUID[Compendium.pf2e.spells-srd.Item.zvKWclOZ7A53DObE]{Clairvoyance}, @UUID[Compendium.pf2e.spells-srd.Item.yM3KTTSAIHhyuP14]{Dream Message}, @UUID[Compendium.pf2e.spells-srd.Item.i35dpZFI7jZcRoBo]{Illusory Disguise}, @UUID[Compendium.pf2e.spells-srd.Item.Ucf8eynbZMfUucjE]{Illusory Scene}, @UUID[Compendium.pf2e.spells-srd.Item.Ek5XI0aEdZhBgm21]{Scouting Eye}, and @UUID[Compendium.pf2e.spells-srd.Item.FM3SmEW8N1FCRjqt]{Talking Corpse}. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the @UUID[Compendium.pf2e.spells-srd.Item.XkDCzMIyc0YOjw05]{Control Weather} ritual, with a DC of 23 instead of the standard DC.
\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
", - "Darkvision": "A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-rank @UUID[Compendium.pf2e.spells-srd.Item.4GE2ZdODgIQtg51c]{Darkness} spell, block normal darkvision. A monster with @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.4Ho2xMPEC05aSxzr]{Greater Darkvision}, however, can see through even these forms of magical darkness.
", - "Disease": "When a creature is exposed to a monster's disease, it attempts a Fortitude save or succumbs to the disease. The level of a disease is the level of the monster inflicting the disease. The disease follows the rules for afflictions.
", - "Engulf": "The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
\nA creature that fails its save is pulled into the monster's body. It is @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed}, is @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1}, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escaping} against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
\nIf the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
", - "FastHealing": "A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
", - "Ferocity": "Trigger The monster is reduced to 0 HP.
\nEffect The monster avoids being knocked out and remains at 1 HP, but its @UUID[Compendium.pf2e.conditionitems.Item.Yl48xTdMh3aeQYL2]{Wounded} value increases by 1. When it is Wounded 3, it can no longer use this ability
", - "FormUp": "The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures.
", - "FrightfulPresence": "A creature that first enters the area must attempt a Will save.
\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
\nCritical Success The creature is unaffected by the presence.
\nSuccess The creature is @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 1}.
\nFailure The creature is @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 2}.
\nCritical Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 4}.
", - "Grab": "Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained}
Effect If used after a Strike, the monster attempts to @UUID[Compendium.pf2e.actionspf2e.Item.PMbdMWc2QroouFGD]{Grapple} the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
", - "GreaterConstrict": "The monster deals the listed amount of damage to any number of creatures @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls @UUID[Compendium.pf2e.conditionitems.Item.fBnFDH2MTzgFijKf]{Unconscious}, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
", - "GreaterDarkvision": "A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
", - "ImprovedGrab": "The monster can use @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr]{Grab} as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed}.
", - "ImprovedKnockdown": "The monster can use @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.BCLvAx4Pz4MLa2pu]{Knockdown} as a free action triggered by a hit with its initial attack.
", - "ImprovedPush": "The monster can use @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.t6cx9FOODmeZQNYl]{Push} as a free action triggered by a hit with its initial attack.
", - "Knockdown": "Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to @UUID[Compendium.pf2e.actionspf2e.Item.ge56Lu1xXVFYUnLP]{Trip} the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
", - "Lifesense": "Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
", - "LightBlindness": "When first exposed to bright light, the monster is @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled}.
", - "LowLightVision": "The monster can see in dim light as though it were bright light, so it ignores the @UUID[Compendium.pf2e.conditionitems.Item.DmAIPqOBomZ7H95W]{Concealed} condition due to dim light.
", - "NegativeHealing": "A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
", - "Poison": "When a creature is exposed to a monster's poison, it attempts a Fortitude save to avoid becoming poisoned. The level of a poison is the level of the monster inflicting the poison. The poison follows the rules for afflictions.
", - "PowerAttack": "Frequency once per round
\nEffect The monster makes a melee Strike. This counts as two attacks when calculating the monster's multiple attack penalty. If this Strike hits, the monster deals an extra die of weapon damage.
", - "Pull": "Requirements The monster's last action was a success with a Strike that lists Pull in its damage entry
Effect The monster attempts to @UUID[Compendium.pf2e.actionspf2e.Item.lOE4yjUnETTdaf2T]{Reposition} the creature, moving it closer to the monster. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Pull lists a distance, change the distance the creature is pulled on a success to that distance.
", - "Push": "Requirements The monster's last action was a successful Strike that lists Push in its damage entry
Effect The monster attempts to @UUID[Compendium.pf2e.actionspf2e.Item.7blmbDrQFNfdT731]{Shove} the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.
", - "ReactiveStrike": "Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
\nEffect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
", - "Regeneration": "This monster regains the listed number of Hit Points each round at the beginning of its turn. Its @UUID[Compendium.pf2e.conditionitems.Item.yZRUzMqrMmfLu0V1]{Dying} condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
", - "Rend": "A Rend entry lists a Strike the monster has.
\nRequirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
\nEffect The monster automatically deals that Strike's damage again to the enemy.
", - "RetributiveStrike": "Trigger An enemy damages the monster's ally, and both are within 15 feet of the monster.
\nEffect The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it.
", - "Scent": "Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
\nIf a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
", - "ShieldBlock": "Trigger The monster has its shield raised and takes damage from a physical attack.
\nEffect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
", - "SneakAttack": "When the monster Strikes a creature that has the @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
", - "Stench": "A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} (plus @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1} as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.
", - "SwallowWhole": "The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an @Check[type:athletics|defense:reflex] check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
\nA swallowed creature is @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed}, is @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1}, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escapes} this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
", - "SwarmMind": "This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
", - "Telepathy": "A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
", - "Thoughtsense": "Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.
", - "ThrowRock": "The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
", - "Trample": "The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
", - "Tremorsense": "Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
", - "TroopDefenses": "Troops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature.
\nA damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot.
\nNon-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect.
", - "Wavesense": "This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
" - } - }, - "ActionsList": { - "ActionName": "Name", - "Cost": "Cost", - "Traits": "Traits", - "Type": "Type" - }, - "AddAction": "Add Action", - "AddArmor": "Armor", - "AddConsumable": "Consumable", - "AddEquipment": "Equipment", - "AddItem": "Add Item", - "AddPassive": "Add Passive", - "AddSkill": "Add Skill", - "AddTrait": "Add Trait", - "AddTreasure": "Treasure", - "AddWeapon": "Weapon", - "Adjustment": { - "EliteLabel": "Elite", - "EliteNameFormat": "Elite {name}", - "NormalLabel": "Normal", - "WeakLabel": "Weak", - "WeakNameFormat": "Weak {name}" - }, - "ArmorExtraInfoLabelPlaceholder": "AC details...", - "AttackType": { - "Melee": "NPC Melee Attack", - "Ranged": "NPC Ranged Attack", - "Weapon": "Compendium Weapon" - }, - "Attacks": "Attacks", - "Creature": "Creature", - "Dead": "Dead", - "EditImmunities": "Edit Immunities", - "EditLanguages": "Edit Languages", - "EditResistances": "Edit Resistances", - "EditSenses": "Edit Senses", - "EditSkills": "Edit Skills", - "EditSpeed": "Edit Speed", - "EditTraits": "Edit Traits", - "EditWeaknesses": "Edit Weaknesses", - "EffectsTab": "Effects", - "HPExtraInfoLabelPlaceholder": "HP details...", - "Inventory": { - "Header": { - "NameLabel": "Name", - "QuantityLabel": "Quantity", - "ValueLabel": "Value" - } - }, - "InventoryTab": "Inventory", - "MainTab": "Main", - "NotesTab": "Notes", - "PassivesLabel": "Passives", - "PrivateNotes": "Private Notes", - "PublicNotes": "Description", - "SavesExtraInfoLabelPlaceholder": "Bonus to all saves...", - "SendToChat": "Send to Chat", - "SensesLabel": "Senses", - "SkillRollFlavor": "{skillName} Skill Check ({rank})", - "SpeedExtraInfoLabelPlaceholder": "Speed details...", - "Spells": { - "AttackLabel": "Attack", - "DCLabel": "DC", - "PreparedLabel": "Prepared", - "PreparedShortLabel": "Prep." - }, - "SpellsTab": "Spells" - }, - "NPCAttackMelee": "Melee", - "NPCAttackRanged": "Ranged", - "NPCNotesLabel": "Notes/Conditions", - "NPCNotesTitle": "Write any notes for this NPC here.", - "NPCWeaponAddDamage": "Add Damage Partial", - "NPCWeaponAttackEffect": "Additional Attack Effects", - "NPCWeaponAttackLabel": "Attack Modifier", - "NPCWeaponDamageLabel": "Damage Formula", - "Nationality": "Nationality", - "NewLabel": "New", - "NewLoreSkill": "New skill", - "NewPlaceholders": { - "Action": "New Action", - "Ancestry": "New Ancestry", - "Armor": "New Armor", - "Background": "New Background", - "Backpack": "New Container", - "Condition": "New Condition", - "Consumable": "New Consumable", - "Equipment": "New Equipment", - "Feat": "New Feat", - "Kit": "New Kit", - "Lore": "New Lore", - "Melee": "New Attack", - "Skill": "New Skill", - "Spell": "New Spell", - "SpellcastingEntry": "New Spellcasting Entry", - "Treasure": "New Treasure", - "Weapon": "New Weapon" - }, - "NoAmmoLabel": "No Ammo", - "NoneOption": "None", - "OK": "OK", - "OpenActionBrowserTitle": "Open Action Browser", - "OpenInventoryBrowser": "Open Inventory Browser", - "OpenItemTitle": "Toggle Container Contents", - "OpenSpellBrowserTitle": "Open Spell Browser", - "OrdinalNumber": "{value}{suffix}", - "OrdinalSuffixes": { - "few": "rd", - "many": "th", - "one": "st", - "other": "th", - "two": "nd", - "zero": "th" - }, - "OrphanedSpellsHeader": "Orphaned Spells (move to spellcasting entry above)", - "OverridesTitle": "Overrides", - "Pathfinder": "Pathfinder", - "PFS": { - "CharacterNumber": "Character #", - "CurrentFaction": "Current Faction", - "Factions": { - "EA": "Envoy's Alliance", - "GA": "Grand Archive", - "HH": "Horizon Hunters", - "RO": "Radiant Oath", - "VS": "Vigilant Seal", - "VW": "Verdant Wheel" - }, - "LevelBump": "Level Bump", - "OrganizedPlayNumber": "Organized Play #", - "Reputation": "Reputation", - "School": { - "None": "Field-Commissioned Agent", - "Scrolls": "Scrolls", - "Spells": "Spells", - "Swords": "Swords" - } - }, - "PenaltyLabel": { - "ability": "Attribute Penalty", - "circumstance": "Circumstance Penalty", - "item": "Item Penalty", - "proficiency": "Proficiency Penalty", - "status": "Status Penalty", - "untyped": "Untyped Penalty" - }, - "PerceptionCheck": "Perception Check", - "PerceptionHeader": "Perception", - "PerceptionLabel": "Perception", - "PotencyRuneLabel": "Potency Rune", - "PreciousMaterialAbysium": "Abysium", - "PreciousMaterialAbysiumDescription": "A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius.", - "PreciousMaterialAdamantine": "Adamantine", - "PreciousMaterialAdamantineDescription": "Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.", - "PreciousMaterialColdIron": "Cold Iron", - "PreciousMaterialColdIronDescription": "Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.", - "PreciousMaterialDawnsilver": "Dawnsilver", - "PreciousMaterialDawnsilverDescription": "Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Dawnsilver weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of dawnsilver is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of dawnsilver, but reduce the Bulk before making any further Bulk adjustments for the size of the item.", - "PreciousMaterialDjezet": "Djezet", - "PreciousMaterialDjezetDescription": "This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name \"quickiron\" in some places. Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it \"tiger iron.\" When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses.", - "PreciousMaterialDragonhide": "Dragonhide", - "PreciousMaterialDragonhideDescription": "The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to glittering gold, depending on the dragon it came from. Due to the scales' resiliency, it can also be used to Craft armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the type of dragon.", - "PreciousMaterialDuskwood": "Duskwood", - "PreciousMaterialDuskwoodDescription": "Duskwood is a very lightweight wood found primarily in old- growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.", - "PreciousMaterialGradeLabel": "Precious Material Grade", - "PreciousMaterialGrisantianPelt": "Grisantian Pelt", - "PreciousMaterialGrisantianPeltDescription": "This supernaturally tough animal skin is gold and shines in sunlight. It can be used to make any item usually made of cloth, leather, or hide. This material is immune to fire, and its Hardness is doubled against piercing or slashing damage. Up to 4 Bulk of grisantian pelt can be harvested from a single creature (this is usually more than enough for 4 suits of standard grade armor or 2 suit of high-grade armor).", - "PreciousMaterialHighGrade": "High-Grade", - "PreciousMaterialInubrix": "Inubrix", - "PreciousMaterialInubrixDescription": "This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor.", - "PreciousMaterialLabel": "Precious Material", - "PreciousMaterialLowGrade": "Low-Grade", - "PreciousMaterialKeepStone": "Keep Stone", - "PreciousMaterialKeepStoneDescription": "The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its name, no stone is used in the production of keep stone. Through the use of a highly guarded process that smelts together adamantine and lead, Highhelm's greatest crafters were able to develop a material with an appearance that more closely resembles marble than metal. Keep stone is only slightly weaker than adamantine alone, but with the incredible ability to disrupt magic. Any spell or magical effect targeting raw keep stone must succeed at a DC 5 flat check or the effect is lost.", - "PreciousMaterialNoqual": "Noqual", - "PreciousMaterialNoqualDescription": "Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell).", - "PreciousMaterialOrichalcum": "Orichalcum", - "PreciousMaterialOrichalcumDescription": "The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later.", - "PreciousMaterialPeachwood": "Peachwood", - "PreciousMaterialPeachwoodDescription": "Peachwood weapons have a particularly auburn tinge to them when under direct sunlight. Peachwood is treated as duskwood for any undead creatures' resistances or weaknesses related to duskwood (allowing a peachwood weapon to bypass a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standard-grade peachwood, and 4 lower for high-grade.", - "PreciousMaterialSiccatite": "Siccatite", - "PreciousMaterialSiccatiteDescription": "In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy Damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively).", - "PreciousMaterialSilver": "Silver", - "PreciousMaterialSilverDescription": "Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated.", - "PreciousMaterialSisterstone": "Sisterstone", - "PreciousMaterialSisterstoneDescription": "Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color-dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead.", - "PreciousMaterialSisterstoneDusk": "Sisterstone (Dusk)", - "PreciousMaterialSisterstoneScarlet": "Sisterstone (Scarlet)", - "PreciousMaterialSovereignSteel": "Sovereign Steel", - "PreciousMaterialSovereignSteelDescription": "Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell).", - "PreciousMaterialStandardGrade": "Standard-Grade", - "PreciousMaterialWarpglass": "Warpglass", - "PreciousMaterialWarpglassDescription": "This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too unstable to make into useful armor or shields. Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance-though not its properties-to appear as random striations of other metals and types of stone.", - "PreparationTypeInnate": "Innate", - "PreparationTypeItems": "Items Only", - "PreparationTypePrepared": "Prepared", - "PreparationTypeSpontaneous": "Spontaneous", - "Prerequisite1": "Prerequisite 1", - "Prerequisite2": "Prerequisite 2", - "Prerequisite3": "Prerequisite 3", - "Prerequisite4": "Prerequisite 4", - "Prerequisite5": "Prerequisite 5", - "PriceLabel": "Price", - "ProficiencyLabel": "Proficiency", - "ProficiencyLevel0": "Untrained", - "ProficiencyLevel1": "Trained", - "ProficiencyLevel2": "Expert", - "ProficiencyLevel3": "Master", - "ProficiencyLevel4": "Legendary", - "ProficiencyRankLabel": "Prof", - "ProgressBar": { - "LoadingComplete": "Loading complete", - "LoadingPack": "Loading {pack}" - }, - "PropertyRuneLabel1": "Property Rune (1st)", - "PropertyRuneLabel2": "Property Rune (2nd)", - "PropertyRuneLabel3": "Property Rune (3rd)", - "PropertyRuneLabel4": "Property Rune (4th)", - "Publication": { - "Authors": "Author(s)", - "Label": "Publication", - "License": { - "Label": "License", - "OGL": "OGL", - "ORC": "ORC" - }, - "Remaster": "Remaster?", - "Title": "Title" - }, - "QuantityLabel": "Quantity", - "QuantityShortLabel": "Qty.", - "RangePenalty": "Range Penalty", - "Rarity": "Rarity", - "Reach": "Reach (Feet)", - "RecallKnowledge": { - "Breakdown": "Attempts", - "BreakdownTitle": "Identify Creature Attempts", - "FifthAttempt": "5th DC", - "FirstAttempt": "1st DC", - "FourthAttempt": "4th DC", - "Help": "You can attempt repeated Recall Knowledge actions to recall more information about a creature. These checks increase in difficulty as shown in the chart below. However, if you fail, or if no DC is listed, you can not attempt further Recall Knowledge checks against this creature.", - "Label": "Recall Knowledge", - "LoreEasy": "Applicable Lore (Easy)", - "LoreVeryEasy": "Applicable Lore (Very Easy)", - "SecondAttempt": "2nd DC", - "SixthAttempt": "6th DC", - "Skill": "Skill", - "ThirdAttempt": "3rd DC" - }, - "Recovery": { - "critFailure": "Increase your dying value by 2.", - "critSuccess": "Reduce your dying value by 2.", - "failure": "Increase your dying value by 1.", - "rollingDescription": "DC {dc} (Dying {dying})", - "success": "Reduce your dying value by 1." - }, - "Region": { - "Environment": { - "Mode": { - "Add": { - "Label": "Add" - }, - "Hint": "Set the mode for this terrain behavior. Either adds the selected types to the existing environment types, removes the selected types from the existing types or overrides the existing types with the selected types.", - "Label": "Mode", - "Override": { - "Label": "Override" - }, - "Remove": { - "Label": "Remove" - } - }, - "Label": "Environment", - "RegionLegend": { - "Header": "Scene Defaults", - "SceneRegionsHeader": "Scene Regions" - }, - "Type": { - "Hint": "One or more environment types for this scene region.", - "Label": "Environment", - "SceneHint": "Specify one or more environment types for the entire scene." - } - }, - "EnvironmentFeature": { - "Label": "Environment Feature", - "Terrain": { - "Difficult": { - "Difficult": "Difficult", - "Greater": "Greater Difficult", - "Label": "Difficult Terrain", - "None": "None" - } - } - } - }, - "RemoveCoinsByValueLabel": "Remove value, not specific type", - "RemoveCoinsTitle": "Remove Coins", - "RemoveCombatProficiency": { - "Message": "Remove {proficiency} proficiency?", - "Title": "Remove Combat Proficiency" - }, - "RemoveModifierTitle": "Remove Modifier", - "RemoveSpellcastingEntryTitle": "Remove Spellcasting Entry", - "RepairItemTitle": "Attempt to Repair Item", - "Repost": "Post prompt to chat", - "RerollMenu": { - "ErrorCantDelete": "You are unable to delete the original roll.", - "ErrorNoActor": "No actor is associated to the roll", - "HeroPoint": "Reroll using a Hero Point", - "KeepHigher": "Reroll and keep the higher result", - "KeepNew": "Reroll and keep the new result", - "KeepLower": "Reroll and keep the lower result", - "MessageHeroPoint": "Rerolled using a Hero Point", - "MessageKeep": { - "higher": "Rerolled and kept the higher result", - "new": "Rerolled and kept the new result", - "lower": "Rerolled and kept the lower result" - }, - "WarnNoHeroPoint": "{name} has no Hero Points" - }, - "ResistancesLabel": "Resistances", - "ResolvePointsShortLabel": "Resolve", - "RestoreSpellTitle": "Restore Spell", - "RevertDamage": { - "ButtonTooltip": "Undo", - "DamageMessage": "Damage applied to {actor} was reverted.", - "HealingMessage": "Healing applied to {actor} was reverted." - }, - "Roll": { - "Add": "Add", - "CriticalHit": "Critical Hit", - "Dialog": { - "Check": { - "Substitution": "Substitution", - "Utilize": "Utilize?" - }, - "Damage": { - "BaseDamage": "Base Damage", - "Dice": "{dice} Dice", - "DiceHeader": "Dice", - "DieSizeUpgrade": "Upgrade Die Size", - "ExtraDice": "Extra {dice}", - "Label": "Label", - "None": "None", - "Override": "Override {value}", - "OverrideLabel": "Override", - "Splash": "{damageType} Splash", - "TitleCritical": "Critical Damage Roll", - "Title": "Damage Roll" - }, - "ShowDefault": "Always Show Dialog", - "ShowDefaultHint": "If enabled, this dialog is always shown unless you hold Shift. If disabled, you can open this dialog by holding Shift." - }, - "Fortune": "Fortune", - "FortuneTitle": "{title} Fortune", - "KeepHigher": "Keep Higher", - "KeepLower": "Keep Lower", - "Misfortune": "Misfortune", - "MisfortuneTitle": "{title} Misfortune", - "Modifier": "Modifier", - "None": "None", - "Normal": "Normal", - "Roll": "Roll", - "Type": "Type", - "UntypedPenalty": "Untyped (penalty)" - }, - "RollBonusPlaceholder": "e.g. +3 or +1d4", - "RollModeLabel": "Roll Mode", - "RollTable": { - "Plural": "Rollable Tables" - }, - "SETTINGS": { - "Automation": { - "ActorsDeadAtZero": { - "Both": "Yes", - "Hint": "Upon reaching zero hit points, actors are marked as dead. For PCs, this only applies to damage that would immediately kill them.", - "NPCsOnly": "NPCS only", - "Name": "Actors Dead at 0 HP", - "Neither": "No" - }, - "Encumbrance": { - "Hint": "Automatically apply the Encumbered condition to creatures carrying more than their respective limits.", - "Name": "Encumbrance" - }, - "EffectExpiration": { - "Hint": "Effects automatically disable attached rule elements when the duration expires.", - "Name": "Effects Auto-Expire" - }, - "FlankingDetection": { - "Hint": "Flanking arrangements and abilities that predicate on it are managed by the system.", - "Name": "Flanking Detection" - }, - "Hint": "Decide how much and what kinds of automation should apply to your game world.", - "IWR": { - "Hint": "When applying damage to an actor, adjust its value according to the actor's immunities, weaknesses, and resistances.", - "Name": "Immunities, Weaknesses, & Resistances" - }, - "Label": "Manage Automation", - "LootableNPCs": { - "Hint": "Upon their demise, NPCs become lootable by players.", - "Name": "Lootable NPCs" - }, - "Name": "Automation", - "RemoveExpiredEffects": { - "Hint": "Expired effects are automatically removed from actors (requires a GM to be logged in).", - "Name": "Remove Expired Effects" - }, - "RulesBasedVision": { - "Hint": "Apply vision mechanics that are a best-effort attempt to capture Pathfinder Second Edition rules. Enabling this setting will remove the ability to configure Unrestricted Global Vision as well as Token Sight radii.", - "ManagedBy": "Managed byInstruments with the coda trait work mostly like staves and have the staff trait. There are two differences: Coda instruments are in the form of musical instruments, and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument, nor can you etch it with weapon runes.
The process of preparing a coda instrument involves playing significant portions of songs related to the spells within the instrument—either old standards or ones of your own creation. This leaves magical reverberations within the instrument that allow you to complete the songs by playing their coda later in the day.
", - "TraitDescriptionCold": "Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.", - "TraitDescriptionCombination": "This is a trait for weapons that combine the functionality of melee weapons and firearms in unique or unusual ways. A combination weapon has both a firearm form or usage and a melee weapon form or usage.", - "TraitDescriptionComfort": "The armor is so comfortable that you can rest normally while wearing it.", - "TraitDescriptionCommon": "Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.", - "TraitDescriptionCompanion": "An item with this trait can be worn by an animal companion or similar creature. A companion can have up to two items invested.", - "TraitDescriptionComplex": "A hazard with this trait takes turns in an encounter.", - "TraitDescriptionComposite": "A composite impulse combines multiple elements. You can gain an impulse with the composite trait only if your kinetic elements include all the elements listed in the impulse's traits.", - "TraitDescriptionComposition": "To cast a composition cantrip or focus spell, you use a type of Performance. If the spell requires an auditory performance, you might recite a poem, sing a song, or perform a dramatic monologue. If the spell requires a visual performance, you might dance or pantomime. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.", - "TraitDescriptionConcealable": "This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.", - "TraitDescriptionConcentrate": "An action with this trait requires a degree of mental concentration and discipline.", - "TraitDescriptionConcussive": "These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.", - "TraitDescriptionConrasu": "A people that are made of cosmic force given consciousness and housed within unique exoskeletons.", - "TraitDescriptionConsecration": "A consecration spell enhances an area for an extended period of time. A given area can have only a single consecration effect at a time. The new effect attempts to counteract any existing one in areas of overlap.", - "TraitDescriptionConstruct": "A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.", - "TraitDescriptionConsumable": "An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.", - "TraitDescriptionContact": "This poison is delivered by contact with the skin.", - "TraitDescriptionContingency": "Spells with this trait grant you an action during the spell's effects, typically a reaction with a special trigger. They typically have a long duration, such as 24 hours. You can have only one spell with the contingency trait, or one contingency spell, active at a time. If you cast another spell with the contingency trait or contingency, the newer casting supersedes the older.", - "TraitDescriptionContract": "A contract is a type of item that magically establishes an agreement between multiple parties and typically grants magical benefits.", - "TraitDescriptionCriticalFusion": "Critical fusion is a new trait for combination weapons that grants you two additional options for the critical specialization effect when using the combination weapon's melee version to make a melee attack while the firearm is loaded. If you choose to use one of them, they replace the melee usage's normal critical specialization effect. First, you can discharge the firearm to create a loud bang and concussion, using the critical specialization effect for firearms instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the firearm to increase the critical hit's momentum or shoot the foe as you attack them in melee, dealing 2 additional damage per weapon damage die. Both of these options discharge the firearm, which typically means you have to reload it before firing it again.", - "TraitDescriptionCurse": "A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.", - "TraitDescriptionCursebound": "Spells with this trait increase the severity of your oracular curse when cast. Usually, only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse.", - "TraitDescriptionCursed": "An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.", - "TraitDescriptionDaemon": "A family of fiends spawned on the desolate plane of Abaddon, most daemons are irredeemably unholy. They typically have darkvision and weakness to holy.", - "TraitDescriptionDarkness": "Darkness effects extinguish non-magical light in the area, and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract the light, but some darkness spells automatically attempt to counteract light.", - "TraitDescriptionDarvakka": "Entropic undead creatures twisted by the Netherworld and the Void.", - "TraitDescriptionDeadly": "On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.", - "TraitDescriptionDeath": "An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.", - "TraitDescriptionDedication": "You must select a feat with this trait to apply an archetype to your character.", - "TraitDescriptionDeflecting": "This shield is designed to block or divert certain types of attacks or weapons. Increase the shield's Hardness against the listed type of attack by 2.", - "TraitDescriptionDemon": "A family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.", - "TraitDescriptionDero": "This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.", - "TraitDescriptionDetection": "Effects with this trait attempt to determine the presence or location of a person, object, or aura.", - "TraitDescriptionDeviant": "This trait describes strange supernatural or paranormal abilities.", - "TraitDescriptionDevil": "A family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.", - "TraitDescriptionDhampir": "A creature with this trait has the dhampir versatile heritage. These humanoids are the offspring of vampires and members of other ancestries.", - "TraitDescriptionDinosaur": "These reptiles have survived from prehistoric times.", - "TraitDescriptionDisarm": "You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.", - "TraitDescriptionDisease": "An effect with this trait applies one or more diseases. A disease is typically an affliction.", - "TraitDescriptionDivine": "This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.", - "TraitDescriptionDoubleBarrel": "This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single Strike to increase the weapon damage die by one step. If the weapon has the fatal trait, this increases the fatal die by one step.", - "TraitDescriptionDowntime": "An activity with this trait takes a day or more, and can be used only during downtime.", - "TraitDescriptionDragon": "Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.", - "TraitDescriptionDromaar": "A creature with this trait has the dromaar versatile heritage. Dromaars are of mixed ancestry, including orcs or other dromaars. An ability with this trait can be used or selected only by dromaars.", - "TraitDescriptionDrug": "An item with this trait is a drug, a poison that conveys short-term benefits in addition to harmful side effects and long-term consequences. Each time a creature uses a given drug it must also attempt a saving throw against addiction to that drug.", - "TraitDescriptionDruid": "This indicates abilities from the druid class.", - "TraitDescriptionDuskwalker": "A creature with this trait has the duskwalker versatile heritage. Duskwalkers are planar scions infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers.", - "TraitDescriptionDwarf": "A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.", - "TraitDescriptionEarth": "Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.", - "TraitDescriptionEidolon": "A creature with this trait is a summoner's eidolon. An item with this trait can be worn by an eidolon. An eidolon can have up to two items invested.", - "TraitDescriptionElectricity": "Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.", - "TraitDescriptionElemental": "Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.", - "TraitDescriptionElf": "A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.", - "TraitDescriptionElixir": "Elixirs are alchemical liquids that are used by drinking them.", - "TraitDescriptionEmotion": "This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.", - "TraitDescriptionEntrench": "You can position yourself in the armor or reposition its articulated pieces to better protect against some attacks. If you're trained in this armor, while wearing it you can spend a single action to gain a +1 circumstance bonus to AC against a certain type of attack until the start of your next turn. The entrench trait lists the type of attack this bonus applies against, typically entrench melee or entrench ranged.", - "TraitDescriptionEnvironment": "A hazard with this trait is something dangerous that's part of the natural world, such as quicksand or harmful mold.", - "TraitDescriptionEsoterica": "The esoterica trait is present in many thaumaturge feats and class features that incorporate the various talismans, supernatural trinkets, and other objects you carry with you. Abilities that have the esoterica trait require you to be in possession of your esoterica to use them. Normally, you're assumed to always have your esoterica with you, but in some rare circumstances, you might either not have them on hand or have your gear stripped from you.", - "TraitDescriptionEthereal": "Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.", - "TraitDescriptionEvolution": "Feats with this trait affect your eidolon instead of you, typically by granting it additional physical capabilities.", - "TraitDescriptionExpandable": "An item with the expandable trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a consumable or shrinks back to its normal size if it's not a consumable.", - "TraitDescriptionExperiment": "An experimental cryptid has been purposefully altered through alchemy, engineering, magic, or ritual to contain some degree of construct components. Although powerful, the process is volatile and imperfect.", - "TraitDescriptionExploration": "An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.", - "TraitDescriptionExtradimensional": "This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.", - "TraitDescriptionFatal": "The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.", - "TraitDescriptionFatalAim": "It's possible to hold the stock of this weapon under one arm so you can fire it with a single hand as long as the other hand isn't holding a weapon, shield, or anything else you would need to move and position, to ensure the weapon doesn't slip out from under your arm. However, if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the fatal trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an Interact action rather than Releasing or as part of reloading.", - "TraitDescriptionFear": "Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.", - "TraitDescriptionFetchling": "A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life in the Netherworld have transformed them.", - "TraitDescriptionFey": "Creatures of the First World are called the fey.", - "TraitDescriptionFiend": "Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.", - "TraitDescriptionFighter": "This indicates abilities from the fighter class.", - "TraitDescriptionFigurehead": "While many ships are adorned with decorative carvings, daring crews sometimes procure magical figureheads for their vessels.", - "TraitDescriptionFinesse": "You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.", - "TraitDescriptionFinisher": "Finishers are spectacular finishing moves. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. If your finisher succeeds, you can choose to apply the failure effect instead.", - "TraitDescriptionFinite": "Planes with this trait consist of a limited amount of space.", - "TraitDescriptionFire": "Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.", - "TraitDescriptionFleshwarp": "A humanoid transformed so completely by outside forces that they are now a unique ancestry.", - "TraitDescriptionFlexible": "The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to Acrobatics or Athletics checks.", - "TraitDescriptionFlourish": "Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.", - "TraitDescriptionFocus": "Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.", - "TraitDescriptionFocused": "An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items.", - "TraitDescriptionFoldaway": "This shield can collapse into a smaller form attached to a gauntlet for stability and easy travel. You can use an Interact action to deploy or stow the shield. While it's deployed, you can Raise the Shield as long as you have that hand free or are holding an object of light Bulk that's not a weapon in that hand. The shield impedes the use of your hand while it's deployed. Though you can still hold items in that hand, you can't wield weapons in that hand, operate anything that takes two hands, or attack with the gauntlet.
A foldaway shield must be attached to a gauntlet for stability. It can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the shield from a previous gauntlet, if necessary. If the gauntlet is destroyed, the foldaway shield can usually be salvaged. The collapsible nature of the shield makes it impossible to affix an attached weapon to it.
", - "TraitDescriptionForce": "Effects with this trait deal force damage or create objects made of pure magical force.", - "TraitDescriptionForceful": "This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.", - "TraitDescriptionFortune": "A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.", - "TraitDescriptionFreeHand": "This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.", - "TraitDescriptionFulu": "Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. All fulus have the fulu and consumable traits. Fulus also have a tradition trait—either arcane, divine, occult or primal—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the Affix a Talisman action instead if the fulu is also a talisman.", - "TraitDescriptionFungus": "Fungal creatures have the fungus trait. They are distinct from normal fungi.", - "TraitDescriptionGadget": "Gadgets are consumable technological inventions with innovative uses.", - "TraitDescriptionGanzi": "A planar scion descended from a chaotic being of the Maelstrom, such as a protean.", - "TraitDescriptionGeneral": "A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.", - "TraitDescriptionGenie": "The diverse families of genies hold positions of prominence on the elemental planes. They have powerful magical abilities.", - "TraitDescriptionGeniekin": "An umbrella term for planar scions descended from beings from the Elemental Planes.", - "TraitDescriptionGhoran": "An intelligent plant ancestry that maintain long lives by rejuvenating themselves from seeds.", - "TraitDescriptionGhost": "Lost souls that haunt the world as incorporeal undead are called ghosts.", - "TraitDescriptionGhoul": "Ghouls are vile undead creatures that feast on flesh.", - "TraitDescriptionGhul": "Greedy and gluttonous undead originally formed from genie.", - "TraitDescriptionGiant": "Giants are massive humanoid creatures.", - "TraitDescriptionGnoll": "Gnolls are humanoids that resemble hyenas.", - "TraitDescriptionGnome": "A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.", - "TraitDescriptionGoblin": "A creature with this trait is a small, frantic goblinoid. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.", - "TraitDescriptionGoloma": "Insular humanoids that bear countless eyes.", - "TraitDescriptionGraft": "An item that has the graft trait is a living tissue sample that has been implanted into a host. It's permanently a part of the subject's body and reduces the number of items that creature can invest per day by 1. Each graft has the invested trait to indicate this limitation—a graft is like an invested item that the host creature has no choice but to invest. If a creature gets a new graft when their limit on invested items has already been reduced to zero, the host body rejects the graft. Once fully implanted, a graft cannot take damage separately.
If a graft is ever severed from the host body, it can be reattached by any effect that can typically reattach limbs or organs, such as the regenerate spell. A grafter can remove a grant using the same process required to implant one, though this does not necessarily restore any organs replaced by the graft initially. Grafts typically require specialized storage conditions, such as alchemical tanks, to remain viable outside of a host. Grafts can usually be upgraded into their greater versions by having a grafter apply additional surgeries, mutagenic development, or similar medical procedures
", - "TraitDescriptionGrapple": "You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.", - "TraitDescriptionGremlin": "Cruel and mischievous fey, gremlins have acclimated to life in the Universe.", - "TraitDescriptionGrimoire": "Spellbooks are useful tools for any magic user to write down incantations and runes of power, but where most spellbooks are nothing more than ink on parchment, grimoires have absorbed the magic of the spells within—magic that knowledgeable spellcasters can use to augment their spells.", - "TraitDescriptionGrippli": "Gripplis are a family of frog-like humanoids", - "TraitDescriptionGunslinger": "This indicates abilities from the gunslinger class.", - "TraitDescriptionHag": "These malevolent spellcasters form covens.", - "TraitDescriptionHalfling": "A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.", - "TraitDescriptionHampering": "After you hit with the weapon, you can use an Interact action to give the target a –10-foot circumstance penalty to all Speeds. The penalty ends after the target takes a move action, at the start of your next turn, if you attack with the weapon, or if you move out of reach of the target, whichever comes first.", - "TraitDescriptionHarnessed": "This shield features a special brace or opening designed to hold jousting weapons.", - "TraitDescriptionHaunt": "A hazard with this trait is a spiritual echo, often of someone with a tragic death. Putting a haunt to rest often involves resolving the haunt's unfinished business. A haunt that hasn't been properly put to rest always returns after a time.", - "TraitDescriptionHealing": "A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.", - "TraitDescriptionHefty": "A hefty shield is so heavy that raising it takes more effort. Raising a Shield with the hefty trait is a 2-action activity unless your Strength score equals or exceeds the number with the trait.", - "TraitDescriptionHex": "A hex is a type of focus spell a witch can cast.", - "TraitDescriptionHindering": "This armor is so heavy and bulky it slows you down no matter what. You take a -5 penalty to all your Speeds (to a minimum of a 5-foot Speed). This is separate from and in addition to the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's Speed penalty.", - "TraitDescriptionHobgoblin": "A creature with this trait is a tall, militaristic goblinoid. Hobgoblins tend to have darkvision.", - "TraitDescriptionHoly": "Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.", - "TraitDescriptionHryngar": "Subterranean kin of the dwarves, hryngars typically have darkvision, resist poison, and recoil from bright light", - "TraitDescriptionHuman": "A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.", - "TraitDescriptionHumanoid": "Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.", - "TraitDescriptionIfrit": "A type of geniekin descended from a being from the Plane of Fire.", - "TraitDescriptionIllusion": "Effects and magic items with this trait involve false sensory stimuli.", - "TraitDescriptionImpulse": "The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the concentrate trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait.", - "TraitDescriptionIncapacitation": "An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.", - "TraitDescriptionIncarnate": "A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word “Arrive” or “Depart” respectively, along with any traits. A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier.", - "TraitDescriptionIncorporeal": "An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.", - "TraitDescriptionInfused": "You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert. Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again.", - "TraitDescriptionInfusion": "Actions with the infusion trait tweak your kineticist impulses. You must use an infusion action directly before the impulse action you want to alter. If you use any action (including free actions and reactions) other than an impulse action directly after, you waste the benefits of the infusion action. Any additional effects added by an infusion action are part of the impulse's effect, not of the infusion action itself.", - "TraitDescriptionIngested": "This poison is delivered when drunk or eaten.", - "TraitDescriptionInhaled": "This poison is delivered when breathed in.", - "TraitDescriptionInjection": "This weapon can be filled with a liquid, usually an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded contents with a single Interact action. (If the target is willing, the injection takes only 1 Interact action total.) Refilling the weapon with a new substance requires 3 Interact actions and uses two hands.", - "TraitDescriptionInjury": "This poison is delivered by damaging the recipient.", - "TraitDescriptionInscribed": "The armor or shield has been treated so it can be inscribed with magical symbols using the same method as Crafting a scroll. Inscribed attire can hold one scroll inscribed on it. You need a free hand to Activate the scroll, but you don't need to Interact to draw it. You can also Activate the magic to erase the scroll the armor currently contains. You can't inscribe a new scroll onto the armor if a scroll is currently inscribed on it or if the armor is broken.", - "TraitDescriptionIntegrated": "This shield has been created to include a weapon in its construction, which works like an attached weapon but can't be removed from the shield.", - "TraitDescriptionIntelligent": "An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don't have. Intelligent items can't be crafted by normal means, and they are always rare or unique.", - "TraitDescriptionInventor": "This indicates abilities from the inventor class.", - "TraitDescriptionInvested": "A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).", - "TraitDescriptionInvestigator": "This indicates abilities from the investigator class.", - "TraitDescriptionJousting": "The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value.", - "TraitDescriptionKashrishi": "A stout ancestry bearing distinctive crystal horns and inherent psychic abilities.", - "TraitDescriptionKholo": "Kholos are humanoids that resemble hyenas.", - "TraitDescriptionKickback": "A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a -2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to a deployed bipod, tripod, or other stabilizer can lower or negate this penalty.", - "TraitDescriptionKineticist": "This indicates abilities from the kineticist class.", - "TraitDescriptionKitsune": "Shapeshifting humanoids whose true forms resemble foxes.", - "TraitDescriptionKobold": "A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision.", - "TraitDescriptionLaminar": "The armor is made up of layered sections, so when it breaks, it isn't as much of a problem. The status penalty to AC if this armor is broken is –1 for broken medium armor, –2 for broken heavy armor, or no penalty for broken light armor.", - "TraitDescriptionLaunching": "A mechanism within this shield can shoot projectiles, causing the shield to also function as a ranged weapon. The trait lists the type of weapon, such as \"launching dart.\" Striking with the launcher requires the same number of hands as normal, except that the hand holding the shield counts toward this total, so a one-handed ranged weapon would require only one hand. Reloading takes the normal number of Interact actions, to a minimum of 1 action, and you can't use the hand holding your shield to reload.", - "TraitDescriptionLeshy": "A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form.", - "TraitDescriptionLight": "Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.", - "TraitDescriptionLinguistic": "An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.", - "TraitDescriptionLitany": "Litanies are special devotion spells, typically used by champions and requiring a single action, that usually give temporary immunity to further litanies.", - "TraitDescriptionLizardfolk": "Lizardfolk are a family of reptilian humanoids. These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.", - "TraitDescriptionLozenge": "You Activate an alchemical lozenge by putting it in your mouth. It stays there, slowly dissolving and releasing its ingredients over time. You can bite a lozenge for a secondary effect. The action this takes is noted in the item. As soon as this secondary effect is over, the lozenge is used up and its benefits for you end. You can drink elixirs, potions, and beverages with a lozenge in your mouth, but you can't benefit from more than one lozenge at a time. If you have two lozenges in your mouth at the same time, both become inert. You can also spit out a lozenge as a single action to end its effect and make it inert. A lozenge dissolves due to its alchemical ingredients, so it typically still works even if you don't have saliva.", - "TraitDescriptionMagical": "Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.", - "TraitDescriptionMagus": "This indicates abilities from the magus class.", - "TraitDescriptionManipulate": "You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.", - "TraitDescriptionMechanical": "A hazard with this trait is a constructed physical object.", - "TraitDescriptionMental": "A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.", - "TraitDescriptionMerfolk": "These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.", - "TraitDescriptionMetal": "Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.", - "TraitDescriptionMindless": "A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.", - "TraitDescriptionMindshift": "An action with this trait can always be altered to use the raw power of your mind. When you take this action, you can choose to replace any damage it deals with mental damage, give it the mental trait, and replace any save it requires with a Will save. The action loses any traits matching damage types it no longer deals.", - "TraitDescriptionMinion": "Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures.", - "TraitDescriptionMinotaur": "Minotaurs are horned, bovine humanoids with a mastery of mazes and puzzles.", - "TraitDescriptionMisfortune": "A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.", - "TraitDescriptionMissive": "A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and consumable traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic.", - "TraitDescriptionModification": "A feat with this trait alters the construction of your innovation. If you have the reconfigure class feature, you can retrain such a feat more easily.", - "TraitDescriptionModular": "The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as \"modular B, P, or S\"), though it's possible for a modular weapon's description to list more complicated configurations.", - "TraitDescriptionMonitor": "Creatures that hail from or have a strong connection to Axis, the Boneyard, or the Maelstrom are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.", - "TraitDescriptionMonk": "Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.", - "TraitDescriptionMonkWeapon": "Many monks learn to use these weapons.", - "TraitDescriptionMorph": "Effects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described in that trait). Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.", - "TraitDescriptionMounted": "Mounted siege weapons take up a certain size and space, and typically have statistics to allow them to be attacked. They're used for large-scale warfare.", - "TraitDescriptionMove": "An action with this trait involves moving from one space to another.", - "TraitDescriptionMulticlass": "Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name.", - "TraitDescriptionMummy": "A mummy is an undead creature created from a preserved corpse.", - "TraitDescriptionMutagen": "An elixir with the mutagen trait temporarily transmogrifies the subject's body and alters its mind. A mutagen always conveys one or more beneficial effects paired with one or more detrimental effects. Mutagens are polymorph effects, meaning you can benefit from only one at a time.", - "TraitDescriptionMutant": "The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.", - "TraitDescriptionNagaji": "A traditionalist ancestry with reptilian features and serpentine heads.", - "TraitDescriptionNephilim": "A creature with this trait has the nephilim versatile heritage. Nephilim are planar scions descended from immortal beings from other planes. An ability with this trait can be used or selected only by nephilim.", - "TraitDescriptionNindoru": "Nindorus are chaotic evil fiends that rise from corruptions to the cycle of reincarnating souls and live on the Universe. Although they often have elements in their appearance that make them seem undead, they're actually living beings. Most nindorus have darkvision, are immune to death effects, have weakness to silver, and possess the power to manifest objects or creatures from their thoughts.", - "TraitDescriptionNoisy": "This armor is loud and likely to alert others to your presence when you're using the Avoid Notice exploration activity. The armor's check penalty applies to Stealth checks even if you meet the required Strength score.", - "TraitDescriptionNone": "This trait has no description.", - "TraitDescriptionNonlethal": "Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.", - "TraitDescriptionNymph": "This family of beautiful fey creatures has strong ties to natural locations.", - "TraitDescriptionOath": "Oaths add an additional tenet to your code. You can usually have only one feat with this trait.", - "TraitDescriptionOccult": "This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.", - "TraitDescriptionOil": "Oils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process.", - "TraitDescriptionOlfactory": "An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.", - "TraitDescriptionOni": "Oni are a family of brutal, shapechanging giants who were once kami.", - "TraitDescriptionOoze": "Oozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.", - "TraitDescriptionOracle": "This indicates abilities from the oracle class.", - "TraitDescriptionOrc": "A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. A weapon with this trait is a weapon which orcs craft and use.", - "TraitDescriptionOread": "A type of geniekin descended from a being from the Plane of Earth.", - "TraitDescriptionOverflow": "Powerful impulses temporarily overdraw the energy of your kinetic gate. When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with Channel Elements). Extinguishing your element this severely is taxing, and consequently, you can use only one overflow impulse per round, even if you reactivate your kinetic gate.", - "TraitDescriptionParry": "This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.", - "TraitDescriptionPeachwood": "Peachwood weapons have a particularly auburn tinge to them when under direct sunlight. Peachwood is treated as duskwood for any undead creatures' resistances or weaknesses related to duskwood (allowing a peachwood weapon to bypass a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standard-grade peachwood, and 4 lower for high-grade.", - "TraitDescriptionPersonaFlirt": "The public perceives you as the most romantic of the group, and you may be thought of as a seducer or vapid pretender who gets by on their looks and brings nothing of value to the party.", - "TraitDescriptionPersonaGuardian": "The public perceives you as the healer and protector of the group, but some may also consider you too soft-hearted and meek to be a \"true hero.\"", - "TraitDescriptionPersonaLeader": "The public perceives you as the leader of the group, but some likewise consider you too brash or even pompous.", - "TraitDescriptionPersonaScholar": "The public considers you the problem-solver and brains of the group, though some also perceive you as arrogant or incapable of physical tasks.", - "TraitDescriptionPersonaScoundrel": "The public is convinced you are the \"bad boy/bad girl\" of the group who gets the distasteful but necessary things done, but who is at times thought of as a criminal or potential traitor to the party.", - "TraitDescriptionPersonaUnderdog": "The public perceives you as a \"fish out of water\"—someone who accidently got swept up by the group and still manages to triumph, but who is sometimes thought of as a weak link or loser.", - "TraitDescriptionPersonaWarrior": "The public believes you are the strong-arm of the group, the person who excels in a fight but is also at times considered cruel, uncouth, or even a bully.", - "TraitDescriptionPersonaWildcard": "The public perceives you as a source of whimsy, outlandish ideas, and comedy in the group, but that reputation is a double-edged sword, as some also consider you a liability or unreliable.", - "TraitDescriptionPhantom": "A phantom is soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death but are not undead.", - "TraitDescriptionPlant": "Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.", - "TraitDescriptionPoison": "An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.", - "TraitDescriptionPolymorph": "These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.", - "TraitDescriptionPonderous": "The armor has moving parts or other complications that lengthen the wearer's initial reaction time. While wearing the armor, you take a –1 penalty to initiative checks. If you don't meet the armor's required Strength score, this penalty increases to be equal to the armor's check penalty if it's worse.", - "TraitDescriptionPoppet": "A creature with this trait is a member of the poppet ancestry.", - "TraitDescriptionPortable": "Portable siege weapons, such as battering rams, can be more easily carried and have a role in both warfare and smaller conflicts or exploration.", - "TraitDescriptionPossession": "Effects with this trait allow a creature to project its mind and spirit into a target. A creature immune to mental effects can't use a possession effect. While possessing a target, a possessor's true body is unconscious (and can't wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage. A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target's active spells and abilities that affect their body. A possessor can use any of the target's abilities that are purely physical, and it can't use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target's attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills, spell attack roll, and spell DC; benefits of invested items apply where relevant (the possessor's invested items apply when using its own values, and the target's invested items apply when using the target's values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn't in its own body. The possessor must use its own actions to make the possessed creature act. If a possessor reaches 0 Hit Points through any combination of damage to its true body and mental damage from the possession, it is knocked out as normal and the possession immediately ends. If the target reaches 0 Hit Points first, the possessor can either fall unconscious with the body and continue the possession or end the effect as a free action and return to its body. If the target dies, the possession ends immediately and the possessor is stunned for 1 minute.", - "TraitDescriptionPotion": "A potion is a magical liquid activated when you drink it.", - "TraitDescriptionPrecious": "Valuable materials with special properties have the precious trait. They can be substituted for base materials when you Craft items.", - "TraitDescriptionPrediction": "Effects with this trait determine what is likely to happen in the near future. Most predictions are divinations.", - "TraitDescriptionPress": "Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)", - "TraitDescriptionPrimal": "This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.", - "TraitDescriptionProcessed": "An alchemical consumable with the processed trait can be created with Quick Alchemy but is too complex to create in a single action.", - "TraitDescriptionPropulsive": "You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.", - "TraitDescriptionProtean": "A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder. They typically have darkvision, an amorphous anatomy, and abilities that create magical warpwaves.", - "TraitDescriptionPsyche": "Your psyche must be unleashed to use abilities that have the psyche trait, and they end automatically when your unleashed psyche subsides.", - "TraitDescriptionPsychic": "This indicates abilities from the psychic class.", - "TraitDescriptionPsychopomp": "A family of monitors spawned within the Boneyard to convey souls to the Outer Planes. They typically have darkvision, lifesense, and shepherd's touch, and they are immune to death effects.", - "TraitDescriptionQlippoth": "A family of fiends hailing from the Outer Rifts, most qlippoth are unholy. Their appearance affects the minds of non-qlippoth that view them.", - "TraitDescriptionRadiation": "A dangerous, typically poisonous emission typically originating from radioactive minerals.", - "TraitDescriptionRage": "You must be raging to use abilities with the rage trait, and they end automatically when you stop raging.", - "TraitDescriptionRakshasa": "Rakshasas are divine spirits who exemplify the profane. They can typically Change Shape and have a weakness to holy.", - "TraitDescriptionRange": "These attacks will either list a finite range or a range increment, which follows the normal rules for range increments.", - "TraitDescriptionRangedTrip": "This weapon can be used to Trip with the Athletics skill at a distance up to the weapon's first range increment. The skill check takes a -2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to trip, a ranged trip doesn't deal any damage when used to Trip.", - "TraitDescriptionRanger": "This indicates abilities from the ranger class.", - "TraitDescriptionRare": "This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.", - "TraitDescriptionRatfolk": "A creature with this trait is a member of the ratfolk ancestry. Ratfolk are humanoids who resemble rats.", - "TraitDescriptionRazing": "Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.", - "TraitDescriptionReach": "Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.", - "TraitDescriptionReckless": "Actions with the reckless trait run the risk of the pilot losing control of a vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle.", - "TraitDescriptionRecovery": "Recovery weapons are thrown weapons designed to return to the thrower when they miss the target. When you make an unsuccessful thrown Strike with this weapon, it flies back to your hand after the Strike is complete, allowing you to try again. If your hands are full when the weapon returns, it falls to the ground in your space.", - "TraitDescriptionReincarnated": "This ancestry feat is available to any character who has reincarnated at least once, either as part of their backstory or because of a reincarnation that took place during play.", - "TraitDescriptionReflection": "A creature with this trait has the reflection versatile heritage. Reflections are beings who are copies of living people, whether through cloning, planar duplication, or another mechanism. An ability with this trait can be used or selected only by reflections.", - "TraitDescriptionRelic": "An item with the relic trait grows in power with its wielder.", - "TraitDescriptionReload": "While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.", - "TraitDescriptionRepeating": "A repeating weapon is typically a type of crossbow that has a shorter reload time. These weapons can't be loaded with individual bolts like other crossbows; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition is automatically loaded each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0). When the ammunition runs out, a new magazine must be loaded, which requires a free hand and 3 Interact actions (to remove the old magazine, retrieve the new magazine, and slot the new magazine in place). These actions don't need to be consecutive.", - "TraitDescriptionResonant": "This weapon can channel energy damage. You gain the Conduct Energy free action while wielding a resonant weapon.", - "TraitDescriptionRevelation": "Effects with this trait see things as they truly are.", - "TraitDescriptionRogue": "This indicates abilities from the rogue class.", - "TraitDescriptionSaggorak": "Ancient dwarven blacksmiths in Saggorak designed a series of spectacularly powerful runes. Only someone with legendary proficiency in Crafting, or a well-versed dwarven crafter from the city of Kovlar, can apply, transfer, or remove a rune with the Saggorak trait. Because of their considerable power, all Saggorak runes take up two property rune slots, and consequently they can be applied only to armor and weapons with at least a +2 potency rune.", - "TraitDescriptionSanctified": "If you are holy or unholy, your sanctified actions and spells gain the same trait.", - "TraitDescriptionScatter": "This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon take the listed damage, and the target and all other creatures within the listed radius around it take 1 point of splash damage per weapon damage die.", - "TraitDescriptionScroll": "A scroll contains a single spell you can cast without a spell slot.", - "TraitDescriptionScrying": "A scrying effect lets you see, hear, or otherwise get sensory information from a distance using a sensor or apparatus, rather than your own eyes and ears.", - "TraitDescriptionSecret": "The GM rolls the check for this ability in secret.", - "TraitDescriptionSedacthy": "Ocean-dwelling humanoids who communicate with sea life and usually have darkvision and wavesense.", - "TraitDescriptionSerpentfolk": "Serpentfolk are a family of serpentine humanoids.", - "TraitDescriptionShadow": "This magic involves shadows or the energy of the Netherworld.", - "TraitDescriptionShieldThrow": "A shield with this trait is designed to be thrown as a ranged attack.", - "TraitDescriptionShisk": "Secretive humanoids covered in bony plumage that reside underground.", - "TraitDescriptionShoony": "A creature with this trait is a member of the shoony ancestry.", - "TraitDescriptionShove": "You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.", - "TraitDescriptionSkeleton": "This undead is made by animating a dead creature's skeleton with void energy. An ability with this trait can be used or selected only by skeletons.", - "TraitDescriptionSkill": "A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat.", - "TraitDescriptionSleep": "This effect can cause a creature to fall asleep or get drowsy.", - "TraitDescriptionSnare": "Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.", - "TraitDescriptionSocial": "Actions and abilities with the social trait can be used only while a vigilante is in their social identity.", - "TraitDescriptionSonic": "An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.", - "TraitDescriptionSorcerer": "This indicates abilities from the sorcerer class.", - "TraitDescriptionSoulbound": "These constructs are mentally augmented by a fragment of a once-living creature's soul.", - "TraitDescriptionSpellgun": "The spellgun trait appears on items that can generate a magical effect that flies out like a bullet. You can make either a spell attack roll with a spellgun or a ranged attack roll using your proficiency with simple firearms. Spellguns have a range increment, which applies regardless of which type of attack roll you make. Though you can use your modifier for simple firearms, a spellgun isn't actually a firearm. You don't get the damage of a firearm Strike, nor other benefits like critical specialization. Similarly, you can't load or reload a spellgun, affix talismans to one, make a spellgun Strike as part of an action that lets you make a firearm Strike, and so on.", - "TraitDescriptionSpellheart": "Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to Affix a Talisman. The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. Crafting a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires air walk, gale blast, and wall of wind.", - "TraitDescriptionSpellshape": "Spellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.", - "TraitDescriptionSpirit": "Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.", - "TraitDescriptionSplash": "When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target's weaknesses or resistances. You don't multiply splash damage on a critical hit.", - "TraitDescriptionSplash10": "When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 10 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target's weaknesses or resistances. You don't multiply splash damage on a critical hit.", - "TraitDescriptionSprite": "A family of diminutive winged fey with a strong connection to primal magic.", - "TraitDescriptionStaff": "This magic item holds spells of a particular theme and allows a spellcaster to cast additional spells by preparing the staff.", - "TraitDescriptionStance": "A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.", - "TraitDescriptionSteam": "Items with this trait are powered by engines that boil water to produce steam and move their components.", - "TraitDescriptionStrix": "Winged humanoids, most of whom live in and around Cheliax.", - "TraitDescriptionStructure": "An item with the structure trait creates a magical building or other structure when activated. The item must be activated on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can't be created on water or other nonsolid surfaces. If activated on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure's foundation (if any) reaches the solid ground. If an item with this trait is activated on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a @Check[type:flat|dc:3] each day; on a failure, the structure begins to sink or collapse. The structure doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when the item is activated ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the activation ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure.", - "TraitDescriptionSubjectiveGravity": "On planes with this trait, all bodies of mass can be centers of gravity with the same amount of force, but only if a non-mindless creature wills it.", - "TraitDescriptionSubtle": "A spell with the subtle trait can be cast without incantations and doesn't have obvious manifestations.", - "TraitDescriptionSuli": "Sulis are planar scions descended from jann.", - "TraitDescriptionSurki": "Surkis are a subterranean insectile ancestry that absorb ambient magic and evolve unique adaptations.", - "TraitDescriptionSummon": "Spells with the summon trait can conjure creatures, typically ones with a particular trait. Such creatures can be found in Monster Core and similar books. Unless noted otherwise, the creature must be common, it gains the summoned trait, and it must appear in an unoccupied space in range large enough to contain it. The highest level of creature the spell can summon depends on the rank of the spell, as listed below. The spell can still summon a creature of a lower level if you so choose. These rules apply only to spells that have the summon trait; other spells that call or conjure items or beings but that don't have the trait, like summon instrument, work as explained in the spell.", - "TraitDescriptionSummoned": "A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to Cast a Spell of equal or higher rank than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands. Immediately when you finish Casting the Spell, the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.", - "TraitDescriptionSummoner": "This indicates abilities from the Summoner class.", - "TraitDescriptionSwashbuckler": "This indicates abilities from the Swashbuckler class.", - "TraitDescriptionSwarm": "A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.", - "TraitDescriptionSweep": "This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.", - "TraitDescriptionSylph": "A type of geniekin descended from a being from the Plane of Air.", - "TraitDescriptionTalisman": "A talisman is a small object affixed to armor, a shield, or a weapon (called the affixed item). You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently.", - "TraitDescriptionTalos": "Taloses are planar scions descended from zuhras.", - "TraitDescriptionTandem": "Actions with this trait involve you and your eidolon acting in concert. You can't use a tandem action if either you or your eidolon can't act, if you haven't Manifested your Eidolon, or if you've Manifested your Eidolon in a way where it isn't a separate entity (such as with the Meld into Eidolon feat). Tandem actions often let both you and your eidolon take separate actions, but these must be actions taken separately by you and your eidolon; you can't use a tandem action to take another tandem action.", - "TraitDescriptionTane": "The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane.", - "TraitDescriptionTattoo": "A tattoo is a type of item that is drawn or cut into a creature's skin and usually takes the form of images or symbols.", - "TraitDescriptionTea": "Magic tea is a type of potion. It activates when you drink it, which uses it up. Magic tea has the potion and tea traits. When you craft a dose of magic tea, the raw materials you supply are in the form of unusual and costly tea leaves. The process of crafting magic tea includes infusing the leaves with magical reagents, purifying the water, and steeping the tea in the water, resulting in what's essentially a particularly delicious-tasting potion. You can activate magic tea with an Interact action as you drink it or feed it to another creature, as if it were a potion. You can also activate magic tea with a 10-minute activity that requires sterling tea ware (these artisan's tools can be shared by up to four people who take this activity simultaneously) to prepare the tea and then consume it or present it to someone during a short tea ceremony, after which the magic tea's effects begin; activating magic tea in this way enhances its effect, as detailed in each entry's Tea Ceremony.
Once you drink a dose of magic tea, you're temporarily immune to that particular type of magic tea for 24 hours.
", - "TraitDescriptionTech": "Items with this trait are associated with the technology of Numeria.", - "TraitDescriptionTelepathy": "A creature with telepathy can communicate mentally with creatures. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.", - "TraitDescriptionTeleportation": "Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.", - "TraitDescriptionTengu": "A creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble crows. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus.", - "TraitDescriptionTethered": "This weapon is attached to a length of rope or chain that allows you to retrieve it after it has left your hand. If you have a free hand while wielding this weapon, you can use an Interact action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been disarmed (unless it is being held by another creature).", - "TraitDescriptionThaumaturge": "This indicates abilities from the thaumaturge class.", - "TraitDescriptionThrown": "You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment.", - "TraitDescriptionTraining": "A training weapon is designed to be used when training an animal to participate in combat by identifying the target for the animal to attack. Striking a creature with a training weapon gives your animal companion or your bonded animal a +1 circumstance bonus to its next attack roll against that target.", - "TraitDescriptionTrap": "A hazard or item with this trait is constructed to hinder interlopers.", - "TraitDescriptionTrip": "You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.", - "TraitDescriptionTroll": "Trolls are giant, brutish creatures and are well known for transforming into inanimate materials.", - "TraitDescriptionTrueName": "Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them.", - "TraitDescriptionTwin": "These weapons are used as a pair, complementing each other. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon's number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type to benefit from this trait, but they don't need to have the same runes.", - "TraitDescriptionTwoHand": "This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.", - "TraitDescriptionUnarmed": "An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be Disarmed. It also doesn't take up a hand, though a fist or other grasping appendage follows the same rules as a free-hand weapon.", - "TraitDescriptionUncommon": "Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.", - "TraitDescriptionUndead": "Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.", - "TraitDescriptionUndine": "A type of geniekin descended from a being from the Plane of Water.", - "TraitDescriptionUnholy": "Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.", - "TraitDescriptionUnique": "A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.", - "TraitDescriptionUnstable": "Unstable actions rely on experimental functions of your innovation that even you can't fully predict. After an unstable action is used on an innovation, using another one is dangerous.", - "TraitDescriptionVampire": "Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.", - "TraitDescriptionVanara": "An inquisitive ancestry with primate-like features and prehensile tails.", - "TraitDescriptionVehicular": "A vehicular weapon is attached to a vehicle or worn by a mount and can typically only be wielded by the driver of the vehicle or the mount's primary rider. The driver or rider can control a vehicular weapon with the same hands they use to steer the vehicle or guide the mount. A vehicular weapon can be Disarmed by knocking the controls (typically reins for a mount or a steering device for a vehicle) out of the wielder's hands.", - "TraitDescriptionVenomous": "These weapons inject poison into every hit. When you hit a creature with this weapon, it deals an additional 1 persistent poison damage. This increases to 2 persistent poison damage if the weapon has a greater striking rune.", - "TraitDescriptionVersatile": "A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.", - "TraitDescriptionVirulent": "Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2.", - "TraitDescriptionVishkanya": "An ancestry with snake-like features and powerful venom.", - "TraitDescriptionVisual": "A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.", - "TraitDescriptionVitality": "Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy.", - "TraitDescriptionVoid": "Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.", - "TraitDescriptionVolley": "This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a -2 penalty.", - "TraitDescriptionWand": "A wand contains a single spell which you can cast once per day.", - "TraitDescriptionWater": "Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.", - "TraitDescriptionWerecreature": "These shapechanging creatures can shift between animal, humanoid, and hybrid forms.", - "TraitDescriptionWight": "A wight is an undead creature that drains life and stands vigil over a burial site.", - "TraitDescriptionWildHunt": "Creatures with the wild hunt trait are never below 14th level. They possess greater darkvision, greensight, planar acclimation, wild gaze, instinctive cooperation, weakness to cold iron, the ability to speak with plants and animals, and their own specific wild hunt link.", - "TraitDescriptionWitch": "This indicates abilities from the witch class.", - "TraitDescriptionWizard": "This indicates abilities from the wizard class.", - "TraitDescriptionWraith": "A wraith is an incorporeal undead creature infused with void energy and driven by a hatred of all life.", - "TraitDescriptionWood": "Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.", - "TraitDescriptionXulgath": "These subterranean reptilian creatures tend to have darkvision and smell awful.", - "TraitDescriptionZombie": "These undead are mindless rotting corpses that hunger for living flesh.", - "TraitCenser": "Censer", - "TraitDetection": "Detection", - "TraitDeviant": "Deviant", - "TraitDevil": "Devil", - "TraitDhampir": "Dhampir", - "TraitDinosaur": "Dinosaur", - "TraitDisarm": "Disarm", - "TraitDisease": "Disease", - "TraitDiv": "Div", - "TraitDivine": "Divine", - "TraitDoubleBarrel": "Double Barrel", - "TraitDowntime": "Downtime", - "TraitDragon": "Dragon", - "TraitDream": "Dream", - "TraitDromaar": "Dromaar", - "TraitDrow": "Drow", - "TraitDrug": "Drug", - "TraitDruid": "Druid", - "TraitDuergar": "Hryngar", - "TraitDuskwalker": "Duskwalker", - "TraitDwarf": "Dwarf", - "TraitEachRuneAppliedToASeparateItemThatHasPockets": "Each rune applied to a separate item that has pockets", - "TraitEarth": "Earth", - "TraitEidolon": "Eidolon", - "TraitElectricity": "Electricity", - "TraitElemental": "Elemental", - "TraitElf": "Elf", - "TraitElixir": "Elixir", - "TraitEmotion": "Emotion", - "TraitEnergy": "Energy", - "TraitEntrenchMelee": "Entrench Melee", - "TraitEntrenchRanged": "Entrench Ranged", - "TraitEnvironmental": "Environmental", - "TraitEsoterica": "Esoterica", - "TraitEtchedOntoABludgeoningWeapon": "Etched on Bludgeoning Weapon", - "TraitEtchedOntoAClanDagger": "Etched on Clan Dagger", - "TraitEtchedOntoAMeleeWeapon": "Etched on Melee Weapon", - "TraitEtchedOntoAMeleeWeaponMonk": "Etched onto a melee weapon with the monk trait", - "TraitEtchedOntoAPiercingOrSlashingMeleeWeapon": "Etched on Piercing/Slashing Melee Weapon", - "TraitEtchedOntoAPiercingOrSlashingWeapon": "Etched on Piercing/Slashing Weapon", - "TraitEtchedOntoAShield": "Etched onto a Shield", - "TraitEtchedOntoASlashingMeleeWeapon": "Etched on Slashing Melee Weapon", - "TraitEtchedOntoAThrownWeapon": "Etched on Thrown Weapon", - "TraitEtchedOntoAWeapon": "Etched onto a Weapon", - "TraitEtchedOntoAWeaponWOAnarchicRune": "Etched on Weapon w/o Anarchic Rune", - "TraitEtchedOntoAWeaponWOAxiomaticRune": "Etched on Weapon w/o Axiomatic Rune", - "TraitEtchedOntoAWeaponWOHolyRune": "Etched on Weapon that isn't Holy", - "TraitEtchedOntoAWeaponWOUnholyRune": "Etched on Weapon that isn't Unholy", - "TraitEtchedOntoArmor": "Etched onto Armor", - "TraitEtchedOntoHeavyArmor": "Etched onto Heavy Armor", - "TraitEtchedOntoLightArmor": "Etched onto Light Armor", - "TraitEtchedOntoLightMedNMArmor": "Etched on L/M Nonmetal Armor", - "TraitEtchedOntoMedHeavyArmor": "Etched onto Medium or Heavy Armor", - "TraitEtchedOntoMediumHeavyMetalArmor": "Etched onto Medium or Heavy Metal Armor", - "TraitEtchedOntoMetalArmor": "Etched onto Metal Armor", - "TraitEthereal": "Ethereal", - "TraitEvolution": "Evolution", - "TraitExpandable": "Expandable", - "TraitExperiment": "Experiment", - "TraitExploration": "Exploration", - "TraitExtradimensional": "Extradimensional", - "TraitFatal": "Fatal", - "TraitFatalAim": "Fatal Aim", - "TraitFatalAimD10": "Fatal Aim d10", - "TraitFatalAimD12": "Fatal Aim d12", - "TraitFatalD10": "Fatal d10", - "TraitFatalD12": "Fatal d12", - "TraitFatalD8": "Fatal d8", - "TraitFear": "Fear", - "TraitFetchling": "Fetchling", - "TraitFey": "Fey", - "TraitFiend": "Fiend", - "TraitFighter": "Fighter", - "TraitFigurehead": "Figurehead", - "TraitFinesse": "Finesse", - "TraitFinisher": "Finisher", - "TraitFinite": "Finite", - "TraitFire": "Fire", - "TraitFleshwarp": "Fleshwarp", - "TraitFlexible": "Flexible", - "TraitFlourish": "Flourish", - "TraitFocus": "Focus", - "TraitFocused": "Focused", - "TraitFoldaway": "Foldaway", - "TraitForce": "Force", - "TraitForceful": "Forceful", - "TraitFormian": "Formian", - "TraitFortune": "Fortune", - "TraitFreeHand": "Free-Hand", - "TraitFulu": "Fulu", - "TraitFungus": "Fungus", - "TraitGadget": "Gadget", - "TraitGanzi": "Ganzi", - "TraitGeneral": "General", - "TraitGenie": "Genie", - "TraitGeniekin": "Geniekin", - "TraitGhoran": "Ghoran", - "TraitGhost": "Ghost", - "TraitGhoul": "Ghoul", - "TraitGhul": "Ghul", - "TraitGiant": "Giant", - "TraitGnoll": "Kholo", - "TraitGnome": "Gnome", - "TraitGoblin": "Goblin", - "TraitGolem": "Golem", - "TraitGoloma": "Goloma", - "TraitGraft": "Graft", - "TraitGrapple": "Grapple", - "TraitGraveknight": "Graveknight", - "TraitGremlin": "Gremlin", - "TraitGrimoire": "Grimoire", - "TraitGrioth": "Grioth", - "TraitGrippli": "Grippli", - "TraitGunslinger": "Gunslinger", - "TraitHag": "Hag", - "TraitHalcyon": "Halcyon", - "TraitHalfling": "Halfling", - "TraitHampering": "Hampering", - "TraitHantu": "Hantu", - "TraitHarnessed": "Harnessed", - "TraitHarrowCourt": "Harrow Court", - "TraitHaunt": "Haunt", - "TraitHealing": "Healing", - "TraitHefty2": "Hefty 2", - "TraitHeldOneHand": "Held in 1 hand", - "TraitHeldOneHandFreeStanding": "Held in 1 hand or free-standing", - "TraitHeldOneTwoHands": "Held in 1 or 2 hands", - "TraitHeldTwoHands": "Held in 2 hands", - "TraitHerald": "Herald", - "TraitHeritage": "Heritage", - "TraitHex": "Hex", - "TraitHindering": "Hindering", - "TraitHobgoblin": "Hobgoblin", - "TraitHoly": "Holy", - "TraitHryngar": "Hryngar", - "TraitHuman": "Human", - "TraitHumanoid": "Humanoid", - "TraitIfrit": "Ifrit", - "TraitIkeshti": "Ikeshti", - "TraitIllusion": "Illusion", - "TraitImplanted": "Implanted", - "TraitImpulse": "Impulse", - "TraitIncapacitation": "Incapacitation", - "TraitIncarnate": "Incarnate", - "TraitIncorporeal": "Incorporeal", - "TraitInevitable": "Inevitable", - "TraitInfused": "Infused", - "TraitInfusion": "Infusion", - "TraitIngested": "Ingested", - "TraitInhaled": "Inhaled", - "TraitInjection": "Injection", - "TraitInjury": "Injury", - "TraitInscribed": "Inscribed", - "TraitIntegrated1d6B": "Integrated 1d6 B", - "TraitIntegrated1d6P": "Integrated 1d6 P", - "TraitIntegrated1d6S": "Integrated 1d6 S", - "TraitIntegrated1d6SVersatileP": "Integrated 1d6 S (Versatile P)", - "TraitIntelligent": "Intelligent", - "TraitInteract": "Interact", - "TraitInventor": "Inventor", - "TraitInvested": "Invested", - "TraitInvestigator": "Investigator", - "TraitJousting": "Jousting", - "TraitJoustingD6": "Jousting d6", - "TraitKaiju": "Kaiju", - "TraitKami": "Kami", - "TraitKashrishi": "Kashrishi", - "TraitKickback": "Kickback", - "TraitKineticist": "Kineticist", - "TraitKingdom": "Kingdom", - "TraitKitsune": "Kitsune", - "TraitKobold": "Kobold", - "TraitKovintus": "Kovintus", - "TraitLaminar": "Laminar", - "TraitLaunching": "Launching", - "TraitLeshy": "Leshy", - "TraitLight": "Light", - "TraitLilu": "Lilu", - "TraitLineage": "Lineage", - "TraitLinguistic": "Linguistic", - "TraitLitany": "Litany", - "TraitLizardfolk": "Lizardfolk", - "TraitLocathah": "Athamaru", - "TraitLozenge": "Lozenge", - "TraitMagic": "Magic", - "TraitMagical": "Magical", - "TraitMagus": "Magus", - "TraitManipulate": "Manipulate", - "TraitMechanical": "Mechanical", - "TraitMental": "Mental", - "TraitMerfolk": "Merfolk", - "TraitMetal": "Metal", - "TraitMindless": "Mindless", - "TraitMindshift": "Mindshift", - "TraitMinion": "Minion", - "TraitMinotaur": "Minotaur", - "TraitMisfortune": "Misfortune", - "TraitMisfortuneEffects": "Misfortune Effects", - "TraitMissive": "Missive", - "TraitModification": "Modification", - "TraitModular": "Modular B, P, or S", - "TraitMonitor": "Monitor", - "TraitMonk": "Monk", - "TraitMorlock": "Morlock", - "TraitMorph": "Morph", - "TraitMortic": "Mortic", - "TraitMounted": "Mounted", - "TraitMove": "Move", - "TraitMulticlass": "Multiclass", - "TraitMummy": "Mummy", - "TraitMunavri": "Munavri", - "TraitMutagen": "Mutagen", - "TraitMutant": "Mutant", - "TraitNaari": "Naari", - "TraitNagaji": "Nagaji", - "TraitNephilim": "Nephilim", - "TraitNindoru": "Nindoru", - "TraitNoisy": "Noisy", - "TraitNonlethal": "Nonlethal", - "TraitNymph": "Nymph", - "TraitOath": "Oath", - "TraitOccult": "Occult", - "TraitOil": "Oil", - "TraitOlfactory": "Olfactory", - "TraitOni": "Oni", - "TraitOoze": "Ooze", - "TraitOracle": "Oracle", - "TraitOrc": "Orc", - "TraitOread": "Oread", - "TraitOverflow": "Overflow", - "TraitPaaridar": "Paaridar", - "TraitParry": "Parry", - "TraitPersonaFlirt": "Persona: Flirt", - "TraitPersonaGuardian": "Persona: Guardian", - "TraitPersonaLeader": "Persona: Leader", - "TraitPersonaScholar": "Persona: Scholar", - "TraitPersonaScoundrel": "Persona: Scoundrel", - "TraitPersonaUnderdog": "Persona: Underdog", - "TraitPersonaWarrior": "Persona: Warrior", - "TraitPersonaWildcard": "Persona: Wildcard", - "TraitPervasiveMagic": "Pervasive Magic", - "TraitPetitioner": "Petitioner", - "TraitPhantom": "Phantom", - "TraitPhysical": "Physical", - "TraitPiercing": "Piercing", - "TraitPlant": "Plant", - "TraitPoison": "Poison", - "TraitPolymorph": "Polymorph", - "TraitPonderous": "Ponderous", - "TraitPoppet": "Poppet", - "TraitPortable": "Portable", - "TraitPossession": "Possession", - "TraitPotion": "Potion", - "TraitPrecious": "Precious", - "TraitPrediction": "Prediction", - "TraitPress": "Press", - "TraitPrimal": "Primal", - "TraitProcessed": "Processed", - "TraitPropulsive": "Propulsive", - "TraitProtean": "Protean", - "TraitPsyche": "Psyche", - "TraitPsychic": "Psychic", - "TraitPsychopomp": "Psychopomp", - "TraitQlippoth": "Qlippoth", - "TraitRadiation": "Radiation", - "TraitRage": "Rage", - "TraitRakshasa": "Rakshasa", - "TraitRange": "Range", - "TraitRange10": "Range 10 feet", - "TraitRange100": "Range 100 feet", - "TraitRange110": "Range 110 feet", - "TraitRange120": "Range 120 feet", - "TraitRange130": "Range 130 feet", - "TraitRange140": "Range 140 feet", - "TraitRange15": "Range 15 feet", - "TraitRange150": "Range 150 feet", - "TraitRange160": "Range 160 feet", - "TraitRange170": "Range 170 feet", - "TraitRange180": "Range 180 feet", - "TraitRange190": "Range 190 feet", - "TraitRange20": "Range 20 feet", - "TraitRange200": "Range 200 feet", - "TraitRange210": "Range 210 feet", - "TraitRange220": "Range 220 feet", - "TraitRange230": "Range 230 feet", - "TraitRange240": "Range 240 feet", - "TraitRange25": "Range 25 feet", - "TraitRange250": "Range 250 feet", - "TraitRange260": "Range 260 feet", - "TraitRange270": "Range 270 feet", - "TraitRange280": "Range 280 feet", - "TraitRange290": "Range 290 feet", - "TraitRange30": "Range 30 feet", - "TraitRange300": "Range 300 feet", - "TraitRange310": "Range 310 feet", - "TraitRange320": "Range 320 feet", - "TraitRange40": "Range 40 feet", - "TraitRange5": "Range 5 feet", - "TraitRange50": "Range 50 feet", - "TraitRange500": "Range 500 feet", - "TraitRange60": "Range 60 feet", - "TraitRange70": "Range 70 feet", - "TraitRange80": "Range 80 feet", - "TraitRange90": "Range 90 feet", - "TraitRangeIncrement10": "Range Increment 10 feet", - "TraitRangeIncrement100": "Range Increment 100 feet", - "TraitRangeIncrement110": "Range Increment 110 feet", - "TraitRangeIncrement120": "Range Increment 120 feet", - "TraitRangeIncrement130": "Range Increment 130 feet", - "TraitRangeIncrement140": "Range Increment 140 feet", - "TraitRangeIncrement15": "Range Increment 15 feet", - "TraitRangeIncrement150": "Range Increment 150 feet", - "TraitRangeIncrement160": "Range Increment 160 feet", - "TraitRangeIncrement170": "Range Increment 170 feet", - "TraitRangeIncrement180": "Range Increment 180 feet", - "TraitRangeIncrement190": "Range Increment 190 feet", - "TraitRangeIncrement20": "Range Increment 20 feet", - "TraitRangeIncrement200": "Range Increment 200 feet", - "TraitRangeIncrement210": "Range Increment 210 feet", - "TraitRangeIncrement220": "Range Increment 220 feet", - "TraitRangeIncrement230": "Range Increment 230 feet", - "TraitRangeIncrement240": "Range Increment 240 feet", - "TraitRangeIncrement25": "Range Increment 25 feet", - "TraitRangeIncrement250": "Range Increment 250 feet", - "TraitRangeIncrement260": "Range Increment 260 feet", - "TraitRangeIncrement270": "Range Increment 270 feet", - "TraitRangeIncrement280": "Range Increment 280 feet", - "TraitRangeIncrement290": "Range Increment 290 feet", - "TraitRangeIncrement30": "Range Increment 30 feet", - "TraitRangeIncrement35": "Range Increment 35 feet", - "TraitRangeIncrement300": "Range Increment 300 feet", - "TraitRangeIncrement310": "Range Increment 310 feet", - "TraitRangeIncrement320": "Range Increment 320 feet", - "TraitRangeIncrement40": "Range Increment 40 feet", - "TraitRangeIncrement5": "Range Increment 5 feet", - "TraitRangeIncrement50": "Range Increment 50 feet", - "TraitRangeIncrement60": "Range Increment 60 feet", - "TraitRangeIncrement70": "Range Increment 70 feet", - "TraitRangeIncrement75": "Range Increment 75 feet", - "TraitRangeIncrement80": "Range Increment 80 feet", - "TraitRangeIncrement90": "Range Increment 90 feet", - "TraitRangedTrip": "Ranged Trip", - "TraitRanger": "Ranger", - "TraitRare": "Rare", - "TraitRatajin": "Ratajin", - "TraitRatfolk": "Ratfolk", - "TraitRazing": "Razing", - "TraitReach": "Reach", - "TraitReach0": "Reach 0 feet", - "TraitReach10": "Reach 10 feet", - "TraitReach100": "Reach 100 feet", - "TraitReach120": "Reach 120 feet", - "TraitReach1000": "Reach 1,000 feet", - "TraitReach15": "Reach 15 feet", - "TraitReach20": "Reach 20 feet", - "TraitReach200": "Reach 200 feet", - "TraitReach25": "Reach 25 feet", - "TraitReach30": "Reach 30 feet", - "TraitReach40": "Reach 40 feet", - "TraitReach50": "Reach 50 feet", - "TraitReach60": "Reach 60 feet", - "TraitReckless": "Reckless", - "TraitRecovery": "Recovery", - "TraitReflection": "Reflection", - "TraitReincarnated": "Reincarnated", - "TraitRelic": "Relic", - "TraitReload": "Reload", - "TraitReload0": "Reload 0", - "TraitReload1": "Reload 1", - "TraitReload1Min": "Reload 1 min", - "TraitReload2": "Reload 2", - "TraitRepeating": "Repeating", - "TraitResonant": "Resonant", - "TraitRevelation": "Revelation", - "TraitRogue": "Rogue", - "TraitSaggorak": "Saggorak", - "TraitSahkil": "Sahkil", - "TraitSamsaran": "Samsaran", - "TraitSanctified": "Sanctified", - "TraitScatter": "Scatter", - "TraitScatter10": "Scatter 10", - "TraitScatter15": "Scatter 15", - "TraitScatter20": "Scatter 20", - "TraitScatter5": "Scatter 5", - "TraitScroll": "Scroll", - "TraitScrying": "Scrying", - "TraitSeaDevil": "Sea Devil", - "TraitSecret": "Secret", - "TraitSedacthy": "Sedacthy", - "TraitSerpentfolk": "Serpentfolk", - "TraitSeugathi": "Seugathi", - "TraitSewnIntoClothing": "Sewn Into Clothing", - "TraitShabti": "Shabti", - "TraitShadow": "Shadow", - "TraitShieldThrow20": "Shield Throw 20 ft", - "TraitShieldThrow30": "Shield Throw 30 ft", - "TraitShisk": "Shisk", - "TraitShobhad": "Shobhad", - "TraitShoony": "Shoony", - "TraitShove": "Shove", - "TraitSiktempora": "Siktempora", - "TraitSkeleton": "Skeleton", - "TraitSkelm": "Skelm", - "TraitSkill": "Skill", - "TraitSkulk": "Skulk", - "TraitSlashing": "Slashing", - "TraitSleep": "Sleep", - "TraitSnare": "Snare", - "TraitSocial": "Social", - "TraitSonic": "Sonic", - "TraitSorcerer": "Sorcerer", - "TraitSoulbound": "Soulbound", - "TraitSpellDeflection": "Spell Deflection", - "TraitSpellgun": "Spellgun", - "TraitSpellheart": "Spellheart", - "TraitSpellshape": "Spellshape", - "TraitSpellshot": "Spellshot", - "TraitSpirit": "Spirit", - "TraitSplash": "Splash", - "TraitSplash10": "Splash 10 ft", - "TraitSporeborn": "Sporeborn", - "TraitSpriggan": "Spriggan", - "TraitSprite": "Sprite", - "TraitStaff": "Staff", - "TraitStamina": "Stamina", - "TraitStance": "Stance", - "TraitSteam": "Steam", - "TraitStheno": "Stheno", - "TraitStrix": "Strix", - "TraitStructure": "Structure", - "TraitSubjectiveGravity": "Subjective Gravity", - "TraitSubtle": "Subtle", - "TraitSuli": "Suli", - "TraitSummon": "Summon", - "TraitSummoned": "Summoned", - "TraitSummoner": "Summoner", - "TraitSurki": "Surki", - "TraitSwarm": "Swarm", - "TraitSwashbuckler": "Swashbuckler", - "TraitSweep": "Sweep", - "TraitSylph": "Sylph", - "TraitTalisman": "Talisman", - "TraitTalos": "Talos", - "TraitTandem": "Tandem", - "TraitTane": "Tane", - "TraitTanggal": "Tanggal", - "TraitTanuki": "Tanuki", - "TraitTattoo": "Tattoo", - "TraitTattooedOnTheBody": "Tattooed on the Body", - "TraitTea": "Tea", - "TraitTech": "Tech", - "TraitTechnological": "Technological", - "TraitTelepathy": "Telepathy", - "TraitTeleportation": "Teleportation", - "TraitTengu": "Tengu", - "TraitTethered": "Tethered", - "TraitThaumaturge": "Thaumaturge", - "TraitThrown": "Thrown", - "TraitThrown10": "Thrown 10 ft.", - "TraitThrown100": "Thrown 100 ft.", - "TraitThrown15": "Thrown 15 ft.", - "TraitThrown20": "Thrown 20 ft.", - "TraitThrown200": "Thrown 200 ft.", - "TraitThrown30": "Thrown 30 ft.", - "TraitThrown40": "Thrown 40 ft.", - "TraitThrown60": "Thrown 60 ft.", - "TraitThrown80": "Thrown 80 ft.", - "TraitTime": "Time", - "TraitTitan": "Titan", - "TraitTouched": "Touched", - "TraitTraining": "Training", - "TraitTrap": "Trap", - "TraitTrial": "Trial", - "TraitTrip": "Trip", - "TraitTroll": "Troll", - "TraitTroop": "Troop", - "TraitTrueName": "True Name", - "TraitTwin": "Twin", - "TraitTwoHand": "Two-Hand", - "TraitTwoHandD10": "Two-Hand d10", - "TraitTwoHandD12": "Two-Hand d12", - "TraitTwoHandD6": "Two-Hand d6", - "TraitTwoHandD8": "Two-Hand d8", - "TraitUnarmed": "Unarmed", - "TraitUncommon": "Uncommon", - "TraitUndead": "Undead", - "TraitUndine": "Undine", - "TraitUnholy": "Unholy", - "TraitUnique": "Unique", - "TraitUnstable": "Unstable", - "TraitUntyped": "Untyped", - "TraitUrdefhan": "Urdefhan", - "TraitVampire": "Vampire", - "TraitVanara": "Vanara", - "TraitVehicular": "Vehicular", - "TraitVelstrac": "Velstrac", - "TraitVenomous": "Venomous", - "TraitVersatile": "Versatile", - "TraitVersatileAcid": "Versatile Acid", - "TraitVersatileB": "Versatile B", - "TraitVersatileCold": "Versatile Cold", - "TraitVersatileElectricity": "Versatile Electricity", - "TraitVersatileFire": "Versatile Fire", - "TraitVersatileForce": "Versatile Force", - "TraitVersatileMental": "Versatile Mental", - "TraitVersatileP": "Versatile P", - "TraitVersatilePoison": "Versatile Poison", - "TraitVersatileS": "Versatile S", - "TraitVersatileSonic": "Versatile Sonic", - "TraitVersatileSpirit": "Versatile Spirit", - "TraitVersatileVitality": "Versatile Vitality", - "TraitVersatileVoid": "Versatile Void", - "TraitVersatileX": "Versatile {x}", - "TraitVigilante": "Vigilante", - "TraitVirulent": "Virulent", - "TraitVishkanya": "Vishkanya", - "TraitVisual": "Visual", - "TraitVitality": "Vitality", - "TraitVoid": "Void", - "TraitVolley": "Volley", - "TraitVolley20": "Volley 20 ft.", - "TraitVolley30": "Volley 30 ft.", - "TraitVolley50": "Volley 50 ft.", - "TraitVorpalFear": "Vorpal Fear", - "TraitWand": "Wand", - "TraitWater": "Water", - "TraitWayang": "Wayang", - "TraitWeapons": "Weapons", - "TraitWerecreature": "Werecreature", - "TraitWight": "Wight", - "TraitWildHunt": "Wild Hunt", - "TraitWitch": "Witch", - "TraitWizard": "Wizard", - "TraitWood": "Wood", - "TraitWorn": "Worn", - "TraitWornAmulet": "Worn Amulet", - "TraitWornAndAttachedToTwoWeapons": "Worn and Attached to Two Weapons", - "TraitWornAnklets": "Worn Anklets", - "TraitWornArmbands": "Worn Armbands", - "TraitWornBackpack": "Worn Backpack", - "TraitWornBarding": "Worn Barding", - "TraitWornBelt": "Worn Belt", - "TraitWornBeltPouch": "Worn Belt Pouch", - "TraitWornBoots": "Worn Boots", - "TraitWornBracelet": "Worn Bracelet", - "TraitWornBracers": "Worn Bracers", - "TraitWornCap": "Worn Cap", - "TraitWornCape": "Worn Cape", - "TraitWornCirclet": "Worn Circlet", - "TraitWornCloak": "Worn Cloak", - "TraitWornClothing": "Worn Clothing", - "TraitWornCollar": "Worn Collar", - "TraitWornCrown": "Worn Crown", - "TraitWornEpaulet": "Worn Epaulets", - "TraitWornEyeglasses": "Worn Eyeglasses", - "TraitWornEyepiece": "Worn Eyepiece", - "TraitWornFootwear": "Worn Footwear", - "TraitWornGarment": "Worn Garment", - "TraitWornGloves": "Worn Gloves", - "TraitWornHeadwear": "Worn Headwear", - "TraitWornHorseshoes": "Worn Horseshoes", - "TraitWornMask": "Worn Mask", - "TraitWornNecklace": "Worn Necklace", - "TraitWornOnBelt": "Worn on Belt", - "TraitWornOnWrists": "Worn on Wrists", - "TraitWornOrOneHand": "Worn or Held in One Hand", - "TraitWornRing": "Worn Ring", - "TraitWornSaddle": "Worn Saddle", - "TraitWornSandles": "Worn Sandles", - "TraitWornShoes": "Worn Shoes", - "TraitWornUnderArmor": "Worn Under Light Armor or Clothes", - "TraitWraith": "Wraith", - "TraitWraithvine": "Wraithvine", - "TraitWyrwood": "Wyrwood", - "TraitXulgath": "Xulgath", - "TraitZombie": "Zombie", - "Traits": "Traits", - "TraitsLabel": "Traits", - "Trap": "Trap", - "TravelSpeed": { - "Days": "Days", - "DetectBeforeRunningIntoIt": "Notice Everything in Advance", - "DetectEverything": "Notice Everything", - "DetectionMode": "Detection Mode", - "DifficultTerrain": "Difficult Terrain Speed", - "Distance": "Distance", - "ExplorationActivities": { - "AvoidNotice": "Avoid Notice", - "CoverTracks": "Cover Tracks", - "Defend": "Defend", - "DetectMagic": "Detect Magic", - "HalfSpeed": "Other (Half Speed)", - "Investigate": "Investigate", - "None": "None (Full Speed)", - "RepeatASpell": "Repeat a Spell", - "Scout": "Scout", - "Search": "Search", - "Track": "Track" - }, - "ExplorationActivity": "Exploration Activity", - "ExplorationSpeed": "Exploration Speed", - "Feet": "Feet", - "FeetAcronym": "ft", - "FeetPerMinute": "Feet per Minute", - "GreaterDifficultTerrain": "Greater Difficult Terrain Speed", - "HexplorationActivities": "Hexploration Activities", - "Hours": "Hours", - "HoursPerDay": "Hours Spent Traveling Per Day", - "HustleMinutes": "Minutes Spent Hustling Per Day", - "Journey": "Journey", - "Label": "Travel Speed", - "Miles": "Miles", - "MilesPerDay": "Miles per Day", - "MilesPerHour": "Miles per Hour", - "Name": "Name", - "None": "Full Speed", - "NormalTerrain": "Normal Terrain Speed", - "PartySpeed": "Party Speed", - "TerrainSlowdown": "Terrain Speed", - "Title": "Travel Duration Calculator (Alpha)", - "TravelDuration": "Travel Duration", - "Weeks": "Weeks" - }, - "TrickMagicItemPopup": { - "InvalidActor": "Only a character or NPC can use Trick Magic Item.", - "Label": "Select a skill to use with Trick Magic Item.", - "Title": "Trick Magic Item" - }, - "UI": { - "applyDamage": { - "by": "by", - "damaged": "damaged for ", - "healed": "healed for ", - "shieldActive": "and their {shield} gets ", - "shieldInActive": "gets" - }, - "noDamageInfoForOutcome": "No damage information for outcome {outcome}.", - "shiftModifyDamageLabel": "Amount", - "shiftModifyDamageTitle": "Adjust Damage", - "shiftModifyHealingTitle": "Adjust Healing" - }, - "UUID": { - "Label": "UUID", - "SourceId": "Source ID" - }, - "UnitedPaizoWorkers": { - "PFSNote": "Note for Pathfinder Society players: In support of UPW, merchandise purchased from the union store will count in the Online PFS region for the Promotional Vestments boon.", - "ReleaseIntro": "Redmond, WA (October 14th, 2021) — Today, the workers at Paizo, Inc - publisher of the Pathfinder and Starfinder roleplaying games - are announcing their formation of the United Paizo Workers union (UPW), with the Communication Workers of America's CODE-CWA project. This union is the first of its kind in the tabletop roleplaying games industry.", - "Title": "Announcement: United Paizo Workers" - }, - "UnprepareItemTitle": "Unprepare Item", - "UpdateLabelUniversal": "Update", - "Usage": "Usage", - "UserSettings": { - "DarkvisionFilter": { - "Hint": "Add a (usually monochrome) filter when viewing a scene through the sight of a creature with darkvision", - "Label": "Darkvision Filter" - } - }, - "ValueLabel": "Value", - "WeaknessesLabel": "Weaknesses", - "Weapon": { - "Base": { - "adze": "Adze", - "air-repeater": "Air Repeater", - "aklys": "Aklys", - "alchemical-bomb": "Alchemical Bomb", - "alchemical-crossbow": "Alchemical Crossbow", - "aldori-dueling-sword": "Aldori Dueling Sword", - "arbalest": "Arbalest", - "arquebus": "Arquebus", - "asp-coil": "Asp Coil", - "atlatl": "Atlatl", - "axe-musket": "Axe Musket", - "barricade-buster": "Barricade Buster", - "bastard-sword": "Bastard Sword", - "battle-axe": "Battle Axe", - "battle-lute": "Battle Lute", - "battle-saddle": "Battle Saddle", - "bec-de-corbin": "Bec de Corbin", - "big-boom-gun": "Big Boom Gun", - "black-powder-knuckle-dusters": "Black Powder Knuckle Dusters", - "bladed-diabolo": "Bladed Diabolo", - "bladed-gauntlet": "Bladed Gauntlet", - "bladed-hoop": "Bladed Hoop", - "bladed-scarf": "Bladed Scarf", - "blowgun": "Blowgun", - "blowgun-darts": "Blowgun Darts", - "blunderbuss": "Blunderbuss", - "bo-staff": "Bo Staff", - "boarding-axe": "Boarding Axe", - "boarding-pike": "Boarding Pike", - "bola": "Bola", - "boomerang": "Boomerang", - "bow-staff": "Bow Staff", - "breaching-pike": "Breaching Pike", - "broadspear": "Broadspear", - "butchering-axe": "Butchering Axe", - "butterfly-sword": "Butterfly Sword", - "buugeng": "Buugeng", - "cane-pistol": "Cane Pistol", - "chain-sword": "Chain Sword", - "chakram": "Chakram", - "chakri": "Chakri", - "clan-dagger": "Clan Dagger", - "clan-pistol": "Clan Pistol", - "claw": "Claw", - "claw-blade": "Claw Blade", - "club": "Club", - "coat-pistol": "Coat Pistol", - "combat-grapnel": "Combat Grapnel", - "combat-lure": "Combat Lure", - "composite-longbow": "Composite Longbow", - "composite-shortbow": "Composite Shortbow", - "corset-knife": "Corset Knife", - "crescent-cross": "Crescent Cross", - "crossbow": "Crossbow", - "dagger": "Dagger", - "dagger-pistol": "Dagger Pistol", - "daikyu": "Daikyu", - "dancers-spear": "Dancer's Spear", - "dandpatta": "Dandpatta", - "dart": "Dart", - "dogslicer": "Dogslicer", - "donchak": "Donchak", - "double-barreled-musket": "Double-Barreled Musket", - "double-barreled-pistol": "Double-Barreled Pistol", - "dragon-mouth-pistol": "Dragon Mouth Pistol", - "dueling-pistol": "Dueling Pistol", - "dueling-spear": "Dueling Spear", - "dwarven-dorn-dergar": "Dwarven Dorn-Dergar", - "dwarven-scattergun": "Dwarven Scattergun", - "dwarven-war-axe": "Dwarven War Axe", - "earthbreaker": "Earthbreaker", - "elven-branched-spear": "Elven Branched Spear", - "elven-curve-blade": "Elven Curve Blade", - "explosive-dogslicer": "Explosive Dogslicer", - "exquisite-sword-cane": "Exquisite Sword Cane", - "exquisite-sword-cane-sheath": "Exquisite Sword Cane Sheath", - "falcata": "Falcata", - "falchion": "Falchion", - "fangwire": "Fangwire", - "fauchard": "Fauchard", - "feng-huo-lun": "Feng Huo Lun", - "fighting-fan": "Fighting Fan", - "fighting-stick": "Fighting Stick", - "filchers-fork": "Filcher's Fork", - "fire-lance": "Fire Lance", - "fire-poi": "Fire Poi", - "fist": "Fist", - "flail": "Flail", - "flingflenser": "Flingflenser", - "flintlock-musket": "Flintlock Musket", - "flintlock-pistol": "Flintlock Pistol", - "flying-talon": "Flying Talon", - "flyssa": "Flyssa", - "forked-bipod": "Forked Bipod", - "frying-pan": "Frying Pan", - "gada": "Gada", - "gaff": "Gaff", - "gakgung": "Gakgung", - "gauntlet": "Gauntlet", - "gauntlet-bow": "Gauntlet Bow", - "gill-hook": "Gill Hook", - "glaive": "Glaive", - "gnome-amalgam-musket": "Gnome Amalgam Musket", - "gnome-flickmace": "Gnome Flickmace", - "gnome-hooked-hammer": "Gnome Hooked Hammer", - "greataxe": "Greataxe", - "greatclub": "Greatclub", - "greatpick": "Greatpick", - "greatsword": "Greatsword", - "griffon-cane": "Griffon Cane", - "guisarme": "Guisarme", - "gun-sword": "Gun Sword", - "halberd": "Halberd", - "halfling-sling-staff": "Halfling Sling Staff", - "hammer-gun": "Hammer Gun", - "hand-adze": "Hand Adze", - "hand-cannon": "Hand Cannon", - "hand-crossbow": "Hand Crossbow", - "harmona-gun": "Harmona Gun", - "harpoon": "Harpoon", - "hatchet": "Hatchet", - "heavy-crossbow": "Heavy Crossbow", - "hongali-hornbow": "Hongali Hornbow", - "hook-sword": "Hook Sword", - "horsechopper": "Horsechopper", - "injection-spear": "Injection Spear", - "javelin": "Javelin", - "jaws": "Jaws", - "jezail": "Jezail", - "jiu-huan-dao": "Jiu Huan Dao", - "juggling-club": "Juggling Club", - "kalis": "Kalis", - "kama": "Kama", - "karambit": "Karambit", - "katana": "Katana", - "katar": "Katar", - "khakkhara": "Khakkhara", - "khopesh": "Khopesh", - "knuckle-duster": "Knuckle Duster", - "kris": "Kris", - "kukri": "Kukri", - "kusarigama": "Kusarigama", - "lance": "Lance", - "lancer": "Lancer", - "leiomano": "Leiomano", - "light-hammer": "Light Hammer", - "light-mace": "Light Mace", - "light-pick": "Light Pick", - "lion-scythe": "Lion Scythe", - "long-air-repeater": "Long Air Repeater", - "long-hammer": "Long Hammer", - "longbow": "Longbow", - "longspear": "Longspear", - "longsword": "Longsword", - "mace": "Mace", - "mace-multipistol": "Mace Multipistol", - "machete": "Machete", - "main-gauche": "Main-Gauche", - "mambele": "Mambele", - "maul": "Maul", - "meteor-hammer": "Meteor Hammer", - "mikazuki": "Mikazuki", - "mithral-tree": "Mithral Tree", - "monkeys-fist": "Monkey's Fist", - "morningstar": "Morningstar", - "naginata": "Naginata", - "nightstick": "Nightstick", - "nodachi": "Nodachi", - "nunchaku": "Nunchaku", - "ogre-hook": "Ogre Hook", - "orc-knuckle-dagger": "Orc Knuckle Dagger", - "orc-necksplitter": "Orc Necksplitter", - "panabas": "Panabas", - "pepperbox": "Pepperbox", - "phalanx-piercer": "Phalanx Piercer", - "pick": "Pick", - "piercing-wind": "Piercing Wind", - "piranha-kiss": "Piranha Kiss", - "poi": "Poi", - "polytool": "Polytool", - "probing-cane": "Probing Cane", - "ranseur": "Ranseur", - "rapier": "Rapier", - "rapier-pistol": "Rapier Pistol", - "reinforced-wheels": "Reinforced Wheels", - "reinforced-stock": "Reinforced Stock", - "repeating-crossbow": "Repeating Crossbow", - "repeating-hand-crossbow": "Repeating Hand Crossbow", - "repeating-heavy-crossbow": "Repeating Heavy Crossbow", - "rhoka-sword": "Rhoka Sword", - "rope-dart": "Rope Dart", - "rotary-bow": "Rotary Bow", - "rungu": "Rungu", - "sai": "Sai", - "sansetsukon": "Sansetsukon", - "sap": "Sap", - "sawtooth-saber": "Sawtooth Saber", - "scimitar": "Scimitar", - "scizore": "Scizore", - "scorpion-whip": "Scorpion Whip", - "scourge": "Scourge", - "scythe": "Scythe", - "shauth-lash": "Shauth Lash", - "shears": "Shears", - "shield-bash": "Shield Bash", - "shield-boss": "Shield Boss", - "shield-bow": "Shield Bow", - "shield-pistol": "Shield Pistol", - "shield-spikes": "Shield Spikes", - "shobhad-longrifle": "Shobhad Longrifle", - "shortbow": "Shortbow", - "shortsword": "Shortsword", - "shuriken": "Shuriken", - "sickle": "Sickle", - "sickle-saber": "Sickle-saber", - "slide-pistol": "Slide Pistol", - "sling": "Sling", - "sling-bullets": "Sling Bullets", - "spear": "Spear", - "spiked-chain": "Spiked Chain", - "spiked-gauntlet": "Spiked Gauntlet", - "spiral-rapier": "Spiral Rapier", - "spoon-gun": "Spoon Gun", - "spraysling": "Spraysling", - "staff": "Staff", - "starknife": "Starknife", - "stiletto-pen": "Stiletto Pen", - "sukgung": "Sukgung", - "sun-sling": "Sun Sling", - "switchscythe": "Switchscythe", - "sword-cane": "Sword Cane", - "talwar": "Talwar", - "tamchal-chakram": "Tamchal Chakram", - "taw-launcher": "Taw Launcher", - "tekko-kagi": "Tekko-Kagi", - "temple-sword": "Temple Sword", - "tengu-gale-blade": "Tengu Gale Blade", - "tetsubo": "Tetsubo", - "thorn-whip": "Thorn whip", - "three-peaked-tree": "Three Peaked Tree", - "three-section-naginata": "Three-Section Naginata", - "throwing-knife": "Throwing Knife", - "thunder-sling": "Thunder Sling", - "thundermace": "Thundermace", - "tonfa": "Tonfa", - "tri-bladed-katar": "Tri-bladed Katar", - "tricky-pick": "Tricky Pick", - "trident": "Trident", - "triggerbrand": "Triggerbrand", - "urumi": "Urumi", - "visap": "Visap", - "wakizashi": "Wakizashi", - "war-flail": "War Flail", - "war-lance": "War Lance", - "war-razor": "War Razor", - "warhammer": "Warhammer", - "wheel-blades": "Wheel Blades", - "wheel-spikes": "Wheel Spikes", - "whip": "Whip", - "whip-claw": "Whip Claw", - "whip-staff": "Whip Staff", - "wish-blade": "Wish Blade", - "wish-knife": "Wish Knife", - "wooden-taws": "Wooden Taws", - "wrecker": "Wrecker", - "wrist-launcher": "Wrist Launcher", - "zulfikar": "Zulfikar" - } - }, - "WeaponAbilityLabel": "Weapon Ability", - "WeaponBaseDamageTitle": "This section configures the base damage for the weapon. Additional die from Striking runes should not be added here and instead configured in the Weapon Runes section above.", - "WeaponBaseLabel": "Base", - "WeaponBonusAttackLabel": "Bonus Attack", - "WeaponBonusDamageLabel": "Bonus Damage", - "WeaponCustomDamageLabel": "Additional Custom Damage", - "WeaponCustomDamageTitle": "This section adds any custom damage that is not covered by the Rune system. The Strike Effect and Critical Effect attributes are not currently used in the system and are informational only.", - "WeaponDamageLabel": "Base Damage", - "WeaponGroupAxe": "Axe", - "WeaponGroupBomb": "Bomb", - "WeaponGroupBow": "Bow", - "WeaponGroupBrawling": "Brawling", - "WeaponGroupClub": "Club", - "WeaponGroupCrossbow": "Crossbow", - "WeaponGroupDart": "Dart", - "WeaponGroupFirearm": "Firearm", - "WeaponGroupFlail": "Flail", - "WeaponGroupHammer": "Hammer", - "WeaponGroupKnife": "Knife", - "WeaponGroupLabel": "Group", - "WeaponGroupPick": "Pick", - "WeaponGroupPolearm": "Polearm", - "WeaponGroupShield": "Shield", - "WeaponGroupSling": "Sling", - "WeaponGroupSpear": "Spear", - "WeaponGroupSword": "Sword", - "WeaponGroups": "Weapon Groups", - "WeaponHands1": "One", - "WeaponHands1Plus": "One Plus", - "WeaponHands2": "Two", - "WeaponMAPDefaultOption": "Default (uses Agile trait if present)", - "WeaponMAPLabel": "Multiple Attack Penalty", - "WeaponPotencyRune1": "Weapon Potency (+1)", - "WeaponPotencyRune2": "Weapon Potency (+2)", - "WeaponPotencyRune3": "Weapon Potency (+3)", - "WeaponPotencyRune4": "Weapon Potency (+4)", - "WeaponPropertyCriticalDamageLabel": "Critical Damage", - "WeaponPropertyCriticalEffectLabel": "Critical Effect", - "WeaponPropertyRune": { - "ancestralEchoing": { - "Name": "Ancestral Echoing" - }, - "anchoring": { - "Name": "Anchoring", - "Note": { - "criticalSuccess": "If you critically hit a target with an anchoring weapon, the weapon casts @UUID[Compendium.pf2e.spells-srd.Item.ksLCg62cLOojw3gN]{Dimensional Anchor} on the target (@Check[type:will|dc:27|name:Anchoring Rune], counteract modifier [[/r 1d20+17 # Anchoring Rune Counteract Check]]{+17})." - } - }, - "ashen": { - "Name": "Ashen", - "Note": { - "success": "This ash clouds the senses, causing the creature to become confused for 1 round unless it succeeds at a @Check[type:will|dc:25] save." - } - }, - "astral": { - "Name": "Astral", - "Note": { - "criticalSuccess": "On a critical hit against a creature possessing another creature, the possessing creature must succeed at a @Check[type:will|dc:26] save or be expelled and unable to possess a creature for [[/br 1d4 #rounds]]{1d4 rounds}.", - "Note": "This rune has the same effects as a @UUID[Compendium.pf2e.equipment-srd.Item.JQdwHECogcTzdd8R]{Ghost Touch} rune, plus Strikes with it deal an extra @Damage[1d6[spirit]] damage. If used to attack a creature that's possessing another creature, this weapon deals no damage to the possessed creature." - } - }, - "authorized": { - "Name": "Authorized" - }, - "bane": { - "Name": "Bane" - }, - "bloodbane": { - "Name": "Bloodbane" - }, - "bloodthirsty": { - "Name": "Bloodthirsty", - "Note": { - "criticalSuccess": "When you critically hit a target that's taking @UUID[Compendium.pf2e.conditionitems.Item.lDVqvLKA6eF3Df60]{Persistent Bleed Damage}, your target becomes @UUID[Compendium.pf2e.conditionitems.Item.4D2KBtexWXa6oUMR]{Drained 1}." - } - }, - "brilliant": { - "Name": "Brilliant", - "Note": { - "criticalSuccess": "On a critical hit, the target must succeed at a @Check[type:fortitude|dc:29|name:Brilliant Rune] save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round." - } - }, - "called": { - "Name": "Called" - }, - "coating": { - "Name": "Coating" - }, - "conducting": { - "Name": "Conducting" - }, - "corrosive": { - "Name": "Corrosive", - "Note": { - "criticalSuccess": "On a critical hit, the target's armor (if any) takes @Damage[3d6[acid]] damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead." - } - }, - "crushing": { - "Name": "Crushing", - "Note": { - "criticalSuccess": "When you critically hit a target with this weapon, your target becomes @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 1} and @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} until the end of your next turn. @UUID[Compendium.pf2e.equipment-effects.Item.zNHvhwHsC8ckhKVp]{Effect: Crushing}" - } - }, - "cunning": { - "Name": "Cunning" - }, - "dancing": { - "Name": "Animated" - }, - "decaying": { - "Name": "Decaying" - }, - "deathdrinking": { - "Name": "Deathdrinking" - }, - "demolishing": { - "Name": "Demolishing" - }, - "earthbinding": { - "Name": "Earthbinding" - }, - "energizing": { - "Name": "Energizing" - }, - "extending": { - "Name": "Extending" - }, - "fanged": { - "Name": "Fanged" - }, - "fearsome": { - "Name": "Fearsome", - "Note": { - "criticalSuccess": "When you critically hit with this weapon, the target becomes @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 1}." - } - }, - "flaming": { - "Name": "Flaming", - "Note": { - "criticalSuccess": "On a critical hit, you deal an additional @Damage[1d10[persistent,fire]] damage." - } - }, - "flickering": { - "Name": "Flickering", - "Note": { - "criticalSuccess": "On a critical hit, the weapon flashes bright pulses of color into the creature's eyes, @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzling} the creature for 1 round (this effect has the visual trait)." - } - }, - "flurrying": { - "Name": "Flurrying" - }, - "frost": { - "Name": "Frost", - "Note": { - "criticalSuccess": "On a critical hit, the target is also @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1} until the end of your next turn unless it succeeds at a @Check[type:fortitude|dc:24|name:Frost Rune] save." - } - }, - "ghostTouch": { - "Name": "Ghost Touch", - "Note": "The weapon can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to ghost touch weapons. Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects)." - }, - "giantKilling": { - "Name": "Giant-Killing", - "Note": { - "criticalSuccess": "On a critical hit with this weapon, the giant is also @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} until the end of your next turn." - } - }, - "greaterAnchoring": { - "Name": "Greater Anchoring", - "Note": { - "criticalSuccess": "When you critically hit a target with a weapon with the anchoring rune, the weapon casts 8th-rank @UUID[Compendium.pf2e.spells-srd.Item.ksLCg62cLOojw3gN]{Dimensional Anchor} on the target (@Check[type:will|dc:38|name:Greater Anchoring Rune], counteract modifier [[/r 1d20+28 #Greater Anchoring Rune Counteract Check]]{+28}), except that if the target critically succeeds at its Will save, instead of having no effect, the dimensional anchor lasts for 1 round.", - "success": "When you hit a target with the weapon but don't critically hit, the target is affected by 4th-rank @UUID[Compendium.pf2e.spells-srd.Item.ksLCg62cLOojw3gN]{Dimensional Anchor} for 1 round without a save (counteract modifier [[/r 1d20+28 #Greater Anchoring Rune Counteract Check]]{+28})." - } - }, - "greaterAshen": { - "Name": "Greater Ashen", - "Note": { - "success": "This ash clouds the senses, causing the creature to become confused for 1 round unless it succeeds at a @Check[type:will|dc:35] save. On a critical failure, the effect lasts for 1 minute." - } - }, - "greaterAstral": { - "Name": "Greater Astral", - "Note": { - "criticalSuccess": "On a critical hit against a creature possessing another creature, the possessing creature must succeed at a @Check[type:will|dc:36] save or be expelled and unable to possess a creature for [[/br 1d4 #rounds]]{1d4 rounds}.", - "Note": "This rune has the same effects as a @UUID[Compendium.pf2e.equipment-srd.Item.JQdwHECogcTzdd8R]{Ghost Touch} rune, plus Strikes with it deal an extra @Damage[1d6[spirit]] damage. If used to attack a creature that's possessing another creature, this weapon deals no damage to the possessed creature." - } - }, - "greaterBloodbane": { - "Name": "Greater Bloodbane" - }, - "greaterBrilliant": { - "Name": "Greater Brilliant", - "Note": { - "criticalSuccess": "Damage dealt by this weapon ignores the target's resistances to fire, spirit, and vitality. On a critical hit, the target must succeed at a @Check[type:fortitude|dc:41|name:Greater Brilliant Rune] save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round.", - "success": "Damage dealt by this weapon ignores the target's resistances to fire, spirit, and vitality." - } - }, - "greaterCorrosive": { - "Name": "Greater Corrosive", - "Note": { - "criticalSuccess": "The acid damage dealt by this weapon ignores the target's acid resistance. On a critical hit, the target's armor (if any) takes @Damage[6d6[acid]] damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead.", - "success": "The acid damage dealt by this weapon ignores the target's acid resistance." - } - }, - "greaterCrushing": { - "Name": "Greater Crushing", - "Note": { - "criticalSuccess": "Your critical hits leave the target @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 2} and @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 2} until the end of your next turn. @UUID[Compendium.pf2e.equipment-effects.Item.czdEHtLsrUcZxSDx]{Effect: Crushing (Greater)}" - } - }, - "greaterDecaying": { - "Name": "Greater Decaying" - }, - "greaterDisrupting": { - "Name": "Greater Vitalizing", - "Note": { - "criticalSuccess": "On a critical hit, the undead creature is @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} and @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} as long as it has the persistent damage from this rune." - } - }, - "greaterExtending": { - "Name": "Greater Extending" - }, - "greaterFanged": { - "Name": "Greater Fanged" - }, - "greaterFearsome": { - "Name": "Greater Fearsome", - "Note": { - "criticalSuccess": "When you critically hit with this weapon, the target becomes @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 2}." - } - }, - "greaterFlaming": { - "Name": "Greater Flaming", - "Note": { - "criticalSuccess": "On a critical hit, you deal an additional @Damage[2d10[persistent,fire]] damage. Fire damage dealt by this weapon (including the persistent fire damage) ignores the target's fire resistance.", - "success": "Fire damage dealt by this weapon ignores the target's fire resistance." - } - }, - "greaterFrost": { - "Name": "Greater Frost", - "Note": { - "criticalSuccess": "Cold damage dealt by this weapon ignores the target's cold resistance. On a critical hit, the target is also @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1} until the end of your next turn unless it succeeds at a @Check[type:fortitude|dc:34|name:Greater Frost Rune] save.", - "success": "Cold damage dealt by this weapon ignores the target's cold resistance." - } - }, - "greaterGiantKilling": { - "Name": "Greater Giant-Killing", - "Note": { - "success": "Mental damage dealt by this weapon ignores the target's mental resistance.", - "criticalSuccess": "On a critical hit with this weapon, the giant must attempt a @Check[type:fortitude|dc:34] with the following effects.Frequency once per day
Trigger You critically succeed at a Strike against an unholy creature with the weapon
Effect You regain HP equal to double the unholy creature's level." - } - }, - "hopeful": { - "Name": "Hopeful", - "Note": { - "criticalSuccess": "On a critical hit with this weapon, you inspire your comrades, pushing them to fight harder and stand for your shared convictions. Allies within 30 feet that share at least one alignment component with you gain a +1 status bonus to attack rolls until the end of your next turn." - } - }, - "hooked": { - "Name": "Hooked", - "Note": { - "criticalSuccess": "If a hooked weapon normally has the trip trait, you can attempt to Trip a foe as a reaction when you critically hit it with the hooked weapon." - } - }, - "impactful": { - "Name": "Impactful", - "Note": { - "criticalSuccess": "On a critical hit, you can choose to force the target to succeed at a @Check[type:fortitude|dc:27|name:Impactful Rune] save or be pushed 5 feet away from you." - } - }, - "impossible": { - "Name": "Impossible" - }, - "keen": { - "Name": "Keen" - }, - "kinWarding": { - "Name": "Kin-Warding" - }, - "majorRooting": { - "Name": "Major Rooting", - "Note": { - "criticalSuccess": "When you critically hit a target with this weapon, roots grow from the target. It's @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{immobilized} for 1 round (Escape DC 34) and @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 1} for as long as the immobilization lasts." - } - }, - "merciful": { - "Name": "Merciful" - }, - "majorFanged": { - "Name": "Major Fanged" - }, - "nightmare": { - "Name": "Nightmare", - "Note": { - "criticalSuccess": "On a critical hit, the target becomes @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} by overwhelming visions in their mind of personal horrors that linger. If you critically hit a creature that's already stupefied, it becomes @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 2} as well. These critical hit effects have the emotion, fear, and mental traits." - } - }, - "pacifying": { - "Name": "Pacifying" - }, - "quickstrike": { - "Name": "Quickstrike", - "Note": "While wielding a quickstrike weapon, you gain the @UUID[Compendium.pf2e.conditionitems.Item.nlCjDvLMf2EkV2dl]{Quickened} condition, but you can use the additional action granted only to make a Strike with the etched weapon." - }, - "returning": { - "Name": "Returning", - "Note": "When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space." - }, - "rooting": { - "Name": "Rooting", - "Note": { - "criticalSuccess": "When you critically hit a target with this weapon, roots grow from the target. It's @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{immobilized} for 1 round (Escape DC 23) and @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 1} for as long as the immobilization lasts." - } - }, - "serrating": { - "Name": "Serrating" - }, - "shifting": { - "Name": "Shifting" - }, - "shock": { - "Name": "Shock", - "Note": { - "criticalSuccess": "On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target." - } - }, - "shockwave": { - "Name": "Shockwave", - "Note": "Strikes with this weapon deal bludgeoning splash damage equal to the number of weapon damage dice. You're immune to this splash damage." - }, - "spellStoring": { - "Name": "Spell Reservoir" - }, - "swarming": { - "Name": "Swarming" - }, - "thundering": { - "Name": "Thundering", - "Note": { - "criticalSuccess": "On a critical hit, the target has to succeed at a @Check[type:fortitude|dc:24|name:Thundering Rune] save or be @UUID[Compendium.pf2e.conditionitems.Item.9PR9y0bi4JPKnHPR]{Deafened} for 1 minute (or 1 hour on a critical failure)." - } - }, - "trueRooting": { - "Name": "True Rooting", - "Note": { - "criticalSuccess": "When you critically hit a target with this weapon, roots grow from the target. It's @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{immobilized} for 1 round (Escape DC 41) and @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 1} for as long as the immobilization lasts." - } - }, - "underwater": { - "Name": "Underwater" - }, - "unholy": { - "Name": "Unholy", - "Note": { - "criticalSuccess": "Unholy Bloodshed (concentrate)
Frequency once per day
Trigger You critically succeed at an attack roll against a holy creature with the weapon
Effect The target takes persistent bleed damage equal to 1d8 per weapon damage die of the etched weapon." - } - }, - "disrupting": { - "Name": "Vitalizing", - "Note": { - "criticalSuccess": "On a critical hit, the undead is also @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} until the end of your next turn." - } - }, - "vorpal": { - "Name": "Vorpal", - "Note": { - "criticalSuccess": "Snicker-Snack R (concentrate, death, incapacitation)
Trigger You roll a natural 20 on a Strike with the weapon against a creature that has a head, critically succeed, and deal slashing damage
Effect The target must succeed at a @Check[type:fortitude|dc:37|traits:death,incapacitation|name:Vorpal Rune] save or be decapitated. This kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head." - } - }, - "wounding": { - "Name": "Wounding" - } - }, - "WeaponPropertyStrikeDamageLabel": "Strike Damage", - "WeaponPropertyStrikeEffectLabel": "Strike Effect", - "WeaponRange10": "10 ft.", - "WeaponRange100": "100 ft.", - "WeaponRange120": "120 ft.", - "WeaponRange140": "140 ft.", - "WeaponRange150": "150 ft.", - "WeaponRange180": "180 ft.", - "WeaponRange20": "20 ft.", - "WeaponRange200": "200 ft", - "WeaponRange240": "240 ft.", - "WeaponRange30": "30 ft.", - "WeaponRange300": "300 ft.", - "WeaponRange40": "40 ft.", - "WeaponRange50": "50 ft.", - "WeaponRange60": "60 ft.", - "WeaponRange70": "70 ft.", - "WeaponRange80": "80 ft.", - "WeaponRange90": "90 ft.", - "WeaponRangeMelee": "Melee", - "WeaponRangeN": "{range} ft.", - "WeaponRangeReach": "Reach", - "WeaponReloadLabel": "Reload Time", - "WeaponSpecialization": "Weapon Specialization", - "WeaponStrikeLabel": "Strike", - "WeaponTypeAdvanced": "Advanced Weapon", - "WeaponTypeMartial": "Martial Weapon", - "WeaponTypeSimple": "Simple Weapon", - "WeaponTypeSpecial": "Other Weapons", - "WeaponTypeUnarmed": "Unarmed Attack", - "Weight": "Weight", - "WorldClock": { - "AD": { - "Era": "AD" - }, - "AR": { - "Era": "AR", - "Months": { - "April": "Gozran", - "August": "Arodus", - "December": "Kuthona", - "February": "Calistril", - "January": "Abadius", - "July": "Erastus", - "June": "Sarenith", - "March": "Pharast", - "May": "Desnus", - "November": "Neth", - "October": "Lamashan", - "September": "Rova" - }, - "Weekdays": { - "Friday": "Fireday", - "Monday": "Moonday", - "Saturday": "Starday", - "Sunday": "Sunday", - "Thursday": "Oathday", - "Tuesday": "Toilday", - "Wednesday": "Wealday" - } - }, - "Button": { - "AddOneDay": "1 Day", - "AddOneHour": "1 Hour", - "AddOneMinute": "1 Minute", - "AddOneRound": "1 Round", - "AddOneWeek": "1 Week", - "AddTenMinutes": "10 Minutes", - "Advance": "Advance", - "Retract": "Retract", - "TimeOfDay": { - "Advance": { - "Dawn": "Advance to Dawn", - "Dusk": "Advance to Dusk", - "Midnight": "Advance to Midnight", - "Noon": "Advance to Noon" - }, - "Retract": { - "Dawn": "Retract to Dawn", - "Dusk": "Retract to Dusk", - "Midnight": "Retract to Midnight", - "Noon": "Retract to Noon" - } - } - }, - "CE": { - "Era": "CE" - }, - "Date": "{weekday}, {day} of {month}, {year} {era}", - "IC": { - "Era": "IC" - }, - "Placeholder": "Number", - "Title": "World Clock" - }, - "condition": { - "blinded": { - "name": "Blinded", - "rules": "
You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a -4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled.
", - "summary": "You're unable to see." - }, - "broken": { - "name": "Broken", - "rules": "Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses-with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: -1 for broken light armor, -2 for broken medium armor, or -3 for broken heavy armor.
\nA broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.
\nIf an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold.
", - "summary": "This item can't be used for its normal function until repaired." - }, - "clumsy": { - "name": "Clumsy", - "rules": "Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.
", - "summary": "You can't move as easily or gracefully as usual." - }, - "concealed": { - "name": "Concealed", - "rules": "While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you're tougher to target. A creature that you're concealed from must succeed at a @Check[type:flat|dc:5] when targeting you with an attack, spell, or other effect.
\nArea effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.
", - "summary": "Fog or similar obscuration makes you difficult to see and target." - }, - "confused": { - "name": "Confused", - "rules": "You don't have your wits about you, and you attack wildly. You are off-guard, you don't treat anyone as your ally (though they might still treat you as theirs), and you can't Delay, Ready, or use reactions.
You use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions.\nEach time you take damage from an attack or spell, you can attempt a @Check[type:flat|dc:11] to recover from your confusion and end the condition.
", - "summary": "You attack indiscriminately." - }, - "controlled": { - "name": "Controlled", - "rules": "Someone else is making your decisions for you, usually because you're being commanded or magically dominated. The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even Delay. The controller usually does not have to spend their own actions when controlling you.
", - "summary": "Another creature determines your actions." - }, - "dazzled": { - "name": "Dazzled", - "rules": "Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.
", - "summary": "Everything is concealed to you." - }, - "deafened": { - "name": "Deafened", - "rules": "You can't hear. You automatically critically fail Perception checks that require you to be able to hear. You take a -2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action with the auditory trait, you must succeed at a @Check[type:flat|dc:5] or the action is lost; attempt the check after spending the action but before any effects are applied. You are immune to auditory effects.
", - "summary": "You're unable to hear." - }, - "doomed": { - "name": "Doomed", - "rules": "Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.
\nYour doomed value decreases by 1 each time you get a full night's rest.
", - "summary": "With your soul in peril, you are now closer to death." - }, - "drained": { - "name": "Drained", - "rules": "When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you're hit by an effect that inflicts drained 3 and you're a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn't count as taking damage.
\nEach time you get a full night's rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don't immediately recover the lost Hit Points.
", - "summary": "Blood loss or something similar has leached your vitality." - }, - "dying": { - "name": "Dying", - "rules": "You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value, and if it ever reaches dying 4, you die. 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. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy's critical hit or a critical failure on your save.
\nIf you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition.
", - "summary": "You're slipping closer to death." - }, - "encumbered": { - "name": "Encumbered", - "rules": "You are carrying more weight than you can manage. While you're encumbered, you're clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet.
", - "summary": "You're carrying more weight than you can manage." - }, - "enfeebled": { - "name": "Enfeebled", - "rules": "You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
", - "summary": "Your strength has been sapped away." - }, - "fascinated": { - "name": "Fascinated", - "rules": "You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a -2 status penalty to Perception and skill checks, and you can't use actions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies.
", - "summary": "You are compelled to focus your attention on something." - }, - "fatigued": { - "name": "Fatigued", - "rules": "You're tired and can't summon much energy. You take a -1 status penalty to AC and saving throws. While exploring, you can't choose an exploration activity.
\nYou recover from fatigue after a full night's rest.
", - "summary": "Your defenses are lower and you can't focus while exploring." - }, - "off-guard": { - "name": "Off-Guard", - "rules": "You're distracted or otherwise unable to focus your full attention on defense. You take a -2 circumstance penalty to AC. Some effects give you the off-guard condition only to certain creatures or against certain attacks. Others—especially conditions—can make you universally off-guard against everything. If a rule doesn't specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say \"The target is off-guard.\"
", - "summary": "You're unable to defend yourself to your full capability." - }, - "fleeing": { - "name": "Fleeing", - "rules": "You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't Delay or Ready while fleeing.
", - "summary": "You must run away." - }, - "friendly": { - "name": "Friendly", - "rules": "This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is friendly to a character likes that character. The character can attempt to make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn't cost it much to fulfill. If the character or one of their allies uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.
", - "summary": "An NPC with this condition has a good attitude toward you." - }, - "frightened": { - "name": "Frightened", - "rules": "You're gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.
", - "summary": "Fear makes you less capable of attacking and defending." - }, - "grabbed": { - "name": "Grabbed", - "rules": "You're held in place by another creature, giving you the off-guard and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a @Check[type:flat|dc:5] or it is lost; roll the check after spending the action, but before any effects are applied.
", - "summary": "A creature, object, or magic holds you in place." - }, - "group": { - "attitudes": "Attitudes", - "death": "Death and Dying", - "detection": "Degrees of Detection", - "senses": "Senses" - }, - "helpful": { - "name": "Helpful", - "rules": "This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is helpful to a character wishes to actively aid that character. It will accept reasonable Requests from that character, as long as such requests aren't at the expense of the helpful creature's goals or quality of life. If the character or one of their allies uses a hostile action against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.
", - "summary": "An NPC with this condition wants to assist you." - }, - "hidden": { - "name": "Hidden", - "rules": "While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is off-guard to you, and it must succeed at a @Check[type:flat|dc:11] when targeting you with an attack, spell, or other effect or it fails affect you. Area effects aren't subject to this flat check.
\nA creature might be able to use the Seek action to try to observe you.
", - "summary": "A creature you're hidden from knows your location but can't see you." - }, - "hostile": { - "name": "Hostile", - "rules": "This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is hostile to a character actively seeks to harm that character. It doesn't necessarily attack, but it won't accept Requests from the character.
", - "summary": "An NPC with this condition wants to harm you." - }, - "immobilized": { - "name": "Immobilized", - "rules": "You can't use any action with the move trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.
", - "summary": "You can't move." - }, - "indifferent": { - "name": "Indifferent", - "rules": "This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is indifferent to a character doesn't really care one way or the other about that character. Assume a creature's attitude to a given character is indifferent unless specified otherwise.
", - "summary": "An NPC with this condition doesn't have a strong opinion about you." - }, - "invisible": { - "name": "Invisible", - "rules": "While invisible, you can't be seen. You're undetected to everyone. Creatures can Seek to attempt to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out hidden to the observer (instead of undetected) until you successfully Sneak. You can't become observed while invisible except via special abilities or magic.
", - "summary": "Creatures can't see you." - }, - "observed": { - "name": "Observed", - "rules": "Anything in plain view is observed by you. If a creature takes measures to avoid detection, such as by using Stealth to Hide, it can become hidden or undetected instead of observed. If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead. You can observe a creature only with precise senses. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed.
", - "summary": "You're in plain view." - }, - "paralyzed": { - "name": "Paralyzed", - "rules": "Your body is frozen in place. You have the off-guard condition and can't act except to Recall Knowledge and use actions that require only the use of your mind (as determined by the GM). Your senses still function, but only in the areas you can perceive without moving your body, so you can't Seek while paralyzed.
", - "summary": "Your body is frozen in place." - }, - "persistent-damage": { - "name": "Persistent Damage", - "rules": "Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as \"X persistent [type] damage,\" where \"X\" is the amount of damage dealt and \"[type]\" is the damage type. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a @Check[type:flat|dc:15] to see if you recover from the persistent damage. If you succeed, the condition ends.
", - "summary": "You keep taking damage every round." - }, - "petrified": { - "name": "Petrified", - "rules": "You have been turned to stone. You can't act, nor can you sense anything. You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don't have a Broken Threshold. When you're turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don't age or notice the passing of time.
", - "summary": "You've been turned to stone." - }, - "prone": { - "name": "Prone", - "rules": "You're lying on the ground. You are off-guard and take a -2 circumstance penalty to attack rolls. The only move actions you can use while you're prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain off-guard).
\nIf you would be knocked prone while you're Climbing or Flying, you fall. You can't be knocked prone when Swimming.
", - "summary": "You're lying on the ground and are easier to attack." - }, - "quickened": { - "name": "Quickened", - "rules": "You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you've been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don't immediately gain actions if you become quickened during your turn.
", - "summary": "You get an extra action each turn." - }, - "restrained": { - "name": "Restrained", - "rules": "You're tied up and can barely move, or a creature has you pinned. You have the off-guard and immobilized conditions, and you can't use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed.
", - "summary": "You're tied up and can't move, or a grappling creature has you pinned." - }, - "sickened": { - "name": "Sickened", - "rules": "You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything-including elixirs and potions-while sickened.
\nYou can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).
", - "summary": "You're sick to your stomach." - }, - "slowed": { - "name": "Slowed", - "rules": "You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don't immediately lose actions if you become slowed during your turn.
", - "summary": "You lose actions each turn." - }, - "stunned": { - "name": "Stunned", - "rules": "You've become senseless. You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. 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. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as \"stunned for 1 minute.\" In this case, you lose all your actions for the listed duration.
\nStunned overrides slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn.
", - "summary": "You can't use actions." - }, - "stupefied": { - "name": "Stupefied", - "rules": "Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these attribute modifiers. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.
", - "summary": "You can't access your full mental faculties, and you have trouble casting spells." - }, - "unconscious": { - "name": "Unconscious", - "rules": "You're sleeping, or you've been knocked out. You can't act. You take a -4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and off-guard conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.
\nIf you're unconscious because you're dying, you can't wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.
\nIf you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.
\nIf you're unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.
When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. When you're undetected by a creature, that creature is off-guard to you.
\nA creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a @Check[type:flat|dc:11]), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square.
\nA creature can use the Seek action to try to find you.
", - "summary": "A creature you're undetected by doesn't know where you are." - }, - "unfriendly": { - "name": "Unfriendly", - "rules": "This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is unfriendly to a character dislikes and specifically distrusts that character. The unfriendly creature won't accept Requests from the character.
", - "summary": "An NPC with this condition doesn't like you." - }, - "unnoticed": { - "name": "Unnoticed", - "rules": "If you are unnoticed by a creature, that creature has no idea you are present at all. When you're unnoticed, you're also undetected by the creature. This condition matters for abilities that can be used only against targets totally unaware of your presence.
", - "summary": "A creature is entirely unaware you're present." - }, - "wounded": { - "name": "Wounded", - "rules": "You have been seriously injured. If you lose the dying condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value.
\nThe wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.
", - "summary": "You've been brought back from the brink of death but haven't fully recovered." - } - }, - "identification": { - "DisplayDetails": "Display Details", - "Identified": "Identified", - "Identify": "Identify Item", - "IdentifyAlchemyDCs": "Identify Alchemy DCs", - "IdentifyGenericDCs": "Identify Generic DCs", - "IdentifyMagicDCs": "Identify Magic DCs", - "IsIdentified": "Identified?", - "MisidentifiedItem": "Misidentified {item}", - "Misidentify": "Misidentify Item", - "MystificationStatus": "Mystification status", - "Mystify": "Mystify Item", - "PostSkillsToChat": "Post skill checks to chat", - "PostSkillsToChatText": "Identify item: Skill checks", - "TraitGMNote": "Note: this trait is hidden from players.", - "Unidentified": "Unidentified", - "UnidentifiedDescription": "The nature of this {item} is unclear.", - "UnidentifiedHint": "Change the basic details seen by players when this item is unidentified.", - "UnidentifiedItem": "Unusual {item}", - "UnidentifiedType": { - "Amulet": "Amulet", - "Anklets": "Anklets", - "Armbands": "Armbands", - "Backpack": "Backpack", - "Belt": "Belt", - "Book": "Book", - "Bracers": "Bracers", - "Circlet": "Circlet", - "Cloak": "Cloak", - "Collar": "Collar", - "Epaulets": "Epaulets", - "Eyepiece": "Eyepiece", - "Garment": "Garment", - "Gloves": "Gloves", - "Headwear": "Headwear", - "Horseshoes": "Horseshoes", - "Liquid": "Liquid", - "Mask": "Mask", - "Necklace": "Necklace", - "Object": "Object", - "Ring": "Ring", - "Saddle": "Saddle", - "Shoes": "Shoes", - "Substance": "Substance", - "Tool": "Tool" - } - }, - "loot": { - "BuySubtitle": "Buy item", - "DepositMessage": "{depositor} deposits {quantity} × {item} in {container}.", - "DepositSubtitle": "Deposit item", - "EditLootLabel": "Configure Loot?", - "GMSupervisionError": "A GM must be online in order to interact with {loot}.", - "Give": "Give", - "GiveMessage": "{giver} gives {quantity} × {item} to {recipient}.", - "GiveSubtitle": "Give item", - "HiddenWhenEmpty": { - "Hint": "Hide this actor's token(s) when its inventory is empty.", - "Label": "Hidden When Empty" - }, - "InsufficientCurrencyError": "Insufficient currency for purchase by {buyer}", - "InsufficientFundsMessage": "{buyer} reaches for their coins but comes up short!", - "LootDescription": "Allows for distribution of coins across players", - "LootLabel": "Loot", - "LootMessage": "{looter} loots {quantity} × {item} off {corpse}.", - "LootNPCsLabel": "Loot Selected Tokens", - "LootNPCsPopupHeader": "Choose tokens to loot from", - "LootNamePlaceholder": "Loot", - "LootSubtitle": "Loot item", - "MerchantDescription": "Allows players to purchase items directly from the sheet", - "MerchantLabel": "Merchant", - "MoveLoot": "Move Items", - "MoveLootMessage": "How many items do you wish to move?", - "MoveLootPopupTitle": "Item Quantity", - "PartyStash": "the party stash", - "PermissionError": "A GM must be online in order to loot or stow an item.", - "PlantMessage": "{planter} plants {quantity} × {item} on {corpse}.", - "PlantSubtitle": "Plant Item", - "Purchase": "Purchase", - "PurchaseLootPrompt": "Does {buyer} want to purchase this item?", - "PurchasePrice": "Purchase Price", - "Quantity": "Quantity", - "SellMessage": "{seller} sells {quantity} × {item} to {buyer}.", - "SellSubtitle": "Sell item", - "SheetType": "Sheet Type", - "SplitCoinsLabel": "Distribute Coins", - "SplitCoinsPopupHeader": "Choose actors to receive a share", - "Stack": "Create new stack?", - "TakeMessage": "{taker} takes {quantity} × {item} from {container}.", - "TakeSubtitle": "Take item", - "TransferMessage": "{transferrer} moves {quantity} × {item} from {fromContainer} to {toContainer}.", - "TransferSubtitle": "Transfer item" - }, - "ui": { - "armorEquipped": "Toggle wearing your equipment", - "equipmentInvested": "Toggle Investment", - "sell": "Sell", - "weaponEquipped": "Toggle holding your weapon" - }, - "vehicle": { - "BrokenThresholdShortLabel": "BT", - "CrewLabel": "Crew", - "CurrentHPTitle": "Current Hitpoints", - "DescriptionHeading": "Description", - "HardnessLabel": "Hardness", - "HardnessShortLabel": "Hard.", - "LevelN": "Vehicle {level}", - "MaxHPTitle": "Maximum Hitpoints", - "NamePlaceholder": "Vehicle", - "PassengersLabel": "Passengers", - "PilotingCheckLabel": "Piloting Check", - "PropertyDescriptionCollisionDC": "The vehicle's DC for saving throws to mitigate damage.", - "PropertyDescriptionCollisionDamage": "The vehicle's collision damage. Unless otherwise stated, collisions deal bludgeoning damage.", - "PropertyDescriptionCrew": "The crew members required to operate the vehicle.", - "PropertyDescriptionPassengers": "The number of passengers the vehicle is typically configured to carry, if any.", - "PropertyDescriptionPilotingCheck": "This entry lists the skills that can be used for piloting checks while operating the vehicle. Some skills may increase the DC; these list the DC adjustment in parentheses following the skill name.", - "PropertyDescriptionPrice": "Vehicle's Price. This does not include creatures for pulling a vehicle, materials needed to power the vehicle, or the cost of rowers.", - "PropertyDescriptionSpace": "Vehicle's dimensions, not including any creatures pulling the vehicle.", - "PropertyDescriptionSpeed": "The vehicle's Speeds, each followed by the propulsion type for that Speed in parentheses. A pulled vehicle indicates the number and size of the pulling creatures.", - "SpaceHighLabel": "Height", - "SpaceLongLabel": "Length", - "SpaceWideLabel": "Width", - "VehicleLevelLabel": "Vehicle", - "VehicleString": "Vehicle", - "collisionDCLabel": "Collision DC", - "collisionDamageLabel": "Collision Damage" - } - }, - "SIDEBAR": { - "TabCombat": "Encounter Tracker" - }, - "TYPES": { - "Actor": { - "army": "Army", - "character": "Player Character", - "eidolon": "Eidolon", - "familiar": "Familiar", - "hazard": "Hazard", - "loot": "Loot", - "npc": "NPC", - "party": "Party", - "vehicle": "Vehicle" - }, - "Item": { - "action": "Ability", - "affliction": "Affliction", - "ancestry": "Ancestry", - "armor": "Armor", - "background": "Background", - "backpack": "Container", - "book": "Book", - "campaignFeature": "Campaign Feature", - "class": "Class", - "condition": "Condition", - "consumable": "Consumable", - "deity": "Deity", - "effect": "Effect", - "equipment": "Equipment", - "feat": "Feat/Feature", - "heritage": "Heritage", - "kit": "Kit", - "lore": "Lore Skill", - "melee": "NPC Attack", - "shield": "Shield", - "spell": "Spell", - "spellcastingEntry": "Spellcasting Entry", - "treasure": "Treasure", - "weapon": "Weapon" - } - } -} diff --git a/types/kingmaker-en.json b/types/kingmaker-en.json deleted file mode 100644 index 1b64d35a6..000000000 --- a/types/kingmaker-en.json +++ /dev/null @@ -1,438 +0,0 @@ -{ - "PF2E.Kingmaker": { - "Abilities": { - "culture": "Culture", - "economy": "Economy", - "loyalty": "Loyalty", - "stability": "Stability" - }, - "AbilityScores": "Ability Scores", - "Army": { - "Adjustment": "Adjustment", - "Alliance": { - "Enemy": "Enemy", - "Kingdom": "Kingdom", - "Info": "The army's current alliance. This is controlled by whether the army has a player owner.", - "Linked": "This army's tokens are currently linked, and updates should persist properly", - "LinkError": "This army cannot be linked from a token. Do so from the actor sidebar, and then drag in a fresh copy.", - "UnlinkedError": "Kingdom armies should have linked actor data to work properly. Click here to enable it." - }, - "Ammunition": "Ammunition", - "Armor": "Armor", - "BasicWarActions": "Basic War Actions", - "Condition": { - "concealed": { - "name": "Concealed" - } - }, - "Description": "Description", - "Error": { - "InvalidTacticType": "The tactic {name} is not supported by {type} armies" - }, - "Gear": { - "GearInfo": "Show Gear Info", - "ItemLevel": "Item {level}", - "Label": "Gear", - "LevelLabel": "Level {level}", - "AdditionalWeapon": { - "Name": "Additional Weapon", - "Description": "Most armies have only one weapon—a melee or a ranged weapon. This gear outfits an army with an additional weapon of the other type. The army gains a melee or ranged Strike (as appropriate) at the basic modifier for their level." - }, - "MagicWeapons": { - "Name" : "Magic Weapons ({type})", - "Description" : "The army's weapons are magic. If the army has melee and ranged weapons, choose which one is made magic when this gear is purchased. You can buy this gear twice—once for melee weapons and once for ranged weapons. If you purchase a more powerful version, it replaces the previous version, and the RP cost of the more powerful version is reduced by the RP cost of the replaced weapons.", - "rank1": { - "Name": "Magic Weapons", - "Description": "These weapons increase the army's Strike with that weapon by 1." - }, - "rank2": { - "Name": "Greater Magic Weapons", - "Description": "These weapons increase the army's Strike with that weapon by 2." - }, - "rank3": { - "Name": "Major Magic Weapons", - "Description": "These weapons increase the army's Strike with that weapon by 3." - } - }, - "Potions": { - "Name" : "Healing Potions", - "Description" : "An army equipped with healing potions (these rules are the same if you instead supply the army with alchemical healing elixirs) can use a single dose as part of any Maneuver action. When an army uses a dose of healing potions, it regains 1 HP. An army can be outfitted with up to 3 doses of healing potions at a time; unlike ranged Strike shots, healing potion doses do not automatically replenish after a war encounter—new doses must be purchased." - }, - "Armor": { - "Name" : "Magical Armor", - "Description" : "Magic armor is magically enchanted to bolster the protection it affords to the soldiers.", - "rank1": { - "Name": "Magic Armor", - "Description": "This armor increases the army's AC by 1." - }, - "rank2": { - "Name": "Greater Magic Armor", - "Description": "This armor increases the army's AC by 2." - }, - "rank3": { - "Name": "Major Magic Armor", - "Description": "This armor increases the army's AC by 3." - } - } - }, - "Label": "Army", - "NamePlaceholder": "Army Name", - "Potency": "Potency", - "Potions": { - "FullHP": "Army HP is already full", - "Label": "Potions", - "OutOfPotions": "No more Potions available", - "UsePotion": "Use Potion (+1 HP)", - "UsedPotionHeader": "Potion Consumed", - "UsedPotionContent": "Army gained +1 HP. Can be used during Maneuver actions." - }, - "RecruitmentDC": "Recruitment DC", - "RoutedDescription": "Army's HP is below Rout Threshold!", - "RoutThreshold": "Rout Threshold", - "Save": { - "maneuver": "Maneuver", - "morale": "Morale" - }, - "Scouting": "Scouting", - "Stats": "Stats", - "Strikes": { - "CurrentAmmo": "{current} / {max} ShotsEach creature within @Template[type:emanation|distance:10]{10 feet} of where the bomb exploded must succeed at a @Check[type:reflex|dc:17] save or be marked with dye that continues to glow for 24 hours. An affected creature must also attempt a @Check[type:fortitude|dc:17] saving throw against the overwhelming burst of light.
Success The creature is unaffected.
Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round.
Critical Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round, then dazzled for 1 round.
" - }, - "BlightBomb": { - "Greater": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*3d4)[persistent,poison]] and @Damage[(3[splash])[poison]]{3 poison splash damage}.", - "success": "Effect The bomb also deals @Damage[3d4[persistent,poison]] and @Damage[(3[splash])[poison]]{3 poison splash damage}." - }, - "Lesser": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*1d4)[persistent,poison]] and @Damage[(1[splash])[poison]]{1 poison splash damage}.", - "success": "Effect The bomb also deals @Damage[1d4[persistent,poison]] and @Damage[(1[splash])[poison]]{1 poison splash damage}." - }, - "Major": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*4d4)[persistent,poison]] and @Damage[(4[splash])[poison]]{4 poison splash damage}.", - "success": "Effect The bomb also deals @Damage[4d4[persistent,poison]] and @Damage[(4[splash])[poison]]{4 poison splash damage}." - }, - "Moderate": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*2d4)[persistent,poison]] and @Damage[(2[splash])[poison]]{2 poison splash damage}.", - "success": "Effect The bomb also deals @Damage[2d4[persistent,poison]] and @Damage[(2[splash])[poison]]{2 poison splash damage}." - } - }, - "BottledLightning": { - "Greater": { - "success": "Effect The bomb also deals @Damage[(3[splash])[electricity]]{3 electricity splash damage} and the target becomes @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn." - }, - "Lesser": { - "success": "Effect The bomb also deals @Damage[(1[splash])[electricity]]{1 electricity splash damage} and the target becomes @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn." - }, - "Major": { - "success": "Effect The bomb also deals @Damage[(4[splash])[electricity]]{4 electricity splash damage} and the target becomes @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn." - }, - "Moderate": { - "success": "Effect The bomb also deals @Damage[(2[splash])[electricity]]{2 electricity splash damage} and the target becomes @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn." - } - }, - "CrystalShards": { - "Greater": { - "success": "Effect The bomb also deals @Damage[(5[splash])[piercing]]{5 piercing splash damage} and the splash creates crystals that are @UUID[Compendium.pf2e.equipment-srd.Item.7fSnvJ2xoSfa6JXD]{Caltrops} on level surfaces and handholds on vertical surfaces, granting +2 item bonus to the next Athletics check to Climb." - }, - "Major": { - "success": "Effect The bomb also deals @Damage[(6[splash])[piercing]]{6 piercing splash damage} and the splash creates crystals that are @UUID[Compendium.pf2e.equipment-srd.Item.7fSnvJ2xoSfa6JXD]{Caltrops} on level surfaces and handholds on vertical surfaces, granting +3 item bonus to the next Athletics check to Climb." - }, - "Moderate": { - "success": "Effect The bomb also deals @Damage[(4[splash])[piercing]]{4 piercing splash damage} and the splash creates crystals that are @UUID[Compendium.pf2e.equipment-srd.Item.7fSnvJ2xoSfa6JXD]{Caltrops} on level surfaces and handholds on vertical surfaces, granting +1 item bonus to the next Athletics check to Climb." - } - }, - "DreadAmpoule": { - "Greater": { - "success": "Effect The bomb also deals @Damage[(3[splash])[mental]]{3 mental splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 2} on a critical)." - }, - "Lesser": { - "success": "Effect The bomb also deals @Damage[(1[splash])[mental]]{1 mental splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 2} on a critical)." - }, - "Major": { - "success": "Effect The bomb also deals @Damage[(4[splash])[mental]]{4 mental splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 2} on a critical)." - }, - "Moderate": { - "success": "Effect The bomb also deals @Damage[(2[splash])[mental]]{2 mental splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 1} (@UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 2} on a critical)." - } - }, - "DwarvenDaisy": { - "Lesser": { - "success": "Effect The bomb also deals @Damage[(1[splash])[fire]]{1 fire splash damage} and the target must succeed at a @Check[type:fortitude|dc:16|traits:damaging-effect|showDC:all] save or become @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round." - }, - "Moderate": { - "success": "Effect The bomb also deals @Damage[(2[splash])[fire]]{2 fire splash damage} and the target must succeed at a @Check[type:fortitude|dc:18|traits:damaging-effect|showDC:all] save or become @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round." - } - }, - "FrostVial": { - "Greater": { - "success": "Effect The bomb also deals @Damage[(3[splash])[cold]]{3 cold splash damage} and the target takes a -10-foot penalty to its Speeds until the end of its next turn (@UUID[Compendium.pf2e.equipment-effects.Item.nJRoiSyd67eQ1dYj]{Effect: Frost Vial (Greater)})." - }, - "Lesser": { - "success": "Effect The bomb also deals @Damage[(1[splash])[cold]]{1 cold splash damage} and the target takes a -5-foot penalty to its Speeds until the end of its next turn (@UUID[Compendium.pf2e.equipment-effects.Item.RLsdvhmTh64Mmty9]{Effect: Frost Vial (Lesser)})." - }, - "Major": { - "success": "Effect The bomb also deals @Damage[(4[splash])[cold]]{4 cold splash damage} and the target takes a -15-foot penalty to its Speeds until the end of its next turn (@UUID[Compendium.pf2e.equipment-effects.Item.4G9qnI0oRyL6eKFQ]{Effect: Frost Vial (Major)})." - }, - "Moderate": { - "success": "Effect The bomb also deals @Damage[(2[splash])[cold]]{2 cold splash damage} and the target takes a -10-foot penalty to its Speeds until the end of its next turn (@UUID[Compendium.pf2e.equipment-effects.Item.dv0IKm5syOdP759w]{Effect: Frost Vial (Moderate)})." - } - }, - "GhostCharge": { - "Greater": { - "success": "Effect The bomb also deals @Damage[(3[splash])[vitality]]{3 vitality splash damage} and the target that takes damage becomes @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 2} until the start of your next turn." - }, - "Lesser": { - "success": "Effect The bomb also deals @Damage[(1[splash])[vitality]]{1 vitality splash damage} and the target that takes damage becomes @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} until the start of your next turn." - }, - "Major": { - "success": "Effect The bomb also deals @Damage[(4[splash])[vitality]]{4 vitality splash damage} and the target that takes damage becomes @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 2} until the start of your next turn." - }, - "Moderate": { - "success": "Effect The bomb also deals @Damage[(2[splash])[vitality]]{2 vitality splash damage} and the target that takes damage becomes @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} until the start of your next turn." - } - }, - "GooGrenade": { - "Greater": "Greater", - "Lesser": "Lesser", - "Major": "Major", - "Moderate": "Moderate", - "Prompt": "Select a goo grenade quality.", - "success": "Effect On a hit, the creature takes a penalty to its Speeds from the clinging goo. @UUID[Compendium.pf2e.equipment-effects.Item.5JYchreCttBg7RcD]{Effect: Goo Grenade}" - }, - "JunkBomb": { - "Greater": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*3)[bleed]] and @Damage[(3[splash])[slashing]]{3 slashing splash damage}.", - "success": "Effect The bomb also deals @Damage[3[bleed]] and @Damage[(3[splash])[slashing]]{3 slashing splash damage}." - }, - "Lesser": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*1)[bleed]] and @Damage[(1[splash])[slashing]]{1 slashing splash damage}.", - "success": "Effect The bomb also deals @Damage[1[bleed]] and @Damage[(1[splash])[slashing]]{1 slashing splash damage}." - }, - "Major": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*4)[bleed]] and @Damage[(4[splash])[slashing]]{4 slashing splash damage}.", - "success": "Effect The bomb also deals @Damage[4[bleed]] and @Damage[(4[splash])[slashing]]{4 slashing splash damage}." - }, - "Moderate": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*2)[bleed]] and @Damage[(2[splash])[slashing]]{2 slashing splash damage}.", - "success": "Effect The bomb also deals @Damage[2[bleed]] and @Damage[(2[splash])[slashing]]{2 slashing splash damage}." - } - }, - "MudBomb": { - "Greater": { - "criticalSuccess": "Effect The bomb also deals @Damage[(3[splash])[bludgeoning]]{3 bludgeoning splash damage}. The target is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the start of your next turn.", - "success": "Effect The bomb also deals @Damage[(3[splash])[bludgeoning]]{3 bludgeoning splash damage}." - }, - "Lesser": { - "criticalSuccess": "Effect The bomb also deals @Damage[(1[splash])[bludgeoning]]{1 bludgeoning splash damage}. The target is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the start of your next turn.", - "success": "Effect The bomb also deals @Damage[(1[splash])[bludgeoning]]{1 bludgeoning splash damage}." - }, - "Major": { - "criticalSuccess": "Effect The bomb also deals @Damage[(4[splash])[bludgeoning]]{4 bludgeoning splash damage}. The target is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the start of your next turn.", - "success": "Effect The bomb also deals @Damage[(4[splash])[bludgeoning]]{4 bludgeoning splash damage}." - }, - "Moderate": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2[splash])[bludgeoning]]{2 bludgeoning splash damage}. The target is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the start of your next turn.", - "success": "Effect The bomb also deals @Damage[(2[splash])[bludgeoning]]{2 bludgeoning splash damage}." - } - }, - "NecroticBomb": { - "Greater": { - "criticalSuccess": "Effect The bomb also deals @Damage[(3[splash])[void]]{3 void splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 3}.", - "success": "Effect The bomb also deals @Damage[(3[splash])[void]]{3 void splash damage}." - }, - "Lesser": { - "criticalSuccess": "Effect The bomb also deals @Damage[(1[splash])[void]]{1 void splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1}.", - "success": "Effect The bomb also deals @Damage[(1[splash])[void]]{1 void splash damage}." - }, - "Major": { - "criticalSuccess": "Effect The bomb also deals@Damage[(4[splash])[void]]{4 void splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 4}.", - "success": "Effect The bomb also deals @Damage[(4[splash])[void]]{4 void splash damage}." - }, - "Moderate": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2[splash])[void]]{2 void splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 2}.", - "success": "Effect The bomb also deals @Damage[(2[splash])[void]]{2 void splash damage}." - } - }, - "PerniciousSporeBomb": { - "Greater": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*3d4)[persistent,piercing]] and @Damage[(3[splash])[poison]]{3 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round.", - "success": "Effect The bomb also deals @Damage[3d4[persistent,piercing]] and @Damage[(3[splash])[poison]]{3 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round." - }, - "Lesser": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*1d4)[persistent,piercing]] and @Damage[(1[splash])[poison]]{1 poison splash damage}. One square of the target creature's space is coated in vegetation, becoming difficult terrain for 1 round.", - "success": "Effect The bomb also deals @Damage[1d4[persistent,piercing]] and @Damage[(1[splash])[poison]]{1 poison splash damage}. One square of the target creature's space is coated in vegetation, becoming difficult terrain for 1 round." - }, - "Major": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*4d4)[persistent,piercing]] and @Damage[(4[splash])[poison]]{4 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 minute.", - "success": "Effect The bomb also deals @Damage[4d4[persistent,piercing]] and @Damage[(4[splash])[poison]]{4 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 minute." - }, - "Moderate": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*2d4)[persistent,piercing]] and @Damage[(2[splash])[poison]]{2 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round.", - "success": "Effect The bomb also deals @Damage[2d4[persistent,piercing]] and @Damage[(2[splash])[poison]]{2 poison splash damage}. The bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round." - }, - "Terrain": "Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round.", - "TerrainLesser": "Except on a critical failure, one square of the target creature's space is coated in vegetation, becoming difficult terrain for 1 round.", - "TerrainMajor": "Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 minute." - }, - "PeshspineGrenade": { - "Greater": { - "success": "Effect The bomb also deals @Damage[(3[splash])[piercing]]{3 piercing splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 2} until the end of its turn." - }, - "Lesser": { - "success": "Effect The bomb also deals @Damage[(1[splash])[piercing]]{1 piercing splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} until the end of its turn." - }, - "Major": { - "success": "Effect The bomb also deals @Damage[(4[splash])[piercing]]{4 piercing splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 3} until the end of its turn." - }, - "Moderate": { - "success": "Effect The bomb also deals @Damage[(2[splash])[piercing]]{2 piercing splash damage} and the target is @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} until the end of its turn." - } - }, - "PressureBomb": { - "Greater": { - "criticalSuccess": "Effect The bomb also deals @Damage[(3[splash])[bludgeoning]]{3 bludgeoning splash damage}, Medium or smaller targets are pushed 5 feet away from you, and the target is knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.", - "success": "Effect The bomb also deals @Damage[(3[splash])[bludgeoning]]{3 bludgeoning splash damage}, Medium or smaller targets are pushed 5 feet away from you." - }, - "Lesser": { - "criticalSuccess": "Effect The bomb also deals @Damage[(1[splash])[bludgeoning]]{1 bludgeoning splash damage}, Tiny or smaller targets are pushed 5 feet away from you, and the target is knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.", - "success": "Effect The bomb also deals @Damage[(1[splash])[bludgeoning]]{1 bludgeoning splash damage}, Tiny or smaller targets are pushed 5 feet away from you." - }, - "Major": { - "criticalSuccess": "Effect The bomb also deals @Damage[(4[splash])[bludgeoning]]{4 bludgeoning splash damage}, Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you, and the target is knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.", - "success": "Effect The bomb also deals @Damage[(4[splash])[bludgeoning]]{4 bludgeoning splash damage}, Medium or smaller creatures who take splash damage are pushed 5 feet away from the target, and then, if the target is Large or smaller, it is pushed 5 feet away from you." - }, - "Moderate": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2[splash])[bludgeoning]]{2 bludgeoning splash damage}, Small or smaller targets are pushed 5 feet away from you, and the target is knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.", - "success": "Effect The bomb also deals @Damage[(2[splash])[bludgeoning]]{2 bludgeoning splash damage}, Small or smaller targets are pushed 5 feet away from you." - } - }, - "RedpitchBomb": { - "Greater": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*3d4)[persistent,fire]] and @Damage[(3[splash])[fire]]{3 fire splash damage}. On a critical hit, the target is @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 2} until the start of your next turn.", - "success": "Effect The bomb also deals @Damage[3d4[persistent,fire]] and @Damage[(3[splash])[fire]]{3 fire splash damage}." - }, - "Lesser": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*1d4)[persistent,fire]] and @Damage[(1[splash])[fire]]{1 fire splash damage}. On a critical hit, the target is @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 1} until the start of your next turn.", - "success": "Effect The bomb also deals @Damage[1d4[persistent,fire]] and @Damage[(1[splash])[fire]]{1 fire splash damage}." - }, - "Major": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*4d4)[persistent,fire]] and @Damage[(4[splash])[fire]]{4 fire splash damage}. On a critical hit, the target is @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 3} until the start of your next turn.", - "success": "Effect The bomb also deals @Damage[4d4[persistent,fire]] and @Damage[(4[splash])[fire]]{4 fire splash damage}." - }, - "Moderate": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*2d4)[persistent,fire]] and @Damage[(2[splash])[fire]]{2 fire splash damage}. On a critical hit, the target is @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 1} until the start of your next turn.", - "success": "Effect The bomb also deals @Damage[2d4[persistent,fire]] and @Damage[(2[splash])[fire]]{2 fire splash damage}." - } - }, - "SulfurBomb": { - "Greater": { - "criticalSuccess": "Effect The bomb also deals @Damage[(3[splash])[acid]]{3 acid splash damage} and the target becomes @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1}.", - "success": "Effect The bomb also deals @Damage[(3[splash])[acid]]{3 acid splash damage} and the target takes a -1 status penalty to Perception checks and attack rolls until the end of its next turn (@UUID[Compendium.pf2e.equipment-effects.Item.fuQVJiPPUsvL6fi5]{Effect: Sulfur Bomb (Failure)})." - }, - "Lesser": { - "criticalSuccess": "Effect The bomb also deals @Damage[(1[splash])[acid]]{1 acid splash damage} and the target becomes @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1}.", - "success": "Effect The bomb also deals @Damage[(1[splash])[acid]]{1 acid splash damage} and the target takes a -1 status penalty to Perception checks and attack rolls until the end of its next turn (@UUID[Compendium.pf2e.equipment-effects.Item.fuQVJiPPUsvL6fi5]{Effect: Sulfur Bomb (Failure)})." - }, - "Major": { - "criticalSuccess": "Effect The bomb also deals @Damage[(4[splash])[acid]]{4 acid splash damage} and the target becomes @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1}.", - "success": "Effect The bomb also deals @Damage[(4[splash])[acid]]{4 acid splash damage} and the target takes a -1 status penalty to Perception checks and attack rolls until the end of its next turn (@UUID[Compendium.pf2e.equipment-effects.Item.fuQVJiPPUsvL6fi5]{Effect: Sulfur Bomb (Failure)})." - }, - "Moderate": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2[splash])[acid]]{2 acid splash damage} and the target becomes @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1}.", - "success": "Effect The bomb also deals @Damage[(2[splash])[acid]]{2 acid splash damage} and the target takes a -1 status penalty to Perception checks and attack rolls until the end of its next turn (@UUID[Compendium.pf2e.equipment-effects.Item.fuQVJiPPUsvL6fi5]{Effect: Sulfur Bomb (Failure)})." - } - }, - "TallowBomb": { - "criticalSuccess": "On a critical hit, a living creature taking persistent fire damage from a tallow bomb is @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts.", - "Greater": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*3d4)[persistent,fire]], @Damage[(3[splash])[fire]]{3 fire splash damage}, and the target is @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} from the stench of burning fat. The creature can't reduce its sickened value below 1 while the persistent fire damage lasts.", - "success": "Effect The bomb also deals @Damage[3d4[persistent,fire]] and @Damage[(3[splash])[fire]]{3 fire splash damage}." - }, - "Lesser": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*1d4)[persistent,fire]], @Damage[(1[splash])[fire]]{1 fire splash damage}, and the target is @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} from the stench of burning fat. The creature can't reduce its sickened value below 1 while the persistent fire damage lasts.", - "success": "Effect The bomb also deals @Damage[1d4[persistent,fire]] and @Damage[(1[splash])[fire]]{1 fire splash damage}." - }, - "Major": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*4d4)[persistent,fire]], @Damage[(4[splash])[fire]]{4 fire splash damage}, and the target is @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} from the stench of burning fat. The creature can't reduce its sickened value below 1 while the persistent fire damage lasts.", - "success": "Effect The bomb also deals @Damage[4d4[persistent,fire]] and @Damage[(4[splash])[fire]]{4 fire splash damage}." - }, - "Moderate": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*2d4)[persistent,fire]], @Damage[(2[splash])[fire]]{2 fire splash damage}, and the target is @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} from the stench of burning fat. The creature can't reduce its sickened value below 1 while the persistent fire damage lasts.", - "success": "Effect The bomb also deals @Damage[2d4[persistent,fire]] and @Damage[(2[splash])[fire]]{2 fire splash damage}." - } - }, - "TanglefootBag": { - "Greater": { - "criticalSuccess": "On a critical hit, @UUID[Compendium.pf2e.equipment-effects.Item.csA4UAD2tQq7RjT8]{-15-foot Speed penalty} for 1 minute and @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{Immobilized} for 1 round.", - "success": "On a hit, @UUID[Compendium.pf2e.equipment-effects.Item.csA4UAD2tQq7RjT8]{-15-foot Speed penalty} for 1 minute." - }, - "Lesser": { - "criticalSuccess": "On a critical hit, @UUID[Compendium.pf2e.equipment-effects.Item.fYZIanbYu0Vc4JEL]{-10-foot Speed penalty} for 1 minute and @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{Immobilized} for 1 round.", - "success": "On a hit, @UUID[Compendium.pf2e.equipment-effects.Item.fYZIanbYu0Vc4JEL]{-10-foot Speed penalty} for 1 minute." - }, - "Major": { - "criticalSuccess": "On a critical hit, @UUID[Compendium.pf2e.equipment-effects.Item.ITAFsW3dQPupJ3DW]{-20-foot Speed penalty} for 1 minute and @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{Immobilized} for 1 round.", - "success": "On a hit, @UUID[Compendium.pf2e.equipment-effects.Item.ITAFsW3dQPupJ3DW]{-20-foot Speed penalty} for 1 minute." - }, - "Moderate": { - "criticalSuccess": "On a critical hit, @UUID[Compendium.pf2e.equipment-effects.Item.MEreOgnjoRiXPEuq]{-15-foot Speed penalty} for 1 minute and @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{Immobilized} for 1 round.", - "success": "On a hit, @UUID[Compendium.pf2e.equipment-effects.Item.MEreOgnjoRiXPEuq]{-15-foot Speed penalty} for 1 minute." - } - }, - "Thunderstone": { - "Greater": { - "success": "Effect The bomb also deals @Damage[(3[splash])[sonic]]{3 sonic splash damage} and all creatures within 10 feet must succeed at a @Check[type:fortitude|dc:28|showDC:all] save or be @UUID[Compendium.pf2e.conditionitems.Item.9PR9y0bi4JPKnHPR]{Deafened} until the end of its next turn." - }, - "Lesser": { - "success": "Effect The bomb also deals @Damage[(1[splash])[sonic]]{1 sonic splash damage} and all creatures within 10 feet must succeed at a @Check[type:fortitude|dc:17|showDC:all] save or be @UUID[Compendium.pf2e.conditionitems.Item.9PR9y0bi4JPKnHPR]{Deafened} until the end of its next turn." - }, - "Major": { - "success": "Effect The bomb also deals @Damage[(4[splash])[sonic]]{4 sonic splash damage} and all creatures within 10 feet must succeed at a @Check[type:fortitude|dc:36|showDC:all] save or be @UUID[Compendium.pf2e.conditionitems.Item.9PR9y0bi4JPKnHPR]{Deafened} until the end of its next turn." - }, - "Moderate": { - "success": "Effect The bomb also deals @Damage[(2[splash])[sonic]]{2 sonic splash damage} and all creatures within 10 feet must succeed at a @Check[type:fortitude|dc:20|showDC:all] save or be @UUID[Compendium.pf2e.conditionitems.Item.9PR9y0bi4JPKnHPR]{Deafened} until the end of its next turn." - } - }, - "TwigjackSack": { - "Greater": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*4)[bleed]] and @Damage[(3[splash])[piercing]]{3 piercing splash damage}.", - "success": "Effect The bomb also deals @Damage[4[bleed]] and @Damage[(3[splash])[piercing]]{3 piercing splash damage}." - }, - "Lesser": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*1)[bleed]] and@Damage[(1[splash])[piercing]]{1 piercing splash damage}.", - "success": "Effect The bomb also deals @Damage[1[bleed]] and @Damage[(1[splash])[piercing]]{1 piercing splash damage}." - }, - "Major": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*5)[bleed]] and @Damage[(4[splash])[piercing]]{4 piercing splash damage}.", - "success": "Effect The bomb also deals @Damage[5[bleed]] and @Damage[(4[splash])[piercing]]{4 piercing splash damage}." - }, - "Moderate": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2*3)[bleed]] and @Damage[(2[splash])[piercing]]{2 piercing splash damage}.", - "success": "Effect The bomb also deals @Damage[3[bleed]] and @Damage[(2[splash])[piercing]]{2 piercing splash damage}." - } - }, - "VexingVapor": { - "Greater": { - "criticalSuccess": "Effect The bomb also deals @Damage[(3[splash])[mental]]{3 mental splash damage} and the target must succeed at a @Check[type:flat|dc:5] before taking actions with the concentrate trait, this lasts for 1 minute.", - "success": "Effect The bomb also deals @Damage[(3[splash])[mental]]{3 mental splash damage} and the target must succeed at a @Check[type:flat|dc:5] before taking actions with the concentrate trait, this lasts until the end of its next turn." - }, - "Lesser": { - "criticalSuccess": "Effect The bomb also deals @Damage[(1[splash])[mental]]{1 mental splash damage} and the target must succeed at a @Check[type:flat|dc:5] before taking actions with the concentrate trait, this lasts for 1 minute.", - "success": "Effect The bomb also deals @Damage[(1[splash])[mental]]{1 mental splash damage} and the target must succeed at a @Check[type:flat|dc:5] before taking actions with the concentrate trait, this lasts until the end of its next turn." - }, - "Major": { - "criticalSuccess": "Effect The bomb also deals @Damage[(4[splash])[mental]]{4 mental splash damage} and the target must succeed at a @Check[type:flat|dc:5] before taking actions with the concentrate trait, this lasts for 1 minute.", - "success": "Effect The bomb also deals @Damage[(4[splash])[mental]]{4 mental splash damage} and the target must succeed at a @Check[type:flat|dc:5] before taking actions with the concentrate trait, this lasts until the end of its next turn." - }, - "Moderate": { - "criticalSuccess": "Effect The bomb also deals @Damage[(2[splash])[mental]]{2 mental splash damage} and the target must succeed at a @Check[type:flat|dc:5] before taking actions with the concentrate trait, this lasts for 1 minute.", - "success": "Effect The bomb also deals @Damage[(2[splash])[mental]]{2 mental splash damage} and the target must succeed at a @Check[type:flat|dc:5] before taking actions with the concentrate trait, this lasts until the end of its next turn." - } - }, - "WaterBomb": { - "Greater": { - "success": "Effect The bomb also deals @Damage[(3[splash])[bludgeoning]]{3 nonlethal bludgeoning splash damage}. The bomb extinguishes non-magical fires within its splash area." - }, - "Lesser": { - "success": "Effect The bomb also deals @Damage[(1[splash])[bludgeoning]]{1 nonlethal bludgeoning splash damage}." - }, - "Major": { - "success": "Effect The bomb also deals @Damage[(4[splash])[bludgeoning]]{4 nonlethal bludgeoning splash damage}. The bomb extinguishes non-magical fires within its splash area." - }, - "Moderate": { - "success": "Effect The bomb also deals @Damage[(2[splash])[bludgeoning]]{2 nonlethal bludgeoning splash damage}." - } - } - }, - "Color": { - "Black": "Black", - "Blue": "Blue", - "Cyan": "Cyan", - "Green": "Green", - "Indigo": "Indigo", - "Magenta": "Magenta", - "Orange": "Orange", - "Red": "Red", - "Violet": "Violet", - "White": "White", - "Yellow": "Yellow" - }, - "IWR": { - "Custom": { - "AcidAndSpellsThatCauseRust": "acid and spells that cause rust", - "AdamantineBludgeoning": "adamantine bludgeoning", - "AllDamageFromArcaneSpells": "all damage from arcane spells", - "AllDamageFromFungus": "all damage from fungus", - "AllDamageFromSpells": "all damage from spells", - "AllDamageFromUndead": "all damage from undead", - "AllMagicalDamage": "all magical damage", - "AllNonMagicalDamage": "all non-magical damage", - "AllStrikeDamageFromUndeadCreatures": "all damage from Strikes made by undead creatures", - "AttacksDemons": "attacks by demons", - "AttacksWaterCreatures": "attacks by water creatures", - "ColdIronBludgeoning": "cold iron bludgeoning", - "CrystalHazards": "crystal hazards", - "DraconicBreathWeapons": "draconic breath weapons", - "ImpulseFireFrom": "impulse fire from {origin}", - "IngestedPoisons": "ingested poisons", - "MagicalBludgeoning": "magical bludgeoning", - "MagicalColdIron": "magical cold iron", - "MagicalDuskwood": "magical duskwood", - "MagicalSilver": "magical silver", - "MagicalSilverWeapons": "magical silver weapons", - "MagicalWeaponsBrightLight": "magical weapons shedding bright light", - "NonWeapons": "non-weapons", - "PersistentPoison": "persistent poison", - "PhysicalRangedAttacks": "physical ranged attacks", - "RangedWeaponAttacks": "ranged weapon attacks", - "Spirits": "spirits", - "VoidZonKuthonFollowers": "void from followers of Zon-Kuthon" - } - }, - "Mutagens": { - "BestialMutagen": { - "FeralPrompt": "Increase penalty to AC to increase damage dice size?" - }, - "SanguineMutagen": { - "DamageNote": "Whenever you take piercing or slashing damage, you take @Damage[1d6[bleed]].", - "VariantSaveLabel": "{item} vs Disease, Poison, Fatigue" - } - }, - "NPCAbility": { - "AlchemicalGolem": { - "Sickness": "Sickness" - }, - "AncientWisp": { - "PinpointLight": "Pinpoint Light" - }, - "AsoBerang": { - "PhantomFlames": { - "Fire": "Fire", - "None": "None", - "Spirit": "Spirit" - }, - "SpectralFlame": "Spectral Flame" - }, - "BarghestFeed": "How many times has the Barghest fed?", - "BladeMagus": { - "ArcaneCascade": { - "Note": "While in this stance, the Blade magi's melee Strikes deal @Damage[(4[splash])[force]]{4 splash force} damage to foes adjacent to the target." - } - }, - "BrainCollector": { - "BrainBlistersRemaining": "Brain Blisters Remaining" - }, - "Bunyip": { - "CrocodileLegs": "Crocodile Legs", - "SnakeTail": "Snake Tail" - }, - "Calikang": { - "SixfoldFlurry": "Strikes not taken?", - "SuspendedAnimationEnter": "Enter Suspended Animation", - "SuspendedAnimationExit": "Exit Suspended Animation" - }, - "Capritellix": { - "ShiftMood": { - "Angry": "Angry", - "Gregarious": "Gregarious", - "Serene": "Serene", - "Sly": "Sly" - } - }, - "ChangeShape": { - "Form": { - "Animal": "Animal", - "AnimalAerial": "Aerial Animal", - "AnimalAquatic": "Aquatic Animal", - "AnimalMedium": "Medium Animal", - "AnimalSmall": "Small Animal", - "AnimalTiny": "Tiny Animal", - "Ape": "Ape", - "Azuretzi": "Azuretzi", - "Bat": "Bat", - "BatGiant": "Giant Bat", - "Barghest": "Barghest", - "Boar": "Boar", - "Cacodaemon": "Cacodaemon", - "Cassisian": "Cassisian", - "Cobra": "Cobra", - "Dog": "Dog", - "Dove": "Dove", - "Dragon": "Dragon", - "DryadQueen": "Dryad Queen", - "Elemental": { - "Elemental": "Elemental", - "Medium": "Medium Elemental", - "Small": "Small Elemental", - "Air": { - "Elemental": "Air Elemental", - "Medium": "Medium Air Elemental", - "Small": "Small Air Elemental" - }, - "Earth": { - "Elemental": "Earth Elemental", - "Medium": "Medium Earth Elemental", - "Small": "Small Earth Elemental" - }, - "Fire": { - "Elemental": "Fire Elemental", - "Medium": "Medium Fire Elemental", - "Small": "Small Fire Elemental" - }, - "Metal": { - "Elemental": "Metal Elemental", - "Medium": "Medium Metal Elemental", - "Small": "Small Metal Elemental" - }, - "Water": { - "Elemental": "Water Elemental", - "Medium": "Medium Water Elemental", - "Small": "Small Water Elemental" - }, - "Wood": { - "Elemental": "Wood Elemental", - "Medium": "Medium Wood Elemental", - "Small": "Small Wood Elemental" - } - }, - "Faydhaan": "Faydhaan", - "Fish": "Fish", - "Gancanagh": "Gancanagh", - "Gimmerling": "Gimmerling", - "Gosreg": "Gosreg", - "Gourd": "Gourd", - "Gylou": "Gylou", - "Hag": "Hag", - "Humanoid": "Humanoid", - "HumanoidLarge": "Large Humanoid", - "HumanoidMedium": "Medium Humanoid", - "HumanoidSmall": "Small Humanoid", - "Hybrid": "Hybrid", - "Ifrit": "Ifrit", - "Imp": "Imp", - "Jann": "Jann", - "Jaathoom": "Jaathoom", - "Keketar": "Keketar", - "LamiaMatriarch": "Lamia Matriarch", - "Leshy": "Leshy", - "LeshyMob": "Leshy Mob", - "Lizard": "Lizard", - "Mantis": "Mantis", - "Moose": "Moose", - "Morrigna": "Morrigna", - "Mushroom": "Mushroom", - "NaiadQueen": "Naiad Queen", - "Nymph": "Nymph", - "ObjectTiny": "Tiny Inanimate Object", - "Octopus": "Octopus", - "Oni": "Oni", - "Owlbear": "Owlbear", - "Plant": "Plant", - "PorcupineGiant": "Giant Porcupine", - "Pukwudgie": "Pukwudgie", - "Raktavarna": "Raktavarna", - "RajaKrodha": "Raja-Krodha", - "Rat": "Rat", - "Scorpion": "Scorpion", - "Shark": "Shark", - "Succubus": "Succubus", - "Tree": "Tree", - "Unicorn": "Unicorn", - "Vampire": "Vampire", - "Voidworm": "Voidworm", - "Vidileth": "Vidileth", - "Vilderavn": "Vilderavn", - "WingedHumanoid": "Winged Humanoid", - "Wolf": "Wolf", - "WolfDire": "Dire Wolf" - }, - "Label": "Current Form" - }, - "Charge": { - "AtLeastTen": "Moved at Least 10 feet" - }, - "Chimera": { - "DragonHead": "Magical Tradition of Dragon Head", - "DivineHead": { - "Label": "Dragon Head Sanctification", - "NoSanctification": "Not Sanctified" - }, - "PrimalHead": "Energy Type of Dragon Breath" - }, - "ClayEffigy": { - "SacredArt": { - "NoSanctification": "Not Sanctified" - } - }, - "ChyzaeduAlienVestment": "Shattered Alien Vestment", - "ClockworkLostPlates": "How many plates are lost?", - "ClockworkSerpent": { - "Coils": "Coils" - }, - "ClockworkWindUp": "Standby Mode", - "ConstructArmor": { - "BrokenArmor": "Broken Construct Armor", - "CriticalHit": "Construct Armor Broken by a Critical Hit" - }, - "CrumblingCarapace": { - "CriticalHit": "Carapace Broken by a Critical Hit" - }, - "CustomArmor": { - "BrokenArmor": "Broken Custom Armor", - "CriticalHit": "Custom Armor Broken by a Critical Hit" - }, - "CyclopsBully": { - "TerrorizingSwing": "If the creature is @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened} and takes damage, it takes an additional 2d10 damage and is knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}." - }, - "DeadFaine": { - "TargetFeintOrTraitorousBetrayal": "Target off-guard due to Feint or Traitorous Betrayal" - }, - "DemonInfuseWeapons": "Deal chaotic instead of evil damage", - "DisplacedRobot": { - "DivertPower": { - "Fists": "Divert Power to Fists", - "LaserBeam": "Divert Power to Laser Beam" - }, - "Fists": "Fists", - "LaserBeam": "Laser Beam" - }, - "Dramofir": { - "BittersweetDreamsCriticalFailure": "Critical Failure", - "BittersweetDreamsSuccessFailure": "Success or Failure" - }, - "DuskwalkerHuntPrey": { - "AC": "Designated Prey attacks the Duskwalker", - "Checks": "Duskwalker rolls checks against his Designated Prey" - }, - "Elemental": { - "Earth": { - "SpikeStones": "Suppress Spike Stones Aura" - } - }, - "FacetboundCascader": { - "EnergyCharge": "Energy Charge" - }, - "Falrok": { - "LazuriteTerrainSwitch": "In lazurite infused terrain" - }, - "FiveColorOrchidMantis": { - "ColorShift": { - "Black": "Black - Water", - "Green": "Green - Wood", - "None": "No Color Selected", - "Red": "Red - Fire", - "White": "White - Metal", - "Yellow": "Yellow - Earth" - } - }, - "GangUp": { - "TwoAllies": "Two allies are within reach of the target" - }, - "GauChoRong": { - "SubsumedTrait": { - "Animal": "Animal", - "Aquatic": "Aquatic", - "Amphibious": "Amphibious", - "Humanoid": "Humanoid", - "NoneOrOther": "Manually Select Resistance, if applicable" - } - }, - "GiantAnimatedStatueBrazier": "Brazier is alight", - "GiantTardigrade": { - "TunState": { - "Dry": "Dry", - "Rehydrating": "Rehydrating" - } - }, - "GrimReaper": { - "InfuseWeapon": "If the Grim Reaper Strikes a creature with a weakness to any specific type of damage, the scythe's damage counts as that type of damage, in addition to slashing." - }, - "Hadrinnex": { - "RapidEvolution": { - "EnergyGland": "Rapid Evolution - Energy Gland", - "Husk": "Rapid Evolution - Husk" - } - }, - "HehShanBao": { - "UrbanLegend": { - "DisbelieveResistance": "Physical Resistance is Disbelieved.", - "DisbelieveSlashing": "Slashing Damage is Disbelieved." - } - }, - "HellboundAttorney": { - "OpeningStatementCriticalSuccess": "Opening Statement (Critical Success)" - }, - "Herexen": { - "HereticSmite": "Wielding the favored weapon of their former deity" - }, - "HobgoblinFormationArea": "Formation vs. Area Effects", - "Hryngar": { - "AlchemicalGrenade": "Damage Type of Alchemical Grenade" - }, - "IoseffXarwin": { - "FulviasRing": { - "SavePossess": "Save against Target possessing Fulvia's Ring", - "SaveWear": "Save against Target wearing Fulvia's Ring", - "TargetPossess": "Target possesses Fulvia's Ring", - "TargetWear": "Target is wearing Fulvia's Ring" - } - }, - "Ivarsa": { - "ArcaneCascade": { - "Note": "While in this stance, Ivarsa's melee Strikes deal @Damage[(4[splash])[fire]]{4 splash fire} damage to foes adjacent to her target." - } - }, - "KallasDevil": { - "DisguisedAsChild": "Disguised as a Child", - "LyingAboutLoathsomeStench": "Lying about Loathsome Stench" - }, - "KrampusPunishTheNaughty": "Krampus rolls checks against Naughty Target", - "LegionArchon": { - "FlameOfJustice": "Flame of Justice - Critical Hit" - }, - "LemureSubservience": { - "Defend": "Defend", - "Fetch": "Fetch", - "Kill": "Kill" - }, - "MarilithFocusedAssault": { - "Five": "5 Longswords", - "Four": "4 Longswords", - "One": "1 Longsword", - "Prompt": "How many longswords is the Marilith wielding?", - "Six": "6 Longswords", - "Three": "3 Longswords", - "Two": "2 Longswords" - }, - "Marut": { - "Lightning": "Lightning", - "Thunder": "Thunder" - }, - "MinotaurHuntedFear": { - "Demoralize": "Target is in maze or similarly difficult-to-navigate structure", - "Survival": "To Avoid Getting Lost" - }, - "Necrohulk": { - "AlchemicalCartridgeRuptured": "Alchemical Cartridge Ruptured" - }, - "Nindoru": { - "Meokdan": { - "BoneClub": { - "Label": "Manifest Bone Club", - "New": "New", - "Shattered": "Shattered", - "ShatteredLabel": "Shattered Bone Club" - } - } - }, - "NopperaBo": { - "Impersonator": { - "AbilityPrompt": "Select an Impersonated Ability", - "Armored": "Armored", - "AttackOfOpportunity": "Attack of Opportunity", - "Commander": "Commander", - "ElementalAttack": "Elemental Attack", - "ShieldCarrier": "Shield Carrier", - "SneakAttack": "Sneak Attack", - "WeaponPerk": "Weapon Perk", - "WeaponPerkPrompt": "Select a Weapon Perk" - } - }, - "PaleStranger": { - "TargetMurderedPaleStranger": "Target Murdered Pale Stranger", - "TargetNeverKilled": "Target has Never Killed" - }, - "PlanarScion": { - "Duskwalker": { - "HuntPrey": { - "AC": "Designated Prey attacks the Duskwalker", - "Checks": "Duskwalker rolls checks against his Designated Prey" - }, - "Immunity": "effects that would transform their body or soul to an undead", - "SpiritHunter": "Target is Designated by Spirit Hunter" - } - }, - "PoltergeistTelekineticStorm": { - "MultiAttackLabel": "Telekinetic Storm - Multiple Targets", - "MultipleTargets": "Multiple Targets", - "SingleAttackEffect": "The attack deals @Damage[1d12[untyped]] damage on a failure.", - "SingleAttackLabel": "Telekinetic Storm - Single Target", - "SingleTarget": "Single Target" - }, - "PunishingStrike": { - "Note": "The reckless attack makes the user @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of their next turn. If they hit, they can add @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.t6cx9FOODmeZQNYl]{Push} to the strike" - }, - "RaptorGuardWight": { - "TerrorMaster": "The Raptor Guard is wearing their dinosaur-skull helm." - }, - "RebornDevotee":{ - "RebornDevoteeFocusedAssault": "Number of Stalks" - }, - "RuneGiant": { - "InvokeRune": { - "Prompt": "Select a rune.", - "RuneOfDestruction": { - "Label": "Rune of Destruction", - "Text": "A creature hit with the weapon is @UUID[Compendium.pf2e.conditionitems.Item.4D2KBtexWXa6oUMR]{Drained 1} unless it succeeds at a @Check[type:fortitude|dc:35|name:Rune of Destruction|traits:arcane,electricity] save." - }, - "RuneOfFlames": { - "Label": "Rune of Flames" - }, - "RuneOfSmiting": { - "Label": "Rune of Smiting", - "Text": "When the weapon hits, the giant can @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.t6cx9FOODmeZQNYl]{Push} the target back 10 feet, or 20 feet on a critical hit." - } - } - }, - "Scroungefeather": { - "GrabDebris": { - "BrokenBlade": "Broken Blade", - "MagicBolt": "Magic Bolt" - } - }, - "Seugathi": { - "MindfogSuppression": "Suppress Mindfog Aura" - }, - "Silene": { - "LumberjacksBane": "Target is wielding an axe" - }, - "Shell": { - "BrokenShell": "Broken Shell", - "CriticalHit": "Shell Broken by a Critical Hit" - }, - "ShockerLizard": { - "ShockingBurst": { - "One": "One Lizard", - "Two": "Two Lizards", - "Three": "Three Lizards", - "Four": "Four Lizards" - } - }, - "SkyDragon": { - "DivineLightningGood": "Divine Lightning - Good Damage", - "DivineLightningPositive": "Divine Lightning - Vitality Damage" - }, - "SoulfiredPot": { - "CriticalHit": "Soulfired Pot Broken by a Critical Hit" - }, - "SovereignDragon": { - "InspireEnvoyDragonAdult": "Adult Sovereign Dragon", - "InspireEnvoyDragonAncient": "Ancient Sovereign Dragon", - "InspireEnvoyDragonChoice": "Dragon Granting the Effect", - "InspireEnvoyEffectAC": "Bonus to AC", - "InspireEnvoyEffectAttack": "Bonus to Attack", - "InspireEnvoyEffectChoice": "Granted Effect", - "InspireEnvoyEffectPercWillCha": "Bonus to Will, Perception and Charisma-based skill checks" - }, - "StargutHydra": { - "SkymetalMetamorphosis": { - "Djezet": { - "Label": "Skymetal Metamorphosis (Djezet)" - }, - "Noqual": { - "Label": "Skymetal Metamorphosis (Noqual)" - }, - "Siccatite": { - "Chilled": "Chilled", - "Label": "Skymetal Metamorphosis (Siccatite)", - "Superheated": "Superheated" - } - } - }, - "StoneSpider": { - "StoneFangs": "Stone Fangs" - }, - "Surgeon": { - "MedicalMalpracticeCriticalSuccess": "Medical Malpractice (Critical Success)" - }, - "Target": { - "GrabbedByNPC": "You have the target grabbed." - }, - "TheGreatFlood": { - "LeadingHead": "Leading Head", - "LeadingHeadDescription": { - "NoHeadSelected": "During each of the Great Flood's appearances, one head takes the lead once combat begins, chosen by the GM when initiative is rolled. Whichever head is in the lead grants a different action the Great Flood can use during its first turn each round (see Coordinated Actions).", - "Aloof": "The aloof head casts a 5th-rank @UUID[Compendium.pf2e.spells-srd.Item.aIHY2DArKFweIrpf]{Command} (@Check[type:will|dc:42]).", - "Ambitious": "The ambitious head declares a divine position above its station. It gains 100 temporary Hit Points for 1 minute. It also gains a weakness 20 to spirit damage and can't Claim Position again for 1 minute.", - "Assertive": "The Great Flood Swims, then makes a melee Strike.", - "Capricious": "The capricious head counteracts each mental effect on themself as a 10th-rank effect with a [[/r 1d20+32 #Counteract]]{+32} counteract modifier.", - "PeoplePleaser": "The heads discuss and audibly agree on a creature to target. Until they Build Consensus again, their Strikes deal an additional 20 precision damage to that creature.", - "Perfectionist": "The perfectionist head criticizes a creature within their aura. The creature must succeed at a @Check[type:will|dc:42] save or take @Damage[9d6[persistent,mental]] damage.", - "Playful": "The playful head makes an ill-timed quip about the impermanence of life. They attempt to @UUID[Compendium.pf2e.actionspf2e.Item.2u915NdUyQan6uKF]{Demoralize} each creature within their aura.", - "Secretive": "The Great Flood is @UUID[Compendium.pf2e.conditionitems.Item.zJxUflt9np0q4yML]{Invisible} until the end of their turn and teleports to an open space within their aura.", - "Suspicious": "The Great Flood peers at their surroundings. Until they move, they see through illusions in their aura and the reach of their jaws is increased to 25 feet." - }, - "LeadingHeadName": { - "NoHeadSelected": "None Selected", - "Aloof": "Aloof", - "Ambitious": "Ambitious", - "Assertive": "Assertive", - "Capricious": "Capricious", - "PeoplePleaser": "People Pleaser", - "Perfectionist": "Perfectionist", - "Playful": "Playful", - "Secretive": "Secretive", - "Suspicious": "Suspicious" - } - }, - "TreerazerPlantAttack": "Attack a Plant", - "Tyrafdir": { - "DeceptiveJaws": "Deceptive Jaws" - }, - "Vampire": { - "JiangShi": { - "StanceOfDeath": { - "BoneCorpse": { - "Label": "Bone Corpse Stance" - }, - "CloudlessVoid": { - "Label": "Cloudless Void Stance" - }, - "SunderedVeins": { - "Label": "Sundered Veins Stance", - "Note": "The target becomes @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1}" - } - } - } - }, - "Vordine": { - "TridentOfDis": { - "NoAlly": "No Ally", - "UnholyAlly": "Unholy Ally" - } - }, - "Warsworn": { - "AnimatedWeapon": { - "DieSize": "Animated Weapon - Die Size", - "DamageType": "Animated Weapon - Damage Type" - } - }, - "YetiNightmareGuardianRage": "Nightmare Guardian Rage", - "Zetogeki": { - "TiltScalesChannelEnergy": "Kinetic Energy Channeled", - "TiltScalesTilted": "Scales Tilted" - } - }, - "OracleCurses": { - "Ancestor": { - "AncestralInfluence": "Ancestral Influence", - "Label": { - "ExtremeBattle": "Extreme Battle", - "ExtremeSkillful": "Extreme Skillful", - "ExtremeSpellcasting": "Extreme Spellcasting", - "MajorBattle": "Major Battle", - "MajorSkillful": "Major Skillful", - "MajorSpellcasting": "Major Spellcasting", - "Martial": "Martial", - "MinorBattle": "Minor Battle", - "MinorSkillful": "Minor Skillful", - "MinorSpellcasting": "Minor Spellcasting", - "ModerateBattle": "Moderate Battle", - "ModerateSkillful": "Moderate Skillful", - "ModerateSpellcasting": "Moderate Spellcasting", - "Skillful": "Skillful", - "Spellcasting": "Spellcasting" - }, - "MajorFailure": "Your curse interferes with this action, and you must succeed at a @Check[type:flat|dc:8|showDC:owner] or lose the action.", - "MeddlingAncestor": "Meddling Ancestor", - "MinorFailure": "Your curse interferes with this action, and you must succeed at a @Check[type:flat|dc:4|showDC:owner] or lose the action.", - "ModerateFailure": "Your curse interferes with this action, and you must succeed at a @Check[type:flat|dc:6|showDC:owner] or lose the action." - }, - "Battle": { - "MadeAStrike": "You've made a strike this round", - "NonTrivialEncounter": "In a non-trivial encounter" - }, - "Bones": { - "MajorUpgrade": "When you roll a critical failure at a saving throw against a disease, poison or death effect, you get a failure instead.", - "ModerateUpgrade": "When you roll a success at a saving throw against a disease, poison or death effect, you get a critical success instead." - }, - "Label": { - "Extreme": "Extreme", - "Major": "Major", - "Minor": "Minor", - "Moderate": "Moderate" - }, - "Life": { - "DescriptionModerate": "Whenever you finish casting a non-cantrip spell, you restore @Damage[@item.level[healing]] Hit Points to your choice of either one target of the spell or the creature nearest to you. You can't heal yourself in this way. This healing has the healing, necromancy, and vitality traits, as well as the tradition trait of the spell.", - "DescriptionMajor": "Each time you use a spell slot to cast a 5th-rank or higher spell that takes 2 or more actions to cast, you disperse vitality energy in a @Template[type:burst|distance:30] with the effects of a 3-action @UUID[Compendium.pf2e.spells-srd.Item.rfZpqmj0AIIdkVIs]{Heal} spell with a rank 4 lower than that of the spell you cast. This healing occurs immediately after you finish @UUID[Compendium.pf2e.actionspf2e.aBQ8ajvEBByv45yz]{Casting the Spell}. You don't benefit from this healing. Instead, you lose double the number of Hit Points rolled for the heal spell.", - "ToggleLabel": "All targets of Heal are living creatures" - }, - "Time": { - "ACLabel": "Defending against reactions or free actions while moving" - } - }, - "PersistentDamage": { - "Acid1d4": { - "criticalSuccess": "@Damage[(2*1d4)[persistent,acid]]", - "success": "@Damage[1d4[persistent,acid]]" - }, - "Acid1d6": { - "criticalSuccess": "@Damage[(2*1d6)[persistent,acid]]", - "success": "@Damage[1d6[persistent,acid]]" - }, - "Acid2d6": { - "criticalSuccess": "@Damage[(2*2d6)[persistent,acid]]", - "success": "*@Damage[2d6[persistent,acid]]" - }, - "Acid2d6+2": { - "criticalSuccess": "@Damage[(2*2d6+4)[persistent,acid]]", - "success": "@Damage[(2d6+2)[persistent,acid]]" - }, - "Bleed1": { - "criticalSuccess": "@Damage[2[bleed]]", - "success": "@Damage[1[bleed]]" - }, - "Bleed1d10": { - "criticalSuccess": "@Damage[(2*1d10)[bleed]]", - "success": "@Damage[1d10[bleed]]" - }, - "Bleed1d12": { - "criticalSuccess": "@Damage[(2*1d12)[bleed]]", - "success": "@Damage[1d12[bleed]]" - }, - "Bleed1d4": { - "criticalSuccess": "@Damage[(2*1d4)[bleed]]", - "success": "@Damage[1d4[bleed]]" - }, - "Bleed1d6": { - "criticalSuccess": "@Damage[(2*1d6)[bleed]]", - "success": "@Damage[1d6[bleed]]" - }, - "Bleed1d8": { - "criticalSuccess": "@Damage[(2*1d8)[bleed]]", - "success": "@Damage[1d8[bleed]]" - }, - "Bleed2": { - "criticalSuccess": "@Damage[4[bleed]]", - "success": "@Damage[2[bleed]]" - }, - "Bleed2d10": { - "criticalSuccess": "@Damage[(2*2d10)[bleed]]", - "success": "@Damage[2d10[bleed]]" - }, - "Bleed2d12": { - "criticalSuccess": "@Damage[(2*2d12)[bleed]]", - "success": "@Damage[2d12[bleed]]" - }, - "Bleed2d4": { - "criticalSuccess": "@Damage[(2*2d4)[bleed]]", - "success": "@Damage[2d4[bleed]]" - }, - "Bleed2d6": { - "criticalSuccess": "@Damage[(2*2d6)[bleed]]", - "success": "@Damage[2d6[bleed]]" - }, - "Bleed2d8": { - "criticalSuccess": "@Damage[(2*2d8)[bleed]]", - "success": "@Damage[2d8[bleed]]" - }, - "Bleed3d10": { - "criticalSuccess": "@Damage[(2*3d10)[bleed]]", - "success": "@Damage[3d10[bleed]]" - }, - "Bleed3d6": { - "criticalSuccess": "@Damage[(2*3d6)[bleed]]", - "success": "@Damage[3d6[bleed]]" - }, - "Bleed3d8": { - "criticalSuccess": "@Damage[(2*3d8)[bleed]]", - "success": "@Damage[3d8[bleed]]" - }, - "Bleed4d6": { - "criticalSuccess": "@Damage[(2*4d6)[bleed]]", - "success": "@Damage[4d6[bleed]]" - }, - "Bleed4d8": { - "criticalSuccess": "@Damage[(2*4d8)[bleed]]", - "success": "@Damage[4d8[bleed]]" - }, - "Bleed6d10": { - "criticalSuccess": "@Damage[(2*6d10)[bleed]]", - "success": "@Damage[6d10[bleed]]" - }, - "Bleed6d6": { - "criticalSuccess": "@Damage[(2*6d6)[bleed]]", - "success": "@Damage[6d6[bleed]]" - }, - "Bleed8d4": { - "criticalSuccess": "@Damage[(2*8d4)[bleed]]", - "success": "@Damage[8d4[bleed]]" - }, - "Cold1d6": { - "criticalSuccess": "@Damage[(2*1d6)[persistent,cold]]", - "success": "@Damage[1d6[persistent,cold]]" - }, - "Cold1d8": { - "criticalSuccess": "@Damage[(2*1d8)[persistent,cold]]", - "success": "@Damage[1d8[persistent,cold]]" - }, - "Cold2d6": { - "criticalSuccess": "@Damage[(2*2d6)[persistent,cold]]", - "success": "@Damage[2d6[persistent,cold]]" - }, - "Cold2d8": { - "criticalSuccess": "@Damage[(2*2d8)[persistent,cold]]", - "success": "@Damage[2d8[persistent,cold]]" - }, - "Fire1": { - "criticalSuccess": "@Damage[2[persistent,fire]]", - "success": "@Damage[1[persistent,fire]]" - }, - "Fire1d10": { - "criticalSuccess": "@Damage[(2*1d10)[persistent,fire]]", - "success": "@Damage[1d10[persistent,fire]]" - }, - "Fire1d4": { - "criticalSuccess": "@Damage[(2*1d4)[persistent,fire]]", - "success": "@Damage[1d4[persistent,fire]]" - }, - "Fire1d6": { - "criticalSuccess": "@Damage[(2*1d6)[persistent,fire]]", - "success": "@Damage[1d6[persistent,fire]]" - }, - "Fire2d10": { - "criticalSuccess": "@Damage[(2*2d10)[persistent,fire]]", - "success": "@Damage[2d10[persistent,fire]]" - }, - "Fire2d4": { - "criticalSuccess": "@Damage[(2*2d4)[persistent,fire]]", - "success": "@Damage[2d4[persistent,fire]]" - }, - "Fire2d6": { - "criticalSuccess": "@Damage[(2*2d6)[persistent,fire]]", - "success": "@Damage[2d6[persistent,fire]]" - }, - "Fire2d8": { - "criticalSuccess": "@Damage[(2*2d8)[persistent,fire]]", - "success": "@Damage[2d8[persistent,fire]]" - }, - "Fire3d10": { - "criticalSuccess": "@Damage[(2*3d10)[persistent,fire]]", - "success": "@Damage[3d10[persistent,fire]]" - }, - "Fire3d6": { - "criticalSuccess": "@Damage[(2*3d6)[persistent,fire]]", - "success": "@Damage[3d6[persistent,fire]]" - }, - "Fire3d8": { - "criticalSuccess": "@Damage[(2*3d8)[persistent,fire]]", - "success": "@Damage[3d8[persistent,fire]]" - }, - "Fire4d10": { - "criticalSuccess": "@Damage[(2*4d10)[persistent,fire]]", - "success": "@Damage[4d10[persistent,fire]]" - }, - "Force1d12": { - "criticalSuccess": "@Damage[(2*1d12)[persistent,force]]", - "success": "@Damage[1d12[persistent,force]]" - }, - "Force2d12": { - "criticalSuccess": "@Damage[(2*2d12)[persistent,force]]", - "success": "@Damage[2d12[persistent,force]]" - }, - "Mental1d4": { - "criticalSuccess": "@Damage[(2*1d4)[persistent,mental]]", - "success": "@Damage[1d4[persistent,mental]]" - }, - "Mental1d6": { - "criticalSuccess": "@Damage[(2*1d6)[persistent,mental]]", - "success": "@Damage[1d6[persistent,mental]]" - }, - "Mental1d8": { - "criticalSuccess": "@Damage[(2*1d8)[persistent,mental]]", - "success": "@Damage[1d8[persistent,mental]]" - }, - "Mental2d6": { - "criticalSuccess": "@Damage[(2*2d6)[persistent,mental]]", - "success": "@Damage[2d6[persistent,mental]]" - }, - "Mental3d6": { - "criticalSuccess": "@Damage[(2*3d6)[persistent,mental]]", - "success": "@Damage[3d6[persistent,mental]]" - }, - "Negative1d10": { - "criticalSuccess": "@Damage[(2*1d10)[persistent,void]]", - "success": "@Damage[1d10[persistent,void]]" - }, - "Negative1d6": { - "criticalSuccess": "@Damage[(2*1d6)[persistent,void]]", - "success": "@Damage[1d6[persistent,void]]" - }, - "Negative1d8": { - "criticalSuccess": "@Damage[(2*1d8)[persistent,void]]", - "success": "@Damage[1d8[persistent,void]]" - }, - "Negative2d10": { - "criticalSuccess": "@Damage[(2*2d10)[persistent,void]]", - "success": "*@Damage[2d10[persistent,void]]" - }, - "Piercing2d8+8": { - "criticalSuccess": "@Damage[(2*2d8+16)[persistent,piercing]]", - "success": "@Damage[(2d8+8)[persistent,piercing]]" - }, - "Poison1d12": { - "criticalSuccess": "@Damage[(2*1d12)[persistent,poison]]", - "success": "@Damage[1d12[persistent,poison]]" - }, - "Poison1d4": { - "criticalSuccess": "@Damage[(2*1d4)[persistent,poison]]", - "success": "@Damage[1d4[persistent,poison]]]" - }, - "Poison1d6": { - "criticalSuccess": "@Damage[(2*1d6)[persistent,poison]]", - "success": "@Damage[1d6[persistent,poison]]" - }, - "Poison1d8": { - "criticalSuccess": "@Damage[(2*1d8)[persistent,poison]]", - "success": "@Damage[1d8[persistent,poison]]" - }, - "Poison2d4": { - "criticalSuccess": "@Damage[(2*2d4)[persistent,poison]]", - "success": "@Damage[2d4[persistent,poison]]" - }, - "Poison2d6": { - "criticalSuccess": "@Damage[(2*2d6)[persistent,poison]]", - "success": "@Damage[2d6[persistent,poison]]" - }, - "Poison2d8": { - "criticalSuccess": "@Damage[(2*2d8)[persistent,poison]]", - "success": "@Damage[2d8[persistent,poison]]" - }, - "Poison3d4": { - "criticalSuccess": "@Damage[(2*3d4)[persistent,poison]]", - "success": "@Damage[3d4[persistent,poison]]" - }, - "Poison3d6": { - "criticalSuccess": "@Damage[(2*3d6)[persistent,poison]]", - "success": "@Damage[3d6[persistent,poison]]" - }, - "Poison4d6": { - "criticalSuccess": "@Damage[(2*4d6)[persistent,poison]]", - "success": "@Damage[4d6[persistent,poison]]" - } - }, - "RuleEditor": { - "Aura": { - "Appearance": { - "Border": "Border", - "Color": "Color", - "Highlight": "Highlight", - "Label": "Appearance", - "Loop": { - "Hint": "If the File is a video, whether to loop it", - "Label": "Loop" - }, - "NotApplicable": "Not Applicable", - "PlaybackRate": { - "Hint": "If the File is a video, the playback rate of the resulting HTMLVideoElement", - "Label": "Playback Rate" - }, - "Texture": "Texture", - "Translation": { - "Hint": "A manual x/y translation of the texture resource", - "Label": "Translation", - "X": "x", - "Y": "y" - } - }, - "Basic": { - "Label": "Basic", - "Level": { - "Hint": "An optional level for the aura, to be used to set the level of the effects it transmits", - "Label": "Level" - }, - "MergeExisting": { - "Hint": "If another aura with the same slug is already being emitted, merge this aura's data in with the other's, combining traits and effects as well as merging colors data.", - "Label": "Merge Existing" - }, - "Radius": "Radius" - }, - "Effects": { - "Affects": "Affects", - "DropText": "Drop Effect", - "DropTooltip": "An Effect to include in this aura", - "Events": "Events", - "EventsOptions": { - "Enter": "Enter", - "TurnStart": "Turn Start", - "TurnEnd": "Turn End" - }, - "IncludesSelf": "Includes Self", - "Label": "Effects", - "AffectsOptions": { - "All": "All", - "Allies": "Allies", - "Enemies": "Enemies" - }, - "RemoveEffect": "Remove Effect", - "RemoveOnExit": "Remove on Exit", - "Type": "Type" - } - }, - "FastHealing": { - "DeactivatedBy": "Deactivated By" - }, - "FlatModifier": { - "Force": "Force?", - "HideIfDisabled": "Hide (If Disabled)" - }, - "General": { - "Add": "Add", - "Brackets": "Brackets", - "CriticalBehavior": { - "false": "1x Damage on Crit", - "null": "2x Damage on Crit", - "true": "Critical Damage Only" - }, - "DamageType": "Damage Type", - "Label": "Label", - "Opacity": "Opacity", - "Predicate": "Predicate", - "Primitive": "Primitive", - "PriorityHint": "Priority determines the order in which rule elements are executed within the same phase. Rule elements with lower priority values are executed first.", - "Range": "Range", - "Remove": "Remove", - "Selector": "Selector", - "Slug": "Slug", - "Value": "Value" - }, - "GrantItem": { - "AllowDuplicate": "Allow Duplicates", - "ReevaluateOnUpdate": "Reevaluate on Update", - "ReplaceSelf": "Replace Self" - }, - "Note": { - "Hidden": "Hidden", - "Outcome": "Outcome", - "Text": "Text Content", - "Title": "Title" - } - }, - "RuleElement": { - "ActiveEffectLike": "ActiveEffect-Like", - "ActorTraits": "Actor Traits", - "AdjustDegreeOfSuccess": "Adjust Degree of Success", - "AdjustModifier": "Adjust Modifier", - "AdjustStrike": "Adjust Strike", - "Aura": "Aura", - "BaseSpeed": "Base Speed", - "BattleForm": "Battle Form", - "ChoiceSet": "Choice Set", - "CraftingEntry": "Crafting Entry", - "CraftingFormula": "Crafting Formula", - "CreatureSize": "Creature Size", - "CriticalSpecialization": "Critical Specialization", - "DamageAlteration": "Damage Alteration", - "DamageDice": "Damage Dice", - "DexterityModifierCap": "Dexterity Modifier Cap", - "EffectSpinoff": "Effect Spinoff", - "EphemeralEffect": "Ephemeral Effect", - "FastHealing": "Fast Healing/Regeneration", - "FixedProficiency": "Fixed Proficiency", - "FlatModifier": "Flat Modifier", - "GrantItem": "Grant Item", - "Immunity": "Immunity", - "ItemAlteration": "Item Alteration", - "LoseHitPoints": "Lose Hit Points", - "MartialProficiency": "Martial Proficiency", - "MultipleAttackPenalty": "Multiple Attack Penalty", - "Note": "Note", - "Resistance": "Resistance", - "RollOption": "Roll Option", - "RollTwice": "Roll Twice", - "Sense": "Sense", - "SpecialStatistic": "Special Statistic", - "Strike": "Strike", - "Striking": "Striking", - "SubstituteRoll": "Substitute Roll", - "TempHP": "Temporary Hit Points", - "TempHPShortLabel": "Temp", - "TokenEffectIcon": "Token Effect Icon", - "TokenImage": "Token Image", - "TokenLight": "Token Light", - "TokenMark": "Token Mark", - "TokenName": "Token Name", - "Unrecognized": "Unrecognized Rule Element", - "Weakness": "Weakness", - "WeaponPotency": "Weapon Potency" - }, - "SkillVariant": { - "AboutCaves": "About Caves", - "AcidicEnvironment": "In Acidic Surroundings", - "AgainstDemons": "Against Demons", - "Aid": "To Aid", - "AttemptToFascinateOutdoorsInBrightSun": "Using Fascinating Performance Outdoors in Bright Sun", - "Balance": "To Balance", - "Blacksmithing": "For Blacksmithing", - "BloodOrWater": "In Blood or Water", - "BoundHome": "Within Bound Home", - "Buried": "Buried", - "CanClearlyIdentifyTheStars": "Can Clearly Identify the Stars", - "Climb": "To Climb", - "ClimbHighJumpLongJumpOrDisarm": "To Climb, High Jump, Long Jump, or Disarm", - "ClimbOrSwim": "To Climb or Swim", - "CommandAnAnimal": "To Command an Animal", - "CommandReptile": "To Command an Animal that is a Reptile", - "ConcealAnObject": "To Conceal an Object", - "CraftAlchemical": "To Craft Alchemical Items", - "CraftAlchemicalOrMedicine": "To Craft Alchemical or Medicinal Items", - "CraftBone": "Using Bone", - "CraftJewelry": "To Craft Jewelry", - "CraftSnare": "To Craft Snares", - "CraftTrap": "To Craft Traps", - "CraftTrapSnare": "To Craft Traps and Snares", - "CreateForgery": "To Create Forgery", - "Dance": "To Dance", - "Darkness": "In Darkness", - "DarknessOrSmoke": "In Darkness or Smoke", - "DecayingPlantFungus": "Amid Decaying Plant Matter or Fungus", - "Demoralize": "To Demoralize", - "DemoralizeThreateningLunge": "To Demoralize with Threatening Lunge", - "Deserts": "In Deserts", - "DimLight": "In Dim Light", - "DimLightOrDarkness": "In Dim Light or Darkness", - "DisableADevice": "To Disable a Device", - "Disarm": "To Disarm", - "DisarmGrapple": "To Disarm or Grapple", - "DisarmGrappleAvoidDisarm": "To Disarm, Grapple, or avoid being Disarmed", - "DisarmMetal": "To Disarm a Metal Item", - "DisarmStoneMetal": "To Disarm Stone or Metal Objects", - "DiscernAndPredictWeather": "Discern Weather Patterns and Predict Upcoming Weather Conditions", - "Diversion": "To Create a Diversion", - "Escape": "To Escape", - "EscapeForceOpenOrLift": "To Escape, Force Open, or Lift Heavy Objects", - "Feint": "To Feint", - "Fly": "To Fly", - "ForceOpenGrappleShoveOrTrip": "To Force Open, Grapple, Shove, or Trip", - "Forests": "In Forests", - "ForestsOrGrasslands": "In Forests or Grasslands", - "ForestsOrJungles": "In Forests or Jungles", - "ForestsOrSnow": "In Forests or Snow", - "ForestsOrSwamps": "In Forests or Swamps", - "ForestsOrUnderground": "In Forests or Underground Areas", - "FortuneTelling": "To Tell Fortunes", - "FullMoon": "Full Moon", - "GatherInformation": "to Gather Information", - "Grapple": "To Grapple", - "GrappleShove": "To Grapple or Shove", - "Hide": "To Hide", - "HideInBody": "To Hide Inside a Body", - "HideInDim": "To Hide in Dim Light", - "HideInDimOrDark": "To Hide in Dim Light or Darkness", - "HideSneakInscriptions": "To Hide or Sneak Among Inscriptions", - "HideSneakTree": "To Hide or Sneak while in a Tree", - "HighJumpOrLongJump": "To High Jump or Long Jump", - "IceAndSnow": "In Ice or Snow", - "ImitateStone": "To Imitate Stone", - "ImitateVoice": "To Imitate a Voice", - "Impersonate": "To Impersonate", - "ImpersonateCloakSheetRay": "To Impersonate a Cloak, Sheet, or Ray", - "ImpersonateClothing": "To Impersonate Clothing", - "ImpersonateHumanVersion": "To Impersonate a Human Version of Themselves", - "ImpersonateInanimate": "To Impersonate an Inanimate Object", - "ImpersonatePeasantOrLaborer": "To Impersonate a Peasant or Laborer", - "ImpersonateSpecificPerson": "To Impersonate a Specific Person", - "ImpersonateStumpOrLog": "To Impersonate a Stump or Log", - "ImpersonateMound": "To Impersonate a Mound", - "ImpersonatePastSelf": "To Impersonate a Past Self", - "Jar": "Inside a Jar", - "JumpOrClimb": "To Jump or Climb", - "JumpOrSwim": "To Jump or Swim", - "Jungles": "In Jungles", - "JunglesOrFlowerFields": "In Jungles or Flower Fields", - "JunkOrDebris": "In Junk or Debris", - "Lair": "In Lair", - "Lava": "In Lava", - "LeyLine": "Near Ley Line", - "Lie": "To Lie", - "LongJump": "To Long Jump", - "Lute": "To Play the Lute", - "MakeAnImpression": "To Make an Impression", - "ManeuverInFlight": "To Maneuver in Flight", - "Moist": "In Moist Environments", - "Moonlight": "In Moonlight", - "Mountains": "In Mountains", - "Navigate": "To Navigate", - "NearTheOcean": "Near The Ocean", - "NighttimeWithMoonVisible": "Nighttime, with the Moon Visible", - "OceansForests": "In Oceans and Forests", - "Orate": "To Orate", - "Paint": "To Paint", - "PalmAnObjectOrSteal": "To Palm an Object or Steal", - "PickALock": "To Pick a Lock", - "Poison": "To Craft Poisons", - "Prophecy": "To Spout Prophecy", - "Raining": "Raining", - "RecallKnowledge": "To Recall Knowledge", - "RecallKnowledgeDeadSubject": "To Recall Knowledge about a deceased subject", - "Rocky": "In Rocky Terrain", - "RockyOrBarren": "In Rocky or Barren Terrain", - "Ruins": "In Ruins", - "RunningWater": "In Running Water", - "RustyTerrain": "In Areas of Rusty Objects", - "Sand": "In Sand", - "SenseMotive": "to Sense Motive", - "Sewers": "In Sewers", - "SewersScrapyards": "In Sewers and Scrapyards", - "Shoes": "For Shoes", - "ShootingGallery": "In the Shooting Gallery", - "Shove": "To Shove", - "Singing": "Singing", - "Skinless": "When Skinless", - "Snow": "In Snow", - "Squeeze": "To Squeeze", - "Steal": "To Steal", - "StonyOrIcyAreas": "In Stony or Icy Areas", - "StringedInstruments": "For Stringed Instruments", - "Subsist": "To Subsist", - "Swamps": "In Swamps", - "Swardlands": "In the Swardlands", - "Swim": "To Swim", - "TarPit": "In Tar Pits", - "TellTheTruth": "To Tell the Truth", - "ThickVegetation": "In Thick Vegetation", - "Track": "To Track", - "TrackBleedingCreature": "To Track a Bleeding Creature", - "TrackCreator": "To Track Their Creator", - "TrackHalfHealth": "To Track a Creature at Half its Hit Points or Fewer", - "Traps": "Traps", - "TrashAndRubbish": "In Trash and Rubbish", - "Treasure": "In Treasure", - "Trip": "To Trip", - "TripTangle": "To Trip and Tangle", - "TumbleThrough": "To Tumble Through", - "TumbleThroughMediumOrLarger": "To Tumble Through the Space of a Medium or Larger Creature", - "Tundra": "In Tundra", - "Underground": "Underground", - "Undergrowth": "In Undergrowth", - "Underwater": "Underwater", - "UnderwaterVegetation": "In Underwater Vegetation", - "Vegetation": "In Vegetation", - "VsArthropods": "vs. Arthropods", - "VsControlled": "vs. Controlled effects", - "VsDarknessLightShadow": "vs. Darkness, Light or Shadow effects", - "VsDemons": "vs. Demons", - "VsDiseases": "vs. Diseases", - "VsEmotion": "vs. Emotion effects", - "VsMagic": "vs. Magical effects", - "VsMental": "vs. Mental effects", - "VsPlants": "vs. Plants", - "VsProne": "vs. Prone effects", - "VsShoveOrTrip": "vs. Shove or Trip", - "VsSleeping": "vs. sleeping targets", - "Water": "In Water", - "WaterOrMud": "In Water or Mud", - "Weave": "To Weave", - "Woodworking": "Woodworking" - }, - "SpecificRule": { - "Acrobat": { - "AcrobatDedication": { - "Note": "Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain." - }, - "Contortionist": { - "Note": "Whenever you successfully @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escape} using Acrobatics, the creature you Escaped from is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against the next attack you make against it before the end of your next turn." - } - }, - "Actions": { - "OneAction": "One Action", - "Prompt": "Select the number of actions", - "ThreeActions": "Three Actions", - "TwoActions": "Two Actions" - }, - "ActivatedItem": "{item} activated", - "AdjustDegreeOfSuccess": { - "Athletics": { - "Climb": { - "SuccessBetter": "If you roll a success on an Athletics check to Climb you get a critical success instead." - } - }, - "RecallKnowledge": { - "SuccessBetterAdditionalInformation": "When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a Recall Knowledge check, at the GM's discretion you might gain even more additional information or context than normal." - }, - "Squeeze": { - "CriticalFailureSuccessBetter": "When you roll a critical failure on a check to Squeeze, you get a failure instead, and when you roll a success, you get a critical success instead." - }, - "Survival": { - "SenseDirection": { - "SuccessBetter": "If you roll a success on an Survival check to Sense Direction you get a critical success instead." - } - } - }, - "AdoptedAncestry": { - "Prompt": "Select a common ancestry." - }, - "AdvancedGeneralTraining": { - "Prompt": "Select a 7th-level or lower general feat." - }, - "AerialPiledriver": { - "SuccessText": "The target lands @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.", - "FailureText": "You lose your grip on the target, and it is no longer grabbed or restrained by you.", - "CriticalFailureText": "You fall @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}, and the target is no longer grabbed or restrained by you." - }, - "AftermathFeats": { - "DormantEruptionToggle": "You've Used Thermal Eruption Today", - "StoneFistLabel": "Stone Fist" - }, - "Aid": { - "Prompt": "Choose the bonus from Aid." - }, - "Alchemist": { - "AlchemicalCrossbow": { - "Prompt": "Choose a bomb to add to the crossbow." - }, - "ResearchField": { - "Prompt": "Select a research field." - } - }, - "AldoriDuelist": { - "DuelistsEdge": { - "Note": "You can immediately Interact to draw your Aldori Dueling Sword." - } - }, - "AlkenstarAgent": { - "LooseCannon": { - "Note": { - "CriticalFailure": "The firearm misfires and also explodes. It becomes @UUID[Compendium.pf2e.conditionitems.Item.6dNUvdb1dhToNDj3]{Broken}, and it deals its normal weapon damage to all creatures in a @Template[type:burst|distance:20] centered on the firearm, with a @Check[type:reflex|dc:resolve(@actor.attributes.classDC.value)|basic:true]. This damage includes any from the weapon's fundamental and property runes.", - "Failure": "The firearm misfires, but it doesn't cause the other critical failure effects." - } - } - }, - "Anadi": { - "SpiderOrHybridForm": "In Spider or Hybrid Form" - }, - "AncestralParagon": { - "Prompt": "Select a 1st-level ancestry feat." - }, - "AncientElf": { - "Prompt": "Select a multiclass dedication feat." - }, - "Android": { - "ConsistentSurge": "You can use Nanite Surge with a frequency of once per 10 minutes, rather than once per hour.", - "OffensiveSubroutine": "You can choose to activate Nanite Surge when you attempt an attack roll, instead of when you attempt a skill check. If you do, you gain a +1 status bonus to the triggering attack roll.", - "ProtectiveSubroutine": "You can choose to activate Nanite Surge when you attempt a saving throw, instead of when you attempt a skill check. If you do, you gain a +2 status bonus to the triggering saving throw." - }, - "AnimalForm": { - "Ape": "Ape", - "Bat": "Bat", - "Bear": "Bear", - "Bull": "Bull", - "Canine": "Canine", - "Cat": "Cat", - "Centipede": "Centipede", - "Crab": "Crab", - "Crocodile": "Crocodile", - "Deer": "Deer", - "Frog": "Frog", - "Orca": "Orca", - "Seal": "Seal", - "Shark": "Shark", - "Snake": "Snake", - "Toad": "Toad", - "Wolf": "Wolf" - }, - "AnimalSkin": { - "BracersOfArmor": "Animal Skin w/ Bracers of Armor", - "ExplorersClothing": "Animal Skin w/ Explorer's Clothing", - "MageArmor": "Animal Skin w/ Mage Armor" - }, - "AquaticCombat": { - "FireNote": "You can't cast fire spells or use actions with the fire trait underwater.", - "RangedNote": "Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved." - }, - "Ardande": { - "CausticNectar": { - "Note": "On a critical hit, the target is @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1}." - }, - "PotentNectar": { - "PersistentDamage": "Persistent Acid Damage", - "SplashDamage": "Acid Splash Damage" - } - }, - "ArtokussFire": { - "Note": "Your Alchemist's Fire deals an additional 1d4 persistent fire damage, and creatures must make two succesful flat checks to end the condition (or one check, if they had assisted recovery that reduces the flat check to DC 10). Your enhanced fire burns underwater, and water does not help to end the persistent damage." - }, - "Automaton": { - "ArcaneLocomotion": { - "Prompt": "Select a movement type." - }, - "AutomatonArmament": { - "Prompt": "Select an unarmed strike." - }, - "CoreCannon": { - "AttackNote": "You need to manually apply your highest Potency rune to this attack roll.", - "CriticalHit": "On a critical hit, the target takes @Damage[10[persistent,fire]] damage. Your core cannon does not add critical specialization effects." - }, - "EnergyBeam": { - "CriticalHit": "On a critical hit, the target takes persistent fire damage equal to the number of weapon damage dice. Your eye beam does not add critical specialization effects." - }, - "EnhanceableFeats": { - "ArcaneCamouflage": "Arcane Camouflage", - "ArcaneCommunication": "Arcane Communication", - "ArcaneEye": "Arcane Eye", - "ArcaneLocomotion": "Arcane Locomotion", - "ArcanePropulsion": "Arcane Propulsion", - "ArcaneSafeguards": "Arcane Safeguards", - "ArcaneSlam": "Arcane Slam", - "AstralBlink": "Astral Blink", - "AutomatonArmament": "Automaton Armament", - "AutomatonLore": "Automaton Lore", - "CoreAttunement": "Core Attunement", - "CoreRejuvenation": "Core Rejuvenation", - "EnergyBeam": "Energy Beam", - "EnlargedChassis": "Enlarged Chassis", - "IntegratedArmament": "Integrated Armament", - "LesserAugmentation": "Lesser Augmentation", - "MagicalResistance": "Magical Resistance", - "RainOfBolts": "Rain of Bolts", - "ReinforcedChassis": "Reinforced Chassis" - }, - "Enhancement": { - "ArcaneLocomotionClimbSpeed": "Gain a climb speed", - "ArcaneLocomotionIncreaseSpeed": "Increase speeds", - "ArcaneLocomotionSwimSpeed": "Gain a swim speed", - "AugmentationPrompt": "Select a feat to augment.", - "EnhancementPrompt": "Select an enhancement.", - "MagicalResistanceAll": "Gain additional resistances", - "MagicalResistanceIncrease": "Enhance existing resistance" - }, - "HunterAutomaton": { - "ToggleLabel": "Running on all fours" - }, - "MagicalResistance": { - "Prompt": "Select a type of energy damage." - } - }, - "AwakenedAnimal": { - "LateAwakener": { - "Prompt": "Choose an awakened animal heritage" - }, - "NaturalSenses": { - "Prompt": "Choose a sense appropriate to your kind of animal" - }, - "SwimmingAnimal": { - "Prompt": "Choose if you are an aquatic or water-dwelling animal", - "WaterDwelling": "Water-dwelling" - } - }, - "Azarketi": { - "PhosphorescentSpots": "Phosphorescent Spots" - }, - "Barbarian": { - "Animal": { - "Ankylosaurus": "Ankylosaurus", - "Ant": "Ant", - "Ape": "Ape", - "Bat": "Bat", - "Bear": "Bear", - "Bird": "Bird", - "Brontosaurus": "Brontosaurus", - "Bull": "Bull", - "Cat": "Cat", - "Crab": "Crab", - "Crocodile": "Crocodile", - "Deer": "Deer", - "Frog": "Frog", - "Orca": "Orca", - "Prompt": "Select an animal.", - "Scorpion": "Scorpion", - "Seal": "Seal", - "Shark": "Shark", - "Snake": "Snake", - "Spider": "Spider", - "Tyrannosaurus": "Tyrannosaurus", - "Wasp": "Wasp", - "WebNote": "The spider's web attack deals no damage, but the target takes a –10-foot circumstance penalty to its Speeds for 1 round on a hit.
@UUID[Compendium.pf2e.feat-effects.Item.tCMVyxQhzYCjBQtK]
If a target is hit a second time by the same character's web attack while they have this penalty, they're instead @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{Immobilized} until they succeed at a check to @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escape} against your class DC.
", - "Wolf": "Wolf" - }, - "Decay": { - "ToggleLabel": "Rotting Rage" - }, - "Dragon": { - "NormalRageDamage": "Deal normal rage damage", - "ToggleLabel": "Draconic Rage", - "Prompt": "Select a dragon." - }, - "Elemental": { - "ElementalEvolutionLabel": "Elemental Rage Damage" - }, - "Giant": { - "Prompt": "Select an energy type for Raging Resistance." - }, - "Instinct": { - "Drops": "Level 1 barbarian class feature", - "Prompt": "Select an instinct." - }, - "InuredToAlchemy": { - "CriticalSuccess": "Each critical success reduces the stage by 3 for an alchemical poison, drug, or addiction.", - "CriticalSuccessVirulent": "Each critical success reduces the stage by 2 for a virulent alchemical poison, drug, or addiction.", - "Success": "Each of your successful saving throws against an alchemical poison, a drug, or an addiction reduces the stage by 2", - "SuccessVirulent": "Each of your successful saving throws against a virulent alchemical poison, a drug, or an addiction reduces the stage by 1" - }, - "Ligneous": { - "ToggleLabel": "Wooden Rage" - }, - "Spirit": { - "NegativeDamage": "Void Damage", - "PositiveDamage": "Vitality Damage", - "ToggleLabel": "Spirit Rage" - }, - "Superstition": { - "TargetingCaster": "Target is a caster" - } - }, - "Bard": { - "DiscordantVoice": { - "Label": "Discordant Voice" - }, - "Muse": { - "Enigma": "Enigma", - "Maestro": "Maestro", - "Polymath": "Polymath", - "Prompt": "Select a muse.", - "Warrior": "Warrior" - }, - "TriumphantInspiration": { - "Note": "With a triumphant shout, you inspire your allies. You cast a composition cantrip you know that normally takes a single action to cast." - } - }, - "Beastkin": { - "AnimalSenses": { - "Prompt": "Select a sense available to your inherent animal." - }, - "Senses": { - "EcholocationImprecise": "Echolocation (Imprecise) 30 feet", - "EcholocationPrecise": "Improve your echolocation to precise", - "Scent": "Scent (Imprecise) 30 feet", - "TremorsenseImprecise": "Tremorsense (Imprecise) 30 feet", - "TremorsensePrecise": "Improve your tremorsense to precise" - } - }, - "BlessingOfDefiance": { - "Prompt": "Choose one saving throw." - }, - "BloodlettingKukri": { - "Note": "If the target didn't already have persistent bleed damage when you scored the critical hit, you also gain [[/r 1d8]] temporary Hit Points." - }, - "BonusLabel": { - "NegativeOne": "-1", - "PlusFour": "+4", - "PlusOne": "+1", - "PlusThree": "+3", - "PlusTwo": "+2" - }, - "BottledOmen": { - "Label": "Use your omen" - }, - "BountyHunterDedication": { - "GatherInfoHuntedPrey": "To Gather Information regarding hunted prey" - }, - "BrevicNoble": { - "Garess": "Garess", - "Lebeda": "Lebeda", - "Lodovka": "Lodovka", - "Medvyed": "Medvyed", - "Orlovsky": "Orlovsky", - "Prompt": "Select a Brevic lineage.", - "Surtova": "Surtova" - }, - "CapeOfJustice": { - "Toggle": "Target is your designated offender" - }, - "CatharticMage": { - "EmotionalState": { - "Prompt": "Select a catharsis emotion." - }, - "Love": { - "Toggle": "You cast a spell to benefit your emotional focus" - } - }, - "CelestialResistance": { - "Prompt": "Select a type of energy associated with your bloodline." - }, - "Champion": { - "AuraOfFaith": { - "Toggle": "First Strike against an unholy creature this round" - }, - "BladeAllyRune": "Select a property rune for your blade ally.", - "DivineSmite": { - "Label": "Divine Smite" - }, - "EvilDamage": "Spirit Damage", - "IronRepercussions": { - "Description": "Disobeying your Iron Command has lasting consequences. If an enemy refuses to kneel to you, you can deal @Damage[(ternary(gte(@actor.level,19),6,ternary(gte(@actor.level,16),5,ternary(gte(@actor.level,12),4,ternary(gte(@actor.level,9),3,ternary(gte(@actor.level,5),2,1))))))d6[persistent,mental]] instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged." - }, - "NegativeDamage": "Void Damage", - "OngoingSelfishness": { - "Description": "After you use Selfish Shield, you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your Selfish Shield resistance. @UUID[Compendium.pf2e.feat-effects.Item.seOQfjfjrDyK6rCo]{Effect: Ongoing Selfishness}" - }, - "RangedReprisal": { - "Description": "You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike." - }, - "RetributiveStrike": "Retributive Strike", - "TargetReaction": "Target triggered your champion reaction", - "UnimpededStep": { - "Description": "With a burst of divine liberation, your ally's movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground." - }, - "WeightOfGuilt": { - "Description": "Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it @UUID[Compendium.pf2e.conditionitems.e1XGnhKNSQIm5IXg]{Stupefied 2} for the same duration." - } - }, - "CharmOfResistance": { - "Greater": "Charm of {damageType} Resistance (Greater)", - "Major": "Charm of {damageType} Resistance (Major)", - "Standard": "Charm of {damageType} Resistance" - }, - "ChromaticArmor": { - "Acid": "Orange (Acid)", - "Electricity": "Yellow (Electricity)", - "Fire": "Red (Fire)", - "Force": "Violet (Force)", - "Mental": "Indigo (Mental)", - "Poison": "Green (Poison)", - "Prompt": "Select a color.", - "Sonic": "Blue (Sonic)" - }, - "Chronoskimmer": { - "DestabilizeFailureLabel": "Destabilize timestream (Failure)", - "DestabilizeSuccessLabel": "Destabilize timestream (Success)", - "StabilizeLabel": "Stabilize timestream" - }, - "ClanWeapon": { - "ClanPistol": "Clan Pistol (Ancestry Feat)", - "Label": "Clan Weapon", - "Prompt": "Select a clan weapon." - }, - "Cleric": { - "CastigatingWeapon": { - "Note": "After you deal spirit damage due to Divine Castigation, your weapon or unarmed Strikes gain your holy or unholy trait and deal additional spirit damage until the end of your turn. @UUID[Compendium.pf2e.feat-effects.Item.BTI4obxa5UmNltyU]{Effect: Castigating Weapon}" - }, - "ChannelingBlock": { - "Description": "You pour divine energy into a desperate block. When you Shield Block, you can expend a harm or heal spell. Roll 1d8 for each rank of the spell, and increase the shield's Hardness by the total for this block." - }, - "CommunalHealing": { - "Note": "When you cast the heal spell to heal a single creature, choose another willing living creature within range of your heal to regain @Damage[@item.rank[vitality,healing]|shortLabel] Hit Points." - }, - "CremateUndead": { - "Note": "When you use a heal spell to damage undead, each undead that takes damage also takes @Damage[(@item.rank)[persistent,fire]]." - }, - "DeitysProtection": { - "Description": "After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the rank of the domain spell you cast." - }, - "DirectedChannel": { - "ItemAlterationNote": "You can make the area a @Template[type:cone|distance:60] instead of an emanation." - }, - "DivineFont": { - "Harmful": "Harmful", - "Healing": "Healing", - "Prompt": "Select a Divine Font." - }, - "DivineRebuttal": { - "Note": "If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit). @UUID[Compendium.pf2e.feat-effects.Item.jMQi2kDirzGgddti]{Effect: Divine Rebuttal}" - }, - "Doctrine": { - "AllowedDrops": "1st-level cleric class feature", - "Prompt": "Select a doctrine." - }, - "EmblazonAntimagic": { - "WeaponNote": "If you critically hit with the weapon, you can attempt to counteract a spell on your target, using half your level, rounded up, as the counteract level. If you attempt to do so, the emblazoned symbol immediately disappears." - }, - "EmblazonEnergy": { - "MatchingDomainPrompt": "Matching domain?" - }, - "RaiseSymbol": { - "RollOptionLabel": "Wielding shield as a religious symbol" - }, - "ReplenishmentOfWar": { - "Note": "When you damage a creature with a Strike using your deity's favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. @UUID[Compendium.pf2e.feat-effects.Item.BJc494USeyM011p3]{Effect: Replenishment of War}" - }, - "RestorativeStrike": { - "Note": "You can target a second willing creature to heal the same amount from the spell. This creature can be outside of the spell's range, provided it's adjacent to the enemy you hit." - }, - "SacredGround": { - "Harmful": "A creature that remains in the area for the entire 10 minutes regains @Damage[(@actor.level)[void,healing]]{Hit Points} equal to your level. This activity has the healing and void traits and heals undead creatures (or other creatures with void healing).", - "Healing": "A creature that remains in the area for the entire 10 minutes regains @Damage[(@actor.level)[vitality,healing]]{Hit Points} equal to your level. This activity has the healing and vitality traits and heals living creatures." - }, - "SapLife": { - "Note": "When you cast a harm spell and damage at least one living creature, you regain @Damage[(@item.rank)[healing]] Hit Points." - }, - "SharedReplenishment": { - "Note": "You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself." - } - }, - "ConcertFrog": { - "Conduct": { - "Blue": "Blue", - "Red": "Red", - "Yellow": "Yellow" - } - }, - "Conditions": { - "Sickened": { - "Reduce": { - "criticalSuccess": "When you critically succeed at a Fortitude save to reduce your @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened} value, you reduce it by 3.", - "success": "When you succeed at a Fortitude save to reduce your @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened} value, you reduce it by 2." - } - } - }, - "Conrasu": { - "CeremonyEvenedHand": { - "Prompt": "Select an unarmed attack." - }, - "RiteOfPassage": { - "Note": "When you use the Acrobatics skill to Balance on narrow surfaces or uneven ground within forests, and you roll a success, you get a critical success instead." - } - }, - "ContinualRecovery": { - "Note": "When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives." - }, - "Convergent": { - "Tactics": "An ally with Convergent Tactics is within reach of the target." - }, - "CorrosiveBody": { - "Note": "The first time each round that you deal acid damage to a creature in this way, you gain [[/r 3d6 #Temporary Hit Points]]{3d6 temporary Hit Points}", - "Note9th": "The first time each round that you deal acid damage to a creature in this way, you gain [[/r 5d6 #Temporary Hit Points]]{5d6 temporary Hit Points}" - }, - "Cover": { - "Greater": "Greater", - "Lesser": "Lesser", - "Prompt": "Select a level of cover.", - "Prone": "Prone", - "Standard": "Standard" - }, - "CriticalDeck": { - "Effect": { - "Label": "Critical Effect" - } - }, - "CrystalKeeper": { - "RollOptionLabel": "Damage from hazards associated with crystals" - }, - "CrystalLuminescence": { - "Normal": "Normal", - "Enhanced": "Enhanced" - }, - "DancingShield": { - "Prompt": "Select the shield's AC bonus." - }, - "DedicationCraftingEntry": { - "FireworkTechnician": "Firework Technician", - "Herbalist": "Herbalist", - "Poisoner": "Poisoner", - "Snarecrafter": "Snarecrafter", - "TalismanDabbler": "Talisman Dabbler" - }, - "Defending": { - "FireSpell": "Defending against a fire spell" - }, - "DeityAndCause": { - "AllowedDrops": "1st-level champion class feature", - "Prompt": "Select a champion's cause." - }, - "DeviantAbilities": { - "AwakenedPower": { - "AwakenedLabel": "Awakened", - "BlastingBeamsAgile": "Blasting Beams: Agile Strikes", - "BlastingBeamsLine": "Blasting Beams: 60-Foot Line", - "BoneSpikesPoison": "Bone Spikes: Poisoned", - "BoneSpikesReach": "Bone Spikes: Reach", - "ConsumeEnergyRange": "Consume Energy: Enhance Range", - "ConsumeEnergyStrikes": "Consume Energy: Enhance Strikes", - "DefensiveGrowthExplodingShield": "Defensive Growth: Exploding Shield", - "DefensiveGrowthStrongerShield": "Defensive Growth: Stronger Shield", - "DisperseIntoPetalsBlossomVortex": "Disperse Into Petals: Blossom Vortex", - "DisperseIntoPetalsExtendedFlight": "Disperse Into Petals: Extended Flight", - "DistantWanderingFly": "Distant Wandering: Flight", - "DistantWanderingQuick": "Distant Wandering: Quickened", - "EerieFlickerCompress": "Eerie Flicker: Compress Flicker", - "EerieFlickerTerrify": "Eerie Flicker: Terrifying Form", - "EnervatingWailEnfeebling": "Enervating Wail: Enfeebling Wail", - "EnervatingWailSilent": "Enervating Wail: Silent Wail", - "GhostlyGraspGrab": "Ghostly Grasp: Grab", - "GhostlyGraspPush": "Ghostly Grasp: Push", - "HighSpeedRegenerationRecovery": "High-Speed Regeneration: Emergency Regeneration", - "HighSpeedRegenerationSpeed": "High-Speed Regeneration: Speed Boost", - "IrradiatePoison": "Irradiate: Poison Damage", - "IrradiateRadiusIncrease": "Irradiate: Increase Radius", - "Prompt": "Select an awakening for a deviant feat.", - "PropulsiveLeapSpeed": "Propulsive Leap: Speed Increase", - "PropulsiveLeapWeapon": "Propulsive Leap: Makeshift Weapon", - "ReleaseSporesSickening": "Release Spores: Sickening Smell", - "ReleaseSporesToxic": "Release Spores: Toxic Spores", - "RottenSlurrySplash": "Rotten Slurry: Splash", - "RottenSlurryPersistent": "Rotten Slurry: Persistent", - "SproutFruitPlentiful": "Sprout Fruit: Plentiful", - "SproutFruitPotent": "Sprout Fruit: Potent", - "StormingBreathEscape": "Storming Breath: Speedy Escape", - "StormingBreathProne": "Storming Breath: Knock Prone", - "TectonicStompStone": "Tectonic Stomp: Stone Cover", - "TectonicStompStun": "Tectonic Stomp: Stun Foes", - "TitanSwingBleed": "Titan Swing: Bleed", - "TitanSwingProne": "Titan Swing: Knockback", - "UnleashTheBlightDebilitating": "Unleash The Blight: Debilitating", - "UnleashTheBlightInfectious": "Unleash The Blight: Infectious", - "VineLashCone": "Vine Lash: 30-Foot Cone", - "VineLashConstrict": "Vine Lash: Constrict" - }, - "BoneSpikes": { - "ReachLabel": "Extend bone spikes", - "StrikeLabel": "Bone Spike" - }, - "Dragon": { - "EnergyPrompt": "Select an energy associated with your dragon abilities." - }, - "Label": "Deviant Ability", - "TitanSwing": { - "NoteFifteenFeet": "The target is pushed back 15 feet.", - "NoteFiveFeet": "The target is pushed back 5 feet.", - "NoteProne": "You push the target back double the normal distance and knock it @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.", - "NoteTenFeet": "The target is pushed back 10 feet." - } - }, - "Dhampir": { - "Adhyabhau": { - "SaveNote": "When you roll a success on a Will save against an emotion effect, you get a critical success instead." - }, - "BloodlettingFangs": { - "AttackNote": "Your fangs Strike deals an additional @Damage[1d4[bleed]] on a critical hit." - } - }, - "DivineAlly": { - "AllowedDrops": "champion class feature", - "Prompt": "Select a divine ally." - }, - "DivineIntercessions": { - "HeiFeng": { - "MinorCurse": { - "ConsumedAlcohol": "Consumed Alcohol" - } - } - }, - "DragonDisciple": { - "DragonChoice": { - "Black": "Black Dragon", - "Blue": "Blue Dragon", - "Brass": "Brass Dragon", - "Brine": "Brine Dragon", - "Bronze": "Bronze Dragon", - "Cloud": "Cloud Dragon", - "Copper": "Copper Dragon", - "Crystal": "Crystal Dragon", - "Forest": "Forest Dragon", - "Gold": "Gold Dragon", - "Green": "Green Dragon", - "Magma": "Magma Dragon", - "Red": "Red Dragon", - "Sea": "Sea Dragon", - "Silver": "Silver Dragon", - "Sky": "Sky Dragon", - "Sovereign": "Sovereign Dragon", - "Umbral": "Umbral Dragon", - "Underworld": "Underworld Dragon", - "White": "White Dragon" - }, - "Prompt": "Select a dragon.", - "ScalesOfTheDragon": { - "BracersOfArmor": "Scales of the Dragon w/ Bracers of Armor", - "ExplorersClothing": "Scales of the Dragon w/ Explorer's Clothing", - "MageArmor": "Scales of the Dragon w/ Mage Armor" - } - }, - "Druid": { - "DruidicOrder": { - "Prompt": "Select a druidic order." - } - }, - "DubiousKnowledge": { - "Note": "When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don't have any way to differentiate which is which." - }, - "Dwarf": { - "DeathWardenDwarf": { - "Note": "If you roll a success on a saving throw against an effect that has the void trait or was created by an undead creature, you get a critical success instead." - }, - "DwarvenClan": { - "Aringeld": "Clan Aringeld", - "Breakiron": "Clan Breakiron", - "Firecask": "Clan Firecask", - "Gelderon": "Clan Gelderon", - "Grimmark": "Clan Grimmark", - "Ironfist": "Clan Ironfist", - "Molgrade": "Clan Molgrade", - "Oriddus": "Clan Oriddus", - "Prompt": "Select a dwarven clan.", - "Runebinder": "Clan Runebinder", - "Stonefist": "Clan Stonefist", - "Tolorr": "Clan Tolorr", - "Vanderholl": "Clan Vanderholl" - }, - "ElementalHeart": { - "Prompt": "Pick the type of your Elemental Heart" - }, - "ForgeBlessedShot": { - "Note": "Ignore your target's @UUID[Compendium.pf2e.conditionitems.Item.DmAIPqOBomZ7H95W]{Concealed} condition, as well as your target's lesser, standard, and greater cover." - }, - "KneelForNoGod": { - "Note": "When you roll a success against a divine effect, you get a critical success instead." - }, - "RockRunner": { - "Note": "When you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't off-guard, and when you roll a success at one of these Acrobatics checks, you get a critical success instead." - }, - "SparkFist": { - "Note": "Each time you succeed on a fist Strike, you take @Damage[(1+@weapon.system.runes.striking)[fire]]{fire damage}." - }, - "StrongBloodedDwarf": { - "Note": "Your successful saving throws against a poison reduce its stage by 2 (or 1 for a virulent poison). Each critical success reduces its stage by 3 (or 2 for a virulent poison)." - }, - "TombWatchersGlare": { - "Note": "When you critically hit an undead creature, they are @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} for 1 round" - }, - "VengefulHatred": { - "Prompt": "Choose an ancestral foe." - } - }, - "EldritchArcher": { - "ArrowOfDeath": { - "Note": "On a critical hit, the target must also succeed at a @Check[type:fortitude|dc:resolve(@actor.attributes.classOrSpellDC.value)|traits:death,incapacitation] saving throw, or be immediately slain." - }, - "EnchantingArrow": { - "Note": "On a critical hit, the target also becomes @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1}." - } - }, - "Elf": { - "Atavism": { - "Prompt": "Select an elf heritage." - }, - "BrightnessSeeker": { - "Label": "Call Upon the Brightness", - "Prompt": "Select the outcome of your Augury.", - "Weal": "Weal", - "WealAndWoe": "Weal and Woe", - "Woe": "Woe" - }, - "DemonbaneWarrior": { - "Note": "If your actions force a demon to take damage from its sin vulnerability, increase that damage by @Damage[2[untyped]]" - }, - "UnwaveringMien": { - "Note": "Treat your saving throws against effects that would cause you to fall asleep as one degree of success better." - }, - "Woodcraft": { - "Note": "When in a forest or jungle environment, if you roll a critical failure on a Survival skill check to Sense Direction, Subsist, or Cover Tracks, you get a failure instead, and if you roll a success, you get a critical success instead." - } - }, - "Equipment": { - "AmphisbaenaHandwraps": { - "TwinVenomStrikeLabel": "Amphisbaena Handwraps - Twin Venom Strike" - }, - "ArachnidHarness": { - "ClimbWithAllLimbs": "Climb with all limbs" - }, - "ArmbandsOfAthleticism": { - "GreaterNote": "Whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +10-foot item bonus to the distance you move.", - "Note": "Whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move." - }, - "BlackScorpionStingmace": { - "BlackScorpionVenomNote": "On a critical hit, the target is exposed to black scorpion venom.
\nBlack Scorpion Venom (poison)
\nSaving Throw @Check[type:fortitude|dc:36]
\nMaximum Duration 6 rounds
\nStage 1 @Damage[2d12[poison]] damage and @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 2} (1 round)
\nStage 2 @Damage[3d12[poison]] damage, clumsy 2, and @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1} (1 round)
\nStage 3 @Damage[4d12[poison]] damage, @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 4}, and @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 2} (1 round).
" - }, - "BoastfulHunter": { - "BoredLabel": "The Boastful Hunter is Bored", - "InsultedLabel": "The Boastful Hunter is Insulted", - "MisfireNote": "All attacks with an insulted boastful hunter incur a @Check[type:flat|dc:5] misfire chance until the weapon is appeased." - }, - "Bomb": { - "Choice": "Type of Bomb", - "Type": { - "Greater": "Greater", - "Lesser": "Lesser", - "Major": "Major", - "Moderate": "Moderate" - } - }, - "BravosBrew": { - "Greater": { - "FearLabel": "Greater Bravo's Brew (Vs. Fear)" - }, - "Lesser": { - "FearLabel": "Lesser Bravo's Brew (Vs. Fear)" - }, - "Moderate": { - "FearLabel": "Moderate Bravo's Brew (Vs. Fear)" - } - }, - "BroadleafShield": { - "Void": "Pink (Void)", - "Fire": "Green (Fire)", - "Poison": "Orange (Poison)", - "Cold": "Brown (Cold)" - }, - "ChannelProtectionAmuletLabel": "Channel Protection", - "ChaplainsCudgel": { - "BowToAHigherPowerLabel": "Chaplain's Cudgel — Bow to a Higher Power", - "CastTwoActionSpellLabel": "Cast a divine spell that takes two or more actions" - }, - "ChimeraFlail": { - "BurstingBreathUsedLabel": "Chimera Flail - Bursting Breath Used", - "ChargingHornsLabel": "Chimera Flail - Charging Horns", - "ChargingHornsUsedLabel": "Chimera Flail - Charging Horns Used", - "DragonHeadDamagePrompt": "Select a dragon head damage type.", - "GoatLabel": "Goat", - "LionLabel": "Lion", - "PouncingWhirlLabel": "Chimera Flail - Pouncing Whirl", - "PouncingWhirlUsedLabel": "Chimera Flail - Pouncing Whirl Used", - "StrideHalfLabel": "Chimera Flail - Stride at least half your Speed" - }, - "ConstrictingMeteor": { - "CoilingChainLabel": "Constricting Meteor - Coiling Chain" - }, - "CoyoteCloak": { - "Note": "If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures.", - "GreaterNote": "If you critically succeed at your Survival check to Subsist, you can feed four times as many additional creatures." - }, - "DeckOfDestiny": { - "MatchingSuitPrompt": "Is the drawn card's suit related the check?", - "WealOrWoePrompt": "Select Weal or Woe." - }, - "DruidsCrown": { - "AntlersLabel": "Antlers", - "FlowersLabel": "Flowers", - "LeavesLabel": "Leaves" - }, - "EagleEyeElixir": { - "Greater": { - "SecretLabel": "Greater Eagle Eye Elixir (To Find Secret Doors or Traps)" - }, - "Lesser": { - "SecretLabel": "Lesser Eagle Eye Elixir (To Find Secret Doors or Traps)" - }, - "Major": { - "SecretLabel": "Major Eagle Eye Elixir (To Find Secret Doors or Traps)" - }, - "Moderate": { - "SecretLabel": "Moderate Eagle Eye Elixir (To Find Secret Doors or Traps)" - } - }, - "EggCreamFizz": { - "ChocolateLabel": "Chocolate", - "StrawberryLabel": "Strawberry", - "VanillaLabel": "Vanilla" - }, - "Erraticannon": { - "Note": "Each time you attack with the weapon, roll to determine the damage type of the Strike. @UUID[Compendium.pf2e.equipment-effects.Item.wmrINlK6twqfbJjo]{Effect: Erraticannon}" - }, - "FightersFork": { - "FluidLengthLabel": "Fighter's Fork — Fluid Length" - }, - "FulminationFang": { - "LightningRodResistanceLabel": "Fulmination Fang - Lightning Rod Resistance" - }, - "FuryCocktail": { - "AnimalisticLabel": "Animalistic", - "DoubleLabel": "Double", - "MournfulLabel": "Mournful", - "SkepticalLabel": "Skeptical", - "TitanicLabel": "Titanic", - "WyrmhideLabel": "Wyrmhide" - }, - "HolyWater": { - "Note": "Can damage only creatures with the unholy trait." - }, - "HumbugPocket": { - "ConcealAnObjectLabel": "Humbug Pocket (Conceal an Object in the Pocket)" - }, - "LionsShield": { - "LionsBiteLabel": "Lion's Bite", - "LionsHeadLabel": "Lion's Head" - }, - "MantisEmbrace": { - "CrushingEmbraceLabel": "Crushing Embrace" - }, - "MantleOfTheTikbalang": { - "IllusoryThrashLabel": "Mantle of the Tikbalang - Illusory Thrash" - }, - "MaskOfTheMantis": { - "VernaisIreLabel": "Vernai's Ire" - }, - "NosoiCharm": { - "PerformanceLabel": "Nosoi Charm (Play an instrument, orate or sing)", - "RequestLabel": "Nosoi Charm (Request)" - }, - "PhantomShroud": { - "StrikeLabel": "Ghostly Hand" - }, - "RobeOfTheArchmagi": { - "VsArcaneSpells": "{item} (vs. Arcane Spells)" - }, - "ScapularOfShields": { - "CriticalImmunityLabel": "Activate Scapular of Shields to gain critical immunity.", - "ResistAllLabel": "Activate Scapular of Shields to gain resistance to all damage." - }, - "SerpentDagger": { - "Note": "When you critically succeed at an attack roll with the serpent dagger, the target becomes @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} unless it succeeds at a @Check[type:fortitude|dc:19] save." - }, - "Sparkler": { - "CriticalHitNote": "On a critical hit, you cause the target to become @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round.", - "StrikeLabel": "Sparkler" - }, - "SplitheadBow": { - "HealingLabel": "Splithead Bow - Healing" - }, - "SoothingToddy": { - "AmarettoLabel": "Amaretto", - "LimoncelloLabel": "Limoncello", - "WhiskeyLabel": "Whiskey" - }, - "TacticiansHelm": { - "ReactiveStrikeNote": "On a successful @UUID[Compendium.pf2e.actionspf2e.Item.KAVf7AmRnbCAHrkT]{Reactive Strike}, add one charge: @UUID[Compendium.pf2e.equipment-effects.Item.nLwtvyLZZTZgFmKq]{Effect: Tactician's Helm Charges}" - }, - "UnholyWater": { - "Note": "Can damage only creatures with the holy trait." - }, - "ZuhrasGloves": { - "WallOfMetalLabel": "Wall of Metal is Active" - } - }, - "ExemplaryFinisher": { - "Battledancer": "You can Step as a free action immediately after the finisher.", - "Braggart": "If the foe was temporarily immune to your @UUID[Compendium.pf2e.actionspf2e.Item.2u915NdUyQan6uKF]{Demoralize}, their temporary immunity ends.", - "Fencer": "The foe is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} until your next turn.", - "Name": "Exemplary Finisher", - "Wit": "The foe takes a -2 circumstance penalty to attack rolls against you until the start of your next turn. @UUID[Compendium.pf2e.feat-effects.Item.cu10OjQUdY0a9gpj]{Effect: Exemplary Finisher (Wit)}" - }, - "ExorcistDedication": { - "SpiritDwelling": "Your Spirit Dwelling contains a spirit", - "SpiritsMercy": { - "Prompt": "Select the cost of your Spirit's Mercy", - "PromptLevel": "Select the level of your Spirit Remnant" - }, - "SpiritRemnant": "Spirit Remnant", - "SpiritWisp": "Spirit Wisp" - }, - "FanesFourberie": { - "Prompt": "Treat Cards as darts or daggers?" - }, - "Feat": { - "CharmingLiar": { - "Note": "When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression." - }, - "ClawdancerDedication": { - "FrenziedClaw": "Frenzied Claw", - "SpinningTalon": "Spinning Talon" - }, - "ExperiencedProfessional": { - "Note": "If you're an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure." - }, - "FastRecovery": { - "Note": "If you roll a success on a Fortitude save against an ongoing posion or disease, reduce its stage by 2, or by 1 if its virulent. If you roll a critical success, reduce its stage by 3, or by 2 if its virulent." - }, - "FeyInfluence": { - "Anteater": "Anteater", - "CatSith": "Cat Sith", - "CursedBluebird": "Cursed Bluebird", - "Dryad": "Dryad", - "Faun": "Faun", - "Gremlin": "Gremlin", - "Monarch": "Monarch", - "Unicorn": "Unicorn" - }, - "Forager": { - "Note": "While using Survival to Subsist, if you roll any result worse than a success, you get a success. You can also provide for multiple creatures." - }, - "PeerBeyond": { - "Note": "You can roll a Spirit Lore or Haunt Lore check for initiative if you know that an incorporeal undead or a haunt is present." - }, - "RiskySurgery": { - "Note": "When you Treat Wounds, you can deal @Damage[1d8[slashing]] damage to your patient just before applying the effects of the Treat Wounds. If you do, gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead." - }, - "ThlipitContestantDedication": { - "Lash": "Lash" - } - }, - "Fetchling": { - "DeepFetchling": { - "Prompt": "Select a type of energy to resist." - } - }, - "Fighter": { - "DazingBlow": { - "Note": "If the Strike hits, the creature must attempt a @Check[type:fortitude|dc:resolve(@actor.attributes.classDC.value)|traits:incapacitation] save against your class DC; this is an incapacitation effect.\nCritical Success The creature is unaffected.
\nSuccess The creature is @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1}.
\nFailure The creature is @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 2}.
\nCritical Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 3}." - }, - "DoubleSlice": { - "SecondAttackLabel": "Double Slice Second Attack" - } - }, - "FighterWeaponMasteryLegend": { - "Advanced": { - "axe": "Advanced Axes", - "bomb": "Advanced Bombs", - "bow": "Advanced Bows", - "brawling": "Advanced Brawling", - "club": "Advanced Clubs", - "dart": "Advanced Darts", - "firearm": "Advanced Firearms", - "flail": "Advanced Flails", - "hammer": "Advanced Hammers", - "knife": "Advanced Knives", - "pick": "Advanced Picks", - "polearm": "Advanced Polearms", - "shield": "Advanced Shields", - "sling": "Advanced Slings", - "spear": "Advanced Spears", - "sword": "Advanced Swords" - }, - "SimpleMartial": { - "axe": "Simple & Martial Axes", - "bomb": "Simple & Martial Bombs", - "bow": "Simple & Martial Bows", - "brawling": "Simple & Martial Brawling", - "club": "Simple & Martial Clubs", - "dart": "Simple & Martial Darts", - "firearm": "Simple & Martial Firearms", - "flail": "Simple & Martial Flails", - "hammer": "Simple & Martial Hammers", - "knife": "Simple & Martial Knives", - "pick": "Simple & Martial Picks", - "polearm": "Simple & Martial Polearms", - "shield": "Simple & Martial Shields", - "sling": "Simple & Martial Slings", - "spear": "Simple & Martial Spears", - "sword": "Simple & Martial Swords" - } - }, - "FireShield": { - "DefendingAgainstWaterLabel": "Defending against a water effect" - }, - "Fleshwarp": { - "CoatingOfSlime": { - "CriticalHit": "On a critical hit, the target takes @Damage[1d4[persistent,acid]] damage." - }, - "LivingWeapon": { - "Prompt": "Select a part of your form to use as a weapon." - }, - "MutateWeapon": { - "Accuracy": "Gain +1 status bonus to attacks", - "Bonus": "Select a bonus.", - "Reach": "Gain reach 10", - "Target": "Select one of your living weapons." - } - }, - "FollowTheExpert": { - "Prompt": "Select expert's proficiency in skill." - }, - "GameHunterDedication": { - "TargetHuntedPrey": "Target is your Hunted Prey (Animal, Beast, or Dragon Only)" - }, - "Ganzi": { - "Irrepressible": { - "SaveNote": "When you roll a success on a save against an emotion or fear effect, you get a critical success instead." - } - }, - "Genie": { - "Faydhaan": "Faydhaan", - "Ifrit": "Ifrit", - "Jaathoom": "Jaathoom", - "Jabali": "Jabali", - "Janni": "Janni", - "Prompt": "Select a Genie." - }, - "GeneralTraining": { - "Prompt": "Select a 1st-level general feat." - }, - "Geomancer": { - "AttunementShift": "Attunement Shift", - "TerrainAttunement": { - "Aquatic": "You gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed.", - "Arctic": "Enemies must attempt a @Check[type:fortitude] save. They take a –5-foot status penalty to their Speeds for 2 rounds (–10-foot on a critical failure).", - "Desert": "Enemies must attempt a @Check[type:fortitude] save. On a failure, they're @UUID[Compendium.pf2e.conditionitems.HL2l2VRSaQHu9lUw]{Fatigued} until they drink water or another potable liquid.", - "Forest": "Branches and vines reach out to get in your foes' way. Enemies must attempt a @Check[type:reflex] save. On a failure, they become @UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 1} for 1 round (@UUID[Compendium.pf2e.conditionitems.i3OJZU2nk64Df3xm]{Clumsy 2} on a critical failure).", - "Label": "Terrain Attunement", - "Mountain": "You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round.", - "Plains": "You gain temporary Hit Points equal to the spell level for 1 round.", - "Sky": "You can Fly up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall.", - "Swamp": "Affected foes take @Damage[(max(1,floor(@item.level/2)))[persistent,poison]] damage with a @Check[type:fortitude|basic:true] save.", - "Underground": "For 1 round, you gain darkvision as well as imprecise tremorsense out to 15 feet." - } - }, - "Ghoul": { - "FullySatiated": "Fully Satiated", - "Satiated": "Satiated", - "SickeningBite": { - "criticalSuccess": "When you critically hit a creature with your jaws, the creature is @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1}. This is a disease effect.", - "success": "You can end your satiation to make the target @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1}" - } - }, - "GhostScarfLit": "Ghost Scarf is shedding light", - "Gnome": { - "GrimInsight": { - "SaveNote": "When you roll a success on a saving throw against a fear effect, you get a critical success instead, and the source of the fear effect is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} to you until the end of your next turn." - } - }, - "Goblin": { - "ChosenOfLamashtu": { - "Prompt": "Select a goblin heritage." - }, - "CityScavenger": { - "EarnIncome": "City Scavenger - Earn Income" - }, - "ExtraSquishy": { - "Note": "If you roll a success to Squeeze, you get a critical success instead." - }, - "RecklessAbandon": { - "Note": "If you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead." - }, - "TorchGoblin": { - "Note": "As long as you are suffering persistent fire damage, all your melee attacks against adjacent creatures deal an additional @Damage[1[fire]]{1 fire damage} per weapon damage die." - }, - "ScaldingSpit": { - "BoilingSpit": "Boiling Spit" - } - }, - "GoldenBladeOfMzali": { - "ElementalFormLabel": "You have cast elemental form using the Golden Blade of Mzali", - "LitLabel": "Golden Blade of Mzali is lit", - "PersistentDamageNote": "Unlike normal when taking two types of persistent damage, a creature needs only a single successful flat check to remove both the fire and bleed damage." - }, - "GolemGrafter": { - "ClayFist": { - "Label": "Clay Fist", - "Note": "When you make an unarmed Strike with your clay fist and hit, your target takes a -2 status penalty to saving throws against curse effects for 1 hour. @UUID[Compendium.pf2e.feat-effects.Item.bvk5rwYSoTtz8QGf]{Effect: Accursed Clay Fist}" - } - }, - "Gunslinger": { - "Way": { - "Prompt": "Select a way.", - "Spellshot": "Way of the Spellshot (Archetype)" - }, - "FinalShot": { - "Note": "Regardless of your roll, after the attack you're @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn and @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1}.", - "NoteFailure": "The weapon misfires." - } - }, - "HalfElf": { - "EarnedGlory": { - "Note": "If you roll a critical failure when you Make an Impression on an elf, you get a failure instead." - } - }, - "Halfling": { - "GuidingLuck": "You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.", - "IncredibleLuck": { - "Base": "You can use Halfling Luck once per hour, rather than once per day.", - "GuidingLuck": "If you have Guiding Luck, you can still use Halfling Luck when you fail a Perception check or attack roll only once per day (though you can use it within the same hour that you used Halfling Luck.)", - "SharedLuck": "If you have Shared Luck, you can still use Halfling Luck on an ally instead of yourself only once per day." - }, - "Innocuous": { - "Note": "If you fail a Deception check to Create a Diversion, humanoid creatures aren't aware that you were trying to trick them unless you get a critical failure on your roll." - }, - "KeenEyes": { - "Label": "Seek Hidden or Undetected Creature Within 30 Feet" - }, - "SureFeet": { - "BalanceNote": "If you roll a success on an Acrobatics check to Balance, you get a critical success instead. You're not off-guard when you attempt to Balance.", - "ClimbNote": "If you roll a success on an Athletics check to Climb, you get a critical success instead. You're not off-guard when you attempt to Climb." - }, - "SharedLuck": { - "Base": "You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it's worse than their first roll.", - "GuidingLuck": "You can't use Guiding Luck's effect that applies to attack rolls and Perception checks to use Shared Luck to benefit an ally." - } - }, - "Harrowing": { - "RerollLabel": "Rerolling roll using the Harrowing result" - }, - "HarrowChosen": { - "Misaligned": "Misaligned", - "PartialMatch": "Partial Match", - "Prompt": "Does your card match your alignment?", - "TrueMatch": "True Match", - "Unmatched": "Unmatched" - }, - "HarrowCourt": { - "BrassDwarf": { - "ResistanceLabel": "Brass Dwarf Resistance", - "WeaknessLabel": "Brass Dwarf Weakness" - }, - "Fiend": { - "ToggleLabel": "Repeating a non-strike action" - }, - "BooksSuitPrompt": "Was the drawn card from Books?" - }, - "HarrowDeck": { - "HarrowSuits": { - "Books": "Books", - "Crowns": "Crowns", - "Hammers": "Hammers", - "Keys": "Keys", - "Shields": "Shields", - "Stars": "Stars" - }, - "Prompt": "Select a harrow suit." - }, - "HeroPointDeck": { - "AncestralMight": { - "FirstBoostPrompt": "Select one of your ancestry boosts, or pick any if it only had free boosts.", - "SecondBoostPrompt": "Select another one of your ancestry boosts. Skip if it only had free boosts.", - "SkipChoice": "Skip" - }, - "AuraOfProtection": { - "SpellRankPrompt": "Select the rank of the spell you just cast." - }, - "CalledFoe": { - "Note": "This effect lasts until the end of your next turn or until you critically hit the designated foe, whichever comes first." - }, - "CriticalMoment": { - "Note": "If you still fail this check, you become @UUID[Compendium.pf2e.conditionitems.Item.3uh1r86TzbQvosxv]{Doomed 1}." - }, - "DesperateSwing": { - "Note": "If the attack fails, you release your weapon, or drop @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone} if you were using an unarmed attack or otherwise can't release your weapon." - } - }, - "Hobgoblin": { - "AgonizingRebuke": { - "Note": "When you successfully Demoralize a foe, that foe takes @Damage[(ternary(gte(@actor.system.skills.intimidation.rank,4),3,ternary(gte(@actor.system.skills.intimidation.rank,3),2,1))d4)[mental]]{1d4 mental damage} at the start of each of its turns as long as it remains Frightened and continues to engage in combat with you. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4." - }, - "CantorianReinforcement": { - "Note": "When you succeed at a saving throw against a disease or poison, you reduce the stage by 2 (or 1 for a virulent disease or poison), and when you critically succeed, you reduce the stage by 3 (or 2 for a virulent disease or poison)." - }, - "WarConditioning": { - "Prompt": "Select a movement type." - } - }, - "HouseOfPerfection": { - "Label": "House of Perfection", - "Prompt": "Select a House of Perfection.", - "UnblinkingFlame": "Unblinking Flame", - "UnbreakingWaves": "Unbreaking Waves", - "UnfoldingWind": "Unfolding Wind", - "UntwistingIron": "Untwisting Iron" - }, - "Human": { - "SaocAstrology": { - "Prompt": "Select the circumstance penalty or bonus you obtained when using the Saoc Astrology action." - }, - "VikingShieldbearer": { - "Prompt": "Select a weapon to become trained in." - }, - "WitchWarden": { - "SaveNote": "If you roll a success on a saving throw against a curse or a spell cast by a witch or hag, you get a critical success instead." - } - }, - "HuntPrey": { - "FirstHitDamage": "First Hit on Hunted Prey", - "FirstHitSwitch": "Hitting Hunted Prey for the First Time This Round", - "SeekHuntedPrey": "To Seek hunted prey", - "TargetHuntedPrey": "Target is your Hunted Prey", - "TrackHuntedPrey": "To Track hunted prey" - }, - "Ifrit": { - "Lavasoul": { - "MagmaSpike": "Magma Spike", - "MagmaSpikeCriticalSpecialization": "Instead of the normal critical specialization effect, the target takes @Damage[1d6[persistent,fire]] damage; you gain a bonus on this persistent damage equal to your item bonus to attack rolls on unarmed attacks." - } - }, - "InCombat": { - "ToggleLabel": "In Combat" - }, - "Inventor": { - "BoostModulation": { - "Prompt": "Select an additional offensive boost" - }, - "Innovation": { - "Armor": { - "AllowedDrops": "level-zero unique armor", - "Prompt": "Select an armor innovation." - }, - "Construct": { - "Prompt": "Select a construct innovation." - }, - "MalfunctionDamage": "Malfunctioning Innovation", - "Prompt": "Select an innovation.", - "Weapon": { - "Prompt": "Select a weapon innovation." - } - }, - "LockOn": { - "TwoActionsLegendary": "Two Actions (Legendary)" - }, - "Modification": { - "Breakthrough": { - "AllowedDrops": "7th-level or lower inventor class feature", - "EnhancedResistancePrompt": "Select an initial modification to enhance.", - "Prompt": "Select a breakthrough modification." - }, - "Initial": { - "AllowedDrops": "1st-level inventor class feature", - "Prompt": "Select an initial modification." - }, - "InnovationCollapsed": "Innovation Collapsed", - "NonlethalBluntShot": "Nonlethal Blunt Shot", - "NonlethalModularHead": "Nonlethal Modular Head", - "NonlethalPacificationTools": "Nonlethal Pacification Tools", - "Revolutionary": { - "AllowedDrops": "15th-level or lower inventor class feature", - "EnhancedResistancePrompt": "Select an initial modification to enhance.", - "Prompt": "Select a revolutionary modification." - } - }, - "OffensiveBoost": { - "Chill": "Chill (Cold)", - "Ignition": "Ignition (Fire)", - "Jolt": "Jolt (Electricity)", - "Label": "Offensive Boost", - "Momentum": "Momentum (Bludgeoning)", - "Prompt": "Select an offensive boost.", - "Saws": "Saws (Slashing)", - "Spike": "Spike (Piercing)", - "Vitriol": "Vitriol (Acid)" - }, - "Overdrive": { - "CriticalFailure": "Whoops! Something explodes. You take @Damage[@actor.level[@actor.flags.pf2e.inventor.explode]|immutable|name:PF2E.SpecificRule.Inventor.Innovation.MalfunctionDamage] damage, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset.", - "CriticalSuccess": "Your gizmos go into a state of incredible efficiency called critical @UUID[Compendium.pf2e.feat-effects.Item.1XlJ9xLzL19GHoOL]{Overdrive}, adding great power to your attacks.", - "FireDamage": "Overdrive: Fire Damage", - "Success": "Your gizmos go into @UUID[Compendium.pf2e.feat-effects.Item.1XlJ9xLzL19GHoOL]{Overdrive}, adding power to your attacks." - }, - "Unstable": { - "FlatCheck": { - "CriticalFailure": "The innovation becomes incapable of being used for further unstable actions, and you also take @Damage[@actor.level[@actor.flags.pf2e.inventor.explode]|immutable|name:PF2E.SpecificRule.Inventor.Innovation.MalfunctionDamage] damage.", - "Failure": "The innovation becomes incapable of being used for further unstable actions.", - "Label": "Unstable Check" - }, - "Note": "When you take an unstable action, attempt a @Check[flat|dc:15|options:unstable-check|name:PF2E.SpecificRule.Inventor.Unstable.FlatCheck.Label]{flat check} immediately after applying its effects.", - "Stable": "Stable" - } - }, - "Investigator": { - "Methodology": { - "Prompt": "Select a methodology." - }, - "PursueALead": { - "Label": "Investigating a designated subject with Pursue a Lead" - }, - "SharedStratagem": { - "Note": "The creature you hit is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} to a designated ally on the next attack the ally makes against the creature before the start of your next turn." - } - }, - "ItemStrike": "{item} Strike", - "Kineticist": { - "GateAttenuator": "Gate Attenuator", - "Impulse": { - "CriticalBlast": { - "Air": "Push the target up to 10 feet.", - "Earth": "If the target is on the ground, it's knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}; if it isn't on the ground, it descends up to 20 feet (you choose the distance).", - "Fire": "The target takes 1d6 persistent fire damage. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.", - "Label": "Critical Blast", - "Metal": "The target takes 1d6 persistent bleed damage; if the creature has the metal trait or is made of metal, it instead takes @Damage[1d6[persistent,untyped]] damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.", - "Water": "The blast deals 2 splash damage per damage die of the blast, with the same damage type.", - "Wood": "If the target of the critical hit is adjacent to a surface, roots entangle it. The target is @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{Immobilized} and must spend an Interact action to attempt a @Check[type:athletics|dc:10] check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort." - }, - "ElementalBlast": { - "Label": { - "Air": "Elemental Blast (Air)", - "Earth": "Elemental Blast (Earth)", - "Fire": "Elemental Blast (Fire)", - "Metal": "Elemental Blast (Metal)", - "Water": "Elemental Blast (Water)", - "Wood": "Elemental Blast (Wood)" - }, - "OneAction": "One Action", - "ShortLabel": "Blast", - "TwoActions": "Two Actions", - "TwoActionBonus": "Two-Action Blast" - }, - "ImpulseJunction": { - "Air": "Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead.", - "Earth": "Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn. @UUID[Compendium.pf2e.feat-effects.Item.09oP0FBBAhXOS4JW]{Effect: Earth Impulse Junction}", - "Metal": "Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or nonreach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).", - "Title": "Impulse Junction", - "Water": "After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.", - "Wood": "You gain temporary Hit Points equal to your level that last until the start of your next turn. @UUID[Compendium.pf2e.feat-effects.Item.rCsmv66TzQhte4Gp]{Effect: Wood Impulse Junction}" - }, - "Prompt": "Select an Impulse." - }, - "KineticGate": { - "AllowedDropsLabel": "Kineticist class feat", - "DualGate": { - "Label": "Dual Gate", - "Rename": "Kinetic Gate ({elementOne}, {elementTwo})" - }, - "ExpandThePortal": { - "Label": "Expand the Portal", - "Rename": "Gate's Threshold (Expand the Portal: {elementOne})" - }, - "ForkThePath": { - "Label": "Fork the Path", - "Rename": "Gate's Threshold (Fork the Path: {elementFork})" - }, - "Junction": { - "Aura": "Aura", - "CriticalBlast": "Critical Blast", - "ElementalResistance": "Elemental Resistance", - "Impulse": "Impulse", - "ImpulseJunction": "Impulse Junction", - "Skill": "Skill" - }, - "Prompt": { - "AuraSize": "Select a radius for your kinetic aura.", - "Element": "Select an element.", - "ExpandElement": "Select an element to expand.", - "Gate": "Select a kinetic gate.", - "Impulse": "Select an impulse feat.", - "Junction": "Select a gate junction.", - "Threshold": "Select a gate's threshold." - }, - "SingleGate": "Single Gate" - }, - "Overflow": { - "Title": "Overflow", - "Description": "When you use an impulse that has the overflow trait, your kinetic aura deactivates until you revitalize it (typically with @UUID[Compendium.pf2e.actionspf2e.Item.g8QrV39TmZfkbXgE]{Channel Elements}). You can use only one overflow impulse per round, even if you reactivate your kinetic gate." - } - }, - "Kobold": { - "DragonbloodParagon": { - "Dracomancer": "Dracomancer", - "KoboldBreath": { - "Label": "Kobold Breath", - "Note": "Creatures that critically fail their save against your Kobold Breath take @Damage[3d4[@actor.flags.pf2e.draconicExemplar.damageType,persistent]]." - }, - "StrongjawKobold": "Strongjaw Kobold", - "VenomtailKobold": "Venomtail Kobold" - }, - "DragonsBreath": { - "DescriptionAlteration": "You channel your draconic exemplar's power into a gout of energy that manifests as a @Template[type:line|distance:60] or a @Template[type:cone|distance:30], dealing @Damage[ceil(@actor.level/2)d8[@actor.flags.pf2e.draconicExemplar.damageType]|traits:area-damage] damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1 hour." - }, - "DragonsPresence": { - "Note": "When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead." - } - }, - "Label": { - "DamageType": "Damage Type", - "Enter": "Enter", - "Exit": "Exit", - "NonCantrip": "Non-Cantrip", - "ResistanceType": "Resistance Type", - "SecondAttempt": "Second Attempt", - "ThirdAttempt": "Third Attempt", - "WeaknessType": "Weakness Type" - }, - "Leshy": { - "Seedpod": { - "Note": "On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a -10-foot circumstance penalty on the target's Speed for 1 round. @UUID[Compendium.pf2e.feat-effects.Item.wQDHpOKY3GZqvS2v]{Effect: Seedpod}" - }, - "ThornedSeedpod": { - "Note": "When you critically succeed at a seedpod Strike, vines twist and stab your foe, dealing @Damage[1d4[persistent,piercing]] damage." - } - }, - "Lich": { - "HandOfTheLich": { - "Note": "The creature is @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1} until the end of your next turn unless it succeeds at a @Check[type:fortitude|dc:resolve(@actor.attributes.spellDC.value)] save against your spell DC." - } - }, - "LitAlicornLance": "Alicorn Lance is lit", - "LitCandle": "Candle is lit", - "LitCandlecap": "Candlecap is lit", - "LitFirePoi": "Fire Poi is lit", - "LitFulminatingSpear": "Fulminating Spear is lit", - "LitItem": "{item} is lit", - "LitTorch": "Torch is lit", - "Lizardfolk": { - "GuidedByTheStars": { - "Prompt": "Select saving throw or skill." - }, - "ParthenogenicHatchling": { - "Note": "Each of your successful saving throws against a disease reduces its stage by 2, or by 1 for a virulent disease. Each critical success against an ongoing disease reduces its stage by 3, or by 2 for a virulent disease." - } - }, - "MagicalExperiment": { - "EnhancedSenses": "Enhanced Senses", - "ResistantSkin": "Resistant Skin", - "TouchTelepathy": "Touch Telepathy" - }, - "Magus": { - "ArcaneCascade": { - "WeaponDamage": "Weapon Damage" - }, - "HybridStudy": { - "Prompt": "Select a hybrid study." - }, - "SparklingTarge": { - "DefendingLabel": "Defending against magic" - }, - "Spellstrike": { - "RechargeNote": "You recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast." - } - }, - "MantleOfTheUnwaveringHeart": { - "EvergreenVitality": "Evergreen Vitality", - "GraspingBranch": "Grasping Branch", - "OverwhelmingPerfume": "Overwhelming Perfume", - "ToweringTrunk": "Towering Trunk", - "UnyieldingWill": "Unyielding Will" - }, - "MarkForDeath": { - "DeceiveMark": "To use Deception to Feint your Mark", - "SeekMark": "To Seek your Mark", - "TargetMark": "Target is Marked for Death" - }, - "Marshal": { - "DreadMarshalStance": { - "Title": "Dread Marshal Aura", - "Note": "When you critically hit an enemy with a Strike, that enemy is @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 1}." - } - }, - "MartialProficiency": { - "AdvancedAzarketiWeapons": "Advanced Azarketi Weapons", - "AdvancedCatfolkWeapons": "Advanced Catfolk Weapons", - "AdvancedConrasuWeapons": "Advanced Conrasu Weapons", - "AdvancedDwarfWeapons": "Advanced Dwarven Weapons", - "AdvancedElfWeapons": "Advanced Elven Weapons", - "AdvancedFirearmsCrossbows": "Advanced Firearms & Crossbows", - "AdvancedGeniekinWeapons": "Advanced Geniekin Weapons", - "AdvancedGhoranWeapons": "Advanced Ghoran Weapons", - "AdvancedGnollWeapons": "Advanced Gnoll Weapons", - "AdvancedGnomeWeapons": "Advanced Gnome Weapons", - "AdvancedGoblinWeapons": "Advanced Goblin Weapons", - "AdvancedGrippliWeapons": "Advanced Grippli Weapons", - "AdvancedGroup": { - "axe": "Advanced Axes", - "bomb": "Advanced Bombs", - "bow": "Advanced Bows", - "brawling": "Advanced Brawling", - "club": "Advanced Clubs", - "dart": "Advanced Darts", - "firearm": "Advanced Firearms", - "flail": "Advanced Flails", - "hammer": "Advanced Hammers", - "knife": "Advanced Knives", - "pick": "Advanced Picks", - "polearm": "Advanced Polearms", - "shield": "Advanced Shields", - "sling": "Advanced Slings", - "spear": "Advanced Spears", - "sword": "Advanced Swords" - }, - "AdvancedAthamaruWeapons": "Advanced Athamaru Weapons", - "AdvancedHalflingWeapons": "Advanced Halfling Weapons", - "AdvancedHobgoblinWeapons": "Advanced Hobgoblin Weapons", - "AdvancedKoboldWeapons": "Advanced Kobold Weapons", - "AdvancedMerfolkWeapons": "Advanced Merfolk Weapons", - "AdvancedOrcWeapons": "Advanced Orc Weapons", - "AdvancedSurkiWeapons": "Advanced Surki Weapons", - "AdvancedTenguWeapons": "Advanced Tengu Weapons", - "AdvancedVanaraWeapons": "Advanced Vanara Weapons", - "AdvancedVishkanyaWeapons": "Advanced Vishkanya Weapons", - "BayonetsAndReinforcedStocks": "Bayonets and Reinforced Stocks", - "MartialAthamaruWeapons": "Martial Athamaru Weapons", - "MartialAzarketiWeapons": "Martial Azarketi Weapons", - "MartialBombsFirearms": "Martial Bombs & Firearms", - "MartialCatfolkWeapons": "Martial Catfolk Weapons", - "MartialCentaurWeapons": "Martial Centaur Weapons", - "MartialConrasuWeapons": "Martial Conrasu Weapons", - "MartialDwarfWeapons": "Martial Dwarven Weapons", - "MartialElfWeapons": "Martial Elven Weapons", - "MartialFirearmsCrossbows": "Martial Firearms & Crossbows", - "MartialGeniekinWeapons": "Martial Geniekin Weapons", - "MartialGhoranWeapons": "Martial Ghoran Weapons", - "MartialGnollWeapons": "Martial Gnoll Weapons", - "MartialGnomeWeapons": "Martial Gnome Weapons", - "MartialGoblinWeapons": "Martial Goblin Weapons", - "MartialGrippliWeapons": "Martial Grippli Weapons", - "MartialGroup": { - "axe": "Martial Axes", - "bomb": "Martial Bombs", - "bow": "Martial Bows", - "brawling": "Martial Brawling", - "club": "Martial Clubs", - "dart": "Martial Darts", - "firearm": "Martial Firearms", - "flail": "Martial Flails", - "hammer": "Martial Hammers", - "knife": "Martial Knives", - "pick": "Martial Picks", - "polearm": "Martial Polearms", - "shield": "Martial Shields", - "sling": "Martial Slings", - "spear": "Martial Spears", - "sword": "Martial Swords" - }, - "MartialHalflingWeapons": "Martial Halfling Weapons", - "MartialHobgoblinWeapons": "Martial Hobgoblin Weapons", - "MartialKoboldWeapons": "Martial Kobold Weapons", - "MartialMerfolkWeapons": "Martial Merfolk Weapons", - "MartialOrcWeapons": "Martial Orc Weapons", - "MartialSurkiWeapons": "Martial Surki Weapons", - "MartialTenguWeapons": "Martial Tengu Weapons", - "MartialVanaraWeapons": "Martial Vanara Weapons", - "MartialVishkanyaWeapons": "Martial Vishkanya Weapons", - "MinotaurWeapons": "Minotaur Weapons", - "MonasticArchery": "Monastic Archery", - "SimpleBombsFirearms": "Simple Bombs & Firearms", - "SimpleFirearmsCrossbows": "Simple Firearms & Crossbows", - "SimpleMartialBows": "Simple & Martial Bows", - "SimpleMartialTwoHandedMeleeWeapons": "Simple & Martial Two-Handed Melee Weapons" - }, - "MechanicalSymbiosis": { - "FailureNote": "You become @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1}", - "CriticalFailureNote": "You become @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 2}" - }, - "MechanicalTorch": { - "Label": "Mechanical Torch is lit", - "LitCone": "Cone", - "LitRadius": "Radius" - }, - "Merfolk": { - "ReefMerfolk": { - "SuccessNote": "You reduce the stage of the poison by 2.", - "CriticalSuccessNote": "You reduce the stage of the poison by 3.", - "VirulentSuccessNote": "You reduce the stage of the virulent poison by 1.", - "VirulentCriticalSuccessNote": "You reduce the stage of the virulent poison by 2." - }, - "ShieldingWave": { - "Dry": "Dry", - "Wet": "Wet" - } - }, - "Mindmoppet": { - "BrokenShell": "Shell is Broken" - }, - "Monk": { - "DragonRoar": { - "Label": "First attack vs. frightened creature" - }, - "OneInchPunch": { - "ThreeActionLabel": "One Inch Punch (Three Actions)", - "TwoActionLabel": "One Inch Punch (Two Actions)" - }, - "StunningFist": { - "Note": "The target must succeed at a @Check[type:fortitude|dc:resolve(@actor.system.proficiencies.classDCs.monk.value)|name:Monk|traits:incapacitation|overrideTraits:true] save against your class DC or be @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1} (or @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 3} on a critical failure)." - }, - "WolfDrag": { - "Note": "If the attack succeeds, you knock the target @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}." - } - }, - "MountainStance": { - "BracersOfArmor": "Mountain Stance w/ Bracers of Armor", - "ExplorersClothing": "Mountain Stance w/ Explorer's Clothing", - "MageArmor": "Mountain Stance w/ Mage Armor" - }, - "Multitalented": { - "Prompt": "Select a multiclass dedication feat." - }, - "Mummy": { - "AccursedTouch": { - "Note": { - "Base": "The creature takes @Damage[2d6[persistent,void]] damage. While the creature has this persistent damage, it's also @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}.", - "FourteenthLevel": "The creature takes @Damage[3d6[persistent,void]] damage. While the creature has this persistent damage, it's also @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}.", - "TwentiethLevel": "The creature takes @Damage[4d6[persistent,void]] damage. While the creature has this persistent damage, it's also @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}." - } - }, - "Terrain": { - "Arctic": "Arctic", - "Desert": "Desert", - "Mountain": "Mountain", - "Prompt": "Select a bound terrain.", - "Swamp": "Swamp" - } - }, - "Nagaji": { - "VenomSpit": { - "CriticalNote": "The target takes @Damage[(@weapon.system.damage.dice)[persistent,poison]]{persistent poison damage} equal to the number of weapon damage dice", - "HoodedNote": "The target is also @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} until the start of your next turn.", - "StrikeLabel": "Venomous Spit" - } - }, - "Nephilim": { - "Pitborn": { - "AllowedDrops": "1st level Athletics skill feat" - } - }, - "Notes": { - "NoteLabel": "Note", - "RequirementsNotMet": "The creature does not currently meet the requirements to use this ability." - }, - "Numbers": { - "Eight": "Eight", - "Five": "Five", - "Four": "Four", - "Nine": "Nine", - "One": "One", - "Seven": "Seven", - "Six": "Six", - "Ten": "Ten", - "Three": "Three", - "Two": "Two" - }, - "Obcisidaemon": { - "ConsumeSoul": { - "EmpowerSpell": "Empower Spell", - "EmpowerWeapon": "Empower Weapon", - "Prompt": "Empower a Spell or Weapon?" - } - }, - "Oracle": { - "Mystery": { - "Prompt": "Select a mystery." - }, - "MysteryConduit": { - "Note": "When you cast a spell of 5th rank or lower that has no duration, instead of spending a spell slot, you can advance the effects of your oracular curse in the same manner as when you cast a revelation spell. A spell cast in this way gains the cursebound trait." - }, - "CurseSeverity": { - "NoneToMinor": "Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations.", - "MinorToModerate": "If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell.", - "MinorToOffGuard": "You become @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} in addition to the effects of the minor curse.", - "ModerateToMajor": "Immediately after completing the casting of a revelation spell while you are affected by your moderate curse, your curse progresses to its major effect.", - "MajorToExtreme": "When you cast a revelation spell while affected by your major curse, your curse intensifies to an extreme effect. When affected by your extreme curse, you become @UUID[Compendium.pf2e.conditionitems.Item.3uh1r86TzbQvosxv]{Doomed 2} (or increase your doomed condition by 2 if you were already doomed). Once every 10 minutes, when you fail an attack roll, skill or Perception check, or saving throw, you can reroll it and use the second result. The reroll has the fortune trait and doesn't require you to spend an action, meaning you can use the reroll even if you can't act.", - "Overwhelmed": "Immediately after casting a revelation spell, you are overwhelmed. While overwhelmed, you can't Cast or Sustain any revelation spells" - } - }, - "Orc": { - "HoldMark": { - "Axe": "Axe (Axe or Pick).", - "BurningSun": "Burning Sun", - "DeathsHead": "Death's Head", - "DefiledCorpse": "Defiled Corpse", - "EmptyHand": "Empty Hand", - "Prompt": "Choose your hold mark emblem.", - "Shield": "Shield (Hammer or Shield).", - "Torch": "Torch (Bomb or Knife)." - }, - "OrcWarmask": { - "Gods": "The Gods", - "Land": "The Land", - "Magic": "Magic", - "Prompt": "Choose the source of your warmask's power.", - "Unknown": "The Unknown" - } - }, - "OverwhelmingBlow": { - "CriticalHit": "Critically hit with Overwhelming Blow" - }, - "PackAttack": { - "Label": "Target is Within Range of At Least Two Allies" - }, - "PathfinderAgentDedication": { - "ThoroughReports": "Thorough Reports" - }, - "Poppet": { - "WashOut": { - "Note": "Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison." - } - }, - "PowderPunchStance": { - "Label": "First melee strike this round", - "Note": "The target is pushed back an additional 5 feet." - }, - "PreciseStrike": { - "Finisher": "Finisher" - }, - "Prompt": { - "AdvancedMulticlassFeat": "Select a class feat up to half your character level.", - "Alignment": "Select an alignment.", - "Benefit": "Select a benefit.", - "CantripOrNonCantrip": "Select cantrip or non-cantrip spell.", - "ClassDCAbilityScore": "Select the class DC's key attribute.", - "Color": "Select a Color.", - "ConsciousMind": "Select a conscious mind.", - "CreatureSize": "Select a creature size.", - "DamageType": "Select a damage type.", - "DegreeOfSuccess": "Select the degree of success.", - "Deity": "Select a deity.", - "DeitysDomain": "Select a deity's domain.", - "DragonBreathWeapon": "Select a dragon's breath weapon.", - "Element": "Select an element.", - "EnergyType": "Select an energy type.", - "EvolutionFeat": "Select a first evolution feat.", - "Feat": "Select a feat.", - "Feature": "Select a feature.", - "FirstImplement": "Select a first implement.", - "Form": "Select a form.", - "Immunity": "Select an immunity.", - "Item": "Select an item.", - "Lesson": "Select a lesson.", - "LevelOneAncestryFeat": "Select a 1st-level ancestry feat.", - "LevelOneClassFeat": "Select a 1st-level class feat.", - "LevelOneOrTwoClassFeat": "Select a 1st or 2nd-level class feat.", - "Material": "Select a material.", - "PathToPerfection": "Select a path to perfection.", - "Persona": "Select a persona trait.", - "PsiCantrip": "Select a psi cantrip.", - "Resistance": "Select a resistance.", - "Rune": "Select a Rune.", - "Sanctification": "Select a sanctification.", - "SavingThrow": "Select a saving throw.", - "SecondImplement": "Select a second implement.", - "Shield": "Select a shield.", - "ShieldOrWeapon": "Select shield or weapon.", - "Shillelagh": "Select a club or staff.", - "Skill": "Select a skill.", - "SkillFeat": "Select a skill feat.", - "Spell": "Select a spell.", - "SubconsciousMind": "Select a subconscious mind.", - "ThirdImplement": "Select a third implement.", - "Tradition": "Select a tradition.", - "Trait": "Select a trait.", - "VersatileTrait": "Select a versatile damage type.", - "UnarmedAttack": "Select an unarmed attack.", - "UntamedForm": "Select a form effect.", - "Weapon": "Select a weapon.", - "WeaponGroup": "Select a weapon group.", - "WeaponOrUnarmed": "Select a weapon or unarmed strike." - }, - "Psychic": { - "Amp": { - "AlternateAmp": "Alternate Amp", - "AmpHeightenedLabel": { - "AmpHeightenedPlusOne": "Amp Heightened (+1)", - "AmpHeightenedPlusTwo": "Amp Heightened (+2)", - "AmpHeightenedPlusThree": "Amp Heightened (+3)", - "AmpHeightenedPlusFour": "Amp Heightened (+4)", - "AmpHeightenedSecond": "Amp Heightened (2nd)", - "AmpHeightenedThird": "Amp Heightened (3rd)", - "AmpHeightenedFourth": "Amp Heightened (4th)", - "AmpHeightenedFifth": "Amp Heightened (5th)", - "AmpHeightenedSixth": "Amp Heightened (6th)", - "AmpHeightenedSeventh": "Amp Heightened (7th)", - "AmpHeightenedEighth": "Amp Heightened (8th)", - "AmpHeightenedNinth": "Amp Heightened (9th)", - "AmpHeightenedTenth": "Amp Heightened (10th)" - }, - "AstralRain": "The area changes to a @Template[type:burst|distance:5], and you can Sustain the Spell up to 1 minute. The first time each round that you Sustain the Spell, you can move the burst up to 20 feet.", - "ContagiousIdea": "You can choose to spread the thought from the second target to a third target, in the same manner as spreading it from the first target to the second. A pleasant thought grants twice as many temporary Hit Points (10, plus an additional 2 for each rank heightened).", - "DancingBlade": { - "Base": "The weapon's attacks increase in strength, and your control is fine enough for advanced technique. The damage dice for the weapon's Strike change from d6s to d10s. When you Cast or Sustain the spell, you can choose from the following options in addition to the standard ones.", - "Guard": { - "Text": "Rather than attacking, the weapon grants a +2 circumstance bonus to AC against melee attacks to the creature it's following. The bonus lasts until the start of your next turn or until the weapon Changes Partners, whichever comes first.", - "Title": "Guard" - }, - "Push": { - "Text": "(attack) The weapon attempts to Push its target, using your spell attack roll instead of an Athletics check to determine the results of the Push.", - "Title": "Push" - } - }, - "Daze": { - "Base": "Your spell cracks the target's mental defenses, leaving it susceptible to further psychic attack. The spell's damage changes to 1d10. If the target fails its Will save, until the end of its next turn, it gains weakness 1 to mental damage and takes a –1 status penalty to Will saves. On a critical failure, the weakness is 3 (in addition to the target being @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1}). The weakness applies before daze deals damage.", - "Heightened": "The spell's damage increases by 2d10, and the weakness on a failure or critical failure increases by 1." - }, - "DetectMagic": { - "Base": "Your pulse of detection magic helps you gain a sense of nearby magic's strengths or weaknesses. When you detect the presence of magic on an enemy or hazard, you gain a +1 status bonus to saves against magic originating from that enemy or hazard for 3 rounds. If you find magic from multiple sources with a single casting of detect magic, you get the bonus against all of them.", - "Heightened": "The status bonus to saves against magic increases to +2." - }, - "DistortionLens": "The lens can interfere with creatures as well as attacks. Once during a Medium or smaller ally's move action, the ally can move into and out of the lens's square without that square counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies.", - "EntropicWheel": "You gain two motes instead of one when you Cast the Spell and each time the wheel gains another mote.", - "Figment": "When you amp the spell, you can create a particularly distracting illusion as part of its normal effects. Choose an unoccupied square within the spell's range. The illusion in that square provides flanking for a single melee attack made before the beginning of your next turn. If you Sustain the spell, the details of the illusion change and shift to keep your enemies unsettled; the flanking illusion's duration extends until the beginning of your next turn and you can move it to any unoccupied square in the spell's range. The flanking illusion can't provide its benefit against any creature who has disbelieved the figment.", - "ForbiddenThought": "Your telepathic push is particularly shocking to those who resist it. If the target fails its save, it's also @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1}.", - "ForeseeThePath": "The spell has the same result on a failure as on a success (but still no effect on a critical failure). Each time you Sustain the Spell, you can choose an additional ally to target, granting them the same benefit as the initial target ally.", - "Frostbite": { - "Base": "You drain thermal energy at a distance, using what you plunder to replenish yourself. The orb deals 3d4 cold damage. You gain temporary Hit Points equal to half the damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.", - "Heightened": "The initial damage increases by 2d4 instead of 1d4. The weakness on a critical failure increases by 1." - }, - "GhostlyShift": { - "Base": "Your insubstantiality is complete enough that you can pass through other creatures, causing painful interference effects when you do so. Once each round when you Stride, Burrow, Swim, or Fly, you can pass through one creature's space during that action without needing to attempt a check to @UUID[Compendium.pf2e.actionspf2e.Item.21WIfSu7Xd7uKqV8]{Tumble Through}, though you can't end your turn in its space. When you pass through a creature's space in this way, you deal 2d6 force damage to that creature, with a basic Fortitude save.", - "Heightened": "Increase the damage dealt by phasing through a creature by 1d6." - }, - "GlimpseWeakness": { - "Base": "The additional precision damage is 1d4+1.", - "Heightened": "The additional precision damage increases by 1d4+1." - }, - "Guidance": { - "Base": "You can project a flash of insight to your ally in the nick of time to save them from failure. Amped guidance doesn't cause a creature to become temporarily immune to guidance, and a creature can be targeted by amped guidance even if it is temporarily immune to guidance.", - "BaseTwo": "You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance would change the failure to a success or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check.", - "Heightened": "The bonus from the spell increases to +2." - }, - "HologramCage": "Force walls make the cage's barrier physical as well as visual. Each 10-foot-by-10-foot section of the cage's wall has AC 10, Hardness equal to double the spell's rank, and HP equal to quadruple the spell's rank. The spell is disrupted if any of its walls would pass through a creature when you cast it.", - "HomingBeacon": "Choose one creature hit by the spell (if the spell has a spell attack roll) or that fails its save against the spell (if the spell requires a save). A psychic beacon emits from the creature's location, making it easier to notice the creature as the mind and attention of onlookers is subtly drawn to it. For 1 minute, if the target would be @UUID[Compendium.pf2e.conditionitems.Item.zJxUflt9np0q4yML]{Invisible}, it's instead merely @UUID[Compendium.pf2e.conditionitems.Item.DmAIPqOBomZ7H95W]{Concealed}, and if it would be concealed, it's no longer concealed.", - "Ignition": { - "Base": "You project pure heat that causes a target to combust. The initial damage changes to 1d10 fire damage plus 1 fire splash damage. When using amped ignition as a melee attack, increase the damage dice of the initial damage from d10s to d12s. You are not harmed by splash damage from amped ignition.", - "Heightened": "Instead of using ignition’s normal heightened entry, the initial damage increases by 1d10 (1d12 for melee) and the splash damage increases by 1. The persistent fire damage on a critical hit increases by 1d4." - }, - "ImaginaryWeapon": { - "Base": "You form multiple force weapons to lash out at multiple foes. You make two imaginary weapon Strikes, each against a different target. Your multiple attack penalty doesn't increase until you've made both Strikes.", - "Heightened": "The damage increases by 2d8 instead of 1d8." - }, - "InertialBarrier": "You or one target of the spell gains resistance to physical damage equal to 2 + the spell's rank until the start of your next turn.", - "MentalBalm": "You or one ally within 30 feet gains a +2 status bonus to Will saves against emotion effects for 1 minute. You can also have the amped psi cantrip attempt to counteract one effect imposing the frightened condition on yourself or the chosen ally, or an effect imposing the stupefied condition that has a duration of 1 hour or less. If you successfully counteract the effect, you remove only the frightened and stupefied conditions, not any other part of the effect.", - "Message": { - "Base": "Your telepathic message allows you to coordinate your actions while you pass on information. The target of the message can immediately spend its reaction to Step or Stride.", - "Heightened": "The target of the message can choose to @UUID[Compendium.pf2e.actionspf2e.Item.7blmbDrQFNfdT731]{Shove}, Strike, or @UUID[Compendium.pf2e.actionspf2e.Item.ge56Lu1xXVFYUnLP]{Trip} with its reaction instead." - }, - "OmnidirectionalScan": { - "Base": "Your scans are so minute that you can project your foe's likely strengths and weaknesses. You learn which of the target enemy's saving throws is highest and which is lowest, and you and all allies within 30 feet gain a +1 circumstance bonus to attacks and damage against the creature.", - "BaseTwo": "If you take the Aid reaction you prepared for and succeed at your roll, these bonuses increase to +2 on the attack you're Aiding. On a critical success, they increase to +3, or to +4 if you have legendary proficiency in spell attack rolls." - }, - "PhaseBolt": { - "Base": "Your bolt leaves phase completely, becoming invisible and intangible until it's already embedded in the target—giving the impression it simply teleported itself into place. The target is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} against the attack. Additionally, the bolt ignores an amount of Hardness or resistance to piercing damage equal to the spell's rank. On a critical success, the target can't be affected by teleportation effects until the start of your next turn.", - "Heightened": "The bolt's damage increases by 2d4 instead of 1d4." - }, - "RedistributePotential": { - "Base": "You can affect the flow of energy on a much grander scale. Instead of two 5-foot squares, you create two @Template[type:burst|distance:10]{10-foot bursts}. They still must be adjacent to one another and can overlap. A creature in both areas can still be affected by only one of your choice. The spell's damage increases to 6d6. The conditions last for 1 minute.", - "Heightened": "Increase the damage by 2d6 instead of 1d4." - }, - "RemovePresence": "Choose one target of the spell or one creature in its area. If that enemy fails its save or the spell hits it, you become undetected by that creature, disappearing from its senses for 1 minute or until you use a hostile action. This is similar to being @UUID[Compendium.pf2e.conditionitems.Item.zJxUflt9np0q4yML]{Invisible}, but effects like see invisibility don't reveal you—you're affecting the target's mind, not its vision. True seeing can still see through this illusion if the counteract check succeeds.", - "ShatterMind": "You increase the area of the spell to your choice of a @Template[type:cone|distance:30] or @Template[type:cone|distance:60], and the damage dice for the spell change to d10s. Creatures that fail are @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1} until the start of your next turn (or @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 2} on a critical failure).", - "ShatterSpace": "You or one target of the spell are surrounded by a spiral of torn space. This is an aura, and you choose the radius of the emanation, up to 20 feet. A creature that starts its turn in the aura or enters the aura during its turn takes @Damage[(@item.level)d6[slashing]] damage, with a basic Reflex save against your spell DC. If the creature critically fails, the torn space throws it off balance and it falls @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}. The aura lasts until the beginning of your next turn. You can choose whether the aura affects the creature emitting it.", - "Shield": { - "Base": "You create a layered barrier of three shields to improve your defenses. The duration increases to sustained up to 1 minute. The shield still lowers at the start of each of your turns, but you can raise it again when you Sustain the Spell.", - "BaseTwo": "When you Shield Block with this spell, one of the three layers breaks and you cease to gain the bonus to AC, but the spell doesn't end. You can keep using the spell until the final layer breaks; once it does, the spell ends and you can't cast shield or amped shield again for 10 minutes. You can choose to break additional layers when you Shield Block with this spell to improve your defenses. If you break two layers instead of one, increase the Hardness to 1-1/2 × the normal amount (7 at 1st rank, 15 at 3rd rank, 22 at 5th rank, 30 at 7th rank, and 37 at 9th rank). If you break all three layers, increase the Hardness to double the normal amount." - }, - "TargetOfPsychicIre": "Choose one target of the spell. Psychic phenomena turn themselves on the target—typically, objects fling themselves at the creature. At the beginning of each of the target's turns, it takes @Damage[(@item.level)d4[bludgeoning]] damage, with a basic Reflex save. The target remains marked by psychic ire for 3 rounds. The effect persists even if you fall @UUID[Compendium.pf2e.conditionitems.Item.fBnFDH2MTzgFijKf]{Unconscious} or leave the area.", - "TelekineticHand": { - "Base": "You create a multitude of telekinetic hands that grip onto a creature and move it about. Target a creature of Medium size or smaller with the amped spell instead of an object. You attempt to @UUID[Compendium.pf2e.actionspf2e.Item.7blmbDrQFNfdT731]{Shove} the target in a direction of your choice, rolling a spell attack roll against its Fortitude DC instead of an Athletics check. The creature takes a –10-foot circumstance penalty to its Speeds until the spell ends. Starting the round after you Cast the Spell, the first time each round you Sustain the Spell, you can attempt to Shove the creature again.", - "Heightened": "You can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Dt6B1slsBy8ipJu9]{Disarm} the creature instead of attempting to @UUID[Compendium.pf2e.actionspf2e.Item.7blmbDrQFNfdT731]{Shove} it. If you knock an item out of the creature's grasp in this way, the Telekinetic Hand immediately grabs it. Any effect of the Telekinetic Hand on the creature ends, and the spell now carries the item, just like you had picked it up with an unamped Telekinetic Hand." - }, - "TelekineticProjectile": { - "Base": "You fling objects with even more force, driving your opponents backwards in a hail of objects. On a success, you push the target 5 feet away from you, and on a critical success, you push the target 10 feet away from you in addition to dealing double damage.", - "Heightened": "The damage increases by 2d6 instead of by 1d6." - }, - "TelekineticRend": { - "Base": "Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1}.", - "Heightened": "Both types of damage increase by 1d6 instead of just one. Add a third non-overlapping @Template[type:burst|distance:5] to the area." - }, - "TesseractTunnel": "Physical movement is no longer necessary to connect two points in space. When you cast tesseract tunnel, you simply create a tunnel that ends in a square within a range equal to your Speed; you can choose to immediately teleport to the space at the far end of the tunnel. Furthermore, the tunnel can be traversed in both directions, instead of only from entrance to exit. Finally, the spell's duration changes to 1 minute. You can Dismiss the spell.", - "ThermalStasis": "The spell’s duration becomes 1 minute.", - "Toggle": "Amp Psi Cantrips", - "VectorScreen": "Your screen persists for longer, and you can detonate it in an explosive counterattack. The duration of the spell increases to 1 minute. You can Dismiss the spell. If there are any projectiles trapped in the screen, you can cast telekinetic projectile to fire them at one creature as part of Dismissing the spell. Measure the range for the telekinetic projectile from where the vector screen was, instead of from you.", - "WarpSpace": "Choose a square within 30 feet to which you have line of effect and line of sight. Determine your spell's line of effect and line of sight from there, as well as whether creatures have cover against the spell. The spell can exceed its normal range as measured from you, as long as it's within its normal range from the square you chose.", - "WarpStep": { - "Base": "Space contracts with hardly a thought, letting you Cast the Spell as a single action.", - "Heightened": "You twist space so completely you don't need to travel the interposing distance. You can choose to instead teleport to a space within your line of sight and line of effect with a range equal to your double your Speed (after applying the status bonus from warp step). This grants the spell the teleportation trait." - }, - "WhisperingSteps": "Choose one enemy who is a target of the spell. If that enemy fails its save or the spell hits it, you whisper in the creature's mind, forcing it to Step in a direction of your choosing; as this is forced movement, you can't force the creature to Step into hazardous terrain, off a ledge, or the like. After it Steps, the creature becomes temporarily immune to this amp for 24 hours." - }, - "OscillatingWave": { - "AddEnergy": "Add Energy", - "ConservationOfEnergyLabel": "Conservation of Energy", - "Mindshift": "Mindshift: Add/Remove Energy", - "RemoveEnergy": "Remove Energy" - }, - "PsiCantripLabels": { - "Daze": "Daze", - "DetectMagic": "Detect Magic", - "DistortionLens": "Distortion Lens", - "Figment": "Figment", - "ForbiddenThought": "Forbidden Thought", - "Frostbite": "Frostbite", - "GlimpseWeakness": "Glimpse Weakness", - "Guidance": "Guidance", - "Ignition": "Ignition", - "ImaginaryWeapon": "Imaginary Weapon", - "Message": "Message", - "PhaseBolt": "Phase Bolt", - "Shield": "Shield", - "TelekineticHand": "Telekinetic Hand", - "TelekineticProjectile": "Telekinetic Projectile", - "TelekineticRend": "Telekinetic Rend", - "ThermalStasis": "Thermal Stasis", - "WarpStep": "Warp Step" - }, - "SpellModification": { - "Daze": "You can daze from a great distance. The range increases to 120 feet.", - "DeepRoots": "When you Cast a Spell that imposes the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition or otherwise forces the target to take certain actions (such as @UUID[Compendium.pf2e.spells-srd.Item.aIHY2DArKFweIrpf]{Command}), you can choose one target that critically failed its save. When that target finishes fulfilling any commands issued by your spell, or when the spell is dispelled or counteracted, the target takes @Damage[(@item.level)d6[mental]] damage.", - "DetectMagic": "You have the kind of fine control that other spellcasters can only dream of. When you cast detect magic, you're aware of any creature in the emanation affected by a spell or carrying a magic item, and you determine the main location of magic within any magical hazard in the emanation (with the normal restrictions on detecting illusions). This typically manifests as an alteration to your vision, such as seeing a soft aura around the creature or hazard. Sensing these phenomena doesn't make it clear which spell is on a creature, nor which of its items are magical.", - "Figment": "Your minor illusions shift and dance. The range of figment increases to 60 feet. When you Sustain the spell, you can move the apparent sound or vision up to 15 feet. You can then attempt to @UUID[Compendium.pf2e.actionspf2e.Item.GkmbTGfg8KcgynOA]{Create a Diversion} as usual. Those creatures who disbelieved the illusion aren't affected by this diversion.", - "Frostbite": "You can freeze people from even farther away. The range of your frostbite increases to 120 feet.", - "Guidance": "You have eyes everywhere, allowing you to guide people from a great distance. The range of guidance increases to 120 feet.", - "Ignition": "You can drastically increase the heat against targets at a distance. When using ignition as a ranged attack, increase the range to 60 feet. When using ignition as a melee attack, your reach increases by 5 feet.", - "Message": "Your message is not so easily bound by obstacles. The spell can travel up to 120 feet to reach the target, bending around walls and obstacles; this means you don't need a straight line of effect or line of sight to cast message as long as you know the target's space and there is an unblocked path of 120 feet or less that can reach them.", - "PhaseBolt": "Your phase bolt temporarily sends the target's cover out of phase if it hits. On a success, reduce the target's circumstance bonus to AC (if any) by 1 until the beginning of your next turn.", - "PsychicRapport": "After you Cast a Spell with the mental trait, until the start of your next turn, you gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks, and to Perception checks to @UUID[Compendium.pf2e.actionspf2e.Item.1xRFPTFtWtGJ9ELw]{Sense Motive}.", - "Shield": "Your shield spell can be deployed on behalf of others. When you cast shield, you can choose a target ally within 30 feet to gain the benefits of the spell instead of you. The option to Shield Block with the spell is up to you and uses your reaction, not the target's.", - "StrainMind": "You add an amp that costs 1 Focus Point to the spell. Instead of paying the normal Focus Point cost, you lose Hit Points equal to four times the spell rank of the amped psi cantrip as you bleed from your nose or suffer some other visible sign of strain.", - "TelekineticHand": "Your telekinetic hand can carry up to 1 Bulk instead of only light Bulk. If the spell is heightened to 3rd rank or higher, its maximum Bulk is 2. If the spell is heightened to 7th rank or higher, its maximum Bulk is 3.", - "TelekineticProjectile": "Your telekinetic projectiles can fly much further away. Increase the range of telekinetic projectile to 60 feet.", - "ThoughtformSummoning": "Whenever you summon a creature, you can choose to instead create a psychic construct of that creature. This grants it resistance to physical damage equal to half its level, weakness 5 to force and mental damage, and the ability to pass through enemies' spaces without needing to @UUID[Compendium.pf2e.actionspf2e.Item.21WIfSu7Xd7uKqV8]{Tumble Through} (though it can't end its turn in an occupied space).", - "WarpStep": "You warp space more compactly, granting you a +10-foot status to your Speed instead of a +5-foot status bonus when you warp step." - }, - "UnleashPsyche": { - "DamageLabel": "Casting a spell from Psychic Spellcasting" - } - }, - "Ranger": { - "HamstringingStrike": { - "Note": "If you hit your prey, the creature takes a -5-foot status penalty to Speed. If you critically hit your prey, the creature takes a -10-foot status penalty to Speed.\n@UUID[Compendium.pf2e.feat-effects.Item.ESnzqtwSgahLcxg2]{Effect: Hamstringing Strike}", - "Prompt": "Select a hit result." - }, - "HuntersEdge": { - "Prompt": "Select a hunter's edge.", - "FirstAttack": "First attack on hunted prey this round" - } - }, - "Ratfolk": { - "LabRat": { - "Note": "If you roll a success on your saving throw against an elixir or poison, you get a critical success instead." - }, - "WarrenNavigator": { - "Note": "When you Sense Direction, you get a result one degree of success better than you rolled." - } - }, - "RelicGift": { - "DivineRetribution": { - "CriticalSuccess": "If the target is evil, it is also @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 2} until the start of your next turn on a critical hit.", - "Success": "If the target is evil, it is also @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} until the start of your next turn on a hit." - } - }, - "ResonantReflection": { - "Label":"Active Resonant Reflection", - "ReflectionOfLife": { - "Description": "You gain fast healing 3 for 1 minute. This amount of fast healing increases by 1 for every 2 levels you have beyond 5th level
\n@UUID[Compendium.pf2e.campaign-effects.Item.DOxl0FDd21VMDOMP]{Effect: Reflection of Life (Fast Healing)}.", - "Title" : "Reflection of Life" - }, - "ReflectionOfLight": { - "Description": "You cast @UUID[Compendium.pf2e.spells-srd.Item.DyiD239dNS7RIxZE]{Holy Light} as an innate divine spell, heightened to a spell rank equal to half your level rounded up.", - "Title" : "Reflection of Life" - }, - "ReflectionOfStone": { - "Description": "You cast @UUID[Compendium.pf2e.spells-srd.Item.2BV2yYPfVJ5zirZt]{Mountain Resilience} as an innate divine spell, heightened to a spell rank equal to half your level rounded up.", - "Title" : "Reflection of Stone" - }, - "ReflectionOfStorm": { - "Description": "You cast @UUID[Compendium.pf2e.spells-srd.Item.4MOew29Z1oCX8O28]{Moment of Renewal} (self only) as an 8th-rank divine innate spell and regain 1 Focus Point.", - "Title" : "Reflection of Storm" - }, - "ReflectionOfWater" : { - "Description": "You cast @UUID[Compendium.pf2e.spells-srd.Item.zfn5RqAdF63neqpP]{Control Water} as a 5th-rank innate divine spell. The area of water you control increases by 10 feet in length and width for every 2 levels you have beyond 10th level.", - "Title" : "Reflection of Water" - } - }, - "Rogue": { - "Debilitation": { - "Bloody": { - "Label": "Bloody", - "Note": "The target takes @Damage[3d6[bleed]] damage." - }, - "Clumsy": { - "Label": "Clumsy", - "Note": "The target becomes @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 1}." - }, - "Critical": { - "Label": "Critical", - "Note": "The target attempts a @Check[type:fortitude|dc:resolve(@actor.system.proficiencies.classDCs.rogue.dc)] save against your class DC with the following effects.
Critical Success The target is unaffected.
Success The target is @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1} until the end of your next turn.
Failure The target is @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 2} until the end of your next turn.
Critical Failure The target is @UUID[Compendium.pf2e.conditionitems.Item.6uEgoh53GbXuHpTF]{Paralyzed} until the end of your next turn.
" - }, - "Enfeebled": { - "Label": "Enfeebled", - "Note": "The target becomes @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1}." - }, - "Label": "Debilitation", - "OffGuard": { - "Label": "Off-Guard", - "Note": "The target becomes @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard}." - }, - "PrecisionDamage": { - "Label": "Precision Damage", - "Note": "The target takes an additional 2d6 precision damage from your attacks. @UUID[Compendium.pf2e.feat-effects.Item.ZZXIUvZqqIxkMfYa]{Effect: Precise Debilitations}" - }, - "PreventFlanking": { - "Label": "Prevent Flanking", - "Note": "The target can't flank or contribute to allies' flanking. @UUID[Compendium.pf2e.feat-effects.Item.JUgx48XHMz4QM4Ir]{Effect: Debilitation (No Flanking)}" - }, - "PreventReactions": { - "Label": "Prevent Reactions", - "Note": "The target can't use reactions." - }, - "PreventStep": { - "Label": "Prevent Step", - "Note": "The target can't Step" - }, - "ReduceCover": { - "Label": "Reduce Cover", - "Note": "The target doesn't gain a circumstance bonus to AC from Raising a Shield, lesser cover, or standard cover; it gains a +2 circumstance bonus to AC only from greater cover or Taking Cover." - }, - "SecondLabel": "Second Debilitation", - "SpeedPenalty": { - "Label": "Speed Penalty", - "Note": "The target takes a -10-foot status penalty to its Speeds. @UUID[Compendium.pf2e.feat-effects.Item.yBTASi3FvnReAwHy]{Effect: Debilitating Strike}" - }, - "Stupefied": { - "Label": "Stupefied", - "Note": "The target is @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}" - }, - "Title": "Debilitation f", - "Trigger": "Trigger Your Strike hits an off-guard creature and deals damage.", - "Weakness": { - "Label": "Weakness", - "Note": "The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage. @UUID[Compendium.pf2e.feat-effects.Item.Rgt9hH3W1oh9dvku]{Effect: Vicious Debilitations}" - } - }, - "DistractingFeint": { - "Text": "While a creature is off-guard by your Feint, it also takes a -2 circumstance penalty to Perception checks and Reflex saves. @UUID[Compendium.pf2e.feat-effects.Item.7hRgBo0fRQBxMK7g]{Effect: Distracting Feint}" - }, - "EldritchTrickster": { - "Prompt": "Select a spellcasting multiclass archetype." - }, - "OverextendingFeint": { - "Note": "On a successful Feint, you can have the target take a -2 circumstance penalty to attack rolls against you instead of any other effects that would occur when you Feint. @UUID[Compendium.pf2e.feat-effects.Item.x7CjbOQZUgZKW16M]{Effect: Overextending Feint}" - }, - "Racket": { - "Prompt": "Select a racket." - }, - "TrainSkill": { - "Prompt": "Select a skill to become trained in." - } - }, - "SaveSuccessToCriticalSuccess": { - "Fortitude": "When you roll a success on a Fortitude save, you get a critical success instead.", - "Reflex": "When you roll a success on a Reflex save, you get a critical success instead.", - "Will": "When you roll a success on a Will save, you get a critical success instead." - }, - "SaveCriticalFailureToFailure": { - "FailureHalfDamage": { - "Will": "When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against an effect that deals damage, you take half damage." - } - }, - "ScionOfDomora": { - "GuardiansEmbrace": { - "PhysicalAttackLabel": "Guarding Against a Physical Attack", - "ProtectionLabel": "Gain Resistance to Physical Attack" - }, - "SpiritualFlurryNote": "Targets become @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} until the end of your current turn." - }, - "SeasonOfGhosts": { - "Background": { - "Bickering": "Bickering", - "Bitter": "Bitter", - "CloseKnit": "Close Knit", - "Family": "Family", - "FamilyPrompt": "Select your family dynamic", - "Foundling": "Foundling", - "FoundlingPrompt": "Select your relationship with Willowshore", - "Mysterious": "Mysterious", - "NoAdjustment": "No Adjustment", - "Outgoing": "Outgoing", - "Prompt": "Select an adjustment to your background", - "Typical": "Typical" - } - }, - "Seasons": { - "Fall": "Fall", - "Prompt": "Select the current season", - "Spring": "Spring", - "Summer": "Summer", - "Winter": "Winter" - }, - "ShadowSignet": { - "Note": "If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC." - }, - "Shillelagh": { - "RollOptionLabel": "Increase Shillelagh's damage dice to 3", - "DamageDiceLabel": "Shillelagh (increased damage)" - }, - "Shisk": { - "PiercingQuills": { - "Note": "Your quills unarmed attack deals @Localize[PF2E.PersistentDamage.Bleed1d4.success] on a critical hit." - }, - "Quills": "Quills" - }, - "Shoony": { - "EsteemedVisitor": { - "Note": "While you are in a settlement, when you roll a critical failure on a Diplomacy check to Gather Information or Make an Impression, you get a failure instead." - }, - "FishseekerShoony": { - "Note": "If you roll a success on an attempt to Grab an Edge, you get a critical success instead; if you roll a critical failure, you get a failure instead." - } - }, - "SkillMastery": { - "ExpertPrompt": "Select a skill to become expert in.", - "MasterPrompt": "Select a skill to become master in." - }, - "SmokingSword": { - "StokeFlames": "Stoke Flames" - }, - "SneakAttack": "Sneak Attack", - "SnipersAim": { - "Note": "Ignore the target's Concealed condition." - }, - "SnipingDuoDedication": { - "Label": "Sniping Duo partner hit target with a strike since your last turn" - }, - "Sorcerer": { - "Bloodline": { - "Prompt": "Select a bloodline.", - "BloodMagicDescription": { - "Aberrant": "Aberrant whispers shield one target's mind or your own, granting a +2 status bonus to Will saving throws for 1 round.", - "AncestralBloodMagic": "Casting an ancestral spell", - "Angelic": "An angelic aura protects you or one target, granting a +1 status bonus to saving throws for 1 round.", - "Demonic": "The corruption of sin weakens a target's defenses or makes you more imposing. Either a target takes a -1 status penalty to AC for 1 round, or you gain a +1 status bonus to Intimidation checks for 1 round.", - "Diabolic": "Hellfire scorches a target or fills your tongue with lies. Either a target takes @Damage[@item.level[fire]] (if the spell already deals initial fire damage, combine this with the spell's initial damage before determining weaknesses and resistances), or you gain a +1 status bonus to Deception checks for 1 round.", - "Draconic": "Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.", - "Elemental": "Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes @Damage[@item.level[@actor.flags.pf2e.sorcerer.elementalBloodline.damageType]]. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.", - "Fey": "Colorful fey glamours dance around you or one target, causing them to be @UUID[Compendium.pf2e.conditionitems.Item.DmAIPqOBomZ7H95W]{Concealed} for 1 round. Such obvious concealment can't be used to Hide.", - "Genie": "Your spellcasting warps reality and distracts your foes. Either you gain a +1 status bonus to Deception checks for 1 round, or a target takes a -1 status penalty to Perception for 1 round.", - "Hag": "Spiteful curses punish your foes. You deal @Damage[@item.level[mental]] damage (@Check[type:will|basic:true|dc:resolve(@actor.system.attributes.spellDC.value)] save) to the first creature that deals damage to you before the end of your next turn.", - "Harrow": "You become enveloped in possibility, represented as multiple versions of yourself from your possible futures overlaid on each other. You gain @UUID[Compendium.pf2e.conditionitems.Item.DmAIPqOBomZ7H95W]{Concealement} for 1 round, but can't use the concealment to @UUID[Compendium.pf2e.actionspf2e.Item.XMcnh4cSI32tljXa]{Hide}.", - "Imperial": "A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.", - "Title": "Blood Magic", - "Nymph": "Nymph grace accentuates your movements and distracts your foes, either granting you a +1 status bonus to Diplomacy checks for 1 round or imposing a -1 status penalty on one target's Will saves for 1 round.", - "Phoenix": "The primal fire of life and death flows through you or one target. Choose to have either you or a target of the spell gain temporary Hit Points equal to the spell's rank for 1 round, or to have a target of the spell take @Damage[@item.level[fire]] damage (if the spell already deals initial fire damage, combine this with the spell's initial damage before determining weaknesses and resistances).", - "Psychopomp": "The border between life and death becomes blurred to you. Either you gain a +2 status bonus to Fortitude saving throws for 1 round, or a target takes @Damage[@item.level[void]] if it's alive or @Damage[@item.level[vitality]] if it's undead. If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.", - "Shadow": { - "Text": "Shadows grow deeper around you or one target, either granting a +1 status bonus to Stealth or imposing a -1 status penalty to Perception for 1 round.", - "PerceptionPenalty": "-1 penalty to Perception", - "StealthBonus": "+1 bonus to Stealth" - }, - "Undead": "Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell's rank for 1 round, or a target takes @Damage[@item.level[void]] damage (if the spell already deals initial void damage, combine this with the spell's initial damage before determining weaknesses and resistances).", - "Wyrmblessed": "Draconic might carries in your voice. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes a -1 status penalty to Will saves for 1 round." - } - } - }, - "SoulWarden": { - "SafeguardSoul": { - "Label": "Defending against manipulation of your soul" - }, - "SpiralSworn": { - "Label": "Target possesses an imprisoned soul or has created undead" - }, - "UndeadNearby": "Undead Nearby" - }, - "SpecialtyCrafting": { - "Alchemy": "Alchemy", - "Artistry": "Artistry", - "Blacksmithing": "Blacksmithing", - "Bookmaking": "Bookmaking", - "Glassmaking": "Glassmaking", - "Leatherworking": "Leatherworking", - "Pottery": "Pottery", - "Prompt": "Select a specialty.", - "Shipbuilding": "Shipbuilding", - "Stonemasonry": "Stonemasonry", - "Tailoring": "Tailoring", - "Weaving": "Weaving", - "Woodworking": "Woodworking" - }, - "SpellEffectAnimalFeature": { - "CatEyes": "Cat Eyes", - "FishTail": "Fish Tail", - "OwlEyes": "Owl Eyes", - "Wings": "Wings" - }, - "SpellEffectEvolutionSurge": { - "Prompt": "Select an evolution.", - "Sight": "Low-light vision and darkvision", - "Amphibious": "Swim Speed", - "Speed": "+20-foot status bonus to Speed", - "Climb": "Climb Speed", - "Fly": "Fly Speed" - }, - "SpellEffectGluttonsJaw": { - "Text": "If you hit with your jaws and deal damage, you gain [[/r ceil(@item.level/2)d6 #Temporary Hit Points]] temporary Hit Points." - }, - "SpellEffectPreciousMetals": { - "Copper": "Copper", - "Gold": "Gold", - "Iron": "Iron", - "Steel": "Steel" - }, - "SpellEffectProtection": { - "Prompt": "Choose which alignment trait you are protecting against." - }, - "SpellEffectSweetDream": { - "Glamor": "Dream of Glamor", - "Insight": "Dream of Insight", - "Prompt": "Select a dream.", - "Voyaging": "Dream of Voyaging" - }, - "SpellEffectTemptFate": { - "Note": "If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure." - }, - "SpellEffectThermalRemedy": { - "BonusVsDisease": "Bonus vs. Disease", - "FireResistance": "Fire Resistance", - "Prompt": "Select a benefit.", - "PromptTwo": "Select a 2nd benefit.", - "TempHP": "Temporary Hit Points" - }, - "Spellheart": { - "BeastmastersSigil": { - "AdjacentLabel": "Target adjacent to beastmaster's sigil summon" - } - }, - "SpellHeightened": { - "HeightenedEighth": "Heightened (8th)", - "HeightenedFifth": "Heightened (5th)", - "HeightenedFourth": "Heightened (4th)", - "HeightenedNinth": "Heightened (9th)", - "HeightenedPlusOne": "Heightened (+1)", - "HeightenedPlusTwo": "Heightened (+2)", - "HeightenedPlusThree": "Heightened (+3)", - "HeightenedPlusFour": "Heightened (+4)", - "HeightenedSecond": "Heightened (2nd)", - "HeightenedSeventh": "Heightened (7th)", - "HeightenedSixth": "Heightened (6th)", - "HeightenedTenth": "Heightened (10th)", - "HeightenedThird": "Heightened (3rd)" - }, - "SpellmastersResilience": { - "Prompt": "Select a magical tradition to gain resistence in." - }, - "SpellRank": { - "Eighth": "8th-Rank", - "Fifth": "5th-Rank", - "First": "1st-Rank", - "Fourth": "4th-Rank", - "Ninth": "9th-Rank", - "Prompt": "Select a spell rank.", - "Second": "2nd-Rank", - "Seventh": "7th-Rank", - "Sixth": "6th-Rank", - "Tenth": "10th-Rank", - "Third": "3rd-Rank" - }, - "Spellshape": { - "BondConservation": "You gain an extra use of Drain Bonded Item. You can use it to cast a spell 2 or more ranks lower than the previous spell, and must use it before the end of your next turn or you lose it.", - "BurningSpell": "The spell deals @Damage[(@item.rank)[persistent,fire]] in addition to its other effects. This has no effect if the spell already deals persistent fire damage. The spell gains the fire trait", - "CallAndResponse": "While the spell is active, one ally of your choice affected by the spell can respond to your call as a single action that has the auditory and concentrate traits to extend the spell's duration by 1 round. Only one ally can respond to a given call, and responding to the ally's response has no additional effect.", - "CastDown": "If the next action you use is to cast harm or heal to damage one creature, the target is knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone} if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute. @UUID[Compendium.pf2e.feat-effects.Item.Ve1CRFI8ikL6dqcL]{Effect: Cast Down}", - "ConcealSpell": "If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.", - "CourageousAdvance": "One ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride.", - "CourageousAssault": "One ally of your choice who gains a status bonus from the spell can immediately use their reaction to make a melee Strike.", - "CourageousOnslaught": "One ally of your choice who gains a status bonus from the spell can immediately use their reaction to Stride and then make a melee Strike.", - "CurrentSpell": "Until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the air or water trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the selected trait, depending on the spell's traits. @UUID[Compendium.pf2e.feat-effects.Item.8HGz3rQCHNgdAqFC]{Effect: Current Spell}", - "DefensiveCoordination": "You can Raise a Shield, and one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Raise a Shield.", - "DefensiveRecovery": "If the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round. @UUID[Compendium.pf2e.feat-effects.Item.jwxurN6JPQm9wXug]{Effect: Defensive Recovery}", - "DivineInfusion": "The target deals additional damage with its melee weapons and unarmed attacks until the end of its next turn. The damage type is void if you cast harm and vitality if you cast heal. @UUID[Compendium.pf2e.feat-effects.Item.eecIuD6sGPX0FJcT]{Effect: Divine Infusion}.", - "DousingSpell": "You soak the target of the spell with water. If the target has persistent acid or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of persistent damage immediately. The spell gains the water trait (causing it to deal extra damage to creatures with weakness to water).", - "EbbAndFlow": "Choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures.", - "EchoingChannel": "Choose one additional creature in range. Target that creature with a 1-action version of the same spell. This spell is the same rank as the 2-action harm or heal you cast and doesn't cost another spell slot", - "EnergyAblation": "If your next action is to Cast a Spell that deals at least one type of energy damage (acid, cold, electricity, fire, force, sonic, vitality, or void), you gain resistance to an energy damage type of your choice equal to the spell's rank. The resistance lasts until the end of your next turn. You get the resistance regardless of whether or not your spell dealt damage.", - "ExplosiveArrival": "If your next action is to Cast a Spell with the summon trait, all creatures in a @Template[type:emanation|distance:10] around the creature you summoned take @Damage[(@item.level)d4[fire]] damage. If the creature summoned has the @Damage[(@item.level)d4[acid]]{acid}, @Damage[(@item.level)d4[cold]]{cold}, @Damage[(@item.level)d4[electricity]]{electricity}, @Damage[(@item.level)d4[sonic]]{sonic}, or @Damage[(@item.level)d4[spirit]]{spirit} trait, you can deal damage of that type instead.", - "ForcibleEnergy": "If your next action is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose. @UUID[Compendium.pf2e.feat-effects.Item.0Ai0u9kNJrEudPnN]{Effect: Forcible Energy}", - "FormControl": "The spell's rank is 2 lower than normal (minimum 1st rank), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss untamed form as normal.", - "GarlandSpell": "A garland of plants grows in a @Template[type:burst|distance:10] in the spell's range. The plants are difficult terrain and hazardous terrain, covered in your choice of thorns or poisonous vines. Any creature that moves into one of these squares or ends its turn in one takes @Damage[2d6[piercing]]damage for thorns or @Damage[2d6[poison]] for vines. A creature can take this damage only once per turn. You and your familiar are immune to this damage. The plants last for 1 minute or until you cast another Garland Spell, whichever comes first. The damage increases to 3d6 at 16th level and 4d6 at 20th level.", - "GrowthSpell": "Expand the area of the spell. For bursts, expand the radius by 5 feet; for cones, expand the cone by 10 feet; and for lines, expand the length by 15 feet. The spell gains the wood trait.", - "GustingSpell": "If the next action you use is to Cast a Spell with the air or electricity trait, you can Fly up to 10 feet before or after the spell is cast.", - "Harmonize": "If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn't end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you already have in effect.", - "HealingTransformation": "Your polymorph spell also restores @Damage[(@item.rank)d6[healing]] to that creature. This is a healing effect.", - "HeroicRecovery": "The target gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls. In addition, if the target is Prone, it can immediately Stand as a free action that doesn't trigger reactions.", - "InTune": "If your next action is casting a composition spell with an emanation area, its area spreads from a willing ally of your choice within 60 feet instead of you. If you have Directed Audience, you can have that cone originate from the ally instead.", - "LeyLineConduit": "If your next action is to Cast a Spell of 5th rank or lower that has no duration, you don't expend the prepared spell as you cast it.", - "Martyr": "You lose @Damage[(@item.rank)d8] Hit Points, which can't be reduced or mitigated in any way, and your ally regains an equal number of Hit Points. @UUID[Compendium.pf2e.feat-effects.Item.7ogytOgDmh4h2g5d]{Effect: Heroic Recovery}", - "MelodiousSpell": "The spell gains the Subtle trait. The trait hides only the spell's spellcasting actions and manifestations, not its effects. As part of using Melodious Spell, you can choose to @UUID[Compendium.pf2e.actionspf2e.Item.GkmbTGfg8KcgynOA]{Create a Diversion}, @UUID[Compendium.pf2e.actionspf2e.Item.2u915NdUyQan6uKF]{Demoralize}, @UUID[Compendium.pf2e.actionspf2e.Item.EEDElIyin4z60PXx]{Perform}, or Request. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.", - "NonLethal": "If your next action is to Cast a Spell that deals damage and doesn't have the death or void trait, that spell gains the nonlethal trait.", - "OverwhelmingEnergy": "If the next action you use is to Cast a Spell, the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature's immunities are unaffected.", - "QuickenedCasting": "If your next action is to cast a cantrip or a spell that is at least 2 ranks lower than the highest-rank bard spell slot you have, reduce the number of actions to cast it by 1 (minimum 1 action).", - "ReachSpell": "If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.", - "Remediate": "If your next action is to use your divine font to cast a 3-action heal or harm spell, you can harness the residual energy to counterbalance opposing forces. In addition to its normal effects, you use your heal or harm spell to attempt to counteract one divine effect in the spell's area.", - "ReverberatingSpell": "The spell deals an additional @Damage[1d8[sonic]] damage and all creatures who fail their save against the spell are @UUID[Compendium.pf2e.conditionitems.Item.9PR9y0bi4JPKnHPR]{Deafened} for 1 round. Targets who critically fail their saves against this spell are instead deafened for 1 minute. The spell gains the sonic trait.", - "RockslideSpell": "(@item.rank) 5-foot squares in the area equal to the spell rank become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the earth trait.", - "ScintillatingSpell": "If your next action is to Cast a Spell that doesn't have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round, and those who critically failed are instead @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 round.", - "SecondaryDetonationArray": "If your next action is to Cast a Spell that deals damage, has no duration, and affects an area, a glowing magic circle appears in a @Template[type:burst|distance:5] within that area. At the beginning of your next turn, the circle detonates, dealing @Damage[(@item.level)d6[force]] damage to all creatures within the circle, with a @Check[type:reflex|dc:resolve(@actor.system.attributes.spellDC.value)]. If the spell dealt a different type of damage, the circle deals @Damage[(@item.level)d6[@actor.flags.pf2e.spellshape.arrayDamage]]{this type of damage instead} (or one type of your choice if the spell could deal multiple types of damage)", - "SnowdriftSpell": "Select one creature affected by the spell on the ground. Each square on the ground under or adjacent to the creature fills with ankle-deep snow. Those squares are difficult terrain until the beginning of your next turn. A creature can Interact to clear a square of snow, and the snow in a square melts if that square is exposed to a fire effect.", - "SowSpell": "If your next action is to Cast a Spell using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell's effects as a reaction, which is triggered when a creature enters the sown spell's space or a square adjacent to it. You can have only one sown spell at a time, and if you don't trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful Perception check against your spell DC.", - "SplitHex": "If the next action you use is to Cast a Spell to cast a harmful hex with a single target, reduce its rank by 2 (making it 2 ranks lower than the maximum spell rank you can cast). If you do, you can select a second target for that hex to affect.", - "ThunderclapSpell": "If your next action is to Cast a Spell that has the electricity trait or deals electricity damage, has no duration, and requires creatures to attempt a saving throw, the force of the spell's lightning creates a thunderclap, in addition to its other effects. Each creature that failed its Reflex save against the spell is @UUID[Compendium.pf2e.conditionitems.Item.9PR9y0bi4JPKnHPR]{Deafened} for 1 round, and those who critically failed are also knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.", - "UnusualComposition": "If your next action is to cast a composition spell that is auditory or visual, you can have it affect creatures who can witness it with any sense, not just those the traits indicate, even including special senses like tremorsense. You can choose to exclude any senses you choose.", - "VigorousAnthem": "You and all affected allies gain temporary HP equal to 3 + your Charisma modifier that last for 1 minute. @UUID[Compendium.pf2e.feat-effects.Item.7AzGhIOx4Df5Cicr]{Effect: Vigorous Anthem}", - "WidenSpell": "If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.", - "WindTossedSpell": "You ignore the target's @UUID[Compendium.pf2e.conditionitems.Item.DmAIPqOBomZ7H95W]{Concealed} condition and any cover they have from you. The spell gains the air trait." - }, - "SpellTrickster": { - "AgileHand": { - "CriticalFailureNote": "If you critically fail, the spell ends and you can't use this modification again for 24 hours.", - "Description": "When you cast _telekinetic hand_, you can modify its target to be a set of thieves' tools. When you Cast the Spell in this way, the tools move up to 20 feet towards a device or lock. After you Sustain the spell on future turns, you can use the tools to attempt Thievery checks to @UUID[Compendium.pf2e.actionspf2e.cYdz2grcOcRt4jk6]{Disable a Device} or @UUID[Compendium.pf2e.actionspf2e.2EE4aF4SZpYf0R6H]{Pick a Lock} within the spell's range, but you take a -2 penalty to your Thievery check. If you critically fail, the spell ends and you can't use this modification again for 24 hours.", - "PenaltyLabel": "Thievery with Agile Hand" - }, - "AnimateNet": { - "Description": "When you cast _animate rope_, you can modify its target to be 1 @UUID[Compendium.pf2e.equipment-srd.Item.T8EopYZLT137CsdW]{Net}. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} and takes a -10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{Immobilized} until it Escapes. The Escape DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the Escape DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can Interact to remove the net." - }, - "BarrierShield": { - "Description": "When you cast _shield_, you can modify the spell to create a solid barrier you can use for @UUID[Compendium.pf2e.other-effects.Item.I9lfZUiCwMiGogVi]{Cover}, but not for blocking. You can't use the @UUID[Compendium.pf2e.feats-srd.Item.jM72TjJ965jocBV8]{Shield Block} reaction when the spell is modified in this way, but you (and only you) can spend an action to @UUID[Compendium.pf2e.actionspf2e.Item.ust1jJSCZQUhBZIz]{Take Cover} to gain standard cover from it." - }, - "BeaconMark": { - "Description": "When you cast _sigil_, you can modify the spell to add the following heightened entry.", - "DescriptionHeightened": "You attune yourself to the marked target. While the spell lasts, you can spend a single action, which has the concentrate, detection, and divination traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a @Check[type:will] saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a _sigil_ modified in this way. If you Cast this Spell again on a second target, the _sigil_ spell on the first target ends, and your mark fades." - }, - "ChokingSmoke": { - "Description": "When you cast _fireball_ heightened to at least 6th rank, you can modify the spell's standard effects as follows: Reduce the spell's damage by 6d6. Your _fireball_ leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of @UUID[Compendium.pf2e.spells-srd.Item.GKpEcy9WId6NJvtx]{Stinking Cloud}." - }, - "ConfoundingImage": { - "Description": "When you cast _mirror image_, you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC - 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you Sustain the Spell, you can move the image to an unoccupied square within range." - }, - "DirectedPoison": { - "Description": "When you cast _toxic cloud_, modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round. Once per round when you Sustain the Spell, you can move the cloud 10 feet in the direction of your choice." - }, - "DiskRider": { - "Description": "When you cast _floating disk_, you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects.", - "DescriptionHeightened": "The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being encumbered. If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you Sustain the Spell. While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends." - }, - "DrenchingMist": { - "Description": "When you cast _mist_, you can modify it to add the following heightened entry to its effects.", - "DescriptionHeightened": "Your _mist_ is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it." - }, - "ForcefulPush": { - "Description": "When you cast _telekinetic hand_, you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you." - }, - "Label": "Spell Trickster", - "ObscuredTerrain": { - "Description": "When you cast _mist_, you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can Dismiss the cloud." - }, - "LarcenousHand": { - "Description": "When you cast _telekinetic hand_, you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, Telekinetic Hand carries the item to you. If the creature is unwilling, you must attempt to [[/act steal]] the target object with a Thievery check. The usual restrictions on attempts to Steal an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't Steal from a creature in combat or otherwise on guard. On a successful Steal check, the Telekinetic Hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action." - }, - "LingeringFlames": { - "Description": "When you cast _fireball_, you can modify its effects, decreasing the base damage to 5d6 and causing it to deal @Damage[(2*(@item.level - 2))[fire,persistent]] damage to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following.", - "DescriptionHeightened": "The damage is increased by 1d6 and the persistent fire damage is increased by 2." - }, - "ScatteredFire": { - "Description": "When you cast _fireball_, you can modify its area to be two non-overlapping @Template[type:burst|distance:10]{10-foot bursts}." - }, - "ShiningArms": { - "Description": "When you cast _light_, you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can Dismiss the Spell as a reaction, causing the foe to be @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round. After you use this reaction, you can't use this modification again for 10 minutes.", - "Label": "Shining Arms", - "Note": "When a creature wielding the weapon critically hits a foe, you can Dismiss the spell as a reaction, causing the foe to be @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round." - }, - "SiphoningTouch": { - "Description": "When you cast _vampiric feast_, you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain." - }, - "SmolderingExplosion": { - "Description": "When you cast _fireball_ heightened to at least 4th rank, you can modify the spell to add the following to its standard effects: Your _fireball_ leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of @UUID[Compendium.pf2e.spells-srd.Item.9XHmC2JgTUIQ1CCm]{Mist}, except that it lasts only 1 round." - }, - "SurroundingFlames": { - "Description": "When you cast _wall of fire_, you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a @Template[type:burst|distance:10]{10-foot-radius} hemisphere of fire." - }, - "StealVitality": { - "Description": "When you cast _vampiric feast_, you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the clumsy or enfeebled conditions on yourself, using the source of that condition to determine the counteract rank and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn." - }, - "SummonEnsemble": { - "Description": "When you cast _summon instrument_, you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you Sustain the Spell, choose an opponent within 30 feet who can hear your performance. The target must attempt a @Check[type:will] save against the spell's DC; on a failure, it becomes distracted by your performance and becomes @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} for 1 round. The target is then temporarily immune for 24 hours." - }, - "TopplingTentacles": { - "Description": "When you cast _black tentacles_, replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to @UUID[Compendium.pf2e.actionspf2e.Item.ge56Lu1xXVFYUnLP]{Trip} each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone} and takes @Damage[3d6[bludgeoning]] damage. Whenever a creature ends its turn in the area, the tentacles attempt to Trip that creature if it isn't already prone, and they deal @Damage[1d6[bludgeoning]] damage to any creature already prone. Creatures treat the spell's area as difficult terrain." - }, - "TracingSigil": { - "Description": "When you cast _sigil_, you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.EA5vuSgJfiHH7plD]{Track} the target, substituting an Arcana, Nature, Occultism, or Religion check (whichever matches the magical tradition of your _sigil_ spell) for the Survival check. Much like Tracking with Survival, this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified _sigil_ in this way. If you use this ability again on a second target, the _sigil_ spell on the first target ends, and your mark fades." - }, - "UneasyRest": { - "Description": "When you cast _sleep_, you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 1}." - }, - "VolatileGrease": { - "Description": "When you cast _grease_, you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a @Check[type:reflex] save.", - "CriticalSuccess": "The target is unaffected.", - "Failure": "As success, except the weakness to fire lasts for 1 minute.", - "Success": "The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an Interact action, ending the effect.", - "DescriptionHeightened": "The weakness increases by 1." - }, - "WildLights": { - "Description": "When you cast _light_, you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the concentrate trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately." - } - }, - "SpiritPower": { - "Love": { - "Label": "A trusted or loved ally is within 30 feet", - "Love": "Loved", - "Trusted": "Trusted" - }, - "MajorPrompt": "Select a major spirit power", - "MinorPrompt": "Select a minor spirit power" - }, - "Sprite": { - "LuminousSprite": { - "Light": "Shed Light" - }, - "SpritesSpark": { - "Draxie": "Euphoric Spark", - "Grig": "Dissonant Note", - "LuminousSprite": "Luminous Spark", - "Melixie": "Sting Shot", - "Nyktera": "Ultrasonic Pulse", - "Pixie": "Pixie Dust" - } - }, - "Staff": { - "AccursedStaff": { - "Note": "If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's rank. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse." - } - }, - "Stance": { - "Attack": { - "CobraFang": "Cobra Fang", - "CraneWing": "Crane Wing", - "DragonTail": "Dragon Tail", - "FallingStone": "Falling Stone", - "FireTalon": "Fire Talon", - "FlashingSpark": "Flashing Spark", - "FlowingWave": "Flowing Wave", - "GorillaSlam": "Gorilla Slam", - "IronSweep": "Iron Sweep", - "LashingBranch": "Lashing Branch", - "ShadowGrasp": "Shadow Grasp", - "SkywardSlash": "Skyward Slash", - "StingingLash": "Stinging Lash", - "Stonestrike": "Stonestrike", - "StumblingSwing": "Stumbling Swing", - "TigerClaw": "Tiger Claw", - "WindCrash": "Wind Crash", - "WolfJaws": "Wolf Jaws" - } - }, - "SteadyBalance": { - "Note": "If you roll a success using the Balance action, you get a critical success instead." - }, - "SterlingDynamo": { - "AutomaticPercussive": "Automatic Percussive Striker Dynamo", - "AutomaticPower": "Automatic Power Driver Dynamo", - "Label": "Sterling Dynamo", - "ManualPercussive": "Manual Percussive Striker Dynamo", - "ManualPower": "Manual Power Driver Dynamo", - "StasianSmash": { - "CriticalFailureText": "If you critically fail your dynamo Strike, you take @Damage[1d12[electricity]] damage.", - "SuccessText": "On a success, the Strike deals an additional 1d12 electricity damage to the target, as well as @Damage[(ternary(gte(@actor.level,18),2,1))d4[electricity]] damage to up to two other foes within 10 feet as sparks leap across the gaps." - } - }, - "SubstituteRoll": { - "Assurance": "Assurance", - "EffectType": "{type} ({substitution})" - }, - "Suli": { - "Dualborn": { - "FirstElement": "Pick your first element.", - "SecondElement": "Pick your second element." - }, - "ElementalAssault": { - "Prompt": "Select an element." - } - }, - "Surki": { - "BreakerSurki": { - "DiggingWedgeLabel": "Activate Digging Wedge" - }, - "Evolutions": { - "DampeningField": "Dampening Field", - "DiggingWedge": "Digging Wedge", - "GlowingWings": "Glowing Wings", - "GroundingClawSpikes": "Grounding Claw Spikes", - "LanternBeam": "Lantern Beam", - "LanternStrobe": "Lantern Strobe", - "Prompt": "Select an evolution", - "ResonatingMembranes": "Resonating Membranes", - "StrengthenedCarapace": "Strengthened Carapace" - }, - "LanternSurki": { - "ToggleLabel": "Shed Light" - }, - "SecondaryAdaptation": { - "Prompt": "Select a surki heritage" - } - }, - "Swashbuckler": { - "Finisher": { - "Basic": "Basic", - "Bleeding": "Bleeding", - "Confident": "Confident", - "ConfidentNote": "You deal half your @Damage[((@actor.flags.pf2e.swashbuckler.preciseStrike)d6[precision])[@item.system.damage.damageType]]{Precise Strike damage} to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.", - "Dual": "Dual", - "Impaling": "Impaling", - "Label": "Finisher", - "Lethal": "Lethal", - "Mobile": "Mobile", - "Perfect": "Perfect", - "PreciseNote": "On a failure, you apply your @Damage[((@actor.flags.pf2e.swashbuckler.preciseStrike)d6[precision])[@item.system.damage.damageType]]{full precise strike damage} instead of half.", - "Stunning": "Stunning", - "Targeting": "Targeting", - "Unbalancing": "Unbalancing" - }, - "Panache": "You gain @UUID[Compendium.pf2e.feat-effects.Item.uBJsxCzNhje8m8jj]{Panache}.", - "Style": { - "Prompt": "Select a style." - } - }, - "TOTMToggle": { - "FirstRangeIncrement": "Enable abilities that require a target within the first range increment.", - "Incorporeal": "Enable abilities that require an incorporeal target", - "OffGuard": "Enable abilities that require an off-guard target", - "Prone": "Enable abilities that require a prone target", - "Undead": "Enable abilities that require an undead target", - "Vampire": "Enable abilities that require a vampire target" - }, - "Tanuki": { - "Dainiki": "Dainiki", - "Kagebashi": "Kagebashi", - "Mochi": "Mochi", - "Suzu": "Suzu", - "Tonta": "Tonta", - "Toshiro": "Toshiro" - }, - "Target": { - "AgainstDemons": "Against Demons", - "AgainstDevils": "Against Devils", - "AgainstHumanoids": "Against Humanoids", - "Necromancer": "Target is a necromancer", - "Metal": "Target is wearing metal armor or is made of metal" - }, - "Tattoo": { - "WildwoodInk": { - "Greater": { - "InForestLabel": "Wildwood Ink (Greater) (In Forest)" - }, - "Major": { - "InForestLabel": "Wildwood Ink (Major) (In Forest)" - }, - "Normal": { - "InForestLabel": "Wildwood Ink (In Forest)" - } - } - }, - "TempestForm": { - "Air": "Air", - "Mist": "Mist", - "Water": "Water" - }, - "Tengu": { - "WeaponFamiliarity": { - "Prompt1": "Select a weapon from the sword group.", - "Prompt2": "Select a second weapon from the sword group." - } - }, - "TerrainExpertise": { - "Prompt": "Select a terrain." - }, - "TerrainStalker": { - "Rubble": "Rubble", - "Snow": "Snow", - "Underbrush": "Underbrush" - }, - "Thaumaturge": { - "Implement": { - "Amulet": "Amulet", - "Bell": "Bell", - "Chalice": "Chalice", - "Lantern": "Lantern", - "Mirror": "Mirror", - "Regalia": "Regalia", - "Tome": "Tome", - "Wand": "Wand", - "Weapon": "Weapon" - }, - "TalismanEsoterica": "Talisman Esoterica" - }, - "ToggleProperty": { - "GourdHead": "Gourd Head: Increase perception DC", - "TagTeam": "Flanking with another member of the Secret Society", - "Triangulate": "Spotter can see target" - }, - "TrapFinder": { - "DefendingLabel": "Trap Finder (defending against traps)", - "SearchLabel": "Trap Finder (searching for traps)" - }, - "TrinityGeodeLabel": "Trinity Geode", - "TwinnedDefense": { - "Prompt": "Are you wielding a parry weapon?" - }, - "TwoHanded": { - "BastardSword": "Use Bastard Sword Two-Handed", - "BattleLute": "Use Battle Lute Two-Handed", - "Broom": "Use Broom Two-Handed", - "Cane": "Use Cane Two-Handed", - "Katana": "Use Katana Two-Handed", - "Khakkhara": "Use Khakkhara Two-Handed", - "ReinforcedStock": "Use Reinforced Stock Two-Handed", - "RhokaSword": "Use Rhoka Sword Two-Handed", - "Staff": "Use Staff Two-Handed" - }, - "UndeadSlayer": { - "SlayersPresence": { - "Note": "The target is @UUID[Compendium.pf2e.conditionitems.Item.sDPxOjQ9kx2RZE8D]{Fleeing} for 1 round." - } - }, - "UntamedShift": { - "ElementalMatter": "Elemental Matter", - "LongVines": "Long Vines", - "Prompt": "Select a shift.", - "PromptTwo": "Select a 2nd shift.", - "PromptThree": "Select a 3rd shift.", - "UntamedClaws": "Untamed Claws", - "UntamedJaws": "Untamed Jaws", - "Wings": "Wings" - }, - "Vampire": { - "ViciousFangs": { - "Note": { - "Base": "Your fangs Strike deals an additional @Damage[1d6[bleed]] damage.", - "FourteenthLevel": "Your fangs Strike deals an additional @Damage[2d6[bleed]] damage.", - "TwentiethLevel": "Your fangs Strike deals an additional @Damage[3d6[bleed]] damage." - } - } - }, - "VenomGlands": { - "Note": "On a critical hit, the target is also @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1}.", - "Label": "Poison Spray" - }, - "VirtuosicPerformer": { - "Acting": "Acting", - "Comedy": "Comedy", - "Dance": "Dance", - "Keyboards": "Keyboards", - "Oratory": "Oratory", - "Percussion": "Percussion", - "Prompt": "Select a type of performance.", - "Singing": "Singing", - "Strings": "Strings", - "Winds": "Winds" - }, - "Vishkanya": { - "VenomResistantVishkanya": { - "PoisonSaveNote": "Each of your successful saving throws against a poison affliction reduces its stage by 2. Each critical success against an ongoing poison reduces its stage by 3.", - "VirulentSaveNote": "Each of your successful saving throws against a virulent poison affliction reduces its stage by 1. Each critical success against an ongoing virulent poison reduces its stage by 2." - } - }, - "VitalityManipulationStance": { - "Note": "When you use Stunning Fist, instead of saving against being stunned, you can choose to have the target make a @Check[type:fortitude|dc:resolve(@actor.attributes.classDC.value)] save against your class DC with the following results. You must choose to do this before the target rolls its save.Critical Success The target is unaffected.
Success The target's muscles become temporarily weaker. For 1 round, the target is @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 2}, and any time it attempts to take an action with the manipulate trait, the action is disrupted unless it succeeds at a flat check with a DC equal to 5 + its enfeebled value.
Failure As success, but the duration is 1 minute.
Critical Failure As success, but the duration is 1 minute, the flat check is DC 11, and the target takes -10-foot status penalty to all Speeds for the duration.
", - "StrikeLabel": "Vitality Blast" - }, - "WardMedic": { - "Note": "When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you're a master in Medicine, you can treat up to four targets, and if you're legendary, you can treat up to eight targets." - }, - "WardenHuman": { - "Fortitude": "Expert in Fortitude saves", - "HitPoints": "4 Hit Points", - "MediumArmor": "Trained in Medium Armor" - }, - "WardingRune": { - "Prompt": "Select a school of magic other than divination." - }, - "Weapon": { - "Metal": "Using a metal weapon" - }, - "WeaponInfusion": { - "Melee": "Melee Infusion", - "Ranged": "Ranged Infusion" - }, - "WellspringMage": { - "CriticalSuccess": "You temporarily recover an expended spell slot of any rank of your choice. The temporary spell slot lasts for 1 minute, and if you don't use it by then, you experience an immediate @UUID[Compendium.pf2e.rollable-tables.RollTable.N0pDFNCffTe2Du39]{Wellspring Surge}.", - "Failure": "You generate a @UUID[Compendium.pf2e.rollable-tables.RollTable.N0pDFNCffTe2Du39]{Wellspring Surge}, with a spell rank chosen randomly among your top three ranks of spell slots (or all your ranks if you have fewer than three)", - "Initiative": "When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a @Check[type:flat|dc:6|traits:wellspring-magic].", - "Success": "You temporarily recover an expended spell slot of a spell rank chosen randomly among your top three ranks of spell slots (or all your ranks of spell slots if you have fewer than three). The slot lasts 3 rounds instead of 1 minute, otherwise you experience a @UUID[Compendium.pf2e.rollable-tables.RollTable.N0pDFNCffTe2Du39]{Wellspring Surge}." - }, - "Werecreature": { - "Werebat": { - "Description": "You gain a 10ft speed and a 15ft fly speed, and a 1d8 piercing fangs unarmed attack. When Flying due to the fly speed granted by this form, you must begin and end your movement on a solid surface or immediately fall.", - "Label": "Werebat" - }, - "Werebear": { - "Description": "You gain a 25ft speed, a 1d8 piercing jaws unarmed attack, and a 1d6 slashing claw unarmed attack with the agile trait.", - "Label": "Werebear" - }, - "Wereboar": { - "Description": "You gain a 30ft speed, and a 1d8 slashing tusk unarmed attack with the sweep trait.", - "Label": "Wereboar" - }, - "Werecrocodile": { - "Description": "You gain a 25ft speed and a 15ft swim speed, and a 1d8 piercing jaws unarmed attack with the grapple trait. You can hold your breath for 2 hours in animal or hybrid form.", - "Label": "Werecrocodile" - }, - "Weremoose": { - "Description": "You gain a 25ft speed, and a 1d8 piercing antler unarmed attack with the shove trait.", - "Label": "Weremoose" - }, - "Wererat": { - "Description": "You gain a 25ft speed, a 1d6 piercing jaws unarmed attack with the finesse trait, and a 1d4 slashing claw unarmed attack with the agile and finesse traits. Your animal shape is Small in size.", - "Label": "Wererat" - }, - "Wereshark": { - "Description": "You gain a 15ft speed and a 25ft swim speed, and a 1d8 piercing jaws unarmed attack with the grapple trait. Your hybrid shape gains the amphibious swim 25 feet trait. In your animal shape, you lose your land Speed and your Swim speed increases to 35 feet, and you gain the aquatic trait.", - "Label": "Wereshark" - }, - "Weretiger": { - "Description": "You gain a 25ft speed, a 1d8 piercing jaws unarmed attack, and a 1d6 slashing claw unarmed attack with the agile trait.", - "Label": "Weretiger" - }, - "Werewolf": { - "Description": "You gain a 30ft speed, and a 1d8 piercing jaws unarmed attack with the trip trait.", - "Label": "Werewolf" - }, - "ChangeShape": { - "AlterationLabel": "Hybrid and Animal Shape" - }, - "YouDontSmellRight": { - "Label": "Seek to determine if a creature is disguised." - } - }, - "Witch": { - "Cauldron": { - "CraftingEntry": "Cauldron" - }, - "Patron": { - "Prompt": "Select a patron.", - "FamiliarAbility": { - "BalancedLuck": { - "Description": "When you Cast or Sustain a hex, one creature within 15 feet of your familiar gets your choice of either a +1 status bonus to its AC or a –1 status penalty to its AC until the start of your next turn.", - "Title": "Familiar of Balanced Luck" - }, - "FlowingScript": { - "Description": "When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.", - "Title": "Familiar of Flowing Script" - }, - "FreezingRime": { - "Description": "Your familiar is cold to the touch, its breath always visible. When you Cast or Sustain a hex, you can cause ice to form in a @Template[type:burst|distance:5] centered on a square of your familiar's space. Those squares are difficult terrain until the start of your next turn.", - "Title": "Familiar of Freezing Rime" - }, - "KeenSenses": { - "Description": "When you Cast or Sustain a hex, your familiar gains your choice of an imprecise scent, tremorsense, or wavesense, with a range of 60 feet until the start of your next turn, and it can immediately @UUID[Compendium.pf2e.actionspf2e.Item.sn2hIy1iIJX9Vpgj]{Point Out} as a free action.", - "Title": "Familiar of Keen Senses" - }, - "NimbleFlight": { - "Description": "When you Cast or Sustain a hex, your familiar can Fly up to 15 feet; this movement doesn't trigger reactions.", - "Title": "Familiar of Nimble Flight" - }, - "OngoingMisery": { - "Description": "When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as '1 round' or 'until the end of your next turn') and doesn't prevent conditions from being removed by other means.", - "Title": "Familiar of Ongoing Misery" - }, - "OverwhelmingTides": { - "Description": "When you Cast or Sustain a hex, you can cause a small wave to surge forth from your familiar. One creature within 10 feet of your familiar is pushed 5 feet away from your familiar.", - "Title": "Familiar of Overwhelming Tides" - }, - "ParasiticMight": { - "Description": "When you Cast or Sustain a hex, one creature within 15 feet of your familiar with less than half of its maximum Hit Points becomes @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1} unless it succeeds at a @Check[type:fortitude|dc:resolve(@actor.system.attributes.spellDC.value)] saving throw.", - "Title": "Familiar of Parasitic Might" - }, - "RestoredSpirit": { - "Description": "When you Cast or Sustain a hex, one willing creature within 15 feet of your familiar gains temporary Hit Points equal to 2 + half your level, which last until the start of your next turn.", - "Title": "Familiar of Restored Spirit" - }, - "StalkingNight": { - "Description": "When you Cast or Sustain a hex, and your familiar is adjacent to an enemy to which it's @UUID[Compendium.pf2e.conditionitems.Item.DmAIPqOBomZ7H95W]{Concealed}, @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden}, or undetected, the enemy becomes @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 1}.", - "Title": "Familiar of Stalking Night" - } - } - }, - "WildWitchsArmaments": { - "EldritchNails": { - "RollOptionLabel": "You hit the same enemy with two consecutive nail strikes" - }, - "IronTeeth": { - "Note": "A creature that you critically hit with a jaws Strike must succeed at a @Check[type:fortitude|dc:resolve(@actor.system.attributes.classDC.value)] save or become @UUID[Compendium.pf2e.conditionitems.Item.fesd1n5eVhpCSS18]{Sickened 1}." - }, - "LivingHair": { - "SrikeLabel": "Quill" - } - }, - "WitchsArmaments": { - "EldritchNails": "Eldritch Nails", - "IronTeeth": "Iron Teeth", - "LivingHair": "Living Hair" - } - }, - "Wizard": { - "ArcaneSchool": { - "Prompt": "Select an arcane school." - }, - "ArcaneThesis": { - "Prompt": "Select an arcane thesis." - }, - "Spellshape1": { - "Prompt": "Select a 1st-level wizard spellshape feat." - }, - "UnifiedMagicalTheory": { - "Prompt": "Select a 1st-level wizard feat." - } - }, - "Zombie": { - "Deteriorated": "Deteriorated" - } - }, - "Terrain": { - "Aquatic": "Aquatic", - "Arctic": "Arctic", - "Desert": "Desert", - "Forest": "Forest", - "Mountain": "Mountain", - "Plains": "Plains", - "Sky": "Sky", - "Swamp": "Swamp", - "Underground": "Underground" - }, - "UI": { - "RuleElements": { - "ChoiceSet": { - "Decline": "Decline", - "DragHomebrewItem": "Drag a homebrew item here if using one instead of the above options.", - "HomebrewItem": "Homebrew Item", - "ViewItem": { - "Tooltip": "View Item", - "Disabled": "Selected choice has no item sheet" - }, - "NoLabel": "No", - "Prompt": "Make a selection.", - "SaveLabel": "Save", - "SkillLabel": "Skill", - "YesLabel": "Yes" - }, - "EffectTarget": { - "Prompt": "Choose the target of this effect." - }, - "GrantItem": { - "AlreadyHasItem": "{actor} already has {item}, so it has not been added again." - }, - "MultipleAttackPenalty": { - "Breakdown": "MAP ({label})" - }, - "Prompt": { - "NoSelectionMade": "No selection was made: {item} is inactive.", - "NoValidOptions": "{actor} has no valid options for {item}." - }, - "TokenMark": { - "TargetToken": "Target a token by mouse-hovering one and pressing T. Press Escape to cancel.", - "Timeout": "Effect creation cancelled due to lack of target." - } - } - } - } -} diff --git a/types/system.json b/types/system.json deleted file mode 100644 index 12a843490..000000000 --- a/types/system.json +++ /dev/null @@ -1,1363 +0,0 @@ -{ - "id": "pf2e", - "title": "Pathfinder Second Edition", - "description": "A community contributed game system for Pathfinder Second Edition", - "version": "6.1.2", - "license": "./LICENSE", - "compatibility": { - "minimum": "12.327", - "verified": "12.330", - "maximum": "12" - }, - "authors": [ - { - "name": "The PF2e System Developers", - "url": "https://github.com/foundryvtt/pf2e", - "flags": {} - } - ], - "esmodules": [ - "vendor.mjs", - "pf2e.mjs" - ], - "scripts": [ - "greensock/dist/gsap.min.js", - "lib/tooltipster.bundle.min.js" - ], - "styles": [ - "styles/pf2e.css" - ], - "grid": { - "distance": 5, - "units": "ft", - "diagonals": 4 - }, - "documentTypes": { - "RegionBehavior": { - "environment": {}, - "environmentFeature": {} - } - }, - "packs": [ - { - "name": "abomination-vaults-bestiary", - "label": "Abomination Vaults", - "path": "packs/abomination-vaults-bestiary", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "age-of-ashes-bestiary", - "label": "Age of Ashes", - "path": "packs/age-of-ashes-bestiary", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "agents-of-edgewatch-bestiary", - "label": "Agents of Edgewatch", - "path": "packs/agents-of-edgewatch-bestiary", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "book-of-the-dead-bestiary", - "label": "Book of the Dead", - "path": "packs/book-of-the-dead-bestiary", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "blood-lords-bestiary", - "label": "Blood Lords", - "path": "packs/blood-lords-bestiary", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "blog-bestiary", - "label": "Paizo Blog", - "path": "packs/blog-bestiary", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "curtain-call-bestiary", - "label": "Curtain Call", - "path": "packs/curtain-call-bestiary", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "extinction-curse-bestiary", - "label": "Extinction Curse", - "path": "packs/extinction-curse-bestiary", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "fall-of-plaguestone-bestiary", - "label": "Fall of Plaguestone", - "path": "packs/fall-of-plaguestone", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "fists-of-the-ruby-phoenix-bestiary", - "label": "Fists of the Ruby Phoenix", - "path": "packs/fists-of-the-ruby-phoenix-bestiary", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "hazards", - "label": "Hazards (Rulebooks)", - "path": "packs/hazards", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "howl-of-the-wild-bestiary", - "label": "Howl of the Wild", - "path": "packs/howl-of-the-wild-bestiary", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "gatewalkers-bestiary", - "label": "Gatewalkers", - "path": "packs/gatewalkers-bestiary", - "type": "Actor", - "banner": "systems/pf2e/assets/compendium-banner/red.webp", - "system": "pf2e", - "ownership": { - "PLAYER": "LIMITED", - "ASSISTANT": "OWNER" - }, - "flags": {} - }, - { - "name": "lost-omens-impossible-lands-bestiary", - "label": "Lost Omens: Impossible Lands", - "path": "packs/impossible-lands-bestiary", - 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