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v0.7.1
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MrVauxs committed Oct 14, 2022
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12 changes: 6 additions & 6 deletions data/abilities.json
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],
"page": 236,
"entries": [
"The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its Strikes deal additional {@condition persistent damage ||persistent fire damage} equal to half the skeleton's level (minimum 1 damage)."
"The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its {@action Strike||Strikes} deal additional {@condition persistent damage ||persistent fire damage} equal to half the skeleton's level (minimum 1 damage)."
]
},
{
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],
"page": 236,
"entries": [
"The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged {@action Strike}. This uses the attack bonus of whichever of the skeleton's other Strikes has the highest attack bonus and deals piercing damage equal to that {@action Strike}'s damage plus the skeleton's level (minimum 1)."
"The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged {@action Strike}. This uses the attack bonus of whichever of the skeleton's other {@action Strike||Strikes} has the highest attack bonus and deals piercing damage equal to that {@action Strike}'s damage plus the skeleton's level (minimum 1)."
]
},
{
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],
"page": 236,
"entries": [
"Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns. The skeleton's unarmed melee Strikes deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage). At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains HP equal to its level (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms."
"Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns. The skeleton's unarmed melee {@action Strike||Strikes} deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage). At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains HP equal to its level (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms."
]
},
{
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"transmutation"
],
"entries": [
"The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of {@skill Deception}. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its {@skill Deception} DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
"The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of {@skill Deception}. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its {@skill Deception} DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and {@action Strike||Strikes}, and might potentially change its senses or size. Any changes are listed in its stat block."
]
},
{
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"number": 1,
"unit": "action"
},
"requirements": "The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.",
"requirements": "The monster hit the same enemy with two consecutive {@action Strike||Strikes} of the listed type in the same round.",
"entries": [
"A Rend entry lists a {@action Strike|CRB} the monster has. The monster automatically deals that {@action Strike|CRB}'s damage again to the enemy."
]
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"source": "B1",
"page": 344,
"entries": [
"When the monster Strikes a creature that has the {@condition flat-footed} condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon."
"When the monster {@action Strike||Strikes} a creature that has the {@condition flat-footed} condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon."
]
},
{
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19 changes: 11 additions & 8 deletions data/actions.json
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{
"type": "successDegree",
"entries": {
"Critical Success": "You remember the creature's weaknesses, and Archive as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon {@action Strike||Strikes} against the creature also become {@trait magical} if they weren't already.",
"Critical Success": "You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon {@action Strike||Strikes} against the creature also become {@trait magical} if they weren't already.",
"Success": "You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon {@action Strike||Strikes} against the creature also become {@trait magical} if they weren't already.",
"Failure": "Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon {@action Strike||Strikes} against the creature also become {@trait magical} if they weren't already.",
"Critical Failure": "You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become {@condition flat-footed} until the beginning of your next turn."
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},
"requirements": "You used your most recent action to {@action Cast a Spell} or make a {@action Spellstrike|SoM}.",
"entries": [
"You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.",
"You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee {@action Strike||Strikes} deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.",
"If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school.",
{
"type": "list",
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},
"trigger": "An enemy within 15 feet damages you.",
"entries": [
"Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your Strikes against the triggering creature deal 2 extra damage of the type you chose.",
"The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your Strikes increases to 4 at 9th level and 6 at 16th level."
"Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your {@action Strike||Strikes} against the triggering creature deal 2 extra damage of the type you chose.",
"The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your {@action Strike||Strikes} increases to 4 at 9th level and 6 at 16th level."
]
},
{
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]
},
"entries": [
"Make two unarmed {@action Strike|CRB|Strikes}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the {@trait flourish} trait, you can use {@action Flurry of Blows} only once per turn."
"Make two unarmed {@action Strike|CRB|Strikes}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the {@action Strike||Strikes} normally. As it has the {@trait flourish} trait, you can use {@action Flurry of Blows} only once per turn."
]
},
{
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"The enemy refuses, and you deal 1d6 mental damage to it. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level."
]
},
"In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level."
"In addition, your {@action Strike||Strikes} against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level."
]
},
{
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{
"type": "successDegree",
"entries": {
"Critical Success": "Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute.",
"Critical Success": "Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your {@action Strike||Strikes} deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute.",
"Success": "Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.",
"Failure": "You make a miscalculation and nothing happens.",
"Critical Failure": "Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset."
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"trigger": "An enemy within 15 feet damages you.",
"entries": [
"Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type.",
"In addition, your Strikes against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether this extra damage is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level."
"In addition, your {@action Strike||Strikes} against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether this extra damage is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level."
]
},
{
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{
"name": "Shove",
"source": "CRB",
"alias": [
"Push"
],
"page": 243,
"activity": {
"number": 1,
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-skeleton.json
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"source": "BotD",
"page": 55,
"entries": [
"For tasks that require a lighter touch, gnome, goblin, and halfling remains are more suitable than a larger creature's. These smaller, nimbler skeletons fit well in a traveling chest, can be forced through tight spaces, and more easily avoid detection. Your size is Small instead of Medium. You gain the {@feat Quick Squeeze} feat, even if you aren't trained in {@skill Acrobatics}. Tight spaces not tight enough to require the {@action Squeeze} activity aren't difficult terrain for you."
"For tasks that require a lighter touch, gnome, goblin, and halfling remains are more suitable than a larger creature's. These smaller, nimbler skeletons fit well in a traveling chest, can be forced through tight spaces, and more easily avoid detection. Your size is Small instead of Medium. You gain the {@feat Quick Squeeze} feat, even if you aren't trained in {@skill Acrobatics}. Tight spaces not tight enough to require the {@action Squeeze} activity aren't {@quickref difficult terrain||3|terrain} for you."
]
},
{
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4 changes: 2 additions & 2 deletions data/ancestries/ancestry-sprite.json
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{
"name": "Magical Strikes",
"entries": [
"Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons."
"Your inherent magic pervades your entire being. All your {@action Strike||Strikes} are magical, whether with unarmed attacks or weapons."
]
}
],
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"page": 128,
"name": "Tiny PCs",
"entries": [
"PCs are typically Small or Medium size, but most sprite PCs are Tiny instead! Being Tiny comes with its own set of rules about space and reach. Your Tiny sprite can enter another creature's space, which is important because your melee Strikes typically have no reach, meaning you must enter their space to attack them. Like other Tiny creatures, you don't automatically receive lesser cover from being in a larger creature's space, but circumstances might allow you to {@action Take Cover}. You can purchase weapons, armor, and other items for your size with the same statistics as normal gear, except that melee weapons have a reach of 0 for you (or a reach 5 feet shorter than normal if they have the reach trait). Remember to adjust the {@table Bulk Conversions||Bulk of items and your Bulk limit for Tiny size}."
"PCs are typically Small or Medium size, but most sprite PCs are Tiny instead! Being Tiny comes with its own set of rules about space and reach. Your Tiny sprite can enter another creature's space, which is important because your melee {@action Strike||Strikes} typically have no reach, meaning you must enter their space to attack them. Like other Tiny creatures, you don't automatically receive lesser cover from being in a larger creature's space, but circumstances might allow you to {@action Take Cover}. You can purchase weapons, armor, and other items for your size with the same statistics as normal gear, except that melee weapons have a reach of 0 for you (or a reach 5 feet shorter than normal if they have the reach trait). Remember to adjust the {@table Bulk Conversions||Bulk of items and your Bulk limit for Tiny size}."
]
},
{
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4 changes: 2 additions & 2 deletions data/archetypes.json
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"extraFeats": [
"6|Shielded Stride|CRB",
"8|Reflexive Shield|CRB",
"8|Shield Warden|CRB",
"8|Shield Warden (Fighter)|CRB",
"10|Quick Shield Block (Fighter)|CRB",
"12|Mirror Shield|CRB"
],
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"Barbarian rogues can become masters in every save and diversify their skills.",
"Champion rogues add damage from sneak attack while protecting their flanking partners from harm.",
"Fighter rogues combine the fighter's accuracy with extra damage, a deadly combination for archers or finesse fighters.",
"Monk rogues have great synergy, since many stances grant powerful Strikes that work with sneak attack.",
"Monk rogues have great synergy, since many stances grant powerful {@action Strike||Strikes} that work with sneak attack.",
"Ranger rogues benefit from the shared focus on trailing foes and catching them {@condition flat-footed}. The flurry edge can get you many sneak attacks, and the precision edge doubles down on precision damage.",
"Spellcaster rogues use the rogue multiclass to shore up skills or to pick up tricky rogue feats like Mobility to help keep them safe."
]
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4 changes: 2 additions & 2 deletions data/bestiary/creatures-aoa1.json
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"concentrate"
],
"entries": [
"The door opens and slams its doors, making two door Strikes against one creature. If both hit, the creature is {@condition grabbed}\u2014stuck between the doors. The doorwarden's multiple attack penalty doesn't increase until it has finished both attacks."
"The door opens and slams its doors, making two door {@action Strike||Strikes} against one creature. If both hit, the creature is {@condition grabbed}\u2014stuck between the doors. The doorwarden's multiple attack penalty doesn't increase until it has finished both attacks."
],
"name": "Slam Doors"
}
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"unit": "action"
},
"entries": [
"The emperor bird makes tail Strikes against two different creatures within reach. The emperor bird's multiple attack penalty does not increase until it has finished both attacks."
"The emperor bird makes tail {@action Strike||Strikes} against two different creatures within reach. The emperor bird's multiple attack penalty does not increase until it has finished both attacks."
],
"name": "Tail Lash"
}
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