|
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- {
- "PF2E": {
- "Action": {
- "ApplyEffect": "Apply Effect",
- "ExpandDescription": "Expand Description",
- "Range": {
- "IncrementN": "Range Increment {n} ft.",
- "MaxN": "Range {n} ft."
- },
- "Use": "Use"
- },
- "Actions": {
- "AdministerFirstAid": {
- "Description": "<p>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.</p><ul><li><strong>Stabilize</strong> Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC isequal to 5 + that creature's recovery roll DC (typically 15 + its dying value).</li><li><strong>Stop Bleeding</strong> 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.</li></ul><p></strong>Success</strong> 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.</p><p><strong>Critical Failure</strong> 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.</p>",
- "Stabilize": {
- "Description": "<p>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).</p><p><strong>Success</strong> The creature loses the dying condition (but remains unconscious).<br><strong>Critical Failure</strong> The creature's dying value increases by 1.</p>",
- "DifficultyClass": {
- "Label": "Administer First Aid DC"
- },
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> The creature's dying value increases by 1.",
- "success": "<strong>Success</strong> The creature loses the dying condition (but remains unconscious)."
- },
- "Title": "Stabilize"
- },
- "StopBleeding": {
- "Description": "<p>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.</p><p><strong>Success</strong> The creature benefits from an assisted recovery with the lowered DC for particularly appropriate help.<br><strong>Critical Failure</strong> The creature immediately takes an amount of damage equal to its persistent bleed damage.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> The creature immediately takes an amount of damage equal to its persistent bleed damage.",
- "success": "<strong>Success</strong> The creature benefits from an assisted recovery with the lowered DC for particularly appropriate help."
- },
- "Title": "Stop Bleeding"
- },
- "Title": "Administer First Aid",
- "Warning": {
- "TargetNotDying": "Targeted creature is not dying.",
- "UnknownVariant": "Unknown variant {variant} used for Administer First Aid, use one of {variants}."
- }
- },
- "Aid": {
- "Description": "<p>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.</p><p>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.</p><p><strong>Critical Success</strong> 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.</p><p><strong>Success</strong> You grant your ally a +1 circumstance bonus to the triggering check.</p><p><strong>Critical Failure</strong> Your ally takes a –1 circumstance penalty to the triggering check.</p>",
- "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": "<strong>Size Difference</strong> 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": "<strong>Critical Failure</strong> 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": "<strong>Critical Success</strong> 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": "<strong>Failure</strong> You are unable to slam the creature, but your hold on the creature remains.",
- "success": "<strong>Success</strong> 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": "<p>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.</p><p><strong>Success</strong> You take no damage from the fall.</p>",
- "Notes": {
- "success": "<strong>Success</strong> You take no damage from the fall."
- },
- "Title": "Arrest A Fall"
- },
- "AvertGaze": {
- "Description": "<p>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.</p>",
- "Title": "Avert Gaze"
- },
- "AvoidNotice": {
- "Description": "<p>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).</p>",
- "Notes": {
- "criticalSuccess": "<strong>Critical Success</strong> 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.<br/><br/>See the @UUID[Compendium.pf2e.actionspf2e.Item.VMozDqMMuK5kpoX4]{Sneak} action for details.",
- "success": "<strong>Success</strong> 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.<br/><br/>See the @UUID[Compendium.pf2e.actionspf2e.Item.VMozDqMMuK5kpoX4]{Sneak} action for details."
- },
- "Title": "Avoid Notice"
- },
- "Balance": {
- "Description": "<p>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.</p><p><strong>Critical Success</strong> You move up to your Speed.<br><strong>Success</strong> You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).<br><strong>Failure</strong> You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.<br><strong>Critical Failure</strong> You fall and your turn ends.</p><section class=\"sample-tasks\"><h2>Sample Balance Tasks</h2><p><strong>Untrained</strong> tangled roots, uneven cobblestones</p><p><strong>Trained</strong> wooden beam</p><p><strong>Expert</strong> deep, loose gravel</p><p><strong>Master</strong> tightrope, smooth sheet of ice</p><p><strong>Legendary</strong> razor's edge, chunks of floor falling in midair</p></section>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You fall and your turn ends.",
- "criticalSuccess": "<strong>Critical Success</strong> You move up to your Speed.",
- "failure": "<strong>Failure</strong> You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.",
- "success": "<strong>Success</strong> You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement)."
- },
- "Title": "Balance"
- },
- "BonMot": {
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed. @UUID[Compendium.pf2e.feat-effects.Item.GoSls6SKCFmSoDxT]{Effect: Bon Mot}",
- "criticalSuccess": "<strong>Critical Success</strong> The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. @UUID[Compendium.pf2e.feat-effects.Item.CtrZFI3RV0yPNzTv]{Effect: Bon Mot (Critical Success)}",
- "success": "<strong>Success</strong> The target is distracted and takes a -2 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. @UUID[Compendium.pf2e.feat-effects.Item.GoSls6SKCFmSoDxT]{Effect: Bon Mot}"
- },
- "Title": "Bon Mot"
- },
- "Burrow": {
- "Description": "<p>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.</p>",
- "Title": "Burrow"
- },
- "Climb": {
- "Description": "<p><strong>Requirements</strong> You have two hands free.</p><hr><p>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.</p><p><strong>Critical Success</strong> You move along the incline, increasing the maximum distance by 5 feet.<br><strong>Success</strong> You move along the incline.<br><strong>Critical Failure</strong> You fall. If you began the climb on stable ground, you fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{prone}.</p><section class=\"sample-tasks\"><h2>Sample Climb Tasks</h2><p><strong>Untrained</strong> ladder, steep slope, low-branched tree</p><p><strong>Trained</strong> rigging, rope, typical tree</p><p><strong>Expert</strong> wall with small handholds and footholds</p><p><strong>Master</strong> ceiling with handholds and footholds, rock wall</p><p><strong>Legendary</strong> smooth surface</p></section>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You fall. If you began the climb on stable ground, you fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{prone}.",
- "criticalSuccess": "<strong>Critical Success</strong> You move along the incline, increasing the maximum distance by 5 feet.",
- "success": "<strong>Success</strong> You move along the incline."
- },
- "Title": "Climb"
- },
- "Coerce": {
- "Description": "<p>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.</p><p><strong>Critical Success</strong> 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.<br><strong>Success</strong> 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.<br><strong>Failure</strong> The target doesn't do what you say, and if they were not already unfriendly or hostile, they become unfriendly.<br><strong>Critical Failure</strong> The target refuses to comply, becomes hostile if they weren't already, and can't be Coerced by you for at least 1 week.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> The target refuses to comply, becomes hostile if they weren't already, and can't be Coerced by you for at least 1 week.",
- "criticalSuccess": "<strong>Critical Success</strong> 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.",
- "failure": "<strong>Failure</strong> The target doesn't do what you say, and if they were not already unfriendly or hostile, they become unfriendly.",
- "success": "<strong>Success</strong> 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."
- },
- "Title": "Coerce"
- },
- "CommandAnAnimal": {
- "Description": "<p>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.</p><p>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.</p><p>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.</p><p><strong>Success</strong> The animal does as you command on its next turn.<br><strong>Failure</strong> The animal is hesitant or resistant, and it does nothing.<br><strong>Critical Failure</strong> The animal misbehaves or misunderstands, and it takes some other action determined by the GM.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> The animal misbehaves or misunderstands, and it takes some other action determined by the GM.",
- "failure": "<strong>Failure</strong> The animal is hesitant or resistant, and it does nothing.",
- "success": "<strong>Success</strong> The animal does as you command on its next turn."
- },
- "Title": "Command an Animal"
- },
- "ConcealAnObject": {
- "Description": "<p>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).</p><p>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.</p><p><strong>Success</strong> The object remains undetected.</p><p><strong>Failure</strong> The searcher finds the object.</p>",
- "Notes": {
- "failure": "<strong>Failure</strong> The searcher finds the object.",
- "success": "<strong>Success</strong> The object remains undetected."
- },
- "Title": "Conceal an Object"
- },
- "CoverTracks": {
- "Description": "<p>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.</p><p>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.</p>",
- "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": "<strong>Critical Failure</strong> 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": "<strong>Critical Success</strong> 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": "<strong>Failure</strong> 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": "<strong>Success</strong> 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": "<p>You move 5 feet by crawling and continue to stay prone.</p>",
- "Title": "Crawl"
- },
- "CreateADiversion": {
- "DistractingWords": {
- "Title": "Create a Diversion - Distracting Words"
- },
- "Gesture": {
- "Title": "Create a Diversion - Gesture"
- },
- "Notes": {
- "failure": "<strong>Failure</strong> 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.",
- "success": "<strong>Success</strong> 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 Step or use the @UUID[Compendium.pf2e.actionspf2e.Item.XMcnh4cSI32tljXa]{Hide} or the @UUID[Compendium.pf2e.actionspf2e.Item.VMozDqMMuK5kpoX4]{Sneak} action of the Stealth skill. If you 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 @UUID[Compendium.pf2e.conditionitems.Item.1wQY3JYyhMYeeV2G]{Observed} just before you act unless the GM determines otherwise."
- },
- "Title": "Create a Diversion",
- "Trick": {
- "Title": "Create a Diversion - Trick"
- },
- "Warning": {
- "UnknownVariant": "Unknown variant {variant} used for Create a Diversion, use one of {variants}."
- }
- },
- "CreateForgery": {
- "Description": "<p>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.</p><p>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.</p><p>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.</p><p>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).</p><p><strong>Success</strong> The observer does not detect the forgery.<br><strong>Failure</strong> The observer knows your document is a forgery.</p>",
- "ForgedDocument": {
- "Description": "<p>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).</p>",
- "FailureGmNote": "<p>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.</p>\n<p>{success}</p>\n<p>{failure}</p>",
- "Name": "Forged Document",
- "SuccessGmNote": "<p>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.</p>"
- },
- "ForgedDocumentCreatedNotification": "A forged document has been added to {name}'s inventory.",
- "Notes": {
- "criticalFailure": "<strong>Failure</strong> The observer knows your document is a forgery.",
- "criticalSuccess": "<strong>Success</strong> The observer does not detect the forgery.",
- "failure": "<strong>Failure</strong> The observer knows your document is a forgery.",
- "success": "<strong>Success</strong> The observer does not detect the forgery."
- },
- "Title": "Create Forgery",
- "UnspecificHandwriting": "Unspecific Handwriting"
- },
- "DecipherWriting": {
- "Description": "<p>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.</p><p>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.</p><p><strong>Critical Success</strong> You understand the true meaning of the text.</p><p><strong>Success</strong> 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.</p><p><strong>Failure</strong> You can't understand the text and take a –2 circumstance penalty to further checks to decipher it.</p><p><strong>Critical Failure</strong> You believe you understand the text on that page, but you have in fact misconstrued its message.</p><section class=\"sample-tasks\"><h2>Sample Decipher Tasks</h2><p><strong>Trained</strong> entry-level philosophy treatise</p><p><strong>Expert</strong> complex code, such as a cipher</p><p><strong>Master</strong> spymaster's code or advanced research notes</p><p><strong>Legendary</strong> esoteric planar text written in metaphor by an ancient celestial</p></section>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You believe you understand the text on that page, but you have in fact misconstrued its message.",
- "criticalSuccess": "<strong>Critical Success</strong> You understand the true meaning of the text.",
- "failure": "<strong>Failure</strong> You can't understand the text and take a –2 circumstance penalty to further checks to decipher it.",
- "success": "<strong>Success</strong> 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."
- },
- "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": "<p>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.</p><p>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.</p>",
- "Title": "Delay"
- },
- "Demoralize": {
- "Description": "<p>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.</p><p><strong>Critical Success</strong> The target becomes frightened 2.<br><strong>Success</strong> The target becomes frightened 1.</p>",
- "Notes": {
- "criticalSuccess": "<strong>Critical Success</strong> The target becomes @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 2}.",
- "success": "<strong>Success</strong> The target becomes @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 1}."
- },
- "Title": "Demoralize",
- "Unintelligible": "Unintelligible"
- },
- "DisableDevice": {
- "Description": "<p>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.</p><p>Your Thievery check result determines your progress.</p><p><strong>Critical Success</strong> 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.</p><p><strong>Success</strong> You disable the device, or you achieve one success toward disabling a device that requires more than one success.</p><p><strong>Critical Failure</strong> You trigger the device.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You trigger the device.",
- "criticalSuccess": "<strong>Critical Success</strong> 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": "<strong>Success</strong> You disable the device, or you achieve one success toward disabling a device that requires more than one success."
- },
- "Title": "Disable Device"
- },
- "Disarm": {
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You lose your balance and become @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} until the start of your next turn.",
- "criticalSuccess": "<strong>Critical Success</strong> You knock the item out of the opponent's grasp. It falls to the ground in the opponent's space.",
- "success": "<strong>Success</strong> 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.<br>@UUID[Compendium.pf2e.equipment-effects.Item.z3ATL8DcRVrT0Uzt]{Effect: Disarm (Success)}"
- },
- "Title": "Disarm"
- },
- "Dismiss": {
- "Description": "<p>You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise.</p>",
- "Title": "Dismiss"
- },
- "DropProne": {
- "Description": "<p>You fall prone.</p>",
- "Title": "Drop Prone"
- },
- "EarnIncome": {
- "Description": "<p>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.</p><p>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).</p><p>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.</p><p><strong>Critical Success</strong> You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.</p><p><strong>Success</strong> You do competent work. Gain the amount of currency listed for the task level and your proficiency rank.</p><p><strong>Failure</strong> 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.</p><p><strong>Critical Failure</strong> 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.</p><section class=\"sample-tasks\"><h2>Sample Earn Income Tasks</h2><p>These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.</p><p><strong>Trained</strong> bartend, do legal research</p><p><strong>Expert</strong> curate drink selection, present minor court cases</p><p><strong>Master</strong> run a large brewery, present important court cases</p><p><strong>Legendary</strong> run an international brewing franchise, present a case in Hell's courts</p></section>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> 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": "<strong>Critical Success</strong> You do outstanding work. Gain the amount of currency listed for the task level + 1 and your proficiency rank.",
- "failure": "<strong>Failure</strong> 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": "<strong>Success</strong> You do competent work. Gain the amount of currency listed for the task level and your proficiency rank."
- },
- "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": "<p>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).</p><p><strong>Critical Success</strong> You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.</p><p><strong>Success</strong> You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.</p><p><strong>Critical Failure</strong> You don't get free, and you can't attempt to Escape again until your next turn.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You don't get free, and you can't attempt to Escape again until your next turn.",
- "criticalSuccess": "<strong>Critical Success</strong> 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": "<strong>Success</strong> You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target."
- },
- "Title": "Escape"
- },
- "Feint": {
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> 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.",
- "criticalSuccess": "<strong>Critical Success</strong> 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": "<strong>Success</strong> 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."
- },
- "Title": "Feint"
- },
- "Fly": {
- "Description": "<p>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.</p>",
- "Title": "Fly"
- },
- "ForceOpen": {
- "Description": "<p>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.</p><p><strong>Critical Success</strong> You open the door, window, container, or gate and can avoid damaging it in the process.<br><strong>Success</strong> 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.<br><strong>Critical Failure</strong> Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.</p><section class=\"sample-tasks\"><h2>Sample Force Open Tasks</h2><p><strong>Untrained</strong> fabric, flimsy glass</p><p><strong>Trained</strong> ice, sturdy glass</p><p><strong>Expert</strong> flimsy wooden door, wooden portcullis</p><p><strong>Master</strong> sturdy wooden door, iron portcullis, metal bar</p><p><strong>Legendary</strong> stone or iron door</p></section>",
- "NoCrowbarPenalty": "No Crowbar",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> Your attempt jams the door, window, container, or gate shut, imposing a -2 circumstance penalty on future attempts to Force it Open.",
- "criticalSuccess": "<strong>Critical Success</strong> You open the door, window, container, or gate and can avoid damaging it in the process.",
- "success": "<strong>Success</strong> 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."
- },
- "Title": "Force Open"
- },
- "GatherInformation": {
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You collect incorrect information about the individual or topic.",
- "success": "<strong>Success</strong> You collect information about the individual or topic. The GM determines the specifics."
- },
- "Title": "Gather Information"
- },
- "GrabAnEdge": {
- "Description": "<p>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 Climb up using Athletics.</p><hr /><p><strong>Critical Success</strong> 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.</p><p><strong>Success</strong> 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.</p><p><strong>Critical Failure</strong> 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.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> 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": "<strong>Critical Success</strong> 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": "<strong>Success</strong> 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": {
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> If you already had the opponent @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 @UUID[Compendium.pf2e.actionspf2e.Item.PMbdMWc2QroouFGD]{Grapple} action against you, or force you to fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.",
- "criticalSuccess": "<strong>Critical Success</strong> Your opponent is @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} until the end of your next turn unless you move or your opponent @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escapes}.",
- "failure": "<strong>Failure</strong> You fail to grab your opponent. If you already had the opponent @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} using a Grapple, those conditions on that creature end.",
- "success": "<strong>Success</strong> Your opponent is @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} until the end of your next turn unless you move or your opponent @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escapes}."
- },
- "Title": "Grapple"
- },
- "Hide": {
- "Description": "<p>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).</p><p><strong>Success</strong> 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.</p><p>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.</p><p>If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.</p>",
- "Notes": {
- "success": "<strong>Success</strong> 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": "<p>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.</p><p><strong>Critical Success</strong> You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} up to 8 feet vertically and 10 feet horizontally.<br><strong>Success</strong> You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} up to 5 feet vertically and 5 feet horizontally.<br><strong>Failure</strong> You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} normally.<br><strong>Critical Failure</strong> You fall @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{prone} in your space.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You fall @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone} in your space.",
- "criticalSuccess": "<strong>Critical Success</strong> You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} up to 8 feet vertically and 10 feet horizontally.",
- "failure": "<strong>Failure</strong> You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} normally.",
- "success": "<strong>Success</strong> You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} up to 5 feet vertically and 5 feet horizontally."
- },
- "Title": "High Jump"
- },
- "IdentifyMagic": {
- "Description": "<p>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.</p><p><strong>Critical Success</strong> 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.</p><p><strong>Success</strong> 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.</p><p><strong>Failure</strong> You fail to identify the magic and can't try again for 1 day.</p><p><strong>Critical Failure</strong> You misidentify the magic as something else of the GM's choice.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You misidentify the magic as something else of the GM's choice.",
- "criticalSuccess": "<strong>Critical Success</strong> 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": "<strong>Failure</strong> You fail to identify the magic and can't try again for 1 day.",
- "success": "<strong>Success</strong> 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"
- },
- "Impersonate": {
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> The creature can tell you're not who you claim to be, and it recognizes you if it would know you without a disguise.",
- "failure": "<strong>Failure</strong> The creature can tell you're not who you claim to be.",
- "success": "<strong>Success</strong> 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."
- },
- "Title": "Impersonate"
- },
- "Interact": {
- "Description": "<p>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.</p>",
- "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": "<p>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}.</p><ul><li><strong>Horizontal</strong> Jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet. </li><li><strong>Vertical</strong> Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.</li></ul>",
- "Title": "Leap"
- },
- "LearnASpell": {
- "Description": "<p>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.</p><p>To learn the spell, you must do the following:</p><ul><li> Spend 1 hour per spell rank, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession. </li><li> Have materials with the Price indicated in the Learning a Spell table. </li><li> Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on the Learning a Spell Table). Uncommon or rare spells have higher DCs; full guidelines for the GM appear on page 52 of GM Core.</p><p><strong>Critical Success</strong> You expend half the materials and learn the spell.</p><p><strong>Success</strong> You expend the materials and learn the spell.</p><p><strong>Failure</strong> You fail to learn the spell but can try again after you gain a level. The materials aren't expended.</p><p><strong>Critical Failure</strong> As failure, except you expend half the materials.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You fail to learn the spell but can try again after you gain a level. You expend half the materials.",
- "criticalSuccess": "<strong>Critical Success</strong> You expend half the materials and learn the spell.",
- "failure": "<strong>Failure</strong> You fail to learn the spell but can try again after you gain a level. The materials aren't expended.",
- "success": "<strong>Success</strong> You expend the materials and learn the spell."
- },
- "Title": "Learn A Spell"
- },
- "Lie": {
- "Description": "<p>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.</p><p>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.</p><p><strong>Success</strong> The target believes your lie.<br><strong>Failure</strong> 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.</p>",
- "Notes": {
- "failure": "<strong>Failure</strong> 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.",
- "success": "<strong>Success</strong> The target believes your lie."
- },
- "Title": "Lie"
- },
- "LongJump": {
- "Description": "<p>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.</p><p><strong>Success</strong> 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.<br><strong>Failure</strong> You make a normal horizontal @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap}.<br><strong>Critical Failure</strong> You make a normal horizontal @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap}, then fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{prone}.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You make a normal horizontal @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap}, then fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{prone}.",
- "failure": "<strong>Failure</strong> You make a normal horizontal @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap}.",
- "success": "<strong>Success</strong> 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."
- },
- "Title": "Long Jump"
- },
- "LowerShield": {
- "Content": "{actor} lowers their {shield}.",
- "ShortTitle": "Lower",
- "Title": "Lower Shield"
- },
- "MakeAnImpression": {
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> The target's attitude toward you decreases by one step.",
- "criticalSuccess": "<strong>Critical Success</strong> The target's attitude toward you improves by two steps.",
- "success": "<strong>Success</strong> The target's attitude toward you improves by one step."
- },
- "Title": "Make an Impression"
- },
- "ManeuverInFlight": {
- "Description": "<p>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.</p><p><strong>Success</strong> You succeed at the maneuver.<br><strong>Failure</strong> 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).<br><strong>Critical Failure</strong> As failure, but the consequence is more dire.</p><section class=\"sample-tasks\"><h2>Sample Maneuver in Flight Tasks</h2><p><strong>Trained</strong> steep ascent or descent</p><p><strong>Expert</strong> fly against the wind, hover midair</p><p><strong>Master</strong> reverse direction</p><p><strong>Legendary</strong> fly through gale force winds</p></section>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> As failure, but the consequence is more dire.",
- "failure": "<strong>Failure</strong> 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).",
- "success": "<strong>Success</strong> You succeed at the maneuver."
- },
- "Title": "Maneuver in Flight"
- },
- "Mount": {
- "Description": "<p>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.</p>",
- "Title": "Mount"
- },
- "PalmAnObject": {
- "Description": "<p>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.</p><p><strong>Success</strong> The creature doesn't notice you Palming the Object.</p><p><strong>Failure</strong> The creature notices you Palming the Object.</p>",
- "Notes": {
- "failure": "<strong>Failure</strong> The creature notices you Palming the Object, and the GM determines the creature's response.",
- "success": "<strong>Success</strong> The creature does not notice you Palming the Object."
- },
- "Title": "Palm an Object"
- },
- "Perform": {
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You demonstrate only incompetence.",
- "criticalSuccess": "<strong>Critical Success</strong> Your performance impresses the observers, and they're likely to share stories of your ability.",
- "failure": "<strong>Failure</strong> Your performance falls flat.",
- "success": "<strong>Success</strong> You prove yourself, and observers appreciate the quality of your performance."
- },
- "Acting": {
- "Title": "Perform - Acting"
- },
- "Comedy": {
- "Title": "Perform - Comedy"
- },
- "Dance": {
- "Title": "Perform - Dance"
- },
- "Keyboards": {
- "Title": "Perform - Play keyboard instrument"
- },
- "Oratory": {
- "Title": "Perform - Oratory"
- },
- "Percussion": {
- "Title": "Perform - Play percussion instrument"
- },
- "Singing": {
- "Title": "Perform - Singing"
- },
- "Strings": {
- "Title": "Perform - Play string instrument"
- },
- "Winds": {
- "Title": "Perform - Play wind instrument"
- },
- "Title": "Perform",
- "Warning": {
- "UnknownVariant": "Unknown variant '{variant}' used for Perform, use either acting, comedy, dance, keyboards, oratory, percussion, singing, strings, or winds."
- }
- },
- "PickALock": {
- "Description": "<p>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</p><p><strong>Critical Success</strong> You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.</p><p><strong>Success</strong> You open the lock, or you achieve one success toward opening a complex lock.</p><p><strong>Critical Failure</strong> 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}.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> 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": "<strong>Critical Success</strong> You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.",
- "success": "<strong>Success</strong> You open the lock, or you achieve one success toward opening a complex lock."
- },
- "Title": "Pick a Lock"
- },
- "PointOut": {
- "Description": "<p>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 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 Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.</p>",
- "Title": "Point OUt"
- },
- "RaiseAShield": {
- "BadArgs": "This action must be performed with exactly one character or NPC.",
- "Content": "{actor} raises their {shield}.",
- "Description": "<p>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.</p>",
- "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": "<p>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.</p><p>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.</p>",
- "Title": "Ready"
- },
- "Release": {
- "Description": "<p>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).</p><p>If you want to prepare to Release something outside of your turn, use the Ready activity.</p>",
- "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": "<strong>Critical Failure</strong> You deal 2d6 damage to the item. Apply the item's Hardness to this damage.",
- "criticalSuccess": "<strong>Critical Success</strong> 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": "<strong>Success</strong> 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": "<p>You muscle a creature or object around. Attempt an Athletics check against the target's Fortitude DC.</p><p><strong>Critical Success</strong> 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.<br><strong>Success</strong> 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.<br><strong>Critical Failure</strong> The target can move you up to 5 feet as though it successfully Repositioned you.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> The target can move you up to 5 feet as though it successfully Repositioned you.",
- "criticalSuccess": "<strong>Critical Success</strong> 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": "<strong>Success</strong> 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."
- },
- "Title": "Reposition"
- },
- "Request": {
- "Description": "<p>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.</p><p><strong>Critical Success</strong> The target agrees to your request without qualifications.<br><strong>Success</strong> The target agrees to your request, but they might demand added provisions or alterations to the request.<br><strong>Failure</strong> The target refuses the request, though they might propose an alternative that is less extreme.<br><strong>Critical Failure</strong> Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.",
- "criticalSuccess": "<strong>Critical Success</strong> The target agrees to your request without qualifications.",
- "failure": "<strong>Failure</strong> The target refuses the request, though they might propose an alternative that is less extreme.",
- "success": "<strong>Success</strong> The target agrees to your request, but they might demand added provisions or alterations to the request."
- },
- "Title": "Request"
- },
- "Seek": {
- "Description": "<p>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.</p><p>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.</p><p><strong>Critical Success</strong> 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.</p><p><strong>Success</strong> 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.</p>",
- "Notes": {
- "criticalSuccess": "<strong>Critical Success</strong> 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": "<strong>Success</strong> 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": "<p>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.</p><hr /><p><strong>Critical Success</strong> You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.</p><p><strong>Success</strong> 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.<section class=\"sample-tasks\"><h2>Sense Direction Tasks</h2><p>><strong>Untrained</strong> determine a cardinal direction using the sun</p><p><strong>Trained</strong> find an overgrown path in a forest</p><p><strong>Expert</strong> navigate a hedge maze</p><p><strong>Master</strong> navigate a byzantine labyrinth or relatively featureless desert</p><p><strong>Legendary</strong> navigate an ever-changing dream realm</p></section>",
- "Modifier": {
- "NoCompass": "No Compass"
- },
- "Notes": {
- "criticalSuccess": "<strong>Critical Success</strong> You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.",
- "success": "<strong>Success</strong> 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."
- },
- "Title": "Sense Direction"
- },
- "SenseMotive": {
- "Description": "<p>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.</p><p><strong>Critical Success</strong> You determine the creature's true intentions and get a solid idea of any mental magic affecting it.</p><p><strong>Success</strong> You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it.</p><p><strong>Failure</strong> You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.</p><p><strong>Critical Failure</strong> You get a false sense of the creature's intentions.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You get a false sense of the creature's intentions.",
- "criticalSuccess": "<strong>Critical Success</strong> You determine the creature's true intentions and get a solid idea of any mental magic affecting it.",
- "failure": "<strong>Failure</strong> You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.",
- "success": "<strong>Success</strong> 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": {
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You lose your balance, fall, and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.",
- "criticalSuccess": "<strong>Critical Success</strong> You push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.",
- "success": "<strong>Success</strong> You push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction."
- },
- "Title": "Shove"
- },
- "Sneak": {
- "Description": "<p>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.)</p><p>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.</p><p><strong>Success</strong> You're undetected by the creature during your movement and remain undetected by the creature at the end of it.</p>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.</p><p>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.</p><p><strong>Failure</strong> 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.</p><p><strong>Critical Failure</strong> 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.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> 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": "<strong>Failure</strong> 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": "<strong>Success</strong> You're undetected by the creature during your movement and remain undetected by the creature at the end of it."
- },
- "Title": "Sneak"
- },
- "Squeeze": {
- "Description": "<p>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.</p><p><strong>Critical Success</strong> You squeeze through the tight space in 1 minute per 10 feet of squeezing.<br><strong>Success</strong> You squeeze through in 1 minute per 5 feet.<br><strong>Critical Failure</strong> 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.</p><section class=\"sample-tasks\"><h2>Sample Squeeze Tasks</h2><p><strong>Trained</strong> space barely fitting your shoulders</p><p><strong>Master</strong> space barely fitting your head</p></section>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> 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.",
- "criticalSuccess": "<strong>Critical Success</strong> You squeeze through the tight space in 1 minute per 10 feet of squeezing.",
- "success": "<strong>Success</strong> You squeeze through in 1 minute per 5 feet."
- },
- "Title": "Squeeze"
- },
- "Stand": {
- "Description": "<p>You stand up from being prone.</p>",
- "Title": "Stand"
- },
- "Steal": {
- "Description": "<p>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.</p><p>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.</p><p>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.</p><p><strong>Success</strong> You steal the item without the bearer noticing, or an observer doesn't see you take or attempt to take the item.</p><p><strong>Failure</strong> 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.</p>",
- "Notes": {
- "failure": "<strong>Failure</strong> 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": "<strong>Success</strong> 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": "<p>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.</p><p>You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.</p>",
- "Title": "Step"
- },
- "Stride": {
- "Description": "<p>You move up to your Speed.</p>",
- "Title": "Stride"
- },
- "Strike": {
- "Description": "<p>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.</p><p><strong>Critical Success</strong> You make a damage roll according to the weapon or unarmed attack and deal double damage.</p><p><strong>Success</strong> You make a damage roll according to the weapon or unarmed attack and deal damage.</p>",
- "Notes": {
- "criticalSuccess": "<strong>Critical Success</strong> You make a damage roll according to the weapon or unarmed attack and deal double damage.",
- "success": "<strong>Success</strong> You make a damage roll according to the weapon or unarmed attack and deal damage."
- },
- "Title": "Strike"
- },
- "Subsist": {
- "AfterExplorationPenalty": "After Exploration",
- "Description": "<p>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.</p><section class=\"sample-tasks\"><h2>Sample Subsist Tasks</h2><p><strong>Untrained</strong> a lush forest with calm weather or a large city with plentiful resources</p><p><strong>Trained</strong> typical hillside or village</p><p><strong>Expert</strong> typical mountains or insular hamlet</p><p><strong>Master</strong> typical desert or city under siege</p><p><strong>Legendary</strong> barren wasteland or city of undead</p></section><hr /><p><strong>Critical Success</strong> 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.</p><p><strong>Success</strong> You find enough food and shelter with basic protection from the elements to provide you a subsistence living.</p><p><strong>Failure</strong> 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.</p><p><strong>Critical Failure</strong> 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.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> 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": "<strong>Critical Success</strong> 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": "<strong>Failure</strong> You're exposed to the elements and don't get enough food, becoming fatigued until you attain sufficient food and shelter.",
- "success": "<strong>Success</strong> You find enough food and shelter with basic protection from the elements to provide you a subsistence living."
- },
- "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": "<p>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.</p><p>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.</p><p>If your Sustain action is disrupted, the ability ends.</p>",
- "Title": "Sustain"
- },
- "Swim": {
- "Description": "<p>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.</p><p>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.</p><p><strong>Critical Success</strong> You move through the water, increasing the maximum distance by 5 feet.<br><strong>Success</strong> You move through the water.<br><strong>Critical Failure</strong> You make no progress. If you're holding your breath, you lose 1 round of air.</p><section class=\"sample-tasks\"><h2>Sample Swim Tasks</h2><p><strong>Untrained</strong> lake or other still water</p><p><strong>Trained</strong> flowing water, like a river</p><p><strong>Expert</strong> swiftly flowing river</p><p><strong>Master</strong> stormy sea</p><p><strong>Legendary</strong> maelstrom, waterfall</p></section>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You make no progress. If you're holding your breath, you lose 1 round of air.",
- "criticalSuccess": "<strong>Critical Success</strong> You move through the water, increasing the maximum distance by 5 feet.",
- "success": "<strong>Success</strong> You move through the water."
- },
- "Title": "Swim"
- },
- "TakeCover": {
- "Description": "<p>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.</p>",
- "TowerShield": {
- "Description": "{actor} takes cover behind their {shield}."
- },
- "ShortTitle": "Take Cover",
- "Title": "Take Cover"
- },
- "Tamper": {
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> 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": "<strong>Critical Success</strong> 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": "<strong>Success</strong> 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": "<p>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.</p><p>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.</p><p>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.</p><section class=\"sample-tasks\"><h2>Sample Track Tasks</h2><p><strong>Untrained</strong> the path of a large army following a road</p><p><strong>Trained</strong> relatively fresh tracks of a rampaging bear through the plains</p><p><strong>Expert</strong> a nimble panther's tracks through a jungle, tracks obscured by rainfall</p><p><strong>Master</strong> tracks obscured by winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock</p><p><strong>Legendary</strong> old tracks through a windy desert's sands, tracks obscured by a major blizzard or hurricane</p></section><p><strong>Success</strong> You find the trail or continue to follow the one you're already following.</p><p><strong>Failure</strong> You lose the trail but can try again after a 1-hour delay.</p><p><strong>Critical Failure</strong> You lose the trail and can't try again for 24 hours.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You lose the trail and can't try again for 24 hours.",
- "failure": "<strong>Failure</strong> You lose the trail but can try again after a 1-hour delay.",
- "success": "<strong>Success</strong> You find the trail or continue to follow the one you're already following."
- },
- "Title": "Track"
- },
- "TreatDisease": {
- "Description": "<p>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.</p><p><strong>Critical Success</strong> You grant the creature a +4 circumstance bonus to its next saving throw against the disease.<br><strong>Success</strong> You grant the creature a +2 circumstance bonus to its next saving throw against the disease.<br><strong>Critical Failure</strong> Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> Your efforts cause the creature to take a -2 circumstance penalty to its next save against the disease.<br/>@UUID[Compendium.pf2e.equipment-effects.Item.5oYKYXAexr0vhx84]{Effect: Treat Disease (Critical Failure)}",
- "criticalSuccess": "<strong>Critical Success</strong> You grant the creature a +4 circumstance bonus to its next saving throw against the disease.<br/>@UUID[Compendium.pf2e.equipment-effects.Item.id20P4pj7zDKeLmy]{Effect: Treat Disease (Critical Success)}",
- "success": "<strong>Success</strong> You grant the creature a +2 circumstance bonus to its next saving throw against the disease.<br/>@UUID[Compendium.pf2e.equipment-effects.Item.Ee2xfKX1yyqGIDZj]{Effect: Treat Disease (Success)}"
- },
- "Title": "Treat Disease"
- },
- "TreatPoison": {
- "Description": "<p>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.</p><p><strong>Critical Success</strong> You grant the creature a +4 circumstance bonus to its next saving throw against the poison.<br><strong>Success</strong> You grant the creature a +2 circumstance bonus to its next saving throw against the poison.<br><strong>Critical Failure</strong> Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> Your efforts cause the creature to take a -2 circumstance penalty to its next save against the poison.<br/>@UUID[Compendium.pf2e.equipment-effects.Item.ESuBosh3t1pXEcBj]{Effect: Treat Poison (Critical Failure)}",
- "criticalSuccess": "<strong>Critical Success</strong> You grant the creature a +4 circumstance bonus to its next saving throw against the poison.<br/>@UUID[Compendium.pf2e.equipment-effects.Item.XwCBalKJf3CiEiFa]{Effect: Treat Poison (Critical Success)}",
- "success": "<strong>Success</strong> You grant the creature a +2 circumstance bonus to its next saving throw against the poison.<br/>@UUID[Compendium.pf2e.equipment-effects.Item.XWenziR7J3mwKV4W]{Effect: Treat Poison (Success)}"
- },
- "Title": "Treat Poison"
- },
- "TreatWounds": {
- "Content": "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.",
- "DC": {
- "Expert": "Expert DC 20, +10 Healing",
- "Legendary": "Legendary DC 40, +50 Healing",
- "Master": "Master DC 30, +30 Healing",
- "Mod": "DC Modifier",
- "Trained": "Trained DC 15"
- },
- "Error": "{name} does not have the {skill} skill",
- "Feats": {
- "MortalHealing": "Mortal Healing",
- "RiskySurgery": "Risky Surgery"
- },
- "Label": "Treat Wounds",
- "Rolls": {
- "RiskySurgery": "Damage Roll: Risky Surgery",
- "TreatWounds": "Healing Roll: Treat Wounds",
- "TreatWoundsCriticalFailure": "Damage Roll: Treat Wounds"
- },
- "SkillSelect": "Treat Wounds Skill"
- },
- "Trip": {
- "Description": "<p>You try to knock a creature to the ground. Attempt an Athletics check against the target's Reflex DC.</p><p><strong>Critical Success</strong> The target falls and lands prone and takes 1d6 bludgeoning damage.<br><strong>Success</strong> The target falls and lands prone.<br><strong>Critical Failure</strong> You lose your balance and fall and land prone.</p>",
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You lose your balance and fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.",
- "criticalSuccess": "<strong>Critical Success</strong> The target falls and lands @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone} and takes [[/r 1d6[bludgeoning] # Bludgeoning damage]]{1d6} bludgeoning damage.",
- "success": "<strong>Success</strong> The target falls and lands @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}."
- },
- "Title": "Trip"
- },
- "TumbleThrough": {
- "Description": "<p>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.</p><p><strong>Success</strong> 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.<br><strong>Failure</strong> Your movement ends, and you trigger reactions as if you had moved out of the square you started in.</p>",
- "Notes": {
- "failure": "<strong>Failure</strong> Your movement ends, and you trigger reactions as if you had moved out of the square you started in.",
- "success": "<strong>Success</strong> 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."
- },
- "Title": "Tumble Through"
- },
- "WhirlingThrow": {
- "Notes": {
- "criticalFailure": "<strong>Critical Failure</strong> You don't throw the creature, and it's no longer @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} by you.",
- "criticalSuccess": "<strong>Critical Success</strong> You throw the creature the desired distance and it lands @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.",
- "failure": "<strong>Failure</strong> You don't throw the creature.",
- "success": "<strong>Success</strong> You throw the creature the desired distance."
- },
- "Title": "Whirling Throw"
- }
- },
- "ActionsCheck": {
- "acrobatics": "Acrobatics Check",
- "arcana": "Arcana Check",
- "athletics": "Athletics Check",
- "crafting": "Crafting Check",
- "deception": "Deception Check",
- "diplomacy": "Diplomacy Check",
- "intimidation": "Intimidation Check",
- "medicine": "Medicine Check",
- "nature": "Nature Check",
- "occultism": "Occultism Check",
- "perception": "Perception Check",
- "performance": "Performance Check",
- "religion": "Religion Check",
- "society": "Society Check",
- "spell": "{type} Spell Attack",
- "stealth": "Stealth Check",
- "survival": "Survival Check",
- "thievery": "Thievery Check",
- "unarmed": "Unarmed Attack Roll",
- "x": "{type} Check",
- "x-attack-roll": "{type} Attack Roll"
- },
- "ActionsWarning": {
- "NoActor": "Select at least one token before rolling, or assign a default character.",
- "NoStatistic": "Actor {name} ({id}) does not have a statistic for {statistic}.",
- "Variants": {
- "None": "Action '{action}' has no variants, but variant '{variant}' was requested.",
- "Multiple": "Action '{action}' has multiple variants, but no variant was requested.",
- "Nonexisting": "Specified variant '{variant}' does not exist for action '{action}'"
- }
- }
- }
- }
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