All user data for FoundryVTT. Includes worlds, systems, modules, and any asset in the "foundryuserdata" directory. Does NOT include the FoundryVTT installation itself.
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456 KiB (Stored with Git LFS)

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These are infusions. He can spend an action to create an additional vial of any one of those, @UUID[Compendium.pf2e.equipment-srd.AFR01HVd7DcZvkpP], or a @UUID[Compendium.pf2e.equipment-srd.M1k5QQc1qQLxzyCK]</p>"},"source":{"value":""},"rules":[],"slug":null,"schema":{"version":0.84,"lastMigration":null},"traits":{"value":[],"rarity":"common"},"actionType":{"value":"passive"},"category":"offensive","actions":{"value":null},"requirements":{"value":""},"trigger":{"value":""},"deathNote":false},"type":"action","effects":[],"folder":null,"ownership":{"default":0},"flags":{"core":{"sourceId":"Scene.pdw1P6Rps0KezCBM.Token.x0xRRpVuUZvW8fIf.Item.DBlqCyXmWFAIQkEK"}},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"dCVpgXVgB9Cvbkk8","img":"systems/pf2e/icons/actions/OneAction.webp","name":"Quick Bomber","sort":1700000,"system":{"description":{"gm":"","value":"<p>The Sculptor can use Interact to draw a bomb and then Strike with 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have been seriously injured. If you lose the @UUID[Compendium.pf2e.conditionitems.yZRUzMqrMmfLu0V1] condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the dying condition while wounded, increase your dying condition value by your wounded value.</p>\n<p>The wounded condition ends if someone successfully restores Hit Points to you with @UUID[Compendium.pf2e.actionspf2e.1kGNdIIhuglAjIp9], or if you are restored to full Hit Points and rest for 10 minutes.</p>"},"source":{"value":"Pathfinder Core Rulebook"},"rules":[],"slug":"wounded","schema":{"version":0.84,"lastMigration":null},"group":"death","duration":{"value":0},"value":{"isValued":true,"value":2},"references":{"children":[],"overrides":[],"overriddenBy":[],"immunityFrom":[]},"overrides":[]},"type":"condition","flags":{"core":{"sourceId":"Compendium.pf2e.conditionitems.Yl48xTdMh3aeQYL2"}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null},"_id":"nFQqRtT7LpwpeKiM"},{"img":"systems/pf2e/icons/conditions/persistent-damage.webp","name":"Persistent Damage","system":{"description":{"gm":"","value":"<p>Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as \"X persistent [type] damage,\" where \"X\" is the amount of damage dealt and \"[type]\" is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a @Check[type:flat|dc:15] check to see if you recover from the persistent damage. 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It appears as \"X persistent [type] damage,\" where \"X\" is the amount of damage dealt and \"[type]\" is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a @Check[type:flat|dc:15] check to see if you recover from the persistent damage. 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It appears as \"X persistent [type] damage,\" where \"X\" is the amount of damage dealt and \"[type]\" is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a @Check[type:flat|dc:15] check to see if you recover from the persistent damage. 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