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v0.6.2
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MrVauxs committed Jul 27, 2022
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2 changes: 1 addition & 1 deletion css/style.css

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1 change: 0 additions & 1 deletion data/actions.json
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"unit": "round",
"freq": 1
},
"trigger": "Another creature attempts a check to investigate a lead you're pursuing.",
"entries": [
"You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a {@dice d20}. If you {@action Strike} the chosen creature later this round, you must use the result of the roll you made to {@action Devise a Stratagem|APG} for your {@action Strike}'s attack roll instead of rolling. You make this substitution only for the first {@action Strike} you make against the creature this round, not any subsequent attacks.",
"When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your {@action Strike} uses an {@trait agile} or {@trait finesse} melee weapon, an {@trait agile} or {@trait finesse} unarmed attack, a ranged weapon (which must be {@trait agile} or {@trait finesse} if it's a melee weapon with the {@trait thrown} trait), or a {@item sap}.",
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11 changes: 10 additions & 1 deletion data/ancestries/ancestry-android.json
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{
"type": "pf2-h2",
"page": 69,
"source": "LOAG",
"name": "Android of the Inner Sea",
"reference": {
"auto": true
},
"entries": [
{
"type": "pf2-sidebar",
"page": 70,
"source": "LOAG",
"name": "Android Adventurers",
"entries": [
"Most androids become adventurers to protect their kin from harm or to research the history of their people, typically by exploring technological ruins. Androids survive through deception, stealth, and subterfuge, which leads many down the path of the {@class rogue}. Others embrace their thirst for knowledge and understanding by becoming {@class alchemist|CRB|alchemists}, {@class monk|CRB|monks}, or {@class wizard|CRB|wizards}. Typical android backgrounds include {@background hermit}, {@background nomad}, {@background scholar}, and {@background tinker}."
Expand All @@ -144,16 +149,17 @@
{
"type": "pf2-sidebar",
"page": 71,
"source": "LOAG",
"name": "Android Settlements",
"entries": [
"Androids are primarily found in Numeria, where they hide among humans or travel as nomads. A large number live openly in Starfall under the protection of the Black Sovereign. The slopes of Silver Mount house multiple android enclaves and archaeological teams, including Enseffa, the center of Androffan society. In the town of Hajoth Hakados, the locals help androids secretly flee Numeria for lands where they face less hatred. Hidden in a series of tunnels and caverns beneath the Numerian Plains, the androids of Szamrak's Haven believe androids are a superior life-form. They hunt for foundries with the intent of liberating all androids, conquering Numeria to found an android-only nation, and eventually returning their people to their home amongst the stars."
]
},
"Androids can be found throughout the Inner Sea in small numbers, hiding among humanity, though the vast majority reside in Numeria. Aware that new androids are still birthed in forgotten foundries, most prefer to stay nearby to mentor their newborn kin rather than leave.",
"Traditionally, Numerian androids encounter two major enemies. First are the nefarious Technic League, greedy spellcasters who claim all technology in Numeria as their own; under Technic League rule, androids lived enslaved as technological marvels for the curious to disassemble and understand. Second are the local Kellids, who believe all technology must be buried or destroyed\u2014androids included. But change has come to Numeria. The Technic League is shattered, and the spellcasters that remain have allied with local gangs and warlords. Most Kellids still view androids as taboo but no longer kill them on sight. In the hinterlands, some citizens are slowly shaking loose their fear and prejudice, as the faiths of Casandalee and Brigh pave the way for reconciliation. A few leaders, including the Black Sovereign, have offered androids the hand of friendship, welcoming them into their lives and communities. Despite this promising turn, however, most androids remain cautious.",
{
"type": "pf2-h3",
"page": 70,
"source": "LOAG",
"name": "Androffan",
"entries": [
"Androids have long sought to uncover their history and purpose, but Androffan androids take this search a step further. They seek not just knowledge, but information of their former home of Androffa to revive their lost culture. Androffans delve into technological ruins for clues to their people's past and purpose, to hunt for foundries, and to unlock the mysteries of space travel. They wear clothing and jewelry modeled on attire scavenged from starship wreckage: work boots, flight suits, wristbands, identification cards, and military insignia. Unlike most android enclaves, some Androffans live within the ruins they explore. Most individuals are nomadic, traveling from site to site to perform archaeological excavations, but the largest groups are sedentary, living along the slopes of Silver Mount in the effective heart of Androffan society."
Expand All @@ -162,6 +168,7 @@
{
"type": "pf2-h3",
"page": 70,
"source": "LOAG",
"name": "Chasm",
"entries": [
"While most survivors from the Rain of Stars found themselves wandering Golarion's surface, Chasm androids escaped the wreckage into the depths of the Darklands. Isolated, afraid, and with few resources at their disposal, they became scavengers, repairing and repurposing scrap and salvage to survive. Wall panels, wires, and torn nylon became material for clothes, rope, and tools; plastic became armor and dishes; and the few bits of functioning technology they found became cultural touchstones\u2014the last vestiges of when their people flew across the stars.",
Expand All @@ -171,6 +178,7 @@
{
"type": "pf2-h3",
"page": 70,
"source": "LOAG",
"name": "Many-Souled",
"entries": [
"Android philosophers have long wondered about the miracle of Renewal\u2014while it's well-known that a Renewed android is a wholly new person with no memory of their body's previous experiences, many androids dream of their past lives. Many-Souled androids believe that nanites are the key to this mystery, housing their former memories and intelligences.",
Expand All @@ -180,6 +188,7 @@
{
"type": "pf2-h3",
"page": 70,
"source": "LOAG",
"name": "Sovereign",
"entries": [
"When the Technic League was overthrown, the Black Sovereign Kevoth-Kul opened the doors of his palace to androids, offering them a home. Touched by his generosity, some androids entered his halls, becoming honorary Kellids. In the following years, these androids have dedicated themselves to adopting the Kellid way of life. They no longer hide their heritage, instead openly embracing their dualistic android and Kellid identities.",
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10 changes: 5 additions & 5 deletions data/ancestries/ancestry-azarketi.json
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"name": "Alvadna",
"entries": [
"Adapted to survive in the dark, crushing ocean depths, Alvadna azarketis live in deep sea trenches, where their large, sedentary communities protect them and enable their reclusive tendencies. They subsist primarily on gelatinous lifeforms, such as sea cucumbers, jellyfish, and xenophyophores but also consume eels, fish, and starfish. As they adapted to their home depths, Alvadnas developed semi-translucent skin and overly large eyes. They bind marine snow into thin sheets to craft spartan clothes and fishing nets, which they illuminate with bioluminescent bulbs. These azarketis also frequent underwater volcanoes, using their control over water to shape molten lava into tools and weapons.",
"Alvadnas typically have the ancient scale, benthic, or murkeyed azarketi heritage."
"Alvadnas typically have the {@ancestry azarketi|AAWS|ancient scale|ancient scale}, {@ancestry azarketi|AAWS|benthic|benthic}, or {@ancestry azarketi|AAWS|murkeyed|murkeyed|LOAG} azarketi heritage."
]
},
{
Expand All @@ -209,7 +209,7 @@
"name": "Eravar",
"entries": [
"Confined to much smaller waterways than other azarketis, Eravars live in rivers, swamps, lakes, and other inland bodies of water. Brown-skinned and sedentary, Eravars build their homes at the bases of waterfalls or in caverns behind them, along the banks of fertile riverbeds or half-submerged in warm marshes and swamps. They grow crops and rear livestock for food. Eravar azarketis have a fondness for pets, raising birds, fish, and aquatic mammals along with other domesticated animals. Social and gregarious, Eravars happily trade tales and goods with outsiders.",
"Eravars most often have the river, inured, or mistbreath azarketi heritage."
"Eravars most often have the {@ancestry azarketi|AAWS|river|river}, {@ancestry azarketi|AAWS|inured|inured|LOAG}, or {@ancestry azarketi|AAWS|mistbreath|mistbreath} azarketi heritage."
]
},
{
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"name": "Inzenti",
"entries": [
"The most commonly found azarketis, Inzentis live in temperate waters throughout the Arcadian Ocean and Inner Sea. Inzentis' skin tones range from human hues to shades of pearlescent white, blue, green, pink, or yellow. They have expressive brow ridges and vibrant purple eyes, and they favor elaborate circlets, anklets, and wristbands crafted from gold, coral, and pearl. Their cities of coral and seaweed sprawl across the ocean floor, surrounded by farms of crustaceans, fish, and oysters. Inzentis hold great reverence for their Azlanti origins and avidly study their ancestors' culture and history, making regular pilgrimages to Azlanti ruins, sunken shipwrecks, and coastal museums and universities.",
"Inzentis most often have the benthic, spined, or thalassic azarketi heritage."
"Inzentis most often have the {@ancestry azarketi|AAWS|benthic|benthic}, {@ancestry azarketi|AAWS|spined|spined|LOAG}, or {@ancestry azarketi|AAWS|thalassic|thalassic} azarketi heritage."
]
},
{
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"name": "Ozalon",
"entries": [
"Large decorative fins crest the heads of Ozalon azarketis, who appear as bold and beautiful as coral. They inhabit the warm waters of the Fever Sea and southern Arcadian Ocean. Ozalons live in reefs and seaweed forests but regularly stroll onto sandy beaches to sunbathe and supplement their seafood diet with tropical fruits. They typically wear little beyond simple skirts of seaweed and have a preference for bracelets made of coral and shells. Ozalon azarketis possess extensive knowledge of the toxins harvestable from sea creatures; many can also read the weather and use this aptitude to avoid or prepare for hurricanes and ocean storms.",
"Ozalons often have the spined, tactile, or thalassic azarketi heritage."
"Ozalons often have the {@ancestry azarketi|AAWS|spined|spined|LOAG}, {@ancestry azarketi|AAWS|tactile|tactile|LOAG}, or {@ancestry azarketi|AAWS|thalassic|thalassic} azarketi heritage."
]
},
{
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"name": "Usena",
"entries": [
"Short and broad with mottled blue, brown, or gray skin, Usena azarketis live in the frigid waters of the Steaming Sea. A thin layer of blubber lays beneath their tough, rubbery flesh, and a dense crop of short hair grows atop their heads in place of fins. Usenas wear waterproof, formfitting suits crafted from seal pelts or sharkskin and typically live in small, submerged homes carved from ice. During winter, they reside under the sea ice and hunt bears, fish, seals, sea birds, and walruses. In spring, they work with other families to hunt schools of fish, sharks, and whales at sea. Each night, Usenas surface to stargaze while sharing stories and songs. They often worship {@deity Desna} or the empyreal lords Pulura and the Black Butterfly.",
"Usenas typically have the benthic, murkeyed, or tactile azarketi heritage."
"Usenas typically have the {@ancestry azarketi|AAWS|benthic|benthic}, {@ancestry azarketi|AAWS|murkeyed|murkeyed|LOAG}, or {@ancestry azarketi|AAWS|tactile|tactile|LOAG} azarketi heritage."
]
}
]
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16 changes: 9 additions & 7 deletions data/ancestries/ancestry-catfolk.json
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"source": "LOAG",
"entries": [
"Askedhakis are diaspora catfolk commonly found in Vudra, Jalmeray, and Nex. They tend to have striped hair or fur and wear light clothing suitable for travel in oppressive heat and humidity. Most eke out their living as nomadic traders, but their warriors traditionally hunt tigers, rakshasas, and other creatures that prey on humanoids. As a mark of prestige and culture, Askedhakis usually wear the most expensive jewelry they can afford in a variety of styles. They view long fangs as an attractive sign of strength, and their artists and artisans have developed various techniques for enhancing one's fangs with metal.",
"Askedhakis typically have the clawed or flexible catfolk heritage and often take the {@feat Saber Teeth|LOAG} ancestry feat."
"Askedhakis typically have the {@ancestry catfolk|apg|clawed|clawed} or {@ancestry catfolk|apg|flexible|flexible} catfolk heritage and often take the {@feat Saber Teeth|LOAG} ancestry feat."
]
},
{
Expand All @@ -178,7 +178,7 @@
"source": "LOAG",
"entries": [
"Mitzenkis are indigenous to the Crown of the World and nearby arctic regions, such as Iobaria and northern Arcadia. They often appear taller and brawnier than most other catfolk, and they have either striped or spotted fur that ranges from white to lightly colored. Their home conditions mean these catfolk rarely encourage leaving their communities or traveling abroad, so they like to know everything about their community and neighbors. Mitzenki armor, weapons, and clothing traditionally feature leather and prominent bones.",
"Mitzenkis overwhelmingly have the winter catfolk heritage."
"Mitzenkis overwhelmingly have the {@ancestry catfolk|apg|winter|winter} catfolk heritage."
]
},
{
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"source": "LOAG",
"entries": [
"The diasporic Qittaj catfolk are most common in Kelesh, including some parts of eastern Qadira. They tend to have yellow or green eyes and striped bronze or yellow fur. They frequent the busy, sunny marketplaces of Katheer and other major cities as well as journey through major travel hubs and oases across the empire. Qittaj catfolk also use surnames, an unusual practice among their kind, generally taking on an ancestor's title as the clan surname. They're also some of the most religious catfolk, often worshipping {@deity Sarenrae}.",
"Qittaj catfolk typically have the nine lives or sharp-eared catfolk heritage."
"Qittaj catfolk typically have the {@ancestry catfolk|apg|nine lives|nine lives} or {@ancestry catfolk|apg|sharp-eared|sharp-eared|LOAG} catfolk heritage."
]
},
{
Expand All @@ -198,7 +198,7 @@
"source": "LOAG",
"entries": [
"Sethurrils are the most populous catfolk ethnicity in Garund and Avistan. Their ancestral home of Murraseth has stood as a rich and influential cultural touchstone since the Age of Darkness, leading many amurruns to equate catfolk culture with Sethurril culture. Sethurril fashion favors eye-catching, multicolor garments with puffy sleeves or flowing cloaks. They're especially likely to worship {@deity Desna}, whom they depict as a kindred catfolk explorer and hunter of the monsters lurking at the world's edges.",
"Sethurrils most often have the jungle or hunting catfolk heritage."
"Sethurrils most often have the {@ancestry catfolk|apg|jungle|jungle} or {@ancestry catfolk|apg|hunting|hunting} catfolk heritage."
]
},
{
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"source": "LOAG",
"entries": [
"Many believe Shemtej catfolk to be the favored children of Bastet and wardens of dangerous spirits bound in the remote deserts of Osirion, Thuvia, and Rahadoum. Male shemtej catfolk are known for growing full, leonine manes. Their culture prioritizes free love, and Shemtejes largely disavow formalized marriage in favor of more fluid relationship structures. Nomadic family groups known as trains constantly change membership. Lovers come and go, children grow up and seek their own paths, and elders leave to pursue their personal goals.",
"Shemtejes often have the nine lives or liminal catfolk heritage."
"Shemtejes often have the {@ancestry catfolk|apg|nine lives|nine lives} or {@ancestry catfolk|apg|liminal|liminal|LOAG} catfolk heritage."
]
}
]
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"page": 126,
"name": "Catfolk",
"source": "LOME",
"reference": {
"auto": true
},
"entries": [
"To an outsider, catfolk might look like panthers distorted by some trick of the light. Others tend to conflate them with hermetic jungle druids or werecreatures, isolating themselves far from civilization. To those of the Expanse, the sight of bipedal pantherlike people moving through the thick foliage is one of the gravest omens of death that can be observed. This results from the area around the Southern Garundi city-state of Murraseth being a fertile breeding ground for poisonous and venomous fauna and flora, such as mambas and moonlighter nettles, as well as home to dangerous natural terrains and traps. The natural dangers of their homeland mean many catfolk\u2014also known as amurruns\u2014focus on traveling safely while doing as little harm as possible or tending to those who have injured themselves in the undergrowth. If these wandering catfolk find others in need of aid, they usually offer to help. Still, rumors persist.",
"Though these catfolk treat Murraseth as the center of their civilization, many travel to satiate their curiosity. Some venture in secret to purchase supplies from trading outposts or settlements that ask few questions or hire lizardfolk guides on the behalf of adventurers stranded in Southern Garund. Murraseth catfolk are quick to emulate catfolk from other parts of Golarion to avoid any stigmas they might face from Mwangi natives."
"To an outsider, catfolk might look like panthers distorted by some trick of the light. Others tend to conflate them with hermetic jungle druids or werecreatures, isolating themselves far from civilization. To those of the Expanse, the sight of bipedal pantherlike people moving through the thick foliage is one of the gravest omens of death that can be observed..."
]
}
]
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