Browse Source

pf2e 5.11.5 upgrade

master
Austin Decker 11 months ago
parent
commit
c0a7f76966
906 changed files with 8691 additions and 5927 deletions
  1. +0
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      Data/modules/automated-evocations/packs/macros/000476.log
  2. +5
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      Data/modules/automated-evocations/packs/macros/LOG
  3. BIN
      Data/modules/automated-evocations/packs/macros/MANIFEST-000474
  4. +0
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      Data/modules/bossbar/packs/macros/000032.log
  5. +5
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      Data/modules/bossbar/packs/macros/LOG
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      Data/modules/bossbar/packs/macros/MANIFEST-000030
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      Data/modules/levels/packs/levels-samples/000974.log
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      Data/modules/levels/packs/levels-samples/LOG
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      Data/modules/levels/packs/levels-samples/MANIFEST-000972
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      Data/modules/levels/packs/macros/000974.log
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      Data/modules/levels/packs/macros/LOG
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      Data/modules/levels/packs/macros/MANIFEST-000972
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      Data/modules/pf2e-animal-companions/packs/ac-advanced-maneuvers/000219.log
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      Data/modules/pf2e-animal-companions/packs/ac-advanced-maneuvers/LOG
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      Data/modules/pf2e-animal-companions/packs/ac-advanced-maneuvers/MANIFEST-000217
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      Data/modules/pf2e-animal-companions/packs/ac-ancestries-and-class/000221.log
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      Data/modules/pf2e-animal-companions/packs/ac-ancestries-and-class/LOG
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      Data/modules/pf2e-animal-companions/packs/ac-ancestries-and-class/MANIFEST-000219
  19. +0
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      Data/modules/pf2e-animal-companions/packs/ac-construct-breakthroughs/000216.log
  20. +4
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      Data/modules/pf2e-animal-companions/packs/ac-construct-breakthroughs/LOG
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      Data/modules/pf2e-animal-companions/packs/ac-construct-breakthroughs/MANIFEST-000214
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      Data/modules/pf2e-animal-companions/packs/ac-construct-companions/000216.log
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      Data/modules/pf2e-animal-companions/packs/ac-construct-companions/LOG
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      Data/modules/pf2e-animal-companions/packs/ac-construct-companions/MANIFEST-000214
  25. +0
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      Data/modules/pf2e-animal-companions/packs/ac-eidolons/000218.log
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      Data/modules/pf2e-animal-companions/packs/ac-eidolons/LOG
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      Data/modules/pf2e-animal-companions/packs/ac-eidolons/MANIFEST-000216
  28. +0
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      Data/modules/pf2e-animal-companions/packs/ac-equipment/000217.log
  29. +4
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      Data/modules/pf2e-animal-companions/packs/ac-equipment/LOG
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      Data/modules/pf2e-animal-companions/packs/ac-equipment/MANIFEST-000215
  31. +0
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      Data/modules/pf2e-animal-companions/packs/ac-evolution-feats/000216.log
  32. +4
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      Data/modules/pf2e-animal-companions/packs/ac-evolution-feats/LOG
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      Data/modules/pf2e-animal-companions/packs/ac-evolution-feats/MANIFEST-000214
  34. +0
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      Data/modules/pf2e-animal-companions/packs/ac-feats/000218.log
  35. +4
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      Data/modules/pf2e-animal-companions/packs/ac-feats/LOG
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      Data/modules/pf2e-animal-companions/packs/ac-feats/MANIFEST-000216
  37. +0
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      Data/modules/pf2e-animal-companions/packs/ac-features/000221.log
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      Data/modules/pf2e-animal-companions/packs/ac-features/LOG
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      Data/modules/pf2e-animal-companions/packs/ac-features/MANIFEST-000219
  40. +0
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      Data/modules/pf2e-animal-companions/packs/ac-support-benefits/000219.log
  41. +4
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      Data/modules/pf2e-animal-companions/packs/ac-support-benefits/LOG
  42. BIN
      Data/modules/pf2e-animal-companions/packs/ac-support-benefits/MANIFEST-000217
  43. +0
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      Data/modules/wall-height/packs/macros/001046.log
  44. +4
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      Data/modules/wall-height/packs/macros/LOG
  45. BIN
      Data/modules/wall-height/packs/macros/MANIFEST-001044
  46. +513
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      Data/systems/pf2e/CHANGELOG.md
  47. +7
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      Data/systems/pf2e/icons/default-icons/army.svg
  48. +7
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      Data/systems/pf2e/icons/default-icons/shield.svg
  49. +15
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      Data/systems/pf2e/icons/effects/fine-powder.svg
  50. BIN
      Data/systems/pf2e/icons/equipment/consumables/ammunition/bola-shot.webp
  51. BIN
      Data/systems/pf2e/icons/equipment/held-items/clockwork-monkey.webp
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      Data/systems/pf2e/icons/equipment/held-items/pocket-watch.webp
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      Data/systems/pf2e/icons/equipment/held-items/wrist-grappler.webp
  54. BIN
      Data/systems/pf2e/icons/equipment/other/spellhearts/phantasmal-doorknob.webp
  55. BIN
      Data/systems/pf2e/icons/equipment/shields/razor-disc.webp
  56. BIN
      Data/systems/pf2e/icons/equipment/shields/specific-shields/sturdy-shield.webp
  57. BIN
      Data/systems/pf2e/icons/equipment/weapons/gnome-hooked-hammer.webp
  58. BIN
      Data/systems/pf2e/icons/equipment/weapons/scizore.webp
  59. BIN
      Data/systems/pf2e/icons/equipment/weapons/specific-magic-weapons/soul-chain.webp
  60. BIN
      Data/systems/pf2e/icons/equipment/weapons/wrecker.webp
  61. BIN
      Data/systems/pf2e/icons/equipment/worn-items/other-worn-items/potion-patch.webp
  62. BIN
      Data/systems/pf2e/icons/equipment/worn-items/other-worn-items/skittering-mask.webp
  63. BIN
      Data/systems/pf2e/icons/spells/disintegrate.webp
  64. +171
    -50
      Data/systems/pf2e/lang/action-en.json
  65. +404
    -382
      Data/systems/pf2e/lang/en.json
  66. +113
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      Data/systems/pf2e/lang/kingmaker-en.json
  67. +221
    -22
      Data/systems/pf2e/lang/re-en.json
  68. +0
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      Data/systems/pf2e/macros/takeabreather.js
  69. +0
    -7
      Data/systems/pf2e/macros/travel-speed.js
  70. BIN
      Data/systems/pf2e/packs/abomination-vaults-bestiary/000003.log
  71. BIN
      Data/systems/pf2e/packs/abomination-vaults-bestiary/000005.ldb
  72. +1
    -1
      Data/systems/pf2e/packs/abomination-vaults-bestiary/CURRENT
  73. +1
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      Data/systems/pf2e/packs/abomination-vaults-bestiary/LOG
  74. +0
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      Data/systems/pf2e/packs/abomination-vaults-bestiary/LOG.old
  75. BIN
      Data/systems/pf2e/packs/abomination-vaults-bestiary/MANIFEST-000002
  76. BIN
      Data/systems/pf2e/packs/abomination-vaults-bestiary/MANIFEST-000004
  77. BIN
      Data/systems/pf2e/packs/action-macros/000003.log
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      Data/systems/pf2e/packs/action-macros/000005.ldb
  79. +1
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      Data/systems/pf2e/packs/action-macros/CURRENT
  80. +1
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      Data/systems/pf2e/packs/action-macros/LOG
  81. +0
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      Data/systems/pf2e/packs/action-macros/LOG.old
  82. BIN
      Data/systems/pf2e/packs/action-macros/MANIFEST-000002
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      Data/systems/pf2e/packs/action-macros/MANIFEST-000004
  84. BIN
      Data/systems/pf2e/packs/actions/000003.log
  85. BIN
      Data/systems/pf2e/packs/actions/000005.ldb
  86. +1
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      Data/systems/pf2e/packs/actions/CURRENT
  87. +1
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      Data/systems/pf2e/packs/actions/LOG
  88. +0
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      Data/systems/pf2e/packs/actions/LOG.old
  89. BIN
      Data/systems/pf2e/packs/actions/MANIFEST-000002
  90. BIN
      Data/systems/pf2e/packs/actions/MANIFEST-000004
  91. BIN
      Data/systems/pf2e/packs/adventure-specific-actions/000003.log
  92. BIN
      Data/systems/pf2e/packs/adventure-specific-actions/000005.ldb
  93. +1
    -1
      Data/systems/pf2e/packs/adventure-specific-actions/CURRENT
  94. +1
    -5
      Data/systems/pf2e/packs/adventure-specific-actions/LOG
  95. +0
    -1
      Data/systems/pf2e/packs/adventure-specific-actions/LOG.old
  96. BIN
      Data/systems/pf2e/packs/adventure-specific-actions/MANIFEST-000002
  97. BIN
      Data/systems/pf2e/packs/adventure-specific-actions/MANIFEST-000004
  98. BIN
      Data/systems/pf2e/packs/age-of-ashes-bestiary/000003.log
  99. BIN
      Data/systems/pf2e/packs/age-of-ashes-bestiary/000005.ldb
  100. +1
    -1
      Data/systems/pf2e/packs/age-of-ashes-bestiary/CURRENT

Data/modules/automated-evocations/packs/macros/000475.log → Data/modules/automated-evocations/packs/macros/000476.log View File


+ 5
- 0
Data/modules/automated-evocations/packs/macros/LOG View File

@ -1,3 +1,8 @@
2023/11/12-06:20:01.526054 ffff7bfff0a0 Recovering log #472
2023/11/12-06:20:01.535681 ffff7bfff0a0 Delete type=0 #472
2023/11/12-06:20:01.535701 ffff7bfff0a0 Delete type=3 #470
2024/01/06-23:32:27.533526 fffe5b4bc0a0 Level-0 table #477: started
2024/01/06-23:32:27.533558 fffe5b4bc0a0 Level-0 table #477: 0 bytes OK
2024/01/06-23:32:27.535455 fffe5b4bc0a0 Delete type=0 #475
2024/01/06-23:32:27.538101 fffe5b4bc0a0 Manual compaction at level-0 from '!macros!DFIqi3kVXrYZ8S7y' @ 72057594037927935 : 1 .. '!macros!z5CFHKH4XzXITTGU' @ 0 : 0; will stop at (end)
2024/01/06-23:32:27.541841 fffe5b4bc0a0 Manual compaction at level-1 from '!macros!DFIqi3kVXrYZ8S7y' @ 72057594037927935 : 1 .. '!macros!z5CFHKH4XzXITTGU' @ 0 : 0; will stop at (end)

BIN
Data/modules/automated-evocations/packs/macros/MANIFEST-000474 View File


Data/modules/bossbar/packs/macros/000031.log → Data/modules/bossbar/packs/macros/000032.log View File


+ 5
- 0
Data/modules/bossbar/packs/macros/LOG View File

@ -1,3 +1,8 @@
2023/11/12-06:20:01.536946 ffff89aae0a0 Recovering log #28
2023/11/12-06:20:01.542063 ffff89aae0a0 Delete type=0 #28
2023/11/12-06:20:01.542084 ffff89aae0a0 Delete type=3 #26
2024/01/06-23:32:27.536108 fffe5b4bc0a0 Level-0 table #33: started
2024/01/06-23:32:27.536130 fffe5b4bc0a0 Level-0 table #33: 0 bytes OK
2024/01/06-23:32:27.538062 fffe5b4bc0a0 Delete type=0 #31
2024/01/06-23:32:27.541827 fffe5b4bc0a0 Manual compaction at level-0 from '!macros!LD5Wc6K0vLQw0att' @ 72057594037927935 : 1 .. '!macros!iWwnlmoMWqNGJ54U' @ 0 : 0; will stop at (end)
2024/01/06-23:32:27.542118 fffe5b4bc0a0 Manual compaction at level-1 from '!macros!LD5Wc6K0vLQw0att' @ 72057594037927935 : 1 .. '!macros!iWwnlmoMWqNGJ54U' @ 0 : 0; will stop at (end)

BIN
Data/modules/bossbar/packs/macros/MANIFEST-000030 View File


Data/modules/levels/packs/levels-samples/000973.log → Data/modules/levels/packs/levels-samples/000974.log View File


+ 5
- 0
Data/modules/levels/packs/levels-samples/LOG View File

@ -1,3 +1,8 @@
2023/11/12-06:20:01.550077 ffff89aae0a0 Recovering log #970
2023/11/12-06:20:01.555194 ffff89aae0a0 Delete type=3 #968
2023/11/12-06:20:01.555216 ffff89aae0a0 Delete type=0 #970
2024/01/06-23:32:27.540103 fffe5b4bc0a0 Level-0 table #975: started
2024/01/06-23:32:27.540116 fffe5b4bc0a0 Level-0 table #975: 0 bytes OK
2024/01/06-23:32:27.541787 fffe5b4bc0a0 Delete type=0 #973
2024/01/06-23:32:27.542105 fffe5b4bc0a0 Manual compaction at level-0 from '!scenes!fT64AORvwMUdHzwr' @ 72057594037927935 : 1 .. '!scenes.walls!w5eztsez7EhiFrmE.zlashxFbpTyjyOHo' @ 0 : 0; will stop at (end)
2024/01/06-23:32:27.542795 fffe5b4bc0a0 Manual compaction at level-1 from '!scenes!fT64AORvwMUdHzwr' @ 72057594037927935 : 1 .. '!scenes.walls!w5eztsez7EhiFrmE.zlashxFbpTyjyOHo' @ 0 : 0; will stop at (end)

BIN
Data/modules/levels/packs/levels-samples/MANIFEST-000972 View File


Data/modules/levels/packs/macros/000973.log → Data/modules/levels/packs/macros/000974.log View File


+ 5
- 0
Data/modules/levels/packs/macros/LOG View File

@ -1,3 +1,8 @@
2023/11/12-06:20:01.543301 ffff7bfff0a0 Recovering log #970
2023/11/12-06:20:01.548324 ffff7bfff0a0 Delete type=3 #968
2023/11/12-06:20:01.548347 ffff7bfff0a0 Delete type=0 #970
2024/01/06-23:32:27.538113 fffe5b4bc0a0 Level-0 table #975: started
2024/01/06-23:32:27.538129 fffe5b4bc0a0 Level-0 table #975: 0 bytes OK
2024/01/06-23:32:27.540065 fffe5b4bc0a0 Delete type=0 #973
2024/01/06-23:32:27.542081 fffe5b4bc0a0 Manual compaction at level-0 from '!macros!2LfY4Ky5rRDkK7h8' @ 72057594037927935 : 1 .. '!macros!yx7Eb76rfzjh0LEO' @ 0 : 0; will stop at (end)
2024/01/06-23:32:27.542441 fffe5b4bc0a0 Manual compaction at level-1 from '!macros!2LfY4Ky5rRDkK7h8' @ 72057594037927935 : 1 .. '!macros!yx7Eb76rfzjh0LEO' @ 0 : 0; will stop at (end)

BIN
Data/modules/levels/packs/macros/MANIFEST-000972 View File


Data/modules/pf2e-animal-companions/packs/ac-advanced-maneuvers/000218.log → Data/modules/pf2e-animal-companions/packs/ac-advanced-maneuvers/000219.log View File


+ 4
- 0
Data/modules/pf2e-animal-companions/packs/ac-advanced-maneuvers/LOG View File

@ -1,3 +1,7 @@
2023/11/12-06:20:01.573535 ffff8929e0a0 Recovering log #215
2023/11/12-06:20:01.578643 ffff8929e0a0 Delete type=0 #215
2023/11/12-06:20:01.578662 ffff8929e0a0 Delete type=3 #213
2024/01/06-23:32:27.546906 fffe5b4bc0a0 Level-0 table #220: started
2024/01/06-23:32:27.546939 fffe5b4bc0a0 Level-0 table #220: 0 bytes OK
2024/01/06-23:32:27.548589 fffe5b4bc0a0 Delete type=0 #218
2024/01/06-23:32:27.551024 fffe5b4bc0a0 Manual compaction at level-0 from '!items!0WtqP7Wei3AxHh5M' @ 72057594037927935 : 1 .. '!items!zSlsnbvsGKdCTzL1' @ 0 : 0; will stop at (end)

BIN
Data/modules/pf2e-animal-companions/packs/ac-advanced-maneuvers/MANIFEST-000217 View File


Data/modules/pf2e-animal-companions/packs/ac-ancestries-and-class/000220.log → Data/modules/pf2e-animal-companions/packs/ac-ancestries-and-class/000221.log View File


+ 4
- 0
Data/modules/pf2e-animal-companions/packs/ac-ancestries-and-class/LOG View File

@ -1,3 +1,7 @@
2023/11/12-06:20:01.559668 ffff8929e0a0 Recovering log #217
2023/11/12-06:20:01.564637 ffff8929e0a0 Delete type=3 #215
2023/11/12-06:20:01.564660 ffff8929e0a0 Delete type=0 #217
2024/01/06-23:32:27.543152 fffe5b4bc0a0 Level-0 table #222: started
2024/01/06-23:32:27.543178 fffe5b4bc0a0 Level-0 table #222: 0 bytes OK
2024/01/06-23:32:27.545050 fffe5b4bc0a0 Delete type=0 #220
2024/01/06-23:32:27.550429 fffe5b4bc0a0 Manual compaction at level-0 from '!items!0BVoHy7R86KJoani' @ 72057594037927935 : 1 .. '!items!yukG72FSivsrqVoG' @ 0 : 0; will stop at (end)

BIN
Data/modules/pf2e-animal-companions/packs/ac-ancestries-and-class/MANIFEST-000219 View File


Data/modules/pf2e-animal-companions/packs/ac-equipment/000216.log → Data/modules/pf2e-animal-companions/packs/ac-construct-breakthroughs/000216.log View File


+ 4
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Data/modules/pf2e-animal-companions/packs/ac-construct-breakthroughs/LOG View File

@ -1,3 +1,7 @@
2023/11/12-06:20:01.607938 ffff88a8e0a0 Recovering log #212
2023/11/12-06:20:01.613044 ffff88a8e0a0 Delete type=3 #210
2023/11/12-06:20:01.613067 ffff88a8e0a0 Delete type=0 #212
2024/01/06-23:32:27.557308 fffe5b4bc0a0 Level-0 table #217: started
2024/01/06-23:32:27.557322 fffe5b4bc0a0 Level-0 table #217: 0 bytes OK
2024/01/06-23:32:27.558906 fffe5b4bc0a0 Delete type=0 #215
2024/01/06-23:32:27.559922 fffe5b4bc0a0 Manual compaction at level-0 from '!items!1mE83uSucJZS4FB9' @ 72057594037927935 : 1 .. '!items!zo6B3JGQIt99K1HF' @ 0 : 0; will stop at (end)

BIN
Data/modules/pf2e-animal-companions/packs/ac-construct-breakthroughs/MANIFEST-000214 View File


Data/modules/pf2e-animal-companions/packs/ac-construct-breakthroughs/000215.log → Data/modules/pf2e-animal-companions/packs/ac-construct-companions/000216.log View File


+ 4
- 0
Data/modules/pf2e-animal-companions/packs/ac-construct-companions/LOG View File

@ -1,3 +1,7 @@
2023/11/12-06:20:01.601406 ffff8929e0a0 Recovering log #212
2023/11/12-06:20:01.606257 ffff8929e0a0 Delete type=3 #210
2023/11/12-06:20:01.606279 ffff8929e0a0 Delete type=0 #212
2024/01/06-23:32:27.555549 fffe5b4bc0a0 Level-0 table #217: started
2024/01/06-23:32:27.555563 fffe5b4bc0a0 Level-0 table #217: 0 bytes OK
2024/01/06-23:32:27.557271 fffe5b4bc0a0 Delete type=0 #215
2024/01/06-23:32:27.559522 fffe5b4bc0a0 Manual compaction at level-0 from '!items!5v2Kj6Jh2YYGaSQq' @ 72057594037927935 : 1 .. '!items!mjDtydpNNfI9SuFq' @ 0 : 0; will stop at (end)

BIN
Data/modules/pf2e-animal-companions/packs/ac-construct-companions/MANIFEST-000214 View File


Data/modules/pf2e-animal-companions/packs/ac-support-benefits/000218.log → Data/modules/pf2e-animal-companions/packs/ac-eidolons/000218.log View File


+ 4
- 0
Data/modules/pf2e-animal-companions/packs/ac-eidolons/LOG View File

@ -1,3 +1,7 @@
2023/11/12-06:20:01.615125 ffff8929e0a0 Recovering log #214
2023/11/12-06:20:01.620175 ffff8929e0a0 Delete type=0 #214
2023/11/12-06:20:01.620195 ffff8929e0a0 Delete type=3 #212
2024/01/06-23:32:27.565916 fffe5b4bc0a0 Level-0 table #219: started
2024/01/06-23:32:27.565949 fffe5b4bc0a0 Level-0 table #219: 0 bytes OK
2024/01/06-23:32:27.567798 fffe5b4bc0a0 Delete type=0 #217
2024/01/06-23:32:27.572629 fffe5b4bc0a0 Manual compaction at level-0 from '!items!1YJoaMhZPvLGvj1J' @ 72057594037927935 : 1 .. '!items!zjIVbS6nGX6BS2UD' @ 0 : 0; will stop at (end)

BIN
Data/modules/pf2e-animal-companions/packs/ac-eidolons/MANIFEST-000216 View File


Data/modules/pf2e-animal-companions/packs/ac-eidolons/000217.log → Data/modules/pf2e-animal-companions/packs/ac-equipment/000217.log View File


+ 4
- 0
Data/modules/pf2e-animal-companions/packs/ac-equipment/LOG View File

@ -1,3 +1,7 @@
2023/11/12-06:20:01.580562 ffff88a8e0a0 Recovering log #213
2023/11/12-06:20:01.585378 ffff88a8e0a0 Delete type=0 #213
2023/11/12-06:20:01.585397 ffff88a8e0a0 Delete type=3 #211
2024/01/06-23:32:27.548626 fffe5b4bc0a0 Level-0 table #218: started
2024/01/06-23:32:27.548639 fffe5b4bc0a0 Level-0 table #218: 0 bytes OK
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## 5.11.5
### Bugfixes
- (nikolaj-a) Add remaster changes to climb, force open, and swim action macros
- (stwlam) Fix creation of fixed-heightening damage data
- (stwlam) Keep rule-element-carrying ammunition linked to weapons even at zero quantity
- (stwlam) Remove second application of strike-damage modifier adjustments
- (stwlam) Set actor signatures after data model initialization
### Data Updates
- (Abaddon) Fix prerequisite in reverberating spell
- (AFigureOfBlue) Fix land speed of Tiger Form effect
- (Dire Weasel) Add effect for Wish for Luck
- (Dire Weasel) Add Reflex defense to Whirlpool
- (Dire Weasel) Replace lower-resolution system icons with identical core icons
- (Dire Weasel) Update Pillar of Water description to text found in Rage of Elements
- (Dire Weasel) Update Witch's Armaments to PC1 version
- (DocSchlock) Add effects for Fury Cocktail
- (Manni) Fix "yellow" result in Rainbow Fumarole spell
## 5.11.4
### Bugfixes
- (stwlam) Fix dropping items into closed containers
- (stwlam) Fix deducting uses from non-auto-destroy items
- (stwlam) Fix tagging consumable formulas that contain arithmetic as healing
## Data Updates
- (Dire Weasel) Add burst to Dispelling Globe
- (Dire Weasel) Change some Panache links to point to the effect rather than the feature
- (DocSchlock) Add Keep Stone Ingot and Chunk
- (DocSchlock) Change Precise Debilitations effect to expire at end of turn
- (DocSchlock) Fix Liberator Edicts and Anathemas
- (DocSchlock) Fix positioning of effects in Methodical Debilitations Feat
- (stwlam) Fix definition of unholy IWR
## 5.11.3
### Bugfixes
- (stwlam) Fix ammo listeners on attack popouts
- (stwlam) Fix using wands from actor sheets and recharging on rest
- (stwlam) Fix displayed rune slots in armor/weapon sheets with ABP enabled
- (stwlam) Fix moving items into/out of containers
### Data Updates
- (Dire Weasel) Fix action cost of Vengeful Spirit Deck and autolevel damage links
- (stwlam) Fix choice set on Bespell Strikes effect
## 5.11.2
### System Improvements
- (stwlam) Convert edicts and anathema on PC sheets to lists
### Bugfixes
- (Dire Weasel) Allow check DCs to resolve for items with no actors
- (stwlam) Fix application of handwrap runes to synthetic unarmed attacks
- (stwlam) Fix inventory looting by players
- (Supe) Fix display of wand charges in inventory
- (Supe) Fix invalid spacing in journals created with prosemirror
- (Supe) Mark fast healing/regen as healing
- (Supe) Include spell tradition trait in roll options
### Data Updates
- (Dire Weasel) Fix Ash Mystery predicate
- (Dire Weasel) Fix Cornucopia's "Consume all produce" link to be healing
- (Dire Weasel) Fix token name of Narlmarch Hunters
- (Dire Weasel) Update condition descriptions to remaster text
- (Dire Weasel) Add Druidic -> Wildsong to Remaster Changes journal entry
- (stwlam) Fix bulk of coins
- (Tikael) Fix spell attack of Wood Giant
- (TMun) Update gouging claw damage for remaster
## 5.11.1
### Bugfixes
- (stwlam) Restore NPC attack generation
- (stwlam) Fix selectability of weapon and armor property runes
- (stwlam) Show clumsy condition when wielding oversized weapons
- (Supe) Fix certain innate spells being stuck at null uses
- (Supe) Fix inventory drag/drop to tokens and other sheets
### Data Updates
- (Ajulex) Add effect for Entropic Wheel
- (Dire Weasel) Add effect for Heroes' Feast
## 5.11.0
### System Improvements
- (Supe, Cora) Add army actors
- (Drental) Update Gang Up flanking rule for Remaster
### Bugfixes
- (Deatrathias) Don't set turn value before encounter start
- (Dire Weasel) Fix Treat Wounds macro warning to emit correct missing skill name
- (stwlam) Avoid declaring massive damage against actors with zero max hit points
- (stwlam) Fix determination of whether critical hits immunity applies
- (stwlam) Restore "Use" button in item summaries for consumables lacking formulas
### Data Updates
- (Abaddon) Add ammunition type to spellstrike ammunition
- (Abaddon) Fix damage formula in cryomister
- (Dire Weasel) Add automation for Armored Skirt, Fey Influence, and Fey Ascension
- (Dire Weasel) Add Boots of Speed to remaster journal entry
- (Dire Weasel) Add effect for Elemental Betrayal, Forgefather's Seal, Shimmering Dust, Stoke the Fervent, Watch Your Back
- (Dire Weasel) Add inline damage link to Twist the Knife
- (Dire Weasel) Add token light rule element to Wand of Dazzling Rays
- (Dire Weasel) Add unified effect for Shifting Form
- (Dire Weasel) Fix fire weakness of Misbegotten Troll and improve Vicious Ranseur automation
- (Dire Weasel) Fix level and price of Greater Astral rune
- (Dire Weasel) Update rule elements on Sapling Shields
- (Dire Weasel) Fix source of Rewrite Memory
- (Dire Weasel) Fix traits and action cost of In Tune
- (Dire Weasel) Update deafened and stupefied descriptions to PC1 text
- (Dire Weasel) Update Divine Wings to be a self-applied effect
- (Dire Weasel) Update Sunburst description to remaster and add auto-heightening vitality damage link
- (Dire Weasel) Upgrade favored weapon proficiency to master in Warpriest's Final Doctrine
- (Dire Weasel) Use system description for Note for Know-It-All (Bard) and add outcomes
- (Drental) Fix the Athletics modifier rule element on Trip and Tangle
- (Intervención) Remove "manipulate" trait from Conceal Spell feat
- (LebombJames) Limit Ash Mystery benefit to Oracle class only
- (pedrogrullada) Remove erroneous attack traits from some spells
- (rectulo) Add Arcane tradition to Noise Blast spell
- (sirrus233 ) Update Puff of Poison with Remaster errata
- (Robert Beilich) Update traits of specific weapons
- (Tikael) Add automation to Ancestral Longevity and similar feats.
- (Tikael) Brush up automation of Paladin oath feats
- (Tikael) Clean up darkvision elixir effects
## 5.10.5
### Bugfixes
- (stwlam) Fix creation of tags for damage rolls that include ghost touch effect
## 5.10.4
### System Improvements
- (Drental) Integrate new Magic Hands rules into Treat Wounds macro
- (stwlam) Add support for persistent-damage resistance/weakness, resistance to critical hits
### Bugfixes
- (stwlam) Declare containers over capacity only when over 100% full in Bulk units
- (stwlam) Fix issue causing PC strike popouts to fail to open
- (stwlam) Prevent multiple instances of persistent damage of a common type to roll damage
- (stwlam) Fix targeting hazards with spell attacks and skill checks
- (stwlam) Fix issue preventing battle forms from using a PC's own attack modifier if higher
- (stwlam) Fix processing of critical hits immunity
- (Supe) Fix kingdom feat slot drag/drop
- (Supe) Fix RE form not reverting to base form type when the RE key changes
### Data Updates
- (Abaddon) Include ammunition type in descriptions of ghost and penetrating ammunition
- (Abaddon) Fix malformed HTML in descriptions of arsenic, beacon shot, explosive ammunition
- (azrazalea) Add edicts and anathema formatted text fields to actor bio
- (Daniel-V) Add strength modifier addition/upgrade to Assume Earth's Mantle stance
- (Dire Weasel) Add automation for Horns of Naraga, Sacred Armaments, and (zombie abilities) Unholy Speed and Unkillable
- (Dire Weasel) Add effects for Ash Form, Forcible Energy, Oil of Keen Edges, and Undying Ferocity
- (Dire Weasel) Add token light to Vine of Roses
- (Dire Weasel) Add spell link to Medusa's Scream and clean up description
- (Dire Weasel) Fix immunities and resistances of Titanic Flytrap
- (Dire Weasel) Fix inline roll for Brutal Bully and Overpowering Charge and emit note on critical success
- (Dire Weasel) Fix Stealth DC and add trap trait to Rusty Grate Pit
- (Dire Weasel) Update Monstrosity Form for remaster
- (Dire Weasel) Brush up automation for Axe of the Dwarven Lords
- (GorgoPrimus) Update Lamashtu deity with new description from PC1
- (InfamousSky) Fix Einherji shield HP
- (Jesse) Update Heal Animal spell with new description from PC1
- (rectulo) Change prerequisites in Garland spell
- (stwlam) Add decaying and raiment to property rune options
- (stwlam) Lower intensity of Latern of Empty Light's token light RE
- (stwlam) Migrate instances of "undercommon" to "sakvroth"
- (stwlam) Remove Aligned Oil, Axiomatic & Anarchic rune items
- (stwlam) Relax predicates on runes targeting undead to affect anything with void healing
- (Tikael) Update implementation of Rogue debilitations, add effect or precise debilitations
## 5.10.3
### Bugfixes
- (stwlam) Use base hardness/max HP of specific magic shields if higher than values provided by precious materials
- (stwlam) Prevent automatic adjustments of bulk and size from saving upon closing item sheets
### Data Updates
- (Dire Weasel) Fix consumable type of Penetrating Ammunition and automate bleed
- (Dire Weasel) Fix bulk and usage of Druid's Crown
- (stwlam) Fix precious material of Indestructible Shield
## 5.10.2
### Bugfixes
- (stwlam) Fix determination of whether containers can ignore bulk
- (stwlam) Fix excessive grid-snapping for some measured template types
- (stwlam) Restore AC bonus and speed penalty fields in armor sheets
### Data Updates
- (avagdu) Fix broken action macro link in Disarm Action
- (avagdu) Refresh Rations on Level 1 Kyra
- (avagdu) Update Many Action Macros with Remaster Text
- (Dire Weasel) Add effect for Staff of Illumination
- (Dire Weasel) Add resistance to Aeon Stone (Preserving)
- (stwlam) Ensure some physical-item data is numeric
- (stwlam) Fix bulk of Spacious Pouches
- (stwlam) Fix rule element on Emblazon Armament (Shield) effect
## 5.10.1
Note: The system now requires a minimum Foundry version of 11.311.
### Bugfixes
- (stwlam) Fix handling of "ignored" bulk, such as from backpacks and spacious pouches
## 5.10.0
### System Improvements
- (In3luki) Snap burst templates to grid intersections
- (stwlam) Add shield item type, migrate armor shields to shield shields
- (Supe) Set party alliance based on contained members
### Bugfixes
- (azrazalea) Fix adding kits to PCs
- (In3luki) Fix setting visibility on the `RollNoteForm`
- (nikolaj-a) Fix scroll and wand trick magic item skill selection from spell tradition
- (stwlam) Preserve spells in scrolls/wands when refreshing from compendium
- (Supe) Fix issue causing poor performance in worlds with large numbers of linked tokens
### Data Updates
- (AFigureOfBlue) Fix Untamed Shift effect heightening
- (avagdu) Add Astral and Greater Astral runes
- (avagdu) Rename Disrupting Rune to Vitalizing Rune
- (avagdu) Restore links to macros in Acrobatics and Athletics
- (avagdu) Update descriptions of basic and skill actions to Remaster rules
- (avagdu) Fix usage of Morphing Weapon
- (Dire Weasel) Add automation for Challenge Foe, Elder Sphinx's Guardian Monolith Hardness, Forager, Ghost Ammunition, Serithtial, Sprite's Luminous Fire
- (Dire Weasel) Add effects for Aeon Stone (Sprouting), Heart of the Kaiju, Potion of Emergency Escape, Shrinking potions, Spirit Guide Form, Worm Form, Life-Saver Mail, Moonlit Chain
- (Dire Weasel) Add Potion of Expeditious Retreat to Remaster changes journal entry
- (Dire Weasel) Brush up descriptions of Premonition of Avoidance, Premonition of Clarity, Shared Avoidance, Shared Clarity
- (Dire Weasel) Fix action cost and description for Spirit Guide Form
- (Dire Weasel) Fix description formatting for Aeon Stone (Pearly White Spindle)
- (Dire Weasel) Fix rules elements in Flames Oracle and Untamed Order
- (Dire Weasel) Fix Speaker Of Svaryr's regeneration and fix attack traits
- (Dire Weasel) Fix usage of and bulk of several aeon stones
- (Dire Weasel) Remove Greater Resolve class feature from Bard class
- (Dire Weasel) Update Sun Blade to include variants and automate spirit and vitality damage
- (Drental) Link automatically granted spells in Composition Spells class feature
- (InfamousSky) Fix traits of Furious Focus
- (InfamousSky) Remove channel smite prerequisite
- (Intervención) Fix rule element on Rogue Resilience note selector
- (Intervención) Fix Staves of Elemental Power's Frostbite
- (intrand) Use magnifying glass icon in empty A(H)BCD fields on PC sheet
- (j-bs) Add links to some Swashbuckler class features
- (j-bs) Fix recently adjusted container bulk localisation strings
- (LebombJames) Fix Divine Health Predicate and add DoS adjustment
- (rectulo) Fix variants of Execute
- (S-North) Update Administer First Aid and Refocus action remaster text
- (shemetz) Remove initial value from damage/healing adjustment dialog
- (stwlam) Add Ring of Energy Resistance rename to Remaster Changes journal entry
- (stwlam) Include conditional cumulative resistance in Thermal Nimbus effects
- (stwlam) Upgrade martial proficiency to expert in Warpriest's Third Doctrine
- (Tikael) Add missing inline check to Scholar's Bane
- (Tikael) Fix Psychic class's Clarity of Focus class feature
- (Tikael) Restore Baba Yaga and Mosquito Witch patrons
## 5.9.5
### System Improvements
- (stwlam) Add "Refresh from Compendium" button to sheets of owned items
- (stwlam) Include a "healing" domain for healing spells
- (stwlam) Prominently display spell details alongside descriptions
### Bugfixes
- (azrazalea) Prevent granted heritages from overriding PCs' main heritages
- (shemetz) Restore presence of counteractions rollable from some spell chat cards
- (stwlam) Reinclude AC bonus from potency rune following override-mode item alterations
### Data Updates
- (Dire Weasel) Add effect for Bespell Strikes
- (Dire Weasel) Clean up some enriched HTML
- (Dire Weasel) Fix path to icon of Animal Instinct tongue attack
- (Dire Weasel) Fix unholy champion reaction damage and include auto-heightening damage links
- (Dire Weasel) Unify Worm's Feast damage links and auto-heighten
- (Intervención) Update Inventor Feat to PC1 text
- (Minniehajj) Update divine font note in Cleric class journal entry page
- (stwlam) Add rows for removed LO:AG lineage feats to Remaster Changes journal entry
- (stwlam) Localize prompt in Unified Magical Theory choice set
- (stwlam) Migrate "hb\_"-prefixed homebrew tags occurring in middle of strings
- (stwlam) Update old copies of Lay on Hands and Touch of Corruption
- (stwlam) Update text of Recall Knowledge action
- (Tikael) Add automation to Ravening's Desperation
## 5.9.4
### System Improvements
- (Supe) Add melee/ranged and damage type to elemental blast roll options
### Bugfixes
- (stwlam) Fix rolling damage from scrolls and wands
- (stwlam) Fix auto-encumbered not granting Clumsy 1
- (Supe) Fix aura rendering when the active scene is updated
### Data Updates
- (avagdu) Update level-1 Ezren, Feiya, Harsk, Kyra, Lem, Lini, Merisiel, and Valeros using remastered iconics
- (avagdu) Add Witch Patron Familiar Abilities
- (avagdu) Fix rule elements on Champion's Code to not add both Holy and Unholy when selecting a deity that allows either sanctification
- (avagdu) Allow Additional Lore to be Selected Multiple Times
- (avagdu) Add Spellcasting and Bounded Spellcasting Archetypes Journals, link Journal Entries to Spellcasting Archetype Feats
- (avagdu) Change Blade Brake to a reaction
- (avagdu) Convert Dragon Form effects to remaster rules
- (avagdu) Correct Channeling Block level and Mark Others as Remastered
- (avagdu) Fix rule elements on Everstand Stance Effect to Increase Hardness and Nephilim Resistance
- (avagdu) Grant Pet feat from Witch Familiar Feature and Familiar Feat
- (avagdu) Restore Paladin rule elements to Shining Oath
- (Dana) Add reminder note and effect to Tactician's Helm
- (Dire Weasel) Add attack trait to Reposition, remove attack trait from Spy's Mark spell
- (Dire Weasel) Add automation for Divine Rebuttal and Stance: Masquerade of Seasons Stance, and Ovinnik's Raise Grain Cloud extra fire resistance
- (Dire Weasel) Add Communal Crafting and Unusual Treatment feats
- (Dire Weasel) Add effects for Raise Symbol, Restorative Strike, Mantle of the Unwavering Heart
- (Dire Weasel) Add Subtle trait to Charm, Invisibility, and Subconscious Suggestion
- (Dire Weasel) Add toggle to Swaggering Initiative
- (Dire Weasel) Fix damage type of Debilitating Dichotomy
- (Dire Weasel) Fix description of Kneecap effect
- (Dire Weasel) Update Elemental Shape to use new unified Spell Effect: Elemental Form
- (Dire Weasel) Fix hardness and HP of Indestructible Shield
- (Dire Weasel) Fix level of Words of Unraveling
- (Dire Weasel) Fix Tok Loyalist's Crafting traps variant label
- (Dire Weasel) Improve automation of Scamper Underfoot and Titan Slinger
- (Dire Weasel) Make Antipaladin and Ghoul Antipaladin strikes unholy
- (Dire Weasel) Refresh Kangir's Unburdened Iron
- (Dire Weasel) Update Book of Warding Prayers to grant resistance to holy or unholy
- (Jesse) Update Disarm description to match remaster text
- (Jesse) Update Litany against Wrath description to match errata text
- (kakesu) Add Goggles of Night to list of renamed equipment from the remaster
- (kakesu) Add links to weapon names in Elven Weapon Familiarity feat
- (Minniehajj) Fix dragon sorcerer bloodlines and dragon disciple interaction
- (Minniehajj) Update the copy within the compedium for Divine Font's remaster changes
- (nikolaj-a) Fix maximum craftable item level for snarecrafter dedication
- (rinaldaj) Fix Witches Armaments not adding the selected strike to character sheet
- (stwlam) Fix traits and defenses of spells with variants
- (stwlam) Have Animal Accomplice and Leshy Familiar feats grant Pet feat
- (stwlam) Have Cleric Dedication grant Deity class feature
- (stwlam) Limit Courageous Anthem's check bonus to attack rolls
- (stwlam) Set default opposing statistic in Perform action to Will DC
- (Tikael) Add Aiuvaran and Dromaar to remaster changes journal
- (Tikael) Add automation to Channel Protection Amulet
- (Tikael) Improve automation for granting champion reactions
## 5.9.3
### Bugfixes
- (stwlam) Fix precious material select menu on armor & weapon sheets
- (stwlam) Prevent long A(H)BC names from causing overflow on PC sheet
- (stwlam) Fix raised-shield status in actor shield data
### Data Updates
- (Dire Weasel) Add inline damage roll to Grim Ring
- (Dire Weasel) Fix predicates based on wild shape
- (Dire Weasel) Fix some mentions of Positive and Negative
- (stwlam) Add Aura RE to Aura of Faith, update predicates on extra damage
- (stwlam) Add description for Summon trait
- (stwlam) Remove addition of spellcasting mod to Shadow Illusion and Weapon of Judgment damage
- (stwlam) Remove spell "Lay on Hands (Vs. Undead)", redirect links to it to Lay on Hands
- (Tikael) Clean up NPC antipaladin and demonologist
- (TMun) Update witch and wizard descriptions in Classes journal entry to latest text from _Player Core_
## 5.9.2
### Bugfixes
- (In3luki) Migrate non-boolean `adjustName` values in choice set rule elements
- (stwlam) Confirm a damage recipients are at 0 hp before possibly pronouncing instant death
- (stwlam) Fix aberrant positioning deity section on PC sheets
- (stwlam) Link up holy/unholy traits with immunities/weaknesses/resistances
- (Supe) Prevent duplicate phantom aura textures
- (Supe) Allow category-less custom damage types from modules
- (Supe) Fix spellcasting proficiency increases from rule elements
### Data Updates
- (avagdu) Update Range on Divine Lance
- (dellatorreadrian) Add Atone ritual link in Druid Anathema description
- (dellatorreadrian) Add/Update Familiar Abilities from Remaster
- (dellatorreadrian) Rename Hearing to Echolocation in Batsbreath Cane Effect
- (Dire Weasel) Add arcane to Mindlink traditions
- (Dire Weasel) Add automation for Dark Deliverance bestiary abilities
- (Dire Weasel) Fix Initiate Warden's link to Heal Companion
- (Dire Weasel) Fix traits for Clear Mind
- (Dire Weasel) Update damage links in Shed Spirit and Stitching Strike to autolevel
- (Dire Weasel) Update Spellmaster's Ward with autoheightening roll link
- (Intervención) Add link Untamed Form spell from feat, remove level restriction
- (Intervención) Correct Cleanse Affliction rank
- (Intervención) Correct Sure Footing spell link on Remaster Journal
- (Intervención) Fix Untamed Shape precidate
- (Intervención) Remove identify bonus from Staff of the Dead
- (Intervención) Update Rogue Resilience to upgrade Fortitude instead of Reflex
- (stwlam) Add Holy trait to Holy Light and Moonlight Ray spells
- (stwlam) Fix filter in Experimental Spellshaping choice set
- (stwlam) Include Subtle trait description in config/traits
- (stwlam) Remove "hb\_" prefix in tags among homebrew settings
- (stwlam) Remove sanctification options from Gozreh
- (stwlam) Update description of Arcane Cascade action item, standard cantrips of Oscillating Wave class feature
- (Supe) Automatically remove Monster Hunter effect after rolling
## 5.9.1
### Bugfixes
- (stwlam) Fix regressions in some deity sheet fields
- (stwlam) Fix issue creating display errors in some IWR labels
- (stwlam) Fix issue preventing bestiary browser from being populated
### Data Updates
- (kromko) Fix Unholy damage type label in IWR
- (stwlam) Add Witch's Broom feat
- (stwlam) Update Ruffian sneak attack rule element to PC1
- (stwlam) Replace Druidic language with Wildsong
- (stwlam) Replace non-feat mentions of "Attack of Opportunity" with "Reactive Strike"
- (stwlam) Fix rank of Spiritual Armament spell
- (stwlam) Set all classes to start with trained class DCs
## 5.9.0
### Highlights
- (Ambrose M., Darkblade1983, Dire Weasel, dogstarrb, Ethan, Intervención, Mecha Maya, MiraculousWaterBottle, nikolaj-a, stwlam, Supe, Tikael) Do a remaster dance
### System Improvements
- (azrazalea, stwlam) Improve narrowing of spell categories in compendium browser when opened from creature sheets
- (Cerapter) Add `none` group to rollOptions for weapons and armour without groups
- (Cerapter) Allow frequency ItemAlterations (`max` and `per`) to alter items without a frequency
- (stwlam) Add support for using token marks on origins
- (stwlam) Automatically create versatile weapon traits from homebrew damage types
- (stwlam) Hide "Place Measured Template" buttons on aura spells
- (stwlam) Nag about non-V11-compatible modules
- (stwlam) Show RE validation failures in rules panel of item sheets
- (Supe) Add support for null category in homebrew damage types
- (Supe) Support dragdrop of inline @Damage persistent damage
### Bugfixes
- (stwlam) Fix roll inspector attempting to localize dice as modifiers
- (stwlam) Fix tooltips in strike summaries and action macro cards
- (stwlam) Refrain from tagging Treat Wounds critical failures as healing rolls
- (Supe) Don't mark an inline damage roll as heightened if there is no actor
- (Supe) Fix custom damage deletions and propagate to players
- (Supe) Fix long party names making buttons on party folder interface inaccessible
### Data Updates
- (dellatorreadrian) Add emanation to Final Sacrifice
- (dellatorreadrian) Add missing RE to Feral Child
- (dellatorreadrian) Change save from Confront Selves to Basic
- (dellatorreadrian) Create Spirit Sense Spell Effect
- (dellatorreadrian) Fix missing RE on Skinstich Salve
- (Dire Weasel) Add automation for Arboreal Snag (Axan Wood)'s Blood Roots, Chaplain's Cudgel and Fighter's Fork, Pleroma's Energy Touch
- (Dire Weasel) Add automation to Hunter's Anthem for thundering rune with Hunt Prey
- (Dire Weasel) Add ChoiceSet to Beast Trainer
- (Dire Weasel) Add damage automation for Tino Tung's Retributive Strike
- (Dire Weasel) Add effect for Alloy Orb, Clawed Bracers, Deep Sight, Force Shield, Forge Warden, Glow Rod, Horn of Exorcism (Sacred Seeds), Protector's Sphere, Raise Menhir, Sanctify Armament, Sun's Fury
- (Dire Weasel) Add Floating Spores ability to Poisonous Mold
- (Dire Weasel) Add light to Celestial Armor effect
- (Dire Weasel) Unify effects for Elemental Form, Primal Summons, and Sweet Dream
- (Dire Weasel) Brush up Ardent Armiger and Humbug Pocket automation
- (Dire Weasel) Fix bonus on Entertainer's Cincture (Greater)
- (Dire Weasel) Fix defense for Ranger's Bramble and auto-heighten damage link
- (Dire Weasel) Fix defense for Shifting Sand and Swamp of Sloth
- (Dire Weasel) Fix effect choice labels for Cantrip / Non-Cantrip
- (Dire Weasel) Fix heightened area for Wave of Despair
- (Dire Weasel) Fix inline damage types for Enervating Wail
- (Dire Weasel) Fix prerequisites for Ironblood Stance
- (Dire Weasel) Move inline silver trait for Silver Crescent to materials
- (Dire Weasel) Remove duplicate damage links from Divine Armageddon
- (Dire Weasel) Auto-heighten/level inline damage roll in Blazing Blade and Moonburst
- (Igor Romanishkin) Add Rule Elements to Viscous Black Pudding's Adjust Shape
- (In3luki) Fix default token config with stamina variant
- (rectulo) Fill the price of the staff of the desert winds (major)
- (rectulo) Set price for Impulse control upgrade
- (stwlam) Have Champion Dedication grant Deity & Cause and Champion's Code
- (Tikael) Fix typo in atheism
- (Wonton) Add area to Bless
## 5.8.3
### Notice

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Data/systems/pf2e/lang/action-en.json View File

@ -11,9 +11,9 @@
},
"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><ol><li><strong>Stabilize</strong> 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).</li><li><strong>Stop Bleeding</strong> Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed.</li></ol><p><strong>Success</strong> If you're trying to stabilize, the creature loses the dying condition (but remains unconscious). If you're trying to stop bleeding, the creature attempts a flat check to end the bleeding.<br><strong>Critical Failure</strong> If you were trying to stabilize, the creature's dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.</p>",
"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>You perform first aid on an adjacent creature that is dying. 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>",
"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"
},
@ -24,10 +24,10 @@
"Title": "Stabilize"
},
"StopBleeding": {
"Description": "<p>You perform first aid on an adjacent creature that is bleeding. Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed.</p><p><strong>Success</strong> The creature attempts a flat check to end the bleeding.<br><strong>Critical Failure</strong> The creature immediately takes an amount of damage equal to its persistent bleed damage.</p>",
"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 attempts a flat check to end the bleeding."
"success": "<strong>Success</strong> The creature benefits from an assisted recovery with the lowered DC for particularly appropriate help."
},
"Title": "Stop Bleeding"
},
@ -38,7 +38,7 @@
}
},
"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 20, 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\nthe triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.<br><strong>Success</strong> You grant your ally a +1 circumstance bonus to the triggering check.<br><strong>Critical Failure</strong> Your ally takes a –1 circumstance penalty to the triggering check.</p>",
"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.",
@ -62,6 +62,17 @@
},
"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": {
@ -88,11 +99,16 @@
},
"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 up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).",
"success": "<strong>Success</strong> You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet)."
"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"
},
@ -116,13 +132,17 @@
"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.<br><strong>Failure</strong> The searcher finds the object.</p>",
"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:",
@ -206,7 +226,7 @@
"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.<br><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.<br><strong>Failure</strong> You can't understand the text and take a –2 circumstance penalty to further checks to decipher it.<br><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>",
"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.",
@ -215,7 +235,7 @@
},
"Title": "Decipher Writing",
"Warning": {
"NoSkill": "The Decipher Writing action can be used with different skills, and no skill was specified. Arcana is typically used for writing about magic or science, Occultism for esoteric texts about mysteries and philosophy, Religion for scripture, and Society for coded messages or archaic documents."
"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": {
@ -232,27 +252,40 @@
"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. Thieves' tools are 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 how much progress you make.</p><p><strong>Critical Success</strong> You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.<br><strong>Success</strong> You disable the device, or you achieve one success toward disabling a complex device.<br><strong>Critical Failure</strong> You trigger the device.</p>",
"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 complex device. 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 complex 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": {
"EffectLabel": "Using weapon with loose grip",
"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 opponent's grasp on the item. Until the start of that creature's turn, attempts to Disarm the opponent 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. @UUID[Compendium.pf2e.equipment-effects.Item.z3ATL8DcRVrT0Uzt]{Effect: Disarm (Success)}"
"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",
@ -273,8 +306,16 @@
"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 grabbed, immobilized, or 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 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.<br><strong>Success</strong> You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.<br><strong>Critical Failure</strong> You don't get free, and you can't attempt to Escape again until your next turn.</p>",
"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.",
@ -290,12 +331,17 @@
},
"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 the door, window, container, or gate 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."
"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"
},
@ -306,6 +352,15 @@
},
"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}.",
@ -316,21 +371,32 @@
"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 gain the circumstance bonus from cover or greater cover to your check.</p><p><strong>Success</strong>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>",
"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 don't @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} at all, and instead you fall @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone} in your space.",
"criticalSuccess": "<strong>Critical Success</strong> Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.",
"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> Increase the maximum vertical distance to 5 feet."
"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.",
@ -340,7 +406,7 @@
"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, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.</p>",
"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)"
@ -381,10 +447,21 @@
"Title": "Interact"
},
"Leap": {
"Description": "<p>You take a careful, short jump. You can Leap 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 Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).</p><p>If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.</p><p>Jumping a greater distance requires using the Athletics skill.</p>",
"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."
@ -392,13 +469,19 @@
"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 @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} normally, but then fall and land @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}.",
"failure": "<strong>Failure</strong> You @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} normally.",
"success": "<strong>Success</strong> Increase the maximum horizontal distance you @UUID[Compendium.pf2e.actionspf2e.Item.d5I6018Mci2SWokk]{Leap} to the desired distance."
"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.",
@ -416,8 +499,12 @@
},
"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>Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. 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 does not notice you Palming the Object.<br><strong>Failure</strong> The creature notices you Palming the Object, and the GM determines the creature's response.</p>",
"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."
@ -464,29 +551,36 @@
}
},
"PickALock": {
"Description": "<p>Opening a lock without a key is very similar to Disabling a Device, but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick. 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, depending on the specifics of the lock.</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.<br><strong>Success</strong> You open the lock, or you achieve one success toward opening a complex lock.<br><strong>Critical Failure</strong> You break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks (costing 3 sp, or 3 gp for infiltrator thieves' tools).</p>",
"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 replacement picks (costing 3 sp, or 3 gp for infiltrator thieves' tools).",
"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.",
"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.",
"SingleActionTitle": "Raise a Shield"
"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 Attack of Opportunity).</p><p>If you want to prepare to Release something outside of your turn, use the Ready activity.</p>",
"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"
@ -529,7 +623,17 @@
"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.",
@ -539,15 +643,15 @@
"Title": "Request"
},
"Seek": {
"Description": "<p>You scan an area for signs of creatures or objects. If you're looking for creatures, choose an area you're scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that's far away.</p><p>If you're using Seek to search for objects (including secret doors and hazards), you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you're searching 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 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> If you were searching for creatures, any undetected or hidden creature you critically succeeded against becomes observed by you. If you were searching for an object, you learn its location.<br><strong>Success</strong> If you were searching for creatures, any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM.</p>",
"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> If you were searching for creatures, 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. If you were searching for an object, you learn its location.",
"success": "<strong>Success</strong> If you were searching for creatures, any @UUID[Compendium.pf2e.conditionitems.Item.VRSef5y1LmL2Hkjf]{Undetected} creature you succeeded against becomes @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} from you instead of @UUID[Compendium.pf2e.conditionitems.Item.VRSef5y1LmL2Hkjf]{Undetected}, and any @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden} creature you succeeded against becomes @UUID[Compendium.pf2e.conditionitems.Item.1wQY3JYyhMYeeV2G]{Observed} by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM."
"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><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.<br><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.</p><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>",
"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"
},
@ -558,7 +662,7 @@
"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.<br><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.<br><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.<br><strong>Critical Failure</strong> You get a false sense of the creature's intentions.</p>",
"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.",
@ -579,10 +683,10 @@
"Title": "Shove"
},
"Sneak": {
"Description": "<p>You can 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>If you're undetected by a creature and it's impossible for that creature to observe you (for a typical creature, this includes when you're invisible, the observer is blinded, or you're in darkness and the creature can't see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be undetected if you lose cover or greater cover against or are no longer concealed from such a creature.</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. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains off-guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected. If a creature uses Seek and you become hidden to it as a result, you must Sneak if you want to become undetected by that creature again.<br><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.<br><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>",
"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",
"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"
@ -597,11 +701,11 @@
"Title": "Squeeze"
},
"Stand": {
"Description": "<p>You stand up from prone.</p>",
"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 to Steal is usually the Perception DC of the creature wearing the object. This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a –5 penalty to your Thievery check. The GM might increase the DC of your check 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).</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 may increase the Perception DCs of these observers if they're 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.<br><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>",
"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."
@ -618,16 +722,24 @@
"Title": "Steel Your Resolve"
},
"Step": {
"Description": "<p>You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as Attacks of Opportunity, 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>",
"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 depending on your degree of success. 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><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.<br><strong>Success</strong> You find enough food and shelter with basic protection from the elements to provide you a subsistence living.<br><strong>Failure</strong> You're exposed to the elements and don't get enough food, becoming fatigued until you attain sufficient food and shelter.<br><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><section class=\"sample-tasks\"><h2>Sample Subsist Tasks</h2><p><strong>Untrained</strong> lush forest with calm weather or 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>",
"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.",
@ -639,16 +751,25 @@
"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, and if you're holding your breath, you lose 1 round of air.",
"criticalSuccess": "<strong>Critical Success</strong> You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).",
"success": "<strong>Success</strong> You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs)."
"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, 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 unconscious, or end this effect as a free action.</p>",
"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": {
@ -660,7 +781,7 @@
"Title": "Tamper"
},
"Track": {
"Description": "<p>You follow tracks, moving at up to half your travel Speed. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the exploration trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check.</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><p><strong>Success</strong> You find the trail or continue to follow the one you're already following.<br><strong>Failure</strong> You lose the trail but can try again after a 1-hour delay.<br><strong>Critical Failure</strong> You lose the trail and can't try again for 24 hours.</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>",
"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.",
@ -695,7 +816,7 @@
"Mod": "DC Modifier",
"Trained": "Trained DC 15"
},
"Error": "Token {name} does not have the medicine skill",
"Error": "{name} does not have the {skill} skill",
"Feats": {
"MortalHealing": "Mortal Healing",
"RiskySurgery": "Risky Surgery"

+ 404
- 382
Data/systems/pf2e/lang/en.json
File diff suppressed because it is too large
View File


+ 113
- 0
Data/systems/pf2e/lang/kingmaker-en.json View File

@ -7,6 +7,112 @@
"stability": "Stability"
},
"AbilityScores": "Ability Scores",
"Army": {
"Adjustment": "Adjustment",
"Alliance": {
"Enemy": "Enemy",
"Kingdom": "Kingdom",
"Info": "The army's current alliance. This is controlled by whether the army has a player owner.",
"Linked": "This army's tokens are currently linked, and updates should persist properly",
"LinkError": "This army cannot be linked from a token. Do so from the actor sidebar, and then drag in a fresh copy.",
"UnlinkedError": "Kingdom armies should have linked actor data to work properly. Click here to enable it."
},
"Ammunition": "Ammunition",
"Armor": "Armor",
"Base": "Base",
"BasicWarActions": "Basic War Actions",
"Condition": {
"concealed": {
"name": "Concealed"
}
},
"Description": "Description",
"Error": {
"InvalidTacticType": "The tactic {name} is not supported by {type} armies"
},
"Gear": {
"GearInfo": "Show Gear Info",
"ItemLevel": "Item {level}",
"Label": "Gear",
"LevelLabel": "Level {level}",
"AdditionalWeapon": {
"Name": "Additional Weapon",
"Description": "Most armies have only one weapon—a melee or a ranged weapon. This gear outfits an army with an additional weapon of the other type. The army gains a melee or ranged Strike (as appropriate) at the basic modifier for their level."
},
"MagicWeapons": {
"Name" : "Magic Weapons ({type})",
"Description" : "The army's weapons are magic. If the army has melee and ranged weapons, choose which one is made magic when this gear is purchased. You can buy this gear twice—once for melee weapons and once for ranged weapons. If you purchase a more powerful version, it replaces the previous version, and the RP cost of the more powerful version is reduced by the RP cost of the replaced weapons.",
"rank1": {
"Name": "Magic Weapons",
"Description": "These weapons increase the army's Strike with that weapon by 1."
},
"rank2": {
"Name": "Greater Magic Weapons",
"Description": "These weapons increase the army's Strike with that weapon by 2."
},
"rank3": {
"Name": "Major Magic Weapons",
"Description": "These weapons increase the army's Strike with that weapon by 3."
}
},
"Potions": {
"Name" : "Healing Potions",
"Description" : "An army equipped with healing potions (these rules are the same if you instead supply the army with alchemical healing elixirs) can use a single dose as part of any Maneuver action. When an army uses a dose of healing potions, it regains 1 HP. An army can be outfitted with up to 3 doses of healing potions at a time; unlike ranged Strike shots, healing potion doses do not automatically replenish after a war encounter—new doses must be purchased."
},
"Armor": {
"Name" : "Magical Armor",
"Description" : "Magic armor is magically enchanted to bolster the protection it affords to the soldiers.",
"rank1": {
"Name": "Magic Armor",
"Description": "This armor increases the army's AC by 1."
},
"rank2": {
"Name": "Greater Magic Armor",
"Description": "This armor increases the army's AC by 2."
},
"rank3": {
"Name": "Major Magic Armor",
"Description": "This armor increases the army's AC by 3."
}
}
},
"NamePlaceholder": "Army Name",
"Potency": "Potency",
"Potions": {
"FullHP": "Army HP is already full",
"Label": "Potions",
"OutOfPotions": "No more Potions available",
"UsePotion": "Use Potion (+1 HP)",
"UsedPotionHeader": "Potion Consumed",
"UsedPotionContent": "Army gained +1 HP. Can be used during Maneuver actions."
},
"RecruitmentDC": "Recruitment DC",
"RoutedDescription": "Army's HP is below Rout Threshold!",
"RoutThreshold": "Rout Threshold",
"Save": {
"maneuver": "Maneuver",
"morale": "Morale"
},
"Scouting": "Scouting",
"Stats": "Stats",
"Strikes": {
"CurrentAmmo": "{current} / {max} Shots<br/>Restored at the end of a war encounter",
"None": "This army has no weapons: add one in the gear section.",
"Label": "Strikes",
"OutOfAmmo": "No shots remain in this war encounter",
"RestoreAmmunition": "Restore Ammunition",
"proficiency": "Proficiency",
"melee": "Melee",
"ranged": "Ranged"
},
"Tactics": "Tactics",
"TacticsFree": "Tactics (Free)",
"Toggles": {
"LiveOffTheLand": "In hex without settlement",
"KeepUpThePressure": "Attacking same target"
},
"TacticalWarActions": "Tactical War Actions"
},
"Confirm": "Confirm",
"Consumption": {
"Base": "Base",
@ -17,6 +123,7 @@
"Details": "Ongoing Event Details",
"Random": "Random Event"
},
"GrantedBy": "This feature has been granted by {granter} and cannot be deleted",
"KingdomBuilder": {
"ActivationMessage": "Begin the Kingdom Creation process? Make sure your players are ready before proceeding.",
"Aspiration": "Aspiration",
@ -318,6 +425,12 @@
"siege": "Siege",
"skirmisher": "Skirmisher",
"upkeep": "Upkeep"
},
"TraitDescription": {
"cavalry": "Cavalry consists of mounted combat units.",
"infantry": "Infantry consists of soldiers or creatures that move on foot.",
"siege": "Siege armies focus on the deployment of siege engines rather than personal combat.",
"skirmisher": "Skirmishers consist of a small number of highly mobile units."
}
}
}

+ 221
- 22
Data/systems/pf2e/lang/re-en.json View File

@ -102,6 +102,7 @@
"BoneShard": "Bone Shard",
"BoneSpike": "Bone Spike",
"Boot": "Boot",
"Boulder": "Boulder",
"Branch": "Branch",
"Claw": "Claw",
"CubeFace": "Cube Face",
@ -116,6 +117,7 @@
"Jaws": "Jaws",
"LavaFist": "Lava Fist",
"Leaf": "Leaf",
"Leaves": "Leaves",
"Leg": "Leg",
"LightningLash": "Lightning Lash",
"Mandibles": "Mandibles",
@ -164,6 +166,10 @@
"MonstrosityForm": {
"ShroudOfFlame": "Shroud of Flame"
},
"NatureIncarnate": {
"GreenMan": "Green Man",
"Kaiju": "Kaiju"
},
"Note": {
"Grab": "You can spend an action immediately after a hit to @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.Tkd8sH4pwFIPzqTr]{Grab} the target",
"GrabbingTrunk": {
@ -174,6 +180,10 @@
},
"OozeForm": {
"GelatinousCubeNote": "A creature hit by your cube face Strike must succeed at a @Check[type:fortitude|dc:resolve(@actor.attributes.spellDC.value)|traits:incapacitation] save against your spell DC or be @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1} (or @UUID[Compendium.pf2e.conditionitems.Item.6uEgoh53GbXuHpTF]{Paralyzed} for 1 round on a critical failure); this save has the incapacitation trait."
},
"WormForm": {
"PurpleWorm": "Purple Worm",
"Hybrid": "Hybrid"
}
},
"BombNotes": {
@ -559,6 +569,19 @@
}
}
},
"Color": {
"Black": "Black",
"Blue": "Blue",
"Cyan": "Cyan",
"Green": "Green",
"Indigo": "Indigo",
"Magenta": "Magenta",
"Orange": "Orange",
"Red": "Red",
"Violet": "Violet",
"White": "White",
"Yellow": "Yellow"
},
"IWR": {
"Custom": {
"AdamantineBludgeoning": "adamantine bludgeoning",
@ -570,14 +593,15 @@
"ImpulseFireFrom": "impulse fire from {origin}",
"MagicalBludgeoning": "magical bludgeoning",
"MagicalColdIron": "magical cold iron",
"MagicalDarkwood": "magical darkwood",
"MagicalDuskwood": "magical duskwood",
"MagicalSilver": "magical silver",
"MagicalSilverWeapons": "magical silver weapons",
"MagicalWeaponsBrightLight": "magical weapons shedding bright light",
"NonWeapons": "non-weapons",
"PersistentPoison": "persistent poison",
"PhysicalRangedAttacks": "physical ranged attacks",
"RangedWeaponAttacks": "ranged weapon attacks"
"RangedWeaponAttacks": "ranged weapon attacks",
"VoidZonKuthonFollowers": "void from followers of Zon-Kuthon"
}
},
"Mutagens": {
@ -725,6 +749,19 @@
}
}
},
"NopperaBo": {
"Impersonator": {
"AbilityPrompt": "Select an Impersonated Ability",
"Armored": "Armored",
"AttackOfOpportunity": "Attack of Opportunity",
"Commander": "Commander",
"ElementalAttack": "Elemental Attack",
"ShieldCarrier": "Shield Carrier",
"SneakAttack": "Sneak Attack",
"WeaponPerk": "Weapon Perk",
"WeaponPerkPrompt": "Select a Weapon Perk"
}
},
"PaleStranger": {
"TargetMurderedPaleStranger": "Target Murdered Pale Stranger",
"TargetNeverKilled": "Target has Never Killed"
@ -1302,6 +1339,7 @@
"ImpersonateClothing": "To Impersonate Clothing",
"ImpersonateHumanVersion": "To Impersonate a Human Version of Themselves",
"ImpersonateInanimate": "To Impersonate an Inanimate Object",
"ImpersonatePeasantOrLaborer": "To Impersonate a Peasant or Laborer",
"ImpersonateStumpOrLog": "To Impersonate a Stump or Log",
"ImpersonateMound": "To Impersonate a Mound",
"ImpersonatePastSelf": "To Impersonate a Past Self",
@ -1320,6 +1358,7 @@
"MakeAnImpression": "To Make an Impression",
"ManeuverInFlight": "To Maneuver in Flight",
"Moist": "In Moist Environments",
"Moonlight": "In Moonlight",
"Mountains": "In Mountains",
"Navigate": "To Navigate",
"NearTheOcean": "Near The Ocean",
@ -1400,6 +1439,7 @@
"ThreeActions": "Three Actions",
"TwoActions": "Two Actions"
},
"ActivatedItem": "{item} activated",
"AdjustDegreeOfSuccess": {
"Athletics": {
"Climb": {
@ -1635,14 +1675,23 @@
"Prompt": "Select a type of energy associated with your bloodline."
},
"Champion": {
"AuraOfFaith": {
"Toggle": "First Stike against an unholy creature this round"
},
"BladeAllyRune": "Select a property rune for your blade ally.",
"DivineSmite": {
"Label": "Divine Smite"
},
"EvilDamage": "Evil Damage",
"EvilDamage": "Spirit Damage",
"NegativeDamage": "Void Damage",
"RetributiveStrike": "Retributive Strike",
"TargetReaction": "Target triggered your champion reaction"
},
"CharmOfResistance": {
"Greater": "Charm of {damageType} Resistance (Greater)",
"Major": "Charm of {damageType} Resistance (Major)",
"Standard": "Charm of {damageType} Resistance"
},
"ChromaticArmor": {
"Acid": "Orange (Acid)",
"Electricity": "Yellow (Electricity)",
@ -1664,6 +1713,9 @@
"Prompt": "Select a clan weapon."
},
"Cleric": {
"DivineRebuttal": {
"Note": "If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit). @UUID[Compendium.pf2e.feat-effects.Item.jMQi2kDirzGgddti]{Effect: Divine Rebuttal}"
},
"Doctrine": {
"AllowedDrops": "1st-level cleric class feature",
"Prompt": "Select a doctrine."
@ -1911,6 +1963,11 @@
"Poison": "Orange (Poison)",
"Cold": "Brown (Cold)"
},
"ChannelProtectionAmuletLabel": "Channel Protection",
"ChaplainsCudgel": {
"BowToAHigherPowerLabel": "Chaplain's Cudgel — Bow to a Higher Power",
"CastTwoActionSpellLabel": "Cast a divine spell that takes two or more actions"
},
"DeckOfDestiny": {
"MatchingSuitPrompt": "Is the drawn card's suit related the check?",
"WealOrWoePrompt": "Select Weal or Woe."
@ -1929,6 +1986,23 @@
"SecretLabel": "Moderate Eagle Eye Elixir (To Find Secret Doors or Traps)"
}
},
"FightersFork": {
"FluidLengthLabel": "Fighter's Fork — Fluid Length"
},
"FuryCocktail":{
"AnimalisticLabel": "Animalistic",
"DoubleLabel": "Double",
"MournfulLabel": "Mournful",
"SkepticalLabel": "Skeptical",
"TitanicLabel": "Titanic",
"WyrmhideLabel": "Wyrmhide"
},
"HolyWater": {
"Note": "Can damage only creatures with the unholy trait."
},
"HumbugPocket": {
"ConcealAnObjectLabel": "Humbug Pocket (Conceal an Object in the Pocket)"
},
"NosoiCharm": {
"PerformanceLabel": "Nosoi Charm (Play an instrument, orate or sing)",
"RequestLabel": "Nosoi Charm (Request)"
@ -1943,6 +2017,12 @@
"Sparkler": {
"CriticalHitNote": "On a critical hit, you cause the target to become @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round.",
"StrikeLabel": "Sparkler"
},
"TacticiansHelm": {
"ReactiveStrikeNote": "On a successful @UUID[Compendium.pf2e.actionspf2e.Item.KAVf7AmRnbCAHrkT]{Reactive Strike}, add one charge: @UUID[Compendium.pf2e.equipment-effects.Item.nLwtvyLZZTZgFmKq]{Effect: Tactician's Helm Charges}"
},
"UnholyWater": {
"Note": "Can damage only creatures with the holy trait."
}
},
"ExemplaryFinisher": {
@ -1958,6 +2038,21 @@
"FanesFourberie": {
"Prompt": "Treat Cards as darts or daggers?"
},
"Feat": {
"FeyInfluence": {
"Anteater": "Anteater",
"CatSith": "Cat Sith",
"CursedBluebird": "Cursed Bluebird",
"Dryad": "Dryad",
"Faun": "Faun",
"Gremlin": "Gremlin",
"Monarch": "Monarch",
"Unicorn": "Unicorn"
},
"Forager": {
"Note": "While using Survival to Subsist, if you roll any result worse than a success, you get a success. You can also provide for multiple creatures."
}
},
"Fetchling": {
"DeepFetchling": {
"Prompt": "Select a type of energy to resist."
@ -2313,6 +2408,7 @@
"DamageType": "Damage Type",
"Enter": "Enter",
"Exit": "Exit",
"NonCantrip": "Non-Cantrip",
"ResistanceType": "Resistance Type",
"SecondAttempt": "Second Attempt",
"ThirdAttempt": "Third Attempt",
@ -2336,6 +2432,7 @@
"LitCandlecap": "Candlecap is lit",
"LitFirePoi": "Fire Poi is lit",
"LitFulminatingSpear": "Fulminating Spear is lit",
"LitItem": "{item} is lit",
"LitTorch": "Torch is lit",
"Lizardfolk": {
"GuidedByTheStars": {
@ -2361,6 +2458,13 @@
"DefendingLabel": "Defending against magic"
}
},
"MantleOfTheUnwaveringHeart": {
"EvergreenVitality": "Evergreen Vitality",
"GraspingBranch": "Grasping Branch",
"OverwhelmingPerfume": "Overwhelming Perfume",
"ToweringTrunk": "Towering Trunk",
"UnyieldingWill": "Unyielding Will"
},
"MarkForDeath": {
"DeceiveMark": "To use Deception to Feint your Mark",
"SeekMark": "To Seek your Mark",
@ -2470,9 +2574,6 @@
"ThreeActionLabel": "One Inch Punch (Three Actions)",
"TwoActionLabel": "One Inch Punch (Two Actions)"
},
"SacredKi": {
"Prompt": "Choose your aligned damage."
},
"StunningFist": {
"Note": "The target must succeed at a @Check[type:fortitude|dc:resolve(@actor.system.proficiencies.classDCs.monk.value)|name:Monk|traits:incapacitation|overrideTraits:true] save against your class DC or be @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1} (or @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 3} on a critical failure)."
},
@ -2526,7 +2627,11 @@
"Orc": {
"HoldMark": {
"Axe": "Axe (Axe or Pick).",
"Prompt": "Choose the shape of your hold mark.",
"BurningSun": "Burning Sun",
"DeathsHead": "Death's Head",
"DefiledCorpse": "Defiled Corpse",
"EmptyHand": "Empty Hand",
"Prompt": "Choose your hold mark emblem.",
"Shield": "Shield (Hammer or Shield).",
"Torch": "Torch (Bomb or Knife)."
},
@ -2560,7 +2665,8 @@
"AdvancedMulticlassFeat": "Select a class feat up to half your character level.",
"Alignment": "Select an alignment.",
"CantripOrNonCantrip": "Select cantrip or non-cantrip spell.",
"ClassDCAbilityScore": "Select the class DC's ability score.",
"ClassDCAbilityScore": "Select the class DC's key attribute.",
"Color": "Select a Color.",
"ConsciousMind": "Select a conscious mind.",
"CreatureSize": "Select a creature size.",
"DamageType": "Select a damage type.",
@ -2572,7 +2678,9 @@
"EnergyType": "Select an energy type.",
"EvolutionFeat": "Select a first evolution feat.",
"Feat": "Select a feat.",
"Feature": "Select a feature.",
"FirstImplement": "Select a first implement.",
"Form": "Select a form.",
"Lesson": "Select a lesson.",
"LevelOneAncestryFeat": "Select a 1st-level ancestry feat.",
"LevelOneClassFeat": "Select a 1st-level class feat.",
@ -2580,6 +2688,7 @@
"Material": "Select a material.",
"PathToPerfection": "Select a path to perfection.",
"Rune": "Select a Rune.",
"Sanctification": "Select a sanctification.",
"SecondImplement": "Select a second implement.",
"Shield": "Select a shield.",
"Shillelagh": "Select a club or staff.",
@ -2588,12 +2697,13 @@
"SubconsciousMind": "Select a subconscious mind.",
"ThirdImplement": "Select a third implement.",
"Tradition": "Select a tradition.",
"Trait": "Select a trait.",
"VersatileTrait": "Select a versatile damage type.",
"UnarmedAttack": "Select an unarmed attack.",
"UntamedForm": "Select a form effect.",
"Weapon": "Select a weapon.",
"WeaponGroup": "Select a weapon group.",
"WeaponOrUnarmed": "Select a weapon or unarmed strike.",
"WildShape": "Select a form effect."
"WeaponOrUnarmed": "Select a weapon or unarmed strike."
},
"Psychic": {
"UnleashPsyche": {
@ -2625,6 +2735,64 @@
}
},
"Rogue": {
"Debilitation": {
"Bloody": {
"Label": "Bloody",
"Note": "The target takes @Damage[3d6[bleed]] damage."
},
"Clumsy": {
"Label": "Clumsy",
"Note": "The target becomes @UUID[Compendium.pf2e.conditionitems.Item.i3OJZU2nk64Df3xm]{Clumsy 1}."
},
"Critical": {
"Label": "Critical",
"Note": "The target attempts a @Check[type:fortitude|dc:resolve(@actor.system.proficiencies.classDCs.rogue.dc)] save against your class DC with the following effects.<hr><p><strong>Critical Success</strong> The target is unaffected.</p><p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 1} until the end of your next turn.</p><p><strong>Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Slowed 2} until the end of your next turn.</p><p><strong>Critical Failure</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.6uEgoh53GbXuHpTF]{Paralyzed} until the end of your next turn.</p>"
},
"Enfeebled": {
"Label": "Enfeebled",
"Note": "The target becomes @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1}."
},
"Label": "Debilitation",
"OffGuard": {
"Label": "Off-Guard",
"Note": "The target becomes @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard}."
},
"PrecisionDamage": {
"Label": "Precision Damage",
"Note": "The target takes an additional 2d6 precision damage from your attacks. @UUID[Compendium.pf2e.feat-effects.Item.ZZXIUvZqqIxkMfYa]{Effect: Precise Debilitations}"
},
"PreventFlanking": {
"Label": "Prevent Flanking",
"Note": "The target can't flank or contribute to allies' flanking. @UUID[Compendium.pf2e.feat-effects.Item.JUgx48XHMz4QM4Ir]{Effect: Debilitation (No Flanking)}"
},
"PreventReactions": {
"Label": "Prevent Reactions",
"Note": "The target can't use reactions."
},
"PreventStep": {
"Label": "Prevent Step",
"Note": "The target can't Step"
},
"ReduceCover": {
"Label": "Reduce Cover",
"Note": "The target doesn't gain a circumstance bonus to AC from Raising a Shield, lesser cover, or standard cover; it gains a +2 circumstance bonus to AC only from greater cover or Taking Cover."
},
"SecondLabel": "Second Debilitation",
"SpeedPenalty": {
"Label": "Speed Penalty",
"Note": "The target takes a -10-foot status penalty to its Speeds. @UUID[Compendium.pf2e.feat-effects.Item.yBTASi3FvnReAwHy]{Effect: Debilitating Strike}"
},
"Stupefied": {
"Label": "Stupefied",
"Note": "The target is @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}"
},
"Title": "Debilitation <span class=\"action-glyph\">f</span>",
"Trigger": "<strong>Trigger</strong> Your Strike hits an off-guard creature and deals damage.",
"Weakness": {
"Label": "Weakness",
"Note": "The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage. @UUID[Compendium.pf2e.feat-effects.Item.Rgt9hH3W1oh9dvku]{Effect: Vicious Debilitations}"
}
},
"DistractingFeint": {
"Text": "While a creature is off-guard by your Feint, it also takes a -2 circumstance penalty to Perception checks and Reflex saves. @UUID[Compendium.pf2e.feat-effects.Item.7hRgBo0fRQBxMK7g]{Effect: Distracting Feint}"
},
@ -2643,6 +2811,11 @@
"Reflex": "When you roll a success on a Reflex save, you get a critical success instead.",
"Will": "When you roll a success on a Will save, you get a critical success instead."
},
"SaveCriticalFailureToFailure": {
"FailureHalfDamage": {
"Will": "When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against an effect that deals damage, you take half damage."
}
},
"ScionOfDomora": {
"GuardiansEmbrace": {
"PhysicalAttackLabel": "Guarding Against a Physical Attack",
@ -2744,6 +2917,15 @@
"SpellEffectProtection": {
"Prompt": "Choose which alignment trait you are protecting against."
},
"SpellEffectSweetDream": {
"Glamor": "Dream of Glamor",
"Insight": "Dream of Insight",
"Prompt": "Select a dream.",
"Voyaging": "Dream of Voyaging"
},
"SpellEffectTemptFate": {
"Note": "If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure."
},
"SpellEffectThermalRemedy": {
"BonusVsDisease": "Bonus vs. Disease",
"FireResistance": "Fire Resistance",
@ -2759,6 +2941,15 @@
"SpellmastersResilience": {
"Prompt": "Select a magical tradition to gain resistence in."
},
"SpiritPower": {
"Love": {
"Label": "A trusted or loved ally is within 30 feet",
"Love": "Loved",
"Trusted": "Trusted"
},
"MajorPrompt": "Select a major spirit power",
"MinorPrompt": "Select a minor spirit power"
},
"Sprite": {
"LuminousSprite": {
"Light": "Shed Light"
@ -2926,6 +3117,16 @@
"Note": "The target is @UUID[Compendium.pf2e.conditionitems.Item.sDPxOjQ9kx2RZE8D]{Fleeing} for 1 round."
}
},
"UntamedShift": {
"ElementalMatter": "Elemental Matter",
"LongVines": "Long Vines",
"Prompt": "Select a shift.",
"PromptTwo": "Select a 2nd shift.",
"PromptThree": "Select a 3rd shift.",
"UntamedClaws": "Untamed Claws",
"UntamedJaws": "Untamed Jaws",
"Wings": "Wings"
},
"Vampire": {
"ViciousFangs": {
"Note": {
@ -2978,19 +3179,14 @@
"Initiative": "When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a @Check[type:flat|dc:6|traits:wellspring-magic].",
"Success": "You temporarily recover an expended spell slot of a spell level chosen randomly among your top three levels of spell slots (or all your levels of spell slots if you have fewer than three). The slot lasts 3 rounds instead of 1 minute, otherwise you experience a @UUID[Compendium.pf2e.rollable-tables.RollTable.N0pDFNCffTe2Du39]{Wellspring Surge}."
},
"WildMorph": {
"ElementalMatter": "Elemental Matter",
"LongVines": "Long Vines",
"Prompt": "Select a morph.",
"PromptTwo": "Select a 2nd morph.",
"PromptThree": "Select a 3rd morph.",
"WildClaws": "Wild Claws",
"WildJaws": "Wild Jaws",
"Wings": "Wings"
},
"Witch": {
"Patron": {
"Prompt": "Select a patron."
},
"WitchsArmaments": {
"EldritchNails": "Eldritch Nails",
"IronTeeth": "Iron Teeth",
"LivingHair": "Living Hair"
}
},
"Wizard": {
@ -3000,8 +3196,11 @@
"ArcaneThesis": {
"Prompt": "Select an arcane thesis."
},
"Metamagic1": {
"Prompt": "Select a 1st-level wizard metamagic feat."
"Spellshape1": {
"Prompt": "Select a 1st-level wizard spellshape feat."
},
"UnifiedMagicalTheory": {
"Prompt": "Select a 1st-level wizard feat."
}
},
"Zombie": {

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@ -1,50 +0,0 @@
let toChat = (content) => {
let chatData = {
user: game.user.id,
content,
speaker: ChatMessage.getSpeaker(),
};
ChatMessage.create(chatData, {});
};
let applyChanges = false;
new Dialog({
title: `Take a Breather`,
content: `
<div>Rest for 10 minutes, spend a resolve point, and regain stamina?</div>
`,
buttons: {
yes: {
icon: "<i class='fas fa-check'></i>",
label: `Take a Breather`,
callback: () => (applyChanges = true),
},
no: {
icon: "<i class='fas fa-times'></i>",
label: `Cancel`,
},
},
default: "yes",
close: (html) => {
if (applyChanges) {
for (let token of canvas.tokens.controlled) {
const { name } = token;
console.log(token);
const { resolve, sp } = token.actor.system.attributes;
console.log(resolve, sp);
if (resolve.value > 0) {
let oldSP = sp.value;
toChat(
`${name} has ${sp.value}/${sp.max} SP and spends a resolve point, taking a 10 minute breather. Stamina Refreshed.`
);
token.actor.update({
"data.attributes.sp.value": sp.max,
"data.attributes.resolve.value": resolve.value - 1,
});
} else {
toChat(`${name} is tired and needs to go to bed! No resolve points remaining.`);
}
}
}
},
}).render(true);

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@ -1,7 +0,0 @@
const tokens = canvas.tokens.controlled;
if (tokens.length === 0) {
ui.notifications.error(`You must select at least one pc token`);
} else {
game.pf2e.gm.launchTravelSheet(tokens.map((token) => token.actor));
}

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2023/11/12-06:19:58.996887 ffff8929e0a0 Recovering log #3
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2023/11/12-06:20:01.469136 ffff7bfff0a0 Recovering log #3
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2023/11/12-06:20:01.471200 ffff7bfff0a0 Level-0 table #5: 7022 bytes OK
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2023/11/12-06:20:00.797091 ffff8929e0a0 Recovering log #3
2023/11/12-06:20:00.797962 ffff8929e0a0 Level-0 table #5: started
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+ 1
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Data/systems/pf2e/packs/adventure-specific-actions/CURRENT View File

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MANIFEST-000004
MANIFEST-000002

+ 1
- 5
Data/systems/pf2e/packs/adventure-specific-actions/LOG View File

@ -1,5 +1 @@
2023/11/12-06:20:01.505140 ffff7bfff0a0 Recovering log #3
2023/11/12-06:20:01.505479 ffff7bfff0a0 Level-0 table #5: started
2023/11/12-06:20:01.508843 ffff7bfff0a0 Level-0 table #5: 113625 bytes OK
2023/11/12-06:20:01.513351 ffff7bfff0a0 Delete type=0 #3
2023/11/12-06:20:01.513409 ffff7bfff0a0 Delete type=3 #2
2023/12/18-04:21:36.881827 7fbd05ffd640 Delete type=3 #1

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Data/systems/pf2e/packs/adventure-specific-actions/LOG.old View File

@ -1 +0,0 @@
2023/11/08-20:32:54.524457 7f38abfff640 Delete type=3 #1

BIN
Data/systems/pf2e/packs/adventure-specific-actions/MANIFEST-000002 View File


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Data/systems/pf2e/packs/adventure-specific-actions/MANIFEST-000004 View File


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Data/systems/pf2e/packs/age-of-ashes-bestiary/000003.log View File


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Data/systems/pf2e/packs/age-of-ashes-bestiary/000005.ldb View File


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Data/systems/pf2e/packs/age-of-ashes-bestiary/CURRENT View File

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MANIFEST-000004
MANIFEST-000002

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