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v0.5.14
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MrVauxs committed Jun 26, 2022
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4 changes: 2 additions & 2 deletions data/actions.json
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},
"requirements": "You must use a {@item repair kit}.",
"entries": [
"You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the {@item repair kit} with both hands. You can also use this activity to remove a talisman. If more than one talisman is affixed to an item, the talismans are suppressed; none of them can be activated."
"You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the {@item repair kit} with both hands. You can also use this activity to remove a talisman. Attaching more than one talisman to an item deactivates all the talismans. They must be removed and re-affixed before they can be used again."
]
},
{
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"freq": 1
},
"entries": [
"You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot as long as the item is on your person. You must still {@action Cast a Spell|CRB|Cast the Spell} and meet the spell's other requirements."
"You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still {@action Cast a Spell||Cast the Spell} and meet the spells other requirements."
]
},
{
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2 changes: 1 addition & 1 deletion data/archetypes.json
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"rarity": "uncommon",
"page": 131,
"entries": [
"Youve trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldors premier bardic college, in order to train at one of the Lion Blades elite Shadow Schools."
"You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools."
],
"extraFeats": [],
"dedicationLevel": 2
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50 changes: 25 additions & 25 deletions data/book/book-crb.json

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7 changes: 5 additions & 2 deletions data/book/book-gmg.json
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"name": "Starting at a Higher Level",
"entries": [
"A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.",
"The Character Wealth table on page 511 of the {@i Core Rulebook} indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."
]
"The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."
],
"data": {
"quickref": 5
}
}
]
},
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5 changes: 5 additions & 0 deletions data/changelog.json
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"ver": "0.5.13",
"date": "2022-06-23",
"txt": "- Added rarity filters to Archetypes and Classes pages\n- (Typos/Tags)"
},
{
"ver": "0.5.14",
"date": "2022-06-26",
"txt": "- Made the errata changes reflect the 3rd-Print CRB\n- Fixed \"data\" tab in Companions/Familiars page\n- Fixed removing elements from a list\n- (Typos/Tags)"
}
]
}
2 changes: 1 addition & 1 deletion data/class/class-cleric.json
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"page": 120,
"name": "Warpriest",
"entries": [
"You gain expert proficiency with your deity's favored and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary."
"You gain expert proficiency with your deity's favored weapon and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; use your divine spell DC if necessary."
]
}
]
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4 changes: 2 additions & 2 deletions data/companionsfamiliars.json
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"speed": {
"walk": 40
},
"support": " horse adds momentum to your charge. Until the start of your next turn, if you moved at least 10 feet on the action before your {@action Strike}, add a circumstance bonus to damage for that {@action Strike} equal to twice the number of damage dice. If your weapon already has the {@trait jousting} weapon trait, increase the traits damage bonus by 2 per die instead.",
"support": " horse adds momentum to your charge. Until the start of your next turn, if you moved at least 10 feet on the action before your {@action Strike}, add a circumstance bonus to damage for that {@action Strike} equal to twice the number of damage dice. If your weapon already has the {@trait jousting} weapon trait, increase the trait's damage bonus by 2 per die instead.",
"maneuver": {
"name": "Gallop",
"source": "CRB",
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{
"name": "Aeon Stone Reservoir",
"entries": [
"Your aeon wyrd can hold any {@item aeon stone|crb} as a powerfully resonant nucleus that holds it together. You gain the aeon stone's benefits without needing to use one of your investiture slots for the day, and you also gain the aeon stone's resonant power, without interfering with any {@item wayfinder} you invest."
"Your aeon wyrd can hold any {@item aeon stone (generic)|crb|aeon stone} as a powerfully resonant nucleus that holds it together. You gain the aeon stone's benefits without needing to use one of your investiture slots for the day, and you also gain the aeon stone's resonant power, without interfering with any {@item wayfinder} you invest."
]
},
{
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7 changes: 3 additions & 4 deletions data/conditions.json
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"source": "CRB",
"page": 621,
"entries": [
"Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as \"X persistent [type] damage,\" where \"X\" is the amount of damage dealt and \"[type]\" is the damage type. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC {@flatDC 15} flat check to see if you recover from the persistent damage. If you succeed, the condition ends.",
"Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.",
"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 DC {@flatDC 15} flat check to see if you recover from the persistent damage. If you succeed, the condition ends.",
{
"type": "pf2-brown-box",
"name": "PERSISTENT DAMAGE RULES",
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"type": "pf2-title",
"name": "Immunities, Resistances, and Weaknesses",
"entries": [
"Immunities, resistances, and weaknesses all apply to {@condition Persistent Damage|CRB|persistent damage}. If an effect deals initial damage in addition to {@condition Persistent Damage|CRB|persistent damage}, apply immunities, resistances, and weaknesses separately to the initial damage and to the {@condition Persistent Damage|CRB|persistent damage}. Usually, if an effect negates the initial damage, it also negates the {@condition Persistent Damage|CRB|persistent damage}, such as with a slashing weapon that also deals {@condition Persistent Damage|CRB|persistent bleed damage} because it cut you. The GM might rule otherwise in some situations."
"Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage. Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations."
]
},
{
"type": "pf2-title",
"name": "Multiple Persistent Damage Conditions",
"entries": [
"You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one {@condition Persistent Damage|CRB|persistent damage} condition with the same damage type, the higher amount of damage overrides the lower amount. The damage you take from {@condition Persistent Damage|CRB|persistent damage} occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're {@condition dying} with several types of {@condition Persistent Damage|CRB|persistent damage}, the {@condition Persistent Damage|CRB|persistent damage} increases your {@condition dying} condition only once."
"You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. The damage you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're {@condition dying} with several types of persistent damage, the persistent damage increases your {@condition dying} condition only once."
]
}
]
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14 changes: 7 additions & 7 deletions data/feats/feats-crb.json
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"fighter"
],
"entries": [
"With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy's turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature.."
"With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemys turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature."
]
},
{
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],
"prerequisites": "master in {@skill Stealth}",
"entries": [
"You alter your appearance to blend in to the wilderness. In natural terrain, you can {@action Hide} and {@action Sneak} even without cover or being concealed."
"You alter your appearance to blend in to the wilderness. In natural terrain, you can {@action Hide} and {@action Sneak} even without cover or being {@condition concealed}."
],
"leadsTo": [
"Shadow Hunter",
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"monk"
],
"prerequisites": "{@feat Mountain Stronghold}",
"requirements": "You are in Mountain Stance.",
"requirements": "You are in {@feat Mountain Stance}.",
"entries": [
"You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save against your class DC. On a failure, they also fall {@condition prone}. After you use this action, you can't use it again for {@dice 1d4} rounds."
],
"special": "If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2."
"special": "If you have this feat, the Dexterity modifier cap to your AC while using {@feat Mountain Stance} increases from +1 to +2."
},
{
"name": "Mountain Stance",
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"monk"
],
"prerequisites": "{@feat Mountain Stance}",
"requirements": "You are in Mountain Stance.",
"requirements": "You are in {@feat Mountain Stance}.",
"entries": [
"You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn."
],
"special": "If you have this feat, the Dexterity modifier cap to your AC while you're in Mountain Stance increases from +0 to +1.",
"special": "If you have this feat, the Dexterity modifier cap to your AC while you're in {@feat Mountain Stance} increases from +0 to +1.",
"leadsTo": [
"Mountain Quake"
]
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"prerequisites": "Intelligence 14",
"entries": [
"You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the {@action Cast a Spell} activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in {@skill Arcana}; if you were already trained in {@skill Arcana}, you instead become trained in a skill of your choice.",
"Choose an arcane {@classFeature arcane school|wizard||1||school of magic} as you would if you were a wizard. You become a member of that school, allowing you to take the schools feats. You don't gain any abilities from your choice of school."
"Select one arcane {@classFeature arcane school|wizard||1||school of magic}; you don't gain any abilities from your choice of school."
],
"special": "You can't select another dedication feat until you have gained two other feats from the wizard archetype.",
"leadsTo": [
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